Red Alert 2: [YR] Rynderack Project – Allied Mission 1



Rynderack Project R1
Allied Mission 1
Sealion vs Kingfisher

This is a fan made Campaign created by Heli who is one of the most reputable mod creators in China’s RA2 community, hence the quality of the campaign is at a high level.

The campaign was released in Chinese only but thanks to “3652xxyy”, the campaign has been translated to English to make it reachable to a broader audience.

English Version
https://drive.google.com/file/d/1ZUZg8ueVq-o7ecghXV_Zm1R_hJfbNyiu/view

0:00 – Intro
0:22 – First Try
7:50 – Another Try
12:05 – Fleet Attack
15:30 – Retreating
17:50 – Defending
21:10 – Defending #2
24:10 – Outro
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36 thoughts on “Red Alert 2: [YR] Rynderack Project – Allied Mission 1”

  1. 4:50 huh. Wonder how that happened.
    Maybe their ThreatPosed value was increased?

    11:33 pro tip: don't use more than one Dolphin's SonicZap on a ship grabbed by a squid; you'll damage the unit and in some cases might even kill it.

    I can't help but wonder if a better strategy would've been spamming Grizzlies and IFVs, and crushing Infantry.
    filled Battle Forts are expensive, Mirage Tanks will lose a 1v1 fight against Rhinos and Apocs, Prism Tanks are long ranged glass cannons.

    21:19 a mission tiemr that goes up ?
    Now that's something I know we haven't seen before. Neat!
    Can't help but wonder how it was made, tho. IIRC there's no such Action.

    22:09 missed meme-opportunity: "You shall not pass!"

    22:19 oh now that is just gorgeous!

    22:40 a Rocketeer or two would do the job.

    22:47 if I had to guess, all enemy units are sent on a Hunt; BattleForts once were the highest threat.
    Now, I guess the new units have the Allied ConYard set as a specific target. Or Buildings in general…

    23:05 ooh! Nice, just like RA2Sov04!

    24:13 now that's just mean.
    IIRC, it's possible to set up an AND condition for a trigger just by creating a new Event for it.
    For an OR condition you'll need seperate triggers for each Event, where each one fires a "master" trigger. This master then executes the intended Action as soon as its enabled (or a secondary Event, like Elapsed Time, is met; that'd have to be set on the master tho).

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  2. And this is why I can't play the Mental Omega campaign. This reminds me of that first level.
    Although it does seem to stay out of the player's way in terms of objectives.

    Still though, I feel like I'd have a tough time playing this level just like I did with Mental Omega. Because at least the failure condition is what it is.

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  3. Soviet first misuson in this mod is harder than allies first mission although i play easy mode. Soviet main misispn is defend 4 iron curtains and they are all far apart. If even 1 get destroyed, game over

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  4. Great mission.

    I just built a super defense in the 2nd retreat base and spent nothing in the 1st base. Just a few efforts until the 2nd MCV arrives and moves directly back to the 2nd base.

    Then beautiful lines of large cannon with a large number of GI"S and snipers in defense work very well.

    I sold at 40 mins because I could hold on indefinitely.

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  5. The immersion in this mission is really intense! It feels like a final struggle when a crisis is imminent and preparing for retreat. Paired with the mission instructions, it's a very splendid performance!

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