| Con-script :: Engineer
:: Attack Dog :: Tesla Trooper Crazy
Ivan :: Flak Trooper :: Yuri
 |  |  |
 |  | Cost:
100 | Armor:
Flak |  |
| Strength:
125 | Speed:
4 | | Weapons:
M1Carbine | | Structure
needed to produce: Barracks |
| Veteran
Abilities: Increased strength, firepower, rate of
fire, sight, speed |
| Elite
Abilities: Increased strength,
firepower, rate of fire, self-healing |
 |
 |
This basic infantry fighting for Mother Russia is different
from its Allied counterpart in two crucial ways: on the
downside, it lacks the ability to deploy into a fortified
position. On the upside, however, it's half the cost of
the Allied GI. Thus on maps with urban buildings, garrison
plenty of Conscripts for a cheap, powerful defense that
can quickly rack up veterancy. Avoid mixing them up with
enemy tanks, however -- they'll be roadkill in no time.
|  |
 |
 |  |  |
 |  | Cost:
500 | Armor:
None |  |
| Strength:
75 | Speed:
4 | | Weapons:
Defuse kit | | Structure
needed to produce: Barracks |
| Veteran
Abilities: None | | Elite
Abilities: None |  |
 |
Sure, his only weapon maybe a clipboard and pocket protector,
but the Engineer is not to be underestimated as both an
offensive and defensive unit. If you're low on cash to repair
your structures, send an Engineer into the building for
a quick repair (note that the unit is "lost").
More importantly, Engineers can help turn the tide of battle
by capturing neutral tech buildings that often dot the battlefield.
Capturing an airport gives you the ability to produce paratroopers,
which you can drop every few minutes to a selected location
on the map. Capturing hospitals creates a center at which
to heal wounded infantry units. Capturing an outpost turns
it into a repair facility with defenses against both air
and ground attacks.
But perhaps the most important tech building
to capture is the oil derrick, which will boost your credit flow while occupied
(plus a "finder's fee" upon first capture). An often overlooked way
to ramp up your base's finances, oil derricks can mean the difference between
biting your nails while you wait for ore miners to come home and building that
weather control device. On maps with lots of oil derricks, scout your Engineers
early with a few tanks and attack dogs.
Best of all, however, is using the Engineer as an offensive
unit against your enemy's base. After taking out perimeter
defenses with tanks and ground units, try sending in a detachment
of engineers into enemy structures. As soon as they've taken
the buildings, cash in in a frenzied sell-off.
|  |
 |
 |  |  |
 |  | Cost:
200 | Armor:
None |  |
| Strength:
100 | Speed:
8 | | Weapons:
Teeth | | Structure
needed to produce: Barracks |
| Veteran
Abilities: Increased strength, firepower, rate of
fire, sight, speed and scatter ability |
| Elite
Abilities: Increased strength,
firepower, rate of fire, self-healing |
 |
 |
Truly man's best friend, the Attack Dog is an excellent
defense against infantry units knocking on your door, as
they can take them out in one lunge. It always pays to have
a pack or two sprinkled around your base to sniff out spies,
take out pesky engineers and pre-empt any infantry-based
attacks. If an enemy has a garrisoned building that's causing
you grief, pound it with tank or missile fire until the
infantry flees. Then send in a standby pack of Attack Dogs
for lunch.
|  |
 |
 |  |  |
 |  | Cost:
500 | Armor:
Plate |  |
| Strength:
130 | Speed:
4 | | Weapons:
Electric bolt, Assault bolt | | Structure
needed to produce: Barracks |
| Veteran
Abilities: Increased strength, firepower, rate of
fire, sight, speed | | Elite
Abilities: Increased strength, firepower, rate of
fire. Self-healing |  |
 |
The Tesla Trooper uses the power of electricity, generated
from a portable Tesla coil, to sizzle targets to a crispy,
golden brown. Since they're quite slow-moving, Tesla Troopers
are best used as a static defense, effective against infantry
but particularly devastating to enemy tanks (which can't
squish them). Use one or two to charge up a Tesla Coil for
a slow-recharging but devastating bolt of increased range
and power. The bad news is their lack of speed makes them
particularly vulnerable to Attack Dogs, as well as aerial
attacks.
|  |
 |
 |  |  |
 |  | Cost:
600 | Armor:
Flak |  |
| Strength:
125 | Speed:
4 | | Weapons:
Bomb | | Structure
needed to produce: Barracks |
| Veteran
Abilities: Increased strength, firepower, rate of
fire, sight, speed |
| Elite
Abilities: Increased strength,
firepower, rate of fire, self-healing |
 |
 |
This Soviet demolitions expert places dynamite on targeted
structures and units, including non-enemy units such as
cows. Best used against structures, Crazy Ivan requires
careful handling; if fired upon by enemy units he detonates,
meaning you won't want to keep him too close to your own
units during an offensive. However, his readiness to explode
can make him a useful kamikaze unit if the situation dictates.
|  |
 |
 |  |  |
 |  | Cost:
300 | Armor:
None |  |
| Strength:
100 | Speed:
4 | | Weapons:
Flak gun, Anti-air flak gun | | Structure
needed to produce: Barracks |
| Veteran
Abilities: Increased strength, firepower, rate of
fire, sight, speed |
| Elite
Abilities: Increased strength,
firepower, rate of fire, self-healing |
 |
 |
Effective against both ground and air units, the Flak Trooper
boasts two cannons that fire explosive rounds of standard
flak. Flak Troopers are useless against tanks, however,
making them best utilized as an in-base defense, complemented
with Flak Tracks and Flak Cannons. Flak Troopers are somewhat
slow-moving too, so be sure to spread them throughout your
base for maximum air defense.
|  |
 |
 |  |  |
 |  | Cost:
1200 | Armor:
Flak |  |
| Strength:
100 | Speed:
4 | | Weapons:
Mind Control, Psi Wave |
| Structure
needed to produce: Barracks |
| Veteran
Abilities: Increased strength, firepower, rate of
fire, sight, speed |
| Elite
Abilities: Increased strength,
firepower, rate of fire, self-healing |
 |
 |
A product of Soviet research into mind control, Yuri's
only weapon his scientifically altered brain, which can
control most organic units and even vehicles, except War
Miners, Chrono Miners, Attack Dogs, and aircraft. Since
his range for mind control is quite long, situate him outside
an enemy base to aggravate your opponent by controlling
powerful units inside his own base. Be sure and protect
Yuri well with tanks and infantry, however, as an overdeveloped
brain is no match for a pack of snarling Attack Dogs. His
second attack, the Psi Wave, creates a mind-melting energy
blast, useful for taking out enemy infantry en masse - if
they're close enough.
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