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D1g1TaL’s 2v2 Allies Strategy Guide

By D1g1TaL - 11th September 2009 - 23:11 PM

This 2v2 strategy guide for is geared for Allied players playing with Allied, Soviet and Empire teammates, and will discuss the most effective 2v2 strategies that will win you games in the current 1.12 patch.

Things to keep in mind:

  • Team chatting: Firstly, if you want to instantly improve your team work, use a program such as TeamSpeak, Ventrilo or Skype. Having to type or constantly use beacons is horrible and is not optimal for team games. Being able to communicate vocally will improve the execution of team strategies.
  • Use good clear communication: Let your ally know if something is heading his way like a scout or enemy units. If you need help, ask for it. Be specific while team chatting. Give positions like top right, bottom left so your team mate knows where to look. Let your team mate know what you are doing during the course of the game and what your enemy is doing.
  • Don’t be predictable: Don’t be predictable and do the same strategy every single game, have a variety and be able to adapt.
  • Use Multigunner Turrets: Allies strong point in 2v2 is their instant pop turrets which allow you to instantly help your team mate. Make sure you have them ready for when your team mate might need them.

Allies and Allies


Double Cryoshot


A very little known fact is that they Cryo support powers stack, effectively doubling the effectiveness. Having both players get the Cyro support powers, they can be combined to take out key structures which are more effective then using the support powers separately.

Double Cyroshot will freeze:
  • Allied/Empire Refineries
  • Allied production structures
  • Tier 3 Empire Dojo
  • Tier 1 Empire production structures

In general the best structure to freeze is the Refinery, especially Empire ones because they cost more to replace. Make sure you have a Vindicator near by to destroy the frozen structure. Against a Yuriko Rush you can defend until you both have Cyro Shot to safely take out the tier 3 Dojo.

Double Cyroblast will freeze:
  • Soviet Super Reactor
  • Empire Tier 3 production structures
  • All tier 3 Tech Buildings: Defense Bureau, Battle Lab, and Nanotech Mainframe
  • Soviet production structures
Double Cyroblast is great for de-techning Empire and Soviet players. De-teching your opponent will definitely give you an edge in the game and they have to waste valuable time and resources teching up again.

Soviet Structures
Since Soviet structures have more hit points than Allied and Empire structures and are therefore harder to freeze, use the powers against Allied/Empire players first until you both get Cyroblast.


Double Cyrogeddon will freeze everything including MCVs!

When both using Cyrogeddon its best to both pick slightly different spots and try and freeze as many structures as possible to maximize the threat.

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Double Turret Push


The aim of the turret push is to knock one player out of the game quickly. Move one MCV to the and enemy base and both build Multigunner Turrets and Barracks make sure your teammate has a turret ready to pop the second you deploy your MCV. It’s best to turret push after building two Refineries or after one Refinery if you’re feeling cheesy. The player who doesn’t move his MCV should build Apollo Fighters to kill any aerial threats that may try and kill your turrets and MCV.

Only use the double turret push on small maps and support the push with infantry and Apollos. Avoid turret pushing with double Allies on large maps like Rock Ridge since it is easily scoutable and will most likely fail. Turret pushing is best against a team with Empire in it because they can’t pop turrets to help their team mate and they can’t instant pop their own turrets to help themselves.

Sharing Build Radius
A major disadvantage with Allies and even more so with double Allies is the loss of build radius and the inability to pop turrets in your ally’s base which no longer has build radius. On certain maps, such as Hostile Hostel, Battlebase Octopon and Cold Showdown, it’s possible for one Allied player to move his MCV to an area with multiple or nodes allowing his team mate to expand without moving his MCV. Sharing build radius allows the Allied player who doesn’t move his MCV to tech up and also is able to have a turret ready to help defend and secure the new expansion.

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Cyrocopter Apollo Rush


This strategy is instant win against double Empire teams and is great against a Soviet/Empire combo. One Allied player goes for a fast Cyrocopter and Vindicator off of one Refinery while the other Allied player builds 2 or 3 Apollos and one Vindicator to help bomb the frozen Ore Collectors. Attack the player nearest to you with the Cyrocopter while your teammate protects the Cyrocopter with the Apollos. Freeze and bomb as many Ore Collectors as you can with your Vindicators using stop micro. Once you have killed all the Ore Collectors in one base, attack the other base.

Keep your Cyrocopter alive as long as possible and don’t lose it needlessly. If you don’t think you’re going to freeze an Ore Collector in time, move away and see if there is a different undefended Ore Collector on the map.

Below is a replay which shows this strategy in action:



The S.H.R.I.N.K. Ray and anti-air units
Shrink any ground based anti-air. A shrunken IFV, Bullfrog or Striker VX does a lot less damage to the Cyrocopter and you can in most cases continue freezing Ore Collectors while under fire from a shrunken anti-air unit.


Dual Vindicators


If your playing Allies your most likely to get an Airfield at some stage. By combining your Vindicators to take out important enemy structures such as Crusher Cranes, Refineries and tech buildings, you can cripple your opponent early by simply doing multiple bombing runs.

For quick reference, here is the number of full Vindicators with Advanced Aeronautics needed to take out structures:
  • Crusher Crane - 4 (2 from each player)
  • Allied/Empire Refinery - 7 (4 from one player, 3 from the other)
  • Soviet Airfield - 4 (2 from each player)
  • Soviet/Empire Tech Center - 5 (3 from one player, 2 from the other)
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