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Red Alert 2: Yuri's Revenge
A L L I E S
The Allies rely on superior technology and sneaky tactics to tackle the forces of the Soviets and Yuri. The Allied infantry and air force has no equal, and they have the best recon out of the 3 sides.
Allied Infantry
Allies have the most versatile and varied infantry in the game. Some of them have many functions, while others can be used for sabotage. There are also 2 vehicles that the Allies can use to further increase the usefulness of Infantry. They are also the most expensive, so be prepared to spend.
GI: $200
The Allied GI is the most versatile of the basic infantry. While in undeployed mode they are similar to a soviet conscript, using a submachine gun to attack infantry, buildings, and light tanks relatively well. However, they can deploy and set up sandbags around themselves, and switch from the submachine gun to a machine gun, delivering much more power and range than their standard weapons. The cost of this is that they cannot move, and are easily crushable by tanks in this position. However, it's usually worth it to keep them in the deployed position and have them deliver more firepower and risk them getting crushed, then to have them scramble while in undeployed mode. They are the cheapest infantry the Allies have at $200, but that can add up quickly so try to take care of them, especially when they get to be an elite. Elite GI's can tear up enemy infantry and even vehicles with great power for such a cheap unit. A building with garrisoned GI's in it is one of the most powerful defensive structures in the game.
Units you should look out for are anti-infantry tanks and sniper infantry. Also watch out for rocketeers and siege choppers, which can attack your GI's uncontested.
Engineer: $500
A staple of the C&C world, the Engineer's role has not changed in this game, and all sides have this unit. Simply bring them to a neutral or enemy building and they will enter it, giving control of the building and it's benefits to you. Unlike in Red Alert 1, where you had to send in multiple Engineers to take a single building, only one is needed to get the job done this time. You can also send the engineer into buildings to repair them instantly, which will be vital in urban maps, as this is the only method of repairing garrisonable structures. They can also enter bridge repair huts to instantly repair bridges, and also detect and defuse bombs placed by Crazy Ivans. They have no means of defending themselves, are slow, and have little health, so keep them protected. The Engineer cannot gain rank nor can it enter defensive structures. After entering a structure the Engineer will be "lost."
The Engineer also gets a new and extremely valuable role that the Allies can take advantage of, and that is repairing vehicles. More on this in the IFV section.
Attack Dog: $200
The attack dog is a favorite among RA players. A fast moving infantry killer, the Attack Dog will run near enemy infantry and leap through the air, tearing the unit?s throat out and killing it instantly. The attack dog is always in guard mode and will automatically chase after enemy infantry when it gets inside the dog?s sight range. Attack dogs also can sniff out spies, and has a good sight range that allows it to be a great early game scout. It is also immune to mind control and mind blast, which makes this a cheap and effective Yuri Clone killer. It cannot attack vehicles, buildings, and Yuri brutes. It cannot gain rank.
If attack dogs can get near enemy infantry it can really cause some damage. The problem is getting it near the enemy. If targeted before the dogs can get in range they will be killed relatively quickly. Give the enemy something else to shoot at while your dogs rush in. As with most infantry, don?t try to take out sniper units with this.
Guardian GI: $400
The Guardian GI is similar to a normal GI, except that it uses the same machine gun while in undeployed mode that the GI uses in deployed mode. This makes the guardian GI move much slower. When it is deployed, the guardian GI will set up a concrete wall around himself, and switch to a highly effective anti-tank missile launcher. These missiles are long-range and do lots of damage to enemy tanks, aircraft, and rockets. Also, since they cannot be crushed, it is very hard for tanks to take out a group of guardians. They are the only real anti-tank infantry the Allies have, and they are very good at that role.
While they do ok against infantry it is smarter to have Guardian GIs and normal GIs grouped together and deployed, so the guardians can focus on tanks while the GIs focus on infantry. Watch out for large amounts of anti-infantry tanks and snipers.
Rocketeer: $600
Rocketeers are the only infantry in the game that can fly. These units always stay in the air, like a Kirov Airship or Floating Disk. Their mini-machine guns do pretty good damage against picking off infantry, but aren?t that good against vehicles or buildings. They also make one of the best scouts in the game, due to their fast speed and ability to fly. They can also shoot at aircraft and rockets.
These are only so useful. Once the enemy starts to build anti-air defenses and units, these guys will become pretty much obsolete. A fun strategy, however, is to make a bunch of Rocketeers and have them start shooting at enemy ore miners. If the enemy has no anti-air units he will be forced to start making some, which is when you bring in the tanks and destroy his pitiful army. Because Rocketeers are always in the air, they are immune to mind control and cannot be crushed.
Spy: $1000
Spies are pretty expensive for an infantry unit with no weapon. However, if used properly, the spy can easily turn the tides of a war. When the spy is created, he will appear to other players as a basic GI. By selecting the spy, and selecting any enemy unit on the map, the spy will change his appearance to look like that unit, and will even show up as part of the enemy army on the radar. While he is in this mode he can sneak into enemy bases and not be fired on by most units (a human player can make his units force attack the spy and kill it this way.) While in enemy bases, he can infiltrate enemy buildings and cause the following:
-Barracks: Allows you to train veteran infantry
-War factory: Allows you to train veteran vehicles
-Radar: Resets the enemy's shroud (VERY useful)
-Power plant: Shuts down the power of the enemy base for a full minute.
-Battle Lab: Allows you to create special infantry (depending on the type of battle lab you enter.) More on that later.
-Super Weapons: Resets the countdown of the super weapon.
When a spy enters a building, it will be "lost." Enemy dogs can detect spies and will kill them instantly. Since Yuri's side has no attack dogs, any mind controlling unit will be able to detect and mind control your spy. This makes the spy next to worthless against a well-defended Yuri player. Also, should your spy get in the way of a moving enemy vehicle, it will not be considered a friendly unit and will simply run your spy over. Make sure you know how you are going to enter an enemy's base before you send your spy in blindly. Spies cannot gain rank.
Navy SEAL: $1000
The Navy SEAL is one of the strongest non-hero infantry units in the game. It's MP5 submachine gun has better range than a deployed GI, and can cut down enemy infantry extremely fast. A group of these will be able to kill just about any squad of infantry it comes across. When the Navy SEAL targets a building, it will run up to it and place a C4 charge on it, destroying it instantly. The Navy SEAL also has the added bonus of being able to swim, allowing him to sneak into enemy bases much easier. The Navy SEAL can also place his C4 charges in bridge repair huts to blow up the bridge completely. Unlike a Spy or Engineer, SEALs will not be "lost" after detonating a building, it will, however, enter it before it explodes and appear in the middle of where the building once was. This can sometimes make your SEAL inadvertently stumble into the range of enemy units or defenses.
While the SEAL's power against infantry is hard to match, it will be unable to even scratch enemy tanks, and can be easily killed or run over by them. It is also useless against defensive structures, since they will all be able to kill the SEAL before it gets near enough to use it's C4 charges. Try to sneak a spy into the base and shut down the power, rendering the more advanced defensive structures powerless for a short while. This may give the SEAL enough time to destroy them or an important structure or two. When a Navy SEAL is created, everyone on the map will get a verbal alert that one has been created.
Chrono Legionnaire: $1500
The most expensive non-special infantry in the game, the Chrono Legionnaire is extremely effective at sneak attacks. Instead of walking to its target, the Chrono Legionnaire will chronoshift to its new location instantly. When it arrives it will have to "cool down" and be unable to attack. The length of time it takes for it to get ready to attack depends on the distance, usually ranging anywhere from 1 to 15 seconds. The Chrono Legionnaire's weapon is also unique in that it will target the enemy and freeze them in time, and render the target unable to attack, move, or take damage. After a short while (or long while, depending on the health of the unit/building), the target will simply be blinked out of existence, permanently. While attempting to "chrono" an enemy, the Legionnaire must stand still and will be unable to target another enemy. Should the Chrono Legionnaire die, target another enemy, or move away, the unit/building will be released and will have received no damage. You can use multiple Chrono Legionnaires on one target to speed up the chrono process, but no other units will be able to attack the target.
An advantage of the Chrono Legionnaire is that if you can see an unprotected structure hanging out at the back of the base, you can chrono in, wipe it out, and then chrono back out without ever being noticed. These are also good for taking out unprotected ore miners as well. When you aren?t using these for sneak attacks, either teleport them to a safe location or keep them in an IFV or Battle Fortress, they die easy and cost lots of money and time to replace. The Chrono Legionnaire cannot be crushed.
Tanya: $1500
Tanya is the hero unit for the Allies. Hero unit means that it is especially strong, immune to mind control, cannot be run over, will automatically heal over time, and you can only build one at a time. Also, once a hero unit is trained, everyone will be alerted that one has been created. Tanya is basically like a Navy SEAL, only much stronger and faster. Her dual pistols are the most deadly anti-infantry weapons in the game, easily wiping out virtually endless amounts of infantry without any danger being placed on Tanya. She can also use C4 charges against buildings and bridges like the SEAL, but she also has the added ability to place these on enemy vehicles and ships! Since most enemy ships don?t have good anti-infantry weapons, Tanya can swim out to an enemy fleet and literally take it down in a matter of seconds (also a good way to get her to gain rank quickly). Against tanks, it is more limited in use, and should only be used as a means of defense.
Besides tanks, snipers can still outrange Tanya's pistols and take her out. She is also pretty weak against defensive structures, like the SEAL. Her C4 charges are also pretty useful against Chrono miners, but not War miners or Slave miners, due to their chainguns. Keep Tanya around anti-tank units for support, and make sure you keep an IFV or Nighthawk ready to extract her out of a potential danger zone.
Nation Specific Infantry:
American Paratroopers: Free (Made ready every 5 minutes)
American Paratroopers are actually just 6 normal GI's that are dropped by a plane. 6 GIs may not sound like a lot, but that?s $1200 of free infantry that you can place anywhere on the map. Use these guys to help support your front line, or drop them in your own base to protect your important structures. Drop them in ore fields to help defend your miners. Drop them near neutral tech buildings to keep enemy engineers from entering them. Perhaps the best use for them is to drop them next to garrisonable buildings, and having them enter it as soon as they land.
The plane carrying these troops can be shot down by anti-air defenses, and so can the GI's once they are in the air. Right before they land, there will also be a brief moment when the paratroopers can be hit by ground weapons. Try not to drop these into enemy bases, as that is usually suicide.
British Sniper: $600
The British Sniper has the longest range out of any infantry in the game by almost twice the amount. While the allies certainly have better infantry available to take out packs of infantry, the sniper is incredibly useful for taking out key infantry such as heroes, mind controlling Yuri?s, or enemy snipers that are hiding behind other defenses. While attacking, the sniper will not reveal the shroud around him (if there is any). This allows the sniper to be stealthier than most anti-infantry units, which is extremely helpful when you can find some trees to hide behind.
As expected, snipers are completely worthless against vehicles. On top of this they are quite slow, so keep an IFV or Nighthawk around to get them out of danger zones.
Special Infantry Units
These can only be made after sneaking a spy into an enemy Battle Lab. While primarily these are units only the Allies can make, the Soviets can make these by capturing an Allied Battle Lab and Barracks, and then training spies to sneak into the Battle Labs. Yuri can also do this, or can mind control an enemy spy and use him to sneak into enemy Battle Labs.
Chrono Commando: $2000
Chrono Commandos can only be made after sneaking a spy into an Allied Battle Lab. Basically; this is a Navy SEAL, only it chronoshifts like a Chrono Legionnaire instead of walking. It can also use his submachine gun to take out Soviet Terror Drones, unlike normal SEALs and Tanya. It cannot, however, swim like a SEAL or Tanya. The Chrono Commando cannot be crushed.
Chrono Ivan: $1750
Chrono Ivans can only be made after sneaking a spy into a Soviet Battle Lab. This is exactly like a Crazy Ivan unit with the ability to chronoshift like a Chrono Legionnaire. Chrono Ivans cannot be crushed.
Psi Commando: $1750
Psi Commandos can only be made after sneaking a spy into a Yuri Battle Lab. This unit can mind control one enemy unit at a time like a Yuri clone, and also place C4 charges on buildings. They do not have the mind blast ability that Yuri Clones have. Psi Commandos also cannot be crushed and are immune to mind control.
Allied Vehicles and Aircraft
While Allied vehicles use some pretty awesome technology, they are usually very weak in health and prone to blowing up. The Allies also have the most air units out of any side, so use this in conjunction with your ground forces to even the score.
Chrono Miner: $1200
The Chrono Miner is what the Allies use to mine the ore around the map and gain money. It can carry up to $500 of normal ore (or $1000 of rich ore) before it must return to the Ore Refinery. It has no weapons, but it can chronoshift back to the ore refinery any time it wants, which allows it to escape danger and also drop off the ore fast. It has no "cool down" time like a Chrono Legionnaire. While it is very well armored and has lots of health, it is the weakest of the 3 miners, and you should chrono it back to the base as soon as it is in danger. Like all ore miners, it will self-heal over time and is immune to mind control. You will also be notified if it comes under attack.
Grizzly Battle Tank: $700
The Grizzly is the Allied basic heavy tank. Its cannon is useful against vehicles and moderately good against buildings. While it isn?t as strong or armored as the Soviet Rhino Tank, it is faster, which lets it escape battles, crush infantry, and scout much better than it's Soviet equivalent. Its cannon is extremely ineffective against infantry, and you are better off running from or running over enemy infantry. Like all heavy tanks, when it reaches elite rank it's cannon becomes just as effective as killing infantry as it kills tanks.
Watch out for uncrushable anti-tank infantry such as Guardian GIs and Tesla Troopers. Also beware of mind controlling units, and Soviet heavy tanks. While it is not very strong, it is one of the most armored Allied vehicles, so let it soak up damage while your other tanks deal the damage.
Infantry Fighting Vehicle (IFV): $600
The Infantry Fighting Vehicle is the most versatile vehicle in the game. It is extremely fast, although very weak in health and armor. Its standard missiles are good against infantry, and pretty good against buildings, aircraft, and rockets. The IFV also has the special feature of being entered by a single infantry unit. When the infantry unit enters the IFV, the IFV's weapon changes to a stronger version of whatever the infantry used as a weapon. This means that your GIs will turn the IFV into a mobile machine gun platform, your Guardian GI's into an anti-tank platform, your Tanya into an infantry destroying machine, etc. This can be used with any type of infantry from any side, but be warned that flak troopers in an IFV will not be able to shoot down air units, thus making this combination relatively useless.
Perhaps the best feature that the IFV has, and one of the most useful features in the game, is when an Engineer enters the IFV and turns it into a mobile repair platform. This allows you to repair your vehicles in the field, without a repair fee! The IFV will repair most vehicles pretty quickly, and also remove terror drones from infected vehicles. All Allied vehicles should be backed up by at least two repair IFVs at all times to make up for their generally low health.
Yuri units with mind control can enter the IFV only if they are not currently mind controlling another unit. When they do, they will not be able to mind control, but instead the will perform the mind blast attack. Mind controlled units can also not enter the IFV.
Battle Fortress: $2000
The most expensive land vehicle in the game, the Battle Fortress is a change from most Allied vehicles in that it is massive, and also very well armored, while taking advantage of the Allies best feature, it's infantry. It's so big that it can actually crush enemy vehicles as if they were infantry (although its much slower at doing so.) While it is equipped with a chaingun for killing enemy infantry, it has room for 5 of your infantry, and will let them fire out of the many ports in the Battle Fortress. While it won?t add anything to their attacks like an IFV, it will keep them protected much better and let them combine attacks for devastating effect. A Battle Fortress with 5 Guardian GIs will be a serious anti tank/air force. You can substitute one of those Guardians for a SEAL, Tanya, or sniper to help deal with infantry. If you managed to get them, you can put in multiple Yuri Clones and make this a mobile Psychic tower, or put in Flak Troopers and make it an anti air vehicle to be reckoned with. You could even try putting in 5 chrono legionnaires, although that?s probably overkill. For each infantry that is inside the Battle Fortress, its chaingun becomes slightly stronger and gets a nice increase in range.
All of this comes at a price, at $2000 to make plus the cost of infantry, the Battle Fortress can be your best friend or biggest waste of cash. It is generally a good idea to keep at least one long range anti-infantry unit in this tank, as it only takes one Yuri clone to mind control it and turn all that power and money against you.
Robot Tank: $600
The Robot Tank was made specifically to deal with the mind controlling ability of Yuri's units. Because it is robotically piloted, it cannot be mind controlled. Like all Allied vehicles, it has low health, but it is considered a heavy tank and has good armor. Its cannon is the same as the Grizzly Battle Tank's. One feature of the Robot Tank that is very useful is that it can hover over water. This will prove to be very helpful against enemy ships. Should the power to your base go out, or your Robot Control Center be destroyed, your Robot Tanks will stop functioning and can be easily destroyed.
Apart from its naval abilities, the robot tank is a waste of money against Allied and Soviet enemies. Use this primarily if you are having a problem against Yuri players.
Mirage Tank: $1000
This is a vehicle with a powerful shot and a special feature to make up for it's low health and armor. When not moving, the Mirage Tank will appear as a random tree to other players. This allows it to remain hidden in the field, ready to perform hit and hide attacks. While attacking, it will briefly appear as a mirage tank, but it will not reveal the shroud around it like other vehicles. Its attack is very powerful; it can damage tanks and infantry equally well.
Once the tank is spotted, however, its time to pick your fight. If you think the tanks can hold their ground, then keep shooting. If not, you better run, as they wont last long in a fight. The Mirage Tank's cannon is also not suited for attacking buildings.
Prism Tank: $1200
I consider this to be the ultimate tank for the Allies, and it proves that statement pretty well. While it is the weakest and least armored tank available, it's shot is incredibly powerful and has tremendous range. It's laser shot can wipe out infantry and light tanks very quickly, and does DOUBLE damage to buildings. Since it can out range all enemy defenses and vehicles with its already incredible power, a small group of these can roll up to an empty base and level it entirely in under 30 seconds. Its weapon isn?t that effective against heavily armored tanks, but it can still deal a good amount of damage to them before they get in range. The reason for this is that it's already awesome shot will actually bounce off and hit up to 5 nearby units with about 1/3 of the original damage. Prism shots will also go through walls, meaning that it is going to be extremely hard to defend your buildings against Prism Tanks. These are the best base and infantry killing units in the game, so happy hunting.
The problem with prism tanks isn?t using them, it's countering them. If you see 5 prism tanks approaching your base you better have an intercepting force ready. Your best bet to kill Prism Tanks is with the heaviest tanks in your arsenal, or attack them from the air. Even then, expect losses. Do not use infantry against prism tanks, it will kill them instantly.
Nighthawk: $1000
The Nighthawk helicopter is the primary APC of the Allies. You can load up to 5 infantry units into the Nighthawk and it will fly them to the new location while being completely invisible to radar. As expected, it?s prone to getting shot up and killed. It has a chaingun, which it can use only while in flight to pick off infantry, but it won?t do much else. Make sure you have a flight plan ready, and try to use waypoints (or manually fly it to it's location) instead of just a straight line.
Harrier: $1200
The Harrier jet becomes available to you as soon as you build an Air Force HQ. You can have up to four Harriers per Air Force HQ. They will remain at the HQ until you tell them to attack. When you do, they will fly to the target, unload its powerful missiles, and then fly back to the HQ. In a minute or so it will be reloaded with a new pair of missiles, ready to fly to its target for another run. Four harriers aiming at one target will usually be able to kill it, but they aren?t very well armored and can be shot down quickly by anti air defenses. Four harriers will not kill most important structures, however, nor will it kill an Ore Miner. If a Harrier is shot down, it will deal some damage to anything that was near the crash site.
Nation Specific Vehicles
German Tank Destroyer: $900
The Tank Destroyer will be valuable for most Allied players, in that it can actually stand up to the more powerful Soviet tanks. It's cannon is very powerful against tanks, but useless against infantry and buildings. It?s a bit slower and more expensive than the Grizzly, but far more effective. Very useful, although its abilities are a bit limited.
Korean Black Eagle: $1200
Instead of Harriers, the Koreans get to build Black Eagle attack jets. A Black Eagle is basically a moderately more powerful and armored version of the Harrier. Since it costs the same, this is a very good deal.
Allied Naval Fleet
In Red Alert 1, the Allies ruled the seas. Now, their ships have been toned down a bit, but they can still out muscle the other sides with added support from their air units, robot tanks, and Tanya.
Amphibious Transport: $900
The Amphibious Transport is available to all 3 sides. It can move over land and water, and carry infantry and tanks across water. It has 12 spots available, and each infantry unit takes up one spot. All Allied vehicles take up 3 spots, except the MCV and Battle Fortress, which take up 6. It?s slow, and it?s poorly armored, and has no weapons, but it?s your only method of transporting vehicles across water. As for transporting infantry, you should probably stick to Nighthawks.
Destroyer: $1000
The Destroyer is the basic attack ship of the Allied fleet, and it fills that role nicely. It's primary attack is an artillery cannon that can destroy enemy ships, vehicles, infantry, and buildings very nicely. However, against enemy submarines, it will launch a special helicopter that will bomb the submarine with missiles, until it runs out and flies back to the destroyer to reload. Should the helicopter be destroyed, the Destroyer will build a new one automatically and at no cost in a few seconds. As long as the submarine is visible by you (Destroyers and Dolphins are the only Allied units that can spot underwater units), the Destroyer can launch the helicopter from anywhere on the map and it will fly to the submarine to attack it, much like a Harrier jet. The helicopter will become an elite after just one kill.
The problem with the Destroyer is that its helicopters are prone to getting killed by Soviet Sea Scorpions, which often patrol with Soviet submarines. Make sure you target the sea scorpions first before attempting to kill the submarines. This puts an added strain on the Destroyers, however, as they are the only Allied unit that is good at killing both Sea Scorpions and submarines. If the helicopter was shot down in flight, it will deal damage to anything it crashes near, which may be enough to finish off the submarine. Still, always keep Destroyers patrolling your seas to detect any enemy submarines, dolphins, and attack squids.
Aegis Cruiser: $1200
The Aegis Cruiser is the single most deadly anti-air unit in the game. It's anti-air missiles fire fast and deal heavy damage to all air targets, easily killing everything from rockets and Rocketeers to Kirovs and Flying Discs. The Aegis Cruiser also has enough health and armor to stand up to whatever the enemy Air Force can dish out. Unfortunately, it has no ground attack, so keep defended with Destroyers. A smart player will try to defeat the Aegis Cruiser by leading it into a submarine ambush with air targets as bait.
Aircraft Carrier: $2000
The Aircraft Carrier is the pride of the Allied naval fleet. While it has no weapons of it's own, when it is ordered to attack it will launch 3 long-range F/A-18 Hornets at it's target. These Hornets are weaker in health than Harriers, but they have many times the missiles, and will destroy most targets completely. Should the Hornets be shot down the Carrier will make more after a few seconds. While the Aircraft Carrier can attack any target it wishes, its best used against structures and enemy ships.
Its Hornets can be shot down easily by anti air defenses, but since they are free and constantly regenerate, don?t worry about losing them. Against enemy ships, the carrier can defeat most ships easily, except anti-air ships like the Sea Scorpion or Aegis Cruiser. For this reason it is important to keep Destroyers as escorts, as they can detect submarines and take out anti air ships. The carriers cannot gain rank, although the Hornets will become elite after just one kill.
Dolphin: $500
The Dolphin is just that... a trained Dolphin. It has got to be the dumbest looking unit in any RTS I've ever played. It isn?t very powerful, but it does serve a purpose. Should one of your ships get assaulted by a Giant Squid, the Dolphin can use its sonic wave attack to release the ship from the squid's grasp. The Dolphin is also able to swim undetected by normal ships and also detect submarines, and it is also pretty quick. Even if you don?t need them, keep a few dolphins around, because Giant Squids can be a giant pain in the ass, and can strike without warning.
Allied Defensive Structures, Special Structures, and Super Weapons
While the Allied defenses may not be that varied, the have arguably the best special structures in the game. Their super weapons are also quite useful and powerful.
Pillbox: $500
The Pillbox is your basic defensive structure. It fires a slow-firing machine gun at its targets. It won?t do much damage against vehicles but can take out small amounts of infantry. Its good to keep these scattered around your base to prevent things like SEALS or Engineers from taking out your structures. What makes this structure really useful is that it's cheap, heavily armored, and requires no power to run. Even in a power outage, your pillboxes will still function. Although, when it comes to backing up your Prism Towers with anti-infantry support, I prefer just keeping a SEAL around them.
Patriot Missile System: $1000, -50 Power
The Patriot Missile system is the anti-air defensive structure of the Allies. It's not as powerful as an Aegis Cruiser, but its more powerful than Guardians or IFVs. It's vital to keep these scattered around your base as a last line of defense against air units trying to take down your base, or a Nighthawk trying to sneak behind your front line. Even with Patriots, its important to have plenty of anti-air units around. Once those Kirovs gets near your base, your Patriots probably won?t be able to shoot them down in time before they can drop a few bombs and cripple your base. Still, it is much more powerful against heavy aircraft than any other anti-air unit or structure (except the Aegis Cruiser.)
A problem with the Allies' anti-air weapon of choice, missiles, is that they take a second or so to reach it's target. This tiny moment in time can sometimes be enough to let a rocket hit it's target rather than explode in mid air. It's for this reason that you should keep many anti-air units around so you wont be overwhelmed by rockets.
Prism Tower: $1500, -75 Power
The Prism Tower is the Allies anti-tank long-range defensive structure. It fires a beam of energy that will deal heavy damage to tanks and infantry. It has a bit of a recovery time so keep something else around the Prism Tower to assist in massive assaults. Should two prism towers be placed in range of each other, they can concentrate their fire to deliver a single, more powerful beam. This can be done for up to 8 towers, each adding %50 damage to the shot, making one prism tower fire up to five times as powerful as before. Magnetrons, Siege Choppers, V3 rockets, Prism Tanks, and naval units can still out range the towers, so make sure you have something ready to move out and dispatch these units quickly.
Aircraft Command HQ: $1000, -50 Power
Gives you radar as well as let?s you build up to 4 harrier jets. Should your Aircraft Command HQ be sold or destroyed, your Harriers will also be destroyed.
Gap Generator: $1000, -100 Power
Creates a large 10 cell radius circle on the map that will be permanently covered by shroud to enemy players (unless they have units in visible range of the shroud or something from within the shroud fires.) The shroud will disappear if the Gap Generator is destroyed. Certainly, this is the most annoying special structure in the game.
Spy Satellite Uplink: $1500, -100 Power
Reveals the entire map, except for areas covered by the Gap Generator. My most favorite special structure, hands down. Almost feels like cheating, its that good. However, this ultimate recon structure does come at a price. Should your Spy Satellite Uplink be destroyed, the shroud will reset, regardless of your past exploration, virtually blinding your whole force until you start scouting all over, or rebuild the structure. Once this is built, you can sell your Aircraft Command HQ and still have radar (but not Harriers.)
Ore Purifier: $2500, -200 Power
This structure will allow you to boost your economy by giving you extra money each time your miners transfer ore into your refineries. You get 25% extra cash of the value of the ore transferred, which translates into $175 free money for every trip your Chrono Miner makes (double for rich ore.) The extra money is very useful, but keep in mind you have to actually spend $2500 to get this, plus you'll be needing extra power plants to run it, and by the time you get to build this, the ore on the map may be too scarce for the purifier to be of any use. If there is plenty of ore around, and you have lots of money to spare, then get this.
Chronosphere: $2500, -200 Power
The Chronosphere is a super weapon, meaning it provides a special ability every few minutes, all players will be able to see it on the map, and also see how much time is left before the weapon is ready to use. The Chronosphere allows you to chronoshift a group of vehicles or ships to anywhere on the map instantly. This can also be used offensively as well. Should you attempt to chronoshift enemy infantry, they will instantly die. Should you chronoshift enemy vehicles onto water, they will drown. Should you chronoshift enemy ships onto land, they will explode. Make sure you put your infantry in vehicles such as IFVs before chronoshifting. The Chronosphere recharges every 7 minutes.
Weather Control Device: $5000, -200 Power
Another super weapon, the WCD is used to cause massive damage to enemy bases. When activated, it will cause random lightning bolts in a 10-cell radius area, with each lightning bolt dealing lots of damage. It can be used to pretty much wipe out most basic buildings of a base, as well as any units unlucky enough to be caught in the storm, although the damage is not always the same (due to the random placement and frequency of the lightning.) The WCD recharges every 10 minutes.
Nation Specific Structures
French Grand Cannon: $2000, -100 Power
The French Grand Cannon is a big ass defensive structure that deals great damage over long ranges to a large area. Works equally well against infantry and vehicles. It does have problems, other than being big, power hungry, and expensive. It turns very slowly, and has a minimum range. Plus, should your own units or buildings get near its target, it will fire on them anyway causing lots of friendly fire. However, it?s the only defensive structure that can out range those pesky long range vehicles, making it very hard to take down from a distance. Also very useful for protecting your coast.
S O V I E T S
The Soviets rely on more conventional weapons than the Allies or Yuri, but they also have the strongest vehicular force in the game. Coupled with the Industrial Plant, the Soviets can make awesome vehicles faster and cheaper than the Allies or Yuri. Rather than espionage or mind controlling abilities, the Soviets rely on terrorist units that can provide quick and brutal damage before the enemy even knows what hit it.
Soviet Infantry
Soviet Infantry have some problems taking out other infantry, but compared to the Allied Infantry, they are cheap, expendable, and are more practical.
Conscript: $100
The Conscript is the basic Soviet infantry unit. They are similar to the GI, except that they cannot deploy and use a machine gun. However, because they are half the price of GI's, you can build twice as many. This is important on urban maps where there are lots of buildings around to garrison. The Soviets can garrison more buildings faster than the Allies or Yuri, which may lead to an early game edge. Soviet Conscripts also have the bonus of being able to garrison inside battle bunkers, but more on that later. Because Conscripts are the cheapest units in the game, they also make the best cannon fodder.
Should you capture an airfield, the Soviet Paratroopers will be 9 Conscripts.
Engineer: $500
Exactly similar as the Allied or Yuri Engineer.
Attack Dog: $200
Exactly similar as the Allied Attack Dog.
Flak Trooper: $300
The Flak Trooper is the anti-air infantry for the Soviets. Their flak shots can be shot up into the air with great range to deal damage to multiple air targets at once. Against ground targets, the flak trooper can shoot its flak shot at things on the ground dealing damage to multiple ground targets, but with much shorter range. The flak gun is useful against unarmored infantry or lightly armored air units, but up against any kind of armor its damage quickly vanishes. Once you get flak tracks the flak trooper will be pretty much useless.
Tesla Trooper: $500
The Tesla Trooper is a heavily armored infantry unit with a powerful electric bolt attack that is good against infantry and vehicles. It's short range of attack and the fact that it can?t be run over makes it more useful against tanks than infantry, however. Basic heavy tanks like Grizzlies are prime targets for Tesla Troopers. When your Tesla Trooper reaches elite rank, its bolt will jump to other nearby targets.
The Tesla trooper also has a secondary feature. If you tell a Tesla Trooper to attack a Tesla Tower, it will supercharge tower rather than damage it, allowing the tower to fire at greater range and with more power. Telling 2 Tesla Troopers to charge a Tesla Tower will keep it working even if your power is out. Three Tesla Troopers charging a tower will keep it supercharged even if your power is out. Your Tesla Trooper has to stand near the tower to charge it, and should it move away the charging process will stop.
Crazy Ivan: $600
Crazy Ivan is a crazy person (presumably named Ivan) who will attach a time bomb to whatever you tell it to. This means that infantry, vehicles, buildings, even the local wildlife can be rigged with dynamite that will explode after about 10 seconds. You can use this to blow up enemy targets much like how Tanya does with her C4 charges, or you can use it on your own units and have them perform a kamikaze attack on the enemy. The only way to cancel the bomb is to have an Engineer defuse it, so it may be a wise idea to keep one handy while using Crazy Ivans incase you accidentally put a bomb on that elite Apocalypse Tank of yours.
Should you place dynamite on something then load it into a transporter, it will not explode until you unload the transport, although the timer will continue to tick down while the unit is inside the transport. This can be used to great effect by strapping dynamite to a bunch of conscripts, loading them in a Flak Track, and then charging the enemy. As soon as that flak track explodes or unloads, a massive bomb is going to go off, powerful enough to destroy anything near it. Fun. If you are playing as Cuba, use Terrorists instead of Conscripts for an explosion with unequal power. Ivan cannot gain rank, and will explode when killed. Should you manage to get your hands on an IFV, try loading Ivan into it for an added surprise?
Boris: $1500
Boris is the hero unit of the Soviet Army. He is armed with an AK-47 rifle that has great range and can kill infantry very well, and isn?t too bad against vehicles, either. Keep him away from anti-infantry vehicles though; they can still take out Boris. Boris is a good unit to have around, as he is the Soviet's best anti-infantry unit.
Against buildings, will be able to paint them with a laser from an even greater distance and call in an air strike. As long as he keeps his laser on the target, a pair of MiGs will fly in and shoot missles at the building and then fly away, similar to Harrier jets. The MiGs are more powerful and have much more health than Harriers, and can destroy most buildings relatively easily (if they are not shot down.) Boris will be able to call in 4 MiGs if he is an elite, but he will not gain experience by destroying buildings with his MiGs. MiGs are automatically replaced with each air strike.
Nation Specific Infantry
Cuban Terrorist: $200
The Cuban Terrorist is a cheap kamikaze unit that will run up to its target and detonate the powerful explosives strapped to its chest. The best way to attack with these units is to build a bunch and then put them in Flak Tracks, as the Flak Tracks are much faster, better armored, and able to carry multiple terrorists. Be careful, as the terrorist will explode upon death, taking out anything near it, including you. Use with Crazy Ivan bombs for extra damage. Obviously, they cannot gain rank.
Iraqi Desolator: $600
Desolators are infantry killing units. They fire a deadly radiation beam that can melt most infantry in 1 or 2 shots. When you deploy them, they create a large area of radiation that will damage and kill any infantry that is dumb enough to walk into it. They wear special suits that prevent them from being crushed by vehicles or get damaged by any kind of radiation, including their own weapons. Desolators will also self-heal over time. They are next to useless against most vehicles.
Soviet Vehicles and Aircraft
The real power for the Soviets comes from their vehicles. The Soviets have the ability to make the most powerful vehicles faster and cheaper than anyone else with their Industrial Plant.
War Miner: $1400
The War Miner is the backbone of the Soviet economy. They slowly drive to patches of ore, grab as much as possible, and then slowly drive back to the ore refinery. They can carry up to $1000 of normal ore each trip (up to $2000 for rich ore,), which is twice as much as the Allied Chrono Miner. They also have a fast firing machine gun that will tear up any infantry or light vehicles that attempt to take on the War Miner. The War Miner is also very well armored and has loads of health, which is good, since it cant run away from a battle like the Chrono Miner can. Like all ore miners, it will self-heal over time and is immune to mind control. You will also be notified if it comes under attack.
Rhino Heavy Tank: $900
The basic heavy tank of the Soviet army, the Rhino is slower but much more powerful and armored than the Grizzly or Lasher Tank. While it is powerful against enemy tanks and does pretty well against buildings, it is very bad against infantry until it reaches elite in rank. Watch out for mind controlling units or air units as well. This is also your best vehicle for taking out Prism Tanks, as it is the fastest heavy tank you have.
Flak Track: $500
The Flak Track's attack is the same as the Flak Trooper?s; only it is faster and more powerful. This makes it very useful against air units and rockets. It is also very fast and can hold up to 5 infantry for transporting. Useful for getting your infantry around, and for kamikaze attacks with terrorists/Crazy Ivan bombs. It won?t be doing much against ground targets, but always have plenty around for transporting and to intercept air targets.
With the Industrial Plant, you can build Flak Tracks extremely fast, and for only a little more than a Flak Trooper, which will be very useful, because you will need a lot of these to take out heavily armored air units.
V3 Launcher: $800
The V3 Launcher is a super long-range rocket launcher that can deal massive damage to stationary targets, such as buildings. They are pretty easy to kill and unable to hit moving targets or anything near them so always have them backed up by something. Their rockets can be shot down by anti-air attacks in mid-flight, but should the rocket be shot on its way down there is a chance that the rocket can still deal some damage to things near the explosion. The best tactic for these is to simply build as many as possible and try to overwhelm the anti-air defenses. Easily done with the Industrial Plant. With each defense that falls, that?s one more rocket that can slip past and hit its target. Also pretty good against slow moving heavy ships like Aircraft Carriers and Destroyers. Also, V3 Launchers are useful for hitting targets behind walls.
Terror Drone: $500
The Terror Drone is kind of like a robotic attack dog that can also attack vehicles. It is an incredibly fast moving little thing that will run up to its target and leap through the air at it. If it is an infantry target, the infantry will die instantly (awesome against things like SEALS and Tanya's that do no damage against vehicles, as well as Yuri Clones and Yuri Primes which cannot mind control it.)
If the target is a vehicle, the Terror Drone will infest itself inside the target and begin to eat away at its health. When the vehicle is destroyed, the Terror Drone will then return to your control. Should the vehicle make it to a repair station, grinder, or get repaired by an IFV with an engineer in it, the Terror Drone will be killed. Should you infest a Chrono Miner and it chronoshifts back to the ore refinery, the Terror Drone will appear where the Chrono Miner last was.
The Terror Drone can also attack flying units while they are on the ground, but die if it explodes in mid-flight. While they have very little health, they can move so fast that the enemy may not have time to react before they're already inside the vehicles. They cannot attack vehicles or gain rank. Terror Drones are also the only vehicles that can be put into infantry transports (takes up 2 spaces.)
Apocalypse Assault Tank: $1750
The ultimate in heavy tanks, the Apocalypse Assault Tank is the latest reincarnation of every C&C player's favorite unit, the Mammoth Tank. With twin heavy cannons that can destroy vehicles and buildings in a matter of moments, and twin anti-air missles that can take out air targets very well, Apocalypses are very hard to take down. Like the Mammoth Tank they also self-heal, meaning that if you want to attack one of these things you better make sure you kill it. An elite Apocalypse Tank will be firing FOUR shells at a time that equally damage all targets, so make sure you take care of your Apocalypse Tanks (and make sure nobody else gets theirs to this level.)
Of course it has some problems. It's very expensive, and also very slow. Combine this with its anti-tank cannon and it's not too good against infantry (at normal or veteran rank.) They are often targets of mind control attacks as all Yuri players are going to want these things fighting for them. The best strategy for Apocalypse Tanks is to have Boris with them, as his AK-47 can take out infantry, mind controlling units, and defensive structures while the Apocalypse Tanks take out enemy tanks and undefended structures. Siege choppers also work pretty well with Apocalypse Tanks.
Siege Chopper: $1100
The Siege Chopper starts off as a flying unit with a chaingun that can take down infantry relatively well. When you deploy the siege chopper, it lands and unloads a massive long-range artillery cannon that is good at taking down groups of infantry and buildings alike. While its deployed it cannot move, and it takes a while for it to deploy/undeploy. Keep it's landing zone clear before attempting to land, and make sure that while attempting to hit the defensive structures you aren?t landing too close to them. While it's range isn?t as great as the V3 Launcher's, it uses standard shells instead of rockets, which allow it's shots to move faster and not be shot at like rockets. It can also damage targets behind walls. Immune to mind control while in the air, but not on the ground.
Kirov Airship: $2000
The Kirov Airship is the most heavily armed and armored unit in the game. Its a VERY slow moving airship that will drop extremely powerful bombs on it's target once it is over it, wiping out anything in one or two bombs, including the even most armored buildings. Even with lots of anti-air defenses taking on a small group of Kirovs, one or two will usually be able to slip through and land a few bombs before exploding. The best way to deal with these is to intercept them BEFORE they are near your base. When you build a Kirov everyone in the game will be alerted that a Kirov has been built. That?s your cue to start pumping out anti-air defenses. Still, if you can scout ahead and see a relatively undefended area of a base, make a few Kirovs and get there as fast as possible. Try not to attack as soon as they are built. Give it some time so that the enemy forgets that they are around, then move them in while you divert their attention elsewhere. When Kirovs die, they cause a pretty big explosion, which can be enough to take out structures or units below. Immune to mind control.
Nation Specific Vehicles
Libyan Demolition Truck: $1500
This truck is another kamikaze terrorist unit, but instead of just a normal explosion, this truck will cause a small nuclear explosion (which is actually pretty big.) When this is built, everyone on the map will be alerted that one has been built. It is very powerful, but its damage potential isn?t as much as a Flak Track filled with terrorists, unless you count the large amount of radiation left after it explodes. Best if used with the Iron Curtain.
Russian Tesla Tank: $900
The Russian Tesla Tank is supposed to help you take down enemy tanks, and while it does that pretty well, it's lightly armored and it has a short range, making it more vulnerable to heavy tank fire than the Tesla Trooper. Rather, I prefer to use the Tesla Tank to help take down enemy infantry, as it can do that very well. Still, if you are finding yourself having problems taking down enemy tanks (which, if you are playing as the Soviets, you shouldn't), you can always use this. When it reaches elite rank its bolt will jump to nearby targets, dealing damage to many targets at once.
Soviet Navy
The Soviet Navy may not be as powerful as the Allied Navy, the ships complement each other very well, and can be a formidable force if used properly. The Soviets can also make ships faster and cheaper than the Allies or Yuri with their Industrial Plant.
Amphibious Transport: $900
Exactly the same as the Allied version. Most vehicles take up 3 spots, except the Apocalypse tank and MCV, which take up 6, and the Terror Drone, which takes up 2. A great tactic is to fill up your Flak Tracks with infantry, then load those into the transport. Now you can take 20 infantry and 4 flak tracks across the ocean in only one transport.
Typhoon Attack Sub: $1000
The basic attack craft for the Soviet Navy. The attack sub is slow moving, but it cannot be detected by normal means. Only the Allied Destroyer and other submersive units can see attack subs. The Typhoon's missiles can only be used against water units, and they work quite well. While in a ship-for-ship confrontation with Allied Destroyers, they will lose, you should always have subs backed up with Sea Scorpions (unless you are stealthily attempting to sneak in and attack a ship.) Against Yuri Boomer Subs, you may be in for a fight, as the Boomer Sub has double the health and firepower of a Typhoon sub. Use the Industrial Plant to counter this by building more Typhoons than the Boomers can handle.
Should you see an enemy Tanya swimming towards your subs, be careful, as they do very little damage against her and she can use her C4 charges to sink your subs very quickly.
Sea Scorpion: $600
Similar to a Flak Track, only it is on the water instead of land. It still retains its quick speed and relatively light armor, but its air attack is slightly more powerful. Sea Scorpions, like all flak units, are highly effective at taking down poorly armored Allied Air units, which will severely cripple the Allied Navy. Once the air units are dead, your submarines will be able to attack the Allied fleet without fear of retaliation (except from Dolphins, which wont be able to do anything against subs.) Since their air range is very good, make sure you keep a distance between them and enemy ships, as enemy subs or destroyers can kill them pretty easily. Always try to keep your attack subs between your sea scorpions and their ships.
While their ground attack is very poor, it's better against Navy SEALs, Tanya?s, and Yuri Primes than the attack sub's attack, so keep an eye out for enemy infantry on the water.
Dreadnought: $2000
The Dreadnaught is the heavy land assaulter of the Soviet navy. It launches two rockets into the air that will seek out and bomb their target. These are similar to the V3 Launcher's rockets, only it's rockets are more powerful, have much greater range, and can steer themselves in the air. Still, they can be destroyed by anti-air attacks just as easily. The Dreadnought also has a very fast reload rate, which makes it one of the best building destroyers in the game. Keep them defended, as they aren?t too good at attacking enemy ships.
Giant Squid: $1000
The Giant Squid the only mind-control related unit that the Soviets kept after Yuri defected. It is an underwater unit that is deadly against enemy ships. When you target an enemy ship, it will cling itself to the ship and continue to do damage to the ship until the ship or the squid is dead, much like a Terror Drone, except that the squid can be shot at while draining health from it's target. Allied Dolphins can also release the squid's grasp from around the ship. It cannot attach itself to SEALs, Tanya?s, Yuri Primes, other squids, and dolphins. Instead, it will deliver a powerful tentacle slap that works well against these small targets, making it ideal for taking out these units. It is immune to mind control and can self-heal.
Soviet Defensive Structures, Special Structures, and Super Weapons:
Soviets have some very useful buildings here, although they aren?t as cool as the Allies?. The Iron Curtain is one of the most useful super weapons in the game.
Battle Bunker: $500
Battle Bunkers are excellent all-purpose defensive structures. Basically, it acts exactly like a garrisonable building, except that you can build it, repair it, and sell it just like a standard building. Up to five conscripts can be placed inside a Battle Bunker. They can take down enemy infantry very well, and deal some pretty heavy damage to vehicles. It also cannot be taken over by Yuri Primes, making it extra useful against Yuri players. Since it uses up no power, this building practically makes the sentry gun useless. Very good, build many of these.
One problem that was brought up to me is that a Yuri player can use his super weapons against Battle Bunkers to either mind control or genetically mutate the conscripts inside the Battle Bunker, which means that it would be wiser to use sentry guns for inner base defense against Yuri players with super weapons.
Sentry Gun: $500
The Soviet Sentry Gun is basically the same thing as the Allied Pillbox. Its useful in that its cheap, small, and uses no power, but the Battle Bunker is much more effective. Still, good for putting in tight spots in your base to prevent sneak attacks by infantry, but if you have the space and have extra cash, go with the Battle Bunker.
Flak Cannon: $1000, -50 Power
Similar to the other flak units, except that it has no ground attack. It?s very useful against tight groups of weaker air units such as Rocketeers or Harriers, but limited against heavy air units like the Kirov. Always try to intercept a Kirov before it gets near your base with Flak Tracks.
Tesla Coil: $1500, -75 Power
The anti-tank defensive structure for the Soviets, the Tesla Coil can deliver great damage over long ranges. When a Tesla Trooper is overcharging it, it can deliver an even more powerful punch with better range. Very powerful, and the fact that it can be used while the power is out with extra Tesla Troopers makes it even more effective. Watch out for things that can fire on it from outside its range, and snipers that can pick off the Tesla Troopers. Combine with Battle Bunkers for a very powerful anti-ground defense.
Radar Facility: $1000, -50
This allows you to get the radar, and also will allow you to send a spy plane out to scout a small section of the map for you. The spy plane is free, and recharges every 4 minutes. The plane has good health but can be shot down, so try not to send it directly into the enemy base if it's heavily defended.
Nuclear Power Plant: $1000, +2000 power
The nuclear power plant provides you with enough power to power multiple bases for a very cheap cost. Once you build this you can sell off all of your tesla reactors and probably even gain your money back. One big flaw with this thing is that should it be destroyed, not only will your power will go out, but it will also cause a big explosion and leave radiation lying around for a while, which will kill your infantry and slowly damage your vehicles. If you feel like you can protect this thing then it will definitely pay for itself.
Industrial Plant: $2500, -200 Power
This will reduce the cost of all of your vehicles, aircraft, and ships by 25% of its original cost. Also, it will cut the time it takes to make vehicles, aircraft, and ships by 25% as well. On top of this, it will take this lower cost into consideration while calculating the rank of your vehicles, letting them level up 25% faster. Beyond useful, since pretty much every Soviet player will be focusing on vehicles.
Iron Curtain: $2500, -200 Power
The Iron Curtain is one of the two super weapons that the Soviets can make. Basically, it will render a small group of vehicles or buildings completely immune to all attacks (including mind control) for a brief period of time. This can be used for great effect. You can even make a bunch of flak tracks with explosives inside immune to attack, then you simply move the flak tracks into position, wait for the immunity to wear off, then watch the fireworks. Or, you can make a bunch of demo trucks invulnerable and just take out key structures easily. Use it on Apocalypse Tanks and it will allow you to destroy enemy armies and defenses with ease. Also, you can use this on enemy infantry, squids, or dolphins to kill them instantly. The Iron Curtain recharges after 7 minutes.
Nuclear Missile Silo: $5000, -200 Power
This is pretty self explanatory. A big nuclear missles will be launched into the air and then it will fall on something, presumably killing anything near it. It wont be powerful enough to take out key structures, but it will definitely destroy any of the weaker ones, and the radiation left over after the blast will be enough to take out any infantry or vehicles that survived the blast. Roughly equivalent to the damage caused by the Allied Weather Control Device.
Y U R I
Rather than having a unique unit or two, Yuri's side is completely unique. Yuri's forces focus on mind control and genetic mutation. While Yuri has the least conventional methods of attacking, it is by far the most economical. Yuri's mind controlling units can only target ground units.
Yuri Infantry
Relatively basic, Yuri's Infantry can be made twice as fast and for half the price by building a Cloning Vat. They suffer from not having an anti-air unit. All of Yuri's infantry can be put inside Bio Reactors (Yuri's power plants) to increase power.
Initiate: $200
Yuri's basic attack infantry, the Initiate packs a very powerful punch. It's psychic punch attack not only deals good damage to infantry, but it also creates a small fire were it targeted it's shot, dealing extra damage to stationary targets. Its downside is that it has a short range, and can be out ranged by Allied GI's or out numbered by Soviet Conscripts. Still, they are absolutely lethal when garrisoned in buildings. Should you capture an airfield, Yuri's Paratroopers will be 6 Initiates.
Engineer: $500
Exactly the same as the Allied and Soviet version.
Slave Worker: Free
Slave workers are the units that will dig your ore for you with their shovels. Five will automatically be made for each Slave Miner, and will be automatically replaced should they get killed. While you cannot control Slave Workers directly, they will follow wherever you send the Slave Miner. Should you kill an enemy Slave Miner, you will gain control of the slave worker, and be able to use them to attack the enemy. As a fighter, they suck. They will walk up to their target and attempt to slap them with their shovels. Useless as fighters, vital for your economy, immune to mind control.
Brute: $500
The Brute is an anti-tank unit, but a weird one at that. It is genetically mutated strongman who will run up to its targets and just smash them to death. It cannot be run over, which is good considering how close you will have to get to tanks to kill them. They are useless against most infantry, and only so useful against enemy tanks. Certainly do not attempt to use these against anti-infantry tanks. The only infantry that dogs cannot attack, but Yuri Viruses are better suited for taking dogs out. Not that bad at taking out buildings though, should they get in range.
Virus: $700
The Virus is similar to the British Sniper. It is a long-range anti-infantry unit who can attack without revealing the shroud around it. When the target dies, it will explode into a cloud of poisonous gas that will damage any infantry near it. Viruses are immune to this poison cloud. As expected, unable to damage buildings or vehicles, so look out for both.
Yuri Clone: $1000
The Yuri Clone is the basic mind-controlling unit of the Yuri army. A Yuri Clone has the ability to transfer the control of one enemy unit at a time to you. As long as the Yuri Clone is alive, or you don?t make him target another unit, that mind-controlled unit will stay under your control. You can use him to attack the enemy with, or send him to the grinder, which will give you free money (more on that later.) Very powerful against just about anything that can be mind controlled. Watch out for snipers though. It has a secondary attack that can be performed by "deploying" the Yuri Clone. This is a mind blast that will instantly kill any infantry that is near the Yuri Clone, friend or foe. This unit can also detect spies. Cannot gain rank.
Yuri Prime: $1500
Yuri hero unit. Yuri Prime is similar to a Yuri Clone, except that it travels in a hovering platform thing that allows it to move faster, and move over water. It can mind control one enemy unit at a time like the clones, but it can also mind control buildings as well. This allows you to take out a structure instantly by transferring its control to you. You can instantly sell off that building for added cash, or use it against the enemy. Very deadly against bases. It has a super mind blast attack that is similar to the Clone?s attack, except that it can also damage vehicles, and does not hurt friendly units. While this is the only hero unit that cannot gain rank, you can train two Yuri Primes with a cloning vat, and for the time/price of one. You cannot take control of special buildings or super weapons, but you can take over all defensive structures (except the battle bunker.)
Yuri Vehicles and Aircraft
Yuri's vehicles, like it's infantry, have some problems dealing damage to other tanks, but since you can simply mind control them that shouldn?t be a problem. Yuri also suffers from having no method of repairing its vehicles (other than mind controlling an IFV or taking over an enemy repair station.)
Slave Miner: $1750
The Slave Miner is half building, and half vehicle. While as a vehicle it will move slowly around the map, looking for ore to process. When it finds ore, it will deploy into a building, and send out 5 slave miners to get the ore and return it to the Slave Miner for processing. It will automatically replace the slave miners should they die. The Slave Miner really pays off later on in the game when the only available ore will be far away from your main base. While Soviet and Allied miners will have to make long trips to get ore, you can simply move your Slave Miner next to the ore and suffer no loss in income.
The Slave miner is extremely well armored with lots of health, and is very hard to take down. It also has the same kind of machine gun mounted on it that the Soviet War Miner has. Immune to mind control.
Lasher Tank: $700
The Lasher Tank is the same as the Allied Grizzly Tank, except that it is slightly faster. Somewhat useful against tanks and buildings but keep it away from infantry.
Gattling Tank: $600
The Gattling Tank doubles as an anti-infantry and anti-air tank, and it performs both roles very well. While it is light in health and armor, it is very quick and can rip down most air units, rockets, and infantry very fast. An added bonus to the Gattling Tank is that if it fires at a target for a while, its cannons will begin to deal more damage and work better against armored targets. Not too useful against tanks, but that added boost in attack will really help against heavy air targets like the Kirov Airship and Yuri Floating Disk.
Chaos Drone: $1000
The Chaos Drone is a speedy little light thing that will release a cloud of deadly gas when any enemy units get near it. Anything caught in the cloud will go berserk and usually start attacking friendly units before turning to attack you. It's a great way to quickly dispatch of a group of units, if you can get it near them. Any units immune to mind control, including Chaos Drones, are immune to the berserk gas.
Magnetron: $1000
A very odd unit, the Magnetron has a long-range attack capable of dealing pretty good damage against buildings. When it targets a vehicle, however, it will lift the vehicle up in the air and move it towards the Magnetron. While the enemy vehicle is in the air, you can only hit it with anti-air attacks. Only certain tanks will be able to retaliate while being lifted. The main purpose of this is to drag enemy vehicles into the range of your mind controlling units without putting your mind-controlling units in too much danger. It is the only long-range land unit against buildings for Yuri, so it?s pretty important to keep around for base assaults, but keep defended as it has no defense against infantry, or direct attack against vehicles, and it has very low health. Cannot gain rank.
Master Mind: $1750
The Master Mind is a mind-controlling heavy tank. If enemy units get within range of the Master Mind, they will be mind controlled. The Master Mind can safely mind control up to 3 units. Should more units enter its attack range, it will mind control them also, and begin to take damage. The more enemies that get in its range, the more damage the Master Mind takes. Should it attempt to mind control ten units, it will instantly explode, giving the control of the units back to the original owner. You cannot prevent the Master Mind from mind controlling something once the target gets within the Master Mind's range. Immune to mind control.
Floating Disk: $1750
The Floating Disks are base destroyers, and remind me of some sort of Atari game. While their standard laser blast attacks are pretty powerful against buildings and infantry, it isn?t so good against vehicles, so watch out. On top of this, they can also hover over certain buildings and cause the following effects:
-Ore Refinery: Slowly drains money from enemy's account into yours.
-Defensive Structure (besides Soviet sentry gun and Allied pillbox): Turns the power off on the structure, rendering it useless.
-Power Plant: Shuts down the power for the entire base.
Because it uses this attack instead of its normal attack, you cannot manually make floating disks target these structures with its normal attack. It can, however, shoot at other units with its normal attack while hovering over one of those structures. Once it moves away from a structure the adverse effects stop.
Yuri Navy
The Yuri Navy focuses on one, all-purpose unit. You may or may not like this, especially since it cannot target air units.
Amphibious Transport: $900
The same thing as the Allied and Soviet versions. Most vehicles take up 3 spaces except MCVs, Magnetrons, and Mater Minds, which take up 6. Brutes and Chaos Drones take up 2 spaces.
Boomer Attack Sub: $2000
The Boomer Attack Sub is like a Soviet Attack Sub and Dreadnaught combined into one unit. It is expensive, but it is very well armored and is hidden to most units. It has dual torpedo launchers, which is very powerful against enemy ships. When attacking land targets, it will surface and switch to dual cruise missles, which are basically weaker versions of the Dreadnought's missles. These missles can be shot out of the air by anti-air attacks, and take much longer to fire than Dreadnought missles. Speaking of which, the Yuri Navy has no anti-air attack. You can, however, keep Floating Disks near your Boomers should you have problems with aircraft killing your subs.
Yuri Special Structures, Defenses, and Super Weapons
Yuri has some interesting special buildings, and the Psychic Tower/Grinder combo will definitely provide you with a strong economy.
Grinder: $600, -50 Power
Instead of a repair bay, Yuri has the grinder. Basically, any land unit that is sent to the grinder will be broken down and converted into cash. The amount of cash you get is half of what the unit cost to produce. You can send your near death vehicles into this instead of just letting them die, but you can also send any units that you mind control into this as well. This is a great way to get cash after an enemy's unsuccessful attack on your base, and it frees up your Psychic Towers for the next assault.
Psychic Sensor: $1000, -50 Power
This acts as a radar station for the Yuri army, and also has the ability to detect any enemy units that have been ordered to move or attack anything within its large psychic radius. This helps a lot in knowing when you're about to be hit from the air, or a base assault is on the way, or when there are units trying to sneak in the back of your base. It also gives you the psychic reveal ability, which will instantly clear out a section of the shroud. This recharges every 4 minutes.
Tank Bunker: $400
This structure gives certain tanks the ability to garrison inside it. Only one tank may be put in a bunker at a time. While they are inside the battle bunker they deal more damage, have better range, and a better rate of fire. The tanks that can be put in the battle bunkers are: Grizzly, Prism, Gattling, Flak, IFV, Lasher, Rhino, and Apocalypse. Land units cannot attack the tank inside the bunker until the bunker is destroyed. While it is cheap and costs no money, I find it more effective to just let my Psychic Towers mind control enemy tanks and convert that into money. Still, if you can control an apocalypse or prism tank, it might be worth it.
Gattling Cannon: $1000, -50 Power
The Gattling Cannon is the anti-infantry and anti-air defensive structure rolled into one. Very good against air units, rockets, and infantry, but not so much tanks. Like the Gattling Tank, it has 3 stages of fire that increase with attack time.
Psychic Tower: $1500, -100 Power
This will be your main defensive structure. Any unit caught within its range, if it can be mind controlled, will be. It can control up to 3 units at a time. It is also immune to being mind controlled by enemy Yuri Primes. Use the things you mind control to attack the enemy attacking your base, and whatever is left over after the battle either keep or send to the grinder. It is recommended that you keep the mind control slots in your towers free, so choose wisely on what you wish to keep. Keep near Gattling Cannons to prevent air units and units immune to mind control from taking out your towers.
Cloning Vats: $2500, - 200 Power
This special structure will give you a free infantry unit instantly for each infantry unit that you build. This is incredibly useful for making lots of initiates, saving money on engineers, or making two Yuri Primes.
Genetic Mutator: $2500, -200 Power
This super weapon will turn a large area of infantry into Brutes, ready to smash whatever you tell them to. You can even target garrisoned buildings and turn all the units inside into Brutes under your control. You can also use this to take care of enemy hero units as well. Recharges after 5 minutes.
Psychic Dominator: $500, -200 Power
This is the ultimate super weapon for Yuri's forces. It will deliver severe damage to buildings in a large area, similar to a nuke. Any unit that is near the center of the blast will be mind controlled (if it can be.) Recharges after 10 Minutes.
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Slackers.
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