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Soviet Structures


 Productive
  • Construction Yard
  • Kennel
  • Barracks
  • War Factory
  • Sub Pen
  • Helipad
  • Airfield
 Defensive
  • Walls
  • Flame Tower
  • Tesla Coil
  • SAM Site
 Other
  • Power Plant
  • Advanced Power Plant
  • Ore Refinery
  • Ore Silo
  • Radar Dome
  • Service Depot
  • Technology Center
  • Iron Curtain
  • Missile Silo
  • Forward Command Post




Construction_Yard

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Cost: 5000
Armor: Heavy
Power: 0
Weapon: N/A
Sight Range: 5
Production Time: N/A
Description: The Construction Yard appears when the player deploys a MCV. When built, it allows creation of additional structures. It is the fundamental part of a base, and if destroyed early on in the game - before a second one has been made - it can turn the tide of a war in a matter of seconds. Without this structure, only units can be built (only if a War Factory, Barracks, etc. is present, along with enough funds). If the player does not already have the ability to build another MCV, their cause is all but lost.



Power_Plant

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Cost: 300
Armor: Light
Power: +100
Weapon: N/A
Sight Range: 4
Production Time: 15 sec.
Description: Only one Power Plant is usually built at the beginning of a game, as the Advanced Power Plant gives you more for your money. The only other time you may see this structure is when there isn't enough room for an Advanced Power Plant, being as it is slightly larger than the normal one. It gives out enough power to support an Ore Refinery, Barracks, and War Factory. If power consumption exceeds power output, everything being bulit or trained by the player will slow down and your structures will get slightly damaged.



Advanced_Power_Plant

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Cost: 700
Armor: Light
Power: +200
Weapon: N/A
Sight Range: 4
Production Time: 35 sec.
Description: The Advanced Power Plant gives out twice as much power as the normal Power Plant, is slightly stronger than it, and takes up about one-and-a-half times more space in your base. More advanced structures to be built later on consume an entire APP's output. They are quite weak, so you should try to always have a power surplus in case of a loss of any type of Power Plant.



Ore_Refinery

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Cost: 2000
Armor: Light
Power: -30
Weapon: N/A
Sight Range: 6
Production Time: 100 sec.
Description: This structure is needed to sustain any army. Ore Trucks must collect Ore and Gems and return them to the Refinery in order to bring in the funds needed to expand your empire. You should have several of these structures in your base whenever possible.



Ore_Silo

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Cost: 150
Armor: Light
Power: -10
Weapon: N/A
Sight Range: 4
Production Time: 8 sec.
Description: Ore Refineries can only store 2,000 credits worth of Ore and/or Gems. To prevent the loss of income, have a Silo or two around to store up to another 1,500 credits each.



Kennel

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Cost: 200
Armor: Light
Power: -10
Weapon: N/A
Sight Range: 4
Production Time: 10 sec.
Description: Attack Dogs, the only units able to be trained from the Kennel, are the only unit capable of sniffing out enemy Spies without orders. They are also the cheapest unit that can single-handedly stop Tanya - if they are quick enough.



Barracks

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Cost: 300
Armor: Light
Power: -20
Weapon: N/A
Sight Range: 5
Production Time: 15 sec.
Description: The Barracks are needed in order to train Soviet infantry. They are useful to be built initially, but infantry rarely play a major role in the midst of a battle.



War_Factory

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Cost: 2000
Armor: Light
Power: -30
Weapon: N/A
Sight Range: 4
Production Time: 60 sec.
Description: The mainstay of any army, this vital structure allows the production of vehicles. Initially, only very basic units are allowed to be built, but more complex and powerful units become available as you progress through the technology tree. The more War Factories you own, the faster your production of vehicles is.



Sub_Pen

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Cost: 650
Armor: Light
Power: -30
Weapon: N/A
Sight Range: 4
Production Time: 35 sec.
Description: The only Soviet naval unit, the Submarine, is produced here. If the map contains water in which the Allies could use to their advantage, build Sub Pens and Submarines to stop any enemy naval forces from getting too close to your base.



Radar_Dome

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Cost: 1000
Armor: Light
Power: -40
Weapon: N/A
Sight Range: 10
Production Time: 50 sec.
Description: Necessary to allow production of some structures and units, the Radar Dome also gives a small map of the battlefield with the distinction of all friendly and enemy troops, except aircraft. This is a very useful tool that will aide you in your tactical decisions.



Service_Depot

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Cost: 1200
Armor: Light
Power: -30
Weapon: N/A
Sight Range: 5
Production Time: 60 sec.
Description: Perhaps the most under-rated and under-used structure, the Service Depot repairs damaged vehicles and aircraft - a process that is much cheaper than constructing new ones. This structure also allows for the production of a MCV - usually the reason for it's construction.



Technology_Center

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Cost: 1500
Armor: Light
Power: -100
Weapon: N/A
Sight Range: 4
Production Time: 75 sec.
Description: Similar to the Allies' Tech Center, this structure allows access to the Iron Curtain and Missile Silo. This building is generally not used as much as the Allied version since there is no GPS and less special units to be gained from its construction.



Iron_Curtain

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Cost: 2800
Armor: Light
Power: -200
Weapon: N/A
Sight Range: 10
Production Time: 140 sec.
Description: The Soviets pride and joy, this structure can curtain any friendly unit in an invulnerable shield for forty-five seconds. Unfortunately, the time it takes to charge and the fact that the Soviets are generally strong in numbers rather than just one unit (unlike the Allied Cruiser) means that the Iron Curtain is often not worth the asking price.



Missile_Silo

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Cost: 2500
Armor: Heavy
Power: -100
Weapon: Atomic Bomb
Sight Range: 5
Production Time: 125 sec.
Description: From this structure, a deadly Atomic Bomb can be launched at the enemy. Unfortunately, the time is takes to charge and the relative weakness of the A-bomb itself means it is often better to build a few tanks with the money instead. Still, it does give the enemy a fright when a few buildings are heavily damaged with no loss to your own forces.



Helipad

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Cost: 1500
Armor: Light
Power: -10
Weapon: N/A
Sight Range: 5
Production Time: 75 sec.
Description: When built, Helipads come with a pre-packaged Hind. Though helicopters can land anywhere on the map, the only way to reload them after an attack is by having them sit atop this structure.



Airfield

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Cost: 600
Armor: Heavy
Power: -30
Weapon: N/A
Sight Range: 7
Production Time: 30 sec.
Description: The Airfield allows the production of Migs and Yaks, as well as giving free access to the Spy Plane, Paratroopers, and Parabombs (Parabombs are in high-end missions only). It is always a good idea to have at least one Airfield in your base because of these freebies.



Walls

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Cost: Varies
Armor: N/A
Power: 0
Weapon: N/A
Sight Range: 0
Production Time: Varies
Description: Walls are used to prevent the movement of on-coming infantry and vehicles. Barbed Wire (25 credits; 2 sec. to construct) are useful at stopping infantry, but can be run over by most tracked vehicles. Concrete Walls (100 credits; 5 sec. to construct) must be destroyed before anything can pass through them.



Flame_Tower

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Cost: 600
Armor: Heavy
Power: -40
Weapon: Flamethrower
Sight Range: 6
Production Time: 30 sec.
Description: The Flame Tower is Soviet's equivalent of the Allied Pillbox. Flames kill infantry quicker than machine guns, but they sometimes miss. They can also accidentally kill your own units if they get in the way. Flame Towers are generally ineffective against vehicles.



Tesla_Coil

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Cost: 1500
Armor: Heavy
Power: -150
Weapon: Tesla Bolt
Sight Range: 8
Production Time: 75 sec.
Description: The Soviet land and sea defensive structure is extremely effective. It's long range and powerful weapon are only hindered by quite a weak structure with high power consumption. It is definitely worth the cost of a few Tesla Coils near the entrances of your base.



SAM_Site

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Cost: 750
Armor: Heavy
Power: -20
Weapon: Anti-Air Missile
Sight Range: 5
Production Time: 40 sec.
Description: The Soviet anti-aircraft defense is not as powerful as the Allied counterpart, but covers a much larger area. However, in missions, this is the only Soviet air defense, excluding Mammoth Tanks, which are too expensive to use solely for air defense. It is fortunate that the Allies only have helicopters to be found in their air force.



Forward_Command_Post_[Non-Buildable]

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The Forward Command Post is a decorative building used in some missions. It cannot be built in a normal game, but it may require protection or infiltration in some missions.