sovietgood.gif (3687 bytes)Soviet Structures

 

cy.gif (2848 bytes)Construction Yard

This is what allows you to build everything on the battlefield. Without this you are fucked because you can no longer build any more structures. When assaulting a base, make the construction yard a primary target. When playing it is usually good to have 2 or more of these for security in case something happens to one.

Cost : N/A

Power Requirements: 0

Armour: Heavy

Prerequisites: None

 

pplant.gif (2788 bytes)Power Plant

This is the basic provider of power for your base. This allows everything to run as you want it to. When power runs low it means you have to build more of these, if you don't your Tesla Coils will cease operation which could be disasterous during a rush. Make more power plants than you need so that if some get destroyed you aren't feverishly trying to build more to replace the ones you just lost.

Cost: 300

Power Requirements: +100

Armour: Light

Prerequisites: Construction Yard

 

advpwr.gif (2585 bytes)Advanced Power Plant

Very similar to the standard Power Plant except that this one produces more power for more money. Advanced Power Plants are not as cost efficient as normal power plants, but are faster to produce for the same amount of power. It is tempting when building a base to clump these together, but you shouldn't because if you do one nuke could take out most of your power supply. Spread them out around and through out the base, don't clump more than 2 together within the radius of a nuke.

Cost: 500

Power Requirements: +200

Armour: Light

Prerequisites: Construction Yard, Power Plant

 

oreref.gif (2985 bytes)Ore Refinery

The heart of mother Russia. This is where all of your raw ore is collected and converted into credits. This is what allows the Bear to produce its awesome army of Mammoth Tanks and V2 Missile Launchers. Always be on the watch for Allied Thiefs because they can steal you hard earned money. A nuke won't be able to take out these but it will take them down into the deep red. Always keep a few engineers available for such emergencies.

Cost: 2000

Power Requirements: 30

Armour: Light

Prerequisites: Power Plant, Construction Yard

 

silo1.gif (2605 bytes)Ore Silo

This is a temporary storage facility for excess ore which can not be contained in the Ore Refinery. Keep a keen eye or a Tesla Coil over these because if the enemy captures or destroys them you will lose all of the credits contained within. Each silo can contain a maximum of 1500 credits. When selling silos make sure you have excess storage room for which the credits stored within the silo may be moved to, or else you will lose them entirely.

Cost: 150

Power Requirements: 10

Armour: Light

Prerequisites: Ore Refinery

 

kennel.gif (3089 bytes)Kennel

This is where all of the adorable puppies roaming around your base are trained. Many an Allied fool thought these dogs were friendly play things, they are quite the opposite and few who have encountered them have come out to tell their stories. The Kennel is what gives the Soviet Army a hand up on that of the Allies in infantry defense.

Cost: 200

Power Requirements: 10

Armour: Light

Prerequisites: Barracks

 

sov_bar.gif (3081 bytes)Barracks

This is the true way to train troops, not the sissy movable tents the Allied scum use. This structure produces the Soviet Infantry. These structures can be clumped closely together if needed because they have slightly better armour than the Allied ones and won't fall to a single nuke. Make sure you move your infantry away from these buildings after being built because it would be disasterous if one nuke took out 100 minigunners.

Cost: 300

Power Requirements: 20

Armour: Light

Prerequisites: Power Plant, Construction Yard

 

warfac.gif (2768 bytes)War Factory

This is where you will find yourself producing most of your units from. The War Factory produces all mechanical units. You will want to have 3 to 5 of these buildings, not only for security but for overall production speed. Protect this building well because it is expensive and the heart of your war machine.

Cost: 2000

Power Requirements: 30

Armour: Light

Prerequisites: Ore Refinery

 

radar1.gif (2662 bytes)Radar Dome

This structure allows you to always keep an eye on what is going on around you. After you reveal the shroud you will always be able to see it unless the Allies build a Gap Generator there. This structure has relatively weak armour, so having 2 or 3 is a good idea in case one is taken out or disabled by a radar jammer.

Cost: 1000

Power Requirements: 40

Armour: Light

Prerequisites: Ore Refinery

 

subpen.gif (2503 bytes)Sub Pen

This is where all the submarines are produced for use against the formidable Allied navy. If your base is near water you will want to build at least 3 or 4 of these to make submarine production as efficient as possible. Also protect them with dogs and Tesla Coils because if the Allies are able to get a spy into one of your sub pens then they will be able to use a sonar pulse which will show the Allies where you subs are.

Cost: 650

Power Requirements: 30

Armour: Light

Prerequisites: Power Plant, Construction Yard

 

airfield.gif (2616 bytes)Airfield

This is the landing area for your MIGs or Yaks, depending on which you build. You air units can land here and rearm. Protect these well because only 1 plane can be occupying the run way at a time. Another thing which you must do is spread these out. It is very tempting to clump these together, but they are very vulnerable to a nuclear attack. The actual Airfield may not be destroyed but the plane situated on it will not.

Cost: 600

Power Requirements: 30

Armour: Heavy

Prerequisites: Radar Dome (Technology Center is required for MIGs)

 

helipad.gif (3544 bytes)Helipad

This is where all of your Hind helicopters land to rearm. Each Helipad comes with a complimentary Hind helicopter. You can build more helicopters than you have Helipads but it is a slow rearming process then since each must land individually to rearm. These once again need to be spread out like Airfields because if a nuke is launched against them, the Helipad may not necessarily be destroyed but the helicopters will be.

Cost: 1500

Power Requirements: 10

Armour: Light

Prerequisites: Radar Dome

 

serdepot.gif (3309 bytes)Service Depot

All of your units are repaired on this facility. It is much cheaper to repair a Mammoth Tank than it is to buy a new one. This also allows you to build AP (Anti-Personnel) Mine Layers, which are reload here. You can place units on here and they can be sold for credits (make sure they dollar sign turns green and is not yellow. If it is yellow you are going to sell your Service Depot, not the unit!).

Cost: 1200

Power Requirements: 30

Armour: Light

Prerequisites: War Factory

 

s_tech.gif (2976 bytes)Technology Center

This is where several new technologies and units are developed. This structure gives you access to the all powerful Mammoth Tank, the MIG, and Tanya. The new technologies you will get to use are the Iron Curtain, the Tesla Coil, and the Missile Silo. This is a very valuable investment so protect it well. When you have surplus funds build a second Technology Center and place it on the opposite side of your base for security.

Cost: 1500

Power Requirements: 100

Armour: Light

Prerequisites: War Factory, Radar Dome

 

samsite.gif (3281 bytes)SAM Site

This is your only form of Anti-Aircraft defense aside from Rocket Soldiers which are not available in Single Player. They have quick firing missiles which can shoot down most helicopters but if you are facing another Soviet opponent they aren't very good against MIGs. These aren't as power sensitive as the Allied AA Guns because if power runs low SAM Sites will continue operating.

Cost: 750

Power Requirements: 20

Armour: Heavy

Prerequisites: Radar Dome

 

flametwr.gif (3046 bytes)Flame Tower

This is the first type of defense the Soviets have. The Flame Tower is an excellent form of infantry defense because 1 or 2 shots will decimate any infantry threat. It is okay against mechanized threats because it has a lot of splash damage. A large force of mechanized units will find these a small obsticle. These are best used to protect your Tesla Coils in case the power goes down. They will continue operating in a low power environment, except that they have a slower rate of fire.

Cost: 600

Power Requirements: 20

Armour: Heavy

Prerequisites: Barracks

 

tesla.gif (2519 bytes)Tesla Coil

The Soviet's best form of defense. This structure will decimate any attacking force. It fires out shots of electrical energy which will take off up to 1/3 of a medium tank's health. Surrounded by concrete walls Tesla Coils are almost invulnerable. You will want to have lots of extra power in case something happens to your power supply. When I say lots of extra power have about 300 - 400 extra power units.

Cost: 1500

Power Requirements: 150

Armour: Light

Prerequisites: Technology Center

 

icurtain.gif (3015 bytes)Iron Curtain

This structure is the most advanced technology the Soviet army has to offer. What it does is it will render any one mechanized unit or building invulnerable for about 30 seconds. This is great to use during a base rush or against a base rush. Rendering one Tesla Coil invulnerable or your Construction Yard can buy you precious seconds. This structure uses a great amount of power so having more than 1 is not very feasible.

Cost: 2800

Power Requirements: 200

Armour: Light

Prerequisites: Technology Center

 

 

nukesilo.gif (3305 bytes)Missile Silo

The storage facility for the Soviet's most potent weapon, the Nuclear ICBM (InterContinental Ballistic Missile). This weapon causes mass devastation and is best used right before an assualt. There really is no protection from a nuclear attack, you can only retaliate. Having to fire a nuke into a shroud created by an Allied Gap Generator can be risky, so 2 suggestions are to use either a Spy Plane or some ParaTroopers, then launch the nuke immediately accuring a liked target.

Cost: 2500

Power Requirements: 100

Armour: Heavy

Prerequisites: Technology Center

 

barb.gif (2393 bytes)Barbed- Wire Fence

This is the first kind of retaining wall used by the Soviets. It isn't very strong and is only good at containing infantry units, except that a group of bazooka infantry can make quick work of them. Tanks and tracked vehicles will find this barrier a non factor. Good for use during lower tech levels and to protect important buildings at the beginning of games, other than that it is pretty useless.

Cost: 25

Power Requirements: N/A

Armour: Light

Prerequisites: Construction Yard

 

cwall.gif (2614 bytes)Concrete Walls

This is the better and more expensive form of passive defense. This wall blocks not only infantry but blocks tank shells too. This is the type of wall you want surrounding important buildings and some defenses. Whenever possible always place a Tesla Coil in a box of Concrete Walls. This will render the Tesla Coil invulnerable from enemy tank shells for a few seconds allowing it to toast them.   These are too expensive to build at the start of a game, so first build barbed- wire fences and replace the barbed- wire fences as with Concrete Walls as needed.

Cost: 100

Power Requirements: N/A

Armour: Heavy

Prerequisites: Construction Yard