C&C Red Alert 3 General's Challenge - Creeping Death (Part 2)

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Uploaded by on Sep 20, 2009

The 2nd GC mission is annoying me atm. It's not hard, just annoying, and I can't get better then 1 min over par at the moment. So here's the third mission. Anyways, most of the early missions, I have noticed, has a sort of gimmick that the generals use. In the first mission, it was dependence on attack dogs and infantry, and in this one, it's dependence on defense structures.

--Strategy--
I chose Soviet this time because soviet is my best faction. I failed spectacularly using the Japanese (mainly because I need strikers (the unit obtained in this mission) to use Japan with any ability), and didn't try with the Allies, and as such, this will be written in terms of the Soviets. The first thing you should do when the mission starts is to build a barracks and start producing flak troopers, 10 will be enough. Then one engineer. Build a power plant next, and then choose your first General power as it is building (I chose cash bounty because you'll need a bit of extra money to do this mission). When you have 5 Flak Troopers built, send them attack moving to the front of Kenji's base, build one ore refinery as well. Your flak troopers will encounter a few nanocores on the way to the base, try to kill them, but don't pursue if they make it back to their base, as there are defense towers set up there as well. Send your other 5 flak troopers to the same spot as the first 5, and send your engineer to circle around the back of Kenji's base (the reason behind this being in the first two times I did the mission, Kenji always built some structure out on the water that screwed my time completely.)

After the first refinery is finished, build a War Factory and then a Super-Reactor (you need it for the sake of building Hammer Tanks), then build a second refinery. Sell your barracks, and as soon as the 2nd refinery is built (make sure the refinery is completed, or you'll lose the 2nd one, and never make the time), sell your normal power plant as well. Build 7 Hammer Tanks while your flak troopers take out any nanocores and towers being constructed. After the tanks are constructed, have them attack. I used the Hammer Tank's secondary ability to attack any towers for the sake of minimizing damage, but the main attack will do more damage, if you care. (a side note, I have no idea why some of the Hammer Tanks gain a machine gun by the end of the level, I can only assume it's something like the GLA Marauder Tanks in Generals, and how they can upgrade weapons as they kill enemy units. If someone can clarify this for me, that would be nice.) Make sure that you keep the flak troopers behind the tanks, as the towers will attack infantry before they attack tanks, and you will lose a lot of units that way. After the towers are eliminated, just sweep the rest of the buildings, starting with the construction yard. If Kenji has built something on the water, out of range of you troops, use the engineer that should be there to take it, if not, have him come ashore and capture one of the high level buildings (Nano Mainframe or Construction yard). After the last building is destroyed, Kenji does his A-Hole routine, and you win.


-FAQ-
Q: What game?
A: Really?

Q: What Mission?
A: In Title.

Q: The game clock is moving slower then reality D:
A: Not a question, but, my computer sucks, and Fraps+Modern Game=Lag

Q: You did that the stupid/long way.
A: Not a question again, and to reply to that statement, I don't care.


Q: Why do you call them Japanese and not Rising Sun?
A: Because Japan sounds better, and is shorter.

Q: Why only one strategy?
A: Because both ofe the strategies together are more chars then YT can handle, so I'll only be doing the oen in video atm. Sorry.

Meh, more to come soon.

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  • Nice keep up the good work

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