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Tank Bunker
Cost: 400
Strength: 1000
Armor: Heavy
Sight: 5
Power: -100
Prerequisite: Psychic Radar
Tech level: 3
The tank bunker is a great defensive structure. It can house almost any
tank in the game, and the tank is completely protected by the bunker.
Anything attempting to destroy the tank must destroy the bunker before
it can harm the tank. Meanwhile, the tank gets a firepower and range
boost from inside the bunker, making them very deadly. There is
however, a weakness to the tank bunker. They are open on top, so any
air attacks can easily destroy the tank without worrying about having
to destroy the bunker. Also, some of the larger tanks will not fit
inside the bunker, and tanks without rotating turrets cant go inside
either (they would be useless if they could go inside, for the tank
cannot rotate inside the bunker). Some of the tanks that can't go
inside are: mastermind, apocalypse, tank destroyer, mirage, battle
fortress, and v3. Also siege choppers cannot land inside tank bunkers.
Bio Reactor
Cost: 600
Strength: 700
Armor: Light
Sight: 4
Power: 150
Prerequisite: Construction Yard
Tech level: 1
Yuri's power plant costs just as much as a tesla reactor and gives out
the same amount of power. However, there is a twist. Infantry of almost
any kind can be placed inside the reactor to increase power output. Up
to five infantry can be placed inside, and for every infantry placed
inside you get an additional +100 power, which is great when you are
trying to build a compact base. Keep them guarded though, because
losing a single loaded bio reactor can cause a sharp drop in your
base's power output. However, when the reactor is destroyed, all
infantry inside come out in the state they were when placed inside.
This means enemy infantry placed inside the reactor will be
controllable by their original owners (unless mind controlled again, of
course).
Barracks
Cost: 500
Strength: 500
Armor: Medium
Sight: 5
Power: -10
Prerequisite: Construction Yard, Bio Reactor
Tech level: 2
Yuri's Barracks is the same for the other two sides, and it is the same
size as the allied barracks (2x3 squares). All of Yuri's infantry are
created here, and this structure is also needed to produce base defense
and some more advanced structures. Aside from aesthetics and size, it
is identical in purpose to the Allied and Soviet Barracks.
War Factory
Cost: 2000
Strength: 1000
Armor: Light
Sight: 4
Power: -25
Prerequisite: Barracks
Tech level: 2
Yuri's War Factory, like the con yard and barracks, functions just like
its allied and soviet counterparts. Vehicles come out the front, and
UFO's come out the top. The war factory is a vital addition to any
base, because it produces all of Yuri's vehicles (with the exception of
the slave miner, which can be produced at the con yard). It is also
vital in the sense that it is the only structure which can build a new
con yard (in the form of an MCV). The war factory, unfortunately, has
relatively light armor and will NOT survive a super weapon blast. This
makes it a good target to pick if the enemy has a spread out base and
only one war factory. It costs him 2000 to rebuild, halts his vehicle
production, and prevents him from climbing the tech tree.
Psychic Radar
Cost: 1000
Strength: 750
Armor: Light
Sight: 10
Power: -50
Prerequisite: Weapons Factory
Tech level: 3
The soviet psychic sensor was stolen from them when Yuri left to form
his own army. Not only does it perform its previous function of
allowing you to see enemy troop movements, but it now also provides
Yuri with his radar. Besides these two functions, it has a third - it
gives Yuri access to the Psychic Reveal special ability. This allows
you to instantly remove the shroud from anywhere on the map instantly.
The amount removed is about the same size as the area covered by a gap
generator. Because of its three functions, the Psychic Radar is a
structure that should be fairly well-protected. However, they are
relatively cheap ($1000) and build fairly quickly so it is not much of
a problem to rebuild a destroyed Psychic Radar. If you have a large
base it is even advisable to have two so most of your base is under the
"psychic detect" radius.
Sub Pen
Cost: 1000
Strength: 1500
Armor: Heavy
Sight: 10
Power: -25
Prerequisite: Barracks
Tech level: 4
The Sub Pen is Yuri's naval production structure. Surprisingly, it is
only capable of producing two units: Yuri's Amphibious Transport and
the Boomer Submarine. The transport is identical to the allied/soviet
ones aside from looks, and the boomer is his only naval assault unit.
I'm not going to go into detail about the boomer here - go to the units
section for information on it. Anyways, the Sub Pen is one of the
strongest structures in the game, and is one of the few that can
survive a super weapon blast. I'm also fairly sure that the Sub Pen
(and Naval Yards for that matter) is the only structures that can
survive more than one direct hit from a Kirov. Bottom Line: Sub Pens
are tough to destroy - dolphins/carriers/dreads are your best bet.
Grinder
Cost: 600
Strength: 900
Armor: Light
Sight: 6
Power: -50
Prerequisite: Weapons Factory
Tech level: 9
Yuri's counterpart to the Allied and Soviet Service Depots bears no
resemblance to them at all. Rather than repairing a vehicle back to
full health at a (relatively) small cost, the grinder destroys the
vehicle, giving you a 100% cash refund. Infantry can also be sent to
the grinder for a 50% cash refund. The grinder is a very useful
structure, and is a great counterpart to psychic towers in your base.
As soon as an enemy unit is mind controlled, send it to the grinder in
order to "free up" the unit/structure that mind-controlled it. You get
100% cash no matter who owns the vehicle or what health the vehicle
has. Grinders are also cheap ($600) so you should have several of them
around your base in order to grind enemy units as quickly as possible
so they enemy doesn't have a chance to save them.
Battle Lab
Cost: 2000
Strength: 500
Armor: Light
Sight: 6
Power: -100
Prerequisite: Psychic Radar, Weapons Factory
Tech level: 8
Like the Sub Pen, Con Yard, Barracks etc., this one is identical to its
counterparts. This structure bridges the gap between Yuri's low tech
stuff and his high tech stuff. Protect it with great care. Losing your
battle lab is hazardous to your health - if lost you lose the ability
to make high tech structures and units. They also cost quite a bit
($2000) so they can be a pain in the wallet to rebuild as well. The
main problem with them is their sickeningly light armor - Battle Labs
for all sides have very little armor and die very, very quickly when
assaulted. A great way to protect your lab is to surround it with walls
- this will protect it from engineers and infantry. Watch out for tanks
that shoot over walls though.
Cloning Vat
Cost: 2500
Strength: 1000
Armor: Light
Sight: 5
Power: -200
Prerequisite: Battle Lab
Tech level: 9
Like the Psychic Sensor, Yuri stole the cloning vats from the soviets
when he left. Only two things have changed: the symbol on the front is
a Yuri symbol, not a soviet, and the vats no has the ability to
"destroy" (cant use grind here) enemy infantry units for half price -
the grinder does that now. Since Yuri has very powerful infantry, the
cloning vats are a valuable asset, if not an expensive one ($2500).
However they quickly pay for themselves in free infantry and getting
brutes for $250 and Initiates for $100 is pretty damn sweet. Because
you can get two infantry at a time, it is easier to repel attacks for
you can raise an infantry army far more quickly than you can without
the vats.
Gatling Cannon
Cost: 1000
Strength: 810
Armor: Medium
Sight: 10
Power: -50
Prerequisite: Barracks
Tech level: 4
This stationary base defense is unique as it combines Yuri's low-grade
land defense and his air defense into one. The Gatling Cannon has
variable firing rates and its twin barrels can target both land and air
units, although it is a much better AA defense than it is a land
defense. The longer it is firing the faster its barrels spin, and when
going full blast it can dish out quite a bit of damage. Its land range,
however, is quite limited and therefore Psychic Towers and Tank Bunkers
should be relied on for ground defense. However, it chews up harriers
and rocketeers, and only UFOs and Kirovs can survive for more than a
few seconds under the immense firepower of the gatling cannon, and even
those fold relatively quickly when the cannons are going full speed.
Against land units it fairs fairly well against infantry, but is quite
useless against tanks even when going at full speed.
Psychic Tower
Cost: 1500
Strength: 455
Armor: Medium
Sight: 10
Power: -50
Prerequisite: Psychic Radar
Tech level: 7
One of the best anti-land defenses in the game, the Psychic Tower can
mind control up to three units at once, with a relatively short cool
down rate. Use them in conjunction with Grinders to quickly dispose of
enemy units, and the enemy will be hard-pressed to penetrate your base.
Their weaknesses are that they are completely vulnerable to air attacks
and psychic-immune units. If a Psychic Tower is destroyed, all units
under its control are freed and returned to the original owner, and
this is why it is best used to send enemy units to the grinder. Psychic
Towers are essential when playing as Yuri and are a must when defending
your base.
Genetic Mutator
Cost: 2500
Strength: 1000
Armor: Heavy
Sight: 5
Power: -200
Prerequisite: Battle Lab
Tech level: 10
Yuri's low-grade super weapon is a deadly one, and has the ability to
mutate any infantry in a wide radius into Brutes under Yuri's control.
This can be used in a variety of ways. One is to use the Mutator on
enemy troops and send them on a killing spree inside your enemy's base.
Another is to build a lot of cheap infantry (such as Initiates for only
$100 with vats) and mutate them to create a much more powerful army.
One overlooked strategy is to mutate your own slaves from your miners
into brutes, and then send them to the grinder for a cash boost. The
Mutator has one more use - use it to assassinate an enemy hero so you
Cost: 400
Strength: 1000
Armor: Heavy
Sight: 5
Power: -100
Prerequisite: Psychic Radar
Tech level: 3
The tank bunker is a great defensive structure. It can house almost any
tank in the game, and the tank is completely protected by the bunker.
Anything attempting to destroy the tank must destroy the bunker before
it can harm the tank. Meanwhile, the tank gets a firepower and range
boost from inside the bunker, making them very deadly. There is
however, a weakness to the tank bunker. They are open on top, so any
air attacks can easily destroy the tank without worrying about having
to destroy the bunker. Also, some of the larger tanks will not fit
inside the bunker, and tanks without rotating turrets cant go inside
either (they would be useless if they could go inside, for the tank
cannot rotate inside the bunker). Some of the tanks that can't go
inside are: mastermind, apocalypse, tank destroyer, mirage, battle
fortress, and v3. Also siege choppers cannot land inside tank bunkers.
Bio Reactor
Cost: 600
Strength: 700
Armor: Light
Sight: 4
Power: 150
Prerequisite: Construction Yard
Tech level: 1
Yuri's power plant costs just as much as a tesla reactor and gives out
the same amount of power. However, there is a twist. Infantry of almost
any kind can be placed inside the reactor to increase power output. Up
to five infantry can be placed inside, and for every infantry placed
inside you get an additional +100 power, which is great when you are
trying to build a compact base. Keep them guarded though, because
losing a single loaded bio reactor can cause a sharp drop in your
base's power output. However, when the reactor is destroyed, all
infantry inside come out in the state they were when placed inside.
This means enemy infantry placed inside the reactor will be
controllable by their original owners (unless mind controlled again, of
course).
Barracks
Cost: 500
Strength: 500
Armor: Medium
Sight: 5
Power: -10
Prerequisite: Construction Yard, Bio Reactor
Tech level: 2
Yuri's Barracks is the same for the other two sides, and it is the same
size as the allied barracks (2x3 squares). All of Yuri's infantry are
created here, and this structure is also needed to produce base defense
and some more advanced structures. Aside from aesthetics and size, it
is identical in purpose to the Allied and Soviet Barracks.
War Factory
Cost: 2000
Strength: 1000
Armor: Light
Sight: 4
Power: -25
Prerequisite: Barracks
Tech level: 2
Yuri's War Factory, like the con yard and barracks, functions just like
its allied and soviet counterparts. Vehicles come out the front, and
UFO's come out the top. The war factory is a vital addition to any
base, because it produces all of Yuri's vehicles (with the exception of
the slave miner, which can be produced at the con yard). It is also
vital in the sense that it is the only structure which can build a new
con yard (in the form of an MCV). The war factory, unfortunately, has
relatively light armor and will NOT survive a super weapon blast. This
makes it a good target to pick if the enemy has a spread out base and
only one war factory. It costs him 2000 to rebuild, halts his vehicle
production, and prevents him from climbing the tech tree.
Psychic Radar
Cost: 1000
Strength: 750
Armor: Light
Sight: 10
Power: -50
Prerequisite: Weapons Factory
Tech level: 3
The soviet psychic sensor was stolen from them when Yuri left to form
his own army. Not only does it perform its previous function of
allowing you to see enemy troop movements, but it now also provides
Yuri with his radar. Besides these two functions, it has a third - it
gives Yuri access to the Psychic Reveal special ability. This allows
you to instantly remove the shroud from anywhere on the map instantly.
The amount removed is about the same size as the area covered by a gap
generator. Because of its three functions, the Psychic Radar is a
structure that should be fairly well-protected. However, they are
relatively cheap ($1000) and build fairly quickly so it is not much of
a problem to rebuild a destroyed Psychic Radar. If you have a large
base it is even advisable to have two so most of your base is under the
"psychic detect" radius.
Sub Pen
Cost: 1000
Strength: 1500
Armor: Heavy
Sight: 10
Power: -25
Prerequisite: Barracks
Tech level: 4
The Sub Pen is Yuri's naval production structure. Surprisingly, it is
only capable of producing two units: Yuri's Amphibious Transport and
the Boomer Submarine. The transport is identical to the allied/soviet
ones aside from looks, and the boomer is his only naval assault unit.
I'm not going to go into detail about the boomer here - go to the units
section for information on it. Anyways, the Sub Pen is one of the
strongest structures in the game, and is one of the few that can
survive a super weapon blast. I'm also fairly sure that the Sub Pen
(and Naval Yards for that matter) is the only structures that can
survive more than one direct hit from a Kirov. Bottom Line: Sub Pens
are tough to destroy - dolphins/carriers/dreads are your best bet.
Grinder
Cost: 600
Strength: 900
Armor: Light
Sight: 6
Power: -50
Prerequisite: Weapons Factory
Tech level: 9
Yuri's counterpart to the Allied and Soviet Service Depots bears no
resemblance to them at all. Rather than repairing a vehicle back to
full health at a (relatively) small cost, the grinder destroys the
vehicle, giving you a 100% cash refund. Infantry can also be sent to
the grinder for a 50% cash refund. The grinder is a very useful
structure, and is a great counterpart to psychic towers in your base.
As soon as an enemy unit is mind controlled, send it to the grinder in
order to "free up" the unit/structure that mind-controlled it. You get
100% cash no matter who owns the vehicle or what health the vehicle
has. Grinders are also cheap ($600) so you should have several of them
around your base in order to grind enemy units as quickly as possible
so they enemy doesn't have a chance to save them.
Battle Lab
Cost: 2000
Strength: 500
Armor: Light
Sight: 6
Power: -100
Prerequisite: Psychic Radar, Weapons Factory
Tech level: 8
Like the Sub Pen, Con Yard, Barracks etc., this one is identical to its
counterparts. This structure bridges the gap between Yuri's low tech
stuff and his high tech stuff. Protect it with great care. Losing your
battle lab is hazardous to your health - if lost you lose the ability
to make high tech structures and units. They also cost quite a bit
($2000) so they can be a pain in the wallet to rebuild as well. The
main problem with them is their sickeningly light armor - Battle Labs
for all sides have very little armor and die very, very quickly when
assaulted. A great way to protect your lab is to surround it with walls
- this will protect it from engineers and infantry. Watch out for tanks
that shoot over walls though.
Cloning Vat
Cost: 2500
Strength: 1000
Armor: Light
Sight: 5
Power: -200
Prerequisite: Battle Lab
Tech level: 9
Like the Psychic Sensor, Yuri stole the cloning vats from the soviets
when he left. Only two things have changed: the symbol on the front is
a Yuri symbol, not a soviet, and the vats no has the ability to
"destroy" (cant use grind here) enemy infantry units for half price -
the grinder does that now. Since Yuri has very powerful infantry, the
cloning vats are a valuable asset, if not an expensive one ($2500).
However they quickly pay for themselves in free infantry and getting
brutes for $250 and Initiates for $100 is pretty damn sweet. Because
you can get two infantry at a time, it is easier to repel attacks for
you can raise an infantry army far more quickly than you can without
the vats.
Gatling Cannon
Cost: 1000
Strength: 810
Armor: Medium
Sight: 10
Power: -50
Prerequisite: Barracks
Tech level: 4
This stationary base defense is unique as it combines Yuri's low-grade
land defense and his air defense into one. The Gatling Cannon has
variable firing rates and its twin barrels can target both land and air
units, although it is a much better AA defense than it is a land
defense. The longer it is firing the faster its barrels spin, and when
going full blast it can dish out quite a bit of damage. Its land range,
however, is quite limited and therefore Psychic Towers and Tank Bunkers
should be relied on for ground defense. However, it chews up harriers
and rocketeers, and only UFOs and Kirovs can survive for more than a
few seconds under the immense firepower of the gatling cannon, and even
those fold relatively quickly when the cannons are going full speed.
Against land units it fairs fairly well against infantry, but is quite
useless against tanks even when going at full speed.
Psychic Tower
Cost: 1500
Strength: 455
Armor: Medium
Sight: 10
Power: -50
Prerequisite: Psychic Radar
Tech level: 7
One of the best anti-land defenses in the game, the Psychic Tower can
mind control up to three units at once, with a relatively short cool
down rate. Use them in conjunction with Grinders to quickly dispose of
enemy units, and the enemy will be hard-pressed to penetrate your base.
Their weaknesses are that they are completely vulnerable to air attacks
and psychic-immune units. If a Psychic Tower is destroyed, all units
under its control are freed and returned to the original owner, and
this is why it is best used to send enemy units to the grinder. Psychic
Towers are essential when playing as Yuri and are a must when defending
your base.
Genetic Mutator
Cost: 2500
Strength: 1000
Armor: Heavy
Sight: 5
Power: -200
Prerequisite: Battle Lab
Tech level: 10
Yuri's low-grade super weapon is a deadly one, and has the ability to
mutate any infantry in a wide radius into Brutes under Yuri's control.
This can be used in a variety of ways. One is to use the Mutator on
enemy troops and send them on a killing spree inside your enemy's base.
Another is to build a lot of cheap infantry (such as Initiates for only
$100 with vats) and mutate them to create a much more powerful army.
One overlooked strategy is to mutate your own slaves from your miners
into brutes, and then send them to the grinder for a cash boost. The
Mutator has one more use - use it to assassinate an enemy hero so you
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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






