Early
tank rush defense: When
Soviets are up against Allied players, you can either expect the quick
tank rush or APC/engineer rush. Because Allies build times are faster they
are usually the first to attack. Against an experienced Allied player
these early attacks are hard to defend against. Build a few rocket men and
engineers. If the money supply is good, build one tesla coil. Build a
tight, compact base. When attacked try to keep your tanks between your
base and the enemy tanks. Be careful because your opponent will try to
lure your tanks away from your base. Allied light tanks are faster than
Soviet tanks. If he succeeds in doing this you'll most likely lose the
game. Don't forget to keep building tanks while under attack. If you
destroy all his tanks in a short time, immediately counterattack his base.
Early in the game this will be his weakest time. If it took you awhile to
ward off his attack, just option for the long game and keep building
tanks, war factories, CYs, etc.
Tanks or
Teslas?: Basically,
most Soviet players use either the tank rush or the tesla rush, or a
combination of the two. If your going to tank rush, you'll need at least 4
or 5 war factories (the more factories, the faster you'll build tanks),
and lots of ore refineries. If your going for a tesla rush, along with the
war factories, you'll need lots of power and const. yards. The power is
for the teslas, and multiple const. yards allows you to build teslas at a
rapid pace. Its not unusual for an experienced Soviet tesla rusher to have
10-15 CYs. Tesla rushes are usually done on maps with lots of gems because
of the money it takes to implement this. Don't attempt a tesla rush unless
you have enough money to do this. To implement a tesla rush, many soviets
build small powers from their base and extending into the enemy base.
Small power plants serve two purposes. They allow you to extend your base
fast, and at the same time will supply power for your teslas once you
reach the enemy base. Again, practice this technique in skirmish mode,
then go online and practice it until you feel comfortable with it.
Soviet
Long Game: If you can
defend against the early Allied rushing tactics, half your battle has been
won! In long games, Soviet power is very hard to defend against. If you
choose to go for the long battle, expand your base and get control of the
ore fields before your opponent does. Build several MCVs and send them
near the ore fields. Multiple Const. yards will enable you to build
faster, and at the same time you'll begin to control the map. Build tanks
and V2 rocket launchers. V2 Rocket launchers are great for taking out
buildings. Some players will build mammoth tanks because of their ability
to defend against both air and ground units. The only drawback is their
slow rate of fire. Build rocket men to defend against the air attack if
you don't build the mammoth tank. In a long game you can count on your
opponent using air power. Don't forget your option of building your own
air force. Build six to twelve Migs and use them to take out his
refineries as soon as possible. Controlling the money is the key to any
game, but more so in the long game.
Once you
get control of the battlefield you can use several ways to end the battle.
And they all work. Here are a few that work good.
1.) Use
the barracks and Tanya rush.
It's similar to the tesla rush. You simply extend your base into your
opponents base, build and deploy multiple barracks, and start cranking out
Tanyas to blow up the buildings. if your opponent destroys a barracks,
build another. Just keep building and blowing up buildings till the base
is destroyed.
2.) Tesla
Rush. This is
explained above in the Tanks or Teslas section. Just use it like
the Tanya rush, except you'll build teslas instead of barracks and Tanyas.
3.) Heavy
Tank - V2 Rockets.
These two units used in combination will level your opponents base in no
time at all. Keep the V2s behind your tanks. You can also mix some rocket
men with this attack. Just remember to group your tanks and V2s. Put them
in teams. That way you'll have more control over the units. Use the tanks
to take out enemy tanks, etc. The V2s to take out the buildings, infantry,
etc.
4.) Air
and ground combination. The
soviet air force is very powerful, and the weapon of choice is the Mig
fast attack aircraft. if your opponent doesn't have adequate air defenses,
it's time to Rock n Roll! Just use the Migs to take out all his
refineries, cutting off his money. Even if he does have air defenses up,
you can control the route your Migs take. Simply guide them around his air
defenses and chip away at his base, slowly destroying it. With the
confusion your causing with the air attacks, go ahead and start your
ground assault with tanks and V2s.
Beware
the decoys!: Early in
the game, an often used trick of the Allied player is to send in an empty
APC. Then while your pre-occupied with it, they send in another filled
with engineers. Their purpose is to draw your tanks away from your base,
and then send in the real McCoy. Sometimes they will also attack with
light tanks. If you are able to stop an engineer rush or tank rush in its
tracks, immediately counter-attack your opponents base. It's expensive to
build five engineers and an APC, and he probably doesn't have enough tanks
built to defend against your tanks. If your fast enough his base should be
vulnerable. Go for the Cy and Power.....GAME OVER!
Chinook
& Tanya/engineers:
Here's a nice little tactic to use in long games. Build a heli pad and
Chinook. Then build a couple Tanyas and engineers. Control the Chinook and
try to sneak it in somewhere behind your opponents base. Many times the
back section of the base is left unguarded. Get the Chinook in, unload a
couple Tanyas, and go blow up as much of the base as you can. Use the
engineers to capture buildings. While your opponent is distracted,
initiate another attack with your tanks.
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