Red Rover is a game where every unit has its strengths and weaknesses and no unit operates well on its own. The key to victory is to combine the strengths of all the units together.

Attack!

While a Red Rover player needs to understand how to defend, the game can only be won by attacking. The most successful attacks make use of cannons to blast holes in defenses, tanks to spearhead movement, infantry to protect the tanks from other infantry, and air attacks to tip the balance. The game can only be won by getting either a tank or an infantry unit off your opponent's edge of the board.

But brute force alone does not always carry the day. Be sure to use subtle tactics to throw your opponent off balance. What may seem like a main attack may only be a feint for an all out attack on your opponents supply. Once their supply has been neutralized, then launch the main attack!

Defense

Your opponent will surely be launching all out attacks to win the game, so you must also think about your defense. The backbone of any defense is the trench. When supported by cannons, barbed wire, and possibly tank traps, trenches can deny the enemy the lane to victory.

Barbed wire slows down infantry attacks, but does nothing to stop tanks. Barbed wire is cheap, so use it if your enemy launches an all out infantry attack. Barbed wire can buy you the time to build a stronger defense.
Tank traps slow down tanks, but will not entirely stop them. Putting tank traps in front of your trenches gives your defenses more time to rain fire upon the attacking tanks.

Cannons are devastating in attack and defense, but they are extremely vulnerable. Be sure to put either a trench or infantry out in front of your cannon positions before you deploy the cannon.

Be careful not to build up too many defenses. You still need room to launch your own attacks!

Resources

Without resources, your army cannot grow. You must protect your supply units at all costs! Place a trench or infantry unit in front of each of your supply units early in the game. Likewise, you can immediately put pressure on your opponent if you can engage their supply with cannons.

Keep an eye on your supply units throughout the game. If you see your enemy setting up to take them out, then react! Should one of your supply units be destroyed, you should replace it as soon as possible. Remember, you can only have two supply units on the board at a time.

Air Attacks

Air units are expensive, very vulnerable to attacks from other planes, infantry, and trenches, and do moderate damage to individual pieces. Air attacks work best when you can attack in depth. If your opponent has a long column of units, the air attack will deal damage to each unit as it flies over. Air attacks are a great way to disrupt your opponent's cannons.

Special notes on Infantry

Infantry units are inexpensive but, along with tanks, are a unit type that can win the game. The attack power of an infantry unit goes up tremendously when they get directly in front of an opponent's tanks or trenches. They also help protect your own tanks when they encounter infantry up close. Infantry units do not attract as much attention as other units. Many a Red Rover battle has been won by a lone infantry unit sneaking along the tree line on the edge of the board.
On the Battle Field: Game Pieces

Supply Units produce resources for the rest of your army. Only two supply units may be on the board at a time. Be sure to support them as they have weak defense.

Barbed wire slows down infantry. Tanks will push straight through, destroying the wire as they go.
Tank traps serve as a temporary barrier against tank movement. They have no effect on infantry.
Cannons dominate the battlefield but are vulnerable to direct attack. Before deploying an artillery unit, deploy an infantry or trench unit in front of it.
Aircraft attack in depth, strafing everything in their path. Use them against deep columns of enemy to maximize their effect.
Infantry charges across the battlefield, engaging all fighting units. Infantry deals extra damage to trenches and tanks at close range.
Tanks charge across the battlefield, destroying everything in their path. They are slowed down by tank traps and are vulnerable to infantry at close range. 

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