WAR MINER |


|
Cost: 1400
Prerequisite: Soviet War Factory | Soviet Ore Refinery
Armor: Medium
Weapon: 20mm Machine Gun
Range: Short |
| Purpose:
Resource Collector |
|
This
cannot be completely confirmed, but observations of Soviet bases
have shown that they have followed our lead in improving the speed of War Miner
construction since past encounters. Intelligence shows that
the price has not changed, yet soldiers have distinctly seen
War Miners appearing out of Soviet War Factories faster than we
expected. We will endeavor to gather more
intelligence on the matter, but for now treat this as a valid
change, as we cannot afford to underestimate our enemies' abilities
at this point.
The purpose
and abilities of the War Miner appear to have remained the same.
Like our Chrono Miners they are remote controlled from their base
eliminating their vulnerability to mind control and additional
construction costs, however their lack of Chrono ability still
allows them to carry twice as much ore compared to our own Miner.
Overall the rate at which we receive funds is very similar, just
keep your infantry out of range of its mounted machine gun.
|
FLAK TRACK |


|
Cost: 500
Prerequisite: Soviet War Factory | Soviet Barracks
Armor: Heavy
Weapon: Flak Cannon
Range: Short |
| Purpose:
Anti-Infantry | Anti-Aircraft | Transport |
|
Flak
technology has been infamous for it's hiccups and glitches known to
occur at the worse possible times for their users. This is one of the reasons
why we have never utilized this technology, and it's still amazing that the
Soviets picked it up. While the low-profile turret allows the Flak Track to carry a lot more infantry inside of it
compared with our IFV, we have seen it malfunction on the battlefield
quite often, especially when it's experienced a lot of use on the
battlefield - most notably
the loss of weapon range when targeting air units once the unit progresses to
elite status.
We have tended
to exploit this in the past, but battle reports have suggested that
this malfunction is quickly disappearing from within Flak Track
divisions. The Soviet's sure are spending more time with
upgrading the quality of their weapons, so I advise that you assume an elite Flak Track's weapon no longer loses any range
when targeting air units.
Gameplay Enhancement: Now
'accelerates' and 'decelerates' at source and destination movement
cells.
|
RHINO TANK |


|
Cost: 900
Prerequisite: Soviet War Factory
Armor: Heavy
Weapon: 120mm Cannon
Range: Medium |
| Purpose:
Anti-Armor |
|
The
Soviet tank force certainly hasn't undergone as many changes as
ours, at least from what we have seen on the battlefield.
While still only armed with a single 120mm cannon despite their
predecessors' dual cannons in the first war, the Rhino Tank fires shells
capable of tearing apart pretty much any enemy armor target in
existence. Despite
our improvements to our Grizzly Tank, the Rhino still outmatches it
in power and resilience, yet it sacrifices low cost for maintaining
these benefits. The Soviets have always had the ability to
throw together tanks quicker than us (as much as it pains me to mention
this fact), as although their increased costs should mean more time is
required to construct one, they manage to balance it out and roll
out these simple and effective tanks just as quickly as our Grizzly and Yuri's Lasher
tanks.
Gameplay Enhancement: Now
'accelerates' and 'decelerates' at source and destination movement
cells.
Graphical Enhancement: Adjusted the starting position of its tank
shell when firing to a more appropriate position.
|
TERROR DRONE |


|
Cost: 500
Prerequisite: Soviet War Factory
Armor: Light
Weapons: Dismantling Tools
Range: N/A |
| Purpose:
Parasite Assaults |
|
These
pests have been a thorn in our side since the war began: Able
to strike before projectile weapons can even target,
let alone hit them, our most effective and cheap tactic remains to
use rapid-fire, non-turreted defenses such as Pillboxes. Our
revised IFVs show some promise as well thanks to their change of weapon,
especially with a GI or a Sniper inside.
It is still common for Soviet armies
to use Terror Drones to try and take down our Chrono Miners (and
consequently, our economy) although a less well-known fact about our
Miners is that when they teleport back to our Refinery (when ordered
to or automatically), it does not take the Drone with it -
I can't stress this enough Commanders. If your Chrono Miners
are infested, order them back to the Refinery, and then to any
available Service
Depot. Then send an IFV or air unit to do the
cleanup.
Based on our intelligence reports,
they have however been experimenting
with armor improvements over the last few months. While they have yet to succeed in
incorporating something stronger that would handle the speed stresses endured
by the Drone,
they appear to have successfully implemented a stronger heat
resistant armor-type in response to the growing deployment of
flame-based weapons in all our armies once again. Our Mirage
Tanks are no longer a viable defense any more, as are the Soviets'
new Flame Turrets.
|
MOBILE CONSTRUCTION VEHICLE |


|
Cost: 3000
Prerequisite: Soviet War Factory | Soviet Service Depot
Armor: Heavy
Weapon: None
Range: N/A |
| Purpose: Base
Expansion |
|
Again,
since pretty much every buildable structure on all sides of this war has
undergone some sort of construction enhancement, the Soviet MCV
has definitely been given that same boost, just like our own. Come
to think of it, I am surprised how radically different our armies are in the first place considering that We all tend to
copy the same overall improvements. But it's interesting to review the
differing philosophies our enemies have for the purpose and design
of all their units and structures.
|
V3 ROCKET LAUNCHER |


|
Cost: 800
Prerequisite: Soviet War Factory | Radar Tower
Armor: Light
Weapon: V3 Rockets
Range: Long |
| Purpose: Siege |
|
You
veteran Commanders will remember the old V2 Rocket Launcher
the Soviets used under Stalin. While the vehicle itself was
lightly armored, its rocket attacks were extremely fast, had a long range and did
incredible amounts of damage. To our benefit, the next-generation V3 Rocket Launcher did little to improve upon these
capabilities. The Soviet obsession with
power was perfectly displayed here when they boosted the size and shape of the
original V2 Rocket so much that it wasted a huge amount of time and energy rising and launching itself from the vehicle. This made them easy prey for
even a lone anti-aircraft unit or structure. The rocket is
bigger than the vehicle itself! What kind of improvement is
that?
It is a shame that
this
is no longer the case, as I'm sure we all took great pride in
demolishing V3 ranks. The Soviets have executed yet
another uncharacteristic move on their part by sacrificing explosive
space on the rocket for additional boosters. While the
rockets deal less damage to targets when they explode, they launch
and travel much faster when fired; almost as
fast as their predecessor. This leads to our anti-aircraft
defenses being less effective, but thankfully the vehicle remains unarmored and
just as fragile as before, giving you more
incentive to get rid of these units as quickly as possible.
While they were at it, they also made their V3 rocket radiation-immune to stop premature detonation from Desolators or
nuclear explosions.
Gameplay Enhancement:
Now explicitly requires a Radar Tower to build.
|
DEMOLITION TRUCK |


|
Cost: 1500
Prerequisite: Soviet War Factory | Radar Tower
Armor: Light
Weapon: Nuclear Explosives
Range: N/A |
| Purpose: Suicide
Assaults |
|
I have
just received an urgent intelligence report, so pay attention
everyone! We have received word
that the USSR has expanded the Demolition Truck construction
and development project to every single one of its affiliated and
occupied countries! This poses a great risk to us all now, as
even the most remote of Soviet mobile bases are able to construct
this unit without requiring special authority or materials from
Libya!
If that wasn't bad
enough, their construction is no longer detected by our early
warning systems (what was left of them) so we have no idea if one
has been built unless we have specific visual contact with their War Factories. The unit itself has benefited
from the more generic design by being slightly faster and poisoning
the ground for a longer period of time when it detonates it's
nuclear explosives inside. I wish I could offer some
additional strategies or words of comfort to you all, but I was
caught off guard by this revelation as much as you. Good luck.
Gameplay Enhancements: Now explicitly
requires a Radar Tower to build.
In addition to
attacking a specific unit, a Demolition Truck can now also 'deploy'
to detonate it's explosives.
|
|


|
Cost: 1000
Prerequisite: Soviet War Factory | Radar Tower
Armor: Heavy
Weapon: Lightning Cannon
Range: Short |
| Purpose:
Lightning-Based Assaults |
|
Nikola
Tesla's genius was perfectly represented when he developed the
ultimate Tesla technology during his life. Probably the
brightest and most idealistic of the Soviet Union's scientists, his
perfection of the 'Tesla Coil' before the first European invasion was one of
the Soviets' major victories of technological achievement over us, most notable in the breakthrough discovery of how to direct lightning at a specific target with near-pinpoint accuracy, something long thought to be impossible.
Since his death shortly before the first war, Soviet
scientists are constantly looking at ways to improve and expand
Tesla's vision. Tesla Coil structures, Tesla Troopers and the
Tesla Tank have been the most visible of the project's expansion
over the years.
That being
said, the Tesla Tank's discharges remain damaging as ever against
all sorts of targets. The changes we've seen here have been to the
Tank itself. Most likely with help from the Ukraine's experts, the
Tesla Tank's motor systems have been greatly improved to allow the
turret to turn, power up and even fire even while the tank itself is
moving! While it's not the fastest of vehicles, this makes it
particularly annoying to us with it able to fire while retreating or
driving past. Not only that, but somehow the Soviets have
been able to reduce the cost of Tesla Tanks from 1200 to only 1000!
I'm not sure how they keep pulling off these sudden reductions in
resource requirements, but what you need to worry about is that
you'll most likely be facing these tanks more often when up against
Russian forces.
Gameplay Enhancements: Now explicitly
requires a Radar Tower to build.
Now 'accelerates' and
'decelerates' at source and destination movement cells.
|
APOCALYPSE TANK |


|
Cost: 1750
Prerequisite: Soviet War Factory | Soviet Battle Lab
Armor: Heavy
Weapon: Twin 120mm Cannons | Mammoth Tusk Missiles
Range: Medium | Medium |
| Purpose:
Heavy-Duty Attacks |
|
There is
no doubting the Apocalypse Tank's supremacy when it comes to pure
strength and power. The next-generation Mammoth-class tank, few
tanks can ever hope to come out on top when encountering these
behemoths. Armed with twin 120mm Cannons for armor and
missiles for Aircraft, there is literally nothing it cannot engage
and defeat. Look at me! I sound like a Soviet recruiter!
Forgive me Commanders, I don't know what came over me.
It's missiles are actually the only
thing that have been altered here, which is not surprising as what
else could be improved? Oops. Sorry! Anyway, if
you recall, the classic Mammoth Tank fired it's missiles against
infantry thanks to their better targeting when it came to smaller
targets, but when the Apocalypse was released it tended to stick
with its cannons for all ground targets, saving it's missiles only
for Anti-Aircraft purposes. This gave us a nice opening to use
infantry as possible countermeasures, but unfortunately it seems the
Soviets have reversed their earlier decision and the Apocalypse now uses missiles to engage infantry as well as aircraft. They even
get upgraded, like their cannons, when the vehicle gains enough
experience! Things are getting more complicated now...
Graphical Enhancements: Adjusted
the starting position of its tank shell when firing to a more
appropriate position. Added in separate starting positions
on the turret for its missiles. Vehicles hit by the
Apocalypse's shells now rock from the impact.
|
YAK |


|
Cost:
800
Prerequisite: Airfield
Armor: Light
Weapons: 40mm Chaingun
Range: Short |
| Purpose:
Infantry Assault |
|
The first
of two new (or should I say, resurrected) aircraft to the Soviet
arsenal for use on their new Airfield. They either are more
nostalgic than we thought, or our continued assaults and Yuri's
betrayal are really getting to them. We have noticed that it
is not the usual Soviet pilots driving these aircraft, but
Chinese! We think that China's growing support for the Soviet
cause, most likely due to their manipulative propaganda in the years
Yuri spent there in hiding, has grown to the point where the Soviets
are actively using Chinese resources and pilots for their new
airforce, most likely due to their own dwindling resources under
pressure from our forces.
Anyway, Commanders familiar with the history of the first war will know how
to deal with these aircraft. They are armed with only a
chaingun, making them deadly to infantry but a mere annoyance to
more heavily armored targets, and are the cheapest and slowest of
pretty much all aircraft in use. This aircraft design is decades old,
so the Soviets must be especially desperate to be using such antiques in their air force.
|
SIEGE CHOPPER |


|
Cost: 1200
Prerequisite: Soviet War Factory | Soviet Battle Lab
Armor: Light
Weapon: 20mm Machine Gun | 160mm Artillery Cannon
Range: Short | Long |
| Purpose: Siege |
|
Since the
Siege Chopper is still quite a new addition to their arsenal, it is
not surprising that we did not see too many changes made here.
The only major change we've seen is a general improvement on its
Machine Gun weapon to be more effective overall against all targets,
but I'm sure they would still not want to engage enemy armor with it
alone; at least not when undeployed. Still, use caution when going
up against these things when they are deployed... Their
Artillery Cannon remains as destructive as ever.
You'll also notice the price increase.
For some reason the cost to produce the Chopper has increased by 100
to 1200. That could be a combination of the Machine Gun
improvements or to help cover for the additional units at this
aircraft level.
|
MIG |


|
Cost: 1500
Prerequisite: Airfield | Soviet Battle Lab
Armor: Light
Weapons: Heat-Seeking Missiles
Range: Medium |
| Purpose: Unit
Assault | Base Assault |
|
The
second new aircraft for the Soviets is their familiar MiG unit,
completing the image of their air force as it was back in the first
war. Again they are piloted by Chinese. You should remember that
the Soviets did seem to have some MiG reserves of their own with
Boris being able to call MiG airstrikes on structures, but with his
replacement by Volkov their MiG ranks appear to have all but
disappeared.
MiGs have
a role on the battlefield pretty much identical to our aircraft.
While fast and agile, more so than our Harriers, they lack the
velocity our Stealth Fighters can achieve, or the agility of Korea's
Black Eagle squadrons. Their missiles serve a
dual purpose - while just as effective against enemy armor and
infantry as the missiles on our aircraft, they are also
highly explosive, causing decent damage to enemy structures as well.
As for their strength, they appear to be able to last longer than
our Harriers and Stealth Bombers under enemy fire, but not as much
as Black Eagles and their Yaks.
You should notice, though, that their
cost is pretty intense, most likely due to the trouble the Soviets
have to go to to get this relic back on the mainstream tech
tree again.
Gameplay Enhancement:
To stay consistent with the way the unit is designed, MiGs fire
double bursts of missiles two times (4 missiles altogether) with
distributed damage.
|
KIROV AIRSHIP |



|
Cost: 2000
Prerequisite: Soviet War Factory | Soviet Battle Lab
Armor: Heavy
Weapon: High Explosive Bombs
Range: Short |
| Purpose: Base
Assault |
|
There
have been some interesting changes to the Kirov since you last
encountered them, Commanders: We believe the Soviets have overhauled
their design, and have opted for an uncharacteristic
approach where they sacrifice armor for speed. These Kirovs
are now twice as fast as they were before, but at the cost of now
having basically half the strength they had before. While that
makes it easier for us to destroy them, they are able to get into
position to devastate our structures much quicker than before.
We have yet to see whether these changes make things better or worse
for us.
What is definitely
worse however is that, like their Demolition
Trucks, their construction is no longer detected by us as it is
completed, so they can be constructed and sent off to attack with no
one being any the wiser until they are spotted under conventional
radar. I would advise every Commander here to always make sure
their base is well protected by Anti-Aircraft structures and units
in case of any surprise Kirov assaults. We are thankful that
their cost and prerequisites remain the same.
Gameplay Enhancement:
Kirovs now use an ammo system for their bombs. When first
built they start with 0 ammo, and while idle they slowly manufacture
more up to a total of 30 until they begin to fire. The 'pip'
system underneath each Kirov is displayed above with the unit
preview, with pips being shown in groups of ten with different
colors to denote multiplicity. Manufacturing times
increase as the Kirov fills up, as shown.
Graphical Enhancement: The Kirov's elite Tesla bombs now give off
blue lighting when exploding.
|
AMPHIBIOUS TRANSPORT |


|
Cost: 900
Prerequisite: Soviet Naval Yard
Armor: Heavy
Weapons: None
Range: N/A |
| Purpose:
Transport |
|
Like our
own version, the Soviet Amphibious Transport remains no different,
from what we can tell from the latest encounters. It remains
identical in every shape and form, and just as we are considering
how we can make our Transports more unique, it is a safe assumption
that Soviet's researchers are thinking of their own possible
improvements. For now though, there is nothing new here to
know.
|
SEA SCORPION |


|
Cost: 600
Prerequisite: Soviet Naval Yard
Armor: Heavy
Weapon: Flak Cannon
Range: Short |
| Purpose:
Anti-Aircraft | Scout |
|
There are
a few quite valid concerns being raised over the recent changes
we've observed in this unit. The Soviets have taken a major
step and bumped this entire unit down the tech tree, allowing their
Commanders to build them as soon as they have a Naval Yard!
They no longer need a Radar Tower first. This gives them an
Anti-Aircraft advantage in the sea considering our Aegis Cruisers
still require an Airforce Command HQ to navigate properly, and it doesn't help that they
are smaller and cheaper to construct in the first place, not to
mention their Flak weapon being able to fire on ground targets
also. But it's this cheap investment that helps to balance
this out... They aren't too much of a threat on their own.
In addition to this, they have also
restructured their construction of the ship with materials able to
handle turret movement while on the move itself, allowing the ship
to fire while traveling. Not only that but, like the Flak
Track detailed earlier, the Flak weapon itself has been fixed, so as to no
longer lose range when firing on air targets once elite.
Graphical Enhancement:
Sea Scorpions now sink instead of blowing up when destroyed.
|
TYPHOON SUBMARINE |


|
Cost: 1000
Prerequisite: Soviet Naval Yard
Armor: Heavy
Weapon: Torpedoes
Range: Medium |
| Purpose: Sneak
Attacks |
|
With the
introduction of the Sea Scorpion at the same basic tech level as
their Subs, it's not surprising they didn't spend too much time
reviewing the behavior of them in battle. As Soviet Commanders
how have the choice of two offensive units at this level, the two
seem to complement each other quite well enough to not warrant any
changes here. This could always change in the future
but I will let you know post haste if we pick up any new activity
from them.
|
DIVER |


|
Cost: 700
Prerequisite: Soviet Naval Yard | Radar Tower
Armor: Flak
Weapon: Dynamite Packs
Range: Short |
| Purpose:
Anti-Naval |
The
gap left in the Soviet naval arsenal since they lost control of
their Squids to Yuri must have been pretty big to warrant an almost
immediate replacement. Their new Diver units are technically an
infantry unit, but are in fact trained at the Naval Yard and remain
exclusively deep underwater and hidden, only to surface
when they attack. With what you ask? Well, you probably
wouldn't guess but under that diving suit is a Crazy Ivan unit!
I know! I found it hard to believe myself but it seems they
were so desperate to get a Squid replacement that they began
training specialized Crazy Ivan units to function entirely in the
water! This gives them incredible experience with water
maneuverability in being able to surface, plant their trademark
dynamite packs on their target, and dive back down to wait for
detonation, or do so themselves with the now-standard remote
detonators! As Engineers cannot function in the water to
defuse any bombs, there is little the target can do once they have
been attacked. As he can function both above and below
the water, he can even detect and plant explosives on other
underwater targets like Subs, Dolphins and Squids!
Your best defense here would be to
make sure you have Destroyers, Dolphins and even Tanya close by to detect
incoming Divers before they get too close to attach any bombs.
Thankfully they do not have the new Dynamite Grenades given to their
land counterparts for any ranged attacks.
|
DREADNOUGHT |


|
Cost: 2000
Prerequisite: Soviet Naval Yard | Soviet Battle Lab
Armor: Heavy
Weapons: Cruise Missiles
Range: Extreme |
| Purpose: Siege |
|
Take a
close look at the screen Commanders, and you should notice a
change in how this Soviet vessel looks. They appear to have
redesigned the hull structure of their Dreadnaught to make it slightly
more compact and sleek to move through the water quicker, slightly increasing it's speed over
our Battleships and Aircraft Carriers. While they were at it they've used stronger materials this time
around, almost doubling their resilience to damage, again
surpassing our own ships! Our increasing strength must have
those Commies worried, as I am sure they would not normally risk their
economy so much by carrying out these improvements without any extra
costs to the unit itself. It is debatable whether these
changes will remain in force for the long run, but in the mean time
we will see how our new Battleships and improved Aircraft Carriers
can match up.
Thankfully
there has been no sign that the Soviets have remodeled the
missiles in the same fashion as their V3 Rockets. They fire in
exactly the same manner as before: long range and deadly, but
vulnerable to anti-aircraft fire. Like the V3's though, their
missiles are now radiation-immune. |