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Which is where you come in to save the day. It's an unfortunate fact of online gaming life that the more popular a game is the better it will be. For instance, amazing as Shogun: Total War is as a singleplayer experience, as an online game it loses something almost intangible, and thanks to a few bugs, inherent lag-ridden play and a bunch of good-for-nothing cheats, the game has lost much of its online audience as a result.
Not so Red Alert 2, which like its predecessor, is one of the biggest real-time strategy games played online and off. It's easy to see why: not only is CSC itself a tag as popular in gaming circles as Westlife is in pap music and infinitely more enduring , but the gameplay mechanics have changed little since Westwood single-handedly invented realtime strategy with Dune 2, back in It's a cinch to learn, runs on almost any PC and you don't have to fart about with IP addresses, obscure applications to the simpleton anyway like GameSpy or pay a monthly subscription.
You just dial-in, click and play. Everything is navigated through the flAPmenu system, you won't have problems finding people to play against, day or night and if you're new to the delights of online gaming, there is no better place to start. If you've played Red Alert 2 s Skirmish game, you won't have much of a problem with its Multiplayer.
In fact, the only difference is that your opponents will be more vocal and varied in skill and predictability. Online, however, there is a ranking system in place. And, in theory, finding a like-skilled player to mouse-duel should be simple thanks to the fact you can click on their name and see at a glance where in the world they are from and how high they sit in the RA2 rankings.
In practice, rankings aren't that helpful and sometimes don't even show up. As a guide, lose your first tournament game and you'd probably go straight in at 40, Play someone ranked around as I stupidly did he was tagged as 'unranked' when I chose to play him and you can expect a mauling. Still, the RA2 community is a pretty friendly bunch, whether they win or lose, as long as the game is a good one there are plenty of virtual handshakes and cocktails by the pool afterwards.
One game not available to the skirmisher is World Domination. You choose one of the contested territories, fight, and whether you win or lose, the overall map changes colour and, at the end of each day, a side is declared victorious. No big shakes really, but it's bizarre why you can only play Domination in x resolution.
So, little has changed then. Online Red Alert 2 is just as good as all the other Westwood games have been since time began. It's not as good looking as many other RTS games we could mention, neither is it particularly the most strategically challenging game around.
As long as you know each unit and every keyboard shortcut, you can pretty much rule the online roost. While you're there, however, Red Alert 2 is a lot of fun, easy to play and unendingly popular - and if you've already got the game, it would be a crime not to bring your modem to the party. It's not all 'destroy the base' so If you're stuck we've hopefully got the solution. Enjoy It while It lasts because it looks like it's the final 2D version to come from Westwood.
And then we'll only have the Army Men series to look forward to in that genre. Oh dear. Train about 15 conscripts and head to the north. Mend the bridge to the west of the second small base to get your hands on four tanks. Go up and attack the Pentagon.
Capture the Allied refineries to get some cash. Construct a shipyard, build six or seven Subs and take them down south to sink all the Destroyers and the Allied shipyard. Build a lot of tanks and head down the left of the map. Destroy the construction yard the barrels nearby make it easier and they'll give up and shut down the base.
Finish everything off and remember that the Chrono Miners count too. Capture the three derricks in front of your base. Fortify the building down the slope. Use about fourV3 Rocket Launchers to clear up any pillboxes on the way north. Mop up infantry with Tesla Troopers and tanks. Destroy the pillboxes around the base with V3s again while using everything else to destroy enemy structures.
You can use some engineers to repair the skyscrapers around the base to give you a fortified advantage if you want. Before you capture the battle lab, train ten Flak Troopers and place them nearby. Beef up your tank division then hold on tight until the timer runs down. There's two ways to do this, an easy way and a hard way. Guess which one we went for? Build up two or three Subs to guard the shore and about four Flak Cannons to defend the air. Now the sneaky bit: send about five conscripts and Tesla Troopers to the east to take over and guard the lighthouse at the end of the map.
When the invasion starts an Allied MCV should attempt to set itself up close by. Blow it up before it can build anything or else you're going to have a lengthy battle on your hands.
Your own base should be safe from attack if you've fortified the buildings nearby and left a few Tesla Troopers guarding it. Go to the left and capture the derrick to get some cash. Travel around, fortifying the buildings near any enemies to give you an advantage. Keep some engineers nearby to repair them if they get damaged. It's best to go in by the middle enhance to the north and take out the tanks in the park before moving in your Tesla Troopers to charge the Eiffel Tower.
Start up your base and quickly send some troops off to the left to stem any landings. Take some conscripts over to the house on the small island to gain a bonus. For another cash bonus, take an amphibious transport along the bottom left until you reach land and you'll find a crate. Build up some minor defences, then concentrate on building Subs and a few Sea Scorpions. Deploy them near the housed island to take out the Koreans when the timer runs down.
Keep the dreadnought reinforcements at a distance. Defend your shipyard from any remaining ships while stocking up on Subs. Head to the west and then up the small channel in the middle.
Use your Dreadnoughts to take out the Prism Towers. Then sub-rush the Allied fleets and the shipyards. And you don't even need to set foot in their base. You need to defend all four points of your base. Before you do, send a couple of Tesla Troopers to take out the propaganda van to the west, then send some engineers over to the far east derricks to get some extra cash. Build three miners to harvest the north field, guarded by a few tanks and Troopers.
Churn out some Flak Troopers and cannons around your battle lab. Hold out and build up a few heavy tanks, some Apocalypses and Terror Drones and position them next to the entrance two of each should do the job along with a whole bunch of Tesla Troopers. Build some Tesla Coils nearby and add others when you've got the money. A few dogs should sort out any spies as well.
The attacks keep getting stronger but as long as you keep an even mix at each point, you'll be able to hold them off. Defend your base from Paratroopers as you build. Send a few tanks, backed up by four V3 Launchers and Tesla Troopers over the bridge. When you've taken out their units, send a few engineers over to capture what's left. Build one plasma coil to the north-east. Keep a good supply of Terror Drones to help take out enemy infantry and mix with a few Apocalypse tanks.
Money can be tight here so send a few units to destroy the memorials and make some cash when there's a lull in the fighting. To penetrate the White House base, the best thing to do is to amass your forces up at the north-west and assault the left wall.
Enemy buildings can spring up pretty quickly, so take out the construction yard with Apocalypses first of all while using V3s on the war factory.
Then just clear up the power plants to take the coils off line and destroy the barracks. Kill any remaining units and capture the White House. Kill the two guards in the base to the north with the IFV and mind control the engineers to take over the base. Take over another IFV, build an engineer and put him in one to turn it into a repair vehicle.
Take the two up to the northeast base and blow up the pillboxes and guards, using the repair IFV to fix any damage. By now he should be to at full strength. Get rid of the repair IFV and use the psychic commander to take over the sniper, who should then take out all the guards and dogs standing at the entrance. Build a spy and send him into the base. Position your IFV at the south wall and launch rockets at the power plants while your spy takes the power down.
The two tanks should pose no problem if you're at full rank. Snipe the remaining infantry and send in a psychic commander to take over the President.
A job well done. It can be a little hard getting started but guard the shores with Tesla Troopers and a few tanks while you build up. Build plenty of Flak Cannons and Troopers to protect from air attack. When your base is established build plenty of Subs, two or three Dreadnoughts and a couple of squid and take out enemy naval units near the coast. Use the Dreadnoughts to take out the beach defences and clear the area. When that's done, stick a load of Apocalypses, Tesla Troopers and V3s into amphibious transports and take them over.
Use the V3s to take out Prism Towers and surge in with the rest to knock out the base. Build a silo while you're doing this so it's ready when you capture the battle lab. Defend it from any air attack while you wait for the countdown to finish and can nuke the weather control device.
Bloody hard this one. The trick is to give yourself some breathing space at the start. As soon as possible, send an Apocalypse and two heavy tanks to the east until you reach a small valley. Take out the Patriot Missile launchers up the hill then head through and take out the other by the water. You can attempt to destroy the next one, but you'll probably die. Meanwhile, waypoint the two airships so they travel east then north towards the base and target them to take out the barracks, war factory, construction yard, psychic beacon and hopefully the nuclear plant before they're both shot down.
That should make things a lot easier. Please register or login to post a comment Register Login. Confirm Something went wrong, please try again.
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