Soviet Strucutures
Construction Yard
Power: 0
Armour: Heavy
Description: This is the heart of your base. Without it you cannot produce any structures. This is a vital building which you must keep heavy security on without this building you usually can't get very far. This strucutre usually comes in the form of an MCV which you must find a location with lots of flat ground space and deploy it. If your paraniod you can keep engineers around this building incase it gets captured. Just place the engineer close enough and keep him in guard mode so when your yard is almost dead he'll fix it for you. The Engineer also should be there in case it gets captured. If you know your opponent is heading for your construction yard and know it will be gone even though you finish his forces its not over for you yet...all you need is a war factory and a service depot and $3000. With these requirements you can build an MCV but at $3000 you could use that money for other things.
Tesla Reactor
Costs: $600
Power: +150
Amour: Light
Description: This building will keep your buildings on-line. If you happen to how low power you will need more tesla reactors and on low power your radar will shut off, most defenses will not function, building production will be slower. The problem is that Tesla Reactors are fragile and easy to destroy and if a spy infiltrates your power plants you will have 0 power for 1 minute. However the Soviets have an alternative
Barracks
Costs: $500
Power: -10
Amour: Light
Description: This is where you produce all your infantry. This building is also the cheapest buildin you can produce. Build this structure before the refinery unless you have less than $2400. This building is usually not your enemy's first target but it is easy to destroy. Keeping 2 around won't hurt
Ore Refinery
Costs: $2000
Power: -50
Amour: Light
Description: This is where your War miners come to dump their ore in. Without this building your War miners are useless. Keep this building well protected since this is a favourite enemy target it is also vital to your cash flow. Once built it will give you a free War miner.
War Factory
Costs: $2000
Power: -25
Armour: Light
Description: This is where all of your vehicles are made from. This is another vital structure you should defend well. It is not as vital as your ore refinery or construction yard but without it you won't have a very powerful army. Note: This is the computer's favourite target watch out for terrorists
Radar
Costs: $1000
Power: -50
Armour: Heavy
Description: This is your radar centre which can help you get from certain parts of the map quicker and helps your planning. Unlike the Allied Airforce Command the Soviet radar is only a radar not much else.
Naval Yard
Costs: $1000
Power: -25
Amour: Medium
Description: This is where you are able to build your naval units. This structure must be placed in the water. However unlike the original red alert the naval yard can be build quite far from your base. This also serves as a repair facility for all naval units including Dolphins and Squids which is odd.
Service Depot
Costs: $800
Power: -25
Armour: Light
Description: This is your repair centre. If you have a damaged vehicle or a terror drone attached to it, this structure will heal your unit at a cost and will eliminate the terror drone forever. It also gives you the ability to make the MCV its worth the money even when its not used.
Battle Lab:
Costs: $2000
Power: -100
Armour: Light
Description: This building gives you the option to build advanced structures and unts. However unlike the technology centers from all the previous C&C games you must keep this building or else you lost those units. Keep them walled so spies cannot enter it to give them special units.
Cloning Vats
Costs: $2500
Power: -200
Armour: Light
Description: Build this building! This building will make a free infantry man for every one you build including Yuri Clones. This is also a place where you infantry can go and get refunded if they are not needed. This place this building next to your barracks. This building helps pump out all soviet infantry and make their costs low and whenever you are low on cash refund all your infantry
Walls
Costs: $100
Power: 0
Armour: Heavy
Description: Walls help protect your base and are much cheaper than the walls in previous C&C games. In fact walling in most structures will usually cost $400 all you need is 4 posts and it will connect together oly straight lines. Wall in your Battle Lab to prevent spies who get past your dogs. Don't Wall in any Refinery or building that makes units otherwise they won't come out refunding the cash you used.
Sentry Gun
Costs: $500
Power: 0
Armour: Heavy
Description: This building is your anti-infantry defense. It uses 0 power and doesn't need power to operate.  Put a few around your Construction yard to prevent Chrono Legionaires or Commandos access.
Tesla Coil
Costs: $1500
Power -75
Armour: Heavy
Description: This is your main anti-tank defense for the Soviets. Alone this strucutre does poorly and will fall easily when alone. When placed with a few other Tesla Coils  they will provide you with a good defense. Be sure to charge them with Tesla Troopers since they will help strengthen the Tesla Coil and having 2 troops will prevent it  from being disabled in power outs. I usually place 3 for power.
Flak Cannon
Costs: $1000
Power: -50
Amour: Heavy
Description: This is the Soviet's Anti-Aircraft defense. This strucutre should be placed around your Tesla Coils and perhaps even all over your base. This building can shoot down Allied aircraft and rocketeers. Although it is not good in strength it is better in aim, speed and range. Plus it can damage units that are too close together.
Nuclear Reactor
Costs: $1000
Power: +2000
Amour: Light
Description: This is the second Soviet power plant available. This produces more than enough power to give you a stronge defense while powering up your other structures and with room for more power. Use this building when your space is limited and cash is low. The drawbacks is that when this building explodes it will be like having a nuclear missile shot at you. Only Chrono legionaires erasing will cancel this effect. Players are foolish if they destroy this buiilding with a land force since this can weakend a whole force and with high health this strcture needs a strong force to bring it down. Place this building with inexpensive structures like the barracks but don't keep it with your primary barracks otherwise most of your infantry will become mush. This building usually provide tons of power and the need of building more power plants is unecessary so if this building goes out you have little power left. To prevent aircraft attacking place this building at the back of your base and your AA defenses should take them out before they even get to this plant. Some sentry guns can help take out Chrono Legionaires.
Psychic Sensor
Costs: $1000
Power: -50
Armour: Light
Description: This building will show you enemy movements if they selected an area that the sensor covers. This is perfect for preparing a defense force to the building giving you a hint at what your opponent is trying to do to you. This structure is useful on the computer players who sometimes target a single conscript with all of its forces. Move the conscript to the back the and computer will ignore everything until it gets attacked, perfect for ambushing
Iron Curtain
Costs: $2500
Power: -200
Amour: Heavy
Description: This building gives you the ability to take a small number of units and make them invulnerable for a short period of time. Use this building on your apocalypse tanks and send them against Allied defense and make the most out of this ability by crushing everything you can get to. You can use this on Rhinos to go and take out a specific structure until the affect wears out aswell. Only 1 can be built. Enemies will also be able to see this building since all shroud on this structure will be uncovered even under gap generators.
Nuclear Missile Silo
Costs: $5000
Power: -200
Armour: Heavy
Description: This building will give you the ability to fire a nuclear missile at your enemy. The missile should be enough to destroy most structures and  kill all the infantry who come out of those structures since  it leaves radiation in the base for a while. Although not as destructive against units like the Weather Control Machine it will still heavily damage heavily armoured units. Only 1 can be built. Enemies will also be able to see this building since all shroud on this structure will be uncovered even under gap generators.
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