|
«
YURI'S REVENGE: SQUARED »
YURI ARMORY |
|
One of Yuri's main disadvantages was not
having a cheap defense structure available. Unfortunately, he has not only
remedied that issue but also adjusted a lot of his existing technologies to specifically combat our
modified armies and the Soviet Empire: |
|
CITADEL WALL |


|
Cost: 100
Prerequisite: Yuri Construction Yard
Armor: Concrete
|
| Purpose:
Passive Defense |
|
After the Soviets and us both changed our Wall's
prerequisite's and build distance, did you really think Yuri would
not follow? It is interesting that the man spends half his time
gloating to us about his superior intellect, and then just outright
copies the changes of his enemies. Naturally you wouldn't catch him
admitting that, but it does make you think.
In any case, with this change you had all better
get used to seeing Walls being constructed earlier in battle and
seeing wider perimeters thanks to the increased build distance. The
latter does serve to accommodate the use of the newly added Gates.
Graphical
Enhancement: The Citadel Wall gains a modified identification cameo.
|
GATES |

 |
Cost:
250
Prerequisite: Yuri Construction Yard
Armor: Concrete |
| Purpose:
Base Entry | Passive Defense |
|
Yuri began to regularly use Gates around the same
time we did, so it's hard to say the same thing here as we did about
his Walls. Needless to say, his reasoning behind introducing them
must be similar to ours, and with these in place even structures
that require units going in and out of them can be protected by
Spies and Engineers. Our Spies are not totally hindered too much in
that we can wait for a friendly unit to pass through before moving
in, but you will most likely need a different strategy when relying
on the standard Engineer rush tactic.
An interesting thing to note on Yuri's part is
that it would be quite impractical for him to ever wall up his Slave
Miners (naturally, considering the Slaves slow travel speed), so
even with the Gates his Miners are still quite vulnerable to our
Spies on their own. Be sure to take advantage of this.
Gameplay Enhancement: Unlike standard Walls, all
units and structures are able to fire through Gates and they cannot
be crushed by the Battle Fortress.
|
RIFT GUN |


|
Cost:
400
Prerequisite: Yuri Barracks
Armor: Steel
Weapon: Psychic Projectiles
Range: Short |
| Purpose:
Anti-Infantry |
|
These rather unorthodox structures have been
popping up quite a bit in Yuri's bases recently. Cheap and
available early in the tech tree, the Rift Gun is Yuri's new
equivalent to our Pillbox and the Soviet Flame Turret. Effectively
it serves as a more powerful Initiate by being stationary and a much
more capable anti-infantry defense. Most likely done to ease the
stress of their Gattling Cannons doing both ground and air defense
work, it means that Yuri Commanders will need to spend more to get
both a good air and ground defense up, but they aren't wasting their
cash should either one of those attack methods be less common than
the other. Priced at 400, and with the ability to be placed further
away from battle (6 cells increased from 4), it matches our Pillbox
in those respects too.
We haven't had much of a chance to examine the
inner workings of this structure, but we suspect that it is not a
pure defense structure at all, but rather simply a 'shell'
protecting a standard Initiate unit inside granting it a more
favorable atmosphere to concentrate and thus be more effective in
its attack.
Trivia: The Rift Gun is based on a
rumored pre-release concept for Yuri's Revenge.
|
TANK BUNKER |


|
Cost: 400
Prerequisite: Yuri Barracks | Yuri War Factory
Armor: Steel
Weapon: None (Initial)
Range: N/A |
| Purpose:
Vehicle-Enhancement Defense |
|
For such a simple yet effective defense
structure, we have seen no changes at how the Tank Bunker operates.
Unfortunately, it still makes up for Yuri's lesser power in
conventional ground assault in a lethal manner; with Lasher/Gattling
Tank defenses perfectly complementing their new Rift Guns to provide
an effective defense perimeter. Their new bonus of being able to be
built further from their base (4 cells increased from 3) serves to
match it up with all the other boosts given to defensive structures
recently.
What we have seen though (and what you should
have noticed by now), is that the Tank Bunker has been moved further
down the tech tree: now requiring a War Factory and a Barracks to be
built before any can be placed down. While there was the benefit
earlier of being able to plan out a line of defense with empty Tank
Bunkers as soon as they deployed their MCV, Yuri must have deemed
that too impractical now that they have a cheap self-contained
defense structure they can have up and running at the same cost.
Having Walls buildable at the very beginning is a lot more
beneficial anyway, so it was a smart change.
|
GATTLING CANNON |


|
Cost:
750
Prerequisite: Yuri Barracks | Psychic Radar
Armor: Steel
Weapon: Gattling Cannon
Range: Long |
| Purpose:
Anti-Aircraft |
|
There have been a number of fundamental changes
to the Gattling Cannon that we have seen over the past few weeks to
complement the other changes made to Yuri's army at this point. The
most obvious ones you can see in the summary above is that it has
been cheapened to 750 just like our Patriot Missile Launcher, and
has been moved down the tech tree to require a Psychic Radar in
place as well as a Barracks to build. This is nothing you're
unfamiliar with at this point in time anyway, having gone through
two other sets of discussion on these changes earlier in the
briefing.
What is not so evident at first glance is that
the Gattling Cannon now appears to be restricted to firing at
aircraft only. This makes sense considering the Rift Gun is now in
place - Yuri probably wants a dedicated air defense structure that
is always available to fight off incursions, especially since the
Soviets and we have both beefed up our airforce.
Not only that, but it also gains a slight armor
boost giving it comparative strength to the other anti-air defense
structures, and it's targeting system has also been improved
allowing it to even fire at falling paratroopers like the Flak
Cannon! The boost to the build distance (6 cells increased from 4)
is also there, and is expected by now.
Gameplay Enhancement:
Now explicitly requires a Yuri Barracks to build.
|
PROPAGANDA TOWER |


|
Cost: 1500
Prerequisite: Yuri Barracks | Psychic Radar
Armor: Steel
Weapon: Propaganda Speakers
Range: Medium |
| Purpose:
Propaganda-Based Defense |
|
Finally we reach the last of Yuri's defensive
structures, and this one has undergone its own set of drastic
changes! By drastic I mean he has completely changed the mechanism
for how this structure behaves on the battlefield. It now uses a
mixture of propaganda and subliminal messaging to bend the will of
targets as opposed to outright control over their minds.
The benefit of this change allows the Propaganda
Tower to take control of a potentially infinite number of units!
The messages he sends out are similar to ones we have shown you in
the past in Yuri's protests against his enemies, and it has an
uncanny affect to put infantry and drivers of vehicles in a state of
near hypnosis, vulnerable to outside suggestion. As a result, the
affected units are still behaving independently, and so there is no
burden on the tower to do anything more than initially plant the
suggestions. Keep an eye out on its spires; when they turn
yellow and the propaganda voices grow louder, that means it is
targeting a unit. There is no way of knowing which unit it is
specifically targeting until it's too late.
Luckily, it does take some time for the
propaganda to affect a unit, unlike standard mind control which is
quite instantaneous. This is their weakness; while it can bring any
number of units under its control, it takes more time to do so, so
faster moving units can even avoid the effect altogether if they
don't stop within the area of effect, or retreat units out of the
area before it hits. Also, all units that are normally immune to
Mind Control (Robot Tanks and hero units among others) are also
immune to this effect. Unfortunately, both its range and armor have
been improved since the change as well, making it similar to our
Prism Tower in those respects.
Finally, the Tower also gains the familiar
adjacency boost allowing it to be built further away from the base
(4 cells increased from 2), and is the first object in Yuri's army
that can no longer detect our Spies or
Agents as a result of this change of concept.
Graphical
Enhancement: The Propaganda Tower gains a modified identification cameo.
Gameplay Enhancement:
Structures can no longer be built off this structure.
|
PSYCHIC SENSOR |


|
Cost: 1000
Prerequisite: Yuri Battle Lab
Armor: Wood
|
| Purpose: Troop
Movement Detection |
|
Once again reborn
in the position the Soviet’s used to use, you should learn to
exploit the longer time it now takes for Yuri Commanders to deploy
these structures in their bases. When they are deployed, a single
Psychic Sensor rarely covers an entire base. Even when there are
multiple deployments a good strategy to counter its effects is first
send your attacking force to just outside the nearest Sensor’s
coverage, and then attack properly when they have all arrived at
that rendezvous point (waypointing your troops is a good option
here), thus the Commander will only detect their attack at the last
minute unless of course they spot you on conventional radar.
The Psychic Sensor
has also has its effectiveness
reduced with both our Spies and the Soviet Agent’s training to mask
their harmful intentions from these structure's psychic detection
abilities.
|
GENETIC MUTATOR |


|
Cost: 2500
Prerequisite: Yuri Battle Lab
Armor: Concrete
|
| Purpose:
Infantry Mutation |
|
Originally the Genetic Mutator had the privilege
to gloat that it boasted the same heavy strength of the higher-level
superweapons (i.e. the Weather Control Device, Nuclear Missile Silo and
Psychic Dominator) as opposed to our own lower-level superweapon
structures. Surprisingly, recent spying efforts have shown that
this is no longer the case. Naturally this came as a shock to us,
as we were sure Yuri would not feel so confident as to halve the
durability of his structure in a display of confidence; so this is
most likely the result of his intense spending and rather unstable
means of gathering income which have resulted in him making
sacrifices here and there to maintain a suitable war effort.

Mutate: By being a product of design from one of our own
respective companies, Massive Soft, this deadly effect was created
to also be deadly efficient, so apparently there is really no desire
or need to improve it according to Yuri. For those unfamiliar to
its operation, when fired it transforms any infantry, friend or foe,
within its area of effect into Yuri's Brute infantry, all loyal to
him. The effect can be devastating against large clusters of
infantry, and Yuri makes it a common habit to fire at his own Slaves
in order to make them Brutes while the Slave Miners replace them,
and even to simply send those Brutes into the Grinder for the extra
cash. Barbaric...
|
PSYCHIC DOMINATOR |


|
Cost: 5000
Prerequisite: Yuri Battle Lab
Armor: Concrete
|
| Purposes:
Psychic Field Creation |
|
Just a
refresher course Commanders: According to a report from our future
forces, when these structures began sprouting up around the world it
was only through Einstein's Time Machine that they actually made it
this far in an attempt to prevent the Dominator's own kind of mass
destruction. Now we must not only strive to defeat the Soviets,
even though it is foretold by our future forces that they will lose,
but also attempt to stop Yuri's growing dissident movement before
these structures are fully completed.
The problem we
face is, although the globally affecting Dominators have yet to be
completed, smaller versions like this keep popping up in Yuri's
mobile bases every time we try and drive him back. This is nothing
new from what most of you already know, and thankfully nothing has
changed so far to make anything unfamiliar.

Dominate: Unlike the larger version our future forces witnessed,
this Dominate effect only has the capability of permanently Mind
Controlling a very small amount of units. Its big advantage was its
amazing destruction to structures in tandem with that other effect,
and that it fired a lot quicker than our Lightning Storm and the
Soviet's Nuclear Attack. That made it very difficult for any of the
victims to dodge the area of effect. This has since changed
however, and we have noticed a significantly larger delay before the
Dominator goes off. At first we were puzzled as to why this
happened, but then we noticed that the energy discharge was
significantly larger, consequently increasing the radius of effect
for the Mind Control effect. A larger number of units can be
captured now, at the cost of it taking longer to activate. It's
time to put your quick reflexes to work. |
|
|
Yuri's grunt forces have undergone a major
restructuring process. This is where he has most effectively demonstrated his
terrorist-style adjustments to his army. We must move onto
his infantry.
Yuri Infantry
»«
Yuri Structures |
|
|
|
|