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Showing posts with label Soviet. Show all posts
Showing posts with label Soviet. Show all posts

Are the Soviets Overpowered?

russian base

Soviets have better Tanks and Defensive Structures.

Let's face it, the Heavy Tank is the best tank out there. Dual Cannons mean double the damage of a medium tank and it can certainly take a beating. What's more is that the Tesla Coil, mother of all defensive structures, is also owned by the Soviets. If you pile 4 or 5 together, your opponent will need about 10 medium tanks to clear them and who knows how many light tanks, since they can be killed by one Tesla Zap.

3D Printed Mammoth Tank

They also boast the Mammoth Tank. The Mammoth tank rush is only stopped by a massive Tesla Coil chain. Which means that defending versus these behemoths is truly a challenge for the Allies. Flame towers have splash damage, which can burn surrounding infantry and kill them more effectively than single-target pillboxes.

The longest range ground unit also belongs to the Soviets, the V2. Two SCUD missiles from a V2 can easily clear a turret before the V2 takes any damage. So if you amass V2s and charge the enemy, chances are you WILL clear the structures you want to clear.

Is there anything else the Soviet Faction offers? Oh that's right, the best infantry unit, besides Tanya. If you were to pit the Soviet Grenadier vs. the Allied riflemen, your clear winner would be the Grenadier. It doesn't take a lot to produce them at maximum speed, a barrack and a kennel will do it. The reason you can't play Germany Vs. Russia in a 1v1 P4 is because of this unit. You would be rushed by grenadiers north, south and in the middle. 

So what makes the Allies playable?

While it's true that the longer the game lasts, the less of a chance you have at winning as the Allies, it must also be true that the shorter the game lasts, the greater chance you have at winning as the Allies. Even though Russia gets a 10% discount on structures and units, it's still not enough to produce tanks as fast as the Allied medium tank in the early game (that is, if you haven't gotten rushed by Grenadiers).

The fastest tank also belongs to the Allies. The light tank, while not considered the favorite, can be deadly if used for purposes other than tank battles, for example, base rushes. If you're running low on cash, you can make light tanks instead of medium tanks to increase your output. The light tank only requires 5 War Factories to be produced at maximum speed, while the Heavy Tank requires 7. In that time you can make about, 30 light tanks more than your opponent! Although the Light Tank has low attack and low defense, the secret of it's effectiveness lies in it's low production cost and high production rate, use it in numbers!

light tank red alert
Light Tank rendering

The Allies boast the most powerful unit in the game, unfortunately it's a vessel. The Allied Cruiser can destroy Advanced Power Plants in one shot and it can do it from an extremely long range. The only defense the Soviets offer against this destroyer of bases is the Submarine. We all know what a drag it is to maneuver Submarines and sometimes...they even attack each other or themselves. Not to mention the Cruiser can easily wipe them out if place in guard mode (Default Hotkey: 'g'). The problem with the Cruiser is that it's quite expensive and slow-moving. This makes sense considering it has such high attack and long range, but it seems that players abuse this advantage by making 300 Cruisers. Piling them near your base will give you an impenetrable fortress, but you will only dominate that little part.

prism tank
Prism Tank rendering

The Allies have superior technology to that of the Soviets. Why don't they have a better tank? Because this isn't RA2 (Prism Tank). The Allies know they don't NEED tanks to win. It just takes a GPS satellite and a Chronosphere. It's easy to chrono an MCV in enemy territory, the problem is defending it. The GPS satellite allows you to view the entire map, keep an eye on enemy movements, decide which are weak spots in the enemies defenses and it allows you to send Helis and cause an inferno of damage. Imagine how much better the best chess player in the world would be if he knew what his opponent was thinking? This is more like the route the Allies have chosen. They want to know what is the Soviets next move, and halt it using either a direct confrontation or a sneak attack from behind. Let them kill themselves.

magnus carlsen
Magnus Carlsen Out Q-ing opponent

Knowing that, while a Chronosphere might facilitate infiltration, it wouldn't be as effective without the GPS satellite. The Allies play smart and tactful, if you mimic these attributes, you can find yourself winning versus a Russian Army anytime.

Do you think it makes a big difference to play as the Allies or the Soviets?


What are your favorite tactics?


Comment Below.

[AFO] Soviet Build orders

You can base your build orders on these [AFO] build orders. Change them to what fits your playing style. 

Ukraine - Speed boost is better for tanking.

Variation number 1. FULL TANK ASSAULT

Deploy
Small Power
Barracks
Ore refinery
War Factory
War Factory
Advanced Power
War Factory
War Factory
War Factory
Service Depot
War Factory
War Factory

Units

Riflemen (x30)
Engineer (x2)
Ore Truck (x2)
Heavy Tank (x15+)

Notes:

Use your engineers wisely as your defenses for this strategy tend to be much weaker. This strategy however works well if your partner is very well defense oriented. If your rush is working out well, continue tanking. If not, make a spare MCV and deploy in back in case of a counter rush.

Variation number 2. TANKING DECOY TO BUILD

Deploy
Small Power
Barracks
Advanced Power
Ore Refinery
War Factory
War Factory
Service Depot
Tesla Coil
Advance Power
Tesla Coil
Advance Power
War Factory

Units

Riflemen (x30)
Engineer (x1)
Ore Truck (x2)
Heavy Tank (x5)
MCV (x3)

Notes:
Rush your opponent with 5 heavy tanks to activate his defenses. Use this time to deploy MCV in closes space possible. Pause and Resume the Tesla construction to build at double speed after 1st MCV is deployed. Place Tesla behind structures, not in front, but try to maintain in range.

Variation number 3. PASSIVE TANKING

Deploy
Small Power
Barracks
Ore refinery
War Factory
War Factory
Service Depot
Advanced Power
War Factory
War Factory
War Factory

Units

Riflemen (x30)
Engineer (x2)
Ore Truck (x2)
Heavy Tank (x15+)
MCV (x1)


Notes:

After a succesful defense against your opponent, send an MCV to the back of your base. Place a War Factory near it and start making more MCV's while defending the battlefield with Tesla.

Russia - Reduced cost is better for building.

Variation number 1. FULL BUILD

Deploy
Small Power
Barracks
Ore Refinery
War Factory
Service Depot
War Factory
Advanced Power
Tesla Coil or War Factory
Advanced Power if Tesla Coil, Tesla Coil if War Factory


Units 

Riflemen (x30)
Engineer (x4+)
Ore Truck (x2)
Heavy Tank (x0)
MCV (x4+)

Notes:

This strategy works better when you pressure your opponent.This will give you time to significantly reduce the attack power from his rush if you can take out riflemen with grenadiers or even a Small Power. It's also important to decide if you will defend first before deploying a 3rd War Factory. That's dependent on how fast your opponent attacks you. Usually one Tesla behind any structure works well. Don't forget to make engineers to protect your ally.You'll notice some PROS make 4 or five Tesla Coils and let the engineers handle the rest while they deploy 9 other MCVs in the back of their base.

Variation number 2. BUILD TO TANK

Deploy
Small Power
Barracks
Ore Refinery
War Factory
Service Depot
War Factory
Advanced Power
War Factory
Ore Refinery
War Factory
War Factory

Units 

Riflemen (x30)
Engineer (x2)
Ore Truck (x2)
Heavy Tank (x10)
MCV (x1)

Notes:

Having 2 Construction Yards means you'll be able to build structures faster, thus consuming your ore faster. In this strategy it's easy to run out of cash so monitor it carefully. USe the tanks to defend your base instead of trading a Tesla for a War Factory. After you have deployed your 2nd MCV continue to make tanks until you have reached your 7th War Factory. At this point you should have a huge mass of tanks, unless you recklessly sent them to your opponent's base or you forgot to make them.

Variation number 3. ACTIVE BUILDING

Deploy
Small Power
Barracks
Ore Refinery
War Factory
Service Depot
War Factory
Advanced Power
Tesla Coil
Advanced Power
War Factory
Advance Power (Crawl South)

Units 

Riflemen (x30)
Engineer (x4+)
Ore Truck (x2)
Heavy Tank (x0)
MCV (x4+)

Notes:

The main purpose of this strategy is to be as agressive as possible with the building. Rushing to your opponent's base with power takes more skill than you think. While you rush with Power's, you should bookmark the last tip of your crawl with SPACE + CTRL and then press SPACE to resume your building, WHILE SIMULTANEOUSLY DEPLOYING MCV'S IN THE BACK IN AN ORGANIZED FASHION. This will clearly augment the speed of Tesla Production by the time you reach your opponent's base.

Soviet Structure Guide

Iron Curtain

Hit Points: 400
Cost: 2800
Power Cost: -200
Armor: Light
Tech Level: 10
Allows: Iron Curtain

Soviet Tech Center

Hit Points: 600
Cost: 1500
Power Cost: -100
Armor: Light
Tech Level: 6
Allows: Mammoth Tanks, Tanya, Flamethrower, Nuclear Missile, Iron Curtain

War Factory

Hit Points: 1000
Cost: 2000
Power Cost: -30
Armor: Medium
Tech Level: 3
Allows: Heavy Tank

Submarine Pen

Hit Points: 1000
Cost: 650
Power Cost: -30 
Armor: Medium
Tech Level: 3
Allows: Submarine, Transport

Tesla Coil

Hit Points: 400
Cost: 1500
Power Cost: -150
Armor: Very Heavy
Tech Level: 7
Maximum Speed at: 10 CYs

Flame Tower

Hit Points: 400
Cost: 600
Power Cost: -20 
Armor: Very Heavy
Tech Level: 2
Maximum Speed at: 4 CYs

Construction Yard

Hit Points: 1000
Cost: 2500
Power Cost: 0
Armor: Very Heavy
Tech Level: 13
Allows: All other structures

Ore Refinery

Hit Points: 900
Cost: 2000
Power Cost: -30
Armor: Light
Tech Level: 1 
Allows: Ore Truck

Silo

Hit Points: 300
Cost: 150
Power Cost: -10 
Armor: Light
Tech Level: 1 
Allows: None

Helipad

Hit Points: 800
Cost: 1500
Power Cost: -10 
Armor: Light
Tech Level: 9 
Allows: Hind

Radar Dome

Hit Points: 1000
Cost: 1000
Power Cost: -40 
Armor: Light
Tech Level: 3 
Allows: V2, Airfield, Tech Center (with War Factory)

SAM Site

Hit Points: 1000
Cost: 750
Power Cost: -20 
Armor: Very Heavy
Tech Level: 9 
Maximum Speed at: 5 CYs

Nuclear Missile

Hit Points: 400
Cost: 2500
Power Cost: -100 
Armor: Very Heavy
Tech Level: 13
Allows: Nuclear Missile

Airfield

Hit Points: 1000
Cost: 600
Power Cost: -30 
Armor: Very Heavy
Tech Level: 5
Allows: MIG, Paratroopers, Spy Plane

Small Power

Hit Points: 400
Cost: 300
Power Cost: +100 
Armor: Light
Tech Level: 1 
Allows: None


Advanced Power Plant

Hit Points: 700
Cost: 500
Power Cost: +200 
Armor: Light
Tech Level: 8 
Allows: None

Barracks

Hit Points: 800
Cost: 300
Power Cost: -20 
Armor: Light
Tech Level: 1 
Allows: Rifleman, Rocket Soldier, Grenadier, Engineer

Kennel

Hit Points: 400
Cost: 200
Power Cost: -10 
Armor: Light
Tech Level: 3 
Allows: Attack Dog

Service Depot

Hit Points: 800
Cost: 1200
Power Cost: -30 
Armor: Light
Tech Level: 3 
Allows: MCV, Mine Layer

Soviet Naval and Air Units Guide

Submarine

Hit Points: 120
Attack: 90
Armor: Light
Speed: 9
Cost: $950
Can detect Submarines:  No
Sight: 6
Self-Healing: No
Tech Level: 5
Primary Weapon: Torpedo
Secondary Weapon: None
Prerequisite: Submarine Pen
Maximum Build Speed: 5


Transport


Hit Points: 200
Attack: None
Range: 4.75
Armor: Heavy
Speed: 4
Cost: $700
Sight: 6
Self-Healing: No
Tech Level: 3
Primary Weapon: None
Secondary Weapon: None
Prerequisite: Submarine Pen
Maximum Build Speed: 5


YAK Attack Plane


Hit Points: 50
Attack: 40
Range: 5
Armor: Light
Speed: 16
Cost: $800
Sight: 0
Self-Healing: No
Tech Level: 5
Primary Weapon: Chaingun
Secondary Weapon: Chaingun
Prerequisite: Airfield
Maximum Build Speed: 6


MIG Attack Plane


Hit Points: 50
Attack: 50
Range: 6
Armor: Light
Speed: 20
Cost: $1200
Sight: 0
Self-Healing: No
Tech Level: 3
Primary Weapon: Maverick Missile
Secondary Weapon: Maverick Missile
Prerequisite: Airfield
Maximum Build Speed: 12


Chinook

Hit Points: 90
Attack: None
Range: None
Armor: Light
Speed: 12
Cost: $1200
Sight: 0
Self-Healing: No
Tech Level: 11
Primary Weapon: None
Secondary Weapon: None
Prerequisite: Airfield, Helipad
Maximum Build Speed: 6


Hind Attack Helicopter


Hit Points: 225
Attack: 40 
Range: 5
Armor: Heavy
Speed: 12
Cost: $1200
Sight: 0
Self-Healing: No
Tech Level: 9
Primary Weapon: Chaingun
Secondary Weapon: Chaingun
Prerequisite: Airfield, Helipad
Maximum Build Speed: 6

The V2 Rush on P4

Effective against: 2v2 Both Builders 
Useless against: 1v1, Tankers

Analysis

This strategy is unfavored in 1v1 battles and rarely seen on 2v2 battles. [AFO] developed the strategy to counter double builders. It's one of those special strategies you use when you know both of your opponents are more keen to build than to tank. The strategy requires a strong tanking partner as the tanks will clear other tanks and your V2s will clear defensive structures as well as important structures. The biggest weakness in this strategy is the build time required. Immediately after the first war is built a radar dome follows, instead of another War Factory. Consequently, your defense will be somewhat weak if structures are not placed correctly. It is executed by W+E+R all the V2s to a point in the opponents base where the V2s are in range of attack, but also far away enough to be out of range of flame towers, etc. Not a recommended strategy against Allies because they are more prone to tank rush. The V2 rush focuses on causing heavy damage at start of game.

Build Order

V2 Rush

The V2 Rush build order recommended by [AFO]:

Small Power -> Barracks -> Ore -> War -> Radar dome


Units: Infantry (30) -> Ore Truck (While radar dome is being buit) -> V2s (6+)

Variations

The V2 rush has only two variations. One variation optimizes damage, the other variation compensates for lost defense.

Damage

V2 Nuke Variation: Collect 6 V2s and place them in range of the opponent's CY and attack. Immediately after destroying it, pull your V2s north and wait for a recharge. In the meantime, use another group of V2s to support your ally in tanking, killing defensive structures.

Defense

V2 Box: After building your third war factory, create a service depot and begin to build. By now, the opponent should be damaged by V2s, reducing their production. In this case, when you know your about to lose your V2s its best to destroy the closest war factories. 

Further [AFO] tips

Bookmark your War Factories with W, bookmark the battlefield with R. Deploy your V2s near enemy base and rally them using E. This way you can optimize the output of your V2s and optimize the damage.

To optimize rate of attack, after the third War Factory, make 3 more MCV's and deploy for a total of 4. Make 5 War Factories total and begin to crawl to opponent with power plants. When near the base, begin crawling with Flame Towers. By now, you should be making V2s at maximum speed and rallying them near your flame towers.

Remember to keep your ore in check, build 2 silos and have 2 ore trucks to prevent losing all your money.