Jump to content
EN
Play

Forum

[Issue 50] A Guide to Red Alert


 Share

Recommended Posts

5S4SpiB.png

 

 

Red Alert is a map best summarized in two words: 

Smashingly. Popular. 

A beloved favorite for clan wars, the dynamic terrain practically guarantees tense, exciting gameplay. It hosts everything from regular ol' CTF and XP/BP to Light Format training, and can be found on nearly any server, all the time.

By and large, Red Alert is a fantastically crafted map that lends itself to tactical thinking - to me personally, the strategy involved is extremely relatable to a good game of chess...

But, enough of this preamble blather. The 'good stuff' awaits. ;) 

 

Overview

 

My apologies for the complicated-looking diagram below. Red Alert is an intricate map and doing it justice will be a far cry from easy. Not to worry though, I will do my darndest to break things down into bite-sized chunks and (hopefully) make this a painless process for all parties involved. 

 

Red_Alert.png

 

As you can see above, both teams control a clearly defined, defensible base with limited access points. These areas are not identical, both standing as unique zones that come with a distinct set of strengths and weaknesses. Despite this, neither team has a particularly discernible advantage, which is one of the many reasons that Red Alert has developed such a fantastic reputation. 
The middle of the map contains varying degrees of cover and numerous elevation changes which serve to dictate the best attacking routes. Supply drops are numerous and scattered heavily about the map; when turned on, they influence the tide of battle hugely, so every effort should be made to collect and control as many drop sites as possible. 
 
Defending: as Blue
 
It is impossible for a single tanker to adequately defend the flag in Red Alert. Depressing, I know, but attackers come by so many different routes that one person, no matter how good, simply cannot keep a satisfactory visual on things. The good news is that if two committed defenders work in tandem to lock down the base, it becomes much easier to deal with oncoming assailants. In random battles it can be difficult to find a second dedicated defender, but this is a hurdle that must be surmounted. After you've coaxed, threatened, or bribed an unsuspecting tanker into becoming a more-or-less faithful aide, the next step is to talk to the guy. Shared information is power, and good communication between defenders is vital to success. Whether it's typed shorthand to a stranger or a clan Skype call, the importance of sharing data such as the number of oncoming attackers, their ostensible damage level, and drugs in use (if applicable) should not be underrated. 
 
Good_Pic_x_D.png
 
Moving onwards, the defensive positions notated above have a clear and very immediate view of the flag while providing excellent cover. Paired together, these are far and away the best locations for hunkering down and protecting that flag.
The defender in what we'll call position purple is responsible for locking down 'the Trenches', heckling enemies that spawn in the opposing Red Base, and just generally keeping an eye on the right side of the map. Even if not in XP/BP, a ranged weapon is recommended for sniping purposes.
The guy (or girl ^_^) controlling position blue on the other hand, commands an excellent view of the Middle. It is also possible to nip behind the adjacent building to get a visual on any attackers that attempt to use the Center Passageway. As shown below, it is fairly easy to move between these two key areas while maintaining a good view of the flag.
 
image.png
 
Good cover and visibility are your two largest assets in the Blue base. So as long as you play with an iota of defensive intelligence, it will be extremely difficult for enemies to take your flag. That said, if they do snatch it and manage to get out of your immediate base, it will be a grueling and oftentimes fruitless challenge to get a return.
 
It is easy to defend the Blue base. It is much, much harder to get a flag return. 
 
Why, you ask? Well, there is a hefty amount of cover available for an attacker skedaddling with your flag. The retreating player gains support and coverfire from teammates in the opposing base as soon as he or she gets to the Middle. Thus your primary purpose as a defending player is to keep the flag in your base. Slow attackers down by any means possible...push, shove, block, snipe...utilize any and every trick you've got to prevent those pernicious hit and run attacks. 
Playing with drops/supplies on only makes your job even harder, as enemies packing Nitro and Shield are extremely difficult to stop. Scattering a few explosives about on the ramps can be helpful though, somewhat obviously, this advice is usually inapplicable when it comes to XP/BP. CTF plus drops is one of the hardest formats to defend in as you are inevitably forced to depend on your mids and attackers for flag returning help.
Some final advice and a recap: Do not allow yourself to be drawn too far out of position. Play it close to the flag, share important info with the other defender, and keep a sharp eye out for blitz-style attacking. Three or more enemies incoming simultaneously is bad news...basically the worst nightmare of every defender. 
 
Defending: as Red
 
It is difficult to defend the Red base. It is "easier" to get a flag return.
Adequately defending the Red flag poses an interesting challenge, as there is a distinct lack of suitable cover in the general vicinity of the flag. 

Wait, did I say lack? My apologies, because what I meant is that there are no good defending spots around the Red flag. But, you have to go somewhere, so after much trial and error, I have determined what is, in my opinion, the least-heinous place to park yourself.  

 

no_cover.png

 
It takes a skilled defender to maintain this position. The idea is that you can 1.) swing out and around the prop to snipe enemies charging up the middle passage and 2.) function as a roadblock to help prevent attackers from taking the flag and slipping down over that edge. 
It is by no means the perfect position, as you are especially vulnerable to any enemies that come up 'behind' you, via the secondary base. It's practically assured that you will die repeatedly, however, I believe it is best possible site, especially when paired with a defender 'across the way' in the secondary base. 

 

image.png

 

The defensive location pictured above seems a bit counter-intuitive at first. It is a good distance from the flag, but is frankly, one of the best spots, period. You have a total lockdown on a large portion of the map and under normal circumstances, (i.e. when you're not being overwhelmed by four enemies at once) a single defender can effectively guard the triple set of ramps. You also have a visual on the Middle and a small portion of the Center Passageway. This is hugely important for a defender, because you can see the enemies that are about to reach your flag and move in closer to become a more central defensive presence.  

Mastering this location is far from easy. You need to know when to move. There are times when the frontal defender requires your aid and times when it is better to hang back and attempt to get a flag return. The danger is in the sheer distance from the flag, but played well, this position is an integral part of Red defense. 

 

Attacking Routes

 

Suppose you are an attacker, playing for either team. You have just respawned in your respective base and now want to head back out there and go for the enemy flag. You have several different routes at your disposal, so the immediate and pressing question becomes 'which way do I choose?'

 

Well, you have four distinct options. To start off, I would advise that you shy away from the Far Left passageway with as much gusto as you would an outbreak of Bubonic Plague. 

"But why?" You might ask. "It's an unusually quiet area...I'd almost definitely be able to make it to the enemy flag in one piece." 

Aye, you probably would. In fact, it is that very lack of activity that makes the Far Left such an unattractive option. It is too secluded, taking you so far away from the action that you are basically useless. If you head off in this direction, your team is, for all intents and purposes, momentarily down a much-needed man. So, steer clear unless you happen to be playing a full 10 v 10. If and only if the map is overfull of players, you might consider it, but under normal playing conditions you should definitely take a more direct approach. 

 

Moving clear over to the other side of the map, attacking via The Trenches is also a strategy of questionable soundness. There is little cover, making you easy pickings for enemies that spawn in the red secondary base. Also, even if you do make it to the triple set of ramps, you still have to trek across the full length of enemy territory in order to reach the flag. Your chances of making it there unscathed are slim; getting away with the flag is even less likely. However, what should be noted is that if you are not attempting to get the flag, but merely want to apply pressure on red, spawners, support an attack on the flag, and/or function as a distraction, making use of 'the trenches' is an excellent technique.  

 

Process of elimination leaves only the Middle and Center Passageway as effective attacking routes. It is my experience that the Center Passageway is especially conducive to Blue offensive strikes while The Middle is a better thoroughfare for Red attackers. This is due to the respective locations of the flags, differing levels of cover, and placement of props, but both teams can and do use both routes effectively. 
 
It is important to keep in mind that the above discourse is merely a suggestion, based on my experiences in the map. To be a good attacker, you need to read the overall flow of battle and respond accordingly in a manner that best exploits the enemy weakness. 
 
Attacking: as Blue
 
So, you've chosen your attacking route: now, it's time to go for the flag. 
 
aaa.png
 
There are seven ramps by which you can access the Red base. Using the far left (yellow) ramp set is counterproductive because you then have to spend precious seconds traveling through the entire Red base before you reach the flag. This hike is done over open ground, making you vulnerable to enemy tankers spawning anywhere in the base.
The blue ramps are closer to the flag, but it is the two entrances highlighted in pink that provide the most direct route. These are your best bet for swiping the flag.
Once you have taken the flag, if it is at all possible, look to jump down over the edge. The swift drop in elevation will momentarily take you out of the reach of any defenders, which might well give you the precious seconds needed to escape. Once down in the 'trough', sandwiched between wall and building, you have two directional choices. Swinging to the left, out towards the Middle is the fastest route to your flag, but it places you under immediate and heavy sniper fire from the secondary Red base. This still could be the best choice though, because in going to the right, there is an immediate 'danger zone' where you are at the mercy of any opponents that happen to be spawning behind you. So, pick your poison: if you know that the immediate vicinity of the red flag is clear, you should attempt to go the 'pink' way. If not, than 'green' is your best bet, though it is almost a guaranteed death. You can only hope that your teammates have deployed and are coming in great numbers to assist you.
 
jumping_down.png
 
Attacking: as Red
 
Assaulting the Blue base is no easy task, that's for sure. The enemy defenders have excellent cover to hide behind and spawn points abound. Speed is of the essence here. The less time you spend dilly-dallying about in the enemy base, the better, so time your strike wisely, and make it count.  
 
Blue_Base_II.png
 
There are essentially four different routes by which you can attack, as denoted by the directional arrows. (Unprecedented level of pure jenius there, ik.) The most direct path to flag is to careen down the Middle ramp, snatch the flag, and return by the same course. Unfortunately this in-and-out method has a distinct tendency to get bogged down (losing it's potency) as the defender in good ol' position blue has you clear in his sights.
It should be noted that if you do manage to liberate the Blue base of the flag and maneuver back up into the Middle, your chances of capturing the flag increase dramatically. You quickly gain the sniping support of teammates, who can clear off your inevitable trail of irate pursuers and give you a little breathing room.
 
image.png
 
Attacking via the Center Passage or bridge ramp allows you to circle those conveniently-placed houses and antagonize the defenders. You have cover, thus, you have an opportunity to bide your time, waiting for an opening. You also have an ability to draw enemies waaay out of position. A co-attacker can capitalize on this by doing a timely lighting-fast strike on the flag and escaping up the Middle.
 
image.png
 
While using the Trenches to move towards the enemy flag does provide some cover, the closer you get to the enemy base, the more vulnerable you become. Traveling that little strip of ground next to the Middle is much better than following the Trenches through to completion, as that is a recipe for disaster. Nestled in beside the handy prop shown above, you can lay down cover fire, pester defenders, or make a run for the flag.
 
image.png
 
Ultimately, to win as Red, you need to attack together and focus on getting the flag out of the Blue base. Once you've accomplished that, things become a heck of a lot easier and the enemy players have to scramble out of position; even if the flag does get returned, another quick strike while the defenders are still strung out can be extremely effective. 
 
Conclusion
 
Red Alert is an interesting map, well worth getting to know. I didn't even get to touch on DM or DM XP/BP and still managed to write far more than you probably wanted to read.  :P Feel free to put any thoughts, comments, or tactical advice below, as one article is hardly enough to do this map justice. 
 
 
 
UL8Do8b.png
Edited by Flexoo
  • Like 33

Share this post


Link to post
Share on other sites

Great guide; effective, to-the-point and exceptional - as always Sis.

Will help in the upcoming clan war.

 

- You call them Trenches? The whole RU community knows them as Canals... :P

Edited by Hexed

Share this post


Link to post
Share on other sites

You call them Trenches? The whole RU community knows them as Canals... :P

Canals are filled with water, trenches are filled with air... xD

Edited by Lhamster
  • Like 5

Share this post


Link to post
Share on other sites

Can you please help me with such strategies for my studies too? :P  :lol:  :lol:

I can xD! Quit TO cold turkey for a while like me :D It sounds more difficult than it is. You see, if you are already this rank you have spent your heart's content of time in this game, and it sure is a wise decision to focus on learning in life for a while :) Life's nothing without progress and constantly rising and learning something new everyday to reach greatness! And anyways, no offence to anyone here, but this game's community is really constricting to rational thought, and not really conducive to learning or progress. Struggled to find an actual friend in my one year long experience with this game :D Just quit it and start a new life outside the game! You never know, the world is a beautiful place with loads of opportunities, and you could easily end up developing a game much better than TO in a couple of years :) 

Share this post


Link to post
Share on other sites

Great article! Very rereadable with lots of info. 

 

Only thing I don 't get is, quote:

"Red Alert is a map best summarized in two words: 

Smashingly. Popular."

 

Perhaps it is for Clans as you write, but in regular battles there aren 't that many Red Alerts.

Which is a shame, because it 's indeed a superb, extremely versatile and tactical Map.

(if they forced me to pick the best map: it might be this one)

 

Luckily there are other good maps, otherwise it would be all

Noise, Arena, Island, Sandbox etc... -_-

Edited by Lord-of-the-Snipers

Share this post


Link to post
Share on other sites

Great article! Very rereadable with lots of info. 

 

Only thing I don 't get is, quote:

"Red Alert is a map best summarized in two words: 

Smashingly. Popular."

 

Perhaps it is for Clans as you write, but in regular battles there aren 't that many Red Alerts.

Which is a shame, because it 's indeed a superb, extremely versatile and tactical Map.

(if they forced me to pick the best map: it might be this one)

 

Luckily there are other good maps, otherwise it would be all

Noise, Arena, Island, Sandbox etc... -_-

very tru many good maps in tanki

Share this post


Link to post
Share on other sites

Canals are filled with water, trenches are filled with air... xD

However, you are forgetting the fundamental difference. Trenches have always been more dangerous, especially in WWI. With constant bombardment and shelling, tight line formation charges, and the debilitating Trench Foot, trenches are much worse. I am saying that because nothing is worse than being bottlenecked in there. Ricos are evil...

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...