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Construction Yard Construction Yard - Cost: $N/A
All life for your campaign begins here. This is the most vital structure in the game, if it is destroyed, your chances of winning are very small! It is needed to construct other buildings, so defending it should be priority one.

Power Plant Power Plant - Cost: $300
These are also vital structures, providing power to your base, allowing defences to defend, Construction Yards to construct, and War Factories to build tanks. Without the necessary amount of power plants, your base defences will not function, and it will drastically slow down, if not halt, your production of further units.

Advanced Power Plant Advanced Power Plant - Cost: $500
This large building produces double the power ouput of a single power plant - but costs less than building two single plants.

Barracks Barracks - Cost: $300
This structure allows you to train troops and build base defences. Later, more defences and infantry will become available.

Ore Refinery Ore Refinery - Cost: $2000
The Ore Refinery is the heart of your economy, and it is where your Ore trucks deposit the ore, which is then turned into cash by this structure. Defending this truck and structure is important as they, although strong, are an easy target for enemy commanders.

Radar Dome Radar Dome - Cost: $1000
The Radar activates the radar display, if it is destroyed; the radar screen is no longer visible.

War Factory War Factory - Cost: $2000
This building enables the construction of tanks, transports, Ore trucks and MCVs, thus making it very important to you.

Submarine Pen Submarine Pen - Cost: $650
This structure is used for producing all naval units, including dolphins. Your navy is an important part of your forces, as they can defend your base and form a blockade around your opponent. Your naval shipyard must obviously be placed in water, but try to keep it as near to the land as possible, so that some of your ground defences can protect it.

Kennel Kennel - Cost: $200
The Kennel allows you to train Attack Dogs.

Service Depot Service Depot - Cost: $1200
This structure only costs $800 but is a worthy long term investment as it can repair any damaged vehicles when they are placed on the platform. During this process a small fee is deducted from your finances, but this is much more viable considering the cost of purchasing a new unit.

Tech Centre Tech Centre - Cost: $1500
This building allows the Soviets to construct the more high tech units and structures. This structure is weak, very expensive and consumes a lot of power but is a necessity as you will need to tech up to stand a chance of survival against the enemy.

Helipad Helipad - Cost: $1500
The Helipad allows aircraft to be constructed and rearmed.

Airfield Airfield - Cost: $1500
The Airfield allows for the construction and rearming of MIG and Yak planes and allows access to Paratroopers, Parachute bombs and the Spy Plane. Only one plane can occupy an airfield at any time.

Silo Silo - Cost: $150
When you harvest more ore than your refinery can hold, you will need to build a silo else the harvested money is lost. If it is captured or destroyed by the enemy, you loose the credits stored inside it.

Concrete Wall Concrete Wall - Cost: $100
Walls are a static defence system designed to repulse enemy infantry and tanks. Certain vehicles can shoot over it, such as the V2 launcher. Infantry can't shoot or pass through it.

Barbed-Wire Barrier Barbed-Wire Barrier - Cost: $25
Pretty straight forward, it's strands of barbed-wire. It impeeds the progress of infantry, but tracked vehicles will just roll straight over it.

Flame Tower Flame Tower - Cost: $600
When an enemy unit enters the Flame Tower's short range, it shoots a ball of fire at them. It's extremely lethal against infantry, but a little less so against vehicles. Due to the volatile fuels used the tower tends to explode if destroyed.

Tesla Coil Tesla Coil - Cost: $600
The Tesla Coil fires a powerful bolt of electricity at ground units, frying infantry in one zap and usually taking out heavier armored units in two. Its relatively slow recharge time, however, make it susceptible to tank rushes, so it's usually wise to have at least two or three Tesla Coils operational to best take advantage of their power.

SAM Site SAM Site - Cost: $750
The SAM Site is the Soviet's anti-aircraft defence. It can only shoot at airborne targets. The missiles are slightly inaccurate but have a long range, they aren't as deadly as the Allied AA Gun

Paratroopers Paratroopers - Cost: $N/A
When the Soviets construct an airfield they may gain the ability to paradrop 5 Rifle Infantry anywhere on the battlefield every few minutes. If the transport plane is shot down by enemy AA fire then all of your Paratroopers are lost.

Parabombs Parabombs - Cost: $N/A
Dropped from a badger bomber, these bombs simply float down on parachutes and destroy anything they land on. Infantry can see the bombs falling and will attempt to vacate the target area. You gain the ability to drop these every few minutes once an airfield has been constructed.

Iron Curtain Iron Curtain - Cost: $2800
This powerful piece of Soviet technology makes your units and structures invulnerable for a short period of time, making the Iron Curtain an excellent offensive structure. When used correctly, it can make invulnerable up to nine tanks. Now imagine nine invulnerable Mammoth tanks tearing through the enemy base -- pretty, ain't it? Since the effect lasts a little under 30 seconds, target your opponent's most crucial structures first, such as War Factories, Con Yard and Ore Refineries. By then, his tech and economy will be so crippled there'll be little left for him to do but watch you finish off his base. However, you can pretty much guarantee that once your opponent knows you're making an Iron Curtain, he's going to opt for a pre-emptive strike, so always brace yourself for a counterattack.

Missile Silo Missile Silo - Cost: $2500
The crown jewel of the Soviet offense, the Nuclear Silo launches a sizeable nuke that can, if deployed correctly, devastate an enemy base. The initial explosion is incredible really causing major damage to the target. However, be aware that the Nuclear Missile Silo is a heavy investment in terms of time and money, and ask yourself if that 2,500 credits might not be better spent on a formidable assault team. Sometimes a conventional force is more effective. However, on navy-based maps, a well-placed nuke can spell victory.




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