Hey.. lets start with some noobs guide over RA 3. Here r some:
Paradigm shift – “Rushing” Is Playing Normally
What is a paradigm? A paradigm is a way of thinking. It’s a fundamental construct of basic ideas. An example would be the practice of eastern medicine, where they believe healing is achieved through the health of “chi” hotspots in the body. Western medicine believes in chemicals, surgery, etc. Different ways of thinking about the same subject.
If you’re the type of player who looks at a game as either “rushing” or “non-rushing”, then you need to change your way of thinking. The first step is to stop referring to attacks as being “rushes”. “Rushing” is actually the normal way to play Red Alert 3. What is abnormal is not attacking your opponent for several minutes while you build up a big army or a big base, often building multiple defensive structures arbitrarily without even knowing you need to build them or where to place them.
How to Play Normally
Presumably if you’ve made it this far, you’ve accepted the above to be true on some level and can tolerate the condescending tone of this guide. If you’re still operating under the assumption that rushing is lame, or takes no skill, or has no strategy, then what you’re about to read will be of little value to you since you will probably dismiss it as being a “cheap” or “lame” or “not fun” way to play. This section is not meant to convince you otherwise, but rather, explain how to stop losing to aggressive players.
Part 1: Scout
The first and most important step in learning how to counter aggressive players is to scout them and see what they’re doing. Build a barracks first, always. As soon as the game starts, build a barracks. You don’t need power as your MCV provides enough to cover the barracks. So start with the barracks, and then make two or three scouts (dogs, bears, or burst drones). Send these scouts to your opponent’s base using different paths. This will help ensure that at least one gets to your opponent’s base to see what they’re doing.
Figure 1: The three distinct scouting areas and paths to take on Cabana Republic
You can’t effectively stop an aggressive attack without knowing what your opponent is attacking you with. It could be Stingrays, it could be Vindicators, it could be IFVs, Sickles, or Tengus, it could even be massive amounts of infantry. Without scouting, you will simply have no idea what you should be building.
Part 2: Units First, Base Second
If you’re constantly losing to aggressive (i.e. normal) players, it’s probably because you have fewer units than they do at the moment you are attacked. This means there is something wrong with the way you built your base. For whatever reason, you built the wrong buildings in the wrong order, which prevented you from getting units early on. (It probably doesn’t need to be said, but what defines “wrong” in this case is simply the fact that it resulted in you losing the game. The right thing results in a win, the wrong thing results in a loss. And yes, that means there are right and wrong strategies. Not every strategy is created equal). A lot of passive “no-rush” players tend to build an entire base, replete with walls, defenses, power plants, tech structures, and all sorts of things that makes the player feel like the mayor of a city rather than a field commander. This is wrong. Why? Because buildings are useless if you have no units to stop your opponent from destroying them.