Soviet Union

Soviet Union

C&C: Red Alert 2

Units

Conscript

The Soviet conscript is the equivalent of the Allied Forces GI. Unable to take up fortified positions, the conscript is cheaper than the GI.

Engineer

Although he is unarmed, the Engineer is an extremely useful unit. Careful use of teams of Engineers can completely change the outcome of a battle. Bear in mind that if you use an Engineer, you lose him. Engineers are used to repair destroyed bridges (you must enter the repair room), capture enemy structures, repair your own, and repair and capture neutral technical buildings. Engineers can also defuse Crazy Ivan’s bombs by targeting the unit or structure that has been mined.

Flak Trooper

This advanced infantry unit can be used against both ground and air targets. Its Artillery enables it to damage aircraft and inflict serious casualties on enemy infantry.

Attack Dog

Attack dogs are specially trained Siberian Huskies; they are extremely effective against infantry, but completely useless against vehicles and structures. They are also your only defence against spies. It may be useful to have an attack dog constantly patrolling your base.

Tesla Trooper

This specialised infantry unit attacks using a powerful electric charge generated by a portable Tesla Coil. Tesla Troopers are extremely valuable for many reasons, the main one being their immunity to enemy tanks, which cannot run them over. In the event of a power cut, Tesla Troopers recharge the Tesla Coils defending your base and keep them operational against enemy units. Recharging a Tesla Coil also increases its range and power. To do this, simply move a Tesla Trooper close to it and recharging will take place automatically.

Crazy Ivan

This is a codename used to refer to a Soviet demolition expert: Crazy Ivan places dynamite all over the map. In theory, he can rig just about anything he likes, from enemy structures to conscripts and even cows. When placed on neutral or enemy units or structures, the bombs begin a countdown before exploding. ‘Crazy Ivan’ units are also capable of demolishing bridges by placing dynamite in the repair shed.

Iraqi Desolator

Iraqi researchers have developed the ‘Desolator’, a Soldier that destroys everything in its path, leaving behind nothing but desolate and impassable terrain. When deployed, the ‘Desolator’ uses a radiation cannon that irradiates the ground around it, rendering it inaccessible to both infantry and light vehicles. It wears a protective suit to shield it from radiation. When the Desolator is killed or when it is not deployed, the ground it has contaminated slowly returns to normal.

Cuban terrorist

The Cubans have developed this terrorist unit with the aim of attacking enemy bases. The terrorist carries C4 charges on his body and throws himself at his enemies like a suicide bomber, blowing them up quickly and effectively.

Yuri's clone

This seemingly defenceless unit possesses a modified, highly developed Mastermind, which enables it to take control of most enemy units. Whilst Harvesters, Attack Dogs, Masterminds, Yuri’s Clones, Heroes and all flying units are immune to Yuri’s Clone’s psychic control, all other units are at risk of being captured and forcibly conscripted into the Soviet forces. When faced with large numbers of infantry units, a Yuri clone can be deployed to create a vast psychic wave, which injures or kills nearby infantry.

VCM Soviet

As you will see in the section on Soviet structures, the Construction Yard forms the heart of your base. Very often, you do not start with this structure, but you do have a VCM (mobile construction vehicle). When deployed, it transforms into a Construction Yard, giving you all the benefits of this building.

War Miner

It is the equivalent of the Allied Forces’ Chrono Miner, and its main purpose is also to collect ore and convert it into resources. Once this process is complete, units and structures can then be produced. Unlike the Allied Forces’ Chrono Miner, the Armoured War Miner is not entirely defenceless. It is equipped with a sizeable cannon that enables it to eliminate minor threats. Like all heavy vehicles, it is capable of crushing enemy infantry by driving over them.

Rhino Tank

The Rhino Tank is the Soviet counterpart to the Grizzly Tank. More massive and slower than the Grizzly Tank, the Rhino embodies sheer power and is devastatingly effective against structures.

V3 Rocket Launcher

The V3 Rocket Launcher represents the Soviet army’s Artillery. Although it can be easily destroyed, the V3 is capable of inflicting terrible damage. It fires extremely powerful long-range rockets that destroy everything they hit. It is an excellent support weapon, but it is too vulnerable to lead an attack.

Flak Track

This light vehicle is designed for air defence and ground assaults. Its Artillery fire is similar to that of a Flak Trooper. It can also be used as a troop carrier, transporting infantry units by land. However, it is not amphibious and therefore cannot travel on water.

Terror Drone

Terror Drones are new cybernetic units developed by Soviet military research. These small mechanical insects scour the battlefields in search of enemy vehicles. If they spot one within range, the Terror Drones spring into action, rushing inside the vehicle to dismantle it. Only Service Depots or Outposts are capable of neutralising the Terror Drone when it launches an attack.

Apocalypse Tank

The most advanced Soviet tank, the Apocalypse Tank, is equipped with a massive gun. It is a huge vehicle that can withstand a great deal of damage before being destroyed. It can be used to attack ground or air targets.

Russian Tesla Tank

The Tesla Tank is a large ground vehicle that fires Tesla charges instead of bullets. These charges are effective against units and structures.

Libyan Demolition Truck

The Libyan Demolition Truck is a suicide vehicle designed to sow chaos and terror within enemy bases. This truck is fitted with a small nuclear charge and, when attacked, the charge explodes, destroying everything within a wide radius.

Amphibious Transport

Similar to the Allied Forces’ Amphibious Transport, it is capable of moving infantry and vehicles both on land and on water. It is unarmed, but is heavily armoured to ensure the safe transport of its cargo.

Giant Squid

Captured and trained by Soviet scientists, these monstrous creatures grab enemy ships in their powerful tentacles and crush them. The Giant Squid is a Shadow Team and cannot be detected by enemy radar.

Sea Scorpion

This high-speed vessel is capable of engaging all types of targets. It is equipped with an anti-missile system and can be used to protect strategically important structures or locations from missile attacks.

Typhoon Attack Sub

This vessel carries out its attacks beneath the surface of the water and fires powerful torpedoes at its enemies. It cannot attack land-based targets, but it is nonetheless a highly powerful unit in naval conflicts which, in sufficient numbers, can gain total control of waterways. The Typhoon Attack Sub is a stealth unit that cannot be detected by enemy radar.

Dreadnought

This large ship is effective at attacking both enemy vessels and land-based installations. Its long-range missiles are extremely powerful, and enemy units find it very difficult to get close enough to destroy it.

Kirov Airship

These enormous Soviet zeppelins constitute an air force that must not be underestimated. They possess an absolutely incredible ability to withstand damage and drop enormous, extremely powerful bombs. Capable of devastating entire regions, their slowness is their main weakness.

Buildings

Construction Yard

The Construction Yard is the heart of any base. This structure is the starting point for the creation of all other buildings, from simple walls to sophisticated Battle Labs. As your ability to expand your base and acquire new technologies depends on this building, any wise Commander must protect it at all costs and at all times. Many missions start with a Construction Yard already in place, whilst others begin with a VCM that you will need to deploy in order to start building.

Tesla Reactor

The Tesla Reactor is essential for the operation of Soviet bases. Just like Power Plants, they are of the utmost importance, but highly vulnerable. They must be constantly protected, particularly from Spies.

Barracks

All infantry units, whether they are basic conscripts or Crazy Ivan, are produced in Soviet barracks. Many other powerful and effective structures, as well as the base’s defences, require a barracks to be present.

Tiberium Refinery

Your armoured collectors deliver the harvested ore to the refinery, a central structure in your economic system. Once a collector is fully loaded, it returns to the refinery to unload the ore before heading back to the ore deposit. This ore is then converted into resources, which you can use to purchase structures and units. Each Tiberium Refinery has one Harvester. This structure is essential for every mission; sometimes you’ll even need several. The more Harvesters and Tiberium Refineries you have, the more money you’ll earn.

Sentry Gun

This fixed gun is used to defend against enemy infantry, but is not very effective against vehicles.

Walls

Walls form a passive defence system designed to halt enemy infantry and vehicles. To speed up construction, it is possible to place several sections of wall at the same time.

Anti-Aircraft Gun

The Soviet Anti-Aircraft Gun is a fundamental form of defence against all air units. It is extremely effective, particularly against Allied air units, including Rocketeers.

Weapons Factory

If you want to build vehicles – and you certainly will – you’ll need a Weapons Factory. All land vehicles are manufactured there, but some of them require additional buildings for their production.

Naval Yard

The navy plays a very important role in protecting your base and attacking enemy positions. All your naval units, including Giant Squids, are produced in your Naval Yard. This structure must be placed entirely in the water. Damaged ships can return to the Naval Yard to be repaired.

Radar Tower

As the Soviets do not have a conventional air force, they do not need an airport. When the Radar Tower is built, the Soviet radar display is activated. Unlocks the Spy Plane in the ‘Yuri's Revenge’ add-on.

Tesla Coil

The Tesla Coil is an excellent defence for bases, particularly against ground units, and fires powerful bolts of lightning. Unlike other types of defences, the Tesla Coil can be recharged by Tesla Troopers and remains operational even during a power cut.

Battle Lab

Many Soviet units, as well as their defences, rely on advanced technologies that are only provided by the Battle Lab. To produce the Soviets’ special weapons, it is essential to have a Battle Lab at your base. They are very expensive to build and require a large amount of energy, but the units and structures they provide make them an indispensable addition to any Soviet base.

Service Depot

During combat, your units will sustain damage. If you take a damaged vehicle to the Service Depot, it will be repaired. Repairs are not free, and the cost depends on the severity of the damage sustained.

Cloning Vats

Unique to the Soviets’ technological arsenal, Cloning Vats allow you to reproduce, free of charge, exact copies of the infantry units created in barracks. When you have a Cloning Vat, any unit created in your barracks is duplicated in it. Infantry units can be sent to a Cloning Vat to be destroyed. You’ll then receive a small amount of money in compensation. Furthermore, any infantry unit captured by Yuri can be sent to the Cloning Vat. Give it a go, and you’ll receive a bonus.

Iron Curtain

This is a particularly interesting Soviet ability that allows you to make units and structures invulnerable for a short period of time. When ready and selected, the Iron Curtain renders units and structures within a close perimeter indestructible. Invulnerable units cannot be attacked by Terror Drones, but can still be mentally controlled. The power of the Iron Curtain destroys all infantry units on which it is used. It can be used in this way on enemy infantry units as a weapon. When the Iron Curtain is built, all players are notified and the veil covering it is removed.

Psychic Sensor

Soviet research into psychic phenomena led to the development of the Psychic Sensor. When deployed, this device allows you to see the orders received by enemy units intending to attack units or structures within its range. Once built, the Psychic Sensor reveals the target that is about to be attacked, provided it is within its range.

Nuclear Missile Silo

The ultimate weapon in the Soviet arsenal is the Nuclear Silo. It launches a massive Nuclear Missile that can be used to completely devastate a given area. Furthermore, the radiation it leaves in its wake eliminates all infantry units in the area and damages lightly armoured vehicles. When the Nuclear Missile Silo is built, all players are notified and the cover concealing it is removed.

Nuclear Reactor

With the development of the Nuclear Reactor, the Soviets have solved the problem of additional Tesla Reactors. This large building produces the equivalent of numerous Tesla Reactors, and the Soviet Commander has virtually all the energy he needs at his disposal. The destruction of a Nuclear Reactor causes a massive atomic explosion, the fallout from which wipes out infantry units and lightly armoured vehicles.

Superweapons

Psychic Reveal

Invulnerability

This is a particularly interesting Soviet ability that allows you to make units and structures invulnerable for a short period of time. When ready and selected, the Iron Curtain renders units and structures within a close perimeter indestructible. Invulnerable units cannot be attacked by Terror Drones, but can still be mentally controlled. The power of the Iron Curtain destroys all infantry units on which it is used. It can be used in this way on enemy infantry units as a weapon.

Nuclear Missile Strike

The ultimate weapon in the Soviet arsenal is the Nuclear Silo. It launches a massive Nuclear Missile capable of completely devastating a given area. Furthermore, the radiation it leaves in its wake eliminates all infantry units in the area and damages lightly armoured vehicles.