Soviet Structures
Allied Structures Allied Infantries Allied Army Allied Air Force Allied Navy Allied Special Items

Soviet Structures Soviet Infantries Soviet Army Soviet Air Force Soviet Navy Soviet Special Items
Text Link
Construction Yard Power Plant Advanced Power Plant Ore Refinery Ore Silo Barracks Kennel
War Factory Sub Pen Airfield Helipad Service Depot Radar Dome Technology Centre
Flame Tower Tesla Coil SAM(Surface-to-Air Missile) Site Iron Curtain Missile Silo Barbed-Wire Barrier Concrete Barrier

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.

  • A strike from an A-bomb will flatten Power Plants, whether it is a direct or indirect hit.
  • Repair Power Plant at once if it is damaged.

  • Power production also depends on the Power Plant condition itself.
  • Place a Power Plant near the entry of the base.

  • Any opposing forces will flatten it in no time.
  • HINTS & TIPS:
    Build extra Power Plants

  • If any Power Plants take damage, structures will not get affected.
  • Set target on opponent’s Power Plant

  • Once the opponent’s power is down (especially when power production below 25% from power required), the chances of winning the game is very high.
  • Related topic:
    Advanced Power Plant


    Advanced Power Plant
    Cost : 500
    Power Usage : + 200
    Armour : Light
    Prerequisites : Power Plant
    Purpose : Provides power for base structures

    The Advanced Power Plant provides twice as much power as the Power Plant. It is more cost-effective than the Power Plant. There are only a few reasons for building Power Plants instead of Advanced Power Plants:

    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.

  • Economical way to get ore.
  • Place Ore Refinery near to ore field.

  • Shorten the distance for Ore Truck to travel.
  • Build more than one Ore Refinery.

  • Faster the income.
  • Place Ore Refinery in open area.

  • Ease Ore Truck to travel.

    NEVER:
    Build more than 3 Ore trucks to share an Ore Refinery.
    Place Ore Refinery in packed area.

  • Causes traffic jam and slow down the mining
  • .

    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).

  • Careful with Spies and Thieves.
  • Build 1 or 2 Silos early in the game.

  • Prevent to be interrupted during battle with repeated warning, "Silos needed".
  • 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.

  • It takes less time to build.
  • Send Infantries to scout around while building Ore Refinery.
  • Train a lot of Rifle Infantries in the early stage of game.

  • Send them to scout around each corner of the map. DO NOT leave any shroud there.
  • you will never know what opponents will send to your base (armies, thieves, or the worst - engineers or Tanyas)
  • When a group of Rifle Infantries (about 4-5) reached opponent's base, give an attack on their Power Plant. Not a necessary to blow the Power Plant, just to bug opponent's base. The more time they spent on unnecessariness, means the more time you have.

    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.

  • Building multiple War Factories decreases the amount of time required to create vehicles.
  • Deploy War Factories near to entrances.

  • To ease vehicles move toward battle field.
  • Place War Factories in open area.

  • To avoid traffic jam while the vehicles keep coming out from it.
  • 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.

  • To avoid traffic jam while the Submarines and Transport keep coming out from it.
  • Variety places for vessels to be produced will be optimised.
  • NEVER:
    Deploy Sub Pen next to the shore or a Sub Pen.

  • Naval units might stick themselves and cannot get themselves out to the sea.
  • 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.

  • It provided with free Paratroopers and Spy Plane which takes 7 minutes for Paratroopers and 3 minutes for Spy Plane to charge.
  • NEVER:
    Build lots of Airfields before developing strong base defenses.

  • Aircraft are expensive, their power are very specialised, and cannot sustained attack Tanks can. Therefore, tanks must always come first.
  • 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.

  • Helipad plus helicopter cost only 300 credits more, it makes sense to build lots of Helipads. That way all helicopters can reload at once. The saving by not building Helipads is not worth the delays having insufficient Helipads can cause. The reasons for building helicopters instead of Helipad are:

    Related topic:
    Chinook
    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.

  • If Service Depot is sold, MCV & Mine Layer construction option will still available, provided it is not being destroyed. Therefore, it is a good idea to sell it at once it is deployed, (There will be no time for repairing work to do).

    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.

  • Once it is deployed it will be meaningless to keep it, since the construction option for high-tech structures and units still will be available. This will save the power resources, and trade it for some extra income.

  • 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.

  • Against any Paratroopers, Tanyas or Engineers stealth attack.
  • Place some Flame Towers on entrance.

  • Against any opponents' infantries who trying to spy around.
  • Place some Flame Towers to guard silos and ore refineries.

  • Against any opponents' thieves.

  • 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.

  • Otherwise tanks won´t have any problem destroying it. To have a great Tesla-defense is a very big risk!!! One A-Bomb on your power-plants and all teslas will shut down. You have to guard your powerresources carefully from sneakattacks.
  • You must also beware the long range of soviet Rocket Launchers. Two rockets on a tesla and...

    Place some Rocket Infantries or SAM Site to guard it.

  • This applied only when opponents are trying to use air combat. Tesla coil are light armoured. Just 2 MIGs are enough to flatten 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.

  • MIGs and Longbows are best against structures, and SAM Site are best against aircraft.
  • 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.

  • The colour for Missile Silo depends on scenario. It is hard to see. Hide it behind trees or structures will make it almost invisible.
  • Make a backup Missile Silo.

  • A-bomb needs 13 minutes to charge. Time for charging the A-bomb will be wasted once Missile Silo is destroyed. A backup Missile Silo will ensure the time for charging the A-bomb will not be wasted.
  • 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.

  • To prevent Thieves.
  • surround major structure with Barbed-Wire.

  • To prevent Tanyas and Engineers.

  • 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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