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The Barracks is the Soviets' infantry production structure.

Official description

The towering statue of a Conscript that adorns this structure is meant to inspire awe and pride into any soldier serving the Soviet cause. A compact and instantly recognizable building, the Soviet Barracks allows a commander to train basic and advanced Soviet infantry. It also allows construction of basic defenses. The more Barracks are on the field, the faster infantry are trained.[1]

Overview

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

Like all Barracks, the Soviet Barracks is one of three buildings that are available by default once the Soviet Construction Yard is deployed. Therefore, unlike in the vanilla Red Alert 2 and Yuri's Revenge, it is encouraged to build this structure first, so that the commander can churn out Attack Dogs for reconnaissance, Engineers for capturing of vital tech structures, and Conscripts for offense and garrisoning of civilian structures as soon as possible, and build appropriate defenses (like the Sentry Gun) when needed.

The Soviet Barracks trains the following infantry:

Unit Description
E2icon.png
Basic Infantry. Strong vs. Infantry.
  • Starting infantry in Skirmish
  • Abilities:
    • Garrison civilian structures
Flkticon.png
Basic Infantry. Strong vs. Armor, Aircraft.
  • Abilities:
    • Garrison civilian structures; cannot attack aircraft while garrisoned
Dogicon.png
Scout Creature. Strong vs. Infantry.
  • Abilities:
    • Detects disguised units
    • Amphibious
Soviet Engineer
Utility Infantry. Unarmed.
  • Abilities:
    • Capture enemy buildings, tech structures, and empty vehicles
    • Repair bridges and friendly structures
    • Detects and defuses explosives
Pyroicon.png
Advanced Infantry. Strong vs. Infantry, Structures.
Shkicon.png
Confederationicon.png Chinaicon.png Heavy Infantry. Strong vs. Infantry, Armor.
Shkticon.png
Russiaicon.png Heavy Infantry. Strong vs. Infantry, Armor.
Ivanicon.png
Demolition Infantry. Strong vs. Ground Targets.
  • Requires Radar Dish
  • Abilities:
    • Plant incendiary charges on ground targets, including friendlies
    • Amphibious
    • Explodes when killed
Quadicon.png
Confederationicon.png Hit-and-Run Infantry. Strong vs. Armor.
Gyroicon.png
Chinaicon.png Airborne Infantry. Strong vs. Infantry.
Desoicon.png
Russiaicon.png Confederationicon.png Elite Heavy Infantry. Strong vs. Infantry, Armor.
  • Requires Palace/Battle Lab
  • Abilities:
    • Deploy to irradiate the surrounding area
    • Immune to radiation
Desricon.png
Chinaicon.png Elite Heavy Infantry. Strong vs. Infantry, Armor.
  • Requires Atomheart
  • Abilities:
    • Constantly emits radiation
    • Deploy to irradiate the surrounding area
    • Immune to radiation
Sbtricon.png
Espionage Infantry. Unarmed.
Arsoicon.png
Confederationicon.png Sabotage Infantry. Unarmed.
  • Abilities:
    • Plants napalm charges on enemy structures
    • Disguise as enemy infantry
    • Resistant to fire damage
Volkicon.png
Russiaicon.png Cyborg Hero. Strong vs. Ground Targets.
  • Requires Palace
  • Abilities:
    • Detects cloaked units

Only one Volkov may be trained at a time.

Hhndicon.png
Russiaicon.png Cyborg Animal Hero. Strong vs. Infantry, Armor.
  • Requires Palace
  • Abilities:
    • Detects disguised units

Only one Chitzkoi may be trained at a time.

Moralesicon.png
Confederationicon.png Hero. Strong vs. Infantry, Structures.
  • Requires Battle Lab
  • Abilities:
    • Depilots basic vehicles
    • Detects cloaked units

Only one Morales may be trained at a time.

Yunricon.png
Chinaicon.png Hero. Strong vs. Structures.
  • Requires Atomheart
  • Abilities:
    • EMP disable heavy infantry and mechanical units temporarily
    • Deploy to use Earth Breaker
    • Detects cloaked units

Only one Yunru may be trained at a time.

Appearances

Act One

  • The Soviet Barracks first appears as a buildable structure in Bleed Red alongside other Soviet buildings, at the beginning of the Third Great War.

See also

External links

References

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