The Red Army took a beating in the later stages of the Third World War, unable to keep control of France, Italy, the Low Countries and much of Germany. Heavy loses of men and material have hit them hard, not to mention the mysterious disappearance of their chief science officer and the bizarre flight of Premier Cherdenko into the endless depths of space, and they are beginning to feel the weight of several years of fighting. Forced to revert to some older technology to fill the gaps, the Soviet Union has desperately sued for peace, at least for the time being. Despite this, the Soviet Union still has some tricks up it's sleeves, new technological developments combined with huge amounts of heavy armour and walker units have cemented their mastery of land combat.
At a Glance
Faction Colour : Red
Gameplay Style : Brute force
Preferred Theater of Operations : Ground Warfare
Strengths : Powerful tanks and land vehicles, robust defensive lines, a tank for every situation
Weaknesses : Very slow, direct to a fault, little in the way of alternate tactics, tendency to damage self.
(Unit names in Italics are Paradox-exclusive)
Barbed Wire : These walls are free to construct, but they only stop infantry.
Brick Wall : The classic walls are now much hardier than the walls of other factions.
Sentry Gun : The Sentry Gun is still an effective anti-infantry device, though players may find it does more damage against vehicles now.
Flak Turret : The Flak Turret has not changed from standard Red Alert 3.
Desolator Tower : This variation on a classic unit consists of a tower with four independent nozzles, each of which can target an enemy unit. The desolator tower is powerful against both infantry and vehicles, but hampered by it's short range.
Telsa Tower : The iconic Telsa Tower is much the same as in RA3.
Telescreen Tower : A tall tower covering in screens, speakers and cameras, the Telescreen tower heals nearby infantry, and detects spies. It also plays music, speeches and so forth.
Infantry (Built at Barrack)
Amoured Bear - Your ursine shock troopers remain unchanged.
Conscript : The brave conscript now does additional damage with his Molotov Cocktails when attacking vehicles.
Grenadier : The Grenadier provides support for conscripts against light vehicles and structures. Their default Burst grenades do universal damage, but are short ranged and not particularly suited to any target, while their Toxic Gas grenades leave small lingering clouds that can do great harm to infantry. Note that when Grenadiers die, they explode dramatically; in fact, with enough force to kill other Grenadiers, so if you use too many you could fall afoul of them all exploding in a chain.
Flak Trooper : Players will notice that the flak gun is much less effective against vehicles. To get the most out of the Flak Trooper, you'll have to use the anti-vehicle bombs more often.
Combat Engineer : The Combat Engineer has not changed from default Red Alert 3.
Soviet Sniper : Brave and proven conscripts with bolt-action rifles. Slow to fire, they instantly kill exposed enemy infantry at long range. Special ability disguises them as something unassuming, allowing them to wait and make the kill when ordered. These expensive units are useful in small numbers.
Chemical Trooper : Anti-infantry, anti-building and anti-garrison, Chemical Troopers provide heavier alternatives to the Conscript. More expensive with no more health and a shorter range, they are best used in a supporting role to conscript waves, rather than on their own. Primary fire is a hose of desolator defoliant that quickly kills infantry and buildings, secondary turns to a minimum range splash of chemicals that can kill large numbers of soldiers at a time. Explodes even more spectacularly on death than the Grenadier, if possible.
Telsa Trooper : (Requires Science Center) The Telsa Trooper has undergone a radical change from Red Alert 3. Still as slow as ever, the Telsa Trooper is now effectively armoured against any attack, from tanks or infantry; killing them will take a lot more effort.
Natasha : The famed sniper remains unchanged.
Infiltrators (trained at Science Center)
Gagarin X Battlesuit : A superpowered set of powered battle armour, the Gagarin X is an infiltrator without compare. Armed with it's massive metal fists, the Gagarin X can wade through any opposition to it's goal, which is to infiltrate enemy buildings and report the findings to Mother Russia. Secondary fire launches the suit high in the air on a set of liquid oxygen rockets.
Vehicles (Produced at War Factory, vehicle specialization)
Terror Drone : The terror drone is mostly unchanged, though you may find it more resistant to damage.
Sputnik : The Sputnik now has more health in it's deployed form, making it easier to set up satellite bases.
Dump Truck : (requires Barracks) A simple and cheap transport with low health and decent speed, the Dump Truck can carry 15 infantry, and drop them off at the front far more rapidly. Unfortunately you can't transport Telsa Troopers with it, as it would be rather unfortunate if it landed on a pile of conscripts.
Bullfrog : Bullfrog is here for you! The Bullfrog has a much longer range for it's man-cannon, allowing you to use it as a way to accelerate soldiers to the battle.
Sickle : After extensive re-education programs, the safeties preventing abuse of the jumping mechanism have been removed. Jump to your heart's content!
Scythe : (requires Super Reactor) The Big Nasty cousin of the Sickle, the Scythe has six legs and six machine-gun ports, for all-around anti-infantry devastation. It can charge enemy vehicles and send them flying, turning them into deadly projectiles!
Alkonost Propaganda Walker : Mobile Propaganda Machine, buffs infantry damage and health regeneration considerably. A spindly four-legged vehicle with a grouping of rotating screens and cameras, it moves slowly and deliberately, and has little health. Named for the mythical bird of Slavic mythology (whose voice was so beautiful one would forget everything on hearing it.) Secondary fire stuns all infantry in a radius.
Perun Tank Destroyer : (requires Science Center) Named for the Slavic high god of thunder, the Perun is a quadruped tank destroyer that deploys with secondary fire into a 180 turret. The cannon fires a telsa canister that electrifies and heavily damages tanks; even if not destroyed, they are stunned for several seconds. It's infantry vulnerability, long setup time, slow speed, low health and direct-fire action limits its otherwise game-breaking effectiveness.
MCV : The MCV has not changed from RA3.
Tanks (Constructed at War Factory, Armour Specialization)
Anvil Heavy Tank : The old 50s design is still going strong, twin cannons blazing! This large and imposing tank is actually fairly weak, crippled by short range and lack of effectiveness against tanks. Very good against light vehicles and buildings though. Can carry five infantry, who ride on the sides and fire at targets of oppertunity.
Flak Tractor : A fast moving light tank armed with a heavy flak cannon. Good against helicopters and bombers, not so much against fast-moving aircraft.
Smerch MML Track : A light artillery track with anti-infantry rockets, capable of devastating a large area. Secondary fire are torpedo rockets, which land in front of a sea target before striking them.
Hammer Tank : (Requires Super Reactor) The Hammer Tank now has a slightly more powerful cannon, and slightly more health.
Mag-Lift Tank : (Requires Super Reactor) Armed with a large magnetic weapon, the Mag-Lift tank has two fire modes : The long-ranged Harpoon pulls vehicles towards it (and other Red Army tanks) while the shorter ranged Lift picks up enemy tanks and holds them as targets for MiGs and flak weapons. Low health means you want to keep it away from the front.
Flaming Ivan : (Requires Super Reactor) Light tank armed with a heavy Molotov Mortar and a spray nozzle. Primary fire lobs oversized Molotov cocktails, which clear garrisoned structures and do decent anti-infantry and anti-building damage. Secondary fire creates a wall of fire directly in front of the vehicle, damaging anyone passing through.
Apocalypse Tank : (Requires Science Center) The Apocalypse Tank is slightly more powerful in all respects, to make up for all the new foes it must face.
V4 Launcher : (Requires Science Center) The V4 Launcher now does much more splash damage, and has a much more effective multi-missile function, to make up for a loss of effectiveness against defensive structures.
Aircraft(Produced at the Airbase)
Twin-Blade : Unchanged.
MiG Fighter : Programmed more like an Anti-Air bomber, with missiles launched in large group to cripple enemies, requiring numerical superiority, but is very effective with minimal risk.
YaK Dive Bomber : Armed with multiple machine guns, the YaK is a useful addition to Soviet air power. It dives onto enemy infantry and unloads a massive amount of lead, assuring the destruction of all below. It can also drop a chemical bomb to infect the area and prevent the movement of troops there for a short time. The YaK does not need to worry about running out of ammunition for the machine-guns, and only needs to return to rearm it's bomb and repair.
Shturmovik Attack Plane : Comparable to an anvil with wings, the heavy Shturmovik is a brutal design only the Soviets could get away with, mounting a 220mm cannon straight down the nose of the craft. It operates like a bomber, hunting tanks and crippling them with its weapons, before returning to rearm.
Barrage Balloon: A smaller support blimp, the barrage balloon is equipped with multiple machine guns that allow it to sweep the skies for enemy aircraft gunning for the Kirovs. They too can increase speed to the Kirov's level, though they do not take damage due to their lighter frames.
Kirov Airship : Takes slightly less damage when boosting, necessary as the maps in Paradox will generally be bigger.
Zhukov War Zepplin : In response to other heavy aireal forces deployed by other nations, the Zhukov, named for a hero of the Great Patriotic War (GWW2) suspends a hanger, artillery turret and extensive command system between two zeppelin hulls. Though as slow as the Kirov the Zhukov is extremely good at it's specialized role of destroying other enemy heavy air, launching flights of LaGG-68 attack planes to support the main cannons with air-to-air torpedoes. The Zhukov suffers against small, fast moving air targets. Like other Soviet airships, it is equipped with Gastroburners.
Sputnik : As above.
Stingray : Unchanged from default Red Alert 3.
Orca Lander : (requires War Factory) Heavy submarine that can carry up to five vehicles. Slow and little armour means you must protect it as it hits the beach to unload tanks. Has tracks and a heavy flamethrower, allowing it to suppress enemies as it moves up the beach.
Golubets Gunship : (Requires Super Reactor) The fight with the Empire of the Rising Sun has convinced the Soviet Union to explore their own anti-submarine equipment. The Golubets Gunship is armed with a pair of flak turrets and a depth charge launcher, which must be manually toggled. It has lots of health, but is much slower than the Bullfrog or the Flak Tractor.
Akula Sub : Unchanged.
Potemkin Warship : Armed with two turrets containing cannons similar to those on the Apocolypse Tank, the Potemkin Warship is capable of going toe-to-toe with enemy surface vessels and decimating them, with it's large reserves of health and powerful offensive weapons. However, the Potemkin is very slow. It's secondary fire activates a magnetic anchor which locks the targeted ship in place, allowing the very slow Warship to close with the enemy.
Dreadnought : Unchanged.
Hurricane Ballistic Sub : (Requires Science Center) Highly advanced ballistic submarines, Hurricanes carry experimental V5 missiles, and can launch five of them before having to return to rearm. A V5 is a tracking missile that detonates into a massive firestorm, which can destroy multiple vehicles. The range of the Hurricane is massive, allowing it to effect battles from the shore with ease. However, the missile is only marginally effective against structures.
MCV : As above.