Here you'll find a list of the Soviet Infantry, Vehicles, Aircrafts and Naval Vessels available in Red Alert including the ones found in the Aftermath add-on.

This is the only place on a site you can see the units with in-game pictures, icons, default statistics along with a description.


Soviet Infantry:

Icon In-game Information Description
Rifle Infantry
Rules.ini name: E1
Range: Short
Armor: none
Weapon: AK-47 Rifle
Strength: 50
Cost: 100
Sight: 4
Speed: 4
Prerequisites: Soviet Barracks
This is the cheapest units and carries a small gun. Useful in groups, it is possible to kill a tank with a couple of these, if they don't get run over. Sometimes, you get when a structure is destroyed or sold.
Grenadier
Rules ini name: E2
Range: Medium
Armor: none
Weapon: Grenades
Strength: 50
Cost: 160
Sight: 4
Speed: 5
Prerequisites: Soviet Barracks
Fasterst infantry. Throws grenades at the enemy. Very good at taking out slow moving infantry or anything stationary. If they are killed they go up in flames damaging any nearby unit (kills nearby infantry instantly). Check the Cheats & Bugs section to learn how to make them throw at really long range (game bug).
Rocket Soldier
Rules ini name: E3
Range: Medium
Armor: none
Weapon: RedEye (SAM, surface to air missile); Dragon (homing missile) Strenght: 45
Cost: 300
Sight: 4
Speed: 3
Prerequisites: Soviet Barracks
Soviet side can train Rocket soldiers only in multiplayer games! Slow moving, but quite powerful, the rockets they carry can fire on ground and air units and they do reasonable damage to tanks and structures. They aren't much good on other infantry. In a small group they are the best kind of air defense as they don't require power and are faster and cheaper than SAM sites. If you put them in formation with a mine-layer they will go faster.
Flamethrower
Rules.ini name: E4
Range: Medium
Armor: none
Weapon: Flamer
Strength: 40
Cost: 300
Sight: 4
Speed: 3
Prerequisites: Soviet Barracks, Soviet Tech Center
Very slow, but very powerful against infantry but not real good against tank. They can kill groups of infantry with a couple of shots. They will destroy ant structure that has wood armor (power plants...) easily. If they are killed they go up in flames so keep the always far from any other unit(s).
Engineer
Rules.ini name: E6
Range: N/A
Armor: none
Weapon: none
Strength: 25
Cost: 500
Sight: 4
Speed: 4
Prerequisites: Soviet Barracks
Often under-used, but very useful unit. An engineer can repair most friendly structures to full strength instantly. If they enter an enemy building they damage it by around 25% and capture it if it is already below 25% strength, or 4 engineers can take a building easy. A captured building is treated as one of your own and can have other friendly structures placed next to it.
Tanya
Rules.ini name: E7
Range: Medium
Armor: none
Weapon: Colt pistols; C4 explosives
Strength: 100
Cost: 1200
Sight: 6
Speed: 5
Prerequisites: Soviet Barracks, Soviet Tech Center
Soviet side can train Tanya only in multiplayer games! She has virtually no protection against vehicles. Tanya cannot be put in guard mode and won't fire unless told to do so by you. She cannot be crushed and can destroy structures easily with her C4 explosives.
Attack Dog
Rules.ini name: DOG
Range: Short
Armor: none
Weapon: Dogjaw
Strength: 12
Cost: 200
Sight: 5
Speed: 4
Prerequisites: Dog Kennel
They are very useful against all infantry, they have a guard range of 7 sqaures and dog logic, which means they attack any incoming spies by themselves. They are a bit expensive but worth it if your enemy sends you lots of infantry!!
Shock Trooper
Aftrmath.ini name: SHOK
Range: Medium
Armor: none
Weapon: Portable Tesla Pack
Strength: 80
Cost: 900
Sight: 4
Speed: 3
Prerequisites: Soviet Barracks, Tesla Coil
Avaible in AFTERMATH ONLY! These guys carry a portable tesla pack on their backs. Although it is short-range and they move quite slowy they can be very useful since they cannot be run over by enemy vehicles.

Soviet Vehicles:

Icon In-game Information Description
Heavy Tank
Rules.ini name: 3TNK
Range: Medium
Armor: Heavy
Weapon: 105mm Cannon
Strength: 400
Cost: 950
Sight: 5
Speed: 7
Prerequisites: War Factory
The most cost-effective ground unit. The heavy tank is similar to the Medium tank with the exception of two powerful turret guns. A large group of these can only really be stopped by another large group of them or several tesla coils protected by walls. These are very useful for those who like tank rushing!
V2 Rocket Launcher
Rules.ini name: V2RL
Range: Long
Armor: Light
Weapon: V2 Rocket
Strength: 150
Cost: 700
Sight: 5
Speed: 7
Prerequisites: War Factory, Radar Dome
These launch very powerful rockets over a long range. Two of these can take out most buildings in one shot while staying out of range of enemy defences. But they have a very light armor so protect them well!
Mammoth Tank
Rules.ini name: 4TNK
Range: Medium
Armor: Heavy
Weapon: 120mm Cannon; MammothTusk
Strength: 600
Cost: 1700
Sight: 6
Speed: 4
Prerequisites: War Factory, Soviet Tech Center
Slow and expensive, the Mammoth tank is extremely effective in large groups. They are difficult to destroy because of their strong Armor which heals itself up to half strength! This can also fire upon aircraft and is effective against infantry. Not very effective against aircrafts, rocket soldiers are more powerful. A light tank using the Q Trick will destroy a mammoth tank easily...
Mine Layer
Rules.ini name: MNLY
Range: N/A
Armor: Heavy
Weapon: AP Mines
Strength: 100
Cost: 800
Sight: 5
Speed: 9
Prerequisites: War Factory, Service Depot
Drops Anti-infantry mines. They can only be seen by the player who mined them, and they can cause a lot of damage to an incoming infantry force driving through a minefield. Rarely used because infantry can be easily killed and are small in size....so there's a small chance that an infantry will pass over it except in groups!
Ore Truck (Harvester)
Rules.ini name: HARV
Range: N/A
Armor: Heavy
Weapon: none
Strength: 600
Cost: 1400
Sight: 4
Speed: 6
Prerequisites: War Factory, Ore Refinery
The most important unit in the game - you need harvesters to collect ore and gems and take them to the refinery in order to make money. They have good armor but no defences whatsoever except to run over infantry. Keep them guarded by a few rocket soldiers and tanks. Auto-Repairs itself to half strength.
Mobile Construction Yard
Rules.ini name: MCV
Range: N/A
Armor: Heavy
Weapon: none
Strength: 600
Cost: 2500
Sight: 4
Speed: 6
Prerequisites: War Factory, Service Depot
Deploying one of these creates a construction yard, the MCV has no other use, but can be one of the most useful units around.
Tesla Tank
Aftrmath.ini name: TTNK
Range: Medium
Armor: Heavy
Weapon: Tesla Zap
Strength: 110
Cost: 1500
Sight: 7
Speed: 8
Prerequisites: War Factory, Tesla Coil
Avaible in AFTERMATH ONLY! A new version of the mobile tesla coil from Counterstrike. Not very well armoured but a few of these amongst a pack of tanks will add a little extra to the attack force.
M.A.D. Tank
Aftrmath.ini name: QTNK
Range: Very Long
Armor: Heavy
Weapon: Timequake
Strength: 300
Cost: 2300
Sight: 6
Speed: 3
Prerequisites: War Factory, Soviet Tech Center
Avaible in AFTERMATH ONLY! Mutually Assured Destruction tank is owned by the Soviets. When activated the driver leaps out and leaves the tank to explode. There is a short warning siren followed by a powerful harmonic shockwave hitting all buildings and vehicles in a very large area. Infantry are unaffected by the shockwave. Once activated the only way to stop it is to destroy it!
Demolition Truck
Aftrmath.ini name: DTRK
Range: N/A
Armor: Light
Weapon: Demo Charge
Strength: 110
Cost: 2400
Sight: 3
Speed: 8
Prerequisites: War Factory, Missile Silo
Avaible in AFTERMATH ONLY! A drone truck carrying a nuclear payload. This truck can be targeted at buildings or detonated in specific areas. When destroyed, it's payload detonates like an atomic bomb destroying anything nearby. Be careful not to leave one of these around your own base if the enemy destroys it...

Soviet Aircrafts:

A note about all aircraft in Red Alert - When they have taken off and are flying they do not show up on either your own or enemy radar making them easier to arrive 'unannounced' than ground or naval units.

Icon In-game Information Description
Hind Attack Helicopter
Rules.ini name: HIND
Range: Short
Armor: Heavy
Weapon: ChainGun
Strength: 225
Cost: 1200
Sight: 0
Speed: 12
Prerequisites: Helipad
Equipped with chainguns, a group of Hinds will cause a large amount of damage to any structure or unit, although a single Hind cannot do significant damage to anything other than infantry. They can land anywhere on the map that is explored, not just on their helipads. One Hind is included in the cost of building a Soviet helipad.
Chinook Transport
Rules.ini name: TRAN
Range: N/A
Armor: Light
Weapon: none
Strength: 90
Cost: 1200
Sight: 0
Speed: 12
Prerequisites: Helipad
Can carry up to 5 infantry units and can land anywhere on the map that has already been uncovered. It has no weapons which makes it a vulnerable target, but if it makes it with a few Tanyas inside a base, it can cause chaoes to the enemy, especially as it doesn't show up on radar when flying. Best used when you have created another distraction like aw group of 5 tanks!
Yak Attack Plane
Rules.ini name: YAK
Range: Short
Armor: Light
Weapon: Chain Gun
Strength: 60
Cost: 800
Sight: 0
Speed: 16
Prerequisites: Airfield
The original Soviet attack plane. Yaks are slow and weak. Not worth building when Migs are available, but occasionally useful in some missions. They are very powerful in groups on any building because their chaingun pierces right through the structures armor.
Mig Attack Plane
Rules.ini name: MIG
Range: Short
Armor: Light
Weapon: Maverik Missiles
Strength: 50
Cost: 1200
Sight: 0
Speed: 20
Prerequisites: Airfield
A group of 6 of these can destroy any building if they are not shot down before releasing their powerful and accurate missiles. They will probably destroy a building before they are shot down but they might not return at all! They can't shoot moving targets and can only land on their arifield.

Soviet Naval Vessels:

Icon In-game Information Description
Submarine
Rules.ini name: SS
Range: Long
Armor: Light
Weapon: Torpedo
Strength: 120
Cost: 950
Sight: 6
Speed: 6
Prerequisites: Subpen
Cloaked underwater, they cruise undetected unless they fire or are fired at. They can also be seen if they go very close to another unit. Unfortunately, they can only fire their torpedo tubes against other naval units. Only useful for naval attacks!! Have few of these for water defense against other naval ships!
Naval Transport
Rules.ini name: LST
Range: N/A
Armor: Heavy
Weapon: none
Strength: 350
Cost: 700
Sight: 6
Speed: 14
Prerequisites: Subpen
This can carry any 5 land units. Very fast and safe against all attacks, only can unload on a beach shore. Very useful for surprise attacks in the enemy's base!
Missile Submarine
Aftrmath.ini name: MSUB
Range: Very Long
Armor: Light
Weapon: Naval to Surface Missile
Strength: 150
Cost: 1650
Sight: 6
Speed: 5
Prerequisites: Subpen, Soviet Tech Center
Avaible in AFTERMATH ONLY! A thousand times better than the original Soviet submarine, this can fire on land with a huge range and missiles almost as powerful as the allied cruiser.


Source: .ini files, Red Alert Handbook, IncREDible Alert
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