Red Alert Japan's main troops

It's the Dragon of the Hidden Wind

●Japan: (no invaders to build)

Ninja Troop 550, fast, can be invisible, strong attack, several together can even kill the apocalypse, the disadvantage is low defense, so mainly used for sneak attacks.

Kamikaze Daredevil 1500, self-exploding aircraft, killing and maiming large buildings, a serious threat to important buildings such as the main base of the mining plant depot, but very much in need of funds to prepare.

Unit 731 600, need labs, extremely strong on soldier killing, also good for buildings, put a few in the battle fortress, more practical.

Hero SAVAGE5000, the elite of the ninja troops, high attack and high speed, can be invisible, can make the other side can not be defended, the disadvantage is that it can not be anti-air and low life value.

Clone Center 3000, identical to Yuri's Clone Center except for its name and appearance.

●Japan:

Rocket Flying Troopers, Unit 731 Born One Star.

Defense buildings have 0.8x the blood

● Countries*** have:

Tech Oil Wells 2000 (except China), requires a lab, more efficient than the ones that come with the map, gives an economic supplement late in the battle, limited to 6 builds. (China has geothermal energy stations)

Superhero Training Bases 1500 (Owned by: US, France, Japan, China, USSR, You), can train battle-hardened superheroes, varies from country to country (see below for details).

●Allied **** have:

Small Nuclear Power Plant 1000, generates less power than the Soviet Nuclear Power Plant, but the explosions are also less damaging and relatively safer.

Multiple Rocket Launcher 2000, ground-based Patriot missiles that can hit several at once and are more effective against teams.

Air to Air Fighter 1000, requires a lab, strong against air but not against ground, a powerful force for the Allied Air Force to suppress other air forces.

Medic 600, need repair shop, can replenish blood value for their own infantry units, very useful.

Actually you pick different countries and they are introduced when you build the game, it's the time you wait for the little progress bar.

●USA:

U.S. GIs, Seals, Time Legionnaires, and F117 Bombers are born with one star.

Economic income is 1.2 times normal.

●Japan:

Rocket Flying Soldier, Unit 731 Born One Star.

Defense buildings have 0.8x the blood

●Britain:

Snipers, Multi-Purpose Infantry Vehicles, Intruder Fighters, and Mirage Tanks are born with one star.

●France:

Defense buildings have 1.5x more blood than normal, and the build time is reduced to 0.8x.

Heavy GIs are born with one star

●Germany:

Tank killers and anti-tank infantry are born with one star.

Attacks 1.2 times the normal country.

●Libya:

Crazy Evan, Kirov are natural one stars.

Infantry build time is 0.85x.

●Iraq:

Radiant Engineers, Radiant Tanks, and SU35 Fighters are born one star.

Economic income is 1.1 times normal.

●Soviet Russia:

Magnetic Storm Infantry, Heavy Magnetic Storm Troopers, Magnetic Tanks, Terror Droids Born One Star.

Combat Armor is 1.2x.

●China:

Flame Soldiers, Black Lotus are born with one star.

Air Force speed is 1.3x.

●Yuri:

Soldier build time is 0.75.

●Soviets*** have:

Magnetic Blast Flying Soldier 650, requires labs, very effective against chariot units, good against buildings and soldiers, drawback is range is too close.

SU35 Fighter Aircraft 1500, requires labs, great attack and defense, five of them together can exterminate anything, landing platform is a Coalition airfield.

Coalition airfield 600, needs lab, landing platform for SU35.

Repair Worker, not manufacturable, one free from the repair shop, can repair tanks like the Allied Repair Vehicle.

Hellfire Missile 2000, attacks with nuclear radiation, killer of infantry and lightly armored fighting vehicles.

●US:

F117 Bomber 2000, requires a lab, ranged attack, thick blood, especially good against large buildings and infantry groups, with the point attack of the Intruder, gives the US air power a notch up.

Hero YY5000, Tanya's super-enhanced, fast moving, high blood value, appearance and seal wearing the opposite clothes, with the medic is even more fearless, the disadvantage is that it can not anti-air defense.

●Japan: (no invaders can be built)

Ninja troops 550, fast, can be invisible, strong attack, a few together even the apocalypse can be killed, the disadvantage is that the defense is low, so it is mainly used for sneak attacks.

Kamikaze Daredevil 1500, self-exploding aircraft, killing and maiming large buildings, a serious threat to important buildings such as the main base of the mining plant depot, but very much in need of funds to prepare.

Unit 731 600, need labs, extremely strong on soldier killing, also good for buildings, put a few in the battle fortress, more practical.

Hero SAVAGE5000, the elite of the ninja troops, high attack and high speed, can be invisible, can make the other side can not be defended, the disadvantage is that it can not be anti-air and low life value.

Clone Center 3000, identical to Yuri's Clone Center except for its name and appearance.

●Britain:

Flying Sniper 1000, same as Sniper with AWP in hand, can be used against the air, effectively restraining flying soldiers.

Laying mines 1000, need labs, can lay destructive mines, and their own troops stepped on it is fine, the enemy stepped on it will be very bad.

Howitzer 1400, need repair shop, long range attack weapon, can use the advantage of range with other troops to effectively hold the other side, but also can replace the light prism tank in the early stage of the task of siege.

●France:

Mobile Mega Cannon 2000, requires a lab, chariot state range and attack power is about equal to the helicopter gunship landing state, but after unfolding and deploying it's attack power is equal to that of a Mega Cannon.

Superhero HBK5000, powerful, like the Devil's Terminator, with the same appearance, but stronger than him, drawback is slow movement.

Super Light Prism Tower 3000, requires a lab, horrible attack power and power consumption, limited to 3 builds, with it, can be very effective in defending against ground attacks.

Hero HBK5000, a powerful Devil's Terminator, strong attack power, can drift on water, many times can turn the battle, the disadvantage is a little slow.

●Germany: (No U.S. G.I.'s or Seals to build)

GSG9 Troop 500, stands with MP5 (same as Seals) but can't use C4 bombs, infantry's nemesis, deployed and U.S. G.I.'s with similar weaponry but with more attack power.

Anti-tank infantry 400, firing missiles like the heavy GI Joe, closer range but more lethal to tanks and born with one star.

Leopard II Tank 1250, requires a lab, has a powerful shell, can carry one person, and is virtually unbeatable with the Tank Killer, one of Germany's main weapons.

●Libya:

Terrorist 250, originally belonged to Cuba, now given to Libya, destructive power has become more powerful, more expensive than the original, but better value for money.

Radiation Commando 800, need labs, self-destructive unit, strong radiation from blasting, not as explosive as self-destructive trucks but more radiation, the worst part is more blood.

●Iraq:

Radiation Tank 1400, need laboratory, killing power and with nuclear radiation, especially against infantry and large buildings better, the disadvantage is that the attack distance can not be too small.

●Soviet Russia (no Crazy Evan or Typhoon submarines):

Heavy Magnetic Explosive Troopers 650, more powerful attack after deployment, first class against tanks~! (Except for tanks that specialize in killing soldiers like Gator, anti-air tracked vehicles, and light prongs).

Electrojellyfish 900, can detect invisibility, the weapon is electric discharge, after three stars, very good.

Hero LWF5000, Boris's super-enhanced, can be used against the air, killing flying soldiers like flies, the appearance of the blue wave, can be used to destroy an army, the disadvantage is that the movement speed is a little slow.

●Yuri:

Laser Flying Trooper 900, the moon rocketeer from the mission, with some enhanced firepower.

Genetically Mutated Robot 800, has a chance to turn soldiers (your own too) into their own Berserkers after biting them.

Neural Assault Machine 1200, same effect as Neural Assault Vehicle, disposable unit.

Mind Raider 1500, Heroic unit, appeared in Red II, so I'm sure you all know about it (note: Yuri X was promoted to Superhero in this game).

●China: (Actually, China is all new units except for the Base, Invader Fighter, and Iron Curtain)

Chinese Power Plant 700, Power Generation 180, just a different appearance, not much to say.

Chinese Mining Plant 2100, a bit more sturdy, not much to say.

Chinese barracks 500, also ......

Chinese chariot factory 2000, still ......

Chinese naval shipyard 1500, again... ...

Chinese airports 1200, bigger and bloodier than the Air Ministry, everything else the same.

Chinese repair shop 800, with a repairman attached.

Chinese Combat Lab 3000, more blood, comes with a spy satellite function, uses slightly more power than a regular lab.

Geothermal Energy Station 3000, generates 1,000 power, limited to 2 builds, plus some additional money income, as China has no oil wells to build, and some destructive power when it explodes.

Communication Center 4000, limited to one, comes with a superweapon death air strike and spy satellites (can't be built in a state where superweapons are canceled).

Chinese Liberation Army 200, attack power equivalent to deployed American GIs, alley fighting as strong as mobilized soldiers, mobile attacks are his strength, but defense is a little worse, with different battle suits for warm ground and snow.

Small robots 1000, need a repair shop, more blood than the average soldier, attack power is not too strong but carries C4 bombs, in the early stage often can accomplish special tasks.

Flamethrower soldiers 600, kill soldiers, a burn a string, much like **** and the flame bunker in the country's glory, the disadvantage is that the attack speed is slow.

Flying Machine Gun Soldiers 600, similar to Rocket Flying Soldiers, but with more advanced weapons, better against chariots and buildings.

Super Spy 1500, has a spy function, is faster than the Allied Spy, and can enter enemy tanks and take them over.

Black Lotus 1400, Chinese hero unit, similar to Tanya, uses a small charge instead of twin guns, less blood than Tanya but slightly faster, one star in first life.

Superhero GYC5000, powerful superhero unit, strong in attack and defense, but slow.

Flying Mining Vehicle 1400, mining the same amount as the Soviet mining vehicle, slightly slower collection speed, but due to the use of flight, can mine isolated islands, equipped with missile launchers, a little combat power.

Battlemaster 900, China's basic battle tank, attack similar to rhinoceros, armor for light armor, slightly more blood, the ability to withstand shell attacks better than rhinoceros, but other pairs of weapons will suffer.

Green Tank 500, can take two people, good anti-aircraft, fast defense, low defense, firepower is stronger than the initial firepower of the Gator, but will not get stronger and stronger, good against soldiers.

Chinese Mobile Heavy Industry 2000, need to repair the factory, after the deployment of the deployment can be used as a chariot factory, in the front line direct production of chariots, but only it without a chariot factory then also useless.

Dragon Tooth Rocket Cannon 1400, need repair plant, similar to **** and the grenade vehicle in the country's glory, a little closer to the distance, against the infantry and large buildings is very good.

Anti-Radar Vehicle 1000, requires a lab, deployed with a small piece of black screen interfering with the opponent's radar, not much range.

Dragon Tank 1200, need labs, fire-breathing tanks, great at killing soldiers, slightly weaker against tanks, clusters of fire dragons can destroy all buildings.

The Overlord Tank is a 1600 tank that requires a lab, it moves faster than the Apocalypse, has less blood than the Apocalypse, and is otherwise a "Chinese Apocalypse", just like the Apocalypse.

The Electronic Jamming Vehicle (EJV) is 1500, requires a lab, and can't be used if the power is cut or the lab is destroyed. It sends out a long-range EMP ray, which causes one of the opponent's combat units to lose control of the vehicle and enter a state of chaos.

J10 fighter 1400, need lab, offense and defense are higher than the intruder, slightly inferior to the SU35, but faster.

GYC Battlecruiser 1500, requires labs, inherited from the original, not a very strong attacker, but very sturdy, a practical unit.

Turbo Troop Carrier 900, speed and defense are between the Soviet and Allied forces, capacity equal to the Allies.

Water tanks 1000, amphibious, higher capacity than RC tanks, about the same price/performance ratio.

Flying Dragon Battleship 3000, requires labs, is equipped with Medusa2 missiles which are more versatile than the S.H.I.E.L.D. Medusa missiles, and carries 4 Wasp fighters (the one on the carrier).

Chinese Walls 300, stronger than any other country's walls, but also more expensive.

Concealed Fortress 500, less offensive than sentry guns, can be used against the air, and is cloaked when not attacking.

Chinese Air Defense Cannon 900, good attack, is a point attack, similar to the Gat Machine Cannon, but doesn't get hotter the more you hit it.

Shenwu Defense Cannon 1500, requires airfields, ranged attack, more useful against groups, but minimum range limitations and the need to rotate the turret when switching directions are its drawbacks.

Chinese base guardian 9999, hidden units, combat strength is extremely strong, almost invincible, air to ground to the ship can be, can also walk on the water, blood is very much, the construction of harsh conditions (need to be a superhero training base, and steal the Allied forces, the Soviet Union, science and technology - the only BT unit in this work, a pair of a moment impossible to build out, for entertainment purposes only). (built out, for entertainment purposes only).

●Hidden units (can't be built, can only be picked up):

The V4 Missile Vehicle fires V3 missiles, two at a time, and has thicker armor.

The Subterranean Mining Car is a mining car that can drill into the ground, moves fast, and is invisible when submerged.

The basilisk is like a battle fortress, but is much stronger and can hold up to 8 people.

★★★★Big changes to the original units (I won't explain them all because there are a lot of small changes)

●All:

Treasure Chest rules add new items "Stealth" and "Bombs", no need to explain them more, and picking up the treasure chests adds new items. I don't need to explain it, and the units picked up can only be hidden units, normal units can't be picked up.

Shipyard defenses have been weakened (before they could take two nukes, sick!).

Paratroopers are much richer:

Allies: 4 American GIs + 3 Heavy GIs + 1 Engineer

Soviets: 3 Mobilized Soldiers + 2 Anti-Air Infantry + 2 Magnetic Blasts + 1 Engineer

Yuri: 5 Yuri Recruits + 1 Yuri Replicant + 1 Engineer

Defensive BuildingsAll offensive defensive buildings can be upgraded to harmonize the defensive Balance with Chariots

●Allies:

Patriot Missile attack power remains the same, attack frequency is increased (so as not to be underpowered against flying soldiers).

Invader Fighter cost reduced to 900, offense and defense slightly enhanced (the original fighters were too trashy).

Rocket Flying Troopers cost reduced to 500, attack against soldiers boosted (to ensure strength in allied air combat).

Temporal Legionnaires can be deployed to fit defensive battles, boosting their own attack and defense like Heavy GIs.

Carrier cost increased to 3,000, the number of wasps carried increased to 6

Light Prismatic Towers joint attack rules modified from the original attack 120 aid 200 to attack and aid both 150, attack frequency is slightly faster.

●Soviet Army:

Mobilized soldiers cost rose to 130, into the building after the attack became much stronger, do not underestimate the role of the battle bunker, because the Soviet soldiers were originally known for the world of street fighting.

Magnetic Storm Infantry cost down to 400, performance unchanged.

The Crazy Evan's cost is raised to 1,000, its attack range is strengthened, and the bombs can be freely controlled to explode within a certain period of time.

The Helicopter Arms cost 1600, and the small machine gun in the lift-off state has been changed to a flying bomb. The helicopter is capable of automatically returning blood.

Magnet Tank defense has been strengthened to the same level as the Rhino.

V3 Dreadnought missiles have increased blood, and the cost of the corresponding launch units has increased to 1200 and 3000.

Terror Droids have slightly increased blood, and require a repair shop.

Kirov airships have their blood values adjusted downward and their speed adjusted upward, so beware even more than before.

●Yuri:

Yuri recruits alley combat becomes weaker, similar to American GIs (which were downright sick before! Five mine carts can disappear in a flash).

Gate machine guns increase range to ground and decrease range to air to slightly weaken ground attack, in order to be balanced with equivalent Soviet Union air defense units (three machine guns can defend against five Dreadnoughts, it's too unbalanced).

Yuri X changed to a superhero, very powerful mind control (try it yourself ......)

●Overall:

1. The role of the repair shop has been strengthened, and some very practical units need to have it in order to be able to build (such as medics, howitzers, tank killers, dragon's teeth rockets and so on), do not Don't underestimate the repair shop.

2. Similarly, the role of the air force and defense buildings should not be underestimated, so don't consider building planes and base defense as a rookie's act anymore.

3. The success rate of the fast-attack is lower than that of the original version, so it's more likely that you'll see a wonderful multi-troop match in the battle.

4. You may be complacent because you built the oil wells, thinking that the aftermath of no worries, but do not know the explosive power of the oil wells of the powerful ...... pay attention to the protection of the oil wells, that's the late stage of your money almost the only source!

●United States:

The United States has added only one new troop type, the F117 bomber, so it is relatively easy to get started, to take advantage of the natural one-star U.S. G.I.'s and SEALs, and the economic advantages.

Tactics 1. small map single channel, after the opening to establish a simple and reliable defense setup, the fastest speed out of the air finger department, you can use the paratroopers to hold the other side, to expand the economic advantage, and for the opening, the economy decides everything ~ and then use although not much, but already enough to form an advantage of the troops to destroy the other side!

Tactics 2. large map, complex terrain, this terrain is difficult to form a fast attack, so the best way is to rely on economic security to build enough F117, find the opportunity to give the other side a fatal blow! The best way to do this is to build enough F117s to give them a good chance of being killed. After dismantling the enemy's heavy industry, maintenance factories, and construction factories, you'll be able to win the game.

Tactic 3. The hero YY runs fast, and has a lot of blood, so find the other side of the defense loophole and quickly blow up the main building, or in the tanks in the melee to mooch off.

Tactic 4. The most boring tactic of all is this one - time consuming, money consuming, anyway, my money comes faster than yours than yours - but many times this tactic is really simple and effective.

●Japan:

Japan's defense is the worst, so hunkering down and defending is never a good way to take advantage of the power of ninjas and kamikazes to gain a quick advantage early on.

Tactic 1. The mining area is far from home, the opponent is the allies, the opening get out two or three ninjas, run to the other side of the mining area near the other side of the mine quickly vegetable off the other side of the mine car, delay the other side of the development, at the same time at home to prepare out of the kamikaze, the other side of the mine factory seconds, the game basically on the take.

Tactic 2. Against those who do not attack quickly and like to develop technology, without fear of quickly out of the 6 kamikaze crashed his depot and the main base, the absolute advantage, the next only need to defend the other side of the dead sea of soldiers.

Tactic 3. If it is known that the other side does not pay attention to air defense, then the opening tactic of using flying soldiers to attack strongly can also achieve good results, because the Japanese flying soldiers are born with one star.

Tactic 4. If you are unfortunate enough not to gain an advantage in the early stages, then the later stages of the battle will be very difficult, but if you build the hero SAVAGE or more than 10 ninjas, then you can still utilize them to make a sneak attack, the hero's SAVAGE's invisibility and the ability to move quickly makes him not so afraid of snipers.

●Britain:

Britain's snipers are the nemesis of all infantry, howitzers are a great siege unit in the early stages, and minelayers are a matter of personal taste.

Tactic 1. Start by building a ground sniper and a flying sniper to nullify all of your opponent's infantry units, and then just engage in anti-aircraft and tank defense. After you get out of the high tech, you'll get a couple of one-star Phantoms and Light Prisms, plus the initial one-star infantry vehicles to form the traditional offensive force.

Tactic 2. The opening snipers are not even necessary, howitzers with the wall, and the necessary bunkers to defend infantry, tanks, after the high section of the phantom and infantry vehicles (no need to build light prisms, faster than the last one), composed of non-traditional offensive forces.

Tactic 3. In a stalemate, secretly plant a few mines in places where your opponent often passes by, not only can you blow him up, but you can also scare him ~, this is psychological warfare.

Tactic 4. Don't forget the early British one-star invaders, an excellent tool for harassing the other side, blowing up a rhino is only two.

●Germany:

The overpriced GSG9 units are worth every penny, and the Tank Killer, Tank Hunter, and Leopard II are the tools of land domination, but of course, you'll have to be a little more careful against the Yuri.

Tactics 1. If your opponent is stupid enough to fight you with ground troops, then you've got a winner on your hands, the GSG9 and Tank Killer can easily wipe out any incoming infantry and tanks. The later production of Leopard II with GSG9 or Tank Hunter inside is not an overstatement to describe it as invincible.

Tactic 2. Germany's early fast attack is not very good, because there is no very effective tool against the building, if you are very eager to destroy each other in a short time, then the GSG9's heavy machine gun fire may be your only choice.

Tactic 3. The worst thing the German Battlecruiser can deal with is flying soldiers, and if you let your opponent have a lot of those, then you'll just have to fight him hard with tank hunters, or use the extra money to build air-to-air fighters.

Tactic 4. The Leopard II tank is a useful thing, fast, defensive, and able to carry one good German soldier, use mobility to rip apart the opponent's defenses, and note that you can break the traditional phantom light prism formation with just this one thing.

●France:

France's defense is unquestionable, the only thing to consider is how to convert this advantage into a victory, note that France's fast attack is the most impotent of all, don't raise your shortcomings.

Tactics 1. All of France's defensive buildings have a lot more blood than normal, and the defense is good at reloading the big guns, which is also one-star, so take advantage of this and make your opponents, who are trying to harass you, never return without success.

Tactic 2: Battle Fortress + Heavy Troopers may be a good combination for France, the one-star power is obviously better than normal heavy, this advantage can even compete with the German tank corps.

Tactic 3. The Ultra Prismatic Towers are terrifying, put a few of them in the entrance to your base and they can eat up almost any ground attack, just be careful not to lose power.

Tactic 4. Wage a positional war centered around a mobile megacannon, protect it well with other things like fortresses + heavies, even hero HBKs if possible, and little by little push the line of death towards the enemy.

●Libya:

Libya's strongest tool is demolition, a constant stream of self-detonating weapons, definitely make the enemy chills! You should know that people with cheap lives are never to be messed with.

Tactics 1. Terrorist sneak attack is more practical in Hidden Wind Dragon than the original version, as long as you managed to transport five terrorists Kung-fu ground to the hinterland of the other side of the base, then you can imagine how he cried out in pain.

Tactic 2. Self-exploding trucks are better armored than before, and this small difference can force the enemy to pay more attention to him, build a self-exploding truck, and perhaps that beeping sound is the biggest impact on the enemy's psyche.

Tactic 3. Yvonne Bomb + Radiation Commando + Anti-Air Tracked Vehicle, a powerful combination, mainly not because of its destructive power but the powerful radiation, this move only need the cooperation of the mining trucks can crack the phantom light prismatic formation, and all the other light armor composed of troops.

Tactic 4. Libya's Kirovs are more formidable than those of other countries, clusters of more than 5 Kirovs are difficult to intercept by base defense, which is often able to turn the tide of the battle, but the key to see if you can hold out until that time.

●Iraq:

Iraq's economy has a small advantage but not enough to rely on, the key is still its radiation technology and air force, it is difficult for Iraq to form a big threat in the early stages, but the turnaround comes in the mid to late stages.

Tactic 1. Radiation engineers are the nemesis of infantry, and this applies to almost any version, unless the opponent is British or never uses infantry, then it's always a good idea to build one.

Tactic 2. After holding out for Gorkon, the Iraqi advantage can be fully realized. The power of radiation tanks is often unimaginable to the opponent, and clusters of radiation tanks can often destroy everything on the ground at a devouring speed.

Tactics 3. Don't forget that Iraq has natural one-star SU35 fighters, air strikes can give the opponent quite a headache, and SU35 fighters are one of the treasures to demolish the Supermarine.

Tactic 4. The Radiant Tank is not the only one that can be used in clusters, as it is also excellent in solo combat, and breaking into enemy positions vocally and dispersed can also be a big threat.

●China:

China as a new camp, the tactics are varied, here is only a little introduction, the other more profound left to the vast number of players to discover ~

Tactics 1. initial not to build airports, after the construction of the depot directly to build a maintenance plant, the use of Grimm tanks of mobility and high vision to load small robots for fast attack, small robots blood is more, even if Grimm The first time I saw a Grimm tank, I was able to get it to work and it was a good idea to get it to work.

Tactics 2. The characteristics of the BattleMaster introduced earlier may not be able to understand its significance - blood 500, light armor, such performance makes it in the early tank battle (Grizzly Bear, Rhino, Berserk) to become the most advantageous tank! The Battle Master can easily defeat other light tanks of the same size, but his resistance to machine guns is very poor, how to use the specific players to figure out their own ~

Tactics 3. also directly to the repair shop, the production of about 2 Battle Masters + 2 Grimm + 1 Dragon's Teeth (a total of 4,200) to form a small combat group, long-range, short-range, air with how to use it do not need to be introduced to me, right? If you have enough money, you'd better load one or two small robots in the Grimm, the threat is stronger.

Tactic 4. The high-tech method of fighting, covered with the iron curtain of the fire dragon tank can be burned in a short period of time to destroy the opponent's any building and soldiers, even if there is no Iron Curtain, the fire dragon tank is also a big threat to the enemy.

Tactic 5. The Overlord tank's mobility is much stronger than that of the Apocalypse, and by utilizing this, it can make up for the lack of blood, while its attack power is exactly the same as the Apocalypse's. The Overlord tank's mobility is much stronger than that of the Apocalypse.

Tactic 6. Electronic jamming vehicle is a very valuable unit, in the tank melee, its long-distance jamming can make the enemy's own tanks to double the speed of their fellow tanks, and when it comes back to attack you, you can completely use the Overlord tanks in an instant to demolish it.

Tactic 7. China's J10s fly very fast and can be used completely boldly if the opponent's anti-aircraft fire isn't too strong, and it's one of the treasures for demolishing the Overwatch.

Tactic 8. GYC ships have a lot of blood, when you have to use the J10 against the opponent's strong anti-aircraft, you can use the GYC ships to temporarily attract fire, and the GYC's ability to single-handedly fight is not weak, a single GYC ship can do a lot of things.

Tactic 9. In case you can't open up the situation with any tactic, and it's time for you to save up extra money, then try the hero GYC, who is a superhero with great abilities!

●Soviet Russia:

Soviet Russia's powerful magnetic tech is striking, the armor advantage can go unnoticed, and you can use this to do things that will take your opponent by surprise.

Tactics 1. The traditional rhino fast attack no longer works under the interception of heavily armored soldiers, but Soviet Russia also has a similar thing "heavy magnetic storm troopers", as long as it is not the nemesis of the infantry, will be defeated under his hands, against the habit of tanks fast attack, put two heavy magnetic fortresses in the place of the fortress can be effectively defended.

Tactics 2. the opening soon to produce a small-scale magnetic tank (born a star), magnetic tanks can be used to attack the magnetic cannon in addition to anything in the sky, the use of its full range of performance can be completely dealt with the defense of the heavy armored soldiers, and once upgraded to the three-star, the power of that we must all know right.

Tactics 3. Magnetic Storm Flying Soldier devouring each other's mine car, this tactic in fact, all the Soviet army can be used, but there is a certain risk (don't see the computer to make the powerful think you can also make).

Tactic 4. The hero LWF's ability is very comprehensive, even the air units can not escape his humongous gun, in addition to the building, anything is afraid of this hero, good use, can receive a lot of results.

●Yuri:

Yuri's camp has become even more powerful with the addition of some new units, and the original tactics are still valid, using Yuri well is still the hardest and scariest.

Tactics 1. The tactics of Yuri's army are more powerful and versatile with the addition of Laser Flying Troopers. Imagine Yuri's most feared enemies such as Mine Carts, Dogs, Spiders, and RC Tanks being reduced to ashes under the bombardment of Laser Cannons, and how secure they feel!

Tactic 2. The Neuro Assault Machine is more maneuverable than the Neuro Assault Vehicle, and one is enough to turn a small group of opponents from full-blooded to half-blooded in a split second, which can play a decisive role in the battle if used properly.

Tactic 3. Reproduction centers have been building Laser Flying Troopers at half the price, making them the cheapest from the most expensive, and their long range makes them more advantageous to clusters than any other flying troopers, and a large group of Laser Flying Troopers may not be afraid of anything.

Tactic 4. Yuri X, or Yuri himself, can recruit a virtually infinite number of units, and with it, troop advancement may change from depletion to accumulation, but protecting him proper is quite important, and thankfully, thanks to replication centers, you can produce two Yuri X's - remember, you can't do that against the UK.