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Soviet Structures


 Productive
  • Construction Yard
  • Barracks
  • Cloning Vats
  • War Factory
  • Naval Shipyard
 Offensive
  • Iron Curtain
  • Nuclear Missile Silo
 Defensive
  • Fortress Walls
  • Sentry Gun
  • Tesla Coil
  • Flak Cannon
  • Psychic Sensor

 Other
  • Tesla Reactor
  • Nuclear Reactor
  • Ore Refinery
  • Radar Tower
  • Service Depot
  • Battle Lab




Construction_Yard

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Cost: N/A
Area: 16 tiles
Power: 0
Weapon: N/A
Armor: Heavy
Prerequisites: MCV
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.



Tesla_Reactor

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Cost: 600
Area: 6 tiles
Power: +150
Weapon: N/A
Armor: Medium-Light
Prerequisites: C-Yard
Description: Even though the Tesla Reactor is larger and produces less power than the Allied Power Plant, it is the main power source for the Soviet forces. It is a very important structure, as most other buildings inside your base require energy to run. When enough power is not provided, production slows and some buildings will cease to function.



Nuclear_Reactor

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Cost: 1000
Area: 16 tiles
Power: +2000
Weapon: N/A
Armor: Medium-Heavy
Prerequisites: C-Yard, Tesla Reactor, Refinery, Radar Tower, Battle Lab
Description: The Nuclear Reactor is what the Soviets developed in order to make up for the obvious lack of power supply they have compared to the Allies. In response, they have developed the Nuclear Reactor, which produces an amazing 2,000 units of power. The only downside to this structure is that if destroyed, a nuclear explosion follows. Be careful of where you construct this very useful yet vulnerable building.



Ore_Refinery

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Cost: 2000
Area: 12 tiles
Power: -50
Weapon: N/A
Armor: Medium
Prerequisites: C-Yard, Tesla Reactor
Description: This structure is needed to sustain any army. War Miners must collect Ore and/or 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.



Barracks

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Cost: 500
Area: 4 tiles
Power: -10
Weapon: N/A
Armor: Medium
Prerequisites: C-Yard, Tesla Reactor
Description: The Barracks are needed in order to train Soviet infantry. The units produced by this structure range from the standard Conscript to the powerful Yuri. But, all infantry cannot be trained just as the structure is placed, as some more powerful units require the addition of structures found higher up in the technology ladder.



Cloning_Vats

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Cost: 2500
Area: 4 tiles
Power: -200
Weapon: N/A
Armor: Medium-Light
Prerequisites: C-Yard, Tesla Reactor, Refinery, Radar Tower, Battle Lab
Description: A very useful structure, the Cloning Vats duplicate any produced infantry unit. Due to the high cost of Soviet units, this structure is well worth its own price. When you have the ability to build this structure, do it ASAP. You definitely don't want to miss out on this opportunity to gain a free infantry unit every time you buy one.



War_Factory

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Cost: 2000
Area: 15 tiles
Power: -25
Weapon: N/A
Armor: Medium
Prerequisites: C-Yard, Tesla Reactor, Refinery
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.



Naval_Shipyard

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Cost: 1000
Area: 16 tiles
Power: -20
Weapon: N/A
Armor: Medium-Light
Prerequisites: C-Yard, Tesla Reactor, Refinery
Description: A very real Soviet threat comes from the sea, and all water-bound units are produced here, at the Naval Shipyard. If the map in play has water, then the Soviets should well take advantage of it - making the Naval Shipyard a very important structure.



Radar_Tower

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Cost: 1000
Area: 4 tiles
Power: -50
Weapon: N/A
Armor: Medium-Heavy
Prerequisites: C-Yard, Tesla Reactor, Refinery
Description: The Radar Tower is a very important structure in that it provides a radar map for the player. Located in the top right corner, the mini-map shows both the enemy and your own unit and structure locations. You will find that you'd like to know when the enemy is coming to attack you, or rather, when you should conquer them.



Service_Depot

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Cost: 800
Area: 12 tiles
Power: -25
Weapon: N/A
Armor: Heavy
Prerequisites: C-Yard, Tesla Reactor, Refinery, Radar Tower
Description: Perhaps the most under-rated and under-used structure, the Service Depot repairs damaged vehicles - a process that is much cheaper than constructing entirely new ones. This structure also allows for the production of a MCV - usually the reason for it's construction.



Battle_Lab

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Cost: 2000
Area: 9 tiles
Power: -100
Weapon: N/A
Armor: Light
Prerequisites: C-Yard, Tesla Reactor, Refinery, Radar Tower
Description: This great structure gives you access to the Iron Curtain, Nuclear Missile Silo, and Psychic Sensor as well as special units such as Yuri and the Apocalypse Assault Tank - all of which are very important and very useful. It requires a lot of power to run, and is relatively weak. If destroyed, the technology it once provided is lost.



Psychic_Sensor

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Cost: 1000
Area: 4 tiles
Power: -50
Weapon: N/A
Armor: Medium-Light
Prerequisites: C-Yard, Tesla Reactor, Refinery, Radar Tower, Battle Lab
Description: Though this structure may not seem worthwhile to build, it is actually quite useful. The Psychic Sensor has the ability to detect when and where the enemy is going to attack (within the structures large sensing radius).



Iron_Curtain

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Cost: 2500
Area: 9 tiles
Power: -200
Weapon: N/A
Armor: Light
Prerequisites: C-Yard, Tesla Reactor, Refinery, Radar Tower, Battle Lab
Description: After charging for roughly five minutes (varies due to game speed), the Iron Curtain has the ability to make a group of units invulnerable for a short period of time. Imagine how the enemy commander will feel when he sees five iron curtained Apocalypse Tanks rolling towards their base. Once the period of invulnerability is up, the units return to their normal state.



Nuclear_Missile_Silo

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Cost: 5000
Area: 9 tiles
Power: -200
Weapon: Nuclear Missile
Armor: Light
Prerequisites: C-Yard, Tesla Reactor, Refinery, Radar Tower, Battle Lab
Description: Once charged, this structure will launch its massive Nuclear Missile at the area you targeted. After detonating, a large explosion follows, doing much of the damage. To add to the destruction, the missile fills a very large area with radation. All infantry in the surrounding area will melt, and everything else not destroyed from the explosion will experience even more destruction.



Fortress_Walls

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Cost: 100
Area: 1 tile
Power: 0
Weapon: N/A
Armor: Heavy
Prerequisites: C-Yard, Tesla Reactor, Barracks
Description: Fortress Walls are used to prevent the movement of on-coming infantry and vehicles. They must be destroyed before anything can pass through them.



Sentry_Gun

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Cost: 500
Area: 1 tile
Power: 0
Weapon: Vulcan Cannon
Armor: Medium-Light
Prerequisites: C-Yard, Tesla Reactor, Barracks
Description: A simple defensive structure, the Sentry Gun is best at fighting off infantry. A few can stop a small group of tanks quite easily. Unfortunately, their range is quite short, but they are cheap.



Tesla_Coil

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Cost: 1500
Area: 1 tile
Power: -75
Weapon: Electric Bolt
Armor: Medium
Prerequisites: C-Yard, Tesla Reactor, Refinery, Radar Tower
Description: The Tesla Coil is the main defensive structure put to use by the Soviet forces. Its powerful bolts can kill infantry in a single shot, and severly damage most tanks in just the same amount of time. Making it even more effective is the fact that Tesla Coil can be powered up by Tesla Troopers (simply move a Trooper next to the Coil in order for him to start charging it), causing the electric bolt it fires to be even more powerful. When three Tesla Troopers are powering it up, the Tesla Coil will even function in times of low power. As such, they are definitely a force to be reckoned with.



Flak_Cannon

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Cost: 1000
Area: 1 tile
Power: -50
Weapon: Flak Cannon
Armor: Medium-Heavy
Prerequisites: C-Yard, Tesla Reactor, Barracks
Description: Flak Cannons are the only stationary defense the Soviets have against enemy airborne units. Quite effective, these structures can take a good deal of damage before they are destroyed. Any smart commander will scatter this anti-air countermeasure throughout their base in order to defend against the potential airborne threat the enemy may pose.