Here you go, a summary of all the things you can build in 2002. (Sorry, no pictures!)

BUILDINGS

Strength: D = weak C = medium B = good A = very strong


* Allies *

   
Name Strength Cost Requires Description    
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Power Plant B 500 cons.yard Provides a lot of power    
Hydro power D 750 power plant Provides power, can only be built in the sea    
Barracks D 300 cons yard Build infantry    
Guard tower D 500 barracks Good defense against infantry    
Camoflage C 870 barracks Camoflaged machine gun post    
War factory D 2000 cons.yard Build vehicles - you can build it straight away, but you only get the recon vehicles    
Ore refinery same    
Silo same    
Naval yard C 950 cons.yard Allows boats and subs to be built.    
Torpedo rig C 750 Naval yrd Built in the sea, this defends from sea attacks    
Radar outpost B 1000 Refinery gives you radar ability    
Rapier B 750 Radar good air defense, doesnt need powr    
Repair Bay D 1200 Radar repairs units, allows build MCV    
AA gun B 500 Radar Another good air defense    
Helipad D 1000 C.tower build helicopters on it.    
C.tower D 450 Radar allows u to build aircraft bldings    
Science lab C 3500 Radar allows you to build advanced bldgs    
Satellite D 1500 Science lab Allows allies to see whole map    
Chronosphere D 1900 Science lab Allows you to teleport units    
Nuclear research A 2500 Science lab Gives you nuke men    
Stealth tech A 2300 Science lab Gives you stealth vehicles    
Annihilator A 9999 Nuclear research A powerful base defenses gun.    
Laser tech B 5000 Science lab gives you some better weapons    
Lightning tower C 500 Science lab Gap generation, with laser.    
Kennel C 200 Barracks build dogs that detect spies.    
Helipad - build helicopters    

 

* Russian *

   
Name Strength Cost Requires Description    
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Power Plant B 500 cons.yard Provides a lot of power    
Nuclear powr B 1200 Power Plant Better power plant    
Barracks D 300 cons.yard Build infantry    
Flamer tech D 800 barracks Build flame weaponry    
Flame turret D 600 Flamer tech Flame turret    
War factory D 2000 cons.yard Build vehicles - you can build it straight away, but you only get the recon vehicles    
Ore refinery same    
Silo same    
Naval yard C 950 cons.yard Allows boats and subs to be built.    
Torpedo rig C 750 Naval yard Built in the sea, this defends from sea attacks    
Radar outpost B 1000 Refinery gives you radar ability    
Rapier B 750 Radar good air defense, doesnt need power    
Repair Bay D 1200 Radar repairs units, allows build MCV    
Helipad D 1000 Control tower build helicopters on it.    
Control tower D 450 Radar allows u to build aircraft bldings    
Science lab C 3500 Radar allows you to build advanced bldgs    
Nuclear research A 2500 Science lab Gives you nuke men    
Laser tech B 5000 Science lab gives you some better weapons    
Heat ray C 2000 Laser tech high power energy burst    
Lightning tower C 500 Science lab Gap generation, with laser.    
Spaceport C 800 Control tower Build spaceships.    
Kennel C 200 Barracks build dogs that detect spies.    
Nuke missile C 3000 Nuclear research Fire nukes at enemy    

 

Unit hierarchy
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* Allies *

 
Name strength Cost Requirement Speed Weapon  
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Stealth.tank 300 2480 stlth tch 7 Dual cannon  
Tank 400 950 Radar 7 Tank gun  
Rocket launcher 350 800 AA gun 9 Dual AA,AG rockets  
Radar jammer 210 600 Science lab 9 None  
Ore truck same  
MCV 600 3000 Repair bay 4 none  
Recon buggy 150 500 War fact. 12 machine gun  
Mine layer same  
Sub 120 950 Naval yard 6 torpedo  
Destroyer 400 1000 Naval yard 6 all of them i think  
Cruiser 700 2000 Nuclear research 4 powerful long range shell  
War ship 800 900 Science centre 3 Missiles/stealth tank gun  
phase transport 200 2800 Stealth tech 10 Missiles  
Aircraft carrier 350 1200 Helipad 6 SAM missiles  
Chrono tank 350 2000 Science lab 5 Missiles  
Bomb truck 110 3000 Radar 11 Demolition charge  
AM tank 1200 5000 Laser tech 3 mega-sniper  
Mechanic 60 950 barracks 4 Fix vehicles  
Shok trooper 80 900 lightning tower 3 Lightning zap  
Spy 25 450 radar barracks 4 colt 45(not very good)  
Thief 25 400 Science lab 4 steals money  
Saboteur 40 800 Science lab 8 Blow up buildings.  
Nuke man 80 2500 Nuclear research 3 Nuclear missile launcher  
Apache 225 1200 Helipad 16 A-G missiles  
Airwolf 450 2200 Laser tech 23 Laser blast  

 

Unit hierarchy
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* Russians *

 
Name strength Cost Requirement Speed Weapon  
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V2 Rocket 150 700 Radar and war factory 7 V2 rocket  
Tank 400 950 Radar 7 Tank gun  
Mobile gap 110 600 Radar 9 none  
Flame tank 260 650 Flame tech 7 Flamethrower  
Ore truck same  
MCV 600 3000 Repair bay 4 none  
APC 200 800 Barracks 10 machine gun  
Mine layer same  
Recon bike 100 500 War factory 11 machine gun  
Sub 120 950 Naval yard 6 torpedo  
Destroyer 400 1000 Naval yard 6 all of them i think  
Transporter 350 700 Naval yard 14 none  
Tesla tank 110 1500 Lightning tower 8 Tesla tank's laser  
Bomb truck 110 3000 Radar 11 Demolition charge  
Destructor 1100 4000 Nuclear research. 4 High density triple cannon.  
AM tank 1200 5000 Laser tech 3 mega-sniper  
Missile sub 150 1650 Science lab 5 sea-shore Missiles  
Mechanic 60 950 barracks 4 Fix vehicles  
Spy 25 450 radar,barracks 4 colt 45(not very good)  
Saboteur 40 800 Science lab 8 Blow up buildings.  
Nuke man 80 2500 Nuclear research 3 Nuclear missile launcher  
Eagle 50 650 Starport 20 A-G missile strike  
Deathwing 350 5000 Starport 15 Laser blast  
Trans. h. 500 1400 Helipad 10 nothing  


Strategies
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***Russians***

The russians can build bases that are EXTREMELY DIFFICULT for the allies to destroy. The russians also get a airstrike which can be relied on to destroy any enemy building. its also handy because of the
large area it reveals at the same time.
The russians also get a heat ray and lightning tower, both which need high power. For ground defenses its good to start of with a flamer tech centre because the flame tanks, turrets and men can hold off attacks very well until youve researched the better weapons.
The russians also get a nuke power plant, which is good because it can provide a lot of power, more than the standard power plant.
The russians get a ship yard, much like the allies,
The russians get the APC which could be very handy indeed
The russians also get an iron curtain to make their units invincible, this could be used on the AM tank or the destructor to guarantee the enemies destruction.
The russians can build a starport, allowing you to get Eagles, an advanced aircraft armed with missiles, and with laser tech centre Deathwings. The deathwings are a spaceship with a high power laser cannon. they are medium speed and have good armour. Launch an attack of deathwings against an enemy building, and that building will shortly be gone. The allies get an equivalent, an airwolf, which is about as good an air unit.

in the sea power, russians get normal subs, destroyers and missile subs. This gives them a good sea attack, but beweare because the allies can now build subs too!

In addition to air power, and sea power the russian side gets 2 of the best tanks in the game. The destructor tank has a triple barrel cannon which fires high power shells at anything you point it at. It takes a army of 6 or 7 small allied vehicles to destroy a destructor tank. However, it is weaker than the mammoth tank in two ways: it cant shoot at air things at all(its huge 3 barreled gun doesnt point up!), and it doesnt regenerate. in Red alert having the mammoth tanks regenerate was ridiculous because you just got about 20 or 30,put them in the middle of the ore, and left them, and no army could destroy them. At least this way, you have to fix the tanks, so the mechanic can always get a nuke on his head to stop him doing that, or you can blow them up from the air. they are also really slow. But for ground, base defense, a destructor tank or two is awesome.

***Allies***

The allies start of with the ability to build guard towers(after barracks). These are the same as the pillbox from red alert. After the guard tower they can build a camoflage. Lets face it, the red alert camo pillbox was completely crap. this is a REAL camoflage that is VERY hard to spot, thus is great for base defences because the enemy doesnt count them as base defenses, much like mines. Allies get a iron curtain that lasts longer than before, and a chronosphere. Hang on, doesnt that mean they can iron curtain something and then chronosphere it into the enemy base? well, yes it does, but the enemies bases are now filled with lethal weapons so after the iron curtain wears out, the unit is toast. plus both russian and allies get gap ability for their bases, so it is harder to get into their base this way.
The allies get a satellite which looks an awful lot like the old allied tech centre. thats because it is, but it doesnt give you any new technologies, its just the satellite. try to build more than one of these buildings because they get blown up a lot easier than before now.
The allies can also build a stealth tech centre, which allows you to have stealth transports and stealth tanks. the stealth tanks are very effective, because they have a long range, powerful gun. This allows them to sneak up to the enemy base(or into it) and quickly destroy whatever you want. They arent very strong though. The stealth transport speaks for itself. stealth transport with a nuke man inside = blown up enemy base.

The allies have a good sea force too, they can build transports( i think), normal submarines, warships(slow, but a powerful gun) and cruisers.

The best allied weapon is the annihilator gun. This gun is crap against things that can move fast, because its inacurate against moving targets, the faster they move the less effective it is. If the enemy has a large army of slow moving vehicles however, they will soon have a large army of smoking debris. Dont under any circumstances let an enemy vehicle into your base if you have an annihilator gun. the annihilator gun will quickly level your entire base, power plants and all because it doesnt need power to work.

The allies also have superb air defenses. they can build AA guns AND rapier missile launchers, which dont need power.

Note that the heat ray can only fire at one thing at a time and then it has to charge up so a really good way of getting rid of heat rays is with a lot of men. big tanks are almost useless against them.
The allies have to transport men by helicopter(chinook) or by sea. the chinook is a bit stronger now so it is better at transporting men

The allies can build helipads, which allow a missile armed apache helicopter, or the even better Airwolf helicopter with a laser cannon which has a lot of ammo. 3 or 4 Airwolf helicopters can blow up almost any structure in the enemy base.

***Both***

The absolute first thing to do is build a war factory and a number of recon vehicles. the recon vehicles, despite having a crap gun and crapper armour, are the best unit in the game because of their speed.
Build a number of them until you get the ability to build normal tanks.

Build a control tower to allow you to get air vehicles. all the air vehicles in red alert 2002 are good. for instance, in the original the yak was completely pointless, but in this version each air unit has its strengths and weaknesses.

both can build nuke men. They come form the nuclear research.
Nuke men was my idea, it is a normal man with a nuclear missile launcher. sounds stupid but its a great idea, because the missile doesnt have a huge range and so if you arent really careful you will kill yourself in the blast when you fire. they are also really bad for killing ore trucks(which is a lame thing to do anyway). however they are fantastic at destroying badly defended bases quickly. They are good at killing large infantry armies too. the secret is to make sure they keep their target at a distance before firing. also you absolutely must keep your nuke men out of your base. russian paratroopers landing near to one of them will cause him to fire at them, thus you nuke your own base.

Both can build the lightning tower, which not only has a lightning zap the same as a tesla tank but also creates a shroud around it, hiding your base.

Also, both get an AM tank. this tank has a gun that can do serious damage to buildings and not so good against tanks. Its the toughest tank in the game, and blows up when you detonate it, so a rather unimaginitive trick is to build lots and just drive them into the enemies base and blow them up.

Both can build a new rocket launcher vehicle. You need an AA gun before you can build it. The rocket launcher was a vehicle that was lacking from red alert, and i have added it because A) it is a vehicle B) it can fire at both ground and air units and C) its got a fairly good range.

Both can build spys, which are necessary because of the new lightning tower. ive given the spy a crap gun, but i may change my mind about this and remove the gun.

Both can build saboteurs too. They are handy because they are REALLY fast, AND they can blow up buildings.