GAMES: Command & Conquer: Red Alert 2 – Soviet Structures

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The Soviets traditionally deploy slow and expensive, but heavily-arm(our)ed units. Their presence on the ground is marked by powerful tanks, excellent defenses, and even a mind-controlling infantry unit. Their navy relies on submerged units to dispose of their enemies, and their air armada is comprised of only one slow but incredibly powerful carpet-bombing zeppelin.

 

Structures

unknownConstruction Yard
Cost: $3000 (MCV) | Power: 0 | Prerequisites: none
The heart of every base is the Construction Yard. This structure is responsible for the creation of all other buildings in your base, from simple walls to the technologically-advanced Battle Labs and superweapons. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. In many missions, you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building.

Tesla ReactorTesla Reactor
Cost: $600 | Power: +150 | Prerequisites: none
While some of your buildings, like your Construction Yard, provide their own power, most do not. To get them to operate at peak efficiency, you must provide them with power. Tesla Reactors put out a moderate amount of energy, but larger bases will require multiple Reactors to operate effectively. They are physically weak and critically important, so keep them well-guarded.

Ore RefineryOre Refinery
Cost: $2000 | Power: -50 | Prerequisites: Tesla Reactor
Your War Miners need somewhere to take the ore they collect. That place is the Ore Refinery, a structure at the very heart of your economic operation. A filled miner will return to the Refinery to dump its load of ore before returning to the field. This ore is then converted into credits, which you can use to purchase structures and units. Each Ore Refinery comes with a free War Miner. Build more Miners and Ore Refineries to make more money.

BarracksBarracks
Cost: $500 | Power: -10 | Prerequisites: Tesla Reactor
The creation of all infantry units from the basic Conscript to the advanced Crazy Ivan is performed at the Soviet Barracks. Many of your more powerful and effective structures and base defenses require the presence of a Barracks.

War FactoryWar Factory
Cost: $2000 | Power: -25 | Prerequisites: Ore Refinery, Barracks
If you wish to build vehicles (and you will), you will need a War Factory. All ground vehicles are created at the War Factory, although many may require the addition of other buildings to allow for production. The Soviet War Factory is capable of creating high-tier Soviet aircraft units as well.

Naval ShipyardNaval Shipyard
Cost: $1000 | Power: -20 | Prerequisites: Ore Refinery
Your navy will play an important role both in protecting your base and in attacking the enemy position. All of your naval units, including Giant Squids, are created and repaired at your Naval Shipyard. This structure must be placed entirely in water.

Radar TowerRadar Tower
Cost:
$1000 | Power: -50 | Prerequisites: Ore Refinery
Because the Soviets do not have traditional aircraft, they have no need of an airfield. The Radar Tower, when created, activates the Soviet radar display, provided the power isn’t low.

Service DepotService Depot
Cost: $800 | Power: -20 | Prerequisites: War Factory
During the course of a battle, your vehicles will become damaged. Moving a damaged vehicle into a Service Depot begins the repair process. Repairing damaged vehicles costs credits, with the cost being proportional to the severity of the damage the unit suffered. It is also able to clear Terror Drones from infected vehicles.

Battle LabBattle Lab
Cost: $2000 | Power: -100 | Prerequisites: War Factory, Radar Tower
Many of the more advanced Soviet units and defenses depend upon additional technology found only at the Battle Lab. To create the Soviet special weapons, you must have a Battle Lab at your base. While expensive to build and requiring a lot of power to run, the units and structures available with the Battle Lab make it a necessary addition to any Soviet base.

Nuclear ReactorNuclear Reactor
Cost:
$1000 | Power: +1000 | Prerequisites: Battle Lab
The Soviets have solved the problem of needing additional Tesla Reactors by developing the Nuclear Reactor. This large building puts out the equivalent of 13 Tesla Reactors or 10 Allied Power Plants, supplying the Soviet commander with virtually all of the power he will ever need. The destruction of a Nuclear Reactor causes a large nuclear explosion, and creates fallout that will kill infantry and lightly-armoured vehicles. In the tech-tree, the Nuclear Reactor can be used as a stand-in for the Tesla Reactor, meaning that all construction options will stay the same if all Tesla Reactors are sold.

Cloning VatsCloning Vats
Cost:
$2500 | Power: -200 | Prerequisites: Battle Lab
A unique piece of technology, the Cloning Vat allows you to duplicate any infantry unit you create with your Barracks for free. Infantry units can be also sent into the Cloning Vat and destroyed, giving you a percentage of their purchase cost in return. Additionally, any infantry units captured by Yuri can be sent to the Cloning Vat.
Note: Only one Cloning Vat can be built at a time per player.

 

Support structures

Fortress WallFortress Wall
Cost: $100 | Power: 0 | Prerequisites: Barracks
Walls are a passive defence system designed to stop enemy infantry and vehicles. Up to 4 pieces of wall section can be placed at once if near an existing wall section for quick building.

Sentry GunSentry Gun
Cost:
$500 | Power: 0 | Prerequisites: Barracks
Sentry Guns are fortified gun emplacements designed to protect an area against attacks by enemy infantry. They are ineffective against vehicles and cannot shoot through walls.

Flak CannonFlak Cannon
Cost:
$1000 | Power: -50 | Prerequisites: Barracks
The Flak Cannon is a basic form of defence against aerial units. Effective against all enemy flying units and missiles, the Flak Cannon can also target and destroy incoming enemy missiles. It deactivates if the base’s power is low.

Tesla CoilTesla Coil
Cost:
$1500 | Power: -75 | Prerequisites: Radar Tower
A powerful base defence against all ground units, the Tesla Coil attacks with a powerful bolt of electricity. It deactivates if the base’s power is low. Unlike other base defences, a Tesla Coil can be charged by Tesla Troopers to gain range and firepower. If 3 or more Tesla Troopers charge the same Tesla Coil, that Tesla Coil will be independent from the base’s power supply, meaning it can operate even when the power is low.

Psychic SensorPsychic Sensor
Cost:
$1000 | Power: -50 | Prerequisites: Battle Lab
Research into psychic phenomena has resulted in the Psychic Sensor. When deployed, this device allows you to see the orders given to any enemy units planning to attack any friendly units or structures within the device’s radius. When built, the sensor shows the attack target when the target is within range of the Psychic Sensor. It is also capable of uncovering enemy Spies.

s_ironcurtainIron Curtain Device
Cost:
$2500 | Power: -200 | Prerequisites: Battle Lab
A fascinating piece of Soviet technology, the Iron Curtain allows you to make vehicles and structures invulnerable for a short period of time. Like with other superweapons, when the Iron Curtain Device is built, all players are notified and the shroud above the device is removed, with a timer visible to all players.
Note: Only one Iron Curtain Device can be built at a time per player.

Nuke SiloNuclear Missile Silo
Cost:
$5000 | Power: -200 | Prerequisites: Battle Lab
The ultimate weapon in the Soviet arsenal is the Nuclear Missile Silo. Once built, the Nuclear Missile Silo creates a large nuclear missile that can be used to cause incredible devastation in the chosen area. Like with other superweapons, when the Nuclear Missile Silo is built, all players are notified and the shroud above the device is removed, with a timer visible to all players.
Note: Only one Nuclear Missile Silo can be built at a time per player.

 

Support powers

Iron CurtainInvulnerability
Cost:
free | Cooldown: 5:00 | Prerequisites: Iron Curtain Device
The Iron Curtain allows you to make vehicles and structures invulnerable for 50 seconds. Invulnerable units cannot be attacked by Terror Drones nor mind-controlled. Applying the Iron Curtain to any infantry units will kill them instantly.

Nuke AttackNuclear Missile Strike
Cost:
free | Cooldown: 10:00 | Prerequisites: Nuclear Missile Silo
Launches a large nuclear missile that can be used to cause incredible devastation in the chosen area. Additionally, the aftermath of the missile leaves radiation that will kill any infantry units and damage any vehicles in the surrounding area.

 

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