Master Command & Conquer: Red Alert 3 Challenges with general advice on Skirmish games, including rush tactics and Superweapon prevention.
Walkthrough
- 1Analyze the briefing for each Challenge to understand the enemy's likely unit composition.
- 2Familiarize yourself with the typical tactics of each Commander.
- 3Prioritize preventing any Commander from building or utilizing a Superweapon.
- 4Destroy Bridges to restrict enemy movement and access to certain areas.
- 5Garrison any Structures that can serve a defensive purpose.
- 6Assign numbers to squads of Aircraft or Commandos for better control.
Tips
- The Riot Rush (Allies): Build an Airbase without upgrading it. Construct a Defence Bureau, then an Armour Facility (with Power Plants for defenses). Establish a Chronosphere and activate Maximum Clearance. With a good economy, around 1:30 before Chronosphere activation, build 3 Future Tanks. Teleport them next to the enemy Construction Yard and use the Riot Beam to annihilate it. Follow up by destroying the War Factory or Naval Yard to prevent unit production. This tactic is effective for missions with many obstacles, such as 'The Motherland' and 'Dirty Tricks'.
- Engineer Rush (General/Rising Sun): Create an Engineer and a Transport as quickly as possible. Move the Transport next to the enemy's Construction Yard, unload the Engineer, and capture it. This halts enemy base construction and often leaves the Construction Yard vulnerable, potentially allowing you to destroy it while it moves. For Rising Sun, start with a Dojo, send it towards the enemy base, run over troops, deploy it near their Construction Yard, and create an Engineer. If the Engineer appears before the Dojo is destroyed, the Construction Yard will pack up.
- Collector Denial: Destroying all of an opponent's Collectors at once forces them to sell Refineries and other buildings to fund a new one. Continuously destroying Collectors will lead to them selling off assets, potentially leaving them with only a Construction Yard and a Power Plant. Soviets can use early Terror Drones or flanking Twinblades. Imperials can use flanking Tengus. Allies can use Vindicators early on. If Refineries are at sea, Imperials can use submerged Yaris for hit-and-run attacks on Collectors. Ensure the opponent has no Oil Derricks, as they may prioritize buying new Collectors over selling Refineries.
- Capturing Refineries: Capturing all enemy Refineries causes them to sell production and tech buildings to rebuild their economy, leaving them vulnerable.
- Imperial Dojo Rush: Send 3-4 Dojo Cores towards the opponent's base, deploy them just outside, construct 1-2 Generators, and sell the MCV. With a 10,000 credit start, you'll have approximately 9,400 credits to spam Infantry. This allows for roughly 10 Warriors and 25 Tankbusters within 1:30 minutes, capable of devastating bases with only Barracks and bottom-tier vehicles. Avoid having units crushed by Collectors or the MCV. Watch out for Dog barks and Bear roars. A variation involves moving Dojos into the enemy base, using a Nanocore to crush Infantry, and deploying other Dojos inside to spam Infantry or capture Refineries with Engineers.
- Bear-Engi-Flak Rush: Start with 2-3 Bears, position them in front of the enemy Barracks (use Roars against Infantry), followed by 2-3 Engineers and then Flak Troopers. Capture both Refineries and their Collectors to prevent them from crushing your other Infantry. A third Engineer can capture the Barracks to produce more Engineers or the War Factory to counter vehicles. Avoid bringing Engineers too close to the MCV to prevent it from moving. Use Flak Troopers' mines to attack the enemy MCV.
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