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* GotTheWholeWorldInMyHand: Yuri's [[EstablishingCharacterMoment first appearance]] in the Soviet campaign has him fixated upon a globe and slowly turning it wiht his hand, while the Premier is busy conversing with the Soviet General.
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* CanineConfusion: For the Attack Dog breeds, the Allies use German Shepherds while the Soviets use Siberian Huskies. In real life, the Siberian Husky is an extremely friendly dog breed which lacks the territorial instinct of a German Shepherd. As such, real life Siberian Huskies make excellent companions but ''lousy'' guard dogs. Curiously, the German Shepherd breed was used by the Soviets in the previous ''Red Alert'' game but has now been "adopted" by the Allies.

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Trope was cut/disambiguated due to cleanup


* CanadaEh: The American government briefly [[TheExile takes refuge]] in Canada. The ''mooseland'', icy and forestal version:
-->'''Gen Carville''': I know, Canada... more cows up here than people.
** In a cutscene from the Soviet campaign, they try to claim that's it's an [[BlatantLies "unknown secured location"]], [[FunnyBackgroundEvent but a G.I. accidentally drops a Canadian flag right in front of the camera]]. That said, Dugan eventually resurfaces in ''Texas'', so it may have been a ploy.


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* MooseAndMapleSyrup: The American government briefly [[TheExile takes refuge]] in Canada. The ''mooseland'', icy and forestal version:
-->'''Gen Carville''': I know, Canada... more cows up here than people.
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** The Soviet long-range missile units - the Dreadnought at sea and the V3 launcher on land - carry huge missiles that can do massive damage to buildings and any units unlucky enough to be hit. However, their missiles are slow to fire and they lack any other armament, making them hideously vulnerable to even the most basic enemy units.

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** The Soviet long-range missile units - the Dreadnought at sea and the V3 launcher on land - carry huge missiles that can be fired from a great distance and do massive damage to buildings and any units unlucky enough to be hit. However, their missiles are slow to fire and they lack any other armament, making them hideously vulnerable to close-up attacks by even the most basic enemy units.

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** The Allied Aegis Cruiser and Patriot Missie defense, as well as the Soviet Flak Cannon [[AntiAir utterly destroy most air units]] but can't attack anything else. The Soviet Flak Troopers and Flak Tracks can at least shoot both ground and air targets, but their ground damage is pretty worthless against anything but infanstry.

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** The Allied Aegis Cruiser and Patriot Missie defense, as well as the Soviet Flak Cannon [[AntiAir utterly destroy most air units]] but can't attack anything else. The Soviet Flak Troopers and Flak Tracks can at least shoot both ground and air targets, but their ground damage is pretty worthless against anything but infanstry. infantry.
** The Soviet long-range missile units - the Dreadnought at sea and the V3 launcher on land - carry huge missiles that can do massive damage to buildings and any units unlucky enough to be hit. However, their missiles are slow to fire and they lack any other armament, making them hideously vulnerable to even the most basic enemy units.
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** Attack dogs for the Allied and Soviet factions. They're available once a barracks is built, cost only $200 and can insta-kill any infantry. They're also immune to mind control - hence being the cheapest counter to psychic infantry - and are the only unit in both factions that can automatically detect and kill enemy spies.

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** Attack dogs for the Allied and Soviet factions. They're available once a barracks is built, cost only $200 and can insta-kill any infantry. They're also immune to mind control - hence being the cheapest hard counter to psychic infantry - and are the only unit in both factions that can automatically detect and kill enemy spies.
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** The Yuri faction uses bio-reactors for power, and the amount of power they provide increases if you send biological units into them. This, naturally, kills the unit. You can hence send your own infantry into the reactors to get more power for your base; this is usually wasteful as it is much more economical to send in mind-controlled neutral or enemy units, but it's helpful in a pinch. Ditto for the Grinder, which allows you to grind up your own units for quick cash.
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** Attack dogs for the Allied and Soviet factions. They're available once a barracks is built, cost only $200 and can insta-kill any infantry. They're also immune to mind control - hence being the cheapest counter to psychic infantry - and are the only unit in both factions that can automatically detect and kill enemy spies.
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* TheComputerIsACheatingBastard: The highest level of difficulty in skirmish mode is Brutal, and the AI cheats unabashedly on this difficulty. This is easy to see if you infiltrate an AI refinery with a spy - this allows you to steal 20% of that AI's current cash reserves, and that often amounts to tens of thousands in credits when the AI has a full base, military, and just 2-3 miners. The AI also always seems to know exactly where your key buildings are in your base, even early in the game when they haven't scouted you.

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* TheComputerIsACheatingBastard: The highest level of difficulty in skirmish mode is Brutal, and the AI cheats unabashedly on this difficulty. This is easy to see if you infiltrate an AI refinery with a spy - this allows you to steal 20% half of that AI's current cash reserves, and that often amounts to tens of thousands in credits when the AI has a full base, military, and just 2-3 miners. The AI also always seems to know exactly where your key buildings are in your base, even early in the game when they haven't scouted you.
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The RA 2 AI cheats unabashedly, so this is an appropriate new entry

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* TheComputerIsACheatingBastard: The highest level of difficulty in skirmish mode is Brutal, and the AI cheats unabashedly on this difficulty. This is easy to see if you infiltrate an AI refinery with a spy - this allows you to steal 20% of that AI's current cash reserves, and that often amounts to tens of thousands in credits when the AI has a full base, military, and just 2-3 miners. The AI also always seems to know exactly where your key buildings are in your base, even early in the game when they haven't scouted you.
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Moved to discussion


-->-- '''Soviet Rhino tanks'''

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-->-- '''Soviet Rhino tanks'''
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** Apocalypse Tanks might seem intimidating to beginning players and seem very difficult to kill, but experienced players can exploit their pronounced weaknesses. They also ended up being on the wrong side of PowerCreep in the expansion ''Yuri's Revenge'' and are a especially good example of a SkillGateCharacter in this case. Among the new ways for the Allies to counter tanks, Guardian [=GIs=] can fight them (deployed) by themselves or up to five may load into Battle Fortresses to battle the tanks on the go. Meanwhile, the Yuri faction has abundant MindControl powers to steal the massive tanks and turn them against their makers. In multiplayer their lack of speed is also a major downside that ensures they will almost never be built in serious matches; the baseline Rhino Heavy Tank may seem BoringButPractical, but it isn't heavily offset by slow speed, still packs a respectable punch and acts like a double-barrel mini-Apocalypse at Elite Veterancy. That being said, a group of Apocalypse Tanks ''will'' wreak havoc if given the opportunity be built and gain promotions.

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** Apocalypse Tanks might seem intimidating to beginning players and seem very difficult to kill, but experienced players can exploit their pronounced weaknesses. They also ended up being on the wrong side of PowerCreep in the expansion ''Yuri's Revenge'' and are a especially good example of a SkillGateCharacter {{Skill Gate Character|s}} in this case. Among the new ways for the Allies to counter tanks, Guardian [=GIs=] can fight them (deployed) by themselves or up to five may load into Battle Fortresses to battle the tanks on the go. Meanwhile, the Yuri faction has abundant MindControl powers to steal the massive tanks and turn them against their makers. In multiplayer their lack of speed is also a major downside that ensures they will almost never be built in serious matches; the baseline Rhino Heavy Tank may seem BoringButPractical, but it isn't heavily offset by slow speed, still packs a respectable punch and acts like a double-barrel mini-Apocalypse at Elite Veterancy. That being said, a group of Apocalypse Tanks ''will'' wreak havoc if given the opportunity be built and gain promotions.
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* DidAnastasiaSurvive: Alluded to where the Soviet Premier is Alexander ''Romanov''. And to put any guesses that his surname is a coincidence aside, when President Dugan is confronting him over Soviet aggression against the continental United States, Romanov states that he's no mere puppet leader appointed by Dugan, stating that "We Romanovs have a legacy to consider." In this timeline where Adolf Hitler was removed and Germany was a part of the western Allies united against the Soviet war machine, it's possible that Anastasia survived Red October and one of her descendants became a Bolshevik.

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-->-- '''Soviet tanks'''

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-->-- '''Soviet Rhino tanks'''


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** Allied Destroyer's Osprey as an anti-submarine weapon is capable of taking out the Soviet Typhoon in a single strike but takes long time to recharge, can be easily shot down by any AntiAir unit and is doomed if its Destroyer is sunk. Also the target picking system is not the cleverest which means multiple strikes are wasted on a single target while other subs happily keep wasting the destroyers away without repercussions. Generally an encounter of equally numerous fleets of Typhoons and Destroyers nearly always ends up with the Typhoons emerging victorious - unless the allied commander utiliyes extensive micromanagement.

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* BookEnds: ''Yuri's Revenge'' starts with the White House receiving a surprise message from Yuri, who emerged back from the Soviet defeat. The Allied Campaign ends with the White House receiving a surprise message from [[spoiler:General Carvill, who avoided death thanks to time travel]].

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* BookEnds: ''Yuri's Revenge'' starts with the White House receiving a surprise message from Yuri, who emerged back from resurfaced following the Soviet defeat. The Allied Campaign ends with the White House receiving a surprise message from [[spoiler:General Carvill, Carville, who avoided death thanks to time travel]].
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** Allied Prism Towers can converge their beams to fire one super damaging one, but it comes at the cost of slow fire rate and only a single target taken out at time since the towers all fire in sync and prefer to focus their attack on a single unit instead of picking up multiple targets.
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* ArtisticLicenseBiology: Real life [[GiantSquid Giant Squids]] are mute, unlike in the game.
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* BookEnds: ''Yuri's Revenge'' starts with the White House receiving a surprise message from Yuri, who emerged back from the Soviet defeat. The Allied Campaign ends with the White House receiving a surprise message from [[spoiler:General Carvill, who avoided death thanks to time travel]].
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** The final Allied mission in the original campaign can be made a lot easier if you use Chrono Legionnaires to [[RetGone erase all the Nuclear Reactors in the map]]. Likewise with [[BossInMooksClothing the four black Apocalypse Tanks]].

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** The final Allied mission in the original campaign can be made a lot easier if you use Chrono Legionnaires to [[RetGone erase all the Nuclear Reactors in the map]]. Likewise with [[BossInMooksClothing the four black Apocalypse Tanks]]. On that latter, if you're willing to wait in-between uses, you can simply use the Chronosphere to drop the Tanks into the drink.
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Boris packs an AKM rifle with some kind of souped-up armor-piercing ammo. The Conscripts use PP Sh-41 submachine guns.


* ArbitraryGunPower: All over the place. The [=GIs=] when deployed use a 7.62x51mm NATO [=M60=] machine gun which should be the most powerful gun used by infantry, but instead Tanya's [[GunsAkimbo dual]] Colt [=M1911A1s=] (a .45 ACP handgun) and the Navy [=SEALs' MP5s=] (a 9x19mm Parabellum submachine gun) can one-shot infantry, while the [=GIs M60=] cannot (although their M60s ''can'' chew up tank armor, especially at Elite veterancy, which Tanya and the [=SEALs=]' guns can't do). The Conscripts packing PPSH-41s (firing a 7.62x25mm Tokarev round) are drastically weaker than the [=SEALs=] even though in real life the muzzle energy difference between 7.62 Tokarev and 9mm Parabellum isn't ''that'' drastic. See also Boris, who does a LOT more damage than a Conscript(especially after getting promoted) despite having the ''exact same weapon''. On some maps civilians have handguns that would likely fire the same kind of bullet as the Navy [=SEALs=] or Tanya's weapons, but they do [[CherryTapping pathetic damage]]. [[AcceptableBreaksFromReality Of course]], it's all in the name of RuleOfFun and gameplay balance, as otherwise the commando units would be incredibly weak and outclassed by basic infantry.

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* ArbitraryGunPower: All over the place. The [=GIs=] when deployed use a 7.62x51mm NATO [=M60=] machine gun which should be the most powerful gun used by infantry, but instead Tanya's [[GunsAkimbo dual]] Colt [=M1911A1s=] (a .45 ACP handgun) and the Navy [=SEALs' MP5s=] (a 9x19mm Parabellum submachine gun) can one-shot infantry, while the [=GIs M60=] cannot (although their M60s ''can'' chew up tank armor, especially at Elite veterancy, which Tanya and the [=SEALs=]' guns can't do). The Conscripts packing PPSH-41s (firing a 7.62x25mm Tokarev round) are drastically weaker than the [=SEALs=] even though in real life the muzzle energy difference between 7.62 Tokarev and 9mm Parabellum isn't ''that'' drastic. See also Boris, who does a LOT more damage than a Conscript(especially after getting promoted) despite having the ''exact same weapon''. On some maps civilians have handguns that would likely fire the same kind of bullet as the Navy [=SEALs=] or Tanya's weapons, but they do [[CherryTapping pathetic damage]]. [[AcceptableBreaksFromReality Of course]], it's all in the name of RuleOfFun and gameplay balance, as otherwise the commando units would be incredibly weak and outclassed by basic infantry.

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* ArbitraryGunPower: All over the place. The [=GIs=] when deployed use a 7.62x51mm NATO [=M60=] machine gun which should be the most powerful gun used by infantry, but instead Tanya's [[GunsAkimbo dual]] Colt [=M1911A1s=] (a .45 ACP handgun) and the Navy [=SEALs' MP5s=] (a 9x19mm Parabellum submachine gun) can one-shot infantry, while the [=GIs M60=] cannot (although their M60s ''can'' chew up tank armor, especially at Elite veterancy, which Tanya and the [=SEALs=]' guns can't do). The Conscripts packing PPSH-41s (firing a 7.62x25mm Tokarev round) are drastically weaker than the [=SEALs=] even though in real life the muzzle energy difference between 7.62 Tokarev and 9mm Parabellum isn't ''that'' drastic. On some maps civilians have handguns that would likely fire the same kind of bullet as the Navy [=SEALs=] or Tanya's weapons, but they do [[CherryTapping pathetic damage]]. [[AcceptableBreaksFromReality Of course]], it's all in the name of RuleOfFun and gameplay balance, as otherwise the commando units would be incredibly weak and outclassed by basic infantry.

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* ArbitraryGunPower: All over the place. The [=GIs=] when deployed use a 7.62x51mm NATO [=M60=] machine gun which should be the most powerful gun used by infantry, but instead Tanya's [[GunsAkimbo dual]] Colt [=M1911A1s=] (a .45 ACP handgun) and the Navy [=SEALs' MP5s=] (a 9x19mm Parabellum submachine gun) can one-shot infantry, while the [=GIs M60=] cannot (although their M60s ''can'' chew up tank armor, especially at Elite veterancy, which Tanya and the [=SEALs=]' guns can't do). The Conscripts packing PPSH-41s (firing a 7.62x25mm Tokarev round) are drastically weaker than the [=SEALs=] even though in real life the muzzle energy difference between 7.62 Tokarev and 9mm Parabellum isn't ''that'' drastic. See also Boris, who does a LOT more damage than a Conscript(especially after getting promoted) despite having the ''exact same weapon''. On some maps civilians have handguns that would likely fire the same kind of bullet as the Navy [=SEALs=] or Tanya's weapons, but they do [[CherryTapping pathetic damage]]. [[AcceptableBreaksFromReality Of course]], it's all in the name of RuleOfFun and gameplay balance, as otherwise the commando units would be incredibly weak and outclassed by basic infantry.
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* TimeTravelersDinosaur: In the first Soviet mission in the expansion pack, you can bring a T. rex into the present day. It is named 'Rexy' by the way.
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* FakeUltimateMook: The Secret Service are operatives tasked with protecting the President of the United States with their lives, and are generally individuals, hand-picked, from special forces operatives who are trusted with said task. Although they are supposed to be on-par with a SEAL in combat, they prove to be very weak, losing to a Conscript (barely trained soldiers drafted from civilians) in a one-on-one gunfight.
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** All of the base defenses are this. Every faction usually has one cheap, fast firing turret, a large tower that deals ludicrous damage but have a slow firing rate and can be shut down by lack of power, and an anti-air only turret. Funny enough, Yuri has the least specialized turret despite the rest of his arsenal being hyperfocused; the Gatling turret can attack land and air and it's rev-up mechanic means that sustained fire can threaten even tank armor. It's only drawback is that it is the only low-tier turret that requires power.
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* TemptingFate: Being an expert of his psychic craft, Yuri will also build his own superweapon if you '''ever''' build one yourself in a mission against him, be it in the semi-final [=RA2=] Soviet mission or the final [=RA2YR=] mission, sometimes in a '''MUCH''' more advantageous variation than yours, '''especially''' during the final [=RA2YR=] Soviet mission in that, if you dare to build either of the two [=SWs=], be it the support SW "Iron Curtain" or offensive SW Nuclear Missile, he responds in kind not just with his '''two''' mind-controlled Soviet and Allied forces doing the same with their own respective [=SWs=] along with his own, '''[[ThisIsGonnaSuck tripling]]''' the amount of offensive/support [=SWs=] you now have to deal with after building either SW, but also audibly comments on your built support/offensive [=SWs=] and says the following harrowing words...

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* TemptingFate: Being an expert of his psychic craft, Yuri will also build his own superweapon if you '''ever''' build one yourself in a mission against him, be it in the semi-final [=RA2=] Soviet mission or the final [=RA2YR=] Soviet mission, sometimes in a '''MUCH''' more advantageous variation than yours, '''especially''' during the final [=RA2YR=] Soviet mission in that, if you dare to build either of the two [=SWs=], be it the support SW "Iron Curtain" or offensive SW Nuclear Missile, he responds in kind not just with his '''two''' mind-controlled Soviet and Allied forces doing the same with their own respective [=SWs=] along with his own, '''[[ThisIsGonnaSuck tripling]]''' the amount of offensive/support [=SWs=] you now have to deal with after building either SW, but also audibly comments on your built support/offensive [=SWs=] and says the following harrowing words...
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** Multiple in two tracks from ''Yuri's Revenge'':
*** Both "Brain Freeze" and "Drok" have quotes from ''The Brain from Planet Arous'' ("Brain Freeze" uses ''"Your fear of helplessness is your best friend, savage!"'', while "Drok" uses ''"The power of pure intellect!"'')
*** "Brain Freeze" also uses quotes from ''Mondo Keyhole'' ("The product of a tortured brain" and "The power to overwhelm and destroy") and ''The Creation of the Humanoids'' ("The creation of the Humanoids!")
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** All of the Stolen Tech units, which are the Chrono Commando, Chrono Ivan, Psi Commando, and (in the base game) Yuri Prime. The Chrono Commando and Chrono Ivan gives the Chrono Legionnaire's teleport device, allowing them to teleport around the map in an instant. You'd think this would make them terrifying as they could long-range snipe buildings on the map, but they suffer from the same "phase in" drawback that Chrono Legionnaires have, rendering them actually inferior to their normal counterparts (who could at least defend themselves enroute to the location) without heavy micromanagement. The Psi Commando is a Yuri Clone that also carries C4s at the expense of not having the psy blast ability. However, Yuri Clones are not fast and poorly suited to demolition jobs, especially since they have no way of taking on base defenses if they can't mind control something. Yuri Prime and Chrono Ivan also have the second drawback of requiring you to also own a Soviet Barracks; As the Soviet can't train Spies, this would require the player (regardless of faction) to obtain the ''other'' faction's barracks, get an Allied Battlelab, then get a spy into yet ''another'' enemy battlelab to obtain these two. In Yuri's Revenge, they instead assigned each one to a battlelab (Chrono Commando to Allies, Chrono Ivan to Soviets, and Psi Commando to Yuri, while Yuri Prime became Yuri faction's commando) but even this generally is still a hassle to deploy them.
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** The Soviet Tesla Tanks are slower, more frail, and have shorter range than their ''RA: Aftermath'' predecessors. Their electric charges still pack quite a sting, however.

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** The Soviet Tesla Tanks are slower, more frail, and have shorter firing range than their ''RA: Aftermath'' predecessors. Their electric charges still pack quite a sting, however.
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renamed to Clone Angst


* CloningBlues:
** In the base game, the Soviets have the Cloning Vat structure that freely produces a duplicate of every infantry unit purchased. Add to this that they have the cheapest infantry unit in the game and the result is [[ZergRush obvious]].
** In the expansion, Yuri takes the Cloning Vat away, compensating for the horribly high price of his basic infantry. It also gives the possibility of having two out of any hero units at a time (Tanya, Boris and Yuri Prime).

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