Emperor Yoshiro: The Imperial war machine has been unleashed. Do not struggle against what is inevitable. All who stand in the way of our divine destiny will be swept away by the march of history. You will bow before Us, or you will cease to exist.
Dasha: Sir, it appears that The Empire has mounted a full scale assault.
Red Alert 3 (2008) is the third installment of the Command & Conquer: Red Alert Series, following an alternate history of the world in which Einstein invents a time machine, travels back, and eliminates Hitler, creating a massive war between the Allies and the Soviet Union, which incidentally involves massive amounts of strange technology.In this installment, the USSR is at death's door, so General Krukov and Colonel Cherdenko travel back using their own time machine and eliminate Einstein before he gives the Allies the technological superiority they need to win. They come back and discover that, while they are beating the Allies, they've lost most of their nuclear arsenal. In addition, the Japanese Empire of the Rising Sun (led by George Takei) has been created by their tampering and is attacking them. This is where the single player campaigns pick up.If you thought that sounded silly, well...it is. This game is to Real-Time Strategy what the 1960s version ofBatman was to television. The whole game operates on little more than Rule of Cool and occasionally Rule of Funny rather than any kind of real sense. This is not your daddy's RTS. It is your jokester uncle's, and it's likely this factor that convinced a large number of TV and movie name actors to join the cast for the (often hilariously over-the-top) Cut Scenes.Please note that this page is for tropes specific to this game. Please add tropes relating to multiple games to the Red Alert series page.
This game provides examples of:
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The Ace: Giles and Zhana, and in Uprising Vera and Takara.
Action Girl: Tanya for the Allies and Natasha for the Russians. They can one-shot any infantry, snipe out vehicle pilots, and call in airstrikes. The Empire equivalent, Yuriko Omega, is a Little Miss Badass.
A good rule of thumbs is: If it's female, it's about 5 times as good as anything else in its category. (See: Rocket angels, Archer maidens and MiGs.)
Adaptation Dye-Job: Tanya is blonde in this game, as opposed to her appearance as a brunette in previous games. Some fans took offense to the change.
Amazon Brigade: The aforementioned Rocket Angels, and the expansion introduces the Archer Maidens. Background information suggests that Natasha and Tanya are titles. Quite a few more vehicle units happen to be crewed by females now, too (such as the MiGs).
An Asskicking Christmas: The first Imperial mission has you attacking a Soviet naval base and a neighbouring town on Christmas Eve.
And I Must Scream: The Steel Ronin from the expansion pack. Their details say that criminals are locked inside them as punishment, then forced to man them when necessary. No word on how they're kept alive, which is just as well.
Arbitrary Minimum Range: All tier 3 siege weapons has a minimum range, for all 3 factions. However, you can use a wave-force artillery to force-attack a point, and causes damage to the line of shooting when it fires, including your troops.
And surprisingly, the Brighton coastal guns and wave-force tricannons does not suffer from this limit.
Archaic Weapon for an Advanced Age: The Beam Katanas, a special ability for the basic infantry for the Empire of the Rising Sun that changed their rifles into beam katanas. The Red Alert series runs almost entirely on Rule of Cool, and in the scenario the sword is an old idea but still scores one hit kills (assuming they get near enough for it and clear garrisoned buildings to boot).
Uprising adds Steel Ronin, who have beam polearms, and Archer Maidens who have energy weapon bows. Shinobi play this straighter by using actual metal swords. Note that these are all Rising Sun units.
Black and Grey Morality (possibly Evil vs. Evil): Yes, it remains the tradition of the Red Alert series to portray the Allies, backed by the mighty USA, as good, and The Soviet Union and Japan as evil. However, even the Allies have a shade of grey morality in truth, given that they heavily use propaganda that demonize the other two sides and that the main characters have an antipathic attitude toward whoever is not with them, no matter the reasons; also, the Video Game Cruelty Potential counts as well.
The Yuriko and Soviet campaigns in Uprising also further reveal the evil side of the Allies: the FutureTech corporation, which supplies many of the Allies' high-tech weapons.
Yuriko: Wait! So most of these guys are just Future Techs' hired guns!? The Allies are just buying their military muscle now!?!?
Bland-Name Product: The MiG aircraft in the game is called "Mikevich-Guroyan", instead of the real life "Mikoyan-Gurevich".
Butt Monkey: The Soviet Hammer Tank instructor during the tutorial is the one who is shot at the most by the other instructors (Allied Guardian Tank and Rising Sun Tsunami Tank) in annoyance for dumb questions, getting on their nerves, etc. Also, it's usually the Soviet army that the Tsunami Tank's "training robots" are modeled after. In the last tutorial mission he causes a Funny Background Event where he slinks away and comes back as an Apocalypse Tank, causing the Tsunami Tank, his main bully, to do a Double Take
Cain and Abel: In Uprising, Izumi and Yuriko at the end of the Yuriko campaign, eventually.
Call Back: The game begins with Einstein being vaporized by a time-traveller's handshake, much as Einstein himself vaporized Hitler with a handshake back in Red Alert 1. Hoist by His Own Petard, indeed.
During the Intro, the theme song plays over a video of Imperial units invading the USSR. In Red Alert 2, the theme song played over a video of Soviet units invading the USA.
The plots of the Soviet and Allied Campaigns are also similar to the ones in the previous game. In the Soviet Campaign, the manipulative character with a goatee frames the egotistic general for a crime against the Premier, and is also responsible for the demise of the eccentric third character. In the Allied Campaign, the bald American patriot dies.
Car Fu: It has been here since Tiberian Dawn, and will always be. In addition, sufficiently large vehicles can crush smaller vehicles that gets in their way (yes, even the MCV can do that). Computer also like to aggresively use their ore collector as weapons.
The Apocalypse Tank takes this to new levels, being able to crush smaller tanks. Its secondary weapon is a Magnetic Harpoon that pulls helpless tanks towards it. And the Cryocopter's Shrink Ray allows any tank to be crushed.
The Soviet Grinder that was introduced in the expansion takes this Up to Eleven being able to crush any surface units and is even amphibious.
The Rising Sun's Giga Fortress can land on other naval units when switching from air to sea mode.
Cassandra Truth President Ackerman arguably, He warned the Allies that the Soviets won't really stop the war and were just out to stab the allies in the back.
Yuriko's backstory is very similar to Lucy's, has the powers and sanity that channels Tetsuo and has a similar sounding name to Yuri, another psychic gone rogue (although Yuriko is definitely not outright evil).
Curb-Stomp Battle: The Battle of Odessa in the Empire campaign. The Shogun Executioner pretty much wipes out the entire city and the huge Soviet force defending it, while taking very little damage itself. It's possible for the player to score a kill/death ratio going into the hundreds.
Moskvin: That... That wasn't a fair fight! That... thing, did all the work! You... You cheat!
Deflector Shield: Scads. The Iron Curtain, of course, and the Empire's Nanoswarm. The Allies' Athena Cannon has one as its special ability, and The Empire can put up Point Defense Shields as a power. Yuriko gets one in her campaign.
Dirty Coward: Krukov. When he's on your side he lets you do all the work before taking the glory, and when he's your opponent he first gets his ass kicked, then comes up with a poor excuse and runs for it. His attempt to retain his dignity after being beaten by the Shogun Executioner is the best example.
Eleventh Hour Superpower: Every campaign ends with the player earning a final superpower that helps them win the war in some way; either the Allied Proto Collider, the Soviet Vacuum Imploder, or the Imperial Psionic Decimator.
Evil Is Hammy: As usual, the Soviets out-hams almost everyone else. Though of course President Ackerman and Rupert Thornley are also very hammy.
Expy: Especially if the players are familiar with how the units and buildings in Red Alert 2 and Yuri's Revenge work, then it's hard NOT to see exports everywhere you look. There are also some elements from Generals.
Faction Calculus: The Soviets, as usual, are the Powerhouses; strong units with good but not flashy special abilities are the order of the day for them. Technically, the Empire is more Balanced with more versatile but somewhat weaker units, while the Allies are still the Subversive, having the weakest units (or at least Glass Cannon units) but have the most powerful special abilities and thus requiring the most micromanagement to be effective (see Dreadnought vs Aircraft Carrier vs Shogun Battleship, and Apocalypse vs Mirage Tank vs King Oni for the short version).
Fanservice: Red Alert 3 is presenting more and more of this stuff.
Fastball Special: The Soviet transport doesn't deploy troops normally. Instead, it lauches them out of a "man-cannon.". This includes the aforementioned War Bears, as well as the creepy tank eating Terror Drones.
Flanderization: The game itself; while Red Alert 2 and specially its expansion went Lighter and Softer than the original, they still mixed the cartoonish aspects with some graveness. The wacky over-the-top and Fanservice elements take over in Red Alert 3.
Freeze Ray: The Allies specialize in this kind of technology.
The last tutorial mission. While you were supposed to listen to the Allied Guardian Tank explain how to command your co-commander, the Soviet Hammer Tank slinks away and comes back as an Apocalypse Tank, causing the Rising Sun Tsunami Tank to do a Double Take.
During the Allied Campaign in 3 there are various news reports documenting either missions you just accomplished or setting you up for the following mission. Take note of the little header at the bottom. It usually has a list of hilarious headlines pertaining the various stuff you come across.
Game Mod: while the Red Alert 3 modding community isn't as active as in the second series, it did spawn some notable game mods.
Gameplay and Story Segregation: The Soviets point out Einstein being removed of existance hampered Allied prowess, but in-game the Allies still have the Chronosphere and several technological edges, most of them hardly checked on release.
It goes to the point that the main technology removed was a Soviet speciality ever since the first Red Alert (one in which Einstein was only peripherally involved in developing).
Genius Ditz: Oleg. Supposedly, he's dumb enough to let himself get promoted to a high-ranking position and take a large amount of blame for the Soviet's loss during Uprising. In Vanilla Red Alert 3, Oleg is one of the toughest and most tactful AI commanders in the game. Amazingly, he's supposedly just a tank general, but he uses just about everything to fair effect.
Gun Twirling: One of the idle animations of the Soviet Conscript. Well, he tries to twirl his rifle, but drops it and clumsily picks it up again.
Harmless Freezing: What Cryocopters, the Cryoshot superweapons, and Cryo Legionnaires can do, but it often leads to Literally Shattered Lives as frozen units shatter when hit with the slightest damage, making freezing lethal. Frozen air units (as from Cryo Legionnaires loaded into Multigunner IFV or turrets) will immediately come crashing down.
Heroic BSOD: Not sure "heroic" is a good word to describe the Empire of the Rising Sun, but Emperor Yoshiro suffers a brief one in their campaign when they discover the dark secret about their empire's rise to power.
Historical In-Joke: One of the Empire's missions is protecting Hawaii (Pearl Harbor, specifically) from an imminent Allied invasion.
One Allied mission is introduced by Soviet ships carrying mysterious cargo to Cuba... except instead of missiles, it's big dirigibles with big conventional bombs.
Historical Villain Downgrade: Imperial Japan is depicted as arrogant and invasion-happy, but on the whole aren't nearly as bad as they were during World War II. The reasons for this might be many and varied; a less hostile takeover of Asia, more modern thinking, and so on, but it's more likely that the developers were simply more concerned with making them fit with the popular image of Imperial Japan.
Yet another possibility is that the Empire never went downhill and thus stayed in its real-life pre-fascist state, when it was generally considered to be honourable and progressive (unless you were Chinese or Korean, of course). This is fairly likely due to the apparent lack of any fascist government or policy of genocide. They're certainly no less villainous or no more heroic than the Soviets or Allies, who both have some nasty skeletons in their respective closets.
Hitler's Time Travel Exemption Act: The entire series is based on this. Hitler is eliminated from time by Einstein in Red Alert 1 but a bloody WWII happens anyway, against Stalinist Russia this time, and WWIII some years later. In Red Alert 3 Einstein himself seems to have gotten a Time Travel exemption in turn; eliminating him did not prevent the Allies from developing the Chronosphere teleportation device, the Soviets add another archenemy to the mix by killing him and nuclear weapons do not exists.
Human Cannonball: The only way out of the Bullfrog. Though potrayed more realistically since the infantry descends with parachutes after being fired from the cannon. Other than people, it can also fire bears and terror drones for extra fun.
Transforming Mecha: A vast number of the Empire's units are this. Anti-ground helicopters become anti-air missile walkers, Mecha-Tengu become Jet Tengu, submarine Sea-Wings become flying Sky Wings, not to mention their basic tanks are amphibious; "flexibility" is the main focus of their gameplay.
Uprising turns this Up to Eleven with the Giga Fortress. At about three times the size of the Shogun battleship, bigger than the building that produces it, it has to be deployed from a nanocore like the Empire's buildings. It can transform into a flying head the size of a construction yard.
The Mt. Rushmore Allies mission, once you destroy the firebase, you will be immediately ordered to destroy the president's limousine, which immediately teleport to the southern airfield. If the president escape and you did not destroy his limousine or escape plane in time, it is an instant Mission Failed.
Another one in Empire campaign Moscow mission, after you used the Shogun Executioner to destroy the Kremlin and everything else, Cherdenko will try to flee with the Time Machine prototype on a twinblade. If you have been ignoring your base and only enjoying your rampage with the Shogun Executioner, you are in for a surprise since the Shogun Executioner can't attack air units.
The Soviet's Magnetic Satellite. Also the Orbital Drop line of abilities literally drop satellites ON YOUR HEAD with the highest level using a space station. The Allied Athena Cannon is a mobile artillery that paints a target with a laser while a satellite bombards it from above.
"You will bow before us, or you will cease to exist".
Lady Not-Appearing-in-This-Game: Despite being on the cover, featuring in several missions, and all over promotional material, Natasha only appears in one cutscene in a non-speaking role... in the Allied campaign, despite being the Soviet Union's Hero Unit. Natasha's in-game unit isn't even voiced by Gina Carano, possibly as a result of her not being able to produce a fake Russian accent.
Legacy Character: Special Agent Tanya, as in the previous games, is a title given to top female Allied agents. The game also introduces the Soviet sniper Natasha, who is said to be a similar case of famous female soldiers.
Macross Missile Massacre: Rocket Angels en masse can produce this. There is even an upgrade to make missile-firing units spam even more. The Naginata cruisers fires many torpedoes at once in their special attack. The Allies' javelin soldiers also have this as their special attack.
Marathon Level: The final campaign missions get ridiculous, with major battles continuing with a battlefield expansion and an additional base (or more) to tackle.
Especially guilty is the final Soviet vs Imperial mission during the former's campaign. After reinforcements are destroyed, players must assassinate the Emperor with only a bear and a conscript; when it turns out to be a decoy, more supplies finally arrive and players must fight one other target. As the battle progresses, two more targets arrive. After defeating all three, the battlefield almost doubles and the player then has to destroy the Emperor's heavily palace. And then blowing the palace has him burst out of it in a giant mech that needs defeating.
Meaningful Name: The Athena Cannon is named for the Greek goddess of wisdom and war, and it is a technologically advanced weapon system operated by a woman.
Me's a Crowd: Clones of Yuriko are used to fuel to Rising Sun's superweapon, the Psionic Decimator. Also, if you are facing multiple Rising Sun commanders in a mission, expect to see a handful of Yurikos.
One challenge mission in Uprising removes the limit on commando units. The enemy will swarm your base with Yuriko clones, and you can fight back with clones of Tanya, Natasha, or your own Yurikos.
Mind over Matter: Yuriko's standard attack, which absolutely devastates most enemies one at a time. Ground units get thrown in the air as they take damage over time and air units simply crash to the ground.
Mirror Boss: Yuriko Vs. Izumi at the end of Yuriko's Campaign
Naval Blockade: One of the Empire of the Rising Sun's moves was to use one of its massive floating fortresses to stop all naval activity in the North Sea. The Allies and Soviets were forced to call a truce until it was dealt with. Another blockaded the Strait of Gibraltar.
Non-Combat EXP: Veteran Academies are tech buildings that, if captured, will grant most (if not all) units veteran levels equal to the amount of Academies owned by the player. It goes all the way up to Elite. Strangely gives veteran levels even to units that can't normally earn them, like unarmed engineers or the Allied aircraft carrier's combat drones.
Non-Entity General: Lampshaded in Red Alert 3, where near the end of the end of the Soviet campaign, a Conscript suggests that due to your success in taking it, New York City will be renamed "Commandersgrad" implying the non-entity-commander is actually named "Commander".
Now What?: Yuriko's campaign ends this way, after she achieves her revenge. The last shot is her standing on a hillside, pondering what to do.
Point Defenseless: The V4 and Dreadnoughts rockets are no loger interceptable, this contrasts with the opening act of the previous war, which featured an epic defense of Liberty Island via point defences.
Power Nullifier: The Allied Hydrofoil's weapon jammer prevents enemies from attacking as long as it keeps targeting them.
Psycho Electro: Moskvin is a former Tesla trooper, and is probably the least mentally stable Soviet commander (but don't say that to his face).
Reds with Rockets: While Japan uses missle spam and the Allies use some for their jack-of-all-trades default turret, the Soviet army keeps its crown as the purveyors of the biggest, meanest missles both on their dreadnaught battleships and V4 launchers. They're also the only army to wield a missle as a super-weapon (the Vacuum Imploder warhead)
Salaryman: The Japanese engineers play on elements of this, including references to quirky office fitness programs for wage-slaves (it's the given excuse for the Japanese engineer's ability to sprint). In keeping with the imperialistic nature of Japan in the game, fluff describes them as being looked down upon for being just regular workaholics rather than battle-ready combat workaholics.
Selective Magnetism: The Soviets are using various magnetic weapons: from magnetic harpoons to magnetic weapons that strip armor and weapons off enemy vehicles to magnets that suck units into SPACE.
Unlikely, since that's non-canon. However, in the expansion, evidence suggests that the Japanese campaign—in which they've managed to re-arm and are ready for war again—is canon.
Series Mascot: For Red Alert 3, the parachuting war bears. They might not be much good against armored vehicles, but they came to represent the all-out-crazy nature of RA3's unit design, and even appear on the box art. (Natasha the sniper is front and centre, though.)
The Empire is an incarnation of many things people love about Japan, both real and fictional.
Cryo Legionnaire is a pun of Chrono Legionnaires in Red Alert 2 and also a shout out to Mr Freeze. Many of the voiceovers are Mr Freeze's lines ("Let's kick some ice!", "Cool Party", and "The Iceman Cometh").
The weaponized Mt Rushmore looks almost exactly like the aliens' modification in Mars Attacks! (without the weapons).
The first chapter of Yuriko's story in Uprising features a psychic Japanese girl breaking out of her restraints in a secret facility and ripping apart guards in huge, bloody explosions. Sound familiar?
Yuriko's name can mean "daughter of Yuri", the renegade psychic from Red Alert 2.
The final Soviet mission starts out with Tanya destroying some dreadnoughts that are attacking the Statue of Liberty, exactly how the Allied campaign started in Red Alert 2. Tanya even remarks, "Just like old times, you Commie scum!"
The special unit equivalent to Boris from Red Alert 2? Natasha.
The Proton Collider superweapon is a clever crack at the LHC. And just in case you didn't get it the first time, the Sigma Harmonizer from Uprising is a giant particle accelerator with a similar configuration to the LHC, complete with (justified, in this case) public concerns over its actual function.
The King Oni resembles a cross between Ironman and a Gundam. Further driving the point home, the Emperor has the original prototype, which is red with gold accents (which are normally white, but are gold colored due to the Empire's canonical faction color). You even see him in a Ironman-like interface as he declares your imminent doom.
The Imperial Engineer's idle animation shows him jumping his legs back and forth, as if playing Dance Dance Revolution.
The Century heavy bomber quotes' are taken from Major Kong's lines in Dr. Strangelove.
The mortar cycle's death screams are the Stock Screams of Tiberian Dawn.
The cheesecake uniforms that the women wear is a Shout-Out to 1940's era pin-up art. Even more in the UprisingExpansion Pack.
The Kill-A-Ton mission features the Desolator Trooper who looks like a BioShock Big Daddy.
The Pacifier FAV is a reference to the Siege Tank in Starcraft, made even more obvious that the title of the mission to unlock it in challenge mode is called "Ready to Roll Out", which is the Siege Tank's creation line.
The Futuretank X-1 is literally just a Hunter-Killer from The Terminator with the serial numbers filled off.
There is a mission entitled "Number one threat to America". It's about giant bears.
Another mission is set in an unusually large map(for this game anyway) and gives the player a huge base to start with, the mission name is Superb Commander
The Mirage Tank challenge map only gives you a nearly-depleted Ore Mine to start with, the mission is humoursly named "Your Gold Mine has collapsed."
The King Oni challenge has King Onis breaching numerous barries towards your base. The mission is called "Gosh Darn Mongolians!"
Other names include Battle Royale, Athena's Wrath (Kane's Wrath), No Match For The Guardian (Sorpion tank's line in C&C 3), Red Crush (Nod crush, a song in Tiberian Sun) and Superb Commander.
Shotguns Are Just Better: Played straight with Allies' Peacekeepers, not only they are the strongest of the basic rifleman unit, they can knockdown even ninjas and commandos who gets too close, and with proper micromanagement can lock them in a Cycle of Hurting.
Skill Gate Characters: The Soviets and Imperials build using alternative methods; while the Allies commission and place buildings when ready, the Soviets must place immediately and wait for them to construct in the open, whilst the Empire must create defenseless vehicles and fly them to their deployment (akin to packed up Construction Yards). Granted, this isn't too much of a disadvantage generally speaking, but not building correctly against the wrong player can be devastating to a base.
Spider Tank: The "Sickle," the standard anti-infantry vehicle for the Soviets, and also the electricity-spewing amphibious Stingray. Though, weirdly enough, it must be built at naval docks. Apparently land-mode "movers" are just a bonus. The Reaper is a failed prototype of the Sickle that was hastily put into mass-production.
The Starscream: General Krukov. Not too big of a surprise as he spends most of the Soviet campaign undermining your success. Cherdenko turns against you to keep you from turning into one.
Start of Darkness: Red Alert 3: Uprising covers the origins of the experiments that created Yuriko Omega.
Theme Music Powerup: the background music changes to faster and harder tunes when the player's units are engaging enemy units. And an annoying version of the enemy's theme if they fire a superweapon at you.
Threatening Shark: Invoked by the Soviet Akula attack sub. Whether or not his is the case depends on how savvy the player using them is, however.
Timed Mission: Mount Rushmore and Lenningrad for the Allies. The latter is the final one in the campaign and it's quite challenging, it requires a more puzzle solving approach, as seven Iron Curtains, one bonus objective and finally the main target must be destroyed under 20 minutes and the player starts with no infrastructure.
Time Stands Still: The Sigma Harmonizer in the last Uprising soviet mission, it is in the mission title too.
Timey-Wimey Ball: A plain non-over-recursive Temporal Paradox ensues if one examines the excuse plot closely; The Soviets kill 1927!Einstein, meaning Hitler wouldn't be erased from existance as his undoing was brought by 1945!Einstein. Nazi Germany still happens and the Red Alert alternate universe with Allied-Soviet open wars is severely compromised in this more historical scenario.
And let's not forget about Yuri, since they only beat him using Einstein's technology..
Tragic Villain / Tragic Monster: Poor Yuriko... After suffering all the tragedies in her youth and ending up having to kill her own alleged sister who turns against her after being saved, she is still the same lonely, unloved girl...
The Empire of The Rising Sun in Red Alert 3: "Mecha Tengu, GO!" and the Striker-VX. The Mecha-Tengu even resembles a Macross Valkyrie in Gerwalk and jet modes, and transforms the same way.
Uprising has the Giga-Fortress, a naval base that transforms into a giant floating head that's about as big as a skyscraper. And apparently its sentient, judging by the way it was asking where its body is.
"While you were hiding behind your barricades in Leningrad, the enemy was thrusting deeply into the Motherland's tender nether regions!"
Even your Mission Control Dasha looks at him with a "I can't believe you just said that!" face.
Unusual Euphemism: Battle bears and man cannons, as proven with the actors being unable to control their laughter in the bloopers.
The Very Definitely Final Dungeon: The penultimate mission ends with the player tearing down the last of the other two superpowers, leaving the last mission of destroying one very final target of resistance:
Allied: The Peter and Paul Fortress in Leningrad, to stop the Premier escaping to the moon. Challenges include bypassing several Iron Curtains and winning before time runs out.
Soviet: The Statue of Liberty in New York, to symbolically topple Capitalism. The Allies hold an enormous cluster of bases around it, hold a Chronosphere, and are endlessly funded.
Imperial: The FutureTech Laboratories in Amsterdam, to stop the final Allied superweapons. The Allies have a major defense force (including Soviet units), several superweapons, and even (what is effectively) a nuclear bomb in a universe without nuclear power.
Villain Exit Stage Left: Cherdenko tries a bombastic one. Bam, zoom, straight to the moon. Some Allied units are unimpressed and wouldn't mind if he gets there anyway.
This situation is actually even lampshaded by the co-commander in singleplayer since, you know, they wouldn't be able to do any further harm to the world from there.
Wave Motion Gun: the literal 'Wave Force Artillery' and its turret version. Also the Allies' spectrum weapons.
Weaksauce Weakness: The Empire possess no infantry-based anti-air capabilities (Until the expansion). There's also the inadequacy of the Sea-Wing's anti-air attacks, as they are delayed (they need to emerge first), and the fact that both the Striker-VX and the Sea-Wing require an additional tier to be produced.
We Have Reserves: Soviet Conscripts (their basic rifle infantry) are the cheapest units in the game, and build rapidly.
Weaponized Landmark: The Trope Namer. Moais with Tesla coils in them, The Griffith Observatory with a huge cannon rigged into it, Mt Rushmore have weapons in the heads, and of course the Leningrad memorial with a space rocket.
What Happened to the Mouse?: Yuri, the antagonist of the first two games, was imprisoned using Einstein's technology. His ultimate fate is never explained, even though Einstein's erasure means that the technology to imprison him never came about, so he is still free.
Or perhaps he never came about with all the changes to the timeline.
Whip It Good: Rocket Angels use laser whips to paralyse ground troops.
Whole Plot Reference: The first chapter of Yuriko's story features a psychic Japanese girl breaking out of her restraints in a secret facility and ripping apart guards in huge, bloody explosions. Sound familiar?