UNIT/STRUCTURES DISCRIPTIONS
  Home Page | Official Tips | Player Tips | My Favorite Pics | Allied Multiplayer Units | Soviet MultiPlayer Units | Online Short Hand | Esponage Units | Yuris Revenge | Unit Discriptions | Favorite Links Page | About Page  

ALLIED UNITS/STRUCTURES
INFANTRY
GI Soldier
----------
Description: A well-trained infantryman with a powerful machinegun. He's
more than a match for the Russian Conscript. He can deploy his
machinegun and hold is ground, or you could place him in a building
(yeah!!! Why not the Mac Burger King in the first missions?). When you
"garrison" your GI, he will stay in the building and fire at anything that
passes. This adds to the already massive strategic planning you need to
do. This is especially handy as your infantrymen can take potshots at the
marauding enemy forces, weakening them before they reach your base.
And they aren't too expensive as well. What I'm trying to say is: DO NOT
OVERLOOK THESE GUYS!
Weapon: .50 Caliber Machinegun


Attack Dog
----------
Description: These are the infantry killing machines. One attack and even
Tanya will be toast. They are pretty fast compared to most infantry and they
can sniff out spies for you (assuming your enemy is Allied or you are
playing Unholy Alliance). Always keep some in your base. They'll kill the
Engineers that try to sneak in and capture some buildings. I've had it
happen once and it isn't pretty (lucky enough for me he took only my Power
Plant, I was able to kill his 4 companions).


Rocketeer
---------
Description: You can call these guys the Jump Jet infantry of Tiberian Sun,
there only a lot cooler if you ask me. I only found them useful in one
department: to weaken approaching attack forces. Soviets mostly send
heavy tank assaults to make you shiver. Just send a dozen Rocketeers to
them, and half of them will be destroyed when they reach your base. Their
weapons aren't impressive if you ask me, they're just good help.
Weapon: Light Machinegun


Chrono Legionnaire
-----------------
Description: This one can be a real pain in the butt. What he does is wipe
the enemy units you target from the map. The only problems are that he
ain't strong and that he doesn't fire fast. So, keep these guys safe and
victory might just be much easier...
Weapon: Chrono Rifle (or something like that)


Engineer
--------
Description: This goon returns to the party, with some nasty upgrades. He
hasn't gained the speed yet hehe, but he can do a butt load of things.
First, he can take over an enemy building and turn it to your side.
Secondly, he can repair your own structures. Just send him inside and he'll
repair it for you.
Thirdly, he can repair a destroyed bridge. You'll have to send him into the
bridge control station. Once that is done, it will be safe to move along your
units.
Also, he can capture Tec buildings (airports, Oil Derricks, Outposts,
hospitals, etc.), to help you in your efforts. This can prove very useful in
the
heat of battle. By supplying you with a steady flow of cash, paratroopers,
free healing, repair etc. you could easily turn the tides on the enemy and
kill
him off. You can also capture normal houses and other civilian buildings.
Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any t
explosive threats that you might encounter. This makes him the ideal
weapon against Crazy Ivan's terrorism.
The only drawback is that you will lose your engineers in most of these
cases (except for the bomb defusing that is).
Weapon: Defuse kit


Tanya
-----
Description: Your ideal special agent, Tanya will perform her duties quite
nicely. She has a woopin' amount of firepower with her, and she can handle
infantry attacks very well. Just don't use her against armored units, she'll
probably die. Structures however, are very popular targets for Tanya. She
just plants a C4 charge and destroys it in one blow. VERY EFFECTIVE. If
you are lucky, the AI won't have much of defenses, and when the time
comes that he threatens to destroy/harm you, just send Tanya in and clean
out the super weapons. I've actually done it several times and it performs
nicely!
Weapon: Dual Colt45 pistols and C4 charges


Spy
---
Description: This one is vital to your strategy. In Red Alert, your spy could
do a handful of things, but in my opinion it is much harder to discover a spy
in RA2 than it was in the original. Still the best defense would be to place
your dogs in Guard mode. A spy can do much more this time. Here's a
rundown.
1) Get him into a refinery and he will steal some cash for you!
2) Get him into the Power Plant and he will shut off the power for 1 minute
(VERY useful)
3) Get him into your enemy Radar Tower/Air Force Command GH and he
will reset the shroud.
4) Get him into the Barracks/War Factory and he will make your units
Veteran.
5) Get him into the Battle Lab and he will offer you a new unit to build.
Just don't come to close to enemy Guard Dogs, as they will sniff out your
spies pretty quickly.





Vehicles
--------
Chrono Miner
------------
Description: Without this, you'll die. That is the simplest description that I
can give you. for old-school Command & Conquer players, you can call it
the Harvester, but with extra teleportation ability. It has to drive to the
Ore
fields but it can teleport back to your base. This spares a lot of time, and
you don't have to build that many to have a steady flow of cash! It doesn't
have any weapons like its Soviet counterpart. It can crush infantry of
course.


Grizzly Battle Tank
------------------
Description: This is the main armor unit of the Allies. It has heavy armor,
good strength and good firepower, however the Soviets Heavy Tank is
better in every aspect but speed. It will certainly be the bulk of your forces
in the whole game. In my opinion, it goes pretty fast for a tank. The nice
thing is, because of its cheapness, you can send wave after wave of them
to assault the enemy base. While you're first wave is attacking, you start
building another wave. It should be almost or even completely finished
when your tanks are destroyed. You must make sure that you have a
constant flow of cash though. Capture an Oil Derrick, or build a bunch of
extra Ore Miners to give fast money.
Weapon: 105mm Cannon


Infantry Fighting Vehicle (IFV)
------------------------------
Description: Just your plain old APC. But this time, there are some special
forms of the IFV. You can produce regular IFV that you pump full of
infantry. These have some weapons (including the infantry's weapons of
course), but you can also produce a Repair IFV, which functions a little like
the MRV in TS. You send it to a unit and your IFV will repair it. It has its
uses, but personally, I'd go with the Chopper. Just for those who can't figger
it out, you have to put an Engineer in the IFV to make it a REpair IFV.
Also, I've received some very nice tips from Scott Batass about what you
can do with an IFV (I usually only use them to transport infantry to the
destination, unload and then use them as support fire). He has the following
combinations:
- IFV +TeslaTrooper (if you can manage it) =Tesla Tank (acording to him, it
has better range, but I didn't really feel like that, anyaways..)
- IFV + Crazy Ivan =Demolition Truck (YEAH BABY!!!!!)
- IFV + Yuri =IFV taht fires a Psychic wave (not all that useful)
- IFV + Desolator =fires radiation weapon (good anti-infntry weapon,
otherwise its just crap!!)
IFV + Flak Trooper =Well, I'd like to call it the Golakeeper. It fires flak very
quicly, and it gives the feeling of having a real anti-aircraft weapon that is
used on Carriers (yeah! Where's the Goalkeeper on the Carrier for the
Allies!)
- IFV + Chrono Legionaire =Chrono IFV. They fire the Chrono Rifles and
indeed fire a little faster then the normal Legionaires.
- IFV + Attack Dog =These kill spies you know, looks like those dogs have
good noses hehehe.
Major thanks to Scott for this one!
Weapon: Missiles +infantry fire


Prism Tank
----------
Description: You could describe it as "a Prism Tower on wheels". It isn't
very strong, but it is very destructive. They are best used as heavy
defense, or as supporting unit in the assault on the enemy base. They pack
quite a punch, but heavy units can still destroy it.
Weapon: Mobile Prism Cannon


Mirage Tank
-----------
Description This one is pretty interesting, I like to refer to it as the
Shape
shifting Tank. It can mask itself in things like a tree for example. This is
the
best ambush-unit in the game in my opinion. Just have a group of them
mask themselves, let the enemies strike force go by and do some
backstabbin'! It's gun is quite powerful, but I didn't find its offensive
capabilities very good. They can be used as a last line of defense if you
wait.
Weapon: Mirage Gun


MCV (Mobile Construction Vehicle)
---------------------------------
Description: This slow but strong unit is something you wouldn't want to
lose in the beginning of a match. It probably won't happen but it is still a
very painful thing... thrust me on this one. It is wise to build a second MCV
and even a third, just in case the enemy turns nasty. The best thing is to
make multiple, individual bases. I had an interesting strategy for TS. I
haven't had a lot of time to test it here, but I think it will work out just
fine. I'll
cover it in the appropriate section.
Weapon: NOTHING!!!




Air Units
---------
Harrier
-------
Description: Ahhh, one of my favorite units in the game. They are pretty
fast, they are very destructive and the Flak Cannons sometimes have a
hard time shooting at 'em. They are the Harriers. to ensure your success
you'll have to build a ton of them. A full squadron of 12 would be advisable,
you never know what kind of resistance you run into. There Air-to-ground
missiles are very powerful, bringing a structure down in about 2 hits. Be
sure to break your squadron in groups of about 4, and let them attack
individual targets. This works most of the time, for me at least. Follow up
your air strike with a large taskforce and your enemy will be powerless.
Weapon: Maverick Air-to-Ground missiles


Night Hawk Transport Helicopter
-------------------------------
Description: My favorite transport. I usually attack approaching vehicles
with them, as they have unlimited bullets, and in packs they can pack quite
a punch (man I'm getting sick of that "pack"). They can hold up to 5 infantry
units and deliver them anywhere you want (if he can land anywhere near it
that is). This is handy if you want to give your enemy a "Tanya Rush". Just
load her into the Chopper together with some GIs or Engineers, deliver her
just outside the most undefended part of your enemy's base, and blow
up/capture some stuff! Be advised however, as there seems to be
something wrong with the game. Once I attacked an enemy group of
Conscripts and suddenly they began to fire at me. It is logical that people
with machineguns can fire at helicopters, it just never happened to me in a
command & Conquer game yet;
Weapon: Blackhawk Chaingun


F/A-18 Hornet
-------------
Descriptions: You won't actually be able to control them, but they will be
your best friends on the battlefield. You'll have to build an Aircraft Carrier
(assuming there is water on the map you're currently on), and give it a
target to attack. The Carrier will launch its Hornets, and they will move to
the
target at a nice speed, and demolish it. It is best if you have multiple
carriers, because the hornets have to return and rearm before you can
launch them again. You can target their Construction Yard and Service
Depot at the same time (probably destroying them), making your enemy
mad. He will not be able to build another MCV (if he didn't do that already).
Weapon: Some kind of Rocket Pots.




Naval Units
-----------
Amphibious Transport
--------------------
Description: A must-have if you are stuck, having to sail over ships to attack
your enemy. They're not incredibly fast like in the original Red Alert, but
they can deliver wave after wave of tanks, that if co-coordinated well, will
eventually destroy your enemy. This combined with support fire from your
warships, will without a doubt destroy your foe(s). Not that they're not
useful
over land. There just as useful. It's just not remarkable, I just overlooked
them the first few time I could build them!


Dolphin
--------
Description: I overlooked these at first, but they ideal when fighting over
water. They can destroy Giant Squids and subs easily, but are also ideal
for freeing ships of the grip of the Squids. They have a weird sonic device
that you could resemble a bit with the Disruptor from TS.
Weapon: Sonic Pulse


Destroyer
---------
Description: This is your basic warship. Or not eh. It has a heavy cannon
and to combat those annoying typhoons, the Destroyer is equipped with
anti-submarine warfare helicopters. These do the job of killing the subs
quite well if you ask me. It is a good vessel to assault defensive structures
as well as infantry. I found it less effective against tanks and heavily
armored units.
Weapon: 155mm cannon +ASW helicopters


Aegis Cruiser
-------------
Description: This one can be very effective. It fires SAMs in a rapid rate, it
has good strength compared to the Destroyer, too bad it has no other
weapons. I found it both handy in destroying marauding Hercules planes,
bringing those paratroopers, as well as destroying those tough Airships.
This is a must have to protect yourself from long-range Soviet missiles.
You can destroy both V3 rockets and the missiles of Dreadnoughts.
Weapon: Surface-to-Air missiles


Aircraft Carrier
----------------
Description If there is one thing I build after my Shipyard is deployed, it is
this baby. It is strong, and it has some impressive friends on its decks.
Look at the description of the F/A-18 Hornet to find out what I mean. You
can attack both ships and ground units/structures with it, no air units
(that's
where the cruisers come in). This is the command vessel for your fleet.
The main thing you will want to do is to destroy any flaks in sight with your
Destroyers, while the Hornets destroy any heavy defenses with their deadly
weapons. The Cruisers meanwhile, defend the Carrier from any assaults
from both V3s and Dreadnoughts, not forgetting the airships of course.







Structures
----------
Construction Yard
-----------------
Description This is the main building of your base. Be unfortunate enough
that an enemy destroys both your Construction Yard AND your Service
Depot, and you're screwed. This building allows you to construct the
buildings that you'll need. When destroyed you lose the ability to build any
more defenses, go further up the Tech Tree and reduces your chances of
winning the game. Defend it at all cost. Also, be sure to make a second or
even a third Mobile Construction Yard so that you are sure that you are
playing on the safe side. Take my advice boys and girls, you'll need it.


Ore Refinery
------------
Description: This is where all the ore is stored and where the Ore Miner
docks to deliver the harvested ore. This is the second most important
structure in the game, the first being the Construction Yard. Do not leave it
undefended, it is expensive to rebuild, and if you are unfortunate to not
have enough funds for it, you might end up having to sell off important
buildings.


Power Plant
-----------
Description: You cannot survive without a few Power Plants. They supply
your whole base with power and most importantly, they power your
defensive structures as well. The superb strategy is to first destroy the
enemy's Power Plants and then destroy him, taking advantage of the
absence of his heavy defenses. Using a spy to shut of the base power,
while a special unit (like Tanya) moves through the base and destroys
anything of importance, is crucial. If you just built a structure which needed
a lot of power and you lost main power until you can build another power
plant, there may be occasions where just then, the enemy decides to
attack. This is very painful, as your Ore Miners could just be busy while
your enemies are pouring into your base. The best strategy to do (the
fastest btw) is to sell off the power-sucking building. Base power will be
immediately restored and your heavy defenses will rip apart the
unsuspecting enemy, hahahahahahaha!


Barracks
--------
Description: This is very simple: BUILD and ENJOY. This building is used
for the creation of infantry and is also required to build the War Factory. It
is pretty cheap for a building eh.


War Factory
-----------
Description: This, in my opinion at least, the third most important building
in
the game. It is used to build the heavily armored units, not the advanced
ones. Things like tanks and heavy transports are built here.


Air Force Command HQ
--------------------
Description: This is a multi-role building. Firstly, it is a radar. It gives
you a
main view on the map. However there is a second function. This building is
used to build the Harriers, and is needed to build the cruisers.


Service Depot
-------------
Description This is very important to build fast and to maintain. "Why?!" you
ask? Well, it is very useful to repair your units, and the most important
thing
is this: in the event that your Construction Yard is destroyed, you will be in
deep shit. However, if you have a service depot, you will be able to build a
new MCV. Let this be your first priority once your main structures are up.


Battle Lab
----------
Description: This building allows you to build the advanced structures/units
and gives you access to the superweapons... NICE, I hear you screaming,
hahaha.


Gap Generator
--------------
Description: You can take this as your average Stealth Generator, but that's
incorrect. They hide any structure and unit in its radius in a big shroud.
Units
and structures that fire at enemy units will "declaim" so that they can open
fire. Keep your power above nominal, or everything will shut down (NOT
NICE!!). It can be pretty handy in the earlier stages (remaining hidden from
your enemies), but don't really use it when your enemy has already scouted
out your base, a good superweapon strike will still be imminent.


Ore Purifier
-------------
Description: Not all the ore you mine is usable to convert into cash. But
now there is a solution to this problem: the Ore Purifier. They allow you to
get all the resources you harvest into cash, this gives a huge bonus. The
Allies already mine faster than the Soviets, now they even get more credits
than them. Great, you gonna need it.


Spy Satellite Uplink
-------------------
Description: This little bastard allows you to unveil the whole map which is
pretty useful if you ask me. Just be sure you have enough power, or the
whole thing will shut down... And at that moment, an enemy invasion force
arrives. You laugh at them, typing in the chat window "YOU WILL NEVER
GET BY MY 15 PRISM TOWERS!!!", when you suddenly discover that
they aren't working at all! Be warned!


Chronosphere
------------
Description: The chronosphere has returned once more, and he's better
than ever. First off, this structure sucks out power, so be warned.
Secondly, it is actually kind of tricky to use IMO. When charged up to full,
it
allows you to teleport a certain unit/group to a location of your choosing
HOWEVER, they will only stay there for a few minutes, so good planning is
crucial! This can be handy to send swift attacks, or to reinforce your main
taskforce with some extra supplies. You can't send infantry into an enemy
base, but if you put them in an IFV, there shouldn't be any problems.


Weather Machine
---------------
Description: One of my favorite superweapons ever in the world of RTS.
This Weather Machine creates a lightning storm, which approaches the
targeted area. It is very deadly to enemy structures and infantry. This is of
course the superb moment to bring in your heavy forces (NO! Not while the
storm is busting them up!!!), or even chronoshifting an IFV with Tanya
inside, hoping most of their defenses are destroyed/their power is down.


Pillbox
-------
Description: This is my favorite defensive structure in the game, especially
the sound is very cool! What this is? Well, it is a bunker with a machinegun
inside, firing at any incoming forces. While it is pretty strong, it is the
weakest of the Allied defensive structures, and it is also the weakest of
them all. You will always find them in my defense though... They are real
infantry shredders, they aren't really effective against vehicles.


Patriot Missile System
----------------------
Description: This is another of my favs, it's just so damn powerful... against
the right stuff. It fires the famous Patriot surface-to-air missiles (for
those
who know them), they will knock every V3 and Dreadnoughts missile out of
the air. You know that the Kirov Airships are very heavy. Just place enough
systems and they will destroy them. Don't even dear to attack these
systems with Harriers or Hornets, they will be knocked out of the sky
before they even reach their base... units aren't really balanced to fight
themselves you know...


Prism Tower
-----------
Description: These are the armor shredders for the Allies. They fire some
weird type of laser. They are stronger than Pillboxes, but they aren't as
strong as Patriots. They are essential to your defenses, never leave any
base without them.


Fortress Wall
-------------
Description: These are the standard Concrete Walls. They are needed for
your defensive needs. They'll keep out those pesky Terror Drones, as well
as prevent any direct engineer attacks.


SOVIET UNIT/STRUCTURES
INFANTRY
Conscript
---------
Description: These soldiers are weaker and less trained than the GI, but
they are cheaper. They cannot deploy themselves and I miss that here
(you can bet I'm not a fan of the Soviets!). They are oh so easy to kill with
dogs and their guns aren't as spectacular as well! So, why would you buy
these nerds??? Well, you can still garrison buildings with them, so it is
still
good to use them for defensive purposes. If you need some support to kill
infantry, use the Attack Dogs, they are much better (they kill much faster as
well hehehe).
Weapon: M1 Carbine assault rifle (you wouldn't say it if you see those
wimpy weapons)


Attack Dog
----------
Description: These are the infantry killing machines. One attack and even
Tanya will be toast. They are pretty fast compared to most infantry and they
can sniff out spies for you (assuming your enemy is Allied or you are
playing Unholy Alliance). Always keep some in your base. They'll kill the
Engineers that try to sneak in and capture some buildings. I've had it
happen once and it isn't pretty (lucky enough for me he took only my Power
Plant, I was able to kill his 4 companions).


Engineer
--------
Description: This goon returns to the party, with some nasty upgrades. He
hasn't gained the speed yet hehe, but he can do a buttload of things.
First, he can take over an enemy building and turn it to your side.
Secondly, he can repair your own structures. Just send him inside and he'll
repair it for you.
Thirdly, he can repair a destroyed bridge. You'll have to send him into the
bridge control station. Once that is done, it will be safe to move along your
units.
Also, he can capture Tec buildings (airports, Oil Derricks, Outposts,
hospitals, etc.), to help you in your efforts. This can prove very useful in
the
heat of battle. By supplying you with a steady flow of cash, paratroopers,
free healing, repair etc. you could easily turn the tides on the enemy and
kill
him off. You can also capture normal houses and other civilian buildings.
Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any t
explosive threats that you might encounter. This makes him the ideal
weapon against Crazy Ivan's terrorism.
The only drawback is that you will lose your engineers in most of these
cases (except for the bomb defusing that is).
Weapon: Defuse kit


Tesla Trooper
-------------
Description: If you want tank zappers, than these are your men. They use
electricity to zap enemy units however, you can use them to power Tesla
Reactors to give them that extra boost (never done this though...). It isn't
that useful against infantry, as these units tend to miss smaller targets. I
do
not use these troops often, actually I do not use a lot of Soviet infantry,
Flak Troopers sometimes to protect my forces from those Rocketeers and
harriers.
Weapon: Electric bolt


Flak Trooper
------------
Description: Okay, these are actually useful. They can fire at both Ground,
sea and air units. They are essential to your offensive capabilities, unless
you want to stick with the Flak Track. They are vulnerable to other infantry,
so please give them some Attack Dog cover (if you would use the Flak
Track, those grizzlys would blow them to smithereens).
Weapon: Flak gun (both ground, sea and air units can be attacked)


Crazy Ivan
----------
Description: I like this guy because of his fancy speech! "I've lost the
bomb, do you have it?" The first time I heard that I was laughing until my
parents came asking what was wrong. No, seriously. This guy, if used right,
will make the life of the enemy very hard. You'll have to protect him well,
but
I assure you it is worth it. It is tricky, because you will have to keep
someone kill the engineers who try to defuse the bomb, but if you can
achieve this goal as well, the units/structure you bombed will be toast.
Weapon: Dynamite


Yuri
----
Description: Yuri is one of the most impressive units I have seen in
Westwood games that I've played (that excludes the Dune series). He can
mind control any unit your finger can click at. From grizzly Battle Tanks to
bite happy alligators! This allows you to do the cow Rush (see appropriate
section). But that is not all. He can do a Psychic Wave that kills all
infantry
that are near him. An all-around interesting unit to have AND to use of
course.
Weapon: Psychic Wave






Vehicles
--------
Rhino Heavy Tank
----------------
Description: NOW we're talking! Make a mass of these, and crush the
opposition. It has a heavy cannon, I'm a little disappointed that the 2
barreled tanks haven't returned. Those were really cool! Take a look at the
original Red Alert if you want details on this baby. Anyways, this tank isn't
bad or something, they are just....... a little less cool. They are very
effective against Tesla Coils, especially if they are in packs. They aren't
very effective against Prism Towers however, Prism Towers are effective
against THEM. The point of being Soviet is to start up your base
immediately and build as many as you can, as fast as you can. Then, rush
the enemy and hope they are overwhelmed (if you did it quick enough that
won't be a problem really).
Weapon: 120mm Cannon


Apocalypse Assault Tank
-----------------------
Description: Have fear of the Apocalypse. Twice the strength of the Rhino,
heavy armor and impressive firepower, this is what a Mammoth Tank is all
about baby. Not only can it fire at ground targets with its dual heavy canons,
it can also fire missiles at aircraft. Scared yet? No? Well, just imagine what
a dozen of these tanks could do to your base... They'll completely destroy
it, unless you can retaliate appropriately. This is why my theory on the
Allied
forces is the following: The best defense, is a good defense of course!
And that's more than true if you take a close look at the Apocalypse tank.
Throw everything you have at it, assault it from the sea if you can, aircraft
carriers help a lot here, as their hornets might be able to get through its
missile defense, and will give it a nice beating.
Weapon: Dual 120mm Heavy Cannons and SAM missiles


Flak Track
----------
Description: Nothing special, only meant for scouting means, nothing more.
It has some flak guns on it that can target both air and ground units, still
nothing special, as it has spiffy armor and is incredibly weak.
Weapon: flak guns


V3 Rocket Launcher
------------------
Description: IJ already hear you guys saying "And what don't you like about
this, you foolish nerd, well to give you an answer: it is much to difficult to
get it working right. The only way you could do it a bit easier is by
outgunning the patriots, and still, the Allies will come and screw your V3s
up. Soviets are much more prone to V3s (spiffy air defense, anyone???).
What you'll want to do is bring them in if you're absolutely sure that the
coast is clear, and that brings me to my next problem: Aegis Cruisers.
They are a pain if you ant to V3 something. They have a lot of rockets
onboard, and they will shoot your rockets out of the sky before they are
even launched... well not quite so but still.
Weapon: V3 rockets


Terror Drone
------------
Description: Do you really want to know what this is? Well, build one and
test it out on your Ore Miner (the worst unit you could ever test it on). You
will conclude that some way or another, your miner was completely
destroyed, eaten you could say. That's exactly what the terror drone does:
EAT, EAT and EAT. Nothing else. The AI tends to send some of these
pests to your base, hoping they will make it through your defenses. Even
with all your defensive structures and garrisoned infantry, they sometimes
slip through and eat your miner. VERY PAINFUL. AVOID THIS AT ALL
COST. BUILD WALLS, INCREASE YOUR DEFNSES OR SOMETHING
ELSE. WHATEVER YOU DO, DO NOT LET THEM EAT YOUR MINER. I
was very surprised btw, when a group of Terror Drones approached my
base. I sent out my infantry to destroy them. With a smile on my face I
watched as the two groups approached each other. However, something
very disturbing happened. When my infantry opened fire, the enemy
drones came in and killed them all!!! I managed to kill a bunch of them, but
all my GIs were killed! I never heard this happening to anyone before...
Weapon: errrrrrrr, some kind of teeth I guess, or claws...


MCV (Mobile Construction Vehicle)
---------------------------------
Description: This slow but strong unit is something you wouldn't want to
lose in the beginning of a match. It probably won't happen but it is still a
very painful thing... thrust me on this one. It is wise to build a second MCV
and even a third, just in case the enemy turns nasty. The best thing is to
make multiple, individual bases. I had an interesting strategy for TS. I
haven't had a lot of time to test it here, but I think it will work out just
fine. I'll
cover it in the appropriate section.
Weapon: NOTHING!!!






Air Units
---------
Kirov Airship
-------------
Description: This is the one and only Soviet air unit. It is impossibly slow,
but oh man this is powerful. It drops bombs at its targets, which will
explode after a few bombs. It is not too hard to defend against if you know
how however, you'll have to keep shooting at it and still stay alive
somehow, as this bastard repairs itself when it is damaged. A few Aegis
Cruisers work fine, but be sure to have a nice amount of Patriots around
when they do get to your base. Once, I played against an AI opponent (I
was Russia, he was Cuba) and he somehow managed to destroy my
construction yard. I was really mad and began massive production of tanks.
Suddenly however, Lt. Zofia kicked in saying the enemy had a Nuclear Silo.
I quickly had an airship, which I already built earlier, get there. I only had
one minute remaining before the nuke was shot. The thing was able to fly
there in time (lucky enough for me) and I was able to destroy his whole
base with my lonely Kirov. Oh yes, he had about 5 Flaks but they couldn't
stop me from destroying building after building, eventually killing the unit
producing structures and the power plants eh Tesla Reactors of course.
The only stupid thing was that I was playing on a map which was meant for
8 players, so I had to scout all over the place to find those last garrisoned
infantrymen. Just to say: defenses aren't really made to stop their own units
(mostly).
Weapon: Bombs






Navel Units
-----------
Amphibious Transport
--------------------
Description: A must-have if you are stuck, having to sail over ships to attack
your enemy. They're not incredibly fast like in the original Red Alert, but
they can deliver wave after wave of tanks, that if co-coordinated well, will
eventually destroy your enemy. This combined with support fire from your
warships, will, without a doubt, destroy your foe(s). Not that they're not
useful over land. They're just as useful. It's just not remarkable, I just
overlooked them the first few time I could build them!


Giant Squid
-----------
these are really annoying. They grab the target ship with their tentacles and
play with it until it blows. The only way to remove these pests are Dolphins,
with their sonic waves, the squids will have to release the ship. they are
submerged so it is possible to target it, but not very easy. Use these wisely
as you can rip apart the enemy fleet before it reaches your bases (if you're
fast and there are no dolphins around).
Description: Tentacles


Typhoon Attack Sub
------------------
Description: These are very stealthy units, the only problem is that they
aren't very useful against a well co-coordinated fleet. Not that good in
defense in other words, but very good assault ships. Just destroy their
heavy vessels (carriers and cruisers) while your other dreadnoughts and
Sea Scorpions take care of the destroyers (be sure to assist them with
your subs though, it is very hard for a destroyer to fight submarines and
normal ships at the same moment. If you come in masses they will be
destroyed immediately because their helicopters aren't fast enough). Then,
bring in your transports full of lead and watch as their base falls before
your
armor.
Weapon: Torpedoes


Dreadnought
-----------
Description: The heavy attack ships of the Soviet navy. They have
devastating missiles that, when clear of air defenses, will destroy enemy
units very quickly. So, is that all? Well, they are strong to say it this way.
If
you want the strongest and most deadly Soviet vessel in the navy, this is
for you. If you'd rather stick with the swift and deadly sea scorpions + the
subs, go on ahead.
Weapon: Long-range missiles


Sea Scorpion
-------------
Description: These annoying little ships are your naval air defenses.
They're a rather poor excuse for an equivalent for the cruiser, but they are
handy in destracting destroyers, not killing them though. They are also
handy to keep those Hornets at bay, aswell as Harriers and helis.
Weapon: Flak guns






Structures
-----------
Construction Yard
------------------
Construction Yard
-----------------
Description This is the main building of your base. Be unfortunate enough
that an enemy destroys both your Construction Yard AND your Service
Depot, and you're screwed. This building allows you to construct the
buildings that you'll need. When destroyed you lose the ability to build any
more defenses, go further up the Tech Tree and reduces your chances of
winning the game. Defend it at all cost. Also, be sure to make a second or
even a third Mobile Construction Yard so that you are sure that you are
playing on the safe side. Take my advice boys and girls, you'll need it.

Ore Refinery
------------
Description: This is where all the ore is stored and where the Ore Miner
docks to deliver the harvested ore. This is the second most important
structure in the game, the first being the Construction Yard. Do not leave it
undefended, it is expensive to rebuild, and if you are unfortunate to not
have enough funds for it, you might end up having to sell off important
buildings.

Tesla Reactor
--------------
Description: This is the Soviet version of the Power Plant. The only
difference is that this version gives less power than the Allied one.
However, you can use Tesla Troopers to power these Reeactors up, so
that you will have some extra power to your base. Think of them as Power
Turbines in TS, only difference is that they're living people, who are
powering the plant (always knew these Soviets were crasy!). You are better
off with a Nucliar Reactor, but they are good reserves for when a
superweapon strikes.


Nuclear Reactor
----------------
Description: This is what I like about the Soviets. This power plant gives
you about ten times as much power as a regular power plant (Allied
version). They are pore expensive, but you save a LOT of money for it.
Just imagine you had to build more than 12 Tesla Reactors, that would be
expensive. The only trick is that when you are relying on this plant only, a
super weapon strike on it will make your whole power drop to zero. This is
why you should keep your Tesla Reactors. On a sidenote, you must take
full advantage of the enemy's mistake of selling his old reactors and
replacing it with the nuclear one. Strike with a super weapon and imediately
bring in your strike force. You won't have to fight those pesky little tesla
coils.


Barracks
---------
Description: This will be your first unit-producing structure. It can and will
only produce infantry units, but, acompanied by a Construction Yard, will
also build the defensive structures for you. It is cheaper than the other
high-priority buildings and you will call upon it more than once.


War Factory
-----------
Description: You must be dying to get your hands on this one. Oh no, don't
try to hide it. The veterans of the original already know why they should
build this imediately (certainly when fighting the Allies) and newbies will
find
out soon enough, I just need to have the guts to describe this one. Well, it
is a building... a building which will build all the armored units for you. It
will
build the oh so famous Soviet tanks, as well as others. Also, you need this
building to create all the armored units. So even when you have a Service
Depot but your enemies destroy your construction yard and your War
Factory, you will be toast. This is the second most important building you
should guard, people tend to overlook the Service Depot, so don't be too
scared.


Radar Tower
------------
Description: This gives the Soviet commanders among us, a better view of
the map. It is basically the Air Force Command HQ of the Allies, but it
doesn't allow you to build aircraft, for the simple reason that the Soviets do
not have that much of aircraft. I hoped there would be a Hind Transport in
the game, but they must've deleted it from their schedule, or IGN was lying
about it... NOOOOO! IGN never lies! Enough stupid talk. That mainly all
there is to say of the Radar Tower, for the veteran RA1 players, this is just
a Radar Dome.


Battle Lab
-----------
Description: This allows the soviets to build their advanced units and
defenses, as well as their superweapons. Oh no, now they can build those
nuke silos!!!!! It isn't really that important to defend. It is however
important
to have the necessary power before you deploy it, you wouldn't want to
come into contact with a Allied taskforce, right when those superb Tesla
Coils are offline!!!


Cloning Vats
-------------
Description: This building is evil........ very evil. It allows the Soviets to
re-
replicate or "clone" in other words, infantry. This is not all however. What
you'll want to do as a Soviet commander, is to build a Yuri unit, mind-control
an infantryman, send it over to the cloning vats and you just have your new
GI infantry or whatever you cloned. This is superbly good. This way you
can replace those pesky Conscripts with the superb GIs. Hey what about
replicating Tanya??? Oh yes, you heard me right. Get Tanya in your
forces... two of 'em.


Iron Curtain
-------------
Description: This is the good thing that you'll want to have. It allows you to
make a unit (with armor, no infantry) invincible for a short period of time.
This can be used as a defensive structure, for example:
Your Construction Yard is absorbing shell after shell of tank fire. Make the
Construction Yard invulnerable while you make repairs, and bring in a tank
force to get those Rhinos out of the way. Or you could use it for offensive
uses, for example:
Your Kirov is getting close to the Patriots of the Allies and it will be
destroyed unless you do something about it. Activate the Iron Curtain on it
and you will have some spare moments to bomb those patriots and the
Construction Yard to bits, followed by the War Factory and you're safe. Of
course, the enemy AI never seems to use this to its full potential, and your
buddies will do everything to destroy your own and with Tanya, it could be
destroyed before you even noticed something.


Nuclear Silo
-------------
Description: NOW we're talking. This nuke is expensive, but it works. If you
manage to pay everything and protect it well, everything will be fine for you.
Launch it at your enemy base and watch in enjoyment as buildings are
reduced to ruble and infantrymen are crushed by the shockwave that the
nuke produces (quite a cool effect if you ask me hehehe, cool sound too
hehehehehehehe). Westwood said they wannit to avoid violence, well
every would-be terrorist who wants to ever bomb the US with a nuke will
enjoy himself here...


Sentry Gun
-----------
Description: These are good anti-infantry defenses, they are a little like the
Pillboxes but only the Pillboxes are much cooler (IMO). These are robotic
machineguns that fire at anything that comes in range. Tanks should be
able to handle these but it is still probable that a Sentry Gun will destroy a
grizzly Battle Tank. They are good because they don't require any power,
and if you place a lot of them, they'll be able to hold the enemy's advance
until you can put the power back online/place some Tesla Coils.


Flak Cannon
------------
Description: These are the Soviets air defense. They aren't really accurate
but they are pretty powerful. Harriers and Rocketeers are easily shot down
by them, as well as the Hornets, further than that, they haven't got that much
importance. I'm not saying that they aren't important! Place these around
your important structures and the Harriers of the enemy should be repelled.
If only they were a little more accurate...


Tesla Coil
-----------
Description: Okay, let the electricity flow!!! These guys can destroy most
tanks in one hit and are also effective against infantry. The only problem is
that they take a while to charge, and sometimes they tend to miss their
target for some odd reason. this gives your tanks time to destroy them
(they aren't that strong). Reinforce them with Sentry Guns and you can also
use Fortress Walls to make their lifespan a little longer.




Oo aaaah that wa alot of writing hope it will help some of you plan you own strategies, and give you a better insight into the game.