Editing Command & Conquer: Red Alert 3/Soviet Strategies

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{{Header Nav|game=Command & Conquer: Red Alert 3}}
{{Header Nav|game=Command & Conquer: Red Alert 3}}


The Soviets have arguebly the most Powerful Army in the world at their disposel, the full extent of the soviet military is either even or equal to their allied and imperial counterparts but nonethless truly rivals them in terms of heavy firepower and stronger armor. Soviet forces are made for rushes. The weak point is unversatileness. Few units are amphibious and most units fire only to one kind of enemy. Mixing units up is the key. For example, Sickles don't do such a scratch but mixed with Twinblades, Flak Troopers and Hammer Tanks they do much.
Soviets have great ground units, weak infantry and average aircraft and navy. Soviet units are made for rushes, ex. Hammer Tanks, Terror Drones, Twinblades etc. The weak point is unversatileness. Few units are amphibious and most units fire only to one kind of enemy. Mixing units up is the key. For example, Sickles don't do such a scratch but mixed with Twinblades, Flak Troopers and Hammer Tanks they do much.
Artillery is less accurate than Empire or Allied artillery, but V4 rockets do more damage.
Artillery is less accurate than Empire or Allied artillery, but V4 rockets do more damage.


==Soviets vs Empire==
==Soviets vs Empire==
An extremely effective way of going against the Empire is to use your Air Force 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 and make them patrol the area of the sea. Then make about twenty twinblades. Twinblades are very effective at hit and run, as they shoot their 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.
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 and make them patrol the area of the sea. Then make about twenty twinblades. Twinblades are very effective at hit and run, as they shoot their 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 assault would be extremely effective. If the opponent has strong defenses like Wave Force Towers, make a few V4 rocket launchers. After destroying the defenses, destroy their base. Once again don't forget to escort them with MiG fighters as the Chopper VX in numbers is very effective at destroying tanks. You can build an Iron curtain and a Vacuum Imploder to aid you.
If you plan to do a late attack, an Apocalypse assault would be extremely effective. If the opponent has strong defences like Wave Force Towers, make a few V4 rocket launchers. After destroying the defenses, destroy their base. Once again don't forget to escort them with MiG fighters as the Chopper VX in numbers is very effective at destroying tanks. You can build an Iron curtain and a Vacuum Imploder to aid you.


If the Empire employs more Nanocores, use Magnetic Satellite to suck up as many Nanocores as you can. When you use Orbital Drop/Dump/Downpour, the Nanocores you've sucked up will become weapons.
If the Empire employs more Nanocores, use Magnetic Satellite to suck up as many Nanocores as you can. When you use Orbital Drop/Dump/Downpour, the Nanocores you've sucked up will become weapons.
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You can make a few Dreadnoughts supported by Akula submarines. However, be sure to counter any Hydrofoils with Stingrays as they can disable your Dreadnoughts or Akula subs. The Allied navy is good at long range attacks utilizing their carriers. They are very susceptible to Dreadnoughts and Akula Subs. Be sure to use this to your advantage as the Aircraft carriers are a main part of their navy. Remember to watch out for attacks from the sky. Escort your strike force with at least six MiG fighters or Bullfrogs. Then destroy their base.
You can make a few Dreadnoughts supported by Akula submarines. However, be sure to counter any Hydrofoils with Stingrays as they can disable your Dreadnoughts or Akula subs. The Allied navy is good at long range attacks utilizing their carriers. They are very susceptible to Dreadnoughts and Akula Subs. Be sure to use this to your advantage as the Aircraft carriers are a main part of their navy. Remember to watch out for attacks from the sky. Escort your strike force with at least six MiG fighters or Bullfrogs. Then destroy their base.


The Allies have the best air force so ensure you have Flak Turrets. Flak Troopers, Bullfrogs, and MIG's are probably the best at taking things out of the sky so air would probably be best to avoid or target in the usage of your super weapons. Apocalypse tanks and MiG assaults is another way to cripple your opponent. Be on lookout for any large amount of Guardian tanks, this may be a sign of a Guardian tank assault (watch out for targeting lasers, they help to do serious damage). Beware the Vindicators in early game, they are lethal to your economy.
The Allies have the best air force so ensure you have Flak Turrets. Javelins, Hydrofoils, and Apollos are probably the best at taking things out of the sky so air would probably be best to avoid or target in the usage of your super weapons. Apocalypse tanks and MiG assaults is another way to cripple your opponent. Be on lookout for any large amount of Guardian tanks, this may be a sign of a Guardian tank assault (watch out for targeting lasers, they help to do serious damage). Beware the Vindicators in early game, they are lethal to your economy.


==Soviets vs Soviets==
==Soviets vs Soviets==
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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 defense. The upside is that, in the long run, you will likely expand and tech faster than your opponent.
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 defense. 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/engine 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.
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.
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.
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==Common/Advanced Tactics==
==Common/Advanced Tactics==


* Terror Drones are lethal to one's economy since it can cripple ore collector inside or stop its engine.
* Rush your enemy! Use War bears and Flak Troopers or a bunch of Hammer Tanks to rush your opponent. Keeping pressure is important.
* Soviet units tend to excel at one thing at a time (like Sickles are effective against infantry where a Tengu can also shoot aircraft) so ensure that your forces don't have weaknesses like a force with no anti-air support. Mixed forces are the best.
* Beware of enemy Terror Drones, because they are lethal to your economy.
* Soviets get faster high-tech units than Empire or Allies due to their construction system where tech is leveled up by building certain structures.
* Soviet units are not very versatile so make sure you have War Factory for ground and Naval Yard for sea.
* Iron Curtain is versatile super weapon. It can give some extra defense to your tanks or structures, or kill enemy infantry (when they are grouped together or there's a situation where you must kill a commando, these tactics aren't recommended). Dreadnoughts don't lose their health under the Iron Curtain effect while using their special ability.
* Soviets get faster high-tech units than Empire or Allies. Exploit it.
* Creating 10 Twinblades, 10 Apocalypse Tanks, and 6 MiG Fighters can create a deadly strike. A commonly avoided tactic with the Twinblades is it's ability to attach vehicles or infantry to it, and this tactic uses just that. Attach the Apocalypse Tanks to the Twinblades and send the entire force to the enemy base. Send down the Apocalypse Tanks a slightly short distance from the base and send the force in all at once. Use the Apocalypse Tanks to run over the annoying infantry and vehicles, use the Twinblades to dispatch buildings early, and use the MiGs to destroy enemy air force.
* Iron Curtain is versatile super weapon. You can give some extra defense to your tanks or structures, or kill enemy infantry (only when they are in en masse, not recommended). Dreadnoughts don't lose their health under the Iron Curtain effect while using their special ability.
*As soon as your airfield comes online put two engineers in a twinblade also add  Natasha if she’s available . Fly the twinblade straight to the enemy base avoiding auto defences and drop off the units to steal or distroy buildings. If you are lucky and the base is undefended your opponent may try to move their MCV have Natasha snipe it and hop in if she is available.
 
==Fast Money==
Here's a method to make a lot of money quickly.  Select a large group of enemies with your Vacuum Imploder.  As you do so, when the vacuum makes the enemy vehicles into a large ball, click on "Cash Bounty" and click on the ball.  As the vehicles explode, you will make money off of every single vehicle.


{{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Soviet Characters|nextpage=Soviet Top Secret Protocols}}
{{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Soviet Characters|nextpage=Soviet Top Secret Protocols}}
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