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* Allied Ore Refinery and Soviet Ore Refinery
Building an Allied Ore Refinery will give you a free Chrono
Miner, while building Soviet Ore Refinery will give you a free
War Miner. Beside that similarity, both have the same stats and
functions.
* Power Plant, Bio Reactor and Tesla Reactor
All buildings are the main sources of power for building
maintenance. Soviet can later has Nuclear Reactor to change
the Tesla Reactor functions. Power Plant costs 800 credits to
build while Tesla Reactor only needs 600 credits to build,
but Power Plant gives 200 power while Tesla Reactor only
gives 150 power.
Bio Reactor have the same statistics with Tesla Reactor,
but infantry can enter it to increase its power by 100
for each people (max. 5)
* Allied Barracks, Soviet Barracks, and Yuri Barracks.
Building Allied Barracks can make Allied Infantry available.
The same rule applies for Soviet and Yuri.
But if you have both, you can train Soviet Infantry in Allied
Barracks and vice versa, it's also same with Yuri's.
Their statistics are also the same, only Soviet Barracks
has 6 sight range, while Allied and Yuri Barracks only have
5 sight range.
* Allied War Factory, Soviet War Factory, and Yuri War Factory.
Have the same statistics, and have no difference except what
they can build. (And of course, their image)
* Allied Shipyard, Soviet Shipyard, and Yuri Submarine Pen.
They have the difference in power consumption and Tech Level.
Allied Naval Shipyard needs 25 power and Tech Level 4.
Soviet Naval Shipyard needs 20 power and Tech Level 2.
Yuri Submarine Pen needs 25 power and Tech Level 4.
* Allied Battle Lab, Soviet Battle Lab, and Yuri Battle Lab.
They have the same function, that is to build more advanced
units and buildings and enables Force Field to function.
Their difference is only on Tech Level.
Soviet Battle Lab needs Tech Level 7 to be build, while Allied
needs Tech Level 8 to be build. Yuri Battle Lab needs Tech Level
9 to be build.
6) Air Unit's Speed
Because all air unit's have different speed characteristic, I list
some stats that I think important here:
Air unit that never land:
Global Hover Asc. Cras. Acc. Turn Height
Unit Name Speed Speed Speed Speed Rate Rate
-------------------------------------------------------------------
Kirov Airship 5 5 6 12 10 2 750
Siege Chopper 12 30 10 40 12 6 500
Jumpjet Inf. 9 30 20 25 10 10 500
Floating Disk 15 16 8 15 10 100 750
Nighthawk 14 30 10 40 12 6 500
Lunar Inf. 9 30 20 25 10 10 500
Notes:
Asc. : Ascending Speed
Cras.: Crashing Speed
Acc. : Acceleration Rate
Air unit that need to land or special air unit:
Global
Unit Name Speed
------------------------
Harrier 14
Black Eagle 14
Hornet 12
MiG 16
Spy Plane 15
Drop Plane 15
ASW Helicopter 12
******************
V - Miscellaneous
******************
This section shows all the other data that I think can't be
included in all above sections.
1) Record
The fastest unit: Terror Drone, Robot Tank,
and IFV
The fastest non-flying infantry: Terrorist, Tanya, and
Yuri Prime
(Teleporting doesn't count)
The strongest unit: Kirov Airship
The longest range unit: Dreadnought and Carrier
The cheapest unit: Conscript
The most expensive unit: MCV
The best anti-air unit/building: AEGIS Cruiser
2) Dangerous units
There are some units that when they are created by enemy, you're
noticed by hearing special sound or speech.
These are because they are somehow considered dangerous and enemy
need to know when they are created and be ready for them.
Units Announcement
--------------------------------------------------
Tanya "Lock and Load"
Boris "Boris has arrived"
Yuri Prime "There's only one Yuri"
Kirov Airship "Kirov reporting"
Demolition Truck "My truck is loaded"
Floating Disk "Disk on Flight"
SEAL "SEAL ready"
Chrono Commando "I'm your man"
3) Do You Know ?
- You can guard your important units (Harvesters, for example) by
selecting the escort units and then press Ctrl-Alt+Left Click to
your unit/building to be escorted/guarded. All selected units will
now follow that units (or stay guard if you click it to a building),
and attack any enemy that attack that unit/building.
Use Stop command to stop any unit for escorting mode.
- Infantry that can't crawl: Chrono Legionnaire and Crazy Ivan.
- Water is also affected by Radiation.
- A bridge can only be destroyed by Wall Crushing units and
buildings (ex: Rhino Tank and Tesla Coils).
- Rally point for War Factory and Barracks can't be targeted to
target land if it needs a transport to walk across water. It can't
target water. So be careful when you use Rally point to collect
your Kirov Airships.
Rally point for Naval Shipyard can target land (useful for
Amphibious Transport only).
- Crates can appear in water.
- All the animals except the Cow and Camel in RA2 have names
(the designer of RA2 give them a name, it is hidden in the INI
files) Herbert the Alligator, Frosty the Polar Bear, and Josh
the Monkey.
- Alligators can't swim. Check it by mind controlling it and send
it to water.
- All the animals are very aggressive!! (Except Cow and Camel)
Move units near it, and they will surely attack your units,
especially infantry.
Surprised? Attack them with Nuclear Strike but make sure they
are not killed (It is possible, just remember, the radius for Nuke
is 10 Cells, so put them within the radiation) and ahhh....
they attack your Nuclear Missile Silo!!
(make sure your silo is not walled and let them move inside your
base safely to check this)
- A bomb-installed Transport which is grabbed by a Giant Squid will
still explode and kill the Squid as well.
- Use TAB (in Multiplayer games only) to check what other
player's country played (by looking on their flags).
- Tech buildings are not counted as player's units or buildings,
meaning that if a player has a tech building but does not have
any unit or base building, that player still loses the battle.
- Air speed and Ground speed are different, ground speed is faster
than air speed even they have the same number in stats.
See Section IV.6 for more information.
- Boris doesn't like water, so he can't swim :)
- You can detect whether a tree is a Mirage Tank or not. Use your unit to
target the suspected tree. If "Fire" icon appears, that tree is clearly an
enemy Mirage Tank.
- A small tips involving waypoint (submitted by Yonatan):
"I just want to submit a strategy about Chrono Commando
or you can either use it with Chrono Ivan either with
Chrono Legionnaire but I don't think it's really
useful for Chrono Legionnaire.It's use best with
Chrono Commando.
While you know when teleporting into further distance
it's vulnerable to enemy units.You can anyway trick
this way by waypointing it step by step which a
teleport can enter that distance in an instant
time.Just waypoint it to you enemy base and also
target enemy's building and boom it blows building
quickly. Boom this move to that and boom it in an
instant.Just beware of Yuri's Psychic Tower and also
Tesla/Prism Tower but they aren't really that
trouble!(Tesla/Prism Tower) :)"
- "Spy Bug" (from Hecht)
This is the most powerful bug because you don`t have to get
your spies on dangerous missions (seeking into the enemy base).
If you want to get the advances which a succesfull spy mission
provides, you have to train a spy and an engineer. First, damage
the building you want to spy (War Factory, Barracks, Tech Lab)
by forcing your units to fire at it - CTRL -but don`t deal much
damage to it. Second, open the Waypoints Menu (default Z - in
german layouts.. i think it is Y in english/US keyboard layouts).
Set a waypoint for your engineer to repair the building and
Set a waypoint for your spy: as target, select the building the
engineer walks in, too, but press exactly the white point in the
middle of the building (destination of the engineer).
Now the Spy will follow the engineer in the building. And last
you only have to close the Waypoints menu so that every unit
will follow its waypoint - you now can stop the engineer`s walking
into the building so that you dont waste it. Finished.. on that way,
you can get Chrono-Commando and the first veteran status for
your infantry and your units - in Unholy Alliance, you can gather
all technologies by that bug, without risking anything.
However, it can't be used again in YR 1.001. You can do this, but
you will only lose your spy without procuring anything.
- Be careful if you want to combine the use of chronoshift and
invulnerability on Kirov. When my tester saw that his Kirov was
damaged by his desolator's radiation when popping out of factory,
he realized that Kirov should be able to be chronoshifted,
invulnerabled, mind controlled (already tested by Justin Mitchell),
infiltrated by Terror Drone, affected by Chaos Drone, and so on.
He accidentally put the Kirov next to enemy's Psychic Tower and when
he invulnerabled it, the Psychic Tower had already mind controlled
the Kirov!
- Battle Bunker/Wall bug: This bug may be very annoying, especially if
you have elite units inside. After sending 5 conscripts to the battle
bunker, build walls around it. Make sure that there is no space
between the bunker and the walls. Then command your infantry in your
battle bunker to get out of it. Those infantry will all disappear.
4) Special Section
(All info and strategies in this section are contributed by Overmind)
* The Desolator bug
Play with Iraq. Build a few desolators.
Deploy them where you want. Select each of them and force and attack
on the area right near the radiation by presing CTRL+click on the area.
The power and range of the radiation will double.
-> Notes from Hecht:
The Main use of this bug depends on the radiation duration.. (not power
or range.. in fact, range and power are not really affected by the bug
- note that power seems to be stronger, but by using the bug territory
is only always dark green - heaviest damage level, not the damage itself
is higher).. In fact, the use of the bug is, that you can devastate
territory for hours.. If you devastate a territory with that method for
about 5 minutes, the radiation will stay for a much longer time (with that
bug, you can devastate ground with short efforts for the complete game).
* The Conyard+T-Drone bug
Play with the Soviets. Build an MCV and a Terror Drone.
(MCV requires Repair Depot)
Put the MCV in an open area (don't deploy it). Put the Terror Drone into
it by a forced attack. Deploy the MCV. Undeploy it.
Tada! It disappears. You can build near it, but the enemy
can't see it or destroy it. You're the winner !!!
-> Notes from Hecht:
In v.1.006 you are not able to deploy MCVs which are infected by a
terror drone - they are lost if you do not repair them.. (and I think,
that in further versions, the terror drone still was destroyed or
appeared next to the conyard when deployed)
* The Magnetron bug
This is a "bad" bug, fixed in YR 1.001
If you destroy a lot of structures with a magnetron, it becomes
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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
Reveal map and add cash (for RA 2 v1.00 to v1.004 and RA 2 - Yur - Yuri's Revenge solution by System on 09/03/2006, 09:50
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






