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The Soviets are one of the two current OpenRA faction types, the other being Allies.
Each faction type is capable of building different units and buildings. In addition to that, there are some variations among factions of the same type. Some units and buildings can be built by both faction types. Those are marked with "shared".
Russia has the following unique abilities:
- The production of shock troopers.
- The production of tesla tanks.
Ukraine has the following unique abilities:
- The production of demolition trucks.
- Parabombs.
The Rifle infantry (sometimes called "rifleman") is the cheapest combative unit. It is strong against Infantry and weak against everything else. It can be very powerful and cost effective in large numbers. A large group of Infantry, mainly consisting of rifle infantry and Rocket Soldiers, is known as a Blob.
Shooting from the fog of war
A rifle man can shoot further than it can see. When combined with a unit with high visibility radius, such as a ranger or a hind, the rifle man will be able to see and shoot further at other infantry without them shooting back, because they cannot see it. (Unless they also have a unit with high visibility nearby). If done properly, from the enemy's perspective, shots will be coming from the fog of war.
Alternatively, a rifleman can be commanded to Force-Fire into the fog of war, where an enemy is suspected to be standing.
Type Infantry Ground Attack Yes Air Attack No Faction Allies and Soviets Production Requires Barracks Cost 100 Build Time 00:03 Min. Tech Level Infantry Only Strength Health 5000 Armor None Armament Damage 1000 Reload Delay (ticks) 20 Range (cells) 5 Movement Movement Speed 56 Cloak Cloak Detection Type Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 4
The rocket soldier is powerful against Vehicles and Aircraft but very weak against other Infantry.
A small group of rocket soldiers can quickly destroy almost any vehicle if it gets in their firing range, making it one of the most cost-effective anti-tank units in the game.
As with all other infantry, a Yak or a Hind can kill rocket soldiers almost instantly before it even fires back. However, a small group of rocket soldiers (3-4) are extremely effective at taking down aircraft. A rocket soldier's anti-air range is much farther than its sight radius, so it should be paired with units that have good line of sight for optimal anti-air defense.
The Rocket soldier and the AA gun are the only ground-based allied anti-air units. The AA gun is far superior at doing that, but it is not mobile.
If a group of rocket soldiers is too large, it can be susceptible to a Yak suicide attack. A yak can kill a few rocket soldiers before being taken down, and it can then crash-land on the remaining group, killing many more. For a smaller group, this is harder for the opponent to execute, and is not always cost-effective. A yak costs 1350, and 4 rocket soldiers cost 1200.
Type Infantry Ground Attack Yes Air Attack Yes Faction Allies and Soviets Production Requires Barracks Cost 300 Build Time 00:08 Min. Tech Level Infantry Only Strength Health 4500 Armor None Armament Damage 5000 (Ground) 4000 (Air) Reload Delay (ticks) 50 Range (cells) 5 (Ground) 7.5 (Air) Movement Movement Speed 56 Cloak Cloak Detection Type Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 4
The grenadier throws grenades that can harm buildings, infantry, and vehicles. When a grenadier is killed, it explodes, dealing a small damage to units around it.
The grenadier can be used in an APC Rush.
Type Infantry Ground Attack Yes Air Attack No Faction Soviets Production Requires Soviet Barracks Cost 160 Build Time 00:04 Min. Tech Level Infantry Only Strength Health 5000 Armor None Armament Damage 6000 Reload Delay (ticks) 60 Range (cells) 4 Movement Movement Speed 71 Cloak Cloak Detection Type Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 4
The Attack Dog can instantly kill any infantry unit, but it first needs to get close enough without getting shot. It is extremely vulnerable to any attack.
When the dog kills an enemy which is part of a group, it sometimes enters into a "killing spree", quickly jumping from one enemy to the next.
An attack dog is not fooled by the disguise of spies and will chase them on sight.
Engineer Ambushing
Attack dogs are often used to ambush engineers, by being placed near oil derricks that engineers seek to capture. If an engineer approaches an oil derrick unprotected, the attack dog will kill it.
Type Infantry Ground Attack Yes Air Attack No Faction Soviets Production Requires Kennel Cost 200 Build Time 00:05 Min. Tech Level Infantry Only Strength Health 1800 Armor None Armament Damage 10000 Reload Delay (ticks) 10 Range (cells) 3 Movement Movement Speed 99 Cloak Cloak Detection Type Normal Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 5
The Engineer is a unit capable of capturing enemy buildings or repairing friendly buildings.
Repairing a friendly building makes the engineer vanish, and instantly restores all of the building's health.
Engineers are consumed when capturing buildings, after a short external wait. Before release 20190314, capturing an enemy building does not vanish the engineer, but it takes 15 seconds (30 seconds for Forward Command) to complete. [1]
Because of the capabilities of the engineer, it is possible for a Allied player to get Soviet items and vice versa.
This is a great tactic to use since you can get powerful Soviet tanks by taking over a Soviet war factory. The player can also take over an enemy Construction Yard and build the other teams buildings, such as tech centers to get GPS, or war factories to get enemy vehicles. An easy way to do this is to take over unguarded enemy buildings are attack only defenses leaving it unprotected. It is helpful to note that a building cannot be sold while being taken over by an engineer.
The engineer is not to be confused with the Mechanic.
Type Infantry Ground Attack No Air Attack No Faction Allies and Soviets Production Requires Barracks Cost 500 Build Time 00:12 Min. Tech Level Infantry Only Strength Health 2500 Armor None Movement Movement Speed 56 Cloak Cloak Detection Type Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 4
The Flamethrower is very strong against buildings and good against infantry, however, its firing is not accurate, and it should only engage large groups of Infantry to be effective. It is often used with an APC to quickly to destroy enemy bases.
Type Infantry Ground Attack Yes Air Attack No Faction Ukraine Production Requires Flame Tower, Soviet Barracks Cost 300 Build Time 00:08 Min. Tech Level Low Strength Health 4000 Armor None Armament Damage 1000 (x15) Reload Delay (ticks) 50 Range (cells) 5 Movement Movement Speed 56 Other Stats Sight (cells) 4
The Hijacker is a unit of the Soviets which can capture enemy vehicles.
Overview
In order to capture, the hijacker must enter the enemies vehicle. Once entered, the hijacker vanishes and the vehicle becomes permanently controlled by the capturing player.
When standing still, the hijacker becomes cloaked. It is also particularly fast and has a 95% chance of surviving a crush attempt (other units have a 75% chance). The hijacker has a slightly longer sight range than most infantry.
Tactics
The hijacker is sometimes used to capture enemy ore trucks, causing economic damage to the opponent.
If the hijacker captures a ranger, APC or phase transport containing infantry, the infantry inside it also switches sides.
Trivia
The hijacker is a repurposed thief from the original game. In the original game, the thief could steal money from the ore refineries. This ability has been given to the spy in OpenRA - Red Alert. This way, a counterpart to the mechanic could be created.
Type Infantry Ground Attack No Air Attack No Faction Soviets Counterpart Mechanic Production Requires Service Depot, Soviet Barracks Cost 500 Build Time 00:12 Min. Tech Level Medium Strength Health 5000 Armor None Movement Movement Speed 85 Cloak Cloak Type Hijacker Initial Cloak Delay (ticks) 250 Cloak Delay (ticks) 120 Uncloaks On Move, Critical Health Other Stats Sight (cells) 5
The Shock Trooper is a unique unit of Russia. It fires lightning bolts like the Tesla coil and the Tesla tank.
Overview
The shock trooper can kill any infantry unit in a single hit. It is also very strong against vehicles.
Shock troopers have a relatively long attack range compared to other infantry units. It has also a slightly longer sight range.
The shock trooper fires one lightning bolt at a time. The recharge time for the next lightning bolt is relatively long.
Tactics
The low rate of fire can be compensated by building a large group of shock troopers. Such group can be very powerful and can destroy entire armies. This is sometimes referred to as a "disco dance", due to the large number of lightning bolts being fired.
Counters
A large shock trooper blob is best countered with units that it cannot fire back at. Namely, Yaks, Hinds and properly stationed artillery or V2.
A group of phase transports or chrono tanks can also effectively crush shock troopers.
Type Infantry Ground Attack Yes Air Attack No Faction Soviets (Russia Only) Production Requires Soviet Tech Center, Tesla Coil, Soviet Barracks Cost 350 Build Time 00:08 Min. Tech Level No Superweapons Strength Health 5000 Armor None Armament Damage 4500 Reload Delay (ticks) 70 Range (cells) 6 Movement Movement Speed 56 Cloak Cloak Detection Type Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 5
The Ore Truck (sometimes called a Harvester) is a non combative unit which collects minerals. It is used by both the Allies and Soviets. Collecting minerals is the main way to obtain money in "OpenRA - Red Alert".
Ore trucks work without player intervention. They collect minerals, and when at full capacity, they travel back to the nearest ore refinery, which converts the minerals to spendable money.
There are four ways to obtain an ore truck:
By building a refinery. An ore truck will spawn with it.
Regular construction via the war factory.
They can be commandeered by Soviet hijackers.
They can be destroyed and have their husks taken over by Allied mechanics.
Ore trucks have very high health and can tolerate a lot of damage. They can also self-repair to 50% of its hit points.
Destroying ore trucks is a very effective way to harm an opponent's economy.
An ore truck can hold up to $500 worth of ore. It will unload it at the ore refinery in two $250 loads, however if the player is at maximum money capacity it will stop unloading or only load the amount that is possible to be stored below capacity (the smallest amount being $25). To increase money capacity the player needs to construct more ore refineries or silos.
Type Vehicle Ground Attack No Air Attack No Faction Allies and Soviets Production Requires War Factory (1 ore truck spawns per ore refinery) Cost 1100 Build Time 00:27 Min. Tech Level Infantry Only Strength Health 60000 Armor Heavy Movement Movement Speed 85 Other Stats Sight (cells) 4 Leaves Husk Yes Crusher Yes
The supply truck can transfer money to team mates. It can enter any team mate building. It vanishes after entry and transfers 500$ to the teammate.
Type Vehicle Ground Attack No Air Attack No Faction Allies and Soviets Production Requires War Factory Cost 500 Build Time 00:12 Min. Tech Level Low Strength Health 110 Armor Light Movement Movement Speed 128 Turn Speed 5 Other Stats Sight (cells) 4 Leaves Husk No Crusher No
The Armored Personnel Carrier (APC) is a heavily armored vehicle. It can effectively shoot down most infantry without receiving significant damage, excluding rocket soldiers and shock troopers. For larger blobs, consider crushing instead (see below).
APC infiltration
The APC can be produced early in the game by soviets. A player can carry 5 rocket soldiers, grenadiers, or flamethrowers in an APC and infiltrate the enemy base, in an attempt to destroy some buildings. Harming the economy in the early game by destroying Ore Refineries or Ore Trucks can be fatal to the opponent on the long term, and since the APC and the above units can be produced early, this tactic can be employed early in the game.
APC scouting
The APC can also be used for scouting. While slower, pricier and having lower vision than ranger jeep, it can aggressive recon inside enemy base while sustaining small arms fire thanks to durable armour not present on its counterpart. On the other hand, it should be noted that a Tesla Coil leaves APC with only 5000 health, and driving through a concentration of tanks, rocket soldiers or turrets will stop these hollow steel bricks in their tracks.
Sometimes this tactic may be used to confuse and distract an opponent, because enemies have no way of telling apart an empty scout and an infiltration vehicle full to brim with demomen ready to take down a Construction Yard within seconds. That might lead the opponent to panic, and sending vast part of his force to destroy the decoy, allowing true APC attack to cripple the opponent with much less resistance.
Direct combat
While nowhere as cost-effective against enemy infantry as micro-managed Mobile Flak, APC can still spread death among enemy ranks lacking anti-armour weapons thanks to the heavy armour, but relatively high cost combined with mediocre firepower of APC's machine gun means that it takes quite a while to deal with multiple enemy soldiers, giving the opponent time to react.
One APC is more than a match for about 14 rifle infantrymen and 4 shock troopers, but as little as 3 rocket soldiers can overpower it.
For larger blobs, crushing enemies by manually driving over them is far more effective than shooting them. The APC's speed helps to crush several enemy infantrymen before getting destroyed. Multiple APCs can be used to maximize the effect.
APC, thanks to fairly tough armour, may also effectively counter wheeled recon vehicles, one of them overcoming two flaks or three rangers at a time. It might be also used to flank and destroy artillery or V2 from close distance. Any kind of tanks, even the lightest one, can tear multiple APCs to pieces though.
Type Vehicle Ground Attack Yes Air Attack No Faction Soviets Deploy Command Unloads passengers. Counterpart Ranger Production Requires War Factory Cost 850 Build Time 00:21 Min. Tech Level Low Strength Health 35000 Armor Heavy Armament Damage 1000 (x5) Reload Delay (ticks) 30 Range (cells) 4 Movement Movement Speed 142 Turn Speed 5 Other Stats Sight (cells) 5 Leaves Husk No Crusher Yes
The Mobile Flak (Sometimes known as "Flak", "Flak Truck", "Flak track"), is fast, weakly armored vehicle. It is very effective against aircraft, and is the soviets' primary mobile anti air unit. However, it can also be very useful against infantry.
Although strong against aerial vehicles, it is weakly armored, and a hind or a Yak can destroy a single flak truck while still retaining some of its health. However, a small group of flak trucks (2-4) can easily destroy multiple aircraft with minimal harm.
When microed correctly, the flak truck can be invincible against infantry. It has a slightly longer shooting and sight range than riflemen and rocket soldiers and can shoot without being shot at. However, the units can easily get closer unless the player is actively controlling the flak unit. When in the range of rocket soldier fire, the flak truck is easily destroyed.
The light tank is a good way to counter the mobile flak, esp. in the early game where no other countering options are available for the Allies against properly microed flaks. Mobile Flak also lacks armour penetration to properly damage APC, while taking quite a lot of damage from its machine gun, and being actually sightly slower - one or more of these hollow steel bricks might save a Soviet commander from raid of rogue Flaks when heavy tanks are not yet accessible.
Tactics
A popular tactic is applying the Iron Curtain to mobile flaks. They can then quickly infiltrate defenses unharmed, and destroy weakly armored units such as artillery and V2 rockets. There is no way to protect these units from such an attack. The best solution is taking a preventive measure and destroying an opponent's Iron Curtain, or the Soviet Tech Center prior to them building the curtain.
Trivia
The Moblie Flak is the only Soviet unit that is not in the original Red Alert
Type Vehicle Ground Attack Yes Air Attack Yes Faction Soviets Counterpart Light Tank Production Requires War Factory Cost 600 Build Time 00:15 Min. Tech Level Low Strength Health 15000 Armor Light Armament Damage 2000 Reload Delay (ticks) 10 Range (cells) 6 (Ground) 8 (Air) Movement Movement Speed 128 Turn Speed 10 Turret Turn Speed 10 Other Stats Sight (cells) 6 Leaves Husk No Crusher No
The V2 Rocket Launcher (sometimes simply called V2) is a rocket artillery unit of the Soviets.
Overview
The V2 shoots a powerful rocket. Compared to the artillery, it does a lot more damage per hit. It also has 100% accuracy. The V2 is more maneuverable and has more hit points than its counterpart.
But its range is shorter, and its rockets have narrower blast radius, making the artillery superior at dealing with blobs or large armies. The reload time is also much longer compared to the artillery.
The V2 has a minimum range in which it can shoot the rocket.
Tactics
To destroy any defensive structure, 3 hits of a V2 rocket is necessary.
It is effective in destroying blobs which are standing still. To destroy moving blobs, the player should force-fire the ground in front of the direction the blob is moving. This is a micro-intensive tactic.
5 rockets can destroy a Construction Yard. An Iron Curtain can be applied on 5 v2 rockets, which can then infiltrate defenses and destroy the Construction Yard. However, a skillful enemy may react quickly and undeploy and move it.
Counters
The V2 Rocket Launcher is particularly vulnerable at close range, and so fast units like mobile flaks or light tanks can easily destroy it. Most other vehicles are also a good counter if they can get close enough.
Soviet players sometimes apply an iron curtain to mobile flaks and attack the V2s with them.
Hinds can easily destroy the V2s. For Yaks it is slightly harder because 2 strafes are required, unless multiple yaks attack simultaneously.
Trivia
- The real world V-2 rocket is actually a ballistic missile invented by the Germans.
- The in-game V2 rocket launcher looks similar to the 9K52 Luna-M, which is actually a short-range artillery rocket system.
Type Vehicle Ground Attack Yes Air Attack No Faction Soviets Counterpart Artillery Production Requires Radar Dome, War Factory Cost 900 Build Time 00:22 Min. Tech Level Medium Strength Health 20000 Armor Light Armament Damage 45000 Reload Delay (ticks) 240 Range (cells) 10 Minimum Range (cells) 4 Movement Movement Speed 85 Turn Speed 5 Other Stats Sight (cells) 5 Leaves Husk No Crusher No
The Soviet MCV is the Soviet version of the MCV. It turns into a Soviet Construction Yard when deployed.
Type Vehicle Ground Attack No Air Attack No Faction Soviets Deploy Command Transforms into a Construction Yard Counterpart Allied MCV Production Requires 1st given at game start. Building requires Service Depot, Soviet War Factory Cost 2000 Build Time 00:40 Min. Tech Level Medium Strength Health 60000 Armor Light Movement Movement Speed 71 Other Stats Sight (cells) 4 Leaves Husk Yes Crusher Yes
The Minelayer lays mines. Each mine occupies a single cell. When anyone, including own units, steps on a mine, the mine explodes, causing damage.
A minelayer does not trigger mines and can move over them. This includes enemy or teammate's mines. But if a mine is triggered near them, they take damage from the mine.
Infantry are instantly killed by a mine. 2 mines are enough to kill any in-game vehicle, including the heavily armored Ore Trucks.
The minelayer can lay 5 mines before having to refill. Refilling is done at a Service Depot.
A minelayer can be commanded to automatically mine an entire array using the Force-Fire button. It would then automatically place mines and go back to its depot to refill until the desired area is covered with mines.
Refilling emits sound that be heard globally. This means enemies can tell when a player is laying mines, regardless of visibility.
Allied and Soviet Mines have different artwork. But they are otherwise identical
Detecting and Destroying Mines
It is also possible to randomly Force-Fire into a field suspected of having mines. Mines that are force fired at will be destroyed.
Mine layers can detect enemy mines within a certain radius. Those mines become visible and can then be attacked by other units.
Type Vehicle Ground Attack No Air Attack No Faction Allies and Soviets Deploy Command Lays a single mine. Production Requires Service Depot, War Factory Cost 800 Build Time 00:20 Min. Tech Level Medium Strength Health 150 Armor Heavy Armament Ammo 5 Movement Movement Speed 128 Other Stats Sight (cells) 5 Leaves Husk No Crusher Yes
The Heavy Tank is the main battle tank of the Soviets. The heavy tank is strong against vehicles, buildings, and base defenses. Compared to the medium tank, the heavy tank has more health and damage, but it is slower, more expensive, and requires more build time. The heavy tank is weak against rocket soldiers.
The main strength of heavy tank is its cost effectiveness in direct takes on enemy vehicles - a platoon of 3 heavies can take on 4 mediums, and survive with one vehicle with more than half of its health remaining, with Soviets spending only 50 credits more for their force.
The heavy tanks can also, what's suprising, counter the monstronous Mammoth Tanks - even two of these behemoths, costing 4 thousand credits, are less than a match for 3 of their lesser, simpler brothers, costing over half thousand less.
Any lesser vehicles meant for scouting, transport, electronic or fire support or simple anti-personel defences stand very little chances against heavies unless purchased in massive numbers exceeding costs of the tanks themselves several times.
However, for such power, the heavy tank trades with lack of versatility - any armed aerial unit can attack it without retaliation, it cannot pursue or escape from lighter Allied machines, and is vulnerable to infantry with anti-tank weapons - the dual 105mm guns deal very low damage to small infantrymen, although when the tanks are massed, they may simply grind the footsoldiers under their treads. Turrets and tesla coils have enough durability and sheer firepower to outmatch even Heavy Tanks. Like in case of most vehicles, rogue Hijackers also pose a threat - without infantry support, tanks might without a warning change owners during a raid on enemy territory.
Heavy Tanks leave husks - any Soviet commander opposing Allied players should keep an eye enemy Mechanics near battle zones, for they can turn the wrecked war machines against their former users. Force-firing on husks with functional tanks will deny this advantage.
Type Vehicle Ground Attack Yes Air Attack No Faction Soviets Counterpart Medium Tank Production Requires Service Depot, War Factory Cost 1150 Build Time 00:28 Min. Tech Level Medium Strength Health 60000 Armor Heavy Armament Damage 4000 (x2) Reload Delay (ticks) 70 Burst Delay (ticks) 4 Range (cells) 4.75 Movement Movement Speed 71 Turn Speed 5 Turret Turn Speed 5 Other Stats Sight (cells) 6 Leaves Husk Yes Crusher Yes
The Mammoth Tank is a super-heavy tank of the Soviets.
Overview
Mammoth Tank, available to Soviet commanders on the late game, is not as unstoppable as one might expect to. It's no specialist, being beaten by anti-tank focused units, like medium and heavy tanks, or turrets and tesla coils.
The true strength of Mammoth Tank is its unique versatility - it is actually decent against anything, knocking out individual vehicles with 120mm guns, launching high-explosive missiles at infantry and aircraft, equipped to detect and destroy cloaked units, including rogue hijackers, and able to crush not just infantry, barbed wire or sandbags, but also tough concrete walls under its tracks. While slow, it can self-repair up to 50% of its HP, partly alleviating needs for repairs in service depot in base.
Although expensive, it works well in large groups, with little need of any other support, maybe excluding V2 Rocket Launchers to soften up defense structures.
Alternatively, it might be packed into a group of heavy tanks and mobile flaks, to spot any rogue hijackers awaiting your tanks to draw too close.
Like all tanks, Mammoth Tanks leave husks possible to take over by Allied mechanics, so it is recommended to destroy the husks via force fire of functional Mammoths when retreating.
Yak Attack
The mammoth tank's turret rotates slowly. A Yak can attack it from behind and then escape before the Mammoth tank can aim and shoot its missiles to the Yak. However, in a typical battle, this requires intensive microing and player attention.
Type Vehicle Ground Attack Yes Air Attack Yes Faction Soviets Production Requires Soviet Tech Center, Service Depot, War Factory Cost 2000 Build Time 00:40 Strength Health 90000 Armor Heavy Armament Damage 6000 (x2) (Ground) 5000 (x2) (Air) Reload Delay (ticks) 90 (Ground) 60 (Air) Range (cells) 4.75 (Ground) 8 (Air) Movement Movement Speed 50 Turn Speed 5 Turret Turn Speed 2 Cloak Cloak Detection Type Normal Hijacker Cloak Detection Range (cells) 6 Other Stats Sight (cells) 7 Leaves Husk Yes Crusher Yes
The M.A.D Tank is capable of self-destruction, damaging nearby vehicles, buildings, and defenses. It does not harm infantry.
When commanded to deploy, it starts thumping the ground repeatedly, and after several thumps(how many?), it becomes fully charged and it explodes.
The MAD tank is the only unit in the game that deals damage on percentages. It deals 19% damage to all units in its range on detonation, plus 1% per thump while charging. The total damage passes 33%, which makes 3 MAD tank able to destroy any building or vehicle in their range if properly detonated.
Type Vehicle Ground Attack No Air Attack No Faction Soviets Deploy Command self-destructs, harms nearby vehicles and strucrues Production Requires Soviet Tech Center, Service Depot, War Factory Cost 2000 Build Time 00:48 Min. Tech Level No Superweapons Strength Health 90000 Armor Heavy Armament Damage 36% Range (cells) 7 Movement Movement Speed 56 Other Stats Sight (cells) 6 Leaves Husk No Crusher Yes
The Tesla tank is similar to the Shock Trooper, with the added advantage of speed and armor. However, shock troopers are more cost effective in terms of damage per money spent.
Tesla tanks can only be produced by Russia.
Type Vehicle Ground Attack Yes Air Attack No Faction Soviets (Russia only) Production Requires Soviet Tech Center, War Factory Cost 1350 Build Time 00:27 Min. Tech Level No Superweapons Strength Health 450 Armor Light Armament Damage 100 Reload Delay (ticks) 120 Range (cells) 7 Movement Movement Speed 99 Other Stats Sight (cells) 7 Leaves Husk No Crusher Yes
The Demolition Truck (often shortened to Demo Truck or called a Nuke Truck) is a weakly-armored suicide unit of Ukraine. It contains a nuclear bomb capable of destroying any units and buildings that are nearby, even friendly ones.
The demolition truck can be manually ordered to self-destruct, but it also self destructs when killed by an enemy. If manually destructed, the enemy does not receive any bounty.
Counter
The demolition truck should be destroyed before reaching friendly units, and ideally, when it is near enemy units. Scouting is essential to achieve this. A fast unit such as an aircraft or a light tank can destroy a demo truck before it reaches friendly units or buildings.
Interactions with Superweapons
The demolition truck, unlike other vehicles cannot be iron curtained or chronoshifted. Attempting to iron curtain or chronoshift a demolition truck causes it to self-destruct.
But the demolition truck can be carried with a Transport that is iron curtained with no problem. Allowing safe transportation of it from waters.
Type Vehicle Ground Attack No Air Attack No Faction Soviets (Ukraine only) Deploy Command Self-destructs Production Requires Soviet Tech Center, War Factory Cost 2500 Build Time 01:00 Min. Tech Level No Superweapons Strength Health 5000 Armor Light Movement Movement Speed 85 Other Stats Sight (cells) 4 Leaves Husk No Crusher No
The Transport is a naval unit capable of carrying up to 5 infantry or vehicles. It is the only vehicle transportation method in Red Alert. The transport cannot fight.
When the transport touches the shoreline, its doors open, allowing ground units to enter or leave it.
The chronosphere superweapon cannot be used on the transport.
The transport is not to be confused with the phase transport.
Matryoshka
The APC can carry 5 infantry units, and a transport can carry 5 APCs. This can allow the transportation of 25 infantry units, rather than 5.
Type Naval Ground Attack No Air Attack No Faction Allies and Soviets Deploy Command Unloads passengers. Production Requires Naval Yard or Sub Pen Cost 700 Build Time 00:17 Min. Tech Level Low Strength Health 35000 Armor Heavy Movement Movement Speed 113 Turn Speed 10 Other Stats Sight (cells) 6
The Submarine is the Soviets' primary naval weapon. It remains submerged unless shooting. When submerged, it cannot be seen except if it enters the detection radius of other nearby submarines, missile submarines, gunboats, or destroyers.
The submarine looks very similar to the Missile Sub, but it's not the same unit and visual differences exist.
Scouting
The submarine's invisibility makes it a useful scouting instrument. It can be placed close to the shoreline, where it would be able to scout on ground units that cannot see it. If the submarine's health is so low that the health bar is red, it won't be able to submerge thus loosing its ability to be invisible, and will also show up on GPS.
Type Naval Ground Attack Yes Air Attack No Faction Soviets Counterpart Destroyer Production Requires Sub Pen Cost 950 Build Time 00:23 Min. Tech Level Low Strength Health 25000 Armor Light Armament Damage 18000 Reload Delay (ticks) 100 Burst Delay (ticks) 20 Range (cells) 9 Movement Movement Speed 71 Turn Speed 4 Cloak Cloak Type Submarine Initial Cloak Delay (ticks) 0 Cloak Delay (ticks) 50 Uncloaks On Attack, Critical Damage Cloak Detection Type Submarine Cloak Detection Range (cells) 4 Other Stats Sight (cells) 8
The Missile Sub is the Soviets' long range naval weapon. It remains submerged unless shooting. When submerged, it cannot be seen unless it enters the detection radius of other nearby submarines, missile submarines, gunboats, or destroyers. It can shoot long-range missiles that reach both air and ground units. It is slow and weak in close combat, and needs to be protected by regular submarines.
Although the missile submarine can detect other submerged units, it cannot shoot them unless they surface.
The missile submarine looks very similar to the submarine, but it's not the same unit and visual differences exist.
Type Naval Ground Attack Yes Air Attack Yes Faction Soviets Counterpart Cruiser Production Requires Soviet Tech Center, Sub Pen Cost 2000 Build Time 00:40 Min. Tech Level No Superweapons Strength Health 40000 Armor Light Armament Damage 25000 (x2) (Ground), 15000 (x2) (Air) Reload Delay (ticks) 300 Range (cells) 20 (Ground), 8 (Air) Movement Movement Speed 42 Turn Speed 3 Cloak Cloak Type Submarine Initial Cloak Delay (ticks) 0 Cloak Delay (ticks) 100 Uncloaks On Attack, Critical Damage Cloak Detection Type Submarine Cloak Detection Range (cells) 4 Other Stats Sight (cells) 8
The Yak is the primary attack plane of the Soviets. It is strong against infantry and light armored vehicles. The Yak is fast and has very high visibility range, making it the best game unit for scouting. Like all aircraft, the Yak is not well armored and is weak against anti air units. The Yak cannot stop moving except when it lands on an airfield, and so controlling it properly requires practice.
The Yak is particularly vulnerable to mobile flak attacks. If it engages a single mobile flak with full health, it can destroy it and retain some of its health. However, it is easily destroyed by 2 or more mobile flaks without causing them significant damage.
The Yak is also vulnerable against Longbows, because the Yak can't shoot at air units.
The Yak is a popular method to destroy artillery. However, for vehicles with better armor or health, the Yak needs to make several striking rounds. The Hind is better in that regard; it can remain stationary and keep shooting until it runs out of ammo. However, the Yak excels at speed, and at quickly destroying many units and then pulling out.
A Yak cannot kill a fully healthy V2 in one shooting round and has to circle around for a second strike. This can be solved by attacking with 2 Yaks simultaneously.
Yak control
The Yak cannot stop mid-air. When idle, the Yak will fly around in counter-clockwise circles.
The Yak cannot make sharp turns and can only shoot forward, so it can be hard to maneuver. Attacking one enemy at a time by clicking on them is usually inefficient; Once the Yak takes down the target, it will switch back to its circling behavior. When a player clicks the next target, the Yak will need to realign itself because it is only capable of shooting forward. Realignment can take time if the target isn't in front of the Yak.
It is therefore better to target several units that the Yak can destroy quickly and attack them in a single engagement using a command queue. Assuming the units are positioned in front of the Yak, the Yak would destroy them all without ever needing to circle around or realign. Such an attack can be devastating to unprotected artillery and is a great way to counter it.
As an alternative to queueing commands, one can use the attack-move command.
Crash landing
(Sometimes known as a "Yak Suicide" or "Allahu-Yakbar") When destroyed, the Yak will crash-land. If timed properly, this can destroy infantry standing below.
Trivia
The Yak is portrayed by the Yak-3 or Yak-9 in the in-game sprite and the build icon.
Type Aircraft Ground Attack Yes Air Attack No Faction Soviets Counterpart Hind Production Requires Airfield Cost 1350 Build Time 00:33 Min. Tech Level Medium Strength Health 6000 Armor Light Armament Damage 4000 (x2) Reload Delay (ticks) 3 Range (cells) 5 Minimum Range (cells) 3 Ammo 18 Movement Movement Speed 178 Turn Speed 4 Other Stats Sight (cells) 11
The MiG is a ground-attack aircraft of the Soviets. It is similar to the Yak, but it shoots rockets rather than bullets, making it effective against heavy armored vehicles and buildings. It is not effective against infantry.
The MiG is vulnerable to nearly all forms of anti-aircraft, including Longbows capable to fire at it without retaliation. However, its sheer speed allows it to evade any pursuit.
MiG can be used to effectively take out badly-protected sections of enemy base, take out artillery or rogue V2 and intercept ore trucks (one fully stocked MiG can kill one ore truck all its own!), as well as act as an expensive (2000 credits) scout, thanks to good speed and the highest visibility range of all the units in the game.
Like all units with guided missiles, it's ineffective against Mobile Radar Jammers and units in their vicinity.
Trivia
The MiG is portrayed by the MiG-23 or MiG-27 in the in-game sprite and the build icon.
Type Aircraft Ground Attack Yes Air Attack No Faction Soviets Counterpart Longbow Production Requires Soviet Tech Center, Airfield Cost 2000 Build Time 00:40 Min. Tech Level No Superweapons Strength Health 7500 Armor Light Armament Damage 7000 (x2) Reload Delay (ticks) 30 Burst Delay (ticks) 7 Range (cells) 9 Minimum Range (cells) 3 Ammo 8 Movement Movement Speed 223 Turn Speed 4 Other Stats Sight (cells) 13
The Soviet construction yard is the Soviets' version of the Construction Yard. It looks identical to the Allied Construction Yard. It allows the player to build Soviet Buildings.
Faction Soviets Counterpart Allied Construction Yard Production Requires N/A. Built by deploying a Soviet MCV Produces Building, Defense Strength Health 150000 Armor Wood Power Energy 0 Other Stats Sight (cells) 5 Shape XXX XXX XXX ===
The Power Plant produces energy. It is always the second building that can be built, because it only depends on the Construction Yard.
Attacking an opponent's power plants can be a good way to make them enter the low power state.
A spy can infiltrate a power plant, forcing the low power state for a short period of time. This shuts down some enemy defenses and opens a short attack window.
Prerequisites
The power plant (or advanced power plant) is a prerequisite for the following:
- Building:
- Allied Barracks
- Soviet Barracks
- Ore Refinery
- Kennel
- Naval Yard
- Submarine Pen
Faction Allies and Soviets Production Requires Construction Yard Cost 300 Build Time 00:08 Min. Tech Level Infantry Only Strength Health 40000 Armor Wood Power Energy +100 Other Stats Sight (cells) 4 Shape XX XX ==
The Soviet Barracks allows the production of Soviet Infantry. It looks similar, but not exactly the same as the Allied Barracks.
Prerequisites
The Soviet Barraks is a prerequisite for flame towers.
Faction Soviets Counterpart Allied Barracks Production Requires Power Plant, Soviet Construction Yard Produces Infantry Cost 500 Build Time 00:12 Min. Tech Level Infantry Only Strength Health 60000 Armor Wood Power Energy -20 Other Stats Sight (cells) 5 Shape XX XX ==
The Sub Pen allows the production of Soviet naval units:
- Transport
- Submarine
- Missile Sub
Naval units can enter the naval yard and repair themselves, restoring full health for a small fee.
Faction Soviets Counterpart Naval Yard Production Requires Power Plant, Soviet Construction Yard Produces Naval Cost 800 Build Time 00:20 Min. Tech Level Low Strength Health 100000 Armor Wood Power Energy -30 Cloak Cloak Detection Type Submarine Cloak Detection Range (cells) 10 Other Stats Sight (cells) 5 Shape XXX XXX XXX
The Ore Refinery is where ore trucks unload their minerals. It is the primary way to earn money. Destroying an opponent's ore refinery is a good way to cause economic harm.
The ore refinery also increases a player's maximum money capacity by $2000 so it doubles as a smaller Silo. When constructed, it comes with a single ore truck.
Prerequisites
The ore refinery is a prerequisite for the following:
- Building:
- War Factory
- Radar Dome
- Defense:
- Silo
- Vehicle:
- Ore Truck
Faction Allies and Soviets Production Requires Power Plant, Construction Yard Cost 1400 Build Time 00:34 Min. Tech Level Infantry Only Strength Health 90000 Armor Wood Power Energy -30 Other Stats Sight (cells) 5 Shape _X_ XXX X== ===
The War Factory allows the production of Vehicles. Although both Soviets and Allies can build it, it behaves differently for each. If it has been built while the player has an Allied Construction Yard, the War Factory will only produce Allied Vehicles. If it has been built while the player has a Soviet Construction Yard, it will only produce Soviet Vehicles.
Destroying both an enemy's war factory and Construction Yard (or an enemy's construction yard and Service Depot) means they can no longer produce MCVs and are never able to build structures again.
Prerequisites
The war factory is a prerequisite for the following:
- Tech Center
- Tesla Coil (Soviets)
"Hybrid" War Factory
On the rare case where the player has both types of conyards deployed, the resulting war factory can build both Allied and Soviet Vehicles. A vehicle can always physically exit from any of the war factories. For instance, if a player has "Hybrid" war factory and an "Allied" war factory, the "Allied" war factory can produce Soviet Vehicles as long as the "Hybrid" war factory is not destroyed.
Having both a Soviet and an Allied Conyard can be done by capturing an enemy Construction Yard with an Engineer, hijacking an enemy MCV with a Hijacker or repairing an enemy MCV Husk with a Mechanic.
Faction Allies and Soviets Production Requires Ore Refinery, Construction Yard Produces Vehicles Cost 2000 Build Time 00:48 Min. Tech Level Low Strength Health 150000 Armor Wood Power Energy -30 Other Stats Sight (cells) 5 Shape XXX XXX ===
The Radar Dome is a building. If the player has one or more radar domes, the minimap is unlocked. It also has the longest Line of Sight in the game.
When powered down, the Radar Dome loses its functionality temporarily, and if the player had a functioning GPS satellite, then it won't work for as long as the Radar Dome is powered down.
Prerequisites
Loosely speaking, the Radar Dome is a prerequisite for "range or technology oriented" units, whilst the Service Depot is a prerequisite for "heavy or mechanically oriented" units.
The radar dome is a prerequisite for following:
- Building:
- Helipad
- Airfield
- Allied Tech Center
- Soviet Tech Center
- Defense:
- AA Gun
- Sam Site
- Infantry:
- Spy
- Vehicles:
- Artillery
- V2 Rocket
Faction Allies and Soviets Production Requires Ore Refinery, Construction Yard Cost 1800 Build Time 00:44 Min. Tech Level Medium Strength Health 100000 Armor Wood Power Energy -40 Manual Power Down Yes Cloak Cloak Detection Type Normal, Hijacker Cloak Detection Range (cells) 10 Other Stats Sight (cells) 10 (Online), 5 (Offline) Shape XX XX ==
The Service Depot is a building where a vehicle or an aircraft can enter in order to repair itself for a small fee.
The service depot is usually a requirement for the expansion tactic, because it is needed to produce new MCVs.
Destroying both an enemy's service depot and Construction Yard (or an enemy's War Factory and Construction Yard) means they can no longer produce MCVs and are never able to build structures again.
An aircraft and a vehicle can be on a Service Depot at the same time.
Prerequisites
Loosely speaking, the Radar Dome is a prerequisite for "range or technology oriented" units, whilst the Service Depot is a prerequisite for "heavy or mechanically oriented" units.
The service depot is a prerequisite for following:
- Infantry:
- Hijacker
- Mechanic
- Vehicles:
- Medium Tank
- Heavy Tank
- Mine Layer
- MCV
- Mammoth Tank
- MAD Tank
Faction Allies and Soviets Production Requires War Factory, Construction Yard Cost 1200 Build Time 00:29 Min. Tech Level Medium Strength Health 80000 Armor Wood Power Energy -30 Other Stats Sight (cells) 5 Shape _=_ XXX _=_
The Airfield allows the production of soviet aircraft. It also grants the spy plane and paratroopers super power.
For Ukraine, the airfield additionally grants the parabombs superpower.
The airfield allows the production of the following aircraft:
- Yak
- MiG
Faction Soviets Counterpart Helipad Production Requires Radar Dome, Soviet Construction Yard Produces Aircraft Provides Support Power Spy Plane, Paratroopers, Parabombs (Ukraine only) Cost 500 Build Time 00:12 Min. Tech Level Medium Strength Health 100000 Armor Wood Power Energy -20 Other Stats Sight (cells) 5 Shape XXX XXX
The Soviet Tech Center is the Soviet version of the Tech Center.
Prerequisites
The Soviet tech center is a prerequisite for the following:
- Building:
- Iron Curtain
- Atom Bomb (An Allied Tech Center also allows constructing this)
- Infantry:
- Shock Trooper
- Vehicle:
- Mammoth Tank
- MAD Tank
- Tesla Tank (Russia)
- Demolition Truck (Ukraine)
- Aircraft:
- MiG
- Vessel:
- Missile Submarine
Faction Soviets Counterpart Allied Tech Center Production Requires War Factory, Radar Dome, Soviet Construction Yard Cost 1500 Build Time 00:36 Min. Tech Level No Superweapons Strength Health 800 Armor Wood Power Energy -100 Other Stats Sight (cells) 5 Shape XXX XXX ===
The Kennel produces attack dogs.
Faction Soviets Production Requires Power Plant, Soviet Construction Yard Cost 100 Build Time 00:02 Min. Tech Level Infantry Only Strength Health 30000 Armor Wood Power Energy -10 Other Stats Sight (cells) 4 Shape X
The Wire Fence is the light barrier for Soviets. They can be crushed by vehicles and do not block any projectile.
Unlike other player placed buildings, if owner of the fence loses it stays on the map with neutral owner.
Ground Attack No Air Attack No Faction Soviets Counterpart Sandbag Wall Production Requires Construction Yard Cost 50 Build Time 00:02 Min. Tech Level Low Strength Health 15000 Armor Wood Power Energy 0 Other Stats Sight (cells) 0 Shape X
The Concrete Wall is the heavy barrier for both sides. It can only be crushed by Mammoth Tanks and block projectiles like cannons and bullets but not rockets or tesla zaps.
Unlike other player placed buildings, if owner of the wall loses it stays on the map with neutral owner.
Ground Attack No Air Attack No Faction Allies and Soviets Production Requires Construction Yard Cost 200 Build Time 00:05 Min. Tech Level Medium Strength Health 40000 Armor Concrete Power Energy 0 Other Stats Sight (cells) 0 Shape X
The Silo increases a player's maximum money capacity by $3000. It is typically advised not to use a silo. If a player has too much money, spending it is always better strategically. Silos are typically built by new players who are not aware of this. If a player is at maximum money capacity the game will send a warning by saying "silos needed".
When a silo is destroyed, the money it stores is lost.
The silo is not to be confused with the missile silo (atom bomb).
Ground Attack No Air Attack No Faction Allies and Soviets Production Requires Ore Refinery, Construction Yard Cost 150 Build Time 00:04 Min. Tech Level Infantry Only Strength Health 30000 Armor Wood Power Energy -10 Other Stats Sight (cells) 4 Shape X
The Flame Tower is a defense which is strong against Infantry. It is tactically similar to the pillbox but is weaker. It is also effective against lightly armored vehicles, however, fast vehicles can out-manuver its attacks, since the travel time of its flames is not instant. It is weak against heavily armored vehicles such as medium tanks or heavy tank.
The flame tower will stay functional even in low power mode.
Prerequisites
The flame tower is a prerequisite for flamethrowers.
Ground Attack Yes Air Attack No Faction Soviets Counterpart Pillbox Production Requires Soviet Barracks, Construction Yard Cost 600 Build Time 00:15 Min. Tech Level Low Strength Health 400 Armor Heavy Armament Damage 150 (x2) Reload Delay (ticks) 65 Range (cells) 5 Power Energy -20 Cloak Cloak Detection Range (cells) 6 Other Stats Sight (cells) 6
The Tesla Coil is a defense which is very strong against vehicles and Infantry. However, it can be easily overwhelmed if attacked by several rocket soldiers, because it shoots lightning bolts one at a time, and needs to recharge after three bolts. Infantry is always killed instantly by a Tesla coil's bolt.
The Tesla coil requires energy to work and will shut down in low power mode. Since it consumes a lot of energy, attacking an opponent's power plants is effective against disarming the defenses of an enemy who has a lot of tesla coils.
Firing mechanism
The tesla coil has a unique firing mechanism. It can shoot 3 bolts before reloading, but it needs to "warm up" for 30 ticks prior to its first shot or when switching targets. Multiple shots at the same target happen very fast at 3 tick intervals, and almost look as if they're one shot.
Unlike other units, the Tesla Coil will reload if it hasn't been fighting for 120 ticks, even if it's not out of bolts yet. Other units only reload if they've finished their entire burst sequence.
Prerequisites
The tesla coil is a prerequisite for the following:
- Infantry:
- Shock Trooper
- Vehicle:
- Tesla Tank
Both of those units are only available to Russia.
Ground Attack Yes Air Attack No Faction Soviets Production Requires War Factory, Construction Yard Cost 1200 Build Time 00:29 Min. Tech Level Medium Strength Health 400 Armor Heavy Armament Damage 100 (x3) Reload Delay (ticks) 120 (+unique behavior) Burst Delay (ticks) 3 (+unique behavior) Range (cells) 8.5 Power Energy 100 Manual Power Down Yes Cloak Cloak Detection Range (cells) 6 Other Stats Sight (cells) 8 Shape X
The SAM Site is a defense which is strong against all aircraft. It is weaker and shorter range than the AA Gun, but is still impractical to attack with aerial units.
The SAM site will stop working in low power mode.
Ground Attack No Air Attack Yes Faction Soviets Counterpart AA Gun Production Requires Radar Dome, Soviet Construction Yard Cost 750 Build Time 00:18 Min. Tech Level Medium Strength Health 40000 Armor Heavy Armament Damage 5000 Reload Delay (ticks) 15 Range (cells) 7.5 Movement Turret Turn Speed 30 Power Energy -40 Manual Power Down Yes Other Stats Sight (cells) 8 Shape XX
The Iron Curtain is a superweapon of the Soviets. It can be used to make structures or non-infantry units temporarily immune to all attacks.
Overview
When created, it has a 2-minute charge time. Once charging is complete, the player can choose any spot on the map to make vehicles, buildings, defenses or naval units invulnerable. The affected entities in the area will be invulnerable to enemy fire for 20 seconds.
Infantries are not affected, and are not killed by an iron curtain (as is the case in some C&C games such as Red Alert 2)
Demolition trucks explodes when the iron curtain is used on them.
A player can only build a single iron curtain.
The iron curtain can make 5 vehicles invulnerable at a time. Its area of effect is a 5-cell cross shape. When a Soviet player is creating this shape, it is a good indication an iron curtain is about to be used.
Common uses
An iron curtain can be used on heavy tanks or mammoth tanks tanks to destroy enemy base defenses.
The iron curtain can be used to mitigate atom bomb attacks by making key structures invulnerable. See the atom bomb article for details.
To counter heavy artillery fire, curtained mobile flaks can be used because they are fast and extremely effective against artillery units.
Counters
Curtained units are invulnerable for 20 seconds, however, certain mitigations are possible.
Barriers Can be used to slow down attacking curtained units. However, mammoth Tanks are unaffected by barriers.
An Allied player can use their Chronosphere to teleport away the attacking curtained units.
It is also possible to take preventive measures by destroying the enemy iron curtain, and possibly their tech-center before they build an iron curtain.
Faction Soviets Counterpart Chronosphere Production Requires Soviet Tech Center, Construction Yard Provides Superweapon Invulnerability Cost 1500 Build Time 00:36 Min. Tech Level Unrestricted Strength Health 100000 Armor Wood Power Energy -200 Manual Power Down Yes Other Stats Sight (cells) 6 (Online), 5(Offline) Shape XX
The Atom Bomb is a superweapon. When a Missile Silo created, it has a 9-minute countdown. Once the countdown is complete, the player can choose any spot on the map to bomb. When launched, the countdown is reset and a new bomb can be launched again after another 9 minutes. The atom bomb destroys everything within its blast radius.
Destroying the missile silo resets the timer. Also, when powered down or in low power mode, the timer pauses.
A player can only build a single missile silo, but France can build an additional fake missile silo.
The missile silo is not to be confused with the silo.
Defense Against Atom Bombs
When a bomb is launched, an "atom bomb launched" message will be heard. Its landing spot is not indicated. The player has a short time to react. It is a good idea to move units away from likely targets before the bomb lands, such as construction yard, superweapons, and tech centers.
Atom bombs that are already launched cannot be stopped. It is best to take preventive measures, such as destroying the missile silo before the bomb is ready to launch. The only defense against a launched atom bomb is the Iron Curtain, it can be placed on a building or on two adjacent buildings to grant them immunity for a short period of time. However, predicting where the atom bomb will land in advance is not always possible, so the curtain placement is a bet.
The Tech Center and other super weapons are a common atom bomb target. Therefore, it is strategic for soviets to place their iron curtain structure adjacent to the Soviet Tech Center; when a bomb is launched, both structures can be curtained and protected.
Vertical Travel Landing Prediction
When the bomb is a few seconds away from landing, it can be visually seen traveling very fast, starting from the top of the map and going down vertically. This means bottom bases have a slightly longer response window.
If bases (or structures) are not built on the same vertical line, a player can tell which structure is being targeted, and can apply the iron curtain more intelligently.
Faction Allies and Soviets Production Requires Tech Center, Construction Yard Provides Superweapon Atom Bomb Cost 2500 Build Time 01:00 Min. Tech Level Unrestricted Strength Health 100000 Armor Wood Power Energy -150 Manual Power Down Yes Other Stats Sight (cells) 6 (Online), 5 (Offline) Shape XX
The Spy Plane is a support power which can reveal the shroud and fog of war at any spot on the map for a short period of time. The player must have an airfield to unlock this support power.
The spy plane can be used once every 2 minutes and 30 seconds, and cannot be attacked.
The spy plane can see through a (mobile) gap generator's shroud.
A player can tell when an opponent has used the spy plane, because it can be seen visually.
Trivia
- The spy plane was likely inspired by the MiG-25, in that is a high-speed/high-altitude aircraft and is also used for reconnaissance.
- The icon of the spy plane is the same as the MiG, just shaded blue.
- The in-game sprite features a canard design, while the icon has a conventional design.
Faction Soviets Requires Airfield Stats Charge Time 02:30
Paratroopers are a support power for the Soviet factions. When the player builds an Airfield a countdown timer is activated, along with Spy Plane (and the Parabombs for Ukraine). When the first Airfield is built it has a 5-minute charge time. Multiple Airfields will not give additional Paratroopers and neither will they reduce the charge time.
When the countdown is finished the player can assign the location for the Paradrop. A Badger is sent in from a random edge or corner from the map. If the Badger reaches the location then five infantry units will be dropped in a straight line: three 1 stripe rifle infantry and two rocket soldiers.
Faction Soviets Requires Airfield Stats Charge Time 05:00
Parabombs are a support power available only for Ukraine. When a player builds an airfield, a countdown timer is activated, along with paratroopers and the spy plane. When the first airfield is built it has a 5-minute charge time. Multiple airfields will not give additional parabombs or reduce the charge time.
When the countdown is finished the player can assign any location on the map for a strike. They can order which way the badger can come from by clicking and dragging in the direction it should go. A single badger will then be sent from the edge of the map according to the desired angle. If the badger makes it to the allocated location it will drop 9 parachuted bombs in a straight line.
In old versions, three badgers would be used during parabombing and would each drop 5 parabombs.
Faction Soviets (Ukraine only) Requires Airfield Stats Charge Time 05:00