Command and Conquer: Yuri's Revenge Walkthrough :
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Walkthrough - Command and Conquer: Yuri's Revenge Battle Techniques GuideCommand and Conquer Red Alert 2 Yuri's Revenge Expansion Battle Techniques Guide v1.3 Written by Feng Rao (icbm182@netscape.net) This document is copyright 2002 Feng Rao. If you would like to have this guide as part of your own website, please ask me first. The websites in which this FAQ is available for public view on at the moment are: http://www.neoseeker.com http://www.gamefaqs.com http://myweb.tiscali.co.uk/gamez If you find this FAQ anywhere else, please alert me of it. At a time when there are more websites with this FAQ on, GameFAQs will still be the first website on which updates of this FAQ can be viewed first, so check the site regularly. As you are reading this In Depth FAQ, please alert me of any mistakes by emailing me. Contributions of your own tactics will also be helpful. You will, of course, be credited for any information that you send in; no matter how small a correction it is, because it all goes towards the making of a good FAQ. Version 1.3 (22nd August, 2002) Contents 1) Updates and What's New 2) Intoduction to this Guide 3) Storyline of Yuri's Revenge 4) Differences from Red Alert 2 5) Allied Units 6) Soviet Units 7) Yuri Units 8) Allied Combat Buildings/Defensive Structures 9) Soviet Combat Buildings/Defensive Structures 10) Yuri Combat Buildings/Defensive Structures 11) Superweapons - Attack 12) Superweapons - Defence 13) Levels of Veterancy 14) Other Strategies 15) Miscellaneous Information 16) Online Gaming 17) Credits 1) Updates and What's New FUTURE UPDATES Future updates will see: Unit Statistics (Is this part necessary? I shall not bother with this unless there people who need this part. For the moment though, please consult Stephanus Rudiyanto's Yuri's Revenge FAQ for the unit statistics.) More Tactics for Online Gaming More Techniques WHAT'S NEW? Version 1.3 22/8/02 Though there is not a huge increase in file size, there is a significant amount of corrections from the old version, plus, there are more techniques added (see the Ivans section and Harrier section)... This may be the last update for a while, as school is restarting soon. Version 1.2 29/7/02 BIG UPDATE I have now, for each unit, put the unit description separate from the strategies, so there is no confusion. Added a Superweapons section Added Combat Buildings section for each race Version 1.1 22/7/02 Added a few more strategies and techniques, corrected a few errors, but not a major change. Found a few facts that I wasn't sure about, especially the veterancy thing. It would be helpful if somebody can confirm some of these. Expect a big update very soon. Version 1.0 12/7/02 Finished the basics of the guide, while putting a few techniques at various points during some of the unit descriptions. 2) Introduction to this Guide I wanted to make a guide for Yuri's Revenge after playing the game for quite a while and seeing so many other guides out there. This guide finally came into being after consecutive days of my summer break spent on it. I hope my effort has not been wasted and that this guide will either help you get going on the game, or to help you improve your skills with some new techniques. This guide will mainly be concentrating on the killing side of Yuri's Revenge, hence I have no section for base buildings. The Unit section is mainly about attack, while Combat Buildings are mainly about defence. Anything out of the ordinary will be included in the "Other Strategies" section. To start off this guide, I have included the introduction to the game (intro video) for those who are reading this guide to decide whether to buy the game or not. WHILE YOU ARE READING THIS GUIDE... This is something that will occur in the units sections. If a particular infantry or vehicle specifies that it will require the construction of a Air Force Command HQ/Radar Tower/Psychic Radar, any can be used, i.e. A Rocketeer can still be trained if you have Barracks and Radar Tower. This does not work for something like the Harrier, which NEEDS the Air Force Command HQ. I also do not think that this will work for any country specifics, e.g. a Sniper cannot be created from just a Barracks and a Radar Tower. I will check this though. 3) Storyline The Allied forces have won the war against the Soviets! But unfortunately, they had managed to let Yuri, previously working for the Soviet forces, escape. Yuri has taken with him the mind-controlling technology that the Soviets once had. Unknown to the Allies, he was building sinister structures known as Psychic Dominators at various points around the World. The American President, Dugan, hears from Yuri just before the Psychic Dominators unleash their power. In a desperate attempt to try and save some of the American people, an air strike (of 4 Harriers?!?!?!?!) is called in an attempt to destroy the Psychic Dominator on Alcatraz Island, near San Francisco. As the Gattling Guns wipe out the Harriers, one crashes into the nuclear power plant powering the Psychic Dominator. The loss of power stops the full deployment of the Superweapon. Yuri now seeks more power by hoping to capture the numerous Tech Power Plants around San Francisco. The Civilians in and around San Fransisco are now the only free people left on Earth. Both the Allies and Soviets must stop Yuri achieving this task. The Allies must capture the Power Plants for themselves to use the Time Machine, a device developed by Einstein to travel back in time. The Americans plan to travel back in time before the Psychic Dominators were fully completed and destroy Yuri's forces there. But the Soviets have other plans. They also want to get rid of Yuri, but if they can capture the Time Machine, they may even be able to change the outcome of the War with the Allies... 4) Differences from Red Alert 2 The Allied forces now have the use of the Battle Fortress, Navy SEAL, Robot Control Centre (Producing Robot Tanks) and Guardian GI. The Soviet forces now have the use of the Siege Chopper, Boris and the Industrial Plant. But they have lost the Cloning Vats, Yuri (Clone), Psychic Radar, and Yuri Prime as Yuri stole the technology away. Yuri has formed a race of his own. There are now characters in the game, namely Tanya, Boris, and Yuri Prime. There are others on some of the missions, such as the Hollywood mission for the Allies. Characters cannot be crushed and all characters have self- healing, but will still get an extra self-healing when they reach elite, and the same goes for when you capture a tech hospital. You may only train one of each character. You will, though, still get a clone if you have Cloning Vats. Characters are also immune to mind control. Tech Hospital now gives all infantry units you control self-healing and no longer allows infantry to be entered into it for healing. There are now 3 new tech buildings: Tech Machine Shop, Tech Power Plant, and Tech Secret Lab. Tech Machine Shop gives all vehicles you control self- healing. Tech Power Plant, once captured, gives an extra 200 units of power. Tech Secret Lab will give you the ability to create a unit that you couldn't before. You may only have one new unit, i.e. any extra Secret Labs you capture will not give you other units for production. The units that you can get are: Yuri Clone Demo Truck Sniper Grand Cannon Tank Destroyer Terrorist Tanya now costs $500 more, and you can only train one of her, but can now use her C4 charges on vehicles. When a Spy enters an enemy Battle Lab, what you get is different from Red Alert 2: Enters Soviet - You get Chrono Ivan; Enters Allied - You get Chrono Commando; Enters Yuri - You get Psi Commando. Your basic infantry units now do get up ranks when they are garrisoned in a civilian building/battle bunker. However, you will not get an audio alert to their promotions. These can only be seen when you make them leave the building. 5) Allied Units INFANTRY GI $200 Requires: Allied Barracks Weapons: Parabellum Pistol, M60 Machine Gun Description The GI is the Allies' basic infantry unit; therefore it can enter Battle Bunkers and civilian buildings. While it is undeployed, it can move about and can attack enemies with a pistol. When you require a bit more power though, you may deploy the GI. It will then camp at a spot, surround itself with sandbags, and get out an M60 Machine Gun. While in this state, however, the GI may not move. This is also the state the GI be in when it is garrisoning a building. Notes/Strategies The GI is built for defence, being excellent when deployed in packs. Undeployed weapon can be useful for attacking in masses, but it is generally not advised as heavy losses are going to occur. Early in the game it is an excellent defence against possible rushes - just place them around your place and deploy them. Any IFVs that come by will be destroyed extremely quickly. Attack Dog $200 Requires: Allied Barracks Weapons: Dog Bite Description The Attack Dog is a unit which can only work against infantry. Its bite will kill all infantry in one, but it will not have any effect on tanks or buildings. This unit, being an animal, is immune to mind control. Notes/Strategies This unit is evil at the start of the game. It acts as an extremely good scout being fast, so the dog is often used to uncover large portions of the map while your enemies have not got their defences sorted out yet. At the start, you may want to place the dog outside an enemy barracks, forcing them to destroy the dog before they can start producing any infantry. This unit will be at its best when it is against Yuri Clones and deployed Guardian GIs, being immune to mind control and too fast for the rockets. Guardian GI $400 Requires: Allied Barracks Weapons: M60 Machine Gun , Armour Piercing Missile Launcher (will strike air targets) Description The Guardian GI is equipped with the M60 Machine Gun while mobile, which is the reason for their slow speed. When deployed, it will surround itself with metal plates, and will pull out a missile launcher. This missile launcher fires anti-armour missiles at ground and air targets. While in deployed state, the Guardian GI cannot be crushed by vehicles. Notes/Strategies Finally! An Allied unit capable of massacring a tank rush from the Soviets. This unit is deadly against all tanks, especially the slow moving Apocalypse. The fact that it can also shoot at air, and that it has the same weapon as a deployed GI when undeployed makes this unit one to be reckoned with... Guardian GIs serve as a brilliant form of air defence, capable of destroying Harriers/Black Eagles with a few hits, and being able to take out Kirovs(!) with enough numbers as well. Unfortunately, the missiles are slow and render the Guardian GI useless against a whole fleet of Harriers. Engineer $500 Requires: Allied Barracks Weapons: N/A Description The Engineer is a unique unit. It does not have a weapon, but it can capture enemy buildings by walking into them. It can also fully repair your own buildings. But both the above tasks will result in the loss of the Engineer. As well as capturing enemy buildings, the Engineer can also capture neutral buildings, such as Tech Buildings and buildings of a neutral side. Its final ability is that it can detect Dynamite set by Crazy Ivans or Chrono Ivans within a vertain range and then defuse it. You will still have the Engineer after this though. Notes/Strategies Probably the most important feature of the Engineer is its ability to capture enemy buildings and tech buildings. This makes early rushes with Engineers so annoying if you're the victim, and so fun if you are implementing it. Techniques of doing this include: 3/4/5 IFVs each with an Engineer in, and drive them to the enemy base. When there, deploy the Engineers out, and protect them with the IFVs as they capture buildings. The fastest rush (that is, one that is fast but also useful) is probably the Engineers in Flak Track rush - simply load up a Flak Track with 5 Engineers, and use that to rush into the enemy base...evil... Rocketeer $600 Requires: Allied Barracks, Air Force Command HQ Weapons: Small Mini-gun Description The Rocketeer is an aerial infantry unit. It carries a not very powerful mini-gun and will fire at ground and aerial units. Being in the air all the time, it is immune to mind control. Notes/Strategies This unit is not very powerful, but work well in packs. They are best in dealing with Guardian GIs as the Armour Piercing rockets are useless against infantry. This unit can be good in dealing with Yuri Clones/Prime, but just watch out for Gattling Guns/Tanks, which will wipe these aerial men from existence as quick as a flash... Navy SEAL $1000 Requires: Allied Barracks, Air Force Command HQ Weapons: C4, MP5 Machine Gun Description The Seal is basically the Tanya from Red Alert 2. The Navy SEAL will use its Machine Gun for infantry and vehicles, but when told to attack a building, it will run up to it and set a C4 charge on the building. The C4 will explode almost instantly, but the SEAL will not be damaged from the blast. The Navy SEAL has also been trained to swim, and will use its C4 charges on Submarines and Ships. Notes/Strategies The power of the weapon against infantry makes it one of the best units for dealing with infantry rushes and paradrops, especially when it is in an IFV. Just like Tanya, it can swim and destroy buildings, subs and ships with C4, but it cannot destroy land vehicles with C4. And since the weapon is useless against vehicles, it is a major weakness of the SEAL. Otherwise, it is one of the best infantry units in the game. Spy $1000 Requires: Allied Barracks, Allied Battle Lab Weapons: N/A (Make-up kit for disguise) Description This unit is made for infiltration. It can be told to attack (infiltrate) a number of enemy buildings, but once it has been used, the Spy will be lost. The following data shows the buildings that a Spy can infiltrate and the effects that it will have: ENEMY RADAR (Air Force Command HQ, Radar Tower, Psychic Radar) -- Resets shroud for enemy, i.e. all places explored by enemy will be recovered by shroud and he will only be able to see the places occupied by his/her units. NOTE: This does not work with AI, or if the player has a Spy Satellite Uplink. ENEMY ORE REFINERY (I'm not sure whether it will work on a deployed Slave Miner) -- Steals half of the victim's money. ENEMY POWER PLANT (Power Plant, Tesla Reactor, Bio Reactor, Nuclear Reactor) -- Shuts down enemy power for 1 game minute (depends on speed setting). ENEMY BARRACKS -- All infantry you train from then on will be produced with veteran status, i.e. they will start on veteran. NOTE: Only infantry that can go up ranks will be affected by this. ENEMY WAR FACTROY -- All vehicles you produce from then on will be produced with veteran status, i.e. they will start on veteran. NOTE: Only vehicles that can go up ranks will be affected by this. ENEMY SUPERWEAPON -- Resets the timer of that Superweapon. ENEMY BATTLE LAB -- You will now be able to produce one of the following units (depending on what Battle Lab was Infiltrated): Allied Battle Lab - Chrono Commando Soviet Battle Lab - Chrono Ivan Yuri Battle Lab - Psi Commando To aid its infiltration, the spy can take up the disguise of any ground infantry, including enemy infantry. It will adopt the shape and colour of the infantry you tell it to attack (change into). Once disguised as a enemy, it can walk through the base with the same colour without harm, unless there is a dog or mind control technology (both can detect spies, and will attack the spy automatically); or if the enemy tells one of his units to attack the spy. The spy will not show up directly as a spy on the enemy radar or screen, but when the cursor is moved over it, the enemy will see the destroy sign. Notes/Strategies The spy is a brilliant unit in theory, and during missions and skirmishes, but it is hardly ever used online. Reason? It is too obvious. Even though the disguise as an enemy unit can fool AI, no human player is stupid enough to let a random unit and he/she cannot control just walk into the base. It is only useful in rushes, and even with that, Dogs can wipe them out. I have, though, compiled various techniques to making use of the spy online, though most will cost a lot of money. The first technique I have thought out will definitely work for its purpose, even though it is unlikely to get your spy into an enemy base by itself. It involves you and a human ally, one of you being Allied and one being Yuri. The Yuri side is one that will benefit from this. Basically, the Yuri side has to build Yuri Clones, while the Allied side has to build the spies. When you are ready to send in a wave of spies, the Yuri side must use the Yuri Clones of take control (force fire) of the Spies that the Allied side has just trained. This will make them completely immune to mind control, as a player cannot mind control a unit that is already under mind control. This tactic is extremely useful as mind control can detect and control spies automatically. This will make the spies excellent for trying to infiltrate a Yuri base. This idea, though, is no good by itself, so try the plan below to aid your infiltration plans. My plan involves making no use whatsoever of the ability to disguise as an enemy unit. The plan is to not allowing the Spy to be detected. Disguising it as an enemy is not a good idea, as it is 1. not subtle, and 2. the enemy can move their pointer over the suspected spy, and if it flashes red, that means that it must be a spy. The plan involves an infantry rush. Gather up a force of whatever you can muster. If you have an ally, get him to build up the infantry while you build the spies. Now the next bit is important - LEAVE THE SPIES WITH THE DEFAULT DISGUISE (GI). Now your spies will look like one of your men, and the enemy will never notice anything different, as the name will show up as "GI", and since it is disguised as one of your own men, the red pointer will not be as obvious. The only way they can tell is when they notice your "GI"s are not shooting. This is the need for the actual infantry rush, so that they can be preoccupied with destroying the infantry. Now before you rush in you have to decide (with your ally if you have one) where you want to infiltrate. If, for example, you want veteran vehicles to be produced, attack the war factory with the proper infantry as well as directing the spies towards it. If you do not understand the above, please email me and I will try of explain in more simple terms. Tanya $1500 Requires: Allied Barracks, Allied Battle Lab Weapons: Double Pistols, C4 Description Tanya is the hero unit of the Allied race. She can do all the things that a Navy SEAL can do (the weapon may look different, but it is essentially the same thing), but she has more health, and can use her C4 on vehicles. Tanya also has all the characteristics of a character, i.e. she is immune to mind control, cannot be crushed, and will have auto heal as standard. Notes/Strategies Tanya is rarely used now as the Navy SEAL has become an official unit, but the fact that she is immune to mind control still makes her lethal to Yuri bases. Chrono Legionnaire $1500 Requires: Allied Barracks, Allied Battle Lab Weapons: Neutron Rifle (Time Eraser weapon) Description The Chrono Legionnaire is a unit which uses the allied chrono technology, which uses time to teleport to anywhere. The Chrono Legionnaire will teleport to anywhere on the map instantly, and cannot move any other way. The Chrono Legionnaire, though, has to warp out of time once it has arrived at its destination, and the further away he teleports, the longer it takes for him to warp out. While he is still warping out, other units can attack it, and the Legionnaire won't be able to do anything about it. So be wary of that. The weapon is unique to the Chrono Legionnaire. It is a gun which fires a neutron beam at the target. The neutron beam will stop the target in its tracks and will erase it from time. The neutron beam will also to temporary damage to the victim, but the damage will not be shown until the target is destroyed. During the victim's period away from proper time, nothing other than other Chrono Legionnaires may fire at it. Notes/Strategies There's a neat trick involved with the Chrono Legionnaire though - if you manage to get an IFV near an enemy, you can teleport a Chrono Legionnaire into the IFV and it will immediately start shooting. But when you take the Legionnaire out, it will undergo the delay, a small price to pay as long as you get him out at a safe spot. The Chrono Legionnaire is excellent for getting crates, as they can just teleport onto them. Otherwise, the Chrono Legionnaire is best used in groups, and can be used to soften the enemy's defences while you are attacking. A good tactic is to use them to target power plants, as without the power plants existing, there will be no power. Then the rest of your attack force can just wipe out the entire base. Sniper $600 Requires: Player to be Britain, Allied Barracks, Air Force Command HQ Weapons: Sniper Rifle Notes/Strategies Oh this thing is evil, pure evil. The trick is, you always use it with an IFV, for the extra speed, power, and range. It has been accustomed online that being Britain is to get elite IFVs. Sniper IFVs get up ranks so quickly because of the range that the Sniper can pick off infantry at in an IFV. Snipers are one of the best units if you need to take out characters...NB: Snipers may also aid Battle Fortresses in gaining up ranks as well, but the cost of the Battle Fortress makes this less useful...it's probably better to stick with Guardian GIs and wiping out tanks. The Sniper is my preferred Country specific if I want to be Allied, purely because they are so good in defence. It will also pick off any Yuri Clones that happen to walk near your base. With enough snipers, one can easily take out buildings. But it's better to stick to sniping infantry... Chrono Commando $2000 Requires: Barracks, your Spy to have infiltrated an enemy Allied Battle Lab Weapons: MP5 Machine Gun, C4 Description The Chrono Commando has the chronoshift device that is on the Legionnaire, i.e. it can teleport the same way. Otherwise, it is basically a Navy SEAL that can't swim. The Teleportation is probably better though, because of the C4. Notes/Strategies Possibly the cheapest way to win a game - you train about 30-40 Chrono Commandoes, teleport them near an enemy's base, out of range of anything major that can massacre your force, and then once everybody has phased out, tell them all to attack the enemy construction yard. There is no way that the enemy can take out all of your Commandoes before one of them phases out and plants a C4 charge on the construction yard. It is best to do this with a few Chrono Ivans as well so that you have a back-up plan in case they decide to pack up the construction yard and run away. What ever happens, after you destroy the construction yard/planted dynamite on MCV, destroy the War Factory, making it impossible for them to build another MCV. There is only really one way to protect yourself against this - surround your construction yard with a wall or other buildings. The only thing stopping the whole world doing this online is the difficulty in getting a Chrono Commando against human opposition... Chrono Ivan $1750 Requires: Barracks, your Spy to have infiltrated an enemy Soviet Battle Lab Weapons: Dynamite Description The Chrono Ivan is the same as a Crazy Ivan but with the ability to teleport. It is, in my opinion, a waste of good money. There is basically nothing which a Chrono Ivan can do which a Crazy Ivan or a Chrono Commando can't do better. Notes/Strategies The only useful one is probably the one mentioned with the Chrono Commando, but it is less useful as Dynamite are a bit too obvious and can be defused. But the Chrono Ivan can also be used for the suicide tactic (see Crazy Ivan), but it's not really worth it as they cost too much. Psi Commando $1000 Requires: Barracks, your Spy to have infiltrated an enemy Yuri Battle Lab Weapons: Mind Control, C4 Description The Psi Commando was trained from the Allies gaining technological advances from a trip into the Yuri Battle Lab. The Psi Commando will be able to mind control units like the Yuri Clone, but it will also wreck havoc on a base, being able to plant C4 charges on buildings. Notes/Strategies No real strategies here, but I have to say, it is my favourite out of the three extra infantry units that you can get with a Spy. Though it cannot swim like a SEAL, it is better equipped with mind control to deal with tanks as well as infantry, while SEALs die if a tank spots it (squish). Just grab a whole lot of these guys, and storm the enemy base. They can't be mind controlled either! VEHICLES Grizzly Battle Tank $700 Requires: Allied War Factory Weapons: Fires 105mm Anti-Armour Shells Description Basic tank unit, able to penetrate armoured vehicles. It has very light armour and not a lot of health. It is, though. Very fast, and quite powerful against tanks. It can be a good unit at any time in the game. It is best to use this at the start though. A quick promotion up to elite will make this tank very good at the beginning of the game. Notes/Strategies This thing rocks when Elite though, capable of destroying infantry in one with its burst of 2 shells. Nasty... This unit starts becoming less and less useful as the game progresses. At the start, speed is everything. You need fast units to counter rushes, and then rush in yourself. This unit provides the speed needed, but it doesn't have the power and strength to last for the entire game. Use this while you can. IFV $600 Requires: Allied War Factory Weapons: (if there is nothing inside to change the mode) Dual Anti-Ground, Anti-Air Hover Missiles Description IFV stands for Infantry Fighting Vehicle. It is called this because it is primarily used to support infantry in the game. It does this by allowing one infantryman to go in it and this will usually result in the IFV losing its hover missiles but gaining a more powerful version of the weapon belonging to the man inside the IFV. The IFV is the fastest land unit in the game, being the same speed as the Terrordrone and the Robot Tank. Without infantry in it, it acts as a good air defence, having semi-powerful hover missiles that will shoot down anything if there are enough IFVs. The missiles will also pass over walls if you're attacking a base with it during a rush. Notes/Strategies This is arguably the best unit in the game, for its speed, cost, and the fact that it is versatile. It is a unit that can carry any infantry unit with a size of 1 pip (all except the brute, worth 2). By itself, it is a good form of basic air defence, which can be improved by putting a Guardian GI in. Why do I say that? Because most infantry units that go in activates a different mode on the IFV, causing it to change weapon, usually to a more powerful version of the weapon carried by the infantry. For example, for a Guardian GI, the new weapon will fire dual anti-armour missiles, instead of the single one that a deployed Guardian GI fires. Exceptions to this rule: Any mind controlling infantry unit will just get a longer ranged mind control ability, a Crazy Ivan inside will make the IFV a mini-Demo Truck. There are so many manoeuvres that one can do with the IFV that this guide doesn't have the space to fill them in. Important ones concerning the IFV and the units inside them will be found in the infantry section where appropriate. The IFV, though, is a decent unit by itself, providing air defence early on in the game for not a lot of money, and also being a good scout. Chrono Miner $1400 Requires: Allied War Factory Weapons: N/A Description This is able to carry 20 units of ore/gems, half as much as the War Miner, but it is much faster in getting the ore back, being able to teleport back to the refinery once it has been filled up with ore. As a miner, it comes with auto-heal. It is also immune to radiation and mind control. Notes/Strategies Probably the worst of the miners in my opinion, having no weapon to easily protect itself against Terrordrones. It has a sort of tactic which makes it less vulnerable...in a way. If a Terrordrone has penetrated one of your Miners, the radar screen should flash up and you should get the alert: "Your Miner is Under Attack". Immediately go to that event, and select your dying miner. The tell him to move to your refinery. The miner will teleport there, and then move him to the nearest repair point, whether it is an Engineer IFV, a Service Depot, or a Tech Outpost. This should work, unless you have none of the above built, in which case the miner is probably dead. CORRECTION: (Thanks to Matt Volpini for this) Apparently, once the Chrono Miner teleports, it will leave the Terrordrone behind, and the Terrordrone will no longer be a danger. Nighthawk Transport $1000 Requires: Allied War Factory, Air Force Command HQ Weapons: Machine Gun Description The Nighthawk Transport is a helicopter, capable of holding 5 normal infantrymen (i.e. not the brute, which will take up two spaces). The Nighthawk is invisible to enemy radar and has a machine gun which will only fire when it is in the air, and will shoot air and ground targets. Notes/Strategies This is pretty much useless online, being of high cost and of low use. Its weapon is hardly noticeable, being of low damage. Not worth it...unless you are able to get in a rush quickly, as you can transport 5 engineers quickly towards the enemy base and capture everything, aided by the fact that this unit is invisible to enemy radar. Be warned though, air defence can be built pretty early on, and especially look out for anti-air units, most notably the Armour Piercing rockets of the deployed Guardian GI. NOTE: It is the best transport if you need infantry to be on the other side of a sea, as it is harder to destroy than an amphibious transport. Prism Tank $1200 Requires: Allied War Factory, Allied Battle Lab Weapons: Prism Beam Description The Prism Tanks works on power, and has very low health and very light armour. It is also quite slow, being just a bit faster than Apocalypses. Its weapon is a powerful prism cannon, firing high-intensity light beams at the enemy. Once the beams hit, they split into smaller, less damaging beams which will automatically target other enemies near to the original target. The beams will work best against buildings and infantry, but will not do as well against tanks, though enough prism tanks will plough through a mass of tanks just as easily. Notes/Strategies It is best to use these tanks with a few anti armour tanks, such as the Tank Destroyer if you have the technology, or Apocalypse/Battle Fortress with 5 Guardian GIs. Then stick in a few Anti-air units and your force should take out anything. Mirage Tank $1000 Requires: Allied War Factory, Allied Battle Lab Weapons: Mirage Gun Description The Mirage Tank is another showing of the subtlety of the Allied Forces. The Mirage tank is equipped with a camouflage device with makes it look like a tree to enemies when it is immobile. It has a very powerful weapon which is good against all targets, but especially infantry, which it can kill in one by using the gun to set them on fire. It is, though, like most of the Allied Tank, very weak. Notes/Strategies NOTE: Mirages are not COMPLETELY invisible from enemy radar, they do however, make it harder to spot them, as their dots get darker. As explained in the description, this tank needs something big to protect it against other more resistant tanks. Another problem with this tanks that subtlety rarely pays a part in internet games. Nobody is dumb enough not to suspect anything when trees start sprouting in front of your war factory or trees suddenly appearing outside your base. The need for protection has lead to the production for a much more stable tank... Battle Fortress $2000 Requires: Allied War Factory, Allied Battle Lab Weapons: Machine Gun Description The Battle Fortress can carry 5 infantrymen, but with a difference - they can shoot. Also, it serves as a slower but more secretive transport than the IFV because enemies can't tell what units are inside the Battle Fortress. To add to the destruction, this giant of a machine can crush TANKS and WALLS. This machine was made to be able to counter the continuing threat of a Soviet Tank rush...it's certainly done that. The Battle Fortress can also crush other things that can't normally be crushed, such as Characters (Tanya, Boris, Yuri Prime) and the Guardian GI when deployed. The Battle Fortress, though, is still unable to crush MCVs or other Battle Fortresses. Notes/Strategies This is the king of tanks - there is almost nothing that can stand it and its Scottish driver. Though it costs a lot, it is worth it, having a hell of a lot of armour and the ability to creating a monster. This can be the ultimate defence and the ultimate addition to your attack force. Place it anywhere on the Battlefield and it can do wonders for that place. Unless it is completely outnumbered or it is got at from distance, this can really wreck some havoc. Combinations of infantry in the Battle Fortress that have been tried and tested are: 5 Guardian GIs: probably the most popular one, capable of destroying any tank without any problem. Can also wipe out Kirovs and other minor aerial threats. Problems include infantry and fleets of Harriers. Watch out for those. 5 Tesla Troopers: another popular one, being effective against everything. But it is vulnerable to air attacks. Hint: try to get the Tesla Troopers up to Elite before putting them in the Battle Fortress, then all their electric bolts will split like a prism tank's. 5 Flak Troopers: provides great air defence, of which Harriers and Black Eagles will find it hard to get through. 5 Yuri Clones: ooohhh, this one is nasty - this is basically a mobile psychic tower, being able to control things faster, and also having a back up of a machine gun for things that it can't mind control. This is definitely one of the best combinations. 5 Chrono Legionnaires: this set-up is ok, just watch it that your Battle Fortress doesn't come under heavy attack, as this is only really good against a small tank force. NOTE: While the Chrono Legionnaires are firing at a unit, the Battle Fortress will not be able to crush that unit, but the Battle Fortress will shoot with its small machine gun at other units. 4 Guardian GIs and a Navy SEAL: Contributed by Nick. This is an excellent example of how you can mix things up in a Battle Fortress - the 4 Guardian GIs work against aerial units and tanks while the Navy SEAL can wipe out any infantry creeping up to the Battle Fortress. If you have a lot of these, they can take out anything. 2/3 Guardian GIs and 2/3 Flak Troopers: This sort of works on the same principle as the SEAL Fortress, but it will take out infantry slower, and will have less power against tanks. It is, though, a formidable air defence, and having a few of these won't go amiss either. This will, unlike the previous combination, be good against Rocketeers. You may want to try out some others, especially some mixed combinations. In general though, a Battle Fortress containing 5 of the same infantry work the best Tank Destroyer $900 Requires: Player to be Germany, Allied War Factory, Air Force Command HQ Weapons: Fires SABOT Shells Description The Tank will fire what is the most powerful single shell out of all the tanks in the game. Unfortunately, it will only do significant damage on other tanks. Good enough, I suppose, especially for a very low price. The tank is very slow as well, which is something one must take into account. Notes/Strategies As the name suggests, this is the ultimate tank killer. Its shells can punch through any kind of vehicle armour with ease and do massive damage. Big problems arise, though, when it is against infantry, which it does basically nothing to. Though it can crush them, it is far too slow and it will only really work if there is a small infantry force. It will certainly not work if your opponent keeps moving the infantry further and further away though...A good idea is, then, to put tanks such as Prisms or Mirages with it so wipe out basically anything in its path. Though a good addition to your arsenal, it is not the best you can get out of the country specifics. Some people, though, like using the Tank Destroyer. It is best to try this unit out, but I find that during a game, you will hardly ever need to use it, as there are plenty of tanks and the Guardian GI that can wipe out other tanks. Robot Tank $600 Requires: Robot Control Centre, Allied War Factory, Power Levels to be Stable (i.e. not in the red) Weapons: Robotic Anti-Armour Gun Description This tank will fire small anti-armour shells at targets. It is extremely fast and can cross over water. It requires the Robot Control Centre to be online to work, and it is immune to mind control. It is very weak and cannot go up ranks. But all for a cheap price of $600. Depends if you're willing to spend the money. Notes/Strategies These tanks were built to resist the army that Yuri built as the mind control can only work on human minds, and this is robotic. You will need a LOT of these to be able to take out a base though, or anything else. It doesn't really have any strengths. But then again, it is only $600. NOTE: (Thanks to Dark654 for this correction) Though the tanks need electricity to operate, they don't actually drain any electricity. It's easier to understand if you look at it this way - the Robot Tanks need the Robot Control Centre to operate, and the Robot Control Centre needs power. With low power, the Robot Control Centre ceases to operate, powering down the Robot Tanks. Of course, this means that if the Robot Control Centre gets destroyed, the Robot Tanks will also cease to function. Allied MCV $3000 Requires: Allied War Factory, Allied Service Depot Weapons: N/A Description This is what your construction yard starts as at the start of any skirmish game. There is rarely any need to build extras against AI, but it may be necessary when playing against people who actually think about their attacks. The MCV is very strong, and will survive a lot of shots, but it is very slow. Notes/Strategies Not really a lot to say about this. Deploys into an Allied Construction Yard. I, being paranoid, build one just in case at the start of every game. There is something that you should look out for though. This is explained more fully in the Miscellaneous Information section of the guide. AIRCRAFT Harrier $1200 Requires: Air Force Command HQ Weapons: Maverick Bomb Description The Harrier is an aircraft. The Harrier can only be built if there is a space left for it to land in your Air Force Command HQ. Each Air Force Command has 4 landing spaces. You will need to build extra if you want more than 4 Harriers. The Harriers have light armour and very low health. Just about any anti-air unit will be able to take this out. But it is very powerful. The Maverick bomb is an extremely powerful weapon, and a few will take out most things. The Harrier, with its low health, is built for hit- and-run attacks, and carries only one missile. After it has fired the missile, it will go back to the Air Force Command to reload a missile. At the Air Force Command, it will automatically start to re-heal. Notes/Strategies Harriers and Black Eagles mean a black hole next to your money pile. To make these have any effect, lots are needed. And since each Air Force Command only has 4 landing sites, they need to be built constantly. Only advanced players should try these, or players who know how to conserve money (non-existent). There are various strategies involved with the Harriers/black eagles though. The first is that use them to kill any annoying infantry - a bomb will kill any infantry in one. The second is use them to kill any annoying vehicles/ships that do not have air defence and are slow. One bomb will destroy a prism tank that has not been promoted for example. The above two tactics should be sufficient to get your aircraft up a few ranks, and hopefully, some should have been made elite. Now you need to concentrate on buildings. This has little to do with actual mental work, as all one needs to know is: "one Harrier does damage, lots of Harriers do lots of damage". Sadistic, yes I know, but one generally needs to be a sadist to consider using Harriers. There is a nasty trap for all who want to go in and destroy a construction yard (minimum 8 Harriers/black eagles). Just as the bombs drop, undeploy the MCV. Most of the bombs will miss, as the MCV is significantly smaller than a construction yard. There is really only one way to get past this trap, and that is, just force them to undeploy their MCV with your first wave of Harriers, and then attack the MCV with another wave. This will require excellent positioning of the landing space of the aircraft, which in most games will be impossible. If the defending player is Allied, then don't even bother, as there is an even more efficient way to do it: ALLIED DEFENCE VERSUS AGAINST AIR STRIKES (contributed by Darker654): This requires the player to have a few Chrono Legionnaires. As soon as you notice that there is an air strike, immediately position your Chrono Legionnaires outside important buildings (Race specifics, Battle Labs, War Factories, Construction Yards, etc.) once the Harriers get into your base, tell your Chrono Legionnaires to fire at your buildings. The Harrier's bombs will do NO DAMAGE, as a building being erased from time can only take damage from Chrono Legionnaires. Just remember to tell the Chrono Legionnaire to stop firing after the Air Strike is over (well, duh). But what if you were able to get in an Air Strike before they build enough Chrono Legionnaires??? A FOOL'S MATE OF YURI'S REVENGE This attack can be used in small maps and large maps - small so that it is fast, big maps for more subtlety, but it requires your opponent to have some sort of air defence. This will only require a few Harriers or Black Eagles...say about 6, 4 Black Eagles may also do the job. Launch your air strike quickly, and go for the Construction Yard. (If they are cowards and pack, up, just target the War Factory or Battle Lab) As soon as you fire, your jets will automatically return to your base. But round them up, and force move them to the air space above the enemy Construction Yard, and hover them there (continuously click on that space). The enemy will try to shoot them down, but once they are shot down, they will hit the Construction Yard, and about 4 or 5 direct crashes will destroy a Construction Yard. It works very well. Plus, an ally of yours can just move in for the kill on the ground. Black Eagle $1200 Requires: Player to be Korean, Air Force Command HQ Weapons: Maverick2 Bomb Description The Korean Black Eagle Jets are a major advancement on the Harrier. It is better health, and more powerful bombs, all for the same price. It will act the same as a Harrier though. Notes/Strategies Because the Black Eagles have more power, in many cases, less aircraft are needed for certain objectives. So if you must try for an all-out air strike, go for Korea. It will at least conserve at least a few thousand credits. NAVAL UNITS Amphibious Transport $900 Requires: Allied Naval Shipyard Weapons: N/A Description The Amphibious Transport is a Naval Unit and a Land Unit, as it can travel on both surfaces. It can ferry up to 12 pips of passengers, and these passengers can include vehicles. For vehicles, all have a pip value of 3, except: the Chaos Drone and Terrordone which have a pip value of 2; and the Apocalypse, Battle Fortress, Magnetron, Mastermind, and MCVs which have a pip value of 6. For infantry, all will have a pip value of 1 except the Brute, which takes up two. Though it hovers, it will be shot at by naval units such as submarines, and it has fairly low health, so make sure that it gets protection. Notes/Strategies This transport is quite unreliable, as it has no way to defend itself against vehicles (it can crush infantry), and it is very weak. It is best not to use this, unless there is no other way to get your vehicles across water. If you must use the vehicles on another island, it would be a good idea to transport an MCV over and build a War Factory there instead of transporting vehicles all the time. If you still don't like this, just use the Aircraft Carrier as it has tremendous range, or use Robot Tanks. Destroyer $1000 Requires: Allied Naval Shipyard Weapons: 155mm Artillery Cannon (for land), ASW Helicopter (for sea, acts as separate unit, but comes with Destroyer, Destroyer will automatically respawn one if one is destroyed) Description The Destroyer is the fastest Allied ship, and it was made to defend the Allied ships against Submarines. It can detect underwater units and send its Helicopter to attack it with depth charges. Otherwise, the Cannon aboard the ship will destroy most land units pretty quickly. The ship is not that weak, and will stand a few torpedoes, but it's better to build lots of these. Notes/Strategies This is a brilliant ship to use if you're planning a naval rush. Being cheap, it can easily be produced in masses, and will protect your slow Aircraft Carriers against other naval forces. Aegis Cruiser $1200 Requires: Allied Naval Shipyard, Air Force Command HQ Weapons: Medusa Surface to Air Missile Launcher Description The Aegis Cruiser is the death of all aerial strikes. The missiles are the most powerful anti-air defence system in the entire game. And they are also much faster than normal hover missiles. If on Elite status, the Aegis Cruiser will destroy a Kirov with 3 hits...now that's impressive. The Aegis Cruiser, though, has no way to protecting itself against other naval units and is incredibly slow and quite weak. Notes/Strategy It is best to use these with your Destroyers, as these will be picked off easily by submarines. Set them at various points around the sea so that nothing can get to your base by flying over the sea. Aircraft Carrier $2000 Requires: Allied Naval Shipyard, Allied Battle Lab Weapons: Hornet Launcher Description The Aircraft Carrier is a giant of a ship. Once told a target, the Aircraft Carrier will launch 3 Hornet Aircrafts to fire a missile at the target. The Missiles will do a lot of damage when they all hit, and the Aircraft Carrier also has a tremendous range to launch these Aircrafts. This means that the Aircraft Carrier was made for destroying Bases from the ocean. It is very slow and has medium health. It will definitely need support against Submarines as it cannot detect them. Though it cannot detect them, if you don't have support, it is not the end of the world, as you can just force fire on where the torpedo is coming from. Notes/Strategies This is certainly the death of a base if it gets too close. The fact that each of the Hornets respawn if destroyed means that once this thing gets going, there's almost no stopping it. If a base is even remotely near the coast, the chances are, the Aircraft Carrier will be able to reach it. Dolphin $500 Requires: Allied Naval Shipyard, Allied Battle Lab Weapons: Sonic Description The Dolphin was also made to detect underwater units. It is, though, extremely weak in both firepower and health. The only thing saving it is its speed, which is nearly unmatched in the sea. They are cheap as well, and no matter how weak a unit is, it will destroy anything when it's got numbers. Notes/Strategies This unit is used primarily against the Soviet Giant Squids, capable of releasing ships from the Squids' fatal grasp. This can be done by using them to force fire on your ship. The weakness of it will mean that it will not do a lot against Submarines, but by just detecting them, it may do a lot for you, as once detected, other units can move in for the kill. NB: According to Bilen Varol, The Dolphins can actually go up ranks, but it is usually too weak and will usually die too early for you to see it. 6) Soviet Units INFANTRY |
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Another Command and Conquer: Yuri's Revenge Walkthrough :
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