[Red Alert 3: Uprising] Commander's Challenge - The Motherland (All Three Factions, Under Par)

Описание к видео [Red Alert 3: Uprising] Commander's Challenge - The Motherland (All Three Factions, Under Par)

Most difficult mission in the Commander's Challenge, cleared via direct ground-based assault after building an economy. Plenty of ways to do this mission, but I specifically wanted to clear it this way for all three factions.
It was the most difficult as Japan because I banned the use of Striker-VX's for this mission, and those terror drones were repeatedly infecting my nanocores while I was trying to start with a greedy build.

This is probably the most enjoyable Commander's Challenge mission, because it is an intense macro mission with action right from the start. It is actually still cheesable with a Dojo rush though, but I wanted to build an economy (refineries) first.

This mission is tough because all three opponents build up quickly and harass you right from the start with bears, terror drones and twinblades. The bears come from both sides, terror drones come from the right and twinblades come from the left, so train infantry early to deal with the bears and terror drones, while preparing anti-air for the twinblades that will come soon after.

If you want to send engineers to the three oil derricks, you have to start doing it very early (barracks first), or the early bears will pick off your engineers. Alternatively, train a few infantry to guard your engineers. Terror drones will infect your ore miners early, so either wall up your refineries or have repair drones next to your refineries to remove terror drones (I do this as soviets by placing the grinder crane next to the refinery).

The next part of my strategy is to move my base forward so that I can hold the choke with static defenses, while moving infantry to the right side to deal with terror drones coming from green. The next thing to do is to secure the three veteran academies. I don't do this from the start because they will snipe your veteran academies with twinblades right after you capture them. Prepare anti-air and some anti-infantry defense at each of the veteran academies before capturing them.

I do all this while reinforcing the chokepoint with static defenses and teching up to my unit of choice for the faction, before doing a ground assault. If you take too long for the mission, the enemies will start sending Kirovs and fire superweapons, which will very quickly wipe your base out.

There are some things in the mission to take note of that can be pretty annoying:
1. Units will get stuck on the rocks to the left of your base if you don't manually waypoint them around the rocks (e.g. 1:17). This is especially annoying for engineers, because they will get stuck there and picked off by bears on the way to the derricks.
2. The enemies on the sides will expand into the water by placing refineries there. If you are concerned about getting a good time, start preparing amphibious or air units to destroy the refineries as you get close to destroying the enemy bases.
3. If a reactor is built near the edge of the map, units may not automatically attack them (even on attack move + aggressive mode). You'll have to manually tell your units to destroy these, so it's easy to miss them and this becomes a huge waste of time when you have to search the map for a missing reactor after destroying the three enemy bases.

Units of choice
Commander's Challenge missions require units that destroy bases quickly, if you want to clear missions within the par time. This heavily influences my choice of units. You will have all three veteran academies, so take into account that all your units will be of elite rank.

Allies:
- Javelins to defend the veteran academies from twinblades.
- Mirage tanks are the fastest building killers. They also destroy infantry and tanks quickly.
- IFVs for anti-air (Kirovs and twinblades).
- Riptide ACVs at the end to mop up the refineries on the water.

Empire of the Rising Sun:
- Jet Tengu to defend the veteran academies from twinblades.
- Tankbusters are the fastest building killers.
- Tsunami tanks can take a bit of damage (so fewer tankbusters die) and can destroy the refineries on the water.
- Mecha Tengu are used to kill infantry and air units, since tankbusters can't do that. They can also destroy the refineries on the water.
- Striker/Chopper-VX's are actually a better option, but I wanted to win with a ground assault.
Note - be very careful of desolator airstrikes. they will instantly wipe your tankbuster army, so keep your tankbusters spread out. Including a tank in the unit selection causes them to space themselves out a little better.

Soviets:
- Flak cannons to defend the veteran academies from twinblades.
- Hammer tanks destroy buildings very quickly.
- Bullfrogs for anti-air.
- A few sickles for anti-infantry.
- I don't know why I built bikes.
- Twinblades are actually the best choice for base destruction, but I wanted to win with a ground assault.
- No good amphibious units out of the war factory, so twinblades for the water refineries

0:00 Allies
11:35 Empire of the Rising Sun
24:28 Soviets

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