Russia
Although Russia has decreased in prominence as a superpower with the fall of the Soviet Union many of its factories and arsenal remain
intact. Military bases across the nation maintain a high level of vigilance. The Russian army has stuck with what has always worked:
an unstoppable wall of tanks that crush all opposition through sheer strength. Russian tanks number among the strongest available,
lacking only in the finesse that other more modern and agile armies can muster.
Construction Yard
Cost: $5000
Role: Base Construction
The Construction Yard is the foundation of a base and allows the construction of other Russian buildings. The most vital structure of a base; it must be protected at all costs. Destruction or seizure of the Construction Yard will shut down further base expansion.
Power Plant
Cost: $300
Role: Generates 100 Power
This structure provides power to other Russian buildings. Due to their fragile nature, Power Plants should be placed in safe locations, as power output is directly proportional to the building's condition.
Barracks
Cost: $300
Role: Produces Infantry
This structure is a field training centre for Russian troops. Building multiple Barracks will increase the rate at which infantry are produced.
Gun Turret
Cost: $600
Role: Base Defence
Gun Turrets are heavily-armoured and dispatch enemy vehicles with ease. A potent defence against armoured enemy units, however they are vulnerable to infantry who can outmanoeuvre them.
SAM Site
Cost: $750
Role: Anti-Air Defence
Fires surface-to-air missiles at airborne enemy units. While the launcher is recessed into the ground the site's armour keeps it well protected from enemy attacks. While firing, the vulnerable missile launcher is exposed and easily damaged.
Technology Centre
Cost: $1500
Role: Tech Structure
Stores blueprints and architect's plans for advanced military technology, such as the Radar Dome, Repair Facility and Weapons Factory. Constructing this building grants access to the aforementioned structures.
Radar Dome
Cost: $1000
Role: Base Radar & Communication
Allows the use of the radar screen as long as there is sufficient power. The radar screen allows for long-range views of the battlefield and for commanding units over great distances.
Weapons Factory
Cost: $2000
Role: Produces Vehicles
This structure constructs Russia's vehicles. Building multiple Weapons Factories will decrease the amount of time it takes to create a vehicle.
Helipad
Cost: $1400
Role: Produces Helicopters
This strucure constructs and reloads Russian helicopters. When built, the Helipad is accompanied by a Hind attack helicopter. If the Helipad is lost, the Hind will not be able to reload its ammunition. A Helipad can be set as primary to determine where additional Hinds will spawn. Building multiple Helipads will decrease the amount of time it takes to construct a helicopter.
Role: Produces Helicopters
This strucure constructs and reloads Russian helicopters. When built, the Helipad is accompanied by a Hind attack helicopter. If the Helipad is lost, the Hind will not be able to reload its ammunition. A Helipad can be set as primary to determine where additional Hinds will spawn. Building multiple Helipads will decrease the amount of time it takes to construct a helicopter.
Repair Facility
Cost: $1000
Role: Repairs Vehicles
The repair facility allows the repair of damaged units. Moving a vehicle onto the repair pad will begin the repair process. Note that repairs drain credits over time and that damage to the repair facility will lower the pace of repairs.
Concrete Wall
Cost: $100
Role: Base Defence
Used to deter the enemy from advancing. Only explosive weapons such as grenades, missiles, and shells can damage Concrete Walls. It takes several hits from explosive weapons to destroy a section of Concrete Wall.
Minigunner
Cost: $100
Role: Basic Infantry
Minigunners are basic infantry units equipped with short range rifles. En masse this unit becomes cost-effective against slow-moving armoured units such as tanks. When engaging such targets Minigunners must keep moving or the tanks will run over them.
Bazooka
Cost: $300
Role: Anti-Tank & Anti-Air
These infantry units are slower and easier to kill than other infantry, but can tear through armour faster than any other infantry unit. Bazookas can also fire against airborne enemies. Most effective as a support unit in diverse groups.
Engineer
Cost: $500
Role: Captures Buildings
Engineers are used to seize control of enemy buildings. Since they carry no weapons, they are extremely vulnerable on the battlefield and must be directed very carefully. Escorts are commonly used to protect the Engineers as they close on enemy buildings.
Medium Tank
Cost: $800
Role: Armoured Battle Tank
A solid front-line vehicle equipped with armour-piericing shells. It is effective against both vehicles and structures. The tank is vulnerable to aircraft and infantry counterattack although it can run down enemy infantry should they draw too close.
Malyutka
Cost: $400
Role: Reconnaissance & Anti-Air
This armoured car is Russia's fastest vehicle, ideally suited to its scouting role. Armed with a rocket launcher, small groups of this vehicle can serve as an effective anti-vehicle deterrent. Outside of the Mammoth Tank, the Malyutka is also serves as Russia's mobile anti-air platform.
Role: Reconnaissance & Anti-Air
This armoured car is Russia's fastest vehicle, ideally suited to its scouting role. Armed with a rocket launcher, small groups of this vehicle can serve as an effective anti-vehicle deterrent. Outside of the Mammoth Tank, the Malyutka is also serves as Russia's mobile anti-air platform.
Surface-to-Surface Missile Launcher (SSM)
Cost: $750
Role: Siege, Anti-Infantry
Fires surface-to-surface incendiary missiles at enemies from incredible range. This vehicle is Russia's most effective anti-infantry weapon, able to incinerate entire squads with a single missile. It is also an effective siege weapon. The reload rate on this unit is extremely long, requiring other units to protect it during its lag-time.
Role: Siege, Anti-Infantry
Fires surface-to-surface incendiary missiles at enemies from incredible range. This vehicle is Russia's most effective anti-infantry weapon, able to incinerate entire squads with a single missile. It is also an effective siege weapon. The reload rate on this unit is extremely long, requiring other units to protect it during its lag-time.
Mammoth Tank
Cost: $1500
Role: Heavy Assault
A powerful vehicle effective against all targets. While slow moving, the vehicle can regenerate up to 50% health after an engagement. Its missile packs are useful against infantry and aircraft but only fire when the tank's turret rotates to engage a new target.
Hind
Cost: $800
Role: Anti-Tank Air Superiority
This helicopter fires sabot rounds at enemy armour and structures. It is quite fragile so care must be taken to avoid SAM Sites and patrolling anti-aircraft units.