Red Alert 3 Uprising Commander's Challenges "Par Time only" - Mission 13th - Two Side To Everything
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: 0
Sea-Wing - Tricky (1 v 3; Empire (Shinzo Nagama); Fogged map) [Two Sides Of Everything]
Alright, after listening to Shinzo's meme laugh, we're ready to get into this map. Even thou this map has no script-specific stuff, it doesn't make it anyhow easier, because Shinzo will be spamming Sky-wings non-stop. There's even a counter for them, like... we needed to know THE EXACT number of them.
And because of that, going against him with the ground is painful. And going against him in the sky is also painful because he does produce a decent amount of Archer Maidens and Sky-wings can go under the water and become Sea-wings. So... we're left to die to sky-wings... but... what if they would never be produced?
Introducing, the AI Algorhythm soft-lock trick. The AI in this mission will not try to produce any of them until it trains enough infantry to capture neutral buildings and protect the base. He'll not try to go for Sea-wings until these steps are done. And what if we kill those producing infantries? The AI will try to repeat this step until it succeeds.
So here's our plan. We pick Soviets, first go for Barracks, and then produce 15 clumsy bears, 5 per enemy. Send them all to the entrances of each Dojo and spawnkill any coming out infantry. Next step, build 6 engineers (2 for each enemy) and order them to capture Refineries. All while you're also expanding your base to have stable economy and a Naval Yard in case if enemy MCV escapes. After capturing refineries, train Flak Troopers to deal with the rest of buildings that were left alive after the emergency sell off.
While this strategy works, it still has some holes which may cause the mission to go wrong. The infantry may be able to enter the civillian building and, since bears can't enter through the door, they can't get the infantry out and are more likely to die; The AI may build a defense tower, which, obviously will kill our bears because their paws are not super strong in comparison to Uber Bear's... Still, the strategy works well if you don't want to deal with Sea-Wings at all
Key units - Bears, Engineers, Flak Troopers. Bears for spawn camping, Engineers for refineries, and Flak Troopers for the rest of buildings. Stingrays can be utilized in case if there's a water expansion or the MCV manages to escape.
Sea-Wing... is an interesting unit but unfortunately it wasn't used that much in the challenge. So... yeah.
Used music:
Wargroove OST - Dancing Crane
Wargroove OST - Mechanist Prince
Wargroove OST - Opening Groove
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