The Let's Play Archive

Command & Conquer: Red Alert 2

by Jobbo_Fett

Part 41: Red Alert 2 - Units and Buildings




GI
RANGE: Short
ARMOR: None
WEAPON: Colt 1911 / M60 Machine Gun
COST: 200

The GI is the basic Allied infantry unit. Slow and capable of only light damage, GIs are nonetheless necessary because of their low cost and ability to set up sandbags around them like a bunker. Left-clicking on a selected GI unit will cause him to deploy into a heavy machine gun platform which offers increased range and power, but no ability to move. Left-clicking again undeploys the GI.

Author's Note: Your generic infantry, their low cost and power can be deadly if massed in sufficient numbers. They should be used cautiously as they lack durability. Of note, they can deploy into a sandbagged position, extending their range, and increasing their Rate of Fire (ROF)



Mobile Construction Vehicle (MCV)
RANGE: None
ARMOR: Heavy
WEAPON: None
COST: 3000

As you will see in the section on Allied buildings, the heart of every base is the Construction Yard. On many occasions you will not start with this structure in place but will have an MCV, or Mobile Construction Vehicle, at your disposal. When deployed, this vehicle becomes a Construction Yard, providing you with all of the benefits of that building. To deploy an MCV, select the vehicle and hold the cursor over it. If the cursor changes to a golden circle with four arrows, left-clicking on it will deploy the vehicle. If the cursor has a red circle with a line through it, there is either not enough room to deploy or something is in the way. Move the vehicle (or the offending object) to find a suitable deployment site.

Author's Note: The most critical unit in any army, the MCV must be protected at all costs. It is deployed into the Construction Yard, which allows the commander to produce everything from buildings to units.



Chrono Miner
RANGE: None
ARMOR: Medium
WEAPON: None
COST: 1400

The heart of your economy is the Chrono Miner, a small vehicle that collects Ore and returns it to your Refineries. This Ore is then converted into money, which allows you to produce units and structures to increase your power. When travelling to an Ore field, the Chrono Miner moves like a normal vehicle. However, when full of Ore, the Miner “chronos” back to the Refinery, much like a [REDACTED] moves across the map. This saves considerable time in getting the Ore into the refinery.

Author's Note: Second only to the MCV, the Chrono Miner is vital to any economy, and protecting them should be the first objective for any aspiring commander. Luckily for the Allies, the chrono capability of the miner allows it to instantly teleport back to its home refinery when carrying a full load.



Tanya
RANGE: Medium-Long
ARMOR: Flak
WEAPON: Dual Colt 1911
COST: 1000

The most versatile infantry unit for the Allied forces is Tanya. About as fast as a typical GI, Tanya also has the ability to swim across rivers and oceans. While not that powerful against vehicles, Tanya’s powerful weapon kills off enemy infantry units with a single shot. Tanya can also plant C4 charges on enemy buildings or ships, destroying them instantly. Planting C4 charges on the repair huts of bridges allows Tanya to destroy bridges as well.

Author's Note: Tanya is our "Hero" unit. She's tough but don't expose her to vehicles for very long, she will not survive.



Engineer
RANGE: Short
ARMOR: None
WEAPON: None
COST: 500

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 [REDACTED] bombs by targeting the affected unit or structure.

Author's Note: We've seen engineers before, they haven't changed.



Attack Dog
RANGE: Short
ARMOR: None
WEAPON: "Bad" Teeth
COST: 200

Specially-trained German Shepherds, Attack Dogs are extremely effective against infantry, but are completely worthless against vehicles and structures. Additionally, Attack Dogs are your first, best and only line of defence against Allied Spies. You’ll want Attack Dogs guarding your base at all times.

Author's Note: Dogs are back and that makes me happy. Now I wonder how I should mod them...



Grizzly Tank
RANGE: Medium
ARMOR: Heavy
WEAPON: 105mm Cannon
COST: 700

The Grizzly is a standard Allied tank. Useful for base assaults, Grizzly Battle Tanks are also capable of grinding enemy infantry units under their powerful treads. This all-purpose vehicle is useful both in defence and attack.

Author's Note: The standard battle tank for the Allies. Faster than its Soviet counterpart.



Rocketeer
RANGE: Short-Medium
ARMOR: None
WEAPON: 20mm Auto-Cannon
COST: 600

The Rocketeer is the aerial assault version of the simple Allied GI. Armed with a powerful weapon and strapped into an equally powerful jetpack, the Rocketeer hovers over the battlefield. Rocketeers are excellent in providing anti-air defence and air-to-ground attacks on weaker targets.

Author's Note: An aerial infantry that does well against infantry but is rather vulnerable to flak. Great at harassing, though I never really used them prior to this run.



IFV
RANGE: Short-Medium
ARMOR: Light
WEAPON: Missiles
COST: 600

An incredibly versatile vehicle, this transport alters its weapon depending on what type of infantry unit is placed inside it. For instance, putting an Engineer into this craft turns it into a mobile repair vehicle, able to repair your damaged vehicles without the necessity of bringing your units back to your base, while GIs enhance the vehicle’s ability to gun down infantry, etc. Explore the many unique abilities the IFV has to offer.

Author's Note: A rather interesting vehicle with plenty of variety to it. While I never make the most of it, it certainly shows off a rather fun aspect to a unit transport.



Harrier
RANGE: Short
ARMOR: Light
WEAPON: Maverick Missiles
COST: 1200

This fast jet-aircraft is used for ground attacks against enemy positions. Useful for strafing enemy structures or incoming columns of enemy units, the Harrier is vulnerable to Soviet anti-aircraft fire.

Author's Note: A basic air unit, nothing too fancy. Has a high cost for relatively good striking power but light defense makes it risky to use most times.



Amphibious Transport
RANGE: N/A
ARMOR: Light
WEAPON: None
COST: 900

The Allied Amphibious Transport is used to transport units from place to place. While not invisible to radar like the [REDACTED], the hovercraft is capable of carrying vehicles as well as infantry. It can cross both land and water, allowing for amphibious assaults of enemy positions. This vehicle has no armament.

Author's Note: Similar to the amphibious transport from Tiberian Sun, with the added bonus of more slots and the ability to transport vehicles.



Destroyer
RANGE: Medium
ARMOR: Heavy
WEAPON: 155mm Cannon (and Anti-Submarine Aircraft)
COST: 1000

The basic Allied naval unit, the Destroyer is designed to automatically defend against submerged enemy units like submarines. The Destroyer can also be used to bombard shorelines and enemy installations, allowing for easier amphibious invasions.

Author's Note: Your basic naval unit, suited to attack all forms of enemy naval units. The Osprey aircraft can attack submerged units, and are replaced automatically for free so don't be afraid to use them.



Spy
RANGE: N/A
ARMOR: Flak
WEAPON: None
COST: 1000

The Spy is a stealth unit used by the Allied forces to gain an advantage over their foes. Rather than attacking enemy units, the Spy targets an enemy and changes his appearance to that of the enemy unit. This allows him to sneak past enemies and into enemy structures, providing substantial benefits. The Spy’s function inside the enemy structure depends on which building he enters. Attack Dogs are never fooled by the Spy’s disguise, so watch out for them.

Author's Note: An interesting update to the spy, with a new method of displaying how the spy disguises himself in accordance to the increased number of infantry units available.



Nighthawk Transport
RANGE: Short-Medium
ARMOR: Light
WEAPON: Black Hawk Cannon
COST: 1000

This massive transport helicopter is used to move infantry units across the map quickly and efficiently, without regard to terrain. The Night Hawk Transport is also completely invisible to enemy radar, making it even more effective at shuttling units back and forth. It is vulnerable to anti-aircraft fire, however.

Author's Note: A useful secondary transport for the allied forces, allowing them to get on top of cliffs or other impassable terrain. The only downside being that the Nighthawk can't transport vehicles.



Aegis Cruiser
RANGE: Medium
ARMOR: Light
WEAPON: Medusa Missiles
COST: 1200

Another important Allied ship, the Aegis Cruiser is used to defend against aerial attacks. In addition to standard anti-aircraft defenses, Aegis Cruisers are also equipped with anti-missile defenses that can protect vital installations against missile attacks.

Author's Note: A very useful counter against the Soviet dreadnought, but a little disappointing overall as its a very one-dimensional unit.



Aircraft Carrier
RANGE: Long
ARMOR: Heavy
WEAPON: Hornet Aircraft
COST: 2000

Exactly as you might guess, the Aircraft Carrier is a large ship that attacks by sending its aircraft to launch an assault on the target. Planes from an Aircraft Carrier land, reload and continue attacking until the selected target is destroyed. Even better, any aircraft lost by the Aircraft Carrier are automatically replaced without any cost.

Author's Note: An invaluable unit for the Allies, but one that requires destroyers for personal defence against submarines, adding to their high cost. If you manage to keep these alive however, the free aircraft will devastate your opponent.



Prism Tank
RANGE: Medium-Long
ARMOR: Light
WEAPON: "Comet" Laser Weapon
COST: 1200

This powerful Allied tank uses a weapon similar to the Allied Prism Tower. The powerful and deadly beam of light launched from the Prism Tank’s cannon radiates from the target to hit other nearby enemies, allowing this vehicle to single-handedly destroy entire groups of enemy units. The range of dispersal depends on how close the Prism Tank is to its initial target.

Author's Note: Unlike the Prism Tower, the tank version does not "connect" or merge beams for a stronger attack. I don't recall using this too much, but I can't say why - the Prism Tank isn't a bad option.



Navy SEAL
RANGE: Medium
ARMOR: Flak
WEAPON: MP5 Submachine Gun
COST: 1000

[There is no Manual entry for this unit]

Author's Note: Essentially a male version of Tanya, they likely exist because you can't have multiple Tanya's, technically. The only real debate is who's voice lines and which gun(s) you prefer.



Mirage Tank
RANGE: Medium
ARMOR: Light
WEAPON: Mirage Tank Cannon
COST: 1000

In most ways, the Mirage Tank is similar to the Grizzly Battle Tank of the Allies. However, when not moving, this unit changes in appearance to look like a tree. It can fire on enemy units from this camouflaged state, making it difficult for the enemy to discover where the fire is coming from. They do, however, appear for a brief moment when firing. Used carefully (for instance, stopping Mirage Tanks in or near a forested area), these units can provide a devastating surprise attack.

Author's Note: I, like, never use Mirage Tanks. Lighter armor, but can be concealed. Maybe I'll find a reason to mass these instead of Grizzlies one day... oh wait, Prism Tanks exist!



Dolphin
RANGE: Medium
ARMOR: Light
WEAPON: Mirage Tank Cannon
COST: 500

Dolphins are an important naval unit for the Allied forces. Cloaked and invisible to enemy radar, Dolphins attack with a sonar amplification device. They are effective against any Soviet naval units, particularly Giant Squids and Subs.

Author's Note: The only direct counter to Giant Squids, they are necessary to prevent your naval forces from sinking below the surface. Also, while they counter Giant Squids, they are vulnerable to them as well.



Chrono Legionnaire
RANGE: Medium
ARMOR: None
WEAPON: Chrono-Gun
COST: 1500

A Chrono Legionnaire never walks anywhere. Instead of walking, he teleports around the map. The distance of the teleport determines how long it takes him to “phase back in” at his new location. While phasing back in, the Chrono Legionnaire is vulnerable to enemy fire. His weapon is unique. Rather than destroying enemy units and structures, his weapon simply erases them out of time. The more powerful the enemy, the longer this takes. While being erased, the enemy unit is invulnerable. If the Chrono Legionnaire is killed while erasing a unit, the partially-erased unit will reappear.

Author's Note: The ultimate infantry, able to eliminate, from history, any units or building, provided they are on the ground. Yes, they need protection while erasing their target from time, just train more Legionnaires!



Construction Yard
ARMOR: Concrete
COST: N/A
POWER USAGE: NONE
PURPOSE: Produces Structures

The heart of every base is the Construction Yard. This structure is responsible for the creation of all other buildings in your base from simple walls to the technologically-advanced Battle Labs. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. In many missions, you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building.

Author's Note: It produces other buildings, keep this alive at all costs.



Power Plant
ARMOR: Wood
COST: 800
POWER USAGE: 0
POWER PROVIDED: 200+
PURPOSE: Produces Power

While a few of your buildings, like your Construction Yard, provide their own power, most do not. To get them to operate at peak efficiency, you must provide them with power. That’s the function of this structure. Power Plants put out a good deal of energy, but larger bases will require multiple Power Plants to operate effectively. Power Plants are physically weak and critically important, so keep them well guarded.

Author's Note: The power plant is absolutely required for a base to run properly. Production may slow down or stop altogether should the commander be experiencing low power.



Ore Refinery
ARMOR: Wood
COST: 2000
POWER USAGE: 50
PURPOSE: Provides Income

Your Chrono Miners need somewhere to take the Ore they collect. That place is the Ore Refinery, a structure at the very heart of your economic operation. A filled Miner will return to the Refinery to dump its load of Ore before returning to the field. This Ore is then converted into credits, which you can use to purchase structures and units. Each Ore Refinery comes with a Miner. You will need one of these buildings in every mission, and will often want several. Make more Miners and Ore Refineries to make more money.

Author's Note: Chrono Miners bring their ore loads back to the refinery for processing, which in turn generates income for the commander to spend on units or structures.



Barracks
ARMOR: Steel
COST: 500
POWER USAGE: 10
PURPOSE: Trains Infantry

The creation of all infantry units from the basic GI to the advanced [REDACTED] is performed at the Allied Barracks. Many of your more powerful and effective structures and base defenses require the presence of a Barracks.

Author's Note: Your basic structure allowing you to produce infantry. Having multiple barracks will speed up production of infantry.



Pillbox
ARMOR: Steel
COST: 500
POWER USAGE: None
PURPOSE: Base Defense

Pill-boxes are fortified gun emplacements designed to protect an area against attacks by enemy infantry. Pill-boxes are not very effective against vehicles and they cannot shoot through walls.

Author's Note: Your basic defensive structure. Works well against infantry and lightly-armored targets.



War Factory
ARMOR: Wood
COST: 2000
POWER USAGE: 25
PURPOSE: Trains vehicles

If you wish to build vehicles (and you will), you will need a War Factory. All ground vehicles are created at the War Factory, although many may require the addition of other buildings to allow for production.

Author's Note: Absolutely required to create vehicles.



Wall
ARMOR: Concrete
COST: 100
POWER USAGE: None
PURPOSE: Perimeter defense

Walls are a passive defence system designed to stop enemy infantry and vehicles. Multiple pieces of wall section can be placed at once for quick building.

Author's Note: Not much to say about this other than it being similar to past games' walls.



Airforce Command
ARMOR: Steel
COST: 1000
POWER USAGE: 50
PURPOSE: Builds Aircraft

The Allied Air Force Command Headquarters has two critical functions. Firstly, it provides radar, activating your Radar display, and allowing you to see the areas of the shroud you have removed on your Radar map. Secondly, this structure allows for the creation of aircraft. Each Air Force Command Headquarters can control up to four Harriers. Additional aircraft will require the production of a new Air Force Command Headquarters.

Author's Note: Required to build and maintain Harrier jets. Unlocks aircraft.



Naval Shipyard
ARMOR: Concrete
COST: 1000
POWER USAGE: 25
PURPOSE: Builds Ships

Your navy will play an important role both in protecting your base and in attacking the enemy position. All of your naval units, including [REDACTED], are created at your Naval Yard. This structure must be placed entirely in water. Damaged ships can be returned to the Naval Yard to be repaired.

Author's Note: Required to build naval units, they also serve as the repair point for them. Unlocks ships.



Prism Tower
ARMOR: Steel
COST: 1500
POWER USAGE: 75
PURPOSE: Defensive Structure

The Prism Tower is a powerful base defence for the Allies. Prism Towers fire a concentrated beam of light at any approaching enemy ground units. If Prism Towers are placed close enough together, they can fire one large, powerful beam by targeting each other and combining light beams on the target.

-The max number of Prism Towers that can augment an attack is 8.
-The increase in damage is 150% per tower.

Author's Note: Your main defensive structure to be used against tougher units. It packs a stronger punch when built near other Prism Towers.



Patriot Missiles
ARMOR: Steel
COST: 1000
POWER USAGE: 50
PURPOSE: Defensive Structure

The Patriot Missile System is an anti-aircraft device design to keep Allied bases protected from Soviet aircraft. Effective against all enemy flying units, the Patriot can also target and destroy incoming enemy missiles.

Author's Note: The Allied anti-air defensive structure.



Service Depot
ARMOR: Wood
COST: 800
POWER USAGE: 25
PURPOSE: Repairs Damage

During the course of a battle, your units will become damaged. Moving a damaged vehicle into a Service Depot begins the repair process. Repairing damaged vehicles costs credits, with the cost depending on the severity of the damage to the unit.

Author's Note: According to the rules.ini file, you can sell units sitting on a Service Depot, much like prior games. The repair cost is only 15% of the total unit cost. (Unless I've misunderstood the .ini file)



Battle Lab (Allied)
ARMOR: Wood
COST: 2000
POWER USAGE: 100
PURPOSE: Unlocks High Tier units/structures

Many of the more advanced Allied units and defenses depend upon additional technology found only at the Battle Lab. To create the Allied special weapons, you must have a Battle Lab at your base. While expensive to build and requiring a lot of power to run, the units and structures available with the Battle Lab make it a necessary addition to any Allied base.

Author's Note: Not much to say about this other than it acts as the standard tech structure seen in previous games that unlocks the higher tier units and structures for the player.



Chronosphere
ARMOR: Concrete
COST: 2500
POWER USAGE: 200
PURPOSE: Mass Teleportation Device

Allied research into time travel has developed the Chronosphere, a device that allows units to move instantly across the map. When used, the Chronosphere will move vehicles in a selected wide radius to another point on the map. Additionally, enemy vehicles can be transported with the Chronosphere. Enemy ships can be placed on land or enemy ground vehicles can be dropped in water, destroying them instantly. Like the Weather Control Device, when the Chronosphere is built, all
players are notified and the shroud above the device is removed.

Author's Note: A lovely superweapon that can destroy any unit out there... if used well enough. There appears to be a limit on how many units can be transported, but it is a very powerful ability nonetheless.



Spy Satellite
ARMOR: Wood
COST: 1500
POWER USAGE: 100
PURPOSE: Reveals the entire map

The Allied army depends on superior information to defeat the Soviet menace. When built and deployed, the Spy Satellite Uplink completely removes the shroud, showing all locations on the battlefield and on the Radar display.

Author's Note: Instantly reveals the entire map upon being built, rather than having to wait for the satellite to be constructed and deployed as seen in RA1.



Spy Satellite
ARMOR: Wood
COST: 2500
POWER USAGE: 200
PURPOSE: Increase income gained by collecting ore

The Allies have developed the Ore Purifier as a way to further refine the Ore they mine. While an expensive structure, the Ore Purifier allows you to gain additional credits from every load of Ore your miners return to your Refineries. Over time, the Ore Purifier pays for itself many times over.

Author's Note: The net increase to all income sources is 25%, according to the wiki I use for help. And you can only ever have one at a time



Gap Generator
ARMOR: Wood
COST: 1000
POWER USAGE: 100
PURPOSE: "Cloaking" Device

Much of the Allied strategy revolves around gathering superior information and denying information to the Soviets. When a Gap Generator is deployed, it creates a shroud over a wide radius, hiding the Allied base from Soviet radar. The Gap Generator requires a great deal of power to maintain.

Author's Note: This exists.



Weather Machine
ARMOR: Concrete
COST: 5000
POWER USAGE: 200
PURPOSE: Allied Super Weapon

The Weather Control Device gives the Allied commander the ability to control the forces of nature. Once built, the Weather Control Device will create a powerful lightning storm, which can be deployed over any part of the map, causing incredible destruction. The lighting storm will destroy buildings and units over a large area. When a Weather Control Device is built, all players will receive notification of the construction, and the shroud above the device is removed. All players will also receive a countdown as the lightning storm is developed.

Author's Note: The Allied version of the Nuclear Missile, without the radiation after effects. High damage, large area of effect, but the cost and power consumption may make you think twice about getting one.




Conscript
RANGE: Short
ARMOR: Flak
WEAPON: AK-47 (Assumed)
COST: 100

The counterpart to the Allied GI is the Soviet Conscript. Not able to deploy into a fortified position, Conscripts are cheaper to build than the Allied GI.

Author's Note: Your basic infantry, only great for massed attacks or for garrisoning buildings.



Attack Dog (Soviet)
RANGE: Short
ARMOR: None
WEAPON: Teeth
COST: 200

Specially-trained Siberian Huskies, Attack Dogs are extremely effective against infantry, but are completely worthless against vehicles and structures. Additionally, Attack Dogs are your first, best, and only line of defence against Allied Spies. You’ll want Attack Dogs guarding your base at all times.

Author's Note: German Shepherds vs Siberian Huskies.



War Miner
RANGE: Short
ARMOR: Medium
WEAPON: 20mm Autocannon
COST: 1400

The counterpart to the Allied Chrono Miner, the main purpose of the War-Miner is collecting Ore to be processed into credits. Once processed by a refinery, the Ore allows for the production of both units and structures. Unlike the Allied Chrono Miner, the War-Miner is not completely defenceless. It is armed with a sizeable mounted gun, which gives it the ability to protect itself from minor threats. Like all heavy vehicles, it can also crush enemy infantry by driving over them.

Author's Note: Much tougher than the Chrono Miner, the War Miner trades in the capability to teleport back to base to have twice the capacity for ore, as well as having a 20mm autocannon for protection.



Flak Track
RANGE: Short-Medium
ARMOR: Heavy
WEAPON: Flak Cannon
COST: 500

This light Soviet vehicle is designed to defend against both air- and light ground-assaults. It attacks by expelling flak, much like the Flak Trooper. This vehicle can also operate as a troop transport, carrying infantry units over-ground. This vehicle is not amphibious and cannot cross water.

Author's Note: Interesting that it mentions non-amphibious movement. Not quite sure why.



Rhino Tank
RANGE: Medium
ARMOR: Heavy
WEAPON: 120mm Cannon
COST: 900

The Soviet answer to the Allied Grizzly Battle Tank is the Rhino Heavy Tank. Larger and slower than the Grizzly, the Rhino is geared toward pure power and is extremely effective against structures.

Author's Note: The Hammer of the Soviet ground forces, more than capable of scrapping any allied vehicles they come across.



Attack Sub
RANGE: Medium
ARMOR: Heavy
WEAPON: Torpedo (Unspecified size)
COST: 600

This naval vessel attacks from below the waves, launching powerful torpedoes at its foes. Not capable of attacking land-based targets, the Typhoon is nonetheless a powerful unit for naval conflicts, and in large numbers conflicts and, in large numbers, can take complete control of waterways. Typhoon Attack Subs are stealth units and do not appear on enemy radar.

Author's Note: The workhorse of the Soviet navy, attack subs will be the primary anti-vessel weapon platform for Red commanders.



Tesla Trooper
RANGE: Short
ARMOR: Plate
WEAPON: Shock Gloves/Gun
COST: 500

This specialised infantry unit attacks with a powerful electrical charge generated from his portable [REDACTED]. Tesla Troopers are valuable for a number of reasons, not the least of which is their immunity to being steam-rolled by enemy tanks. In times of emergency power shortages, Tesla Troopers can charge up the [REDACTED] defending your base to keep them operating against enemy units. Charging up a [REDACTED] will also increase its range and power. To charge a [REDACTED], simply move a Tesla Trooper near it. Charging will happen automatically.

Author's Note: Very useful to have a few hanging around your base in case your Tesla Reactors aren't enough. Also they do rather well against infantry!



Flak Trooper
RANGE: Medium
ARMOR: None
WEAPON: Flak Launcher
COST: 300

This advanced infantry unit is useful against both ground and air targets. The Flak Trooper attacks with explosive flak, allowing him to damage aircraft as well as seriously wound enemy infantry.

Author's Note: Your low tech portable means of anti-air defense as the Soviets. Generally useful to have as they perform double-duty against Allied vehicles and buildings.



V3 Launcher
RANGE: Long-Extreme
ARMOR: Light
WEAPON: V3 Rocket
COST: 800

The V3 Rocket Launcher is the closest thing the Soviet army has to artillery. While physically weak and easily destroyed, the V3 is capable of tremendous devastation. It launches very powerful, long-range rockets that can cause huge amounts of damage to whatever they hit. A great support weapon, the V3 Rocket Launcher is too vulnerable to lead an assault.

Author's Note: Sadly, the lack of any real splash damage really hinders the V3's power and use. Still, useful to hit something like a Prism Tower from outside its range.



Psi Corps Trooper
RANGE: Medium
ARMOR: None
WEAPON: Mind Bullets
COST: 1000

There is no manual entry for this unit.

Author's Note: Able to take control of enemy units, Psi-Corps Troopers are dangerous in the right wrong hands.



Terror Drone
RANGE: Short
ARMOR: Special
WEAPON: Itself
COST: 500

Terror Drones are a new robotic unit created by the Soviet military. These small, mechanical spiders scuttle across the battlefield looking for enemy vehicles. When a vehicle comes within range, the Terror Drone leaps into action, jumping inside the vehicle and dismantling it from the inside. Only a Service Depot or Outpost can remove a Terror Drone once it attacks.

Author's Note: A very efficient unit when micro'd well, but requires a lot of attention to maximize its use.



Sea Scorpion
RANGE: Short
ARMOR: Heavy
WEAPON: Flak Gun
COST: 600

This fast ship is capable of attacking all targets. It is also equipped with an anti-missile system, and can be used to protect valuable structures and locations from missile attack.

Author's Note: Great speed won't save this ship design from being relegated to the "Do Not Buy" pile. Unless I can't build subs or [REDACTED] or [REDACTED], then I guess its a solid 4th pick.



Amphibious Transport
RANGE: N/A
ARMOR: Heavy
WEAPON: None
COST: 900

Similar to the Allied Amphibious Transport, the Transport is a way to move both infantry and vehicles across both land and water. This vehicle is unarmed, but is heavily armoured to help ensure that its cargo gets to its ultimate destination.

Author's Note: Identical, apart from its armour, to its Allied counterpart.



Crazy Ivan
RANGE: Short
ARMOR: None
WEAPON: Explosives
COST: 600

A codename used for Soviet demolitions experts, a Crazy Ivan attacks by placing dynamite around the map. Virtually anything can be wired to explode, from enemy structures to individual Conscripts—even wandering cows. Once placed on enemies or neutral units and structures, the bombs will count down to detonation and then explode. Crazy Ivan units can also demolish bridges by placing dynamite on bridge huts.

Author's Note: I literally never used Crazy Ivans, so uhhh.... they exist?



Dreadnought
RANGE: Long-Extreme
ARMOR: Heavy
WEAPON: Dreadnought Missiles
COST: 2000

This large ship is useful in attacking both enemy ships and ground installations. It hits with powerful long-range missiles, making it difficult for enemy units to approach within range to destroy it.

Author's Note: Expensive and desperately in need of support for self-defense, the Dreadnought will do wonders provided your enemy can't shoot down its missiles. The line about attacking enemy ships is more wishful thinking and luck than anything else.



Apocalypse Tank
RANGE: Medium
ARMOR: Heavy
WEAPON: Twin 120mm Cannons
COST: 1750

The ultimate Soviet tank, the Apocalypse Assault Tank has a massive gun. A huge vehicle, the Apocalypse can take large amounts of damage before succumbing. This vehicle can be used to attack both ground and air targets.

Author's Note: The ultimate in tank technology™, nothing can even hope to stand up against the mighty Apocalypse Tank and live. Truly, this singular weapon can spell doom for all that oppose it.



Desolator
RANGE: Medium
ARMOR: Plate
WEAPON: Man-Portable "Radiation" Cannon
COST: 600

Iraqi scientists have created the Desolator, a soldier that creates large areas of scorched, impassable earth. When deployed, the Desolator uses a radiation cannon to irradiate the ground around him, making it completely impassable to both infantry and light vehicles. He wears a protective suit to keep him safe from the radiation. When the Desolator is killed or undeployed, the ground he has poisoned will slowly return to normal.

Author's Note: A rather unique infantry that is an absolute monster against infantry. There's only one other infantry that can deal with this, and we haven't seen him yet.



Giant Squid
RANGE: Short
ARMOR: Light
WEAPON: These glands!
COST: 1000

Captured and trained by Soviet scientists, these huge creatures are capable of grasping enemy ships and crushing them with their huge, powerful tentacles. Giant Squids are stealth units and do not appear on enemy radar.

Author's Note: An interesting unit, that performs a similar function as the terror drone. The main difference being that the Squid disables its target entirely, but is vulnerable while in such a state.



Kirov Airship
RANGE: Short
ARMOR: Light
WEAPON: Blimp Bombs
COST: 2000

These huge Soviet zeppelins are a true force to contend with in the air. Able to withstand tremendous amounts of damage, a Kirov attacks with massive payloads of heavy bombs. These can devastate an area. Slow speed is the main weakness of this unit.

Author's Note: Large and in charge, the Kirov Airship can shake off any but the most concentrated of AA defenses. Their durability makes up for their lethargic movement. Anything caught under their sights is as good as dead.



Yuri Clone
RANGE: Medium
ARMOR: None
WEAPON: Spoons bent into absurd shapes
COST: 1200

The result of unique Soviet research, Yuri has the ability to mentally control most organic units and vehicles. When controlled, the enemy vehicle becomes, effectively, your unit, and you can order it to move and attack just as if you had built it yourself. If Yuri is killed, the connection with the enemy vehicle is broken and it returns to its original team. Yuri cannot control War-Miners, Chrono Miners, Attack Dogs, aircraft or other Yuri units. Yuri can also boil the minds of others with his mind-blowing attack. Simply double-click on him and watch surrounding infantry sizzle.

Author's Note: Potentially very broken, and doubly so when paired with the Cloning Vats. Provided they have air cover, there's little that can stand up to Yuri.



Tesla Reactor
ARMOR: Wood
COST: 600
POWER USED: 0
POWER PROVIDED: 150
PURPOSE: Produces Power

The Soviet army depends on the Tesla Reactor to run its base operations. Like Power Plants, Tesla Reactors are extremely important, but are very vulnerable. These structures must be protected at all times. Spies are a particular nuisance.

Author's Note: The Soviet version of the Power Plant, it provides less power while also costing less.



Ore Refinery (Soviet)
ARMOR: Wood
COST: 2000
POWER USED: 50
PURPOSE: Provides Income

Your War Miners need somewhere to take the Ore they collect. That place is the Ore Refinery, a structure at the very heart of your economic operation. A filled Miner will return to the Refinery to dump its load of Ore before returning to the field. This Ore is then converted into credits, which you can use to purchase structures and units. Each Ore Refinery comes with a Miner. You will need one of these buildings in every mission and will often want several. Make more Miners and Ore Refineries to make more money.

Author's Note: Same as the Allied version.



Barracks (Soviet)
ARMOR: Steel
COST: 500
POWER USED: 10
PURPOSE: Trains Infantry

The creation of all infantry units from the basic Conscript to the advanced [REDACTED] is performed at the Soviet Barracks. Many of your more powerful and effective structures and base defenses require the presence of a Barracks.

Author's Note: The manual doesn't use the Soviet version of the Barracks, oddly enough.



Sentry Gun
ARMOR: Steel
COST: 500
POWER USED: 0
PURPOSE: Base Defense

This stationary gun is used to defend against enemy infantry. It is not a very effective weapon against vehicles.

Author's Note: It's a cooler pillbox.



Radar
ARMOR: Wood
COST: 1000
POWER USED: 50
PURPOSE: Produces Radar

Because the Soviets do not have traditional aircraft, they have no need of an airfield. The Radar Tower, when created, activates the Soviet Radar display.

Author's Note: Does what you would expect - provides the Radar map.



War Factory
ARMOR: Wood
COST: 2000
POWER USED: 25
PURPOSE: Produces vehicles

If you wish to build vehicles (and you will), you will need a War Factory. All ground vehicles are created at the War Factory, although many may require the addition of other buildings to allow for production.

Author's Note: Nothing of note, it is equivalent to the Allied War Factory.



Naval Shipyard
ARMOR: Concrete
COST: 1000
POWER USED: 20
PURPOSE: Produces ships

Your navy will play an important role both in protecting your base and in attacking the enemy position. All of your naval units, including [REDACTED], are created at your Naval Yard. This structure must be placed entirely in water. Damaged ships can be returned to the Naval Yard to be repaired.

Author's Note: Functionally the same as the Allied Shipyard.



Flak Cannon
ARMOR: Steel
COST: 1000
POWER USED: 50
PURPOSE: Base Defense

The Soviet Flak Cannon is a basic form of defence against aerial units. It is extremely effective against all Allied air units, including Rocketeers.

Author's Note: Your stationary AA defense for the Soviet tech tree.



Service Depot
ARMOR: Wood
COST: 800
POWER USED: 20
PURPOSE: Repairs units

During the course of a battle, your units will become damaged. Moving a damaged vehicle into a Service Depot begins the repair process. Repairing damaged vehicles costs credits, with the cost depending on the severity of the damage to the unit.

Author's Note: Identical to the Allied version.



Tesla Coil
ARMOR: Steel
COST: 1500
POWER USED: 75
PURPOSE: Base Defense

A powerful base-defence against all ground units, the Tesla Coil attacks with a powerful bolt of electricity. Unlike other base-defenses, a Tesla Coil can be charged by Tesla Troopers, and will remain active even if the base loses power.

Author's Note: All hail the mighty Tesla Coil. It doesn't feel as strong as Red Alert's version, but that doesn't make these any less desirable for your base.



Battle Lab
ARMOR: Wood
COST: 1500
POWER USED: 100
PURPOSE: Unlocks higher tech levels

Many of the more advanced Soviet units and defenses depend upon additional technology found only at the Battle Lab. To create the Soviet special weapons, you must have a Battle Lab at your base. While expensive to build and requiring a lot of power to run, the units and structures available with the Battle Lab make it a necessary addition to any Soviet base.

Author's Note: So similar to the Allied Battle Lab that the manual uses the wrong building image for the manual. (This is also repeated for the Barracks)



Nuke Silo
ARMOR: Concrete
COST: 5000
POWER USED: 200
PURPOSE: Superweapon

The ultimate weapon in the Soviet arsenal is the Nuclear Missile Silo. Once built, the Nuclear Missile Silo creates a huge nuclear missile that can be used to cause incredible devastation in the chosen area. Additionally, the aftermath of the missile leaves radiation that will kill any infantry units in the area and will damage lightly-armoured vehicles. When the Nuclear Missile Silo is built, all players are notified and the shroud above the device is removed for all players.

Author's Note: The first Soviet superweapon, the Nuke. This doesn't mess around. Large explosion, subsequent radiation; it will blow up and melt anything in its way! Two-key security lock not included.



Nuclear Reactor
ARMOR: Concrete
COST: 1000
POWER PROVIDED: 2000
PURPOSE: Provides Power

The Soviets have solved the problem of needing additional Tesla Reactors by developing the Nuclear Reactor. This large building puts out the equivalent of many Tesla Reactors, supplying the Soviet commander with virtually all of the power he will ever need. The destruction of a Nuclear Reactor causes a large nuclear explosion, and creates fallout that will kill infantry and lightly-armoured vehicles.

Author's Note: The ultimate power generating structure, the Nuclear Reactor can easily supply all your needs. While they are large and slightly vulnerable, they are easy to build and removes any real limitation on accumulating Tesla Coils, outside of cost.



Iron Curtain
ARMOR: Concrete
COST: 2500
POWER USED: 200
PURPOSE: Superweapon

A fascinating piece of Soviet technology, the Iron Curtain allows you to make units and structures invulnerable for a short period of time. When ready and selected, the Iron Curtain will make all structures and units in a small area completely invulnerable to attack. Invulnerable units cannot be attacked by Terror Drones, but can still be mind-controlled. The force of the Iron Curtain will kill any infantry units it is used on. In this way, it can be used against enemy infantry as a weapon. When the Iron Curtain is built, all players are notified and the shroud above the device is removed for all players.

Author's Note: Capable of rendering any mechanical unit invincible for a short period of time, it allows an offensive to become a breakthrough. Also makes a nice bug zapper against any infantry caught within its effect.



Psychic Sensor
ARMOR: Concrete
COST: 100
POWER USED: 50
PURPOSE: Pseudo-Radar

Soviet research into psychic phenomena has resulted in the Psychic Sensor. When deployed, this device allows you to see the orders given to any enemy units planning to attack any friendly units or structures within the device’s radius. When built, the sensor shows the attack target when the target is within range of the Psychic Sensor.

Author's Note: Displays movement lines for any unit attempting to move near the Sensor, it allows a pseudo-precognition ability for the Commander.



Cloning Vats
ARMOR: Wood
COST: 2500
POWER USED: 200
PURPOSE: Overpowered Tech

A unique piece of Soviet technology, the Cloning Vat allows you to duplicate any infantry unit you create with your Barracks for free. Once you have built and placed a Cloning Vat, any unit you create in your Barracks will also produce an identical unit at the Cloning Vat.

Author's Note: Absolutely broken! Quickly flood the map with Conscripts, Dogs, Tesla Troopers, and Yuris, to eliminate your opponents.