Minigunner
Minigunners are the main unit of the Soviet infantry. Armed with an AK-47, this unit is ideal for fighting other infantry units and tanks (when operating in groups).

C&C: Red Alert
Minigunners are the main unit of the Soviet infantry. Armed with an AK-47, this unit is ideal for fighting other infantry units and tanks (when operating in groups).
Grenadiers have a longer range and greater destructive power than ordinary infantry. When deployed in groups, they are highly effective against heavily armoured units and structures.
Engineers can fully repair all your damaged buildings immediately. When sent into an enemy building, they can damage or capture it.
These soldiers are slower and more vulnerable to being hit than other infantry units (because of the tanks full of flammable chemicals they carry). The flamethrower soldier can decimate structures and infantry units in a matter of seconds with his flamethrower.
Another application of Tesla’s inventions, the Electrocutters are sturdy (and rather slow) infantry units carrying a portable Tesla generator, capable of delivering electric shocks to any unit or structure. Worth their weight in gold, Electrocutters cannot be run over like other infantry units.
Attack Dogs are the only unit capable of detecting spies attempting to infiltrate the base. Although unarmed and easy to kill, the dogs make the perfect base guard unit against intrusions by engineers, spies and thieves.
Used to collect raw ore, the ore collector is an essential piece of equipment. Although it is slow, it is heavily armoured and capable of withstanding an attack whilst remaining intact.
The mobile construction vehicle allows you to set up or expand a base. Although expensive, the MCV is very useful if the original Construction Yard is destroyed or captured. As with all construction equipment, the more you have, the faster construction proceeds.
The V2 launcher can destroy most buildings with just two rockets. Given its incredible range, it is easy to see why the Allied Forces fear this weapon. Its disadvantages are its light armour, its slow reload time and its inability to hit fast-moving targets.
A standard tank of the Soviet Empire, this monster is equipped with a twin 105mm gun, giving it twice the firepower of its closest member of Allied Forces, the Medium Tank. It sacrifices speed for this bonus, but the end result nonetheless makes it a formidable opponent on the battlefield.
It is the largest of all tanks. As the most powerful ground-based weapons platform, the Mammoth Tank can withstand and launch numerous attacks. Its twin guns are unrivalled in terms of ground firepower, and its missiles also make it effective against both infantry and air units.
The M.A.D. Tank, or Mutually Assured Destruction Tank, is a weapon of last resort which, once activated, generates a powerful chronoportative shockwave. Once it reaches full Charge, it explodes, damaging all units and structures on the map. The unit emits a gradually increasing audible signal before the explosion, giving each player the chance to prepare for the impending destruction. If the unit is destroyed before it explodes, its destructive effects are neutralised.
Bringing the destructive power of the Tesla Coil to the battlefield, the Tesla Tank is a valuable addition to the Soviet arsenal. Thanks to its long range and powerful electric discharges, the Tesla Tank is effective in both offensive and defensive roles. When used in conjunction with standard Tesla Coils, Tesla Tanks offer enhanced protection against Allied Forces assaults and ensure that low-current conditions do not compromise Soviet defences.
The Anti-Personnel Mine Layer deploys mines to decimate the Allied Forces’ heavy infantry ranks. This mine can destroy entire groups of infantry with a single explosion. The Anti-Personnel Mine Layer carries 5 mines and can be reloaded at the Service Depot.
The Mobile Radar Jammer disrupts enemy radar functions, cutting off transmissions and disabling displays. The range of this unit allows it to remain concealed at a considerable distance from the enemy base, whilst other forces take advantage of the radar failure to launch an attack.
Quiet and stealthy, submarines can attack ships from a distance. Submarines must surface to fire, thereby revealing their position and allowing nearby units to fire on them.
Realising that its navy lacked a first-strike capability, the Soviet Empire developed a new class of Submarines capable of launching attacks on land-based targets. The weapons of the Missile Submarine are almost as powerful as those of the Allied Forces’ fearsome Cruisers; moreover, the submarines can appear and disappear before the enemy can pinpoint the source of the attack.
Can transport up to 5 land-based units across water. Transport units can only be loaded or unloaded on land, and are particularly vulnerable whilst being unloaded.
Capable of carrying five infantry units through the air, the Chinook Transport helicopter is ideal for dropping engineers and other assault teams onto an enemy base.
Imposing and heavily armoured, the Hind uses its ultra-rapid Vulcan Cannon Upgrade to wipe out enemy units and structures. Equipped with substantial ammunition reserves, the Hind can pursue its target for a long time, gradually whittling down its defences.
Sometimes referred to as the ‘infantry crusher’, the Yak fires in bursts of ground-attack fire, swooping down on groups of advancing infantry and potentially wiping them all out in one go. The Yak is not very fast, which makes it an easy target for the Allied Forces’ Rocket Soldiers.
This rapid-response aircraft carries a limited number of powerful and accurate missiles. Used in lightning-fast manoeuvres, the MiG can take out armoured vehicles before they even become a threat.
The Badger bomber is the transport aircraft used to drop paradrop soldiers and Parabombs onto a selected target. It is relatively slow, and its light armour makes it easy prey for any enemy Anti-Aircraft Guns defending the target.
The Construction Yard forms the foundation and enables other buildings to be constructed.
Standard Power Plant. The power output depends directly on the condition of the Power Plant, so make sure you protect it during battles.
Available from a certain point in the campaign, it provides even more energy than a standard Power Plant.
The Tiberium Refinery smelts ore into its constituent elements. Building a Tiberium Refinery immediately deploys an Ore Truck. The Tiberium Refinery can store up to 2,000 credits’ worth of smelted ore.
This Ore Silo can hold up to 1,500 smelted ore credits. Keep a close eye on it. If it is destroyed or stolen, the amount stored will be deducted from your credits.
The barracks is where all Soviet infantry are trained. Some advanced or special infantry units may not be available until other structures have been built.
This facility is responsible for the manufacture of all Soviet land vehicles. The construction of several Weapons Factories reduces the time required to build a vehicle.
The kennel is where Attack Dogs are trained.
The Flame Tower targets and destroys approaching enemy ground units by firing fireballs. It is particularly effective against large groups of infantry and armoured units. If the Flame Tower is destroyed, its explosive fuel damages nearby units and structures.
The Tesla Coil automatically fires bolts of lightning at enemy ground units, reducing soldiers to ashes and tanks to molten steel in a matter of seconds.
The SAM Site automatically fires missiles at enemy aircraft; these are slightly inaccurate but have a long range. Slow aircraft or Hovercraft will fare the worst against this defensive structure.
The airstrip enables the construction of MiG and Yak aircraft, as well as providing access to Paradrop units, Parabombs and Spy Planes. Only one aeroplane is permitted per built runway. If a runway in use is destroyed whilst the associated aeroplane is still in the air, the aeroplane will crash.
The helipad allows you to build all your helicopters, as well as to refuel them. Each new helipad automatically comes with a Hind.
The Submarine Pen builds and launches submarines and transport vessels. Damaged submarines and transport vessels, whilst berthed in the port, are repaired.
The Service Depot repairs any damaged vehicle. Mine-laying units can be reloaded if you drive them to the block. Repairing a vehicle is much quicker than building one from scratch, and costs only a fraction of the original price.
When operating at full power and having been repaired following any serious damage, the Radar Dome provides you with a bird’s-eye view of the battlefield.
The Soviet Tech Center enables the construction of high-technology units, such as the Mammoth Tank and the Tesla Coil.
The Iron Curtain resonates with the molecular structure of a vehicle or a building, imbuing it with ‘Stalin’s will’ and rendering it invulnerable for a short time.
Once built, the silo produces a Nuclear Missile Strike that can be launched onto the battlefield, causing massive destruction to structures and infantry units. Units with heavier armour will fare better, but only just.
The Iron Curtain resonates with the molecular structure of a vehicle or a building, imbuing it with ‘Stalin’s will’ and rendering it invulnerable for a short time.
A nuclear missile strike, which, once launched, causes massive destruction to structures and infantry units.
When selected, the Spy Plane dives in from outside the map and takes a photograph of the targeted area, causing the shade to disappear.
Dropped by the Badger, this group of five infantry soldiers is very similar to standard ground infantry units. Paradrop soldiers can be dropped anywhere on the map, even in unexplored regions.
Dropped from the Badgers, these explosives fall in a line towards their target, destroying the intended target and everything around it. The troops see them falling and will try to flee the targeted area.