The Let's Play Archive

Command & Conquer: Red Alert 2

by Jobbo_Fett

Part 4: Allied 03 - Operation: Hail to the Chief

Allied 03: Hail to the Chief

https://www.youtube.com/watch?v=Hjh1-52joGE
Hail to the Chief




The Soviets have taken control of Maine, New Hampshire, Vermont, and North Carolina! On top of that, they've managed to sneak in a Psychic Beacon on to Capitol Hill! Report to high command and get this sorted out, pronto!






Fighting in the heart of the capital!




Location: Washington D.C., USA
Objective: Destroy the Psychic Beacon at all costs!

Briefing: The Soviets have invaded Washington, D.C. and have used their evil psychic technology to mind control our leaders. You must rescue them by destroying the Psychic Beacon near the White House.


Author's note: Yet another good mission with a solid intro for a new unit (IFV) while also showing off the Harrier jets.






Name: President Dugan
Aliases: None
Affiliation: Allies [Soviet Sympathizer]
Occupation: President of the United States of America
Voiced/Played by: Ray Wise

President of the United States of America. Helped install Premier Romanov in Soviet Russia. Defected to the Reds.



Name: Ben Carville
Aliases: General Thorn
Affiliation: Allies [Soviet Sympathizer]
Occupation: Leading General of the US Forces.
Voiced/Played by: Barry Corbin

Top military official for the United States of America's armed forces. Reports directly to the president. Enjoys antagonizing Tanya. Defected to the Reds.



Name: Lt. Eva
Aliases: None
Affiliation: Allies
Occupation: Tactical and Communications officer for the Commander
Voiced/Played by: Athena Massey

Lt. Eva is the Commander's tactics and communications officer, providing a vital supporting role in the Commander's control of his forces, and the battlefield.





IFV
RANGE: Short-Medium
ARMOR: Light
WEAPON: Missiles
COST: 600

An incredibly versatile vehicle, this transport alters its weapon depending on what type of infantry unit is placed inside it. For instance, putting an Engineer into this craft turns it into a mobile repair vehicle, able to repair your damaged vehicles without the necessity of bringing your units back to your base, while GIs enhance the vehicle’s ability to gun down infantry, etc. Explore the many unique abilities the IFV has to offer.

Author's Note: A rather interesting vehicle with plenty of variety to it. While I never make the most of it, it certainly shows off a rather fun aspect to a unit transport.



Harrier
RANGE: Short
ARMOR: Light
WEAPON: Maverick Missiles
COST: 1200

This fast jet-aircraft is used for ground attacks against enemy positions. Useful for strafing enemy structures or incoming columns of enemy units, the Harrier is vulnerable to Soviet anti-aircraft fire.

Author's Note: A basic air unit, nothing too fancy. Has a high cost for relatively good striking power but light defense makes it risky to use most times.



Airforce Command
ARMOR: Steel
COST: 1000
POWER USAGE: 50
PURPOSE: Builds Aircraft

The Allied Air Force Command Headquarters has two critical functions. Firstly, it provides radar, activating your Radar display, and allowing you to see the areas of the shroud you have removed on your Radar map. Secondly, this structure allows for the creation of aircraft. Each Air Force Command Headquarters can control up to four Harriers. Additional aircraft will require the production of a new Air Force Command Headquarters.

Author's Note: Required to build and maintain Harrier jets. Unlocks aircraft.



Aftermath:

Faster than Par Time: "The President was rescued long before the Soviets could discover any important military secrets."

Slower than Par Time: "The President was rescued, though many military secrets were compromised."