Command & Conquer: Red Alert 3/Soviet units: Difference between revisions

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===Conscript===
===Conscript===
{{CnC unit|image=|requirements=Barracks|role=Anti infantry|abilities=Molotov cocktails|build=0:05 Seconds|dtype=Gun|cost=100}}
{{CnC unit|image=|requirements=Barracks|role=Anti infantry|abilities=Molotov cocktails|build=0:04 Seconds|dtype=ADK-45 Assault Rifle|cost=100}}


{{Quote|Next time I drive tank Okay?|Conscript}}
{{Quote|We serve glorious Union!|Conscript}}


The standard rifle-wielding Soviet infantry is effective against other infantry units. Although hastily trained, they are effective en masse. Their special ability is to use Molotov Cocktails that deal more damage against armored units and structures than their rifles, as well as directly damaging enemy infantry inside garrisoned structures.
The standard rifle-wielding Soviet infantry is effective against other infantry units. Although hastily trained, they are effective en masse. Their special ability is to use Molotov Cocktails that deal more damage against armored units and structures than their rifles, as well as directly damaging enemy infantry inside garrisoned structures.
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===Flak Trooper===
===Flak Trooper===
{{CnC unit|image=|requirements=Barracks|role=Anti Tank, Anti Air|abilities=Magnetic mines|build=0:10 Seconds|dtype=Flak|cost=400}}
{{CnC unit|image=|requirements=Barracks|role=Anti Tank, Anti Air|abilities=Magnetic mines|build=0:05 Seconds|dtype=Flak|cost=400}}


{{Quote|Lets riot!|Flak Trooper}}
{{Quote|Your gonna make me carry THIS around?|Flak Trooper}}


Flak Troopers are anti-tank/aircraft convicts. Their special ability is to plant mines at melee range against enemy vehicles and structures. If they are crushed when they are currently using mines, they will explode dealing damage to anything that crushes the flak trooper.
Flak Troopers are anti-tank/aircraft conscripts. Their special ability is to plant mines at melee range against enemy vehicles and structures. If they are crushed when they are currently using mines, they will explode dealing damage to anything that crushes the flak trooper.


Good against enemy tanks and aircraft but cost bit too much for their power and are weak against enemy anti-infantry vehicles and infantry, like the Mecha Tengu.
Good against enemy tanks and aircraft but cost bit too much for their power and are weak against enemy anti-infantry vehicles and infantry, like the Mecha Tengu.
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{{CnC unit|image=|requirements=Barracks|role=Support|abilities=Deploy Bunker|build=0:05 Seconds|dtype=Gun|cost=500}}
{{CnC unit|image=|requirements=Barracks|role=Support|abilities=Deploy Bunker|build=0:05 Seconds|dtype=Gun|cost=500}}


{{Quote|I'm like cowboy!|Engineer}}
{{Quote|The Union takes what it wants.|Engineer}}


Combat Engineers can capture neutral or enemy structures, as well as repair friendly structures. They carry small pistols which can kill enemy infantry units. Their special ability is construct a make-shift bunker, which can be garrisoned by 5 infantry, at the cost of 500 credits.
Combat Engineers can capture neutral or enemy structures, as well as repair friendly structures. They carry small pistols which can kill enemy infantry units. Their special ability is construct a make-shift bunker, which can be garrisoned by 5 infantry, at the cost of 500 credits.
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{{CnC unit|image=|requirements=Barracks and Super Reactor|role=Anti Tank|abilities=EM Disrupters|build=0:10|dtype=Tesla|cost=750}}
{{CnC unit|image=|requirements=Barracks and Super Reactor|role=Anti Tank|abilities=EM Disrupters|build=0:10|dtype=Tesla|cost=750}}


{{Quote|Extra Crispy|Tesla trooper}}
{{Quote|Sparks my interest!|Tesla trooper}}


Tesla Troopers are larger, armored infantry walkers. They are too large to be crushed by medium sized vehicles. Their special ability is to create a disruption field that disables enemy vehicles in a small radius around the Tesla Trooper, although they cannot move or attack while using this ability.
Tesla Troopers are larger, armored infantry walkers. They are too large to be crushed by medium sized vehicles. Their special ability is to create a disruption field that disables enemy vehicles in a small radius around the Tesla Trooper, although they cannot move or attack while using this ability.
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|role=Scout
|role=Scout
|abilities=Electro Stasis Ray
|abilities=Electro Stasis Ray
|build=0:09
|build=0:05
|dtype=melee
|dtype=melee
|cost=500
|cost=600
}}
}}


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|abilities=Flea Jump
|abilities=Flea Jump
|build=0:10
|build=0:10
|dtype=gun
|dtype=Triple Machine Guns
|cost=900
|cost=900
}}
}}
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{{CnC unit|image=RA3.ApocTank.jpg|requirements=War Factory and Battle Lab|role=Advanced Anti Armor|abilities=Magnetic harpoon|upgrades=Grinder threads|build=0:20|dtype=Twin 125mm Drakon Cannons|cost=2000}}
{{CnC unit|image=RA3.ApocTank.jpg|requirements=War Factory and Battle Lab|role=Advanced Anti Armor|abilities=Magnetic harpoon|upgrades=Grinder threads|build=0:20|dtype=Twin 125mm Drakon Cannons|cost=2000}}


{{Quote|Despite the loss of our initial forces the distraction allowed our MCVs to land nearby. Use our Apocalpse Tank and construct a base and to exact revenge on this place. You now have access to Apocalypse Tanks, the toughest armor in the world!|Soviet AI debriefing the Apocalypse Tank}}
{{Quote|I have the final say.|Apocalypse Tank}}


The Apocalypse Tank is the largest and toughest ground vehicle in the game, sporting two main cannons that are lethal to all types of enemy armor. They can crush most vehicles under their grinder treads. Their special ability is a Magnetic Harpoon, which pulls enemy units towards the Apocalypse, grinding them once they reach melee range. Apocalypse Tanks are also able to self-repair even without a Machine Shop captured.
The Apocalypse Tank is the largest and toughest ground vehicle in the game, sporting two main cannons that are lethal to all types of enemy armor. They can crush most vehicles under their grinder treads. Their special ability is a Magnetic Harpoon, which pulls enemy units towards the Apocalypse, grinding them once they reach melee range. Apocalypse Tanks are also able to self-repair even without a Machine Shop captured.
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|role=Artillery
|role=Artillery
|abilities=Cluster Warheads
|abilities=Cluster Warheads
|build=0:16
|build=0:15
|dtype=Rocket
|dtype=Rocket
|cost=1200
|cost=1200
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|role=Support
|role=Support
|abilities=Deploy
|abilities=Deploy
|build=0:10
|build=0:20
|dtype=none
|dtype=none
|cost=1200
|cost=1200
}}
}}


{{Quote|These Friends aren't so friendly!|Sputnik}}
{{Quote|Seems like a safe neighborhood.|Sputnik}}


Sputniks serve as base expansion vehicles, that project an area available for structure construction once deployed.
Sputniks serve as base expansion vehicles, that project an area available for structure construction once deployed.
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}}
}}


{{Quote|Tesla Tanks! They're going to torture us!|Allied Trooper witnessing an incoming Tesla Tank}}
{{Quote|Like a Christmas tree!|Tesla Tank}}


Tesla tanks are powerful and pure anti surface units, with dual Tesla Coils, which can fry everything off the surface. Their firepower is equal to Mirage Tank Spectrum Cannons and their rate of fire is very high. This unit is a campaign exclusive unit and is not buildable in Multiplayer or Skirmish.
Tesla tanks are powerful and pure anti surface units, with dual Tesla Coils, which can fry everything off the surface. Their firepower is equal to Mirage Tank Spectrum Cannons and their rate of fire is very high. This unit is a campaign exclusive unit and is not buildable in Multiplayer or Skirmish. Also uses the same quotes as the Tesla Trooper.


'''Weaknesses'''
'''Weaknesses'''
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|role=Resource Gatherer
|role=Resource Gatherer
|abilities=Reactive armor
|abilities=Reactive armor
|build=0:12
|build=0:20
|dtype=none
|dtype=none
|cost=1400
|cost=1400
}}
}}


{{Quote|Do something before we get destroyed!|Ore Collector}}
{{Quote|We must all do our part.|Ore Collector}}


The Harvester collects Ore from Ore Mines to fund the Soviet War Machine. Their special ability is to protect themselves with a special ceramic armor which increases their defenses tenfold. This also protects them from Terror Drones.
The Harvester collects Ore from Ore Mines to fund the Soviet War Machine. Their special ability is to protect themselves with a special ceramic armor which increases their defenses tenfold. This also protects them from Terror Drones.
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|role=Anti Surface Transport
|role=Anti Surface Transport
|abilities=Unknown
|abilities=Unknown
|build=0:12
|build=0:15
|dtype=varies
|dtype=varies
|cost=1200
|cost=1200
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===MiG Fighter===
===MiG Fighter===
{{CnC unit|image=RA3.Mig.jpg|requirements=Airfield|role=Anti Air Jet|abilities=RTB on demand|build=:010|dtype=Missile|cost=1000}}
{{CnC unit|image=RA3.Mig.jpg|requirements=Airfield|role=Anti Air Jet|abilities=RTB on demand|build=0:10|dtype=Missile|cost=1000}}


{{Quote|You got a sucker for me?|MiG}}
{{Quote|You got a sucker for me?|MiG}}
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|role=Amphibious anti Surface unit
|role=Amphibious anti Surface unit
|abilities=Tesla Surge
|abilities=Tesla Surge
|build=Unknown
|build=0:10
|dtype=Tesla
|dtype=Tesla
|cost=750
|cost=1000
}}
}}


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Experimental Tesla boats that can walk slowly on land. Their Tesla shots are lethal against infantry, and can severely damage vehicles despite their recharge rates. Their special ability is to perform a Tesla discharge, which electrifies water around the Stingray, damaging all enemy units. This temporarly immobilizes the Stingray however.
Experimental Tesla boats that can walk slowly on land. Their Tesla shots are lethal against infantry, and can severely damage vehicles despite their recharge rates. Their special ability is to perform a Tesla discharge, which electrifies water around the Stingray, damaging all enemy units. This temporarly immobilizes the Stingray however.


'''Weaknesses'''


This Stingray has weak armor compared to most units. It has high attack power and it is slow on land so striking first is the way to win with the Stingray.
Stingray is quite respectable in power but it has weak armor. Its Tesla Coils smack down enemy Attack Dogs, Dolphins and War Bears, but they are not so good against enemy heavy navy (like Dreadnoughts). On land, they are much slower and they cannot use their special ability so it's better to take down the enemy with your other troops. Stingray can't fire aircraft so it's vulnerable to attack from the air.
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|build=0:10
|build=0:10
|dtype=Flak
|dtype=Flak
|cost=750
|cost=900
}}
}}


{{Quote|They're damaging the Bullfrog!|Bullfrog}}
{{Quote|Mortar Transport open for business!|Bullfrog}}


Bullfrogs are amphibious vehicles with mounted flak cannons effective against air targets. Their special ability is to launch infantry with their man-cannons at a distance, allowing them to traverse behind enemy defenses or over unpassable terrain.
Bullfrogs are amphibious vehicles with mounted flak cannons effective against air targets. Their special ability is to launch infantry with their man-cannons at a distance, allowing them to traverse behind enemy defenses or over unpassable terrain.


'''Weaknesses'''


The Bullfrog has light armor and Anti Air guns only which means it is not suited to engage most units. Also Man Cannon users are vulnerable to Anti Air attacks so never use man Cannons near areas with alots of anti Air.
Bullfrog, excellent anti-air and transport unit for cheap price. Its special ability isn't bad either. It unfortunately doesn't have ground defense and it can be easily destroyed. Use it in offensive or defensive.
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===Akula Sub===
===Akula Sub===
{{CnC unit|image=RA3.AkulaSub.jpg|requirements=Naval Yard and Super Reactor|role=Advanced Anti Armor|abilities=Ultratorpedoes|build=0:16|dtype=torpedoes|cost=1800}}
{{CnC unit|image=RA3.AkulaSub.jpg|requirements=Naval Yard and Super Reactor|role=Advanced Anti Armor|abilities=Ultratorpedoes|build=0:20|dtype=Torpedoes|cost=1800}}
   
   
{{Quote|So much pressure!|Akula}}
{{Quote|"So much pressure!"|Akula}}


Heavily armed submersibles that are hidden from enemy radar. Upon emerging, they are able to destroy most sea-based targets in a short amount of time. Their special ability is to launch two torpedoes dead-ahead which travel indefinitely until they find a target, dealing heavy damage to anything in contact.
Heavily armed submarines that are as terrifying as a shark! Seriously, "Akula" (Акула) means "Shark" in Russian. These Akula Subs are capable of not being detected on enemy radar while being submerged, so they make excellent reconnaissance units for naval fights. Upon emerging, they are able to destroy most sea-based targets in a short amount of time. Their special ability is to launch two torpedoes dead-ahead which travel indefinitely until they find a target, dealing heavy damage to anything in contact. Be wary about having your own or a fellow allies' unit or structure in the direct path of the Ultratorpedoes, for they deal damage to anything in the way, friend or foe.  


'''Weakness'''


A major Weakness is these subs cannot attack aircraft nor attack any land unit or structure. When submerged it is only vulnerable to torpedoes, Wave Force Weapons, Assault Destroyers and the Riptide ACV.
Akulas are great for hit-and-run guerrilla combat operations. Launch a few double torpedoes towards an enemy naval base and then run away. Stealth on radar makes it easier to escape, but Akulas are not the fastest units around so beware. The only drawback about the Akula is that it can only attack structures and other naval units (except for the Sea-Wing & Yari Mini Sub) while it is not submerged. Making it an easy target for enemy aircraft and other naval units to attack it. They are pretty vulnerable to Terror Drones too, so be observant over your Akulas, comrade!
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The Big Brothers of the Red Navy, the Dreadnought is a long range bombardment ship lethal against all ground and sea forces caught in its sight. Their special ability is to dramatically increase their rate of fire, at the cost of sustaining constant damage to their hulls.
The Big Brothers of the Red Navy, the Dreadnought is a long range bombardment ship lethal against all ground and sea forces caught in its sight. Their special ability is to dramatically increase their rate of fire, at the cost of sustaining constant damage to their hulls.


'''Weaknesses'''


Always approach one with extreme caution because these ships are vulnerable to aircraft and cannot attack up close. Should they use their special ability to long they will be destroyed even when not firing.
Dreadnoughts are like Shogun Battleships or Aircraft Carriers, artillery ships. They can't fire close nor aircraft, so defend them with few Stingrays and Bullfrogs. Sacrifice Launchers are useful only when you have to take down enemy power/defenses or Construction Yard quickly.  
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