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«
YURI'S REVENGE: SQUARED »
ALLIED VEHICLES |
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A
number of major changes have occurred to our attack and defense
forces while you were away, and it is my job to make sure you are
fully up to date with these modifications so you can effectively
use them to your advantage in battle. Pay extra special
attention to this section of the briefing Commanders: |
|
CHRONO MINER |


|
Cost: 1400
Prerequisite: Allied War Factory | Allied Ore Refinery
Armor: Medium
Weapon: None
Range: N/A |
| Purpose:
Resource Collector |
|
The
speed that our Chrono Miners can harvest ore is unmatched
across the world. The sacrifices we had to make to pronounce
the technology stable, including utilizing smaller
storage space on-board and only making it chronoshift back
to a stable point (the refinery) were necessary to prevent the
phasing problems we had with our Chrono Legionnaire. This would
also have not been
possible if we used human drivers manning the unit like in previous times,
so thanks to its current remote-controlled nature, the Chronoshift
device inside does not have to compensate for organic matter being
teleported.
We were a bit concerned with the amount
of funds spent on our Miners, as their costs have not changed
since the first Great War and it is beginning to show on our war
effort. Unfortunately while we have not been able to reduce
the costs of the materials, we have succeeded in making
construction of the Miner's more efficient. You'll notice a
decrease in the amount of construction time needed to build Chrono
Miners and I am assured that this will benefit our war effort
considerably by speeding up fund intake.
|
IFV |


|
Cost: 600
Prerequisite: Allied War Factory
Armor: Light
Weapon: Quad Cannons (Initial)
Range: Medium |
| Purpose:
Quick-Hit Attacks | Transport |
|
With
the introduction of the Guardian GI in our armies, our IFVs ability
to change its weapon depending on the infantry inside was
undermined since its initial weapon was the same basic type of
weapon that you gained when a Guardian GI was being transported by
this unit.
Taking this into account, our engineers have
changed the IFVs initial weapon to a fast-firing Quad Cannon.
While weaker per volley then its original missile load, its quick
firing rate and pinpoint accuracy make the duel quad cannons much
more effective in its Anti-Aircraft role. This has been done
with no sacrifices made to the rest of the unit, in that it still
travels just as quickly around the battlefield and can fulfill the
same roles as it has always done.
Gameplay
Enhancement: Now 'accelerates' and 'decelerates' at source and
destination movement cells.
|
ROBOT TANK |


|
Cost: 600
Prerequisite: Allied War Factory
Armor: Heavy
Weapon: 90mm Cannon
Range: Medium |
| Purpose:
Anti-Armor |
|
As
mentioned earlier, our Robot Tanks have been brought back to
function as a light tank-equivalent armor unit should Grizzly
Tanks be less effective or useful. Its availability straight
after a War Factory is deployed makes it quicker to construct and
use in our armies than before. You will especially notice the much
greater speed in which Robot Tanks are constructed compared with
our stronger tank; much quicker than it was previously.
The elimination of the Robot Control Center as a
production requirement has unfortunately resulted in the removal
of the amphibious chassis from these units drive systems, consequently removing its
ability to travel over water. This also results in it being
slightly slower than it was before. But don't let that make
you feel uneasy about using these units as it is still mind control immune due to
the lack of a pilot, and their durability has slightly increased
making them able to withstand a bit more pressure than before.
They may be a better build option in some situations due
to the modifications to our Grizzly Tank force that I am about to
discuss.
Gameplay
Enhancement: Now 'accelerates' and 'decelerates' at source and
destination movement cells.
|
GRIZZLY TANK |


|
Cost: 800
Prerequisite: Allied War Factory
Armor: Heavy
Weapon: 105mm Cannon
Range: Medium |
| Purpose:
Anti-Armor |
|
Grizzlies
have always been the mainstream assault tank in our army.
Its all-round balanced abilities make it the most common unit most
Commanders ever build. However, with the changes to our
Robot Tank resulting in its increased use on the battlefield, we have spent some
time upgrading some of the abilities of our Grizzlies to be more
powerful. We have refrained from this in the past because we
did not want to disadvantage our force in any way, but now these
modifications are possible.
The first thing you'll notice is the price
increase. It has been increased by 100 to $800 - But
don't be fooled! That is so we can cover the costs of the
upgrades we have made to our entire force to ensure they will stay
this way in the future. It still is
constructed at roughly the same speed, yet its cannon
shells have been upgraded to deal out more damage and
travel quicker to its target!
The tank
itself has undergone an armor upgrade like our Robot Tank to make
it just that more tough to destroy. You still wouldn't
want to go one-on-one with a Soviet Rhino Tank, but stick these in
an assault force and watch the results!
Gameplay Enhancement: Now
'accelerates' and 'decelerates' at source and destination
movement cells.
Graphical Enhancement: Adjusted
the starting position of its tank shell when firing to a more
appropriate position.
|
HOWITZER |


|
Cost: 700
Prerequisite: Allied War Factory
Armor: Light
Weapon: 155mm Ballistic Cannon
Range: Long |
| Purpose: Siege |
|
A
quick history lesson Commanders. If you recall during the
first Great War our European allies utilized mobile Artillery
units as long range siege assault units. Their inaccuracy
was compensated with a large damage explosion and radius.
The shells were devastating against enemy infantry battalions
although armored tanks were more resistant to the explosion.
After
scrapping the project because of the financial losses they were
encountering with it being easy prey to anything that gets within
firing range of them, we have since began to rely on Professor
Einstein's developed Prism technology for our Siege-based needs.
Lately this has become less effective because of the costs (both
in time and financially) to construct Prism Tanks and with the
increased threats of the Soviet's improved V3 Rocket Launcher and
Yuri's Mortar Troop.
As a result of this, President Dugan has ordered
the construction and deployment of our own versions of these units
in all armies of the Allied Nations as a cheaper alternative to
the Prism Tank is desperately needed. These modern-day
Howitzers boast increased armor, accuracy and range over the
models used in the previous war. It may be slower than most
of our other vehicles, but the costs involved in its construction
balance out perfectly with its abilities this time around.
|
MOBILE CONSTRUCTION VEHICLE |


|
Cost: 3000
Prerequisite: Allied War Factory | Allied Service Depot
Armor: Heavy
Weapon: None
Range: N/A |
| Purpose: Base
Expansion |
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What
can I say about our MCV? For as long as most of you have
lived we have been using these vehicles to set up mobile bases.
They remain vital to both the construction and expansion of them
so no base should be without a spare one in case our Construction
Yard is destroyed. The only thing I have to say about this
unit is (because of the recent armor boosts to our structures and
the fact that our MCVs are simply packed up Construction Yards)
that it also gains a large armor boost to withstand combat
conditions just that much better.
Gameplay
Enhancements: Can no longer be mind controlled to prevent possible
Internal Errors if control is returned to a defeated player.
|
MIRAGE TANK |


|
Cost: 1000
Prerequisite: Allied War Factory | Airforce Command HQ
Armor: Light
Weapon: 120mm Heat Cannon
Range: Medium |
| Purpose:
Scout | Sneak Attacks |
|
I
personally have always found our Mirage Tanks to be very
nifty pieces of machinery. I'm still not completely familiar
with the inner workings of its disguise technology, but in any
case the technology has been further refined in recent times.
Einstein tells me his team has improved the disguise database to
allow the tank automatically to disguise itself to a much
larger variety of trees. Previously storage space problems
limited tree varieties to only four separate trees. Now
there are a total of fifteen! Not only that, but should the
tree's not be appropriate where a Mirage Tank is located, you can
now also manually choose a terrain object to disguise as and the
Tank will automatically scan it and project it's image in the same
way! To see if the Mirage Tank is able to disguise into a
terrain object, place your cursor over it. If the cursor
becomes an attack cursor click on the object and the Tank will
initiate its disguise! The Mirage Tank can only store one
temporary image at a time in its database, so as soon as you move
the tank out of it's disguise, it loses the image and will
automatically restore back to using it's tree defaults until you
select another object manually.
Things don't
stop there! Enemy scanners are now totally unable to
penetrate the disguise field any more, so no longer can enemy
players scan the battlefield with their cursor hoping for an
attack cursor to show up on a terrain object proving that it is a
Mirage Tank! And even better we have successfully reduced
the financial costs of its equipped technology allowing it to be
constructed after only an Airforce Command HQ!
As for its
weapon, due to the substantial improvements in the disguise
systems and its availability only after an Airforce Command HQ
now instead of a Battle Lab, we have been forced to make
concessions in that area. Both its damage and range have
taken a hit, now slightly weaker than before. But all the
news here is not bad, as when a Mirage Tank is promoted to elite
status we can afford to return its original power, as well as
improving on its disguise abilities even more by revealing
itself for less time when it fires.
Gameplay Enhancement:
Now
'accelerates' and 'decelerates' at source and destination
movement cells.
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|


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Cost: 900
Prerequisite: Allied War Factory | Airforce Command HQ
Armor: Heavy
Weapon: 120mm Explosive Cannon
Range: Medium |
| Purpose:
Anti-Armor |
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As
mentioned earlier in our history
briefing, the Germans close proximity with Soviet Russia and
Ukraine made them easier targets to attack when the Allies joined
the war to assist us. This is how their Tank Destroyer unit
became reality. Its specialized explosive shells were
designed exclusively to devastate enemy armor to assist
destabilizing any large enemy forces that enter their land.
You've all seen these in action Commanders; they cost the same, as
an enemy Rhino Tank yet the damage they deal out is far superior.
They were
always a bit handicapped by the fact that these explosive shells
did nothing to deter enemy infantry, nor make them suitable for
base assault. This has all changed in recent weeks.
The Germans have kept the basic configuration of their shells that
makes them such awesome Armor-killers, but now they have also
implemented standard explosive material alongside their enhanced
counterparts. You'll find Tank Destroyers now deal
appropriate cannon-style damage to both infantry and structures,
plus they now are very effective against the special drone armor
that Terror Drones use. Infantry have always been resistant
to the explosions of tank shells and this remains so, but prior to
this Tank Destroyer shells barely scratched their external armor.
I recommend you try these units out for yourselves, the German's
are proclaiming a major breakthrough in tank shell development.
Gameplay Enhancement:
Now explicitly requires an Airforce Command HQ to build.
Now
'accelerates' and 'decelerates' at source and destination
movement cells.
Graphical Enhancement: Tanks now rock from the impact of a Tank
Destroyer shell.
|
PRISM TANK |


|
Cost: 1500
Prerequisite: Allied War Factory | Allied Battle Lab
Armor: Light
Weapon: Prism Focus Dish
Range: Long |
| Purpose: Siege |
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Einstein's
development of the Prism technology surprises even the hardest of
critics to rapid technology development. It only took a few
short weeks to develop initial plans for a Prism Tank after
implementing the weapon in a stationary defensive structure.
Ever since its general deployment on the battlefield its Siege
capabilities were exceptional. The long range allowed it to
heavily damage enemy structures and fry infantry long before
defensive forces could attack it.
Just
remember that its weapon is still not as effective at heavy tank
armor, so be sure to continue backing these units up with
Anti-Armor vehicles. This ineffectiveness was also another
reason why we brought back the Howitzer. The shells may be
less damaging than a focused Prism laser, but are more effective
at penetrating armor. With the Howitzers introduction, we
see no reason why this unit needs to be adjusted just yet.
Einstein is working on ways to improve the capabilities of its
cannon. I will keep you posted.
Gameplay
Enhancement: Now 'accelerates' and 'decelerates' at source and
destination movement cells.
Graphical Enhancement:
Prism beams from the tank now fry infantry like the Prism Tower
and its animation is rendered for a bit longer after firing.
|
BATTLE FORTRESS |


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Cost: 2000
Prerequisite: Allied War Factory | Allied Battle Lab
Armor: Heavy
Weapon: 20mm Machine Gun (Initial)
Range: Short |
| Purpose: Assault
Transport |
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The
Battle Fortress remains a relatively new addition to our forces.
I'm sure most of you are still wondering why a simple APC with no
special technologies must require a Battle Lab to construct.
The reason for this is not because of it's large holding space to
allow five separate infantry troops to fire from the inside of the
Transport, but rather the special armor that the Battle Fortress
uses. No normal tank would have been so effective at
crushing others underneath it without getting damaged itself, but
the Fortress incorporates this newly developed armor system as we
needed a counter against the heavy tank rushing of our Soviet
enemies. Not only that but it's also pretty resilient to
standard combat damage, as I know you've seen in battle.
Unfortunately the price we have to pay is a
rather hefty construction cost as well as needing a Battle Lab
that manufactures the armor. We are in no position to
change this just now; as the Battle Fortress wouldn't even be in
our forces so early had our future forces not come back in time to
advise us of this action. Many lives have been saved in
battle with this tank's ability to literally crush all opposition.
Gameplay
Enhancements: Now 'accelerates' and 'decelerates' at source and
destination movement cells.
Multiplayer Enhancements: Can no longer be built
in Naval War.
|
NIGHTHAWK TRANSPORT |


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Cost: 1000
Prerequisite: Airforce Command HQ | Allied War Factory
Armor: Light
Weapons: None
Range: N/A |
| Purpose:
Transport |
|
We
have adopted a risky change with the Nighthawk and that was to
remove its weapon entirely. We came to this conclusion after
realizing the weapon wasn't actually reaching its full potential
anyway and was just compromising the Nighthawk’s transporting
abilities. Now that we have removed the weapon we have room
for an additional passenger inside the Nighthawk bringing the
total count up to six. Also the weight loss from the weapon
has been re-added in the form of increased armor plating to give
it better resistance in some of those risky transport jobs.
Don't worry Commander's, it is still invisible to
enemy radar scanners and you will quickly forget this shortcoming
after I finish detailing the aircraft.
|
HARRIER |


|
Cost: 1200
Prerequisite: Airforce Command HQ
Armor: Light
Weapon: Maverick Missiles
Range: Medium |
| Purpose: Unit
Assault |
|
Harriers
have long since been the staple and sole assault aircraft in our
arsenal. As you read on you will notice a number of new
additions in our airforce so we decided that the Harrier should be
altered to specialize in certain situations. As a result of
this the aircrafts missiles have been redesigned specifically to
rip apart enemy armor. The explosive materials inside the
missiles have been altered to be most effective against enemy
units, and the speed at which the missiles travel have been
increased slightly to improve the chances of directly hitting
faster units. However the new makeup of the missiles does
not make them very suitable for base assault missions, so I would
recommend against sending them to attack structures.
In addition
to the weapon changes that effectively lightened the weight of the
missiles themselves, Harrier maneuverability
has been increased
slightly. Their faster flying and turning speeds make their
job of unit assault that much more effective.
Gameplay Enhancement:
To keep consistent with the way the unit is designed, Harriers now
fire double bursts of missiles two times (4 missiles altogether)
with distributed damage as opposed to a single missile.
|
|


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Cost: 1200
Prerequisite: Airforce Command HQ
Armor: Light
Weapon: Advanced Maverick Missiles
Range: Medium |
| Purpose: Unit
Assault |
|
The
Korean's still prefer to use their own brand of aircraft as
opposed to our Harriers, and I don't blame them. Black
Eagles remain the most powerful aircraft in the world for their
cost so the Koreans are reluctant to part with the aircraft that
has defended their borders so well from their Soviet neighbors.
As the new
additions to our airforce have been shared with Korean armies,
they too have employed the warhead adjustments to make their Black
Eagles faster. Their improved design allows their boosted
turning speed to outdo the boost we gave to our Harriers, so you
will find Black Eagles are now better equipped for hit and fade
attacks on targets with anti-aircraft defense.
Since their
warhead has been adjusted as well, Black Eagles are slightly less
effective against enemy structures, but because of the increased
damage Black Eagle missiles did overall previously it will not be
a severe handicap. They may be weakened, but are still
relatively effective (in fact, Black Eagles still do more damage
to a Construction Yard than our Harriers ever did, even with the
Eagle's weakened effectiveness against them.)
Gameplay Enhancement:
To keep consistent with the way the unit is designed, Black Eagles
now fire double bursts of missiles two times (4 missiles
altogether) with distributed damage as opposed to a single
missile.
|
APACHE GUNSHIP |


|
Cost: 1500
Prerequisite: Airforce Command HQ | Allied Battle Lab
Armor: Light
Weapons: 20mm Machine Gun | Hellfire Missiles (when Elite)
Range: Short | Long |
| Purpose: Unit
Assault | Scout |
|
The
Apache has always been dubbed as the most lethal attack helicopter
in the world. Their help during the last Great War was
invaluable - so invaluable in fact that we could not seem to go
long without being pressed to use them again in battle. As a
result of this Congress has passed the order to bring these
helicopters back into mainstream production.
It's versatility of not being confined to an Helipad like
our Nighthawk is a great advantage, carrying enough ammo for
general use and can be ordered to 'deploy' to land if repairs are
needed from a Repair IFV. Apache's are deployed from the
War Factory and rearm while in the air so you never have to worry
about returning one to base to replenish their ammo. This is
another reason why we removed the Nighthawk's weapon, as this
helicopter can fulfill defense and assault roles a whole lot more
effectively.
As for their standard issue weapons this time
around, initially they are armed with a rotating nose
chain gun that can devastate most lightly armored target types
with its explosive ammo.
This all changes when it becomes elite where Apaches gain the
ability to construct rockets giving them an even more powerful
weapon against Vehicles and Structures (in this mode the chain gun
will continue to fire against infantry where they most effective.)
I highly recommend these units be deployed in any attacking force,
and keep a few scattered around your base for air-based defense.
|
STEALTH FIGHTER |


|
Cost: 2000
Prerequisite: Airforce Command HQ | Allied Battle Lab
Armor: Light
Weapon: High Explosive Maverick Missile
Range: Short |
| Purpose: Base
Assault | Sneak Attacks |
|
Our
government has been working on stealth aircraft for quite a while.
They succeeded somewhat with the Nighthawk, but it was too slow
and weak to be anything more useful than a transport. This
has all changed now with the commission of the Stealth Fighter.
Now our armies can utilize the latest in stealth
technologies designed for enemy assault rather than
transportation.
Stealth
Fighters can cut through the air faster than any other aircraft
and their resistance to scanners makes them completely unable to be
spotted on the opponent’s radar screen. Its angular profile
and fast speeds make it slightly more difficult to turn than our
other aircraft, but you should not actually be hindered as its
speed makes it difficult for enemy anti-aircraft to target it.
Nevertheless the Fighter’s structure itself is not much stronger
than our Harrier or Black Eagle, and these units are too expensive
to lose in large numbers. Be
careful where you order them to attack.
These fighter craft are armed with a single
Maverick Missile Bomb that is specifically designed to penetrate
the outer shells of structures and detonate inside dealing heavy
damage to them. These units are designed for Base Assault
missions and while they are still effective against attacking
forces, it is more cost effective to use Harriers and Black Eagles
in its place in that situation.
|
AMPHIBIOUS TRANSPORT |


|
Cost: 900
Prerequisite: Allied Naval Yard
Armor: Light
Weapon: None
Range: N/A |
| Purpose:
Transport |
|
There
has been much debate over whether the Amphibious Transport should
be considered a vehicle or ship. Currently it is built at
our Naval Yard but we are considering some changes to the way
these units are utilized as well as making them more unique rather
than simply being clones of our Soviet and Yuri counterparts.
For now though it remains the same: being able to cross both land
and water with equal effectiveness and remains to be constructed
at our Naval Yards.
|
DESTROYER |


|
Cost: 1000
Prerequisite: Allied Naval Yard
Armor: Heavy
Weapon: 4-Inch Deck Gun
Range: Medium |
| Purpose:
Anti-Armor | Anti-Submarine |
|
Being
the effective mainstream naval vessel that it is we believe that
the Destroyer does not warrant any upgrades at this time.
Its Deck Cannon and armor make it the perfect unit for most naval
battles. Although I believe you will agree when I mention
that the Destroyer's Anti-Submarine systems match up poorly with
their standard attacking capabilities. Relying on an
external unit to dispatch Subs can be a timely thing, certainly
when comparing it with the old Depth Charge technology we used to
use.
But instead
of reverting back to the old technology, we have spent
considerable amounts of time and resources in order to improve the
ASW Osprey plane that comes with every Destroyer. This is
coming from external funding so you needn’t pay more for the
Destroyer itself, and you will find it to be a much more effective
Anti-Submarine fighting force now. The Osprey's engines,
components and weapons systems have all been upgraded to boast
faster speed, stronger armor and a longer range for its ASW
Missiles. The lucky Osprey to destroy a Sub gaining Elite
status gives the missiles a power boost and even more improved
Armor plating around the outside of the plane. This should
seriously improve our capabilities when fighting off Typhoons.
Gameplay Enhancement:
Destroyed Ospreys are no longer recorded as part of the final
score of a game when it is completed.
|
AEGIS CRUISER |


|
Cost: 1200
Prerequisite: Allied Naval Yard | Airforce Command HQ
Armor: Light
Weapon: Medusa Missiles
Range: Long |
| Purpose:
Anti-Aircraft |
|
I
had no idea that our original Destroyer unit could be modified
into such an effective Anti-Aircraft Cruiser. The finely
calibrated targeting systems and large ammo payload makes it the
most effective Anti-Aircraft system in the game. It remains
powerless against ground-based enemies though, still relying on
conventional naval forces to protect it in such circumstances; but
I'm sure you agree when I say this unit needs no improvements to
do its job any better. Let us concentrate our funds on the
more areas more needy.
|
DOLPHIN |


|
Cost: 500
Prerequisite: Allied Naval Yard | Allied Battle Lab
Armor: Light
Weapon: Sonic Wave
Range: Short |
| Purpose:
Anti-Submarine | Sneak Attacks |
|
I
must say the entire concept of a Dolphin being used as some kind
of offensive weapon is unbelievable. I am still not used to
seeing them swimming around so naturally in our naval forces.
It was their natural intelligence that made this possible
and was quite effective in being taught to obey and react to
battlefield conditions. The method and nature of
communication between sea animals like Dolphins have always
puzzled us humans, but imagine our surprise when we discovered
that by using an amplifier the sonic waves they give off were often projected at such a high frequency
it began to disrupt the structure of physical objects in its
path! The natural underwater nature of the Dolphin combined
with this rather effective 'weapon' makes them perfect for Submarine
detection and stealth attacks of their own. We do not want
to disrupt the training process of these creatures with them being
so effective as it is, so nothing new here.
|
BATTLESHIP |


|
Cost: 2500
Prerequisite: Allied Naval Yard | Allied Battle Lab
Armor: Heavy
Weapons: 8-Inch Ballistic Cannons
Range: Extreme |
| Purpose: Siege |
|
No
one can doubt our Naval superiority Commanders! The
authorization of general construction of our almighty Battleships
has begun again! No doubt you can recall the devastation
caused by our Cruisers during the first Great War... Well,
now our enemies can tremble in fear once again! Ahem.
Sorry Sirs, I seem to have gotten a bit carried away.
Anyway. Those of you who are not familiar with the
use of such a weapon in battle should listen closely. This
unit rivals our Aircraft Carriers in both power and range.
Armed with duel Ballistic Cannons, these units can bombard enemy
positions from afar dealing heavy damage. Get a couple of
these nearby an enemy base and they're history.
Be warned however, the accuracy of these shells
at long ranges still leaves a lot to be desired; plus there still
is no room for any Anti-Submarine weapons systems so it is still a
favorite target of enemy Subs and Squids. Like the
Aircraft Carrier it cannot travel and turn very quickly, but
believe me, all those who have used this unit know how much of a
threat they can be.
|
AIRCRAFT CARRIER |


|
Cost: 2000
Prerequisite: Allied Naval Yard | Allied Battle Lab
Armor: Heavy
Weapons: Hornet Attack Aircraft
Range: Extreme |
| Purpose: Long
Range Assault |
|
Finally
we reach our Aircraft Carrier. It probably would have lost
its superiority status to the Battleship had it not been for new
enhancements we have just made to the Hornet's targeting scanners
and armor. While the Carrier itself remains the same,
Hornet's are now slightly more resistant to enemy fire and, best
of all, are able to acquire targets anywhere on the map! Now
you no longer have to move an Aircraft Carrier within scanning
range of the target, but you have the choice to launch Hornet's to
any point on the battlefield who can individually track their way
to the target!
While this
helps us counter the slow speed problems we've had with the
Carrier, it is advisable you don't just blindly send your aircraft
to attack any enemy, especially ones that are (or are guarded by)
Anti-Aircraft systems. Not only that but the sheer distance
that the Hornets may have to travel ends up for very long waiting
periods for the Carrier to attack again. Should the Carrier
need to use its planes to defend itself from attack while they are
halfway across the map, unless it is defended it becomes a sitting
duck for enemies. Treat the new Carrier well, as when used
correctly it's sure to assist in battles.
Gameplay Enhancements:
Now explicitly requires an Allied Battle Lab to build.
Destroyed Hornets are no longer recorded as part of the final
score of a game when it is completed. |
|
|
Now listen carefully Sirs. I have also
been instructed to fill you in on all intelligence we have gathered relating to the
advancement of our enemies. I have recently received the
intelligence reports of their buildings, so we will begin with our rival's
structures.
Soviet Structures »«
Allied Infantry |
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