This was once the home of the Clan Angels of Justice. The clan is no longer operational, and only the ruins remain.
 
HomeAbout AjustUsergroupsRegisterLog in

Share | 
 

 All About Soviet

View previous topic View next topic Go down 
AuthorMessage
Osiris88
Former Leader of AJust
Former Leader of AJust


Osiris88's Awards
Posts : 1075
Points : 3720
Age : 28
Join date : 2011-01-17
Location : Atlanta
Favorite Faction : Allies

PostSubject: All About Soviet   Thu Jan 27, 2011 6:24 am

Soviet: The Iron Fist of the game

Soviets are a powerful faction in the universe of Yuri's Revenge. They rely on the strength of their vehicles to crush enemies with sheer power. Many people argue that certain things are out of balance with Soviet, I believe they need no balancing from any unit. I believe that the game should be balanced around Soviets. In this guide I will talk about what to do in all phases of the game, and which units are worth building along with some common strategies to use and what to expect.

Soviets are very strong in the early game for two reasons: rhinos and build time multipliers. Let's start with rhinos because build time multipliers (btms), are a little more advanced. To understand the strength of a rhino, we need to compare it to a grizzly. We can compare cost, speed, armor, weapon power, range, and rate of fire. Cost and speed go to the grizzly tank; everything else is rhino all day. Rhinos can do more damage, take more damage, shoot farther, and shoot at the same rate as the grizzly. As a matter of fact, grizzlies are often called "plastic tanks" because of their relative fragility to rhinos. If you plan on playing as Soviet, learn to love the rhino.

Now, for btms. Btms determine how long it takes a unit to be built. A unit with a btm of 1.0 will be built at the speed of its cost. However, grizzlies, rhinos, and i believe lashers have btms more than 1.0. I believe grizzlies have a btm of 1.3 and rhinos 1.1. If you do the math, grizzlies build only a slight bit faster, negligible. This means that as a Soviet player, you can have as many tanks as an Allied player, but your tanks are much more powerful. If you combine these factors with a small map, a Soviet player will win against an Allied player of equal skill every time.

Early Game

Since you have the advantage in the early game, and won't have one for much longer than that, you must push the fight. An Allied player will try to tech up as quickly as possible, so you must prevent that. This can be accomplished by choosing one of three things. You can rush them, attack and destroy them early, or try to kill his miners. They each have advantages and disadvantages. A rush is basically getting 3-5 tanks after you make your wf, selling your mcv for the extra cash, and then attacking for the kill. Do not make miners as this is an all or nothing attack, and miners will slow it down. This is the most risky strategy in the game because if you are not successful, you are stuck with low tech units and have only one miner. The key is to take out everything with those rhinos. Obviously his units must be the first thing to go, then his wf, barracks, con yard, then everything else comes last. Be sure to bring fodder as this will help increase the lifetime of those tanks. If you fail, you will probably lose because you have no mcv. But as you are attacking, keep making more rhinos and if you cripple him with the first attack, bring the second wave. He will crumble at your feet. On the other hand, you may wish to kill him by killing his cashflow. This won't be easy, but not too difficult. It can be a slow process if he defends them well, which may make you want to change strategy. If you can take out only 1 miner that can be the difference maker, slowing his teching down and he won't be able to afford units as much. The last strategy is attacking him early. This is basically like a rush except you don't sell your mcv. You can progress to late game with this, utilizing whatever late game units you need. The advantage of this strategy is that if you keep him low tech, you can get late game units before him, and really crush him then. Against a Soviet opponent, everything is equal. It will come down to tc, scouting, eco, and decision making.

Mid Game

Mid game is a whole new ballgame. Allied and Yuri players can really start to put the pressure on you so you must be ready to counter that. If the game has made it to this point, then you have failed at preventing them from teching. The good news is that both of those factions still don't have the big guns (well, Yuri has one of his bad boys). This brings me to a very important point; ALWAYS, AND i mean always, be Iraq. The reason behind this is because the desolator is the only Soviet unit that can consistently counter Allied late game and some of Yuri's units. As Iraq, midgame is when you get desos. If you attack them from here on out, bring at least 1 deso with your tanks. When you deploy, grizzlies will take an immense amount of damage by the time they kill the deso, which means most of the time the enemy will retreat. Allied players will try to use aerial units to kill desos or snipers if applicable until late game. Bring flak tracks with you and they can't do that without taking losses. Try to keep the pressure on the enemy and keep it off of you, because Soviet is not good at handling pressure.

Late Game

At this point, the enemy has access to late game units. Although you may be disadvantaged, do not paniuc, as there are still advantages you have over your opponent. Soviets have something called an industrial plant, which reduces the cost of all vehicles by 25%! Isn't that awesome? This allows you to continuously pump out rhinos to keep the enemy on defense. You also get the nuclear reactor, which means you can sell your tesla reactors when you get low on cash. Just be sure to guard it or you will be double hurtin'. Siege choppers are worth mentioning because they can be used for a variety of roles, especially when that industrial plant is up. Yuri late game is very hard to stop, so I will dedicate a whole guide to defeating Yuri later. For now, we will only worry about Allies. Allies get three units that make their late game so strong. They are the prism tank, mirage tank, and battle fortress. Although they can kill you and your army, you can still win. If you can catch them with only a few of these units, then you can destroy those units amd win the game. If they manage to get more, it becomes more tricky. Suppose your enemy has a bf, 5 mirage, and 1 prism (10800 creds worth of units), and you have 12 rhinos (10800 creds worth of units before IP is built). Those 12 rhinos would certainly lose of the Allied player knows what he is doing. Now, let's say that you take out 2 rhinos and replace them with a flak track loaded with 2 desos. This gives you that and 10 rhinos. Go to his prism and mirage tanks with the deso flak. They will auto-fire on the flak, destroying it. As soon as it is destroyed, deploy the desos. Or deploy them before the flak gets destroyed and deploy. The deso will melt all those tanks extremely quickly. The only counter the Allied player will have is to use the bf to kill the deso. Once all his mirage are destroyed, your 10 tanks can easily own 1 bf. This is why desos are important. If you adopt this use of deso, it is best to use 5 desos in a flak because a bf and his mirage will kill your desos before they can deploy. The more you have, the more survive, giving them a chance at ending the game.

Most of the units in the Soviet arsenal are simply not worth being built 99.9% of the time. The main units you will use are rhino tanks, conscripts, attack dogs, and siege choppers. Against Soviet players, terror drones become a lot more useful.

Tesla Trooper- Good unit but mainly used for fodder, but kind of expensive. Conscripts and dogs are better. Dogs are best because of their speed and ability to kill other fodder.

Flak Trooper- Very useless. Inaccurate and very weak. Flak tracks are not much more expensive especially after the IP is built. Only make when you have no wf or no con yard. Even then, you can make a flak cannon which is better than 3 flak troopers.

Boris- Boris is a good unit but is too slow to be used. He is also too vulnerable because he is infantry, and his cost is just too high for what you get.

V3- V3s are powerful units but many times you will not need them. They have weak armor and move slowly. One rocketeer will own a V3 quickly, and they can be killed by one harrier. It is better to have one more rhino instead. V3s have uses however. They are good to use to clear garrisoned buildings. The rockets also can serve as fodder against bfs.

Apocalypse- These are powerful tanks, but have two glaring weaknesses. Apocs are too slow and cannot fire on the move like rhinos. For 1750 or 1312, they are not worth it in most cases. A bf is faster and can decimate an apoc before it can say "taste your mortality". They are better used against players with no late game units or against a Soviet player who has no terror drones. Terror drones own apocs because they shoot so slowly.

Kirov- Kirovs are powerful but dreadfully slow. Any noob will mass AA when they hear it being created. It will most certainly die. Kirovs can be good when the bases are close like in Dry Heat. They make excellent fodder against bfs, but are hard to keep coordinated with rhinos.

The useful units are the ones you will make 99% of the time. Rhinos are your main ground threat, flaks are used for transportation and aa. Drones are used for killing tanks. Choppers are even kind of situational, but when there are cliffs, you can have a very good day on someone's base. Desos are extremely valuable no matter who you face, especially Yuri and Allies.

Strategies

Splitter- Soviet players have a hard time killing Allies head on when they have late ganme units out. A technique that can save you is to split your tanks into two or more groups of there is room to do this. Attack from different angles and the average player will not be able to handle it. If he clumps all his units in one area, send most of your tanks there to combat them, but do not waste them. Fight them like you would normally, trying to win. The other group(s) go to his bases or where his miners are and do some real damage. He may not see the split or may not be able to counter it due to lack of skill. If you can pull it off, you can beat many Allied players even if they make it to late game. Is not limited to late game, however. You can use this to great effect in the early game against all players. If a player does this to you, then just split your own tanks into the same proportions he did. Then it comes down to tc and numbers.

Drone the first tank- To get an early advantage over you opponent, you may want to try droning them. Once you get a war factory up, make a drone first. While being careful, send it to his base and wait until his first tank comes out. Drone it immediately. He will have nothing to attack that tank most likely so the drone will live to drone another unit. Even if it dies after droning, you spent 500 credits while he spent more than you. Drone grizzlies, lashers, rhinos, or miners. Miners are even better because it's a larger loss for the enemy. War miners are harder to drone but it can be done. Normally, two things prevent a drone from getting to a war miner. The gun mounted on top of the miner absolutely owns drones. Usually, the miner is in the ore, which will slow the drone, but not the miner. This gives it even more time to kill the drone. You could bring fodder, but a better way to do it would be to wait until he is about to dump his ore. WHen he's on the dock, drone him then, because war miners cannot shoot then. Do not try this if he has another miner or sentry gun in the area. There are several ways to counter this. Many players will put a sentry gun/pillbox near their wf/refinery to stop this of they see you are doing it. That is ok but a better way is to put 2 conscripts on each side of the entrance to the wf or ref. They will kill the drone before he can drone the miner/tank. It is better than a sentry gun because it is cheaper and the connies can be used for fodder later. As Allies, 2 gis, one on each side does the trick. If successful, droning the first tank gives you two advantages. He will lose at least one unit and he wasted his money.

As Soviet there are two main things to look out for. That is a player trying to kill your desos, and the other is an enemy battle lab. Prevent both of these from happening.

Each nation in the Soviet side is not equal. Iraq is by far the best because they can counter Allied and Yuri. Cuba is second because terrorists can kill Allied late game sometimes, and they do a helluva lot of damage to buildings. Libya and Russia are meh all the time. Tesla tanks are halfway decent but too expensive, and demo trucks just suck.

Cuba- Make a flak. Make a crazy ivan. Make 5 terrorists. Put an Ivan bomb on each terrorist and load them in the flak. Sneak it into the enemy base and deploy. .BOOM! This can destroy a conyard, or anything for that matter. It is hard to do against an observant player and can be time consuming. It will also distract you. Allied players counter this easily with harriers, prism tanks, and bfs. Works well with an IC.

Libya- Without sws on, I wouldn't even make demo trucks. If they are, then you can make some demo trucks and wait for the IC to prime. Then waltz into the enemies base after you activate the IC on the trucks. When it wears off, BOOM! This can and will decimate a base. It is rather expensive and is hard to defend the demo trucks long enough for them to get in IC range. On rare occasions, you can make a demo truck and escort it to the opponent's base with rhinos. Once at their base, split the demo truck away from the rhinos. If he goes for the demo truck, your rhinos will be free to do damage. If he goes for the tanks, then you fight him and take out something with that demo truck. Doesn't work on someone who can handle a split or Allied players with planes/rockies. Never try against Yuri, a mag + mm will own it. Then he can grind it or use it against you. Also, a chrono legionnaire can erase it unless its ICed.

Russia- Tesla tanks do decent damage, but have weak armor, and cannot fire on the move. However, they make excellent anti-fodder units. The problem is they are too expensive and can be somewhat cumbersome to micro along with rhinos.

Congrats you just graduated from the beginner's Soviet course! If there is anything you want to add feel free to do so.


Last edited by Osiris88 on Fri Jan 28, 2011 7:10 am; edited 1 time in total
Back to top Go down
Warhero99
AJust Founder/ Archangel Of Justice (Retired)
AJust Founder/ Archangel Of Justice (Retired)


Posts : 543
Points : 2886
Join date : 2011-01-16
Location : European Union
Favorite Faction : Soviets

PostSubject: Re: All About Soviet   Thu Jan 27, 2011 8:10 am

A rather valuable guide for starting Soviet players. Great job, once again. However, this is not all there is to Soviets.

Iron Curtain Tactics

When superweapons are enabled, Soviets gain arguably the most powerful superweapon in the game, the Iron Curtain. This structure will grant you the ability to make a group of mechanized units invulnerable for a short period of time. (It kills any infantry it is deployed on, friendly or hostile.)

With the Iron Curtain, Soviets gain a much better chance of countering late Allied technology, and Yuri. Aside from simply ICing your Rhinos, you can do a number of things with this superweapon.

-To pack a set of units together to maximize IC potential, select all the tanks you wish to group, then hold down the Alt key and press on one of them. This will pack the units together.

- IC Drones. Group your drones together in as tight a space as possible, not too far away from the hostile army you are trying to decimate. Activate IC and rip accross the enemy squads, the drone will not die if the droned unit is destroyed, it will last as long as the Curtaining does, even though it can still be removed by a Repair IFV or Repair Depot. This trick is particularly useful versus Yuri, as he will be dealt a massive blow or be forced to grind his droned units if a Grinder is nearby, either way giving you a temporary but potentially decisive advantage. The chaos and confusion caused is also a psychological factor against the opponent.

-IC Choppers.

Get a few siege choppers, maybe 4-5. Try to sneak them up to your opponents base, perhaps by staging a distraction. Deploy and immideately cast the Iron Curtain on them. Whole bases can be decimated with this tricky but devastating trick.

There are a number of Soviet techniques for dealing with Yuri, however as you mention you will write a guide about it in the near future I won't go into details.

Quote :
An Allied player will try to tech up as quickly as possible, so you must prevent that.

This is a good assumption to make at a starter/ average level. This is not always the case at higher levels of play, however. Though this does not mean the threat of allowing an allied player to tech dissapears. Higher skilled Allies players, particularly those from a regular Red Alert 2 background, might use early constant harrasment techniques against a Sov player, involving a multitude of strikes and distractions of different types and directions, such as rockies and jets, paras, grizzlys + IFV rushes, and might actually build 2-3 war factories before teching up. We are talking about higher levels of play here, however. And this by no means diminshes the importance of preventing an Allied player from teching up.
Back to top Go down
http://cc-angelsofjustice.userboard.net
Osiris88
Former Leader of AJust
Former Leader of AJust


Osiris88's Awards
Posts : 1075
Points : 3720
Age : 28
Join date : 2011-01-17
Location : Atlanta
Favorite Faction : Allies

PostSubject: Re: All About Soviet   Thu Jan 27, 2011 12:49 pm

Well I didn't forget I was saving sw stuff for another guide. I didn't add any sw stuff for the Allied guide either :/
Back to top Go down
Warhero99
AJust Founder/ Archangel Of Justice (Retired)
AJust Founder/ Archangel Of Justice (Retired)


Posts : 543
Points : 2886
Join date : 2011-01-16
Location : European Union
Favorite Faction : Soviets

PostSubject: Re: All About Soviet   Fri Jan 28, 2011 12:49 pm

Oh sorry then. Being a Sovs player I just couldn't resist the temptation. Razz Feel free to moderate/ split the topic as you see fit.
Back to top Go down
http://cc-angelsofjustice.userboard.net
Sponsored content




PostSubject: Re: All About Soviet   Today at 4:19 pm

Back to top Go down
 
All About Soviet
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» In Soviet Russia Memes
» The Soviet Chess Primer - Maizelis
» Vision's Random Thread of Stumbling
» Gretchin Revolushunairy Kommitte
» USSR mods?

Permissions in this forum:You cannot reply to topics in this forum
Angels Of Justice- C&C YR Clan :: Tactical Discussion and Assistance-
Jump to: