Create ants:
Note: This procedure involves editing a game file; create a backup before proceeding. Make a map using Red Alert Map Editor, Save the map and exit the editor. Use a text editor to edit the map file in the game directory. Search for the following lines (these may be a different value in your game):
Name=River of Gold
Copy the following entries below those lines:
[General];Warior Ant
[ANT1]Name=Nin10dolord’s Warior
Image=ANT1
Name=Warrior Ant
Prerequisite=weap
Primary=Mandible
Strength=125
Armor=heavy
TechLevel=1
Owner=allies,soviets
Sight=3
Speed=6
Cost=700
Points=40
ROT=8
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5
;Fireant
[ANT2]Image=ANT2
Primary=FireballLauncher
Name=Fire Ant
Prerequisite=weap
Strength=75
Armor=heavy
TechLevel=1
Owner=allies,soviets
Sight=3
Speed=8
Cost=700
Points=40
ROT=6
Tracked=yes
Crewed=no
NoMovingFire=yes
Name=Scout Ant
Prerequisite=weap
Primary=DepthCharge
Strength=85
Armor=light
TechLevel=1
Owner=allies,soviets
Sight=3
Speed=7
Cost=700
Points=40
ROT=9
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5
Free troops:
Build a missile silo and wait until a missile is ready to be launched. Sell the silo and immediately launch the missile. When timed correctly, the sale will be aborted and men will exit the silo.
Soviet strategy:
This strategy works well against the Allies. Build about five Demolition trucks and five Telsa tanks. Send the Demolition tanks to an enemy base and spread them out so that they do not destroy each other. Place the Telsa tanks back, away from the demolition trucks. When the CPU starts sending units to attack, they should run into the demolition trucks and start shooting them. Sit back and watch them blow up and get fried at the same time.
Ore truck defense:
If infantry are attacking your ore truck, simply use the ore truck to crush them.
Making cruisers accurate:
Cruisers will miss when firing at something in the distance. Hold [Ctrl] and click to force them to fire on the ground and a little above the target.
Cruisers without protection:
Cruisers can fire at water-vehicles by force firing on the target. However, it will not do as much damage as if normal target was attacked.
Tanks vs. spy:
Although you may think your spy is safe if no dogs are present, tanks are still dangerous. They will not shoot at your spy, but will instead try to crush him.
Saving units:
If you are under attack by enemies that are coming by bridge, transport, APC, or Chinook, destroy them quickly to
cut them off.
Naval Conflict:
On the skirmish level Naval Conflict, you can choose any difficulty setting. The enemy runs out of ore too fast because they are on a small inland. They can be easily defeated with missile subs and many bases.
Low power strategy:
When you have low power, your defense (Turret, Flame Tower, Pillbox, etc.) can still function. But structures such as Tesla Coils, AA Guns, and Radar Domes will go offline. Your radar will not appear until the power is back to normal. However, your other structures will still build or repair depending on how much power is available to you; the less power, the slower the construction.
Killing multiple grenadiers/flamethrowers:
When attacked by a group of flamethrowers or grenadiers, just kill a few of them to set off a chain reaction that will kill the rest.
Blackhole Lightning storm (Vortex) on the ground:
Build a Chronoshere and use it many times. If you have done it enough times, you will see a circle that appears as if it is sucking up the ground. Stay far away from it, as it shoots out powerful lightning bolts.
Note: This is a Vortex. Einstein warns that this may happen if the Chronosphere is used. You can edit the rules.ini file to change the chances of a Vortex happening.
Skirmish warning:
Once you install the Aftermath expansion, you will not be able to play a skirmish without the disc again. Do not install the game with a borrowed disc.
Easy wins in skirmish mode:
Create ten to fifteen Allied Cruisers and send them into the shores of the enemy. Have them destroy Construction Yards (to stop them from making new buildings), Barracks (to stop them from making infantry), Sub Pens or Naval Yards (to stop them from making subs or boats.), defenses (Tesla Coils, Turrets, etc.), and finally War Factories (so they cannot make Tanks, etc.). Then, leave them to destroy the rest or send in ground units. To make this even easier, destroy their Helipads and Landing Strips. Note: This can also be done with the Soviet Missile Subs.
Build between five and twenty Demolition Trucks. If the enemy has a Construction Yard near the water, send them all up beside it in a Transport. Release them by the time the enemies reach your trucks. You should have all the trucks on land. After one is destroyed, it will set them off in a chain reaction. While this is happening at the back of the base, you can send some into the front to eliminate it. To make sure you do not lose your base, send the trucks into the transports immediately as they are built.
Almost 30 units in one sea transport:
Build 5 APCs and fill them to the maximum with any desired infantry unit. After filling all 5 APCs with the units, place them in the sea-going transport. You have almost 30 units in only one transport.
Sell units:
Buy and place a Service Depot then send a unit lined up with it, but far away. Send your unit onto the depot. When it is about to get repaired, click the “Sell” icon. When the icon turns green, click to sell the unit. Note: This requires timing.