Soviet Military (Red Alert 2)

With the defeat of the USSR, the Allies began to help rebuild the defeated nation. The USSR was stripped of much of its former glory, including most of its air force. The United States set up Alexander Romanov as a puppet ruler. Premier Romanov appeared to be a man of peace, and even founded the World Socialist Alliance to aid developing nations.

However, the pacifism of Romanov was a ruse. Even though the United States did not have a strong participation in the European Campaign of the last war, with the exception of food, medical, and arms aids to the Allied Nations, Romanov blamed the United States for the defeat of the Red Army and the USSR. He believed that if the Americans did not help the Allies, Stalin may have pulled a victory against them. With the World Socialist Alliance, a supposed to be peaceful organization of second-world countries which had a hidden agenda, he plotted to topple the United States. Unbeknownst to the Allies, the Soviet military was busy rearming and reorganizing itself for the coming conflict. Around this time a man known as Yuri, a master psychic, became Romanov's personal advisor, and directed the expansion of the Soviet psychic taskforce, the Psychic Corps.

## Arsenal

### Infantry

* Conscript: These standard Soviet infantrymen are cheap to produce and surprisingly tough and well armed, making them perfect for *en masse* attacks. Bum-rush the showski, comrade.
* Engineer: These highly trained technicians may be defenseless on the battlefield, but they're indoorsy types anyway: Engineers can capture enemy buildings, heal friendly buildings and even detect and disarm Ivan bombs.
* Attack Dog: Unlike humans, attack dogs, with their canny sense of smell, can detect disguised units such as spies. Their bite is as bad as their bark: they can take out infantry with one lunge.
* Flak Trooper: This unit specializes in blowing a different brand of chunks; the shrapnel-shooting Flak Trooper is effective against air units as well as ground infantry.
* Tesla Trooper: The Tesla Trooper has a thing for tanks - destroying them, that is. Tesla Troopers can also power up Tesla Coil attacks for some extra zap these bulky troops can't even be crushed by them.
* Crazy Ivan: The resourceful Ivan can plant a bomb on anything in the game - even cows (call it the McBomb). When he's deployed, things go boom, fall down
* Chrono Ivan: A Crazy Ivan with a Chrono device. Obtainable after infiltrating an Allied Battle Lab as the Soviets (In YR, Soviet BL by the Allies).
* Desolator: These radiation-spewing soldiers are a bane to all infantry and even light vehicles it can also turn terrain into impassable wastelands to thwart enemy movement.
* Terrorist: Some very dangerous Cubans. A few Flak Track-fulls can act as replacement Demolition Trucks and level a base.
* Yuri (Clone): Having graduated beyond bending silverware, Yuri can mind-control a single enemy unit, or - if he's taken his Gingko - deploy to give off a psychic wave that kills all infantry in the area (except units immune to psionics).
* Yuri Prime: This upgrade increases the range of his mind-control ability. Obtainable after infiltrating another Soviet Battle Lab. In YR, he is the hero unit; he can hover over over land and water and can mind-control buildings.
* Boris: The Soviet Union's finest hero and commando. His powerful assault rifle can easily take care of most targets. He also has full authority to call in a MiG airstrike.
* Cosmonaut: Available for training on Lunar missions, Soviet cosmonauts are expensive but packed quite a punch. They are equipped with rocket boosters (like Allied Rocketeers) and armed with high-intensity laser guns.

### Vehicles

* Rhino Tank: This standard Heavy Tank has greater firepwer and range then their inferior counterpart the Grizzly but is slightly slower.
* Flak Track: This flak-firing vehicle can pound ground infantry and air units, as well as carry a full complement of infantry.
* V3 Rocket Launcher: This piece of artillery is all about spreading the love: its wide range of splash damage is a bane to massed units.
* MCV: The roving workhouse of the Soviet army, this vehicle plants the seed from which pretty Red flowers - i.e., Soviet bases - grow.
* War Miner: This standard ore collector doesn't need backup: it carries a powerful 20mm cannon that can put the hurt on infantry and light vehicles, and also has powerful armor and once promoted to Elite can move faster and also collect ore faster.
* Terror Drone: The Terror Drone is a gremlin-like robot that scurries into enemy vehicles; once inside, it deploys some high-tech saws to slice and dice the enemy unit.
* Apocalypse tank: This juggernaut of a tank relies on supreme firepower and it's highly advanced technologies to completely and utterly crush their enemies, it is also the only tank that possess a devastating anti-air attack
* Tesla Tank: The Russians have long been the most advanced users of Tesla's super-science. Their invention and use of the Tesla Tank gives them a decisive advantage on the battle field. It is faster than the Rhino and more powerful than the Tesla Troopers.
* Demolition Truck: Expensive, but these Libyan trucks are miniature nukes. Iron Curtain a couple, stick them in the middle of a base and boom...

### Aircraft

* Kirov Airship: This surprisingly well-armored blimp boasts monster iron bombs that are excellent for intensive attacks against bases; better yet, they never need to re-arm.
* Siege Chopper: This versatile assault helicopter is very effective against infantry units. When landed, the Siege Chopper deploys a massive cannon capable of shelling far away targets.
* Spy Plane: Reveals terrain and enemy positions for the Soviet army as it passes over the designated area. Can only be called in periodically from Soviet Radar Towers.
* MiG: The laser-guided bombs used by these MiGs were quite accurate and powerful as a single bombing run is usually enough to destroy every structure. The MiGs also had good armor, although they can still be shot down by enemy anti-air. The MiG Fleets is called upon from outside the theater by Boris as soon as his laser targeting is in effect, flying toward the target, and shoot their ordinance before evacuate from the theater.

### Naval Units

* Typhoon Attack Sub: This Soviet naval raider stays submerged - and usually undetected—when moving around. Its torpedoes turn naval targets into flotsam fast.
* Dreadnought: This powerful Soviet warship fires nasty long-range missiles which are vulnerable to AA weapons.
* Giant Squid: Never big fans of sushi, the Soviets use these mind-controlled creatures of the deep to latch onto enemy ships to slow them down or even drag them under. Squid are a useful defense against Allied SEALs and Dolphins.
* Sea Scorpion: A swift anti-air speedboat. Very good for scouting, has a large scouting visual range and fast speed to compliment it. Very limited when confronting Allied Destroyers, but it's the only boat that has an AA weapon.

### Structures

* Construction Yard: The Construction Yard is the foundation of all Soviet bases.
* Tesla Reactor: The standard Soviet power plant that fuels the Red war machine.
* Ore Refinery: The place where is is brought to be turned into credits. Comes with one ore truck with the option to build more. More ore trucks mean more credits. More credits mean more toys.
* Barracks: The training facility for soldiers.
* Radar: A tall tower with a powerful sweep that lets the Soviets keep their eye on the world.
* War Factory: The place where Vehicle units are made. The Soviet War Factory also has the ability to launch Airships.
* Naval Shipyard: The construction facility where Naval units are made.
* Service Depot: Here, Soviet units can repair damaged vehicles.
* Battle Lab: A specialized lab that gives the Soviets access to a number of advanced units and buildings.
* Cloning Vats: Honey, we're having twins: Whenever the player builds an infantry unit, another pops out at the Cloning Vats.
* Psychic Sensor: The Psychic Hotline of World War, this future-seeing sensor detects enemy troop movements, super weapon attacks and enemy attacks that occur within its sensor radius. We can sleep well once again.
* Nuclear Reactor: A Soviet Advanced Power Plant produces a high rate of power. When it explodes, run for cover: radiation spreads fast.
* Industrial Plant: Allows for the mass production of Soviet vehicles, which will have their cost reduced by 25%.
* Nuclear Missile Silo: Know nukes: This structure is required to get the Nuclear Missile. When a nuke is under construction, all players are notified, and they'd better run for cover: if the explosion doesn't get 'em, the green fallout will.
* Iron Curtain: The Iron Curtain is a powerful force-field that can make all ground units and/or buildings within its 3x3 grid immune to attack for 45 seconds. This ability does not affect units in the air or under the water. Infantry hit by the Iron Curtain are turned into human toast and die screaming.

#### Base Defences

* Fortress Walls: These tried-and-true walls block enemy ground movement, and can be built quickly.
* Battle Bunker: A cheap Soviet bunker has no weapons of its own, but can be garrisoned with up to five Conscripts.
* Sentry Gun: This small robotic drone is the perfect defense against encroaching enemy infantry.
* Flak Cannon: Fly the not-so-friendly skies: The Flak Cannon fires bursts of flak at enemy aircraft.
* Tesla Coil: This powerful defense weapon requires considerable power, but it's worth the investment: it devastates ground units with a powerful bolt of electricity. Imagine a thousand forks jammed into a thousand outlets.