Command & Conquer: Red Alert 3/Soviet Strategies

Soviets vs Empire
An extremely effective way of going against the Empire is to use your airforce or an Apocalypse tank rush, using the air force for an early attack. First set up base defences to prevent a navy attack from the rising sun. Build some akulas supported by stingrays an make them patrol the area of the sea. Then make about twenty twinblades. Twinblades are very effective at hit and run. As they shoot rockets first. Don't forget to escort them with mig-fighters as jet tengus may be around. do hit and run from the twinblades and destroy their base. If you want put some infantry in the twinblades.

If you plan to do a late attack an apocalypse rush would be extremely effective. If the opponent has strong defences, make a few V4 rocket launchers. then after destroying the defences destroy their base. Once again don't forget to escort them with mig-fighters as the chopper vx is very effective in numbers to destroy tanks. You can build an Iron curtain and a Vacuum Imploder to aid you.

Soviets vs Allies
One strategy is to overwhelm with Conscripts. Conscripts are dirt cheap ($100) and so you can produce a lot of them. For example, $4000 might only product 2~3 tanks but will produce 40 Conscripts. Put as many as you can into as many buildings as you can. If most of the enemy's attacking units are dead and mostly buildings are left, switch the Conscripts to the Molotov Cocktails and have them tear up a base. This wo'n be so effectiive much later as they would build good defences.

You can even make a few dreadnoughts supported by akula submarines as the allied navy is good for nothing and pathetic. But watch out for attacks from the sky as the allied airforce is the best of quality. So escort them with at least six mig-fighters. Then destroy their base. If you have an Iron curtain, use it on your dreadnoughts. If you do this use the dreadnought's special ability as no damage would be taken.

Soviets vs Both
Soviet build orders for different strategies tend to fall into two categories: Crane build orders and non-Crane build orders. Crane build orders are best on large maps where you have more time before your opponent attacks you; they start off by building a Crusher Crane, then building up your base fairly normally. The downside the Crane build order is that you are extremely vulnerable due to both spending money on a crane and spending money twice as quickly as you normally would on buildings, leaving you with less credits to build units for your defence. The upside is that, in the long run, you will likely expand and tech faster than your opponent.

Non-crane build orders are less risky, and generally start off with a barracks for scouting bears and engineers, then a power plant, refinery or refineries, and a war factory, although for an air/engie rush the war factory is instead replaced with a super reactor, then an airfield to build twinblades. War factory build orders are less risky and more versatile than airfield build orders, as you can build units faster as well as rush your opponent with terror drones and sickles faster.

A common multiplayer strategy is to attempt to sneak Terror Drones behind the opponent's base and infect their ore collectors. In the case of Imperial ore collectors which are armed, two drones can be used - one to lock down the collector with its special ability while the other infects it. Players often attempt to counter this by walling in the short path between the refinery and the ore mine - either with a wall structure or by using other buildings.

If fighting a Soviet foe be careful of the following things: Magnetic Satellites, Apocalypse Tanks, Natasha, Twinblades and Kirovs.

Top Secret Protocols

 * Magnetic Satellite: upgrades in this order: Magnetic Satellite, Super MS, Ultra MS- a magnetic satellite that sucks up any enemy vehicles in the area. The area gets progressively larger and longer lasting as you upgrade the satellite. Useful for clearing choke points of enemy vehicles.


 * Orbital Dump: sends a bunch of space junk crashing down to Earth. does little damage. useful against small groups of enemy infantry. Orbital Dump returns 1 or 2 vehicles you caught in a Magnetic Satellite attack.


 * Orbital Drop: sends a satellite crashing down to the Earth along with any vehicles caught from the Magnetic Satellite. More powerful than Orbital Dump.


 * Orbital Downpour: sends an entire space station crashing down onto the Earth along with any vehicles caught with the Magnetic Satellite. Capable of destroying enemy forces and some structures.