recursal/Fanatic-Fandom huggingface dataset:
Chinook

The **Chinook** is a transport helicopter of the Allies. It is the only aircraft with the ability to carry infantry. It can carry 8 units. It is unarmed and cannot shoot.

It is also the only aircraft that can land anywhere. Other aircraft need a helipad or an airfield.

The Chinook has the slightly less visibility than the Hind. Although most players use hinds for scouting, a Chinook can do a similar job and is cheaper. However, this comes at the cost of it not being able to shoot and having slightly less visibility. Also, the Chinook is prone to landing in undesired areas, making the Hind a better scout sometimes.

## Landing behavior

The Chinook will land when idle, making it vulnerable to ground enemy fire. The Chinook will take off when ordered to move. To prevent the Chinook from landing, order it to move above a place where it cannot land, such as rocks or buildings (for buildings, use the stop command for assistance), It would then hover even if idle.

## Base infiltration

The Chinook is often used to infiltrate enemy lines and attack vulnerable facilities such as ore refineries, ore trucks, tech centers, and more. Infiltration usually involves transferring Tanya or rocket soldiers.
Service Depot

The **Service Depot** is a building where a vehicle or an aircraft can enter in order to repair itself for a small fee.

The service depot is usually a requirement for the expansion tactic, because it is needed to produce new MCVs.

Destroying both an enemy's service depot and Construction Yard (or an enemy's War Factory and Construction Yard) means they can no longer produce MCVs and are never able to build structures again.

An aircraft and a vehicle can be on a Service Depot at the same time.

## Prerequisites

Loosely speaking, the Radar Dome is a prerequisite for "range or technology oriented" units, whilst the **Service Depot** is a prerequisite for "heavy or mechanically oriented" units.

The service depot is a prerequisite for following:

* Infantry:
	+ Hijacker
	+ Mechanic

* Vehicles:
	+ Medium Tank
	+ Heavy Tank
	+ Mine Layer
	+ MCV
	+ Mammoth Tank
	+ MAD Tank
Building

A building is a non moving structure providing some utility.

* Allied Buildings
* Soviet Buildings

Some buildings require power to operate, and will not operate if there is not enough energy or if they are powered off. Buildings are built by construction yards.

Buildings can be sold. Selling grants the player some of the money that was spent on buying a building. A sold building instantly disappears.
Power Plant

# XX

The **Power Plant** produces energy. It is always the second building that can be built, because it only depends on the Construction Yard.

Attacking an opponent's power plants can be a good way to make them enter the low power state.

A spy can infiltrate a power plant, forcing the low power state for a short period of time. This shuts down some enemy defenses and opens a short attack window.

## Prerequisites

The power plant (or advanced power plant) is a prerequisite for the following:

* Building:
	+ Allied Barracks
	+ Soviet Barracks
	+ Ore Refinery
	+ Kennel
	+ Naval Yard
	+ Submarine Pen
Micro

**Micro** is an abbreviation for **Micromanagement.** It is related to Macro (Macromangement). Micro refers to the management of precise unit intricateness, such as their position and their exact behavior. Microing a group of units is aimed to optimize their usage and give the player an advantage in the current situation.

Detailed management of units in combat aims to maximize damage given to enemy units and minimize damage to the player's units. In combat a common technique is to let units attack into formations, for example to keep lightly armored shooters behind, protected by more heavily armored units in front of them. Another example is to kite units along enemyies so that they stay out of range while they can shoot at their opponent.

Stop-micro is also a common form of Micro. By giving a (group of) unit(s) the Stop-command they will automatically retarget on their preferred target. For units with AA capability this means that they will auto-target Air units first.

Ore Trucks are typically micro'd as well, as their standard behavior to seek ore is inefficient. Players micro their ore Trucks to optimize the traveling distance or to clear an area of ore so that players can build there.

On the other hand macroing involves more long-term and less unit-specific strategic planning. Microing tactics usually involve quickly reacting and issuing commands (such as the Crushing tactic), whilst Macroing tactics usually involve long term planning (Such as the expansion strategy/tactic).

Building placement is usually considered Macroing.
Imiona

W liczbach

* 10 kolekcji po 5 = 50 artefaktów (w tym 3 zaginione, 1 niepełna)
* jedenasta największa kolekcja = 20
* 24 Kolekcjonera
* 7 niewolnych (w tym dwie się powtarzają - należały do zaginionej kolekcji)
* 135 z pokolenia na pokolenie, w tym 23 zaginione
* 10 bez określonej przynależności

/razem 244 żyjące

* 216 zginęło na wojnie

w sumie 460 nefilimów
Tesla Coil

The **Tesla Coil** is a defense which is very strong against vehicles and Infantry. However, it can be easily overwhelmed if attacked by several rocket soldiers, because it shoots lightning bolts one at a time, and needs to recharge after three bolts. Infantry is always killed instantly by a Tesla coil's bolt.

The Tesla coil requires energy to work and will shut down in low power mode. Since it consumes a lot of energy, attacking an opponent's power plants is effective against disarming the defenses of an enemy who has a lot of tesla coils.

## Firing mechanism

The tesla coil has a unique firing mechanism. It can shoot 3 bolts before reloading, but it needs to "warm up" for 30 ticks prior to its first shot or when switching targets. Multiple shots at the same target happen very fast at 3 tick intervals, and almost look as if they're one shot.

Unlike other units, the Tesla Coil will reload if it hasn't been fighting for 120 ticks, even if it's not out of bolts yet. Other units only reload if they've finished their entire burst sequence.

## Prerequisites

The tesla coil is a prerequisite for the following:

* Infantry:
	+ Shock Trooper
* Vehicle:
	+ Tesla Tank

Both of those units are only available to Russia.
Tech Level

The **Tech Level** is a map option which determines which units can be built. The higher the tech level, the more units can be built. "Unrestricted" is the default tech level, allowing the player to build everything.

* Infantry Only - Allows only basic units, infantry only.
* Low Level - Allows some low tech units.
* Medium Level - Allows some more units.
* No Superweapons - Allows building everything except superweapons.
* Unrestricted - Allows building everything.
Visibility

The **Visibility** mechanic determines what the player can see. There are two visibility impairing mechanics: **Fog of War** and **Shroud**

At game start, the map is covered by pitch-black **shroud**. The shroud is permanently removed for any area explored once by any of the player's units (or teammate units). Many players prefer to disable the **shroud** mechanism by ticking the "Explored Map" map option.

The **Fog of War** is a semi-transparent cover of the map. The fog of war is present wherever the player has no units.

Terrain can be seen through the fog of war, but enemy units cannot be seen. Units remove the fog of war in a circle around them, which has radius as big as their sight distance. This makes scouting important. When friendly units leave an area, the fog of war always returns.

The GPS allows players to see through the Fog of War and eliminates all shroud.

The gap generator can generate artificial shroud which is immune to the GPS.

The spy plane allows the player to temporarily see through the shroud and the fog of war on a chosen area on the map.

The communications center reveals the area around it in a 10-cell radius.
Shock Trooper

The **Shock Trooper** is a unique unit of Russia. It fires lightning bolts like the Tesla coil and the Tesla tank.

## Overview

The shock trooper can kill any infantry unit in a single hit. It is also very strong against vehicles.

Shock troopers have a relatively long attack range compared to other infantry units. It has also a slightly longer sight range.

The shock trooper fires one lightning bolt at a time. The recharge time for the next lightning bolt is relatively long.

## Tactics

The low rate of fire can be compensated by building a large group of shock troopers. Such group can be very powerful and can destroy entire armies. This is sometimes referred to as a "disco dance", due to the large number of lightning bolts being fired.

## Counters

A large shock trooper blob is best countered with units that it cannot fire back at. Namely, Yaks, Hinds and properly stationed artillery or V2.

A group of phase transports or chrono tanks can also effectively crush shock troopers.
Chronosphere

The **Chronosphere** is a superweapon of the Allies allowing vehicle and naval units teleportation.

## Overview

When created, the chronosphere a 2-minute charge time. Once charging is complete, the player can choose up to 5 vehicles or naval units to teleport anywhere on the map. The vehicles do not have to be friendly vehicles. The affected units in the area will instantly teleported to the destination. Teleportation lasts 20 seconds, and once over, the units are teleported back to where they came from. Germany has the **Advanced Chronosphere** and is capable of teleporting 13 vehicles.

A player can only build a single chronosphere. France is capable of building an additional fake chronosphere.

Vehicles cannot be teleported into the water (as is the case in some original C&C games such as Red Alert 2).

## Setting up remote bases

MCVs can be teleported. If an MCV deploys into a Construction Yard, it will not teleport back. This is a way to deploy "remote bases". If teleported into enemy territory, such a base should be quickly defended. Typically, players prepare a pillbox and a barracks in advance, once the MCV is teleported and deployed, the players immediately place the aforementioned structures, and then build many infantry units from the newly created barracks.

## Teleporting enemy vehicles

A defender can temporarily teleport the attacking enemy's units to a distant place where they cannot attack, giving the defender some time to rebuild defenses or regroup units. This is particularly useful against attacking curtained units.

Alternatively, enemy vehicles can be teleported to a spot where they're vulnerable, and can then be killed.

## Edge cases

The following edge cases cause non-obvious behavior.

### Transported units

If the chronosphere superweapon is used on a ranger, APC or phase transport with infantry inside it, all the carried infantry will be killed.

The chronosphere superweapon cannot be used on the transport.

### Preventing teleportation back (does not work)

This trick used to require two chronospheres, so two teammates must have coordinated to achive that. If a teleported vehicle was teleported from location A to B, then again from B to C before its alloted 20 seconds are over, then the first teleportation used to be "forgotten", and the first teleportion timer overridden by the second. Once the new 20 seconds are over, the vehicle used to teleport back from C to B, and not to A. **In recent updates it has been fixed, and now the old timer is not overridden by the new timer.**
Sniper

The **Sniper** is an unused unit in "OpenRA - Red Alert". It can only be built if debug mode is enabled and "Build Everything" is ticked, or on maps with custom rules that enable it.

Previously, the sniper was a Soviet infantry unit that required a Radar Dome. It is cloaked while not moving or firing. It was removed in Release-20150424.

There are some unkillable Soviet snipers on the cliffs on map Fort Lonestar. It is also buildable in this map.
Tanya

**Tanya** is a unit which can be trained by the Allies. Tanya can kill any infantry soldier almost instantly.

## Overview

Tanya is capable of wiping out an entire infantry army on her own because of her high rate of fire. However, she cannot attack vehicles, aircraft or naval units, making her vulnerable against non-infantry.

Tanya can instantly destroy buildings by placing explosives on the edge of the buildings. This requires running toward the building and cannot be done remotely.

Every player can only train a single Tanya. When she dies, the player may train another. However, spies can disguise to Tanya.

When Tanya emerges from the barracks, the laughter can be heard by all the players. This means enemies can tell when a player has trained Tanya. Also, when Tanya kills infantry or destroys buildings a global sound is heard.

Like all other infantry, Tanya cannot swim. (Unlike in Red Alert 2 and 3.)

Despite her strength against infantry, Tanya can be easily overwhelmed if multiple infantry units shoot at her at once. If the enemies are approaching from a distance, this is usually not a problem, because Tanya can kill them before they are close enough to be able to shoot back. However, if multiple infantry units are already close, then Tanya may not survive. This can happen if Tanya has just exited a barracks surrounded by many enemies.

## Tactics

Tanya can be placed in a pillbox or a camo pillbox, making it harder to spot her and thus preventing sniping Tanya with Yaks or Hinds. It also gives her extra armored protection. She is also safe from vehicles who try to crush her.

Tanya can be placed in a Chinook or a phase transport to increase her maneuverability. She can also be sneaked into enemy bases in an attempt to destroy structures.

Although the player can only build one Tanya, the player may disguise spies as Tanyas. In infiltration attempts, this may make the enemy attack decoy targets while the real Tanya survives and destroys buildings.

## Counters

Tanya is weak against any non-infantry units, and is particularly weak against yaks, hinds, artillery, V2s, Tesla tanks, pillboxes, and tesla coils.
Hind

The **Hind** is the primary attack helicopter of the Allies. It is very strong against infantry and lightly armored vehicles such as V2s and artillery. It is the best allied scouting unit. Like all aircraft, the Hind is not well armored and is weak against anti air units.

The Hind is also vulnerable against Longbows, because the Hind can't shoot at air units.

The hind is sometimes confused with the longbow by new players due to visual similarities, but the two helicopters do not look exactly the same.

## Strength relative to other units

The Hind is vulnerable to mobile flak attacks. If it attacks a single mobile flak with full health, the Hind can destroy it and retain half its health. However, it is easily destroyed by 2 or more mobile flaks without causing them significant damage.

A Hind can withstand 5 rockets from rocket soldiers. Assuming immediate attacks by both parties at full health: If a Hind attacks 3 rocket soldiers, it will kill them and be damaged by 3 rockets, retaining about 40% of its health. 4 rocket soldiers may or may not be enough kill a Hind. (Sometimes, the last standing rocket soldier will be able to shoot a second rocket.) Usually, all of the 4 rocket soldiers will be lost. 5 rocket soldiers will always kill a Hind, losing at most 2 of the rocket soldiers.

The Hind is more effective at attacking V2s than the Yak, because a V2 with full health requires two Yak shooting engagements, and the Yak must circle around for the second strike. The Hind, being able to remain stationary, can simply shoot it until killed. On the other hand, the Yak can be better at killing artillery thanks to its superior flight speed.

## Trivia

* Hind is the NATO reporting name of the Mi-24.
* While the Hind is a Soviet helicopter, it is used by the Allies for balance purposes. In the original game, the Hind and the Yak are similar in uses, and the Allies lack a counterpart for these aircrafts. That's why it is decided to transfer the Hind to the Allies.
Blob

A **blob** is a dense collection of many infantry units attacking and moving together.

## Overview

Blobs are usually composed of rifle infantry and rocket soldiers, but other compositions are possible. Such a blob has extreme fire power and almost functions as a single "super unit". It is also very cost-effective.

Blobs can be produced very early, and they commonly appear at the Early Game, but they can also be useful until the end of the match. Some players prefer blob-oriented play and rely heavily on blobs. Such players will often produce many Barrackses to maximize unit production speed.

## Weaknesses

Blobs are vulnerable against crushing, V2s, and yak suicide attacks, and are extremely vulnerable against artillery or Chrono Tank crushing, and Phase Transport crushing.

## Weak Blob Compositions

A blob with too many rifle men and not enough rocket soldiers is vulnerable against Crushing or aircraft attacks. Alternatively, a blob with not enough rifle men is vulnerable against enemy Rifle Infantry.

An oversized blob may be ineffective, since only the soldiers on the front-line can engage the enemy. Splitting such a blob into multiple blobs is sometimes a better choice. This is particularly relevant in narrow passages.

## Common Blob Compositions

* Rifle Infantry and Rocket Soldier blobs
* Shock Trooper blobs
* Medic blobs, possibly combined with some offensive units.

attack dogs or spies can be embedded within a blob to allow them to detect incming phase transports or chrono tanks. Additionally, tanks can be mixed in to act as a shield, since they can sustain a lot of damage.
Artillery

The **artillery** is a unit which shoots very powerful long-range rockets. It is dangerous against anything it hits, and is especially strong against Infantry. It is ideal for destroying blobs or base defenses. However, it is extremely weak against any units that manages to get close enough. The artillery shoots inaccurately, and will not always hit the exact spot it was commanded to hit. This can be an advantage when dealing with blobs, but a disadvantage when dealing with base defenses.

The artillery is especially vulnerable to fast units such as yaks, light tanks, mobile flaks, and, to a lesser degree, APCs and phase transports.

Soviet players sometimes apply an iron curtain to mobile flak and attack the artillery with them.
Support Powers

**Support Powers** are special abilities that require recharge after use. Support Powers are less deadly than Superweapons and can be obtained earlier in the game, but they function in a similar manner.

The current **Support Powers** are:

* Spy Plane (Soviets)
* Parabombs (Ukraine only)
* Paratroopers (Soviets)
* GPS (Allies)
* Sonar Pulse (Allies)
Mobile Flak

The **Mobile Flak** (Sometimes known as "Flak", "Flak Truck", "Flak track"), is fast, weakly armored vehicle. It is very effective against aircraft, and is the soviets' primary mobile anti air unit. However, it can also be very useful against infantry.

Although strong against aerial vehicles, it is weakly armored, and a hind or a Yak can destroy a single flak truck while still retaining some of its health. However, a small group of flak trucks (2-4) can easily destroy multiple aircraft with minimal harm.

When microed correctly, the flak truck can be invincible against infantry. It has a slightly longer shooting and sight range than riflemen and rocket soldiers and can shoot without being shot at. However, the units can easily get closer unless the player is actively controlling the flak unit. When in the range of rocket soldier fire, the flak truck is easily destroyed.

The light tank is a good way to counter the mobile flak, esp. in the early game where no other countering options are available for the Allies against properly microed flaks. Mobile Flak also lacks armour penetration to properly damage APC, while taking quite a lot of damage from its machine gun, and being actually sightly slower - one or more of these hollow steel bricks might save a Soviet commander from raid of rogue Flaks when heavy tanks are not yet accessible.

## Tactics

A popular tactic is applying the Iron Curtain to mobile flaks. They can then quickly infiltrate defenses unharmed, and destroy weakly armored units such as artillery and V2 rockets. There is no way to protect these units from such an attack. The best solution is taking a preventive measure and destroying an opponent's Iron Curtain, or the Soviet Tech Center prior to them building the curtain.

## Trivia

* The Moblie Flak is the only Soviet unit that is not in the original Red Alert
Engineer

The **Engineer** is a unit capable of capturing enemy buildings or repairing friendly buildings.

Repairing a friendly building makes the engineer vanish, and instantly restores all of the building's health.

Engineers are consumed when capturing buildings, after a short external wait. Before release 20190314, capturing an enemy building does not vanish the engineer, but it takes 15 seconds (30 seconds for Forward Command) to complete.

Because of the capabilities of the engineer, it is possible for a Allied player to get Soviet items and vice versa.

This is a great tactic to use since you can get powerful Soviet tanks by taking over a Soviet war factory. The player can also take over an enemy Construction Yard and build the other teams buildings, such as tech centers to get GPS, or war factories to get enemy vehicles. An easy way to do this is to take over unguarded enemy buildings are attack only defenses leaving it unprotected. It is helpful to note that a building cannot be sold while being taken over by an engineer.

The engineer is not to be confused with the Mechanic.

1. ↑ Release 20190314
Hospital

The **Hospital** is a tech structure that is found on some maps. It can be captured with an engineer to make all infantry self-heal, regardless of their location on the map.

Infantry units under a hospital's effect heal 5 HP each 100 ticks or 4 seconds. Healing starts only if damage has not been received for 125 ticks or 5 seconds. Multiple hospitals do not amplify this effect.
War Factory

# XXX

The **War Factory** allows the production of Vehicles. Although both Soviets and Allies can build it, it behaves differently for each. If it has been built while the player has an Allied Construction Yard, the War Factory will only produce Allied Vehicles. If it has been built while the player has a Soviet Construction Yard, it will only produce Soviet Vehicles.

Destroying both an enemy's war factory and Construction Yard (or an enemy's construction yard and Service Depot) means they can no longer produce MCVs and are never able to build structures again.

## Prerequisites

The war factory is a prerequisite for the following:

* Tech Center
* Tesla Coil (Soviets)

## "Hybrid" War Factory

On the rare case where the player has both types of conyards deployed, the resulting war factory can build both Allied and Soviet Vehicles. A vehicle can always physically exit from any of the war factories. For instance, if a player has "Hybrid" war factory and an "Allied" war factory, the "Allied" war factory can produce Soviet Vehicles as long as the "Hybrid" war factory is not destroyed.

Having both a Soviet and an Allied Conyard can be done by capturing an enemy Construction Yard with an Engineer, hijacking an enemy MCV with a Hijacker or repairing an enemy MCV Husk with a Mechanic.
Iron Curtain

The **Iron Curtain** is a superweapon of the Soviets. It can be used to make structures or non-infantry units temporarily immune to all attacks.

## Overview

When created, it has a 2-minute charge time. Once charging is complete, the player can choose any spot on the map to make vehicles, buildings, defenses or naval units invulnerable. The affected entities in the area will be invulnerable to enemy fire for 20 seconds.

Infantries are not affected, and are not killed by an iron curtain (as is the case in some C&C games such as Red Alert 2)

Demolition trucks explodes when the iron curtain is used on them.

A player can only build a single iron curtain.

The iron curtain can make 5 vehicles invulnerable at a time. Its area of effect is a 5-cell cross shape. When a Soviet player is creating this shape, it is a good indication an iron curtain is about to be used.

## Common uses

An iron curtain can be used on heavy tanks or mammoth tanks tanks to destroy enemy base defenses.

The iron curtain can be used to mitigate atom bomb attacks by making key structures invulnerable. See the atom bomb article for details.

To counter heavy artillery fire, curtained mobile flaks can be used because they are fast and extremely effective against artillery units.

## Counters

Curtained units are invulnerable for 20 seconds, however, certain mitigations are possible.

Barriers Can be used to slow down attacking curtained units. However, mammoth Tanks are unaffected by barriers.

An Allied player can use their Chronosphere to teleport away the attacking curtained units.

It is also possible to take preventive measures by destroying the enemy iron curtain, and possibly their tech-center before they build an iron curtain.
Mammoth Tank

The **Mammoth Tank** is a super-heavy tank of the Soviets.

## Overview

Mammoth Tank, available to Soviet commanders on the late game, is not as unstoppable as one might expect to. It's no specialist, being beaten by anti-tank focused units, like medium and heavy tanks, or turrets and tesla coils.

The true strength of Mammoth Tank is its unique **versatility -** it is actually decent against anything, knocking out individual vehicles with 120mm guns, launching high-explosive missiles at infantry and aircraft, equipped to detect and destroy cloaked units, including rogue hijackers, and able to crush not just infantry, barbed wire or sandbags, but also tough concrete walls under its tracks. While slow, it can self-repair up to 50% of its HP, partly alleviating needs for repairs in service depot in base.

Although expensive, it works well in large groups, with little need of any other support, maybe excluding V2 Rocket Launchers to soften up defense structures.

Alternatively, it might be packed into a group of heavy tanks and mobile flaks, to spot any rogue hijackers awaiting your tanks to draw too close.

Like all tanks, Mammoth Tanks leave husks possible to take over by Allied mechanics, so it is recommended to destroy the husks via force fire of functional Mammoths when retreating.

## Yak Attack

The mammoth tank's turret rotates slowly. A Yak can attack it from behind and then escape before the Mammoth tank can aim and shoot its missiles to the Yak. However, in a typical battle, this requires intensive microing and player attention.
Flame Tower

The **Flame Tower** is a defense which is strong against Infantry. It is tactically similar to the pillbox but is weaker. It is also effective against lightly armored vehicles, however, fast vehicles can out-manuver its attacks, since the travel time of its flames is not instant. It is weak against heavily armored vehicles such as medium tanks or heavy tank.

The flame tower will stay functional even in low power mode.

## Prerequisites

The flame tower is a prerequisite for flamethrowers.
Display Settings

**Display Settings** is one of the setting categories. It contains settings about display.

## Mode

Sets if game is on fullscreen or windowed. For windowed mode, you can also set the resolution.

## Player

Default player name and color. These settings can't be changed during a game.

## Enable Pixel Doubling

Doubles each pixel ingame, make it look like zoomed-in.

### Also Double Cursor

Increases size of cursors too, in addition to pixel doubling. "Enable Pixel Doubling" should be enabled first to enable this.

## Player Stance Colors

If enabled, units on the minimap and health bars of units are shown Green for own, Yellow for allies, red for enemies and Light Brown for neutral.

## Display Target Lines

Sets whether or not target lines are shown when a command is given to a unit.

## Status Bars

Sets when the status bars (health, production, superweapon etc.) are shown. Available settings are:

* Standard: Bars are only shown when selected.
* Show On Damage: Health bars are shown when unit has red or yellow health.
* Always Shown: Bars are always shown.
APC

The **Armored Personnel Carrier (APC)** is a heavily armored vehicle. It can effectively shoot down most infantry without receiving significant damage, excluding rocket soldiers and shock troopers. For larger blobs, consider crushing instead (see below).

## APC infiltration

The APC can be produced early in the game by soviets. A player can carry 5 rocket soldiers, grenadiers, or flamethrowers in an APC and infiltrate the enemy base, in an attempt to destroy some buildings. Harming the economy in the early game by destroying Ore Refineries or Ore Trucks can be fatal to the opponent on the long term, and since the APC and the above units can be produced early, this tactic can be employed early in the game.

## APC scouting

The APC can also be used for scouting. While slower, pricier and having lower vision than ranger jeep, it can aggressive recon inside enemy base while sustaining small arms fire thanks to durable armour not present on its counterpart. On the other hand, it should be noted that a Tesla Coil leaves APC with only 5000 health, and driving through a concentration of tanks, rocket soldiers or turrets will stop these hollow steel bricks in their tracks.

Sometimes this tactic may be used to confuse and distract an opponent, because enemies have no way of telling apart an empty scout and an infiltration vehicle full to brim with demomen ready to take down a Construction Yard within seconds. That might lead the opponent to panic, and sending vast part of his force to destroy the decoy, allowing true APC attack to cripple the opponent with much less resistance.

## Direct combat

While nowhere as cost-effective against enemy infantry as micro-managed Mobile Flak, APC can still spread death among enemy ranks lacking anti-armour weapons thanks to the heavy armour, but relatively high cost combined with mediocre firepower of APC's machine gun means that it takes quite a while to deal with multiple enemy soldiers, giving the opponent time to react.

One APC is more than a match for about 14 rifle infantrymen and 4 shock troopers, but as little as 3 rocket soldiers can overpower it.

For larger blobs, crushing enemies by manually driving over them is far more effective than shooting them. The APC's speed helps to crush several enemy infantrymen before getting destroyed. Multiple APCs can be used to maximize the effect.

APC, thanks to fairly tough armour, may also effectively counter wheeled recon vehicles, one of them overcoming two flaks or three rangers at a time. It might be also used to flank and destroy artillery or V2 from close distance. Any kind of tanks, even the lightest one, can tear multiple APCs to pieces though.
Badger

The **Badger** is a non-faction specific airplane that drops units or crates on the map. The angle of flight is random from one of the edges or corner of the map. The badger that drops crates is invulnerable, contrary to the badger(s) that drop Paratroopers and Parabombs, which are vulnerable to enemy AA and when they are shot down before their target is reached the cargo is lost as well.

## Trivia

Badger is the NATO reporting name of the Tu-16.
Transport

The **Transport** is a naval unit capable of carrying up to 5 infantry or vehicles. It is the only vehicle transportation method in Red Alert. The transport cannot fight.

When the transport touches the shoreline, its doors open, allowing ground units to enter or leave it.

The chronosphere superweapon cannot be used on the transport.

The transport is not to be confused with the phase transport.

## Matryoshka

The APC can carry 5 infantry units, and a transport can carry 5 APCs. This can allow the transportation of 25 infantry units, rather than 5.
Minelayer

The **Minelayer** lays mines. Each mine occupies a single cell. When anyone, including own units, steps on a mine, the mine explodes, causing damage.

A minelayer does not trigger mines and can move over them. This includes enemy or teammate's mines. But if a mine is triggered near them, they take damage from the mine.

Infantry are instantly killed by a mine. 2 mines are enough to kill any in-game vehicle, including the heavily armored Ore Trucks.

The minelayer can lay 5 mines before having to refill. Refilling is done at a Service Depot.

A minelayer can be commanded to automatically mine an entire array using the Force-Fire button. It would then automatically place mines and go back to its depot to refill until the desired area is covered with mines.

Refilling emits sound that be heard globally. This means enemies can tell when a player is laying mines, regardless of visibility.

Allied and Soviet Mines have different artwork. But they are otherwise identical

## Detecting and Destroying Mines

It is also possible to randomly Force-Fire into a field suspected of having mines. Mines that are force fired at will be destroyed.

Mine layers can detect enemy mines within a certain radius. Those mines become visible and can then be attacked by other units.
Armor

Actors can have 5 types of armor:

* None: Used only for infantry. Vulnerable to most weapons, especially small arms fire, resistant to anti-armor weapons like shaped charge missiles and AP shells due difficulties targeting so small objects. Only armor type vulnerable to hollow point weapons (sniper and Tanya), aside from ants' custom light and heavy armor.
* Wood: Standard building armor. Quite resistant to small arms fire, averagely damaged by anti-armor weapons, highly vulnerable to high explosives and burning liquids pouring into every opening.
* Light: Thin vehicle armor with multiple weakspots. Moderately vulnerable to every type of weapon.
* Heavy: Thick vehicle armor used by APCs, conventional tanks, Ore Trucks and minelayers. Resistant to most warheads, especially small arms fire, but vulnerable to anti-armor weapons.
* Concrete: Armor reserved for concrete walls. Very resistant to flamethrowers and small arms fire, moderately damaged by anti-armor weapons, and quickly demolished by high explosives.
Diskunandnightsfriends.com

**www.diskunandnightsfriends.com** is a screamer wesbite that is used to trick people into thinking it's a website dedicated to Nintendo's Famicom Disk System mascot, Diskun, and NiGHTS from the SEGA video game of the same name, but when the website is opened an image of Mereana Mordegard Glesgorv appears with a loud roar.

On April 23, 2018, the website is taken offline and is no longer accessible.
Ore Refinery

# X==

The **Ore Refinery** is where ore trucks unload their minerals. It is the primary way to earn money. Destroying an opponent's ore refinery is a good way to cause economic harm.

The ore refinery also increases a player's maximum money capacity by $2000 so it doubles as a smaller Silo. When constructed, it comes with a single ore truck.

## Prerequisites

The ore refinery is a prerequisite for the following:

* Building:
	+ War Factory
	+ Radar Dome
* Defense:
	+ Silo
* Vehicle:
	+ Ore Truck
Advanced Power Plant

# XXX

The **Advanced Power Plant** produces energy. It behaves like the power plant, except it produces double the energy. It is more cost effective and physically larger.

## Prerequisites

The advanced power plant (or power plant) is a prerequisite for the following:

* Building:
	+ Allied Barracks
	+ Soviet Barracks
	+ Ore Refinery
	+ Kennel
	+ Naval Yard
	+ Submarine Pen
Pillbox

The **Pillbox** is a defense which is extremely powerful against Infantry. It is also effective against lightly armored vehicles, yet weak against heavily armored vehicles such as medium tanks or heavy tank.

The **Pillbox** is an Allied counterpart of the Flame Tower, it is significantly deadlier in terms of fire rate and range. However, the flame thrower deals more damage per hit.

The **Pillbox** has to be manned by a single infantry unit. When constructed, a single rifle infantry will be inside. A rifle infantry in a pillbox uses the Vulcan weapon which is significantly more powerful than the rifle infantry's own weapon. Other units use their regular weapon while inside a pillbox. The rifle man that comes with the pillbox can be replaced with Tanya for enhanced effectiveness.

The pillbox will stay functional even in low power mode.

The camo pillbox is a cloaked variation of the pillbox.
Aircraft

Aircraft are flying units produced through a Helipad or an Airfield. Aircraft units have finite ammo. When they run out of ammo, they head back to the nearest unoccupied Helipad (if Allied) or Airfield (If Soviet) and reload.

Note that aircraft travel in a straight line to the base when wanting to reload. This is not always desired as it can sometimes put them directly above enemy anti air units. It is sometimes better to manually fly them back, perhaps using a command queue.

Aircraft can only be attacked by air-attacking units and defenses. Also, aircraft can be destroyed by the explosion of an atomic missile or demolition truck.
Crate

The **Crate** is an actor randomly dropped on maps by badgers if its corresponding map option is enabled. Crates can be collected with any unit. Usually they grant gifts, but occasionally they contain traps that can kill the collecting unit or shroud the map.

## Bonuses

The bonuses that a crate may contain and the chances to get them are as follows:

* Gifts
	+ 1000$ Credits: 50/189
	+ +1 Rank: 40/189
	+ Heal All Units: 2/189
	+ Reveal Map: 1/189
	+ Create 1-5 Duplicates of Taker Unit: 10/189
	+ Ranger: 6/189
	+ Light Tank: 6/189
	+ APC: 6/189
	+ Mobile Flak: 6/189
	+ Artillery: 5/189
	+ V2 Rocket Launcher: 5/189
	+ Light Tank: 5/189
	+ Medium Tank: 4/189
	+ Heavy Tank: 4/189
	+ 3 Rifle Infantry and 2 Rocket Soldier: 10/189
	+ 4 Rifle Infantry, 3 Rocket Soldier, 1 Engineer, 1 Medic: 7/189
	+ 2 Rifle Infantry, 2 Flamethrower, 3 Rocket Soldier, 1 Engineer: 7/189
	+ Invulnerability for 24 seconds: 5/189
* Traps
	+ Napalm Explosion: 5/189
	+ Normal Explosion: 5/189
	+ Reshroud Map: 5/189

Not all possibilities are always available. This increases the chance of the others to appear from the crate:

* An elite or unarmed unit can't get veterancy.
* Units are only given to factions that can normally build them and when they can build them, but the production structure requirement is ignored. For instance, Soviets will never get a medium tank, and Allies may get one when they have a service depot, whether they have a war factory or not.
* As all crate units are land units, they can't come out of water crates.

If a player lacks an MCV or a construction yard, there is a 100/289 chance that crate will contain MCV of their faction.
Cockfight Attack

**Cockfight Attack** is a screamer video, released on YouTube in November 15, 2017 by StarburstSagaisNoMore.

The video shows a footage of farm animals while a relaxing music plays. At 2:14, when the scene goes to the chickens a photo of a woman showing its sharp teeth and menacing eyes (From Daneboe’s Scarier Faces video) appear with the same scream from the Scary Maze Game. Then the screen goes black.
Debug Menu

The **Debug Menu** is a menu accessable from pause menu, by clicking debug menu icon on UI or using its hotkey which is "Shift + Escape" by default, if debug menu map option is enabled. It contains settings for debugging purposes.

## Instant Build Speed

If enabled units and buildings are produced instantly.

## Build Everything

If enabled, prerequisite checks are removed, which allows you to build all the units or buildings as long as you have a production facility to build it.

## Build Anywhere

If enabled, adjacency and build radious checks are removed, which allows you to place building anywhere. This doesn't let you build them at terrains you normally can't either.

## Unlimited Power

If enabled, disabled power checks, so you never go low power. This includes power outage from a spy.

## Instant Charge Time

If enabled, support powers and superweapons are charged in 1 second.

## Disable Visibility Checks

If enabled; shroud, fog of war and visibility checks are removed. Minimap is enabled, even if you don't have a radar dome. Minimap provided with this option doesn't go away on low power.

Disabling visibility checks allow you to:

* See "Fake" tag on enemy fake structures.
* See Eye icon on disguised enemy spies.
* See the correct name on enemy fake structures.
* See the target lines for enemy actors.
* See the range, cloak detection, radar jamming etc. circles on enemy actors.

## Grow Resources

Makes ore and gem drills produce some ore or gem on each click.

## Show Unit Paths

Shows the path unit is gonna take when a command that requires them to move is given.

## Show Custom Terrain

Shows terrain type with text on ore, gems and bridges.

## Show Actor Tags

Shows their names, number and activity they are doing on selected actors.

## Show Combat Geometry

Shows hit shapes, target locations of actors. Shows damage units take, and percentage of that damage to their health on actors that take damage. Shows circles thar illustrate the fallow of warheads.

## Show Render Geometry

Shows the size of image files. Shows the cell units are gonna go when a move order is given.

## Show Terrain Geomerty

Shows a red grid on the map. Shows a blue square around the cell mouse is hovering over. This is the same thing as enabling grid setting on map editor.
Minor Side Characters

Rado - A young orphan elf seen in An unexpected discovery where he was sent to as kind of a field trip paid for by his orphanage. Also twin brother of Rado.

Lado - A young orphan elf seen in An unexpected discovery where he was sent to as kind of a field trip paid for by his orphanage. During this adventure he was accidentally decapitated by Sauda. Also twin brother of Rado.

Broam
MAD Tank

The **M.A.D Tank** is capable of self-destruction, damaging nearby vehicles, buildings, and defenses. It does not harm infantry.

When commanded to deploy, it starts thumping the ground repeatedly, and after several thumps(how many?), it becomes fully charged and it explodes.

The MAD tank is the only unit in the game that deals damage on percentages. It deals 19% damage to all units in its range on detonation, plus 1% per thump while charging. The total damage passes 33%, which makes 3 MAD tank able to destroy any building or vehicle in their range if properly detonated.
Construction Yard

The **Construction Yard** (Commonly known as a ConYard) is a structure which allows building other structures. Under normal Map Options, the MCV, which can transform into a Construction Yard, is the only starting unit. Since the MCV and Construction Yard are interelated, this article provides information about both.

A Construction Yard can undeploy and turn back into an MCV. Deployment or undeployment is almost instant. The player can only build structures if at least one Construction Yard is deployed. Deploying multiple Constructiom Yards speeds up the building production queue.

The **Construction Yard** has an Allied version and a Soviet version. Both look identical, however, the former allows the player to construct Allied structures, and the latter allows the player to construct Soviet structures.

## Build Radius

The player can only place structures in a 16 cell radius circle around a Construction Yard or 8 cell radius circle around a Forward Command. Additionally, a defense or a building needs to be at most 2 cells far from other normal buildings (defenses don't count), with two exceptions: The limit is 7 cells for walls and 8 cells for Naval Yard/Submarine Pen.
Attack Dog

The **Attack Dog** can instantly kill any infantry unit, but it first needs to get close enough without getting shot. It is extremely vulnerable to any attack.

When the dog kills an enemy which is part of a group, it sometimes enters into a "killing spree", quickly jumping from one enemy to the next.

An attack dog is not fooled by the disguise of spies and will chase them on sight.

## Engineer Ambushing

Attack dogs are often used to ambush engineers, by being placed near oil derricks that engineers seek to capture. If an engineer approaches an oil derrick unprotected, the attack dog will kill it.
Paratroopers

Paratroopers are a support power for the Soviet factions. When the player builds an Airfield a countdown timer is activated, along with Spy Plane (and the Parabombs for Ukraine). When the first Airfield is built it has a 5-minute charge time. Multiple Airfields will not give additional Paratroopers and neither will they reduce the charge time.

When the countdown is finished the player can assign the location for the Paradrop. A Badger is sent in from a random edge or corner from the map. If the Badger reaches the location then five infantry units will be dropped in a straight line: three 1 stripe rifle infantry and two rocket soldiers.
Map

The **Map** is where the entire game takes place. The map is chosen at game start and never changes mid-game. OpenRA has countless community-created maps to choose from. (link?)

The map is divided into small cells. Cells are the game's distance units. Only one unit can stand on the same cell at any given time.

The map is not to be confused with the minimap.

## Custom Rules

Some non standard maps have custom rules that override the default behavior of "OpenRA - Red Alert". Custom rules can affect unit stats, build perquisites, etc.
Force-Move

**Force-movement** is to forcibly move a unit to a location using the Alt key. When the player presses the Alt key the crossair becomes green and with right click the unit moves to the given location.

**Force-movement** can be used to move a vehicle onto a refinery and block incoming ore truck or to crush enemy or friendly infantry.
Wrecked!: Annoy Squidward!

**Wrecked!: Annoy Squidward!** is a screamer flash game made by user VMaxSaga, first shown in local websites like FurAffinity, Newgrounds and DeviantART in 2018 and made its way to YouTube in 2021.

The game stars Squidward Tentacles from *SpongeBob SquarePants* standing in front of the Long John Silver's restaurant while a theme song from *Ed, Edd N' Eddy* plays in the background. The objective of the game is to annoy Squidward by continuously making loud noises and poking his nose in order to get him to eventually attack the player. Every time the player had enough clicks, Squidward will say "Hey!", "Enough!", "SpongeBob, will you quit!?", and "I can't take it anymore!" and the anger gauge will go up in a bit. When it reaches halfway, long before the player would expect it, Squidward will suddenly jump onto the camera with the loud scream if he was trying to attack the player and the background will turn red with a text saying "You are being Wrecked!".

Then it cuts onto the Wrecked! outro where the same Shadow Man from *Mega Man 3* says “You can see more Wrecked videos after this!”, before using the smoke bomb to disappear.
Destroyer

The **Destroyer** is a multi-purpose allied naval unit. It is capable of detecting nearby submarines. Unlike Soviet submarines, it can also shoot down aircraft and units that are standing on the shore.

Its medium range makes it ineffective at attacking enemies that are further from the shore. Cruisers are better at that.
Pretus shop

Le plugin de shop est actuellement en période de test. Il est donc possible que certaines erreurs surviennent.

## Créer un shop

### Créer une zone simple

Créer un shop est très simple. Il suffit d'aller dans la zone ***CLAIM*** au quel vous voulez qu'elle deviennent votre zone puis vous tapez /shop,

 Dans le menu "VOS SHOPS" cliquez sur le livre et plume nommé "⨳ Créer un shop ⨳"

### Créer un shop dans une ville

 Dans le menu "VOS SHOPS" cliquez sur le livre et plume nommé "⨳ Créer un shop ⨳"
 Et enfin cliquez sur la vitre verte pour confirmer et créer votre shop.

Créer une zone dans une ville est très simple. Avant de commencer, assurez-vous qu'un membre du staff à créer une sous-zone qui couvre juste le bâtiment en définissant la priorité à 1.

## Paramétrer son shop

Pour paramétrer un shop, il suffit de taper la commande /shop puis de cliquer sur le livre et plume pourtant le nom de "Gérer vos shops" puis cliquez sur votre