Red Alert. Command & Conquer. Naval Supremacy

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Players acquire credits to purchase structures and equipment by mining for ores and minerals (as Tiberium in the regular C&C series has not yet arrived on Earth). Rare gems are worth significantly more credits, but unlike ores, they do not regenerate within the map. Players can gain more credits and increase their buying power by building more ore refineries and ore trucks, while excess resources require storage in special 'ore silos' that can be constructed.
The Soviets' vehicles tend to be more durable and powerful than Allied vehicles, but are usually slower-moving and more expensive. The Soviets also have superior defensive capabilities against ground attacks, with Flame Towers (guard towers outfitted with heavy flamethrowers) and weaponized Tesla coils, with the latter being able to destroy most Allied armour in 1-2 hits, although it has very high power consumption and cannot function without a sufficient and continuous supply of power. The Soviets' main weakness is at sea; their only offensive naval unit is the submarine, which only exists to counter Allied warships and gain intelligence. It is normally invisible except when surfacing to attack when it is vulnerable to destroyers and gunboats. They also have a wide selection of air units for assault; the Yak-9 attack plane, MiG-27 tactical bomber (though erroneously depicted as a MiG-29 in cut-scenes), and Mi-24 Hind helicopter gunship. In addition, the Soviets also have access to periodic map revelation through spy planes, and can deploy infantry by air through paratroopers or via transport helicopters (the latter only present in multiplayer/skirmish mode). In the latter half of the Soviet campaign (but not in multiplayer/skirmish mode), they also have access to periodic airstrikes from Badger bombers. The Soviets' secret weapon is the Iron Curtain, a device that renders a selected unit invulnerable to attacks for a short period of time. The Soviet 'tank rush' was a popular strategy online, involving building many heavy tanks and overwhelming the opponent with sheer numbers.

The Allies' forces are generally cheaper, faster to build and more agile. Their infantry can survive longer with good use of their Medic unit. The Allies' strongest tank (the Medium Tank) is weaker in a one-on-one engagement against the Soviets' starting tank (the Heavy Tank), but it is also slightly faster and less expensive. The Allies also have anti-tank minelayers to counter superior Soviet armour. The Allies have only one air unit, the anti-tank AH-64 Apache attack helicopter (erroneously called 'Longbow' despite lacking the distinctive FCR of the same name), compared to three Soviet air units; however, the Allies also have anti-aircraft guns (more powerful but shorter-ranged than Soviet Surface to Air Missiles). Allied defenses against ground assaults — pillboxes and turret emplacements — are less powerful than the Soviets' Tesla Coil, but much less dependent on power. On maps with water, Allies possess a major advantage in naval power thanks to the Destroyer, a versatile warship capable of engaging all targets on land, sea and air, and the Cruiser, a heavy artillery ship which has the longest-ranged and most powerful surface-to-surface attack in the game, and can potentially destroy entire bases by bombarding them with its array of 8-inch naval cannons. They also possess several other tools of subterfuge and military intelligence, such as spies to gain information on or disable enemy facilities, and thieves for stealing enemy resources, hiding their own units and structures from detection via the 'gap generator' (a special tower outfitted with electronic warfare equipment, which prevents enemy players from being able to see the tower or anything else in a large radius around itself), and revealing the whole game map with a prototype GPS satellite. The Allies' secret weapon is the Chronosphere, which temporarily teleports a selected unit to another part of the map.







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