I've been replaying Red Alert Remastered, and was reminded that it had a lot of improvements over Tiberian Dawn, but a lot of frustrations that games of its time had.
For one thing, the AI can't cheat and build construction yards directly like it can in Tiberian Dawn, so if you manage to destroy them you can actually cripple the AI in a fair manner. It's also nice to have medics to help keep infantry alive, since infantry are generally terrible in Tiberian Dawn and Red Alert. The overall expansion of options in Red Alert is nice.
But boy, adding on to the comment about infantry being terrible, I was reminded how much I hated the commando / no build missions. They're extremely frustrating and were obviously designed to only be won through trial, error, and liberal saving between fights. It's trivial to walk into a room and lose like 3/4ths of your army because the vision range is so short and there was a flame turret in the room, or even just a vehicle that runs over 5 soldiers and your medic before you realize it's even there. Or the pathfinding means your soldiers get shot at for a few seconds before they return fire and die. Reloading and retrying the exact same thing can have totally different outcomes. Also, Tanya and attack dogs are the worst combination. She never proactively shoots anything, so she'll stand there and let one eat her. Or, you target a dog and the bad AI forces your soldiers to move 90% of the way before they stop to shoot, so the dog eats your medic / Tanya.
The final Allied mission is particularly funny and bad in this regard. You can lose in the first 5 seconds if you don't immediately select Tanya and move her or kill the attacking soldier, otherwise exploding barrels kill her and the thieves with her. Lots of ways for her to die to dumb stuff in the first half, like dogs or flame thrower soldiers she won't shoot unless you tell her to. It's at least funny that the game allows her to die in this mission, which is good since it's impossible to keep her alive in the second half. You can stick her in a safe spot in your base, but you'll inevitably get a Yak flyover at some point that misses your AA guns. "Unit lost."
Also, is it just me, or is the chronosphere totally useless in Red Alert 1? It can teleport 1 vehicle, and that's it. No infantry in APCs either. So, the best you can do is teleport a single medium tank into the Soviet base and shoot at something for 10 seconds before it's destroyed. And there's a 20% chance for it to spawn chrono vortices or time quakes when you use it. I guess it's probably more useful in multiplayer where players are less likely to keep lots of tanks and infantry scattered around in defense like in the single player missions.