Although unarmed, the Engineer is a very useful unit. Surgical use of engineering teams can quickly turn the tide of battle. Note that when an engineer is used, the unit itself is lost. Engineers can be used to repair destroyed bridges (enter the bridge huts), steal enemy structures, repair your own structures and repair or capture neutral tech buildings. Engineers can also defuse Crazy Ivan bombs by targeting the affected unit or structure. - Red Alert 2 manual(src)
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Game unit[]
Engineers in Red Alert 2 can be used for these purposes:
To capture enemy structures. Unlike previous games, the need to have more than one Engineer to enter a structure and damage it bit by bit until it was captured no longer exists (mods can re-enable it via Ares DLL though it doesn't seem to work in missions). However, defenses, special buildings (Industrial Plants, Cloning Vats, Ore Purifiers, Grinders), and naval shipyards can't be captured by Engineers and require the mind-control abilities of Yuri Prime. Battle and Tank Bunkers can't be captured. Note naval yards can't be engi-captured not only because engineers can't reach them in regular game-play but also because they're prohibited from getting captured like the other aforementioned buildings.
Unknown if it'd work with capturable naval yards too.
To repair bridges. This was developed by the time of the Third World War. Engineers realized that they would have to repair bridges - floods and other problems, as well as enemy forces' destruction of the bridges, were often problematic. Fortunately, most bridges stored all of the tools for their own repair, except for a few the engineer carried, which allowed them to repair bridges very quickly. Unfortunately, the engineer would use up most of his supplies and tools in this way. Rather than journey out onto the battlefield without tools - and therefore without the ability to repair structures or capture structures, engineers wisely decided to stay inside the bridge repair hut - ostensibly to make sure that the bridges would not be damaged again, although in practice they were helpless to intervene should the bridge be destroyed - it would take another engineer to fix it again.
To repair allied buildings. Again, the engineer would go in, and use similar tools to the bridge repair hut to fix the structure. These tools and supplies would be used up in the process, and the engineer would wisely choose to stay in the structure.
If inside the IFV, to repair vehicles and remove terror drones from them.
Recommendation: hit hotkey G for Guard, use Alt+Ctrl+LMB to guard/follow a unit.
To disarm Crazy Ivan's bombs. For this, they had special pyrotechnic training. Once the bomb was activated, and engineer could deactivate it, supposing he could reach it at point-blank range. Doing so does not consume the Engineer. If the bomb is strapped on the engineer himself, another Engineer is required to defuse it.
AI behavior[]
Engineers controlled by the AI have the following attack patterns:
Medium[]
2x targeting production structures, accompanied by 10 Conscripts
The Allied engineer is voice by Phil Tanzini, while the Soviet engineer is voice by Andy Milder. Tanzini would reprise his role as the Allied Engineer in Red Alert 3.
Soviet and Yuri engineers share their death cries, even though Yuri's engineers have their own in the game files.
Two Soviet engineer's selection quotes were cut, and are often restored in mods.
The Allied and Soviet engineers have an unused quote "We'll have the power up in 30 seconds, sir". Since no power-related voice messages were used in Red Alert 2, the Yuri engineer does not have this quote in the game's files.
Trivia[]
In every first mission in the Soviet and the Allied campaign, the engineer is one of the key units, being placed second.
Since they're regular BuildingTypes, Naval Yards in RA2 could be captured by engineers if they could traverse Water (set MovementZone= and SpeedType= properly) or if a Naval Yard is placed on non-Water via map-editor and Capturable set to yes (though in this case it'd be useless since produced ships units can't spawn on land, though the Amphibious Transports might spawn just fine).
Selling or destroying a construction yard would produce the Allied engineer ENGINEER even when playing as a different faction.
This is because RA2 and YR "do not distinguish between factions". In TibSun and earlier there was no need to distinguish between faction-specific engineers since the factions all shared the ENGINEER unit anyway (they also shared ConYards, Refineries, Harvesters and some infantry in TibSun and earlier).
In the mission Free Gateway, the player receives "elite" engineers, which is not seen anywhere else in the Command & Conquer series among unarmed versions of engineers.
These Elite engineers are no different than Rookie/Green Engineers; Engineers have no veterancy bonuses coded whatsoever.
They're all part of the same team with VeteranLevel=2 so they could be sent with one plane and still drop an elite Tanya. A trigger forces them into Teams which come with a Script to change their House for that "early" MC-thing that doesn't happen to Tanya. Engineers have no VeteranAbilities or EliteAbilities defined, so they receive no veterancy bonuses
There are three Engineer units in the game: ENGINEER, SENGINEER, YENGINEER.
The result of this is engineers not always being selected properly when using 'T' if there are different Types (which shouldn't happen in regular gameplay). This not something modders can fix without using Ares DLL's GroupAs= flag.
A technique to fix it for the base game without engine extensions is called "Infantry Linking". However it is recommended no modder does this.
Allies can only build ENGINEER, Soviets only SENGINEER, Yuri/ThirdSide only YENGINEER. This exclusivity was implemented with RequiredHouses.