Special One and Boss: Mourinho and Ferguson prove opposites attract

“Ah, my old friend. I can see him now in his press conference saying, ‘I have a good record against Manchester.’ Some people don’t like him because he is impertinent, too sure of himself. Me, I like him a lot.” The man doing the talking is Sir Alex Ferguson and the old friend under discussion is, of course, José Mourinho, the self-anointed Special One.

The Manchester United manager even referred to that title on arrival in Milan yesterday and not with the derision that might have been expected when they first sat down in the manager’s office at Stamford Bridge in August 2004. Ferguson’s hackles were raised not so much by the smell of defeat, but by the whiff from the cheap bottle of Argentine Shiraz his host was uncorking.

Ferguson v Mourinho. Everything about the men says that it should be the most bitter of all the many managerial rivalries on Planet Football. In terms of image (Armani overcoat, 5 o’clock shadow, endless posturing), background (born to a bourgeois family whose fortunes dipped after the demise of the Salazar dictatorship in Portugal in the 1970s) and, above all, football ethos (if you want entertainment, go to the circus), Mourinho seems to stand for just about everything Ferguson holds abhorrent.

But they were at it again at their respective press conferences in Milan yesterday, the grizzled Scottish empire-builder and the suave Portuguese itinerant exchanging compliments, rather than the barbs both have been known to aim at a common adversary, Arsène Wenger.

When they come together on the touchline at the San Siro this evening, the Champions League theme blaring around them, it will be their first such meeting since Mourinho left Chelsea in September 2007. There have been encounters at Uefa coaching forums and the like and, most recently, when Mourinho went on a scouting mission to watch United defeat Chelsea 3-0 at

Old Trafford, but United’s visit to Inter Milan sees the renewal of that strange competitive rivalry — the one in which Mourinho always shows deference, addressing the elder statesman as “Boss”, before sending out his team to nullify and ultimately overpower United, as he will hope that his Inter team can do today.

It has been a long time since Ferguson has endured the kind of evening that Mourinho hopes to have in store for him today. United have not tasted defeat in 19 Champions League matches since their previous visit to the San Siro, for the chastening 3-0 loss to AC Milan in the semi-final, second leg in May 2007. That was a night that Ferguson continues to look back on ruefully, bemoaning the fatigue that had swept his squad and the injuries to Rio Ferdinand, Gary Neville and Patrice Evra that forced him to rush back a half-fit Nemanja Vidic into a makeshift defence. With Neville, Vidic, Wes Brown and Rafael Da Silva missing this time and with concerns over Jonny Evans and John O’Shea, it is not only the surroundings that might have given some of Ferguson’s players an unwelcome sense of déjà vu as they trained at the stadium last night.

As well as the lack of maturity shown in a self-indulgent display on that occasion by Cristiano Ronaldo, which the United manager quite surprisingly brought up at last night’s press conference, Ferguson often recalls how his makeshift team were blown away that night, above all by the flair of Andrea Pirlo, Clarence Seedorf and Kaká. Inter do not have such artists at their disposal — and it is tempting to wonder whether Mourinho, if he had inherited them, might have driven them away by now — but they do have Zlatan Ibrahimovic, an enigma of a forward, whom Ferguson picked out as “without question, their star player”.

Even more talented and even more languid than Dimitar Berbatov, Ibrahimovic has never quite lived up to his hype in the Champions League — particularly against English opponents, having played poorly in matches against Liverpool, in 2005 and 2008, and Arsenal — or, save for a spectacular back-heel equaliser against Italy for Sweden in Euro 2004, on the international stage, but, increasingly, the penny has dropped.

“I have watched him for many years and, now that he has developed and he’s at an age [27] where you expect a bit of maturity, he’s getting all the praise he deserves,” Ferguson said. That praise has included Mourinho calling him the best player in the world — comparable to Ronaldo, his Portuguese compatriot.

With Ronaldo having been frustrated by his struggle to reproduce the form of the previous two stellar campaigns, it seemed telling that he was given a public reminder yesterday by Ferguson of what is expected of him.

It will not be easy this evening; experience tells United, but above all Ronaldo, that playing against a Mourinho team is rarely fruitful and less often enjoyable.

His teams’ styles are not everyone’s idea of a sporting idyll, least of all Ferguson’s, but, whatever the outcome in this collision of cultures, expect the victor to be toasted with a bottle of fine wine, because, if there is one thing Mourinho has learnt over the past five years, it is that only the best bottle is good enough for the Boss.


The battle of the season i’d say. these are among the three of my favourite club managers. Mourinho vs Ferguson. They have the right character to lead a team. Best strategist. An excellent motivator.

But for tonight’s game, i wish Manchester United triumph. I have been a big fan of this club since i was a kid. 1992. Eric  Cantona. Then i’ve seen Giggs, Scholes, Neville, and O’Shea, Brown grew with me. It was Ferguson back then. And today, he is still there.

Owh i did mention “three of my best club managers”. These are those three guys:

Sir Alex Ferguson – his discipline is what i like most. none dares to go against him. he’s da boss. and if they do, they won’t be long there. his ability to control his enormous group of great talents makes him the finest of them. and this guy knows very well how to pick his scouts. they’ve scouted talented players from all over the world. and these yound players have been a great foundation for the future Manchester United.

Jose Mourinho – what i like this guy most is his words. arrogant and bold. yet he knows every word he says. he meant every words. master at giving psychological pressure to his opponents. i have followed him since he started with Porto. great excellent character.

Arsene Wenger – apart from those two, he had a hard time to get as much trophy. i like him because he dares to bring up those young new players to play against the big boys. and those players did well. and not only they did well, their gameplay was awesome sometimes. but experience is one big factor especially in crucial games during crucial times. yet these boys excels.. one day they will be a great team. just hoping that Manchester United will be greater.. =p

There are others. but these are my top three. why i mention “club managers” and not “managers”? i do not want to include those national team coaches. it’s a different way of doing things. Scolari did well with Brazil and Portugal but not that well with Chelsea. National team is a different style altogether. Anyway, these are my preferred three club managers..

article from TimesOnline

Two escape Greek prison by helicopter

ATHENS, Greece (CNN) — A manhunt was under way Sunday for two inmates who escaped a maximum-security prison when a helicopter plucked them from the roof, Greek officials said.

The escape played out like a Hollywood action film and was the second such flight to freedom by one of the men.

It began at about 3:30 p.m. when two men hijacked a helicopter from Athens International Airport, ordering the pilot to fly to Korydallos Prison, located in a suburb of Athens, Greek state media reported.

The helicopter hovered over the roof of a prison compound where inmates Nikos Paleokostas, 42, and Alket Riza, 34, were located, and rope ladders were unfurled. The prisoners climbed into the helicopter and escaped, Greece‘s Justice Ministry said.

Prison guards shot at the helicopter during the escape, witnesses told local media.

No injuries were reported.

The pilot was found gagged near the helicopter north of Athens, a state-run media report said.

The inmates and the unidentified accomplices had not been located, Greek authorities said.

“I will not tolerate this embarrassment and all necessary measures will be taken, no matter how stringent they may be,” Justice Minister Nikos Dendias told CNN.

The prison break by helicopter is the second for Paleokostas, who was convicted for abducting a businessman and escaped the prison the first time in June 2006. He was recaptured several months later.

yeah this is micheal scoffield! Prison Break Season 5 in Greece.

Rare Comet Close-Up Coming to a Sky Near You

 

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NASA’s Swift Gamma-Ray Explorer satellite took this shot of Comet Lulin on Jan. 28, and regular folks may be able to catch their own glimpse with binoculars in a few days.

The image was taken as the comet was passing through the constellation Libra, 100 million miles from Earth and 115 million miles from the sun. It combines data from Swift’s optical and ultraviolet telescope (the blue colors) and its X-ray telescope (red). The star-field background comes from a Digital Sky Survey image.

Lulin’s tail — grit and grains from the comet’s rock-and-ice surface pushed off into space by solar radiation — extends to the right. Lulin is shedding 800 gallons of water every second, according to NASA astronomers. That’s enough to fill an Olympic-size swimming pool in less than 15 minutes.

Solar radiation also breaks comet water down into hydroxyl particles, composed of one oxygen and one hydrogen atom. Swift determined that the hydroxyl cloud around Lulin is about 250,000 miles wide, slightly greater than the distance from the Earth to the moon.

Lulin, discovered in July 2007, is now visible to the naked eye in dark, rural skies. But the view will get better: On the night of Feb. 23, Lulin will pass within 38 million miles of Earth, appearing about 2 degrees south-southwest of Saturn in the night sky. Stargazers with binoculars should get a good look. By mid-March, Lulin will have zoomed off into deep space and out of sight.

 

hm.. will i be able to see this? hope so. that’ll be beautiful..

thanx WIRED for the info..

Varian’s Proton Therapy System, A Cancer Zipping Cyclotron

 

Ernest Lawrence, a Berkeley inventor of the cyclotron, would love to hear this story. His invention has not only enriched uranium for The Bomb, but will now be used for clinical applications.

Varian Medical Systems out of Palo Alto, California just received the European CE Mark of approval for the company’s Proton Therapy System. Maybe the largest and most expensive medical device, the 250 mega-electron volt proton accelerator requires its own building. The advantage, of course, is the ability to precisely target tumors, as protons have a much shorter and predictable range of energy delivery than photons.

From Varian, here are the components you’ll be getting in the package:

Proton accelerator: 250 MeV Superconducting CyclotronThe latest 250 MeV (Mega-electron-Volt) Superconducting Cyclotron is a key component of Varian proton therapy delivery. Stable beam current and beam intensity modulation allow precision spot scanning and three-dimensional proton dose distribution for unprecedented precision.

Improved manufacturing techniques mean that the lightweight, compact size helps reduce the total cost of ownership. In addition, superconducting magnet coils result in high extraction efficiency, low energy consumption, excellent reliability, and an overall reduction in operating costs and maintenance.

Unlike some other accelerators, the superconducting cyclotron, behaves in a very linear and predictable manner. This allows for complete automation and eliminates the need for routine operators.

 

protontop2.jpg Beam transport system

The proton accelerator is connected to one or multiple treatment rooms by the beam transport system (BTS). The BTS is segmented so that additional treatment rooms can be added to the system later, providing scalability to treat more patients as the clinic grows.

A key element of the BTS is the energy selection system (ESS). The ESS transforms the energy of the beam that the cyclotron produces from 250 MeV particles to the desired treatment energy between 250 MeV and 70 MeV. This translates to a possible range of range of 36.5–4.0 cm in water. Range shifters directly in front of the patient can be used to reduce the range to under 4.0 cm.

The ESS is used to set and verify the beam energy and spread to guarantee optimal treatment precision. The ESS is located close to the particle accelerator and outside the treatment rooms. This eliminates neutron production in the treatment room.

The BTS consists of a beam tube under vacuum and with a variety of magnets. Quadruple magnets are used to focus the proton beam and dipole magnets are used to deflect the beam to the selected treatment room. The magnets of the BTS system are tuned automatically by the control system to accommodate the selected treatment room, energy, and size of the beam.

 

Treatment Rooms

Varian’s proton therapy delivery system is modular and the number of treatment rooms scalable. It is possible to start with a single-room system that can be expanded to a multi-room facility later. Two types of treatment rooms are available, which can be combined in any desired ratio to match patient demand.

Gantry beam rooms are similar to the Varian® Clinac® and Trilogy™ gantries in which the beam can be fully rotated around the isocenter point. The proton gantry in combination with the treatment table offers the flexibility to select any desired beam angle for optimal beam delivery.

Fixed beam rooms offer a horizontal beam that can be optimized for eye, head, and neck treatments or be combined with a versatile treatment table for a variety of dedicated treatments.


protontop3.jpg Gantry

A gantry is a steel structure that houses the final section of the BTS and the delivery “nozzle.” The gantry rotates around the patient, delivering the beam at the desired angle. The combination of a gantry and treatment table offers the flexibility to treat patients from all angles. The unique mechanical design of the Varian gantry—two large roller bearings for support, balanced with counterweights—provides exceptional mechanical rigidity. The operator can select an angular position with a precision of ± 0.1°.

The Varian proton gantry can be equipped with one of two types of beam delivery systems, also called “nozzles.” The nozzle is equipped with motion sensors to help ensure patient safety. Alerts sound if these sensors detect if the gantry nozzle and patient come too close and the motion of the gantry and the table is slowed down. Additional contact sensors are hard-wired to emergency brakes.

 Standard table

The treatment table support is located in front of the gantry as an integral part of the gantry enclosure. The treatment table, nozzle contour, and diagnostic equipment positioned close to the patient are optimized to achieve a 4-π treatment-angle range as far as possible. All patient tables are equipped with six numerically controlled axes, and bending due to patient weight will be automatically detected and corrected.

 

 

 

 

i read through this couple of times. pretty interesting. hope our hospitals would have this as well. with this development seems like cancer can now be cured. tumors can go away.. im not a medic guy. dont know much on these, only that cancer kills.i like the invention part here..

article from  MedGadget

“God of War III” – Myth Becomes Reality This Year

God of War III — the last installment of the multi-million unit franchise exclusively on the Playstation 3 — is coming ever-closer to its epic release in the latter-half of 2009. The game’s depth of scale that is four times larger than its predecessor on the Playstation 2, God of War II. Developed by Sony Computer Entertainment’s, Santa Monica Studios, God of War III will bring epic battles to life with stunning graphics and an elaborate plot that puts Kratos at the center of the carnage and destruction as he seeks revenge against the Gods who have betrayed him.

“We have large shoes to fill following the success of the previously released God of War titles,” said Stig Asmussen, Game Director for God of War III. “But with refined gameplay and jaw-dropping visuals, I guarantee that God of War will give fans what they have been eagerly waiting for, and much more.”

Set in the realm of Greek mythology, God of War III is a single-player game that allows players to take on the climatic role of the ex-Spartan warrior, Kratos, as he treads through the intimidating heights of Mt. Olympus and the dark depths of Hell once more to seek revenge on those who have betrayed him. Armed with double-chained blades, Kratos must take on mythology’s darkest creatures while solving intricate puzzles throughout his merciless quest to destroy Olympus. 

Utilizing a new game engine built from the ground up and state-of-the-art visual technologies, the development team behind God of War III have made significant strides in giving players the realistic feel of actually being on the battlegrounds. With texture resolutions being quadrupled since God of War II,God of War III will feature fluid, life-like characters, as well as dynamic lighting effects, a robust weapon system, and world-changing scenarios that will truly bring unmistakable realism to Kratos’ fateful quest. Players will have a chance to join battles on a grand scale with many more enemies on-screen and be able to interact with levels like never before.

 

Key Features

  • God of War III is the epic conclusion to the Greek mythological trilogy which will complete Kratos’ story that began in the original title for the PlayStation®2.
  • True to the series roots, the four pillars of gameplay – brutal combat, intricate puzzles, exploration of awe-inspiring worlds, and a compelling story – all return to make God of War III the ultimate experience. 
  • God of War III picks up exactly where the action of God of War II left off – Kratos must take his quest for vengeance to the very stronghold of the Zeus. As the Army of Olympus surges out to meet him in battle and the chaos of the Great War is reignited, Kratos must scale the summit of Mount Olympus on the back of the mighty Titan Gaia, leading his new colossal allies in an all out assault on the Olympians. 
  • The menacing creatures of Greek mythology in God of War III are not only targets of Kratos’ brutal destruction, but can now be manipulated against their will, as he uses them to cross chasms, inflict blind rage against enemies, reveal puzzles and secrets, and as tools of complete annihilation as he makes his way on a quest fueled by hate and vengeance. 
  • As Kratos continues on his path of revenge, he will uncover new deadly weapons like the Cestus, powerful metal gauntlets with devastating strength, and other brutal instruments of war that will allow him to learn ruthless new techniques such as grappling with enemies and launching explosive wall to ground attacks. 
  • Built from the ground up, the brand new engine that powers God of War III was designed for one main purpose – to achieve a level of scale never thought possible. Kratos can now carve through armies of enemies while navigating on the back of a ‘living level’ – a massive, moving, breathing Titan as tall as the Empire State building. 
  • The PS3 capabilities have allowed the developers to bring the world of God of War to life like never before. Battling in detailed and unique 3D worlds lit by hundreds of dynamic lights and featuring textures with quadruple the resolution, Kratos and his enemies now feature realistic muscle striations, detailed facial expressions, and new heightened levels of brutality and gore.

God of War III is rated “M for Mature” by the ESRB.

 

much awaited game for my Playstation 3. will i buy this? we’ll see..

article from NEWS10

Keep Your Phone Away From Your Groin For Better Battery Life

Woman and guys with belt-holsters had it right—it’s better to keep your phone away from your body.

The NYT quotes the editor of Battery University as saying cellphone batteries last longer if they’re kept cooler. Cooler, as in not at your body temperature. So, if you’re really running low on juice during the day, get a holster or a purse. Plus, you should probably keep your junk cool and away from your cellphone if you ever want to have kids either. It’s win/win.

There are other tips such as shoving a wet phone in rice, putting a car alarm fob up to your chin and freezing a broken hard drive we’ve seen before, but head on over if you need a refresher.

 

not sure if i can agree with this.. how much longer will it go? wouldn’t do it for just a couple of hours then.. this enhances the chance of the phone being stolen.. but anyhow this is a good suggestion. the idea is there.

Another great post from Gizmodo

2008 Award

* Best Day Award- Friday
* Best Memory Award – me and her through out the year
* Best Friend Award – all
* New Friend Award – astro pars engineers
* Best Enemy Award – all involved in invading iraq and palestine
* Song of The Year – Aku Bukan Untukmu by zaf n lah
* Movie of the year – Australia
* Male Singer of the year – Jason Mraz
* Female singer of the year – err…
* Duo/Band of the year – Jason Mraz n Colbie Callait
* Actor(s) of the year – Politicians
* Actress of the year – Nicole Kidman, Eja
* TV program of the year – Drew Carey Show, Prison Break
* DJ of the year – Fafau
* TV host of the year – Drew Carey and Aznil Hj Nawawi
* Scandal of the year – Abby –> Norman <– Memey
* Best Hang Out Spot – Asia Cafe SS15
* Best Cinema – TGV Pyramid
* Best Eating Place – Kerang goreng Sek6
* Best Bowling Spot – Mines
* Best Bookshop – Pay Less Bookstore Amcorp
* Best Shopping Spot – Lowyat Plaza, Digital Mall, Summit
* Best Karaoke Spot – err..
* Mostly Done Activity- Surfing
* Best Website – http://www.google.com

this is kind of late.. but never mind. post this anyways..

Control-A-Cat Remote Only Makes Cats More Frustrating

By Wilson Rothman, 8:00 PM on Wed Feb 18 2009, 10,716 views Dear Manufacturer: As the owner of two dumb felines, I was pleased when you introduced the 21-button Control-A-Cat remote with “meow” and “catch mice” functionality. But certain buttons on my unit don’t seem to work. For instance, no matter how hard I push “use litter tray,” Wynona still prefers to use the linoleum floor just in front of the litter tray. Is this a calibration issue? And when I aim the thing straight at Wade and press “Get Off—Shelf,” he just looks at me. And that’s the other problem: Even when I’m not pressing certain buttons such as “Remain Aloof” “Cat Nap” and “Eject Fur Ball,” the cats seem to be performing those tasks anyway. It’s as if they have minds of their own! Maybe there’s a good reason you don’t print a toll-free tech support number on the package.

Sincerely,

Wilson, Frustrated Cat Owner

haha this is funny.. “powered b positive thinking”

got this from another great post at Gizmodo.

How does glow-in-the-dark stuff work?

You see glow-in-the-dark stuff in all kinds of places, but it is most common in toys. My son, for example, has a glow-in-the-dark yo-yo, a glow-in-the-dark ball, a glow-in-the-dark mobile and even (if you can believe it) a pair of glow-in-the-dark pajamas! They make him easy to find at night! If you have ever seen any of these products, you know that they all have to be “charged”. You hold them up to a light, and then take them to a dark place. In the dark they will glow for 10 minutes. Some of the newer glow-in-the-dark stuff will glow for several hours. Usually it is a soft green light, and it is not very bright. You need to be in nearly complete darkness to notice it. All glow-in-the-dark products contain phosphors. A phosphor is a substance that radiates visible light after being energized. The two places where we most commonly see phosphors are in a TV screen or computer monitor and in fluorescent lights. In a TV screen, an electron beam strikes the phosphor to energize it (see How Television Works for details). In a fluorescent light, ultraviolet light energizes the phosphor. In both cases, what we see is visible light. A color TV screen actually contains thousands of tiny phosphor picture elements that emit three different colors (red, green and blue). In the case of a fluorescent light, there is normally a mixture of phosphors that together create light that looks white to us. Chemists have created thousands of chemical substances that behave like a phosphor. Phosphors have three characteristics: * The type of energy they require to be energized * The color of the visible light that they produce * The length of time that they glow after being energized (known as the persistence of the phosphor) To make a glow-in-the-dark toy, what you want is a phosphor that is energized by normal light and that has a very long persistence. Two phosphors that have these properties are Zinc Sulfide and Strontium Aluminate. Strontium Aluminate is newer — it’s what you see in the “super” glow-in-the-dark toys. It has a much longer persistence than Zinc Sulfide does. The phosphor is mixed into a plastic and molded to make most glow-in-the-dark stuff. Occasionally you will see something glowing but it does not need charging. The most common place is on the hands of expensive watches. In these products, the phosphor is mixed with a radioactive element, and the radioactive emissions (see How Nuclear Radiation Works) energize the phosphor continuously. In the past, the radioactive element was radium, which has a half-life of 1600 years. Today, most glowing watches use a radioactive isotope of hydrogen called tritium (which has a half-life of 12 years) or promethium, a man-made radioactive element with a half-life of around three years.

“How does glow-in-the-dark stuff work?.” 25 May 2000.  HowStuffWorks.com. <http://science.howstuffworks.com/question388.htm&gt;  18 February 2009.


our auditorium is most of the time dark. we intend to put something to light up the stairs to avoid tripping incidents. one of the idea is to put up this glow-in-the-dark (gid) stuff. my boss suggested to put a reflector. but reflectors needed constant light source. without any means reflector is useless (my assumptions based on few readings on sites). while this gid will light up for sometime depending on the persistence. however i do not know much about the reflector. i am still open for any suggestions. as of now im still looking for this.

Command & Conquer: Red Alert 3 Strategies

ALLIES

Allies vs Empire

The Allies are a well balanced force in Red Alert 3. A strength of the Allied forces is clearly their air superiority. One strategy is that of the Vindicator rush. With the ability to build these aircraft very early in the game, rushing to build an airfield as soon as possible and blitzkrieg-ing your enemies is a sure recipe for a early victory. This is really a when facing the empire as their early anti air defenses are weak at best. This strategy is not as useful against the soviets. This make sure you don’t fully neglect land defenses because you never want to leave your base fully undefended. Also make sure your opponent hasn’t snuck a nano-core to the sea where he/she starts building a secret navy base that will grow and challenge and haunt you in the future.

One more thing to be aware of is that the Empire will attack your Prospectors with the Jet Tengu and its transforming features.

Allies vs Soviets

The Soviet advantage lies with their early vehicles, the Terror Drone and the Sickle. The Terror Drone has the ability to cripple your economy for a measly 500 credits, by disabling or destroying your Prospectors. The key to countering this is walling in the path between your refineries and their respective ore nodes. Sickles can be devastating to your infantry. machine guns and the Flea Jump. If you are intending to use infantry, never bunch them up and use the Scatter (X) key when necessary.

It must be noted that air sorties with Vindicators are not an efficient way to deal early-game strikes against a Soviet opponent due to the early availability of Flak Troopers and Bullfrogs.

One strategy that is effective is to produce 2 multi-gunners and put an engineer into each of them. These vehicles then become “mobile repair units”. Always produce at least 2, not just one, as they can then repair each other. 5 Guardian Tanks, 2 Engineers-Multi-Gunners, 3 Rocket Troops into a Multi-Gunner. This group of 10 can be used to rush an enemy base. The Guardian Tanks will form up front, and take the hits while the repair carts will keep repairing them. (Similar to the Starcraft Terran strategy of Marines+Medics)

There are many things to be aware of when fighting the soviets kirovs, Natasha, V4, MiGs, magnetic satellites and the worst part the huge numbers of Apocalypse tanks.

Allies vs Both

The Chronosphere can be used as a directly offensive weapon – you can use it to destroy enemy land units by teleporting them into the water, or naval units by teleporting them onto land. Amphibious can be destroyed by teleporting them into buildings.

A highly efficient way to apply pressure on an opponent early in the game is to load a Riptide ACV with 5 Javelin Troopers, or two such Riptides if your economy allows it. The Riptide can handle a few Infantry, while the Javelins can take out buildings and vehicles (remember to watch out for Sickles if facing a Soviet enemy!). Focus on production structures and Ore Refineries. Coupled with 2 or more Multigunner IFVs (possibly with Peacekeepers inside), this force may be enough to cripple the opponent for the remainder of the game. Don’t forget to replenish your forces, as necessary.

If the initial strike fails, assess the impact of your attack. If your opponent will take some time to recover, try again. Otherwise, quickly reach Heightened Clearance and use Guardian Tanks in combination with a similar force mentioned above.

As mentioned before, the Allies possess a well balanced force with some exceptional examples. The Peacekeeper is arguably the best “grunt” unit of the three factions, the Hydrofoil is undeniably the best ground-to-air unit, with the added bonus of the weapon jammer. The Mirage Tank, though the weakest Tier 3 tank in the game, is the cheapest, and the easiest to conceal.

Top Secret Protocols

The surgical strike works great on units, but poorly on structures. If the computer repairs its’ structures, or against a human opponent, don’t waste the surgical strike on a building unless it’s already hanging by a thread. It is much more useful taking out an anti-air structure or heavy tank.

The time bomb cannot be placed directly on top of a structure or unit, unlike air strikes or satellite blasts. It is a chronosphere-transported unit itself, and must be placed in the space between buildings and units. It is also vulnerable to being targeted and destroyed by enemy units, so beware of placing it beside an offensive force run by the computer. A human opponent may not react in time to attack with their units, but the computer is pretty good about it.

The Chrono Chasm is both an offensive and defensive power. On one hand, it can be used to stall an attacking force if timed and placed correctly (though, the Cryoshot is more effective for this as you can destroy the frozen units easily). It can also be used to disable your own structures in the most dire emergencies. On the other hand, it can be used to stop the countdown on enemy superweapons, disable closely grouped power plants or a Super Reactor, or to phase out any defensive structures preventing you from disrupting your opponents economy.

SOVIETS

Soviets vs Empire

An extremely effective way of going against the Empire is to use your airforce or an Apocalypse tank rush, using the air force for an early attack. First set up base defences to prevent a navy attack from the rising sun. Build some akulas supported by stingrays an make them patrol the area of the sea. Then make about twenty twinblades. Twinblades are very effective at hit and run. As they shoot rockets first. Don’t forget to escort them with mig-fighters as jet tengus may be around. do hit and run from the twinblades and destroy their base. If you want put some infantry in the twinblades.

If you plan to do a late attack an apocalypse rush would be extremely effective. If the opponent has strong defences , make a few V4 rocket launchers. then after destroying the defences destroy their base. Once again don’t forget to escort them with mig-fighters as the chopper vx is very effective in numbers to destroy tanks. You can build an Iron curtain and a Vacuum Imploder to aid you.

If the empire employed more nanocores use magnetic satellite on their conyard to suck up as many nanocores as you can.

Soviets vs Allies

One strategy is to overwhelm with Conscripts. Conscripts are dirt cheap ($100) and so you can produce a lot of them. For example, $4000 might only product 2~3 tanks but will produce 40 Conscripts. Put as many as you can into as many buildings as you can. If most of the enemy’s attacking units are dead and mostly buildings are left, switch the Conscripts to the Molotov Cocktails and have them tear up a base. This wo’n be so effectiive much later as they would build good defences.

You can even make a few dreadnoughts supported by akula submarines as the allied navy is good for nothing and pathetic. But watch out for attacks from the sky as the allied airforce is the best of quality. So escort them with at least six mig-fighters. Then destroy their base. If you have an Iron curtain, use it on your dreadnoughts. If you do this use the dreadnought’s special ability as no damage would be taken.

Soviets vs Both

Soviet build orders for different strategies tend to fall into two categories: Crane build orders and non-Crane build orders. Crane build orders are best on large maps where you have more time before your opponent attacks you; they start off by building a Crusher Crane, then building up your base fairly normally. The downside the Crane build order is that you are extremely vulnerable due to both spending money on a crane and spending money twice as quickly as you normally would on buildings, leaving you with less credits to build units for your defence. The upside is that, in the long run, you will likely expand and tech faster than your opponent.

Non-crane build orders are less risky, and generally start off with a barracks for scouting bears and engineers, then a power plant, refinery or refineries, and a war factory, although for an air/engie rush the war factory is instead replaced with a super reactor, then an airfield to build twinblades. War factory build orders are less risky and more versatile than airfield build orders, as you can build units faster as well as rush your opponent with terror drones and sickles faster.

A common multiplayer strategy is to attempt to sneak Terror Drones behind the opponent’s base and infect their ore collectors. In the case of Imperial ore collectors which are armed, two drones can be used – one to lock down the collector with its special ability while the other infects it. Players often attempt to counter this by walling in the short path between the refinery and the ore mine – either with a wall structure or by using other buildings.

If fighting a Soviet foe be careful of the following things: Magnetic Satellites, Apocalypse Tanks, Natasha, Twinblades and Kirovs.

Top Secret Protocols

  • Magnetic Satellite: upgrades in this order: Magnetic Satellite, Super MS, Ultra MS- a magnetic satellite that sucks up any enemy vehicles in the area. The area gets progressively larger and longer lasting as you upgrade the satellite. Useful for clearing choke points of enemy vehicles and preventing nanocores from exiting a conyard.
  • Orbital Dump: sends a bunch of space junk crashing down to Earth. does little damage. useful against small groups of enemy infantry. Orbital Dump returns 1 or 2 vehicles you caught in a Magnetic Satellite attack.
  • Orbital Drop: sends a satellite crashing down to the Earth along with any vehicles caught from the Magnetic Satellite. More powerful than Orbital Dump.
  • Orbital Downpour: sends an entire space station crashing down onto the Earth along with any vehicles caught with the Magnetic Satellite. Capable of destroying enemy forces and some structures.

EMPIRE

The Empire of the Rising Sun has some of the most flexible units and strategies in the game, able to counteract many of the tactics that opponents will throw at them. Though their early and mid game units costs more than their counterparts, they aren’t all that durable. The Empire makes up for this through their superior ability to expand, their transforming units, and their superior navy.

General Strategies

  • Superior Scouting. The Burst Drone can scout much more effectively than the Soviet War Bear and the Allied Attack Dog, as they hover over the battlefield. The Soviets build their structures on the field, so you will have a general idea on what kind of units they are planning to produce.
  • Counter. Plan a strategy early on, but keep your forces flexible enough to incorporate any changes. If you want to take to the seas with Tsunami Tanks, back them up with sufficient anti-air and anti-infantry, a great choice would be the Mecha/Jet Tengu.
  • Expand early. One of the main strengths of the Empire is its Nano Core technology. You can send a Refinery Core to further expansions while you keep the enemy pressured with your forces.
  • Mix it up! Imperial units have a relatively high cost because of their flexibility. If you spam Mecha/Jet Tengus, the opponent will simply counter with their tanks such as Hammer Tanks and Bullfrogs. But if you mix it up with Tankbusters and Imperial Warriors, you’re more capable in dealing with threats from the air and the ground, including both infantry and armor.

Soviets

The Soviet War Machine has access to the toughest vehicles and aircraft in the game, and the best way to succeed against the Soviets is to exploit the weaknesses of their units. Going head to head is not advised, but rather employ a series of assaults that will wither down the opponent. Use your flexibility to attack the Soviets from all sides. Tankbusters are a favorite unit against the Soviets, while Imperial Warriors are vastly superior when facing Conscripts. Always keep a safe amount of credits to counter the Soviet strategy. Picture your forces as glass cannons; it is definitely not wise to battle with attrition against the Soviets.

  • Soviet units are restricted mainly by mobility. Attack from the seas or the air, as their units aren’t as flexible.
  • Don’t be afraid to engage a battle if you have to – as long as the cost to their economy outweighs yours, that’s an advantage you can afford.
  • Soviets have no way of repairing their vehicles without Crusher Cranes, so guerilla tactics against their armor early to mid game is important.

Allies

The Allied forces have arguably the best airforce and the most versatile units in the game, and the best way to succeed against the Allies is to keep them pressured and guessing. Always start off by producing Mecha/Jet Tengu to keep the Allied air at bay, as it is a favorite strategy against the Empire. Always look out for the special abilities of Allied units, as they have the most devastating.

  • The Imperial navy is vastly superior to the Allied fleet, take to the seas whenever possible, but remember to back your forces up with anti-air.
  • The Empire does not need a Construction Yard to churn out higher tier units unlike the Allies. Don’t hesitate to move your MCV if your base or your Nano Cores can be threatened.
  • The Allies tech up slower than the Empire. Utilize this by forcing them to produce lower tier units by either rushing or harassing their economy or base.
  • The Allied navy is considered much weaker when going head to head with the Empire. They will rely primarily on their air force for support. Mecha/Jet Tengus and Sea/Sky Wings are valuable in assisting your superior naval forces.

Empire

The victor of a mirror is determined primarily on who does the basic strategies better. Keeping map control is the most effective way in dealing against other Empire opponents. Don’t be afraid to allow them to expand, if you’re focusing on teching, or vice versa. Throw everything you have at your advantage, while exploiting their disadvantages.

  • Map control is invaluable. Keep the opponent guessing on what you’re planning.
  • Utilize your flexibility above your opponent. If they’re taking advantage of their expansions, don’t be afraid to put stress on their main base. As long as you have the pressure on them, you’re guaranteed to win.
  • Victory by speed. Don’t hesitate in your actions. If you’re going to send in forces, make sure you’ve prepared beforehand to take out their Burst Drones, or have the appropriate units to follow up.

Advanced Tactics

  • Empire units tend to get promoted to General status faster than Allied and Soviet units. Use this to your advantage, as well as a reminder to do your best in keeping your forces alive. General units often decide the outcome of a battle, so don’t be afraid to harass the enemy and retreat, keeping them in their spot as well as taking out one or two with your fast, flexible units.
  • Emphasize your superior expansion abilities. Allies and Soviets tend to send Bears and Dogs to neutral structures to prevent your engineers from capturing them. Don’t be afraid to send Dojo Cores early on (even before your first Refinery Cores), and garrison the nearby structures. Send out Defender VXs to cover your opponents base expansions if you can afford to. Spread your structures out, but make sure you’re able to defend them, as it will take a longer time if you’re being stressed from an attacking force.
  • Yuriko Omega is undoubtedly one of the best units in the game, and her advantages over the Allied and Soviet commandos make her one of the favorite units. She can take out aircraft unlike Tanya or Natasha, and with decent micro, an Empire player can juggle between 4 to 6 Apocalypse Tanks in the air, effectively taking them out of the battle.

ive just got my hands on this game. although the graphics are not as good as i expected but seems like a good game to play with. so here’s some basic strategy to help a noob like me to get started. i got this from this site.. navigate through from the main page here:

C&C: RED ALERT 3 Strategy at Wiki