Command and Conquer Red Alert 3 Soviet Units Guide
Barracks Units
Unit Name: War BearUnit Cost: 225
Build Time: 2 seconds
Prerequisites: Barracks
War Bears are infantry killers, pure and simple. They are rather fragile but their cost offsets this. They have the ability to roar, which will stun all nearby infantry. Do this to packs of infantry and the War Bears will have their way with them.
Use war bears as scouts, and to escort engineers to oil derricks in multiplayer games.
Unit Name: ConscriptUnit Cost: 100
Build Time: 4 seconds
Prerequisites: Barracks
Conscripts are the basic Soviet infantry unit. They are the cheapest available, and are really weak. They can be used to garrison buildings and harm other infantry that way, but don't expect them to win against the other factions' basic infantry unless they outnumber them. Their Molotov Cocktails attack allows them to quickly clear garrisoned buildings, which should be their primary purpose.
Unit Name: Flak TrooperUnit Cost: 300
Build Time: 5 seconds
Prerequisites: Barracks
Flak Troopers are the Soviets basic anti-air unit. Their secondary attack allows them to hit vehicles with magnetic mines. The mines must be thrown from a very short range, but if they are crushed while using mines damage will be dealt to the enemy tank.
Unit Name: Combat EngineerUnit Cost: 500
Build Time: 10 seconds
Prerequisites: Barracks
Combat Engineers can capture enemy and neutral buildings, and instantly repair structures. Their special ability is to build a battle bunker that can be garrisoned by your infantry. This is good for protecting derricks because you can make the bunker just before going inside. Always keep these guys escorted as they're very fragile. Load a few of these into a twinblade and drop them into an unsuspecting enemy's base for a little fun!
Unit Name: Tesla TrooperUnit Cost: 750
Build Time: 10 seconds
Prerequisites: Barracks, Super Reactor
Tesla Troopers are the basic Soviet vehicle killer unit. They can also boost the damage of tesla coils when a trooper is selected and a coil is right clicked. Their EM Disruptor can stop enemy vehicles within a radius. Do this with one trooper and the rest can finish off the enemy vehicles. They are often underrated, but are quite powerful units.
Unit Name: NatashaUnit Cost: 2000
Build Time: 30 seconds
Prerequisites: Barracks, Battle Lab
Natasha is the Soviets' commando unit. She can deal a lot of damage on her own in the right situations. She is slower at killing infantry than Tanya, but can hit enemy vehicles from afar by calling in air strikes. Her secondary ability is to snipe the driver of an enemy vehicle. It can then be captured by your ground forces. She can swim, like all commandos.
War Factory Units
Unit Name: Ore CollectorUnit Cost: 1400
Build Time: 20 seconds
Prerequisites: War Factory
Your basic gatherer unit. The Soviet ore collector can erect a shield around itself to reduce damage. While the shield is up, the collector is unable to gather resources. Use this to escape or slow down attacking enemies.
Unit Name: SputnikUnit Cost: 1200
Build Time: 20 seconds
Prerequisites: War Factory
Sputnik's single purpose is to expand Soviet territory. When deployed, an area of control will appear around the sputnik in which you can build soviet structures including defenses.
Unit Name: Terror DroneUnit Cost: 600
Build Time: 5 seconds
Prerequisites: War Factory
Terror Drones are fragile, but can wreak havoc on enemy vehicles if they're unexpected. The fact that they're amphibious makes them more useful for going behind enemy lines. If they infect a vehicle, it will be destroyed from the inside out. The only way to stop the terror drone from destroying an infected unit is to send the unit to be repaired. Their Electro-Stasis ray can freeze enemy vehicles, allowing other drones to infect them.
Unit Name: SickleUnit Cost: 900
Build Time: 10 seconds
Prerequisites: War Factory
Sickles mow down infantry, pure and simple. They are not very strong when faced with fire from anti-armor units but in the right situations they can be devastating. If your enemy is using many infantry, they will be a huge asset as the Conscript and War Bear just won't stand up. Their Flea Jump ability allows them to instantly leap into the fray, possibly into the center of an enemy infantry formation. Any infantry in their landing zone gets killed instantly.
Unit Name: BullfrogUnit Cost: 900
Build Time: 10 seconds
Prerequisites: War Factory
The Soviet Bullfrog is their amphibious transport unit. It can go on land or sea, and carries up to five infantry units. It has a unique deployment method in which it launches units into the air whereupon they will parachute to the ground ready for combat. This can be a bit of a drawback at times if the enemy has anti-air as your units will be shot down. The bullfrog can do a bit of pulverizing of its own as it is armed with flak cannons for dealing with air threats.
Unit Name: Hammer TankUnit Cost: 1000
Build Time: 10 seconds
Prerequisites: War Factory, Super Reactor
Hammer tanks are nice, strong, fast, vehicle and building killers. The low price makes them viable as the backbone of any assaulting mechanized army. Their leech beam secondary can heal the unit (even against buildings) and may steal the attacks of enemy vehicles. They have great strategic potential for this reason.
Unit Name: V4 Rocket LauncherUnit Cost: 1200
Build Time: 15 seconds
Prerequisites: War Factory, Battle Lab
The V4 is the basic Soviet siege unit. Their missiles hit from very far away, and can neutralize base defenses before you send in your main army. Their secondary splits to multi-warhead which is better for hitting moving or spread out targets.
Unit Name: Apocalypse TankUnit Cost: 2000
Build Time: 20 seconds
Prerequisites: War Factory, Battle Lab
The Apocalypse tank is the premier Soviet battle force. It can destroy multiple tanks on its own, and run over vehicles smaller than it. It has a large amount of health and can survive where other units fail. The M-harpoon ability it posesses can draw enemy vehicles into its grinders in the front of the tank, destroying them very quickly. The harpoon can also be used to draw the Apocalypse Tank to an enemy building where it will chew it up, making for a very rapid kill.
Unit Name: MCVUnit Cost: 5000
Build Time: 60 seconds
Prerequisites: War Factory
A basic construction yard unit. You shouldn't need to build one, as the primary reason for their existence is should you lose your construction yard. There are better, cheaper and faster ways to expand as a Soviet, primarily through the sputnik.
Airfield Units
Unit Name: TwinbladeUnit Cost: 1200
Build Time: 15 seconds
Prerequisites: Airfield, Super Reactor
Twinblade copters are the main air unit of the Soviet air force. They can only hit ground targets, but they do it pretty well. The main gun chews up infantry and it occasionally fires bursts of rockets that can harm buildings and vehicles. Their secondary role is as a transport, and they are damn good at it. Use them to transport engineers and small groups of infantry across the map quickly. In masses, they are quite deadly, especially to foes that are unprepared. They can even carry vehicles, up to Apocalypse Tanks. When carrying a vehicle, they lose their 5 infantry capacity, however.
Unit Name: MiG FighterUnit Cost: 1000
Build Time: 10 seconds
Prerequisites: Airfield, Super Reactor
MiGs are the ultimate Soviet anti-air tool. They can strike air, and only air, but they do it hard and fast. They require some micro-management to be effective, or you can just park them in strategic areas. They possess no secondary ability but it's probably a good thing. A quick press of 'F' will send them back to base to reload and repair for another run.
Unit Name: Kirov AirshipUnit Cost: 2500
Build Time: 25 seconds
Prerequisites: Airfield, Super Reactor, Battle Lab
The venerable Kirov Airship can often take a nice chunk out of an unprepared enemy's base before they can react. They take a lot of damage before they go down. They must be directly on top of a target to attack it, but they are slow so this is difficult for moving targets. Their main role is to hit enemy buildings because of this. They have the gastroburners secondary ability to boost speed, but it comes at the cost of gradually reducing the Kirov's health. Use this when you need to hit something fast and perhaps only under the circumstance that you have multiple Kirovs doing the job.
Naval Yard Units
Unit Name: Ore CollectorUnit Cost: 1400
Build Time: 20 seconds
Prerequisites: Naval Yard
The same ore collector you get from war factories and refineries.
Unit Name: SputnikUnit Cost: 1200
Build Time: 20 seconds
Prerequisites: Naval Yard
The same sputnik you can get from the war factory.
Unit Name: StingrayUnit Cost: 1000
Build Time: 10 seconds
Prerequisites: Naval Yard
Stingrays are amphibious assault units. They can float in the water or walk on land, where they are slow. They use tesla weaponry and are good quick first responders. Their secondary allows them to fire a power surge that hurts everything around. Multiple stingrays doing this can devastate enemy fleets, especially those comprised of silly dolphins.
Unit Name: BullfrogUnit Cost: 900
Build Time: 10 seconds
Prerequisites: Naval Yard
Unit Name: Akula Sub
Unit Cost: 1800
Build Time: 20 seconds
Prerequisites: Naval Yard, Super Reactor
Akulas are usually safe until they fire, as they're submarines. They are powerful and can take quite a bit of damage before they go. Their secondary, ultratorpedoes, hits units directly in front of them. They fire a pair of torpedoes instantly that will hit anything, even your own units. Use this ability carefully. When properly deployed, they can be very powerful and useful against enemy shipyards to gain you naval superiority.
Unit Name: DreadnoughtUnit Cost: 2000
Build Time: 30 seconds
Prerequisites: Naval Yard, Battle Lab
Dreadnoughts are like sea-faring V4 launchers, but much stronger. They can hit targets far inland and at times will be the turning point in a battle because of this, especially if you control the sea. Often they need some form of scout to show them targets for line of sight. They're also especially adept at hitting enemy units. Their secondary allows them to damage themselves to fire faster. Much faster, but when you are safe it's not worth it. Use this only on elite units or when there is a big time crunch and you just need to hit that one particular building.
Unit Name: MCVUnit Cost: 5000
Build Time: 60 seconds
Prerequisites: Naval Yard
The same MCV you can get from the War Factory.