Soviet Structures
Construction Yard
| Cost | : 2,500 |
| Power Usage | : Built-in power supply |
| Armour | : Heavy |
| Prerequisites | : - |
| Purpose | : Allows construction of all other base structures |
The Construction Yard is the foundation of a base and allows the construction of other structures. Once it is destroyed, all constructions options will no longer available. Pay extra care for it.
Both parties' Construction Yard looks the same, but is different from each other. Even though Allied's Construction Yard is captured by Soviet, it does not mean Soviet can build all the Allied structures. War Factory is an obvious example. Soviet cannot build Allied's War Factory. The other parties' structures & units that cannot be built are Helipad (Allied Helipad allowed to build Longbow Apache), Radar Dome (Allied Radar Dome allowed to train Spy), and Allied MCV.
Related topic:
MCV (Mobile Construction Vehicle)
Power Plant
| Cost | : 300 |
| Power Usage | : + 100 |
| Armour | : Light |
| Prerequisites | : Construction Yard |
| Purpose | : Provides power for base structures |
Power Plant is one of the most important structures. Not only that, it is also lightly armoured. Wise players will always set their target on Power Plant. Once the power is down, all structures will be damaged slowly as time passes and productivity will get effected. Once the power supply is depleted, the Radar Dome and Tesla Coil will shut down. Opponents tends to attack Power Plant if there are Tesla Coils around.
NEVER:
Place a Power Plant near any other Power Plant.
Repair Power Plant at once if it is damaged.
Place a Power Plant near the entry of the base.
HINTS & TIPS:
Build extra Power Plants
Set target on opponent’s Power Plant
Related topic:
Advanced Power Plant
Advanced Power Plant
| Cost | : 500 |
| Power Usage | : + 200 |
| Armour | : Light |
| Prerequisites | : Power Plant |
| Purpose | : Provides power for base structures |
Related topic:
Power Plant
Ore Refinery
| Cost | : 2,000 |
| Power Usage | : 30 |
| Armour | : Light |
| Prerequisites | : Power Plant |
| Purpose | : Smelts, stores, holds, and converts |
| ore into spendable credits |
Ore Refinery can stores up to 2,000 credits of smelted ore. It is the main means of gaining credits. It is light armoured just like Power Plan. Each purchase are comes with an Ore Truck which cost 1,400 credits, this means the Ore Refinery only costs 600 credits. If it is fulled of smelted ore, what the Ore Trucks pour in will be wasted.
HINTS & TIPS:
Build 2 or 3 Ore Trucks to share an Ore Refinery.
Place Ore Refinery near to ore field.
Build more than one Ore Refinery.
Place Ore Refinery in open area.
NEVER:
Build more than 3 Ore trucks to share an Ore Refinery.
Place Ore Refinery in packed area.
Related topic:
Ore Silo
Thief
Spy
Ore Silo
| Cost | : 150 |
| Power Usage | : 10 |
| Armour | : Light |
| Prerequisites | : Ore Refinery |
| Purpose | : Holds smelted ore |
Silo Ore can stores up to 1,500 credits of smelted ore.
HINTS & TIPS:
Place Ore Silo in hard-to-reach area (if opponents are Allied).
Build 1 or 2 Silos early in the game.
Related topic:
Ore Refinery
Thief
Spy
Barracks
| Cost | : 300 |
| Power Usage | : 20 |
| Armour | : Light |
| Prerequisites | : Power Plant |
| Purpose | : Trains Infantry units |
In the early stage of game, Barracks play an important role. It is the only defense and weapon you can get.
HINTS & TIPS:
Build Barracks before Ore Refinery.
Train a lot of Rifle Infantries in the early stage of game.
Related topic:
Infantries
Kennel
| Cost | : 200 |
| Power Usage | : 10 |
| Armour | : Light |
| Prerequisites | : Barracks |
| Purpose | : Trains Attack Dogs |
Kennel creates Attack Dogs. It is cheap, no harm to have one in base.
Related topic:
Attack Dog
War Factory
| Cost | : 2,000 |
| Power Usage | : 30 |
| Armour | : Medium |
| Prerequisites | : Ore Refinery |
| Purpose | : Constructs vehicles |
War factory produces ground-based vehicles. Soviet War Factory looks the same as Allied War Factory, but they are different from each other. Soviet War Factory produces Soviet vehicles only, and same applied to Allied.
Both of them produces Ore Truck & AT Mine Layer. But Soviet War Factory produces Heavy Tank, V2 Rocket Launcher, and Mammoth Tank; Allied War factory produces Light Tank, Medium Tank, APC, Ranger, Artillery, Mobile Gap Generator, and Mobile Radar Jammer.
Even though Allied War Factory is being captured, Allied vehicles will not produced in Soviet War Factory, it will only produce in the captured Allied War Factory.
HINTS & TIPS:
Build at least 6-8 War Factories.
Deploy War Factories near to entrances.
Place War Factories in open area.
Related topic:
Army
Sub Pen
| Cost | : 650 |
| Power Usage | : 30 |
| Armour | : Medium |
| Prerequisites | : Power Plant |
| Purpose | : Constructs & repairs naval vessels |
Soviet Sub Pen similar to Allied Naval Yard . Sub Pen produces submarine and Transport (LST). Sub Pen plays an important roles when need to transport unit over the sea, or when the opponents are using ships (especially Cruiser) as their weapons, it is the only way to counter ships. Soviet's strength is on army. Therefore, Sub Pen are not really useful to Soviet.
HINTS & TIPS:
Deploy Sub Pen far from each Sub Pen.
NEVER:
Deploy Sub Pen next to the shore or a Sub Pen.
Related topic:
Navy
Airfield
| Cost | : 600 |
| Power Usage | : 30 |
| Armour | : Heavy |
| Prerequisites | : Radar Dome |
| Purpose | : Build & reloads airplanes |
The Airfield allows construction of MIG and Yak planes. It also provided with free Paratroopers and Spy Plane. It is heavy armoured, A-bomb will not harm it. Unfortunately, airplanes are light armoured, Players like to set an A-bomb on landed MIGs, so send MIGs to fly away, when "A-bomblaunch detected" is heard.
HINTS & TIPS:
Build an Airfield as soon as possible.
NEVER:
Build lots of Airfields before developing strong base defenses.
Related topic:
Paratroopers
Spy Plane
MIG
Yak
Helipad
| Cost | : 1,500 |
| Power Usage | : 10 |
| Armour | : Light |
| Prerequisites | : Radar Dome |
| Purpose | : Constructs & reloads helicopters |
Soviet Helipad produces Hind carries Vulcan chain-gun; Allied Helipad produces Longbow which carries Hellfire missiles. Helipad cost includes a Hind. This aircraft cost 1,200 credits, means Helipad cost only 300 credits.
HINTS & TIPS:
Build Helipad instead of Hind.
Service Depot
| Cost | : 1,200 |
| Power Usage | : 30 |
| Armour | : Light |
| Prerequisites | : War Factory |
| Purpose | : Repair & reload vehicles |
Service Depot are important at the early stage of game. But once it is deployed, it will be meaningless to keep it unless for reloading mine. It also allows to construct MCV & AP (Anti-Personnel) Mine Layer.
HINTS & TIPS:
Sell it at once when it is deployed.
Related topic:
MCV (Mobile Construction Vehicle)
Radar Dome
| Cost | : 1,000 |
| Power Usage | : 40 |
| Armour | : Light |
| Prerequisites | : Ore Refinery |
| Purpose | : Provides radar |
Radar Dome is an important structure to Soviet. Radar provides important information, especially facing wise Allied opponents. Soviet Radar Dome does not provide Spy.
Technology Centre
| Cost | : 2,000 |
| Power Usage | : 100 |
| Armour | : Light |
| Prerequisites | : War Factory & Radar Dome |
| Purpose | : Construction of high-tech structures |
The Soviet Technology Centre is not an important structures for Soviet. It allows to construct high-tech structures and units like Mammoth Tank, Iron Curtain, Flame Infantry, and Tanya.
HINTS & TIPS:
Sell it once it is deployed.
Flame Tower
| Cost | : 600 |
| Power Usage | : 20 |
| Armour | : Heavy |
| Prerequisites | : Barracks |
| Purpose | : fire-based defense |
| Weapon | : Fireball Launcher |
| Ideal against | : Infantry |
Flame Tower is one of the best structures to against infantry (especially Engineer & Tanya). It is cheap and requires less power. Once the base is surrounded with Flame Tower, you can stop worrying about Tanyas, Engineers and Paratroopers.
HINTS & TIPS:
Place some Flame Towers to guard major structures.
Place some Flame Towers on entrance.
Place some Flame Towers to guard silos and ore refineries.
Tesla Coil
| Cost | : 1,500 |
| Power Usage | : 200 |
| Armour | : Light |
| Prerequisites | : War Factory |
| Purpose | : Lightning-based defense |
| Weapon | : Tesla Zap |
| Ideal against | : Infantry, vehicles |
Tesla Coil is the most powerful weapon among land units. Unfortunately, it requires lots of power, costly and cannot fire against aircraft. One Advanced Power is just enough to support a Tesla Coil. Therefore, a Tesla Coil is actually cost 2,000 credits. In The Aftermath, Tesla Coil allowed to build two new units - Tesla Tanks & Shock Trooper.
HINTS & TIPS:
Place it on entrance and ALWAYS surround it with Concrete Wall.
Place some Rocket Infantries or SAM Site to guard it.
Related topic:
Power Plant
Tesla Tank
Shock Trooper
SAM (Surface-to-Air Missile) Site
| Cost | : 750 |
| Power Usage | : 20 |
| Armour | : Heavy |
| Prerequisites | : Radar Dome |
| Purpose | : Anti-aircraft defense |
| Weapon | : Nike (same as Dragon TOW Rocket) |
| Ideal against | : Aircraft |
SAM Site covers larger area than AA Gun, and it will not shut down even power required are below power production. However, SAM site does not accurate or has high fire rate as AA Gun. Aircraft (spy plane not included) which fly over SAM Site will guaranteed to be heavily damaged.
HINTS & TIPS:
Place few SAM Site to guard major structures.
Related topic:
AA (AntiAircraft) Gun
Rocket Soldier
Iron Curtain
| Cost | : 2,800 |
| Power Usage | : 200 |
| Armour | : Light |
| Prerequisites | : Soviet Technology Centre |
| Purpose | : Temporary invulnerable defense |
Iron Curtain is the most expensive units, and it requires one Advanced Power Plant to generate it. Overall, it costs 3,300. It is not practically useful in battle field. Furthermore, it takes 11 minutes to charge the Invulnerability, but it is only lasts for 45 seconds. Build it only when the cash has no where to burn.
Related topic:
Invulnerability
Missile Silo
| Cost | : 2,500 |
| Power Usage | : 100 |
| Armour | : Heavy |
| Prerequisites | : Technology Centre |
| Purpose | : Launches atomic missile |
Missile Silo is the most powerful weapon. Once built, the Silo readies an Atomic Bomb that can be launched onto the battlefield. Build it as soon as possible if there is no financial problem. It is "heavy" armoured, but still easily destroyed. Take extra care for it. Surround it with flame-towers and rocket-soldiers or/and SAM-Sites.
HINTS & TIPS:
Hide it behind structures or forest.
Make a backup Missile Silo.
More Missile Silos will not reduce the A-bomb charging time.
Related topic:
Atom Bomb
Demolition Truck
Barbed-Wire Barrier
| Cost | : 25 |
| Power Usage | : - |
| Armour | : Light |
| Prerequisites | : Construction Yard |
| Purpose | : Passive defense |
Barbed-Wire are rarely build. As long as the base defenses are strong, nothing will pass trough. Infantry and light vehicles cannot pass through Barbed-Wire, but if they have explosive weapons like grenades or rockets, they can blast their way through. Heavy vehicles can crush through Barbed-Wire without any problems.
HINTS & TIPS:
surround silo with Barbed-Wire.
surround major structure with Barbed-Wire.
Concrete Barrier
| Cost | : 100 |
| Power Usage | : - |
| Armour | : Heavy |
| Prerequisites | : Construction Yard |
| Purpose | : Passive defense |
Not even the heaviest vehicles can crush Concrete Wall. Concrete Wall are seldom build. Surprisingly, tanks cannot shoot over Concrete Walls, but Infantries can. Surround Teslacoils with Concrete Wall!!
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