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** By far the most disturbing of Yuri's insidious devices is the Grinders, massive machines that literally ground brainwashed victims into resources to build into Yuri's personal army. As if you needed any more reason to beat this maniac into submission.

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** By far the most disturbing of Yuri's insidious devices is the Grinders, massive machines that literally ground brainwashed victims into resources to build into Yuri's personal army. As if you needed any more reason to beat this maniac into submission. This is even PlayedForHorror in the Allies' second mission in ''Yuri's Revenge'', where Yuri used his Grinders to ''mulch'' the mind-controlled civilians of Los Angeles to build his forces.
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** The Desolators, who employ nuclear-powered weaponry to ''melt enemy soldiers and civilians'' into radioactive oblivion.

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** The Desolators, who employ nuclear-powered weaponry to ''melt enemy soldiers and civilians'' into radioactive oblivion. Even fellow Soviets aren't safe, as the Desolator's deploy ability emits a massive radiation field that ''kills indiscriminately.''
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** Yuri's basic infantry unit, the Initiate, attacks by setting enemies on fire with his mind. Imagine being burned to death by a thought.

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** Yuri's basic infantry unit, the Initiate, attacks by setting ''setting enemies on fire with his mind.mind''. Imagine being burned to death by a thought.
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** Yuri's basic infantry unit, the Initiate, attacks by setting enemies on fire with his mind. Imagine being burned to death by a thought.
** The infantry in the game generally have some delightful fates to choose from. Aside from being melted by Desolators and exploded by the disease-riddled Virus sniper rounds, they can be hunted down by specially-trained attack dogs, obliterated by the fists of Yuri's Brutes, annihilated by the psychic mind-blasts of the Psi Cops and Yuri Prime, and burned to death by explosions or Yuri's Initiates.
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*** The aptly-named Apocalypse Tanks can dish out twice the damage of a standard Rhino Tank, and if not disposed of quickly will easily mow down any Allied attacks with their volatile salvos. Albeit, they are a SkillGateCharacter in higher levels of play with the ''Yuri's Revenge'' expansion pack, as the Allies gained additional anti-armor measures, while Yuri's army has multiple ways to mind conrtol the juggernauts.

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*** The aptly-named Apocalypse Tanks can dish out twice the damage of a standard Rhino Tank, and if not disposed of quickly will easily mow down any Allied attacks with their volatile salvos. Albeit, they are a SkillGateCharacter {{Skill Gate Character|s}} in higher levels of play with the ''Yuri's Revenge'' expansion pack, as the Allies gained additional anti-armor measures, while Yuri's army has multiple ways to mind conrtol the juggernauts.
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** "Fallout", the penultimate level of the base game's Allied campaign, turns the macro game from previous levels into overdrive. In addition to a small base, the Allies start with two extra Refineries, both of which are vulnerable to constant Soviet attacks. The starting Naval Yard is blocked by a bridge between the main base and the extra Refinery, necessitating the act of blowing it up and isolating said Refinery for ships to move south where most of the actual naval Soviet attacks will come from. Other attacks are constant throughout the map, requiring hard counters to fend off the raiders who would rob you of much-needed money. The level has an internal timer that causes the map to expand, revealing the nukes that will annihilate the Allies to oblivion lest they be stopped (building the Chronosphere also triggers this). The Soviet base in Cuba is heavily defended, requiring some heavy cheese strategy to stop the offensives for good.
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** The Soviets:

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** The Soviets:Soviets. The Iraq subfaction stands out strongly as Desolators alone make the Soviets competitive:

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** The aptly-named Apocalypse Tanks can dish out twice the damage of a standard Rhino Tank, and if not disposed of quickly will easily mow down any Allied attacks with their volatile salvos. Albeit, they are a SkillGateCharacter in higher levels of play with the ''Yuri's Revenge'' expansion pack, as the Allies gained additional anti-armor measures, while Yuri's army has multiple ways to mind conrtol the juggernauts.

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** The Soviets:
***
The aptly-named Apocalypse Tanks can dish out twice the damage of a standard Rhino Tank, and if not disposed of quickly will easily mow down any Allied attacks with their volatile salvos. Albeit, they are a SkillGateCharacter in higher levels of play with the ''Yuri's Revenge'' expansion pack, as the Allies gained additional anti-armor measures, while Yuri's army has multiple ways to mind conrtol the juggernauts.juggernauts.
*** While expensive, Demolition Trucks under the effect of an Iron Curtain are unstoppable nukes. The best you can do is delay them until the invulnerability fades out. It is interestingly lampshaded in-game as the best way to take down Yuri's base in the fourth mission of the expansion's Soviet campaign, as it's otherwise too cramped and protected to get through with ground units. [=IFVs=] piloted by Crazy Ivans amount to the same thing, but are even faster!
*** Chrono-ing Demo Trucks / Crazy Ivan [=IFVs=] directly into enemy base. While it requires a lot of effort to pull off it's an insta-kill tactic if aimed precisely and ''there is '''no defense''' against this''.
*** Tank Rushes in the vanilla game. Practically unstoppable unless your foe counters with tank spam of their own. If your enemy is playing as the Allies, they lack a clear counter them (besides spamming cheaper Grizzlies even faster and micromanaging them well). If you are playing as Soviets, Rhino Tanks ($900 ea) are too strong to be countered by another direct rush unless you're outnumbered. Even the Allied Tank Rush isn't to be taken lightly, as their cheaper $700 Grizzly tanks are very quick and can quickly speed around the battlefield to hit vital targets in an enemy base, and flee when they're out-matched. This is partly why Guardian [=GIs=] were introduced in the expansion for the Allies.
*** Only available to Iraq, the [[WalkingWasteland Desolator]] single-handedly takes the Soviet faction from underpowered to just under Yuri. While they have a decent attack that instantly kills infantry and deals decent damage to vehicles, its real power comes from its deploy ability, poisoning a large area around it and dealing damage to all units in the area not immune to radiation (Robots, Miners, but not their slaves, other Desolators, and air units), liquifying infantry nearly instantly, and dealing decent damage over time to all other foes (except the aforementioned ones immune to radiation). Furthermore, they can stack, increasing the damage dealt in their overlapping areas of effect. This makes them without a doubt, the best area denial unit in the game. Not to mention, they only cost $600 and require a radar tower and Barracks to build. This makes them basically overkill against the [[ArtificialStupidity Dumb AI]] as a few of them can blockade a base as shown in one of Yuri's Revenge campaign maps.



** Prism Tanks, if properly micromanaged, are damn near unstoppable and can flatten a base in seconds with what appears to be a laser rave from hell. Their prism beams tear through even the heaviest of structures like paper, meaning that they can take out a Construction Yard in seconds.
** Navy [=SEALs=] too. Take Tanya, make them a bit weaker (but not enough to be unable to decimate infantry squads or make buildings explode) in exchange of them being available at Tier '''2''' and being able to be mass-produced. Combine with the above Prism Tanks and nothing stands a chance!
** Chrono Commandos can be described as teleporting Navy [=SEALS=]. For double the price of a [=SEAL=], you have vastly improved Chrono Legionaries who can FlashStep between buildings with C4 and with careful micromanagement, make a base disappear in seconds. Their main weaknesses are their inability to target vehicles like Tanya can, stiff unlock requirements (infiltrating an Allied Battle Lab, which is something that can't be done in the campaign proper), and their significant price tag of $2000, but your main army can help finish off what they couldn't handle, such as a group of the aforementioned Prism Tanks & supporting vehicles.
** While expensive, Demolition Trucks under the effect of an Iron Curtain are unstoppable nukes. The best you can do is delay them until the invulnerability fades out. It is interestingly lampshaded in-game as the best way to take down Yuri's base in the fourth mission of the expansion's Soviet campaign, as it's otherwise too cramped and protected to get through with ground units. [=IFVs=] piloted by Crazy Ivans amount to the same thing, but are even faster!
** Chrono-ing Demo Trucks / Crazy Ivan [=IFVs=] directly into enemy base. While it requires a lot of effort to pull off it's an insta-kill tactic if aimed precisely and ''there is '''no defense''' against this''.
** Tank Rushes in the vanilla game. Practically unstoppable unless your foe counters with tank spam of their own. If your enemy is playing as the Allies, they lack a clear counter them (besides spamming cheaper Grizzlies even faster and micromanaging them well). If you are playing as Soviets, Rhino Tanks ($900 ea) are too strong to be countered by another direct rush unless you're outnumbered. Even the Allied Tank Rush isn't to be taken lightly, as their cheaper $700 Grizzly tanks are very quick and can quickly speed around the battlefield to hit vital targets in an enemy base, and flee when they're out-matched. This is partly why Guardian [=GIs=] were introduced in the expansion for the Allies.
** Only available to Iraq, the [[WalkingWasteland Desolator]] single-handedly takes the Soviet faction from underpowered to just under Yuri. While they have a decent attack that instantly kills infantry and deals decent damage to vehicles, its real power comes from its deploy ability, poisoning a large area around it and dealing damage to all units in the area not immune to radiation (Robots, Miners, but not their slaves, other Desolators, and air units), liquifying infantry nearly instantly, and dealing decent damage over time to all other foes (except the aforementioned ones immune to radiation). Furthermore, they can stack, increasing the damage dealt in their overlapping areas of effect. This makes them without a doubt, the best area denial unit in the game. Not to mention, they only cost $600 and require a radar tower and Barracks to build. This makes them basically overkill against the [[ArtificialStupidity Dumb AI]] as a few of them can blockade a base as shown in one of Yuri's Revenge campaign maps.

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** *** Prism Tanks, if properly micromanaged, are damn near unstoppable and can flatten a base in seconds with what appears to be a laser rave from hell. Their prism beams tear through even the heaviest of structures like paper, meaning that they can take out a Construction Yard in seconds.
** *** Navy [=SEALs=] too. Take Tanya, make them a bit weaker (but not enough to be unable to decimate infantry squads or make buildings explode) in exchange of them being available at Tier '''2''' and being able to be mass-produced. Combine with the above Prism Tanks and nothing stands a chance!
** *** Chrono Commandos can be described as teleporting Navy [=SEALS=]. For double the price of a [=SEAL=], you have vastly improved Chrono Legionaries who can FlashStep between buildings with C4 and with careful micromanagement, make a base disappear in seconds. Their main weaknesses are their inability to target vehicles like Tanya can, stiff unlock requirements (infiltrating an Allied Battle Lab, which is something that can't be done in the campaign proper), and their significant price tag of $2000, but your main army can help finish off what they couldn't handle, such as a group of the aforementioned Prism Tanks & supporting vehicles.
** While expensive, Demolition Trucks under the effect of an Iron Curtain are unstoppable nukes. The best you can do is delay them until the invulnerability fades out. It is interestingly lampshaded in-game as the best way to take down Yuri's base in the fourth mission of the expansion's Soviet campaign, as it's otherwise too cramped and protected to get through with ground units. [=IFVs=] piloted by Crazy Ivans amount to the same thing, but are even faster!
** Chrono-ing Demo Trucks / Crazy Ivan [=IFVs=] directly into enemy base. While it requires a lot of effort to pull off it's an insta-kill tactic if aimed precisely and ''there is '''no defense''' against this''.
** Tank Rushes in the vanilla game. Practically unstoppable unless your foe counters with tank spam of their own. If your enemy is playing as the Allies, they lack a clear counter them (besides spamming cheaper Grizzlies even faster and micromanaging them well). If you are playing as Soviets, Rhino Tanks ($900 ea) are too strong to be countered by another direct rush unless you're outnumbered. Even the Allied Tank Rush isn't to be taken lightly, as their cheaper $700 Grizzly tanks are very quick and can quickly speed around the battlefield to hit vital targets in an enemy base, and flee when they're out-matched. This is partly why Guardian [=GIs=] were introduced in the expansion for the Allies.
** Only available to Iraq, the [[WalkingWasteland Desolator]] single-handedly takes the Soviet faction from underpowered to just under Yuri. While they have a decent attack that instantly kills infantry and deals decent damage to vehicles, its real power comes from its deploy ability, poisoning a large area around it and dealing damage to all units in the area not immune to radiation (Robots, Miners, but not their slaves, other Desolators, and air units), liquifying infantry nearly instantly, and dealing decent damage over time to all other foes (except the aforementioned ones immune to radiation). Furthermore, they can stack, increasing the damage dealt in their overlapping areas of effect. This makes them without a doubt, the best area denial unit in the game. Not to mention, they only cost $600 and require a radar tower and Barracks to build. This makes them basically overkill against the [[ArtificialStupidity Dumb AI]] as a few of them can blockade a base as shown in one of Yuri's Revenge campaign maps.
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** Several multiplayer maps in the expansion feature neutral/civilian combatants. You read that right - white tanks, soldiers, whatever are affiliated with civilians. AI doesn't target civilians but the neutral units have no qualms about targeting any player's (including computer controlled) units that vander into their field of vision. Which means that if even a single neutral tank finds their way into any base they can and will happily proceed slowly raze it to the ground and [[KarmaHoudini the AI won't mind it a single bit]]. This can be exploited for [[https://www.deviantart.com/p3rsh1ng/art/White-Apocalypse-Motivator-806721820 hilarious outcomes]].

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** Several multiplayer maps in the expansion feature neutral/civilian combatants. You read that right - white tanks, soldiers, whatever are affiliated with civilians. AI doesn't target civilians but the neutral units have no qualms about targeting any player's (including computer controlled) units that vander wander into their field of vision. Which means that if even a single neutral tank finds their way into any base they can and will happily proceed slowly raze it to the ground and [[KarmaHoudini the AI won't mind it a single bit]]. This can be exploited for [[https://www.deviantart.com/p3rsh1ng/art/White-Apocalypse-Motivator-806721820 hilarious outcomes]].



** The penultimate Allied mission in ''Red Alert 2'' sets you on a small island, reachable only by destroyable bridges, which allows you to give yourself some breathing room from ground attacks by destroying them; however, the Soviets will immediately send a plane to airdrop an engineer to repair the bridge. The thing is, the game is set to send out a plane whenever a SEAL plants C4 on the hut to demolish the bridge, without checking for whether the bridge is even still up, meaning it's perfectly possible to send a SEAL into a patrol loop of constantly setting C4 on the hut and eventually spawn tons and tons of Soviet planes dropping tons and tons of engineers.



** Destroying the World Trade Center Towers in the third soviet level of ''Red Alert 2''. Of course that is entirely up to the [[VideoGameCrueltyPotential player]] to do, since you can also garrison them. However, destroying the Pentagon isn't. And that's ''the first Soviet mission''. To further hammer the point home, ''Red Alert 2'''s original box art featured a burning New York City skyline, with the WTC on fire. After 9/11, Electronic Arts recalled all of the unsold units, and for a month, you couldn't even buy the game. What did the new, less offensive box art feature? No NYC, but the American flag in the Soviet commander's monocle was replaced with a [[NukeEm mushroom cloud]].
** Depending on your attitude to politics, the plot of how the USSR is going to capture the whole world will obviously not sound very good. Especially video of military parades with the music of the game.
** In this game there is a unit of "Libyan terrorists" who ride around in a truck and can be pierced into buildings or a group of units. This is not so much fun after a series of similar acts of terrorism in Belgium and France.

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** Destroying the World Trade Center Towers in the third soviet Soviet level of ''Red Alert 2''. Of course that is entirely up to the [[VideoGameCrueltyPotential player]] to do, since you can also garrison them.the towers. However, destroying the Pentagon isn't. And that's ''the first Soviet mission''. To further hammer the point home, ''Red Alert 2'''s original box art featured a burning New York City skyline, with the WTC on fire. After 9/11, Electronic Arts recalled all of the unsold units, and for a month, you couldn't even buy the game. What did the new, less offensive box art feature? No NYC, but the American flag in the Soviet commander's monocle was replaced with a [[NukeEm mushroom cloud]].
** Depending on your attitude to politics, the plot of how the USSR is going to capture the whole world will obviously not sound very good. Especially video videos of military parades with the music of the game.
** In this game there The Libyan special unit is a unit of "Libyan terrorists" who ride demolition truck that rides around in a truck and can be pierced into buildings or a group of units. This is set to [[SuicideAttack blow itself up]] to take out enemies. Useful if you can get it in place, but not so much fun after a series of similar acts of terrorism in Belgium and France.



** In the intro cutscene, two of the direct phone lines of President Dugan are shown. One is to Moscow and the other is to Tokyo. Obviously, the Soviets are opponents in this game, but come the [[VideoGame/CommandAndConquerRedAlert3 the sequel]], the Empire of the Rising Sun joins the fray as the third world power.

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** In the intro cutscene, two of the direct phone lines of President Dugan are shown. One is to Moscow and the other is to Tokyo. Obviously, the Soviets are opponents in this game, but come the [[VideoGame/CommandAndConquerRedAlert3 the sequel]], the Empire of the Rising Sun joins the fray as the third world power.



** The music from the game, especially the Hell march, has become so strongly associated with the Soviet and Russian parades that Website/YouTube is almost overwhelmed with commercials, where the music from the game is added to the video with real parades. [[https://www.youtube.com/watch?v=jTCkuHc__ZQ Especially in the context of]] [[https://www.youtube.com/watch?v=9jVjKJk0wmc the Crimean events]] in February 2014.

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** The music from the game, especially the Hell march, "Hell March 2", has become so strongly associated with the Soviet and Russian parades that Website/YouTube is almost overwhelmed with commercials, where the music from the game is added to the video with videos of real parades. [[https://www.youtube.com/watch?v=jTCkuHc__ZQ Especially in the context of]] [[https://www.youtube.com/watch?v=9jVjKJk0wmc the Crimean events]] in February 2014.



The Brotherhood of Tortured Brain\\
YOUR FEELING OF HELPLESSNESS IS YOUR BEST FRIEND SAVAGE!

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The Brotherhood product of Tortured Brain\\
a tortured brain\\
YOUR FEELING OF HELPLESSNESS IS YOUR BEST FRIEND FRIEND, SAVAGE!
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** Some units' scared and dieing quotes may sound quite heartrending (especially if they're belonged to you). Special mention goes to the pathetic cry of the Nighthawk Transport pilot and the distressed "Mayday! Mayday!" of the Siege Chopper pilot.
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** [[spoiler: The destruction of Chicago by General Vladimir's nuclear missile. There's even a cutscene showing the attack with Chicago's famous skyline being obliterated.]]

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** [[spoiler: The destruction of Chicago by General Vladimir's nuclear missile. There's even [[https://youtu.be/Chujcn1gVu0 a cutscene cutscene]] showing the attack with Chicago's famous skyline being obliterated.]]
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** Soviet nations in skirmish mode include Russia, Cuba and, less logically... Iraq and Lybia, of all countries. Which aren't exactly the first countries people would think of when talking about historical allies of the Soviet Union. ''Red Alert 2'' was made in the late [[TheNineties 90s]], when the topic of [[https://en.wikipedia.org/wiki/Rogue_state rogue states]] was in vogue and countries such as Iraq and Lybia made good fodder. This is not the case as of TheNewTwenties, since both countries are no longer considered "rogue states", and in general the concept itself has been discredited by many.

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** Soviet nations in skirmish mode include Russia, Cuba and, less logically... Iraq and Lybia, of all countries. Which Libya, which aren't exactly the first countries people would think of when talking about historical allies of the Soviet Union. ''Red Alert 2'' was made in the late [[TheNineties 90s]], when the topic of [[https://en.wikipedia.org/wiki/Rogue_state rogue states]] was in vogue and countries such as Iraq and Lybia Libya made good fodder. This is not the case as of TheNewTwenties, since both countries are no longer considered "rogue states", states" due to foreign intervention and ensuing civil wars, and in general the concept itself has been discredited by many.
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* ScrappyMechanic: In both ''Red Alert 2'' and ''Yuri's Revenge'', air units actually adjust their altitude to go over buildings. While this is meant to be an element of realism, it can cause problems for some units. Many battlegrounds take place in urban settings with lots of tall office buildings. This means that air units have to go ''all the way up'' and then ''all the way down'' to go over those buildings. And while it's not too problematic for fast air units like the Harrier, it can be ''very annoying'' for slow-moving aircraft like the Soviet Kirov or - to a lesser extent - Yuri's Floating Discs or the Allied Nighthawk Transport. In addition to longer "commute times" for air units, all that up-over-and-down makes them easy targets for any nearby enemy anti-air units/structures. A Kirov slowly going up and over an office building is a ''very'' big sitting duck for any Allied [=IFV=]s, Soviet Flak Tracks, or Yuri Gatling Tanks. Of course, you can have slow-moving air units go around the tall buildings, but that takes micromanagement.

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Evil Is Sexy TRS; this has become an objective, in-universe trope.


* EvilIsSexy: And so is good -- the actresses playing both faction's MissionControl chicks got started in sexploitation.



* HollywoodHomely: Lt. Eva Lee, who serves as the Allied MissionControl. While she's clearly beautiful, she's much less obvious {{Fanservice}} than her [[EvilIsSexy latex-clad Soviet counterpart]] and even on her own team her looks are far more downplayed compared to [[ActionGirl Agent Tanya]]. When SheCleansUpNicely for the final cinematic of the ExpansionPack, it's a genuine surprise.

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* HollywoodHomely: Lt. Eva Lee, who serves as the Allied MissionControl. While she's clearly beautiful, she's much less obvious {{Fanservice}} than her [[EvilIsSexy latex-clad Soviet counterpart]] counterpart and even on her own team her looks are far more downplayed compared to [[ActionGirl Agent Tanya]]. When SheCleansUpNicely for the final cinematic of the ExpansionPack, it's a genuine surprise.
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** The ''Yuri's Revenge'' Soviet mission "To the Moon" is a more puzzle-oriented quick operation compared to "Escape Velocity" that came before. As the mission takes place on the moon, the types of units available are consolidated greatly, with the only infantry trainable being the unique Cosmonauts which act as a heavier-hitting Rocketeer, and the Desolator which doesn't see much use. Yuri's base garrisons suffer from CripplingOverspecialization, with one base being protected by only Gattling Cannons and one being protected by only Psychic Towers. As mind control cannot affect air units, it's simply a matter of abusing each of these base's weaknesses with Cosmonauts and Tanks. There is a lack of ore, making losses permanent, but the ''huge'' amount of starting credits and the cash prizes rewarded for destroying each base render this condition moot.

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** The ''Yuri's Revenge'' Soviet mission "To the Moon" is a more puzzle-oriented quick operation compared to "Escape Velocity" that came before. As the mission takes place on the moon, the types of units available are consolidated greatly, with the only infantry trainable being the unique Cosmonauts which act as a heavier-hitting Rocketeer, and the Desolator which doesn't see much use. Yuri's base garrisons suffer from CripplingOverspecialization, with one base being protected by only Gattling Cannons and one being protected by only Psychic Towers. As mind control cannot affect air units, it's simply a matter of abusing each of these base's bases' weaknesses with Cosmonauts and Tanks. There is a lack of ore, making losses permanent, but the ''huge'' amount of starting credits and the cash prizes rewarded for destroying each base render this condition moot.

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