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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.
General Krukov: ...What Empire?
Dasha: ...The Empire of the Rising Sun, of course.
Dr. Zelinsky: We now have... Two mortal enemies???

Red Alert 3 (2008) is the third installment of the Command & Conquer: Red Alert Series, following an Alternate History in which Albert Einstein invents a Time Machine and travels back in time to eliminate Adolf 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 their nuclear arsenal, because Einstein wasn't there to invent it. 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, is. This game is to Real-Time Strategy what the 1960s version of Batman was to superheroes. 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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  • Ace Pilot: Giles and Zhana, and in Uprising Vera and Takara (although she's a Rocket Angel rather than a jet pilot).
  • Action Girl:
    • All Hero Units in this game are of this variety, with Tanya making her return, Natasha sniping infantry, and vehicle drivers alike and designating airstrikes, and Yuriko being a telekinetic Little Miss Badass.
    • They're not the only female units either. The Allied and Soviet artillery units have female drivers, Soviet MiGs have female pilots, and then there are the Empire's Rocket Angels and Archer Maidens.
  • 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.
  • A.K.A.-47: "ADK-45" among others.
  • Aliens in Cardiff: In the Allied campaign, the Soviets spread across Europe and strike the UK at... Brighton beach.
  • Alternate Universe: The basic premise of the game, though this time around all three factions eventually become aware that this isn't the original timeline. Only Emperor Yoshiro seems to realize the full implications of the discovery, particularly for himself.
    Emperor Yoshiro: *utterly aghast* If fate can be changed, on a whim! If the future is malleable, then there is no divine destiny! All of this means nothing!!!
  • 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).
  • America Takes Over the World: Implied by the U.S. Vice President in the Allied ending. Uprising shows that there's a Soviet resistance (and much of the Allied presence in the USSR is Futuretech rather than "real" troops), while the Allied presence in Japan seems content to let the Soviets encroch on Empire territory.
  • 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.
  • Animeland: The Empire of the Rising Sun has ninjas, samurai, Humongous Mecha, psionic schoolgirls wearing Sailor Fuku who were created by illegal government research, an Amazon Brigade of troops wearing flying Powered Armor, Transforming Mecha in four different flavors, and Wave-Motion Gun-equipped defense towers and mobile artillery, among other things.
  • Anti-Frustration Features:
    • The resource collection being reduced to simple ore mines where refineries are placed in front of them (with the game flat-out forcing their position for optimal gathering) is intended to be this, allowing for the fastest way of getting money in the simplest way possible, as well as not taking up space in the map.
    • Crates are clearly labelled according to what content they provide, and only ever give out money, health, or promotions. No more wild guessing on which crates do what! The mouse icon also changes to depict if a unit will open up a crate or not, avoiding any potential unintended openings from the wrong units.
    • In Uprising's Commander's Challenge mode, when your engagement meter is at its maximum, a Big Red Button will appear near your top-secret protocols button. Pushing it instantly gives you a crapload of credits and maximizes the veterancy of all your current units at the cost of a certain amount of currency outside the mission obtained by completing missions. It's designed to be a means of getting past a level that's giving you difficulty, as using this button invalidates your mission time.
  • Arbitrary Minimum Range:
    • All tier 3 siege weapons have a minimum range, for all three factions.
      • However, you can use a wave-force artillery to force-attack a point and cause damage to the line of shooting when it fires, including your troops.
      • The Shogun Battleship is able to defend itself against eemies that get too close but superchrgaing its engines, allowing it to ram them for a One-Hit Kill.
    • And surprisingly, the Brighton coastal guns and wave-force tricannons do not suffer from this limitation.
  • 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 provides a ton of damage resistance when active, helping them score one hit kills (assuming they get near enough for it and clear garrisoned buildings to boot).
    • Shinobi play this straighter by using actual metal swords and shuriken which are precise enough to go through the seams of Power Armor.
    • Uprising adds Steel Ronin, who have beam polearms, and Archer Maidens, who have energy weapon bows. Note that these are all Rising Sun units.
  • Artificial Brilliance: The AI co-commanders that aid you in the solo campaign are surprisingly competent most of the time. Their general strategy may consist of little more than throwing endless waves of units at the enemy, but it's pretty effective overall and does a great job at drawing aggro away from your units and bases. Don't be surprised to see your co-commander mop up the whole map on their own on Easy or Normal difficulty while you're still squatting in your base, preparing for that one decisive strike. In missions with special objectives like "don't let a single enemy unit of this type escape", they will reliably build units suitable for the task, to the point that the only things you usually need to worry about are time limits, the capture of mission-important buildings, and the occasional attack on your base.
  • Artificial Stupidity:
    • Occasionally. Unit pathfinding in particular is pretty wonky, with units preferring to go three-quarters of the way around a building rather than move straight to where you need them. Units will also stay where they are when getting shot at instead of fighting back/running away.
    • The AI co-commanders are handy for holding the line and creating distractions for the enemy army, but sometimes they focus on... not so useful fronts. Case in point, Moskvin and Naomi building loads of submarines in scenarios where there's limited water.
  • Attack Reflector: Yuriko gets this power in her own mini-campaign, bouncing back ranged and melee attacks.
  • Authority Equals Asskicking: Emperor Yoshiro piloting the Super Prototype of the King Oni. Kenji too.
  • Ax-Crazy: Moskvin, having been part of the Soviet's experimental Tesla trooper brigade.
  • Bald of Evil:
    • Does President Ackerman looks like a good guy to you? He is still not enough to be a President Evil though.
    • Prince Tatsu might apply for those not in the Empire of the Rising sun as well.
  • Base on Wheels: The MCV, and its equivalents, unpack into a base. The Empire also have literal ones called Nanocores in addition to the MCV whihc eply into bases (but unlike the CV, can't return to a mobile state.
  • Bears Are Bad News:
    • The Soviets have Attack Bears as their detection scout unit. They go down in a few hits (a few more than the Allied Attack Dogs), but can instantly kill any infantry in close combat and disable them with roars.
    • In Challenge mode there's the Ursa Major. A bear the size of an Apocalypse Tank that can maul buildings to death, and is best taken out by bomber planes, electricity, or Tanya. On the same map in Skirmish mode, it's not unusual to suddenly learn you won without even seeing a single enemy unit, and watching the reaplay lets you see the AI kited a bear into its base.
  • Beehive Barrier: The Empire's Nanoswarm Superweapon. The Allies' Athena Cannon's secondary ability creates one as well.
  • Behind the Black: "Battlefield expanded!" The campaigns have quite the habit of letting you accomplish something, only to unveil a whole bunch of additional land, enemies, and hostile bases that all your units and surveillance systems failed to notice before despite being literally next door on occasion.
  • Best Her to Bed Her: In skirmish, one of Naomi's defeat quotes implies this.
    Impressive! I've been waiting for someone to best me on the battlefield.
  • BFG: Several.
    • The Allied Proton Collider is probably the biggest. The Harbinger mounts a pair of smaller ones.
    • The Wave Force Artillery is a gun about as long as the Apocalypse tank and can one-shot them.
    • Depending on what it's used on, the Hammer tank can end up with a secondary gun even bigger than its main gun.
  • Big, Bulky Bomb: "Supreme Time Bomb ready." Bonus points for coming pre-installed with a cheery "Have a nice day" smiley just before it blows up.
  • Big "NO!": Many. As befits the pilot of a Humongous Mecha, Kenji gets one with an echo in Uprising.
  • Big Red Button: In the Commander's Challenge mode of Uprising one will appear when your battle meter is at maximum, with different lettering depending on your current faction. If you have 50,000 credits within the challenge (obtained by beating challenge missions), you can press it to give yourself a lot of money and maximize the veterancy of all your units, but this will prevent you from being able to beat the mission's par time.
  • Bilingual Bonus: Yuriko's name is Japanese for "daughter of Yuri" (Or "lily child").
  • Black-and-Grey Morality: 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 demonizes the other two sides, the main characters have an antipathic attitude toward whoever is not with them, no matter the reasons, and some of the Allied personnel are in it for the money as much as for winning the war; 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".
  • Bombardier Mook:
    • Vindicator bombers are close air-support bombers that drop two or three precision-guided bombs on their target, then return to base to reload. They're surprisingly tough and fast enough to survive at least all the way to the target, making groups of Vindicators the equivalent of an anti-structure sniper rifle.
    • Century Bombers drop a line of bombs in front and behind the target, making them excellent at destroying buildings but easily evaded by ground units. They can also carry up to five infantry units each and paradrop them.
    • Aircraft Carriers are actually Drone Deployers who send half a dozen drones to unleash a single bomb on a target. The drones can be shot down (though they're replaced for free in the next wave), but have a bad case of Hero-Tracking Failure (just moving in a straight line is enough to evade their attacks), making them better-suited to attacking buildings.
    • Kirov airships are something of a Soviet Mascot Mook, being a Mighty Glacier zeppelin that drops bombs directly above its target. Despite the huge damage, self-repair and ability to move faster while damaging themselves, their very low speed makes them easy prey for dedicated Anti-Air units.
    • The Soviets use more conventional Badger bombers to drop loads of toxic chemicals on the battlefield to instakill infantry. When ordered to attack buildings or vehicles, Natasha instead paints it with a laser until a Badger drops a bomb on it.
  • Bookends:
    • The first mission of the Soviet campaign involves capturing and protecting a fortress from an invading force. The final mission of the Allied campaign involves invading and destroying that same fortress before it can launch a rocket ship.
    • Krukov leads an army against the player in the first and last missions of the Allied campaign.
    • Shinzo Nagama is the player's AI co-commander in the first and last missions of the Imperial campaign.
  • Boring, but Practical:
    • The Japanese need to roll their building "cores" to a location and unpack them to build. While this adds another step in Imperial base construction and said cores can be vulnerable to ambushes, the fact that cores are not bound by construction limits whatsoever means that they can expand with impunity as long as they drive under the radar. It's likely for this reason that Imperial Refineries cost an additional $500 compared to their enemy counterparts, as the other factions need to deploy a separate unit just to establish building rights on far away ore nodes.
    • The Soviets stick to the tried and true "build a significant structure" method of unlocking units further down the tech tree. This means they'll only need to build the Super Reactor and Battle Lab one time to produce the likes of Tesla Troopers and Apocalypse Tanks. Compare this with the Allies' need to upgrade their Construction Yard's/Outpost's security clearance for nearby production structures, or the Empire's upgrades for their individual production structures to access the same high-tech units.
    • The Soviets also have access to the Crusher Crane, akin to the cranes of Tiberium Wars. This adds another structure building queue for them, allowing them to build more structures at a time. Not as fancy as the Imperial nanocores, but a step above the Allies who have no means of mass-producing structures without forking over the hefty fee for a whole new MCV. It also fields repair drones (Soviet production structures don't have their own) and can be used to delete your own armored vehicles for a rebate.
    • Infiltration is a bit less exciting but more practical and accessible than it was in the previous game. You can't get instant veterancy for your units by infiltrating production structures (though you can get instant veterancy by capturing tech Veteran Academies), but this instead shuts down the target production structure temporarily, which can be an effective way of production denial. Infiltrating a battle lab (or its equivalents) doesn't grant any new units, but instead denies the enemy the production of high-tech units for a time and crashes their T3 air units. Infiltrating refineries and power plants is more effective given that the former provides a flat cash bonus rather than relying on the enemy's own cash reserves for maximum profit, and the latter affects all enemy defenses rather than the more powerful ones. The Spy isn't the only one who can infiltrate buildings; the Imperial Shinobi can do the same.
  • Bottomless Magazines: As per usual for a strategy game, units reload but never run out of ammo. The exception is some air units: Soviet and Allied fighters, as well as both Allied bombers, need to reload at an airbase once their ammo is spent. The Jet Tengu, while weaker than either other fighter, is dangerous because it doesn't need to bail in the middle of a firefight, making them much better escorts.
  • Breath Weapon: The Giga Fortress uses this in air mode, known as God's Breath. It outranges every defensive building there is.
  • 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 during the mission where Mirage Tanks are introduced, and the mission control character is named Eva.
    • In the Soviet's final mission, there's a cutscene where four Dreadnoughts are attacking the Statue of Liberty in New York, and Agent Tanya swims by and demolish them all, just like how you do it in the Allied's first mission in Red Alert 2. Agent Tanya even mockingly says "Just like old times, huh?!"
    • It's possible for Soviet Hammer Tanks to have two tank barrels, assuming they can siphon one off of another tank, similar to the two-barrelled Heavy Tanks from Red Alert 1.
  • Camp: Red Alert 3 is the Adam West Batman of the Real-Time Strategy world. By design!
  • Capital Offensive: Happens in the Allied mission "Forever Sets the Sun", where Allied forces attack Tokyo and destroy the Imperial military, killing or capturing most of their leadership. When you play on the Imperial side, it's your job to prevent that very thing from happening halfway through the campaign. Also happens in the Imperial mission "Crumble Kremlin Crumble", which is the Empire of the Rising Sun's invasion of Moscow. Only Washington DC is immune from this in this game (which is ironic given how many visits it was given in the previous game), as New York and Los Angeles would be the American strongholds in the Soviet and Imperial campaigns, respectively.
  • Car Fu: It has been here since Tiberian Dawn, and will always be, but only vehicles with explicit treads can run over people (compared to the previous game where even light transports could commit fatal hit & runs). In addition, sufficiently large vehicles can crush smaller vehicles that gets in their way (yes, even the MCV can do that). The AI often commits to using Ore Collectors this way if they're endangered by infantry (if the Imperial ones don't just flat-out switch to using their turrets).
    • 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 (or it towards heavier units/structures). 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.
    • Soviet commanders can also unlock the Grinder Tracks ability that lets their vehicles regain health every time they run something over. The Soviets really seem to have a fondness for roadkilling their enemies.
    • 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.
  • Cast from Hit Points: The Dreadnought's special ability allows it to fire twice as fast, but this damages it in the process. The Kirov can temporarily boost their speed significantly, but this also burns its health up. The Iron Curtain can offset the former for the duration it's active.
  • Cherry Blossoms: Featured in the last Soviet mission that pits you against the Empire of the Rising Sun, with every connotation of love stripped out and ground up by an Apocalypse Tank's treads.
  • Chest of Medals: General Krukov. He must be compensating for the fact that his former subordinate, Cherdenko, suddenly became Premier in this new timeline.
  • Civil Warcraft:
    • The Allies Campaign have one in the sixth mission, against Ackerman's forces, who wants to destroy Moscow despite the supposed alliance with the Soviets.
    • The Soviets have two: one in the sixth mission against Krukov and his alleged betrayal against Cherdenko and the second one in the eighth mission, is against [[spoiler:Cherdenko himself, who is trying to pull a You Have Outlived Your Usefulness on you.
    • The Empire's campaign is the only one to avert this. In the expansion, Prince Tatsu does turn against the other three Imperial commanders and then against you, but then you are playing the Allies.
  • Cold Sniper/Friendly Sniper: Natasha Volkova runs both sides of this trope. She fulfills the cold-bloodedness side of the Cold Sniper, yet is affable with the commander and her rival, Tanya.
  • Colonel Badass: Warren was once captured by the Soviets, but managed to fight his way out with his bare hands.
  • Colony Drop: The Soviets drop old satellites from orbit as a form of attack. Lowest level drops Sputniks, the highest level drops the MIR space station. Any vehicles unfortunate to be taken away from the Magnetic Satellite ability are also dropped for more damage.
  • Company Cameo: In the Empire mission "Rage of the Black Tortoise," the headquarter of EA Los Angeles, the development team of the game, is stationed close to the Empire base. Humorously, you can destroy the building as it is considered a hostile target, with its description stating that destroying the studio would cause damages to the space-time continuum.
  • Composite Character:
    • 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). Some fans also noted she takes some design clues from the 80s manga Mai, the Psychic Girl.
    • J.K. Simmons claims in an interview that President Ackerman has "facets of George C. Scott in Dr. Strangelove"; a "little bit of Barry Goldwater" and "at least a tiny bit of Dubya creeping in there."
    • Ackerman is also a composite between the previous game's President Dugan and General Carville, with Marshall Bingham being the mirror opposite of Ackerman's inherited traits.
    • Premier Cherdenko and Doctor Zelinsky mix characteristics between Premier Romanov and Yuri.
  • Corpsing: Tim Curry noticeably struggles to contain his laughter as he delivers a particular line in the final allied mission:
    Premier Cherdenko: I'm escaping to the ONE PLACE that hasn't been corrupted by capitalism... (Pause, as he visibly struggles to contain his laughter) SPAAAAAACE!!
  • Corralling Vacuum: The Magnetic Singularity, one of the Soviets' Top Secret Protocols, pulls in vehicles within its area of effect to the epicenter, while also killing any infantry caught within. The area of effect disables anything within it that's not immune to being disabled, which includes most of the vehicles that it can pull in.
  • Corrupt Corporate Executive: Rupert Thornley and Kelly Weaver in Uprising are both part of Futuretech, who are behind some not-entirely benevolent research including freezing time.
  • Crippling Overspecialization: Zigzagged with regard to the AI commanders' strategies. While they do specialize in different units (air/navy/infiltrator/etc.), by no means will they restrict themselves to those units. A late-game Shinzo will happily build a dozen Giga Fortresses despite these being anything but subtle.
  • Crosshair Aware:
    • Support powers and superweapons are marked by a flare at the target point a few seconds before impact. Unfortunately, this is the only warning you get, with no corresponding minimap ping or audio warning.
    • The Pacifier does this in Uprising. The unit's artillery mode paints its impact zone with a huge crosshair. A kind of balancing factor, considering the Pacifier's ludicrous destructive capabilities.
  • 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 (especially since Tesla coils heal it). 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!
  • Custom Uniform of Sexy: The men are more or less wearing complete (if stylized) military uniforms, but every uniform worn by the female soldiers sports some combination of low-cut tops, bared midriff, or improbably short skirts.
  • Dark Action Girl: Natasha, as befitting of the Soviets' Hero Unit.
  • Darker and Edgier: Uprising, mainly for the Soviet and Yuriko campaigns.
  • Dark Magical Girl: Yuriko, and any other psionic schoolgirl that the Empire of the Rising Sun trains. They ain't no Magical Girl, though: they're more like Tetsuo.
  • Death from Above: Many ways to inflict this on hapless targets, mostly via Kill Sat or aircraft.
    • The Allies excel in the aircraft department by default but also have a Secret Protocol that makes their airforce even more dangerous. Uprising turned it Up to Eleven with the slow but heavily armored and extremely heavily armed Harbinger Gunship.
    • The Soviets think nothing of sucking enemy armor into space with a magnetic satellite, then dump them plus select space junk on their heads in a minor Colony Drop. A handful of their units also have the ability to heavily damage or outright crush enemy units by jumping on them. They also retain the heavy bombing Kirov Airship, with Twinblade helicopters added in for good measure and Mig fighters to maintain air superiority. And let's not forget about the iconic Man Cannons...
    • The Empire of the Rising Sun is a bit lacking here but can still be annoying with swarms of robotic drones doing kamikaze runs, or bomb barrages parachuting onto your buildings. They may not have any dedicated air production structures, but their transforming mecha units that become flying units make up for their air force. Come Uprising, they have access to giant faces with laser beams to fry up anything surface side.
  • Defenseless Transports: Zigzagged.
    • The Allies can transport infantry with a hovercraft and bomber (that can attack land and marine targets) but have no defense against air units, and teleport mechanized units.
    • The Soviets can move infantry in Bullfrogs which double as Anti-Air, but the infantry have to get out by parachute. Twinblade helicopters can carry infantry or vehicles (including Apocalypse tanks) but cannot attack while carrying.
    • The Empire's transport has no defense except for looking like an enemy vehicle and loses the disguise when loading or unloading troops or spotted by a scout. However, their ore collector can equip a fast-firing laser.
      • The Empire has no way of getting heavy vehicles across water (save for capturing the Allied or Soviet methods), instead they need to float a factory core over and start training them.
  • Deflector Shield: Scads.
    • The Soviets have the Iron Curtain, of course, and the Empire's Nanoswarm puts up a barrier that blocks anything going in or out.
    • The Allies' Athena Cannon has one as its special ability (although it shrinks over time).
    • Imperial tanks can put up Point Defense Shields as a power. Yuriko gets one in her campaign that bounces attacks back at the attacker (and she uses it to get out of cryo-prison by reflecting the cryo-beams at the turrets.
  • 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.
    • Oleg in Uprising also pulls off a similar exit in the first Imperial mission, being beaten up by captured Soviet units.
  • Distaff Counterpart:
    • Yuriko Omega of Red Alert 3 to Yuri of Red Alert 2. Psychic and insane.
    • Natasha to Boris, from the same respective games. Also to Jarman Kell from Generals thanks to her Sniping the Cockpit ability.
  • Do Not Adjust Your Set: The Empire did this in the Allies and Soviet campaigns, demanding their surrender.
  • Eagleland: For those who were worried that depicting Japan as Animeland would be insulting, America itself is just as goofy.
  • The Dreaded Dreadnought: Soviet Dreadnoughts, the Soviets' naval artillery unit and most heavily-armored naval unit in the game. It can fire faster at the cost of its health as an alternate firing mode.
  • Dual Mode Unit: It's a mandate in this game for every unit to have some sort of ability or secondary firing mode/function.
    • The Empire specializes in this, having amphibious tanks, hovering/flying robots, walking/flying choppers, huge floating missile base/giant floating head of doom...
      • All Imperial buildings start as Nanocores, amphibious vehicles that deploy at the targeted location and can run over infantry if needed.
      • Warriors can briefly use their swords to charge enemy infantry (even garrisoned), instakilling them.
      • Tankbusters can burrow into the ground to avoid being crushed by vehicles.
      • Tengus can switch between an anti-infantry hovering ground mode and a flying anti-air mode.
      • Conversely, VX start as anti-air walkers but can turn into anti-surface choppers.
      • Rocket Angels can send swarms of missiles at enemies or paralyze ground targets.
    • Allies:
      • The Peacekeeper can hide behind his riot shield to increase defense, but can't fire while doing so.
      • The Allied Destroyer can attack or emit a shield that attracts enemy projectiles towards it.
      • The Hydrofoil can rip apart air units or prevent vehicles from firing or switching weapons.
      • The Guardian tank can switch its gun for a laser designator that makes the target take more damage.
      • Javelin soldiers can switch to a laser sight that makes them helpless until they lock onto a target, but once that happens can send waves of missiles at the target.
    • Soviets:
      • The Hammer tank can use a Leech Beam that lets it steal another vehicles' gun once it's dead and heals it.
      • The Apocalypse Tank's tractor beam drags a vehicle towards it to be crushed undertread.
      • The Terror Drones can instakill infantry and slowly kill vehicles (unless removed) or paralyze vehicles from a distance.
      • Conscripts can use an A.K.A.-47 or throw Molotov Cocktails, which instantly kill an infantry unit inside a building.
      • Mortar Cycles can switch between a Molotov launcher (that can also clear buildings) and a mortar.
  • Easy Level Trick: There are a number of things you can do in advance to take advantage of each mission's scripted nature:
    • During the mission at Von Esling airbase, you can immediately kill Krukov by stationing an Engineer at his Construction Yard and a few V4 Rocket Launchers near his VIP bunker. Once Cherdenko authorizes you to use lethal force (and Krukov's army is no longer allied with you), capture his Construction Yard and sell it, and use the Iron Curtain on the Rocket Launchers to obliterate the bunker. You'll get control of all of Krukov's units with little to no losses.
    • It's possible to use the Magnetic Satellite to vanquish Naomi's MCV in the Mount Fuji mission once she arrives, weakening her base considerably (the mission spawns another but the lack of scripting causes it to idle around at the top edge of the map).
    • You can use the Cryo Shot ability to freeze President Ackerman's limo in the Mount Rushmore mission to slow him down and buy you more time to destroy the fire base. Averted if you use Cryocopters instead; the devs had the foresight to see this strategy and scripts this so that any use of Cryocopters results in enemy fighters coming to shoot them down, potentially destroying the limo instantly and causing a Non Standard Game Over.
    • The Yokohama mission constantly sends high-end units at your barely-functional base once you reclaim it, but they don't start building units until you reclaim it after the Baseless Mission part of the level. Using Yuriko to singlehandedly take out the generators and then the base buildings will spare you a great deal of frustration (of course, it's replaced by the frustration of only having a single and very fragile usable unit, but still). You can also use her to destroy the Seaport and Airbase on your side of the map if you do claim your base, as Krukov's reinforcements will only spawn if three production buildings are destroyed. Speaking of, you can position your units in advance to destroy his Dreadnought fleets that appear on the edge of the map shortly thereafter.
  • Eenie, Meenie, Miny Moai: With man cannons or Tesla coils hidden inside courtesy of a treacherous Premier Cherdenko.
  • 11th-Hour Superpower: Every campaign ends with the player earning a final superpower that helps them win the war in some way; either the Allied Proton Collider, the Soviet Vacuum Imploder, or the Imperial Psionic Decimator (which is actually a subversion as it's available starting from the seventh mission of its campaign and onward).
  • Emergency Temporal Shift: Tanya's Time Belt ability jumps her back to the place and amount of health she was in a few seconds ago. However, it's not always a lifesaver as it's hard to time properly, and depending on the tactical situation she might actually be left in a worse position.
  • The Emperor: Emperor Yoshiro, played by George Takei.
  • The Empire: Of The Rising Sun.
  • Enemy Mine: During the Allied campaign, you will join forces with the Soviets against the Empire for two missions. In the Empire Campaign, the Allies and Soviets join forces against you.
  • Energy Weapon: From the Allied spectrum technology to most of the Rising Sun's weaponry. The game's website, which contains details that didn't appear in the actual game, reveals that the Empire's supposed "beam weapons" are actually railguns of some sort, firing tiny metallic projectiles accelerated to compensate for the small mass.
  • Every Man Has His Price: The spy says it word for word when he bribes an enemy unit to "fight for the winning team". Only scout units (Attack Dogs, War Bears, and Burst Drones) and Hero Units are immune to this.
  • Everything's Better with Samurai: In Red Alert 3, the Imperial Warrior uniforms resemble Samurai outfits, they also carry Beam Katanas as secondary weapons that can score a One-Hit Kill on enemy infantry but can't hurt vehicles except in ridiculously large numbers.
  • Evil Is Easy: Present in the campaign selection, but nowhere near as blatant as in Red Alert 1. The Soviet campaign is the most straightforward and easiest of the campaigns (and is designed to be the one played first), with no notably difficult levels and a linear difficulty curve. The Allied campaign, on the other hand, ramps up the difficulty steeply starting at the end of the second act, with many instances of a Non Standard Game Over. The Imperial campaign straddles the line with Schizophrenic Difficulty, with a sudden Difficulty Spike in the second act, and remaining reasonably, but not suddenly difficult in its third (and having a relatively mild final mission).
  • Evil Is Hammy: As usual, the Soviets out-hams almost everyone else. Though of course President Ackerman and Rupert Thornley are also very hammy. When addressing his enemies, Emperor Yoshiro is no slouch.
  • 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.
  • Faceless Goons: The Imperial Warriors and Tank Busters in the CGI intro wear face-covering masks. However, the masks are missing in the actual game. Presumably, they only wore them in the intro so the animators don't have to spend time rendering their faces.
  • 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). The Empire and Soviets switch positions at sea where the Empire has the strongest naval units in the game but lacking in a way of special abilities. The Allies has the strongest air units but requires the most micromanagement so still somewhat counts as subversive.
    • There's an example within each faction regarding the co-commanders and their strategies. Warren, Zhana, and Shinzo are Balanced (with Warren and Shinzo favoring ground troops while Zhana uses an air force), Giles, Oleg, and Naomi being a Powerhouse in each of their faction's specialty (air, tanks, and navy, respectively), and Lisette, Moskvin, and Kenji being Subversive.
  • Fake Assassination: At one point in the Soviet campaign, Premier Cherdenko is the victim of an assassination attempt, but survives. Once he discovers General Kurkov was behind it, he orders you to kill him (to Krukov's confusion). In the penultimate mission, it turns out Cherdenko not only faked the attack and pinned the blame on Kurkov to get rid of him, he also intends to get rid of the player character. However several of his subordinates choose the player over him, and eventually the player becomes the new Premier of the Soviet Union (the only remaining superpower after the Allies and Empire of the Rising Sun are defeated).
  • Fake Difficulty: Much of the campaigns' difficulty stems not from clever AI or a need for elaborate strategies, but from the constant battlefield expansions and enemy armies and entire bases suddenly appearing out of thin air almost every time a primary mission objective is fulfilled. There's literally no way to work out a viable strategy for any given mission from the get-go because the circumstances will often change radically several times before victory can be achieved. Imagine your base is in a corner of the map, with one or two entrances you've got well-defended with multiple turrets and units. Then you take out one specific building, and suddenly your base is in the center of the map, has at least three additional entrances, one of which will inevitably be at its former back where all your power plants are clustered together, and you have to contend with one to three additional and very large enemy bases all around you. After the first time, something like that's happened to you, you'll likely end up Properly Paranoid, save your progress before doing anything even remotely important, and keep a standing army in your base at all times.
  • Fanservice: Red Alert 3 is presenting more and more of this stuff, completely shamelessly and with perfect self-awareness - to the point that physical copies of the game came with a large poster depicting the game's various females in sexy costumes. Two of the three endings also play this (albeit in a tongue-in-cheek fashion) with the "commander" (that is, the player) being invited on a date by a certain sexy female character (calling back to the Allies' ending of Yuri's Revenge).
  • Fastball Special: The Soviet transport doesn't deploy troops normally. Instead, it launches 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 gravity. The wacky over-the-top and Fanservice elements take over in Red Alert 3. A more nuanced example can be found in some of the units as well:
    • The Tesla Troopers went from being soldiers in rubber coating holding electric pitchforks, to men in armor with Tesla cannons, to juggernauts with the ability to disable nearby enemy armored units with a flick of the switch. And their Hurricane of Puns trait has become completely self-aware.
    • The Apocalypse Tanks focused more and more on becoming tank destroying behemoths at the expense of their ability to handle other kinds of targets (from their missiles not being able to shoot at ground targets, to not having any missile launchers at all).
    • The Soviets went from being the only faction to field attack dogs, to having a different breed of attack dogs (all of whom could now resist mind control), to replacing attack dogs with something even larger.
    • The Destroyer went from being a medium-weight boat that could attack both ground and air units, to being a basic vessel that's built for engaging other vessels, to becoming an amphibious titan that can crawl on land and act as an HP shield to protect other units.
    • Tanya went from being a typical Commando expy, then gained the ability to swim and scuttle ships (and later would gain the courage to plant charges on vehicles), then got herself a time belt that essentially acts as her way of seconds-long Save Scumming.
    • Infiltration started as a niche for knowing what the enemy would build next, or how much ore was stored in a given building. Then after it Took a Level in Badass by being able to shut down power grids, steal money, or even unlock upgrades or new units, it now has the capability of locking away more powerful units (but can no longer grant veterancy or unlock units). And the Spy is no longer the only unit who can adopt disguises or infiltrate buildings.
  • For Want of a Nail: Killing Albert Einstein in 1927 somehow stalls the entire field of nuclear physics to the point that nobody in the world develops nuclear weapons over the next sixty years. Certainly Einstein was a significant scientist, but he wasn't that unique with his work.
  • Freeze Ray: The Allies specialize in this kind of technology.
  • French Accordion: The track "European Intrigue" features accordions at the very beginning, as Allied forces on this mission make their way up the Seine River through Paris.
  • Friendly Fire Proof: Played straight for all units except artillery that deals Splash Damage. Averted for most command powers and superweapons, so be careful with those buttons. It's disturbingly easy to try and shield your base from, say, an incoming Proton Collider barrage with a Nanoswarm, only to wipe it out yourself because you accidentally activated the Psionic Decimator instead.
  • Funny Background Event:
    • 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 to 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 from existence hampered Allied prowess, but in-game the Allies still have the Chronosphere, the Mirage Tanks, and several technological edges, most of them hardly checked on release. This is Hand Waved by having these technologies developed by FutureTech instead of Einstein. It goes to the point that the main technology removed was a Soviet specialty ever since the first Red Alert (one in which Einstein was only peripherally involved in developing). The Allied Weather Control Device no longer exists, though.
  • 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.
  • Gorn: The Yuriko campaign in Uprising. Just about anyone Yuriko kills gets blown up like a balloon and explode into a mass of blood, including dolphins.
  • Gratuitous Ninja: Shinobi for good measure, as the Empire's infiltrator unit who prefers to get his hands dirtier than his Allied counterpart.
  • Grenade Hot Potato: This can be invoked when you're faced with a Time Bomb from an Allied General's support power, as the only way it can be countered is to use a Chronosphere on it and send it elsewhere. Preferably to the same opponent's base.
  • Guns Akimbo:
    • Tanya, as usual. Putting her in an IFV results in the IFV gaining a double-barreled machine gun.
    • The Hammer tank can scavenge an extra weapon from enemy vehicles alongside its main gun (which sometimes ends up smaller than the secondary gun).
  • 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.
  • Handshake of Doom: The game begins with the Soviet Union using their own experimental time machine in order to assassinate Albert Einstein and thereby remove the Allies' technological advantage against them. Here, Anatoly Cherdenko greets Einstein with a handshake that also erases him from history. When the Soviets return to the present, they learn that the Soviet Union nearly conquered Europe... but because Einstein was one of the minds behind the atomic bomb, Japan is still a superpower in this new timeline; now known as the Empire of the Rising Sun, they declare war on the two weakened powers.
  • 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 (which is weaponized by the Legionnaire's own leaping ability). Frozen air units (as from Cryo Legionnaires loaded into Multigunner IFVs 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.
  • Heroic Comedic Sociopath: Tanya! (who has an Evil Laugh in the previous game...)
    Tanya: Bears in the water? Hmm... They're so cute - when they're dead!
  • Heroic Dolphin: The Allies have dolphins as their scout unit in water. (Well, they're heroic if you're playing as the Allies.) With the Soviet Giant Squid being axed, they're merely early game scout units rather than the hard counter against those grabby creatures.
  • High-Tech Hexagons: The Empire of the Rising Sun's tech.
  • Hijacked by Ganon: In the Soviet and Allied campaigns, the threat of the Empire of the Rising Sun is neutralized in the seventh mission, and from that point on, the Allies and Soviets focus on fighting each other. Obviously averted in the Imperial campaign.
  • Historical In-Joke:
    • One of the Empire's missions is protecting Hawaii (Pearl Harbor, specifically) from an imminent Allied invasion.
    • An earlier Imperial mission involves the invasion of Stalingrad and passing transports through the Volga river.
    • The Allied campaign starts off with the Soviet occupation of mainland Europe, and they intend to take Britain next. There's hardly any fighting in the air though; it's mostly an infantry battle.
    • One Allied mission is introduced by Soviet ships carrying mysterious cargo to Cuba... except instead of missiles, it's big dirigibles with (very) 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.
    • There are hints that they're just as bad, but it's mostly left up to Fridge Horror. Certain comments made during the invasion of Vorkuta make you wonder what's happening to the civilians. And then there's the research lab in Uprising, which appears to have been inspired by Elfen Lied and AKIRA, and the Steel Ronin...
    • 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.
    • The Emperor also makes frequent appearances on TV, mainly to demoralize his enemies. In real life, the Japanese Emperor was so sacred that no commoner dared to even take a look at him.
  • 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 they lose their top-tier Nuclear Reactors (replaced with chemical reactors) and Missile Silos (replaced by the Vaccuum Imploder).
  • Hollywood Acid: Soviet Desolator weapons utilize the toxic waste from the (now chemical-based) reactors and super reactors. It can be deployed by airstrike, satellite, and in the expansion pack, squirt gun and spitball.
  • Human Cannonball: The only way out of the Bullfrog. Though portrayed 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.
  • Humongous Mecha: The Japanese Empire has many of these.
    • Mini-Mecha: The Tengus, which can transform into a jet.
    • Transforming Mecha: A vast number of the Empire's units are this. Anti-air missile walkers become anti-ground helicopters, Mecha-Tengu become Jet Tengu, submarine anti-air Sea-Wings become flying anti-ground 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. Its base form is a giant floating fortress that reduces entire fleets of ships and aircraft to scrap with BFGs and Macross Missile Massacres, and it can transform into a flying head the size of a construction yard that's helpless against aircraft but fries anything on the ground with a massive Wave-Motion Gun of ludicrous range.
  • Idiot Ball:
    • Cherdenko attempts to escape to the only place that hasn't been corrupted by capitalism! SPACE!
    • President Ackerman in the aforementioned That One Level of Mt. Rushmore needs to go to the superweapon control center to activate his weapons. Problem is the only direct route to the building is through a map-long mountainside road. Instead of using an airlift or the Chronosphere to teleport him directly to the building (which he later does when he teleports to the airfield!), he opts to ride his slow-ass limo through the long way. Granted, if he does otherwise the mission will pretty much be Unwinnable but still...
  • Interesting Situation Duel: Some Commander's Challenge maps have altered gameplay like greatly reduced timers on superweapons (and getting to purchase all the national powers instead of just ten at most), an all-water map, regular acid bomb or satellite drops, bases protected by wave-force artillery or Iron Curtains, huge starting funds but a single depleted mine, giant tank-killing bears roaming around, or even the Shogun Executioner patrolling the map. These carry over to the skirmish mode when using these maps.
  • Instant Awesome: Just Add Mecha!: The backbone of the Empire of the Rising Sun's armies in Red Alert 3 are mechas in all shapes and sizes, most of which can switch between two forms. Their vehicle factory is outright called Mecha Bay. The Uprising expansion pack adds even more mecha types to the roster.
  • Ironic Name: One of the new units of Uprising, the Pacifier. On the first campaign mission it becomes available, your intel officer warns you not to be misled by the name, as the Pacifier's artillery mode has tremendous firepower. It doesn't so much as pacify its target as completely obliterate it.
  • Irony: The whole situation is the result of the Soviets "pulling an Einstein" on Einstein himself.
  • I Was Told There Would Be Cake: One of the Flak Trooper's quotes is "Where's that food you promised?"
  • Japan Takes Over the World: Justified as one of three conclusions.
  • Jetpack:
    • The Empire of the Rising Sun's Rocket Angels.
    • The Cryo Legionnaire's jet pack let's him Walk on Water and jump short distances, destroying frozen units he lands on.
  • Kaizo Trap:
    • In the Allied mission taking place at Mt. Rushmore, once the superweapon capability of the monument is destroyed, the limousine containing the President chronos over to a nearby airbase between the two allied bases. Failure to down the chopper before it escapes will mean mission failure.
    • In the Empire mission taking place in Moscow, Cherdenko will attempt to flee the destroyed Kremlin with the time machine on a Twinblade helicopter. As with the other mission, failing to down the chopper before it escapes means failure.
    • In the first Allied Uprising mission, Shinzo will escape his frozen palace in a Sudden Transport escorted by five Tsunami tanks, disguise it as one of the tanks, and use it to try and slip away in the confusion, forcing you to identify and freeze him before the (admittedly fairly generous) timer runs out.
    • Actually, a disproportionate number of other missions involve Kaizo Traps one way or another, often of massive proportions. It's disturbingly common for the player to achieve all objectives given in the initial briefing, only for the map to expand, new enemies and bases to appear from nowhere, and a bunch of additional objectives to clog the mission log. Being Properly Paranoid is a highly useful trait in all campaigns and those players who weren't initially probably become it very quickly.
  • Kill Sat:
    • 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.
    • The Magnetic Satellite takes their tanks and helicopters and throws them into orbit. The Orbital Drop takes random things it finds in orbit and throws them at the enemy. It could be satellites, and it can be those tanks you just sucked up with the Magnetic Satellite..
  • Kneel Before Zod: The Emperor.
    "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.
    • Yuriko is a weird inverted case: she's the only Rising Sun character without a live-action actress (except for a single shot from the back), even in the expansion where she's the central character. This is possibly because she's an anime parody.
  • Large Ham: The entire cutscene cast. You might think it's Ham and Cheese, but realistically, the makers of the game probably loved the ham; the rest of the game is remarkably campy.
  • Laser Blade:
    • The Empire's basic infantry uses a superheated katana as their secondary weapon.
    • The Steel Ronin uses a "Wave Force glaive", with the blade made out of glowy energy.
  • Later Installment Weirdness: There are a number of things that make this entry deviate from the others:
    • Ore is no longer scattered around the map. Credits are instead obtained by simply placing refineries in front of ore mines, resulting in predictable revenue patterns as the collectors keep going back and forth in between a few feet. There are no gem variants of these ore mines.
    • This game has dynamic music and battle themes for each faction as units engage one another, contrasting the music of previous games where they were all static tracks.
    • The consequences of erasing Einstein essentially means that there are no nuclear weapons in this timeline. The Soviets have the equally destructive Vacuum Imploder to compensate.
    • In addition to Einstein's removal, General Carville shows no presence in this game (he made an Early-Bird Cameo in Red Alert: Retaliation, a port of the expansion missions for the Playstation).
    • With the Empire of the Rising Sun having Orange as their main color, it's no longer the secondary color for extra Soviet armies.
    • The main battle tank for each faction is available in Tier 2 (build a Super Reactor to get the Hammer Tank, get Heightened Clearance to get the Guardian Tank, and upgrade the Mecha Bay once to get the Tsunami Tank), whereas it's available from the start in previous games.
    • The Soviets' signature rocket launcher artillery unit is locked until they construct a Battle Lab (the other factions also unlock their artillery units at Tier 3), which is a step later from the requirement of building a radar (which would be the Super Reactor's equivalent for this game) in previous games.
    • Submerged enemies (i.e. submarines) are no longer completely visible for the player when they are submerged; you can see an armada of Akula/Yari submarines and Sea-Wings coming your way if you happen to be looking in the area that they're swimming in (they're still invisible on radar). Not that you can do much against them if you lack the units that can attack submerged enemies. Dolphins don't count and can be engaged much like any other surface vessel.
    • Mentioned under the Sequel Non-Entity entry, units/structures such as the Soviet Attack Dog, Soviet Spy Plane, Allied Pillbox, Allied Spy Satellite, and Allied Gap Generator are absent in this game. The Service Depot would be replaced with the much easier to use repair drones provided by Allied and Imperial production structures and the Soviet Crusher Crane.
    • Alongside Command & Conquer 3: Tiberium Wars, the radar is immediately online without the need of a dedicated structure, not even shutting down when power is low. Only when an infiltrator gets inside an outpost structure does the radar go off for a brief time.
  • Laughably Evil: Oleg is probably the funniest of all the computer-controlled commanders (and chews the scenery every given chance), but arguably also the hardest.
  • 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. Natasha even says that she can be replaced if she's killed.
  • Lighter and Softer: The signature of the game is parachuting bears fired out from cannon tanks, rather than a sombre World War II or Cold War setting, it fully embraces Camp replete with loading screens of the various females that will make you sit up and beg for buttermilk. Uprising, um, well it ups the ante with multiple Valentines messages from most of the female cast...and Ric Flair, who is also attacked by a man in a bear costume with Russian hat and glowing red eyes. It's that kind of a game.
  • Lightning Gun: Take a wild guess...
  • Little Miss Badass: Yuriko Omega.
  • Luckily, My Shield Will Protect Me: Peacekeepers' special ability will prevent them from getting 1-hit killed by ninjas and Tesla troopers. Unfortunately, it also prevents them from attacking.
  • Lzherusskie: Most of the Soviet cast, except Oleg.

  • Macross Missile Massacre:
    • Rocket Angels and VX Choppers en masse can produce this. There is even an upgrade to make missile-firing units spam even more. The Naginata cruisers fire many torpedoes at once in their special attack. The Allies' javelin soldiers also have this as their special attack. Soviet Dreadnoughts fire their huge cruise missiles in salvoes of three, and their secondary ability allows them to fire faster for even more missile spam.
    • Uprising continues the trend with units like the Soviet Reaper or the Imperial Giga Fortress' floating form.
  • Magical Girl: Yuriko. As usual, a parody.
  • Man in the Machine: The expansion pack's Desolators, who are terminally ill hospital patients fitted with life support gear and Powered Armor, and suspended in topical-painkiller gel. Also the Empire's Steel Ronin, convicted criminals welded into a Humongous Mecha and kept alive by advanced medical system until their death in battle.
  • Make Me Wanna Shout: Oddly, the Soviet War Bears and Allied Attack Dogs, as well as Dolphins. In the case of the Bears and Dogs, said shout stuns any enemy infantry in their radius, leaving them up for grabs for an easy kill.
  • 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, proper reinforcements and the means to build up a base arrive. All three regular Imperial commanders show up one by one, and you must eliminate them one by one. Once they all kick the bucket, it's a matter of marching to the Emperor's sacred 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. Its Aegis shield also applies, being a protective barrier.
    • Yuriko, a powerful psychic, can be read as "Yuri's daughter".
  • Mechanical Animals: Burst Drones are the Imperials' scout unit, a tiny flying robot in the shape of a dragonfly. In addition to having a large sight range and detecting infiltrators, it can attach itself to vehicles to slow them down and blow itself up.
  • Mega-Corp: Future Tech.
  • Me's a Crowd: Clones of Yuriko are used to fuel the Empire'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.
  • Mighty Glacier: Soviet vehicles are generally slower but more powerful and resilient than their Allied or Imperial counterparts. They also have the most well-known and infamous examples in the franchise: the mighty Apocalypse Tank and the devastating Kirov zeppelin. All factions' heavy warships (Dreadnought, Aircraft Carrier, Shogun Battleship) fit the bill as well.
    • Uprising gave the Allies the Future Tank X-1 and the Harbinger gunship, the Empire the Giga Fortress, and the Soviets the Grinder tank (which can give itself a quick speed boost).
  • Military Mashup Machine: Too many to list, but most belong to the Empire.
  • 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. She is, however, vulnerable to getting swarmed by air units.
  • Mirror Boss: Yuriko Vs. Izumi at the end of Yuriko's Campaign
  • Mission Control: One for each side: Eva, Dasha, and Suki.
  • Molotov Cocktail: Used/Consumed (though you may argue it is Vodka) by Conscripts and Mortar Cycles. It's the safest means of clearing out garrisoned structures (Peacekeepers and Imperial Warriors get themselves killed when using their anti-garrison abilities).
  • More Dakka: Surprisingly tame in the base game, with Hydrofoils and Apollo Fighters providing anti-air examples, and the Sickle, Riptide, Tanya, and both forms of Tengu providing a little more. Then played straight in Uprising with the introduction of the Pacifier and Harbinger Gunship.
  • Mother Russia Makes You Strong: According to Natasha at least.
  • Ms. Fanservice: Every single female character.
  • Mundane Luxury: Conscripts are excited over maybe getting to watch TV when told to garrison a structure.
  • Mythology Gag: The Challenge mission for the Apocalypse tank mentions Oleg trying to improve the tank, snarkily suggesting that he's going to add missile launchers to it. The original Mammoth and RA 2 Apocalypse tanks did indeed have missile launchers that let them defend against air units.
  • 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.
  • Near Victory Fanfare: Done with Rock Music.
  • No Help Is Coming: The final Allied mission against the Empire involves weathering Imperial assaults while waiting for the Soviet navy to arrive. The Soviets keep sending messages that they're on the way, but once the timer runs out (or if you manage to defeat the starting blockade). say they can't come after all. Allied command is only half surprised at the betrayal.
  • 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-Damaging Status Infliction Attack:
    • Cryo weapons don't deal any damage to the target, only freezing it in place:
      • However, frozen units have HP to 1, so even basic infantry attacks will instakill them.
      • The Cryo Legionnaire is designed to exploit this: its main attack slowly freezes enemies in a cone, and it can use a jump pack to trip up infantry units. But jumping onto frozen units instakills them.
      • Loading the Cryo Legionnaire into an IFV gives it a cryo beam that slows and freezes targets. If a flying target stays in the beam too long, it will drop to the ground.
      • The Guardian tank's alt-fire is a Laser Sight that disables its gun, instead making the targeted unit take more damage from attacks.
      • Loading an Attack Dog or War Bear into an IFV replaces the IFV's attack with an anti-infantry stun.
      • The Rocket Angel's Paralysis Whip alternate attack prevents a ground unit from moving or attacking, but does no damage.
      • The Hydrofoil's Weapon Jammer prevents a vehicle, aircraft or turret from firing, though groups of Hydrofoils have a tendency to focus their jammers on the same target. The Fridge Logic in not having a ground- and air-mounted version of such a Game-Breaker is actually addressed in-universe with tank drivers and fighter pilots demanding them, the scientists replying that they can't have the gun and the jammer at the same time.
      • The Terror Drone's Electro-Ray alt-fire prevents a ground vehicle (or Power Armor) from moving, but not attacking.
  • Non-Entity General: Lampshaded in Red Alert 3, where near 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".
  • No Ontological Inertia: Both averted and played straight. On the one hand, the Soviets using time travel to kill Einstein meant that no one ever split the atom and nuclear bombs don't exist, on the other hand the Allies still managed to invent the Chronosphere and substitute Prism technology with Spectrum technology, which is just as effective, though that is explained with Future Tech inventing said technology.
  • 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.
  • Nuclear Weapons Taboo: The developers have stated that nuclear weapons were removed from this game because of the addition of a Japanese faction. This decision was apparently made relatively late during production, as the Soviet power plant is still called "Reactor", and the Soviet Super Reactor still has a radiation symbol on it.
  • Ominous Latin Chanting: In Japanese and Russian though.
  • One-Hit Polykill: All units that deal Splash Damage are capable of this, but all Soviet V4 launchers as well as the Empire's Wave Force Artillery siege weapons take the cake due to either their generous impact radius (V4) or the fact that their massive energy beam hits everything it touches between the weapon and the target (WFA), which may well be a whole slew of buildings thanks to the beam's huge range. The expansion pack introduced another couple of contenders, most of them devastating siege units as well.
  • Only Flesh Is Safe: The Japanese basic Anti-Vehicle infantry weapon is not completely harmless to humans, but does very little damage to them. According to the fluff they're explicitly calibrated to do so for safety reasons.
  • Ooh, Me Accent's Slipping:
    • Despite having tried to speak in a faux-Russian accent, Tim Curry as Cherdenko has from time to time shifted to his native British accent in some scenes. Then again given the campiness of the game's already over-the-top premise, this isn't seen as too much of an issue.
    • Ditto with Nikolai Moskvin, who was seen in the opening FMV when he yells to Cherdenko and Krukov as he and his men were being attacked by the Empire. In an American accent. Even more ironic was that Gene Farber, the actor who portrayed Moskvin, is of Belarusian descent and was born there (not to mention that he was born around the time when Belarus was still part of the Soviet Union).
  • Our Presidents Are Different: President Ackerman, whose campaign slogan is literally "Screw 'Em All!" and "Vote for me, if you want to live."
  • Person of Mass Destruction:
    • Yuriko may be a textbook example of a Glass Cannon, but she can destroy armored divisions, bring down bomber fleets and wipe out entire military bases single-handedly in a matter of seconds if not shot at.
    • Tanya has no anti-air ability, but is possibly even better at clearing out bases (again, as ong as no one's shooting her) thatnks to destroying structures and vehicles in seconds (and being invulnerable while it happens).
  • Private Military Contractor: Future Tech, who go to war with all 3 major world powers to show off their products.
  • Point Defenseless: The V4 and Dreadnoughts rockets are no longer 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).
  • Psycho for Hire: Sub Commander Nikolai Moskvin has shades of this.
  • Pun: Mortar Cycle.
  • Pungeon Master: Most units. Includes the Soviet Tesla Trooper and Allied Cryo Legionnaire, who is channeling Mr. Freeze.
  • Quintessential British Gentleman: Giles and to a lesser extent, Bingham.
  • Ramming Always Works: The Shogun Battleship and King Oni can do this, often result in an instant kill. The smaller Yari Minisubs are also capable, but they won't survive doing so. "BANZAIII!"
  • Recursive Ammo: The optional firing mode of V4 rockets.
  • Red Herring: Krukov in the Soviet campaign, Tatsu in the Imperial campaign.
  • Refuge in Audacity: Red Alert 3 is made of this trope, especially the Empire of the Rising Sun. Psychic schoolgirls, Super Dimension Fortress Macross-style flyer/walker robots, giant robots — and then even bigger robots. With swords. The Soviets have armored bears, a magnetic satellite that whisks armored vehicles in orbit, and a Colony Drop where you can toss a satellite (later a space station!) on the enemy. Including any of their vehicles you've whisked with the Magnetic Satellite. Ouch. The game actually lampshades this at one point, mentioning that the magnetic satellite whisks units away "Never to be seen again. Or so they think."
  • Ridiculously Fast Construction: Justified with the Empire, who use advanced nanotechnology.
  • Roboteching: As seen in Red Alert 3 with the Rocket Angels used by the Japanese. Who'd have guessed it? For added Macross Missile Massacre, one of the Empire passive powers that can be unlocked even allows your rocket-spewing units to spew even more rockets!
  • Robo Speak: The robotic units in Red Alert 3, namely the Allies Future Tank X-1 and Japanese Nanocores.
  • Rule of Cool:
    • It's explained in the opening that since the Soviets eliminated Einstein in the past, nuclear technology no longer exists. Yet when the Soviet Super Reactor building is destroyed...
    • The residue from which is used in their Desolator weaponry.
  • Rushmore Refacement: Looks almost identical to what the aliens did in Mars Attacks!.
  • Russian Bear: The Soviet Union fields war bears as their field scouts.

  • 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.
  • Schizophrenic Difficulty: The Imperial campaign has some of the easiest and hardest campaign missions in the entire game.
  • 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.
  • Screw Destiny: The Empire campaign has a debate over this between Emperor Yoshiro (who thinks You Can't Fight Fate) and Crown Prince Tatsu (who believes they make their own destinies) after they defeat the Soviets and destroy the Time Machine responsible for their own rise. Yoshiro thinks it solidified their “divine destiny” to rule the world, while Tatsu thinks that they made their own as they’ve become more than a byproduct of the Soviets’ Time Travel manipulation. Yoshiro concludes that both tropes are in effect.
  • Sequel Difficulty Spike: Uprising's campaigns are significantly more difficult than any of the base game's, with even the Easy setting feeling like what was previously Hard. Co-commanders that once drew the enemy's aggro away from you are gone, ore mines provide only a fraction of the resources they did earlier, and the enemy AI tends to be one hell of a lot more aggressive. The prices of Superweapons being cut in half in an update are not applied here, and numerous new and extremely powerful units tend to make your life a living hell, but worst of all are the nasty surprises the game keeps throwing at you almost every time you complete a primary mission objective. The Soviet campaign in particular can feel downright brutal, and that's canonically the first of the four. The others tone it down a bit, but not by much, and they're also subject to some heavily Schizophrenic Difficulty.
  • Sequel Hook: The Allies just might have used a time machine at the end of the Empire campaign.
    • 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.
  • Sequel Non-Entity: A number of units that appeared in the previous two games didn't make it to this one:
    • The Soviet Attack Dog is flat-out replaced by the War Bear (the Allies keep theirs).
    • The Soviets lack the Spy Plane ability entirely (Red Alert 2 allowed it to return in Yuri's Revenge). The MiG jet is at least fast enough to act as an aerial reconnaissance unit to compensate.
    • The Allied Pillbox is absent. However, the Multigunner Turret in its base form is effective enough against infantry and the occasional light vehicle (to say nothing of what it can do with a Peacekeeper inside it), rendering the once-feared machine gun nest redundant.
    • The Allies lack the Spy Satellite which would reveal the entire map. Given the modern fog of war mechanics this game has, such an ability/structure would be an absolute Game-Breaker (case in point: the All Seeing Ai can and will drup support powers on your units despite having no spotters nearby). The Allies do have their own temporary fog of war removal ability through Surveillance Sweep, which does this in a line.
    • The Allies finally realized how useless Gap Generators are; there are no such structures in this game (though the Mirage Tank can field its own without syphoning precious electricity from the base).
  • 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.)
  • Shaped Like Itself:
    Peacekeeper: "Peacekeeper, keeping the peace."
  • Shoot the Dog: The sixth Allied mission "A Monument to Madness" ultimately has you doing this to President Ackerman, the President of the United States, when he goes rogue and essentially endangers the entire world with his Mount Rushmore doomsday device. Your co-commander Fuller and Lieutenant Eva just comment on the absurdity of the situation while Tanya and Field Marshall Bingham try to somehow reassure you that you "did the right thing". But still, there's just something wrong about it considering you, Fuller, Bingham, Tanya, and Ackerman are all supposed to the "good guys" here.
    Bingham: "Ah, commander, that was a close one. I can assure you, we did the right thing. Ackerman put the whole world in danger with that mad stunt, and all the while, we're at war with the Empire of the Rising Sun!"
  • Shooting Superman: Tesla weaponry heals the Shogun Executioner. This should be pretty obvious, in-universe. The Soviets keep using it anyway.
  • Shotguns Are Just Better: Allied Peacekeepers, the strongest of the basic rifleman units, are a rare example of a shotgun-wielding RTS infantry unit. They're fairly powerful at a distance and devastating at close range, capable of knocking down even ninjas and commandoes that get too close. Proper micromanagement can lock any infantry unit in a Cycle of Hurting. Garrisoning Peacekeepers in Multigunner IFVs or turrets changes the latter's weapons into giant double-barreled shotguns that can mow down infantry by the bucketload at huge ranges, so this trope even extends to Allied vehicles and buildings.
  • Shout-Out:
    • In the opening scene, Krukov and Cherdenko access a Bookcase Passage by tilting back the head of a bust and pressing a button underneath, then descend into an underground laboratory. Where have we seen that before?
    • 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).
    • As your units get zapped by the lasers from Mt. Rushmore, one of the quotes you hear is Peacekeeper saying "My eyes! The goggles do nothing!"
    • The spy is an obvious expy of James Bond.
    • 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.
    • One of the secret files in the mission has the title Do You Remember Love.
    • 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.
    • A British commander called Giles Price.
    • 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 an 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 DanceDanceRevolution.
    • 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 Uprising Expansion Pack.
    • Yuriko, the disturbed psychokinetic Person of Mass Destruction and as the Empire's superweapon (the Psionic Decimator) are taken from AKIRA.
    • The Kill-A-Ton mission heavily features the Desolator Trooper who looks like a BioShock Big Daddy (and you can even find one wandering around the map followed by a tiny Yuriko).
    • 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 filed off.
    • The God's Breath weapon mounted on the Giga-Fortress is essentially Godzilla's atomic breath.
    • Uprising's Challenge mode has plenty:
  • Siege Engines: All factions have one unit that can outrange base defenses and destroy structures easily but are vulnerable at close-range and are less effective against moving targets.
    • On land : the V4 Rocket Launcher for the Soviets, the Athena Cannon for the Allies, the Wave-Force Artillery for the Empire.
    • On water : the Dreadnought for the Soviets, the Aircraft Carrier for the Allies, the Shogun Battleship for the Empire.
  • 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.
  • Sliding Scale of Silliness vs. Seriousness: Waaaay on the silly end. Beam Katanas? Bears? Tim Curry?. The Yuriko and Soviet campaigns in Uprising are more on the serious side.
  • Sore Loser: Most of the AI commanders take losing fairly well, and some will even show you respect, but Kenji and Moskvin... well...
    Kenji: I bet you think this is funny! Well, I have friends, you know.
    Moskvin: I never would have lost were it not for the incompetence of my forces! At least they're dead!
  • Sniping the Cockpit: Natasha Volkova is able to snipe the operator of a vehicle, at which point any infantry unit can hop in.
    • Which gets ridiculous, since you can use her Snipe Pilot ability on a Battleship or an Aircraft Carrier, which somehow disables the entire ship, and then take over the whole ship with a single engineer. It even works on robotic, AI-controlled units like Future Tanks that don't have a cockpit to begin with, let alone a pilot to snipe.
  • Solemn Ending Theme: Featuring hard rock, balalaikas, violins, and Ominous Russian Chanting. Can be heard here.
  • Spider Tank: The "Sickle," the standard anti-infantry vehicle for the Soviets, and also the electricity-spewing amphibious Stingray. Though, weirdly enough, the latter 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. But it's subverted as Cherdenko turns against you to keep you from turning into one, and he framed the innocent but still haughty Krukov for the same reasons.
  • Start of Darkness: Red Alert 3: Uprising covers the origins of the experiments that created Yuriko Omega.
  • Status Infliction Attack: The Desolator's regular attack is a chemical spray that one-shots infantry and garrisoned buildings (but can't hit buildings or structures), while its alternate attack deals less damage but greatly reduces the target's speed and armor in addition to making it vulnerable to its regular attack.
  • Stripperiffic:
    • The female Allied and Soviet officers' uniforms. Natasha's is essentially a pair of hot pants and a midriff-baring top.
    • Archer Maidens in Uprising, making an Allied soldier wish there were more ladies in the infantry division.
    • Suki at least waits until the Imperial campaign is concluded to strip down and invite her newly Shogun Commander to take her... on vacation to Hawaii.
  • Stock Scream: In the second Soviet mission in Uprising, when a Cryo Legionnaire crushes a frozen civilian, a Wilhelm scream can be heard.
  • Super Prototype:
    • The prototype King Oni is faster, stronger, nigh-indestructible, and equipped with an absolutely devastating anti-aircraft rocket battery. And it's piloted by George Takei.
    • The Reapers from Uprising are a heavier prototype of the Sickle. So heavy, in fact, that their legs break beneath them if they jump.
  • Support Power: A full tree of them. Tied to Dynamic Difficulty as more casualties grant support points faster.
  • Suspiciously Similar Substitute: The Soviets are up to their old back-stabbing ways. But then again, why mess with perfection? Cherdenko, like his predecessor (Romanov), declares war on the Allies but changes his tune when he suddenly needs their help. He also inherits Yuri's tendencies to backstab anyone who poses a threat. Dasha is the same character as Zofia, more or less. Gen. Krukov takes credit for all the player's successes and chafes under his Premier's command, just like Gen. Vladimir. Only Dr. Zelinsky has a degree of originality to him, and even he borrows a few eccentricities from Romanov and is a Sacrificial Lion all the same.
  • Suspiciously Specific Denial: Yuriko's official profile mentions that she is totally a unique individual and there definitely aren't any clones of her running around.
  • Tattered Flag: On Soviet missions, the mission failed screen shows a conscript weeping over a ruined Soviet flag.
  • Teleportation with Drawbacks: The Chronosphere can move vehicles in an area to another area (infantry not in APCs are instantly killed), but requires vision of both areas (unless, of course, used by The All-Seeing A.I.). Teleporting land units into sea or vice versa (or onto a building) kills them instantly, so it can be used defensively as well as offensively.
  • The Computer Is a Cheating Bastard: The enemies can repair buildings faster than you and see through the fog of war and will exploit the player's weaknesses accordingly.
  • Theme Music Powerup: The background music changes to faster and harder tunes when the player's units are engaging enemy units, and gets even louder when you start destroying enemy structures.
  • Threatening Shark: Invoked by the Soviet Akula attack sub, doubling as a Bilingual Bonus. Whether or not this is the case depends on how savvy the player using them is, however.
  • Timed Mission: Mount Rushmore and Leningrad for the Allies
    • The former is a peculiar case because there's no on-screen timer, only a special enemy unit that moves along the map's circumference at a relatively slow pace. If it reaches the enemy base, it's game over, which wouldn't be much of a problem if you weren't forbidden from destroying it, so you must try to slow it down as best you can while you attempt to destroy the building it's headed for.
    • The latter example is the final Allied campaign mission and quite challenging. It requires a more puzzle-solving approach, as seven Iron Curtains, one bonus objective and finally the main target must be destroyed within 20-50 minutes, depending on the difficulty setting, and the player starts with no infrastructure.
    • Downplayed with Yokohama in the Empire campaign, which isn’t a proper Timed Mission but has a timed primary objective (the last one). In the final part of the mission, the Allies will activate four Relay Towers to disrupt the imperial communication system. From this point, the player has 15 minutes to destroy all the towers before the battle control terminates, which willresult in a mission failure. The countdown can be stopped (but only temporarily) by using the Nanoswarm Hive on the Relay Towers.
    • Also downplayed on Easter Islands in the Soviets, which is a regular mission but with one timed objective. After clearing the first half of the mission, the player will have 20-10 minutes (depending on the difficulty) to destroy a Vacuum Imploder built by a rogue Soviet faction, controlled by Cherdenko, who intends to get rid of you with it. If the player doesn’t destroy it in time, the weapon fires and the mission is lost.
  • Time Stands Still: The Sigma Harmonizer in the last Uprising Soviet mission will occasionally freeze time across the map, but only for the player's units and buildings. Future Tech's private army remains unaffected, and since the time stops occur more frequently and last longer the longer you take to disable the machine, a healthy amount of hustle is in order. Bonus points for the mission actually being called Time Stands Still.
  • Trading Bars for Stripes: Soviet Flak Troopers are convicts serving out their sentence in the military.
  • Tragic Villain: 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...
  • Transforming Mecha:
    • The Empire of The Rising Sun in Red Alert 3: "Mecha Tengu, GO!" and the Striker-VX. The Mecha-Tengu even resembles a 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 it's sentient, judging by the way it was asking where its body is.
  • Trapped Behind Enemy Lines: The final Soviet mission against the Empire starts with a massive paradrop operation, waves after waves of bombers releasing troops at the very heart of Japan's Imperial palace on Mt. Fuji... that ends with one (1) conscript and a War Bear reaching the ground alive. The other commanders try to tell you it's not that drastic, clearly not believing a word of it, and then you need to use the conscript to kill the Emperor. Which he does, shortly before it's revealed it was Actually a Doombot. Then the mission begins in earnest, and you can actually rescue the conscript later, where he thanks you from saving him from the horrors of an all-fish diet.
  • Un-Entendre: Seriously, General Krukov?
    "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 an "I can't believe you just said that!" face.
  • Unexpected Gameplay Change: After countless RTS missions and a shooter game, Yuriko Omega's mini-campaign in Uprising expands the roster with a simple yet effective RPG experience that feels less like C&C and more like the strike team missions from StarCraft, StarCraft II or Warcraft III's Orc campaign. You only have direct control over one unit, Yuriko, who has up to four abilities with cooldown timers mapped to fixed keys. Various terminals found throughout the levels provide her with character points that can be used to improve her health, damage, speed and abilities via what's the Secret Protocols menu in the regular campaigns. Clever use of these abilities is the key to victory, and the final mission even has a nice little Boss Battle in a circular Boss Room.
  • Unique Enemy: The Imperial campaign has three examples of commanders you fight that aren't fought anywhere else.
    • The second mission faces you against Zhana, who was The Unfought in the Allied campaign (but can be fought against in Skirmish).
    • The sixth mission has Tanya defending Los Angeles against the Imperial invasion. Given that Ackerman is an Imperial android spy in this campaign it's up to Tanya to defend the American mainland here.
    • The final mission has Zelinsky, who acts as the campaign's Final Boss.
  • 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.
    "Why don't we just let them go to the moon?"
  • Villainous Breakdown: Several times:
    • Happened to Emperor Yoshiro after learning the Empire only exists because of the Soviets messing with timelines, and thus "There is no divine destiny".
    • Premier Cherdenko in the Collapsing Lair after trying to pull off You Have Outlived Your Usefulness on you.
    • Similarly in the Empire campaign:
      Cherdenko: No! This can't be happening! I am the Premier! I CONTROL TIME!
    • Zelinsky gets in on this during the finale of the Imperial campaign.
      Zelinsky:, no, no, NO! You are a mistake! My mistake!
    • Rupert Thornley pulled an epic one in Uprising after you destroy the Sigma Harmonizer, Big "NO!" included.
    Thornley:Noooo! What have you done, you idiots! I could have created heaven on earth here, and now, NOW, I have nothing.
    • Shinzo and Kenji on their respective capture in the Uprising Allies campaign. Takara doesn't seem to care though.
    Shinzo:You captured me using trickery and magic?
    Kenji: Tatsu! How could you do this to me! NOOOOOOOOOOOOOOOOOOOO!
    • Prince Tatsu in the last Allies mission in Uprising.
    • Many of the commanders' defeat lines in skirmish mode tend towards this.
    Oleg: Oh no, no, this is impossible! How could I lose!? Again!?
    Naomi: Unthinkable! To have lost to a barbarian!
    Kenji: This wet-nosed scrub beat me, just like that?
  • Villain Protagonist: The Commander, depending on what side you choose, can be a bit of a bastard.
  • Villain with Good Publicity : President Ackerman. Rupert Thornley in Uprising.
  • Violation of Common Sense: One often-seen strategy to get under-par times in the Commander's Challenge is to build a generator and the Rising Sun's amphibious barracks and send them next to the enemy's base, then sell the Construction Yard to get a huge sum of money to spend on infantry.
  • Wave-Motion Gun: The Wave Force Artillery and its turret version are ground-based, almost literal examples. Uprising adds the Giga Fortress whose flying head form attacks ground units with a massive energy beam. It shouldn't come as a surprise that all of these belong to the Empire of the Rising Sun.
  • We Have Reserves:
    • Soviet Conscripts (their basic rifle infantry) are the cheapest units in the game, and build rapidly.
    • Despite the Million Mook March in the cinematic, the Empire apparently has such a small standing army that they're looking into using clones. Not to mention all the Yuriko clones running around.
  • 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.
  • Well-Trained, but Inexperienced: Veteran Academies allow new units to be built/trained at higher levels and perform no differently from their Taught by Experience counterparts. However, it's mentioned in-game in Uprising's Challenge mode where one commander tries to prove this trope is in effect.
    Although surviving battle probably builds skill and character, it is ultimately a dangerous and time-consuming process. To address this, we are looking into means of implanting training "memories" directly into our soldier, and the results are promising. The Allies must think so, too, as their Commander Hill has taken it upon himself to prove that our program's subjects could never stand up to his battle-hardened veteran squads.
  • 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.
    • In the expansion pack, Warren, Lisette, Zhana, and Naomi disappear without a trace, having been seemingly replaced by Hill, Lydia, Vera, and Takara. The Paradox mod attempts to explain the absence of the latter three, with Lisette being committed to an insane asylum for planting a garden with enemy soldiers who were cryofrozen, while Zhana and Naomi are straight-up dead.
  • Whip It Good: Rocket Angels use laser whips to paralyse ground troops.
  • With Great Power Comes Great Insanity: Played straight with Izumi. Ironically subverted with Yuriko.
  • Woobie, Destroyer of Worlds: Yuriko in Uprising. Just play her campaign. The most heartwrenching part is that she has no idea what to do or where to go after having had her revenge.
  • Worthy Opponent: Skirmish commanders will sometimes congratulate you on your victory, although sometimes they suffer Villainous Breakdown instead.
  • You Are in Command Now: Oleg in Uprising, apparently.
  • You Have Outlived Your Usefulness: What else can you expect of Tim Curry?
  • Zeppelins from Another World: The mighty Kirov, the slow-moving but devastating bomber zeppelin of the Soviets. As those weren't scary enough, they now come with Nitro Boost.
  • Zero-Effort Boss: President Ackerman in the Allies campaign, though surprisingly, this is also a Kaizo Trap at the same time.

Alternative Title(s): Red Alert 3


Attack Dog

Alert, well-trained German Shepherds with lethal bites. Can sniff out enemy spies.

How well does it match the trope?

5 (2 votes)

Example of:

Main / AngryGuardDog

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