The Soviet Buildings:

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Below are the structures you can build as the Soviets.
 

Picture of structure:
Structure description:
My tips regarding the structure:
Construction Yard
The foundation of a base and allows the construction of other buildings. This should be your number one priority at the start. Try to build it in a corner to limit attacks to 2 sides, but you also want to build it near ore for quick ore retrieval.
Concrete Wall
These barriers are not crushable and block tank ordnance. More effective then Barbed-Wired yet I still suggest you do not build it. It really doesn't help in battle unless your enemy doesn't know how to shoot it or you make layers.
Barbed Wire
Stops non-tracked vehicles and infantry. Tracked vehicles(tanks) can shoot or run over it. *WARNING*: If you build Barbed-Wire you are an idiot. It is useless unless you are attacked only by infantry without guns.
Power Plant
Increases power by 100. Well, its power alright. Not much, but it helps. This should only be built once right after after the Contruction Yard, when the Advanced Power Plant is not available, or when money is severly limited. As like the Advanced Power Plant, power output is directly related to the Power Plants condition so keep them repaired.
Barracks
Allows you to train Rifle Infantry, Grenadiers, Rocket Soldiers, Engineers, Flame Soldiers, or Tanyas. You should get this structure built quickly into the game. This allows you to quickly get infantry early ana find your opponent. The Barracks is weak against the A-Bomb so keep it spread out away from other buildings.
Advanced Power Plant
Increases power by 200.  As like the Standard Power Plant, power output is directly related to the Power Plants condition so keep them repaired. Advanced Power Plants should always be considered before Standard Power Plants. Its only 200 credits more yet gives twice as much power as the Standard Power Plants. The Advanced Power Plant is weak against the A-Bomb so keep it spread out away from other buildings.
Sub Pen
Builds and launches Submaries and Transports. Also capable of repairing sea units. Building more then one Sub Pen, as like the War Factory, will speed up the building of units. Keep Sub Pens as close to your main base as possible so nearby land units can destroy attacking Destroyers and Gunboats.
Ore Refinery
Required to get ore. This structure turns ore into credits. Once built, it comes with an Ore Truck. It can hold 2,000 credits. Try to build your Ore Refinery as close to large ore deposits as you can. This will speed up ore retrival and keep your Ore Trucks close to home. I usually build my Construction Yard and Ore Refinery close together and put a Tesla Coil nearby. This is some insurance if a Tanya or a few tanks infiltrate your base and get near your most important structures.
Flame Tower
Automatically directs balls of fire at approaching ground units. A Flamethrower is great against groups of attacking infantry or Tanyas. It can also do a decent job against tanks. A few scattered Flame Throwers combined with a few Tesla Coils is a good defensive strategy. 
Kennel
Allows the training of Attack Dogs. Personally, I do not build Kennel's since I never use Attack Dogs. Attack dogs can be a good addition to your ground units though. They can detect Spys and kill soldiers in one bite. Problem is, one shoot and they die and they cannot attack tanks.
Silo
A Silo can hold 1,500 credits in the case that your Ore Refinery is filled. If you need Silos, you are not building enough. You should always be building a tank and/or structure. An extra Advanced Power Plant could come in handy if one is destroyed.
War Factory
Responsible for the building of Soviet ground based vehicles. Building more then one War Factory, as like the Sub Pen, will speed up the building of units. Build your War Factory early and start poping out the Heavy Tanks. If you have the money, you should build 2 or better yet 3 War Factories, but more then 3 is overkill. This is another critical building so I build it near my Tesla Coil along with my Construction Yard and Ore Refinery.
Radar Dome
The Radar Dome gives you an overhead view of the battlefield when fully powered and repaired of serious damage. I always use the Radar Dome. Without it, you will not know when your enemy is coming. I use the Radar that shows the entire map but it is preference. Keep it repaired as damage can shut the Radar Dome off.
Sam Site
Automatically fires long range missles at enemy aircraft. I never build Sam Sites. For 750 credits I can build nearly 3 Rocket Soldiers who do the job much more effeciently. Besides, a mobile Rocket Soldier is only weak against riflemen and being run over by tanks whereas a Sam Site can be destroyed by anything since it is stationary.
Tesla Coil
Automatically directs bolts of lightning at enemy ground units. This is what I use as the heart of my defense. It costs 1500 credits and sucks down 150 power, but is is quite strong. Only weaknesses are a direct attack with tons of tanks, or cutting off power to it. Putting a Tesla Coil in the middle of your city, and spreading tanks all throughout will provide a good defense. I can destroy even the toughest of tanks with 2 hits. Watch your power level though!
Service Depot
Repairs any damaged vehicle that moves onto it as long as funds are available. Mine Layer units can be reloaded by parking onto pad. You usually don't have time to repair veicles, at least in multiplayer games, but the Service Depot also allows you to make an MCV in case your Construction Yard is destroyed. Even if your Repair Depot gets destroyed, you can still make an MCV. If you have time and 1200 creits, this will give you some insurance in case your Construction Yard is destroyed.
Tech Center
Allows the construction of high tech units like the Mammoth Tank and Tesla Coil. Two of the most crucial offensive weapons come from this building. The A-Bomb and the Tanyas. Even if this Building is destroyed, as long as you still have your Barracks, you can make Tanyas. It costs 1500 credits and sucks down 100 power, but this building is usually an offensive necessity. The Tech Center is weak against the A-Bomb so keep it spread out away from other buildings.
Airfield
Allows construction of Mig and Yak planes and allows access to Paratroopers, Parashoot Bombs, and Spy Planes. Only one plane is allowed per airfield. I use the Spy Plane and Paratroopers all the time. To get these, you must have an Airfield. If your enemy has a lot of Sam Sites or Rocket Soldiers, don't bother building Migs or Yaks, unless you don't plan to attack near your enemies air defenses. If your enemy doesn't have a lot of air defenses, you will probably end up building several Airfields. You will want them spread out to make sure not all are destroyed by a quick tank attack (then the plane associated with that airfield is lost resulting in double death).
Helipad
Allows construction of helicopters and will reload any that are in need. Each Helipad comes with a Hind. I hate helicopters so I never construct Helipads. I suggest you do the same. Hinds are unresponsive and slow. Its like a flying tank with a gun. All the enemy has to do is keep moving and the Hind will have to re-adjust to shoot. The Chinook may be good to transport on water levels where there is no air defenses, but I wouldn't be caught dead wasting precious time and credits on a Chinook or Hind (actually I would be found dead if I built a Helipad and copters).
Iron Curtain
Makes a vehicle or building invulnerable for a short period of time. I've used this once. To say the least, I hate it. It takes too long to recharge, costs 2800 (the most expensive structure the Soviets have), and sucks down an unbelievable 200 power (the most power dependant structure the Soviets have). Maybe if it recharged faster it would be more of an advantage, but it doesn't. If you want to waste a lot of time, money and power, build this. In a single player game, this may have some use , but don't count on it in a multiplayer game. If your multiplayer game is going slow and you end up having enough time and money to build an Iron Curtain, you can try Iron Curtaining a Chinook with a Tanya inside and sending it over.
Missle Silo
Readies an atomic bomb that can be launched onto the battefield.  Enemy Advanced Power Plant + Your A-Bomb = Total destruction. I've managed to take 4 Advanced Power Plants out with one A-Bomb so this structure is quite handy to have. It takes some time for the Missle Silo to recharge, but it is worth it. Barracks and Tech Centers are also easily destroyed by the A-Bomb. It may require 2500, but for those who use it wisely, it can turn a near defeat into a win.


Unique hits since 8/18/01