Jump to page:
Sponsors:
Notes:
- Can't be sold for credits, but can be repaired.
- Capture this with Engineer to create the ability to place
Paradrop to any place on terrains.
- Paradrop recharges after 4 minutes.
7.2) Tech Oil Derrick
Country : Neutral
Sight : 6
HP : 1000 Armor : Steel
Foundation : 2 x 2 Height : 5
Notes:
- Can't be sold for credits, but can be repaired.
- When first captured by engineer, gives 1000 credits.
Aftet that gives 20 credits every 100 frame delays to player.
- Explodes when destroyed.
Oil Explosion statistics:
Damage: 600 Area: 4 Cells.
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(50%)
Damage vs. Building's Armor: Wood(200%), Steel(90%), Concrete(50%)
Damage vs. Terror Drone : 100%
Can damage and destroy Concrete Walls.
7.3) Tech Outpost
Country : Neutral
Sight : 6
HP : 2000 Armor : Concrete
Weapon : Hover Missiles
Foundation : 4 x 3 Height : 6
Weapon Notes:
* Hover Missiles (Anti-Surface and Anti-Air)
Damage: 25 Range: 6 ROF: 50
Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%)
Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 70%.
Fire 2 times in rapid succession.
Can pass through Concrete Wall, ignore land elevations and cliffs.
Can damage land eleveation (make holes) at 10% chance.
Can destroy Ore patches.
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, can repair any vehicle units.
Have a weapon to protect itself.
7.4) Tech Hospital
Country : Neutral
Sight : 6
HP : 800 Armor : Concrete
Foundation : 6 x 4 Height : 7
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, hospital will give all infantry
self-healing ability.
Heal 20 HP for every 50 Frame Delay.
7.5) Tech Civilian Power Plant
Country : Neutral
Sight : 6
Power : 200
HP : 800 Armor : Concrete
Foundation : 2 x 2 Height : 4
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, will add +200 power to the
owner.
7.6) Tech Machine Shop
Country : Neutral
Sight : 6
HP : 800 Armor : Concrete
Foundation : 3 x 3 Height : 6
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, Machine shop gives all vehicles
self-repairing ability.
Heals 5 HP for every 75 Frame Delay.
7.7) Tech Secret Lab
Country : Neutral
Sight : 6
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 6
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, give an ability to train
unit or build building specific to other country.
Specific Units and Building that can be gained:
- Tesla Tank, Demolition Truck, Tank Destroyer
- Desolator, Sniper, Terrorist, Yuri Clone
- Grand Cannon
*********************
IV - Tables and Data
*********************
1) Unit and Defensive Building Combat Ability
Yuri's Revenge has so many units, so it may be difficult to
browse this FAQ just to see the speed of a unit, range, or
others, so I'll try to put them all on a few tables and show the
comparisons of most important aspects of the units. I also add
few of defensive buildings that may be needed for comparison.
For more information about weapon damage, range, and ROF, just
look in each units section above for detailed information. Because
the data below is just VERY simplified data. Some weapons that fire
at 2 times, etc. are not listed below.
Unit Name Side Cost Sgt Spd HP Ar Rng ROF Damage
----------------------------------------------------------------------
GI Allies 200 5 4 125 N 4/4,5/7 20,15/5 15/25,15/25
Conscript Soviet 100 5 4 125 F 4/5 25 15/20
Initiate Yuri 200 9 4 100 N 4.5/6 15 25/30
Slave Work. Yuri 10 5 3 125 N 1.5 30 30
Attack Dog Al.+Sv. 200 9 8 100 N 1.5 30 -
Engineer All 500 4 4 75 N - - -
Rocketeer Allies 600 8 9 125 N 5 30/5 25
Flak Tr. Soviet 300 5 4 100 N 8,5 25,20 20/8,20
Tesla Tr. Soviet 500 6 4 130 P 3/5 60/40 50
Crazy Ivan Soviet 600 6 4 125 N - - 450
Spy Allies 1000 9 4 100 F - - -
Brute Yuri 500 8 6 200 P 1.4/1.1 60 100
Sniper Britain 600 8 4 125 N 14 150/60 125
Desolator Soviet 600 6 4 150 P 6/8 50 125/200
Terrorist Soviet 200 9 6 75 F - - -
Virus Yuri 700 9 4 100 N 10/16 100/80 125
Tanya Allies 1500 8 6 200 F 6/8 10 125
SEAL Allies 1000 8 5 125 F 6 10 125
Boris Soviet 1500 9 5 200 F 7/9 20 65/90
Chrono L. Allies 1500 8 ! 125 N 5 120 -
Yuri Clone Yuri 600 12 4 100 N 7 200 -
Yuri Prime Yuri 1500 9 6 150 F 7 200 -
Psi-Com. Special 1000 8 ! 100 N - - -
Chrono C. Special 2000 8 ! 100 N 6 10 125
Chrono Iv. Special 1000 8 ! 100 N - - 450
Grizzly T. Allies 700 8 7 300 H 5 60/75 65/55
Rhino Tank Soviet 900 8 6 400 H 5.75/5 65/80 90/85
Lasher L.T. Yuri 700 8 7 300 H 5 60 65
IFV (1) Allies 600 8 10 200 L 6 50 25/80
Flak Track Soviet 500 8 8 180 H 10/8,5 25,40 35/20,25
Gatt. Tank Yuri 600 10 6 210 L Special Special Special
Terror Dr. Soviet 500 4 10 100 S - - 50
Chaos Dr. Yuri 1000 6 8 200 L - - 45
War Miner Soviet 1400 4 4 1000 M 5.5 20 30
Chr.Miner Allies 1400 4 4/! 1000 M - - -
Slave Miner Yuri 1750 4 3 2000 M 5.5 20 30
Robot Tank Allies 600 6 10 180 H 5 60 65
Magnetron Yuri 1000 10 5 150 L 10/12 Special Special
Apocalypse Soviet 1750 6 4 800 H 5.75,8 80,80 100,50
Master Mind Yuri 1750 9 4 500 H 6 10 -
Prism Tank Allies 1200 8 4 150 L 10 100 100/150
Mirage Tank Allies 1000 9 7 200 L 7/9 70/80 100/150
V3 Launcher Soviet 800 7 4 150 L 18 150 200
MCV Both 3000 6 4 1000 H - - -
Tank Dest. Germany 900 8 5 400 H 5/6.75 70/60 150/175
Demo Truck Libya 1500 5 6 150 L - - 400
Tesla Tank Russia 1200 8 6 300 H 4/6 60/50 135/150
Attack Sub Soviet 1000 4 4 600 H 7 120 100
Sea Scorp. Soviet 600 8 8 400 H 12/10,5 20,40 40/35,25
Destroyer Allies 1000 7 6 600 H 8 110 60
Aegis Crs. Allies 1200 8 4 800 L 12/14 15/5 100
Dreadnought Soviet 2000 7 4 800 H 25 - (300x2)
A. Carrier Allies 2000 7 4 800 H 25 - (40x5)x3
Giant Squid Soviet 1000 5 8 200 L - - -, 100
Dolphin Allies 500 4 8 200 L 6 120 4+10/8+15
A. Tranport All 900 6 6 300 H - - -
Boomer Yuri 2000 8 5 1200 H 7,20 120,50 60x2,200/
250x2
Harrier Allies 1200 8 14 150 L 6/9 10/10 150/300
Black Eagle Korea 1200 8 14 200 L 6/9 10/10 200/400
Kirov A. Soviet 2000 8 5 2000 L 1.5 50 250
Nighthawk Allies 1000 7 14 175 L 6 40 35/40
Siege Chop. Soviet 1100 7 12 300 L 6,12 40,100 35/40,90
Floating D. Yuri 1750 9 15 600 L 7 80 90
Pillbox Allies 500 7 - 400 S 5.5 26 50
Sentry Gun Soviet 500 7 - 400 S 5 26 50
Tesla C.(2) Soviet 1500 8 - 600 S 7+ 80+ 200+
Prism Tower Allies 1500 8 - 600 S 8 55 120+
Patriot Allies 1000 10 - 900 S 12 55 75
Flak Cannon Soviet 1000 5 - 900 S 12 20 40
Gatt. Cann. Yuri 1000 10 - 810 S Special Special Special
Psychic T. Yuri 1500 5 - 455 S 7 100 -
Grand C.(3) France 2000 10 - 900 S 15 120 150
Notes:
For more detailed explanation, you can see in Unit's description in
above section.
Spd: Unit Speed (The lower the number, the slower the unit,
!: Teleportation)
Some flying units/aircraft speed are affected by other
measurements so it can be very different.
HP: Unit Strength
Ar: Unit Armor (None/Flak/Plate: Infantry, Light/Medium/Heavy:
Vehicle, and Special for few unit)
Sgt: Unit Sight Range
Rng: Unit's Weapon Range.
Number after , is the secondary weapon. (Usually anti-air
or deployed weapon).
Number after / is Elite Weapon range, if there are no /
means it has no Elite weapon, or has same range as non-Elite
Weapon.
- means that unit have no weapons or have special weapon.
ROF: Unit's Rate of Fire.
Number after , is the secondary weapon. (Usually anti-air
or deployed weapon).
Number after / is Elite Weapon ROF, if there are no /
means it has no Elite weapon, or has same ROF as non-Elite
Weapon.
Damage: Weapon damage.
Number after , is the secondary weapon. (Usually anti-air
or deployed weapon).
Number after / is the Elite weapon, if there are no /
means it has no Elite weapon, or has same damage as non-Elite
Weapon.
- means Special Weapon.(No damage or a special weapon).
(1) - IFV listed here is normal IFV (no infantry)
(2) - Tesla Coil's range and ROF changes depend on Tesla Troopers
that charge near it.
(3) - Grand Cannon has a Minimum Range of 3.
2) Scoring
After playing single or multiplayer games, there are Scores showed
to tell how good the players are. For some people this is not too
important, but I list the scores table below for those who need it.
Below is a score table for destroying/killing a unit/building.
Note that I don't list many civilian units and buildings and
some special buildings because they are too many to list.
May be if I'm not tired or bored, I will list them soon.
Units Pts. Vehicles Pts. Buildings Pts.
---------------------------------------------------------------
GI 10 Grizzly Tank 25 Const. Yard 80
Conscript 5 Rhino Tank 25 Power Plant 40
Attack Dog 10 IFV 20 Tesla Reactor 40
Engineer 5 Flak Track 20 Ore Refinery 80
Rocketeer 15 Chrono Miner 55 Barracks 30
Spy 5 War Miner 55 War Factory 80
- Can't be sold for credits, but can be repaired.
- Capture this with Engineer to create the ability to place
Paradrop to any place on terrains.
- Paradrop recharges after 4 minutes.
7.2) Tech Oil Derrick
Country : Neutral
Sight : 6
HP : 1000 Armor : Steel
Foundation : 2 x 2 Height : 5
Notes:
- Can't be sold for credits, but can be repaired.
- When first captured by engineer, gives 1000 credits.
Aftet that gives 20 credits every 100 frame delays to player.
- Explodes when destroyed.
Oil Explosion statistics:
Damage: 600 Area: 4 Cells.
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(50%)
Damage vs. Building's Armor: Wood(200%), Steel(90%), Concrete(50%)
Damage vs. Terror Drone : 100%
Can damage and destroy Concrete Walls.
7.3) Tech Outpost
Country : Neutral
Sight : 6
HP : 2000 Armor : Concrete
Weapon : Hover Missiles
Foundation : 4 x 3 Height : 6
Weapon Notes:
* Hover Missiles (Anti-Surface and Anti-Air)
Damage: 25 Range: 6 ROF: 50
Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%)
Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 70%.
Fire 2 times in rapid succession.
Can pass through Concrete Wall, ignore land elevations and cliffs.
Can damage land eleveation (make holes) at 10% chance.
Can destroy Ore patches.
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, can repair any vehicle units.
Have a weapon to protect itself.
7.4) Tech Hospital
Country : Neutral
Sight : 6
HP : 800 Armor : Concrete
Foundation : 6 x 4 Height : 7
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, hospital will give all infantry
self-healing ability.
Heal 20 HP for every 50 Frame Delay.
7.5) Tech Civilian Power Plant
Country : Neutral
Sight : 6
Power : 200
HP : 800 Armor : Concrete
Foundation : 2 x 2 Height : 4
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, will add +200 power to the
owner.
7.6) Tech Machine Shop
Country : Neutral
Sight : 6
HP : 800 Armor : Concrete
Foundation : 3 x 3 Height : 6
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, Machine shop gives all vehicles
self-repairing ability.
Heals 5 HP for every 75 Frame Delay.
7.7) Tech Secret Lab
Country : Neutral
Sight : 6
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 6
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, give an ability to train
unit or build building specific to other country.
Specific Units and Building that can be gained:
- Tesla Tank, Demolition Truck, Tank Destroyer
- Desolator, Sniper, Terrorist, Yuri Clone
- Grand Cannon
*********************
IV - Tables and Data
*********************
1) Unit and Defensive Building Combat Ability
Yuri's Revenge has so many units, so it may be difficult to
browse this FAQ just to see the speed of a unit, range, or
others, so I'll try to put them all on a few tables and show the
comparisons of most important aspects of the units. I also add
few of defensive buildings that may be needed for comparison.
For more information about weapon damage, range, and ROF, just
look in each units section above for detailed information. Because
the data below is just VERY simplified data. Some weapons that fire
at 2 times, etc. are not listed below.
Unit Name Side Cost Sgt Spd HP Ar Rng ROF Damage
----------------------------------------------------------------------
GI Allies 200 5 4 125 N 4/4,5/7 20,15/5 15/25,15/25
Conscript Soviet 100 5 4 125 F 4/5 25 15/20
Initiate Yuri 200 9 4 100 N 4.5/6 15 25/30
Slave Work. Yuri 10 5 3 125 N 1.5 30 30
Attack Dog Al.+Sv. 200 9 8 100 N 1.5 30 -
Engineer All 500 4 4 75 N - - -
Rocketeer Allies 600 8 9 125 N 5 30/5 25
Flak Tr. Soviet 300 5 4 100 N 8,5 25,20 20/8,20
Tesla Tr. Soviet 500 6 4 130 P 3/5 60/40 50
Crazy Ivan Soviet 600 6 4 125 N - - 450
Spy Allies 1000 9 4 100 F - - -
Brute Yuri 500 8 6 200 P 1.4/1.1 60 100
Sniper Britain 600 8 4 125 N 14 150/60 125
Desolator Soviet 600 6 4 150 P 6/8 50 125/200
Terrorist Soviet 200 9 6 75 F - - -
Virus Yuri 700 9 4 100 N 10/16 100/80 125
Tanya Allies 1500 8 6 200 F 6/8 10 125
SEAL Allies 1000 8 5 125 F 6 10 125
Boris Soviet 1500 9 5 200 F 7/9 20 65/90
Chrono L. Allies 1500 8 ! 125 N 5 120 -
Yuri Clone Yuri 600 12 4 100 N 7 200 -
Yuri Prime Yuri 1500 9 6 150 F 7 200 -
Psi-Com. Special 1000 8 ! 100 N - - -
Chrono C. Special 2000 8 ! 100 N 6 10 125
Chrono Iv. Special 1000 8 ! 100 N - - 450
Grizzly T. Allies 700 8 7 300 H 5 60/75 65/55
Rhino Tank Soviet 900 8 6 400 H 5.75/5 65/80 90/85
Lasher L.T. Yuri 700 8 7 300 H 5 60 65
IFV (1) Allies 600 8 10 200 L 6 50 25/80
Flak Track Soviet 500 8 8 180 H 10/8,5 25,40 35/20,25
Gatt. Tank Yuri 600 10 6 210 L Special Special Special
Terror Dr. Soviet 500 4 10 100 S - - 50
Chaos Dr. Yuri 1000 6 8 200 L - - 45
War Miner Soviet 1400 4 4 1000 M 5.5 20 30
Chr.Miner Allies 1400 4 4/! 1000 M - - -
Slave Miner Yuri 1750 4 3 2000 M 5.5 20 30
Robot Tank Allies 600 6 10 180 H 5 60 65
Magnetron Yuri 1000 10 5 150 L 10/12 Special Special
Apocalypse Soviet 1750 6 4 800 H 5.75,8 80,80 100,50
Master Mind Yuri 1750 9 4 500 H 6 10 -
Prism Tank Allies 1200 8 4 150 L 10 100 100/150
Mirage Tank Allies 1000 9 7 200 L 7/9 70/80 100/150
V3 Launcher Soviet 800 7 4 150 L 18 150 200
MCV Both 3000 6 4 1000 H - - -
Tank Dest. Germany 900 8 5 400 H 5/6.75 70/60 150/175
Demo Truck Libya 1500 5 6 150 L - - 400
Tesla Tank Russia 1200 8 6 300 H 4/6 60/50 135/150
Attack Sub Soviet 1000 4 4 600 H 7 120 100
Sea Scorp. Soviet 600 8 8 400 H 12/10,5 20,40 40/35,25
Destroyer Allies 1000 7 6 600 H 8 110 60
Aegis Crs. Allies 1200 8 4 800 L 12/14 15/5 100
Dreadnought Soviet 2000 7 4 800 H 25 - (300x2)
A. Carrier Allies 2000 7 4 800 H 25 - (40x5)x3
Giant Squid Soviet 1000 5 8 200 L - - -, 100
Dolphin Allies 500 4 8 200 L 6 120 4+10/8+15
A. Tranport All 900 6 6 300 H - - -
Boomer Yuri 2000 8 5 1200 H 7,20 120,50 60x2,200/
250x2
Harrier Allies 1200 8 14 150 L 6/9 10/10 150/300
Black Eagle Korea 1200 8 14 200 L 6/9 10/10 200/400
Kirov A. Soviet 2000 8 5 2000 L 1.5 50 250
Nighthawk Allies 1000 7 14 175 L 6 40 35/40
Siege Chop. Soviet 1100 7 12 300 L 6,12 40,100 35/40,90
Floating D. Yuri 1750 9 15 600 L 7 80 90
Pillbox Allies 500 7 - 400 S 5.5 26 50
Sentry Gun Soviet 500 7 - 400 S 5 26 50
Tesla C.(2) Soviet 1500 8 - 600 S 7+ 80+ 200+
Prism Tower Allies 1500 8 - 600 S 8 55 120+
Patriot Allies 1000 10 - 900 S 12 55 75
Flak Cannon Soviet 1000 5 - 900 S 12 20 40
Gatt. Cann. Yuri 1000 10 - 810 S Special Special Special
Psychic T. Yuri 1500 5 - 455 S 7 100 -
Grand C.(3) France 2000 10 - 900 S 15 120 150
Notes:
For more detailed explanation, you can see in Unit's description in
above section.
Spd: Unit Speed (The lower the number, the slower the unit,
!: Teleportation)
Some flying units/aircraft speed are affected by other
measurements so it can be very different.
HP: Unit Strength
Ar: Unit Armor (None/Flak/Plate: Infantry, Light/Medium/Heavy:
Vehicle, and Special for few unit)
Sgt: Unit Sight Range
Rng: Unit's Weapon Range.
Number after , is the secondary weapon. (Usually anti-air
or deployed weapon).
Number after / is Elite Weapon range, if there are no /
means it has no Elite weapon, or has same range as non-Elite
Weapon.
- means that unit have no weapons or have special weapon.
ROF: Unit's Rate of Fire.
Number after , is the secondary weapon. (Usually anti-air
or deployed weapon).
Number after / is Elite Weapon ROF, if there are no /
means it has no Elite weapon, or has same ROF as non-Elite
Weapon.
Damage: Weapon damage.
Number after , is the secondary weapon. (Usually anti-air
or deployed weapon).
Number after / is the Elite weapon, if there are no /
means it has no Elite weapon, or has same damage as non-Elite
Weapon.
- means Special Weapon.(No damage or a special weapon).
(1) - IFV listed here is normal IFV (no infantry)
(2) - Tesla Coil's range and ROF changes depend on Tesla Troopers
that charge near it.
(3) - Grand Cannon has a Minimum Range of 3.
2) Scoring
After playing single or multiplayer games, there are Scores showed
to tell how good the players are. For some people this is not too
important, but I list the scores table below for those who need it.
Below is a score table for destroying/killing a unit/building.
Note that I don't list many civilian units and buildings and
some special buildings because they are too many to list.
May be if I'm not tired or bored, I will list them soon.
Units Pts. Vehicles Pts. Buildings Pts.
---------------------------------------------------------------
GI 10 Grizzly Tank 25 Const. Yard 80
Conscript 5 Rhino Tank 25 Power Plant 40
Attack Dog 10 IFV 20 Tesla Reactor 40
Engineer 5 Flak Track 20 Ore Refinery 80
Rocketeer 15 Chrono Miner 55 Barracks 30
Spy 5 War Miner 55 War Factory 80
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Sponsors:
Other files from this game:
- Yuri's Revenge trainer by System on 14/03/2006, 06:30
- Yuri's Revenge trainer by System on 14/03/2006, 06:30
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Allied Multiplayer Strategy Guid - Yuri's Revenge FAQ by System on 09/03/2006, 09:50
Quotes list - Yuri's Revenge FAQ by System on 09/03/2006, 09:50
- Yuri's Revenge FAQ by System on 09/03/2006, 09:50
- Yuri's Revenge FAQ by System on 09/03/2006, 09:50
Rules.ini-Editing-FAQ






