Command & Conquer: Red Alert 3 – Soviet Structures

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faction_soviets

As is tradition, the Soviets excel in raw firepower and unit armour. Their vehicle arsenal is unmatched in that respect, and are supported by decent infantry and hard-hitting support powers. Their naval forces are their weakest point this time around, however. While they are quite potent in mid- and late game phases, their early game performance is slightly lacking.

 

 

Structures

s_conyardConstruction Yard
Cost:
$5000 (MCV) | Prerequisites: none
The glorious Soviet Construction Yard builds many good structures which maintain and expand Russian forces in the field. It can unpack back into a Mobile Construction Vehicle (MCV).

s_reactorReactor
Cost:
$800 | Prerequisites: none
The beating heart of the Soviet base, it brings needed power to all structures and productions.

s_barracksBarracks
Cost:
$500 | Prerequisites: Reactor
Harsh training programs in the Barracks turns scores of worthless serfs and criminals into feared, expendable infantry. It is one of the few Soviet structures which cannot be placed on water.

s_ore_refineryOre Refinery
Cost:
$2000 | Prerequisites: Reactor
Ore Refineries convert plain rocks into bountiful wealth all citizens will some day share in, and generously come with an Ore Collector free of charge. If the need arises, they can construct new Ore Collectors just like a War Factory can.

s_super_reactorSuper Reactor
Cost:
$2000 | Prerequisites: Ore Refinery
An incredible power source, fuelling many structures and unlocking new technologies, the Super Reactor is also quite volatile. Few survive its destruction.

s_war_factoryWar Factory
Cost:
$2000 | Prerequisites: Ore Refinery
Self-propelled guns, missile launchers, Terror Drones and tanks all roll off the War Factory’s assembly lines. It is one of the few Soviet structures which cannot be placed on water.

s_naval_yardNaval Yard
Cost:
$1000 | Prerequisites: Ore Refinery
Only the finest, most reliable ships put to sea from the Soviet Naval Yard, built by happily indentured workers.

s_airfieldAirfield
Cost:
$1000 | Prerequisites: Super Reactor
Russian pilots rule the skies with powerful aircraft constructed on Airfields, in numbers that blot out the sun.

s_battle_labBattle Lab
Cost:
$3000 | Prerequisites: Super Reactor
The pinnacle of Russian ingenuity, Battle Labs engineer ultimate weapons and defenses, virtually guaranteeing a glorious Soviet victory.

s_crusher_craneCrusher Crane
Cost:
$1500 | Prerequisites: none
One of the many Soviet advantages, a Crusher Crane allows commanders to use another structure production tab, repair damaged mechanical units, and scrap useless units for credits.

 

 

Support structures

s_wallFortress Wall
Cost:
$10 | Prerequisites: none
A marvel of State engineering, the wall is purchase one segment at a time, masterfully keeping decadent rabble out and the proletariat in. Up to 4 pieces of wall section can be placed at once if near an existing wall section for quick building. It is one of the few Soviet structures which cannot be placed on water.

s_sentry_gunSentry Gun
Cost:
$800 | Prerequisites: Power Plant
While Flak Cannons guard the skies, Sentry Guns sweep the ground clean of Allied and Empire trash. They are manually operated by Conscripts, so they are equally functional even if the base’s power is low.

s_flak_cannonFlak Cannon
Cost:
$800 | Prerequisites: Power Plant
The Soviet anti-air Flak Cannons rapidly fire metal shards to guard the skies. It deactivates if the base’s power is low.

s_tesla_coilTesla Coil
Cost:
$1500 | Prerequisites: Super Reactor
Upgraded base defenses with deadly electrical weaponry. It deactivates if the base’s power is low. Tesla Troopers and Stingrays can charge Tesla Coils to make them even deadlier, and if there’s enough of either, make the Tesla Coil independent from the base’s power supply.

s_iron_curtainIron Curtain Device
Cost:
$1500 | Prerequisites: Battle Lab
This super weapon protects the citizens by making them temporarily invulnerable to puny enemy weapons. Like with other superweapons, when the Iron Curtain Device is built, all players are notified and the shroud above the device is removed, with a timer visible to all players.
Note: Only one Iron Curtain Device can be built at a time per player.

s_vacuum_imploderVacuum Imploder
Cost:
$2500 | Prerequisites: Battle Lab
The ultimate Soviet weapon. Everything in the target area is sucked in annihilated… people, vehicles, and whole bases. Like with other superweapons, when the Vacuum Imploder is built, all players are notified and the shroud above the device is removed, with a timer visible to all players.
Note: Only one Vacuum Imploder can be built at a time per player.

s_outpostOutpost
Cost:
$1200 (Sputnik) | Prerequisites: none
Soviet expansion is accelerated by the use of Outposts. Buildings can be placed in a relatively wide area around the Outpost. When a Sputnik is deployed into an Outpost, it cannot be packed back into its mobile form.

 

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