SLAVE MINER |


|
Cost: 2000
Prerequisite: Yuri War Factory
Armor: Medium
Weapon: 20mm Machine Gun
Range: Short |
| Purpose:
Resource Processing |
|
I
think I have vented enough of my distaste for this unit in the
structure briefing, so I'll be quick and to-the-point here:
As you know, Yuri's Slave Miners can be built both as a structure
and out of the War Factory as a unit, so with them being able to
construct two at once is a great advantage. To our benefit, the
vehicle version of the Slave Miner has taken the same price hit as
earlier discussed: an increase of 250 credits to 2000; but even with
this increase we have observed that it can still be built at the
same time as standard 1400 credit miners (which are built faster in
themselves.)
Gameplay Enhancement: Now
'accelerates' and 'decelerates' at source and destination movement
cells.
|
GATTLING TANK |


|
Cost: 600
Prerequisite: Yuri War Factory
Armor: Light
Weapon: Gattling Cannon
Range: Short |
| Purpose:
Anti-Infantry | Anti-Aircraft |
|
What is it with our enemy’s anti-aircraft units? They never seem to
work quite as intended! I mentioned all sorts of issues earlier
with the flak weapons used by the Flak Trooper and Flak Track (which
unfortunately were corrected), but now you have Yuri's tank using
his staple Gattling technology which appeared to have troubles of
its own. Firstly the speedup factor/damage ratios of its weapon
were a joke, probably a result of when they scaled the weapon down
to fit onto a unit. It was often never doing more damage to certain
armor types even when on full power, and secondly when Gattling
Tanks become elite they seemed to have more trouble hitting
aircraft!
But notice how I'm speaking in past tense? Yes, that's right, he
has corrected all these issues by making weapon damage targets in a
much more linear fashion as it speeds up and also fixing the glitch
causing decreased damage to aircraft when elite. But all is not
lost, when it was all said and done he appears to have left the tank
slightly more vulnerable to attack. We have had reports from our
Korean allies that their Black Eagles have been able to destroy
these tanks with a single volley of missiles. This is certainly an
interesting development, so be sure to exploit it.
Gameplay Enhancement: Now
'accelerates' and 'decelerates' at source and destination movement
cells.
Sound Enhancement: The
Gattling Tank's unused move start sounds have been
enabled. It not longer shares with the Flak Track.
|
MOLE MACHINE |


|
Cost: 800
Prerequisite: Yuri War Factory | Yuri Barracks
Armor: Light
Weapons: Drills
Range: Short |
| Purpose: Stealth
Transport |
|
It was only a matter of time before Yuri incorporated an APC-type
unit into his army. It sure was desperately lacking one in the
past, but now he has covered that role with probably the most
deadly-type of transport: A subterranean one, dubbed the 'Mole
Machine'. He has opted to separate his transport and anti-aircraft
element vehicles into two separate units which is probably the best
idea considering the vehicle's nature.
The Mole Machine is a perfect example of Yuri's stealth and
ruthlessness: It can carry the standard load of up to 5 passengers
(less though if Brutes or Terror Drones are involved) and can
literally transport them underground by drilling through the earth,
completely undetectable by conventional radar – only Yuri's own
Psychic Sensor has the capability of detecting its movements if in
range of the effect. This ability makes it perfect in crossing
normally impassable terrain or for surprise attacks by popping up
right next to the target and unloading. The only real defense
against this appears to be native to the environment of the battle:
Mole Machines are unable to drill through any kind of hard pavement,
so especially on urban maps this underground threat is greatly
reduced. Just watch out for any small patches of dirt or grass, as
the Machine only needs a single cell to be able to drill up or down.
In typical Yuri nature, the Mole Machine has also been seen to use
its drills as weapons – grinding through infantry and light vehicle
armor especially well. Its short range and unorthodox nature of the
weapon doesn't make it particularly powerful, but its real strength
lies in transporting, not assault.
|
LASHER TANK |


|
Cost: 700
Prerequisite: Yuri War Factory
Armor: Heavy
Weapon: 90mm Cannon
Range: Medium |
| Purpose:
Anti-Armor |
|
Yuri's own basic tank has been the product of a number of
modifications like our own. The tank itself remains almost as you
are familiar with, but its weapon has been outfitted with a lighter
version of the 90mm cannon. No longer is it basically identical to
our own Grizzly cannon; instead he has opted to go with lighter
destructive power here than before in return for a quicker firing
rate and shell traveling speed. Basically that means as time goes
on; it deals more damage in the same amount of time as before. The
new cannon is also lighter, so the tank's speed has increased
allowing it to now outrun our Grizzly when necessary.
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.
|
MOBILE CONSTRUCTION VEHICLE |


|
Cost: 3000
Prerequisite: Yuri War Factory | Grinder
Armor: Heavy
Weapon: None
Range: N/A |
| Purpose: Base
Expansion |
|
Since you are
probably all eager to continue the bigger parts of the briefing I
will refrain from speaking much about vehicles that have barely
changed. What you only need to
know about his MCV is that it has gained the double armor boost most
the structures on the battlefield have undergone.
|
CHAOS DRONE |


|
Cost: 1000
Prerequisite: Yuri War Factory | Psychic Radar
Armor: Light
Weapon: Chaos Gas Emitter
Range: N/A |
| Purpose:
All-Purpose Defense |
|
After viewing his distaste for the Soviet Terror Drone it is amazing
he ever deployed a drone in his own army in the first place. Surely
a manned vehicle can do the same thing here?
Anyway, in another example of Brute/Virus-syndrome, this vehicle's
position on Yuri's priority list has probably resulted in the drones
falling away from being a basic War Factory unit in favor of the new
Mole Machine. It now additionally requires Yuri's new Psychic Radar
before they can be built now.
This move apparently has opened up more possibilities for enhancing
the Drone itself. With the more advanced technology at his disposal
by the Psychic Radar, Yuri has been able to cost-effectively upgrade
the AI brain inside this vehicle to 'think' more. In battle, it
will now retaliate by firing its gas on the attacking targets, and
can actually go after nearby target's on it's own like Dogs and
Leeches. Plus at this level it can be built quicker, but thankfully
it still remains relatively expensive for such a fragile unit.
Gameplay Enhancement: Now
'accelerates' and 'decelerates' at source and destination movement
cells.
Graphical Enhancement: Adjusted the starting position of its chaos
gas to look like it's coming from the tank
itself instead of underneath.
|
INFERNUS |


|
Cost: 1200
Prerequisite: Yuri War Factory | Yuri Battle Lab
Armor: Light
Weapon: Triple 90mm Incendiary Cannons
Range: Long |
| Purpose: Siege |
|
Infernus. Quite the original name hmm? I'm sure many of you are
surprised by this, but the Magnetron appears to have completely
disappeared form his army; the concept at least anyway, as this new
unit bears a lot of resemblance to it physically. I know many of
you described the Magnetron as a 'loose cannon', and the few that we
managed to capture allowed us to experiment with its weird type of
assault method. The problem we found with it was, you were either a
complete novice or an expert at being able to successfully
manipulate the telekinetic beam to incapacitate multiple targets
with the 'juggling' technique. I suspect Yuri had more of the
former.
The reasons are not important for us though. Its replacement is a
much simpler and, quite possibly, more effective unit. Keeping the
aerodynamic body that gives it adequate speed considering its
weapon, the turret has been completely refitted with a triple cannon
system that fires three bursts of 90mm shells for every round. The
shells are incendiary, giving off spectacular fire trails as they
move through the air and dissolve on impact. They have been
modified to travel the long distances needed for a Siege unit so the
lighter materials makes each individual shell weaker than a
Lasher's, but the multiple barrels make up for this deficiency.
Like most Siege units, the shells are most effective against
structures, infantry and light vehicles.
|
MASTER MIND |


|
Cost: 1500
Prerequisite: Yuri War Factory | Yuri Battle Lab
Armor: Heavy
Weapons: 4 Psi Corp Troopers
Range: Medium |
| Purpose:
Mind Control-Based Assault |
|
This has always been a rather strange unit to try and describe in
these briefings. Yuri has inadvertently done us a favor here by
making a radical change in concept to the unit. It’s hard to notice
in the small preview image on screen, but the large brain-thing that
was housed in the dome seems to have disappeared! We have confirmed
that it no longer exists in the vehicle, as we have instead noticed
Psi-Corp Troopers going inside as passengers! Coming to an obvious
conclusion, it looks like Yuri has changed from a single large brain
controlling everything, to multiple interior passengers doing the
same thing.
This change is transparent to us as the unit still behaves in a very
similar manner, but it has brought about some other alterations to
the unit as a result. Notice the reduced cost (decreased by 250 to
1500) and the fact that there are four Psi Corps Troopers
inside. Recall our initial Yuri briefing at the start of this war
where I said that the Master Mind is capable of controlling up to
three units before it begins overloading, well this has since been
increased to four safe mind controls. Luckily, the Psi Corps inside
have the same desire to try and control as many enemy targets as
possible, and due to their limited capabilities the unit will still
damage itself if it goes over this amount (and at a slightly
increased rate too than before.) One other thing that makes this
worse for them is the lack of self-healing the unit used to have.
Gameplay Enhancement: Now
'accelerates' and 'decelerates' at source and destination movement
cells.
|
AMPHIBIOUS TRANSPORT |


|
Cost: 900
Prerequisite: Yuri Naval Yard
Armor: Heavy
Weapon: None
Range: N/A |
| Purpose:
Transport |
|
Notice that I have neglected to put up a section on Yuri's Floating
Disk? Well, I am very pleased to report that those weird
contraptions seem have been withdrawn from service in Yuri's army
along with the Magnetron as we have not seen a single one in the
last few weeks of intelligence scans. Now I can't imagine Yuri
voluntarily giving up such a powerful unit for its cost, but maybe
that was the very key to its demise; Yuri simply couldn't continue
to maintain production of them. That very much helps stabilize the
security of our bases by not needing to worry about an airborne
threat to power and cash supplies. This completely renders Yuri’s
airforce division moot, probably explaining his increased production
in the other divisions.
Anyway, moving on to his navy, this part of his army gets a huge
boost like his infantry forces, with a total of four new naval
units in his arsenal (two of which are brand new.) As for the one you see on your screen right
now, I won't spend any time discussing it as there have been no
changes observed.
|
CORVETTE |


|
Cost:
500
Prerequisite: Yuri Naval Yard
Armor: Light
Weapons: Light Rocket System
Range: Short |
| Purpose:
Anti-Armor | Anti-Submarine |
|
The first of these new additions is the
'Corvette' basic naval unit. Similar in size and stature to the
Soviet Sea Scorpion, this unit is weakly armored but very fast
moving. Looking like it was pieces together from the scrapped parts
of other ships, it is very cheap to construct; a sign that Yuri is
indeed being forced to make do with what he can get these days.
Its weapon system is not a particularly powerful
one to ensure it does not weigh down the unit at all. It fires
volleys of small rocket propelled grenades from the turret on deck
for defense and assault at short ranges. As a result, the advantage
of this unit is not its attacking prowess but its capabilities in
hit-and-run and ambush attacks. This weapon choice has a number of
advantages in that the turret moves independently of the ship so,
the entire ship does not need to turn to fire in a different
direction unlike our Destroyer. Plus by using RPGs, they can travel
just as easily above and below the water so submarines and other
submerged units are fired upon as well. What the Corvette does not
appear to posses are any sophisticated sensor systems; they have to
rely on Giant Squids for the detection job (yes, I will get to
Squids in a moment.) It also cannot fire its rockets at aircraft,
as the turret is designed to target only ground units.
|
GATTLING BOAT |


|
Cost: 800
Prerequisite: Yuri Naval Yard | Psychic Radar
Armor: Light
Weapons: Gattling Cannon
Range: Medium |
| Purpose:
Anti-Aircraft |
|
Number two is the long-awaited anti-aircraft
naval unit. Following his obvious likes and dislikes, this unit
utilizes the familiar Gattling technology to do this. He now
matches the Soviets in obsessive use of a weapon system but
unfortunately as he did correct his earlier flaws in the technology,
this ship comes equipped straight off with a fully-functional
Gattling cannon capable of spraying bullets towards ground and air
targets at faster and faster rates over time. Most of you have
experienced this quite a bit anyway, so I'll just concentrate on the
other information we have:
This Gattling Boat requires a radar structure
before it can be built so it's like our Aegis Cruiser in that regard
but doesn't match up to the Soviet's Sea Scorpion in its new
position on their tech tree. You see that the cost is in-between
these two other ships as well giving you an idea of its power in the
field. Finally, like the Corvette, it boasts an independent turret
which can turn without the rest of the ship body doing the same.
|
GIANT SQUID |


|
Cost: 1000
Prerequisite: Yuri Naval Yard | Yuri Battle Lab
Armor: Light
Weapons: Strong Tentacles
Range: N/A |
| Purpose:
Anti-Submarine | Sneak Attacks |
|
The third addition isn’t technically a brand new
one. Going back to when this war first began you remember when I
talked about the Giant Squid being captured and trained by Soviet
scientists? They might have not been 'Soviet' scientists after all,
rather Yuri's own forces then working for the Soviets using their
mind control powers to improve the suggestibility of the Squid
mind. The fact that the squids have apparently and suddenly
switched sides in a manner that shows either intense loyalty or
simple control makes it obvious that the Soviet scientists never
really had any control over these animals, and it was amazing they
were able to use them against Yuri for as long as they did.
Apart from the apparent defection, the Squid
behaves exactly as it did on the Soviet side, so use the same
tactics you always have.
|
BERSERKER |


|
Cost: 1500
Prerequisite: Yuri Naval Yard | Yuri Battle Lab
Armor: Heavy
Weapons: Chaos Gas Missiles
Range: Extreme |
| Purpose: Siege |
|
As of this point in time, the Boomer no longer
exists. Like the Magnetron/Infernus it has been given a makeover to
a brand new concept. By being tentatively named the 'Berserker' by
Yuri's army you can get an idea as to what this naval unit now
does. Long story short: It is no longer a submarine-type unit; it
instead floats above the water like any other ship. Consequently
its torpedo weapons have been scrapped, so that leaves the original
cruise missile launcher which has undergone a major refit to
transform them effectively into chaos missiles. The range and power
of each missile remains the same, but the Berserker actually fires
two missiles per volley dealing twice the damage in a single round.
The missiles themselves have been refitted to make them smaller and
lighter so they cannot be shot down by anti-missile defense systems
any more. The only way to now counter an attack is by going after
the Berserker unit itself.
I did mention that these are Chaos missiles, as
even after the extraordinary amounts of devastation the missiles
cause, it releases the same type of gas the Chaos Drone leeches
causing nearby units to basically go insane, shooting anything
nearby. The gas eventually dissipates, but be sure to move
surviving units out of the area as quickly as possible.
Even after all of this, Yuri managed to reduce
the cost of this unit by 500 to 1500! Thankfully it is not without
its weaknesses. The rate of fire for this weapon is noticeably
higher than its old missile launcher, and by lacking any proper
short range weaponry it is very vulnerable to our own naval
attacks. So much so that you can guarantee that any smart Yuri
Commander will protect his Berserker forces with other naval units. |