By downloading TibEd, after I edited the Red Alert rulesINI, I noticed a question asking about setting an override file for Aftermath? When I went to my RA directory, I saw the file for Aftermath. After editing the Aftermath units in the file manuelly I learned that I could have all the Aftermath units on regular missions, including the Phase Transport from the Soviet mission. Just edit the Phase Transport from 1 passenger to 5, and you got yourself a stealth APC. That solved the problem with the annoying guard dogs that kept me from getting my spy in as well as made moving him over great distances at better speeds. The missile subs for the Soviets is another unit that is very handy. Cheaper and better then the cruiser. If the subs weapons warhead is switched to nuke, it would be excellent for assuring your opponents destruction even if your base and land units are completely obliterated. Just don't set off too many nukes in close timing or you can get thrown off. As for the Chronotank, those things aren't very useful since they get destroyed so easily unless I can find a way to make it's death explosion be nuclear. Also the mechanics can change the rules of base defense since a group can repair a tank faster then you can fix a gun turret... just be wary cause the AI on the mission tends to make them primary targets.