GAMES: Command & Conquer Red Alert – Soviet Structures



conyardConstruction Yard
The Construction Yard is the foundation of a base and allows the construction of other buildings.


power_plantPower Plant
The standard Power Plant. Power output is directly related to the Power Plant’s condition, so protect them during battles.


adv_power_plantAdvanced Power Plant
This large, high-yield structure handles the energy strains of some later, more power intensive structures and defenses.


ore_refineryOre Refinery
The Refinery smelts ore into its component elements. Building the Refinery immediately deploys an Ore Truck. The Refinery can store up to 2,000 credits of smelted ore.


siloOre Silo
This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.


The Tent Barracks is where all Allied infantry are trained. Some advanced / special infantry units may not be available until other structures are built.


The Kennel trains Attack Dogs. The dogs can detect spies easily so have these around your base.


war_factoryWar Factory
This structure is responsible for the building of all ground -based Allied vehicles. Building multiple War Factories decreases the amount of time required to create a vehicle.


sub_penSub Pen
The Sub pen builds and launches Submarines and Transports. Damaged Submarines and Transports docked in the Sub Pen are repaired.


The Helipad allows construction of all helicopters and will reload any that are in need. Each new Helipad comes with an Apache.


service_depotService Depot
The Service Depot repairs any damaged vehicle that you move onto it. Mine Layer units can be re-loaded by driving them onto the pad. (Repairing a vehicle is much faster than building one, and costs a fraction of the original price. This is a worthy investment.)


radar_domeRadar Dome
The Radar Dome gives you an overhead view of the battlefield when fully powered.


s_tech_centerSoviet Tech Center
The Soviet Tech Center allows the construction of high-tech units like the Mammoth Tank and Tesla Coil.


The Airfield allows construction of MIG and Yak planes, and allows access to Paratroopers, Parachute bombs, and Spy Planes. Only one plane is allowed per Airfield that has been constructed. If an in-use Airfield is destroyed while its associated plane is still in the air, the plane will crash.


flame_towerFlame Tower
The Flame Tower targets and destroys approaching enemy ground units by shooting balls of fire. It is best used against large groups of infantry; it is effective against armored units as well. Since there are volatile fuels used in the Flame Tower, it damages nearby units and structures if destroyed.


tesla_coilTesla Coil
The Tesla Coil automatically directs bolts of lightning at enemy ground units, reducing men to ash and tanks to molten steel in seconds.


sam_siteSAM Site
The SAM Site automatically launches long-ranging missiles at enemy aircraft. Slower moving or hovering aircraft will fare the worst against this defensive structure..


iron_curtainIron Curtain
The Iron Curtain renders a vehicle or building invulnerable for a short period of time.


missle_siloMissile Silo
Once built, the Silo readies an Atomic Bomb that can be launched onto the battlefield, causing massive destruction to structures and infantry. The more heavily armoured units will fare better, but not by much.


barbed_wireBarbed-Wire Barrier
Barbed-Wire Barrier stops non-tracked vehicles and infantry. Tracked vehicles can destroy the barrier by shooting it and/or running over it.


concrete_wallsConcrete Walls
More effective than the Sandbag Barrier, Concrete Walls are not crushable and block tank ordnance.


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