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Soviet Units


 Infantry
  • Conscript
  • Attack Dog
  • Engineer
  • Flak Trooper
  • Tesla Trooper
  • Crazy Ivan
  • Yuri
  • Chrono Ivan
  • Yuri Prime
 Vehicles
  • War Miner
  • Terror Drone
  • Flak Track
  • Rhino Tank
  • V3
  • Apoc. Tank
  • MCV
 Navy
  • Transport
  • Sea Scorpian
  • Giant Squid
  • Submarine
  • Dreadnought
 Air Force
  • Kirov Airship

 Special Units
  • Terrorist
  • Desolator
  • Demolition Truck
  • Tesla Tank




Conscript

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Cost: 100
Armor: N/A
Speed: Medium
Primary Weapon: Machine Gun
Secondary Weapon: N/A
Range: Medium-Short
Description: Effective only in groups, Conscripts, the standard Soviet infantry unit, are expendable. Allied GIs are far superior to this infantry unit, possessing a 2:1 kill ratio over them. Conscripts are rarely used in combat other than to take out lone soldiers on the map, for any other task would be too much for them to handle.



Attack_Dog

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Cost: 200
Armor: N/A
Speed: Fast
Primary Weapon: N/A
Secondary Weapon: N/A
Range: Short
Description: These vicious K9s are definitely not man's best friend. They were born with a taste for blood, and it shows - Attack Dogs are cheap, fast, and useful solely against infantry. These Dogs are great for dealing with Spies, being the only unit that can detect them. Attack Dogs are quite fast, making them an excellent candidate for scouting early on. Always keep a pack of them in your base for protection against Spies, Engineers, and even paratroopers.



Engineer

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Cost: 500
Armor: Very Light
Speed: Medium-Slow
Primary Weapon: N/A
Secondary Weapon: N/A
Range: N/A
Description: With no weapons, some would say the Engineer is a waste of time to train. Alas, only fools make the mistake of ignoring the Engineer's abilities. Battles have been won or lost with only a group Engineers. They can repair your buildings, bridges, and garrisoned structures, as well as take over enemy buildings - all instantaneously. To use an Engineer, select him and place your cursor on a building, and you should get the enter cursor, meaning you can enter the building. Left-click and your Engineer will start to move toward the object. Once he enters a building, you cannot get him out, so be careful of where you send them. At 500 credits each, Engineers are not at all cheap, and should be protected by your combat units.



Flak_Trooper

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Cost: 300
Armor: N/A
Speed: Slow
Primary Weapon: Flak Cannon
Secondary Weapon: N/A
Range: Medium-Short
Description: Flak Troopers are the only unit the Soviets have to combat Allied airborne units. While alone they are virtually useless, small groups of these units are very effective, both against enemy air and infantry units. Flak Troopers are virtually useless against vehicles and structures.



Tesla_Trooper

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Cost: 500
Armor: Light
Speed: Slow
Primary Weapon: Electric Bolt
Secondary Weapon: N/A
Range: Short
Description: Tesla Troopers carry a small tesla pack with them, bringing the Soviets' tesla technology to the field. A great unit to use against both infantry and tanks (effective only against the latter in groups, especially since they cannot be run over), Tesla Troopers are well worth the money needed to train them. As an added bonus, Tesla Troopers can be used to power-up Tesla Coils. Simply place the infantry near the Coil and it will gain both range and power. Using three Tesla Troopers in this manner will even make the Tesla Coil function in situations of low power.



Crazy_Ivan

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Cost: 600
Armor: N/A
Speed: Medium-Fast
Primary Weapon: Timed Bomb
Secondary Weapon: N/A
Range: N/A
Description: This bizarre unit, nicknamed Crazy Ivan, has the ability to attach bombs to just about anything on the battlefield - be it enemy units, your own structures, or even a wandering animal that he may stumble upon. Crazy Ivan can also blow up bridges by sending him to the Bridge Hut. Once a bomb is in place, the only way to disarm it is by sending in an Engineer - just make sure he gets there in time!



Yuri

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Cost: 1200
Armor: N/A
Speed: Medium
Primary Weapon: N/A
Secondary Weapon: Psychic Wave
Range: Medium
Description: Yuri has the unique ability to mind-control just about any unit on the battlefield. Though some things are mind-control immune, bringing an enemy onto your side can truly be of help in tight-knit situations. When found surrounded by enemy infantry, Yuri can use his psychic wave to kill off any infantry within its radius. The psychic wave is immune to units and structures, working only against infantry.



Chrono_Ivan

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Cost: 1000
Armor: Light
Speed: Teleports
Primary Weapon: Timed Bomb
Secondary Weapon: N/A
Range: N/A
Description: Most Soviet commanders do not get the advantage of being able to use the Allies' chrono technology, mostly because of the way it must be obtained. Once able to be trained, Chrono Ivan has the ability to teleport to any location of the map, plant a bomb, and leave again - all before the enemy even knows what happened. Be careful, though, for the farther distance Chrono Ivan travels, the longer it takes for him to phase back into time, while doing so he is completely defenseless. To obtain a Chrono Ivan, you must steal an Allied Spy and send it into an enemy Allied Battle Lab.



Yuri_Prime

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Cost: 2000
Armor: N/A
Speed: Medium-Fast
Primary Weapon: N/A
Secondary Weapon: Psychic Wave
Range: Far
Description: How would you like to increase the range of Yuri's mind-controlling ability? With Yuri Prime, you can. The unit, only able to be obtained by sending an Allied Spy into an enemy Soviet Battle Lab, has a much longer range of taking over enemy units, and also hovers, though he can strangely not hover over water. Other than these slight changes, Yuri Prime is the same as his original.




War_Miner

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Cost: 1400
Armor: Heavy
Speed: Medium
Primary Weapon: 20mm Machine Gun
Secondary Weapon: N/A
Range: Short
Description: The War Miner is one of the most important units in the game. Mining resources for the Soviet army, it packs a small 20mm machine gun, useful for dealing with any small threats that may come its way. It carries twice the amount of Ore and/or Gems than that of the Chrono Miner, but travels much slower. Many War Miners should be used in the mining process, as to speed it up.



Terror_Drone

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Cost: 500
Armor: Light
Speed: Fast
Primary Weapon: High-Tech Saws
Secondary Weapon: N/A
Range: Short
Description: The Terror Drone is a very fast, spider-like unit that can crawl inside enemy units, where it will proceed to rip them apart from the inside out. Once it is infecting a unit, the only way to remove the annoying Drone is to send it to a Service Depot, or repair it with a Repair IFV. If that cannot be accomplished, blowing up the infected unit will destroy the Terror Drone, preventing it from spreading to other vehicles.



Flak_Track

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Cost: 500
Armor: Light
Speed: Fast
Primary Weapon: Flak Cannon
Secondary Weapon: N/A
Range: Short
Description: The Flak Track fires a weak Flak Cannon, which is only really useful against airborne units, and is partially effective against infantry. The vehicle can also carry up to five infantry units. So when the Allies' Rocketeers think they have blown up your air defense, out pop five Flak Troopers!



Rhino_Heavy_Tank

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Cost: 900
Armor: Medium-Heavy
Speed: Medium
Primary Weapon: 120mm Cannon
Secondary Weapon: N/A
Range: Medium-Far
Description: The standard Soviet tank, the Rhino is a powerful and well-armored tank. It can beat a Grizzly Tank one-on-one, but they are much slower and take longer to produce then their Allied counterpart. Every Soviet commander uses this powerful unit, be it for base defense or to attack the enemy.



V3_Rocket_Launcher

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Cost: 800
Armor: Light
Speed: Medium
Primary Weapon: V2 Rocket
Secondary Weapon: N/A
Range: Far
Description: The V3 Rocket Launcher fires a powerful V3 Rocket at its target. The missile is so large, it can be shot down by anti-air defenses. The V3 is really only useful against structures, because any mobile unit can move out of the way of the missile before it strikes. V3s provide great long-range support in an attack, but make sure they are well protected, as their light armor will not stand long to Allied punishment.



Apocalypse_Assault_Tank

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Cost: 1750
Armor: Heavy
Speed: Slow
Primary Weapon: 120mm Dual Cannons
Secondary Weapon: Anti-Air Missiles
Range: Far
Description: Perhaps the most powerful land unit, the Apocalypse Assault Tank packs dual 120mm cannons, powerful enough to plow through Allied armor like there was no tomorrow. Its anti-air missiles can deal with small enemy airborne threats. Groups of these powerful units are a nightmare the enemy may not be able to handle.



Mobile_Construction_Vehicle

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Cost: 3000
Armor: Heavy
Speed: Slow
Primary Weapon: N/A
Secondary Weapon: N/A
Range: N/A
Description: The Mobile Construction Vehicle (MCV) is the most valuable unit in the game. When deployed, it builds into the Construction Yard - the heart of every base. You can also re-pack the Construction Yard into a MCV so as to move your base, or construct a second one, in a different location on the map. While on the move, protect the slow and bulky vehicle with everything you have - you're battle depends on this unit. It may even be useful to have two MCVs, one hidden away, just in case your main Construction Yard gets leveled.




Amphibious_Transport

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Cost: 900
Armor: Medium-Heavy
Speed: Medium
Primary Weapon: N/A
Secondary Weapon: N/A
Range: N/A
Description: Because of its ability to hover, the Amphibious Transport can carry up to twelve infantry units across both land and water. It can also carry vehicles, though these take up more space inside the craft. The amount of vehicles that can fit inside the Amphibious Transport vary depending on the size of each unit. Boasting no weapons, this naval unit must be protected by other means.



Sea_Scorpian

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Cost: 600
Armor: Light
Speed: Fast
Primary Weapon: Flak Cannon
Secondary Weapon: N/A
Range: Short
Description: The Sea Scorpian's main use is air defense. Its flak is very effective against aircraft, and, since it is the only naval unit that can shoot at airborne units, every naval fleet will need a few Scorpians. While it can also shoot on land and at other naval craft, its weapon is virtually ineffective against those types of units, and thus is rarely used in that way.



Giant_Squid

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Cost: 1000
Armor: Light
Speed: Medium-Fast
Primary Weapon: N/A
Secondary Weapon: N/A
Range: N/A
Description: Harnessing the power of the deep, the Soviets' Giant Squid attacks without warning. Against ships, it will appear from underwater (where it is normally undetected by the Allies) and grab the ship with its large tentacles. The Squid will proceed to rock the boat back and forth, until it is damaged enough. In no time, the ship will be taken to the bottom of the ocean. The Giant Squid confronts all units in the water that are not ships by smacking them with its head.



Typhoon_Attack_Submarine

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Cost: 1000
Armor: Medium-Light
Speed: Medium
Primary Weapon: Torpedo
Secondary Weapon: N/A
Range: Medium
Description: The Soviets' main anti-naval unit is the Typhoon Attack Submarine. Most useful in groups, the Submarines fire powerful missiles at enemy naval units. Within no time, the ship is sunk. Every naval fleet will need this units to protect against the enemy navy.



Dreadnought

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Cost: 2000 (2500 for Russia)
Armor: Heavy
Speed: Medium-Slow
Primary Weapon: Missiles
Secondary Weapon: N/A
Range: Long
Description: The Dreadnought is a powerful unit that fires large missiles at enemy locations. Its missiles are large enough for anti-air defenses to shoot them down. It is most useful when firing against non-moving enemy targets, as its missiles travel very slowly, and mobile units can move out of the way of them before they strike. As such, the Dreadnought will need protection in the water from enemy threats.




Kirov_Airship

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Cost: 2000
Armor: Heavy
Speed: Slow
Primary Weapon: Bombs
Secondary Weapon: N/A
Range: Short
Description: The only airborne unit of the Soviet's, the Kirov Airship is a nightmare in the sky. While it will take quite a while to travel to its target, when it gets there, the damage it causes will be overwhelming. Its powerful bombs can eliminate most structures in just a few hits. Groups of these units are even more deadly.




Terrorist

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Cost: 200
Armor: N/A
Speed: Medium
Primary Weapon: Bomb
Secondary Weapon: N/A
Range: N/A
Description: Cuba's special unit, Terrorists are you basic kamikaze unit, walking right up to the enemy in order to detonate the bomb they carry. Even if they do not get the opportunity to willingly detonate their bombs, when the Terrorist dies, his bomb blows up. Either way, he'll get the job done.



Desolator

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Cost: 600
Armor: Very Light
Speed: Slow
Primary Weapon: Radiation Beam
Secondary Weapon: Radiation Eruption
Range: Medium-Far
Description: Iraq's special unit, Desolators fire powerful radiation beams against the enemy. Eliminating infantry immediately, this beam also deals a good amount of damage to vehicles. As an added bonus, the Desolator can deploy. When doing so, radiation is spread throughout the ground within a large radius, causing a lot of damage to any unit - friend or foe - that enters it.



Demolition_Truck

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Cost: 1500
Armor: Medium-Light
Speed: Medium-Fast
Primary Weapon: Radiation Bomb
Secondary Weapon: N/A
Range: N/A
Description: Libya's special unit, Demolition Trucks drive up to the enemy in order to detonate their powerful radiation bombs. All infantry in the surrounding area melt away, while anything else inside the circle of radiation experiences damage. This is a one-time-use unit, but seeing the enemy suffer the way they do, its well worth it.



Tesla_Tank

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Cost: 1200
Armor: Medium-Light
Speed: Fast
Primary Weapon: Electric Bolt
Secondary Weapon: N/A
Range: Medium-Short
Description: Russia's special unit, Tesla Tanks specialize in destroying, well, pretty much anything. The powerful unit eliminates infantry in just one shot, and does a good amount of damage to both vehicles and structures. Though it is well worth the cost, an attack force cannot be composed solely of this unit due to its weak armor.