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RA2 Mod- Soviet Naval Units

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Here is the list of all Soviet Naval units for my Red Alert 2 mod.
(sans amphibious transport unit)

They are:

Typhoon attack sub;
No major changes from the original- though the opposition it faces will affect how it's used (now the sub detection-ability and anti-sub roles have been changed on the Allied side- check back soon). To put it short, it is a fair bit less vulnerable than before. Note that the Typhoon can also detect other submerged units.

Sea Reaper;
A jack-of-all-trades ship.
Replacing the Sea Scorpion is this considerably meaner frigate/miniature Destroyer. Retaining both its flak AA weapons and medium-range anti-sub depth charge mortar, it now comes with a medium-sized long-ranged naval gun for ship combat and shore bombardment. Keep in mind that although its gun isn't as powerful as the Allied Destroyer's weapon, and does little damage to bases, its extreme range will catch many players who underestimate what a light naval ship can do by a BIG surprise. :D
(Note that although carrying anti-sub weaponry, its own sensor systems are not capable of detecting subs- and relies on a vessel that CAN detect subs instead.

Giant Squid;
A much better version of the mind controlled squid of RA2, this beast skims quickly through the water (like a real squid), and pounces on any waterborne target. If the target happens to be a diver or dolphin, it simply gets eaten immediately. If its a boat or sub (or an enemy squid), the squid wraps its serrated tentacles around it and tears it apart at a much faster rate than the old squids could (the trick is in the drugs they've been given)!
Essentially the terror-drone of the seas.

Dreadnaught;
Our old favorite- now comes not only with massive twin siege missiles (more advanced than the V5), but comes equipped with several smaller anti-shipping rockets. Packing incredible firepower, its handicap is an extremely low rate of fire and the fact that it's missiles are not guided- making it vulnerable to smaller, faster naval attackers. After firing each missile it takes a short while to prime another missile to fire.

Control Ship:
The most dangerous ship in the Soviet arsenal. Outfitted not with regular weapons, but the most powerful psychic devices in the Soviet army.
This vehicle can mind control not only the units normally susceptible, but also ships, subs and whole structures as well; and it can do so from extreme ranges.
It can also detect subs, and efforts to outfit a miniature Psychic Sensor and a controlled Psi-wave amplifier to destroy any incoming organic units are under development.

And that's the lineup!

Trying to make naval units more relevant in a CNC game Without needing Red Alert 3's lean on a more overall naval-based combat is tricky, but the approach is simple; most of the units are very long-ranged, and can easily lay siege to a seaside base. Of these 5 units, 3 have long-range attacks that CAN impact shore-based enemies.
The drawback is that of the 3;
-The Sea Reaper does little damage (so as to not actually *punish* players who did not get naval defenses up in time- but to give more opportunities to make these units a sneaky first-resort to a quick siege)
-The Dreadnought does intense damage, but like the old version the missiles can actually be shot down.
-The Control Ship is restricted by the same rules as the Psicorps and can only control a single target at a time, but does no actual damage to a target save for its short-range psi-blast.
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Think you can make computer animated 3D models of these ships except the giant squid.