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* AreaOfEffect: Their secondary fire, that in large numbers, desolators can create a contamination zone more deadly than a nuclear missiles, and destroy nearly anything that comes through in a matter of moments.

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* AreaOfEffect: Their secondary fire, that in large numbers, desolators can create a contamination zone more deadly than what a nuclear missiles, missile leaves behind and destroy nearly anything that comes through in a matter of moments.

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* BoringButPractical: Due to their low cost and training time, Conscripts are quite handy for garrisoning civilain buildings or your own Battle Bunkers (in the ''Yuri's Revenge'' expansion) to quickly fortify your position. And speaking of Yuri, a large number of Conscripts is ideal for [[ZergRush overwhelming]] mind control units such as Psychic Towers and Masterminds. And since Conscripts deal minimal damage individually, getting them (briefly) mind-controled won't be as dangerous as, for example, an Apocalypse Tank. Furthermore, if you have your hands on Soviet and Yuri technology, Conscripts make a quick and cheap "fuel" for Bio Reactors to power up your base.



* TankGoodness: The Rhino tanks are very useful in early PVP (player versus player) online games due to its cheap production cost and medium-high power aganist vehicles and structures. The Rhino tanks are especially useful in a Soviet vs Allied PVP match: during very early gameplay, the player controlling the Soviet faction could easily build few of these tanks and defeat the Allied player if these tanks are focused on destroying enemy structures; as the Allied player spent much time in early game to develop his/her base. This tactic is called 'rushes' and are usually used by Soviet players early in game.

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* TankGoodness: The Rhino tanks are very useful in early PVP (player versus player) online games due to its cheap production cost and medium-high power aganist against vehicles and structures. The Rhino tanks are especially useful in a Soviet vs Allied PVP match: during very early gameplay, the player controlling the Soviet faction could easily build few of these tanks and defeat the Allied player if these tanks are focused on destroying enemy structures; as the Allied player spent much time in early game to develop his/her base. This tactic is called 'rushes' and are usually used by Soviet players early in game.


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* FragileSpeedster: Flak Tracks are ridiculously fast and ridiculously frail.
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* UseYourHead: Squids will use some kind of headbutting attack when their tenticles are not an option for certain naval units (such as Dolphins or Yuri's Boomers).

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* UseYourHead: Squids will use some kind of headbutting attack when their tenticles tentacles are not an option for certain naval units (such as Dolphins or Yuri's Boomers).
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* UseYourHead: Squids will use some kind of headbutting attack when their tenticles are not an option for certain naval units (such as Dolphins or Yuri's Boomers).
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* SecondaryFire: When deployed, Desolators can irradiate their entire surroundings and kill many more infantry and even other ground units like tanks.

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* SecondaryFire: When deployed, Desolators can irradiate their entire surroundings and kill many more infantry and even other ground units like tanks. On the downside, they cannot gain veterancy from units that die from crossing irradiated ground as the Desolator is killing indirectly through radiation rather than directly shooting them.
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** Another strategy is to send a M.A.D. tank towards an enemy base or attack force, and just as it reaches firing range, use the Iron Curtain to keep it from being prematurely destroyed since it's too slow to reach a target on its own armor. Place it in the prime center of devastation and deploy it if it's still under the Curtain, it won't actually explode and damage everything until right after the effect fades, giving the enemy no chance to actually counter it and helping to soften up any vehicles and structures in the radius by 45%.

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** Another strategy is to send a M.A.D. tank towards an enemy base or attack force, and just as it reaches firing range, use the Iron Curtain to keep it from being prematurely destroyed since it's too slow to reach a target on its own armor. Place it in the prime center of devastation and deploy it if it's still under the Curtain, it won't actually explode and damage everything until right after the effect fades, giving the enemy no chance to actually counter it and helping to soften up any vehicles by 45% and structures in the radius by 45%.40%.
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** Another strategy is to send a M.A.D. tank towards an enemy base or attack force, and just as it reaches firing range, use the Iron Curtain to keep it from being prematurely destroyed since it's too slow to reach a target on its own armor. Place it in the prime center of devastation and deploy it if it's still under the Curtain, it won't actually explode and damage everything until right after the effect fades, giving the enemy no chance to actually counter it and helping to soften up any vehicles and structures in the radius by 35%.

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** Another strategy is to send a M.A.D. tank towards an enemy base or attack force, and just as it reaches firing range, use the Iron Curtain to keep it from being prematurely destroyed since it's too slow to reach a target on its own armor. Place it in the prime center of devastation and deploy it if it's still under the Curtain, it won't actually explode and damage everything until right after the effect fades, giving the enemy no chance to actually counter it and helping to soften up any vehicles and structures in the radius by 35%.45%.

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** Another strategy is to send a M.A.D. tank towards an enemy base or attack force, and just as it reaches firing range, use the Iron Curtain to keep it from being prematurely destroyed since it's too slow to reach a target on its own armor. Place it in the prime center of devastation and deploy it if it's still under the Curtain, it won't actually explode and damage everything until right after the effect fades, giving the enemy no chance to actually counter it.

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** Another strategy is to send a M.A.D. tank towards an enemy base or attack force, and just as it reaches firing range, use the Iron Curtain to keep it from being prematurely destroyed since it's too slow to reach a target on its own armor. Place it in the prime center of devastation and deploy it if it's still under the Curtain, it won't actually explode and damage everything until right after the effect fades, giving the enemy no chance to actually counter it.it and helping to soften up any vehicles and structures in the radius by 35%.
** The tripple M.A.D. Tank rush can cause an unaware opponent to lose most or all of their main base and any vehicles stationed nearby, but the only way to get the three tanks quickly to their rough destination is to send them via sea transport (if even possible). If your opponent gets wind of what you're doing then the tanks will be intercepted and you lose your chance to wipe out the base.
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* HoistByHisOwnPetard: Should you choose to build a Demolition Truck, it's ''not'' a good idea to leave one parked in the middle of your base. If you do, any premature destruction of the truck will also set off its nuclear payload and do big damage to your own base and troops. On a positive note, you can do this to an enemy Demo Truck if they are foolish enough to leave it parked in ''their'' base.
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* NotTheIntendedUse: The Reaper's jump ability causes its legs to break and render it immobile. On a positive note, it still retains its rockets and grenade launchers, making it a rather potent anti-air/ground defensive turret. As such, Reapers can serve as impromptu defenses for your base, holding the line, or even for protecting captured tech buildings out in the open (since Reapers can be "deployed" without a Sputnik for ground control). Another bonus is that Reaper turrets don't use power, either.
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* DifficultButAwesome: They're dangerous to ''all'' naval vessels and armor units, but need to be used in well thought-out plans and formations due to their fragility as well as the fafct that they're only capable of infecting one armor unit or naval vessel, meaning if you want to destroy an entire swathe of [=AFVs=] you'll have to both bring more than one Terror Drone and plenty of back-up.

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* DifficultButAwesome: They're dangerous to ''all'' naval vessels and armor units, but need to be used in well thought-out plans and formations due to their fragility as well as the fafct fact that they're only capable of infecting one armor unit or naval vessel, meaning if you want to destroy an entire swathe of [=AFVs=] you'll have to both bring more than one Terror Drone and plenty of back-up.




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* TookALevelInBadass: These new Terror Drones are a lot more versitile and dangerous compared to their ''Red Alert 2'' predecessors. For starters, they are now amphibious, which makes them a threat to naval units in addition to ground units. And they now have a Stasis Ray that can [[TheParalyzer hold vehicles/ships in place]].
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* FriendlyFire: Its Ultra-torpedo special attack will hit and damage anything that's in front of it, friend or foe.


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* NotTheIntendedUse: The Akula's Ultra-torpedo special ability allows it to fire a powerful torpedo straight ahead for quite a long distance. This means that if you have the Akula point at a target far away and activate the Ultra-torpedo, it will be able to damage/destroy targets from a much farther distance than its normal attack. This makes the Akula sort of an impromptu sniper and/or artillery unit.[[note]]Especially handy for dealing with the Allied naval Sprectrum Towers in the fourth campaign mission, "March of the Red Army", where you can't build Dreadnoughts.[[/note]]
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* FriendlyFire: When Desolators irradiate the ground, the radiation does not discern between friend or foe. This means that if you're not careful, you might end up ''melting your own infantry'' if they walk through the radioactive ground. Oops.

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* FriendlyFire: When Desolators irradiate the ground, the radiation (obviously) does not discern between friend or foe. This means that if you're not careful, you might accidentally end up ''melting ''damaging or killing your own infantry'' units'' if they walk walk/drive through the radioactive ground. Oops.
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* FriendlyFire: When Desolators irradiate the ground, the radiation does not discern between friend or foe. This means that if you're not careful, you might end up ''melting your own infantry'' if they walk through the radioactive ground. Oops.

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* TrueSight: [[DownplayedTrope Downplayed]], as they can only do this to spies and stealthed naval units. When a Desolator irradiates the ground, obviously an enemy spy with be melted anyway (as radiation cannot discern between friend or foe). Also, the Desolator's radiation range can cross into the water as well, allowing him to damage and reveal submarines, squids, and dolphins.



* SuicideAttack: Of course, he blows himself up when he reaches his target. Ditto for if he gets killed beforehand.



* SchmuckBait: They can serve as this. Any enemy units nearby will automatically shoot at a Demolition Truck just like normal (as they are programed in-game to do so). Obviously, the nuclear payload and resulting fallout leads to a [[ActionBomb nasty surprise]] for any enemies that are too close to the truck when it blows up.



* CossackDance: They'll occassionally do this as an idle animation.

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* CossackDance: They'll occassionally occasionally do this as an idle animation.



* TookALevelInCheerfulness: They are defintely a ''lot'' more happy and enthusiastic compared to their unwilling and utterly bored-sounding predecessors from ''Red Alert 2''.

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* TookALevelInCheerfulness: They are defintely definitely a ''lot'' more happy and enthusiastic compared to their unwilling and utterly bored-sounding predecessors from ''Red Alert 2''.

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