CONSCRIPT |


|
Cost: 100
Prerequisite: Soviet Barracks
Armor: Flak
Weapon: AK-47 Machine Gun
Range: Short |
| Purpose:
Anti-Infantry | Urban Combat |
|
As long as the Soviet's continue
with their process of mass recruiting simple peasants to serve as
grunt soldier's in their army they will remain no match to our
superior GI's. That said, however, their cheap basic training means
they can pump out Conscripts faster than we can our basic
soldiers, and in groups they can be quite effective. Their
armor also remains slightly more resilient than our own but
even that does not protect them for long against the heavier machine
weapons in our Pillboxes and deployed GIs.
Graphical Enhancement:
The animation played when Conscripts fire out of a structure is changed
to a more appropriate one for a Machine Gun.
|
ENGINEER |


|
Cost: 500
Prerequisite: Soviet Barracks
Armor: None
Weapon: None
Range: N/A |
| Purpose:
Structure Capture/Repair |
|
Soviet Engineer's
remain identical in all respects to our own. They may have
donned slightly different clothing, but that serves no purpose other than
help us distinguish our own Engineers from theirs.
A famous tactic that
our enemies have used in the past which still very often catches
out less experienced Commanders is the 'Engineer Rush'.
This usually happens quite early in a battle where our opponent hopes
to end it quickly by rushing our base with multiple Engineers (or
Engineers in transports) bent on achieving only a single goal
(usually to capture our Construction Yard). This is why I
always recommend that you protect your critical structures at all times via
Concrete Walls to prevent attacks like this, most commonly in the
first half of the game.
Graphical
Enhancements: The Soviet Engineer now sports it's own unique cameo
image.
|
ATTACK DOG |


|
Cost: 200
Prerequisite: Soviet Barracks
Armor: None
Weapon: Sharp Teeth
Range: Short |
| Purpose:
Anti-Infantry | Anti-Spy |
|
It wasn't long after
we enhanced our Spy ranks with new disguise techniques that the
Soviets improved their anti-Spy Attack Dogs to help detect them, when
normally they could have slipped by unnoticed to even the most alert
infantry. Dogs will now not only see through causal uniform
disguises, but also reveal our improved Spies at an impressive
distance if they travel close
enough. By now you
should be used to avoiding Attack Dog patrols when using Spies, just
keep in mind that their detection range has more than doubled since
you last encountered them. Remember
though, Spies aren't the only infantry using the new 'cloaking'
techniques...
We have also heard
reports of Dolphin's being revealed to the Soviets thanks to nearby
Dogs, so their own training improvements have resulted in Naval
detection abilities like our own. Apart from that, you should
still see them
being used in pretty much the same manner as you have in the past,
albeit more frequently.
|
FLAK TROOPER |


|
Cost: 300
Prerequisite: Soviet Barracks
Armor: None
Weapons: Flak Launcher
Range: Short |
| Purpose:
Anti-Infantry | Anti-Aircraft |
|
Oh yes... For
quite a while the Flak Trooper has served as a bit of light humor for us
when it came to critiquing the Soviet army. We often ridiculed
its dated equipment and usefulness to help build up the moral of our
troops during the especially difficult times in the original Soviet
Invasion. The fact that they needed a Radar Tower before all
the materials became available to train them was laughable enough;
but then we discovered that their weapon was prone to failure at the
worst possible times (for them of course), shooting out flak shards
all over the place when trying to target flying units, and
rarely hitting them.
It is a shame now
that they seem to have finally corrected these problems. I
believe it was probably out of sheer arrogance that they refused to
'fix' or even acknowledge their shortcomings until now, not wanting
to give us any satisfaction. Well for whatever reasons they
have, not only have we seen these infantry popping out of their
Barracks at the beginning of the game, their elite weapon when fired
at aircraft now actually does notable damage. Make sure you
keep an eye on these units... They may act funny, but their
weapon is a threat to infantry and aircraft.
|
TESLA TROOPER |


|
Cost: 500
Prerequisite: Soviet Barracks | Radar Tower
Armor: Plate
Weapons: Tesla Cannon
Range: Medium |
| Purpose:
Lightning-Based Assault |
|
In many ways the
Tesla Trooper was the opposite of the Flak Trooper. We were
always amazed at how well this unit was able to be trained so early
in battle, especially before their Flak counterparts. It
now appears that since the Soviets have not made their Flak
Troopers trainable without a Radar Tower alone, they instead swapped them
around with the Tesla Trooper on their 'tech tree'.
While that's good
news for us, the improved resources that they gain from the Radar
tech level has now allowed them to outfit these Troops with more
durable suits and armor. While it doesn't protect them any
more from conventional weapons, Attack Dogs are now powerless to
penetrate this new armor. Dogs are now completely unable to harm the
Trooper while they get fried by their electric bolts. Be
sure to send an appropriate counter in with dog groups if they
happen to encounter these infantry.
|
CRAZY IVAN |


|
Cost: 600
Prerequisite: Soviet Barracks | Radar Tower
Armor: None
Weapons: Dynamite Grenades | Dynamite Packs
Range: Short | N/A |
| Purpose:
Anti-Infantry | Base Infiltration |
|
The infamous Crazy
Ivan has changed dramatically since you last encountered it.
According to early skirmishes, Romanov has finally realized how
ridiculous it looked to see a Crazy Ivan attempt to sneak up on an
infantry unit and place a bomb on them, expecting them to continue
walking around unaware of their impending doom. While it
worked
surprisingly often, it was risky business.
In a rare show of
conservation on Romanov's part (probably due to his continued losses
against us), he has ordered the Crazy Ivan weapon system redesigned.
Two major changes have been witnessed so far. He solved the
earlier issues by providing Ivan troops with new grenade-style
dynamite packs that explode on impact. By throwing these new
packs at Infantry reminiscent of the old-style Grenadiers from the
last war, he can inflict far more devastation that he could
previously, making this an effective anti-infantry unit. Thankfully the grenades are not nearly as powerful
as his larger, stationary type; but it's rare for any target to
withstand more than two direct dynamite hits before succumbing.
The other change
is the modification to his original weapon: Ivan's still
attach them to the weak spots of vehicles or structures, however
the detonator has been modified to accept a remote trigger as well
as a timed one. Bombs will still explode after the same amount
of time as before, except Ivan's can now choose if they want to
detonate it prematurely. To detonate a bombed structure, click
on it and click again when the cursor changes to a bomb icon.
What is amazing
is that all these enhancements were provided at no extra cost to the
unit. None of us are sure how Romanov is managing it. We
only hope they burn out their budget early and are forced to
increase the costs. Or sacrifice other parts of the army.
It won't be the first time...
|
|


|
Cost: 200
Prerequisite: Soviet Barracks | Radar Tower
Armor: Flak
Weapons: Strapped Explosives
Range: N/A |
| Purpose: Suicide
Assaults |
|
Cuba seems to
have spent a lot of time perfecting the 'training' of their
fanatical Terrorists. They have taught them to be more
self-aware of their surroundings and not focus just on their
target so completely. This 'Smart Terrorist' is now better
able to anticipate and resist their own blasts so they can carry out
their mission with no hindrance from comrades. This means that
our reliance on killing one of the Terrorists to destroy an entire
group will no longer work, nor will they all die when one of their
friends destroys himself. This doesn't just apply to
Terrorists on their own side as well.
The trick when
fighting off these annoyances will be to use weapons that have a
large explosive radius or quick firing rate from a long distance. They are only
resistant to their own blasts; and are more unfamiliar to foreign
ones. Unfortunately, the Soviet's seem to have anticipated
that we will attempt to use methods like this instead, and have
equipped their troops with more effective armor protection.
They will still die quite easily to the right weapons, but just be
advised that they will resist about as much damage as standard
troops now.
Gameplay Enhancement:
Now explicitly requires a Radar Tower to train.
Graphical Enhancement: Tanks now rock from the bomb blasts of
Terrorists.
|
|


|
Cost: 600
Prerequisite: Soviet Barracks | Radar Tower
Armor: Plate
Weapons: Radiation Emitter
Range: Medium |
| Purpose:
Radiation-Based Assault |
|
The only visible
changes we have seen to Ukraine's Desolator is their weapons system. Lately, we have witnessed some
Desolator's being able to punch through armor with it's radiation
emitted that's designed to withstand even the
strongest radiation attacks. It seems our current
radiation-shielding techniques are not holding out as well as they
did before. This
poses a serious risk to Miners and robotic units (such as our Chrono
Miner and Robot Tank units), as they are normally resistant to
Desolator assaults. Thankfully this enhancement has not yet been
seen everywhere, which leads us to believe that the new weapon hasn't
been fully distributed into their army. We think
that the Ukrainians are prioritizing deployment of this weapon onto more
experienced Desolators, so be especially wary of Elite Desolators
you encounter from this point on.
Gameplay Enhancements:
Now explicitly requires a Radar Tower to train.
Desolator's no longer destroys
V3/Dreadnaught missiles in the launching process with it's deployed
weapon.
|
AGENT |


|
Cost:
1000
Prerequisite: Soviet Barracks | Soviet Battle Lab
Armor: Flak
Weapons: None
Range: N/A |
| Purpose:
Base Infiltration |
|
I had better detail
this before continuing any further: I mentioned earlier during our
own Spy briefing of enemy ventures into disguise and sabotage;
Yes, it is true. Not long ago we received word from our
European allies that a number of their outlying bases were reporting
power outages and credit theft from even their most secure
Refinery areas, Sabotage methods that have so far been used only by our
own forces. Upon closer examination of the security footage
inside the affected structures, we have come to the startling
conclusion that both the Soviet's and Yuri are strangely deviating
from their standard war doctrine in order to resort to more stealthy
strategies.
The Soviet version
has come to be known as an 'Agent' (most likely originating from the Soviet
Secret Police organization, the KGB) and is seemingly armed with all
the knowledge of our own Spies prior to the advancements we have
just made recently. This means Agents can affect bases in the same way as our
own, although they lack
the new enhanced disguising techniques that we now use. They are
utilizing only the old-style costume disguise technology which we
have since replaced with the more effective 'cloaking' ability. This does make them inferior to our
own, but don't underestimate their abilities; you may not be
used to being on the receiving end of sabotage operations, so be
sure to take the necessary exercises to become familiar with the
effects a Spy can cause.
|
VOLKOV |


|
Cost: 1500
Prerequisite: Soviet Barracks | Soviet Battle Lab
Armor: Plate
Weapons: Explosive Chain gun | Nuclear Grenade
Launcher
Range: Long | Short |
| Purpose:
Anti-Infantry | Base Infiltration |
|
We were
afraid this might happen. It appears the Soviet's have found and
reactivated the Volkov assault trooper project that was responsible
for many of our casualties during the last war. We are
unsure how the Soviet's were able to obtain the prototype and
technology, as it was thought
to be lost in the chaos after the Allies defeat of Stalin.
For those of you who
have not familiar with him, Volkov and partner Chitzkoi were created
in the latter stages of the first war as prototypes for an amazing new
style of solider: A 'cyborg': Someone (or most appropriately, something)
made up of a mix
of machinery and organic material. To this day we are not sure
how and where the Soviet's even began experimenting with this type
of technology, as we were not successful in obtaining any
information in the past. It is also unknown how long before this point in
time that the Soviet's were working on resurrecting the project, or
on the current whereabouts of Boris, who has seemed to disappear
from the war as quickly as he arrived.
Volkov's
capabilities lie directly in his nature. If the new Volkov is
anything like what we've faced before, he can withstand enormous
amounts of punishment on the battlefield, as the materials used in
his construction are astonishingly durable. His mechanical
nature means he is not only immune to mind control, but all other
kinds of psychic weaponry too (such as the Psi Corp Mind Blast
attack) and even Attack Dog strikes. Early reports of battles show
him to be heavily armed: Loaded with huge cannon in the place of one of
his arms which doubles as both a Chain gun and a Grenade Launcher. The
Chain gun devastates both infantry and vehicles with its
explosive-tipped shells on a similar level to Boris's Rifle, and the
Grenade Launcher is equipped with Micro-Nuclear warheads
normally loaded as payloads for demolition purposes. Be very
careful Sirs! Allow him get close enough to your structures
and he'll be able to launch a flurry of these,
decimating it.
|
CHITZKOI |


|
Cost: 1000
Prerequisite: Soviet Barracks | Soviet Battle Lab
Armor: Plate
Weapons: Razor Sharp Jaws
Range: Short |
| Purpose:
Anti-Infantry | Anti-Armor |
|
Wherever Volkov is
sighted, Chitzkoi is never far behind. The two are inseparable
and complement each other quite well in
battle. Like Volkov, Chitzkoi is constructed in the same
manner, however his canine-like nature gives him exceptional speed
on the ground, allowing him to outrun pretty much any land unit and
also making him immune to psychic and dog attacks as well.
Chitzkoi's primary
attack is much like the standard Attack Dog's, although his enhanced
speed and strength make him able to rip through any infantry
unit in a much quicker time than normal, including ones Attack Dogs
are normally unable to penetrate. Even Terror Drones are
vulnerable to his razor sharp teeth.
However, it's
true abilities are demonstrated when up against enemy armor.
Battlefield footage has shown Chitzkoi tearing through the outer
hull of the Vehicle, diving inside, and proceeding to shred it from
the inside out, destroying even the most armored of vehicles in
seconds. While this sounds understandably deadly, there is hope of a weakness
in this method. On closer examination of the footage, before
delivering the final blow Chitzkoi seems to prematurely scan what's
left of the vehicle in order to plan a route to escape
unscathed in it's destruction. This means that, should the vehicle be
destroyed by foreign fire before Chitzkoi expects to destroy it
himself, he might have not made any scan and will most likely be
destroyed along with the vehicle. This has not yet been
exercised in battle, and while I don't like the idea of destroying
our own 'infested' vehicle, it may be the only way to easily remove
this threat. Be sure to act quickly though, as it does not
take Chitzkoi long to pick apart its targets. |