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Although Russia has decreased in prominence as a superpower with the fall of the Soviet Union many of its factories and arsenal remain intact. Military bases across the nation maintain a high level of vigilance. The Russian army has stuck with what has always worked: an unstoppable wall of tanks that crush all opposition through sheer strength. Russian tanks number among the strongest available, lacking only in the finesse that other more modern and agile armies can muster.


Russian Structures

Russian structures


Construction Yard


Cost: $5000
Role: Base Construction

The Construction Yard is the foundation of a base and allows the construction of other Russian buildings. The most vital structure of a base; it must be protected at all costs. Destruction or seizure of the Construction Yard will shut down further base expansion.


Power Plant


Cost: $300
Role: Generates 100 Power

This structure provides power to other Russian buildings. Due to their fragile nature, Power Plants should be placed in safe locations, as power output is directly proportional to the building's condition.


Barracks


Cost: $300
Role: Produces Infantry

This structure is a field training centre for Russian troops. Building multiple Barracks will increase the rate at which infantry are produced.


Gun Turret


Cost: $600
Role: Base Defence

Gun Turrets are heavily-armoured and dispatch enemy vehicles with ease. A potent defence against armoured enemy units, however they are vulnerable to infantry who can outmanoeuvre them.


SAM Site


Cost: $750
Role: Anti-Air Defence

Fires surface-to-air missiles at airbourne enemy units. While the launcher is recessed into the ground the site's armour keeps it well protected from enemy attacks. While firing, the vulnerable missile launcher is exposed and easily damaged.


Technology Centre


Cost: $1500
Role: Tech Structure

Stores blueprints and architect's plans for advanced military technology, such as the Radar Dome, Repair Facility and Weapons Factory. Constructing this building grants access to the aforementioned structures.


Radar Dome


Cost: $1000
Role: Base Radar & Communication

Allows the use of the radar screen as long as there is sufficient power. The radar screen allows for long-range views of the battlefield and for commanding units over great distances.


Weapons Factory


Cost: $2000
Role: Produces Vehicles

This structure constructs Russia's vehicles. Building multiple Weapons Factories will decrease the amount of time it takes to create a vehicle.


Helipad

Cost: $1400
Role: Produces Helicopters

This strucure constructs and reloads Russian helicopters. When built, the Helipad is accompanied by a Hind attack helicopter. If the Helipad is lost, the Hind will not be able to reload its ammunition. A Helipad can be set as primary to determine where additional Hinds will spawn. Building multiple Helipads will decrease the amount of time it takes to construct a helicopter.


Repair Facility


Cost: $1000
Role: Repairs Vehicles

The repair facility allows the repair of damaged units. Moving a vehicle onto the repair pad will begin the repair process. Note that repairs drain credits over time and that damage to the repair facility will lower the pace of repairs.


Concrete Wall


Cost: $100
Role: Base Defence

Used to deter the enemy from advancing. Only explosive weapons such as grenades, missiles, and shells can damage Concrete Walls. It takes several hits from explosive weapons to destroy a section of Concrete Wall.


Russian Units

Russian units


Minigunner


Cost: $100
Role: Basic Infantry

Minigunners are basic infantry units equipped with short range rifles. En masse this unit becomes cost-effective against slow-moving armoured units such as tanks. When engaging such targets Minigunners must keep moving or the tanks will run over them.


Bazooka


Cost: $300
Role: Anti-Tank & Anti-Air

These infantry units are slower and easier to kill than other infantry, but can tear through armour faster than any other infantry unit. Bazookas can also fire against airbourne enemies. Most effective as a support unit in diverse groups.


Engineer


Cost: $500
Role: Captures Buildings

Engineers are used to seize control of enemy buildings. Since they carry no weapons, they are extremely vulnerable on the battlefield and must be directed very carefully. Escorts and transport units such as the Rocket APC are commonly used to protect the Engineers as they close on enemy buildings.


Medium Tank


Cost: $800
Role: Armoured Battle Tank

A solid front-line vehicle equipped with armour-piericing shells. It is effective against both vehicles and structures. The tank is vulnerable to aircraft and infantry counterattack although it can run down enemy infantry should they draw too close.


Rocket APC


Cost: $800
Role: Transport & Anti-Air

The Rocket Armoured Personal Carrier (APC) can transport up to 5 infantry units, protecting them from all damage. It is also equipped with a small rocket launcher that allows it to fire on enemy vehicles and airbourne units.


Surface-to-Surface Missile Launcher (SSM)


Cost: $750
Role: Siege, Anti-Infantry & Anti-Air

Fires surface-to-surface incendiary missiles at enemies from incredible range. Best used as a siege weapon; it can also fire at infantry or aircraft in a pinch. The reload rate on this unit is extremely long, requiring other units to protect it during its lag-time.


Mammoth Tank


Cost: $1500
Role: Heavy Assault

A powerful vehicle effective against all targets. While slow moving, the vehicle can regenerate up to 50% health after an engagement. Its missile packs are useful against infantry and aircraft but only fire when the tank's turret rotates to engage a new target.


Hind


Cost: $800
Role: Anti-Tank Air Superiority

This helicopter fires sabot rounds at enemy armour and structures. It is quite fragile so care must be taken to avoid SAM Sites and patrolling anti-aircraft units.