GAMES: Command & Conquer: Red Alert 3 – Soviet Units

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faction_soviets

As is tradition, the Soviets excel in raw firepower and unit armour. Their vehicle arsenal is unmatched in that respect, and are supported by decent infantry and hard-hitting support powers. Their naval forces are their weakest point this time around, however. While they are quite potent in mid- and late game phases, their early game performance is slightly lacking.

 

 

Infantry

s_war_bearWar Bear
Cost:
$225 | Prerequisites: none
Secondary ability:
Amplified Roar
Born in captivity, trained in combat and light recon, many enemies have fallen to the serrated claws and technologically amplified roars of the Soviet War Bear. Additionally, they are able to swim.

s_conscriptConscript
Cost:
$100 | Prerequisites: none
Secondary ability:
Assault Rifle/Molotov Cocktails weapon switch
Poorly trained, yet high enthusiastic due to mental conditioning and healthy propaganda, Conscripts heedlessly charge into battle firing assault rifles and hurling Molotov cocktails in blind allegiance to the State. Their Molotov Cocktails are able to clear garrisoned buildings.

s_combat_engineerCombat Engineer
Cost:
$500 | Prerequisites: none
Secondary ability:
Construct Bunker
The best and brightest serve as Combat Engineers, tasked with hacking computers, sabotage, reprogramming enemy units, and digging bunkers to garrison fighting men. They are issued a single pistol for self-defence, for all the good it does them. When traversing water, the Combat Engineer uses an inflatable boat.

s_flak_trooperFlak Trooper
Cost:
$400 | Prerequisites: none
Secondary ability:
Magnetic Mine
Gloriously free after years spent in gulag labor camps, brutish Flak Troopers serve Mother Russia by hefting larger anti-air flak cannons and attaching mines to enemy armour. Used on ground targets, their cannons are even more impressive.

s_tesla_trooperTesla Trooper
Cost:
$750 | Prerequisites: Super Reactor
Secondary abilities:
Tesla Weapon/EM Disruptors weapon switch, Charging Tesla Coils
Enemies of the Soviet Union fear these elite mechanized patriots and their deadly Tesla Cannons. Their only vulnerability comes when they release a devastating EMP attack, rendering their foes and themselves temporarily helpless. They can also charge up Tesla Coils when adjactent to them in order to increase their range and firepower, and when enough Tesla Troopers are charging the same Tesla Coil, that Tesla Coil becomes independent from the base’s power supply and will function even when the power is low.

s_natashaNatasha Volkova
Cost:
$2000 | Prerequisites: Battle Lab
Secondary ability:
Snipe Pilot
A product of advanced Soviet training programs, Natasha is a hero of the Soviet Union, able to turn the tide of battle with nothing more than her trusty Korshunov rifle and her undying cruelty. She can call in air-strikes to kill larger targets, or snipe pilots to claim their vehicles for Mother Russia. What Natasha’s scopes sees, dies. Additionally, she is able to swim.
Note: Only one Natasha can be trained at a time per player.

 

 

Vehicles

s_ore_collectorOre Collector
Cost:
$1400 | Prerequisites: Ore Refinery
Secondary ability:
Reactive Armour switch
Heavily armoured beasts of burden, the Ore Collectors aren’t fancy when it comes to finding and transporting ore to process, but they do get the job done. They are amphibious, and can be produced from the War Factory, the Naval Yard, and the Ore Refinery.

s_terror_droneTerror Drone
Cost:
$600 | Prerequisites: none
Secondary ability:
Disassembler/Stasis Ray weapon switch
A nasty, spider like robot that attacks infantry, vehicles and ships with equal viciousness. It likes to bore into and dismantle targets from the inside, but can also disable vehicles with its stasis ray. They are amphibious.

s_sickleKDB-5 Sickle
Cost:
$900 | Prerequisites: none
Secondary ability:
Flea Jump
Originally designed for riot suppression, this walking gun turret is still excellent for crowd control, and its capable of leaping obstacles in order to reach its objectives.

s_bullfrogBullfrog Transport
Cost:
$900 | Prerequisites: none
Secondary ability:
Man Cannon
Amphibious transports with an unusual troop deployment system, infantry are launched out of a fairly accurate man-cannon, allowing for fast and strategic enemy engagements supported by the Bullfrog’s AA gun. They can be produced from both the War Factory and the Naval Yard.

s_hammer_tankHammer Tank
Cost:
$1000 | Prerequisites: Super Reactor
Secondary ability:
Main Cannon/Leech Beam weapon switch
Long the symbol of Soviet might, this bruiser’s 85mm smooth-bore gun packs brutal punch, while the Leech Beam leeches enemy health and weapon strength to boost the Hammer Tank’s own aggressive ends.

s_v4_rocket_launcherV4 Rocket Launcher
Cost:
$1000 | Prerequisites: Battle Lab
Secondary ability:
Precision Warhead/Multi-Warheads weapon switch
A mobile rocket launcher, the V4 fire huge, long range ballistic missiles that can demolish nearly any target, or splinter into multiple mortar shells for area damage. The V4 must be stationary to fire, making it a poor front line weapon.

s_apocalypse_tankApocalypse Tank
Cost:
$2000 | Prerequisites: Battle Lab
Secondary ability:
Main Cannons/Magnetic Harpoon weapon switch
The Soviet harbinger of death, the massive (and slow) Apocalypse Tank lives up to its name thanks to the two 125mm cannons alone, but then added a magnetic grapple to catch faster adversaries and drag them under its chain treads.

s_sputnikSputnik
Cost:
$1200 | Prerequisites: none
Secondary ability:
Unpack to Outpost
The smaller, cheaper answer to the MCV, the Sputnik spun out of a failed Soviet orbital probe project. Now is specialise in deploying listening posts that can be upgraded into fully realised forward bases. When a Sputnik is deployed into an Outpost, it cannot be packed back into its mobile form. It is amphibious and can be produced from both the War Factory and the Naval Yard.

s_mcvMobile Construction Vehicle (MCV)
Cost:
$5000 | Prerequisites: none
Secondary ability:
Unpack into Construction Yard
The Soviet MCV has been instrumental in pushing communist forces into territories under various pretenses. Not surprisingly, savvy commanders always sent massive military escorts to “safeguard” them. For every Soviet aggression, there is an MCV fuelling the advance. It is amphibious and can be produced from both the War Factory and the Naval Yard.

 

 

Aircraft

s_twinbladeKA-65 Twinblade
Cost:
$1200 | Prerequisites: none
Secondary ability:
Load/Evacuate Passengers
A dual-bladed attack chopper often deployed to mow down enemy infantry or Soviet deserters… occasionally both. Armed with quad-mounted rocket launchers and twin machine guns, it’s well suited to the task, and doubles as transport for infantry or tanks.

s_mig_fighterMiG Fighter
Cost:
$1000 | Prerequisites: none
Secondary ability:
Return to Airfield
Synonymous with Soviet air power, the MiG is a fast attack air to air fighter that boast a remarkable survival rate, largely thanks to its armament of M-type burst missiles. MiGs have earned a reputation for owning the skies. Once a MiG Fighter depletes its ammo, it must return to an Airfield. If one is not present at the time, the MiG Fighter will slowly lose health until either an Airfield is built or the MiG Fighter crashes.

s_kirov_airshipKirov Airship
Cost:
$2500 | Prerequisites: Battle Lab
Secondary ability:
Propellers/Volatile Fuel switch
The pride of the Soviet military, these war zeppelins are capable of carrying hundreds of heavy bombs to any target in the world, and blowing it out of existence. Kirovs are slow, but can achieve a quick burst of speed at the expense of hull integrity.

 

 

Ships

s_stingrayStingray
Cost:
$1000 | Prerequisites: none
Secondary abilities:
Tesla Discharge, Charging Tesla Coils
Mixing a fast attack strike ship with Soviet Tesla weaponry (and crews who don’t know how dangerous that combination is), the Stingray is thing of sick ingenuity, able fire underwater to electrocute everything in its attack radius. They are amphibious, but are considerably slower on land. They can also charge up Tesla Coils when adjactent to them in order to increase their range and firepower, and when enough Stingrays are charging the same Tesla Coil, that Tesla Coil becomes independent from the base’s power supply and will function even when the power is low.

s_akula_subAkula Sub
Cost:
$1800 | Prerequisites: Super Reactor
Secondary ability:
Ultra-Torpedoes
The venerable hunter/killer attack sub specializes in locating and destroying enemy ships, then vanishing into the deep. Akulas have multiple torpedo payloads at their disposal, for use on a variety of targets. Their special weapon, the Ultra-Torpedoes, can only fire in a straight line, but their explosive warheads cause far more damage than the standard torpedoes.

s_dreadnoughtDreadnought
Cost:
$2000 | Prerequisites: Battle Lab
Secondary ability:
Safe Mode/Sacrifice Launchers switch
Built specifically to accommodate and fire endless barrages of Molot V4 Rockets on land or sea based targets. Dreadnoughts are vulnerable in close quarters, but few things on Earth can withstand its devastating bombardments for long. If the need arises, the Dreadnought can accelerate the missile launch, but at the expense of the ship’s structural integrity.

 

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