This page is all about Red Alert 2!
As you can probably guess, Red Alert 2 takes place a few years after the events in the original Red Alert. The Allies, victorious in their battles against Joseph Stalin and his Soviet army, have rebuilt the decimated economy and infrastructure of Europe and have installed their own puppet dictator in place of Stalin: General Romanov. To the Allied intelligence, Romanov is nothing more than a consummate politician and the harmless leader of the World Socialist Alliance, a low-profile political group with minimal arms technology. No one could ever perceive him to be a threat.
But Romanov has his own agenda. Outraged at Stalin's failure, Romanov is haunted by memories of his homeland burning and Allied troops marching through his country's streets. He's thirsty for vengeance, and unbeknownst to his Allied puppeteers, Romanov has been mobilizing the World Socialist Alliance into a giant military machine for years and is now only biding his time, waiting for the opportunity to strike. When a civil war breaks out in Mexico, Romanov makes his move. To the Allies, Romanov's move to quell the outbreak in Mexico (also a WSA state) and restore order to Russia's sister country is expected. Soon after Romanov's troops move in to Mexico, however, reports of early-warning defense systems shutting down throughout the United States begin to surface. Other reports tell of Romanov's troops moving north from Mexico into California, Arizona, and Texas, where they've established mysterious beacons at their encroaching outposts. The population in these outlying areas begins to complain of headaches and nausea, and some witnesses claim that some of their neighbors have picked up arms against their fellow countrymen and joined forces with the invading Soviet forces.
The US government is shocked at Romanov's recent moves and has no logical explanation for this sudden turn of events. Left with no other choice, the President of the United States declares war on the World Socialist Alliance and gives the order to launch a nuclear strike against Russia. However, when the Pentagon moves to strike, nothing happens. The US's entire arsenal of nuclear ICBMs remain dormant, useless, in their silos. Intelligence sources confirm the fears: Romanov has developed a frightening technology that affects man and machine alike; specifically, he has created psychically enhanced troops that can attack with a simple thought. The United States and the Allied forces are crippled, and Soviet troops are now thoroughly entrenched on American soil. Playing on the side of the Allies, you'll have to fight an uphill battle against well-armed Soviet forces that are threatening to crush your homeland. As the Soviets, you'll use your newly researched psychic technology to hunt down pockets of resistance and make the US pay for its destruction of Mother Russia.
Considered the bread and butter of Allied infantry. Can be deployed to set up heavy machine gun to increase range and effectiveness.
Collect ore that is collected by Refineries to convert into credits for the player. Credits buy new buildings and units. Travels like an ordinary miner when leaving refineries but "chronos" back to them when it is full. Player can also select Chrono Miner and manually chrono it back to the refinery.
Unarmed but powerful, the engineer can take over enemy buildings by entering them. Repair structures already owned by the player and can repair bridges. Can also repair garrisoned building
Grizzly Battle Tank:
Standard ground battle tank.
This naval transport is good for storming beach heads, carrying men or a tank.
Infantry Fighting Vehicle:
Alters function on the infantry it carries inside. Engineer makes the vehicle a Repair Vehicle for other vehicles. Try it out to see what works best.
Known Combinations :
Chrono Legionnaire + IFV = Chrono Tank [ A powerful version of the Chrono Legionnaire ]
Engineer + IFV = Repair Truck [ Duh! what does a repair truck do? ]
and lots more
GI + IFV =Machine Gun Tank [This is a great variation against infantry]
Tanya + IFV=Sniper Tank [This tank has a long range and is great for taking out Yuris from a long range.]
Desolator + IFV = Nuke Vehicle [This can be used as an extremely fast nuke truck. All you do is fire at something with this and a small nuclear explosion occurs.]
Conscript + IFV = Same as GI
Crazy Ivan +IFV = Same as Desolator
Cuban Terrorist +IFV = Same as Desolator except it leaves radiation longer and is more powerful. Still not as powerful as the Nuke Truck however.
Yuri + IFV =Yuri's Tank :) This variation used Yuris psychic wave attack, but unlike the regular Yuri, who has to rest between shots the IFV can fire without rest.
Sniper + IFV = Same as Tanya only longer range.
Deploys an aircraft that can attack subs.
Jet for ground attacks, fast!
Flies, carries powerful gun and never lands. Good for taking Kirov's
Can target enemy infantry and "become" them to the enemy. useful for sneaking into enemy bases. Has multiple functions based on what structure he enters.
Enemy Barracks - Player's infantry are all created as veterans.
Enemy War Factory - Player's vehicles are all created as veterans.
Enemy Refinery - Steals all the money in that refinery.
Enemy Power Plant - Shuts down all the power of the enemy.
Enemy Tech Center- Steals ability to make special tech unit.
Enemy Radar - Resets enemy shroud.
Naval unit that protects against air attacks. Can shoot down enemy missiles.
Can deploy to look like tree. Fires secretly from camouflaged state.
Ahh, the name sounds familiar
Night Hawk Transport:
Helicopter invisible to enemy radar. Can transport infantry.
Naval ship that has planes fly from it to attack. Planes will automatically reload and continue attacking target until destroyed. Destroyed planes are replaced for free.
Fires beam of light like Prism Tower. When firing against units, light will disperse from the target and hit other enemies based on how close the shooter is.
Cloaked naval unit that uses an enhanced sonar device to attack enemies.
The roving workhouse of the Allied army, this vehicle is the root of Allied bases.
"Erases" enemies out of time. Enemies being erased are invulnerable. He doesn't walk but "chronos" around the map. It takes a bit of time before he becomes active after traveling great distances. The farther away he moves, the longer it takes to "chrono" back into reality. He can be shot while chronoing back into our space.
Trust us, their bite is much worse than their bark. Soviet attack dogs look at enemy troopers and see nothing but a walking, juicy steak. They can also be used to sniff out Allied spies.
The basic foot soldier of the Soviet army. They're cheap, moderately effective in groups, and expendable.
While the shocking Tesla Troopers aren't new to the C&C universe, they can now work in groups to transfer energy to the Soviet Tesla Coils to increase their range and power.
Infantry unit that carries a Flak weapon that can fire at air units.
It's not yet known if Ivan actually has a malfunctioning brain or if he's just constantly drunk on vodka. No matter though, as Crazy Ivan is best known for the destructive bombs he likes to leave lying around the battlefield.
Yuri's not quite as crazy as Ivan, but he's just as deadlyjust in a different way. Yuri has mastered the mental arts and can produce a psychic wave that instantly kills surrounding enemy infantry. Yuri has also been known to take control of enemy units and bend their will to his bidding. And you thought bending spoons with your mind was impressive.
Resembling a giant mechanical spider, the Terror Drone can invade enemy mechanical units and tear them to pieces in a matter of seconds. The only thing that can remove an implanted Terror Drone is a trip to the Service Depot, so you better act quick if you value your units.
The Soviet Harvester has been upgraded with more armor and a heavy gun to ward off tank attacks in the field.
The Amphibious MCV can move over land and water in the search for suitable land on which to build remote Soviet bases.
Vehicle good against ground infantry and air units.
Like the Tesla Troopers and Telsa Coil, the Tesla Tank uses electrical energy to zap enemy units.
RHINO HEAVY TANK
Big, slow, and powerful just like the animal it's named for.
APOCALYPSE ATOMIC TANK
The Rhino may be big, but it's no Apocalypse. This is the largest Soviet tank in existence, carrying a weapons compliment that includes two cannons and a rocket launcher. Be scared little Allies, be very scared.
V3 ROCKET LAUNCHER
The V3 is light, fast, and carries a powerful missile compliment which can be used to quickly reduce enemy structures to rubble. Watch out though, as the rockets aren't as accurate as some other means of attack.
While it's slow, this blimp is fairly well armored and packs a hefty payload of never-ending bombs. This makes the Kirov Airship the perfect offense against Allied bases with no anti-air protection.
If you want to move troops and take out a few enemy units in the process, then this is the air unit you're looking for.
TYPHOON ATTACK SUB
The Attack Sub is one of the stealthiest Soviet units. While submerged, the Typhoon is almost undetectable. And when it surfaces, watch out for its torpedoes and its heavy-caliber deck gun.
A massive Soviet warship that fires devastating long range missiles. The best defense against a force of Dreadnoughts is a number of Aegis Cruisers.
Like the Allied Aegis Cruiser, the Sea Scorpion fires anti-air projectiles. They can also discharge explosive mines that can blow a hole in the hull of naval units.
Ever see 20,000 Leagues Under the Sea? Well that squid was a wus compared to these Soviet-trained, tentacle-endowed monstrosities. These mind-controlled squid can attach themselves to Allied ships and slow them down or even drag them to the briny depths.