Base development of Soviet Army (Soviets, Soviet Union, SOV) - consecutive construction of buildings by Combat engineer squads.
Regimental Field Headquarters - base building of Soviet Army. The Combat Engineer Squad can produce 4 buildings in the base area:
- Special Rifle Command
- Support Weapon Kampaneya
- Tankoviy Battalion Command (requires Special Rifle Command or Support Weapon Kampaneya)
- Mechanized Armor Kampaneya (requires Tankoviy Battalion Command)
Combat Engineer Squad can construct two buildings at the beginning of the game: Special Rifle Command and Support Weapon Kampaneya. One of these buildings is required for the construction of the third building: Tankoviy Battalion Command, which in turn is required for the construction of the fourth building: Mechanized Armor Kampaneya.
Buildings
The Regimental Field Headquarters is the primary command structure, producing two of the core infantry units. Losing the RFHQ is detrimental to success on the battlefield. Grants Manpower. Orders in Combat Engineers and Conscript Infantry.
Improvements
Unlocked by |
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---|---|---|
200
|
Field Infirmary
Medics are dispatched to the Regimental Field Headquarters to treat nearby injured infantry. |
|
150
15
|
Conscript Grenade Package
Conscripts are equipped with RPG-3 AT grenades and molotov cocktails. |
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Produce
Unlocked by Available for commanders |
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---|---|---|
170
5
|
Combat Engineers are basic combat troops whose primary tasks are building structures, creating or clearing battlefield obstacles, and attacking enemy defensive positions. |
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240
7
|
Basic troops with little combat training or experience. The backbone and bulk of the Soviet Army. Often lost in large numbers, they can be truly effective with good support. |
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The Special Rifle Command provides tough infantry and mobile units capable of aggressive reconnaissance duties on the battlefield.
Produce
Unlocked by Available for commanders |
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---|---|---|
340
9
|
Soviet snipers are a product of advanced schools that teach amazing long-range marksmanship. Snipers choose high-value targets for maximum tactical impact. |
|
190
15
3
|
The American-built M3A1 Scout Car's four-wheel drive gives good mobility for scouting. Two machine guns provide cover when transporting a single infantry squad. |
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290
8
|
'Independent thinkers', vicious criminals, and hardened troops serving time for minor offenses are given a chance to redeem themselves through blood--theirs or the enemy's. Effective anti-infantry squad, equipped with Satchel Charge explosives. |
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The Support Weapon Kampaneya units can counter large groups of infantry with heavy machine guns, mortars, and the 76mm field gun.
Produce
Unlocked by Available for commanders |
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---|---|---|
260
7
|
The venerable 7.62mm M1910 Maxim heavy machine gun can lay down sustained fire that is capable of suppressing even large groups of infantry. Wheeled carriage is mobile. |
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240
6
|
Highly mobile mortar teams provide effective indirect fire support on the battlefield. Their high-angle attack can hit targets hidden behind cover or buildings. |
|
320
7
|
The 76mm ZiS-3 is a versatile field gun that can hit armored and soft targets. It gives Soviet forces a reliable and effective counter to a broad range of enemy forces. |
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Provides traditional light vehicles and tanks to support more mobile warfare. Half-tracks can carry infantry in support, and light tanks can reconnoitre the battlefield.
Improvements
Unlocked by |
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---|---|---|
100
20
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Mobilize Reserves
The Red Army is able to field additional soldiers while veterans improve effectiveness of all squads. (Automatically researched for free Mechanized Armor Kampaneya is completed). Reduces conscripts reinforce cost to 18. Reduces Penal Battlion reinforce to 25 and increases experience gain by 25%. |
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Produce
Unlocked by Available for commanders |
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---|---|---|
270
30
5
|
The M5 Half-track is a lend-lease provision to the Soviet Union. The open-topped M5 is spacious enough to carry two squads, and its .50cal machine gun provides good firepower. Transports infantry. Transported troops can fire out of the M5. Light armor is easily penetrated. |
|
260
70
6
|
The T-70 Light Tank is mobile and has good armor for a light tank. The 45mm gun resides in a one-man turret; commander has to choose targets, fire guns, and direct the driver. Effective against infantry and light vehicles. Can enter Recon Mode. |
|
280
75
8
|
Assault Guns like the SU-76M are cheap and versatile, mounting a good gun on a lightly armored chassis. Its role is to move with infantry, destroying any obstacles they encounter. Effective against light armor and structures. Lightly armored. |
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Medium Tanks, tank destroyers, and Katyusha rocket artillery provide many options for armored combat.
Produce
Unlocked by Available for commanders |
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---|---|---|
300
90
10
|
The T-34 Medium Tank combines good armor, machine guns, and a versatile 76mm main gun. Wide tracks and a 500hp diesel engine provide mobility and speed. Effective against most targets. Weak to anti-tank guns and infantry anti-tank weapons. |
|
350
130
15
|
The SU-85 Tank Destroyer employs a high-velocity 85mm D-5 main gun which is highly accurate even at extreme ranges. The gun can penetrate the rear armor of any enemy tank. Effective against enemy armor at long range. Inaccurate when firing on the move. |
|
360
85
12
|
The BM-13 Katyusha rocket truck carries 16 132mm rockets. Cheap but effective, 'Stalin's Organ' and its fearsome-sounding projectiles have a detrimental effect on enemy morale. Barrage weapon. Effective against infantry, light targets, and structures. |
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Commander Units / Call-in Units
Unlocked by Available for commanders |
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---|---|---|
150
|
Primary defensive structure. Can be upgraded to DSHK emplacement. |
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200
|
This unit can lockdown on territories and increase resource income. Generates an additional 5 munition and 3 fuel per minute on a regular point, 11 munition on a munition point, and 7 fuel on a fuel point while in lockdown. |
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340
9
|
Considered elite amongst the Soviet forces due to their extensive combat training and experience; given the best equipment and sent to the most challenging battlefields. |
|
100
15
|
Rally point can reinforce nearby infantry, call in medical supplies, and detect nearby enemies. |
|
200
25
|
The field camp will provide nearby infantry units with medical attention and can reinforce understrength units. |
|
125
40
|
An immobile repair station that contains its own engineers which automatically repair nearby vehicles. |
|
400
50
12
|
Super-heavy field artillery like B-4 can fire massive 100kg shells that have very large lethal radius and can penetrate even hardened targets. |
|
400
50
12
|
The 152mm ML-20 is a devastatingly effective heavy artillery piece. Its big shells can deliver massive damage to almost any target. |
|
630
230
19
|
The Kliment Voroshilov KV-2 Heavy Assault Tank sports a massive M-10 152 mm Howitzer as its main weapon. |
|
240
6
|
The M-42 45mm anti-tank gun has a high rate of fire but lacks real punch. However, when used in numbers and attacking from the flank, the M-42 can damage even medium tanks. |
|
300
8
|
The 12.7mm DShK 38 is often nicknamed 'Dushka' or 'Sweetie' but don't mistake this heavy weapon's capabilities to engage soft and lightly armored targets. |
|
640
230
21
|
Named for Joseph Stalin himself, the IS-2 marries a heavy but slow-firing 122mm gun with a squat shape and a good armor envelope that adds great survivability. |
|
260
7
|
The Soviet Commissar squad is a potent command unit that inspires nearby soviet infantry improving their combat effectiveness. |
|
680
260
22
|
A potent combination of thick armor and a heavy but slow-firing 152mm gun-howitzer gives this multi-role heavy assault gun an awe-inspiring battlefield presence. |
|
340
9
|
The 120mm HM-38 mortar fires a 16kg high-explosive bomb at great range. The projectiles have a long travel time, but when they arrive, they do so impressively. |
|
210
4
|
Young men and women fight behind the lines using whatever weapons they are able to scrounge or steal. Partisans know the countryside well and emerge from hiding in buildings. |
|
360
8
|
Considered elite amongst the Soviet forces due to their extensive combat training and experience; given the best equipment and sent to the most challenging battlefields. |
|
390
145
14
|
The KV-8 swaps the standard 76mm gun from the KV-1 for a 45mm main gun and an ATO-41 flame projector. This "breakthrough" tank is deadly to infantry targets and light vehicles. Has 2 main gun modes: 1) Flame projectors (range of fire is 28). 2) 45mm main gun (range of fire is 38). |
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420
145
16
|
The Kliment Voroshilov KV-1 heavy tank offers robust armor and a versatile 76mm gun. One of the first true heavy tanks, it also mounts a machine gun in the rear of its turret. |
|
380
125
12
|
The M4C Sherman Medium Tank is armed with a versatile 76mm main gun effective against light and medium armor. The Western allied powers sent a number of these vehicles to the Soviet Union as part of a lend-lease program. |
|
380
130
14
|
The addition of a larger turret and more powerful ZiS-S-53 85mm gun to the robust and mobile T-34 gives this medium tank improved performance against enemy armor. |
|
360
9
|
Elite soviet infantry who have previously infiltrated to the battlefield by air. These units excel at engaging infantry at any range through their upgrades. Effective at medium range against infantry. Can be upgraded for long or short range combat. |
|
360
9
|
Shock Troops combine aggressive spirit with light body armor for close-range assaults. An arsenal of grenades combined with the PPSh-41 submachine guns are effective up close. |
Specification
- Defense (so-so) Combat Engineer Squad can effectively mine territory with a variety of mines and explosive charges capable of destroying entire squads. The Conscript Infantry Squad are laying down oblong sandbags that provide effective cover.
- Medicine (so-so) At the beginning the only way is to improve the Regimental Field Headquarters and retreat to the base. M5 half-track can heal infantry and it's located inside. Some commanders make it possible to heal infantry in the field with Commissar Command Squad, the Field Camp and the Airborne Rally Point.
- Reconnaissance (perfect) The PM-41 82mm Mortar Squad is capable of launching a Flare that reveals an area; the sniper can do the same after the first veterancy. Conscript Infantry Squad and Combat Engineer Squad are capable of planting Trip Wire Flares after their first veterancy. The T-70 is effective in reconnaissance on large maps, especially on 3rd veterancy.
- Infantry (perfect) Conscript Infantry Squad and Penal Battalion are numerous, versatile units that are effective at varying ranges. For various commanders, Shock Troops are available - one of the best short range anti-personnel units, Guards Rifle Infantry and Guards Airborne Troops are strong at long range, but also can be improved for specialization for different tasks.
- Anti-tank infantry (so-so) Penal Battalion with PTRS are capable of destroying light vehicles and light tanks, but against medium and heavy tanks they have to get close to use the Anti-Vehicle Satchel Charge, which is not always possible. Conscript Infantry Squad with PTRS is a very effective anti-tank unit, the problem is that it is only available for one commander.
- Anti-tank gun (perfect) Zis-3 is effective both against vehicles and blobs, machine-gun crews, infantry in buildings due to special ability to deliver a barrage at long distance. Differs in greater survivability among other anti-tank guns due to 6 soldiers per crew.
- Mortars (perfect) They are distinguished by good survivability due to 6 soldiers per crew, they are able to conduct reconnaissance by launching a Flare. Some commanders allow to call a powerful 120mm mortar that inflicts heavy damage not only on infantry, but also on vehicles.
- Sniper (excellent) After his first veterancy, able to recon by launching Flare.
- Machine guns (so-so) The Maxim machine gun is distinguished by its greater survivability among other machine guns due to 6 soldiers per crew, but it does not suppress the infantry well. Some commanders allow access to the DShK machine gun, which is capable of suppressing large concentrations of infantry at a narrow range, and also its effectiveness increases when firing from neutral buildings (increasing the range of fire).
- Light vehicle and armored cars (perfect) The M3A1 armored car is fast and carries one squad that fires from the back. Effectively to use together with Combat engineer squad with a flamethrower. An ideal solution for eliminating machine guns, machine guns in buildings (with a flamethrower) at the beginning of the game. The M5 half truck is capable of reinforcing infantry on the battlefield, and can also be upgraded as a powerful anti-personnel and anti-aircraft unit.
- Light tank (perfect) The T-70 is the best light tank in the game, but requires more control. Able to disperse infantry and light vehicles. It also effectively conducts reconnaissance and captures points. Can be destroyed by Panzerschrecks, Medium Tanks, Ostwind, Pak 40, Puphen, damaged by Panzerfaust. On the other hand, it can wind up an anti-tank gun if there are no other anti-tank units nearby.
- Medium tanks (good) The T-34-76 is the cheapest medium tank in the game, it is effective against infantry, it will lose a one-on-one battle to German medium tanks, since it often misses the target or cannot penetrate an armour. Has the ability to ram vehicles, which is effective against heavy tanks in conjunction with Penal Battalion with PTRS, conscripts with PTRS and SU-85. For some commanders, the T-34-85 tank is available, which has a more powerful cannon and armor, and the Sherman Tank is universal against all targets.
- Heavy tanks (perfect) Heavy tanks are available only for commanders - these are heavily armored KV-1 and KV-8, which take the blow and are effective for breaking through the front. The versatile IS-2 and KV-2 are effective against infantry and vehicles. The powerful, but clumsy self-propelled gun ISU-152 is capable of destroying clusters of infantry with a concrete-piercing shot, it also has an impressive range, capable of destroying anti-tank guns out of their range of fire.
- Anti-tank SPG (perfect) Light self-propelled guns SU-76M - Inexpensive, weakly armored self-propelled guns, effective against vehicles and infantry concentrations, control is important to keep out panzergrenadiers and medium tanks. The SU-85 medium SPG is one of the best anti-tank SPGs in the game due to its long firing range, accuracy, strong damage and Focused Sight ability. Effective against heavy tanks. Must have against Tiger and Tiger B Königstiger.
- Multiple launch rocket system (perfect) Katyushas are effective against blobs, infantry in buildings, buildings and fortifications. Makes 4 consecutive launches - covers a large area with fire. The closer the distance, the higher the accuracy. Usually, forces the opponent to retreat with all infantry units in the affected area.
- Long Range Artillery (perfect) Many commanders allow the construction of ML-20, long-range artillery, effective against concentrations of infantry, crews, buildings and lightly armored vehicles. Fires several consecutive barrages. For Counterattack Tactics commander, B-4 powerful Howitzer is available - makes one shot, which, when hit, destroys entire troops and tanks. Deals huge damage to heavy tanks.