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Contents |
The Soviet Infantry are cheap and easily trained but their firepower and armor is one of the weakest except the Desolator, Natasha and the Tesla Trooper.
| Cost | 200 |
|---|---|
| Requirements | Barracks |
| Abilities | Amplified Roar |
| Role | Scout |
| Build Time | 0:02 Seconds |
| Damage type | Melee |
Fast moving amphibious scouts that can detect disguised or hidden enemies. They can also dispatch infantry in one melee strike. Their special ability is a roar that effectively paralyses enemy infantry in a considerable radius.
Weaknesses
Always attack war bears with vehicles, Tanya or massed Peacekeepers. Their Roars only effect infantry and they can only attack infantry.
| Cost | 100 |
|---|---|
| Requirements | Barracks |
| Abilities | Molotov cocktails |
| Role | Anti infantry |
| Build Time | 0:05 Seconds |
| Damage type | Gun |
Next time I drive tank Okay?—Conscript
The standard rifle-wielding Soviet infantry is effective against other infantry units. Although hastly 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.
Weaknesses
Conscripts have poor armor, firepower and speed. They are not accurate with Molotov Cocktails and are often vulnerable to tanks and aircraft.
| Cost | 300 |
|---|---|
| Requirements | Barracks |
| Abilities | Magnetic mines |
| Role | Anti Tank, Anti Air |
| Build Time | 0:10 Seconds |
| Damage type | Flak |
Lets riot!—Flak Trooper
Flak Troopers are convicts that are effective against enemy armor, and are deadly to enemy aircraft en-masse. 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.
Weaknesses
These troopers are not as strong as Javelin Soldiers and are not effective against infantry so silence these convicts with Peacekeepers or Mecha Tengus.
| Cost | 500 |
|---|---|
| Requirements | Barracks |
| Abilities | Deploy Bunker |
| Role | Support |
| Build Time | 0:05 Seconds |
| Damage type | Gun |
I'm like cowboy!—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.
Weaknesses
A major weakness to these units is their pistols are not effective and have a slow rate of fire and their Bunkers take time to make and always kill these Combat Engineers fast to halt the Engineers construction on their bunker.
| Cost | 750 |
|---|---|
| Requirements | Barracks and Super Reactor |
| Abilities | EM Disrupters |
| Role | Anti Tank |
| Build Time | 0:10 |
| Damage type | Tesla |
Extra Crispy—Tesla trooper
Tesla Troopers are larger, armored infantry walkers. Their Tesla shots have a slow rate of fire, although deadly to enemy infantry and potent against enemy vehicles. 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.
Weaknesses
These troopers greatest weakness is their slow rate of fire. They can be crushed by Assault Destroyers and their tesla weapons do not fair well against aircraft and also swarms of peacekeepers can defeat the Tesla Trooper.
| Cost | 2000 |
|---|---|
| Requirements | Barracks and Battle Lab |
| Abilities | Snipe pilot |
| Role | Commando |
| Build Time | 0:20 Seconds |
| Damage type | Sniper Gun and Airstrike |
Sweet dreams!—Natasha
Natasha Volkova is a legend amongst Soviet forces, her custom made sniper rifle can pierce through infantry targets, effectively allowing her to kill several at once in a line. She can pin-point enemy vehicles and structures for airstrikes, destroying them in one shot. Her special ability is to snipe a pilot of a vehicle, effectively removing the vehicle from battle. The vehicle can be claimed by an infantry unit.
Weaknesses
Natasha is ineffective against Anti Infantry units of all forms and her greatest weakness is her slow rate of fire when it comes to attacking of any type.
The Soviets have the strongest and most armored vehicles in the game.
| Cost | 500 |
|---|---|
| Requirements | War Factory |
| Abilities | Electro Stasis Ray |
| Role | Scout |
| Build Time | 0:09 |
| Damage type | melee |
Fast moving amphibious robotic drones that drill through and infect enemy vehicles, destroying them from within. They are lethal against infantry as well. Their special ability is to disrupt an enemy vehicle's movements with a ranged electro-statsis ray.
Weaknesses
They are weak against most attacks and special abilities, including Yuriko Omega's Psychic Scream and Tanyas pistols. They are destroyed if the vehicle they are dismantling is sent to repair. Always use aircraft against these little monsters or units armed with machine guns like Riptide ACVs.
| Cost | 900 |
|---|---|
| Requirements | War Factory |
| Abilities | Flea Jump |
| Role | Anti Infantry scout |
| Build Time | 0:10 |
| Damage type | gun |
OH YEAH!—Sickle
Sickles are light, anti-infantry walkers that can shoot at multiple targets. Their special ability is to jump a considerable distance, even to or from an elevation, knocking down infantry where they land.
Weaknesses
Its Flea Jump does not harm vehicles and its machine guns do not fare well against Aircraft, Tanks or Ships. Always use the sickle in groups when facing certain enemies.
| Cost | 1000 |
|---|---|
| Requirements | War Factory and Super Reactor |
| Abilities | Leech Beam |
| Upgrades | Grinder Threads |
| Role | Anti Tank |
| Build Time | 0:10 |
| Damage type | 85mm Cannon |
Who's looking for a good pounding?—Hammer Tank
The main Soviet Battle Tank is an anti-armor aggressor, tougher than it's Empire and Allied counterparts. Their special ability is a leech beam, that draws weaponry from a enemy vehicle once it is destroyed. For more information about its leech beam effects look here.
Weaknesses
Hammer Tanks don't fair well against Aircraft or infantry and their armor is stronger than the ones Tsunami Tanks and Guardian Tanks used. Their Firepower is better than the Tsunami Tanks but weaker than the Guardian Tanks. Even if they leeched an Anti Air unit it will not fair well against jets. Your best counter for one Hammer Tank is use two Guardian Tanks because of the Guardian Tanks superior Firepower.
| Cost | 2000 |
|---|---|
| Requirements | War Factory and Battle Lab |
| Abilities | Magnetic harpoon |
| Upgrades | Grinder threads |
| Role | Advanced Anti Armor |
| Build Time | 0:20 |
| Damage type | Twin 125mm Drakon Cannons |
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
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.
Weaknesses
The Apocalypse tank is not suited to fight aircraft and often succumbed to a strike of 4 Vindicators and won't last long against the long range units like the Wave Force Artillery and Shogun Battleships. Its special ability works only on Vehicles, ships and structures and its Drakon Cannons do not fare well against infantry(Unless at level Heroic).
| Cost | 1200 |
|---|---|
| Requirements | War Factory and Battle Lab |
| Abilities | Cluster Warheads |
| Role | Artillery |
| Build Time | 0:16 |
| Damage type | Rocket |
V4 to command, we're under fire!—V4
V4 Rocket Launchers are long range bombardment vehicles that launch V4 Rockets, lethal missiles that deal heavy damage against everything caught in its blast. They are slow moving and are lightly armored. Their special ability is to detonate their V4 Rockets in midair, causing shrapnels to rain down on a wider radius.
Weaknesses
Like Athena Cannons V4s cannot attack up close plus the Artillery has light armor and slow speed. Use Aircraft or fast moving units to take these things out before they level your base.
| Cost | 1200 |
|---|---|
| Requirements | War Factory |
| Abilities | Deploy |
| Role | Support |
| Build Time | 0:10 |
| Damage type | none |
These Friends aren't so friendly!—Sputnik
Sputniks serve as base expansion vehicles, that project an area available for structure construction once deployed.
Weaknesses
A Major weakness for these units is they provide smaller ground control than Prospectors and they are unarmed and defenseless against Mecha Tengus and Riptide ACVs.
| Cost | 2200 |
|---|---|
| Requirements | War Factory (plus Super Reactor and Battle Lab?) |
| Abilities | EM Disruption field |
| Upgrades | Grinder Threads |
| Role | Anti Surface Units |
| Build Time | Unique to pre-last mission with the Soviets if enemy War Factory captured |
| Damage type | Tesla |
Tesla Tanks! They're going to torture us!—Allied Trooper witnessing an incoming 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.
Weaknesses
These Tanks are less powerful than the Mirage Tanks and they cannot attack jets, their armor is weaker than Mirage Tanks and can be crushed by Assault Destroyers, but they still pack a punch. What makes them really effective is the fact that the Tesla Coils are so good against Infantry and vehicles. Also these tanks are rarely seen, so try not to lose them.
| Cost | 1400 |
|---|---|
| Requirements | Refinery |
| Abilities | Reactive armor |
| Role | Resource Gatherer |
| Build Time | 0:12 |
| Damage type | none |
Do something before we get destroyed!—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.
Weaknesses
These things are unarmed and require additional protection when it comes to collecting ore from enemy units. Please protect them from Mecha Tengus and even Riptide ACVs with the Hammer Tank.
| Cost | 5000 |
|---|---|
| Requirements | War Factory |
| Abilities | Deploy |
| Upgrades | Grinder Threads |
| Role | Support |
| Build Time | 1:00 |
| Damage type | Crusher Threads |
I present to you the MCV!—MCV
Large defenseless vehicles that deploy into the Construction Yard, necessary for establishing a base. They can crush almost all vehicles in the game, save for Apocalypse Tanks and King Oni.
Weaknesses
These things are defenseless against most attackers and they cannot crush Assault Destroyers, King Onis or Apocalypse Tanks.
The Soviets have a more versatile air force than the Allies because most of them does not need to return to base to reload.
| Cost | 1200 |
|---|---|
| Requirements | Airfield |
| Abilities | Unknown |
| Role | Anti Surface Transport |
| Build Time | 0:12 |
| Damage type | varies |
You may fire when ready!—Twinblade
The Soviets' main attack helicopter. They fire high-powered machine guns effective against infantry and light vehicles, and they can periodically fire rockets which are more effective against heavier vehicles and structures. They are able to transport up to 5 infantry, or carry a ground vehicle, including Apocalypse Tanks.
Weaknesses
These things are meant to destroy everything off the surface and transport the largest tanks in the Soviet Army so the best way to counter these support gunships is using air to air jet fighters like the Jet Tengu or the Apollo Fighters.
| Cost | 1000 |
|---|---|
| Requirements | Airfield |
| Abilities | RTB on demand |
| Role | Anti Air Jet |
| Build Time | :010 |
| Damage type | Missile |
You got a sucker for me?—MiG
MiG Fighter Jets are fast, air-to-air combatants. Their rockets have a radius effect, damaging all aircraft caught in its blast. Their special ability is an RTB order which gives them very fast retreating speeds.
One unique tactic used by MiG pilots involves using the Return to Base ability to catch up with fast-flying enemy aircraft. If an enemy aircraft is heading in the vague direction of the MiG's home Airfield, and the MiG cannot quite catch up with the enemy (say, an enemy Apollo), then the MiG can engage its Return to Base special ability afterburners, and thanks to the vastly increased speeds with the afterburners on, the MiG can catch up to the enemy, turn off the afterburners once it catches up, and shoot the enemy aircraft out of the sky.
Weaknesses
MiGs have no anti ground attack and has a limited ammunition so use Multigunner IFVs or Striker VXs to take em down if you have a hard time dealing with MiGs.
| Cost | 2500 |
|---|---|
| Requirements | Airfield and Battle Lab |
| Abilities | After burners |
| Role | Heavy Bomber |
| Build Time | 0:25 |
| Damage type | bomb |
How Pretty!—Kirov
Kirov Airships are slow moving, heavily fortified flying behemoths. They are able to decimate any ground target under their payloads of bombs. If they are destroyed, they deal severe damage upon landing on the ground. They have no defenses against air targets. Their special ability is an after-burner, which increases their speeds while slowly burning their armor up.
Weaknesses
Kirovs are slow and generally ineffective against fast moving ground targets and are very weak against Apollos and Jet Tengus. If they use their special ability too long they will crash even without moving.
The Soviet navy is slightly better than the Allied Navy.
| Cost | 750 |
|---|---|
| Requirements | Naval Yard |
| Abilities | Tesla Surge |
| Role | Amphibious anti Surface unit |
| Build Time | Unknown |
| Damage type | Tesla |
Now! DO IT!—stingray
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.
| Cost | 750 |
|---|---|
| Requirements | War Factory, Naval Yard |
| Abilities | Man Cannon |
| Role | Amphibious Anti Air APC |
| Build Time | 0:10 |
| Damage type | Flak |
There damaging the Bullfrog!—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.
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.
| Cost | 1800 |
|---|---|
| Requirements | Naval Yard and Super Reactor |
| Abilities | Ultratorpedoes |
| Role | Advanced Anti Armor |
| Build Time | 0:16 |
| Damage type | torpedoes |
Akula sub ready for the deep!—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.
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.
| Cost | 2000 |
|---|---|
| Requirements | Naval Yard and Battle Lab |
| Abilities | Sacrifice launchers |
| Role | Capital Ship |
| Build Time | 0:20 |
| Damage type | 3 V4 Rocket launchers |
If Lenin could see us now...—Dreadnought
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.