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YURI'S REVENGE: SQUARED »
YURI INFANTRY |
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Yuri's Infantry forces reflect his changes
the most, so this is where you will need to pay close attention to
realise what you may end
up going up against. Yuri's forces have always been able to turn our own
troops against us, but now he has further developed his army by
employing mercenaries and more
captured troops from other nations for the brute force needed to back that up: |
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SLAVE |


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Cost: N/A
Prerequisite: N/A
Armor: None
Weapon: Shovel
Range: Short |
| Purpose:
Resource Collection |
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In his typical
callous way, Yuri has not done anything to improve or otherwise
enhance the existence of these poor degraded Slaves. With the
seemingly inexhaustible amount he has at his disposal, his economy
is unlikely to suffer from the loss of any number of them, so Slaves
remain just as vulnerable on the battlefield. All his
resources seem to be devoted to deploying new infantry on the
battlefield, and to work on the Slave Miner itself, so I would think
Slaves would be on the bottom of his priority list.
Gameplay
Enhancement: Slaves can no longer sometimes attack things below them
from on top of cliffs.
Graphical Enhancement: The Slave's shovel attack no longer gives off
the bullet piff animation.
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INITIATE |


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Cost:
200
Prerequisite: Yuri Barracks
Armor: None
Weapon: Psychic Projectiles
Range: Short |
| Purpose:
Anti-Infantry | Urban Combat |
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Once the cause of
much confusion on the battlefield with its ability to psychically
ignite its targets on fire, the Initiate has since made a transition
into a simpler attack method. Don't ask me why, but if I had
to guess I would assume their original attack method required too
much concentration for its expected output. So, emphasizing
his recent battlefield changes again, he has altered his Initiate
unit to instead propel bullets with their minds. Don't
downplay this ability though Commanders, he still requires no
additional hardware to achieve this, as the bullets are most likely
stored in his rear headpiece, and they are propelled at great speed,
making them as deadly as any gun.
This increased
reliance on physical objects will lessen the amount of concentration
needed by the Initiate to fire, so it can expend more of its resources
on other things. What we suspect one of the 'things' to be
is maintaining the superior sight range of this infantry over our GI and
over the Soviet's Conscript. With the elimination of the Psychic
Reveal, scouting units have become a much bigger necessity for Yuri.
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ENGINEER |


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Cost: 500
Prerequisite: Yuri Barracks
Armor: None
Weapon: None
Range: N/A |
| Purpose:
Structure Capture/Repair |
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Apart from looking
a little different on the battlefield nowadays, we have observed no
changes in the abilities of the trusty Engineer unit. Whether
it be capturing enemy structures, repairing friendly ones or even
rebuilding bridges, the Engineer can do it all.
What has us more on
edge about this infantry is not the unit itself, but a single
addition into Yuri's Vehicle army that frighteningly increases his
changes to infiltrate our structures, but I will soon get to that.
Graphical
Enhancement: The Yuri Engineer now sports it's own unique cameo
image.
Sound Enhancement: The Yuri Engineer's unused death sounds have been
enabled. It no longer shares with the Soviet Engineer.
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LEECH |


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Cost: 200
Prerequisite: Yuri Barracks
Armor: None
Weapon: Poison Gas
Range: Short |
| Purpose:
Anti-Infantry | Anti-Spy |
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Yuri's
experience in genetic mutation is growing, and his latest experiment
is a simple, yet efficient one. Effectively you can consider this
'Leech' to be Yuri's equivalent of our Attack Dogs as it fulfills the
same roles on the battlefield. It's roughly as fast and as strong
as our dogs, and can see just as far thus excelling in the role of
initial scout. It also serves as Yuri's new specialized Anti-Spy
defense since our increasing resistance to his old psychic detection
methods has rendered psychic detection useless. With Yuri just as vulnerable to Spy attacks now,
expect to see these things playing both attack and defense roles.
That is where the similarities end
though. Sliding along the battlefield, it literally envelops
its unfortunate victims, immediately infecting them with a similar
toxin to that which the Virus uses, causing them to inflate and explode
from within. Expect to see and contend with a lot more floating
poison gas clouds then you're used to, but thankfully Leeches are
not able to penetrate vehicle armor, so you just have to keep them
away from your exposed infantry units.
Trivia: The Leech is based on a
rumored pre-release concept for Yuri's Revenge.
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GATTLING GUNNER |


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Cost:
300
Prerequisite: Yuri Barracks
Armor: None
Weapon: Gattling Gun
Range: Medium |
| Purpose:
Anti-Infantry | Anti-Aircraft |
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I have never met a
more vocal supporter of Yuri's cause than these new additions to his
army. Their constant screams on the battlefield is more than
enough to tag them as annoyances, but they have an annoying habit of
firing on low-flying aircraft passing over them too, making them a deadly annoyance. You should be
familiar with Yuri's Gattling technology by now, so you'll know this
infantry is designed to repel both infantry and aircraft assaults.
Most likely due to
successful scale down of the weapon into something small and
personal, this infantry-version of the Gattling Gun seems to lack
the 'power up' abilities of its larger cousins. Thus, the
firing rate remains constant for the entire time it's firing,
whether it be at other infantry, or spraying a hail of bullets at
passing aircraft. This unit boasts no psychic abilities at all
unlike the Initiate which probably explains the reliance on
conventional weaponry. It's the size of the weapon that slows
him down a bit on the battlefield, similar to our Guardian GI and
the Soviet's Flak Trooper.
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BRUTE |


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Cost: 500
Prerequisite: Yuri Barracks | Psychic Radar
Armor: Plate
Weapons: Strong Arms
Range: Short |
| Purpose:
Brute-Force Attacks |
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Such faith Yuri
must have in his new Gattling Gunner that he sacrifices his Brute
infantry to it on the tech tree. What is interesting though is
that, even though the Brute now requires a Psychic Radar to be built, it does not seem to gain anything new at all. This must
be yet another illustration of Yuri's initial overconfidence in that
he undertook many economic shortcuts in the hopes the war would
not drag on long enough for him to be hit with the effects of his
choices. Well, we seem to have crossed that line, and it is
certainly pleasing to us.
Nonetheless, do not
underestimate the power of this infantry; while it needs to get up
close to deal any damage, it can still take a lot of punishment
before dying and it still boasts the second highest infantry speed
(tied with Tanya and Khamsin, just behind the Attack Dogs, Chitzkoi
and the new Leech). It's huge arms can tear infantry limb from
limb and slowly smash up even the strongest vehicles and structures.
Especially watch out when Yuri's Genetic Mutator is fully charged -
you never know when you might have to fight them...
Gameplay
Enhancement: Brutes can no longer sometimes attack things below them
from on top of cliffs.
Graphical Enhancement: Debris now flies from vehicles as well as
structures when attacked.
Sound Enhancement: Explosion sounds are played when vehicles are
attacked as structures.
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PSI CORPS TROOPER |


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Cost: 800
Prerequisite: Yuri Barracks | Psychic Radar
Armor: None
Weapons: Mind Control | Mind Blast
Range: Long | Short |
| Purpose: Mind
Control-Based Assault |
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Such fools we were,
thinking the Yuri-like infantry we were facing on the battlefield
were clones of him. While it was an understandable first
impression that both we and the Soviets had, we really should have
done more research first. Thanks in part to the increased
effectiveness of our spying abilities, we have deduced that these
troops are actually members of the elite Corp formed by Yuri during
the first great war under Stalin. So great is their devotion
that they even undergo physical restructuring to look like their
master, hence the confusion. I can't believe it was just Yuri
taunting us when he referred to them as Clones himself in his
communiqués to us. We have since corrected this error both in
our information sessions and identification cameos.
Apart from this
surprising revelation, and the fact that this infantry is one of the
ones that can no longer detect our Spies and Soviet Agents, it
remains unchanged in other aspects.
Gameplay
Enhancement: You can no longer obtain Psi Corps Troopers when
garrisoning the Kremlin.
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HACKER |


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Cost: 800
Prerequisite: Yuri Barracks | Psychic Radar
Armor: None
Weapon: Laptop
Range: N/A |
| Purpose: Base
Infiltration |
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The third
of six new additions to Yuri's infantry forces, Hackers are members
of an elite Chinese mercenary force who have worked with Yuri since
his self-induced exile into the country after Stalin's defeat.
Like all mercenaries they care little about the cause of their
employer, and more about the money. In the case of these
Hackers, Yuri simply gives them the means for them to take their own
amounts of cash or resources by infiltrating his enemies. Yuri
gets the main share, with a portion going to the Hacker himself.
Hackers act as Yuri's spies.
Unlike ours and the Soviet's however, so dedicated are they to their
hacking abilities that they did not care to learn any disguise or
cloak-and-dagger techniques to get them inside enemy structures
without being seen. This makes them cheaper, faster and more
direct, but they require the help of other units to get them inside
their targets, either by distraction or by assistance.
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SABOTEUR |


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Cost: 650
Prerequisite: Yuri Barracks | Yuri Battle Lab
Armor: None
Weapon: None
Range: N/A |
| Purpose: Vehicle
Sabotage | Scout |
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Part of the Virus
mercenary unit, the Saboteur serves purely as an annoyance for our
vehicle forces. Appearing to be an unarmed, vulnerable
infantry unit, things don't remain that way if he manages to enter
any enemy vehicles. While he does not destroy the vehicle
outright or steal it (Yuri has plenty of ways to do that as it is),
once he gets inside he simply causes havoc with the instruments.
The result being the vehicle is unable to effectively take orders in
the field, slowing it down if not stopping it completely and
interfering with its targeting systems, leaving it much more
vulnerable to attack. Commander's will find it hard to
issue orders to affected units (although it is still possible), and
the only way to get rid of the Saboteur once he is inside is to
destroy the affected unit or if you're lucky to get it into a
Service Depot. For the Saboteur himself, this is a one way mission -
once he is inside, he will continue to sabotage the vehicle's
operations until it is destroyed in battle; we have never seen a
Saboteur leave his target. Thankfully, he never survives the
vehicle's destruction either.
Although being a
mercenary, the Saboteur does seem to possess some latent psychic
ability - this contributes to his second major ability which makes
him a particular threat to us: the ability to disguise.
Through a combination of standard clothing disguises and a bit of
implanted suggestion onto nearby enemies, Commanders are very rarely
aware that they are letting a Saboteur through their own defenses,
where he is free to disrupt any attack plans you may have had, or
even your economy by hitting your Miners. This just makes
Attack Dogs all the more critical for all our defense perimeters.
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VIRUS |


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Cost: 700
Prerequisite: Yuri Barracks | Yuri Battle Lab
Armor: None
Weapon: Viral Sniper Rifle
Range: Long |
| Purpose:
Anti-Infantry | Scout |
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With so
many new additions to his army, it is not surprising that we did not
see any major changes to the behavior of Yuri's Virus. It is
still disgustingly effective against all of our infantry units by
delivering the deadly virus it is known for by her high-powered
Sniper Rifle. It is a rather unorthodox delivery system, but
it works quite well.
While there has
been no outward change in her abilities, you should notice that she
has been bumped down the tech tree to Battle Lab level in the same
way the Brute was to Radar level. Yuri seems to be heavily
favoring his new additions as effective replacements for his more
familiar units, and due to the sheer amount of infantry additions
seen we are unable to make a judgment call on this.
One final note: We
have observed that she is also learning from the ways of our Sniper
and improving her own discipline, in that she also no longer gets
distracted by firing vehicles and base defenses, concentrating
completely on nearby infantry.
Gameplay Enhancement:
The Virus no longer destroys
V3/Dreadnaught missiles in the launching process.
Graphics Enhancement: Virus gas clouds have a new graphical
animation.
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MORTAR TROOP |


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Cost: 1000
Prerequisite: Yuri Barracks | Yuri Battle Lab
Armor: Flak
Weapons: Mortar Launcher (deployed)
Range: Long |
| Purpose: Siege |
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Pay attention here
everyone, as this addition will most likely change many of your
remaining tactics against Yuri. Probably by realizing that he
lacked an all-round, conventional Siege unit to better crack open
enemy defenses from afar, he has called upon the services of his
mercenary contacts once again in supplying him with a suitable unit
to fill this gap. The new Mortar Troop is this unit.
Weighed down with
the heavy weapon, it is slow and harmless while moving around the
battlefield, but wait for him to deploy it and you're in
trouble. By firing high explosive ballistic canisters at
incredibly long distances, it is able to decimate infantry and soften
up armored targets before they reach the brunt of Yuri's forces.
Never send infantry to clear these guys out, even Tanya.
Faster moving vehicles are the way to go.
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KHAMSIN |


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Cost: 1500
Prerequisite: Yuri Barracks | Yuri Battle Lab
Armor: Flak
Weapon: Incendiary Sniper Rifle | Targeting Flare
Range: Long | Long |
| Purpose:
Anti-Infantry | Scout |
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The final phase of
Yuri's Infantry discussion is a major one at that: It took longer
than we expected but Yuri has finally opted out of appearing himself
on the battlefield as his own hero unit. In this part of the
briefing we have seen the product of Yuri's increased trust in other
recruited factions, and the Virus mercenary group has grown to be
the most prominent. In the past we had absolutely no
intelligence on the leadership structure for this group, but that
has since been radically altered with the sudden emergence of a man
known only as 'Khamsin the Desert Wanderer'.
Starting with his
weapons, his primary armament is a Sniper Rifle which fires highly
dangerous and illegal incendiary rounds at long ranges. You
are aware that we have outlawed this type of bullet solely on the
fact that it causes excruciating pain before eventual death;
something completely unnecessary in a civilized world, but
unfortunately there are those who do not share this view.
Khamsin's skill with the rifle makes this attack devastating to all
infantry, killing all but other hero units in one shot. The
real threat comes afterwards though, as the impact of the bullet is
enough to create localized but highly intense fires at that point,
creating a virtual firewall if enough shots are fired which melts
through infantry, light vehicle and structure armor in a snap.
Make it your number one priority to dodge these flames until they go
out. These shots also deal moderate damage to heavy armor, but
not at the same level of effectiveness. Exploit this when
going up against him.
Secondly, Khamsin
can radio and point out larger targets like structures for Napalm
Strikes by mercenary piloted Raptor-bombers. This should sound
familiar to you as you've probably encountered this in the past with
Boris. But this time the aircraft that respond are no
state-of-the-art jets, but rather second-hand, patched up planes
most likely bought from the lowest bidder. Thus, they are very
weak to anti-aircraft fire, but are amazingly fast through the air
so your best bet is to prevent Khamsin from targeting the structures
as opposed to stopping the bombers. The resulting strike is
devastating, capable of laying to waste even the strongest of
structures (and possibly nearby targets as well hit by the strafing
runs) and leaving behind residual fires of their own similar to
Khamsin's rifle shots.
What makes these
attacks even more deadly is Khamsin's incredible sight range and
ability to blend himself in with any terrain in a similar way to our
Spy. He is literally invisible from most infantry until he
reveals his position when firing. Learn to trace back from the
shots and respond as quickly as possible, as he could easily slip
away otherwise (luckily he remains visible throughout the period
when he is targeting a structure for an air strike). To aid in
his stealth, he has the patience to wait for orders even when
potential targets are in his sights. He will only reveal
himself when necessary, making him able to slip past many enemy
patrols unnoticed, only firing when ordered to. This
dedication on stealth makes him slightly weaker than the other
hero's (on the part with the his predecessor, Yuri Prime), so the
hard part is really finding him in the first place.
Gameplay
Enhancement: The standard targeting cursor is now used for the Air
strike weapon instead of a specialized one, allowing you to
determine whether Khamsin is in range of the target structure or
not.
Graphics Enhancement: The targeting flare now has a more subtle
lighting effect on the targeted building to make it less obvious to
the player. |
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Although we have now
passed the majority of the major changes to his army, unfortunately
the rest of it have been modified in some places; most
likely out of concern for the fact that his forces were not faring so well in the long
run. On that note, it is time to move on to the final section of the
faction briefings with Yuri's Vehicles.
Yuri Vehicles »«
Yuri Armory |
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