The game balance between the forces of the Allied and Soviet armies differed from other games at its time. Unlike the 'rock-paper-scissors' balancing of modern games, Red Alert required each player to use their side's strengths in order to compensate for their weaknesses. This stood in contrast to games such as Total Annihilation or Warcraft II: Tides of Darkness, in which both sides had units with similar abilities and relied instead on outnumbering or possessing a better balanced force than their opponent. The Soviets' vehicles tend to be more durable and powerful than Allied vehicles, but are often slower moving and more expensive. The Soviets also have superior defensive capabilities against ground attacks, with the Flame Towers and Tesla coil, the latter able to destroy most Allied armor in 1-2 hits although it has high power consumption. The Soviets' weakness is at sea; their only offensive naval unit is the submarine, which exists to counter Allied warships and gain intelligence. It is normally invisible except when surfacing to attack, when it is vulnerable to destroyers and gunboats. The Soviets' secret weapon is the Iron Curtain, a device that renders a selected unit invulnerable to attacks for a short period of time. They also have a wide selection of air units for assault (the MiG-27, Yak-7, and Mi-24 Hind) and map revelation through spy planes, and can deploy infantry by air through paratroops or by the Chinook transport helicopter (the latter only present in multiplayer). The Soviet "tank rush" was a popular strategy online, involving building many heavy tanks and overwhelming the opponent with sheer numbers. -- Want to support? Become a Patron! -

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