Red Alert-GAME Thread

Thx

@DoubleA: We shall see. For the record, the Allies don't exactly have a superior anti-armor infantry. Just one that can fight fricking planes as opposed to being half-price and can shoot everything well.
 
Chronotanks aren't infantry. And they're rather expensive.
 
Updated OP. Lots of building/unit changes. Give me your thoughts. Kinda took an axe to it instead of a scalpel so I probably missed some things.
 
You gave Allies missile subs, and their minefield apparently counters minefields.
 
I'm going to comment on Allied stuff because that's what I am.

jk/ I approve of the Allied Missile Sub /jk

I think the Minefields are now a viable defense that will only drive home the point of nukes being the ultimate in defense cracking.

It now seems viable to fight defensively without having massively superior income than the enemy by definition.

The Rocket Soldier's bigger bonus against flyers is basically a necessity since almost nothing else in Allied possession shoots planes.

The Ranger's lower cost and high movement gives it value as a fast-attack unit used for hitting where the enemy is weak, with the impression that it's gun is mostly vestigial. It seems to be well worth it.

The Light Tank's lower cost and increased movement means it is basically a combat variation of the Ranger, like IFV vs Humvee. I'd like to forward the Light Tank as the very embodiment of "Lightning Warfare".

The APC is rather basic. It's speed increase means it synergizes well with the Light Tank in this whole "Lightning Warfare" thing.

The Medium Tank is now exactly what it's name suggests. It's not fast enough to tear past enemy lines, but it is strong enough to hold it's own against HTs. A true Master of None.

The Artillery is the heavy hitter of the Allied forces, expensive, slow, and ultimately much better suited to defense.

I'm uncertain what to say about the Chrono Tank or the Phase Transport.

The Longbow seems designed to work with the Ranger on it's strike missions. Just a note.

overall, I approve as each unit seems to have a definite purpose without obsoleting other units.

-Nukeknockout
 
I figured a new defense building even more powerful than Concrete Walls would be appreciated. Of course, Barbed Wire+Concrete Walls+AP Minefield=35% bonus versus infantry units now which is where the Allied lightning strikes come into play. The fact that those buildings don't require power is even better.

Of course, Iron Curtains are still the ultimate defense. ;)

I lowered the cost of the Light Armor Divisions in to justify their relative weakness versus other armored divisions. Meanwhile, I made it so Cargo Trucks can carry five units as well, but without the anti-inf bonus. Cargo trucks can't take territory though like APCs can.
 
I thought we could build more than one barbed wire and concrete wall per territory.
 
I thought we could build more than one barbed wire and concrete wall per territory.

No. You can build more than one flame tower for instance because it actually does combat. Barbed Wire, Concrete Walls, and Minefields don't stack.
 
Oh, I was wondering why 3 barbed wire and concrete walls do the same thing for the same price.
 
Oh, I was wondering why 3 barbed wire and concrete walls do the same thing for the same price.

They don't do the same thing. Concrete Walls work against all land units. Barbed Wire only works against infantry. :lol:
 
Did you just add those badgers? They seem mighty overpowered. They can travel the distance between california and london, and have 35% against everything that isn't AA?! It's a better choice than the Super tank, for crying out loud, because it has better stats, is not obstructed by other units, can go a lot farther in one turn, and is far cheaper!
 
Badger bombs have been there since the beginning.

Tanks can't be shot down by AA guns.
 
Which get some first strikes.

BTW: it was formerly +25% vs buildings alone, which is kinda UP for a $200 unit

EDIT: does this include against Longbows?

And the Super Tank got buffed a bit to be, well, $360 Super. 40% vs all ground forces, 20% vs aircraft.
 
Ok, you guys have cronotanks. They have a +20% on everything and can freakin' teleport. Into provinces. And take them.
 
I know! Isn't it great?
 
Did you just add those badgers? They seem mighty overpowered. They can travel the distance between california and london, and have 35% against everything that isn't AA?! It's a better choice than the Super tank, for crying out loud, because it has better stats, is not obstructed by other units, can go a lot farther in one turn, and is far cheaper!

Badger Bombers have been here since the beginning of the game.

35% versus everything that can't engage air or is an air unit (thought that would be implied). Not to mention that it'll engage any air defense on a straight path to California to London.

The fact that the Allies have a cheap counter unit to it, I don't see the problem.

Which get some first strikes.

BTW: it was formerly +25% vs buildings alone, which is kinda UP for a $200 unit

EDIT: does this include against Longbows?

And the Super Tank got buffed a bit to be, well, $360 Super. 40% vs all ground forces, 20% vs aircraft.

Does not include Longbows (which can actually go up against the unit, though, LBs don't have any AA bonuses so it'll be roughly even.)

Ok, you guys have cronotanks. They have a +20% on everything and can freakin' teleport. Into provinces. And take them.

Eeeexxxxaaaacccccttttlllllyyyyyy.

Which is why I felt justified in giving the Soviets very powerful units themselves given that Chronotank spam is devastating to no end.
 
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