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Assault Expansion
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« YURI'S REVENGE: SQUARED »
ALLIED INFANTRY

Thankfully, our infantry forces have not taken a beating from our budget revamps so you should still be familiar with all of them at your disposal.  Though a number of modifications have been made to them to help them protect our country and allies even better than before:


GI

GI
GI

Cost: 200
Prerequisite: Allied Barracks
Armor
: None
Weapon: M16 Machine Gun
Range
: Short
Purpose: Anti-Infantry | Urban Combat

Our General Infantry battalions remain the grunt of our infantry force; their superior training still makes them more than a match for enemy Conscripts but try not to act so cocky when up against Yuri's Initiates as their power and range is superior to us normally.  This all changes when a GI deploys.  After upgrading his machine gun, It becomes more effective against all types of targets as well as boasting increased range and power.  These troops remain a very useful anti-infantry option, so we have seen no reason to adjust their training in any way.

Graphical Enhancement: The animation played when GIs fires out of a structure is changed to a more appropriate one for a Machine Gun.
 

ENGINEER

Engineer
Engineer

Cost: 500
Prerequisite: Allied Barracks
Armor
: None
Weapon: None
Range: N/A
Purpose: Structure Capture/Repair

Engineers remain one of the most versatile infantry at our disposal.  Once one of these skilled workers gets inside an enemy structure you can be sure that he will gain control of it, transferring it's operation to us.  Perhaps it's most useful action continues to be the ability to repair friendly structures to full strength instantly.  This may not be needed as often with the recent enhancements made to our structure armor, but when conventional repairing is too slow be sure to have an Engineer or two available to save any structures that are near death.

If you need a bridge repaired Engineers are still the only unit able to do this.  Be sure to protect him should you send him outside the confines of your defense parameter.  Our enemies are becoming more insistent to eliminating Engineers where possible.
 

ATTACK DOG

Attack Dog
Attack Dog

Cost: 200
Prerequisite: Allied Barracks
Armor
: None
Weapon: Sharp Teeth
Range: Short
Purpose: Anti-Infantry | Anti-Spy

There is not a single infantry in our army, save the Rocketeer, that can match the Attack Dog's scouting abilities.  Training a few dogs and sending them to explore the surrounding terrain has become standard procedure for both us and our enemies.

The German Sheppard's natural build makes it a perfect infantry-killing machine, tearing apart most non-enhanced units with their powerful jaws.  Since we are no longer the ones who now use costume disguises in an attempt to fool others, we have enhanced our dog's senses training to help it detect disguised and hidden infantry easier; ones that would otherwise slip in easily amongst our ranks.  Their enhancements are sensitive enough to detect and reveal even locally submerged naval units (such as Submarines, Divers and Squids) if close enough on the shoreline.
 

GUARDIAN GI

Guardian GI
Guardian GI

Cost: 400
Prerequisite: Allied Barracks
Armor
: None
Weapons: M60 Machine Gun | Bazooka
Range: Short | Long
Purpose: Anti-Infantry | Anti-Armor | Anti-Aircraft

Still a rather recent addition to our army, our upgraded GI has undergone a warhead enhancement on its missiles in an effort to make sure they can be used in the same situations as their weaker counterparts.  Previously the explosive yield of each warhead was not enough to destabilize the structure of enemy buildings.  But that has all changed now with several enhancements to the explosive contents of the missiles to actually make them deal damage to structures.  Deployed Guardian GI's are now as effective against structures as deployed GI's.

Gameplay Enhancement: Guardian GIs now restore the correct amount of money when sent into a Grinder.
Sound Enhancement: Guardian GI's now make use of unused voices when ordered to deploy.
 

ROCKETEER

Rocketeer
Rocketeer

Cost: 600
Prerequisite: Allied Barracks | Airforce Command HQ
Armor
: None
Weapons: 20mm Cannons
Range: Medium
Purpose: Scout | Anti-Infantry | Anti-Aircraft

The fact that our troops are willing to strap on an explosive jetpack in order to gain an advantage in battle makes me feel so proud of our army.  They can travel over any form of terrain with an impressive sight range that rivals even our Dogs.  Stationing a force of these around your base can help protect you against incoming aircraft as well as ground troops.  Their cannons may primarily be suitable for infantry, but that doesn't make them effective against other target types when in groups.

I am pleased to report that we have upgraded the Rocketeer training program with increased emphasis on ground assaults.  You'll find the Rocketeer is more effective at its job as a jet packed infantry when up against Yuri, as his accuracy is now good enough to fire directly at vehicles inside Tank Bunkers instead of chewing through the outer wall first.  This is perfect when you want to destabilize a Lasher Bunker defense, however you should still watch out for Gattling Tank Bunkers which can rip through a Rocketeer before they could probably even get a shot off.

Gameplay Enhancement: Now explicitly requires an Airforce Command HQ to train.
 

NAVY SEAL

Navy SEAL
Navy SEAL

Cost: 1000
Prerequisite: Allied Barracks | Airforce Command HQ
Armor
: Flak
Weapons: MP5 Machine Gun | C4 Explosives
Range: Medium | Short
Purpose: Anti-Infantry | Base Infiltration

I suspect Agent Tanya has been complain... err... 'suggesting' to my superiors about the Navy SEAL's abilities being too similar to her own.  This is probably the reason why the SEAL's MP5 machine gun has been suddenly refitted to feature the same type of explosive-tipped rounds our GI troops use.  This has shifted the focus from the SEAL being a sole anti-infantry troop to a more advanced GI-type.  I cannot really say that this has been a bad decision as with the SEAL guns increased effectiveness against Vehicles he can better defend himself when necessary.  I still would recommend that you get a more suitable unit for the job however, as he is at his best when against infantry.

The SEAL, of course, retains his training to swim across bodies of water making him worth the amount to train one.  Get him within an enemy base or naval fleet and his C4 charges will do the rest.

Gameplay Enhancements: Now explicitly requires an Airforce Command HQ to train.  You can no longer obtain Navy SEALs when garrisoning the Pentagon.

 

Sniper
Sniper

Cost: 600
Prerequisite: Allied Barracks | Airforce Command HQ
Armor
: None
Weapons: Sniper Rifle
Range: Long
Purpose: Scout | Anti-Infantry

The British have really outdone themselves with their infantry-training regimes.  They have introduced new training methods for their Sniper force to increase their experience to camp in a single spot and to make the most out of their weapon choice.  The AWP Sniper Rifle is a lethal weapon when fired at enemy infantry and is silent enough that its owner can fire without betraying their presence anywhere.  Infantry with more armor might be able to withstand a single bullet, but no infantry can last long when in the sights of this British specialist.

New to the Sniper's training is his ability to deliberately place himself into a prone position allowing him to get much steadier shots out of his Rifle.  When in prone stance you'll find that the firing range of his weapon increases dramatically and his increased aiming control even makes him able to dismantle Terror Drones!  Finally the Sniper's range can match that of an elite Yuri Virus.

That's not the only program added to Sniper training.  The Brits have also taken up a much needed discipline improvement program that is designed specifically to eliminate the effect of distractions on the battlefield.  Snipers will no longer ever fire on targets that it cannot harm, including armored vehicles and defensive structures, even while under fire from them.  You have to admire their single-mindedness.

Gameplay Enhancement: Now explicitly requires an Airforce Command HQ to train.
 

SPY

Spy
Spy

Cost: 1000
Prerequisite: Allied Barracks | Allied Battle Lab
Armor
: Flak
Weapons: None
Range: N/A
Purpose: Base Infiltration

Later in the briefing I will discuss the details of our enemies ventures into the art of disguising their soldiers.  Obviously we do not want our Spy's abilities to become obsolete with these new introductions; so we have increased their stealth capabilities to counter this.

Our reputation for intelligence gathering is known throughout the world as the best so we must maintain that image when other parties attempt to duplicate our abilities.  You will now find our Spies a whole lot more effective when keeping a low profile moving around the map.  We have replaced it's older-style disguise system with a more advanced technique of being able to conceal himself in the surrounding terrain while traveling making him virtually invisible to any enemy.  This not only negates Yuri's advantage of seeing through our disguise but also removes Spies from showing up on enemy radar.  It is now the perfect base infiltration unit, although I should warn you that Attack Dogs' superior senses are still able to detect the presence of our Spies, so be sure to stay clear of dog patrols.

Sound Enhancement: Two unused sounds have been added: When you tell a Spy to infiltrate a structure and an additional selection sound.
 

CHRONO LEGIONNAIRE

Chrono Legionnaire
Chrono Legionnaire

Cost: 1500
Prerequisite: Allied Barracks | Allied Battle Lab
Armor
: None
Weapons: Neutron Rifle
Range: Medium
Purpose: Scout | Sneak Attacks

It did take Professor Einstein some time to refine Chronosphere technology into such a portable form to allow infantry to act as chrono-agents, and an even longer time to develop the special suit the Legionnaire wears allowing it to teleport around the map without destabilizing their own cellular structure.  Einstein succeeded in the end, and the result was the deployment of this rather unique infantry.  Not only that, but his weapon can literally wipe targets from existence using the same technology.

However just because the technology was deemed stable enough to be used throughout our army, it does not eliminate the possibility of glitches causing issues in the field.  Lately we have found that, while the normal weapon can fire through enemy walls at a target without having to go around it, the weapon actually lost this ability when it was upgraded when the Legionnaire was promoted to Elite status.  It did not take Einstein and his team long to rectify the situation, issuing new versions of the weapon to all our Legionnaire squads.

There is one more thing I feel I should inform you about.  Many are unaware that you can actually use Chrono Legionnaires to protect your structures effectively from quick yet large assaults such as airstrikes and superweapons.  Every time something is being erased it becomes shifted out of our normal dimension, rendering it completely impervious to damage while it's being wiped out.  Next time you're being faced with a Nuclear or Dominator strike for example, try forcing a Legionnaire nearby to fire on your own structure!  You might lose your Legionnaire in the attack, but the target would have been protected from the blast.  If it does survive, make sure you tell them to stop the wipe out afterwards.  You wouldn't want your newly protected structure from being destroyed another way!

Gameplay Enhancement: Now explicitly requires an Allied Battle Lab to train.  You can no longer obtain Chrono Legionnaires when garrisoning the Smithsonian Institute.
 

TANYA

Tanya
Tanya

Cost: 1500
Prerequisite: Allied Barracks | Allied Battle Lab
Armor
: Flak
Weapons: Colt .45's | C4 Explosives
Range: Long | Short
Purpose: Anti-Infantry | Anti-Tank | Base Infiltration

It took quite a bit of work but we finally were able to convince Agent Tanya to undergo some enhanced swimming and demolitions training to improve her abilities over our Navy SEALs.  Her duel Colt .45's and superior targeting skills continue to make her our best Anti-Infantry option (not that she would let us say otherwise eh?), so no training was planned in that respect.

Her improved amphibious training has shown through in recent skirmishes.  She has been able to spot enemy submerged units before any of our non-sensor equipped units can figure out their positions.  They may not compare well against the sophisticated sensor systems of our Destroyers or the keen senses of our Dolphins, but it's more than effective when detecting hidden units that may threaten her when she is on the move in the water.  Her enhanced sight training seems to do well against rouge Allied Spies as well; she can reveal their presence even through their improved disguising techniques.

Finally, her upgraded demolitions skills makes her able to place C4 charges on enemy units in quicker succession to our SEALs on structures.  She particularly enjoys coming up behind enemy tanks and destroying them before they even turn their turrets to attack her; I certainly would hate to be on the wrong side of close things.

Sound Enhancements: Tanya's original Red Alert 2 sounds have been reactivated and combined with her Yuri's Revenge ones.  Also some unused Creation sounds have been activated and randomized with her existing one.


With our grunt infantry taken care of, we must not forget the infantry bravely piloting the many ground, air and sea units we deploy in battle.  It is time to move onto our vehicles.

Allied Vehicles »« Allied Armory

 

 


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