|
|
Infantry Mechanized Units Naval Units Aircraft Special Forces
The backbone of the Red Army. Rifle Infantry are cheap, efficient, and deadly in numbers. They are good close combat defense for tanks, but keep them away from defenses. The Flame Turret will cook these little buggers quite easily, and even Tesla shots will kill them if they are too close. Allied Light Tanks or APC's are a threat because of their squishing ability. Cost: 100 Range: Short Armour: None (Could you imagine a little guy carrying a plate of armour around?) Prerequisites: Barracks Weapon: AK- 47 Assault Rifle
Possibly the best all around infantry unit. They are cheap, powerful, and fast. There are only 2 disadvantages to the grenadier; first is that when they die they inflict friendly fire, second is that they can be slightly inaccurate against fast moving targets. Like all infantry they can be squished, but they might just be able to kill the unit trying to squish'em. Cost: 160 Range: Short Armour: None Prerequisites: Barracks Weapon: Grenades
An excellent alternative to SAM Sites, or supurb assistants to a SAM Site. Rocket Soldiers work extremely well against Allied Longbow Apache helicopters. The rocket soldiers don't work too well against Soviet Hind helicopters since their Vulcan cannon can rip the poor infantry apart. The Hind is well suited for combat against rocket soldiers, the Longbow Apache isn't. The Apache fires Hellfire missiles which devastate buildings, tanks, and other aircraft, but do poorly against infantry. Cost: 300 Range: Medium Armour: None Prerequisites: Barracks Weapon: Dragon Rocket
A walking, moving, cooking man! He wears an apron with "I like my minigunners well done!" to work. This infantry doesn't have lots of usage, but if you can see a large group of infantry coming toward you, send 5 of these guys out and the infantry will be no more. These units are not good melee units because when one dies he inflicts major splash damage, which will often kill other nearby infantry, friend or foe. A very specialized role, but it is a Flame Tower that can move. Fortunately these guys are relatively cheap so you can crank them out if needed, but grenadiers would be a better choice due to their superior speed and lower cost. Cost: 300 Range: Medium (Is there something I missed here? It is alot shorter than the grenadier's in my opinion) Armour: None Prerequisites: Barracks, Technology Center Weapon: Flame Thrower
A true comrade. The engineer doesn't need any fancy weapons or technologies, all he needs is his trusty shovel. If he wants that structure and it's in the red all he has to do is go in there and use his shovel to convert all the people in the building and it is your's. If the structure is not in the red then the engineer will take that blunt shovel of his and go bust in some heads. If you send an engineer against one of your own buildings and it is hurting he will revive it to 100% health. All he has to do is throw a shovel full of dirt on to it. Now is that one kick ass shovel or what? Cost: 500 Range: N/A (He has to enter the bloody building) Armour: None Prerequisites: Barracks Weapon: Shovel (And a real shiny one at that, too!)
So you thought she only worked for the Allies? Not during multiplayer missions, Tanya goes for the highest bidder. She kicks infantry ass, can level a building in 1 swift move, she gets her ass kicked by mechanized units. What more is there to say? A group of minigunners or 1 ranger will wipe the floor with here, but otherwise she is invincible. Cost: 1200 Range: Medium for .45's and Extremely close for C-4 Armour: None Prerequisites: Barracks, Technology Center Weapons: Dual Colt .45's and C-4 explosives
Man's best friend's, infantry's worst enemy. Attack dogs whoop some infantry ass in one bite, unfortunately they die in one shot too. These are great for countering infantry rushes, especially when they get into the middle of the groups because they jump around alot and are hard to target manually. Remember they can only attack infantry and can't target mechanized units. Even if you don't use them for infantry elimination, keep them around because they are the only units which can detect spies. They are your best and only defense against a spy savvy Allied opponent. Besides they are so cute and cuddly. Cost: 200 Range: N/A (Extremely short since they must take a chunk off the infantry unit) Armour: None Prerequisites: Kennel Weapon: Sharp Teeth
An important anti-engineer/anti-infantry vehicle, but otherwise of relative unimportance. The AP (Anti-Personnel) Mine Layer only effects infantry, it can not be used to massively mine an area up to prevent a tank rush. Since vehicles can pass over these mines, unlike AT mines, you can mine all around key buildings. This will give those buildings protection from engineer capture, or C-4 by Tanya. Mining up large areas are mainly a waste of time. Just mine around key buildings like your Construction Yard, Technology Center, and Ore Refineries. Cost: 800 Range: N/A (Vehicles have to pass over mines) Armour: Medium (Still dies very quickly, I think Medium is an overstatement) Prerequisites: War Factory, Service Depot Weapon: AP Mines
The provider of wealth for the Red Army, without this you are screwed. Ore Trucks are what allow the Soviet's to create massive armies of Heavy and Mammoth Tanks. Don't have more than 1 or 2 trucks working out of the same Ore Refinery or you will need multiple silos and the trucks may sit around waiting to dump their load. Protect them well because they are unarmed, although they can squish minigunners quite proficiently. Each Ore Truck can carry a maximum of 1000 credits. Cost: 1400 Range: N/A (Picks up Ore, and squishes minigunners) Armour: Heavy Prerequisites: War Factory Weapon: N/A (Big tires? Really big tires?)
The workhorse tank of the Red Army. This tank is the default Soviet Army tank it is powerful, armed to the teeth, well protected, and slow. These are dual barrelled shit kickers, a dread to whomever faces them. Pump as many of these as you can because they can decimate defenses quite quickly with the double barrelled shot. Pound for pound and dollar for dollar the best tank out there. Cost: 950 Range: Medium Armour: Heavy (Hence the name) Prerequisites: War Factory Weapon: Twin 105mm Cannons
Long distance devastation. Built using technology developed by eastern european scientists, the V2 is an IntraContinental Ballistic Missile. Armed with several ton explosive, high yeild conventional warheads. Concrete walls protecting base defenses are useless against the V2. Since V2 rockets are extremely expensive, the V2 launcher reloads quickly. Another problem arises with how the V2 is propelled. A V2 launcher can not withstand much damage because the V2 is a solid fuel rocket, which makes it extremely volitile and vulnerable to enemy fire. The V2 is a fast moving platform, and the rocket itself is devastating. Best used as a support vehicle for long distance assaults while tanks distract the defenses. Cost: 700 Range: Long Armour: Light Prerequisites: War Factory, Radar Dome Weapon: V2 Rocket
The god almighty powerful tank of them all. Dwarfs all others in armour, power, cost, and pure size. Can handle both infantry and vehicles with its Mammoth Tusk missiles, and its 120 mm shells. If a group of these are approaching be afraid, be very afraid. They can slowly mow down a base faster than any other tank (figure that one out!). Even once damaged the Mammoth will self heal itself to 50% health, saving time which it would be on the Service Depot for. The Mammoth Tank can also fire at air units with its tusk missiles, they do the almost the same amount of damage as SAM missiles. Along with all this power comes a trade off and it comes at the expense of speed. Mammoth Tanks are slow, extremely slow, so slow it might take them an hour to traverse a map of huge proportions. None-the-less this is a kick ass unit, which is multipurpose. Cost: 1700 Range: Medium Armour: Heavy Prerequisites: War Factory, Service Depot Weapons: Dual 120 mm cannons, Mammoth Tusk Missiles
The center and starting point of any base. You can move this vehicle anywhere on the map and where there is enough room, set up base. Extremely useful for setting up secondary and teritary construction yards. Since in most multiplayer games you start with this unit, you should know how to use it. Deploy it, and start building. This gets you your most valuable structure, so don't squander it. Cost: 2500 Range: N/A Armour: Heavy Prerequisites: War Factory, Service Depot Weapon: None (Builds weapons however)
This is the naval version of the APC, actually it is closer to the Chinook Transport helicopter. This vessel is able to carry 5 units, infantry or mechanical, across water. These are your primary, not to mention only, carriers during an amphibious attack. They load and unload very quickly, so if you are being attacked get to the closest piece of land and beach those units, while trying to run your LST back to safety. If you are going to transport infantry, build 5 APC's load them up with infantry and now the LST carries 25 units. Cost: 700 Range: N/A Armour: Medium Prerequisites: Sub Pen Weapon: None
The main strength of the Soviet Navy, and its only defense against the powerful Allied Navy. Submarines are a sea to sea unit only and therefore have limitted usage. They should be built and placed at water way choke points to take out any Allied strike force. Always keep some in or near your Sub Pen for emergencies. Offensively submarines are not much of a threat, except to preemptively kill off an Allied strike force before it becomes a threat. Not your best naval bang for you buck. Cost: 950 Range: Long Armour: Medium Prerequisites: Sub Pen Weapon: Torpedos
The first generation Soviet fighter, armed with machine guns. Best suited for strafing runs against infantry and light armour, uneffective against most buildings or heavily armoured units. The strafing run will begin one square before the targetted unit, this works great with lines of infantry because if you aim in middle the infantry behind the target will die also because of the preemptive start of the run. Since the Yak has to carry large amounts of machine gun ammo it takes a while to reload, approximately 40 seconds. Cost: 800 Range: Short Armour: Light Prerequisites: Airfield Weapon: Twin Machine Guns
The greatest air threat ever. A group of MIG's can easily decimate units or buildings. 6 MIG's are able to take out any structure or unit in the game, and they can do it in a matter of seconds because of their superior speed. With all this firepower and speed they are extremely fragile and will be destroyed by 3 or 4 Dragon rockets or SAM rockets. MIG's take approximately 8 seconds to reload. A nice feature with the MIG is that its missiles can be used either air-to-ground or air-to-air. If you click on another aircraft and that unit takes off the MIG's will fly up to it and launch their missiles. The MIG is the only Soviet multitask assault aircraft. Cost: 1200 Range: Medium Armour: Very Light Prerequisites: Airfield, Technology Center Weapon: Heat Seeking Missiles
The Soviet attempt to match the Allied Longbow Apache. The 2 helicopters have very different roles, the Hind's role is very similar to that of the Yak. The Hind is for infantry elimination and to take out lightly armoured threats. The advantage of the Hind is that it won't waste ammo through a strafing run like the Yak, the Hind will hover firing when it can get almost confirmed hits. It takes longer but is much more accurate. It also takes less time to reload the Hind since to access the ammo stores for the chaingun crews just reload through a side panel on the helicopter instead of having to reload from on top of the wing. Cost: 1200 Range: Short Armour: Heavy Prerequisites: Helipad Weapon: Vulcan Chain-gun (Weird lend-lease off shoot?)
The LST of the skies. Great for shuttling Tanya's and engineers into bases. Escort them with some Hind's and MIG's for distraction and you can smuggle forces into an enemy bases with few casualties. One sure fire way to kill an opponent with style. Can carry a maximum of 5 units. Cost: 1200 Range: N/A (They have to land to unload) Armour: Medium Prerequisites: Helipad Weapon: None (Large cargo area?)
Usually unavailable during most missions except during special single player missions and in crates in multiplayer. Generally inaccurate, but effective against large stationary targets, a.k.a. structures. Each bomblet does about the equivalent damage as 2 artillery shells, therefore it can either destroy a lightly armoured building or seriously damage a heavily armoured one. Everytime you drop parabombs the plane will arrive from a different direction so it will be hard to defend against, but chances of you getting more than one in multiplayer is slight. Cost: N/A Range: N/A (Splash damage occurs over approximately 2 square radius) Armour: N/A Prerequisites: None (Pick up a crate, in some single player missions may be an airfield) Weapon: Parachute Bombs (High yeild conventional ordinance)
Available through the construction of an Air Field. Paratroopers are minigunners equiped with parachutes, which allow them to land behind enemy lines. Best used for scouting and general harassment of the enemy. Since they cost no funds they are easily disposable on sucide missions. They can take out power plants quite effectively however, and a great as a distraction during an assault since the enemy will have to deal with your main strike force and your paratroopers picking away at their power plants. It takes approximately 7 minutes for paratroops to charge up, building additional air fields will have no effect on this time. The Badger which drops them can't take too much damage, so don't fly it over the most heavily guarded area of the enemy's base. Cost: N/A Range: Short Armour: None Prerequisites: Air Field Weapon: AK- 47 Assualt Rifle
A very strong (actually invulnerable) high altitude plane that takes pictures. Best used to uncover areas hidden by shroud created either by not going there or by Gap Generators. They take 3 minutes to charge, and this time will remain the same no matter how many air fields you have. Cost: N/A Range: N/A Armour: Light (The reference card says this, but I have never seen one get shot down) Prerequisites: Air Field Weapon: High Altitude Camera
This is the most sophisticated piece of Soviet Technology ever. It has the power to, temporarily, render a unit or structure invulnerable. This unit will be invulnerable for 45 seconds, and during this time will suffer no damage from any source. Best used to send a V2 on a rampage through an enemy base or to use on a Tesla Coil during an attack, preferable an intermediate Tesla. Unfortunately it requires vast amounts of power, but it is worth it for the result. The Iron Curtain takes 11 minutes to charge. Cost: N/A Range: N/A Armour: Renders that unit's armour invincible for 45 seconds Prerequisites: Iron Curtain Weapon: Temporary Invulnerability created through a change in the magnetic fields around the unit
The most powerful weapon ever made. An ICBM equipped with a nuclear warhead. This weapon can be fired at any target on the map. It takes about 3 -4 seconds for delivery to occur, but once it does it is one hell of a big bang! At ground zero the devastation is massive, buildings are demolished and any infantry are vapourized. Mechanical units, since they are well armoured and low to the ground will be less vulnerable to a nuclear attack. A nuke will charge in about 13 minutes, once again it is power dependent so if you power matrix goes down so does nuke development. Cost: N/A Range: N/A Armour: N/A Prerequisites: Nuclear ICBM Silo Weapon: An ICBM with a maximum range of 8,952 km equiped with a plutonium and enriched uranium mixture 70 Kt (Kiloton) warhead.
Infantry Mechanized Units Naval Units Aircraft Special Forces
|