A Path beyond 2020: www.redalert.one

Yoyo folks. Since most of you guys and girls know: Our old website ra1-guides.com had some struggles in the last weeks and went offline. ...


[GR] Great Recruits


Official name: GREAT RECRUITS

Office tag:[GR]

Founded: MARCH 14, 2017 

Countries of origin: PERU 
favorite maps: GTK, GOLD OPEN, P4, RASTA, LIQUID GOLD......
Entry requirement

¨ They have to be loyal to the clan, treat others well and have a passion for being better
HISTORY: [GR] started in early 2015, it is a clan only for people with good tank and construction skills. Great recruits are not just a clan, we are a brotherhood and we have to respect all the members. The Great Recruits is a clan with many players and the best players. We form a user on many maps such as P4, tape, Rasta, GTK and other maps. Any person in our clan who needs help at any time when he needs help whenever he is, he is our brother always. GR help! Being in [GR] is a great pride and we love GR.
   [GR]-DoLChE: Youtube channel


WELCOME new Commander-contributors....

... RA never stops. So, to keep things alive and new and living and moving and inspiring: new authors joined our Team ! that to say, we are happy for (not every, but) useful and engaged contributing ideas, so: googol ladies n gents. 







ESCORT - no porn, but automated building-defense

Common Escort Using:

Within the family of Hotkeys, the Escort-order is truly treated like a lost son - in milo´s and as well ehy´s guides u can only find this single same line about it: 

The function of Escorting something is easily clicked: First select 1(-n) unit(s), then press both Ctrl+Alt-buttons (you know, u did right, when your normal cursor becomes a gold-cursor), and last click on the one unit you wish to get escorted. 
The basic idea behind escorting was described in the original manual this way: 

Source: Westwood CnC Red Alert Field Manual pdf: http://www.dosspot.com/content/game_manual/53.pdf 

The manual´s example is well-known from the campaign missions: There, generally the AI´s ore trucks have been followed by some tanks or soldiers, which attacked you, when you have been in range. Besides this example, i actually never have seen anybody using escort on another sort of unit. 

Some theoretical utility in using it with tanks and soldiers themselves seems to be of no practical benefit: Imagine using escort on a tank, u only escort this one single tank, and if it gets killed, the escort order is obsolet - and he will get killed first, because he has to move ahead. So no use on a single tank - anyway: maneuvering a group of tanks means more control, than having a group of tanks passively escorting a single tank. 
Imagine using it on a single soldier, I only see a theoretical use on a scout: The scout moves along and is escorted by a second scout, following him. When now an enemy´s counter-scout is killing your first scout, maybe the escorting scout would do some revanche? Honestly, it seems to depend on the angle from which the counter-scout fires and how many shots it takes to kill your first scout - that the second scout, walking behind, even get his shot! Most of the times, the enemy scout will just kill both. 

So, there is a detailed reasoning behind the traditional guides, why not to use escort on units. However, why only try to use this order merely on units? ... hehehe:

Uncommon Using

Surprisingly, you can use the Escorting on buildings as well! Instead of clicking on one unit at last part of the ordering, just click on a building, which from now on will be "protected automatically" by your selected escorts, if an enemy comes into range. 

This is of incredible usability! Some examples:

  • P4: The enemy is tank-rushing you, goes through ya base, and has some tanks left, which he directs back your base north way. Instead of worry too much, when those tanks come back and you are focussed elsewhere, just select an amount of tanks (like 2-3 against same amount of enemy tanks) and let them auto-defend by escorting your most backbase-building. If they come back, your tanks will automatically fight and kill them - no more worries. 
  • Chinook-Counter: An enemy´s chinook filled with 5 engis turned the table of many games. Although you can try to build defense-structures all around your base, this costs time and money u can use elsewhere. A single dog as a building-escorter works even better: He has a wide range and eats 3 of 5 engis even before they are close to your building - even if the engis running from the other side towards the building, where the dog escortingly waits for his "food" hehe. 
  • Goldrush: You were slow or an enemy´s scout just faster, and broke through mid, now scouting out your base up-down or down-up. One single riffle with escort-order on your refinery will kill him as soon as the scout comes in range. Easy fix though, all automatic. 

However used, your opponent will worship your alleged attention and focus in multitasking gameplay. Besides that, to actually explain HOW this escorting works, is much more difficult then expected: 

Theory on Functionality and Range

The entity of your escorting can now be both: any unit and any building. The subject(s), who are escorting or auto-defending a building are limited. The manual says: 

"Aircraft, helicopters, and units without weapons (like Medics and Engineers) will not escort either."

Whereas it is wishful thinking, that somehow maybe engis could auto-repair your buildings (hehe), it doesn't work - but you can let Medics escort other units, and they will auto-repair them. So, the manual is obviously wrong by facts. This arouses the question: Why some kind of units can escort and others don´t. 

I found the answer with help of the production-guide-website: It shows first a list of all units with columns of attributes like: weaponry, armor, costs, health points .... and shot range. Note, that all units, who have actually NO shot range, have no escort-function also: Engineer, Spy, Thief, Minelayer, MobileGapGenerator, RadarJammer, Ore truck and MCV. 
This seems not to be the reason, why any air unit has no escort function either! Because they all have a shot range, but no escorting. Take now a look into the 5th column Vis. It stands for: Visibility (sighting range) in cells. All air units have no visibility-range. Example: Place a hell or chinook very next to the dark shroud, it will NOT reveal it more! This is meant with visibility here. 

This brings another question into mind: How does the escorting work, and what has the range, or which one of the ranges, to do with it? 

Special thanks to Sergey for testing it with me: I placed a dog next to a building and let Sergey attack it with an engineer. Without escort-modus, simply standing next to the building, the dog attacked late ( by his shot-/attack-range 2,2). With escort-modus on the building, standing one the very same place, the dog attacked now with the vis-range of 5 - meaning much sooner. 

First. This test gives us the main reason, why air units have no escort-option: because they have no visibility range, which is used in escort-mode. Besides that, other units like engis or minelayers or thieves have no escort-option, because they simply have no attack, thus no attack-range. Funnily, the Medic has an attack, in a paradox way: he repairs in a certain range, thus has an attack-range (repair-range). And therefore the manual guessed wrong. 

Second. Finally, the question of most interest may be the usability of different units compared in their escort-range. One can note in general, that almost all units have wider escort-range than without escort-modus activated (simple shot range). So escorting is useful compared to not use it. Dog gets better from 2,2 to 5 range, riffles from 3 to 4, medium and heavy tanks from 4,75 to 5. Compared to the production-website, only rockets 7,5 to 5 and the cruiser 22 to 7 get a more limited range in escort-mode - so don't use them this way. 


Test, experimentate and share your results and comments below. 

On Q

0. DisQlaimer 

Overobviously, I haven't invented Q in the first place, nor do i claim to have re-invented it in a whatever new way, or even nor do I insist being a super-badass Q-er. This article only aims to be summarizing and illustrative. Thus, I deeply know and appreciate very much the work of former guidances - tho they are obviously included implicite, my outlining may differ in some points. For the sake of not writing academically here, i don't quote any tiny difference and mark it explicitly. Because of respect and honoring, the traditional milo-ehy-guide is quoted in-total at the very end of this article. Critics may compare both, if they like to. 

Because of two reason i am writing this: First is to (hopefully) help upcoming players to improve faster and get complex information altogether. Second to get stuff in system in my own mind - some people need to write the shit down in an organized manner to get it internally :).

"Q more!" is a phrase i heard a lot when ´ve started this game. However, many players may say that phrase to ya, if you ask more specific, it is actually hard to get more information on it. This article is an attempt to find words and ways of explaining it to myself and others - to improve together. 

1. BasiQs

The Hotkey Q has only one function, but two purposes! The function is to memorize move-click(s) and to follow the point(s) you clicked. You can call those points: q-points, waypoints or q-waypoints - doesn't matter. The essential function is only this: to memory waypoints. 

The 2 purposes are: 1. to move along the memorized waypoint(s), and 2. to fire same time while moving along those points. 

The first purpose is mainly (but not only) used in scouting. Like examply, select a riffle and click it to scout in a first corner, then scroll to another corner while holding Q and click there again. Now the scout will first move to the 1st corner, afterwards to the memorized 2nd corner. 

The second purpose is well-known of tank-battles: basically one tries to fire on an enemy tank while keeping his own tanks moving with q-waypoints and so dodging enemy-fire and avoid the own tanks to get killed. That is the idea in general. 

The question now is HOW to click Q ?

Sounds nub-silly, but isn't: it is tricky! While all guides say "hold Q then click, but hold down Q", it is not the correct answer. Actually you can do both: Select an unit or a group and...

a) HOLD down Q and click on the 1st point, and don't release your hold-down, hold, then click 2nd point. Similar with tanking: HOLD down Q and click on enemy tank, and don't release your hold-down, hold, then click away from it to keep ya tank moving while firing.

b) Just click on the 1st point and THEN HOLD down Q and click 2nd; or in tanking: Just click on enemy tank to start firing, THEN HOLD down Q and click a point away to keep ya tank moving. 

The difference is the time to click and hold Q: from the first click-point/attack-point, or to do the first move without q-holding, and just use Q for the 2nd/3rd waypoints. It is delicate and I would like a broader readership to comment on it, what they use, and why. Personally, i guess the first way (holding always Q) as one main source of misclicks and misfunctionality. I had the honor to spec almost all recent goldmedal-winners, and days before they won it. And often I heard "I click Q again and again, but my tanks stuck or don't do it, or don't move so i want them to move". If I had a final proof on this, woulda say it, but haven't. However, I assume without offending anybody the first way of perma-holding as a source on mis-working.

Without willing to make it overcomplicated, this guide will from now on follow the 2nd way: click, then hold-Q. Reason? If u can do it both, why with an extra-q-hold? Keep it simply and clean. And under closer focus will only be the second purpose: Q-fighting. The first reason to scout with Q would be another article called Scouting-patterns.

 Before regarding Q-fighting, other basal attributes of Q need to be mentioned: 

Q-uantity. You can set over 10 q-points without a problem, but who does that? Nobody really. 

Re-Q. You can re-select the unit or group, and then add new q-waypoints to the already existing ones. 

De-Q. To stop the moving along q-waypoints, press S-button for stop or double-click at the ground. 

Q-ability.You cannot use any unit for every Q-purpose. Not all types of units are equally q-able. Amongst all types, there are three different groups in regard on Q:

a) Un-q-ables: Units u cannot Q in any way at all, neither firing nor moving along waypoints
    → planes, helis.

b) Half Q-ables: Units u only can keep moving along waypoints, but not firing
    → infantry, dogs, submarines, transport-boat, bmt, artillerie and v2.

c) Full Q-ables: Units u can do all you want with
    → tanks, ships, jeep-rangers

Some reasoning: Half q-able units all have in common that they either have no weapon to fire, or they have a not-flexible weapon - meaning: the unit has to turn in order to change the target, whereas tanks and rangers can move their weapon without the whole unit has to turn itself. So, such units can't continue firing while moving. And so u cannot Q ´em fully. 
Side note v2: It does not recharge, while moving lolololol. 

2. Q-uality - what is a good Q in general?

Very generally speaking, the reason to Q is to gain an advantage in battle, through a damage avoiding damage giving. 

According to this, one could suggest several guidelines and hundreds of tiny tipps et cetera. But we wanna talk here Q generally. A good-quality Q is winning the battles. That ezz. In order to get a good Q "generally", there are 3 principles to follow: a negative, a privative and a positive one:

a) Negative principle: don´t misclick! 

Sources of misclicking while Q-battling can be many: Maybe mis-hold the Q-button, or mis-shifting, or mis-grouping, or mis-bookmarking, or mis-targeting, or mis-anything... . Avoid those mistakes, and if made one, try to learn from it and improve ya Q. Keep calm and tank, don't let some stress get make u unfocused and misclicking. 

Aphorism I: Calmer Q is better Q.

b) Privative principle: avoid damage!

To avoid damage in the first place, u need keep ya units moving. But HOW and WHERE to let them move is the decider to avoid damage in the second place. Where-to-click will be topic in the next chapter Q-eometry, but to know the possible q-ways where to move, is key. All guides are true on this: u need to practice. No general answer can be given on where-to-click-best, it always depends. To avoid damage can even mean: use the map-area u are fighting on, use rocks or trees to separate the enemy group, go south to gain south-advantage of one square to deal more damage, or even switch to another tanking-skill (e.g. stacking, G-ing or X-ing). The true quality-badge is experience and using it!

Aphorism II: Experienced cleaner Q is better Q.

c) Positive principle: DO damage!

To do damage means to know WHERE and HOW to do it, called targeting. You can only find the best target possible, if u are focused like a falcon. 
While rushing and using Q the focus need to rely on which key structures are worth to attack, which do most harm to your enemy to lose. Some of his 10 big powers? No. The Ref or the Cy? More likely. But again: it depends on the situation. 
While tank fighting good targeting gets even more crucial: A good target can be a sidewinged tank slightly lonely, or inmid of an enemy tank group to gain splash-damage. Depends. Only real fix rule seems to be to not change your target until it is finished - a 90% killed enemy tank still shot at ya, when u don't finish the job ^^. Otherwise, some conditions force you to change you target, for instance a targeted tank moves back-line of enemy-group, then would most be stupid to follow it, because you would take too much damage. 
To do even more damage in the long run, 2 senses of anticipations are needed: First to develop a sense, which target to kill next before the current target is killed. What target is in a good way victim for ya next attack. And second to develop a sense, when to attack the new target - meaning: although the current target isn't finished yet, your tanks have bullets-in-the-air already, which will kill finally the current target in 1sec, then it s time to foresee this and target something new while the already-shot-bullets will do the job. 

Aphorism III: Focused Q is better Q.

-- Last but not least I want to mention and honor the best Q-hint I received by C|Beast as a newcomer: 

Aphorism IV: Less Q is better Q.

Sounds contradictory, but isn't. The less Q-waypoints u set in tank-fight, the more control u gain with your tanks. More Q-points (meaning more than 2-3-4) will only cause kind of a memory-following-waypoint-chaos, will result in your tanks splitted up and not grouped well together. In this perspective to "q" less is to Q better :) - 

3. Q-eometry - where and why to click q-away?

Now, some general notes on where-to-q-click. First you click at your target (supposedly better without holding Q), then with holding-Q u click-away, q-away from that target. But where to click?

There is some deeper reasoning behind, which moves are generally better than others. Separated, you can easily say X is better than Y. But in-game, many moves come together to a pattern. The Q-pattern can vary on many factors like area, tank amount, enemy etc. However, there are BASIC moves you can click, and those have general attributes. 

Those basic moves are like basic geometry, therefore the names: front, up, down, back, diagonal, cross,...et cetera. And of-course-ly a mixture of all is used in experienced-individual Q-ing! 

Q-front →

Q-back ←
Q-up ↑

Q-down ↓
Q-backup ↖
Q-backdown ↙

Q-crossup ↗

Q-cross-up-down... ↘↗

Q-curved ⤿ / ⤾

The reason FOR a certain geometrical move can situational be:

     a) to avoid enemy fire: q-back, q-backup/down, q-down

     b) to gain south-advantage of 1 square: q-down, q-backdown, q-crossdown

     c) to distract the enemy: q-crossup/down, q-front, q-angular,...

     d) to rush and move: q-front, q-cross

     e) to fool the enemy: q-triangular, q-up-then-down

Or even more sophisticated: to q the way, new tanks will arrive and place themselves more likely in front, and already used tanks more likely back-group, to gain number-advantage, which one could call "intern-circulation" hehe. 

Or q-angular: Go Q-point-up, than harsh down to form geometrically a triangle, can cause distraction and gain you south-advantage. 

WHATEVER your personal view on this might be: Pros combine all those q-eometrical moves to their own style. And there are plentiful of them. This guide never wanted to achieve a TOTAL naming of them, but just to show the direction, on which path the really pro-tankers form their q-patterns of. And obviously many many more combinations and alterations of those basic moves are possible, and are under-use! Just one example: turn the C-curve around and u get a q-reversed-ᑐ. Under some conditions u can so maximize damage-doing while minimize damage-gaining. And more and more and more... .

4. Q-ombinations - Q with other Hotkeys.

Too make it even more customizably individual, u can combine the memory-Q with other hotkeys. But first of all i need to excuse. The information re-written in this chapter was already published, but false. In the meanwhile deleted article "The Art of Q" i described several combinations of Q with other hotkeys. Wrongly, because my premise was that Q is both: a move-order and an attack-order. Nope. Q is only a memory-move-order, not less not more. Nevertheless, part-right was that u can combine Q with other hotkeys - only the theory behind, why it works so and so was wrong assumed. 

U can, for example you q-ed toooo far away, use S-button for "stop" then re-Q to fasten things up in a new direction. 

QC/ to Q-Alt
With QC I mean to crash (force move: alt-click) a soldier etc, with a tank. Note: It is personalized because of MACissues to the button-C. Therefore the name. You can combine such a force-crushing-soldiers-move while Q-ing: Simply click on infantry-to-crush while holding Q and pressing C. This way it is possible to kill nasty infantry while remaining q-ing another target (tank or building). For example @p4 you can Q enemy tanks and kill a hidden eng. same time; or @ribbon q-fight enemy-tanks while crushing his infantry. An example:

F is the hotkey for formation. Unfortunately u cannot combine both: Q and F. 

Called X-ing above. Pro-tankers sometimes (depends on situation) add +X for "scattering" units into their Q-ing. Seems to have a plus with big tank groups: Minimizes moving, but moves, while focuses fire. 

Is a complex thing on its own. How to do G and Q will be topic of the xmas-guide airing very soon :)


Finally, don't be a fool. Q is, always was, and always will be a very individual skill. FaQtors depending your Q are so broadly different and interactive, that one cannot talk more generally onto it. You may need to adjust your way of Q-ing to: your target, your enemy, your fraction and unit-sort, to the map-conditions, to your resolution, to your own speed, to your own production, to your own ore-management, to your own imagination! The factors are much too multiple to give any decent guidance, except the basal ones. But I hope, they helped also :).


Test, debate and comment bellow.


Q according to milo-ehy-guide:



[-DT] DreamTeam





Founded in the beginning of 2018, [-DT] DreamTeam is the first payed RA-clan, managed by ph0t0n:

"... to revive competition and challenges between players and clans which is the main element of attraction of audience, I have decided to start the First Ever Professional Clan in RA history where the clan members will be literally recruited and hired, i.e. they will get financial incentives for their commitment, achievement and dedication.

Our aim is to create challenge and not dominate the game, competition and challenges take more than 1 clan to be achieved, so we hope this will stimulate other leaders and clan managers. In my quest, I did not look to recruit all top players and empty other clans, on the contrary my main concern was to recruit players than can create the first ever professional nucleus and compete on all maps and all types of games, leaving a fair room for others to do the same and keep challenge or its highest level." (source)

/ps: This site remains, until photon wants to create an own description here instead of this. 











The Man Clan has existed since the first Multiplayer Red Alert platforms were available. ('96)


|MAN| is a group of high quality, dedicated players. High quality meaning they never get lazy in a game. If the game lasts longer than it should. you can expect to see wave after wave of attacks, both AIR and LAND as well as NAVAL if necessary. You can also expect a SUPERWEAPON, so you better be on your toes. All players are recognized as true PROS of the game handed down by the gods themselves, Red Alert.


1. Learn the secret techniques of Nurple Maps, and apply them in your gaming.

2. Respect other Clan Members.

3. Defend yourself like a |MAN|.

New members:

You can only join by invitation.