GDI Nod Allies Soviet
Soviet

*Hover over the icons on the right to view their descriptions.

Construction Yard
The Construction Yard is the foundation of a base and allows the construction of other buildings. You must protect this structure! Without it, you cannot build any new structures. The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to Engineers. Try surrounding your Construction Yard with walls to keep out unwanted guests.

Barbed Wire Fence
Barbed-Wire Fences stop non-tracked vehicles and infantry. Tracked vehicles can destroy the barrier by shooting it and/or running over it.
Concrete Wall
Concrete walls are an effective barrier. They are much harder to destroy than other walls and will take the enemy much longer to blast through. Only explosive weapons such as grenades, missiles, and shells can damage Concrete Barriers.
Gate
This structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass but will not open for enemy units.
Power Plant
The standard Power Plant. Power output is directly related to the Power Plant's condition, so protect them during battles. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. Your production speed can also be severely lowered if you have too little power.

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Advanced Power Plant
This structure provides twice as much power as the standard power plant. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. Your production speed can also be severely lowered if you have too little power. The Allies and Soviets use older technology than GDI and Nod, because of which their advanced power plants occupy more space.
Barracks
This structure is a field training center for all available infantry units. You need a Barracks to be able to train infantry.
Refinery
This processes tiberium and ore into its component elements. Building the refinery immediately deploys a Harvester and each Refinery can handle an infinite number of Harvesters. Each refinery can store a limited amount of processed resources and once they're at maximum capacity you'll require more refineries or silos to be able to gain more credits. When destroyed or captured, all credits the refinery was storing will be forever lost, so defend it well.

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Kennel
The Kennel trains Attack Dogs and decreases the production time of infantry.
Runway
The runway allows construction of all aircraft for the Soviets. Aircraft must return to the runway to reload their weapons.
Flame Tower
The Flame Tower shoots fireballs at any enemy ground units that approach it. Although it is best used against large groups of infantry, it is effective against armored units as well if they get close enough.

Role: base defense
Strong vs: infantry, light vehicles
Weak vs: tanks, artillery

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Silo
The silo stores a limited amount of credits of processed resources. You'll have to build more of these when all refineries and silos you own are at maximum capacity, or you'll stop gaining any more credits when a harvester unloads at the refinery. If destroyed or captured, the amount of credits stored in them is deducted from your account.
Weapons Factory / Airfield / War Factory
This structure is responsible for the building of all vehicles. It is well armored, but is also a favorite target for the enemy. If your War Factory is captured by an enemy Engineer, not only do you lose the ability to build vehicles, but the enemy is able to build your vehicles in addition to his own. Building multiple War Factories decreases the amount of time required to create a vehicle.

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Naval Yard / Submarine Pen
The Naval Yard is available on maps with a lot of water and is responsible for producing naval units. Building multiple Naval Yards decreases the amount of time required to create a ship. In addition, the ship building speed is linked together with the vehicle building speed, meaning that building additional Naval Yards also makes vehicles faster to build from your War Factory and vice-versa.

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Repair Facility / Service Depot
The repair facility/service depot allows you to repair or sell any damaged vehicles or aircraft that are positioned on it. All repairs are deducted from your credits and repairs will immediately halt if you run out of credits while repairs are in progress.

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Communications Center / Radar Dome
Allows the use of the radar screen to glance over the entire battlefield as long as there is sufficient power. Building a Communications Center also gives a commander access to second-tier units and structures.

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SAM Site
Fires surface-to-air missiles at airborne enemy units. Position enough of these around your base to make sure any aerial threats are destroyed before they can cause serious damage to your base. Slower moving or hovering aircraft will fare the worst against this defensive structure. Nod and the Soviets use different models of SAM sites, but they have identical functions.

Role: anti-air base defense
Strong vs: aircraft
Weak vs: everything else
Technology Center / Research Facility
Required to access third-tier units and buildings.
Tesla Coil
The Tesla Coil automatically directs bolts of lightning at enemy ground units, reducing men to ash and tanks to molten steel in seconds. It is the most damaging defensive weapon in the game; however, it has low hitpoints and requires very high amounts of power, so make sure to support it and build enough Power Plants.

Role: base defense
Strong vs: vehicles, infantry
Weak vs: infantry (when massed), artillery
Deployed Sensor Array
When deployed, the MSA detects units and structures in unexplored areas (which are then revealed on your minimap), and reveals cloaked and subterranean units on your tactical view. The range of the MSA is shown by a large green circle when selected.

Role: support, non-combat

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Missile Silo
It gives access to Nuclear Strike superweapon and allows Demo Truck production from the war factory.

 

 

 

Minigunner / Rifle Infantry
Minigunners/Rifle Infantry are the basic unit of all factions. They are very cheap to produce, but have very little longevity. In masses they can take down any target, but fall quickly to anti-infantry fire. Just remember that large tanks can easily crush your infantry and any flame-based or explosive weapons can quickly reduce entire squads to ash.

Role: all-purpose
Strong vs: infantry, light vehicles, buildings (when massed)
Weak vs: tanks
Grenadier
Though more damaging and faster than Minigunners, grenadiers have less health and explode when killed; this harms all units nearby, including friendlies. They are most effective when used in small groups or combined with other infantry.

Role: anti-infantry, anti-structure
Strong vs: infantry, buildings
Weak vs: light vehicles
Bazooka / Rocket Soldier
Rocket soldiers are slower than other infantry, but are the only ones capable of effectively fighting vehicles and aircraft. They also have extra range, making them decent at fighting most basic defenses as well. Most effective as a support unit in diverse groups.

Role: anti-tank, anti-air
Strong vs: vehicles, aircraft, buildings
Weak vs: infantry
Engineer
Engineers do not have any combat capability, but are still invaluable units. When ordered to enter an enemy structure, they can instantly take control of it (or first inflict severe damage before taking control of it, depending on the "multi engineer" multiplayer option). They also fill a defensive role, as they can instantly repair any friendly structure to full strength. The unit is lost when performing either action.

Role: building acquisition, repairing buildings and low bridges
Strong vs: buildings
Weak vs: everything

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Soviet Flamethrower Infantry
Given improved body armor for higher health than standard infantry, and a powerful flamethrower with a longer range than the Nod version. These troopers are devastating to enemy infantry, buildings, and light vehicles, but also more expensive and technologically demanding than the Nod ones. Since they explode on death they are less effective in groups, and considering that they are still vulnerable to anti-infantry weaponry, they are best used with an APC to carry them to a vulnerable spot.

Role: anti-infantry, anti-structure
Strong vs: infantry, buildings
Weak vs: light vehicles

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Shock Trooper
The furthest advancement in Soviet tesla technology turns it far more portable, while retaining a good bit of its damage. These sturdy elite troopers can deliver a powerful jolt deadly to any land target. They lack the range of their tank counterpart, but are much cheaper and less susceptible to anti-tank armaments. They are however just bulky enough that enemy tanks cannot just run them over. This and their short build time makes them ideal at defending yourself in a hurry, and for combining with the Heavy APC as the enemy can't simply crush them as they exit the vehicle.

Role: anti-tank
Strong vs: infantry, vehicles, structures
Volkov
Years of training and combat experience, as well as the first ever cybernetic enhancements deployed in action, have made this guy a super-soldier. He is armed with an advanced gyrojet rifle, which fires rocket-propelled, explosive bullets. Volkov's strength and the light, recoil-less nature of the weapon allow him to carry a very large caliber, effectively giving him a semi-automatic rocket launcher. His ocular implant and high speed let him hit-and-run all but the fastest enemies from afar, meaning this commando can effectively operate behind enemy lines against even larger groups. He also carries strong body armor, and while more hardy than any human soldier, he will get worn down if multiple enemies are allowed to overwhelm him.

Role: support, hit-and-run
Strong vs: infantry, artillery (when distracted), tanks (individual), buildings
Weak vs: light vehicles (when massed), fire-support vehicles, artillery, aircraft
Build Limit: 1

 

 

 

Attack Dog
Although unarmored and easy to kill, Attack Dogs are fast and make the perfect early scout unit. They can swiftly eliminate an individual enemy soldier, but are poor against groups. They also make fine pets.

Role: scouting
Strong vs: infantry
Weak vs: everything else

 

 

 

Gatling Tank
Gatling Tanks excel at defending units and structures from infantry, light vehicles and air raids. Their heavy armor makes them resistent against small arms and fire, but their Gatling Gun is ineffective against the heavy armor of other tanks.

Role: recon, anti-infantry, anti-aircraft, anti-recon
Strong vs: infantry, light vehicles, artillery, aircraft
Weak vs: tanks, base defenses
Heavy Tank
The basic tank of the Soviet Empire, this heavily armored beast is equipped with twin cannons, giving it significantly more damage than its nearest equivalents, the Medium Tanks. It sacrifices speed for this bonus, but the net result still makes it a formidable opponent on the battlefield.

Role: anti-vehicle
Strong vs: vehicles, buildings
Weak vs: rocket infantry
Harvester
This armor-plated vehicle seeks out and scoops up raw tiberium/ore, then transports it to refineries for processing to credits. It is slow, has no weapons, and needs to be protected. Its good points are that it can take a beating before being destroyed, it is capable of self-healing, and it can crush enemy infantry.

Role: gathering resources

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Heavy APC
The Heavy APC sacrifices speed for much improved armor and a larger carry capacity than the lighter versions. It carries no weapons of its own, but its spaciousness allows a commander to safely get well-mixed groups of infantry into (and hopefully out of) the fray.

Role: transportation
Strong vs: nothing
Weak vs: everything
Passengers: 6

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Tesla Tank
Taking the Tesla Coil's destruction into the field, the Tesla Tank is a valuable addition to Soviet arsenal, dealing high single-target damage to all enemies on the ground. It's very thinly armored, sometimes destroyed with a single shot of enemy artillery, but thanks to its long range and decent mobility it can fire from behind heavier tanks and infantry. It's also fairly inexpensive for a Soviet vehicle, and can be used both in an assault to assist in fast destruction and taking out simpler base defenses, or scattered around the base to incinerate enemy commandos.

Role: support, general-purpose
Strong vs: infantry, vehicles, structures
Weak vs: light vehicles, artillery
V2 Launcher
The V2 Launcher fires very powerful napalm missiles at high velocity over long distances, sometimes capable of incinerating enemy vehicles in one shot. While very damaging, they are slow, lightly armored, have very long reload time and large minimum range, and as such should always be escorted by other units. They also out-range all base defenses and hit enemy ships hard, making them a prime choice to protect Soviet coast from anything short of a capital ship.

Role: support, artillery
Strong vs: infantry, artillery, base defenses, buildings, ships
Weak vs: close enemies, tanks
Mobile Sensor Array
When deployed, the MSA detects units and structures in unexplored areas (which are then revealed on your minimap), and reveals cloaked and subterranean units on your tactical view. The range of the MSA is shown by a large green circle when selected.

Role: support, non-combat
Mobile Construction Vehicle
The Mobile Construction Vehicle lets you search for suitable base sites. Once one is found, convert the MCV into a full-service Construction Yard by deploying it and use it to build other structures. Since this vehicle is slow, unarmed, and expensive, you will want to keep it well guarded with other units.

Role: support, non-combat

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Mammoth Tank
The heaviest and the best armored mass-produced vehicle to the date, it can take and dish out enormous punishment. It deals heavy damage to enemy vehicles and buildings -even more so than its GDI counterpart- and can use Mammoth Tusk missiles to deal with aircraft and infantry as well. Its special systems and crew training allow to perform limited repairs on the battlefield, restoring the heavily damaged tank to 50% of its integrity over time. However, it's extremely ponderous, even when compared to its equivalent - it cannot run away, give chase, is prone to getting shot at from long range helpless to retaliate. Its missiles are just moderately effective against infantry, and often this Russian colossus falls to as little as a handful of rocket soldiers.

Role: general-purpose
Strong vs: vehicles, buildings, aircraft, infantry
Weak vs: mobile artillery, infantry (when massed)
M.A.D. Tank
The M.A.D. Tank is extremely powerful, but difficult to use effectively. When deployed, it unleashes powerful earthquakes which cause extreme damage to large structures. Infantry are left completely unharmed, so it is recommended to protect the tank with a potent infantry squad. Aircraft and vehicles are able to get close before taking significant damage (none at all in the case of aircraft), so they are arguably the most effective counter. Mind that although the M.A.D. Tank doesn't drain any power by itself, it does require sufficient base power to operate.

Role: siege, anti-structure
Strong vs: buildings
Weak vs: tanks, infantry, base defenses
Build Limit: 1

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Behemoth Tank
Even bigger than traditional Mammoth Tank, this vehicle unleashes barrages of napalm shells at a high-arc from its mortar batteries, covering the battlefield in fiery death of special slow-burning napalm. While not as long-ranged as conventional artillery, ponderous like mammoth tanks, having a blind spot, needing to stop to fire and prone to friendly-fire, it's still a viable asset for Soviet assaults. Due to its mass, it cannot be carried by a Chinook.

Role: support, general-purpose
Strong vs: infantry, base defenses, buildings
Weak vs: close enemies, aircraft
Build Limit: 1

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Demo Truck
These units carry a small nuclear warhead with all safety off - rigged to detonate on an order to destroy a target when getting close or upon destruction. It's advised to handle them with great care, as they can cause massive damage to user's own forces if destroyed by superweapon or air attack before leaving confines of the base. They are useful for softening enemy bases when beginning a siege or sneaking through unguarded sections of enemy bases and blowing up important structures - one of the more popular tactics is pairing them with Chinooks to drop them even in defended base sections with no anti-air defenses as a form of bombing, although a chinook that's carrying a demo truck will not explode into nuclear fire when shot down.

Role: siege
Strong vs: unguarded opponents, structures, infantry
Weak vs: all sources of damage

 

 

 

Hovercraft Transport
These amphibious vehicles are deployed from naval yards and used for transporting troops and war-gear to other islands in water-dominated areas. They're quite mobile in the water, but ponderous on land. Soviet doctrine is more combat-focused than that of Western nations, and as such their Zubr-class hovercraft are armed with twin cannons to take on light patrol vessels and clear the landing zones, but due to the weight of the guns and ammunition they are slower than their counterparts.

Role: transportation
Strong vs: light ships, light vehicles
Weak vs: combat ships, infantry, tanks, artillery
Passengers: 5
Submarine
Silent and stealthy, Submarines have low health but deal high damage to opposing naval units. Subs must surface to fire their torpedoes, giving away their position, and opening themselves up to any nearby units that can hit them. Soviet Submarines are also capable of firing at land targets with a light cannon, but its damage is minimal. They are the backbone of the Soviet navy, and unlike other tier 1 ships, remain relevant against larger warships.

Role: anti-ship, scouting
Strong vs: ships
Weak vs: land artillery
Mobile Repair Ship
Mobile repair ships can be used to repair friendly ships and can be deployed to detect submerged Submarines as well as cloaked Laser Corvettes. It costs nothing to repair the units, but the MRS is quite expensive by itself. It cannot directly attack enemy units, and as such must be guarded at all times.

Role: support, non-combat

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Missile Submarine
This submarine was developed as the perfect companion to the regular Subs. They fire rockets at greater range, able to hit both enemy aircraft and bombard coastlines to much greater effect. Like the regular Subs, they need to surface before they can engage. They can be ordered to stay surfaced via deployment, in order to allow them to immediately respond to incoming enemy aircraft.

Role: support, anti-aircraft
Strong vs: aircraft, buildings
Weak vs: land artillery, ships
Sea Mine
Constructed at a Sub pen, it travels under water and detonates when it gets right next to an enemy ship. It is controlled like a normal unit. It is very fragile, so avoid them getting detected by the enemy before you've reached your target.

Role: anti-ship
Strong vs: ships
Weak vs: everything

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"Lun" Attack Ekranoplan
The "Lun" Attack Ekranoplan is one of the newer additions to the Soviet navy - a large vessel with powerful armament, using ground-effect to accelerate to speeds comparable to that of much smaller speedboats. It's armed with a battery of missiles, effective against ground targets and somewhat less against ships at moderately long distance. While not able to out-range land artillery like most capital ships, it can perform hit-and-run attacks on unprotected shoreline installations and assist submarines in larger naval fights. It is, however, surfaced at all times, so it's advised to protect it while on stand-by with missile subs.

Role: support, artillery, hit-and-run
Strong vs: buildings, ships (from afar)
Weak vs: land artillery, aircraft, ships (up close)
Project 941
Submarine Project 941 is the leviathan of the Soviet Navy. It can deploy to fire a cluster of missiles that deal high damage to a large area from extreme range, although enemies must be individually targeted. It is highly vulnerable against opposing naval units and enemy aircraft, and so it should be protected at all times. Deploying to fire missiles will expose the Project 941.

Role: artillery, anti-structure
Strong vs: buildings
Weak vs: ships

 

 

 

Yak
Does strafing runs unloading its dual machineguns to shower the enemy in bullets. It is the cheapest aircraft in the game and immediately available at an early tech level. Even one of them is exceedingly dangerous to groups of enemy infantry. A small group can tear through enemy light vehicles and buildings, and strafing an enemy's artillery back-line at the right angle can turn the tide of battle. They are however fragile and not particularly fast, and not very good against ships.

Role: anti-infantry
Strong vs: infantry, light vehicles
Weak vs: anti-air units, tanks
Chinook
Chinooks give extreme mobility to both infantry and vehicles. They are capable of carrying 1-5 infantry or a single vehicle of any kind quickly across vast distances. They are very vulnerable to AA defenses, so be careful to maneuver around them. Use them to transport MCVs to other islands on naval maps.

Role: transport
Weak vs: anti-air units

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MIG
Quite a bit faster than the Yak, this fast-attack aircraft carries four maverick missiles. While not much more powerful against individual target than the ORCA's hellfire missiles, the Maverick missiles have a significantly more powerful area-of-effect, making them very effective against large tank formations and structures. However, to use them fully MiGs have to fly over their target directly, and that combined with their paper-thin armor makes them extremely vulnerable to enemy anti-aircraft defenses.

Role: anti-vehicle, anti-ship
Strong vs: vehicles, buildings, ships
Weak vs: anti-aircraft units and defenses, infantry

 

 

 

Nuclear Strike
This super weapon delivers a nuclear warhead via a missile that's launched from a missile silo or the Temple of Nod. It takes a short while for the missile to get to its target, but when it does it'll cause damage to units and structures within a large radius. Nuclear strikes are ineffective against naval units unless they're directly adjacent to a shore.

Role: super weapon
Strong vs: everything on land

 
 

 

 

 

 

 

 

Credits:
Bittah Commander: webpage design, coding, fact-checking, editing and adding to Rhob's descriptions.
Rampastring: fact-checking, editing and adding to Rhob's descriptions.
Rhob: wrote the original draft for the descriptions.
Tiberius: Updated the descriptions on December 18, 2020.
Polish'dPole: Updated the descriptions on August 20, 2021.