FORTRESS WALL |


|
Cost: 100
Prerequisite: Soviet Construction Yard
Armor: Concrete |
| Purpose:
Passive Defense |
|
Yet
another example of the Soviet's exploiting our tactical changes.
We
have noticed that Soviet bases have been constructing walls around
their Construction Yards right after it is deployed and they can be
placed down further from their base as well. This
hampers our efforts to capture their structures earlier on, but a
good
number of Soviet Commanders still neglect to protect their
structures seemingly out of arrogance thinking their defensive power is more
than enough. It's a shame for them that they forget Attack
Dog's in that mix, allowing our Spies to easily slip past their
parameter.
One more quick note Sirs, the Soviets
are tending to refer to this structure as a 'Fortress Wall' to
distinguish it from ours. Consequently I've updated this
briefing to it's new name.
|
GATES |

 |
Cost:
250
Prerequisite: Soviet Construction Yard
Armor: Concrete |
| Purpose:
Base Entry | Passive Defense |
|
I am now
convinced that the Soviets are indeed mirroring a number of our own
changes as they see them. While the Soviet gates appeared in
their bases roughly the same time as our own, I can assure you that
what I said back when I explained the reasoning behind our own gate
additions was completely truthful. We are sure that they must
have seen the effectiveness of our gates in action and distributed
their own, as they aren't nearly that costly or complicated to
develop.
Soviet gates are
practically identical to our own in abilities and strengths.
They are as strong as their own Fortress Walls and open only to
friendly units.
Gameplay Enhancement:
Unlike standard
Walls, all units and structures are able to fire through Gates and
they cannot be crushed by the Battle Fortress.
|
BATTLE BUNKER |


|
Cost: 500
Prerequisite: Soviet Barracks
Armor: Steel
Weapon: None (Initial)
Range: N/A |
| Purpose:
Anti-Infantry Defense |
|
It appears we now
know why the Soviets so effortlessly matched our Wall
change. They swapped the position of their Fortress Wall with
their Battle Bunker in the tech tree, meaning this structure now
relies on the construction materials from the Barracks to become
buildable. This does actually make sense considering the
Conscripts that man it cannot be trained until a Barracks is built
anyway. The advantage of quickly forming a defensive parameter
seems to outweigh the advantages of pre-building Bunkers before
manning them.
Also, if you were
just about getting used to ever going up against a 5-person Battle
Bunker maximum, you better start thinking how you are going to
handle 6-person ones. You have noticed that there are six
sides to a Battle Bunker, but one was never used for one reason or
another. Either the Soviets have realized their error or have
cleared up internal space to allow it.
The Battle Bunker
also benefits from being able to be built further from the base (4
cells increased from 2).
|
FLAME TURRET |


|
Cost:
400
Prerequisite: Soviet Barracks
Armor: Steel
Weapons: Twin Flame Projectors
Range: Short |
| Purpose:
Fire-Based Defense |
|
Now is the
time to pay attention everyone. The Soviet's have drastically
changed their defensive parameters by completely removing the Sentry
Gun from active production. Instead we have seen the regrowth
of their deadly Flame Towers back from the first Great War.
Like our Pillbox it is also available at the cheaper price of 400,
and can be built further away from your base
(6 cells increased from 4).
Now known as the Flame Turret; instead of firing balls of fire like
it's predecessor it projects concentrated flame streams
making it's Rate Of Fire much quicker and effectiveness towards infantry
skyrocket. It can burn through any infantry armor in no time,
and its streams of fire allow it to damage multiple targets. Anyone
who is unlucky enough to be in the path of it's fire streams,
even if they're not the direct target, will not last long.
This does have it's disadvantages
though, the flames will damage both friendly any enemy units caught
in the path of the flames. Plus, like the older version, the
fire streams are slow moving allowing faster moving infantry and
units to dodge it's attacks, not to mention the flames are less
likely to penetrate tank armor than our heavy caliber bullets from
our Pillbox's. Also we have noticed Flame Turrets have a hard
time coping with elevation. If you are to assault Flame
Turret's with infantry, attack it from above, you will be impervious
to its attacks. That's about all the advice I can give
you. Good luck.
|
FLAK CANNON |


|
Cost:
600
Prerequisite: Soviet Barracks | Radar Tower
Armor: Steel
Weapon: Flak Cannon
Range: Long |
| Purpose:
Anti-Aircraft Defense |
|
I am sad
to report that I have no concrete clues as to why the Soviet's have
moved their own Anti-Aircraft defense structure to Radar tech level,
although it may have something to do with it's large cost reduction.
Even greater than our own, Flak Cannons are now only
marginally more expensive than their Flame Turrets consequently
allowing it to be built quicker too. This may be in response
to our growing airforce presence; it certainly makes it easier
for them to
repel our attacks. Their ability to be built at the same
distance as their Flame Turrets
(6 cells increased from 4) only serves to widen their defense
perimeter and cause us problems.
Another
thing we have noticed lately is that the Flak Cannon's targeting
systems have been refined so efficiently that they are able to even
pick off targets as small as falling Paratroopers! This does
not bode well for us, as our principle strength lies in our paradropping
abilities. I implore you to think before you choose a place to
drop infantry into a Soviet base.
Gameplay Enhancement:
Now explicitly requires a Soviet Barracks to build.
|
TESLA COIL |


|
Cost: 1500
Prerequisite: Soviet Barracks | Radar Tower
Armor: Steel
Weapon: Lightning Cannon
Range: Long |
| Purpose:
Lightning-Based Defense |
|
I am very
relieved to inform you that the Tesla Coil doesn't seem to have have
undergone any radical changes. Nothing anywhere near to the
levels as their two previous defensive structures anyway. By now you
all should be familiar with encountering these extremely powerful
structures in battle. Continue using the same tactics that you
have found successful in the past and hopefully they do not have any
more surprises to throw at us, although be wary that Tesla Coils can
be built further from their base
(4 cells increased from 2) matching our Prism Tower, as seems
to be the fad nowadays for defense structures.
Their weakness remains the same.
Power. Black out the base, or sabotage their power systems
(should no doubt be easier now with our advanced spies), and you
should have no trouble dealing with these terrifying structures.
Gameplay Enhancements: Removed the
Tesla Reactor prerequisite for this
structure to keep prerequisites in line with the Yuri's Revenge
manual. Now explicitly requires a Soviet Radar to
build.
|
IRON CURTAIN |


|
Cost: 2500
Prerequisite: Soviet Battle Lab
Armor: Concrete |
| Purpose: Unit
Invulnerability |
|
Even after Stalin's
defeat, it seemed we would not be rid of this awesome superweapon
structure. Not only had it been improved
over the years to have a larger radius of effect, but even this structure
has undergone the defensive improvements making it much more
capable of absorbing the impact of our attacks. The original
Iron Curtain was a weak, vulnerable structure. Now with the
armor upgrades over the years and most recently, it has become much more difficult to
demolish. Use a SEAL or Tanya whenever possible, or a Spy to
temporarily delay the charge of the field. Other than this,
there have been no other visible changes to the structure that we
have seen.
Invulnerability:
Once again the invulnerability effects of the Iron
Curtain grows in necessity for Soviet armies with the demise of the
Force Shield. Unlike us, they are not hit as hard by the
withdrawal of that superweapon. Soviet armies can still
envelop an invulnerability field around structures, using this
field. Although its range is much smaller, there is no power requirements
to maintain it, leaving the base at full strength during its
activation. This expansion in use seemed to be enough for
them, as there is no change also in the operation of the
Invulnerability field itself.
|
NUCLEAR MISSILE SILO |


|
Cost: 5000
Prerequisite: Soviet Battle Lab
Armor: Concrete |
| Purpose:
Launches Nuclear Missile |
|
Without
the Force Shield available to use I do advise that you take out this
structure as quickly as you can! The armor upgrades it gains
like the rest of the Soviet structures make it too difficult for
conventional armor to destroy it decisively. Our Chrono
Commando's we can gain in battle excel at this sort of role.
What really benefits our attacking forces is that the Silo does not explode
like their Nuke Reactor when destroyed... Our general
hesitation when sending demolition units on suicide missions if this
was the case could have caused additional problems.
Nuclear
Attack: Does this weapon of Mass Destruction really need
any improvements to it? The inhumane devastation it caused led
us to withdraw its general use in battle in favor of the more
precise Lightning Storm generator. When Yuri shut down our
long range nuclear missile system too, we have since been forced to
rely on the Lightning Storm completely. But enough of that,
the Nuclear Missile remains identical in specs; there are no changes
so continue with your existing counter-strategies.
|