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	<title>Comments on: Red Alert 3 Allied Build Order and Strategy</title>
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	<link>http://strategy.ra3.co.uk/2008/11/28/red-alert-3-allied-build-order-and-strategy/</link>
	<description>Red Alert 3 Strategy, Build Orders, Videos and StratTV</description>
	<lastBuildDate>Tue, 30 Jun 2009 23:28:02 +0200</lastBuildDate>
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		<title>By: David</title>
		<link>http://strategy.ra3.co.uk/2008/11/28/red-alert-3-allied-build-order-and-strategy/comment-page-1/#comment-524</link>
		<dc:creator>David</dc:creator>
		<pubDate>Mon, 13 Apr 2009 09:54:25 +0000</pubDate>
		<guid isPermaLink="false">http://strategy.ra3.co.uk/?p=26#comment-524</guid>
		<description>Hai great stuff! But if we want to rush in on the oil derics we must switch this
Power 
Barracks 

to
Barracks
Power</description>
		<content:encoded><![CDATA[<p>Hai great stuff! But if we want to rush in on the oil derics we must switch this<br />
Power<br />
Barracks </p>
<p>to<br />
Barracks<br />
Power</p>
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	<item>
		<title>By: shadow</title>
		<link>http://strategy.ra3.co.uk/2008/11/28/red-alert-3-allied-build-order-and-strategy/comment-page-1/#comment-85</link>
		<dc:creator>shadow</dc:creator>
		<pubDate>Tue, 10 Mar 2009 16:34:39 +0000</pubDate>
		<guid isPermaLink="false">http://strategy.ra3.co.uk/?p=26#comment-85</guid>
		<description>nice post i like it...tested it too but got a small problem if enemies chooses to rush u with hammer tank woundnt it be a problem for u?</description>
		<content:encoded><![CDATA[<p>nice post i like it&#8230;tested it too but got a small problem if enemies chooses to rush u with hammer tank woundnt it be a problem for u?</p>
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		<title>By: wind home power</title>
		<link>http://strategy.ra3.co.uk/2008/11/28/red-alert-3-allied-build-order-and-strategy/comment-page-1/#comment-52</link>
		<dc:creator>wind home power</dc:creator>
		<pubDate>Wed, 04 Mar 2009 16:39:14 +0000</pubDate>
		<guid isPermaLink="false">http://strategy.ra3.co.uk/?p=26#comment-52</guid>
		<description>Nice post,i i really liked it and hoping to read more from you :) keep up the good work</description>
		<content:encoded><![CDATA[<p>Nice post,i i really liked it and hoping to read more from you <img src='http://strategy.ra3.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  keep up the good work</p>
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		<title>By: LittleOnix</title>
		<link>http://strategy.ra3.co.uk/2008/11/28/red-alert-3-allied-build-order-and-strategy/comment-page-1/#comment-12</link>
		<dc:creator>LittleOnix</dc:creator>
		<pubDate>Wed, 21 Jan 2009 08:21:54 +0000</pubDate>
		<guid isPermaLink="false">http://strategy.ra3.co.uk/?p=26#comment-12</guid>
		<description>One strategy that I just came up with that seems to work great is what I like to call the Allied MCV Expansion.  I always liked Soviets because their MCV could expand to ore nods quickly where as Allies typically have to get a prospector (an additional $1000 for each expansion; that&#039;s $3000 total for one ore node expansion.  So here&#039;s what I&#039;ve come up with, let me know what you think:
(*Note: this does sacrifice a  few areas but the general idea could be modified for whatever user.)

1. Power plant
2. Refinery, about halfway through building use your &#039;radar plane&#039; support power to scout out the enemy to see what strategy they&#039;re using, (later in the game use your first command point to get the crono rift and use it on either their MCV, which will stop all construction, or an ore refinery, which will stop their economy, or a group of power plants, which will cut their power; never use it on military units because even an idiot will move them out of the way and you&#039;ll have wasted it - or - they&#039;ll  get trapped then you&#039;ll move on and forget about them then they&#039;ll come back and catch you by surprise)
***(also build a defensive turret but only place it if you get attacked and need it, otherwise cancel it when you run out of money)***
   -Build additional Prospector immediately when refinery is up
3. War Factory (place near First refinery to repair prospector if attacked)
   -train 3 riptides (great for killing scouts, infantry, terror drones, harvester harassment, and keeping the waters empty from shipyard buildups)
   -also, the prospector is finished now so deploy it next the the war factory
4. Refinery
5. Power plant
    -Upgrade the outpost to tier 2 (this strategy allows you to tech up while building other buildings or moving your MCV)
7. barracks
8. Pack up MCV and move it to first expansion point, unpack
   -once tier 2 is reached train 4 guardian tanks and this only (training too many units/buildings at once slows down everything and you can&#039;t get a military to attack/defend with)
   -(use your riptides to harass harvesters to keep the enemy from attacking your base, also slows down their economy)
9.  Once 4 guardian tanks are done, get another refinery
   -train 2 IFVs and 2 Engineers to put in them
   -Attack with Guardian tanks (run over infantry and mainly attack the harvesters: kill their economy; if you have any riptides left over use them to attack infantry
10. Power plant
11. Pack up MCV and move to next expansion
   -Put your engineers in the IFVs and use their abilities to repair your guardian tanks on the battle field and keep them going strong ( you could try to capture a building but it&#039;s certain your opponent will sell and the infantry will kill engineer: repair IFVs i feel aren&#039;t used to their full potential and get forgotten)
   -Train an assortment of guardian tanks, riptides and IFVs (keep in base until a small force is acquired, then make a flanked attack, or take out oil derricks, then follow up into enemies base taking out power or military structures)
12.  tech outpost up to tier 3 and build an airbase next to your other refinery to repair prospector if needed)
    -keep building units while you tech up, even if resources are out.
13. if you haven&#039;t won yet, start getting mirage tanks and air (and maybe more riptides incase they flee to the water (there really are no set rules for here because the game could be anywhere by now, just use your best judgement and get what you need)
*******
-weaknesses to strategy:
-your base build area is smaller
-your outpost is weaker and more vulnerable than the original MCV
-your mcv is open to terror drones while moving (could be huge loss if you don&#039;t pay attention)
-you don&#039;t capture the oil derricks at all (or at least until later - might want to destroy them ASAP (even if they&#039;re neutral)
-you tech fast but have no defenses (but for me I rarely build defenses, or I&#039;ll have one built and ready to go then deploy it when needed)
-you&#039;re weak against infantry if you can&#039;t run them over (garrisons, tesla troopers...)
-your expansions rely on units for protection since you cannot build defenses once your MCV moves out
-you&#039;re very weak against air but a good player will be able to adjust to this in the proper ways
*****
Super Weapons - the unexpected uses (some ways to use super weapons or support powers in ways originally not thought of:
-Cronosphere: teleport enemy land units into the water to kill them; use it on enemy infantry, put infantry in riptides or IFVs to transport them; when used together with the radar scout you can transport into the heart of an enemy base
-Cronorift: I&#039;ve cronorifted my allies base to protect him from a supreme time bomb; I&#039;ve cronorifted my own base to allow time for my army to get back to defend
-time bomb + plane strike: plant the bomb then use the plane to detonate it early: timing is key
-cronoswop: sneak a spy into an enemy base right next to mcv then swap in Tanya to destroy everything
-&#039;Ice thingy&#039;: use to freeze enemy then use another power to instantly destroy the objects (timing is key)
****
sorry to make this so long.  I just kept going on and on...  Let me know what you think about some of these strategies, and if you&#039;d like I could give more as to why the allies are the best faction by far if used/micromanaged correctly. (they&#039;re the hardest but the best)

Thanks</description>
		<content:encoded><![CDATA[<p>One strategy that I just came up with that seems to work great is what I like to call the Allied MCV Expansion.  I always liked Soviets because their MCV could expand to ore nods quickly where as Allies typically have to get a prospector (an additional $1000 for each expansion; that&#8217;s $3000 total for one ore node expansion.  So here&#8217;s what I&#8217;ve come up with, let me know what you think:<br />
(*Note: this does sacrifice a  few areas but the general idea could be modified for whatever user.)</p>
<p>1. Power plant<br />
2. Refinery, about halfway through building use your &#8216;radar plane&#8217; support power to scout out the enemy to see what strategy they&#8217;re using, (later in the game use your first command point to get the crono rift and use it on either their MCV, which will stop all construction, or an ore refinery, which will stop their economy, or a group of power plants, which will cut their power; never use it on military units because even an idiot will move them out of the way and you&#8217;ll have wasted it &#8211; or &#8211; they&#8217;ll  get trapped then you&#8217;ll move on and forget about them then they&#8217;ll come back and catch you by surprise)<br />
***(also build a defensive turret but only place it if you get attacked and need it, otherwise cancel it when you run out of money)***<br />
   -Build additional Prospector immediately when refinery is up<br />
3. War Factory (place near First refinery to repair prospector if attacked)<br />
   -train 3 riptides (great for killing scouts, infantry, terror drones, harvester harassment, and keeping the waters empty from shipyard buildups)<br />
   -also, the prospector is finished now so deploy it next the the war factory<br />
4. Refinery<br />
5. Power plant<br />
    -Upgrade the outpost to tier 2 (this strategy allows you to tech up while building other buildings or moving your MCV)<br />
7. barracks<br />
8. Pack up MCV and move it to first expansion point, unpack<br />
   -once tier 2 is reached train 4 guardian tanks and this only (training too many units/buildings at once slows down everything and you can&#8217;t get a military to attack/defend with)<br />
   -(use your riptides to harass harvesters to keep the enemy from attacking your base, also slows down their economy)<br />
9.  Once 4 guardian tanks are done, get another refinery<br />
   -train 2 IFVs and 2 Engineers to put in them<br />
   -Attack with Guardian tanks (run over infantry and mainly attack the harvesters: kill their economy; if you have any riptides left over use them to attack infantry<br />
10. Power plant<br />
11. Pack up MCV and move to next expansion<br />
   -Put your engineers in the IFVs and use their abilities to repair your guardian tanks on the battle field and keep them going strong ( you could try to capture a building but it&#8217;s certain your opponent will sell and the infantry will kill engineer: repair IFVs i feel aren&#8217;t used to their full potential and get forgotten)<br />
   -Train an assortment of guardian tanks, riptides and IFVs (keep in base until a small force is acquired, then make a flanked attack, or take out oil derricks, then follow up into enemies base taking out power or military structures)<br />
12.  tech outpost up to tier 3 and build an airbase next to your other refinery to repair prospector if needed)<br />
    -keep building units while you tech up, even if resources are out.<br />
13. if you haven&#8217;t won yet, start getting mirage tanks and air (and maybe more riptides incase they flee to the water (there really are no set rules for here because the game could be anywhere by now, just use your best judgement and get what you need)<br />
*******<br />
-weaknesses to strategy:<br />
-your base build area is smaller<br />
-your outpost is weaker and more vulnerable than the original MCV<br />
-your mcv is open to terror drones while moving (could be huge loss if you don&#8217;t pay attention)<br />
-you don&#8217;t capture the oil derricks at all (or at least until later &#8211; might want to destroy them ASAP (even if they&#8217;re neutral)<br />
-you tech fast but have no defenses (but for me I rarely build defenses, or I&#8217;ll have one built and ready to go then deploy it when needed)<br />
-you&#8217;re weak against infantry if you can&#8217;t run them over (garrisons, tesla troopers&#8230;)<br />
-your expansions rely on units for protection since you cannot build defenses once your MCV moves out<br />
-you&#8217;re very weak against air but a good player will be able to adjust to this in the proper ways<br />
*****<br />
Super Weapons &#8211; the unexpected uses (some ways to use super weapons or support powers in ways originally not thought of:<br />
-Cronosphere: teleport enemy land units into the water to kill them; use it on enemy infantry, put infantry in riptides or IFVs to transport them; when used together with the radar scout you can transport into the heart of an enemy base<br />
-Cronorift: I&#8217;ve cronorifted my allies base to protect him from a supreme time bomb; I&#8217;ve cronorifted my own base to allow time for my army to get back to defend<br />
-time bomb + plane strike: plant the bomb then use the plane to detonate it early: timing is key<br />
-cronoswop: sneak a spy into an enemy base right next to mcv then swap in Tanya to destroy everything<br />
-&#8217;Ice thingy&#8217;: use to freeze enemy then use another power to instantly destroy the objects (timing is key)<br />
****<br />
sorry to make this so long.  I just kept going on and on&#8230;  Let me know what you think about some of these strategies, and if you&#8217;d like I could give more as to why the allies are the best faction by far if used/micromanaged correctly. (they&#8217;re the hardest but the best)</p>
<p>Thanks</p>
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