2:10 lol, that's not something you see in missions. 3:37 someone messed up or overlooked something with the Houses' allies. Should've made the defences another House allied to the player so they don't shoot at you, while giving Power Plants to a House not allied to player so they can be captured. The trigger changing the Owner of the defences to player would still work, regardless of who actually owns them. Vanilla Allied mission 08 and 10 use the exact same trick for their abandoned buildings - player can only repair them, another trigger changes their Owner upon entry by player. 23:59 ..umm, you can..? 53:28 lol, almost done with the mission then Darkness crate
15:25 I feel you there. Stupid Militia Rocket Squads in C&C 3 outranging my anti-infantry turrets... you're a freaking railgun on a tall tower! How can you be outranged by some insurgents with a goofy-looking twin RPG!?
"What is of great concern however is their capture of this Allised Superweapon" Me : "Innocent people are dying and you care only about superweapon. You fucking soviet cannibal" Me at the same time : "Storm Generator - is no so strong to concern, there are thing more disturbing. Psychic Dominator, for instance "
* In Other Missons * tgScared: "Oh look i destroyed the defenses so i can capture the base and use it " *In This Mission * Mission Script: Capture the power plants so you can gain control and so the allies can send reinforcements tgScared: * Destroys everything * Concolor1:* Crying in the corner for spending hours fixing the reinforcement issues *
Good job, tgsacred, now you can go to Soviet Mission 8 by Nguyen Trong Dang edited, and remember, Howitzer is the best range when it come to elite, don't lose it, you will know the answer
So I noticed on many occasions the AI likes to use the Psychic Dominator to mind control civilian vehicles rather than say a stray tank or Flak Trak. Anyone who knows the code got a reason for that sort of weird priority of the AI? Because I've seen it used in the vanilla YR campaign as well, like in that Soviet level in London. Yuri wants those sports cars to be his... is he having a mid-life crisis?
@@gergelyvastag7579 I loved GI paradrops, but it's a different story when literally all the maps are littered with Floating Discs, Gatling Turrets, and Gatling Tanks in a bunker. Its like capturing the LA Airport on YR Allied mission 2.
HI TG why did you delete the installation video for red alert 2 + yuri's revenge I need help and I had saved your video and then you delete it?? I want run Red alert 2 + yuri's Revenge Origin version on Windows 10
I've got a question, why do you put GIs in the bunkers instead of conscripts? I know they are better units but does this also make a difference in bunkers? Also they cost more, so I would figure to put cheaper ones there
@@4RL3_CCH1N0 That's really smart, making a trigger for that. It's such a brilliant detail. Of course, triggers can't chk for what type of unit is approaching (Engineer or MCV), but it's still a very nice detail still.
@@CnCDune They can't check? I guess it's only in later games the AI knows when it's an Engineer and thus sells rather than let it capture the building?
i played this mission before, placing bunker and deploying your siege chopper behind it on higher ground will helps you with base defenses.. about that ufo, deploy at least 5 flak track should be sufficient.. and i placed wall around my conyard..
@@Vordikk Westwood used it in the Riot mission in TibSun Firestorm, RA2All05 for the Spies, RA2Sov03 for the Tesla Troopers, and wherever Tanya made an appearance in the original missions because asking the game if Tanya died didn't work directly - they had to ask if the House owning Tanya and only Tanya lost all units.
Also capturing the Allied power plants and airport help. Destroying the fountains gives a crate. If you discover the Nuke crate it appears on an island to the North East.
I did it in a funny and random way. I built >10 (like 12) Miners and (optional) some Kirovs (minimum 3, I used 6). Put the Kirovs in the top left of the map so they won't be attacked. Clear the map with the miners (they will go elite soon), starting from left side (unlock allied base), then bottom left (yuri base), then bottom (just garrisoned buildings), then go on the psychic amplifier from behind. Destroy main Yuri's base, then go for the Weather device (you'll find the power plants on your way). Save every move. The only difficulty is avoiding Disks, but they move in predefined paths, and the garrisoned buildings in bottom of the map (where you need Kirovs). Good luck!
Directinh 2 Engineers all the ways just to die. How frustrate 😂 Why enemies always got Superweapons at the start already, so unfair, unbalanced. Feel like Gatling just cheating with their range so far.
I will be very honest, this was the WORST gameplay I've seen so far in your videos, you triggered me so much 😭 HOW DARE YOU DO THIS TO MY SIEGE CHOPPEERRRRRRRRR DEPLOY THEMMMMM!!!!
2:10 lol, that's not something you see in missions.
3:37 someone messed up or overlooked something with the Houses' allies.
Should've made the defences another House allied to the player so they don't shoot at you, while giving Power Plants to a House not allied to player so they can be captured.
The trigger changing the Owner of the defences to player would still work, regardless of who actually owns them.
Vanilla Allied mission 08 and 10 use the exact same trick for their abandoned buildings - player can only repair them, another trigger changes their Owner upon entry by player.
23:59 ..umm, you can..?
53:28 lol, almost done with the mission then Darkness crate
Why the heck did I miss the shipyard? 😄
@@tg.Sacred yeah, you can make Dreadnoughts, makes life so much easier
I am really triggered!@@tg.Sacred
yea the darkness crate was such a good prank this time IMHO
Hello, tg! A big thank you for keeping us entertained with your videos!
15:25
I feel you there.
Stupid Militia Rocket Squads in C&C 3 outranging my anti-infantry turrets... you're a freaking railgun on a tall tower! How can you be outranged by some insurgents with a goofy-looking twin RPG!?
Babe! Wake up! A new tgSacred video has dropped!
24:00 .... but you can build a shipyard
Silly me. 😅
Great playthrough comrade!
Also fk the blackout crate!
wdym you can't build a Naval Shipyard
"What is of great concern however is their capture of this Allised Superweapon"
Me : "Innocent people are dying and you care only about superweapon. You fucking soviet cannibal"
Me at the same time : "Storm Generator - is no so strong to concern, there are thing more disturbing. Psychic Dominator, for instance "
i love the mission you have the option to recapture allied and the defenses but its too troublesome so bruteforce is the way xD
23:17 that was two floating discs!
* In Other Missons *
tgScared: "Oh look i destroyed the defenses so i can capture the base and use it "
*In This Mission *
Mission Script: Capture the power plants so you can gain control and so the allies can send reinforcements
tgScared: * Destroys everything *
Concolor1:* Crying in the corner for spending hours fixing the reinforcement issues *
Watching this with a good cup of coffee!
Looks like both your patience and curiosity is out, is everything alright?
Thanks for another video!
Yeah, lack of interest from the community I guess. 😔
@@tg.Sacred That's a boomer. Still, thanks for finishing it.
Good job, tgsacred, now you can go to Soviet Mission 8 by Nguyen Trong Dang edited, and remember, Howitzer is the best range when it come to elite, don't lose it, you will know the answer
So I noticed on many occasions the AI likes to use the Psychic Dominator to mind control civilian vehicles rather than say a stray tank or Flak Trak.
Anyone who knows the code got a reason for that sort of weird priority of the AI? Because I've seen it used in the vanilla YR campaign as well, like in that Soviet level in London. Yuri wants those sports cars to be his... is he having a mid-life crisis?
That was fun! But i wonder what will happen if you capture the airport, the intro said there will be some allied help
Probably a group of GI's will arrive.
@@tg.Sacred there is literally thousands of high tier enemy units
Allies: there you go, 5gis, you're welcome:D
@@gergelyvastag7579 I loved GI paradrops, but it's a different story when literally all the maps are littered with Floating Discs, Gatling Turrets, and Gatling Tanks in a bunker.
Its like capturing the LA Airport on YR Allied mission 2.
HI TG why did you delete the installation video for red alert 2 + yuri's revenge
I need help and I had saved your video and then you delete it??
I want run Red alert 2 + yuri's Revenge Origin version on Windows 10
TH-cam deleted it and gave me a strike.
@@tg.Sacred Sad, thanks for letting me know, any Idea where I can find the installation videos?
@@aorusxtremem1_sam183 No sorry. :(
I've got a question, why do you put GIs in the bunkers instead of conscripts? I know they are better units but does this also make a difference in bunkers? Also they cost more, so I would figure to put cheaper ones there
A great playthrough rough 😊 but overall top notch i want more tg !!!!
Why didnt you capture te Yuri barraks?
The ai sells it when it detects nearby engineer going to capture it
@@4RL3_CCH1N0 Correct!
@@4RL3_CCH1N0 That's really smart, making a trigger for that. It's such a brilliant detail.
Of course, triggers can't chk for what type of unit is approaching (Engineer or MCV), but it's still a very nice detail still.
@@4RL3_CCH1N0 ah i see. Ist that Trigger also there before you cap the Allied one?
@@CnCDune
They can't check? I guess it's only in later games the AI knows when it's an Engineer and thus sells rather than let it capture the building?
TG, mission 7, not 1 :P
i was confused by this also til i looked closer at the thumbnail lol
ah
😅
i played this mission before, placing bunker and deploying your siege chopper behind it on higher ground will helps you with base defenses.. about that ufo, deploy at least 5 flak track should be sufficient..
and i placed wall around my conyard..
Cant wait for the mental omega missions :)
Why not capturing the yuri Baracks at the start?
You can’t, Ai sells it when you are near it.
Lol
Wait... 45:00 wtf? blue units are listening to you now? ah... allies still fell under your control after destroying Amplifier or Beacon it seems :)
The secret is PlayerControl=yes for a House.
@@CnCDune gotcha. Just i never saw that being used anywhere.
@@Vordikk Westwood used it in the Riot mission in TibSun Firestorm, RA2All05 for the Spies, RA2Sov03 for the Tesla Troopers, and wherever Tanya made an appearance in the original missions because asking the game if Tanya died didn't work directly - they had to ask if the House owning Tanya and only Tanya lost all units.
@@CnCDune lol, got it
So they made shitty engine without possibility to track single unit death and then this
LOL
@@Vordikk They kind of fixed it in YR.
Why you didn't capture Yuri barracks at first?
It would help Alot in garrison buildings
The ai sells it immediately when enemy units are close to it.
11:12 Well, that was a little excessive, don't you think, Yuri? Was that engineer a friend of yours? 😂
You can actually complete this map without getting the mcv, its bit hard, but Yuri wont attack you actively *unless provoked*.
look man , I like your content , but why , just why would you waste all the building you could capture ??????
It will drag the video longer. It was already long enough.
@@tg.Sacred Ok fair enough 😃, it is just more fun to destroy the AI with all three tech available .
Great video Tg, lots of fun to watch.
You missed the shipyard 🤣🤣
I wish would you play red alert 3 after red alert 2
Most. Impossible. Mission. Ever. Dunno how you did it, tg, but I am still to beat this mission on hard and I think I never will :(
Use some tips on the video! Reposition the MCV, build bunkers with GI's and use the Shipyard which I didn't!
Also capturing the Allied power plants and airport help. Destroying the fountains gives a crate. If you discover the Nuke crate it appears on an island to the North East.
I did it in a funny and random way. I built >10 (like 12) Miners and (optional) some Kirovs (minimum 3, I used 6). Put the Kirovs in the top left of the map so they won't be attacked. Clear the map with the miners (they will go elite soon), starting from left side (unlock allied base), then bottom left (yuri base), then bottom (just garrisoned buildings), then go on the psychic amplifier from behind. Destroy main Yuri's base, then go for the Weather device (you'll find the power plants on your way). Save every move. The only difficulty is avoiding Disks, but they move in predefined paths, and the garrisoned buildings in bottom of the map (where you need Kirovs). Good luck!
How many objectives you want
YES🤣🤣🤣🤣
Just use more gun turnet because ring of attack wilder than Soviet bunker
Ayo bro 🔥
Ayo bro🔥
Directinh 2 Engineers all the ways just to die. How frustrate 😂
Why enemies always got Superweapons at the start already, so unfair, unbalanced.
Feel like Gatling just cheating with their range so far.
Every maps in these Re-Engagements campaigns are so empty. However, Mental Omega is the opposite. Dont really like both tbh.
I will be very honest, this was the WORST gameplay I've seen so far in your videos, you triggered me so much 😭
HOW DARE YOU DO THIS TO MY SIEGE CHOPPEERRRRRRRRR
DEPLOY THEMMMMM!!!!
Siege chopper the best cheese AI
nothing new here .. just your average RA2 mission: first part is nearly impossible // 2nd part is easy cake...