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« YURI'S REVENGE: SQUARED »
SOVIET ARMORY

The Soviet Union, most likely frustrated by Yuri and our own continued advances, have reintroduced certain units and structures into their armies that were used in the first Great War under Stalin.  This is a definite sign things are not going so well for the mighty Soviet Empire, but the new introductions may end up turning the tide in their favor.  Listen carefully Commanders:


FORTRESS WALL

Fortress Wall

Fortress Wall

Cost: 100
Prerequisite: Soviet Construction Yard
Armor
: Concrete
Purpose: Passive Defense

Yet another example of the Soviet's exploiting our tactical changes.  We have noticed that Soviet bases have been constructing walls around their Construction Yards right after it is deployed and they can be placed down further from their base as well.  This hampers our efforts to capture their structures earlier on, but a good number of Soviet Commanders still neglect to protect their structures seemingly out of arrogance thinking their defensive power is more than enough.  It's a shame for them that they forget Attack Dog's in that mix, allowing our Spies to easily slip past their parameter.

One more quick note Sirs, the Soviets are tending to refer to this structure as a 'Fortress Wall' to distinguish it from ours.  Consequently I've updated this briefing to it's new name.
 

GATES

Fortress Wall

Fortress Wall

Cost: 250
Prerequisite: Soviet Construction Yard
Armor
: Concrete
Purpose: Base Entry | Passive Defense

I am now convinced that the Soviets are indeed mirroring a number of our own changes as they see them.  While the Soviet gates appeared in their bases roughly the same time as our own, I can assure you that what I said back when I explained the reasoning behind our own gate additions was completely truthful.  We are sure that they must have seen the effectiveness of our gates in action and distributed their own, as they aren't nearly that costly or complicated to develop.

Soviet gates are practically identical to our own in abilities and strengths.  They are as strong as their own Fortress Walls and open only to friendly units.

Gameplay Enhancement: Unlike standard Walls, all units and structures are able to fire through Gates and they cannot be crushed by the Battle Fortress.
 

BATTLE BUNKER

Battle Bunker

Battle Bunker

Cost: 500
Prerequisite: Soviet Barracks
Armor
: Steel
Weapon: None (Initial)
Range
: N/A
Purpose: Anti-Infantry Defense

It appears we now know why the Soviets so effortlessly matched our Wall change.  They swapped the position of their Fortress Wall with their Battle Bunker in the tech tree, meaning this structure now relies on the construction materials from the Barracks to become buildable.  This does actually make sense considering the Conscripts that man it cannot be trained until a Barracks is built anyway.  The advantage of quickly forming a defensive parameter seems to outweigh the advantages of pre-building Bunkers before manning them.

Also, if you were just about getting used to ever going up against a 5-person Battle Bunker maximum, you better start thinking how you are going to handle 6-person ones.  You have noticed that there are six sides to a Battle Bunker, but one was never used for one reason or another.  Either the Soviets have realized their error or have cleared up internal space to allow it.

The Battle Bunker also benefits from being able to be built further from the base (4 cells increased from 2).
 

FLAME TURRET

Flame Turret

Flame Turret

Cost: 400
Prerequisite: Soviet Barracks
Armor
: Steel
Weapons: Twin Flame Projectors
Range: Short
Purpose: Fire-Based Defense

Now is the time to pay attention everyone.  The Soviet's have drastically changed their defensive parameters by completely removing the Sentry Gun from active production.  Instead we have seen the regrowth of their deadly Flame Towers back from the first Great War.  Like our Pillbox it is also available at the cheaper price of 400, and can be built further away from your base (6 cells increased from 4).

Now known as the Flame Turret; instead of firing balls of fire like it's predecessor it projects concentrated flame streams making it's Rate Of Fire much quicker and effectiveness towards infantry skyrocket.  It can burn through any infantry armor in no time, and its streams of fire allow it to damage multiple targets.  Anyone who is unlucky enough to be in the path of it's fire streams, even if they're not the direct target, will not last long.

This does have it's disadvantages though, the flames will damage both friendly any enemy units caught in the path of the flames.  Plus, like the older version, the fire streams are slow moving allowing faster moving infantry and units to dodge it's attacks, not to mention the flames are less likely to penetrate tank armor than our heavy caliber bullets from our Pillbox's.  Also we have noticed Flame Turrets have a hard time coping with elevation.  If you are to assault Flame Turret's with infantry, attack it from above, you will be impervious to its attacks.  That's about all the advice I can give you.  Good luck.
 

FLAK CANNON

Flak Cannon

Flak Cannon

Cost: 600
Prerequisite: Soviet Barracks | Radar Tower
Armor
: Steel
Weapon: Flak Cannon
Range: Long
Purpose: Anti-Aircraft Defense

I am sad to report that I have no concrete clues as to why the Soviet's have moved their own Anti-Aircraft defense structure to Radar tech level, although it may have something to do with it's large cost reduction.  Even greater than our own, Flak Cannons are now only marginally more expensive than their Flame Turrets consequently allowing it to be built quicker too.  This may be in response to our growing airforce presence; it certainly makes it easier for them to repel our attacks.  Their ability to be built at the same distance as their Flame Turrets (6 cells increased from 4) only serves to widen their defense perimeter and cause us problems.

Another thing we have noticed lately is that the Flak Cannon's targeting systems have been refined so efficiently that they are able to even pick off targets as small as falling Paratroopers!  This does not bode well for us, as our principle strength lies in our paradropping abilities.  I implore you to think before you choose a place to drop infantry into a Soviet base.

Gameplay Enhancement: Now explicitly requires a Soviet Barracks to build.
 

TESLA COIL

Tesla Coil

Tesla Coil

Cost: 1500
Prerequisite: Soviet Barracks | Radar Tower
Armor
: Steel
Weapon: Lightning Cannon
Range: Long
Purpose: Lightning-Based Defense

I am very relieved to inform you that the Tesla Coil doesn't seem to have have undergone any radical changes.  Nothing anywhere near to the levels as their two previous defensive structures anyway.  By now you all should be familiar with encountering these extremely powerful structures in battle.  Continue using the same tactics that you have found successful in the past and hopefully they do not have any more surprises to throw at us, although be wary that Tesla Coils can be built further from their base (4 cells increased from 2) matching our Prism Tower, as seems to be the fad nowadays for defense structures.

Their weakness remains the same.  Power.  Black out the base, or sabotage their power systems (should no doubt be easier now with our advanced spies), and you should have no trouble dealing with these terrifying structures.

Gameplay Enhancements: Removed the Tesla Reactor prerequisite for this structure to keep prerequisites in line with the Yuri's Revenge manual.  Now explicitly requires a Soviet Radar to build.
 

IRON CURTAIN

Iron Curtain

Iron Curtain

Cost: 2500
Prerequisite: Soviet Battle Lab
Armor
: Concrete
Purpose: Unit Invulnerability

Even after Stalin's defeat, it seemed we would not be rid of this awesome superweapon structure.  Not only had it been improved over the years to have a larger radius of effect, but even this structure has undergone the defensive improvements making it much more capable of absorbing the impact of our attacks.  The original Iron Curtain was a weak, vulnerable structure.  Now with the armor upgrades over the years and most recently, it has become much more difficult to demolish.  Use a SEAL or Tanya whenever possible, or a Spy to temporarily delay the charge of the field.  Other than this, there have been no other visible changes to the structure that we have seen.

InvulnerabilityInvulnerability: Once again the invulnerability effects of the Iron Curtain grows in necessity for Soviet armies with the demise of the Force Shield.  Unlike us, they are not hit as hard by the withdrawal of that superweapon.  Soviet armies can still envelop an invulnerability field around structures, using this field.  Although its range is much smaller, there is no power requirements to maintain it, leaving the base at full strength during its activation.  This expansion in use seemed to be enough for them, as there is no change also in the operation of the Invulnerability field itself.
 

NUCLEAR MISSILE SILO

Nuclear Missile Silo

Nuclear Missile Silo

Cost: 5000
Prerequisite: Soviet Battle Lab
Armor
: Concrete
Purpose: Launches Nuclear Missile

Without the Force Shield available to use I do advise that you take out this structure as quickly as you can!  The armor upgrades it gains like the rest of the Soviet structures make it too difficult for conventional armor to destroy it decisively.  Our Chrono Commando's we can gain in battle excel at this sort of role.  What really benefits our attacking forces is that the Silo does not explode like their Nuke Reactor when destroyed...  Our general hesitation when sending demolition units on suicide missions if this was the case could have caused additional problems.

Nuclear AttackNuclear Attack: Does this weapon of Mass Destruction really need any improvements to it?  The inhumane devastation it caused led us to withdraw its general use in battle in favor of the more precise Lightning Storm generator.  When Yuri shut down our long range nuclear missile system too, we have since been forced to rely on the Lightning Storm completely.  But enough of that, the Nuclear Missile remains identical in specs; there are no changes so continue with your existing counter-strategies.


The Soviet army has also taken large hits of remodeling since our last briefing, let us move on to their infantry.

Soviet Infantry »« Soviet Structures

 

 


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