Command & Conquer - Red Alert 2 - Yuri's Revenge
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COMMAND & CONQUER
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Yuri's Revenge
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Copyright 2006 - Staley, Deuce ex Defcon. Any site that wishes to host any of
my guides is free to do so, provided you contact me prior to posting the
guide(s), as I like to know where they're being used.
I cannot guarantee any site other than GameFAQs will always have the most
current form of my guides, so if there's ever any doubt, always check GameFAQs.
If you find an outdated form of any of my guides on any other site(s), please
contact me, and I will contact the site(s) to get it updated.
All questions, comments, and so forth concerning this guide can be posted on my
site here:
http://thebrink.us/boards
Or if you're not fond of message boards, please feel free to email at
deucestaley@gmail.com or try me on AIM (Deuce ex Defcon).
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| ========================= |
| | CONTENTS | |
| ========================= |
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0.00) General Notes
1.00) Walkthrough
1.10) Allied Campaign
1.11) Operation: Time Lapse
1.12) Operation: Hollywood and Vain
1.13) Operation: Power Play
1.14) Operation: Tomb Raided
1.15) Operation: Clones Down Under
1.16) Operation: Trick or Treaty
1.17) Operation: Brain Dead
1.50) Soviet Campaign
1.51) Operation: Time Shift
1.52) Operation: Deja Vu
1.53) Operation: Brain Wash
1.54) Operation: Romanov on the Run
1.55) Operation: Escape Velocity
1.56) Operation: To the Moon
1.57) Operation: Head Games
2.00) Units
2.10) Allied Units
2.20) Soviet Units
2.30) Yuri Units
3.00) Structures
3.10) Allied Structures
3.20) Soviet Structures
3.30) Yuri Structures
4.00) Countries
7.00) End
7.01) Version History
7.02) Closing
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| ----------------------------------------- |
| | 0.00) General Notes | |
| ----------------------------------------- |
=============================================================================
First, it's worth noting that this guide was written for Hard mode, which is
significantly more difficult than Easy or Medium mode. If some of my
suggestions and comments in the guide seem unreasonable, it's probably because
you're not playing on Hard mode.
Next, I'll cover some of the most important keyboard/mouse functions. If
you've played at least one or two other RTS games before, most of these will
probably be familiar already, but if not, you should defintely familiarize
yourself with them.
-----
X
-----
- The X key will make your units scatter, making them harder to hit. If you
get into a fight on equal footing (like Rhino on Grizzly, or Grizzly on
Grizzly, et cetera), whoever scatters the best is most likely going to win.
Of course, this is only necessary if you're playing a real person instead of a
computer, but still.
-----
S
-----
- The S key will stop the last command you gave to the units you currently
have selected. This is great for when you realize you just sent something
somewhere stupid, or if you want to stop force-firing on something.
-----
H
-----
- Pressing this will center your screen on your primary Construction Yard.
This is useful when you don't have radar and accidentally bump your mouse or
something.
-----
A
-----
- If you have a unit that isn't yours selected, pressing the A key will allow
you to ally with that computer/human player, preventing your units from
automatically attacking each other.
-----
T
-----
- Select a unit, then press the T key. All units of that type currently
visible on the screen will now be selected. Handy, eh? Try double-pressing
the T key. Now all units of that type anywhere on the battlefield will be
selected. This is another absolute must-have feature for any serious player.
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Ctrl+Left Click
---------------
- Hold down the Control key, then left click on something to make your
selected unit(s) force-fire on a target, even if it's a friendly unit,
building, or just bare ground. This is a great way to purposely destroy
bridges, and it's a great way to deal with units that get Terror Drones in them
too far from a repair bay.
--------------
Alt+Left Click
--------------
- This is similar to Force-Fire, only instead of firing, it'll force your
selected unit(s) to move to the desired location. The main reason you'll want
to use this command is for smashing infantry - tell a vehicle to force-move on
an infantry unit, and it'll actively try to run the unit over.
--------
Ctrl+1-9
--------
- Hold down the Control key, then press one of the number keys from one to
nine. Anything you had selected at the time will now be in a group that
corresponds to the number you pressed. When you let go of that selection,
pressing the corresponding number key again (without Ctrl this time) will
automatically resellect those units. This is an absolute must for efficient
combat, especially in online games. Note that double-pressing the number key
for a group will not only resellect the units, but also center your screen on
the group's current location.
=============================================================================
| ----------------------------------- |
| | 1.00) Walkthrough | |
| ----------------------------------------- |
| | 1.10) Allied Campaign | |
| ----------------------------------------- |
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.11) Operation: Time Lapse | |
| | | |
| ----------------------------------------- |
=============================================================================
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Mission Objectives Location: San Francisco, California
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1) Capture Power Plants to power the Time Machine.
- There are eight lightly guarded civilian power plants in the city. You'll
need to capture several of them to get your base out of lower power status.
2) Defend the Time Machine.
- Einstein's Time Machine must not be destroyed by the Soviets (or Yuri).
3) Destroy the Psychic Dominator on Alcatraz.
- Have Tanya swim over there, take out the dogs and soldies, then shoot the
barrels to gain access to the Dominator. Detonate it, and the mission's over.
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Walkthrough
-----------
Gather a group of Grizzlies and your Mirage Tanks, then head for the south-west
corner of the map. Wipe out Yuri's forces around the lower two groups of power
plants, then move east and north to finish off the rest of Yuri's forces. When
the city is clear, use Engineers to capture the power plants until your base is
no longer low power.
Now that the Time Machine is active, you'll be thrown back in time to the time
of the first Soviet attacks. Use your Grand Cannons to shred the Soviet fleet
in the bay, and use a group of Guardian GIs to take care of the Kirov. When
most of the city is clear, Tanya will show up. Have her swim to Alcatraz, but
watch out for any ships that might still be roaming the water.
Take care of the dogs and soldiers on the island, then shoot the barrels next
to the fence to gain access to the Dominator. Detonate it to end the mission.
=============================================================================
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| | | |
| | 1.12) Operation: Hollywood and Vain | |
| | | |
| ----------------------------------------- |
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Mission Objectives Location: Los Angeles, California
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1) Destroy all Grinders in the city.
- There are only four, and they're not exactly well-defended. A few Prism
Tanks will take care of all of them.
2) Destroy all Yuri buildings.
- This map is considerably larger than it looks... you'll have to sweep the
city as well as the hills for all of Yuri's base structures to complete the
mission. Thankfully, he tends to surrender once you get him fairly worn down.
-----------
Walkthrough
-----------
The only hard part about this mission is keeping your base protected long
enough for you to get a group of eight or nine Prism Tanks. The computer will
send in waves of Lashers, Gattling Tanks, Initiates, and Yuri Clones pretty
much right from the start, so you'll need to move fast. Use the five GIs you
start with to move west, where you'll find a civilian to add to your forces.
Garrison the large building next to the road blocks with your GIs, and deploy
the Guardians below and to the left of the building, near the ore fields.
After you've placed your first power plant, build an ore refinery and a
barracks, then an Air Force Command HQ. The two areas you'll want to protect
the most are the top of your base and the west side - line them both with two
or three Prism Towers. Once you've got a good foot hold, build the rest of
your base and crank out a group of Prism Tanks (eight or more, preferably).
Take the tanks east along the bottom of the map to find the first Grinder,
which is hardly defended. Demolish it, then collect the money crate it drops.
Continue north to find a tech machine shop - capture it with an Engineer, and
your vehicles will be automatically repaired. Continue north to the next
Grinder, then head west to find the other two. As you move through the city,
keep your eyes peeled for Yuri Clones. If one takes over a Prism Tank, the
others will fire at it, which can completely obliterate your pile in a matter
of seconds. Also be on the lookout for garrisoned buildings.
With the Grinders out of the way, you're free to move north and finish off the
rest of Yuri's forces. Once you get him worn down, he tends to sell the rest
of his buildings, which will end the mission.
=============================================================================
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| | | |
| | 1.13) Operation: Power Play | |
| | | |
| ----------------------------------------- |
=============================================================================
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Mission Objectives Location: Seattle, Washington
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1) Destroy Yuri's Nuclear Silo.
- It's in the upper-left corner of the map, and it's not even really all that
well-defended. A Grizzly rush in the first few minutes will take it out,
especially if you use the lightning storm a few times first.
2) Liberate the MassiveSoft campus.
- If you clear out Yuri's forces around MassiveSoft's campus, the owner will
leave money crates outside the main building for you.
-----------
Walkthrough
-----------
Send the two Engineers near your starting location to the oil derricks in the
south-west to capture them, then train two Snipers and build as many Grizzlies
as you can afford. Ignore your forces in the other parts of the city for now.
Put the Snipers in the two IFVs near your barracks, then gather your Grizzly
pile. Head directly north and assault the power plant there, using your
Sniper IFVs to take care of the Yuri Clones and Virus units there. Mop up the
vehicles with your Grizzlies, then capture the power plant with an engineer.
By now, the first nuclear missile/lightning storm are probably ready. Yuri
will almost certainly hit one of your two power plants on the right side of the
city, so don't worry about it. Use your lightning storm to obliterate the
forces around one of Yuri's power plants to the west. Move your tanks and
Sniper IFVs over there and take care of any survivors, then head north towards
Yuri's base. (Watch out for garrisoned buildings - they can shred entire
columns of tanks in seconds.)
Yuri's base will be a cakewalk, but make sure you stay on the western side of
the map to avoid more garrisoned buildings. Blast a whole in the wall, then
use your Grizzlies to destroy the silo.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.14) Operation: Tomb Raided | |
| | | |
| ----------------------------------------- |
=============================================================================
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Mission Objectives Location: Egypt
------------------
1) Destroy Bio Reactors around Great Pyramid to rescue Einstein.
- The pyramid is surrounded by walls, and gattling cannons and psychic towers
are guarding it. Take out all of the power plants inside the walls, and
Einstein will exit the pyramid.
2) Destroy Yuri's base.
- All of Yuri's buildings and units must be destroyed before the mission will
end.
-----------
Walkthrough
-----------
As soon as you have control of your forces, send Tanya north towards the water,
then slightly east towards the pyramid where Einstein's being held. There's a
single barrel next to the wall on the south-west side; shoot it, and a hole
will be made in the wall. Tanya is immune to mind control, so send her in and
take out all of the Initiates in your way. Destroy the ring of power plants,
and Einstein will exit the pyramid.
You'll have two minutes to use the dominator before it detonates. Scroll over
to the far eastern base and use it on the cluster of Lasher tanks in the
middle of the base. Everything nearby will be destroyed, and you'll gain
control of the Lashers. Use them to destroy anything you can, though they'll
likely be toasted by Initiates before they can do too much damage.
Meanwhile, focus on defending your base with your four Tank Destroyers. Once
you have a barracks, place two pill boxes on the north-western side of your
base and two more on the east side to stop the Engineers and Yuri Clones from
reaching you. Try to get a few harvesters running as soon as possible, but
your primary source of funds will be the oil fields to the east.
Send Tanya down to the oil fields and have her clear out the Initiates and
Lashers in there. Once it's clear, send her to the bridge to the east and
detonate it via the repair hut. Use your chopper to send five Engineers over
there, and you'll have all the money you'll need.
Build a Battle Lab, then start building a group of Prism Tanks while you build
a Chronosphere. After you place the Chronosphere, build a Spy Satellite. When
the Chronosphere's charged, chronoshift a group of nine Prism Tanks north of
the eastern base. Since Prism Tanks can shoot over walls, they'll be able to
shred the base with minimal effort.
All of Yuri's forces and buildings must be destroyed before the mission will
end, so you might have to hunt some stragglers down. Don't forget the miners
in the north-west, and comb the trees to the south if you're having trouble
finding some well-hidden units.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.15) Operation: Clones Down Under | |
| | | |
| ----------------------------------------- |
=============================================================================
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Mission Objectives Location: Sydney, Australia
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1) Find and destroy Yuri's Cloning Vats.
- The vats are inside a small base. All you have to do is destroy them to
complete this part of the mission, but since you'll have to destroy everything
else for the second objective, you might as well cause as much damage on your
way down there as possible.
2) Destroy Yuri's remaining forces.
- Just like the last mission, all of Yuri's forces and buildings must be
destroyed before the mission will end. Thankfully, the computer tends to
evacuate its garrisoned buildings and send everything at you once you destroy
enough of its stuff.
-----------
Walkthrough
-----------
Despite the urgency of the openning scene, the Boomers aren't really much of a
threat. Build another Destroyer or two if you're paranoid, but it's not really
necessary. Instead, focus on defending the right side (and bottom) of your
base. Garrison the hotel near the ore field with some GIs as fast as you can,
and it should take care of most of Yuri's forces for several minutes. Move all
of your remaining units west towards your shipyard - if you keep them on the
east side of your base, Yuri Clones can easily grab them and cause trouble.
Build yourself up the tech tree until you can get an ore purifier, which you
should try to do as quickly as possible. After that, build a Battle Fortress
and stick a Seal and four Guardian GIs in it. It'll be able to defend your
base for the rest of the mission unless you let a Yuri Clone get too close to
it. If you're worried about that, just crank out a few Rocketeers - Yuri won't
send any anti-aircraft units at you, so Rocketeers will have free reign.
Once your defenses are stable, start pumping out Prism Tanks. You can easily
finish the mission with six of them, but make sure you don't accidentally let
one get taken by a Yuri Clone while you're building the rest of them. Once
they're ready, start moving south through the city. Keep your eyes peeled for
Yuri Clones and Chaos Drones, and make sure you take out every garrisoned
building you come across. I recommend you actually level the buildings
entirely, too, since units can hide behind them if you don't.
You'll encounter a tech hospital in the south-west corner, so destroy it. Move
farther to the east to find the airport, then destroy it to stop Yuri's
paratrooper reinforcements. Continue moving to the east, and you'll find
yourself underneath Yuri's base. Target units first if you see any, then
destroy the base completely. Once you destroy the cloning vats, you'll be told
to destroy the rest of Yuri's forces.
Continue moving your Prism tanks around the map, destroying anything you
encounter along the way. If you hunt down all of Yuri's buildings, he'll often
evacuate all of the garrisoned buildings and send his Initiates at you in one
final suicide rush. This is the fastest way to finish the mission, so move
north towards the water to take out the smaller base.
Once you've cleaned all of Yuri's forces from the map, the mission will be
complete.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.16) Operation: Trick or Treaty | |
| | | |
| ----------------------------------------- |
=============================================================================
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Mission Objectives Location: London, England
------------------
1) Defend Parliament from assault.
- Yuri will send forces from all three bridges. If the Parliament building is
destroyed, you fail. Keep an Engineer behind it just in case you need to fix
it in a hurry.
2) Destroy Yuri's base.
- After a while, the Soviets will send forces to join you in your assualt on
Yuri's base. Use their boats to go up the river and destroy Yuri's shipyard
before it can produce more Boomers, then send a group of Prism Tanks to finish
off the rest of the base.
-----------
Walkthrough
-----------
Deploy your MCV and start building a power plant. Send your ten GIs into the
empty building near your starting position, then place an Engineer behind that
building as well as one behind the Parliament building - these will allow you
to repair the buildings quickly should it become necessary.
As you build your base, make sure you spread the buildings out as far east as
you can, and try to get a power plant or something right between the Parliament
building and your garrisoned building so you'll be able to build base defenses
above them. The garrisoned building can pretty much handle everything on that
side, so focus your attention on the middle and the east.
Two Prism Towers and two pill boxes between the garrisoned building and the
Parliament building should handle everything that comes across the bridge as
well as anything that manages to survive long enough to get past the garrisoned
building. Don't worry about anti-aircraft defenses - use a Battle Fortress
with five Guardian GIs in it for that (in fact, two of them is probably a good
idea).
Three Prism Towers is more than enough to defend the east side of your base,
but make sure you place them far enough to the east so they'll be able to hit
anything in range of the Parliament building.
By now, Yuri is probably launching his first attack. If you managed to get
your base set up properly, the only thing you'll need to do for the next
several minutes is sit back and watch things get blasted, though you should
keep an eye on the Parliament building's health as well as the health of your
garrisoned building. Repair any Prism Towers and pill boxes that happen to get
damaged, and be ready to send your Battle Fortresses towards Big Ben (the clock
tower) when you hear the warning about the UFOs.
Yuri's Floating Discs can cause a ton of damage incredibly fast, and they can
disable your power while they're at it. A Battle Fortress fully loaded with
Guardian GIs should make short work of them, but make sure you don't
accidentally let a Mastermind or a Yuri Clone take control of one of them.
Eventually, Soviet reinforcements will show up on the river, and you'll be able
to use them to finish off Yuri's base. Deal with the Boomers in the water,
then head up the river and destroy the shipyard before it makes more Boomers.
You can fire Dreadnought rockets at the base if you'd like, but you can destroy
it a lot faster with a group of Prism Tanks. Make sure you bring at least one
of your Battle Fortresses along too, or a Floating Disc could easily wipe out
your entire group of Prism Tanks.
Destroy all of Yuri's stuff on the map, and the mission will end. Luckilly, he
tends to sell all of his stuff and rush you after you cause a good deal of
damage to his base.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.17) Operation: Brain Dead | |
| | | |
| ----------------------------------------- |
=============================================================================
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Mission Objectives Location: Antarctica
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1) Build a Soviet Radar Dish.
- Before you do this, you'll want to make a few preparations. Mostly, you'll
want to build about six flak cannons on the south-east corner of your base.
Shortly after you build the radar tower, Yuri's going to start sending pairs of
Flying Discs at you.
2) Destroy the Psychic Dominator in Antarctica.
- It's in the far south-east corner. To avoid constantly getting your units
taken, this should be your first target once the Allied MCV arrives. You can
destroy it with your nuclear missile and your lightning storm, so just don't
build any units until you've destroyed the dominator.
3) Destroy all Yuri forces.
- The whole place is crawling with Yuri stuff. Wiping it out can be a slow
process, but with the help of the lightning storm, nuclear missile, Iron
Curtain, and the Chronosphere, you can slowly chip away at Yuri's forces before
launching a full scale assault.
-----------
Walkthrough
-----------
Take the power plant and the construction yard with your Engineers, then start
building an ore refinery. Send two of the other Engineers to the west - you'll
find an oil derrick and a tech repair shop over there. When you place the
ore refinery, avoid blocking any of the exits to your base. Start building a
barracks and then some battle bunkers. Place a bunker at the top, right, and
bottom of your base, then fill them with Conscripts. This will be your primary
line of defense against the constant small attacks throughout the mission.
Before you build the radar tower, make sure you take the time to build a group
of about six flak cannons on the south-east corner of your base. Yuri's going
to start sending pairs of flying discs at your base shortly after you place the
radar tower, so you'll want to be well prepared. You might also want to
consider sitting back and letting your ore miners collect a large surplus of
credits before you place the radar tower, which will make the next part of the
mission a little less stressful.
Shortly after you place the radar tower, some reinforcements will be
chronoshifted to Antarctica, including an Allied MCV. You'll need a lot of
power, so as soon as you place the radar tower, build a Soviet Battle Lab
followed by a nuclear reactor. Deploy the Allied MCV as soon as it arrives,
then start putting down a powerful defensive wall on the east side of it. I
suggest you use Grand Cannons rather than Prism Towers, since Grand Cannons
have much larger range as well as area damage.
By now you've probably noticed that there's a genetic mutator and a psychic
dominator counting down. If you have any infantry on the map, make sure they
aren't inside your base where they can do any damage - stick them outside so
they'll have to go through your base defenses when the mutator goes off.
Except for the vehicles you received with the Allied MCV, you should refrain
from having any vehicles until after you've destroyed the psychic dominator.
With that in mind, start building a nuclear missile, then build up your Allied
tech tree until you can build a weather control device. Use your nuclear
missile and your lightning storm to take out the psychic dominator, then use
them to take out the genetic mutator later if you want to use infantry for any
reason.
With the mutator and the dominator out of the way, you're basically free to
finish the rest of Yuri's forces off however you'd like. You can create some
fairly devastating attack forces with Allied and Soviet forces, but keep in
mind that you'll be facing Yuri Clones, Masterminds, and Psychic Towers, so
you'll want to make sure you have a force that either isn't vulnerable to mind
control or has the range to kill things outside of mind control range. Prism
Tanks are probably the easiest method, though Kirovs will also work if you
have the patience to use them.
Also, don't forget about your Chronosphere. You can use it to chronoshift
clusters of enemy units into the water to get rid of them if you want, or you
can do something much more productive with it - build some IFVs and train some
Crazy Ivans (make sure the genetic mutator is gone first), then stick the Ivans
into the IFVs. They turn into miniature nuke trucks, and if you chronoshift
several of them into the middle of part of Yuri's base, the damage can be quite
impressive.
Anyway, deal with Yuri's base and his forces in whatever way amuses you the
most, and when all of his stuff's been destroyed, the Allied campaign will be
over.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.51) Operation: Time Shift | |
| | | |
| ----------------------------------------- |
=============================================================================
------------------
Mission Objectives Location: San Francisco, California
------------------
1) Destroy the Allied Navy and Grand Cannons.
- Use your Dreadnought to take care of the pair of Grand Cannons, then use
your Typhoons and Sea Scorpions to handle the carriers and destroyers.
2) Destroy Pill Boxes around Time Machine to capture it.
- Boris and the Tesla Troopers can easily handle the Allied forces in the
city, especially if you capture the hospital slightly south of your starting
position. Move all the way to the south-east corner of the map and destroy the
pill boxes around the time machine with Boris.
3) Capture 4 Power Plants to Power Time Machine.
- Use the other two engineers you started with to take two of the western
plants before taking the time machine, then use your reinforcement engineers to
take the two plants closest to the time machine.
4) Take Control of Soviet Base and use it to Destroy the Psychic Dominator.
- Move west towards the Soviet base, then clear out the Lashers and gattling
cannon north of the base to allow a transport to come in from the water. Send
Boris north to Alcatraz, slaughter the Initiates there, and use an airstrike
to destroy the Psychic Dominator.
-----------
Walkthrough
-----------
Send Boris, your Tesla Troopers, and your Engineers south-west until they walk
up an incline. Blast the Allied forces that're in your way, then capture the
closest two power plants and the hospital. Make sure there aren't any more
Grizzlies or infantry in the area that might destroy your buildings, then move
south-east towards the time machine.
Clear out the infantry around the two power plants closest to the Allied base,
then use Boris to wipe out the forces on the outside of the base's fence.
Boris can also use an airstrike to destroy pill boxes, which is what you
should do to get rid of the six that're guarding the time machine (two on the
outside of the base, four right next to the time machine).
A cluster of Engineers will be paradropped next to the base once you've
destroyed the pill boxes. Immediately send two of them to the two closest
power plants, and the time machine will be ready before Yuri's forces can even
do anything in the city.
When you arrive in San Francisco again, move west towards the Soviet base. Use
your Rhino pile to destroy the Lashers and gattling cannon north of the base,
then move a transport onto the shore and load Boris into it. Take the
transport north to Alcatraz, then have Boris eliminate the Initiates around the
Psychic Dominator. Call in one final airstrike on the Dominator itself, and
the mission will be over.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.52) Operation: Deja Vu | |
| | | |
| ----------------------------------------- |
=============================================================================
------------------
Mission Objectives Location: Black Forest, Germany
------------------
1) Destroy the outposts guarding the German boarder.
- Immediately use your V3s to destroy the barracks buildings in the outposts,
or they'll continue building infantry. The tank destroyers in the southern
outpost should be your primary concern, but once they're destroyed, you should
be able to handle the rest of the Allied forces easily.
2) Destroy Einstein's Laboratory and Chronosphere.
- The base around the lab is defended extremely well. An approach from due
north with seven Kirovs will just barely manage to survive long enough to
destroy the lab and Chronosphere. The other option is to send a wave of
Apocalypse Tanks into the south-east entry, which is covered by Prism Towers
and tons of vehicles.
-----------
Walkthrough
-----------
The southern outpost should be your primary concern, since there're three tank
destroyers in there that'll attack your forces after a few seconds. Empty your
Flak Tracks to increase your fire power, then use your V3s to take out the
outposts. An MCV will arrive once they're destroyed, so send all of your
forces into one pile in the north.
Allied forces will begin attacking you instantly, so have everything ready in
front of your MCV. Deploy it and begin building your base. Battle Bunkers
with Conscripts in them will work well as your primary defense, so don't bother
with Tesla Coils unless you really want to for some reason. Keep in mind that
the Allies will use pretty much every unit and every strategy in the book,
though. Be prepared to defend against Mirage Tanks, Battle Fortresses, Prism
Tanks, Harriers, Grizzlies, infantry, choppers with Seals and Engineers in
them, spies, and so forth.
It's not necessary to wipe out the central Allied base, so don't bother with it
unless you want to. Instead, go around it to either the north or the south and
approach the base around Einstein's lab. The two easiest methods of assault
are Kirovs (you'll need seven or more, best approach is from the north-west) or
Apocalypse Tanks (you'll need, oh, twenty or so of them, approaching from the
entry in the south-east).
An important thing to keep in mind throughout this entire mission is that the
Allies have Mirage Tanks, and your forces won't automatically target them even
if they're being slaughtered by them when you're not looking. You should
always keep your eyes on your tanks, or you'll lose them left and right.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.53) Operation: Brain Wash | |
| | | |
| ----------------------------------------- |
=============================================================================
------------------
Mission Objectives Location: London, England
------------------
1) Destroy the Psychic Beacon.
- Before you do this, you should make some preparations for the second part of
the mission. See the walkthrough for more information.
2) Destroy the Psychic Dominator.
- It's guarded by a mess of gattling cannons, so you'll want to take down the
power plants first. Once the power's low, Boris can move in for an airstrike.
3) Finish off Yuri's forces.
- Boris, Tanya, and some other infantry could handle this if it wasn't for the
ore miners. Retreat to your base once Yuri sells, then use your vehicles there
to finish off the miners and any other units that managed to survive.
-----------
Walkthrough
-----------
Garrison one of the healthy structures directly north of your base with five of
your Conscripts, then send your transport into your base. Move an Engineer due
east of your base along the bottom of the map, and train a replacement for him.
Send Boris and the three Rhinos to the east too, then slowly follow the path of
civilians that're marching to the Grinder. The Engineer you moved should
eventually find an abandoned Allied Ore Refinery, so capture it to collect
extra funds.
Use Boris and the Rhinos to take care of the two gattling cannons near the
Grinder, then attack the power plant north of it to make Yuri send some Lashers
and gattling tanks at you. Deal with them, then finish off the power plant and
destroy the grinder. Pick up the money crate it leaves behind, then capture
the oil derricks with Engineers.
Train eleven Tesla Troopers and send them into the transport with Boris. Head
back to the water and move to the south-west corner, where you'll find a small
ramp leading back onto the shore. When you move the transport up the ramp,
you'll be warned that there's a sniper in the area. Use the transport to run
it over, then empty out Boris and the Tesla Troopers. Move north to see a Seal
blow the bridge, then fight off the IFVs and Grizzlies.
Send Boris north up the west edge of the screen, where he'll have a clear shot
at the beacon (watch out for GIs in the area, though). When the airstrike
destroys the beacon, all of the Allied forces in the area will be under your
command.
Gather Tanya, Boris, the Tesla Troopers, and any GIs/Guardians in the base,
then move north-east through the city towards Yuri's base. Use the infantry
units to take care of the gattling tanks, and use Boris to deal with the three
gattling turrets around the north-west entrance to Yuri's base. With the
turrets destroyed, send all of your infantry (including Tanya and Boris) into
the base and start knocking out Yuri's power plants. You can easily stop the
dominator from going off, but before you destroy it, retreat everyone except
Boris from the base.
When you're ready, have Boris call in an airstrike on the dominator, then have
him run away as soon as it's destroyed. Yuri's going to sell all of his stuff,
and the resulting infantry rush will be hard to handle thanks to the nearby
ore miners. Wait for Yuri's forces to come to your base, then let your
defenses and vehicles handle them.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.54) Operation: Romanov on the Run | |
| | | |
| ----------------------------------------- |
=============================================================================
------------------
Mission Objectives Location: Morocco
------------------
1) Locate Premier Romanov and protect him.
- He's in a building with a red roof in the south-east corner of the map.
When you get near the building, he'll exit it, so make sure none of the other
buildings in the area are garrisoned.
2) Destroy Yuri's base guarding the airport.
- With such a small and well-defended entrance, this won't be easy. Luckilly,
Yuri's not too smart when he mind controls demo trucks. Send a group of five
or six of them directly towards the two Psychic Towers, and Yuri will use the
first one he takes to blow up the rest of them. The resulting blast will shred
the defenses, allowing you to move tanks in and finish the job.
3) Take Romanov to the airport once it is safe.
- Once Yuri's airport base is destroyed, move Romanov into the area to finish
the mission. You don't even need to capture the airfield with an Engineer.
-----------
Walkthrough
-----------
Most of Yuri's attacks will come from the north-east approach to your base, so
build a few Battle Bunkers up there as you build the rest of your base. Make
sure you defend the south-east and north-west approaches, too.
There's a fairly weak base north of your starting position that you can
decimate with a few demo trucks, so make that your first priority. The square
of civilian buildings in the middle of the map should be your next target, and
demo trucks will work wonders there too.
The entrance to the airport base is well-defended by gattling cannons and a
pair of Psychic Towers. V3s and Apocalypse Tanks will work in large enough
numbers, but it's not really necessary. Instead, build another five or so demo
trucks, then send them in a tight clump directly at the towers. When Yuri
mind-controls the first few, he'll attack the others with them, resulting in an
explosion powerful enough to knock out both towers (and usually the gattling
cannons, too).
With the towers and cannons out of the way, you can finish off the rest of the
base with a few Apocalypse Tanks. Once the entire airport base has been
destroyed, move Premier Romanov near the airport, and a chopper will arrive to
fly him to safety.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.55) Operation: Escape Velocity | |
| | | |
| ----------------------------------------- |
=============================================================================
------------------
Mission Objectives Location: An uncharted island in the Pacific Ocean
------------------
1) Pick a landing zone and construct a base.
- I suggest the south-east spot. Move your Typhoons, squids, and Scorpions
south to clear the Boomers out of the way, then move the transports and
Dreadnoughts down there. Land and deploy your MCV somewhere far from the cliff
wall to the west (so things can't shoot it from up there).
2) Locate and destroy Yuri's Submarine Pen.
- Locating it is pretty easy - it's just a little north-east of the entrance
you were shown at the start of the mission. Four Kirovs approaching from the
south-west will have no problem destroying it, assuming you go directly for it
and ignore everything else. Bring more than four if you want to make sure you
destroy it, though.
3) Finish off all remaining Yuri forces.
- Once the sub pen is destroyed, Yuri will sell everything and rush your base
with all of his forces. Prepare yourself before you send the Kirovs to the sub
pen. A few extra Kirovs force-firing on the thin path Yuri's forces will have
to take to reach you will slaughter almost everything, and a few Apocalypse
Tanks can handle the rest. There'll be about two dozen Boomers, too, but don't
bother with them - you don't need to destroy them to win.
-----------
Walkthrough
-----------
The south-east landing zone has the shortest approach to the sub pen for your
Kirovs, so I suggest you land there. Move your Scorpions, squids, and Typhoons
south and eliminate the Boomers between your starting position and the landing
zone, then move your Dreadnoughts and transports down there. Empty the
transports onto the shore, but make sure you stay away from the cliff wall to
the west - enemy units will attack you from up there if you get too close.
Build your base (and remember to keep it away from the cliffs) as fast as you
can, and move your Conscripts and vehicles west along the southern edge of the
map. You'll notice there're three oil derricks in this area, so take them as
soon as possible. Build two Battle Bunkers west of the south-west derrick, and
they'll be able to handle all of your defense for the first part of the mission
as long as you repair them periodically.
The easiest way to finish this mission is to make Yuri come to you, which you
can do by destroying the submarine pen (which will cause him to sell everything
and attack you instantly). Four Kirovs approaching from the south-west entry
you were shown earlier is all you'll need, but you should probably bring five
or six to make sure you don't fail. Keep another two of them slightly west of
your bunkers, too, and have them force-fire on the path Yuri's forces use to
get to your base. They'll severely thin out Yuri's final rush later.
When you have the Kirovs in position and you've built a few Apocalypse Tanks as
a fail-safe, go ahead and send the Kirovs in to blast the sub pen. Once Yuri
sells his buildings, keep a close eye on your defenses. All you have to do is
survive the rush, and the mission will be over (you don't even need to kill all
of the Boomers).
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.56) Operation: To the Moon | |
| | | |
| ----------------------------------------- |
=============================================================================
------------------
Mission Objectives Location: The Moon
------------------
1) Find a location to build a base.
- There's a flat spot a little to the right of your starting spot that'll work
just fine.
2) Locate and Destroy Yuri's Lunar Command Center.
- Easier said than done. You'll need to use Apocalypse Tanks, but Masterminds
and Pyschic Towers will make that a little dangerous. You'll want to bring
some Cosmonauts along to take care of the towers, but you'll have to clear out
the gattling turrets before you can use the Cosmonauts. I suggest approaching
the command center from the very north-west corner of the screen (more on that
in the walkthrough).
3) Destroy Yuri's remaining base.
- All of his buildings must be destroyed before the mission will be complete.
-----------
Walkthrough
-----------
Move your forces east and deploy your construction yard when you reach the flat
area by the lunar module. Your first concern should be getting proper anti-air
defenses set up. Build at least three Flak Cannons around the north-west
corner of your base, then continue building your base like you normally would.
Be prepared to fend off gattling tanks from the east, too. A semi-circle of
Tesla Coils around the top and right side of your base should be able to handle
things as long as you keep them (and the Flak Cannons) repaired.
Once your defenses are set, start building Apocalypse Tanks (don't forget to
build an Industrial Plant before you start producing tanks). Build as many as
you can, but keep a few thousand credits as a reserve to repair your defenses.
When you're ready, take the tanks west, then due north to the first Yuri base.
Bring along five Cosmonauts, too.
The bottom of this first base has a pair of Psychic Towers guarding it, but you
won't be able to use your Cosmonauts on them thanks to the gattling cannons in
the base. Instead, you'll just have to suicide into them. Make sure you're as
far to the left as possible when you assault the lower-left one, and you should
be able to destroy it before you lose any tanks. Repeat the process with the
second one, then finish off the rest of the base.
When all of the buildings in this base are destroyed, a crate will appear in
the middle of the area with five thousand credits in it. It's not much, but
it's better than nothing. When your tanks have repaired themselves, move them
(and the Cosmonauts) due east to the other side of the map, then slowly move
your way north with the tanks until you find the extreme south-east side of the
next base.
Take care of the gattling turrets along the walls, but don't go too far north.
When the gattling turrets are destroyed, fly the Cosmonauts in and take out the
Pyschic Tower. Finish off the rest of the base to collect another crate worth
five thousand credits, then head back west and prepare to move north again.
Assualt the final base area from beneath it at the extreme western edge of the
map. Use the same tactic as before, taking out the gattling cannons with the
tanks to allow the Cosmonauts to destroy the Psychic Tower. Once you've
breached the defenses and made it to the top of the screen, head east and
continue destroying the base.
There're two Masterminds next to Yuri's command center, but if you approach
them slowly, they won't be able to take control of your tanks for very long
before your other tanks can destroy them. Crush everything around the command
center, then destroy it. If any other buildings are still standing anywhere on
the map, you'll have to destroy them to end the mission.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.57) Operation: Head Games | |
| | | |
| ----------------------------------------- |
=============================================================================
------------------
Mission Objectives Location: Transylvania
------------------
1) Destroy Yuri's Fortress.
- Reaching it would be tricky as a Soviet, but luckilly, you can free the
Allied base to the north-west by destroying the psychic beacon near the top of
it. Once the base is freed, you'll have control of it, which means you'll be
able to build Prism Tanks. A few Prism Tanks can shred Yuri's entire base and
the fortress with almost no effort.
-----------
Walkthrough
-----------
Allied and Soviet forces will hit your base from the left, right, and top a few
seconds after the mission starts, so you'll need to move as fast as possible.
Build a Battle Bunker while your first Tesla Reactor is building, then place
the bunker on the left side of your construction yard (preferably as far to the
left as possible, and about even with it). Stick the four Conscripts you
started with in there, then build a Barracks as soon as your reactor is placed
(it's best to place the reactor north-east of your construction yard so you can
build a bunker farther north from it).
Place the Barracks north of the reactor, then drop a second Battle Bunker above
it. Fill it with Conscripts, then place a third bunker on the right side of
your base (and fill it with Conscripts, of course). Begin building your Ore
Refinery while the Allied and Soviet forces attack your base. Use your other
forces to take care of anything that manages to get past the bunkers, then
place the ore refinery north-west of your construction yard. Build a war
factory after that, but make sure you place it somewhere south of your barracks
so it won't be easily attacked from outside your bunkers' reach.
Once the war factory is down, your first priority should be building three more
ore miners so you'll be able to rake in credits faster. Once the miners are
done, build a radar tower and start placing Tesla Coils above your refinery.
Most of hte early rushes will come from that direction, but you'll also want to
place more of them on the north-east side of your base to defend against the
Apocalypse Tanks that'll attack from that direction.
You should also be very concerned with the Kirovs and V3s that'll come from the
Soviet base. You'll need six or more Flak Cannons to deal with the Kirovs,
though if you can manage to get a few Apocalypse Tanks out too, they'll do a
great deal of damage and distract the Kirovs from your base, allowing you a
little more time to destroy them.
Once you've got your defenses set, send a fast unit (like a Terror Drone) to
the very south-east corner of the map to find some demo trucks and terrorists.
Send the terror drone north to find the grinder in the small village, then use
one of the demo trucks to blast it. A crate with five thousand credits in it
will appear, but make sure you wait for the radiation to vanish before you send
the drone to pick it up.
There's another grinder in a village in the south-west corner of the map, so
use the other demo truck and the terror drone to destroy it and collect its
crate. You should have plenty of credits to build a small army of Apocalypse
Tanks by now (assuming you remember to build an industrial plant first). Build
as many as you can, then move them north along the far western side of the map
to assault the Allied base.
Your target is the psychic beacon near the top of the base. Destroy it, and
all of the Allied forces on the map will become yours. Try to avoid destroying
anything in the base that doesn't threaten your tanks, since those buildings
will be useful to you later.
When you have control of the Allied base, build a cluster of Prism Tanks to
finish off Yuri's base. Sell your pill boxes, Patriots, Prism Towers, and some
power plants if you need credits, they won't be very useful to you now anyway.
If you'd like to free the Soviet base for some reason, simply build your
nuclear missile silo and use it to destroy the beacon. If not, just move your
Prism Tanks into Yuri's base from the west and destroy everything between you
and Yuri's Fortress. Destroy the fortress, and you'll win the mission.
=============================================================================
| --------------------------------- |
| | 2.00) Units | |
| --------------------------------- |
=============================================================================
| ----------------------------------------- |
| | | |
| | 2.10) Allied Units | |
| | | |
| ----------------------------------------- |
=============================================================================
=============================================================================
| | Cost | Requirements | Built From |
| Aegis Cruiser |--------|----------------------|------------------|
| | 1200 | Air Force Command HQ | Allied Shipyard |
|-----------------------------------------------------------------------------|
|Aegis Cruisers have no offensive weaponry. Instead, they're mobile |
|anti-aircraft/anti-missile defenses. They fire rockets similar to your |
|Patriot batteries. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Aircraft Carrier |--------|----------------------|------------------|
| | 2000 | Allied Battle Lab | Allied Shipyard |
|-----------------------------------------------------------------------------|
|Carriers have three small planes that will fire missiles at targets. The |
|planes have almost no armor though, so you'll either need to eliminate |
|anti-aircraft weaponry before attacking or use overwhelming numbers to be |
|effective. The good news is that the planes automatically regenerate if they|
|get destroyed, so you won't have to keep going back to the shipyard or |
|anything like that. |
-----------------------------------------------------------------------------
=============================================================================
| Allied | Cost | Requirements | Built From |
| Construction Vehicle |--------|----------------------|------------------|
| | 3000 | Allied Repair Depot | War Factory |
|-----------------------------------------------------------------------------|
|More commonly known as the MCV (Mobile Construction Vehicle). When deployed,|
|the Allied MCV becomes an Allied Construction Yard, allowing you to place new|
|buildings in new areas. Depending on whether you're playing with repacks on |
|or not, it's also possible to undeploy, move, and redeploy a construction |
|yard. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Amphibious Transport |--------|----------------------|------------------|
| | 900 | Allied Shipyard | Allied Shipyard |
|-----------------------------------------------------------------------------|
|These things can drive over land or water. They can hold several units, |
|though how many of each unit they can carry depends on the unit. Some units,|
|like MCVs, take a lot more space than an infantry unit does. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Attack Dog |--------|----------------------|------------------|
| | 200 | Barracks | Barracks |
|-----------------------------------------------------------------------------|
|Attack Dogs can detect enemy spies even while they're disguised. A single |
|bite from an Attack Dog is lethal to infantry, but they are also very weak. |
|You'll need to either catch the enemy by surprise or use overwhelming numbers|
|if you want to use dogs successfully. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Battle Fortress |--------|----------------------|------------------|
| | 2000 | Allied Battle Lab | War Factory |
|-----------------------------------------------------------------------------|
|These mobile fortresses can crush infantry, vehicles, and walls with no |
|effort. They can also hold five infantry just like a battle bunker, though |
|unlike bunkers, any infantry can fire out of a battle fortress. Five |
|Guardian GIs in one will make quite a devastating anti-aircraft weapon, not |
|to mention a powerful anti-tank weapon. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Black Eagle |--------|----------------------|------------------|
| | 1200 | Air Force Command HQ | AF Command HQ |
|-----------------------------------------------------------------------------|
|*Korea only. |
| |
|This will replace the Harrier in your build list. It's just a more powerful |
|version of the Harrier... unfortunately, you'll still need five to take care|
|of large buildings like the Chronosphere. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Chrono Commando |--------|----------------------|------------------|
| | 2000 | Barracks | Barracks |
|-----------------------------------------------------------------------------|
|This is the result of getting an Allied Spy into an Allied Battle Lab. Not |
|only can these guys chronoshift like a Legionnaire, but they're also armed |
|like a Seal. Their machine gun will make short work of infantry, and their |
|detonation ability will instantly destroy buildings. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Chrono Legionnaire |--------|----------------------|------------------|
| | 1500 | Allied Battle Lab | Barracks |
|-----------------------------------------------------------------------------|
|Chrono Legionnaires can chronoshift from place to place, but it takes longer |
|if the distance is longer. They use chrono weapons that slowly erase a |
|target from time, and the target will be inactive while under attack. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Chrono Miner |--------|----------------------|------------------|
| | 1400 | Allied Ore Refinery | War Factory |
|-----------------------------------------------------------------------------|
|Chrono Miners are the Allied ore collector. They drive to ore fields and |
|collect ore, then utilize their chronoshifting ability to shift back to the |
|refinery. Since they aren't armed, Chrono Miners are vulnerable to any |
|attacks. Terror Drones are especially dangerous, but thankfully, terror |
|drones are ejected once the Chrono Miner shifts. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Destroyer |--------|----------------------|------------------|
| | 1000 | Allied Shipyard | Allied Shipyard |
|-----------------------------------------------------------------------------|
|The primary use of the Destroyer is to fight Soviet submarines via the small |
|plane mounted on the Destroyer, but they're also armed with a small main gun |
|that can be used to shell land or water targets. Unfortunately, since the |
|anti-submarine planes can be shot down by flak from Scorpions, Destroyers can|
|be rendered almost completely worthless if the enemy is fairly intelligent. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Dolphin |--------|----------------------|------------------|
| | 500 | Allied Battle Lab | Allied Shipyard |
|-----------------------------------------------------------------------------|
|Dolphins are the answer to Soviet attack squids. The sonic weapon they carry|
|on their backs will knock squids off of boats, and it'll also damage boats |
|and shipyards. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Engineer |--------|----------------------|------------------|
| | 500 | Barracks | Barracks |
|-----------------------------------------------------------------------------|
|Engineers can repair damaged structures and take control of enemy buildings. |
|Engineers can even repair destroyed bridges if you get them inside the repair|
|hut. If placed inside an IFV, the IFV will be able to repair vehicles. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| GI |--------|----------------------|------------------|
| | 200 | Barracks | Barracks |
|-----------------------------------------------------------------------------|
|The GI is the basic infantry unit for the Allies. He's armed with a machine |
|gun that can do decent damage to infantry, vehicles, and buildings. They can|
|also be deployed in sand bags to increase their attack power and range. Most|
|importantly, they can garrison civilian buildings and bunkers, making them |
|even more powerful. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Guardian GI |--------|----------------------|------------------|
| | 400 | Barracks | Barracks |
|-----------------------------------------------------------------------------|
|Guardian GIs are armed with a light machine gun while walking, but when |
|deployed, they're armed with a rocket launcher that can hit air and ground |
|targets. They also can't be crushed by vehicles while deployed. |
|Unfortunately, they can't be used to garrison buildings. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Grizzly Battle Tank |--------|----------------------|------------------|
| | 700 | War Factory | War Factory |
|-----------------------------------------------------------------------------|
|These are basic tanks with a single turret. They can do decent damage, but |
|they die easily against just about anything. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Harrier |--------|----------------------|------------------|
| | 1200 | Air Force Command HQ | AF Command HQ |
|-----------------------------------------------------------------------------|
|Four Harriers can be built on each Air Force Command HQ you have. Though |
|they're rather poorly armored, Harriers have decent firepower. If you can |
|get them in big enough groups, they can destroy anything (nine or sometimes |
|ten will destroy a Construction Yard). |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| IFV |--------|----------------------|------------------|
| | 600 | War Factory | War Factory |
|-----------------------------------------------------------------------------|
|Infantry Fighting Vehicles have a rocket weapon by default, which can be used|
|on ground or air targets. As the name suggests, however, they can hold an |
|infantry unit, and what unit they happen to be holding determines what |
|abilities the vehicle will have. The most noteworthy use is to put an |
|Engineer in one, which will transform it into a mobile repair vehicle. A |
|Sniper is also a good choice, since it will have insane range and speed |
|compared to a regular sniper. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Mirage Tank |--------|----------------------|------------------|
| | 1000 | Allied Battle Lab | War Factory |
|-----------------------------------------------------------------------------|
|Mirage Tanks look like trees to your enemies, which allows you to ambush them|
|if they're not paying attention. The powerful weapon mounted on them will |
|kill infantry instantly, and it's fairly effective against vehicles. Get |
|enough of them together, and they can be quite destructive. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| NightHawk Transport |--------|----------------------|------------------|
| | 1000 | War Factory | War Factory |
|-----------------------------------------------------------------------------|
|NightHawk's are unarmed transport helicopters capable of holding five |
|infantry units. They don't show up on radar, but they can still be shot down|
|by anti-aircraft fire. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Prism Tank |--------|----------------------|------------------|
| | 1200 | Allied Battle Lab | War Factory |
|-----------------------------------------------------------------------------|
|Prism Tanks fire beams of light energy just like Prism Towers. Though they |
|have fairly weak armor, their ridiculous firepower more than makes up for it.|
|A small group of these things will shred anything in a matter of seconds. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Psi Commando |--------|----------------------|------------------|
| | 1000 | Barracks | Barracks |
|-----------------------------------------------------------------------------|
|This is the result of getting an Allied Spy into a Soviet Battle Lab. The |
|Psi Commando is a mix between a Yuri Clone and a Seal - he still has Yuri's |
|mind control ability, but he can also detonate buildings. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Rocketeer |--------|----------------------|------------------|
| | 600 | Air Force Command HQ | Barracks |
|-----------------------------------------------------------------------------|
|Rocketeers are infantry with jetpacks. They are vulnerable to anti-aircraft |
|weapons, but they can cause a great deal of damage to units or buildings if |
|they're uncontested. Rocketeers can also shoot down missiles (like V3 or |
|Dreadnought rockets). |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Robot Tank |--------|----------------------|------------------|
| | 600 | Robot Control Center | War Factory |
|-----------------------------------------------------------------------------|
|Robot Tanks cannot be mind controlled, but they require power to operate. If|
|your base becomes low-power, they'll simply stop moving and become helpless. |
|It's also worth noting that Robot Tanks hover rather than drive on tracks, so|
|they are capable of crossing water. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| SEAL |--------|----------------------|------------------|
| | 1000 | Air Force Command HQ | Barracks |
|-----------------------------------------------------------------------------|
|SEALs are armed with a machine gun that can slaughter infantry, but is pretty|
|much completely worthless against buildings or vehicles. They're also armed |
|with demo charges like Tanya, making them capable of demolishing buildings if|
|they can get close enough. SEALs can also swim like Tanya, though they can't|
|use their charges to blow up tanks and boats. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Sniper |--------|----------------------|------------------|
| | 600 | Airforce Command HQ | Barracks |
|-----------------------------------------------------------------------------|
|*Britain only. |
| |
|Snipers are armed with a very powerful rifle that will kill infantry in a |
|single hit, and they also have incredibly long range (especially when leveled|
|up). A sniper in an IFV is unbelievably effective. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Spy |--------|----------------------|------------------|
| | 1000 | Allied Battle Lab | Barracks |
|-----------------------------------------------------------------------------|
|Spies can be disguised as enemy infantry units, which will fool the enemy |
|into thinking the Spy is one of their own units (in theory, anyway). Dogs |
|can still tell it's a Spy, though, so watch out for them. So what's the |
|point in having a Spy? Well, get him into an enemy building, and you can get|
|the following results: |
| |
|Barracks - Most of your infantry units are produced as Veterans. |
|War Factory - Most of your War Factory vehicles are produced as Veterans. |
|Power Plant - The enemy will be low power for about one minute. |
|Radar - The enemy's shroud will be reset. |
|Ore Refinery - You'll steal some credits from the enemy. |
|Battle Lab - You'll be able to build a new unit with captured technology. |
|Super Weapon - The timer on the weapon is reset. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Tank Destroyer |--------|----------------------|------------------|
| | 900 | Airforce Command HQ | War Factory |
|-----------------------------------------------------------------------------|
|*Germany only. |
| |
|The Tank Destroyer is a vehicle with a large gun mounted on it that's |
|specifically designed to destroy vehicles. A few shots from one of these |
|will shred any vehicle (including boats), especially if it's leveled up |
|first. The down side is that they're almost completely useless against |
|infantry and buildings. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Tanya |--------|----------------------|------------------|
| | 1000 | Allied Battle Lab | Barracks |
|-----------------------------------------------------------------------------|
|Tanya is the Allied hero unit. She's armed with very powerful handguns that |
|will make short work of infantry units, she can swim, she can detonate boats |
|in the water, and she can detonate buildings. |
-----------------------------------------------------------------------------
=============================================================================
| ----------------------------------------- |
| | | |
| | 2.20) Soviet Units | |
| | | |
| ----------------------------------------- |
=============================================================================
=============================================================================
| | Cost | Requirements | Built From |
| Amphibious Transport |--------|----------------------|------------------|
| | 900 | Soviet Shipyard | Soviet Shipyard |
|-----------------------------------------------------------------------------|
|These things can drive over land or water. They can hold several units, |
|though how many of each unit they can carry depends on the unit. Some units,|
|like MCVs, take a lot more space than an infantry unit does. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Apocalypse Tank |--------|----------------------|------------------|
| | 1750 | Soviet Battle Lab | War Factory |
|-----------------------------------------------------------------------------|
|These double-barreled heavy tanks are also armed with rocket small surface to|
|air rockets, making them excellent against both air and ground targets. They|
|also have much more armor than a Rhino, and they slowly heal repair after |
|taking damage. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Attack Dog |--------|----------------------|------------------|
| | 200 | Barracks | Barracks |
|-----------------------------------------------------------------------------|
|Attack Dogs can detect enemy spies even while they're disguised. A single |
|bite from an Attack Dog is lethal to infantry, but they are also very weak. |
|You'll need to either catch the enemy by surprise or use overwhelming numbers|
|if you want to use dogs successfully. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Boris |--------|----------------------|------------------|
| | 1500 | Soviet Battle Lab | Barracks |
|-----------------------------------------------------------------------------|
|Boris is the Soviet hero unit. Armed with a powerful machine gun, he can |
|slaughter infantry and even hold his own against most vehicles, especially if|
|he's fully leveled. Boris can also use a laser to paint targets for an |
|airstrike, though the Migs that come can still be shot down. When fully |
|leveled, Boris will call in four Migs instead of two. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Conscript |--------|----------------------|------------------|
| | 100 | Barracks | Barracks |
|-----------------------------------------------------------------------------|
|The Conscript is the basic Soviet infantry unit. Unlike the GI, Conscripts |
|don't have the delpoy option. They can still garrison buildings, though. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Crazy Ivan |--------|----------------------|------------------|
| | 600 | Radar Tower | Barracks |
|-----------------------------------------------------------------------------|
|Crazy Ivan carries explosive charges with him, which he can place on units |
|and vehicles, both friend and foe. The charges detonate after a certain |
|amount of time, causing a decent amount of damage. Be careful with these if |
|they're sitting in your base - a stray enemy unit could wind up getting a |
|bomb stuck to it on accident, which could end up costing you a few units, |
|buildings, or both. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Demolition Truck |--------|----------------------|------------------|
| | 1500 | Radar Tower | War Factory |
|-----------------------------------------------------------------------------|
|These trucks can be rammed into targets, at which time they'll explode and |
|damage anything within a small radius. Unfortunately, the blast isn't strong|
|enough to be worth your effort in most cases. |
| |
|*Libya only. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Desolator |--------|----------------------|------------------|
| | 600 | Radar Tower | Barracks |
|-----------------------------------------------------------------------------|
|Armed with a toxic rifle weapon, Desolators can slaughter infantry easily. |
|They can also be deployed in an area, causing them to infect the ground with |
|radiation, which will slaughter infantry anywhere nearby. |
| |
|*Iraq only. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Dreadnought |--------|----------------------|------------------|
| | 2000 | Soviet Battle Lab | Soviet Shipyard |
|-----------------------------------------------------------------------------|
|Dreadnoughts are large ships armed with dual rockets similar to the V3 |
|Launcher. The rockets are vulnerable to anti-aircraft fire though, so you'll|
|need to attack with several of them at once if you want to assault a well |
|defended base or a well defended naval group. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Engineer |--------|----------------------|------------------|
| | 500 | Barracks | Barracks |
|-----------------------------------------------------------------------------|
|Engineers can repair damaged structures and take control of enemy buildings. |
|Engineers can even repair destroyed bridges if you get them inside one of the|
|bridge's repair huts. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Flak Track |--------|----------------------|------------------|
| | 500 | War Factory | War Factory |
|-----------------------------------------------------------------------------|
|Flack Tracks have a flak cannon mounted on them, allowing them to fire flak |
|bursts at enemy aircraft. Unlike stationary Flak Cannons, Flak Tracks can |
|also shoot at ground targets, though the flak won't do much damage to them. |
|Flak Tracks can also hold five infantry units, allowing them to serve as an |
|APC. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Flak Trooper |--------|----------------------|------------------|
| | 300 | Radar Tower | Barracks |
|-----------------------------------------------------------------------------|
|These are Conscripts armed with small flak guns that can shoot ground or air |
|targets. They're fairly effective against air targets, but attacking other |
|units or structures with them is pretty much a waste of time. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Giant Squid |--------|----------------------|------------------|
| | 1000 | Soviet Battle Lab | Soviet Shipyard |
|-----------------------------------------------------------------------------|
|Heh. Giant Squids attack themselves to an enemy ship and slowly crush it. |
|Once attached, the only way for the enemy to remove the squid is to either |
|hit it with a Dolphin's sonic attack or destroy the squid (and usually the |
|ship along with it). |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Kirov Airship |--------|----------------------|------------------|
| | 2000 | Soviet Battle Lab | War Factory |
|-----------------------------------------------------------------------------|
|Kirovs are large blimps armed with extremely powerful bombs. Fly over a |
|a target, and you'll be able to demolish it in a matter of seconds. The down|
|side is that they're painfully slow, but their insane armor more than makes |
|up for that. These will slowly repair themselves if they're damaged, too. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Rhino Heavy Tank |--------|----------------------|------------------|
| | 900 | War Factory | War Factory |
|-----------------------------------------------------------------------------|
|Rhino Heavy Tanks are armed with a single turret that can deal good damage to|
|vehicles and buildings, though they aren't as effective against infantry. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Sea Scorpion |--------|----------------------|------------------|
| | 600 | Radar Tower | Soviet Shipyard |
|-----------------------------------------------------------------------------|
|Sea Scorpions are tiny boats with a flak cannon mounted on them. They can |
|shoot at land, air, and water targets, though they're far more effective |
|against air targets than they are against land or water targets. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Siege Chopper |--------|----------------------|------------------|
| | 1100 | Soviet Battle Lab | War Factory |
|-----------------------------------------------------------------------------|
|While in the air, these are armed with a weak machine gun that can do decent |
|damage to infantry, but not much else. While deployed on the ground, though,|
|they're armed with a large cannon that does good damage to buildings and |
|vehicles. Their range isn't as long as the instruction manual would like you|
|to believe, though, which makes them a little useless. |
-----------------------------------------------------------------------------
=============================================================================
| Soviet | Cost | Requirements | Built From |
| Construction Vehicle |--------|----------------------|------------------|
| | 3000 | Soviet Repair Depot | War Factory |
|-----------------------------------------------------------------------------|
|More commonly known as the MCV (Mobile Construction Vehicle). When deployed,|
|the Soviet MCV becomes a Soviet Construction Yard, allowing you to place new |
|buildings in new areas. Depending on whether you're playing with repacks on |
|or not, it's also possible to undeploy, move, and redeploy a construction |
|yard. Having more than one Construction Yard allows you to build buildings |
|faster. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Terror Drone |--------|----------------------|------------------|
| | 500 | War Factory | War Factory |
|-----------------------------------------------------------------------------|
|Terror Drones are small machines that look like spiders. They crawl inside |
|vehicles and slowly destroy them from the inside, and they can also instantly|
|kill infantry by "biting" them like an attack dog. Repair bays and chrono |
|shifting are the only two ways to remove one from a vehicle (as far as I |
|know, anyway...). These things are also incredibly fast, which makes them |
|excellent scouts. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Terrorist |--------|----------------------|------------------|
| | 200 | Radar Tower | Barracks |
|-----------------------------------------------------------------------------|
|Terrorists simply detonate on whatever you tell them to detonate on. They |
|actually have some decent firepower, too, which makes them well worth the two|
|hundred credits. |
| |
|*Cuba only. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Tesla Tank |--------|----------------------|------------------|
| | 1200 | Radar Tower | War Factory |
|-----------------------------------------------------------------------------|
|Poor armor and not exactly the strongest of attacks... these things aren't |
|very useful most of the time. Their only saving grace is their ability to |
|shoot over walls. |
| |
|*Russia Only |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Tesla Trooper |--------|----------------------|------------------|
| | 500 | Barracks | Barracks |
|-----------------------------------------------------------------------------|
|As the name suggests, these are infantry with small Tesla units capable of |
|shocking things from a small distance. They can also charge Tesla Coils if |
|they're standing close enough to one, which will increase their range and |
|attack power (and allow them to function even if your base is low power). |
|Tesla Troopers also can't be squished by vehicles, which makes them very |
|effective against most vehicles. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Typhoon Attack Sub |--------|----------------------|------------------|
| | 1000 | Soviet Shipyard | Soviet Shipyard |
|-----------------------------------------------------------------------------|
|Typhoons are your primary naval weapon as the Soviets. Their torpedoes can |
|slaughter ships, though they're highly vulnerable to basically everything |
|once they give up their location. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| V3 Launcher |--------|----------------------|------------------|
| | 800 | Radar Tower | War Factory |
|-----------------------------------------------------------------------------|
|V3 Launchers are mobile rocket launchers. Though slow and poorly armored, |
|their rockets are absolutely devastating and have insane range. The rockets |
|are vulnerable to anti-aircraft fire though, so you'll need to bring along a |
|good number of Launchers if you intend to assault a well defended base with |
|them. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| War Miner |--------|----------------------|------------------|
| | 1400 | Soviet Ore Refinery | War Factory |
|-----------------------------------------------------------------------------|
|War Miners are your ore collection unit as the Soviets. They'll gather ore |
|from fields and return it to your Ore Refineries, but they don't chronoshift |
|like Allied miners do. They have a small machine gun mounted on them though,|
|which allows them to defend themselves against infantry and light vehicles. |
-----------------------------------------------------------------------------
=============================================================================
| ----------------------------------------- |
| | | |
| | 2.30) Yuri Units | |
| | | |
| ----------------------------------------- |
=============================================================================
=============================================================================
| | Cost | Requirements | Built From |
| Amphibious Transport |--------|----------------------|------------------|
| | 900 | Yuri Naval Yard | Yuri Naval Yard |
|-----------------------------------------------------------------------------|
|These things can drive over land or water. They can hold several units, |
|though how many of each unit they can carry depends on the unit. Some units,|
|like MCVs, take a lot more space than an infantry unit does. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Boomer |--------|----------------------|------------------|
| | 2000 | Psychic Radar | Yuri Naval Yard |
|-----------------------------------------------------------------------------|
|Boomers are submarines capable of firing torpedoes at water targets as well |
|as powerful (but slow) missiles at ground targets. One on one, these will |
|demolish Typhoons. In clusters, the missiles can devastate entire bases. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Brute |--------|----------------------|------------------|
| | 500 | Barracks | Yuri Barracks |
|-----------------------------------------------------------------------------|
|Brutes are large, unarmed mutants who use their powerful upper bodies to |
|crush their targets. Brutes can't be killed by dogs, but Terror Drones can |
|still kill them. When placed inside a Bio Reactor, the reactor's output will|
|increase by a hundred units. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Chaos Drone |--------|----------------------|------------------|
| | 1000 | Yuri War Factory | Yuri War Factory |
|-----------------------------------------------------------------------------|
|Chaos Drones create a cloud of gas when deployed that confuses enemy units |
|into attacking their allies. They're also quite fast, making them excellent |
|scouts. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Engineer |--------|----------------------|------------------|
| | 500 | Barracks | Yuri Barracks |
|-----------------------------------------------------------------------------|
|Engineers can repair damaged structures and take control of enemy buildings. |
|Engineers can even repair destroyed bridges if you get them inside one of the|
|bridge's repair huts. Engineers cannot be placed inside a Bio Reactor. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Floating Disc |--------|----------------------|------------------|
| | 1750 | Yuri Battle Lab | Yuri War Factory |
|-----------------------------------------------------------------------------|
|Floating Discs are armed with a laser that can shoot ground and air targets |
|for fairly decent damage. If you can manage to get one over an enemy base, |
|the effects can be devastating. It can shut down any base defense structure |
|that requires power, and it can complete power down an enemy base if it gets |
|close enough to a power plant. It can also steal credits from a refinery. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Gattling Tank |--------|----------------------|------------------|
| | 600 | Yuri War Factory | Yuri War Factory |
|-----------------------------------------------------------------------------|
|Gattling Tanks are light vehicles armed with a gattling turret capable of |
|firing at air and ground targets. The longer they spin, the more damage one |
|of these can cause. They can also be placed inside Tank Bunkers to increase |
|their range and armor. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Initiate |--------|----------------------|------------------|
| | 200 | Barracks | Yuri Barracks |
|-----------------------------------------------------------------------------|
|Initiates are Yuri's basic infantry unit. Armed with some sort of flame |
|weaponry, they cause insane amounts of damage to infantry, vehicles, and |
|buildings alike. When garrisoned inside something, they're absolutely |
|devastating. When placed inside a Bio Reactor, the reactor's output will |
|increase by a hundred units. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Lasher Light Tank |--------|----------------------|------------------|
| | 700 | Yuri War Factory | Yuri War Factory |
|-----------------------------------------------------------------------------|
|Lashers are standard tanks armed with a single cannon. They're fairly fast |
|and cause a decent amount of damage, but they're no match for heavier Allied |
|or Soviet vehicles. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Magnetron |--------|----------------------|------------------|
| | 1000 | Psychic Radar | Yuri War Factory |
|-----------------------------------------------------------------------------|
|The magnetic wave these produce can draw in vehicles, allowing you to mind |
|control them easier. The magnetic blast can also be used to damage base |
|defenses and other buildings. They can't target infantry, though they can |
|still crush them. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Master Mind |--------|----------------------|------------------|
| | 1750 | Yuri Battle Lab | Yuri War Factory |
|-----------------------------------------------------------------------------|
|These vehicles are like mobile Psychic Towers, capable of mind-controlling |
|multiple units at once. If it takes control of more than three units at a |
|once, though, it will slowly self destruct. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Slave Miner |--------|----------------------|------------------|
| | 1750 | Yuri War Factory | Yuri War Factory |
|-----------------------------------------------------------------------------|
|These are the standard Slave Miner that you can also build from a Yuri |
|Construction Yard. Being able to build them at the war factory means you can|
|be building one while you're building a different building at the same time, |
|which can be a huge advantage sometimes. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Virus |--------|----------------------|------------------|
| | 700 | Psychic Radar | Yuri Barracks |
|-----------------------------------------------------------------------------|
|These are basically Yuri's version of a sniper. They fire powerful toxic |
|rounds that will kill most infantry in a single hit, and the resulting toxic |
|cloud can damage additional infantry in the area. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Yuri Clone |--------|----------------------|------------------|
| | 800 | Psychic Radar | Yuri Barracks |
|-----------------------------------------------------------------------------|
|Yuri can take control of most units through psychic domination. Once you've |
|taken control of a unit, you'll have control until either the Yuri or the |
|unit being controlled gets killed, or until you target another unit to |
|control. When deployed, Yuri creates a psychic wave that instantly kills any|
|infantry nearby. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Yuri MCV |--------|----------------------|------------------|
| | 3000 | Grinder | Yuri War Factory |
|-----------------------------------------------------------------------------|
|When deployed, the Yuri MCV becomes a Yuri Construction Yard, allowing you to|
|place new buildings in new areas. Depending on whether you're playing with |
|repacks on or not, it's also possible to undeploy, move, and redeploy a |
|construction yard. Having more than one Construction Yard allows you to |
|build buildings faster. |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Built From |
| Yuri Prime |--------|----------------------|------------------|
| | 1500 | Yuri Battle Lab | Yuri Barracks |
|-----------------------------------------------------------------------------|
|Yuri Prime functions exactly like a Yuri Clone, except he's faster, has more |
|range, can't be crushed by vehicles, and can capture buildings (even base |
|defenses). If you use your cloning vats to get two of these at once, you can|
|absolutely devastate an enemy base with them. |
-----------------------------------------------------------------------------
=============================================================================
| --------------------------------- |
| | 3.00) Structures | |
| --------------------------------- |
=============================================================================
| ----------------------------------------- |
| | | |
| | 3.10) Allied Structures | |
| | | |
| ----------------------------------------- |
=============================================================================
=============================================================================
| Air Force | Cost | Requirements | Power Required |
| Command Headquarters |--------|----------------------|------------------|
| | 1000 | Ore Refinery | 50 |
|-----------------------------------|-----------------------------------------|
|The Air Force Command structure | |
|provides you with radar and allows |Produces: Cost: |
|you to build up to four Harriers on| |
|each Headquarters. You'll also | Harrier 1200 |
|need one before you can build many | |
|other structures and units. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Allied Barracks |--------|----------------------|------------------|
| | 500 | Power Plant | 10 |
|-----------------------------------|-----------------------------------------|
|The Barracks is your source of | |
|infantry units. The Barracks is |Produces: Cost: |
|also required before you can build | |
|defensive structures such as walls,| GI 200 |
|pill boxes, and Patriot batteries. | Attack Dog 200 |
|Units will train faster if you have| Guardian GI 400 |
|more than one barracks. Double | Engineer 500 |
|click on a barracks to set it as | Rocketeer 600 |
|primary, which will cause all new | Spy 1000 |
|infantry units to exit that one | Tanya 1000 |
|when they're done training. | SEAL 1000 |
| | Chrono Legionnaire 1500 |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Allied Battle Lab |--------|----------------------|------------------|
| | 2000 | Air Force Command HQ | 100 |
|-----------------------------------|-----------------------------------------|
|The Battle Lab allows you to build | |
|many of your more advanced units |Produces: Cost: |
|and structures. | |
| | Nothing |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Allied Ore Refinery |--------|----------------------|------------------|
| | 2000 | Power Plant | 50 |
|-----------------------------------|-----------------------------------------|
|Ore Refineries are your primary | |
|source of funding in most cases. |Produces: Cost: |
|Ore miners will collect ore from | |
|the map and return it to the | Nothing |
|refinery, which will increase your | |
|money. More than one ore miner can| |
|operate from a single refinery, | |
|though crowding it with too many | |
|can slow down the process. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Allied Repair Depot |--------|----------------------|------------------|
| | 800 | War Factory | 25 |
|-----------------------------------|-----------------------------------------|
|These can be used to repair your | |
|damaged vehicles. They can also |Produces: Cost: |
|remove Terror Drones from a vehicle| |
|if you get the vehicle there in | Nothing |
|time. You also must have a repair | |
|depot to build an MCV, should the | |
|need ever arise. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Allied Wall |--------|----------------------|------------------|
| | 100 | Barracks | 0 |
|-----------------------------------|-----------------------------------------|
|Walls prevent infantry and most | |
|vehicles from passing. They're |Produces: Cost: |
|great for keeping engineers and | |
|spies out of your buildings. If a | Nothing |
|wall is placed next to another wall| |
|segment, it can stretch as far as | |
|five spaces in every direction. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Allied War Factory |--------|----------------------|------------------|
| | 2000 |Ore Refinery, Barracks| 25 |
|-----------------------------------|-----------------------------------------|
|War Factories are your source of | |
|vehicle production. Units will |Produces: Cost: |
|take a shorter amount of time to | |
|build if you have more than one | IFV 600 |
|factory. Double click on a factory| Robot Tank 600 |
|to set it as the primary factory, | Grizzly Battle Tank 700 |
|which will cause all of your units | NightHawk Transport 1000 |
|to exit that factory when they're | Mirage Tank 1000 |
|completed. | Prism Tank 1200 |
| | Battle Fortress 2000 |
| | Allied Construction Vehicle 3000 |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Chrono Sphere |--------|----------------------|------------------|
| | 2500 | Allied Battle Lab | 200 |
|-----------------------------------|-----------------------------------------|
|Chronospheres will allow you to | |
|instantly teleport units across the|Produces: Cost: |
|map. It'll kill infantry, though, | |
|so you should only chronoshift | Nothing |
|vehicles. You can also chronoshift| |
|enemy units, which is funny if you | |
|shift them above some water (or | |
|ground if it's a boat). | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Gap Generator |--------|----------------------|------------------|
| | 1000 | Allied Battle Lab | 100 |
|-----------------------------------|-----------------------------------------|
|Gap Generators make the shroud | |
|continuously generate in a circle |Produces: Cost: |
|around them, hiding the map from | |
|the enemy. They need power to | Nothing |
|operate correctly, so keep your | |
|base supplied. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Grand Cannon |--------|----------------------|------------------|
| | 2000 | Airforce Command HQ | 100 |
|-----------------------------------|-----------------------------------------|
|These massive cannons can devastate| |
|any ground forces stupid enough to |Produces: Cost: |
|wander within range. Be careful | |
|how close you place them to other | Nothing |
|structures, though - the turrets | |
|have a nasty habit of getting stuck| |
|on other buildings. Also note that| |
|the cannons need power to operate. | |
| | |
|*France only. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Naval Shipyard |--------|----------------------|------------------|
| | 1000 | Ore Refinery | 25 |
|-----------------------------------|-----------------------------------------|
|Shipyards produce Allied naval | |
|units. Units will build faster if |Produces: Cost: |
|you have more than one shipyard. | |
|Double click on a shipyard to set | Dolphin 500 |
|it to primary, which will cause all| Amphibious Transport 900 |
|new naval units to exit that one | Destroyer 1000 |
|when they're done being built. | Aegis Cruiser 1200 |
| | Aircraft Carrier 2000 |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Ore Purifier |--------|----------------------|------------------|
| | 2500 | Allied Battle Lab | 200 |
|-----------------------------------|-----------------------------------------|
|Ore Purifiers automatically boost | |
|the value of the ore your ore miner|Produces: Cost: |
|units collect. You can only have | |
|one purifier at a time. | Nothing |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Patriot Missile |--------|----------------------|------------------|
| | 1000 | Barracks | 50 |
|-----------------------------------|-----------------------------------------|
|Patriots fire missiles that can | |
|shoot down aircraft as well as |Produces: Cost: |
|other missiles (like Dreadnought or| |
|V3 missiles). They need power to | Nothing |
|operate, though, so keep your base | |
|supplied at all times. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Pill Box |--------|----------------------|------------------|
| | 500 | Barracks | 0 |
|-----------------------------------|-----------------------------------------|
|Pill Boxes fire a very weak machine| |
|gun that will kill infantry fairly |Produces: Cost: |
|easily. They aren't very effective| |
|on armored vehicles, though, and | Nothing |
|they don't have much range. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Produced |
| Power Plant |--------|----------------------|------------------|
| | 800 | Construction Yard | 200 |
|-----------------------------------|-----------------------------------------|
|Power Plants will be the only | |
|building you can produce when you |Produces: Cost: |
|first deploy an Allied Construction| |
|Yard. Many of your other buildings| Nothing |
|will require power to operate | |
|correctly. If you don't have | |
|enough power, things will build at | |
|slower rates, and many structures | |
|will slowly take damage until you | |
|boost your power back up. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Prism Tower |--------|----------------------|------------------|
| | 1500 | Air Force Command HQ | 75 |
|-----------------------------------|-----------------------------------------|
|Prism Towers are powerful laser | |
|towers that can slaughter infantry |Produces: Cost: |
|and vehicles. Multiple towers can | |
|link together if placed close to | Nothing |
|each other, magnifying the blast | |
|to increase its damage. They need | |
|power to operate, however, so make | |
|sure your base is always supplied. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Robot Control Center |--------|----------------------|------------------|
| | 600 | War Factory | 100 |
|-----------------------------------|-----------------------------------------|
|The Robot Control Center will allow| |
|you to build Robot Tanks from your |Produces: Cost: |
|war factory. Robot Tanks can't be | |
|mind controlled, but they require | Nothing |
|power to operate. If your base is | |
|low-power, they'll become helpless.| |
|It's also worth noting that these | |
|tanks hover rather than drive on | |
|treads, so they are capable of | |
|crossing water. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| SpySat Uplink |--------|----------------------|------------------|
| | 1500 | Allied Battle Lab | 100 |
|-----------------------------------|-----------------------------------------|
|The Spy Satellite will reveal all | |
|of the shroud on the map for you, |Produces: Cost: |
|unless an enemy has gap generators.| |
| | Nothing |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Weather Controller |--------|----------------------|------------------|
| | 5000 | Allied Battle Lab | 200 |
|-----------------------------------|-----------------------------------------|
|The Weather Controller allows you | |
|to create a powerful lightning |Produces: Cost: |
|storm that will devastate anything | |
|under it. | Nothing |
-----------------------------------------------------------------------------
=============================================================================
| ----------------------------------------- |
| | | |
| | 3.20) Soviet Structures | |
| | | |
| ----------------------------------------- |
=============================================================================
=============================================================================
| | Cost | Requirements | Power Required |
| Battle Bunker |--------|----------------------|------------------|
| | 500 | Construction Yard | 0 |
|-----------------------------------|-----------------------------------------|
|Battle Bunkers are small structures| |
|that can hold five regular infantry|Produces: Cost: |
|units (conscripts or GIs). The | |
|infantry will fire out of it like | Nothing |
|any other garrisoned building, but | |
|these have an advantage - you can | |
|repair them without an Engineer. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Flak Cannon |--------|----------------------|------------------|
| | 1000 | Barracks | 50 |
|-----------------------------------|-----------------------------------------|
|Flak Cannons are stationary turrets| |
|that fire flak bursts at airborne |Produces: Cost: |
|targets. They require power to | |
|operate, so make sure you keep your| Nothing |
|base properly supplied. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Industrial Plant |--------|----------------------|------------------|
| | 2500 | Soviet Battle Lab | 200 |
|-----------------------------------|-----------------------------------------|
|This will reduce the cost of your | |
|vehicles by 25%, which is well |Produces: Cost: |
|worth your investment most of the | |
|time. | Nothing |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Iron Curtain Device |--------|----------------------|------------------|
| | 2500 | Allied Battle Lab | 200 |
|-----------------------------------|-----------------------------------------|
|The Iron Curtain allows you to make| |
|a unit (or several) invincible for |Produces: Cost: |
|a short period. Quite useful if | |
|timed properly. It's also worth | Nothing |
|noting that the Iron Curtain effect| |
|will instantly kill infantry, which| |
|you can use to your advantage | |
|(against enemy infantry). It'll | |
|also instantly kill Squids and | |
|Dolphins. (Note that the Iron | |
|Curtain also works on buildings, | |
|and can get several at once if they| |
|are close together. It can also | |
|make some units and some buildings | |
|invincible at the same time if they| |
|are close to each other.) | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Nuclear Missile Silo |--------|----------------------|------------------|
| | 5000 | Soviet Battle Lab | 200 |
|-----------------------------------|-----------------------------------------|
|Allows you to drop a devastating | |
|nuclear missile every ten (game) |Produces: Cost: |
|minutes. The explosion and the | |
|fallout that results can completely| Nothing |
|trash a large chunk of a base. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Produced |
| Nuclear Reactor |--------|----------------------|------------------|
| | 1000 | Soviet Battle Lab | 2000 |
|-----------------------------------|-----------------------------------------|
|No, that 2000 isn't a typo. These | |
|things produce more than ten times |Produces: Cost: |
|the power that a Tesla Reactor | |
|produces, yet they don't even cost | Nothing |
|double the price. The catch? They| |
|leak toxic goo if they get | |
|destroyed. Don't let that happen, | |
|or your infantry and nearby | |
|buildings will pay for it dearly. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Radar Tower |--------|----------------------|------------------|
| | 1000 | Ore Refinery | 50 |
|-----------------------------------|-----------------------------------------|
|Radar Towers provide you with | |
|radar, obviously. Unlike Allied |Produces: Cost: |
|Airforce Command Headquarters, you | |
|won't be able to build planes from | Nothing |
|the Soviet Radar Tower. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Sentry Gun |--------|----------------------|------------------|
| | 500 | Barracks | 0 |
|-----------------------------------|-----------------------------------------|
|Sentry Guns are immobile turrets | |
|armed with a machine gun. They can|Produces: Cost: |
|slaughter infantry and light | |
|vehicles fairly well, but they | Nothing |
|won't do much to heavier vehicles. | |
|Sentry Guns don't require power to | |
|operate. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Soviet Barracks |--------|----------------------|------------------|
| | 500 | Tesla Reactor | 10 |
|-----------------------------------|-----------------------------------------|
|The Barracks is your source of | |
|infantry units. The Barracks is |Produces: Cost: |
|also required before you can build | |
|defensive structures such as walls,| Conscript 100 |
|sentry guns, and flak cannons. | Attack Dog 200 |
|Units will train faster if you have| Flak Trooper 300 |
|more than one barracks. Double | Engineer 500 |
|click on a barracks to set it as | Tesla Trooper 500 |
|primary, which will cause all new | Crazy Ivan 600 |
|infantry units to exit that one | Yuri 1200 |
|when they're done training. | Boris 1500 |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Soviet Battle Lab |--------|----------------------|------------------|
| | 2000 | Radar Tower | 100 |
|-----------------------------------|-----------------------------------------|
|The Battle Lab allows you to build | |
|many of your more advanced units |Produces: Cost: |
|and structures. Try to keep spies | |
|out of it. >_> | Nothing |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Soviet Ore Refinery |--------|----------------------|------------------|
| | 2000 | Tesla Reactor | 50 |
|-----------------------------------|-----------------------------------------|
|Ore Refineries are your primary | |
|source of funding in most cases. |Produces: Cost: |
|War miners will collect ore from | |
|the map and return it to the | Nothing |
|refinery, which will increase your | |
|money. More than one ore miner can| |
|operate from a single refinery, | |
|though crowding it with too many | |
|can slow down the process. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Soviet Repair Depot |--------|----------------------|------------------|
| | 800 | War Factory | 20 |
|-----------------------------------|-----------------------------------------|
|These can be used to repair your | |
|damaged vehicles. They can also |Produces: Cost: |
|remove Terror Drones from a vehicle| |
|if you get the vehicle there in | Nothing |
|time. You also must have a repair | |
|depot to build an MCV, should the | |
|need ever arise. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Soviet Shipyard |--------|----------------------|------------------|
| | 1000 | Ore Refinery | 20 |
|-----------------------------------|-----------------------------------------|
|These produce Soviet naval units. | |
|units. Units will build faster if |Produces: Cost: |
|you have more than one shipyard. | |
|Double click on a shipyard to set | Sea Scorpion 600 |
|it to primary, which will cause all| Amphibious Transport 900 |
|new naval units to exit that one | Typhoon Attack Sub 1000 |
|when they're done being built. | Giant Squid 1000 |
| | Siege Chopper 1100 |
| | Dreadnought 2000 |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Soviet Wall |--------|----------------------|------------------|
| | 100 | Barracks | 0 |
|-----------------------------------|-----------------------------------------|
|Walls prevent infantry and most | |
|vehicles from passing. They're |Produces: Cost: |
|great for keeping engineers and | |
|spies out of your buildings. If a | Nothing |
|wall is placed next to another wall| |
|segment, it can stretch as far as | |
|five spaces in every direction. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Soviet War Factory |--------|----------------------|------------------|
| | 2000 |Ore Refinery, Barracks| 25 |
|-----------------------------------|-----------------------------------------|
|War Factories are your source of | |
|vehicle production. Units will |Produces: Cost: |
|take a shorter amount of time to | |
|build if you have more than one | Flak Track 500 |
|factory. Double click on a factory| Terror Drone 500 |
|to set it as the primary factory, | V3 Launcher 800 |
|which will cause all of your units | Rhino Heavy Tank 900 |
|to exit that factory when they're | Apocalypse Tank 1750 |
|completed. | Kirov Airship 2000 |
| | Soviet Construction Vehicle 3000 |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Tesla Coil |--------|----------------------|------------------|
| | 1500 | Radar Tower | 75 |
|-----------------------------------|-----------------------------------------|
|Tesla Coils fire lightning attacks | |
|at any ground targets that get near|Produces: Cost: |
|them. They have poor range and | |
|firepower at first, but if you | Nothing |
|station a few Tesla Troopers near a| |
|Coil, the Coil will have longer | |
|range and a more powerful charge. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Produced |
| Tesla Reactor |--------|----------------------|------------------|
| | 600 | Construction Yard | 150 |
|-----------------------------------|-----------------------------------------|
|Tesla Reactors will be the only | |
|building you can produce when you |Produces: Cost: |
|first deploy a Soviet Construction | |
|Yard. Many of your other buildings| Nothing |
|will require power to operate | |
|correctly. If you don't have | |
|enough power, things will build at | |
|slower rates, and many structures | |
|will slowly take damage until you | |
|boost your power back up. | |
-----------------------------------------------------------------------------
=============================================================================
| ----------------------------------------- |
| | | |
| | 3.30) Yuri Structures | |
| | | |
| ----------------------------------------- |
=============================================================================
=============================================================================
| | Cost | Requirements | Power Produced |
| Bio Reactor |--------|----------------------|------------------|
| | 600 | Construction Yard | 150* |
|-----------------------------------|-----------------------------------------|
|Bio Reactors will be the only | |
|building you can produce when you |Produces: Cost: |
|first deploy a Yuri Construction | |
|Yard. Many of your other buildings| Nothing |
|will require power to operate | |
|correctly. If you don't have |*The Bio Reactor's power output can be |
|enough power, things will build at |increased by placing infantry units in |
|slower rates, and many structures |it. Each unit will increase the output |
|will slowly take damage until you |by a hundred (the reactor can hold five |
|boost your power back up. |infantry units). |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Citadel Walls |--------|----------------------|------------------|
| | 100 | Barracks | 0 |
|-----------------------------------|-----------------------------------------|
|Walls prevent infantry and most | |
|vehicles from passing. They're |Produces: Cost: |
|great for keeping engineers and | |
|spies out of your buildings. If a | Nothing |
|wall is placed next to another wall| |
|segment, it can stretch as far as | |
|five spaces in every direction. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Cloning Vats |--------|----------------------|------------------|
| | 2500 | Yuri Battle Lab | 100 |
|-----------------------------------|-----------------------------------------|
|When you produce an infantry unit | |
|from a barracks, the Cloning Vats |Produces: Cost: |
|will produce one of that type for | |
|free. This includes hero units. | Nothing |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Gattling Cannon |--------|----------------------|------------------|
| | 1000 | Barracks | 50 |
|-----------------------------------|-----------------------------------------|
|Gattling Cannons are immobile | |
|machine gun towers. They can |Produces: Cost: |
|slaughter infantry and light | |
|vehicles fairly well, but they | Nothing |
|won't do much to heavier vehicles. | |
|They can fire at airborne targets | |
|too, and the longer they fire, the | |
|more damage they can do. Gattling | |
|Cannons require power to operate, | |
|so they'll be defenseless if your | |
|base is low power. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Genetic Mutator |--------|----------------------|------------------|
| | 2500 | Yuri Battle Lab | 200 |
|-----------------------------------|-----------------------------------------|
|When charged, the Genetic Mutator | |
|will transform all infantry units |Produces: Cost: |
|in the targeted area into Brutes. | |
| | Nothing |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Grinder |--------|----------------------|------------------|
| | 600 | Yuri War Factory | 50 |
|-----------------------------------|-----------------------------------------|
|Grinders will destroy anything you | |
|send into them, refunding you some |Produces: Cost: |
|credits in porportion to the unit's| |
|value. This is a great way to get | Nothing |
|rid of mind controlled units. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Psychic Dominator |--------|----------------------|------------------|
| | 5000 | Yuri Battle Lab | 200 |
|-----------------------------------|-----------------------------------------|
|When charged, the Psychic Dominator| |
|takes control of all units in the |Produces: Cost: |
|targeted area (assuming the units | |
|are a type that can be mind | Nothing |
|controlled). It also causes a | |
|rather devastating explosion in the| |
|area, allowing you to destroy a few| |
|buildings in the process. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Psychic Radar |--------|----------------------|------------------|
| | 1000 | Slave Miner | 50 |
|-----------------------------------|-----------------------------------------|
|This will allow you to have the | |
|radar miniscreen active on the map.|Produces: Cost: |
|Unlike Allied radar structures, you| |
|won't be able to build planes here.| Nothing |
|It does, however, give you the | |
|Psychic Reveal option, which will | |
|allow you to clear part of the | |
|shroud instantly. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Psychic Tower |--------|----------------------|------------------|
| | 1500 | Psychic Radar | 100 |
|-----------------------------------|-----------------------------------------|
|Psychic Towers will automatically | |
|mind-control units that get too |Produces: Cost: |
|close to it. It can control three | |
|units at once, but it needs power | Nothing |
|to operate. Psychic Towers are | |
|incapable of controlling all of the| |
|same things as every other mind | |
|controlling item in the game (like | |
|aircraft and harvesters). | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Slave Miner |--------|----------------------|------------------|
| | 1750 | Construction Yard | 0 |
|-----------------------------------|-----------------------------------------|
|Slave Miners are Yuri's ore | |
|refinery buildings. They have the |Produces: Cost: |
|advantage of being able to move, | |
|and they're also armed with a light| Nothing |
|machine gun. Each miner will send | |
|five Slaves to collect ore, and the| |
|Slaves will be replaced for free if| |
|anything happens to them. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Tank Bunker |--------|----------------------|------------------|
| | 400 | Construction Yard | 0 |
|-----------------------------------|-----------------------------------------|
|Tank Bunkers can hold a Lasher or a| |
|Gattling Tank, increasing their |Produces: Cost: |
|range and improving their armor. | |
| | Nothing |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Yuri Barracks |--------|----------------------|------------------|
| | 500 | Bio Reactor | 10 |
|-----------------------------------|-----------------------------------------|
|The Barracks is your source of | |
|infantry units. The Barracks is |Produces: Cost: |
|also required before you can build | |
|defensive structures such as walls,| Initiate 200 |
|sentry guns, and flak cannons. | Engineer 500 |
|Units will train faster if you have| Brute 500 |
|more than one barracks. Double | Virus 700 |
|click on a barracks to set it as | Yuri Clone 800 |
|primary, which will cause all new | Yuri Prime 1500 |
|infantry units to exit that one | |
|when they're done training. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Yuri Battle Lab |--------|----------------------|------------------|
| | 2000 | Psychic Radar | 100 |
|-----------------------------------|-----------------------------------------|
|The Battle Lab allows you to build | |
|many of your more advanced units |Produces: Cost: |
|and structures. Try to keep spies | |
|out of it. >_> | Nothing |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Yuri Naval Yard |--------|----------------------|------------------|
| | 1000 | Slave Miner | 25 |
|-----------------------------------|-----------------------------------------|
|These produce Yuri's naval units. | |
|units. Units will build faster if |Produces: Cost: |
|you have more than one shipyard. | |
|Double click on a shipyard to set | Amphibious Transport 900 |
|it to primary, which will cause all| Boomer 2000 |
|new naval units to exit that one | |
|when they're done being built. | |
-----------------------------------------------------------------------------
=============================================================================
| | Cost | Requirements | Power Required |
| Yuri War Factory |--------|----------------------|------------------|
| | 2000 | Slave Miner, Barracks| 25 |
|-----------------------------------|-----------------------------------------|
|War Factories are your source of | |
|vehicle production. Units will |Produces: Cost: |
|take a shorter amount of time to | |
|build if you have more than one | Gattling Tank 600 |
|factory. Double click on a factory| Lasher Light Tank 700 |
|to set it as the primary factory, | Magnetron 1000 |
|which will cause all of your units | Chaos Drone 1000 |
|to exit that factory when they're | Slave Miner 1750 |
|completed. | Master Mind 1750 |
| | Floating Disc 1750 |
| | Yuri MCV 3000 |
-----------------------------------------------------------------------------
=============================================================================
| ----------------------------------------- |
| | | |
| | 4.00) Countries | |
| | | |
| ----------------------------------------- |
=============================================================================
If you've tried a skirmish game or if you've tried to play online, you've most
likely noticed that you can choose from ten different sides when you start.
Five of them are Allies, four are Soviets, and then there's Yuri. This section
will outline the differences between the five Allied countries and the four
Soviet countries.
-------
America (Allies)
-------
- When you play as America, your Air Force Command HQ will give you a
paratrooper ability that will count down on your defense tab. When the timer
reaches zero, you'll be able to call in a cargo plane to paradrop eight GIs to
a location of your choice. Be careful where you drop them, though - they'll
die if they land over water, even if it's just the edge of the beach.
-------
Britain (Allies)
-------
- When you play as Britain, you'll be able to train Sniper infantry units.
These guys are armed with a powerful rifle that can instantly kill infantry
from a huge distance. Stick one in an IFV, and you'll have a ridiculous
infantry killing machine.
----
Cuba (Soviets)
----
- Cuba can train Terrorists, which are just unarmed infantry units with bombs
strapped to them. Target something, and the Terrorist will run at it and
detonate himself on it. The blast is quite powerful considering the cost of
two hundred credits. A Flak Track full of these guys can do some serious
damage if you manage to make it inside an enemy base.
------
France (Allies)
------
- France can construct the Grand Cannon defensive structure, which is a large
(and very powerful) turret with great range. A few of these things close
together can slaughter anything that tries to attack from the ground, but be
careful - they require power to operate. They're also completely defenseless
against air attacks. Another thing to watch out for - be careful how close you
put them to each other and to other buildings. They can sometimes get their
turret stuck on a nearby structure, rendering the cannon useless.
-------
Germany (Allies)
-------
- Germany can build Tank Destroyers, small vehicles armed with a powerful
anti-tank weapon. The shots from Tank Destroyers are absolutely devastating to
vehicles, but they're worthless against buildings and infantry. You'll want to
use these as support units rather than core units.
----
Iraq (Soviets)
----
- Iraq can train Desolators, an interesting infantry unit armed with a toxic
rifle of some form. The shots it fires will kill infantry instantly from a
good distance, but they won't do anything to vehicles and buildings. The
Desolator can also use a deploy command that will make it spread radiation in
the immediate area around it, which will kill infantry in the area. They won't
be able to move while deployed, though, and it still won't damage buildings or
vehicles.
-----
Korea (Allies)
-----
- Korea can make Black Eagles instead of Harriers - they're the same as the
Harrier, just with better stats.
-----
Libya (Soviets)
-----
- Libya can construct Demolition Trucks, which are trucks with small bombs on
them. When targeted, the truck simply drives to the target and detonates on
it, causing damage in a large area in the process.
------
Russia (Soviets)
------
- Tesla Tanks are Russia's specialty. Very lightly armored and not exactly
powerful, Tesla Tanks are a massive let-down. They're only major benefit is
that they can shoot over concrete, but that's rarely even all that helpful.
=============================================================================
| -------------------------- |
| | 7.00) End | |
| -------------------------- |
=============================================================================
===============================================================================
7.01) Version History
===============================================================================
---------------
June 19th, 2006
---------------
- Posted the first version of the guide, which included the walkthrough, the
units lists, the buildings lists, the intro "things to know" thing, and the
short entry about the differences between the countries.
===============================================================================
7.02) Closing
===============================================================================
As always, any comments are more than welcome. If you need more specific help,
feel free to contact me on The Brink, and I'll see if I can't hook you up with
a quick screenshot or something to help out.
http://thebrink.us/boards
Or if you're not fond of message boards, please feel free to email at
deucestaley@gmail.com or try me on AIM (Deuce ex Defcon). Enjoy the game, and
thanks for taking a look at the guide.
===============================================================================
DEUCE EX DEFCON
===============================================================================