guides
Last update:11 May 2016
In comparison, the red Army is weaker than its German counterpart.
The headquarters for the Soviet army.
It can create two types of units.
Combat Engineers Squad(240 Manpower, 6 Unit Count points).
The basic construction units.
You should always have, at least, two teams at your disposal.
This is especially so if they are hiding behind a cover or inside a building.
Abilities:
Erecting production buildings.
field reinforcement: mine deployment (30A), building of entanglements, starting fires (50A).
The mines are good for any pop in of units.
to prevent the roof of a church from collapsing onto the snipers inside.
A free way to remove the enemy’s enganglements.
This requires the Disposal and Detection Kit.
- Demolition (90A).
One very interesting ability.
It works like a manually-activated bomb (after you deploy it, it explodes after you hit it).
Perfect for setting traps, useful also in offense.
The downside is the high cost.
- Trip Wire Flares (10A, requires veterancy).
They are discernibly worse than the German Grenadiers although, they do pretty well while fighting at close quarters.
They can be well reinforced by some generals.

Joining the conscripts of an existing, modified team.
Useful ability if you want to keep the more experienced units alive.
- Molotov’s cocktail throw (15A; unlocked at the base).
Especially useful against the units hiding in buildings.
Especially useful thanks to the speed boost which enables you to flank the enemy quickly.
Cheap to use so, do not hesitate to use it frequently.
-RPG-43 Anti tank grenade (25A).
Short range and relatively low damage.
It takes around 7 throws to destroy heavy tanks.
It is definitely more economical and reliable to use the artillery.
- Trip Wire Flares (10A, requires veterancy).
After it is used, reveals the positions of the enemy units for 8 seconds.
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