Red Alert 3 Uprising Challenges Guide

This guide is for Red Alert 3 expansion called “Uprising.”  There are twelve time challenges in the game.  This is how you do them.

Challenge #1: Dead Meat

This is the easiest of the challenges to complete (time wise) and is facing off against a general whose very description is old and aged.

Pick Allied for this one.

The build order for this is as follows:
Barracks
Power Generator
Refinery

This barracks-first play is so you can rush out units.  Get 15 Peacekeepers and queue up as many javelins as you can.

Once you get all 15 peacekeepers march forward with them.  Every time you see a dog stop, they will automatically kill it at max range.

As you get near to the base continue doing this micro technique until you are at their door.

Once you have 4-5 javelins bring them along too, and from here just rally your javelins forward.

You can use your javelins and peacekeepers to kill off the buildings, although your peacekeeper’s main focus should be other infantry.

My best time using this tactic was 4 minutes.

Challenge #2: Blood Feud

There are two enemies facing off against each other in a skirmish.  They will not attack you unless you attack them.

So this is a great opportunity to stage some engineers.  Pick Empire of the Rising Sun for this one.  It can also be done effectively with Allied.

Build order:
Generator Core
Dojo Core
Refinery Core
Refinery Core
Refinery Core
Mech Bay Core
Generator Core

So as soon as you get a Dojo setup make sure to build a lot of engineers.  You can capture the Oil Derrick near you and directly across from you.  The two in the middle you cannot touch without the computer’s turning on you.

Now make six more engineers and stage them near enemy buildings.  The priority buildings are going to be the two Construction yards and the four refineries.  Capturing dojos would be amazing however it is almost impossible as they almost always have enemy’s around there.

When the time is right you will be able to take over the two construction yards before their units can even respond.  You should be able to capture at least 3/4 of the refineries… if not all of them.  This means the computer will build no more units… and won’t have enough money to build any more units.  It means when your army shows up all you have to do is click on the buildings.

You should upgrade your Mecha Bay as soon as you put it down.  You want Tsunami Tanks with you.  Since you have a Dojo you might as well use it.  Build tank busters and some imperial warriors.

Hit the southern base first.  Wipe it out for maximum effect split up your troops.  The newer ones should start pushing the northern one.  Because all the enemy really makes is archers you can mostly ignore his army (with your tanks) and just push into the base.  He will produce some tank busters but most of these can just be run over.

My best time using this strategy was 10 minutes.

Challenge #3: Creeping Death

The gimmick to this mission is that the enemy will constantly send turrets at you and slowly creep them up towards your base.  You will pick Soviet for this one.

The build order for this challenge is:
Barracks
Reactor
Refinery
Refinery
Super Reactor
War Factory

You will want to get the upgrade for your war factory asap.

So to start as soon as you barracks is up build 4-5 flak troopers and send them forward immediately.  The map has a middle elevated part.  Two entrances, one to your base and one to their base.  Go to the enemy’s entrance and stage your flak troopers here.  Hit any of the cores that will come forward and don’t let any plant down.

Next up build two engineers, take the two oil rigs for extra cash.  After that continue to build nonstop flak troopers.  Their high damage will be insanely valuable to you.

Once you have your war factory upgraded you should build only hammer tanks.  You can build a couple of sickles just so you’re producing from it, but the main focus is the hammer tank.

Fun fact, the hammer tank’s leach beam can actually out range the standard turret.  So turn it on and go to town on their basic turrets.  Once each turret is destroyed use all but 4 of your flak troopers to destroy all of the buildings around.  Keep your tanks on destroying the turrets however.

Your remaining flak troopers (and any you rally to this location) should be eliminating any cores heading to your base.  These flak troopers can re-join your army once the construction vehicle is destroyed.

You should make one engineer.  Around when the construction vehicle is destroyed you should queue it up.  The enemy always builds a refinery to the northeast in the ocean.  The engineer can take this over very quickly.  The better you time this engineer the better your time for this challenge will be.

My best time for this challenge using this tactic is 7:00.

Challenge #4: High-Water Mark

This challenge has you face off against three enemies in which two of them are allied and one is not.  The one that is not (the hasbeen general) will be gifted with aircraft carriers later to balance things out.

This challenge is done using The Empire of the Rising Sun.

Build Order:
Generator Core
Dojo Core
Refinery Core
Refinery Core
Refinery Core
Refinery Core
Mecha Bay Core
Generator Core
Generator Core
Generator Core
Mecha Bay Core
Refinery Core

Yep that is a lot of refinery cores.. but you will need that sort of money to do this.

You will also want to get out 3 engineers.  One for the oil derrick, one for the garage and one for the hospital.  The garage will heal up your vehicles as they take damage.  In the middle of the map is a veteran’s facility that makes all units veterans.  You’ll have to ignore or destroy this as it is too hard to hold on to.

With your mecha bays upgrade them immediately and start pumping out Striker/Chopper VX’s.  These units are very fast, skirmish and allow you to ignore the sea battle.

Attack your opponent to the west first.  He will go down very easily.  Take out his naval abilities and then his construction yard.  Slowly get rid of the remainder of his facilities.  This enemy will be defeated faster than any of the others.

Next you need to look at the battlefield and decide who has the advantage.  Whichever opponent seems to be stronger should go first.  Note the general usually has less anti-air and is also usually easier to kill.

In the last you can destroy both side’s mobile command vehicles and start working out both side’s refineries and production.  Fight the side that seems to be stronger each time and you should be able to wipe out both bases  with relative ease and without having to use any naval units.

My best time using this tactic is 14:30.

Challenge #5: Defense of the Archipelago

In this mission your opponent will have five bases of which he will rush you from.  His army will be composed of conscripts, flak troopers, tesla troopers, and a few terror drones.

This challenge is done using Allies.

The build order is as follows:
Barracks
Power Plant
Refinery
Refinery
Barracks

From both barracks build only peacekeepers.  These units will counter all of the enemy units.  When you get 12 peacekeepers march out in one of the five directions.

Note that north, northeast and southeast are all linked by a common path.  The west and northwest bases are on separate paths.  So your first group of 12 should always be sent first to either north, northeast or southeast.  I always send mine southeast or northeast.

The second wave should be sent to the west and your third to the northeast or southeast.

After this continue to send new waves to different bases and use the remainder of your army from an old base to reinforce your new army.

Each army is built in groups of 12+ and are sent in the various directions.

For micro move them slowly, they out range all of the enemy units and will kill them in a single shot.  You will need to get used to using control groups (Ctrl + an a number for a control group).

When attacking you should destroy the barracks first and then the construction yard.  Once you do this he will sell the remainder of his base structures… except for the fifth base you destroy.  You will have to destroy every single structure.

There are some hazards to worry about.  The biggest is the enemy Prospectors (harvesters).  They will try and run down your infantry.  You will need to dodge them with your infantry and try and kill them.  If these things run over your infantry too much and gain a star they will become completely unkillable.

To make things even easier you can add an engineer into your mix and have him take over the mobile command vehicle while your main force deals with the barracks and its units.  When selling a command vehicle you will get an enemy engineer to use and it will also destroy the base.

The other hazard is super reactors.  These things have an insanely high blast area and will kill any infantry caught in it… best if possible to leave this to last.

Challenge #6: All Guns Blazing

This is quite the challenge to hit.  Dealing with 12 wave force cannons is bad enough… but you also have three enemies and a 10 minute timer.

For this challenge you will need to use Empire of the Rising Sun.

The build order for this is:
Generator Core
Dojo Core
Generator Core
Refinery Core
Refinery Core
Mecha Bay Core

So you will want to build a few imperial warriors for defense purposes.  Your towers will handle most of it though.

Your mecha bay core should be upgraded as soon as possible.  Rally out 4 Jet Tengu and spam Strike/Chopper VXs.

Use the Jet Tengus to deal with the enemy’s jet tengus.  Use your chopper VXs to wipe out buildings.  The key destruction order is Mecha Bay, Dojo, Mobile Command Vehicle, then clear out all refineries and generators.

Make sure to clear out every single base as you go.

Do this to all three bases.  You can ignore the wave force tricannons.  Once all of the non-tricannons structures are gone the tricannons will go.

Challenge #7: The Omega Program

This one is a toughy.  The computer will be able to make infinite numbers of Yuriko Omega.  She starts off with three bases and will begin production of the clones very quickly.

This strat is done using Allied faction.

The build order for this mission is as follows:
Power Plant
Refinery
Refinery
Barracks
Barracks
Power Plant
War Factory
Turret

To the east of your base is your back door.  The clones can (and will) come up with ramp.  Place a turret here and have a Peacekeeper inside of it.

You will have two barracks building nothing but endless peacekeepers.  I’m not sure why so many of my strats involve mass peacekeepers… but they are are cost effective.

From the war factory build nothing but Riptides.  The riptides will deal with the Yuriko clones insanely well.

Once you get a couple riptides bring all of the peacekeepers and the riptides to the northern most base.  The Yuriko has to either juggle the Riptide or use an area of effect attack on infantry, she has no other attacks.  If she is juggling a riptide however she is very open to attack… and will die.

The riptides of course can attack while moving meaning that if Yuriko runs you can just move command and she will die.

Target down the barracks first to get rid of Yuriko production and then go after MCV with your Tanya (yes you have a free Tanya) and use your peacekeepers and riptide to get rid of the refinery vehicles.

Move on to the next base to the west and do the exact same thing.

You can make a second army to deal with the base to the south of the same unit make up.

You should also make sure to have a few riptides at your back door.  Yurikos will build up fast and left unchecked can ravage your base from the backdoor.

My fastest time using this strat was 10:20.

Challenge #8: Where Satellites Go to Die

This is an insanely hard and very tight challenge.  It needs to be done in 6:00.  The entire middle of the field will be spammed with Orbital Drops.  The signal for this will be a smoke flare just before it drops.  In order to meet the time goal you will have to go through the middle.

This challenge is best done as Soviet.

The build order for this mission is:
Reactor
Refinery
Refinery
War Factory
Super Reactor

As soon as your war factory is up start making sickles, three will be more than enough.

Once your super reactor is up make nonstop hammer tanks.

Once you get 3 hammer tanks push out with this mech ball.  This is one of the most cost effective armies in the game.  The sickles will be dealing with all of the infantry and the hammer tanks can deal the damage.  You should also note all of these units can attack on the move meaning that they can avoid the mortar damage.

Moving through the middle carefully get your army to the front and wipe out unit producing structures first (War Factory+Barracks) and then the Mobile Command vehicle.  Rally all of your hammer tanks through the middle from here on out.  They can take three hits before they die so there’s a strong chance of a lot of them getting through.

If you are strong with micro you can individually move through all through.

It’s worth noting that you should target down reactors first and then refineries.  This will eliminate the stationary defense threat (which you don’t actually have to destroy).

My best time using this tactic is 5:40.

Challenge #9: Crate and a Red Barrel

In this channel there are barrels spread throughout the map that will chrono in.  As well you will see Veterancy boxes, health boxes, and money crates.

This scenario is best done as Soviet.

Build order for this scenario:
Reactor
Refinery
Refinery
War Factory
Super Reactor

You will want to build 3 sickles and non-stop hammer tanks.  Hammer tanks will be able to beat IFVs very easily as well they will also be able to deal with the normal allied tanks and be able to simply run over infantry.  With the grinder treads upgrade they will heal from running over infantry.

While you are waiting to build a nice sized army (minimum 3 sickles and 3 hammer tanks) you should crawl around the map trying to pick up money crates and upgrades.  The enemy will send attack dogs around the map collecting veterancy and money crates.

Simply rush this army south through the middle and target down structures.  A single hammer tank will be able to defend your base  from any flanking maneuver.

Target down unit producing structures first, then the Mobile Command Vehicle and then clean up the remainder of the structures.

If you hammer tanks get weak switch to the leach beam to heal up.

My best time using this strat is 5:50

Challenge #10: Show of Force

The gloves come off in this challenge.  One enemy will sit back while your main opponent takes damage.  Once your main enemy takes enough damage he will join the fray.. having built up a giant army over the whole time you are fighting this enemy.

For this challenge you should play Empire of the Rising Sun.

Build Order:
Dojo Core
Generator Core
Generator Core
Refinery Core
Refinery Core
Refinery Core
Refinery Core
Mecha Bay Core
Refinery Core
Refinery Core
Mecha Bay Core
Mecha Bay Core
Mecha Bay Core

So you are looking  at a lot of refineries.  You should take your own two nodes, the two to the southeast, and the two to the northeast.

One mecha bay will build only jet tengu to fend off air units and all others will upgrade and make Striker/Chopper VXs exclusively.

As for your opener make sure your Dojo Core is pretty far ahead.  Have it build some imperial warriors and use these to fend off the first few bits of infantry the enemy sends.  By hitting your F key and switching to sword mode you can kill them very quickly and potentially make them retreat.

You will need to balance between having imperial warriors and tank busters.  The tank busters are needed for destroying vehicles and buildings, the imperial warriors are needed to defend them from enemy imperial warriors.

Once you get 10 troops you can head north (avoiding any buildings with infantry in them) and slowly try and wipe out the mecha bay and the dojo.  Make sure your tank busters immediately kill jet tengu and the imperial warriors immediately kill infantry.

You can take out the north base with very few units.

You should get engineers to take over the two refineries (instead of destroying them) as to get extra income.  Bonus if you can capture the harvesters, if you can’t, oh well extra 1000 creds.

Once you have your three mecha bays producing choppers make sure you have a lot of them (like 24+).

When the time is right, move on the western base and attack in.  Make sure you have tones of choppers queued up.

When you have the base half destroyed the other enemy will declare war on you and send a huge army of anti-tank and artillery at you.

The targets for the main base should be the mecha bays and the mobile command vehicle.  Getting all three as soon as possible is a huge priority as the mecha bays will re-build the mobile command vehicle if you let it.  If you can’t get all three in one attack make sure to do another all in strike to hit it.

Once you get these three down it’s simply a matter of removing their anti-air vehicles and going in hard with your chopper VXs.  The enemy will not attack you as long as you are attacking him, so don’t worry about having too many defenses.

My best time with this strat is 13:20

Challenge #11: Symphony of Steel

The enemy will make nothing but archers and the new steel ronin.  There are three of them but you only have one entrance way.

This challenge is done with the Soviet.

The build order for this is as follows:
Barracks
Reactor
Refinery
Refinery
Super Reactor
War Factory

From the barracks initially produce engineers.  You will want to gain the veteran’s academy in the middle of the map, the two derricks to the northwest of your base, the garage in the same area, and the hospital northeast of your base.  If you can’t get them all right away it is worth while gaining these later.  The garage will heal your tanks, the hospital will heal your infantry, and the veteran’s academy will give all of your units a 1 veterancy to start.

After this make tesla troopers (your reactor should be up).  These are a direct counter unit to the steel ronin and will stop them in their tracks before they can do any damage.  They will also one shot all archers.

From your war factory build hammer tanks.  They are insanely cost effective and deal a good amount of damage, they can also attack while moving and run over enemy infantry, quite helpful.

You will want to get a small group of tanks and tesla troopers.  Every single time you see a steel ronin move your tanks backwards and have your tesla coils use their F to trap them.  The first time there shouldn’t be too many.

When you get into the enemy base you should focus down the dojo and the mecha bay first.  If you place a tesla trooper in front of the mecha bay with his EMP (F) on anything that comes out will do no harm to you.  After you kill these two structures start focusing on generators and refineries.

Once you have destroyed both all of the other units on the map from this base will vanish.

Reinforce this army with all of the tanks from your base and if you need more tesla coils re-fill it with some of those.

Move to the western base and do the same thing here.  There will be far more steel ronins… but you will also have more tanks.  Make sure they are snared in the tesla trooper EMP and just focus them down.  Target down these buildings in the exact same order.

As you start have it nearly destroyed take all of the units in your base and head south with them.  Your first army should just be targeting down buildings (no units).

This second army needs to be microed to defeat the final groups of steel ronin.  Once again once you’re in the base focus on the mecha bay and dojo.

Bring down the remainder of your first army to support as you wipe out the remainder of the buildings.

Challenge #12: Cat Fight

The three female AIs are at each other’s throats, one from each faction.  They are in close range of each other and are consistently at war with each other… but never with you.  You have a very short time to wipe out all three AI.

This challenge is best done as Empire of the Rising Sun.

The builder order for this one is:
Reactor Core
Dojo Core
Refinery Core
Refinery Core
Refinery Core
Mecha Bay Core
Reactor Core

Once your dojo core is up build a single engineer… and sell the dojo core.  Use the engineer to take the oil derrick to the southwest.

Upgrade your mecha bay core so you can build Chopper VXs.  The only enemy that will build any anti-air units is the Soviets (flak troopers)…. but not many.

Move to the Empire base and destroy the dojo, the mecha bay, the command and then the rest of the base.  Do the same to the Soviets next, give attention to flak troopers as they can destroy your army very quickly.  Finally do the same thing to the Allied, they will have little to no anti-air so you will kill off their few structures very quickly.

You should make sure to reinforce every single

Challenge #13: Two Sides of Everything

In this mission the enemy defends with infantry and attacks with sea wings.  It means for the first time you have to mix in some anti-air.

This challenge is done with Soviet.

Build order:
Barracks
Reactor
Refinery
Refinery
War Factory
Super Reactor

With your barracks build two engineers.  Send one north and one east to pick up the two oil derricks. After this sell the barracks for some extra cash.

From your war factory build three bullfrog transports for your anti-air.  Nonstop build hammer tanks and rally them to your target.

The bullfrogs will provide anti-air.  Your hammer tanks will be responsible for keeping your bullfrogs safe while doing all of the damage.  The hammer tanks won’t take much air damage and can just run over infantry, so they are insanely cost effective in this situation.

Focus down dojos first to stop the infantry.  Then target down the mobile command vehicle.  The computer will sell all of the generators and the seaport… except one generator.  Which you will have to destroy.  Save the seaport for last always as without any other structures he will almost definitely sell the seaport.

You should make sure to rally your hammer tanks to the front always.  Next base to hit is northeast, rally your hammer tanks in here.  Do the same thing again.

On the final base you should have so many hammer tanks that you can mostly just ignore infantry and just rush in and kill all of the structures.

My best time using this strat is 8:45.

Challenge #14: Are You Experienced

Both sides have access to three veterans academies.  The end result is that every unit that comes out has full veterancy, as long as you hold all three veteran academies.  You are facing fully vetted units with fully vetted units, pretty scary.

For this challenge play as Empire of the Rising Sun.

The build order for this is:
Generator Core
Refinery Core
Mecha Bay Core

Upgrade your mecha bay core.  We’re getting Striker/Chopper VXs

You can use your first few to wipe out a veteran’s academy.

Once you have five you can run to his base and all in.  Go for the barracks first, then the war factory, then the mobile command, then the seaport and finally the refineries.

It’s a very quick challenge.

My best time using this strategy is 5:40.

Challenge #15: Dirty Tricks

The enemy has the power of desolator air strikes and will send terror drones at you.  This means vehicles are out!

Choose Allied for this

The build order for this is:
Power Plant
Boot Camp
Boot Camp
Boot Camp

Have two of the boot camps only making javelins and one making only peacekeepers.  Sell your mobile command and you will get a lot of extra money and an engineer.  Sell a boot camp as you run low on income, then the next one, and then the power plant.

Take your army across the map.  Make sure to not be standing in green stuff.  There will be some terror drones coming forward, your peacekeepers can deal with them.

Move to the enemy’s base and destroy all buildings left to right.

You can use the engineer to take over one of the first few buildings which will speed up your time ever so slightly.  You can also use it to heal up your army.

Save the super reactor to last because when it explodes it will deal a lot of damage to you.

My best time using this strategy is 4:35.

Challenge #16: Caught in the Crossfire

You are between two powers who are fighting an air war.  They’ll mostly leave you alone… but you won’t leave them alone.

For this challenge play as Soviet

Build Order:
Reactor
Barracks
Barracks
Barracks

Have one barracks building conscripts and one barracks building flak troopers.

Once you get 20 infantry units select them and march south.  Kill off any infantry resisters, have your flak troopers target down the twin blades and focus down buildings.  For the mobile command vehicle you can toggle flak troopers to hand mines to burst it down very quickly.

Once this base is near being destroyed select your units at your base and head north with them, once again destroying army first and then buildings second.  You should sell off your construction yard for extra money.

The enemy will use six paradrops of troops in your base. He will try and destroy your MCV, sell it.  He will then send his army to defend his base.  It’s a race against the clock, destroy his base before his army can come destroy you.  The longer you take at this the longer your time will be.

My best time using this strategy was 5:35.

Challenge #17: Athena’s Wrath

Random athena canon beams hit all over the map creating a gating mechanism for forces to pass through.  As well this enemy seems to be pretty dead set on building athena cannons.

This challenge is played as Soviet.

Build order:
Barracks
Reactor
Refinery
Refinery
Super Reactor
Airfield

From your barracks build 2 conscripts and 2 flak troopers.  Garrison the building directly to the east of you, it is near the enemy base.

All the while once your air field comes along “crank” out twin blades nonstop.

The enemy will build anti-air turrets so you will need to keep an eye out for them, they are very tiny.

Destroy boot camps first so he can’t build any javelins.  Then focus on getting rid of power plants so any stationary defenses he builds will have no power.  Then go for the Command and then wipe the remainder out.  As you build more twin blades this will get easier and easier.

Do this to the other two bases.  The enemy will send a twin blade and some peacekeepers to your base, have a twin blade on hand to deal with this (just one).  Don’t send too many to deal with this or it will slow down your time.

My best time using this strat was 8:40

Challenge #18: Gosh Darn Mongolians!

There are a large number of indestructible walls between you and the enemy.  The only thing that can knock them over is the King Oni charge cooldown.  It’s a race against the clock as soon the King Oni’s will move on your base.  At the enemy’s base is a special King Oni that can hit air and ground and also has higher amounts of health.

This challenge is done with Soviet.

So this is going to be a basic infantry rush, all flak troopers.  The enemy will produce nothing but mech so flak troopers will be insanely cost effective against them.

You will sell your construction yard.  This will give you an engineer and some extra cash.  Use the engineer to repair the bridge to the east.

Once you almost have all the possibly flak troopers move the army along the east and then to the north.  The King Onis in the middle will actually full on ignore your army.

Killing the mega King Oni will not be easy.  You can switch some of your flak troopers to hand mine mode (F key) so they do more damage.  It takes a lot to kill this thing.

After this clear out the construction vehicle, the mecha bays and then… everything else.  Be careful of the infantry that come out of the buildings and of the jet tengus, both are very brutal to deal with.

My best time using this strat is 5:00

Challenge #19: Behind the Iron Curtain

In this mission there are four iron curtains located in the middle of the map.  There are four players, you are one.  As long as the iron curtains are up all of the buildings on the main land will have permanent iron curtain power.

This challenge is done as Empire of the Rising Sun.

Build order:
Generator Core
Dojo Core
Refinery Core
Refinery Core
Refinery Core
Mecha Bay Core

Build a sudden transport and five engineers.  Load them up and send them to the southwest.  Use them to take over the iron curtain.

Use a group of striker VXs to wipe out the southern base.  There are tones of anti-air threats to deal with.  Wipe out unit producing structures first and then the construction vehicle.  If they make just one bullfrog you are in a world of hurt.

From this point out the middle bases have to have all of their defenses taken out before your engineers can take them out, so do that.  Send in the engineers, take them out and sell them all off.

Continue to clear out bases to the east and southeast with striker VXs and it will be over in no time.

My best time for this challenge using this strat is 14:00

Challenge #20: Number One Threat to America

Bears, giant green bears!  The Russians have come to America for the superior bear size they have.  To this extent the entire map is polluted with giant bears that can kill tanks of all sizes.

This challenge is done using Soviet units

Build order:
Reactor
Refinery
Refinery
Naval Yard
Barracks

So the unit for this mission will be the stingray.  It is one of the few units that can traverse across this lake with relative ease.  You will want to get about 4-5 stingrays before you move out.  Rally the rest forward.  You should also make sure to kill the bears in the middle.  The stingrays F can be terribly effective at killing them very quickly.  The burstiness of their damage is also so high that it will wipe out the three bears very easily.

Charge them across the way and work on destroying unit producing facilities and then the mobile command.  Note these units can attack on the move so use this to your advantage when avoid terror drones.

My best time completing this challenge using this strat is 6:40

Challenge #21: Kill-A-Ton

Many super reactors have exploded leaving behind desolator radiation that only a desolator can walk through safely.  It fluxuates off and on all the time.  In the middle is also an easter egg, A desolator and a shrunk hero… likely to be a Big Daddy and a Little Girl from Bioshock.

This challenge is completed using Empire of the Rising Sun.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Generator Core

This is a very quick challenge.  Build three dojo cores and rally them along the western front to the second hump (which is southwest of the enemy’s base).  Build some imperials warriors and then focus almost entirely on tank busters.  Try to get down his super reactor first.  This will destroy a lot of things in the area (including stationary defenses) and it will also stop the enemy from building any desolators.

Next up get rid of the construction yard.  After that simply clean up shop of whatever remains, including the barracks.

My best time using this strat is 4:30

Challenge #22: Dangerous Skies

Former enemies have teamed up against you and are now using their combined air power against you.  A Brit and a Soviet working together, whoda thunk it?

This challenge is done using Soviet units

Build Order:
Crane
Reactor
Refinery
Refinery
Reactor
Flak Turret x 4
Barracks
Barracks
Super Reactor
Airfield

To start spam infantry.  You will want mostly flak troopers but mix some conscripts in there.  You will want a large blob for this so you won’t get moving until the 6 minute marker.  You can delay your super reactor and airfield until you begin pushing north.

Move your blob forward and wipe out the buildings one by one.  After you’ve destroyed all (or most) unit producing structures target down their construction yard, finish off their buildings and march the remnants of this blob west.

You’ll note that the computer has already setup expansions at the top left sea base corner of the map.  By this point you should be nonstop cranking out twin blades as you will need them to destroy unreachable areas.  You can load some of the twin blades with some infantry to transport them across as well.  Use the twin blades and your army to target down airfields primarily (so the enemy can’t build apollo fighters)  After this simply clean up the construction yard and the remnants of his base.

Special note, the crane can build buildings by itself and thus doesn’t require a command.  All you lose from selling your command are general powers which are mostly useless here.

My best time using this strat is 12:50

Challenge #23: Ready to Roll Out

The enemy has two island bases and will be sending out almost non-stop Pacifier APVs.  These bad boys are insanely long range but their attacks can be dodged.  But don’t think so fast because sometimes their attacks will just hit.

This challenge is done using Empire of the Rising Sun units.

Build Order:
Generator Core
Dojo Core
Refinery Core
Refinery Core
Mecha Bay Core

With your dojo build one engineer to take over the oil derrick and then sell this building.  You won’t need it.

With the mecha bay get the upgrade immediately and pump out four Striker VXs.  Around the same time as your first one popping out the enemy will have a Pacificer coming from the southwest, kill it.

Queue up 8 Mecha Tengus after your Strikers.  Take your first four strikers and move across the map to the east.  Take out the enemy’s airfield and then their construction yard…. and then the remainder of the buildings.  The enemy will try and all in you so try and clean up as many Pacifiers as you can along the way to his base.

With your Jet Tengus move north  to wipe out the final base.  He will have some apollo fighters so use your jet tengus to take them out.  Once again take out the airfield first and then focus down the construction yard.  Back at home make sure to crank out striker VXs and use them to defend your base.  The enemy will all in once again with whatever remaining Pacifiers are on the map.

My best time using this strat is 7:30

Challenge #24: Scavenger

Natasha got a little over zealous and killed the drivers of a very large number of vehicles.  The vehicle are spread around the map and still fully functional.  Any infantry can be used to acquire any of these vehicles.

This challenge is done as Soviet

Build Order:
Barracks
Barracks

This one is pretty simple.  You need to build non-stop conscripts from both barracks.  Note you won’t have refineries so when the time comes sell off your command vehicle to get even more conscripts.

Conscripts enter vehicles by right clicking on them.  Your goal is to get to the mammoth tanks, king oni, and artillery as soon as possible.  Rally your units to them and pick them up stat.  From here once you have two mamoth tanks on either side (there are two flanks you should be rallying for), right click on the enemy’s command vehicle and destroy it.  Great performance is based on how quickly you can get units into valuable vehicles and send them in to aid.  There are eight mammoth tanks on the map, they are your priority.

After this get the King Onis.  Both of these vehicles are massive (like construction vehicles)  and because of this they can run over anything (including tanks).  Next on the list is the artillery units, they deal very high bursty damage… but are slow.  Click them on a building to kill it fast.  After this it is simply a matter of destroying all of the unit producing structures, refineries, and power plants/reactors.

The better you can “micro manage” both sides the better you will do.

My best time using this strat is 8:05.

Challenge #25: King of the Monsters

The Shogun Executioner is back, and this time he is against everyone!  There is an Allied enemy to the east and a Soviet one to the South.  The Shogun Executioner walks around in a circle and kills any units that are near it.

This challenge is done with Soviet units

Build Order:
Reactor
Refinery
Refinery
Super Reactor
War Factory

There are a lot of random things on this mission.  The computer’s build order seems to be mostly random.  If the Soviets are able to attack your base you can use a Collector to wipe out their infantry.  Another thing that can happen is the Shogun Executioner can walk into the Soviet base and wipe out a large chunk of their buildings forcing the construction vehicle to re-locate outside of the base.  It’s even possible for the Shogun Executioner to wipe out the majority of his base.

So our strategy is balanced for the worst possible scenario, the Soviets invade your base and the Shogun has not touched the Soviet base.  We’re going to do a hammer tank rush!

As soon as your war factory is up begin making hammer tanks.  As soon as the Shogun Executioner is in a position where he won’t attack your attack path for a while move your tanks in (they’ll be very few at first) into the Allied base to the east.  Set your rally here right up until the Shogun Executioner starts getting dangerously close.

With grinder treads you can just run over infantry to get your health back up.  But do switch to the leach beam on any tank that is getting low.  You should destroy the war factory, boot camp and airstrip first.  After this you should have enough hammer tanks around to take out the mobile command vehicle.  Finish up this computer and then head south.

Rally your new hammer tanks to the south.

Once again same ordering.  Make sure to take out super reactors last….. dire consequences.

My best time using this strat is 7:15

Challenge #26: Reap What You Sow

You are face to face with the enemy and this time around they get the reaper, one of the most devestated anti-air anti-infantry units in the game…. also really the only one that specializes in those two…. but all the same.

This challenge is done with Allied units.

Build Order:
Boot Camp
Boot Camp

Build 5-6 peacekeepers from your first boot camp and then only build javelins.  Your peacekeepers will beat the conscripts very very easily.  Your javelins can focus on destroying the barracks.  Make sure both boot camps rally into the enemy base.

Next up switch the javelins to aimed mode and target the command, it will die very very quickly.  Kill off the power plants and then the refineries, once again in target mode.

My best time using this strat is 2:42

Challenge #27: No Place to Hide

There is a giant pond in between you and your opponent.  On top of this he can now build spies… lots of spies.  Spies can take over your army AND shut down production from buildings… rather nasty buggers.

This challenge is done with Empire of the Rising Sun units.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Dojo Core
Generator Core
Generator Core

Okay, time for a “dojo rush.”  It’s likely the only possible way to beat this challenge on par.  To do a dojo core move your dojos near his base and land them.  Immediately start making units.  As for a position make it slightly north of it.  Look at the very bottom and count five houses off the coast.  Just north of that fifth building is where you plant yourself.

You should make some infantry, but mostly tank busters.  Once you get a nice ball move your army south and destroy their army.  I would get one Burst Drone for detection just so you can kill spies before they get a chance to take over your army.

You should sell your construction vehicle as soon as you have a generator up and use the engineer to take over an oil derrick for extra income.  As you run low on income sell off your dojos and your extra generator core for more units.

My best time using this strat is 3:15

Challenge #28: Vicious Circle

Well the Brit is back… and he’s pissed.  You bested him so many times now that he is bringing out the ultimate allied device… the harbringer gunship.  He has an island base to the east hastily preparing this bastions while he has a tank base to the northeast preparing to stall you.

This challenge is done using Empire of the Rising Sun Units.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Dojo Core
Generator Core
Generator Core
Generator Core
Refinery Core
Refinery Core
Mecha Bay Core
Generator Core

You will build your three dojos on the western coast of the island to the east.  Build only tank busters.  Queue 10 for each dojo.  When they are all done you will sell the dojos.

Build one dojo at your base.  Have it build six tank busters and put them in the buildings 3 to the east and 3 to the west.  This will stop any enemy attacks from the tank base.

As soon as you have three tank busters on the island move them into the buildings directly to the east of you.  Have them target down the spectrum tower from here.  Once destroyed have the tank buster army move east destroying the refinery and all power plants.

Once all but one power plant is down destroy the construction yard.  With only one power plant up the defenses are all de-powered.  Kill off the final one, the airbase, and the final refinery to clear out this island.  Sell your three dojos, you won’t need them anymore.  These units are all also mostly useless.

Back at home you should have your mecha bay down and should be able to upgrade it and start cranking out Striker VXs.  Yes it’s another air rush.  Once you have 6-7 strikers switch them to air mode and head to the enemy’s base.  Destroy his boot camp and war factory first followed by the construction yard and the remainder of his buildings.  This base doesn’t build too much anti-air other than a few javelins.

He may also build an expansion base in the most eastern part of the ocean.  Be wary it may add some seconds if he does.

My best time using this strat is 7:30

Challenge #29: Final Countdown

The Brit has come fully loaded, with five proton colliders!  And he’s not afraid to use them.

Build Order:
Boot Camp
Power Plant
Refinery
Refinery
Enhanced Clearance
Maximum Clearance
Shipyard

From the boot camp produce two engineers.  Send them off to the two oil derricks to the east and the northwest.

Once you have maximum clearance get a Tanya.

From your shipyard build 2 aircraft carriers and 7-8 hydrofoils.

How this will work is Tanya will destroy all of the buildings.  The aircraft carriers will destroy all of the static defense.

The hydrofoils will protect your aircraft carriers.

After you get your 8 hydrofoils crank out non-stop aircraft carriers, the more you get the faster this will go.

With Tanya try and destroy construction vehicles and airfields first.  You can “leap frog” from building to building with Tanya to hit this goal.

With your aircraft carriers simply destroy all ground based defenses and then move on to the next island.  The faster you can do this the better it will go.

Since this is a proton collider level it is also smart to spread out your buildings as much as humanly possible.

My best time using this strat is 12:05

Challenge #30: No Match for the Guardian

It’s an all out tank battle… you can only build tanks.  The enemy will make nonstop guardian tanks and it will be a total battle of micro as both of you have a garage.

Build Order:
Reactor
Refinery
Super Reactor
War Factory

After you have finished your war factory sell off your construction vehicle.  Use the engineer to take over the enemy’s garage for some mega heals.  You can also sell off your reactor (not the super one) for a conscript (switch him to throw molotov cocktails).

Rally forward, about the middle of the map.  Once you have three tanks attack in.  Switch to your heal beam on whichever tank is taking damage and move them away.  The heal beam can out range the enemy’s tank damage.  Continue to rally your tanks forward and take out the enemy’s refinery, war factories, construction yard… and then clean up shop.

Without the healing factor this computer player ends up being insanely weak.

My best time using this strat is 5:00

Challenge #31: Your Gold Mine Has Collapsed

Both you and your enemy have almost an infinite amount of money to spend… but the kicker is the map itself is pretty bleak.  You have to take your enemy head on in this one… the battle of cost effectiveness.

This challenge is done using Empire of the Rising Sun.

Build Order:
Dojo Corex1000
Generator Corex2

Rally out 4-5 dojo cores to the enemy’s base.  Build two generator cores at your base.

Place the dojo cores and start pumping out units.  Have one building only imperial warriors and the rest building tank busters.  You should be constantly rallying and setting up dojo cores and constantly setting a forward rally.  Your tank busters should focus down tanks and buildings.  This is a very challenging mission micro wise so it may take a few attempts to get the 3:00 par timing… as it is very strict.

For maximum results split up your forces to attack different structures.  The less moving your army has to do as a whole the better you will do as a whole.

My best time using this strat is 2:55.

Challenge #32: Offshore Killing

There be oil in there ocean!  The ocean is full of oil derricks and the man (or woman) who takes the most may just become the most powerful player on the map.  There is one player from each faction so expect to see some crazy naval battles!

This challenge is played as Empire of the Rising Sun.

Build Order:
Dojo Core
Generator Core
Generator Core
Refinery Core
Mecha Bay Core

From the dojo build nine engineers.  Send them out to the various derricks and take them.  The enemy will not destroy them, he will simply try and take them over with his engineers.

With the mecha bay get the upgrade and start making Striker VXs.  Since this is very navy focused the enemy won’t build too much anti-air.

First hit the allies to the east.  They are the most deadly with the hydrofoils.  Focus their construction yard down then take out any facility that can build one.  This means the shipyard and the war factory (if she even has one).

Next up hit the Empire to the west, same deal here.  Construction yard first, then shipyard.

Finally do in the Soviets.  This one is often more challenging because they will very quickly get out MiGs.  You will have to land and sacrifice a few Striker VXs to take out the MiGs.  Obviously the airfield should go first, then the construction yard, then the naval yard and then the rest.  As always super reactor goes last because of its… explosive attributes.

My best time using this strat is 6:52.

Challenge #33: Be Quick or Be Dead

The enemy has found your secret facility.. and they are coming in full power.  You have one advantage though, you get a full base with one of every single structure for your faction.  Which faction will you choose?

This challenge is played as Empire of the Rising Sun.

Build Order:
Refinery Core
Wave-Force Tower

There is a spot you can put your refinery to the northwest.  Build a wave force tower near there to protect it from enemy attacks.

Upgrade your Mecha Bay Core and get some striker VXs.  You will want to make your first three units mecha tengus.  After that just straight up striker VXs.

Attack the Empire to the southeast.  Make sure the mecha bay goes first and then the construction yard.  You will need those jet tengus in order to defeat a single jet tengu.

Continue to stockpile your striker numbers and finish off this base.

Next hit up the Soviet to the far east.  All unit producing facilities have to be destroyed.  As well if they put up any flak turrets they have to go as well.  After that construction vehicle and finish up the base.  Super reactor goes last.

Finally the allies.  They’ve had tones of time to expand and have refineries to the northwest and southeast.  Kill off their unit producing facilities, construction yard and then hunt for refineries.

You have two abilities.  The shield can be used to zone units out.  By placing them in a bubble they will be unable to respond effectively to your attacks.  The psionic decimator unfortunately will not be needed because the mission will be almost over before you can make use of it.

My best time using this strat is 8:10

Challenge #34: Chrono You Didn’t

Every so often the enemy will use the chronosphere to get some extra units in.  Talk about a cheater!  She has three bases surrounding a pond.

This challenge is played as Soviet.

Build Order:
Crane
Barracks
Reactor
Refinery
Refinery
Turretx2
Super Reactor
War Factory
Airfield

So you can probably tell by this build we are going for a hammer tank build.  From your barracks rally an engineer to all four oil derricks.  This will amount to a lot of extra income in the game.

Also build a few flak troopers to help defend your base.  The computer will constantly attack your northern flank and you will want to defend it.  You can also sell your crane after you finish building all of these buildings (the crane acts as a second construction yard so use the tab to get this build order done twice as fast).  This will give you an extra 750 credits and a conscript.

As soon as you get two hammer tanks run them to the west and rally all of your future ones there.  Run over all infantry, hopefully you have the grinder treads upgrade.  Target down the airfield, boot camp, the war factory a refinery and finally the construction yard.  You should hopefully have enough tanks to kill the construction yard.

If you don’t… build an airfield.  That airfield at the end is only needed if you let that first construction yard go.  Clean up the rest of this base and head north to deal with the next one.  From now on all new tanks in your base will stay in your base to defend.

Make sure to use leach beam when a tank is low on health.  This will make a world of difference.  Once you get northwest sector do the exact same priority list.

The final base to the northeast has the exact same situation.  Run over all infantry and obey the kill order.

My best time using this strat is 10:45

Challenge #35: Robots and Ninjas

Two enemies are using this area to train their shinobi ninjas.  A Soviet is using this area to test his terror drones.  It’s a crazy mixed up world of mass robot/ninja… and you’re just the man to stop them.

This challenge is completed as Empire of the Rising Sun.

Build Order:
Generator Core
Refinery Core
Refinery Core
Mecha Bay Core

Once you get up your generator core and refinery cores build walls around them so that they cannot be hit by the enemy.  It is also worth while to put one around your construction vehicle…. because it shuts down your radar map (which sucks for microing).

Upgrade your Mecha Bay Core and start pumping out striker VXs.  Send them to the east to take out the Empire base here… they will literally have no anti-air at all.

Second hit the Soviet base to the northeast.  Destroy the War Factory, the naval yard and then the construction vehicle.  He will produce bullfrogs and they are very dangerous.  Do not ignore them, kill them.  Finish off everything and as always, be cautious of those super reactors.

With the final empire base to the northwest the only thing to worry about are jet tengus.  You may have to land two strikers to deal with this (and hence sacrifice them).  There will be little to no resistance other than that.  Take out the mecha bay first and then the construction yard.

My best time using this strat is 8:22

Challenge #36: S.H.R.I.N.K. Z.O.N.E.

All units on this map have been shrunk down with the cryocopter and move super fast… but also die super easy!  The enemy has challenged you to a little people’s duel… and you accept!

This challenge is done using Empire of the Rising Sun units

Build Order:
Dojo Core
Dojo Core
Dojo Core
Dojo Core
Dojo Core
Generator Core

So it’s going to be a dojo core rush.  With everything being shrunk down the dojo core can actually run over absolutely everything… including the enemy MCV.  When you make it unpack you can actually full on run it over.  From here you have options.  You can rally out engineers to take over all of the buildings.  You can rally out tank busters to destroy them.

The key here is to sell off your mobile command vehicle once your generator is built (near your base) and send the engineer to take the oil derrick.  The enemy will send his entire army off to kill it.

My best time using this strat is 3;10.

Challenge #37: Tesla Castle

The enemy has a giant collection of tesla tanks, tesla troopers, tesla coils and stingrays… which have teslas on their back.  This is absolute tesla madness with you having a completely under-developed fortress and him having one defended with everything.

This challenge is completed using Allied units.

Build Order:
Power Plant
Refinery
Refinery
Power Plant
Multigunner Turret
Power Plant
Airfield
Defense Bureau
War Factory
Maximum Clearance
Boot Camp

After you take your first refinery you should wall off access to the second one.  The enemy often sits a tesla trooper here and doesn’t move it.

Make sure the multigunner turret is out front, it will kill all of the tesla troopers and any invasion force.

After you get the defense bureau down you can sell the airfield.  You can’t use air units so… the airfield is useless to you.

Once you have maximum clearance pump out the only unit you will need for a while, the Pacifier ACV.  Set it up into artillery mode and have it kill the super reactors outside of your base.  Once the second one is close to falling put out a boot camp and crank out a bunch of javelins.  You will need these javelins to deal with the shock tanks.

Have your Pacifiers leading the way as you march out, they will kill the tesla troopers insanely quickly.  Have your ball of units pick off the three shock tanks which patrol around the north.

There are two super reactors one to the east and one to the north.  Kill both of them.

Setup your Pacifiers outside of his base to the northeast and target down the construction yard… then the refineries, then the war factory, then the barracks.  You may have to move around the side and kill off some super reactors.  Move your pacifiers and whatever infantry you have left around the side to kill these.

My best time using this strat is 18:20

Challenge #38: Battle Royale

It’s a Battle Royale of the Japanese powers.  All three Japanese AI are at each other’s throats for control of the island…. and it just so happens that you are in their way too.

This challenge uses Empire of the Rising Sun units.

Build Order:
Dojo Core
Generator Core
Refinery Core
Refinery Core
Mecha Bay Core

Upon getting your mecha bay core upgrade it.  We will be getting Striker VXs.

Rally your dojo core to the middle and get one engineer.  Have him take the oil derrick closest to you.  Sell the dojo core.

Hit the base to the east first, they will have very little anti-air.  Then hit the base to the south.  Finally take out the base to the southeast.

This map is quite random in many ways.  One base more often than not will be completely taken out by one of the computers.

The enemy’s also have their own “types”.  The red southeast base more often than not builds only infantry.  The base to the east builds static defenses and a navy.  The base to the south builds mech.

This means for the base to the south you will need to micro your strikers against jet tengu having some land and some stay to take out ground forces.

My best time using this strat is 9:45

Challenge #39: Ice Breaker

The enemy is going to freeze you to death… or die trying… or something similarly crazy.  Yes this is a freeze focused level with tones of freeze technology.

This challenge is completed using Empire of the Rising Sun units.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Generator Core

Rally the three dojo cores to the enemy.  Place them slightly to the west of the enemy’s base.  Once your generator is up and running sell your construction yard for an engineer and some more cash.

The main unit to make here will be the tank buster, but add in a few imperial warriors to deal with the initial infantry.

Move your tank busters forward wiping out the boot camp, the construction yard, the airfield, and then everything else that remains.  Overwhelmingly very easy challenge to complete.

My best time using this strat is 3:55

Challenge #40: Double-Barreled

The enemy is making apocalypse tanks… tones of them.  He is showing them in insanely high numbers and you have to shut him down.

This challenge is done using Empire of the Rising Sun units.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Generator Core

Yes you guessed it, it’s time for another dojo core rush.  Move all of the dojos near the enemy’s base on the eastern flank and start making tones of tank busters and a few imperial warriors.

Once you have a nice clump rush them forward and wipe out the two turrets.  After this rush down the construction yard.  Destroy unit producing structures and then finish off the remaining structures.

There is a reactor near two turrets.  You can angle in such a way that none of the turrets hit it.

You can also sell your engineering bay and use the engineer on an oil derrick.

My best time using this strat is 6:20

Challenge #41: Superb Commander

the enemy gets four bases, two per commander, a Soviet and a Rising Sun.  You get… five bases….. all by yourself…. dear lord the micro management.

Build Order:
Generator Core
Reactor
Barracks
Power Plant
Refinery
Barracks
Refinery
Refinery
Refinery
Refinery Core
Refinery
Refinery
Refinery
Super Reactor
Battle Lab
War Factory
War Factory
Airfield
Airfield

Trying to figure out what the build order is, is kind of hard.  Directly to the south the Soviets will begin attacking you immediately.  You will need to get down two barracks stat and repel it with one or two bears and a lot of conscripts.  Eventually you’ll have to start making flak troopers.

Up North I recommend having two tesla coils, one turret, and an Allied multi-turret to defend that position.

The Rising Sun construction yard is only needed to produce two refineries.  Once you have those sell it and the generator core.

Your big goal will be to get a clump of apocalypse tanks.  As soon as your first two come out move into the enemy’s base to the south and east.  Bring your infantry with you as this enemy likes to use terror drones.  After you have ten apocalypse tanks begin to rally your tanks to your north base.

Next up build two airfields up north.  They should each have eight MiGs and then begin building twin blades.

After your apocalypse tanks have destroyed the first base have them destroy the second.  This base may or may not have dreadnaughts.  Use the apocalypse tanks tractor beam (F key) to get rid of close ones.  The rest ignore… kill the command and all unit producing structures.  Anything that is left over can be cleaned up by your twin blades later.

Your first 4 apocalypse tanks up north should immediately move on the middle north base of the Rising Sun.  Once again march your apocalypse tanks across the north east vector wiping out everything in your path.  However when you get to the rising sun base you will be greeted by Giga Towers…. which of course are really overpowered.  Bring your MiGs in to fire on them.  In the mean time move your apocalypse tanks into the enemy’s buildings in order to get some bonus friendly fire.

Your twin blades and MiGs will be finishing up the rest.  Look for expansion spots and make sure to get rid of the enemy seaport immediately.

My best time using this strat is 17:00

Challenge #42: High Seas Duel

It’s time for a battle of the sea.  Only sea units will be allowed on this map, although seawings can be deployed too (technically a sea unit!).  There is no land so literally, only sea units can be used.

This challenge is done with Soviet Units.

Build Order:
Reactor
Refinery
Refinery
Naval Yard
Super Reactor

Once you get your naval yard up make a couple of stingrays.  You will need these early on to deal with the Yari subs.  After this make only Akula Subs.  Akula Subs F key is an underwater attack that doesn’t require them to reveal themselves.

The enemy will attack twice with Yari Subs.  These attacks are usually on your refineries, so be aware.  If you hear that you are under attack always check your production and have some Naginta Cruisers hotkeyed to deal with this.

The enemy will also attack with a few Naginta Cruisers of their own, demolish them.  The goal here is to lose few Akula Subs, just stockpile them until you have ten and then push out.

After that you can nonstop make Akula Subs.

Sail your Akula Subs north and wipe out the bases.  The enemy will mostly have seawings and although you have no anti-air…. the subs can wipe out the critical parts of the base.  Use the remaining subs to wipe out all other buildings.

Once the construction yard and the naval yard are down you have won, it’s merely a matter of cost effectively wiping out the remaining buildings… without taking too much damage to seawings.

Splitting up your units to attack on multiple flanks will give you many opportunities to attack without taking damage.

My best time using this strat is 12:00

Challenge #43: Come and Get It

The enemy will build multiple psionic decimators.  These things can just destroy.  But it takes a long time to build these up so the enemy throws up ridiculous amounts of defense.

This challenge is done using Empire of the Rising Sun units.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Generator Core

Yeah it’s another dojo core rush.  Move the dojo cores just south of the coast of the enemy’s base.  Build a couple of imperial warriors and tank busters.  Run into his turrets with a large clump of them and destroy them.

Move into his base and make sure none of the cores the enemy makes are leaving the base.

You can sell your construction yard for some extra money.

My best time using this strat is 4:20

Challenge #44: Out of Blue

The Brit is back… with a bomber!  He will drop two infantry drops every 3 minutes.  On top of this he will be building century bombers to take out your army.

This challenge is done using Soviet units.

Build Order:
Reactor
Refinery
Refinery
Turret
Turret
War Factory
Super Reactor

The two turrets need to be up front to deal with all of the infantry being deployed at various places.  They will always charge the front and will always get gunned down by these turrets.

From the war factory build 3 bullfrogs and 4 hammer tanks.  Push with this.  Build nothing but reapers out of the war factory.  These units deal with infantry very well and have anti-air to take out bombers.

The enemy will have two layers of defenses before his base.  Destroy the turrets and then the power plant.  Have whatever tank is taking damage on leach beam duty and micro him away.  Your reapers can join in but will take a lot of damage if they do.

Once you get to the enemy base plant your reapers in the enemy’s base to increase their range of attack.

He may also build an expansion to the west.  It’s very random.

My best time using this strat is 11:00

Challenge #45: Red Crush

The enemy will build nonstop grinders and bullfrogs to mow over any unit that you might possibly intend on using on the ground, sea, or air.

This challenge is completed using Empire of the Rising Sun units.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Generator Core

By no surprise the best way to deal with this is a dojo core rush.  Send three dojo cores just outside of his base and rally out tankbusters.  Once you have spent all of your money on them send them into the enemy’s turret and kill his base.  This is an all in so if you lose too many units you just lose.

The grinders will run over your tankbusters but will slow down considerably after running over one.  So you can sacrifice a single tankbuster in order to slow down the grinders in order to have your remaining tankbusters kill it.

My best time using this strat is 4:35.

Challenge #46: Arms Race

In this challenge you gain general powers insanely quickly.  Within 3 minutes you will have 10 general points to spend on powers.

This challenge is completed using Empire of the Rising Sun.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Generator Core

Yeah it’s another dojo core rush.  Once again build tank busters at a proxy location.  Wait until balloon bomb bust is a tier 2 power (which is the first power you will want to get) and drop it on top of the turrets at the front door.  Once they are down run in with your tank busters and destroy everything.  The second power you should work towards is emperor’s wrath.

Target down the mobile command vehicle first and then the war factory.  If you are lucky most of everything else will get sold.

My best time using this strat is 4:00.

Challenge #47: Battle Room

It’s an all out infantry war.  You face off against three opponents with three different bases (your bases).  Who will come out on top?

This challenge is completed using Soviet units.

Buid Order:
Barracks
Barracks
Barracks

Build three barracks using each of your construction vehicles (there are tabs for each one).  After you make all of them set the rally for each one to a different enemy base and rally out nothing but war bears.  Roughly 5 for the soviets and empire should be fine, for the Allied base bring out 8.

After this rally out engineers.  Use the engineers to take over the construction vehicles.  For whatever reason they don’t pack them up to leave.  Sell them off, take over the barracks as well so you can make more front line engineers.

Each bear has an F command that will give a roar which stuns opponents.  You will need to use this against the allies as their infantry being vastly superior to yours are brutal.  They will even bring out doggies to sacrifice to kill your bears off. So make sure to take over this barracks as soon as you can.

My best time using this strat is 4:47

Challenge #48: Fury of the Empire

The enemy has tones of giga fortresses.  More giga fortresses than ever before.  There are six giga fortresses sitting in the map and one patrolling around the river front.

This challenge is done using Empire of the Rising Sun units.

Build Order:
Generator Core
Refinery Core
Refinery Core
Refinery Core
Mecha Bay Core

So we’re going to do another Strike VX rush.  Once you have all the buildings completed sell off your construction yard.  Use that engineer to take over the oil derrick to the east.

After the enemy’s first push, destroy him.  Make sure to avoid the patrol as it has anti-air.  The rest do not.  He will not build any anti-air units other than the ones that are patrolling around.

Make sure to get the shipyard after the construction yard.  The shipyard can build another construction vehicle.

Despite having tones of scary units it is a relatively easy challenge.

My best time using this strat is 6:05

Challenge #49: The Motherland

the forces of the Soviet Union are upset with you.  All three commanders will be attacking you simultaneously… with kirovs!

This challenge is done using Allied units.

Build Order:
Power Plant
Refinery
Refinery
Turretx2
Power Plant
Maximum Clearance
Boot Camp
Airfield

You will need to build turrets almost nonstop and power plants.

From your barracks make Tanya.  From the airfield make a century bomber.  use the century bomber to drop off Tanya in the middle base.  Use Tanya to wipe out most of the buildings.  Most of the units are on the map.  Make sure to clear out all of the buildings in the base. Next up head east and clear out red’s other refinery.

Next up destroy the east base.  You can continue to build century bombers and use them to make this faster.  If you lose Tanya, no worries, make another one and drop her off in the middle of the base.

You will have tones of funds to build engineers, peacekeepers, and javelins to drop and help out.

My best time using this strat is 15:00

Challenge #50: Future Warfare

It is the mother of all challenges.  All four Allied powers are turning on you all at once.  You have two ground powers and two air powers.  They begin attacking almost immediately making it the hardest challenge in the game.  On the plus side you start off with four future robots.

This challenge is done using Soviet Units.

Build Order:
Reactor
Refinery
Flak Turret
Refinery
Flak Turret
Super Reactor
Flak Turret
Airfield
Flak TurretxInfinity

Take the two future robots to the north and move them north.  take the two future robots to the south and move them south.  In front of  each base is a ridge with a brick house.  Post your future robots over the ridge to wipe out the boot camps and war factories that spawn here.  If you can keep knocking them out the enemy will not build any units to attack your base (on land).

All the while at your base fortify with flak turrets and get that airfield quick.

Build four twin blades and send them northwest to wipe out the enemy’s airfields and construction yard.  Build 4 MiGs and send them north as soon as possible.  These will wipe out any air superiority fighters that show and your twin blades can get the remainder of the base.

Next up hit the base to the southeast.  This one will be much easier to kill… don’t even need the MiGs… they can help your base.

Next move your MiGs and your twin blades to the north east to wipe this base out.  Keep your MiGs over the airports to pick off any jet fighters as they come out.

Do the same thing to the one on the bottom.  You can sell off your flak turrets once you have the airfields down for some extra income.

My best time using this strat is 15:11

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