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    Soviet Multiplayer Strategy Guide by JoeMenthol

    Version: 1.0 | Updated: 01/20/01 | Search Guide | Bookmark Guide

    Command and Conquer: Red Alert 2 -- Soviet Multiplayer Specs and 
    FAQ by JoeMenthol (JoeMenthol@hotmail.com)
    Version 1.0
    Last Update: Jan 20, 2001
    Jan 20, 2000 (v1.0) -- First Release
      This document Copyright 2001 by JoeMenthol, not to be duplicated or 
    reproduced (in part or in full) for profit without the explicit 
    permission of the author.  So there.
      This FAQ includes some important specs on Soviet structures and 
    units, as well as some useful strategies for multiplayer battle.  It 
    also includes rough time estimates (rough because I took these times 
    with a crappy stopwatch while drunk).  I would recommend looking at 
    PyroFalkon's TIME STUDY FAQ, as he did a much more detailed job with 
    the times than I did.
      As far as I know all the information is more or less accurate; 
    however, I am not 100% sure about the numbers I have listed for Soviet 
    structural Strength and Armor.  If you are reading this and know for a 
    fact that I am off in regard to this information or have any other 
    comments or suggestions, go ahead and let me know via e-mail 
    (JoeMenthol@hotmail.com) and I'll see what I can do.  Don't expect 
    revisions any time soon though; just don't have the time.
      I. Structures
     II. Units
    III. Strategies
     IV. Fun Stuff
      V. End Notes
      Listed here are specs on Soviet Structures, including how much Power 
    they use (or produce), their Strength and Armor levels, their Cost, and 
    approximately how long they take to build (assuming you have sufficient 
    credits, your base is not short on power, your construction yard is at 
    full health, and your game speed is set to 5, and you have a speedy 
    computer.  Times are accurate to .5 of a second). 
    (Armor scale from 1-5, 1 being weakest.  Time is in seconds of course.)
    Soviet Wall
     Power: 0
     Cost: 100
     Strength: 300
     Armor: 5
     Time: 5.5 
    Soviet Sentry Gun
     Power: 0
     Cost: 500
     Strength: 400
     Armor: 4
     Time: 9.5
    Soviet Flak Cannon
     Power: -50
     Cost: 1000
     Strength: 900
     Armor: 4
     Time: 20.5
    Soviet Tesla Coil
     Power: -75
     Cost: 1500
     Strength: 600
     Armor: 4
     Time: 28.0
    Soviet Construction Yard
     Power: 0
     Cost: 0 (3000 if you build an MCV, requires Service Depot)
     Strength: 1000
     Armor: 5
     Time: N/A
    Soviet Tesla Reactor
     Power: +150
     Cost: 600
     Strength: 750
     Armor: 2
     Time: 8.5
    Soviet Barracks
     Power: -10
     Cost: 500
     Strength: 500
     Armor: 4
     Time: 5.5
    Soviet Ore Refinery
     Power: 2000
     Cost: -50
     Strength: 1000
     Armor: 2
     Time: 24.0
    Soviet War Factory
     Power: -25
     Cost: 2000
     Strength: 1000
     Armor: 2
     Time: 26.5
    Soviet Radar Facility
     Power: -50 
     Cost: 1000
     Strength: 1000
     Armor: 2
     Time: 13.0
    Soviet Naval Yard
     Power: -20
     Cost: 1000
     Strength: 1500
     Armor: 5
     Time: 17.5
    Soviet Service Depot
     Power: -20
     Cost: 800
     Strength: 1200
     Armor: 2
     Time: 11.5
    Soviet Battle Lab 
     Power: -100
     Cost: 2000
     Strength: 500
     Armor: 2
     Time: 38.0
    Soviet Nuclear Reactor
     Power: 2000
     Cost: 1000
     Strength: 1000
     Armor: 5
     Time: 20.5
    Soviet Psychic Sensor
     Power: -50
     Cost: 1000
     Strength: 750
     Armor: 2
     Time: 21.0
    Soviet Psychic Beacon (Just thought I'd throw this and the next one in 
     Power: -100
     Cost: 1000
     Strength: 750
     Armor: 2
     Time: Do you really care?
    Soviet Psychic Amplifier
     Power: -100
     Cost: N/A
     Strength: 1000
     Armor: 5
     Time: N/A
    Soviet Cloning Vats
     Power: -200
     Cost: 2500
     Strength: 1000
     Armor: 2
     Time: 49.0
    Soviet Iron Curtain
     Power: -200
     Cost: 2500
     Strength: 750
     Armor: 5
     Time: 51.5
    Soviet Nuclear Missile Silo
     Power: -200
     Cost: 5000
     Strength: 1000
     Armor: 5
     Time: 92.0
      Listed here are specs on Soviet Units, including their Cost and 
    approximately how much Time they take to build (assuming you have 
    sufficient credits, your base is not short on power, your WAR 
    Factory/Naval Yard/Barracks is at full health, and your game speed is 
    set to 5, and you have a speedy computer.  Times are accurate to .5 of 
    a second).
      I have not listed any special units except for the Demo Truck, as 
    most of them either suck outright or have very little real value on the 
    battlefield.  Libya's Demo Truck is, in my opinion, the exception, and 
    I recommend playing as Libya so that you have this resource at hand. 
    (Time in seconds, of course)
    Soviet Attack Dog:
     Cost: 200
     Time: 3.5
    Soviet Conscript:
     Cost: 100
     Time: 3.5
    Soviet Flak Trooper:
     Cost: 300
     Time: 5.5
    Soviet Tesla Trooper:
     Cost: 500
     Time: 12.0
    Soviet Engineer:
     Cost: 500
     Time: 10.0
    Soviet Crazy Ivan:
     Cost: 600
     Time: 12.0
    Soviet Yuri:
     Cost: 1200
     Time: 33.5
      VEHICLES (Land and Air)
    Soviet War Miner:
     Cost: 1400
     Time: 27.0
    Soviet Rhino Heavy Tank:
     Cost: 900
     Time: 21.0
    Soviet Flak Track:
     Cost: 500
     Time: 9.5
    Soviet Terror Drone:
     Cost: 500
     Time: 8.0
    Soviet V3 Rocket Launcher:
     Cost: 800
     Time: 12.5
    Soviet Apocalypse Tank:
     Cost: 1750
     Time: 40.0
    Soviet MCV (requires Service Depot):
     Cost: 3000
     Time: 48.5
    Soviet Kirov Airship:
     Cost: 2000
     Time: 36.5
    Soviet Demo Truck (Libya):
     Cost: 1500
     Time: 24.0
      Vehicles (Naval)
    Soviet Typhoon Attack Sub:
     Cost: 1000
     Time: 16.0
    Soviet Sea Scorpion:
     Cost: 600
     Time: 10.0
    Soviet Amphibious Transport:
     Cost: 900
     Time: 23.0
    Soviet Giant Squid:
     Cost: 1000
     Time: 19.5
    Soviet Dreadnought:
     Cost: 2000
     Time: 41.0
      Finally, the good stuff!  Using the above information you can easily 
    design a base building strategy of your very own, but because I'm such 
    a nice guy I've come up with one for you already.
      As anyone who has played RA2 multiplayer knows, speed is key.  
    Therefore I have come up with a basic base building line-up to make the 
    most of those first few precious minutes...
    1.  Delpoy your MCV immediately.
    2.  Begin building a Tesla Reactor.
    3.  While the Reactor is building, grab all your units and move them 
    off a little to free up space for structures.  (Look at your 
    surroundings; if your base is in the bottom of a canyon or cliff be 
    aware that your enemy may take advantage of this by running units up to 
    the edge and firing on you from above in relative safety.  Is your base 
    near water?  The Allied Air Craft Carrier is super-deadly to you, so 
    you may want to build a Naval Yard or a crap load of air defense if you 
    think you will be in range.  Hopefully the game will be over before 
    your opponent can get that far along, though.  Also, know what country 
    your opponent is playing as.  If America, beware Paratroopers early in 
    the game.  If you really don't like your position you can always move 
    your MCV before deploying it, but this takes precious time... your 
    4.  Place your Tesla Reactor and immediately build a Barracks.
    5.  Place your Barracks and immediately build an Ore Refinery.
    6.  While your Refinery builds, produce three or four dogs and set them 
    aside.  Use this time also to place your other units in strategic 
    defensive positions (such as bridges if there are any near your base, 
    garrisoning buildings with your Conscripts, etc.), and looking for 
    7.  Place your Refinery and immediately build a Radar Facility.
    8.  Place your Radar Facility and immediately build a Tesla Reactor 
    (you will be dangerously low on power).  While this builds make one or 
    two Flak Troopers for air defense against scouting Rocketeers and such.
    9.  Place your Tesla Reactor and immediately build a War Factory.  
    While this builds, start sending dogs to each corner of the map as 
    scouts.  Keep your eyes open for Crates and Tech Buildings you can take 
    over with an engineer, especially Oil Derricks.  Your credits will be 
    running low at this point, and you will need all you can get.  If a dog 
    gets to a corner unmolested, send it to another corner.
      Hopefully you will be able not only to find your enemy's base, but 
    also take out a few of his pesky GIs in the process and (more 
    importantly) clear up a good section of the map.
    10. Place your War Factory.
      There, you have your basic base, and it only took about two minutes 
    and thirty seconds!  At this point you have some options, depending on 
    how your enemy's base defense looks.  If you feel lucky quickly build a 
    Demo Truck and run it up to him, looking to either take out a War 
    Factory or Radar/Power (both will make him blind and give you the 
    advantage briefly).  You could go for a Refinery, but keep in mind that 
    the explosion WILL NOT destroy a Chrono Miner even if it happens to be 
    at ground zero.  When he rebuilds his Refinery he will have not one but 
    two miners working for him, plus any others he happens to build with 
    his War Factory.
      If you go the Demo Truck route, throw everything you have at him.  
    Set your War Factory rally point inside his base, queue up a couple 
    more Demo Trucks, and send most of your tanks up to protect the 
    Trucks/clean up the aftermath.
         *NOTE*  If you build Demo Trucks, always, I repeat, ALWAYS set 
    your rally point away from your base.  All it takes is one Harrier Jet 
    to fly over and hit it with a missile to take it (and a good chunk of 
    your base) out.
      If you don't feel quite so frisky I would suggest immediately 
    building two more War Miners.  This will take a while and you won't be 
    able to do too much in this time other than look for more crates and 
    think up plans of attack.  Twiddle your thumbs, press C on your 
    keyboard or F9 just to be cool, but when those Miners are done building 
    you'd best be producing units and building base defense/advanced 
    structures as fast as you can.  Units are more important than 
    structures though, so if you only have enough credits to build tanks or 
    a Battle Lab, go with the tanks.
      Speaking of tanks, if you get in a tank battle, keep your units 
    moving the whole time.  This can be done by setting a circle of 
    waypoints around your enemy if you have time or moving them manually.  
    As long as your units are moving some of your enemy's shots will miss, 
    giving you a significant advantage.
      Something else to keep in mind... When an Amphibious Transport or 
    Flak Track with units inside it is destroyed, the units inside are not 
    lost.  They aren't, in fact, even damaged.  USE THIS!  If you can't get 
    a Demo Truck to your enemy because he keeps blowing them up with jets 
    put it in a Transport.  This way you have a much better chance of 
    actually getting it there.  Better yet, put several Demo Trucks in a 
    Transport(s); the combined blasts of two Demo Trucks will take out a 
    Construction Yard instantly, and three will take out just about 
    anything.  It's like you're lobbing little Pinatas of Nuke-Death at 
      Flak Tracks or Transports full of Yuris are fairly effective against 
    groups of tanks, but very expensive and not really worth the time 
    unless you are in a very close game and you need to surprise your 
    enemy.  Don't try this against large groups of GIs, you will get 
      Most people overlook how important power is.  If your enemy has a 
    disgusting number of Prism Towers, your first priority in a base raid 
    is to take out his power.  This will render his defenses useless.
      Speaking of base defenses, did you notice in the above section that 
    Sentry Guns require no power?  Keep this in mind and spread them around 
    liberally throughout your base; who knows when a spy might sneak in and 
    take out your power?  Sentry Guns will stave off attacks while you 
    correct power failures.
      This doesn't affect your game play, but it's kind of fun.  When in a 
    multiplayer battle you can taunt your enemy by pressing F5, F6, F7, F8, 
    F9, F10, F11, or F12.  Each of these keys corresponds with a pre-
    recorded voice message.  Some of the taunts are cool, some are dumb.
      If you want, you can go into your Westwood\RA2\Taunts folder and 
    browse through them all.  If you are looking for a specific country's 
    taunts, look for file names which have as their fourth and fifth 
    letters as the first two letters of your country (for example, 
    tauam01.wav would be American Taunt 1, as denoted by the "am".  The 
    file tauli04.wav would be Libyan Taunt 4.  Get it?)
      However, if you don't like one of the taunts, you can replace it with 
    any .wav file!  Just make sure to rename your .wav with the name of the 
    taunt you want to replace and put it in the Taunts folder.  Now when 
    you play a multiplayer game you will have your very own customized 
      Keep in mind that your opponent will not hear your taunt unless he 
    also has modified his folder in the same way you have, but it's still 
    amusing for you.  Be creative!  One of my keys plays the opening of 
      "Bad boys bad boys, whatcha gonna do?..."
      That's all for now.  Comments and suggestions welcome, send to 
      If enough good ones come in I will update and give the senders 
    credit, so please give the  name/alias you wish to be referred to as 
    with your e-mail.
      Victory to the Soviet Union!!!

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