Red Alert 3 Uprising Commander's Challenges "Par Time only" - Mission 7h - Show Of Force
Hello ladies and gentlemen! Stimer Games is here! I've finally started cooking some epic content to release. It's Red Alert 3 Uprising Commander's challenges, except with additional rules that i came up this Spring.
Rules of the challenge:
1.Go strictly by the path that is unlocked over time, no skipping and no leaping
2.Finish each secondary mission before coming onto the next primary mission
3.Always go for Par Time, never finishing the mission without par time and then finishing it under with the unlocked unit or the fully unlocked tech
4.OP tactics, AI manipulation and oversight exploits are allowed (Dojo Rush, Empire air units swarm, other map tricks and etc. are allowed)
5.Good luck commando
Number of attempts before the final: Unknown, i've accidentally deleted one of 1 hours of recordings, so around 6-8
Wave-force Artillery - Hard-Very hard (1 v 3; 2 Empire players, Shinzo Nagama in top left corner and Kenji Tenzai in the center with 2 bases; Closed map) [Show of Force]
"The difficulty spike is vertical"... ha-ha... i hate this joke...
So... to explain the mission: We start in the bottom right, Shinso starts in the top left, and Kensi has 2 bases in the middle. Kensi goes for infantry spam and up to tier 2 vehicles, while Shinso will go for Tengus, Tier 3 vehicles, choppers and rocket angels + several basic base defense cannons.
First time when i was doing this mission i went with Allies: gone onto the water, speed-built up to tier 3 and spammed Hydrofoils and Aircraft Carrier... and this strategy is very painful to do... mostly because of 3 factors: Location that does not let you have a proper observation; MCVs casually running away from you and ruining your army structures; and the mission itself having way too much ways of ruining your life.
On this re-run i went with 4 Dojos rush along with 1 Power plant instead. Yeah, it's less epic but it guarantees us a victory... right? It's still fairly difficult to pull off everything, simply because of how the AI acts. So we build Dojos together, in 3 of them we train Tank Busters and in the very first one we train Imperial warriors because Kenji will terrorize us with infantry early on.
In order to make our life better we can destroy enemy's harvesters. What i haven't told you before is that AI in this game is programmed to have an "emergency sell off" if it doesn't have a way to generate money. It's... kinda done in a stupid way: Usually it should be doing if it doesn't have refineries, but while you peacefully can rebuild a harvester, the AI instead sells everything in order to try to build a new refinery, and in doing so it sells, like, 75% of its base.
With Empire such AI manipulation works even better because of how they build their buildings. Since they make nano-cores that are very fragile and take around 2-3 seconds to be produced and because Imperial Refineries cost 500 more credits, it's very easy to get your opponent into a financial trap.
Also speaking about this mission, what i haven't told you is that Shinzo won't attack you until the special trigger is fired, which gets fired once you destroy all production buildings or the opponent doesn't have any credits, aka "decapitated". Once the trigger is fired, all of Shinzo's units and buildings are visible to you and he starts attacking you.
So what's our plan here? Disable one of the Kenji's base (top right), quickly run to Shinzo's base, destroy his tengus and disable all of his production. Then run to Kenji's second base and then disable him as well by forcing him to go into a financial trap.
What i haven't told you about Dojo rush strategy is that you often have to sell your MCV for bonus 2500 credits. You also gain an engineer from selling him, giving you an option to capture something. Usually it's oil derrick so you have a passive income.
Alright... Key units... Tank busters and Imperial warriors. First for anti-armor and second for anti-infantry.
As for the mission... man, if it was much later then i'd think of it more fairly. But... eh, the player doesn't even get any bonuses... Yeah, i don't like it.
As for the Wave-force Artillery... well, it's a handy cannon, but the problem is that Empire usually doesn't go up to Tier 3 Mecha Bay, so we won't be using it that often... unfortunately...
Used music:
Red Alert 3 - The Threat from the East
Red Alert 3 - Mecha Storm
Red Alert 3 - The Empire Strikes
Red Alert 3 Uprising - Empire Credits
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