Soviet Armored Units

Units How to use them...and stop them

Tactics There are only so many ways to win

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The Good Has a gun
The Bad Can't chrono
How to Use Depends on the map, but 4-5 is a good number. Almost always build 1 from the war factory first, the rest coming from refineries (sell). Protect from terror drones by using sentry guns, conscripts or building a service depot.
How to Stop Tanks (not prism), terror drones
 

The Good The most useful unit early game. Powerful and relatively fast
The Bad Has its limits against mirages.
How to Use Rush with 3-4 rhinos early, and if even somewhat successful, continue sending waves of tanks. Mix with cannon fodder (conscripts, dogs), and maybe a flak track with tesla troopers to help.
How to Stop Terror drones, mirages, lots of grizzlies, tesla troopers, rocketeers, deployed GIs, 2 BE
 

The Good Excellent anti-air and has 5 slots to carry passengers
The Bad Weak armor, not versatile like IFV
How to Use 1 will kill up to 5 rocketeers, put engineers, terror drones (go for miners and tanks), tesla troopers, crazy ivaned units in. Pair with rhinos against rocketeers.
How to Stop Any tank, deployed GIs, tesla troopers, 1 BE
 

The Good Fast and, when used properly, can chew up lots of tanks, miners, and infantry
The Bad Little armor
How to Use Build one early to send in opponent's war miner (avoid gun) or into his tanks. Put 2 in a flak track so miners will shoot flak track instead of terror drones. Avoid pillboxes.
How to Stop Pillboxes, most infantry (deployed GIs, conscripts, tesla troopers), mirage and prism tanks, move other tanks away as they shoot
 

The Good Great range (beats grand cannon)
The Bad Slow, no armor, missile easily shot down
How to Use Usually used only to crack turtles, to destroy garrisoned buildings, or to lure a stationary squad of tanks
How to Stop Chase with a couple of tanks or planes
 

The Good Extremely powerful and durable
The Bad Sloth-like speed, verbal warning
How to Use Capture a building, place a war factory in their base (kirov 99% complete), and set to primary building. Or escort with apocalypses or with rhinos and flak tracks.
How to Stop Any anti-air will do. Just don't build too much.
 

The Good Powerful, durable, anti-air
The Bad Slow, expensive
How to Use Build these mainly in long games, or to escort desolators or kirovs
How to Stop Terror drones, mirage tanks
 

The Good Transports many units
The Bad Slow, relatively weak
How to Use Escort with other units. Get one early to secure tech buildings (soviet on Lake Blitzen)
How to Stop Easily dealt with
 

The Good ???
The Bad Slow
How to Use Get some early to prevent opponent from going naval (especially before an allied player gets dolphins)
How to Stop Dolphins, rocketeers, subs
 

The Good Great anti-air, fast scouters
The Bad Poor armor, does not do much damage to other naval units
How to Use Escort submarines and dreadnaughts. Build one first to scout.
How to Stop Any offensive naval unit.
 

The Good Fast
The Bad Rather weak, dead meat against dolphins
How to Use Use them to escort a dreadnaught
How to Stop Any naval unit is effective. Dolphins can kill them even when they have a ship in their grasp.
 

The Good Reloads quickly, nightmare when elite
The Bad Missles can get shot down
How to Use Escort them with other naval units. Even 1 dreadnaught does massive damage.
How to Stop Other naval units, Tanya, 4BE. Any anti-air to shoot down the missiles.
 

Country Specific Units

The Good Pretty good against other armored vehicles, infantry, and structures.
The Bad Expensive, horrible range.
How to Use Not worth getting.
How to Stop Nobody gets them.
 

The Good Massive damage
The Bad Slow, poor armor, makes a verbal warning
How to Use Chronoshift, iron curtain, or build them in opponent's base
How to Stop Anything. Planes work very well.
 
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