Image                                   Description

CONSTRUCTION YARD: The Construction Yard is the foundation of all Soviet and Allied bases. If you lose your CY your out of business. Protect it at all costs! Build a Service Depot to get the option of making MVCs, which are CYs on wheels. Just drive em to where ya want to start another base and deploy the MCV. You can also set the option in the beginning of the game to repack your CY into an MCV and move it to another spot! Great game feature.

TESLA REACTOR: The standard Soviet power plant. The more you have of these the merrier.

BARRACKS: The training facility for Soviet soldiers. These are for making your primary scouts, among other things, for opening up the map early in the game. 

NUCLEAR REACTOR: A Soviet Advanced Power Plant. Lots and lots of power. When it explodes, run for cover: radiation spreads fast. Do not place this structure near any important buildings in case the enemy targets it for destruction. 

REFINERY: The place where Ore is brought to be turned into credits, just like the original. The more of these you have, the faster you will get credits to build your army.

WAR FACTORY: The place where vehicle units are made, such as tanks, the V3 Rocket, etc. 

BATTLE LAB: A specialized lab that gives the Soviets access to a number of advanced units and buildings. Two sensors visible on the building monitor Radiation levels and Chrono Particle levels.

NAVAL YARD: Yes, the navy is back once again. The construction facility for naval units of the Soviet Navy.

RADAR TOWER: A tall tower with a powerful radar that gives the Soviets their radar map. An important building to construct early in the game.

SERVICE DEPOT: Here, Soviet units can repair damaged vehicles and re-arm depleted units.

CLONING VATS: Now listen, this is not to be used for cloning sheep, cows, etc. ;) Whenever the player builds an infantry unit, another one comes out at the Cloning Vats. In addition, if the player gets control of an enemy infantry with Yuri, he can order the infantry to enter the Tanks and the player permanently gets the ability to make that unit type.

IRON CURTAIN: Anyone remember the old one from the original? This one has been enhanced a tad. The Iron Curtain is a powerful force-field that can make all units and/or buildings within its 3x3 grid immune to attack for 45 seconds. This ability does not affect units in the air or under the water. Infantry hit by the Iron Curtain are turned into human toast and die screaming.

PSYCHIC SENSOR: A see-all type of unit. The psychic sensor detects enemy troop movements, super weapon attacks and enemy attacks that occur within its sensor radius.

FORTRESS WALLS: These tried-and-true walls block enemy movement. They are great against the computer in skirmish mode, but quite often in multi-player there just isn't time to build them. But if you have the time, they do help to slow a rush of enemy units.

top of page ^


Base Weapons

          Images                                                 Description

FLAK CANNON: Fly the not-so-friendly skies. The Flak Cannon fires bursts of flak at enemy aircraft.

SENTRY GUN: Good against approaching infantry.

TESLA COIL: This weapon makes a return from the original Red Alert. This powerful Anti-Tank weapon requires considerable power, but it's worth the investment: A surge of power supercharges the Tesla coils for an extra wallop of damage. The Tesla Coil is the ultimate base defense!

NUCLEAR MISSLE SILO: This structure is required to get the Nuclear Missile. The Soviets are not shy about using tactical nukes in their quest for glory. Launching a nuke will set off air raid sirens all across the map. When the nuke lands, it explodes and destroys almost everything within one screen's width of the epicenter. Infantry caught in the blast turn green with radiation and melt like plastic soldiers under a magnifying glass.

« Soviet Units | Top of page | Allied Structures »

Buy Westwood Games Here!

 

copyright© 1998-2008 Den Games Network (see legals)