Command and Conquer Red Alert 3 Walkthrough
Geneva: March of the Red Army
Mission Objectives:
You will start in the ocean while your co-commander has a land base. As you are told, you will be able to build in your co-commander's zone of control. You will want to place a War Factory and barracks on land near their base. You are responsible for maintaining naval superiority, and that should be your initial focus. The co-commander can handle the land assaults. Start with building some stingrays to handle dolphins. Their Tesla Surge ability can fry them instantly. Try not to leave your base undefended as you continue toward the other objectives. Sentry guns near your initial shipyard and south of your refineries will go a long way toward holding off dolphin attacks. When the allies first attack with an aircraft carrier, you will be granted control of four akula subs. Use their secondary ability once they're lined up to attack the carrier to sink it instantly.
As the naval commander, your first goal should be to capture the hospital, watch tower and swiss bank on the northern island. You can use a bullfrog with an engineer to get there faster, just be sure to guard them with your stingrays and akulas. You will meet some allied resistance as the AI seems fixated on this island. Stingrays will have to go to land to take out allied defenders. Gain your command abilities, but save the vacuum satellite for a situation later on.
Once you've gained control of the northern island, you should continue to build up your navy so that you can take out the Allied naval base far to the east. Don't be afraid to go overboard, as you will need a navy later because the map will expand. I recommend six Akulas and eight stingrays, with a couple of ships and a sentry gun left to defend your base. Once you've got all you need, proceed to take out the allied naval base. Use the orbital drop on an allied turret to take it out. Creep slowly east to see it in your line of site, then blow it to hell. The allies will use the chrono sphere to bring in an aircraft carrier. Use the vacuum on it while your forces take out the second allied turret. You'll then be free to wipe out the rest of their navy (for now).
At this point, you can help the co-commander with land assaults. Keep your eyes open, for when the allies use another chrono sphere they will bring in an aircraft carrier that your navy needs to pacify quickly. On the land, build at least six tanks and a few sickles with some infantry (conscripts are great to clear garrisoned buildings) to support them. You can then begin to push eastward and capture all the banks with the help of the co-commander. You may not capture all the banks, as the co-commander is ok at performing this task.
You should concern yourself more with eliminating allied defensive positions and clearing the way for engineers from either of your bases. The last step of this phase is to take out the allied base, and you won't have any shortage of money to build an army capable of doing that. In fact, they're rather soft. When you've taken down the allies' main base, Krukov will arrive and the map will expand.
Now you must assure Krukov's safety, but this is not a real challenge. You will be given rights to build a battle lab, enabling the training of V4 rocket launchers. Use them to knock out the allies' base defenses while you creep east toward their main base. I cannot express how important it is to not assault the base en masse and allow your forces to take losses to their prism towers. Use V4s judiciously, knocking them out as you go.