Red Alert 3 Uprising Commander's Challenges "Par Time only" - Mission 12th - No Place To Hide
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: 8
Spy - Tricky (1 v 1; Allies (Giles Price); Fogged map) [No Place To Hide]
The mission's name is speaking truth, there is indeed no way to hide... but why hide if we can arrive by ourselves? Why wait for the spy to breach our defense if instead WE can breach THEIR defense with out MCV? Let's surprise Giles Price, the Allies air forces commander, with us coming to him instead.
Khm, so... the strategy... Pick Soviets, and instatly unfold your Constuction Yard into MCV and send it to the enemy base. Swap the weapon of your 3 pre-placed conscripts from AK-47 (which barely deals any damage in this game) to more useful Molotovs and send them attack the base. We'll use them later
Send the MCV to the enemy's base, it shouldn't take too much. The enemy will also have some preplaced units, around 8 peacekeepers andd 8 rocket troopers. So while invading the base we also must crush as many rocket troopers as possible. Usually 2-3+ of them run to the civilian building, so you can not worry about them since the AI is not taught to ungarison them.
After that, unpack the MCV right next to enemy's construction yard and start spamming Barracks and Reactors. The goal is to wall up enemy's MCV so it won't run away. Along with that hide 1 turret in between, so we'd have something that'd be attacking it.
From 1st Barracks that you'll place on top you must produce 5 bears to eat survived peacekeepers and appearing spies. Conscripts that will arrive later on must be used to clean civilian buildings from enemy infantry. From the second barracks produce some Flak Troopers and use their mines to destroy prospectors. That will force the AI to do the emergency sell off and that will distract him from building turrets. From the 3rd barracks produce some engineers to scare the enemy MCV and grab power plants that weren't sold yet.
Once the MCV packs, place another sentry to block the area for MCV to unpack again and successfully kill it.
This mission isn't really about the difficulty. More like it's about the pulling out the trick, because there are some places where the strategy may go wrong. Like not crushing enough infantry or the Multigunner turret suddenly appearing and ruining the plan, or a spy surviving and managing to enter your barracks, successfully turning off your infantry spam.
Key units - bears, conscripts, flak troopers, engineers and turrets. Bears for peacekeepers and spies, conscripts because of their molotovs, flak troopers for prospectors, engineers for surviving buildings and turrets for the enemy MCV
The spy is an interesting unit that it's used for several maps where we'll be using him for bribing enemies. One in particular... we'll talk very later but you'll see it for sure once we reach that stage.
Used music:
Team Fortress 2 - Right Behind You
Team Fortress 2 - Intruder Alert
Team Fortress 2 - Intruder Alert MIDI
Team Fortress 2 - Main Theme
Red Alert 3 Uprising - Soviets Credits.
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