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Yuri's Revenge is the RA2 expansion pack (from Westwood Studios, of course).
It's the biggest x-pack in Westwood history. YR includes over 30 new units
and buildings, most of which are available for a whole new side, Yuri's
Psychic Army. This army is playable in multiplayer and skirmish, and it's
present in the singleplayer campaigns. So RA2 with Yuri's Revenge is the
first C&C game with 3 playable armies. There are lots of other features
as well, including 14 new missions (7 allied and 7 soviet).
STORYLINE
Romanov's plans failed, the
Allies defended the free world. An Allied army chronoshifted into Moscow.
Romanov was captured and brought to justice. His right hand, the psychic
Yuri, was missing and presumed dead. But he was alive and he made a new
plan for world domination, a plan that did not include the Soviets. Yuri
didn't think twice about betraying his old comrades. He secretly built
Psychic Dominators all over the world and set them to go online at the
same time. The Allies only discovered one, the Beacon on Alcatraz. A few
Harriers destroyed its power source, rendering it useless. But the others
went online and the whole world fell to Yuri, except for the San Francisco
area. In that area, Einstein developed a time machine.
If you play with the Allies,
you must first guard your time machine so you can use it to go back in
time to stop Yuri. If you play with the Soviets, you begin with a fleet
that was lucky enough to be in the San Francisco area and you must capture
the time machine so you can go back in time to stop Yuri and at the same
time change the course of the old war.
NEW UNITS & BUILDINGS (Allied
and Soviet)
Robot Tank
This is a light and versatile
Allied tank. Since it's robotic, it's psychic-immune. It's also a hover
vehicle, so it can go over water and it's not affected by radiation. To
build Robot Tanks, you'll need a Robot Control Center (see below). The
Robot Tank is designed as an anti-tank raider, great in packs. It can't
gain veterancy.
Battle Fortress
The Battle Fortress is a huge
Allied tank. It's unbelievably slow and expensive ($2000), but very, very
powerful and well armoured. It can run over tanks and walls, but it won't
get much chance to do that since it's so slow. When you build it, it has
only a machine gun, but you can put infantry inside to make it act like
a multi-gun IFV. Be careful, it can be mind-controlled!
Guardian GI
This infantry unit acts like
a normal GI (but moves slower) until it's deployed. After it's deployed,
it gains the normal armour and range upgrades, but also a totally different
weapon: an anti-tank missile pack. It can fire its missiles at air targets
as well as tanks and it can't be squished (it's uncrushable). The GGI costs
twice as much as a regular GI and it's designed to stop rushes.
Robot Control Center
The RCC is a cheap building
that you need in order to control Robot Tanks. If the RCC is destroyed
or you have low power, the Robot Tanks turn gray and go offline (they're
paralysed). They'll remain inactive until your power goes back online and
you have at least one RCC.
Tanya
She isn't a new unit, of course,
but Tanya has a new ability in YR. She can put C4 on vehicles, just like
on buildings and ships. She is also more powerful, because she's a hero
unit now. You can only build 1 Tanya. Building another one is possible
only if she dies.
Siege Chopper
This is a large Soviet helicopter.
While it's in the air, it can fire a machinegun for self-defense. The machinegun
is also very good against infantry, but only moderately good against other
targets. However, the Siege Chopper can also fire this machinegun at other
air units. You can deploy the Siege Chopper anywhere on land. Once deployed,
it lands and turns into an artillery cannon. In other words, this chopper
is a flying artillery. It has a rather long range, but still slightly smaller
than that of the Grand Cannon.
Boris
He is the replacement for Yuri
in the Soviet arsenal. Boris has an AKM rifle for quick infantry killing
and handling tanks (that AKM is amazingly good against vehicles, as well
as deadly against infantry). His special weapon is a marking laser. This
laser doesn't actually do damage, it marks targets (buildings). While a
target is marked, two MIG fighters (that's right, MIGs) come from outside
the map and bomb the target with missiles. If both of the MIGs get to fire
their missiles, the building will be destroyed, no matter what it is. If
the MIGs get shot down, others will come from outside the map.
Spy Plane
The Soviet Spy Plane from RA1
makes a return! It gives Soviet players a way of scouting the map without
actually sending units. You get a rechargeable Spy Plane "option" when
you build a Radar Tower. It recharges like the American Paratroopers. And
just like the paratroopers, you can send the Spy Plane anywhere. It will
come from outside the map and fly in a straight line. It starts taking
pictures (revealing territory) before it gets to the spot where you sent
it. And after it passes that spot, it keeps revealing for a while. The
Spy Plane is very hard to shoot down.
Industrial Plant
This Soviet building replaces
the Cloning Vats on the Soviet side. When built, the Industrial Plant will
give you a 25% cut in cost on any vehicle you build. It will also reduce
the build time of vehicles by 25%. The Industrial Plant costs a lot, but
it's well worth it. And you need a Battle Lab in order to build it. This
should give the Soviets a good reason to tech up.
Battle Bunker
The Battle Bunker is a very
cheap Soviet base defense. It acts just like a garrisonable civilian building.
It doesn't have its own guns, so you must put Conscripts in it to give
it some machine guns. You can put up to 5 soldiers in a Battle Bunker.
It is designed to stop enemy rushes. Of courrse the soldiers inside can't
be mind-controlled (just like if they were inside a civilian building).
Only the owner of the Battle Bunker can put soldiers inside.
Force Shield
It's a special rechargeable
ability that comes free with a Battle Lab. Any Battle Lab. The Force Shield
can make a few of your buildings invulnerable for about a minute. But it
also drains all your power when it's used. And the power drain lasts longer
than the invulnerability given by the shield!
YURI UNITS
Initiate
The Initiates are Yuri's basic
infantry. Instead of a rifle, they use their mental amplifiers to attack
their enemies with psionic waves. Iniatiates do not mind control
units, they do damage just like normal infantry. They do more damage than
GIs and Conscripts, without having to deploy. But Initiates are also the
most expensive basic infantry: $300.
Brute
This is a mutant infantry unit.
The Brute has huge physical strength, but no weapons. It uses its powerful
fists to crush infantry and smash vehicles and buildings. The Brute is
invulnerable to dogs. Those punches are very dangerous, so it's best to
attack Brutes from a distance. With SEALs, for example.
Virus
Another Yuri infantry, the Virus
is an elite mercenary sniper. She fires a dart gun that only affects infantry.
A dart has a poison that can make a soldier swell up like a balloon, then
blow up, leaving a cloud of poisonous gas that lingers for a few seconds,
damaging nearby units.
Yuri clone
This is just like the old Yuri
from RA2, but cheaper (because it's an essential unit for Yuri's army).
Yuri clones are basic mind-controllers.
Yuri Prime
He is Yuri's hero unit. Yuri
Prime is the ultimate mind freak. He floats around on a platform, so he
can cross both water and land. He can mind control just about everything
- even Miners and buildings! He is especially lethal when used against
buildings, because he can mind-control one, then sell it. Then mind-control
another and so on. The only catch is, you can only make one of him (2 if
you've got Cloning Vats). For all his might, though, Yuri Prime still can't
control more than one unit/building at a time. And he dies just as easily
as you'd expect from an infantryman. Just use Tanya to put a bullet through
his big brain. If he's got a big escort, use the usual anti-infantry units,
but hurry!
Boomer
This and the Amphibious Transport
are Yuri's only naval units. The Boomer is a very powerful (but very expensive)
submarine that can fire twin torpedoes (at naval targets) and long-range
cruise missiles (at land targets). To fire the cruise missiles, the Boomer
needs to surface, making itself visible. It's only vulnerable to air units,
or naval units in great numbers.
Slave Miner
The Slave Miner is Yuri's mobile
refinery. It's a vehicle that must deploy to "activate". Once deployed,
it releases 5 slaves that start collecting ore from the nearest field.
A single slave only carries a small amount of ore. If a slave is killed,
the Miner will make another one for free. If the Miner is destroyed, the
slaves that are out cheer and join the side that destroyed the Miner, as
nearly useless (but fun) shovel soldiers. To move the Slave Miner, you
must undeploy it.
Lasher Tank
The Lasher is Yuri's basic tank.
It's even weaker than the Allied Grizzly, but cheaper and faster.
Mastermind
This is a tank that can mind-control
enemy units. The Mastermind can control an unlimited amount of units, but
it has a problem: If it controls more than 3 of them, the Mastermind will
start to overload, slowly losing health until it explodes. Still, it's
Yuri's most powerful vehicle.
Magnetron
The Magnetron is a strange Yuri
tank. It doesn't have any weapons, but it can magnetically lift enemy vehicles
from the ground. Then those vehicles move through the air towards the Magnetron,
landing next to it. Those vehicles are totally defenseless while in the
air. The Magnetron can also use its magnetic beam to attack buildings from
a great distance.
Chaos Drone
The Chaos Drone is a fast unit
designed to spread... chaos, obviously. It can release a gas over a wide
area. This gas doesn't actually do damage, but it drives enemy units crazy,
making them shoot whatever is closest to them. The effect is only temporary,
but the Chaos Drone can of course spread some more gas. However, there's
no guarantee that the affected enemy units will attack only their friends.
They will attack anything.
Gattling Tank
A very useful unit, the Gattling
Tank is one of Yuri's best vehicles. It can fire its gattling guns at both
air and ground targets. The longer the guns keep fireing, the faster they
spin. So their rate of fire is increased. This means that if a battle lasts
longer, the Gattling Tank fires faster. It's great against infantry and
air units.
Floating Disk
It's a medium-speed aircraft
similar to a UFO. It has an energy-draining transport beam that can be
fired at enemy power plants. While the beam is on, the Disk drains the
power of the enemy base. The beam can also be fired at enemy Refineries
to steal money, or at base defenses to de-activate them. The Floating Disk
also has a weapon: a laser gun. The laser can fire at both ground and air
targets. It's not very good, but not that bad either.
YURI BUILDINGS
Yuri Barracks
Just like any other barracks,
it trains infantry. Other than that, it looks like Yuri's head...
War Factory
It builds Yuri's vehicles, of
course. It's a very important structure and a great target for superweapons.
Sub Pen
This is Yuri's naval building.
The Sub Pen builds Yuri's naval units (both of them).
Gattling Cannon
It's one of Yuri's defensive
turrets. It can fire at both land and air tagets with its gattling guns.
The longer it keeps fireing, the faster it fires (just like the Gattling
Tank). It's best against infantry and air units.
Psychic Tower
The Psychic Tower automatically
mind-controls up to 3 enemy units that enter its range. It's especially
dangerous if it's got a Grinder nearby.
Bio Reactor
This is Yuri's basic power plant.
It also provides an interesting way for Yuri to get extra power for his
bases. The Bio Reactor can "store" up to 5 infantry units in its glass
tubes. The soldiers are drained of their energy, which is transferred to
the base as power. With all the 5 tubes "occupied", the Bio Reactor gives
you a lot more power. The units inside the tubes don't die, they come out
if the Bio Reactor is destroyed or sold.
Tank Bunker
This new Yuri building doesn't
cost much. After you build it, it looks just like a platform that doesn't
"do" anything. But you can send a tank on it. When the tank is on the platform,
walls come out of the ground around the platform to protect the tank. The
tank inside this bunker can fire over the bunker walls even if it can't
fire over normal walls. However, the enemy units outside must destroy the
bunker first in order to get to the tank. Of course, the tank inside can't
move without leaving the bunker. Tank Bunkers are designed to stop rushes.
And the tanks inside can't be mind-controlled.
Grinder
Ever wished you could sell your
units? The Grinder lets you do just that. It processes units for money.
Vehicles will give you back the same amount that was spent on them, while
infantry will give you only half the money you spent.
Genetic Mutator
The Mutator is Yuri's "lesser"
superweapon. When it's charged, it can activate a mutation field anywhere
on the map. This "mutation field" (as I call it) has a pretty large radius
and it turns all enemy (or civilian, or even friendly) infantry within
that radius into Brutes. The player that fired the Mutator then controls
the Brutes. All non-human infantry (like dogs) die instead of turning into
Brutes. This is especially dangerous if it's used on an army that has a
mix of tanks and infantry.
Psychic Dominator
This is Yuri's "greater" superweapon.
When charged, it can fire on any place on the map and it affects a large
area around that place. It has an effect similar to the Nuclear Missile
on buildings and units further away from the epicentre (but it doesn't
leave radiation and the "explosion" looks like a round cloud with Yuri's
face painted on it). All the enemy units close to the epicentre are instantly
mind-controlled permanently by the player that fired the Dominator. Units
inside buildings and psychic-immune units are not affected by the mind-control
effect, but they're affected by the blast.
Psychic Radar
This is Yuri's radar building.
Besides providing him with radar, it will also act like the old Psychic
Sensor (which the Soviets lost when Yuri defected). And there's more: The
Psychic Radar gives Yuri the Psychic Reveal ability. It charges for free,
taking a few minutes to recharge once you used it. The Psychic Reveal uncovers
a medium-sized area anywhere on the map, so you can see what's there.
Cloning Vats
The Cloning Vats changed sides
from the Soviets to Yuri. |