Still, I'm not going to hold it against a 21 year-old RTS that I've played every year since release and adore. The only problem? Aftermath basically gave the Soviets their own version with the nuclear submarine, so they pretty much dominated on all fronts in Skirmish mode. If your opponent is foolish enough to set up shop near the coast, sending in three of these super expensive units can basically win you the game, providing the Soviets don't have any submarines to counter. What the Allies do have, though, is the cruiser, an absolute brute of a naval unit that just crudely lobs firepower inland after slowly snaking towards the enemy base. The Allies simply don't have enough decent heavies, like the Soviet's mammoth tanks, which are an absolute pain to take down without anything but a swarm of medium tanks. There's a real problem with balance in the base game of Red Alert, which is somehow made even worse by the additional units in the Aftermath expansion. Wes Fenlon Exorcist Tank, from Dawn of War: Soulstorm What an impractical, hard-to-use, utterly badass unit. It took an agonizing few seconds to phase such a large building out of existence, and more often than not a few weak infantry would run over and gun down my squad. I'd sneak them onto the outskirts of a base, use an airstrike to take out any nearby defenses, and sic my whole squad on the enemy's construction yard. My favorite high-concept strategy was building a force of Chrono Legionnaires, who could teleport in small jumps across the battlefield and use their Ghostbusters-style particle cannons to phase things out of existence. ![]() I would turtle up behind France's Grand Cannons, or build a fleet of grinning Kirov Airships, or spend all my time focusing on elite paratroopers dropped behind enemy lines, inevitably leaving my base ignored and poorly defended against a more efficient counterattack. Red Alert 2 was an amazing sandbox to Play Totally Wrong in.
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