CnC: Final War is a semi-total conversion for Red Alert 2: Yuri's Revenge that retells the Second Great War between Allied forces located mostly in Europe and the massive Soviet Empire, that has expanded well across the eastern continent.

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Dutchygamer
Dutchygamer

I have to say, interesting idea with using Navy build queue for jumpjet vehicles. However, what is your reason for removing the navies? You mean that on non-naval maps Navy is useless?

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SMxReaver Author
SMxReaver

Naval support from the AI is mediocre at best. My plan for naval is to be it's own mode with dedicated features, instead of it being a tacked on piece of the base game. It'll give me more flexibility and power in developing more interesting naval experiences.

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Description

In CnC: Final War, navies have been removed due to their limited capabilities. Instead, jumpjet vehicles (such as helicopters, Kirovs, etc.) use the old Naval queue, allowing for dual-production. Each Airfield has access to a support power set designed to bring in off-map air support. For the European Coalition, Whitehawk Strike Fighters rain down cryo shells that slow while Tornado Bombers utilize plasma bombing runs that deal damage to structures. For the Eastern Empire, MiG Strike Fighters perform strafing runs with tesla-infused machine guns.

Credit to Mig Eater for the European Coalition Airfield, and Nooze for the Eastern Empire Airfield.