Command & Conquer: Red Alert 2/Fridge

Everything About Fiction You Never Wanted to Know.


Fridge Brilliance

  • Each faction's Anti-Air weapon systems are tailored perfectly to counter whichever method of air attacks the opposing faction prefers:
    • The Allies use slow-firing, powerful missiles. The Soviets' only relevant air unit is the slow, heavily-armored Kirov Airship, as the Siege Chopper is mostly used in its grounded mode, the MiGs require Boris target-painting ability. The V3 Rocket Launcher fires rockets slower than Patriot Missile systems fire, so they have it covered as well. The Spy Plane support power is the only air unit the Allies have no specific defense against. Guardian GIs and IFVs show this trait well as they are used as anti-ground armor despite having an equally-strong anti-air attack.
    • The Soviets use fairly-fast firing flak guns that deal Splash Damage. The Allies have a significantly higher amount of air units, but most of them fall into the same category: Fragile Speedsters. Flak Cannons, Flak Tracks, Flack Troopers and Sea Scorpions can damage several air units at the same time with their attacks, forcing the Allies to bring support to take those anti-air defenses down or Zerg Rush to overwhelm them.
    • Yuri's faction goes Gatling Good with Gatling Cannons and Gatling Tanks. They are much better against frail air units than against heavily-armored ones as they rev up to max speed to have a chance to take them down (whereas Yuri doesn't have such a problem against ground armor thanks to Psychic Towers). This fits perfectly to counter Allied air strikes but not against Soviet Kirov assaults, and when you consider the Allies won the war in the vanilla game...

Fridge Horror

Fridge Logic