Confidential briefing from Premier Romanov, Leader of the United Soviet Empire:
Comrade, once you see what we have done to our Soviet armor I am sure you will have a smile as wide as my own. With these
forces at your disposal, victory in battle is all but assured!
War Miner
Our superior Soviet technology has replaced the internal motors of the War Miner with more efficient versions, resulting in a miner which is
less costly to produce ($1000 vs. $1400 previously), and which cannot be crushed. Sadly, this new miner is not promotable. Taken together
with a streamlined building process which lets War Factories produce War Miners faster than their cost would indicate, and you will find that
it is now no burden at all to roll additional miners out of your War Factory. But be very careful, my dear Comrade - these new War Miners
will explode violently when destroyed.
The $400 reduction in price of a War Miner is reflected in an identical $400 reduction in the price of an Soviet Ore
Refinery.
New effects: War Miners now generate an engine sound when they begin to move, and will emit yellow smoke when damaged.
Rhino Tank
The Allies have increased the effectiveness of their puny Grizzly against armor. Yuri has added more armor plating to his
inferior Lasher. Have we been standing still? No Comrade we have not. We have applied our Soviet efficiency to the Rhino
production process, so that despite its higher cost, it can be built in the same amount of time that our enemies can build
their basic tanks. The Soviet Union will never be outtanked!
Graphical enhancement: The tank shot now appears to fire from the correct location.
Flak Track
No changes have been ordered for this inexpensive and versatile unit at this time.
Terror Drone
Our Terror Drones no longer easily fall victim to the Allied Mirage Tank - neither to its fire nor to its disguise. This
change alone should make our Drones much more valuable to our Soviet commanders. The ability to penetrate disguises also
serves to make the Terror Drone able to serve as anti-Spy defense. In addition, we have installed a self-repairing
mechanism in our Drones, allowing them to self-heal. It is not clear if this particular improvement will prove to be very
useful, since TD's tend not to survive very long anyway.
Soviet Amphibious Transport
I am aware that you have become weary of building a shipyard and the forces required to properly defend it, when all that
you may need is an Amphibious Transport or two. So I have ordered that our transports are to built from the War Factory instead.
To reduce build option clutter, Amphibious Transports are now side-specific. When playing as Soviets, the Soviet Amphibious
Transport is the only hover transport you will be able to build. This unit can be built from any of the 3 War Factory types.
Note that all these changes only apply in multiplayer/skirmish games. In single-player campaigns, the Soviet Amphibious Transport
is still built from the Soviet Shipyard.
Tesla Tank - Russia's Special Unit
Russian commanders have often complained that building Tesla Tanks was simply not worth the money that they cost. Upon
review I find I must agree, and through Soviet efficiency we have reduced its price to just $1000 (vs. $1200 previously).
But I thought the tank was still lacking, so I set my engineers to work, and what magic they have worked!
The tank's armor has been improved slightly, it can fire more frequently, and its weapon range is increased to equal that of
a Rhino Tank as well! What is more, even newly-manufactured Telsa Tanks can attack targets on the other side of walls.
However, each weapon charge does do a bit less damage than before, but the other improvements do more than make up
for this, making the unit markedly improved overall. That being said, it is worth noting that the scattered shrapnel bolts
of elite Tesla Tanks are somewhat more damaging. But all these changes pale in comparison to the most effective
change of all: the ability to fire while on the move.
Demolition Truck - Libya's Special Unit
Yuri's mind-controlling abilities have made the deployment of this weapon of destruction a risky proposition indeed. Changes
were sorely needed, and they have been made. First, the cost of the truck has been reduced ($1000 vs. $1500 previously).
Its strength has been increased, and so has its speed. It is immune to both mind-control and radiation. What is more, its
creation announcement is no longer heard.
But that is not all! We have increased the size of the truck, so it could carry a larger payload. The yield of the Demo Truck's nuclear bomb
has been enhanced so it is more likely to destroy enemy buildings, particularly base defenses. The explosion will tend to destroy nearby
walls as well. It's also a dirtier bomb, leaving radiation which will poison units in the area for a longer time.
Comrade, sometimes I wonder about the massive Soviet bureacracy we have created. Some paper-pusher in one of our government ministries
mandated that the Demo Truck must sound a warning siren whenever it is in motion... some foolishness about 'safety concerns'. Can you
imagine? Well, I am the Premier, and I will see to it that this silly mandate is repealed in short order! In the meantime, should you find
yourself facing a traitorous Libyan faction on the battlefield, listen carefully and you might be able to hear their Demo Trucks approaching.
Note: Demo Trucks now can be detonated at any time with the "deploy" command.
Graphical enhancement: Demo Trucks are larger, complete with nuke symbols mounted on their sides, and will emit green smoke when
damaged.
V3 Launcher
This unit was unarguably our biggest disappointment. The V3 rocket was simply too slow, too fragile, and the launcher took
far too long to reload and launch. We have achieved massive improvements by switching to a much lighter rocket. While its
explosive payload is less than half what it was previously, we now have a rocket which can be raised from the launcher much
more quickly, and it travels at a much higher speed to its target. This virtually guarantees the rockets will get past any
AA defenses, and a new rocket will be ready to fire before the enemy can repair the damage done by the first volley. As a
bonus, the launcher itself has been strengthened a bit.
Given the reduced damage of the rockets, you will find that a single V3 is almost useless. But if used in groups of 4 or
more, you should see extremely good results. At last the Soviet Union has an effective, land-based, long-range base-cracker!
I am sad to say that these improvements are not cheap, Comrade. This new V3 Launcher is more expensive ($1100 vs. $800
previously), and you must have a Soviet Battle Lab before you can build them. The V3 Launcher is now a high-tech weapon.
Graphical enhancements: V3 Launchers no longer 'morph' when launching missiles; missile firing origin and initial missile tilt settings
tweaked to produce a seamless launching animation.
Apocalypse Tank
When our Rhino Tanks are not enough, there is always the mighty Apocalypse Tank. No more will our proudest armor be brought
down by mere infantry. The Apoc's pair of rockets has been recalibrated to target infantry and Terror Drones, as well as air
units. These rockets are quite effective at these tasks, I assure you.
Its powerful tank shot has been given a very modest range increase, and the tank itself can unshroud the battlefield at
greater distances. A change you will find to be even more effective is the added ability of Apocs to fire while they are
moving. Their slow speed will seem less of a hindrance when you see they do not need to stop in order to destroy any
resistance they encounter! And the Apoc's armor has been strengthened besides. Nothing will stop the Soviet juggernaut now,
eh Comrade?
Graphical enhancements: Missing muzzle firing animation for rookie Apocs enabled, vehicles hit by Apoc's tank shells will rock from the
impact, and elite Apocs will fire red-trailed missiles.
Soviet Base Expansion Vehicle - New Unit!
The technology of the Soviet Union is always moving forward and this is our latest development - the Base Expansion Vehicle.
In the same manner as an MCV, this vehicle is unarmed, and its purpose is to deploy it into a building: The
Base Expansion Node.
There are good reasons to build this unit rather than another MCV. First, an Expansion Vehicle is half the price ($1500).
Second, the resulting Expansion Node has a very small footprint, allowing it to be set up in cramped areas where full-sized
MCVs cannot deploy. The prerequisites for building these new vehicles is the same as for building MCVs: You need an Soviet
War Factory and an Soviet Repair Facility.
This vehicle is ideal for setting up remote ore refining operations, erecting defenses at strategic locations, and
establishing bases close to the front lines. But be aware that the Expansion Vehicle can only be deployed
ONCE. Once deployed, the Expansion Node building CANNOT be repacked. Make sure the Expansion
Vehicle is where you want it to be when you give the order to deploy, since you won't get a second chance.
Note: The Soviet Base Expansion Vehicle, and the Soviet Base Expansion Node, are only available in
multiplayer/skirmish games.
Soviet Construction Vehicle
Our MCVs are now 50% stronger. This matches the strength increase afforded to our
Construction Yards.
YAK-24K Transport - New Unit!
We have long needed an air transport vehicle, and now we have one! We opted for an unarmed design in order to increase
carrying capacity. The YAK-24K Transport will carry up to 8 infantry anywhere on the battlefield, and does not appear on
enemy radar screens. It is somewhat sturdier than the Allied Nighthawk, and self-heals.
In order to build the YAK-24K, you must have a Soviet War Factory. The price is $1000 each.
Kirov Airship
I was puzzled as to how a blimp could be a high-tech unit. Sadly my investigation again discovered corruption in our ranks.
At this rate I fear that the Siberian mines will be worked entirely by former Soviet officers! But these are my problems,
Comrade, not yours.
It was my wish to increase the speed of the Kirov Airship, but my engineers tell me we cannot overcome a problem having
something to do with the volume of the zeppelin's airframe and the resistance of the air... I do not understand it but that
is what I am told. What we have done is to boost the efficiency of the buoyancy pumps, so the Kirov can now change
altitude much more quickly. You will find this very useful when your Kirovs must pass over cities with many tall buildings,
and when they must climb over cliffs and similar obstructions. Depending on the circumstances, the resulting reduction in
travel time can be significant. Its sight range has been increased slightly as well. And, in line with our bettered
efficiency, Kirovs take a little less time to build.
Perhaps even more importantly, the mighty Kirov Airship can now be produced immediately after building Soviet Radar (Battle Lab
no longer needed). The Kirov is now a mid-tech unit.
Graphical enhancement: Elite Kirov bomb explosions create blue light flashes.
Siege Chopper
We have lost many Siege Choppers in battle due to them being destroyed while moving to a position to deploy. This condition has changed. The
Siege Chopper will now accelerate faster, move into position faster, turn faster, and will land and take off much faster. This reduces
the amount of time it is vulnerable to enemy AA fire. Its deploy/undeploy procedure has been streamlined and made more efficient, so it now
requires only half the time required in the past.
And the improvements continue! The Siege Chopper's cannon is no longer the laughable weapon that it was before. Infantry and lightly-armored
vehicles will not last long when targeted by these cannon rounds. And the Chopper itself has been strengthened, and been given the
Self-Healing ability. You will find that this new Siege Chopper has a much higher survival rate.
How have we achieved these improvements? A good question. In order to make the Siege Chopper faster and more maneuverable, we had to reduce
the weight of the payload it carries. This means each artillery shot does less damage than before. This is of little concern, because at the
same time its range was increased modestly. Additionally, the technology required to build this unit requires our superior Battle Lab rather
than any side's Battle Lab. All things considered, you will find this to be a very nice unit now, my good Comrade! Build many, and bring
victory to the Motherland!
Attack Sub
Our Attack Subs have been improved also. While their speed is unchanged, their maneuvering is far more responsive, allowing
them to change course more quickly. This may not seem like a large improvement, but in battle you will appreciate the
difference.
We have also fitted our subs with new torpedoes. These torpedoes are designed to penetrate ship hulls before exploding. The
end result is exactly the same as the old style torpedoes, unless fired against living targets (Dolphins, Squid, and
amphibious infantry). Under these conditions the torpedo's explosive charge would not be contained within a ship hull, so
its damage would then spread across a small area. Other nearby living units can be damaged or even killed by this splash
damage. On rare occasions, these explosions may also damage or even destroy infantry and lightly-armored land vehicles
positioned right at the water's edge.
Graphical enhancement: Infantry units killed by torpedo explosions will be blown to bits.
Sea Scorpion
The faithful Sea Scorpion fills its niche quite well, and therefore your wise Premier has decided to not make any changes
to this vessel.
Graphical enhancement: Sea Scorpions will sink when detroyed rather than simply blowing up.
Giant Squid
A naval commander who takes advantage of all the options the Soviet Navy has to offer will see his victories assured. But
how many actually make use of our mighty Squid? This saddens me, so to aid in this regard, we have applied more efficient
control device implantation techniques, so that Squids may be produced more quickly. Also, you should be advised that Yuri
seems to have suffered some sort of design problem concerning his Boomer Submarines - you will find your Giant Squids can
now grapple them. We are not sure what has happened to bring about this happy situation, but we are certainly not going to
complain about it!
Dreadnought
Like our V3 rockets, Dreadnought missiles can now "see" a little, so the process of bombardment also unshrouds, and their range has
improved slightly, so our cowardly enemies cannot escape us by building far from the shoreline. Additionally, the missiles have been made
resistant to radiation, so that they cannot be made to explode on the deck of the vessel. And to compensate for the fact that the Dreadnought
cannot adequately defend itself, its strength has been increased by 25%.
You must forgive your Premier for talking so overly long, but I think you will understand my enthusiasm for our current
achievements. Is there any question that the Soviets represent the mightiest force on the face of the earth? Victory is all but
ours - you need only snatch it for us! Now get out there and use these tools I am giving you, to rid us of the traitor Yuri and
the cowardly Allies!
Continue the tour of CannisRules with the Yuri's Army side briefing by Yuri himself, right here.