![]() |
C&C Ultimate Site | home
![]() Your Feedback | Write Me! | Important | Allied Background Info | Allied Characters | Allied Units | Allied Structures | Allied Missions | Soviet Background Info | Soviet Characters | Soviet Units | Soviet Structures | Soviet Missions | Yuri's Revenge Allied Background Info | Yuri's Revenge Allied Updates | Yuri's Revenge Allied Missions | Yuri's Revenge Soviet Background Info | Yuri's Revenge Soviet Updates | Yuri's Revenge Soviet Missions | Yuri's Units | Yuri's Structures
![]() ![]() ![]() Soviet Missions
![]() Mission 1: Red Dawn
You have the distinction of being in the vanguard of the glorious Soviet invasion. Your task is a simple but important one: destroy the military base. If you can crush this building, you can defeat a good portion of the American military before it has time to be mobilized, and can hopefully help capture many high-ranking Allied military officials and important documents. You'll be reinforced frequently to help you in this objective, which shouldn't prove to be too difficult, even for a first-time commander.
At the start of the mission, Paratroopers drop in, giving you a nice force of Conscripts to work with. While they move into position, a MCV deploys, starting a base for you. Sit tight for just a minute and build the necessary structures for your base. You need a Tesla Reactor and Barracks at the very least, and a Refinery can't hurt.
When your base is ready, build a couple Engineers and start your Conscripts moving north up the road. Not far from your base, you encounter a small group of GIs already deployed and waiting for you. Send 10 Conscripts into the nearby building and capture it. From this location, your troops make very short work of the Americans.
Continue moving up to find the small Allied base. There aren't any buildings around it to occupy, so simply send in your Conscripts and take out the GIs. Start work on the Patriot Missiles next, to protect your aircraft flying in reinforcements. Take out everything except the Barracks, which you can capture with an Engineer. This gives you a nice advanced position for deploying additional troops.
When you're ready, send an Engineer into the repair hut of the bridge to fix it. Send the troops across and into the next Allied area. Take the two buildings there with your Conscripts. They're within perfect firing range of the Allied GIs and Pillboxes guarding the way into the next Allied base. Take these out, then get your men out of the buildings. With the reinforcements you receive here, move into the Allied base proper.
As soon as you do, more reinforcements appear for you. This group contains a few Engineers, which you can use to capture a good portion of this Allied base. For starters, grab the airport. This allows you to create additional groups of Paratroopers for the rest of the mission. You can also get another Allied Barracks and a Construction Yard, both of which are worth taking. Use this Barracks to create additional troops, particularly a few Engineers.
Destroy everything, except what you capture with Engineers. Look west in this base to find another broken bridge. Have an Engineer repair it, then send over a unit or two to investigate this small area. There aren't any Allies here. As you approach the western side of this small island, you're reinforced with a squad of four Rhino Heavy Tanks. Bring these over to join your Conscripts, then head north to find the base.
Naturally, the area is closely guarded by the Allies. Use the tanks to break through the walls and Pillboxes, then send in your Conscripts to kill off the GIs. You get additional reinforcements here, so create your own Paratroopers at this point. Drop them around the base and have them take out GIs first and Patriot Missiles second. Move in the tanks, and have additional Engineers move up and capture the last two Barracks here.
You get tons of reinforcements, including eight more tanks. Move everyone up and next to the base itself and destroy everything around it. Then, start blowing up the base. There are four individual sections of this building that must be destroyed. When each section goes up, a few remaining GIs attack. They shouldn't be much of a problem for you and, with the power of a dozen tanks, it won't take long to eliminate the entire base.
Mission 2: Hostile Shore, Florida Coast
In your continuing campaign against the Allies, you have elected to hit them where they least expect it: Florida. You need to establish a base on the Florida coast, then move inland and destroy all resistance. Although the Allies aren't necessarily expecting this move, they're here in force. They won't simply roll over for you.
The mission begins chaotically. While Vladimir's Dreadnought pounds the American defenses along the shoreline, transports move in, depositing tanks and troops to knock the Allies away from the beach. You take command of the troops as soon as all the
transports are unloaded.
Tell your troops and tanks to destroy the Pillboxes, then move everything up the beach. Hit the barrels between the Allied Refineries, and you'll destroy both buildings instantly. With the Pillboxes gone, another transport moves in, leaving you a MCV, which you should deploy. Place it away from the beach, near the Allied Refineries you've just destroyed. This gives you a defensible location out of shelling range from the sea and with enough room to adequately guard it on land.
While you're establishing your base, you're attacked. The group of Allied tanks that moves against you is large, but it don't be concerned. Move your tanks against them and continue to concentrate on creating your infrastructure. You need a couple Tesla Reactors, a Barracks, a Refinery, a War Factory, and a Naval Yard-all as quickly as possible.
To deflect the ongoing Allied attempts to knock you out of your beachhead, start capturing neutral buildings in the area with Conscripts. You should fully stock these buildings-particularly the ones around your base.
Explore the entire area to the west and everything south to the road, taking every building you find. You need a lot of Conscripts to do this, but Conscripts are cheap and build quickly. A second War Miner is extremely helpful in getting the funds for this.
Another help is the pair of Tech Derricks located west of your base. Send up a few tanks and Flak Tracks, and capture these derricks with Engineers. When you can, move Conscripts into the area and take the factory and the mobile homes. These fortifications help keep the Tech Derricks safe. All of the white hotels contain bonus crates. Destroy them and move a unit on top of the crate to get bonus cash.
At some point, Vladimir makes an attack run against the Allied fleet. He's quickly repulsed, and his Dreadnought sails off. You receive a few submarines as reinforcements at this time. You can supplement these with a few subs of your own. Move down carefully and take out a couple of the Destroyers in the area, sending wounded submarines back to your Naval Yard for repair.
On land, continue capturing buildings, slowly moving closer to the Allied base. The defenses up front are tough, but not terrible. With a large force of tanks, Flak Tracks, and Conscripts, you could blast through these defenses and wipe out the Americans. There's a better way, though.
Create a group of tanks and a Flak Track or two, filling one Flak Track with Engineers. This is costly, but with a pair of War Miners and your Tech Derricks, money won't be a problem. Move these units along the western edge of the map. Move in slowly, looking for signs of Allied units and buildings. When you find the Allied base, send your tanks and Flak Tracks in to destroy the Pillboxes and
GIs here.
The Flak Track carrying the Engineers should hang back just a little bit. With the area secured, take the Engineers out of the Flak Track to capture the Allied Construction Yard.
This sets off a massive chain of events that quickly brings about your victory. With their Construction Yard gone, the Allies sell all of their buildings, and the GIs move to attack. Anything that comes within range of your captured buildings is immediately eliminated, while your tank group in the southwest can eliminate any troops that come their way. Send these troops through the area to mop up any remaining Allies. Don't forget about their Chrono Miners.
All that remains now is eliminating the rest of the Allied fleet. Churn out a couple additional submarines and move them into the American waters at the south end of the map. Take out the Destroyers. When the last Allied unit is destroyed, victory is yours.
Mission 3: Big Attack
Vladimir took credit for your victory in Florida, which shouldn't surprise you too much-he appears to be a very opportunistic person. Yuri talks to you before the start of this mission, and tells you not to worry about Vladimir. Yuri knows what really happened. He also tells you about the Psychic Beacon. Using this device, you can project thoughts onto others and control their minds. You are to start the psychic invasion of the United States. Clear out the area and place a Psychic Beacon, which will control the minds of civilians and turn them to the Soviet cause. To help you achieve this goal, you must first capture an Allied Battle Lab.
You start with very little. In fact, all you have is a Radar Tower, a Tesla Reactor, and a Conyard. You need a Refinery and a Barracks immediately, followed by a War Factory.
Don't worry about creating a second War Miner for now. Instead, concentrate on building up your defenses. Create a lot of Conscripts and have them capture the buildings to the north and east of your base. Particularly important is the large building located just east of your base, near the Tech Derricks. Reinforce this area with several tanks and Flak Tracks.
Now take the derricks with a trio of Engineers. Because there's almost no ore in your area, these three derricks provide the bulk of your income for the rest of the mission. Protect them well with additional tanks and Flak Tracks, place a few Sentry Guns in front of them, and keep that building occupied with Conscripts.
Around this time, you will be air dropped a few Psi-Corps units. These are useful in defending against Allied attacks, particularly while you're still building up your power. Psi-Corps Troopers can each mind control a single enemy unit. Try to mind-control powerful Grizzly Tanks or IFVs and use them to scout the map or attack the enemy's base.
Using a Flak Track, explore the area. Ignore the large bridge for the moment: Most of the Allied attacks will come down this bridge, and a single scouting Flak Track would be vulnerable. Instead, explore the lower areas to the left and right of the bridge. Send out groups of 10 Conscripts to capture some of the buildings, holding them to prevent additional Allied attacks from reaching your base.
Most of the buildings are heavily damaged and can't be garrisoned. Create several Engineers to follow along with your Conscripts and repair the buildings. You need these buildings because they are the best way to keep your units protected, and they give you the best position to attack the approaching enemy. Start moving out groups of 10 Conscripts and an Engineer. Send the Engineer into a building to repair it, then occupy it fully with your troops.
Keep pushing north and east toward the enemy. Money is a problem for a long time because your own ore runs out so quickly, making you entirely dependent on the money from your Tech Derricks. Take it slow and easy, expanding outward when you can. Also, build a few Rhino Tanks and Flak Tracks to keep your own base safe.
You'll also encounter a few Allied-occupied buildings. The easiest way to deal with these is to hit them with a couple of V3 Rocket Launchers. These units can stay out of the range of garrisoned buildings, and three of them can destroy most neutral buildings outright with a single salvo.
You can find a couple of Tech Outposts along the western side of the map. Take them to provide a way to repair your vehicles. Don't capture them until you can adequately defend them with vehicles and by garrisoning the buildings nearby. The other benefit to grabbing these nearby buildings is that moving a force into the area puts several new ore fields, including a field of gems, under your control, allowing your War Miner to start working again. Now is also a good time to build a second War Miner.
Although you should be approaching the Allied position across a broad front, the best approach is from the northwest, near the second of the two outposts. Build a second Barracks and place it here. Start churning out Engineers and Conscripts from this Barracks, and repair everything on the top of the hill to the north. Garrison all of these buildings completely (you'll be happy you did this later on). Send a scout or two down the eastern side of the hill to explore the Allied base. There are a few Pillboxes here; eliminate them with your V3s. Repair the damaged buildings directly in front of the Allied base and completely occupy them.
Start moving into the Allied base, capturing anything worthwhile and destroying everything else. Use your V3s to take out the Pillboxes and have Engineers capture the Barracks you encounter. Make this your primary Barracks and start pouring out hordes of Flak Troopers. You can also grab an Allied War Factory and use it to create a dozen or so IFVs. As with the Barracks, make this your primary War Factory so that the units appear in the Allied base rather than back at your home base.
Essentially, you want to destroy or capture everything but the Battle Lab. Completely eliminate the Allied presence in the area. Then keep making units. You want about 20 Flak Troopers and a like number of IFVs. Make some of those IFVs powerful against ground troops by inserting Tesla Troopers into them, but leave at least half as Rocket IFVs. Make sure you completely garrison every building around the former Allied base.
Now you can take the Battle Lab. It'll change into a Soviet Psychic Beacon, which you now must protect until it deploys. The Allies will hit you with everything they have, and will move in from all over the map. You will receive more Psi Troopers by para drop once the Psychic Beacon deploys. Use them to mind-control enemy vehicles that get too close to the Psychic Beacon.
All you really need to do is hang tight. Your troops garrisoned in the buildings around the beacon do a good job of fighting back the Allies dropping in, and the Rocket IFVs and Flak Troopers should knock a few Allied planes out of the sky before they can drop their Paratroopers. Don't worry about the battles going on anywhere else on the map. Your troops can hold off a few of the Allied units. Even if they can't, the Psychic Beacon is all that matters at this point.
If the Psychic Beacon comes under enemy fire, don't forget that you can repair it. An Engineer can be ordered to enter the Beacon to repair it to full health instantly.
Once the Beacon is fully charged up, it deploys, and all of the enemy troops on the map fall under your control. The mission is a success.
Mission 4: Home Front, Vladivostok
Despite your recent successes in the campaign against America, not everything is well back home. The Republic of Korea has sided with the Americans and is currently moving a fleet near Vladivostok. While Romanov would like to use the "war hero" Vladimir for this mission, the general is...otherwise occupied. It falls to you to destroy the Korean fleet completely and protect Mother Russia.
You start with almost nothing. Aside from your Construction Yard, all you have to begin with is a Naval Yard and a single submarine. You need everything, and you need it immediately. The Korean fleet will be landing in 10 minutes.
In addition to building some additional subs, start creating your base. Build a Refinery as soon as you place your first Tesla Reactor, and have the War Miner explore to the north. There's a field of gems located just above the large ore field, and it makes sense to gather from here first.
You have about 10 minutes before the Allies attack, but it's enough time to get ready. Air defense is your immediate priority. The Allies attack with aircraft constantly throughout this mission. A couple of Flak Cannons placed near your Construction Yard and Tesla Reactor will help at first. You also need a second War Miner immediately. If you wait until the Allies attack in force, you'll be so busy replacing lost units that you won't have the time or money to build this second miner-and you need that income.
The other things you need are a few Typhoon Submarines. You should have enough money in your starting funds to build a group of four or five subs. Move them east once the timer gets down to just a couple of minutes, and have them in position to strike at the Allied transports.
Otherwise, build tanks and put them primarily in the north. Your War Miners will be dredging up the ore north of your base, and the Allies will attack here frequently, hoping to disable your economy. Don't let them. Placing six or so tanks here generally gives you the advantage in terms of firepower. When you can afford it, place a service depot in your base and repair the tanks between assaults.
Because the Allies also attack with rocketeers, you need to have Flak Tracks and troopers in the northern part of your base. You won't need many of them, but without a few to handle these aerial units, your tanks are sitting ducks.
You can explore the bulk of the map with a Flak Track. Concentrate mainly on the shoreline. Although the Allies attack occasionally from the south, the troops are still moving in from the same location in the east. There's not much to see in the west and south of this map. Your scout should instead probe to the east, trying to uncover the edges of the Allied base. You can do the same with naval units, having your ships take out the Allied navy and Naval Yard.
At this point, a lot of the money you bring in is probably going for building repairs, unit repairs, and replacing destroyed units. Use any spare money to build a third War Miner between enemy attacks.
After that, start creating your attack force. Don't worry about infantry for this attack-you won't need them. Eight to ten tanks and a few Flak Tracks are all you need, although a V3 Launcher or two wouldn't hurt.
Send this attack force along the southern beach, right along the shoreline. Push your way into the Allied base and hit what you can. Chrono Miners are always a good target, and they're easier to kill when they have just unloaded and are on their way back out to the ore fields.
Continue sending additional units over to the Allied base, and pull back any of your own units that have been weakened. If Allied resistance gets too heavy, don't be afraid to disengage. The goal, if you can't destroy the base in one attack, should be to weaken it as much as possible. The Construction Yard is a great primary goal, as are the Refineries and Chrono Miners. Disrupt the enemy's ability to produce money and buildings, and it's just a matter of time before he falls.
You can move in a few Engineers in a Flak Track and take a few of the Allied buildings. It saves you the time and hassle of destroying these buildings, but if you aren't diligent at wiping out the enemy Pillboxes, your Engineers can be easily killed. It's a very good idea to capture the Air Force Command. With it, you can build a few Harriers for the last stage of this mission.
However, the Harriers are probably overkill at this point. If you've destroyed the Allies in the water and taken their Construction Yard and money, all that really remains is rolling up the last few enemies. This shouldn't be much of a problem for a large force. Continue to supplement your attack group when you can, and remember that your Sea Scorpions are good at shelling infantry near the shore.
Mission 5: City of Lights
The scene switches to France. As a demonstration of your incredible power, you'll turn the Paris Tower into a massive Tesla Coil, able to strike anything in the city. This puts the French completely under your thumb. Naturally, they'll protect their national landmark with everything they have, so you can expect resistance to be strong.
For this mission, you're unable to build a base. You will start with a Barracks and a single Tesla Coil. You have several Conscripts, a couple of Engineers, four Tesla Troopers, and a pair of Crazy Ivans as well. There's no ore to mine, which means that, unless you find a method of increasing your income, you're also limited to building $2,500 worth of units as well.
Fortunately, there's a source of income in the area. Take your Conscripts and start them moving west, capturing buildings. You aren't taking these buildings with the goal of holding them, at least initially. Your objective is to take a building, use it to eliminate any Allies in the immediate area, and then move on to the next building. Keep heading west until you find the Tech Derrick in the southwest corner. Take out all the Allies here, move in an Engineer, and claim this structure.
Now you have a source of income, albeit a very limited one. Still, it's enough for what you need to accomplish. Build as many Conscripts as you can and fully occupy all of the buildings around the Tech Derrick. Do the same with four or five buildings around your base. This takes some time because you need a lot of Conscripts. You'll be waiting on the Tech Derrick to pump out the money you need to build all of these Conscripts. Just be patient.
With your income and your base protected, you can continue building Conscripts to move in on the Allied position and the Paris Tower. Use the same basic tactic. Take teams of six Con-scripts and work them north, covering the map from side to side. They should occupy a building, take out any Allied units and Pillboxes they can hit, then move on to the next structure. You'll continue to gain territory as they move. Keep a few buildings occupied in areas where Allied Pillboxes sit just out of range of your Conscripts. This keeps the Allies in check and prevents them from moving in on your base.
As you reach the northern extent of the map, you discover the Paris Tower itself. It's heavily guarded with Pillboxes and GIs, as well as a couple of tanks and IFVs. Move in with the Conscripts, taking as many buildings along the outside of the walls as you can. You should be able to destroy all of the Pillboxes and tanks eventually, although your Conscripts may be kicked out of a couple of buildings. Keep moving and keep attacking until you have breached the Allied defense.
Now the Conscripts can move inside the wall and take buildings. Around the same time, you receive reinforcements-an Amphibious Transport containing half a dozen Tesla Troopers. Keep them where they are at the moment, and keep building Conscripts. You need to hit the Allies from both sides to take the Paris Tower and to prevent the Allies from destroying it after it's yours.
Move a force of Conscripts up the road next to the water and have them assault the Allied position west of the tower. You'll lose most if not all of these units, but that shouldn't be a problem. Keep funneling replacements into the area as you can, and move your other groups of Conscripts into those buildings beyond the Allied wall. This puts the Paris Tower under your control and gets you in position to kill off the bulk of the Allied units.
As soon as you take the tower, the Allies start attacking it. Hit what you can from the occupied buildings, then deploy the troops and have them attack any remaining GIs and tanks. There should only be a few of them left.
When the last GI and tank in the area are down, move in with the transport, deploy the Tesla Troopers, and move them into position around the tower. It'll charge up and destroy all of the remaining Allies on the map. Paris is yours.
Mission 6: Sub-Divide
Before this mission begins, Yuri is promoted to the Supreme Commander of the Soviet forces. It's obvious that he has gained this control by manipulating Romanov with his psychic abilities, and Yuri's promotion has infuriated Vladimir to potentially dangerous levels. Regardless, you have a task at hand. The Allied Pacific fleet is gathering. If you can crush them now, you will eliminate virtually all Allied presence in the Pacific, giving you complete control over the waves. Even better, if you can destroy this fleet, you can effectively prevent the Allies from invading the eastern shores of Russia again.
This mission takes place on a huge map, much larger than you've seen in the Soviet missions so far. You start with a small force of a few men and a couple ships. Naturally, much of this mission centers around your own navy, but it's a foolish commander who forgets about his ground troops in favor of the navy.
Start by deploying your MCV and building up your base. You're given a countdown for the arrival of the Korean fleet, but that doesn't mean that the American fleet is going to sit back and wait. You need defenses as quickly as you can build them. Build several Flak Cannons and place them around your budding base, supplementing them with Flak Troopers and Flak Tracks.
You need some ground defenses as well. Explore the island you start on and put Conscripts into every building you can. A few tanks and Tesla Troopers, as well as Tesla Coils, will help fight back the small invasions of GIs that attack via transport. Build a series of Flak Tracks as well, and keep these close to the southern edge of the island. Build a Naval Yard, and turn out a couple of subs. You should also create a Radar Tower to allow you to build Sea Scorpions. When the reinforcements arrive from the north, move all your ships up to the northwestern edge of your island complex. The Korean fleet will arrive shortly.
When the Korean fleet arrives, hit them with your ships as much as you can. You take some losses here, so keep the Naval Yard working on more Typhoon Subs and Sea Scorpions. You want to destroy as much of the Korean navy as possible. Although taking out the Destroyers is helpful, concentrate most of your fire on the Aircraft Carriers. The Koreans won't stick around too long, but you should be able to sink a couple of their ships.
Now pull your navy south and wait in the area just south of your main island. The Korean fleet, once it meets with the Americans, attacks your base in force, moving along your southern shore. Place your Sea Scorpions where they can defend against aircraft, and line up your Typhoons to take down the enemy shipping. Your Dreadnoughts are helpful here, too, because they can wipe out stationary ships quickly. A couple of V3 Launchers placed along the shore can also help.
It takes some effort to eliminate the Korean ships. Once they're gone, it's time to give yourself a significant advantage. Load up a transport with a single Engineer and 11 Conscripts. Send it all the way to the southwest corner of the map, protecting it with several submarines and sea scorpions. Deploy the men on the small spit of land here and capture the airfield. This lets you air drop Paratroopers for the rest of the mission. Build a couple Flak Cannons to protect the airfield.
Move the Conscripts through the entire area. You'll find a total of four crates, all of which give you money when picked up. You can earn a tremendous amount of money for this, and they'll help you in the next stage.
Now you need to start moving on the main Allied island. Fortunately, you have the resources to do so. Drop Paratroopers onto the eastern section of this island, and have your transports send over batches of Conscripts as well. Garrison everything, moving slowly west and capturing a building at a time. You're looking for a large group of offices and hotels to hold onto.
Capture these hotels with the Conscripts. Use the transports to continue shuttling more Conscripts into this area and continue to pack these hotels with your men. They'll handle anything that moves into the area, and will eventually take out an Allied Pillbox. Further exploration here reveals an Allied Refinery. Move over another group via transport, but include an Engineer in this batch. While this group is building, create a Tesla Coil and a Barracks, but don't place either of them. When the transport arrives, capture the Refinery and place both structures near it. Make this Barracks your primary.
There are more Allied structures in the area, including a Prism Tower, which you can avoid completely. Instead, keep exploring the area to the north and west. There's a small cove in this area, and it holds one of the two Allied Naval Yards. If you have placed your Tesla Coils well, they'll be able to hit both the Naval Yard and the ships it produces. If not, continue to build Tesla Coils (and Tesla Reactors), and place them in the area to wipe out this section of the Allied fleet.
Now it's time to finish the job with your submarine fleet. Collect a large wolf pack and move them out, exploring the coast of the large island. You discover a narrow inlet lined with Prism Towers. You can take these down with your Dreadnoughts if you wish, but there's really no need; the Prism Towers can't hit the submarines when they're underwater.
Take the subs through this cove and eliminate anything that looks like a ship or a Naval Yard. It takes some time, and you have to chase a few ships. Hit Destroyers first, since they can damage and destroy your subs, then go for the Cruisers, Carriers, and the Naval Yard itself. Keep up this sweep until you've destroyed everything in the water.
If the mission hasn't ended yet, it means there's still a ship or two around. Don't worry about the Coast Guard ships patrolling the western seas, because you don't have to destroy them. Keep the subs moving through the cove and around the USS Arizona Memorial, and destroy any new Naval Yard built by the Allies. When the last ship and Naval Yard are gone, the fleet is considered destroyed, and the mission ends in success.
Mission 7: Chrono, Ural Mountains
The Allies are mounting an attack against your Battle Lab in the Ural Mountains. They'll stop at nothing to destroy or capture the Battle Lab to prevent you from developing new technology, or to steal it for themselves. You must keep it safe at all costs. The Allies attack by sending troops into their Chronosphere. You must be alert at all times and expect attacks from any and every direction.
This mission isn't that difficult if you keep your head together. Start building up your base as you normally would, making sure to put troops at each of the open points in your base. Essentially, you want troops, tanks, and Flak Tracks at every location where you have a Sentry Gun, as well as in the ore field to your immediate north. Also make sure you have at least five Attack Dogs at each location. The Allies attack with spies in this mission, and dogs are your only defense against them.
Allied Spies often target your Tesla Reactors. If they get inside a reactor they can cut the power to your base for a full minute. Guard your Tesla Reactors with Attack Dogs or wall them in so the Spies can't even get near them.
You may have an urge to explore-don't, at least initially. Keep building up your forces and expanding your base. The more technology you develop, the better. Each time you get the ability to produce a new unit, put several at each of the entry points in your base. You should only put one Apocalypse Tank at each point, mainly because of the expense and time needed for building these massive tanks.
The waves of Allied attackers get progressively larger and more difficult to deal with. Flak troopers are particularly useful because, after the first couple of attacks the Allies will move in with groups of rocketeers. They'll also send in snipers, so watch the area around your base. It pays to explore these areas between attacks, if only to expose the terrain and allow you to spot enemy snipers when they appear.
When you can spare a tank, move west into the town and destroy the propaganda truck driving around the outskirts. It contains a power-up crate and Spy Satellite maps of the area. When you destroy this truck, you remove the shroud over the entire map. Now, when the Allies pop in using the Chronosphere, you can pinpoint exactly where they'll attack and what they'll attack with.
Look around the map and you'll also spot an outpost and a trio of Tech Derricks. Build four Engineers and place them into a Flak Track. Send it to this location accompanied by three or four Rhino Tanks, a few more Flak Tracks, and an Apocalypse Tank, if possible. Grab all four structures. You'll be reinforced by a group of Flak Troopers when you snag the Outpost. Place a Tesla Coil or two and a Flak Cannon around these buildings, and you've got some additional income and another place for the Allies to attack. They'll attack here, taking some of the pressure off your base. Use the outpost to repair your vehicles between battles.
Another problem you have is taking out the Allied Prism Tanks. Unfortunately, there's no great way to do this other than massing your firepower against them. They're very fragile, and an Apocalypse Tank can eliminate an entire squad of these vehicles. But because of their power, they're very dangerous, especially if they get within range of your Battle Lab.
The sixth and final Allied attack is the largest. You're hit from all sides, with virtually every Allied unit you can imagine. Hang tough, and concentrate on eliminating any Spies and Engineers before you do anything else. With those threats eliminated, concentrate on defending the Battle Lab. Build Walls around your Battle Lab and make sure it has plenty of air defense.
At some point during the mission, a group of trucks moves from the north down to the small base in the south. It's a nice bonus if you can destroy the trucks, either while they're moving or once they've reached the small base. Each truck drops a crate when it's destroyed.
Mission 8: Destruction
As this mission begins, you're confronted by Yuri. He tells you that Romanov has been murdered by Vladimir. Naturally, this makes Vladimir less than a person in the eyes of the Soviet Union. The former General is currently holed up. You must capture the building he is in and dispose of this corrupt General.
This mission is rough at first, but once you get going, you shouldn't have that tough of a time of it. Start by deploying your MCV immediately. You may have to move your troops initially to allow it to deploy.
You'll notice that your starting troops include four Desolators. These guys are extremely useful at the start of this mission. As you are getting under way, send one slightly north of your base, another to the southwest, and the other two to the northeast. Move all your Conscripts to the northeast, as well, and have them occupy the bunker and the tents.
Enemy Conscripts under Vladimir's control drop in at the start of the mission. You can see the shadows of the Paratroopers as they descend. Place a Desolator directly under these shadows and deploy him. He'll kill off these Conscripts as soon as they touch ground. This happens three times. The first is just north of your base, the second is to the southwest, and the third, which is a very large drop, is near the tents.
With this initial attack taken care of, start building your base in earnest. You need a couple of Tesla Reactors, a Barracks, a War Factory, a Radar Tower, and a Service Depot, as well as a Battle Lab. Beyond this, add base defenses as you need or desire them, with Tesla Reactors as needed.
You should build a few Flak Tracks to act as defense against the V3 Launchers that appear to the south on the bridge. Take these out with your starting Apocalypse Tanks when they appear.
Once you're set with your base, this mission is a lot of fun. Build yourself a few more War Miners if you haven't already, then start turning out Apocalypse Tanks and V3s. Keep a close watch on the ore to your immediate east. When this runs out, pull your miners back. If they head into enemy territory now, they'll be carved up quickly.
Instead, create a group of Conscripts and send them north until they find the Lincoln Memorial. Have them destroy this, then pick up the crate that appears. You get $8,000 for doing this, which buys you a few more Apocalypse Tanks.
When you're ready, move a force of Apocalypses down into the large ore field to your southeast. These tanks blast through enemy War Miners in just a few hits, so have them take out everything. Explore the enemy base carefully, being particularly cautious of the Tesla Coils. These you can take out with your own V3s.
Leave a bunch of your Apocalypse Tanks in the ore field, and start mining again. Leave a few more back at your base. Take a couple additional Apocalypse Tanks and probe the base to the west of this ore field. Three tanks should have little trouble dismantling it completely, again with the caveat that the Tesla Coils should be eliminated with V3s.
From this point on, it's really just a case of rolling up the enemy and keeping them contained. Push east with your Apocalypse Tanks and have the V3s follow along to take out any dangerous structures. Destroy any significant buildings you come across for the substantial cash reward. Move east, taking out anything you spot. You may wish to capture a building or two and use it as a forward position. If you do, build a Barracks and a few Tesla Coils here.
In the southwest, you find a pair of destroyed bridges, one of which can be repaired. Do so, and send over a couple of Apocalypse Tanks. There are a couple of enemies here, six trucks, and the Jefferson Memorial. Destroy everything. You'll get a series of crates filled with cash, power-ups, a Tesla Tank, and an extra War Miner-not a bad haul.
Your Barracks should be pumping out Tesla Troopers and Conscripts. Have these follow the Apocalypse Tanks east, catching anything the tanks miss. The Conscripts can garrison any buildings they find.
The only thing you really need to be careful of is the hideout itself. Once you get an Engineer into this building, the mission ends.
Mission 9: The Fox and the Hound
In your continuing efforts to remove the Americans from the war, it occurs to you that one of the fastest and best ways to eliminate them completely is to bring the President of the United States to your side and have him simply surrender. Of course, he won't do this willingly, so he must be mind controlled first. Your task is to take control of the American President's mind using Psi-Corps Troopers.
As the mission starts, a massive airdrop of Conscripts descends around the Alamo and is mercilessly slaughtered by the Prism Towers and Navy SEALS guarding the old fort. Fortunately, this airdrop was merely a diversion staged to allow you to get a pair of Yuri units into the area. They drop in a few blocks away from the Alamo.
Immediately, one of the Psi-Corps Troopers captures an IFV. Pull it back to your two units. Move the pair north to the small Allied base. The Psi-Corps Trooper who's currently walking should mind control one of the two GIs here. The GI will start shooting at the other and will probably be killed in the fight. Don't worry about it. Have the IFV slam into the other GI, and mind control an Engineer.
With the Engineer, you can take the Barracks. Control the other Engineer, take the Battle Lab. This allows you to build Spies, which can be useful later in the mission. If you run out of money you can always sell the Battle Lab for additional cash. Now you can produce some units, and you need them. Create a couple Engineers and a host of GIs. You'll be using 10-man GI teams to accomplish a few goals.
Start moving your GI teams carefully through the map, capturing buildings and eliminating resistance. Of particular importance are the groups of Attack Dogs and GIs roaming around outside the Alamo. Take the Psi-Corps Trooper in the IFV and move him into the northwest corner. There's another small Allied base here containing a Sniper, a tank, several GIs, a NightHawk Helicopter, a Power Plant, and, most importantly, a Tech Airport. The first thing you need to do is get the Sniper out of there. Approach from the north side of the enemy base and use a Psi-Corps Trooper to eliminate the enemy Gis. After the GIs are gone you can mind-control the enemy Grizzly Tank and destroy the Patriot Missile. Then use the tank to destroy the Pillboxes. Now move the tank away and mind-control the Sniper again. You can now capture the Tech Airport, and you still have the Sniper that you can use to kill enemy SEALs.
Now have the Psi Corps Trooper capture the tank and blast a hole in the wall. Move the tank up and destroy as many of the GIs as you can, but don't worry if you don't get them all. Send in your own team of 10 GIs to pacify the area, but stay behind the walls so you don't have to deal with the Pillboxes. Destroy the Power Plant and move in an Engineer to capture the airfield.
Now you can produce Paratroopers, which you should drop around the Alamo. The Alamo itself is heavily fortified. There's no good way in, since each entrance is protected by dogs, SEALs, and Prism Towers. Place your Conscripts into the buildings around the area in case the Allies move out. Have your other Psi-Corps Trooper unit move into the area around the Alamo, staying west.
You can have a few sets of Conscripts paradrop into this area and control a few of the buildings. With the second Psi-Corps Trooper, who also should have an IFV under his control, blast a hole in the back wall. You want to enter near the Allied Power Plants. Don't worry if this IFV is destroyed. If it is, have this Psi-Corps Trooper capture one of the tanks in the area. Use these units to destroy the Power Plants. You need to get two of them to prevent the Prism Towers from firing.
You can also drop some Conscripts into the small compound on the south end of the screen. Have them destroy the six trucks here, then grab all the crates that appear. You get a stack of cash you can use to make more GIs, as well as three good power-ups. You can capture the Service Depot with an Engineer and sell it if you wish, but it's barely worth the trouble to do so. You can also keep the Service Depot and use it to repair any vehicles you control with one of your Yuris.
The SEALs are a constant problem. The good news is that Yuri can safely capture SEALs from outside their attack range. Grab a few SEALs and turn them on each other to clear out the area. Continue to destroy buildings, concentrating on Power Plants first, then whatever else you can find. However, because the Power Plants are so essential to keeping the Prism Towers offline, you shouldn't destroy anything else until all the Allied Power Plants are gone.
Once you've dealt with these inconveniences, all that remains is taking the President. Move in with the Psi-Corps Trooper and capture a SEAL guarding the President. Use this unit to clear out the remaining Allies and buildings, then move the captured SEAL to a distant location, preferably near a garrisoned structure. Now, have the Psi-Corps Trooper capture the President to complete the mission.
Mission 10: Weathered Alliance, U.S. Virgin Islands
In a last, desperate effort to stave off defeat, the Allies have created a new piece of superior technology. This Weather Control Device allows them to create massive, catastrophic storms that can sink entire fleets, destroy even the most powerful units, and eliminate buildings completely. It's believed that this structure is hidden in the U.S. Virgin Islands. Your task is to capture an American Battle Lab to learn the location of this device, and then to destroy it completely.
As the mission starts, you find yourself in something of a predicament. You have very little room to build a base, and few units to start with. The Allies are already entrenched and have a substantial navy. You must work quickly to get yourself up and running if you want to have a chance of staying afloat.
A pair of transports arrives at the start of this mission carrying a few Conscripts, an MCV, and a pair of tanks. Move the MCV near the northern edge of the island by the ore field and deploy it. Start building your base in earnest. Create a Naval Yard as soon as possible. Move one of your starting ships south right away and locate the Dreadnought here.This gives you a good start on creating your navy.
You have a small base already started. This includes a Tesla Reactor and a Radar Tower located on the southern end of the island. Get some troops over here quickly, and protect the area with Flak Cannons and Flak Troopers.
Your concentration, other than getting the base up and running, should be on your navy. Create a force of Sea Scorpions and Typhoon Submarines. As soon as you have a Battle Lab placed, start building Dreadnoughts. On land, supplement your War Miner with a second one. Otherwise, don't build much until you can start creating Apocalypse Tanks.
Send a ship east from your island and explore the area. There's a small island here covered in gems and holding a Tech Outpost. Have an Engineer grab the outpost for you. Your main base will run out of ore relatively quickly; to create the units you need, you have to find more ore. Build a refinery off of the tech outpost and start harvesting the resources on the small island. This will keep you supplied with money throughout the mission.
Now it's time to go hunting. Move your Sea Scorpions and submarines north from this small island. The Allies have a pair of Naval Yards on this end of their island, and you need to destroy both of them, as well as the ships they produce. Subs are perfect for this, and the Sea Scorpions protect them from the aerial assault of enemy Destroyers. Eliminate both Naval Yards, then move in your Dreadnoughts.
The job of the Dreadnoughts is to pound anything they can find on the shore. Have them destroy everything, not just the Pillboxes and units guarding the beach. They can take out just about everything on the entire eastern side of the island, with the exception of the Battle Lab and the two Patriot Missiles that flank it. This assault will take some time.
While you're pounding them, the Allies create SEALs and send them out to destroy your ships. Again, Sea Scorpions are your best defense. Their Flak Cannons can handle any SEALs who try to destroy your Dreadnought force. They can also handle any Rocketeers who move in to attack.
Completely decimate the entire right half of this Allied island. Take out everything except that Battle Lab in the back. You can move in Engineers and try to take a building or two, but it's really not worth the effort. Instead, just level everything. When you're done, start the same process on the shore batteries located on the western half of the island. Take out as many Power Plants, Patriot Missiles, and Prism Towers as you can find. Send over Apocalypse Tanks to assist in the destruction.
Keep sending over Apocalypse Tanks. Before you capture the Battle Lab, fully explore the entire island. There's a large Allied base to the west. Leave a couple defenseless structures around the Battle Lab (the Air Force Command is a good choice) and move a few Engineers over into position.
As soon as you capture the lab, everything changes. The shroud is revealed in the northwest corner of the map, and you're instructed to build a Nuclear Missile Silo and use it to destroy the Weather Control Device. At the same time, the remaining ships in the Allied fleet sail in from the western edge of the map and start raising havoc with your navy. And, worst of all, the Allies send off a weather storm over your nuclear plant. Put a Refinery down and start mining on this large island.
You need to act fast. You can build a Nuclear Silo if you wish, but there are a few problems associated with it. First, it's expensive, costing $5,000 to create. Second, it takes a full 10 minutes to build. The Allies can launch another weather storm before you have a missile ready to fire.
Ignore the weather storm for now. In fact, with the exception of repairing damaged structures, ignore any additional weather storms the Allies create. Use any additional money you have to replace ships lost from the surprise attack of the Allied navy. Gather up your ships and send them up the western side of the map.
What you find is that the Allies have a massive base along the edge of the island that covers the northern extremity of the map. It's stocked with Power Plants fueling Patriot Missiles and scads of Prism Towers. Fortunately, you still have your Dreadnoughts. Again, have them target what they can on the northern island. Pay special attention to the Patriot Missiles first, since they interfere with the missiles from the Dreadnoughts. Take out Prism Towers next. Slowly march your fire inland, taking out anything you come across. You should definitely take out the Prism Towers on both sides of the inlet that leads to the third Allied Naval Yard, and destroy the yard as well.
Keep moving the Dreadnoughts in toward shore, and you can destroy the Weather Control Device from the sea. As soon as it is destroyed, the mission ends.
Mission 11: Red Revolution, Moscow
Yuri congratulates you on your recent victory against the American forces, and he asks you to return to Moscow so that he can thank you personally. There's something sinister about the way he appears, though (more sinister than usual, even for Yuri). Your suspicions prove correct as your assistant tells you that you've received a videotape. The tape contains film of Romanov telling you that Yuri is controlling his mind and, if he dies, Yuri is the cause. It appears that perhaps even the inept Vladimir may have actually been an innocent victim of Yuri's plotting. Yuri is waiting for you in the Kremlin. Your task is to destroy the Kremlin, with Yuri still in it. You start this mission with a horde of Conscripts, a few vehicles, a pair of Kirovs, and a Construction Yard. Start building immediately, adding all of the normal structures. Concentrate on adding Flak Cannons in the east and northwest while you build up your forces.
You should also start exploring with your Conscripts. Send a group north and garrison the houses you find here. Do the same with a group sent east through the pass. In both cases, you find several tech structures that are well worth taking. Snag these with Engineers as soon as you have the opportunity to build them. You get an outpost and a trio of derricks, all of which will be quite useful to you.
Continue to churn out Conscripts while you build your base. Have these units fully occupy all of the neutral buildings you find surrounding the four tech structures. While these houses are flimsy and won't stand up against a serious assault, they're the best defense you have.
The enemy starts attacking both through the northern pass and the eastern pass. Your garrisoned troops handle the bulk of these for you, and any units you create to guard your base take care of the rest. When you can build them, concentrate on making Apocalypse Tanks, since they can tear through enemy units quickly.
What you really need, in addition to as many Apocalypse Tanks as you can afford, are Tesla Coils. To power them, build a Battle Lab, then place a Nuclear Reactor at the back of your base. Half a dozen or so Tesla Coils around the front of your base will do a nice job of holding off the enemy.
The biggest concern you have in this mission is the enemy Psi-Corps Trooper units. Unfortunately, you can't build Yuris of your own this time. The best way to defend against them, if they manage to get past your garrisoned troops, is Attack Dogs. Create hunting packs of dogs and send them out after the Yuris whenever you spot them moving toward your base.
What you notice at this point is that the Kremlin is a long way from your starting position, and the passes are heavily guarded. Go for real power. Make a fortified area in you base with lots of Flak Cannons and Apocalypse Tanks. When you are ready, build a Nuclear Missile Silo and place it inside your fortified area.
Add a few more Flak Cannons and build about a dozen Flak Tracks. Place the Flak Cannons on either side of your base, and split your Flak Tracks as well. Move a few Apocalypse Tanks into both locations, then place the silo.
Once you place the Nuclear Missile Silo, a Psi-Corps Trooper will pop in and ask if you are truly planning to use nuclear weaponry in Mother Russia. You are, of course, but that's not what it wants to hear. To stop you, it starts sending in Kirovs from the north and northeast. This is why you placed all those Flak Cannons, Flak Tracks, and Apocalypse Tanks in those locations.
Now, you really don't have much to do but wait. Continue to add Flak Tracks to both locations where the Kirovs are moving in, and they shouldn't get too close to your base or the silo.
When the missile is ready to fire, launch it directly on top of the Kremlin. It'll take out the structure-and the Psi-Corps Trooper-with a single hit. The traitor is dead, and the Soviet military is yours to control.
Mission 12: Polar Storm, Point Hope, Alaska
The Americans have a final outpost from which they hope to continue resistance in guerrilla fashion. Their Chronosphere allows them to attack anywhere in the world, from New York to Moscow. It's reported that this final bastion of America is located in Point Hope, Alaska. Although you have few troops in the area, you must crush this last American base and bring about a successful conclusion to the glorious Soviet domination of the world.
You start with a very small base already set up. You have a Construction Yard, Tesla Reactor, Radar Tower, and Barracks. Build a Refinery immediately, and create a group of four or five Flak Troopers. Put these in the middle of your island. Continue building up the base as normal, but don't worry about placing Tesla Coils or Sentry Guns. A few Flak Cannons are worth the money, though. Don't worry about a second War Miner, either. You can do everything with the one you have.
With the War Factory in place, create a group of Rhino Tanks. Four or five will do the trick for you. Don't worry about the Naval Yard for the moment. A couple of Tesla Reactors and the Battle Lab are more pressing needs, at least initially. As soon as you have the Battle Lab, start creating a force of Kirovs.
While all of this is happening, you'll start being attacked by waves of Allied troops. Groups of Rocketeers appear over the island, moving in from the west. Your Flak Troopers and Flak Tracks can handle these easily. The more serious raids happen when the Allies use their Chronosphere and send groups of vehicles onto the island. There are five different waves of Chronosphere attacks in all.
The first consists entirely of Rocket IFVs. They appear in the ore field to the northeast. Your War Miner and the Rhino Tanks can take care of these without too much trouble. Once this attack is over, send the tanks to the western part of the island and wait. Next, six Grizzlies warp in here. Your Rhinos can get most of them before they manage to phase back in.
Now, move everything that has a weapon to the south and wait. The third attack is a single transport loaded with SEALs. Although your Rhinos can handle the SEALs if they get to land, it's better to hit this transport while it's in the water. With the transport gone, move everything north, particularly the Flak Troopers. The fourth attack comes in from the water-it's a pair of Aircraft Carriers. The Flak Troopers and Flak Cannons will handle the aircraft. If you've got Kirovs built, move them into position to take out the carriers.
The final attack occurs in the southeast corner of your island. It's another group of tanks, and it shouldn't be any trouble for your Rhinos to take down this final Chronosphere attack.
Now you can create your main arsenal. If you haven't done so already, build six Kirovs. Once this is accomplished, build your Naval Yard. Build six Sea Scorpions, five submarines, and four or five Dreadnoughts at your Naval Yard. When your ships are built, send a Kirov up the right edge of the map to the northeast corner. From here, move in carefully and find the Tech Airport. Although you can't get an Engineer to this structure, you can take the three Kirov ships around it. Move these back to your base. To keep these units safe while they're moving, send a couple of Sea Scorpions with them to guard against Rocketeers.
Take the Sea Scorpions and submarines, and move west from the Naval Yard. There are about a dozen Allied ships and two Naval Yards, all of which must be destroyed. You need superiority in the water to complete this mission. Move along the coast, attacking with the subs while the Sea Scorpions provide air cover.
With complete domination over the waves, you're now in the perfect position to destroy a huge portion of the Allied position. Use the Dreadnoughts to shell the beach, taking out everything you can see and targeting new structures as they become available. Pay particular attention to Power Plants and Patriot Missiles. Meanwhile, send the Kirovs to the southwest corner of the map, being particularly careful to keep them away from land. You don't want to fly them over the Patriot Missiles in the area.
Move your ships around the southern tip of the island to the back cove and repeat this process. Initially, concentrate on taking out Prism Towers and Pillboxes that can hit your ships, then have the Dreadnoughts take out targets of opportunity. The best way to do this is to force fire on the ground, then have the Dreadnoughts target anything that is revealed when the Patriots fire to stop the Dreadnought missiles. Hit the Patriots last, because they're what allows you to see the other structures.
Run the Kirovs up through this cove now and move them mainly north, but bearing slightly east. Once they start spotting a high concentration of walls, Pillboxes, and Prism Towers, move them in. Meanwhile, your Dreadnoughts should continue hitting any Patriot Missiles the Kirovs uncover.
The goal of the Kirovs should be the Chrono-sphere itself. It's located at the center of this collection of walls and defensive structures. Although there are still some air defenses in the area, they shouldn't be able to cope with 6 to 10 Kirovs at once. Move in and blow up the Chronosphere.
With the Chronosphere destroyed, the Allies have no ability to continue their fight against you and no ability to strike at any of your positions. The mission ends in success regardless of how many units the Allies still have. The world is once again at peace, but this time, it's your peace.
|
![]() |