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.

Chain Link Fence
Chain Link functions in the same way that the sandbags do, but they provide more defense. Only explosive weapons such as grenades, missiles, and shells can damage a Chain Link Barrier.
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.
Flame Turret
The Flame Turret 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

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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 and repairing naval units. Ships are automatically repaired when they're moved to one of the cells adjacent to the top edge of the naval yard. 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
Runway
The runway allows construction of all aircraft for the Soviets. Aircraft must return to the runway to reload their weapons.
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)

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Missile Silo
The Allies and Soviets use the Missile Silo to house the Nuclear Missile superweapon. It also gives the Soviets access to the demolition truck.

 

 

 

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
These soldiers are slower and more susceptible to damage than other infantry. They also explode when killed, which makes them poor when massed. The flamethrower allows them to decimate structures and infantry in seconds. The flamethrower the Soviets employ is different technology than Nod's flamethrower, allowing higher weapon range.

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

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Shock Trooper
Another use of Tesla's inventions, Shock Troopers are sturdy and slow infantry units that carry a portable Tesla generator, capable of delivering large jolts of electricity to any unit or structure. Shock Troopers cannot be run over by enemy vehicles, which makes them ideal for fighting tanks. While they also deal high damage to other targets, their relatively high price prevents them from being cost-effective for most purposes.

Role: anti-tank
Strong vs: infantry, vehicles, structures
Volkov
As the special cyborg unit of the Soviet Union, Volkov is equipped with a sniper rifle and a cannon for quickly taking out both infantry and vehicles. He is fast, deals a ton of damage and can outrange most targets, but his relatively low health and light armor mean that you need to watch after him on the battlefield. Groups of enemy vehicles, especially artillery and rocket launchers, can often easily overwhelm Volkov. Volkov will automatically regenerate his health up to 50% over time.

Role: all-purpose
Strong vs: everything on land
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

 

 

 

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 three times the armor of the standard APC, ensuring troops will get safely in (and hopefully out) of a situation. The Heavy APC also has no weapon of its own, so protect and manage it well.

Role: transportation
Strong vs: nothing
Weak vs: everything
Passengers: 5

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Tesla Tank
Taking the Tesla Coil's destruction into the field, the Tesla Tank is a valuable addition to the Soviet arsenal. It has low hitpoints, but with its long range it is able to fire from behind heavier tanks. Its powerful electrical discharges make the Tesla Tank effective in both offensive and defensive roles, dealing high single-target damage to all enemies on ground.

Role: support, all-purpose
Strong vs: infantry, vehicles, structures
V2 Launcher
The V2 Launcher launches high-explosive missiles to the distance that deal high damage to all targets around the impact area. Due to its low speed, light armor, long reload time, high minimum range and inability to hit fast-moving targets, it is very vulnerable to enemies if left alone on the battlefield. As such, V2s should always be guarded by other vehicles, like Heavy tanks.

Role: support, anti-structure
Strong vs: infantry, tanks, buildings
Weak vs: light vehicles
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
Tanks don't come any bigger. The largest class of land based weapons platform, the Soviet Mammoth Tank can take and dish out a lot of punishment. Its twin cannons are unmatched in power on land, and its missiles make it effective against infantry and air units as well. When a Mammoth's armor is depleted below 50%, it will automatically regenerate back up to 50%. Because of their speed, Mammoth tanks are completely unable to retreat or pursue enemy units, so they are very vulnerable when on the move, especially to artillery. The Soviet variant is slower than the GDI version, but compensates with more armor and cannons that deal a more brutal punishment to the Mammoth's poor enemies.

Role: all-purpose, anti-air
Strong vs: everything
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

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Demo Truck
These units carry an atomic bomb triggered to detonate on impact or destruction. Targeting a Demolition Truck on any unit or structure, or force firing on terrain will make the truck move to its destination and detonate. Care in their use is advised, many a foolish commander has lost his base when an air strike destroyed the Demolition Truck before it could leave the confines of the base. They are useful for softening up enemy bases when beginning a siege or sneaking through unguarded sections of enemy bases and blowing up important structures.

Role: siege
Strong vs: buildings
Weak vs: everything else

 

 

 

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 insignificant. Use them to protect missile submarines and the Project 941.

Role: anti-ship, scouting
Strong vs: ships

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Missile Submarine
Realizing their navy lacked first-strike capability, the Soviet Empire has developed a new class of submarine capable of launching attacks on inland targets. The Missile Sub's rockets have extremely long range and deal significant damage to all targets. Like all Soviet naval units, they can surface and submerge before the enemy knows what hit them. In guard mode, Missile Subs will fire on enemy aircraft, making them necessary for protecting Soviet fleets against aerial attacks.

Role: support, artillery
Strong vs: everything
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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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
The Yak fires its chain gun in strafing runs, swooping down on groups of marching infantry, potentially destroying them all in a single run. Lightly armored buildings and vehicles are also significantly damaged by the Yak's chain gun. The Yak is not that fast and has low hitpoints, making it an easy target for enemy air defenses. The Yak is available in early construction stages as an effective anti-infantry measure since there is no comparable Soviet ground vehicle.

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 a limited number of powerful and accurate missiles. Used in hit-and-run tactics or as an interceptor, the MIG can easily remove heavily armored vehicles and buildings. They are lightly armored, so protect them on the runways and avoid anti-air defenses.

Role: anti-tank
Strong vs: vehicles, base defenses
Weak vs: anti-air units, 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.