Red Alert lacks any real iPad-specific features. I cannot believe my troopers are confused by trees. So, you are usually better off inching your forces along a determined route. When you select a group and then tap a location, you can often catch a soldier or tank getting caught on a tree or rock. You may want to zip back to your base and do some construction or monitor the activities of your other two groups, but some intelligence issues also remain in the iPad edition. It's good that it is easy to create unit groups because here's pretty much what Red Alert devolves into: make a big group, tap a distant location, and then wait. EA gives you larger maps and a much bigger view of the action, but you are saddled with some of the limits of the original version. Why only three? That seemed okay for the iPhone game because of screen space issues. ![]() You can group your units together into three individual forces, each assigned to a hot key tab. Using three fingers, you can now select groups of units rather than tapping a button and then drawing a rectangle of your desired forces. Red Alert's controls give a hint at what's possible on the iPad. This is pretty much a game of kill everything. ![]() The lack of variety in objectives is inadequate, too. (Of course, you are paying $12.99, which is several dollars more than the aging iPhone game.) Each campaign has five missions, each with several objectives that take at least 30 minutes to complete, although occasionally things get a hair obtuse and you'll spend just as much time building up forces in hopes that brute strength will get you through. ![]() It's great that EA included it and a handful of extra skirmish maps that were also previously In App Purchases in the normal Red Alert download for iPad. That third campaign is actually an expansion pack for the iPhone Red Alert. Red Alert is split into three campaigns: Soviet, Allied, and Rising Sun.
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