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—Scud Launcher

The Scud Launcher is a long range artillery unit utilized by the Russians. A successor to the V2 Launcher, it can fire extremely powerful missiles over great distances.

Official description[]

The Scud Launcher is a loading and launching platform for tactical ballistic missiles. As is customary of the Soviet philosophy, firepower and armor are emphasized with this powerful siege engine, making it one of the most powerful long-range threats on the battlefield. A few direct hits from a Scud Launcher will cause even the sturdiest of buildings to collapse into a pile of rubble.

Unfortunately, due to the relatively slow speed of the projectile the missile can be shot down by anti-aircraft defenses. Another drawback is that even though the Scud Launcher is one of the heaviest armored artilleries, it is still vulnerable to enemy fire and shouldn't be left undefended.[1]

Overview[]

For a detailed list of changes from the original game, click here.

The Scud Launcher is a major improvement from vanilla Red Alert 2's V3 Launcher; despite its increased cost and tech level (from $800/Tech 2 to $1600/Tech 3), the Scud Launcher boasts more hit points and range. The Scud Launcher's rocket speed is vastly increased and rocket launch time is reduced as well.

The Scud Launcher boasts incredibly long range which can outrange any buildings and base defenses, save the Plasmerizer. Its Scud Rockets travel at high speed and hard to intercept by AA weapons, while a single hit can pulverize even the sturdiest buildings to collapse into a pile of rubble. A group of 4 Scud Launchers can destroy almost any building and defenses in one volley. The Scud Launcher is among the best siege units in the game, though still inferior than seaborne siege weapons.

With average armor and hit points, the Scud Launcher has no way to defend itself other than crushing infantry. Escorts such as Wolfhounds and Tesla Cruisers are therefore necessary. Its Scud Rocket can be intercepted in mid air, rendering it useless against heavy AA unless massed.

AI behavior[]

Scud Launchers controlled by the AI have the following attack patterns:

All difficulties[]

  • 2x targeting base defenses
    • This task force may be accompanied by 2 additional Scud Launchers
  • 4x targeting structures
    • If possible, Chronoboost and Shadow Ring may be applied on this strike force

Medium/Hard[]

  • 2x targeting special defenses (Iron Guards, Plasmerizer, Signal Inhibitors, Gap Generators)
    • If available, the AI may use Glacial Screen on this task force
    • This task force may be accompanied by 2 additional Scud Launchers
  • 2x targeting structures, accompanied by 6 Pyros
  • 2x targeting structures, accompanied by 2 Borillos
    • If possible, Chronoboost and Shadow Ring may be applied on this strike force

Appearances[]

This Scud is the successor to the V2. It'll fire missiles at great distances to tear buildings apart.
—Soviet intel during Operation: Idle Gossip

Act One[]

  • The Scud Launcher makes its first appearance as a buildable unit in Idle Gossip.

Act Two[]

  • In Earthrise, Scud Launchers' missiles can travel farther and faster on the Moon than on Earth, due to the Moon's lower gravity.

Assessment[]

Pros Cons
  • Arguably the most effective Soviet artillery.
  • Very effective against structures.
  • Good armor.
  • Can be used to flatten entire bases from an incredible range, if well protected by escorts.
  • Projectiles can be shot down.
  • Difficult to hit fast-moving units.
  • Vulnerable to aerial and anti-armor threats if not well guarded.
  • Large minimum attack range.
  • Slow-moving.

Behind the scenes[]

  • In version 2.0 the Scud Launcher used the same voiceset as the Scud Launcher from Generals.
  • The overall design takes some inspiration from the V4 rocket launcher from Red Alert 3.

See also[]

External links[]

References[]

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