Terror Drone :: Apocalypse Assault Tank :: Mobile Construction Vehicle
War Miner :: Yuri Prime

Terror Drone
Cost: 500Armor: Special
Strength: 100 Speed: 10
Weapons: Drone Jump
Structure needed to produce: War Factory
Veteran Abilities: None
Elite Abilities: None

These small, scurrying machines make scrap out of enemy units by scrambling inside and quickly dismantling them -- and they're also useful for taking out infantry units as well. They're best used carefully on units away from an enemy base, as your opponent can "heal" his units by dispatching repairer-IFVs (or sending to the unit to a Service Depot) and he usually won't do that to units very far afield. Used in this way, the Terror Drone can cause considerable attrition to enemy forces. Their speed also makes them useful against straggling infantry units, which they can kill in one lunge.

 


Apocalypse Assault Tank
Cost: 1750Armor: Heavy
Strength: 800 Speed: 4
Weapons: 120mmx, Mammoth Tusk
Structure needed to produce:
War Factory, Battle Lab
Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of fire. Self-healing

Equipped with both ground and anti-air guns, the Apocalypse Assault Tank is the ultimate piece of Soviet tank technology, blending brute force and serious firepower. Once you get a fleet of this guys out and about, their assault power is not to be laughed at. Perhaps their only weakness is their very slow speed; and usually a player with sending out a group of Apocalypse Tanks will most likely have sacrificed aspects of base defense to build up such a force. Thus when building your fleet, beware of pre-emptive strikes by your opponent.

 


Mobile Construction Vehicle
???Cost: 3000Armor: Medium
Strength: ??? Speed: ???
Weapons: None
Structure needed to produce: War Factory
Veteran Abilities: None
Elite Abilities: None

The MCV creates the Construction Yard, which is the heart of the Allied base. As you climb the tech tree, the unit will become available to build. It's heartily recommended for longer games to have an extra MCV or two at the ready to build a secondary base in case of, oh, say, a nuclear missile annihilating your original one. In that case, it's best to keep the MCV well-guarded, but away from other crucial structures that may be targeted by your opponent.

 


War Miner
Cost: 1400Armor: Medium
Strength: 1000 Speed: 4
Weapons: 20mm
Structure needed to produce: War Factory
Veteran Abilities: Increased strength, firepower, sight, speed
Elite Abilities: Increased strength, firepower, rate of fire. Self-healing

This ore-collecting vehicle doesn't need babysat as much as its Allied counterpart, as the Soviet War Miner sports a formidable mounted gun to defend itself against enemy attack. This won't completely thwart an attack on your harvester units, however, so it's guarding your War Miners with a decent fleet of Rhinos will hopefully deter serious harassment by your opponent. And since the War Miner collects twice as much ore as does the Chrono-Miner, it will be that much more of an appealing target by your opponent -- collecting more ore means there's that much more to lose if an attack is successful.

 


Yuri Prime
Cost: 2000Armor: Flak
Strength: 200 Speed: 6
Weapons: Super Mind Control, Psi Wave
Structure needed to produce: ???
Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of fire. Self-healing

No current information.