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Yuri's Revenge: Red Alert 2 Expansion Compendium
================================================
Version *FINAL*
Written by Stephanus Rudiyanto N.
email: s_rudiyanton@mailcity.com (old, but still functioning)
s_rudiyanton@lycos.com
NOTES from Author:
* If you send an email to me, may be the reply is too late, this
happens because I check my mailbox not very frequently. I'm sorry for
this incovenience. But, if you send me some info or corrections, I
WILL reply the letter (even it may be take a few days, weeks, or
months) If I don't send the reply, just wait until it comes :)
(There is also another possibility: I have already sent it and it
doesn't reach your mailbox). Thanks just for reading this.
* If you want to find older data for Red Alert 2 Original (not
Yuri's Revenge data), please refer to my Red Alert 2 Compendium FAQ.
* To read this FAQ, use Fixed Width fonts like Courier, if not many of
the tables below will look terrible.
Use WordPad to read this FAQ, and maximize the window.
Table of Contents
-----------------
i) Introduction
ii) Version
iii) Future edition
iv) Credits
v) How to get this FAQ
I - General and Special Rules
1) Formulae
2) Shorcut Keys
3) Mind Control
4) Chronoshift
5) Invulnerability
6) Building
7) Veteran and Elite Units
8) Credits
9) Weather Storm
10) Battle Bunker and Urban Buildings
11) Crates
II - Units
1) Allied Infantry
2) Soviet Infantry
3) Yuri Infantry
4) Allied Vehicle and Aircraft
5) Soviet Vehicle and Aircraft
6) Yuri Vehicle and Aircraft
7) Allied Naval
8) Soviet Naval
9) Yuri Naval
10) Neutral Unit
III - Buildings
1) Allied Building
2) Soviet Building
3) Yuri Building
4) Allied Combat Building
5) Soviet Combat Building
6) Yuri Combat Building
7) Neutral Tech Building
IV - Tables and Data
1) Unit and Defensive Building Combat Ability
2) Scoring
3) Pip
4) Unit and Defensive Building Description
5) Unit and Building Comparison
6) Air Unit Speed
V - Miscellaneous
1) Records
2) Dangerous Unit
3) Do you know?
4) Special Section
5) Patches changes
-------------------------------------------------------------
i) Introduction
Command & Conquer: Red Alert 2 is a real time strategy game
from Westwood. This is the sequel of Command & Conquer: Red Alert.
The game story is based on the war between the Alliance and the
Soviet forces. This game is recommended for fans of real-time
strategy games. The FAQ I used here is based on it's expansion,
Yuri's Revenge version 1.001. It add one more side (Yuri's side),
and add tons of new features, units, and buildings. For original
Red Alert 2 player, please refer to my older FAQ (Red Alert 2
Compendium).
First, I apologize if my English is not good (Because it is not my
main language). Maybe some grammars and spells have some errors in
this FAQ. This is my third unpublished FAQ I wrote.
This FAQ is created for intermediate and expert players that have
played the game long enough to truly know the aspects of the game.
Although the beginners can also read this FAQ, it is not recommended
because of some complicated data and tables. In this FAQ, I hope you
have known the aspect of this game, because I don't include any
"how to play", basic strategies or others like those. There are so
many good FAQs to teach you to play in the internet so I don't need
to explain it again :)
A lot of info I acquired by checking the INI files (if you are often
costumizing any Westwood games (C&C and RA), you must know these
famous INI files), and also from searching, trying, and my other
hardwork by playing the game itself. Note that not all data I extract
pure from INI files (because some of them has many changes and can't
be 100% right), actually I almost check everything (even the
calculation procedure) to be sure it is right. So forgive me if there
are many errors I didn't notice. Email me at s_rudiyanton@lycos.com
for corrections and suggestions, and of course you will be credited
even for small fixes. I will update this FAQ when there is a mistake,
error, or any addition. I can also add an entirely new section if
I think it's important.
If you include any information below in any FAQ or Websites, please
ask my permission first (mostly I will answer yes) and give credits
for me. (It's extremely hard to collect information in this FAQ,
you know).
And lastly, I don't own Red Alert 2 and Yuri's Revenge CD.
I play the game by borrowing my cousin's CD. And so, I also
couldn't play it in the net until now. I am also not too good at
multiplayer games (because I rarely had chances to play it on
network games), but I'm also not that bad. This is just for info. :P
ii) Version
Numbers after the dot mean minor updates, while numbers before the dot
mean Major updates.
30 October 2001 - Version 1.0 (Initial release)
- All formats are based on my Red Alert 2 FAQ.
- There may be still some errors (because there are so many
stats in Yuri's Revenge that need to be double checked)
I'll try to fix all of them in the next version if I found
them, but I hope it's 100% error free :)
10 November 2001 - Version 1.1
- Add more website that host my FAQ.
- Fix errors in many sections.
20 November 2001 - Version 1.2
- Fix errors in some sections.
29 December 2001 - Version 1.3
- Updates FAQs based on Yuri's Revenge ver. 1.001.
16 February 2002 - Version 1.31
- Add a site that host my FAQ
3 March 2002 - Version 1.4
- Add some infos in many sections.
- Fixes some errors.
17 March 2002 - Version 1.41
- Add a site that host my FAQ
3 June 2002 - Version 1.5:
- Add Special section that contains many strategies and contribution
from Overmind.
3 July 2002 - Version 1.51:
- Add some tips in miscellaneous section.
25 August 2002 - Version 1.6:
- Add some info and corrections (thanks to Hecht)
29 Sept 2002 - Version 1.7:
- Add some info from Peter Grijpma.
- Correct some grammatical mistakes.
- Add some info (usually not quite important) such as including Siege
Chopper as a flying unit.
- Change information on mind controlled MCV/CY. Yuri (Clone/Prime)'s
Psychic Wave
- Add some notes on invulnerabling and chronoshifting air units,
especially Kirov Airship .
- Add Grinder info in Credit and Grinder sections.
- Add some minor info on Attack Dog, SEAL, Tanya, Chrono Legionnaire,
Sniper, Crazy Ivan, Slave Miner, Chaos Drone, Flint Westwood,
Arnie Frankenfurter, Bio Reactor, Pillbox, Prism Tower, Spy Sat
Uplink, Grand Cannon, Sentry Gun, Tesla Coil, and Tank Bunker.
- Add some info on Do You Know? section.
- Add more website that host my FAQ.
13 October 2002 - Final Version:
- Fix some credits.
- Add more website that host my FAQ.
iii) Future editions
* This is final version of this FAQ. So no more section changes.
I will update my FAQ only if there are some important changes and
error fixes. Also I will still update websites that hosts my FAQs.
iv) Credits
- Westwood, for making a great game for me to play.
- Jeff "CJayC" Veasey (GameFAQs webmaster), for hosting my FAQs,
GameFAQs is truly a good website for game guides and other
game-related info!
- My cousin, because I played RA2 with his CD and on his computer.
He also writes his own section (Points for this game) in this FAQ
by himself.
He checks almost everything in this FAQ.
- "W K"
For emailing me that Yuri's Revenge is out and making me create
this FAQ. Thanks.
- Alien Overmind , for many useful
information and suggestions.
Information: Weather Storm, Crates, Building Occupation, and
Survivors
Fixes: Genetic Mutators Range, Spy shut down power time.
He also sends me many useful and important informations and
strategies that I put them into a separate special sections.
- "Justin Mitchell" , for info about
Kirov and small notes.
- Kevin Leung , for info about Chronoshift and
Invulnerability.
- "cathy goudie"
For reminding me that you can't selling a unit from service depot
after version 1.001.
- Ian Tucker , for some info about
Chronoshift.
- Yonatan Indrajaya AKA losbolos , for some
info about Chrono Waypointing.
- "Hecht" , for many corrections and info.
- "Peter Grijpma" , for some info and tips.
v) How to get this FAQ
You can get this FAQ only in these sites:
- http://www.gamefaqs.com
- www.actiontrip.com
- www.cheatcc.com
- http://SPOnG.com
- www.gamespot.com
- http://www.PlanetCNC.com
- http://www.cnchq.com
If you want to check my newest FAQ, please check www.gamefaqs.com
first, because I will send my newest FAQs to GameFAQs before other
sites.
*****************************
I - General and Special Rules
*****************************
1) Formulae
* Cells
One cell in Red 2 Alert means a portion of small terrain that can
be occupied by one small vehicles (IFV, Flak Track, etc.) or 3
infantry.
* ROF: Rate of Fire
The longer the number, the longer the unit reloads its weapons.
15 are equal to 1 second at middle speed setting. So a weapon
with maximum speed with 150 ROF, will attack again after about 10
seconds after previous attack.
* Frame Delay
900 Frame Delays are equal to 60 seconds in 15 fps (frame per
second) games.
* Veteran Rules
Each unit that can become Veteran will have increased statistics.
For Elite units just multiply the number by 2. And for calculating
damage, use the Elite Weapons (if the units have it), and not
the normal weapons. (This is hard to calculating, and still
being researched).
Stronger : Damage received divided by 1.5
Faster : Unit max speed multiplied by 1.2
Increased ROF : ROF delay multiplied by 0.6
Increased Firepower : Damage multiplied by 1.1
Sight Range is NOT increased when becoming a veteran or Elite.
For more description and detailed information about Veteran and
Elite units, look at section below.
* Radiation
Nuclear Strike, Demolition Truck, and Desolator Radiation Eruption
can create an area of radiation. The radiation will disappear
after (Radiation Level x 1) frames.
* Cells Radius and Cells Area
In some data I mention about Cells Radius and Cells Area. Some people
may be confused about its. I will explain it with below examples.
Cells Radius of 3 will means:
o o o o o o o
o o o o o o o
o o o o o o o
o o o x o o o
o o o o o o o
o o o o o o o
o o o o o o o
Cells area of 3 x 3 will means:
o o o
o x o
o o o
x : Middle point
With above examples, it means that:
A Cells Radius of 3 is same as a Cells area of 7 x 7.
A Cells Area of 3x3 is same as a Cells radius of 1.
It will be better if I use the cells area than cells radius for
better understanding. But I use cells radius because of some area
damage (like radiation) is circle and not square. And in circle,
it can't be converted to numberXnumber cells area.
So don't be confused if a mention cells radius in some stats and
cells area in other stats.
Note:
Thanks to Overmind for reminding me about this confusing matters.
2) Shorcut keys
The use for shorcut keys can't be separated with Real-Time
Strategy Games. These keys can be changed in Game Options,
Keyboard sections. Here are the shorcut keys for Red Alert 2:
Category: Control
Keys Description
--------------------------------------------------------------------
Alliances A Toggles Alliance Status with the owner of
selected object
Cheer C All Units to Cheer (for fun only)
Deploy Objects D Order selected units to Deploy or Undeploy
Guard Objects G Order selected units to 'Guard' the area
Scatter X Order selected units to scatter
Stop Objects S Order selected units to stop current action
Waypoints Z Set planning mode ON (to create waypoints)
Units that have been set for waypoints don't
do anything until you turn this off
Units move synchronically (have same speed)
Category: Information
Keys Description
--------------------------------------------------------------------
Coordinates - Gives the information of current coordinates of
cursors
This key is undefined by default (- in here
means no key and not the minus key).
Category: Interface
Keys Description
--------------------------------------------------------------------
Delete Num Del Deletes the selected object
Follow F Toggle Follow state of selected object(s)
Goto Radar Event Space Center the Tactical View to the cycle
through last 8 EVA events. "Space Bar"
also goes to "Ally under Attack" EVA
event
Options Esc Display game options dialog
Page User U Page a Westwood Online users
(Internet only)
Place Beacon B Used to place a communication Beacon
(Multiplayer only)
Repair Mode K Toggle Repair Mode On/Off
Sell Mode L Toggle Sell Mode On/Off
Screen Capture Ctrl-C Take a snapshots of the game screen.
(Saved as 'SCRNxxxx.PCX' file in the
game directory)
Select Str. Tab Q Switch the command bar to Building Tab*
Select Armory Tab W Switch the command bar to Defensive Tab*
Select Inf. Tab E Switch the command bar to Infantry Tab
Select Vch. Tab R Switch the command bar to vehicle Tab
Sidebar Down Num 2 Scroll Sidebar Selection list downward
Sidebar Up Num 8 Scroll Sidebar Selection list upward
Sidebar Page Up Num 6 Page Sidebar Selection list upward
Sidebar Page Down Num 4 Page Sidebar Selection list downward
Str. List Up Num 7 Scroll Sidebar Str. Sel. list upward
Str. List Down Num 1 Scroll Sidebar Str. Sel. list downward
Str. List Page Up - Page Sidebar Str. Sel. list upward
Str. List Page Dn - Page Sidebar Str. Sel. list downward
Unit List Up Num 9 Scroll Sidebar Unit Sel. list upward
Unit List Down Num 3 Scroll Sidebar Unit Sel. list downward
Unit List Page Up - Page Sidebar Unit Sel. list upward
Unit List Page Dn - Page Sidebar Unit Sel. list downward
Set Bookmark 1 Ctrl-F1 Set view Bookmark map position 1
Set Bookmark 2 Ctrl-F2 Set view Bookmark map position 2
Set Bookmark 3 Ctrl-F3 Set view Bookmark map position 3
Set Bookmark 4 Ctrl-F4 Set view Bookmark map position 4
View Bookmark 1 F1 View bookmarked map position 1
View Bookmark 2 F2 View bookmarked map position 2
View Bookmark 3 F3 View bookmarked map position 3
View Bookmark 4 F4 View bookmarked map position 4
Jump to Map Edge Ctrl-Arrow keys
Jump to the edges of map for
corresponding arrow keys
(*) The "Q" & "W" keys that select Tab Buttons grab a
completed building for the cursor. Pressing again places that
building.
Category: Selection
Keys Description
--------------------------------------------------------------------
Center Base H Center the view about the player's base
Center View Num 5 Center the view about the selected
object(s)
Combatant Select P Select all military units *
Health Navigation U Navigates across the last selection by
health level**
Next Object N Select the next object
Previous Object M Select the previous object
Type Select T Select units by type *
Veterancy Nav. Y Navigates across the last selection by
Veterancy level***
(*) - This shortcut key selects units across SCREEN, if it is pressed
again, it selects units across MAP.
If all units selected are on screen, it automatically select
units across MAP.
(**)- This shorcut key shows all units in selected units that in
CRITICAL condition (red health bar), then if pressed again
shows all units that in HEAVILY DAMAGED condition (yellow
health bar), then if pressed again shows all unit that in
HEALTHY condition. If pressed again, it loops back to show
all units in CRITICAL condition. It also shows the information
on how many units in that condition and how many Cost value
of all those units.
(***) - This shortcut key shows all units in the selected units that
are in Elite level, then if pressed again shows all units
that are in Veteran level, then if pressed again shows all
units that are in Green status (Normal level). If pressed
again its loops back to show all units in Elite level.
It also shows the information on how many units in that
veterancy level and how many Cost value of all those units.
Category: Taunt (Multiplayer only)
Keys Description
--------------------------------------------------------------------
Taunt 1 F5 Send taunt message: "Need money"
Taunt 2 F6 Send taunt message: "Ready to Attack now"
Taunt 3 F7 Send taunt message: "Help me"
Taunt 4 F8 Send taunt message: "Please distract enemy"
Taunt 5 F9 Send taunt message: "Surrender Now!"
Taunt 6 F10 Send taunt message: "Ha ha ha"
Taunt 7 F11 Send taunt message: "You coward"
Taunt 8 F12 Send taunt message: "Victory!!"
Notes:
- Taunt is different for each country.
Category: Team
Keys Description
--------------------------------------------------------------------
Create Team 1-10 Ctrl # Create team # for the selected units
Select Team 1-10 # Select team #
Add Select Team 1-10 Shift # Add selected units to team #
Center Team 1-10 Alt # Center and center view for team #
Notes:
- # can be any number between 0 and 9
- Center team can also be done by pressing # for the second time
after the team is selected
3) Mind Control
- Units that have mind control ability can target any enemy or
neutral unit and control its movement and action. In other
words that unit will become your own unit.
- Mind control can also be used to take allegiance of ally's
units. Yuri Prime can mind control allied buildings. Psychic
Dominator is capable of mind controlling allied units, so be
careful.
- A mind controlled MCV, will now be unable to deploy. The same
rule applies if you mind montrol an enemy Construction Yard using
a Yuri Prime. It can now be unpacked, but you can still sell it.
- There are some units that can mind control an enemy unit.
They are Yuri Clone, Psi-Corp Infantry, Psi Commando,
Master Mind, and Yuri Prime.
Psi-Corp Infantry only appear in Red Alert 2 campaign mode,
and it has the same statistics with Yuri's.
Psychic Tower is a defensive building that can mind control,
and Psychic Dominator is a Yuri's Super Weapon that also can
Mind Control enemy units.
- If you control a transport, all units in the transport will
NOT be mind controlled, so if you deploy the transport, all
of the units inside go out and are still owned by enemy.
- Units that are mind controlling and a mind controlled unit can't
enter any transport (Amphibious Transport, Nighthawk, Flak Track,
and IFV).
- To release a mind controlled unit, you can kill the unit or
building that mind control it.
- To change mind control unit, just target another unit.
Example: If a Yuri Clone is mind controlling a GI and you want
him to mind control a Grizzly Tank, just simply ask him to target
the Grizzly Tank.
- You can't mind control a unit that is being mind controlled by
other unit.
- You can't mind control a unit that is enveloped with
invulnerability (Iron Curtain is activated on it).
- All units that have mind control ability can detect Spies.
- There also a few units that are IMMUNE to Mind Control:
Unit Sides Unit Sides
----------------------------------------------------------
Chrono Miner Allies War Miner Soviet
Attack Dog Both Terror Drone Soviet
Giant Squid Soviet Yuri Clone Yuri
Psi Commando Special Yuri Prime Yuri
Harrier Allies Black Eagle Korea
Kirov Airship Soviet Rocketeer Allies
Dolphin Allies (while flying)
Master Mind Yuri Floating Disk Yuri
Chaos Drone Yuri Brute Yuri
Boris Soviet Tanya Allies
Slave Worker Yuri Robot Tank Allies
Slave Miner Yuri T-Rex Special
Brontosaur Special Evil Mummy Special
Spy Plane Soviet MiG Soviet
- You CAN actually mind control a Kirov. However, it's not
exactly something that will happen often. You have to have
a mind control unit near the factory that a Kirov is being
built at, without it already controlling someone.
When the Kirov finishes being built, it's initially "on the
ground", and can be controlled.
4) Chronoshift
- Chronoshift can be used after you have built a Chronosphere.
- Chronoshift can teleport any unit in 3x3 Cells area to another
location.
- Chronoshift can be cancelled any time as long as you don't
specify the target location.
- You can teleport any unit to shrouded areas (Just be careful
not teleport to water for your ground units).
- Any infantry or organic unit that is teleported will be killed
instead of being teleported. They include: Most infantry unit,
Attack Dog, Dolphin, Giant Squid, Civilian, Cow, Alligator,
Monkey, and Polar Bear.
- Chrono Legionnaires and Chrono Ivan can be Chronoshifted and
not killed by the process.
- You CAN teleport infantry only if it is on a transport and you
teleport the transport.
- You can teleport enemy units or neutral units.
Example:
* Teleport a group of enemy tanks to water to make them drowned.
* Teleport a group of enemy ships to ground to make them destroyed.
* Teleport a group of enemy infantry to kill them instantly.
* Teleport a Dolphin, Giant Squid, or Attack Dog to kill them
instantly.
* Teleport a group of landing Harriers and Black Eagle
(in Airforce Command HQ), Siege Chopper, or Nighthawk to water
to destroy them.
- Vehicles are not destroyed when teleported onto a building, they
are just placed around it.
5) Invulnerability
- Invulnerability can be used after you have built an Iron Curtain.
- Invulnerability makes any unit in 3x3 Cells area invincible and can't
be damaged in any way.
- Invulnerability durations: 750 frame delay.
- You can't make any infantry or any organic units Invulnerable.
- You can make Harriers, Black Eagles, Nighthawks, and Siege Chopper
invulnerable, but not Kirov Airships. Those three must land first when
they are cloaked with Invulnerability.
There is, however, a way to cloak Kirov with invulnerability. Read
Kirov section for detailed information.
- If you make any transport invulnerable, units inside it are
not invulnerable.
- Invulnerable Demolition Trucks can't be killed by the enemy. It will
self-destruct on the target without anything can stop it.
- Invulnerabled building can be captured by engineer.
- Invulnerable units that have dynamite attached to it (by Crazy
Ivan) can't be destroyed.
- V3 rocket launchers can be invulnerabled, but the rockets are not.
The same rule applies for Dreadnought.
- Invulnerable unit can't be mind controlled.
- You can use Invulnerability to enemy or neutral units.
Example:
* Destroy any group of infantry by covering them with
invulnerability.
* Destroy a Dolphin or Giant Squid by covering them with
invulnerability.
- If you put an invulnerabled unit in a transport, the invulnerability
will not cease and expire after 750 frame delays (50 game seconds).
6) Building
- Buildings in Red Alert 2 can only be placed near other buildings.
- Normally, buildings can be placed 2 cells adjacent to other
building. The exception are:
Buildings Cells
--------------------------
Naval Shipyard 12
Submarine Pen 12
Concrete Wall 8
Citadel Wall 8
Sentry Gun 4
Pillbox 4
Patriot Missile 4
Gattling Cannon 4
Tank Bunker 3
- All buildings need powers. Buildings that don't need power
are: Construction Yard, Concrete Walls, Citadel Walls,
Battle Bunkers, Tank Bunker, Sentry Gun, and Pillbox.
Allied power sources are the Power Plant. While Soviet power
sources are Tesla Reactor and Nuclear Reactor.
Yuri power sources are the Bio Reactors.
- Buildings that can't work without power:
Ore Purifier, Gap Generator, Iron Curtain, Weather Control Device,
Chronosphere, Radar Facility, Psychic Sensors, Sattelite Uplink,
Tesla Coil, Prism Tower, Patriot Missile, Grand Cannon, Flak Cannon,
Industrial Plant, Psychic Dominator, Genetic Mutator, Gattling
Cannon, Psychic Sensors, and Psychic Tower.
- When a building is destroyed it's cost is divided by a specific
number for each side, the result is the number of survivors.
Allies: 500 (G.I.)
Soviet: 250 (Conscripts)
Yuri: 750 (Initiates)
Example: Allied Chronosphere (Cost: 2500) that is destroyed will
have 5 G.I. survivors (2500/500).
7) Veteran and Elite Units
- Unit can become veteran if it destroys/kills enemy units that
have 3 times more 'points' than its value points. To become
Elite it needs 6 times more 'points' than its original value
points. Buildings also have points.
Points used here are the unit/building's costs.
Example:
Rhino Tank (Cost: 900) that destroys 1 Flak Cannon (Cost: 1000),
1 Sentry Gun (Cost: 500), 2 Tesla Reactors (Cost: 600 each), and
1 Conscript (Cost: 100) will be promoted to veteran.
It happens because all unit values that it destroys:
1000 + 500 + (600 x 2) + 100 = 2800
are greater than 3 times of its original value:
900 x 3 = 2700 < 2800
Notes that, if it destroys EXACTLY 3 times of its original value
it won't be promoted. It must be a little more that 3 times
of its original value.
To become elite, the Rhino Tank must again destroy 3 unit cost
that 3 times of its original value (2700) again.
So a Veteran Rhino that destroys a War Factory (cost 2000) and
a Service Depot (Cost: 800) will be promoted to Elite.
- Crushing an infantry also counts as killing them.
- Killing/Destroying a friendly units by Force Attack also counts
killing them (but it has fewer points than enemy units).
This is not recommended because it is too EXPENSIVE to
make a unit a veteran.
NOTE: This can be only done in older versions.
- Veteran and Elite Units also give them these benefits:
Veteran abilities:
Armor increased : all units
Speed increased : all units
ROF increased : all units
Weapon damage increased : all units
Ability to Scatter : Boris, Tanya, and SEAL
Elite abilities:
Self heal : all units (some units already
have them in normal level)
Armor increased : all units
ROF increased : all units
Weapon damage increased : all units
New Elite Weapons : most units (look in unit section
below for each unit Elite
Weapon details)
Note:
'all units' means all units that can be promoted to veteran.
For info about veteran stats, please read more at section I.1.
8) Credits
- Harvesters (War Miner or Chrono Miner) automatically harvest
ores and minerals patches after you build an Ore Refinery.
1 'bail' of Ores has a value of 25.
1 'bail' of Minerals has a value of 50.
1 Cell of ore/mineral patches can contain more than 1 bail
(I don't know the exact number and it is hard to research).
1 Chrono Miner can hold 20 bails at maximum.
1 War Miner can hold 40 bails at maximum.
1 Slave Worker can hold 4 bails at maximum.
Carried bails are showed in colored pip (small dot in Harvester
that shows the color of its ores/minerals storage). 1 Pip
is the same as 4 bails (in Chrono Miner) and 8 bails (in War Miner).
In a Harvester, Ores are showed in yellow color, while
minerals are showed in blue color.
Example: If a War Miner carries 5 blue Pip (at max in this example,
because 1 blue pip can contain 8 bails or less), it carries 2000
credits (40 bails x 50 minerals value).
For more information about 'Pip' itself, look in the other
section below also in this FAQ.
- You can also get credits by sell a building. Selling a building
costs half of its original value.
Selling a building can give you some extra infantry that
come out from the building (GI and Conscripts), but it
depends on the building cost and type.
Selling Construction Yard also gives you an Engineer.
- You can also sell unit (ground vehicles only, including
Nighthawks). It costs half of its original value.
To sell a unit, move it to Service Depot. Move cursor to
the unit until it shows GREEN dollar sign, then click to
sell it. (Not available after patches 1.001)
Thanks to "Cathy Goudie" for remind me about this.
Warning, if you sell any transport the unit inside it
will also be sold but without credits (only the transport worth
the credits).
- Yuri has Grinder to earn credits. Send a unit into a grinder and
the grinder will destroy the unit but donate half of the unit's
building cost. If a transport boarding some passengers is sent
into a grinder, you will also receive half of the passengers'
construction cost.
- Concrete Walls and all Tech Buildings (even you have captured
them) can't be sold.
- Tech Oil Derricks give you small credits (20 credits) every
time, and give 1000 credits for the first time you capture them.
9) Weather Storm
- Number of seconds between announcement of strike and its
commencement: 16.666
- Damage done by lightning strike: 250
- Default storm duration is overriden by the trigger
control: 28 seconds.
- How often the direct target gets hit: 10 seconds.
- Delay between random bolts: 0.9333 seconds
- How far away random bolts can go: 10 cells
- City-block distance in cells between clouds/bolts: 3
Note: Thanks to Alien Overmind for
all of these info on Weather Storm.
10) Battle Bunker and Urban Buildings
- All basic infantry (G.I., Conscripts, and Initiates) can occupy
Battle Bunkers. When enter these buildings, they will have
their weapons upgraded by these numbers:
Damage multiplier : 1.3
ROF multiplier : 1.3
Range multiplier : 2
- All basic infantry (G.I., Conscripts, and Initiates) can occupy
civilian/urban buildings. When entering these buildings, they will
have their weapons upgraded. See on each infantry description
for more info.
Note: Thanks to Alien Overmind for
all of these info.
11) Crates
When any units take a crate, it can do one of the following:
- Promote a group of units to Veteran status (3x3 cells)
- Increase speed (Speed multiplied by 1.2)
- Increase armor (Armor multiplied by 1.5)
- Increase firepower (Firepower multiplied by 2)
- Add cash (Credits increased by 2000)
- Reveal all map shrouds
- Give free vehicles unit (almost any unit except Naval)
- Heal all units and buildings
Crates Powerup Probability to appear in a crate:
Powerup Type Probability in Percentage
---------------------------------------------
Promotion 20
Speed 10
Armor 10
Firepower 10
Cash 20
Reveal Map 10
Free Vehicles 20
Heal 10
- All units can only get once (crate): increase firepower,
increase armor and increase speed (this is meant for
the "random" crates in multiplayer), in solo player
there are often crates with firepower or something
else.. these can of course all be collected by the same
unit.
Note: Thanks to Hecht for this info.
**************
II - The Units
**************
1) Allied Infantry
------------------
1.1) GI
Country : Allies
Prerequisite : Barracks
Cost : 200 TechLevel : 1
Weapons : M60 Heavy Machine Gun (Deployed)
Parabellum Pistol (Undeployed)
Speed : 4 Sight : 5
HP : 125 Armor : none
Weapon Notes:
* Undeployed
Damage: 15 Range: 4 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 25 Range: 4 ROF: 20
* Deployed
Damage: 15 Range: 5 ROF: 15
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 25 Range: 7 ROF: 5
* When occupy a building
Damage: 30 Range: 6 ROF: 15
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
Damage vs. Building's Armor: Wood (75%), Steel (30%), Concrete (20%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 40 Range: 6 ROF: 15
Notes:
- Can occupy civilian buildings and Battle Bunker
- Can be dropped by plane if you have Paradrop/Airport Tech Building.
- GI cannot damage concrete walls and cannot fire pass through
concrete walls.
- IFV Mode: 2
1.2) Engineer
Country : Allies
Prerequisite : Barrack
Cost : 500 TechLevel : 1
Weapons : Bomb Defuse Kit
Speed : 4 Sight : 4
HP : 75 Armor : none
Notes:
- Can capture enemy buildings or tech buildings.
- Can repair damaged buildings, including civilian buildings.
- Can repair damaged bridges by entering Bridge Repair Hut.
- Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
- Can defuse bomb planted by Crazy Ivan but not automatically.
- Can't be veteran or elite by normal means.
- When in Guard Mode, increase scan range (for detecting bomb and
repair building) by 5.
- IFV Mode: 1
1.3) Attack Dog
Country : Allies
Prerequisite : Barrack
Cost : 200 TechLevel : 2
Weapons : Teeth
Speed : 8 Sight : 9
HP : 100 Armor : none
Weapon Notes:
Damage: 30 Range: 1.5 ROF: 30
Though the dogs have only 30 damage, they always kill any infantry or
other dog (even they have HP more than 30).
The range only shows when the dog 'jumps' to attack the target.
Notes:
- Always in Guard Mode (chase any enemy's infantry/dog in sight range)
- When in Guard Mode, increase scan range (detecting spies and
other infantry) by 5.
- Can only target infantry (excluding Brute), dog, cow, alligator,
monkey, and polar bear.
- Can detect spies in sight range.
- Can't be veteran or elite by normal means.
- Immune to Mind control.
- Immune to Psychic Wave.
1.4) Guardian G.I.
Country : Allies
Prerequisite : Barracks
Cost : 400 TechLevel : 2
Weapons : M60 Heavy Machine Gun (Undeployed)
Missile Launcher (Deployed)
Speed : 3 Sight : 6
HP : 100 Armor : none
Weapon Notes:
* Deployed
Damage: 40 Range: 8 (Minimum: 1) ROF: 40
Damage vs. Infantry's Armor: None (20%), Flak (20%), Plate (20%)
Damage vs. Vehicle's Armor : Light (100%), Medium (50%), Heavy (100%)
Damage vs. Building's Armor: Wood (10%), Steel (10%), Concrete (10%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 50 Range: 8 (Minimum: 1) ROF: 20
* Undeployed
Damage: 15 Range: 5 ROF: 15
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%)
Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 25 Range: 7 ROF: 5
Notes:
- Guardian GI in undeployed mode cannot damage concrete walls and
cannot fire pass through concrete walls.
- IFV Mode: 16
1.5) Rocketeer
Country : Allies
Prerequisite : Barrack, Airforce Command HQ
Cost : 600 TechLevel : 3
Weapons : 20mm Mini Machine-gun
Speed : 9 Sight : 8
HP : 125 Armor : none
Weapon Notes:
Damage: 25 Range: 5 ROF: 30
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 80%.
* Elite Weapon: Damage: 25 Range: 5 ROF: 5
Notes:
- Always fly and never land. (Except in Campaign mode where they are
in ground first)
- Rocketeer can't damage concrete wall.
1.6) Spy
Country : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost : 1000 TechLevel : 5
Weapons : Make-up Kit
Speed : 4 Sight : 9
HP : 100 Armor : Flak
Notes:
- Target any enemy infantry unit, dog, cow, alligator, or monkey
to disguise like it.
- Spy, by default, disguises like your own basic infantry (GI for
Allies, Conscripts for Soviet, and Initiates for Yuri)
- Can disguise as ANY biological unit, friends or foes.
- Can disguise as animal or neutral biological units (like cow and dog).
- If Spy targets another spy that has disguised, he will disguise
like that disguised form (not the spy). For example, spy A has
disguised as a cow, and spy B has just been created. If you order
spy B to disguise as spy A (force attack spy A), spy B will camouflage
himself as a cow.
- If disguised, can still be seen in radar, and also detected by dog
and all mind-controlling units.
- If disguised, any enemy unit that can't detect him doesn't
automatically attack it, but it can be attacked manually (target
cursor shows him as enemy).
- Can enter these buildings:
+ Barracks: Makes most infantry that you train become veteran.
+ War Factory: Makes most vehicles that you train become veteran.
+ Radar/AA HQ/Psychic Sensor: Resets the enemy's shrouds.
+ Ore Refinery: Steals half of their money.
+ Power Plant/Tesla Reactor/Nuclear Reactor/Bio Reactor:
Shuts down the power for more than 1 minute. (1000 frame delay)
+ Allied/Soviet/Yuri Battle Lab: Can make a special infantry (Chrono
Commando, Psi Commando, or Chrono Ivan)
+ Chronosphere, Genetic Mutator, Iron Curtain, Nuclear Silo, Weather
Control, or Psychic Dominator:
Resets the super weapon countdown.
- Can't be veteran or elite by normal means.
- IFV Mode: 2
1.7) SEAL
Country : Allies
Prerequisite : Barrack, Airforce Command HQ
Cost : 1000 TechLevel : 9
Weapons : MP5 Machine Gun
C4 Charges
Speed : 5 Sight : 8
HP : 125 Armor : Flak
Weapon Notes:
* MP5 Machine Gun
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Damage vs. Terror Drone : 1%
Prone Infantry still receives all damage.
SEAL doesn't target any vehicle or building automatically, so order
him to attack those targets manually. However, he will retaliate if
attacked.
* C4 Charges
Damage: 5000 Range: 1.5 ROF: 10
Notes:
- Can swim and attack from water.
- Can destroy any buildings or ships by using C4.
- Can destroy bridge by entering Bridge Repair Hut.
- IFV Mode: 4
1.8) Tanya
Country : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost : 1500 TechLevel : 9
Weapons : Dual Pistols
C4 Charges
Speed : 6 Sight : 8
HP : 200 Armor : Flak
Weapon Notes:
* Dual Pistols
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Damage vs. Terror Drone : 1%
Prone Infantry still receives FULL damage.
* Elite Weapon: Damage: 125 Range: 8 ROF: 10
Tanya doesn't target any vehicle or building automatically, order
her to attack those targets manually. However, she will retaliate
if attacked.
* C4 Charges
Damage: 5000 Range: 1.5 ROF: 10
Notes:
- Can swim and attack from water.
- Can destroy any buildings or ships by using C4.
- Can destroy any vehicles by using C4.
- Can destroy bridge by entering Bridge Repair Hut.
- You can only train 1 Tanya.
- Self Healing.
- Can't be crushed by vehicles.
- Immune to Mind Control but not to Psychic Wave.
- IFV Mode: 4
1.9) Chrono Legionnaire
Country : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost : 1500 TechLevel : 10
Weapons : Neutron Riffle
Speed : Instant Sight : 8
HP : 125 Armor : None
Weapon Notes:
Damage: 8 Range: 5 ROF: 120
Neutron Rifle doesn't have damage reduction to ANY armor,
so they always hit at full damage.
They damage the enemy (Temporary damage and not shown) by 8 or
(more if Veteran or Elite) continously. If the damage reaches
target's maximum HP, target is "removed". If the process is
cancelled (the Chrono Legionnaire is killed), the temporary
damage resets to 0.
* Elite Weapon: Damage: 16 Range: 5 ROF: 120
Notes:
- They move by teleporting to target location instantly, but the
longer the distance, the longer they are "ready" in target
location (very vulnerable).
- They enter IFV and any transport by teleporting (instantaneous).
- They have special weapons that can remove any unit/building. The
stronger the enemy the longer they "remove" it. Killing him while
he is targeting will release the unit/building.
Moving him or making him select another target will also release
the unit/building.
- Any enemy unit's or building's targeted by them can't be targeted
by other unit except by other Chrono Legionnaire. Also their
target can't move, attack, or do anything while still in the
phase time.
- They cannot damage Concrete war nor attack pass through
Concrete Wall.
- Cannot be crushed by vehicles.
- If a Chrono Legionnaire attacks a garrisonned building or a
transport, the units inside will also disappear.
- Tip: Send an IFV to the vicinity of enemy base. Then send your
Chrono Legionnaire in it. Acting this way will enable the Chrono
Legionnaire to attack without "unwarping". However, if you unboard
him soon after he teleports to the IFV, he will "unwarp".
See section V.3 for more tips and tricks.
- IFV Mode: 10
1.10) Sniper
Country : Great Britain
Prerequisite : Barrack, Airforce Command HQ
Cost : 600 TechLevel : 1
Weapons : AWP
Speed : 4 Sight : 8
HP : 125 Armor : None
Weapon Notes:
Damage: 125 Range: 14 ROF: 150
Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Damage vs. Terror Drone : 1%
Prone Infantry still receives FULL damage.
* Elite Weapon: Damage: 125 Range: 14 ROF: 60
Sniper doesn't target any vehicle or building automatically, order
him to attack those targets manually. However, he will retaliate if
attacked.
Notes:
- When Attacking, the Sniper, unlike most units, does not reveal
shround. (So Sniper hiding in shrouds can kill other infantry
without being seen)
- IFV Mode: 5
1.11) American Airborne Paratroopers
Country : America
Cost : 0
Prerequisite : Airforce Command HQ
Notes:
- American Airborne Paratroopers drop 8 GIs.
- The statistics for Paratroopers are the same as Allied GI
- If your spy has infiltrated enemy's barrack, your paratrooper will
become veteran.
- America can have BOTH of American Airborne and Allied Paradrop.
- Paratrooper can't land in the water. If you target them to water,
they automatically land on the nearest land.
1.12) Allied Paradrop
Country : Allies
Cost : 0
Prerequisite : Airport (Tech Building Captured)
Notes:
- Paradrop drops 6 GIs.
- The statistics for Paradrop are same as Allied GI
- If your spy has infiltrated enemy's barrack, your paratrooper will
become veteran.
- America can have BOTH of American Airborne and Allied Paradrop.
- Paradrop can't land in the water. If you target them to water,
they automatically land on the nearest land.
2) Soviet Infantry
------------------
2.1) Conscripts
Country : Soviet
Prerequisite : Barrack
Cost : 100 TechLevel : 1
Weapons : M1 Carbine
Speed : 4 Sight : 5
HP : 125 Armor : Flak
Weapon Notes:
* M1 Carbine
Damage: 15 Range: 4 ROF: 25
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 20 Range: 5 ROF: 25
* When occupy a building.
Damage: 20 Range: 6 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(30%), Concrete(20%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 30 Range: 6 ROF: 20
Notes:
- Can occupy civilian buildings and Battle Bunkers.
- Can be dropped by plane if you have Paradrop/Airport Tech Building.
- Conscripts cannot damage concrete walls and cannot fire pass
through Concrete wall.
- IFV Mode: 2
2.2) Engineer
Country : Soviet
Prerequisite : Barrack
Cost : 500 TechLevel : 1
Weapons : Bomb Defuse Kit
Speed : 4 Sight : 4
HP : 75 Armor : none
Notes:
- Can capture enemy buildings or tech buildings.
- Can repair damaged Buildings, including civilian buildings.
- Can repair damaged bridge by entering Bridge Repair Hut.
- Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
- Can defuse bomb planted by Crazy Ivan but not automatically.
- Can't be veteran or elite by normal means.
- When in Guard Mode, increase scan range (for detecting bomb and
repair building) by 5.
- IFV Mode: 1
2.3) Attack Dog
Country : Soviet
Prerequisite : Barrack
Cost : 200 TechLevel : 2
Weapons : Teeth
Speed : 8 Sight : 9
HP : 100 Armor : none
Weapon Notes:
Damage: 30 Range: 1.5 ROF: 30
Even the dogs have only 30 damage, but they always kill any infantry or
other dog (even they have HP more than 30).
The range only shows when the dog 'jumps' to attack the target.
Notes:
- Always in Guard Mode (chase any enemy's infantry/dog in sight range)
- When in Guard Mode, increase scan range (detecting spies and
other infantry) by 5.
- Can only target infantry (excluding Brute), other dog, or biological
ground units.
- Can detect spies in sight range.
- Can't be veteran or elite by normal means.
- Immune to Mind control.
- Immune to Psychic Wave.
2.4) Flak Trooper
Country : Soviet
Prerequisite : Barrack, Radar
Cost : 300 TechLevel : 1
Weapons : Flak Gun
Flak Anti-Air Gun
Speed : 4 Sight : 5
HP : 100 Armor : none
Weapon Notes:
* Anti-Air Flak Gun
Damage: 20 Range: 8 ROF: 25
Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
Damage vs. Vehicle's Armor : Light (80%), Medium (20%), Heavy (20%)
Damage vs. Building : There are no flying building
* Elite Weapon: Damage: 20 Range: 8 ROF: 25
Fire 2 times in rapid succession.
* Anti-Surface Flak Gun
Damage: 20 Range: 5 ROF: 20
Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy (10%)
Damage vs. Building's Armor: Wood (30%), Steel (20%), Concrete (10%)
Damage vs. Terror Drone : 100%
* Elite Weapon: Damage: 20 Range: 5 ROF: 20
Fire 2 times in rapid succession.
* Both
Flak Trooper's Weapon is inaccurate and slow, but the bullet
explodes and any unit/building in the area (1 Cell nearby) will be
damaged (Of course the units near the center of explosion receive
more damage than the unit far from the center).
Notes:
- Flak Troopers can attack ground but they are more useful for Anti-
Air units.
- IFV Mode: 3
2.5) Tesla Trooper
Country : Soviet
Prerequisite : Barrack
Cost : 500 TechLevel : 5
Weapons : Electric Bolt
Speed : 4 Sight : 6
HP : 130 Armor : Plate
Weapon Notes:
* Electric Bolt
Damage: 50 Range: 3 ROF: 60
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(85%), Medium (100%), Heavy(100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
* Elite Weapon: Damage: 50 Range: 5 ROF: 40
Can damage 2 other targets that are near the
primary target (Ignore any Concrete Walls for 2
other targets).
* Assault Bolt (only when near Tesla Coil)
Range: 1.83 ROF: 25
This is the Tesla Troopers charge when near Tesla Coil.
Charging means increasing Tesla Coil range and damage.
Charging an unpowered Tesla Coil means to give the Tesla Coil
power to work (needs at least 2 Tesla Troopers charging).
1 Tesla Trooper charging to a powered Tesla Coil can make
the Tesla Coil overpowered. While unpowered Tesla Coil (your
power gauge is red) needs at least 3 Tesla Trooper to
overpowered it (look in Tesla Coil section below for more
description).
Notes:
- When near Tesla Coil, Tesla Trooper can charge the Tesla Coil to
increase range, damage, and fire speed (reduce ROF) of the Tesla
Coil. They still can attack (and release the charges on Tesla
Coil) enemy unit that moves near them.
- Tesla Trooper can't be crushed by Vehicles.
- Can't damage Concrete Wall and attack pass through Concrete Walls.
It can attack pass Concrete Wall only when in Elite status.
(Thanks to Blossom Storm for reminding me about this).
- IFV Mode: 6
2.6) Crazy Ivan
Country : Soviet
Prerequisite : Barrack, Radar
Cost : 600 TechLevel : 5
Weapons : Ivan Dynamites
Speed : 4 Sight : 6
HP : 125 Armor : None
Weapon Notes:
* Ivan Dynamites
Damage: 450 Range: 1.5 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood(100%), Steel(250%), Concrete(20%)
Range in here means the distance a Crazy Ivan must take to plant
the bomb.
The Time for Bomb to Explode is about 450 frame delay (30 seconds).
* Elite Weapon: Damage: 600
Notes:
- Can plant bomb into any unit or buildings (friend or foe). When
planted, the bomb timer in the unit will countdown. If the timer
reaches zero, the planted unit will be damaged (or destroyed) and
also the explosion will damage the nearby area.
- Can't be veteran or elite by normal means.
- Crazy Ivan can also plant bomb on enemy's aircrafts (Harrier,
Black Eagle, Nighthawk, and Siege Chopper) when they are on land.
- Units with bomb planted on them that enter a transport won't
explode in transport when the bomb timer expires. But, they will
explode immediately when they go out from transport (if the bomb
timer expires inside tranport). The more the units with planted bomb
in the transport, the explosion will do more damage.
Considering its speed and its transport capacity, Flak Track is
recommended, and units onboard are Conscripts because of their
low costs.
It is also good to use Cuban terrorists instead of conscript
because they are relatively cheap and causing great damage when
exploding.
- Explodes when killed.
- Can destroy bridge by entering Bridge Repair Hut.
- Can't install bomb on a naval unit (except amphibious transport).
- IFV Mode: 7
2.7) Boris
Country : Soviet
Prerequisite : Barrack, Soviet Battle Lab
Cost : 1500 TechLevel : 9
Weapons : AKM
Airstrike Flare
Speed : 5 Sight : 9
HP : 200 Armor : Flak
Weapon Notes:
* AKM
Damage: 65 Range: 7 ROF: 20
Damage vs. Infantry's Armor: None (200%), Flak (200%), Plate (100%)
Damage vs. Vehicle's Armor : Light (50%), Medium (50%), Heavy (50%)
Damage vs. Terror Drone : 100%
Cannot target Buildings.
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 90 Range: 9 ROF: 20
* Airstrike Flare (Target a Building)
Damage: Special Range: 12 ROF: 60
Call 2-4 MiGs to attack a build, the number of MiGs called is based
on Boris's Veterancy level.
MiG's Data: HP: 200 Armor: Light
Speed: 16 Sight: 0
Weapons: Maverick (2 missiles)
Damage: 750 Range: 4 ROF: 10
Damage vs. All: 100%
Damage vs. Concrete Building: 50%
Notes:
- You can only train 1 Boris.
- Boris can't swim.
- Self Healing.
- Can't be crushed by vehicles.
- Immune to Mind Control but not Psychic Wave.
- IFV Mode: 4
2.8) Desolator
Country : Iraq
Prerequisite : Barrack, Radar
Cost : 600 TechLevel : 8
Weapons : Radiation beam gun
Radiation eruption gun
Speed : 4 Sight : 6
HP : 150 Armor : Plate
Weapon Notes:
* Radiation Beam Gun
Damage: 125 Range: 6 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%)
Damage vs. Building's Armor: Can't Attack Building.
* Elite Weapon: Damage: 200 Range: 8 ROF: 50
* Radiation Eruption Gun
Range: 10 Cells ROF: 60
Radiation Level: 500
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(20%), Medium(10%), Heavy(10%)
Damage vs. Building's Armor: Can't Attack Building.
Notes:
- When Deployed, he creates an area of radiation that damages all
units on it (except all units immune to Radiation).
Radiation remains as long as the Desolator is still deployed.
- Cannot be crushed by vehicles.
- Desolators use Radiation weapons, so they can't damage any unit
immune to it.
- Immune to Radiation.
- Self Regeneration.
- IFV Mode: 9
2.9) Terrorist
Country : Cuba
Prerequisite : Barrack, Radar
Cost : 200 TechLevel : 5
Weapons : Terror Bomb
Speed : 6 Sight : 9
HP : 75 Armor : Flak
Weapon Notes:
Damage: 225 Range: 1.5 ROF: 10
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%)
Damage vs. Terror Drone : 100%
Terrorist attacks with suicide bomb.
Area near explosion (2 Cells) is also damaged.
Notes:
- Can't be veteran or elite by normal means.
- Explodes with Terror Bomb when killed.
- IFV Mode: 11
2.10) Soviet Paratroopers
Country : Soviet
Cost : 0
Prerequisite : Airport (Tech Building Captured)
Notes:
- Paratroopers drop 9 Conscripts.
- The statistics for Paratroopers are the same as Soviet's Conscripts.
- If your spy has infiltrated enemy's barrack, your paratrooper will
become veteran.
- Paratrooper can't land in the water. If you target them to water,
they automatically land on the nearest land.
3) Yuri's Infantry
------------------
3.1) Initiate
Country : Yuri
Prerequisite : Barrack
Cost : 200 TechLevel : 1
Weapons : Psychic Jab
Speed : 4 Sight : 9
HP : 100 Armor : None
Weapon Notes:
* Psychic Jab
Damage: 25 Range: 4.5 ROF: 15
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 30 Range: 6 ROF: 15
* When occupy a building.
Damage: 63 Range: 6 ROF: 15
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(30%), Concrete(20%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 73 Range: 6 ROF: 15
Notes:
- Can occupy Civilian Buildings & Battle Bunker.
- Can be dropped by plane if you have Paradrop/Airport Tech Building.
- Initiate cannot damage concrete walls and cannot fire pass
through Concrete wall.
- IFV Mode: 13
3.2) Engineer
Country : Yuri
Prerequisite : Barrack
Cost : 500 TechLevel : 1
Weapons : Bomb Defuse Kit
Speed : 4 Sight : 4
HP : 75 Armor : none
Notes:
- Can capture enemy buildings or tech buildings.
- Can repair damaged Buildings, including civilian buildings.
- Can repair damaged bridge by entering Bridge Repair Hut.
- Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
- Can defuse bomb planted by Crazy Ivan but not automatically.
- Can't be veteran or elite by normal means.
- When in Guard Mode, increase scan range (for detecting bomb and
repair building) by 5.
- IFV Mode: 1
3.3) Attack Dog
Country : Yuri
Prerequisite : None
Cost : 200 TechLevel : 2
Weapons : Teeth
Speed : 8 Sight : 9
HP : 100 Armor : none
Weapon Notes:
Damage: 30 Range: 1.5 ROF: 30
Even the dogs have only 30 damage, but they always kill any infantry
or other dog (even they have HP more than 30).
The range only shows when the dog 'jumps' to attack the target.
Notes:
- Always in Guard Mode (chase any enemy's infantry/dog in sight range)
- When in Guard Mode, increase scan range (detecting spies and
other infantry) by 5.
- Can only target infantry (excluding Brute), other dog, and
biological land units.
- Can detect spies in sight range.
- Can't be veteran or elite by normal means.
- Immune to Mind control.
- Immune to Psychic Wave.
- Can only appear in Land Rush (Multiplayer) mode.
3.4) Slave Worker
Country : Yuri
Prerequisite : Slave Miner
Cost : 10 TechLevel : -1
Weapons : Psychic Jab
Speed : 3 Sight : 5
HP : 125 Armor : None
Weapon Notes:
* Shovel
Damage: 30 Range: 1.5 ROF: 30
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
Notes:
- Appear maximum 5 Slave Worker per Slave Miner.
- Immune to Mind Control but not to Pyschic Wave.
- If produced by your Slave Miner, it can not be ordered.
3.5) Brute
Country : Yuri
Prerequisite : Barrack
Cost : 500 TechLevel : 5
Weapons : Brute Punch
Brute Smash
Speed : 6 Sight : 8
HP : 200 Armor : Plate
Weapon Notes:
* Brute Punch (Attack vs. Infantry and Building)
Damage: 100 Range: 1.4 ROF: 60
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
Damage vs. Building's Armor: Wood(30%), Steel(30%), Concrete(20%)
Damage vs. Terror Drone : 100%
* Brute Smash (Attack vs. Vehicle)
Damage: 100 Range: 1.1 ROF: 60
Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(100%)
Damage vs. Terror Drone : 100%
Notes:
- Brute can damage concrete walls.
- Cannot be crushed by Vehicles.
- Self Healing.
- Immune to Mind Control but not to Psychic Wave.
- Immune to Dog Attacks.
3.6) Virus
Country : Yuri
Prerequisite : Barrack, Psychic Sensor
Cost : 700 TechLevel : 1
Weapons : Virus Gun
Speed : 4 Sight : 9
HP : 200 Armor : None
Weapon Notes:
* Virus Gun
Damage: 125 Range: 10 ROF: 100
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Prone Infantry doesn't reduces the damage.
* Elite Weapon: Damage: 125 Range: 16 ROF: 80
Notes:
- The shrouds on Virus don't reveal like other normal units, when
a Virus attacks.(So Virus hiding in shrouds can kill other infantry
without being seen)
- Virus cannot damage concrete walls and cannot fire pass
through Concrete wall.
- Immune to Poison.
- IFV Mode: 14.
3.7) Yuri Clone
Country : Yuri
Prerequisite : Barrack, Psychic Sensor
Cost : 800 TechLevel : 10
Weapons : Mind Control
Psychic Wave
Speed : 4 Sight : 12
HP : 100 Armor : None
Weapon Notes:
* Mind Control
Damage: - Range: 7 ROF: 200
* Psychic Wave
Damage: 250 Range: 3 Cells ROF: 50
Undeploy Delay: 150
Notes:
- Yuri Clone can target most units to become your unit. Yuri Clone
can only target 1 unit. If you choose to control other unit, the
control of previous unit will be lost.
Controlled unit can be freed by killing the mind controlling Yuri
Clone.
- Yuri Clone can't target buildings and units immune to Mind Control.
- When deployed, Yuri Clone casts Psychic Wave and kills any infantry
nearby. Yuri Clone must rest for a while after that before he can
move or do anything.
- Yuri Clone's Psychic Wave will not kill friendly units.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- IFV Mode: 8
3.8) Yuri Prime
Country : Yuri
Prerequisite : Barrack, Yuri Battle Lab
Cost : 1500 TechLevel : 10
Weapons : Super Mind Control
Super Psychic Wave
Speed : 6 Sight : 9
HP : 150 Armor : Flak
Weapon Notes:
* Super Mind Control
Damage: - Range: 7 ROF: 200
Can control enemy building.
* Super Psychic Wave
Damage: 250 Range: 5 cells ROF: 50
Damage vs. Infantry's Armor : All (100%)
Damage vs. Vehicle's Armor : All (50%)
Undeploy Delay: 75
Notes:
- Yuri Prime can target most unit to become your unit. Yuri Prime
can only target 1 unit. If you choose to control other unit, the
control of previous unit will lost.
Controlled unit can be freed if Yuri Prime is killed.
- Yuri Prime can't target units immune to Mind Control.
- Yuri Prime can control enemy building.
- When deployed, Yuri Prime casts Psychic Wave and kills any infantry
nearby (except your own units). Yuri Prime must rest for a while
after that before he can move or do anything.
- Yuri Prime's Psychic Wave will not kill friendly units.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- Self Healing.
- Cannot be crushed by vehicles.
- Can move across water (hovering unit).
- Can only train 1 Yuri Prime.
Trick: Before training a Yuri Prime, build a cloning vats first and
you'll have 2 Yuri Primes.
- IFV Mode: 15
3.9) Yuri Paratroopers
Country : Yuri
Cost : 0
Prerequisite : Airport (Tech Building Captured)
Notes:
- Paratroopers drop 6 Initiates.
- The statistics for Paratroopers are the same as Yuri's Initiates.
- If your spy has infiltrated enemy's barrack, your paratrooper will
become veteran.
- Paratrooper can't land in the water. If you target them to water,
they automatically land on the nearest land.
4) Special Infantry
------------------
4.1) Chrono Commando
Country : Special
Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab
Cost : 2000 TechLevel : 9
Weapons : Chrono MP5 Machine Gun
C4 Charges
Speed : Instant Sight : 8
HP : 100 Armor : None
Weapon Notes:
* Chrono MP5
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(75%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: Use other weapons (C4)
Damage vs. Terror Drone : 75%
Prone Infantry still receives FULL damage.
* C4 Charges
Damage: 5000 Range: 1.5 ROF: 10
Destroy any targetted building instantly after he finishes
"unwarping".
Notes:
- They move by teleporting to target location instantly, but the
longer the distance, the longer they are "ready" in target (very
vulnerable).
- Can target building and destroyed it (using C4), but still needs
"unwarp" before destroying the building.
- Can't enter water like SEAL and Tanya.
- They enter IFV and any transport by teleporting (instantaneous).
- Cannot be crushed by vehicles.
- Tip and Tricks:Send an IFV to the vicinity of enemy base. Then send your
Chrono Commando in it. Acting this way will enable the Chrono
Commando to attack without "unwarping". However, if you unboard
him soon after he teleports to the IFV, he will "unwarp".
See section V.3 for more tips and tricks.
- IFV Mode: 4
4.2) Psi Commando
Country : Special
Prerequisite : Barrack, Spy infiltrating the Yuri Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Mind Control
C4 Charges
Speed : 5 Sight : 8
HP : 100 Armor : None
Weapon Notes:
* Mind Control
Damage: - Range: 7 ROF: 200
* Elite Weapon: Damage: - Range: 14 ROF: 200
Notes:
- Psi Commando can target most unit to become your unit. Psi Commando
can only target 1 unit. If you choose to control other unit, the
control of previous unit will be lost.
Controlled unit can be freed by kill the mind controller.
- Psi Commando can't target buildings and some units immune to Mind
Control.
- Can destroy any building by using C4.
- Can destroy bridge by entering Bridge Repair Hut.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- Cannot be crushed by vehicles.
- IFV Mode: 4
4.3) Chrono Ivan
Country : Special
Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Ivan Dynamites
Speed : Instant Sight : 8
HP : 100 Armor : None
Weapon Notes:
* Ivan Dynamites
Damage: 450 Range: 1.5 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood(100%), Steel(250%), Concrete(20%)
Range in here means the distance a Chrono Ivan must take to plant
the bomb.
The Time for Bomb to Explode is about 450 frame delay.
* Elite Weapon: Damage: 600
Notes:
- They move by teleporting to target location instantly, but the
longer the distance, the longer they are "ready" in target (very
vulnerable).
- They enter IFV and any transport by teleporting (instantaneous).
- Can plant bomb into any unit or buildings (friend or foe). When
planted, the bomb timer in the unit will countdown. If the timer
reaches zero, the planted unit will be damaged (or destroyed) and
also the explosion will damage the nearby area.
- Can't be veteran or elite by normal means.
- Explodes when killed.
- Cannot be crushed by vehicles.
- See section V.3 for more tips and tricks.
- IFV Mode: 7
4.4) Lunar Infantry
Country : Soviet
Prerequisite : Barrack, Radar
Cost : 600 TechLevel : 11
Weapons : Lunar Laser
Speed : 9 Sight : 8
HP : 125 Armor : none
Weapon Notes:
Damage: 25 Range: 7 ROF: 20
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light (75%), Medium (50%), Heavy (50%)
Damage vs. Building's Armor: All (100%)
Damage vs. Terror Drone : 100%
Notes:
- Always fly and never land. (Except in Campaign mode where they are
in ground first)
- Lunar Infantry can't damage concrete wall.
- Available only in Soviet Campaign.
5) Allied Vehicle and Aircraft
------------------------------
5.1) Chrono Miner
Country : Allies
Prerequisite : War Factory, Ore Refinery
Cost : 1400 TechLevel : 1
Weapons : None
Speed : 4 Sight : 4
HP : 1000 Armor : Medium
Notes:
- Allied Harvester automatically searches ore to harvest when built.
Use teleportation when unloading to Ore Refinery. If the Refinery
is occupied (there is another harvester), it moves normally.
If it is attacked by enemy and you have nothing to protect it,
order it to return and you can save one harvester.
- Self Healing.
- Immune to Radiation and Mind Control.
- When a Terror Drone attaches its body, and it teleports back, the
Terror Drone is left behind.
- Can't be veteran or elite by normal means.
- Can't enter Tank Bunker.
5.2) Grizzly Battle Tank
Country : Allies
Prerequisite : War Factory
Cost : 700 TechLevel : 2
Weapons : 105mm Cannon
Speed : 7 Sight : 8
HP : 300 Armor : Heavy
Weapon Notes:
Damage: 65 Range: 5 ROF: 60
Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 65 Range: 5 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Notes:
- Can't attack pass Concrete Wall but can damage and destroy wall.
- Weapon affected by elevation and cliff.
5.3) IFV
Country : Allies
Prerequisite : War Factory
Cost : 600 TechLevel : 3
Weapons : Hover Missiles
(Changes depending on boarding infantry)
Speed : 10 Sight : 8
HP : 200 Armor : Light
Weapon Notes:
* Hover Missiles (Anti-Surface and Anti-Air)
Damage: 25 Range: 6 ROF: 50
Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%)
Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 70%.
Fire 2 times in rapid succession.
Can pass through Concrete Wall, ignore land elevations and cliffs.
Can damage land eleveation (make holes) at 10% chance.
Can destroy Ore patches.
* Elite Weapon: Damage: 80 Range: 6 ROF: 50
Fire 4 times in rapid succession.
* Repair Bullets
Repair: 50 Range: 1.8 ROF: 80
Can repair Vehicles, but not Infantry.
Can remove Terror Drones attached in Vehicles (Only need 1 Repair
'Tick').
Automatically repair nearby units when in Guard Mode.
* M60 Machine Gun
Damage: 25 Range: 6 ROF: 15
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
Damage vs. Building's Armor: Wood (75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Cannot damage Concrete Walls or attack pass through Concrete Walls.
* Flak Gun (Anti-Surface only)
Damage: 30 Range: 7 ROF: 15
Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
Damage vs. Vehicle's Armor : Light(60%), Medium(10%), Heavy(10%)
Damage vs. Building's Armor: Wood (30%), Steel(20%), Concrete(10%)
Damage vs. Terror Drone : 100%
Cannot damage Concrete Walls or attack pass through Concrete Walls.
Damage unit in nearby area (1 Cell nearby).
* MP5 Machine Gun
Damage: 125 Range: 7 ROF: 10
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (2%)
Damage vs. Building's Armor: All (2%)
Damage vs. Terror Drone : 100%
Prone Infantry still receives FULL damage.
Cannot damage Concrete Walls or attack pass through Concrete Walls.
* AWP
Damage: 125 Range: 14 ROF: 60
Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Prone Infantry still receives FULL damage.
Sniper IFV doesn't target any vehicle or building automatically.
Order it to target vehicles and buildings manually.
The shrouds on IFV don't reveal when it attacks.
* Electric Bolt
Damage: 60 Range: 6 ROF: 45
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
Can't damage Concrete Wall and attack pass through Concrete Walls.
Before version 1.004, Electric Bolt's ROF was 30.
* Small Nuclear Bomb
Damage: 200 Range: 5 Cells ROF: 80
Radiation: 500
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(20%)
Damage vs. Terror Drone : 100%
IFVs attacking with Nuclear Bomb is also destroyed (suicide attack).
* Psychic Wave
Range: 1 ROF: 10
Kill all infantry that in radius of 3 Cells after reaching first
target (must near first target before releasing Psychic Wave).
While in this attack mode, an area of Psychic Wave appears near
IFV and only stops after IFV moves (the effect is disappearing
after a moment).
* Radiation Beam Gun
Damage: 175 Range: 7 ROF: 30
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%)
Damage vs. Building's Armor: Can't damage building
This is a radiation weapon, so can't damage any unit that is immune
to Radiation.
* Neutron Rifle
Damage: 10 Range: 6 ROF: 120
Neutron Rifle doesn't have damage reduction to ANY armor,
so they always hit at full damage.
They damage the enemy (Temporary damage and not shown) by 5 or
(more if Veteran or Elite) continously. If the damage reaches
target's maximum HP, target is "removed". If the process is
cancelled (the Chrono IFV is destroyed), the temporary damage
resets to 0.
This IFV weapon has a little difference with Chrono Legionnaire
weapons. It sometimes needs reloading and doesn't fire continously
like Chrono Legionnaire.
* Terror Bomb
Damage: 250 Range: 1.5 ROF: 10
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%)
Damage vs. Terror Drone : 100%
IFVs attacking with this is also destroyed (suicide attack).
Area near explosion (2 Cells) is also damaged.
* Cow Shot
Damage: 300 Range: 12 ROF: 75
Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
* Psychic Jab
Damage: 25 Range: 6.5 ROF: 15
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Virus Gun
Damage: 125 Range: 12 ROF: 80
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Prone Infantry doesn't reduces the damage.
The shrouds on IFV don't reveal when it attacks.
* Super Mind Blast
Damage: 250 Range: 5 cells ROF: 50
Damage vs. Infantry's Armor : All (100%)
Damage vs. Vehicle's Armor : All (50%)
* Missile Launcher
Damage: 30 Range: 8 (Minimum: 1) ROF: 40
Damage vs. Infantry's Armor: None (20%), Flak (20%), Plate (20%)
Damage vs. Vehicle's Armor : Light (100%), Medium (50%), Heavy (100%)
Damage vs. Building's Armor: Wood (10%), Steel (10%), Concrete (10%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Fire 2 times in rapid succession.
Notes:
- IFV can changes modes depending on any infantry that boards it.
It can only carry 1 infantry.
- IFV has 17 Modes:
Mode Infantry Weapon
------------------------------------------------------
0 None Hover Missiles
1 Engineer Repair Bullets
2 GI, Conscripts, Spy M60 Machine Gun
3 Flak Trooper Flak Gun
4 SEAL, Tanya, Psi Commando, MP5 Machine Gun
Chrono Commando, Boris
5 Sniper AWP
6 Tesla Trooper Electric Bolt
7 Crazy Ivan, Chrono Ivan Small Nuclear Bomb
8 Yuri Clone Psychic Wave
9 Desolators Radiation Beam Gun
10 Chrono Legionnaire Neutron Rifle
11 Terrorist Terror Bomb
12 Cow Cow Shot
13 Initiate Psychic Jab
14 Virus Virus Gun
15 Yuri Prime Super Mind Blast
16 Guardian GI Missile Launcher
- For their specific notes, look in Weapon Notes above.
- Cow Shot is not available in normal games because player
can't force mind controlled cow to enter the IFV.
This weapon is still available through INI editing or other
mods.
- Although many IFV weapons look the same with its passengers,
many of them have more range.
- Mind Controlled Units and mind controlling units that still have
mind control attached to a unit can't enter IFV.
- Attack Dog and Slave Worker can enter IFV, but IFV Mode is
still 0 (as like nothing in it).
- Can't unload if in service depot.
- Infantry entering IFV will not be promoted, but the IFV will.
5.4) Battle Fortress
Country : Allies
Prerequisite : War Factory, Allied Battle Lab
Cost : 2000 TechLevel : 10
Weapons : 20mm Rapid Cannon
(Changes depending on boarding infantry)
Speed : 4 Sight : 6
HP : 600 Armor : Heavy
Weapon Notes:
Damage: 30 Range: 5.5 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(20%), Heavy(20%)
Damage vs. Building's Armor: Wood(20%), Steel(15%), Concrete(10%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Notes:
- Can crush enemy Vehicles except: Battle Fortress, MCV, and
Yuri Slave Miner.
- Each Infantry that enters Battle Fortress will add Battle
Fortress weaponry, with their weapon range increased by 2
and weapon's damage increased by 20%.
- Battle Fortress can carry 5 infantry units.
- Brute can enter Battle Fortress but has size of 2 infantry.
- Tanya, SEAL, Yuri Prime, and Boris can't use their special
ability when they're inside Battle Fortress.
- Attack Dog, Engineer, Slave Worker, Terrorist, Evil Mummy, Spy,
Crazy Ivan, and Brute can enter Battle Fortress, but doesn't add
or change any weapons.
- Can't unload if in service depot.
- Infantry entering Battle Fortress will not be promoted, but
the Battle Fortress will.
- If ordered to attack, Battle Fortress tends to crush, meaning that it
sometimes does not use its range advantage.
- Flak Trooper, unlike in IFV, can fire air units if loaded in a
Battle Fortress.
- A Battle Fortress boarding Yuri Clone will be a Mind-Controlling Battle
Fortress. The number of units capable of being mind-controlled is
equal to the number of Yuri Clone/Yuri Prime/Psi Commando in the
Battle Fortress.
- Yuri Prime in a Battle Fortress can not steal building or cast Super
Psychic Wave.
- Yuri Clone and Yuri Prime mind-controlling units from Battle Fortress
may unboard, but they can not board till they release their mind
control.
5.5) Prism Tank
Country : Allies
Prerequisite : War Factory, Allied Battle Lab
Cost : 1200 TechLevel : 8
Weapons : Prism Cannon
Speed : 4 Sight : 8
HP : 150 Armor : Light
Weapon Notes:
* Prism Cannon
Damage: 100 Range: 10 ROF: 100
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(75%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: All (200%)
Damage vs. Terror Drone : 100%
Can attack pass through Concrete Wall but can't damage Walls.
Can attack ignoring land elevation, but still obstructed by cliffs.
When attacking, can "reflect" to at most 5 other objects (units,
buildings, tress, or other objects).
* Prism Reflection: Damage: 30 Range: 3 ROF: 120
* Elite Weapon: Damage: 150 Range: 10 ROF: 100
* Elite Prism Reflection: Damage: 50 Range: 5 ROF: 100
The Reflection of Elite weapons also CAN reflect again, with
the same statistics as normal weapons (Damage: 30, Range: 3,
ROF: 120), but can only reflect 3 times.
5.6) Mirage Tank
Country : Allies
Prerequisite : War Factory, Allied Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Mirage Gun
Speed : 7 Sight : 9
HP : 200 Armor : Light
Weapon Notes:
Damage: 100 Range: 7 ROF: 70
Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate(80%)
Damage vs. Vehicle's Armor : All(100%)
Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(20%)
* Elite Weapon: Damage: 150 Range: 9 ROF: 80
Notes:
- When not moving, Mirage Tank automatically disguises as a tree.
- When disguising, it can still attack the enemy.
- When attacking, Mirage Tank doesn't reveal shrounds like other
normal units. (So Mirage Tank hiding in shrouds can kill other
units without being seen)
- Can't destroy Concrete Wall or attack pass through Concrete Walls.
5.7) Allied MCV
Country : Allies
Prerequisite : War Factory, Service Depot
Cost : 3000 TechLevel : 10
Weapons : None
Speed : 4 Sight : 6
HP : 1000 Armor : Heavy
Notes:
- Can deploy into Allied Construction Yard.
- DO NOT deploy a drone-infiltrated MCV! Read Terror Drone section for
more information.
A drone-infiltrated MCV can't be deployed.
- Can't enter Tank Bunker.
5.8) Tank Destroyer
Country : Germany
Prerequisite : War Factory, Airforce Command HQ
Cost : 900 TechLevel : 2
Weapons : SABOT Shells
Speed : 5 Sight : 8
HP : 400 Armor : Heavy
Weapon Notes:
Damage: 150 Range: 5 ROF: 70
Damage vs. Infantry's Armor: All (2%)
Damage vs. Vehicle's Armor : Light(100%), Medium(40%), Heavy(100%)
Damage vs. Building's Armor: All (2%)
Damage vs. Terror Drone : 2%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 175 Range: 6.75 ROF: 60
Damage vs. Infantry's Armor: All (2%)
Damage vs. Vehicle's Armor : Light(100%), Medium(50%), Heavy(100%)
Damage vs. Building's Armor: All (2%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Notes:
- Can damage Concrete Walls, but can't attack pass Concrete Walls.
- Weapon affected by elevation and cliff.
5.9) Robot Tank
Country : Allies
Prerequisite : War Factory, Robot Control Center
Cost : 600 TechLevel : 2
Weapons : Robotic Gun
Speed : 10 Sight : 6
HP : 180 Armor : Heavy
Weapon Notes:
Damage: 65 Range: 5 ROF: 60
Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(50%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Notes:
- Can crush Infantry.
- Immune to Mind Control.
- Immune to Radiation.
- Can't move and function if players do not have any Robot Control
Center.
- Can't be veteran or elite by normal means.
- Can attack Concrete Walls.
5.10) Harrier
Country : Allies Type: Aircraft
Prerequisite : Airforce Command HQ
Cost : 1200 TechLevel : 3
Weapons : Maverick
Speed : 14 Sight : 8
HP : 150 Armor : Light
Weapon Notes:
Damage: 150 Range: 6 ROF: 10
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(75%)
Fire 2 times in rapid succession.
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 300 Range: 9 ROF: 10
Fire 4 times in rapid succession.
Notes:
- Harrier is automatically repaired in Airforce Command HQ.
- Harrier only has 1 ammo, and always reloads in Airforce
Command HQ. If it is damaged it will be repaired first before
reloading Ammo.
- Can damage Concrete Walls.
- Immune to Mind Control.
5.11) Black Eagle
Country : Korea Type: Aircraft
Prerequisite : Airforce Command HQ
Cost : 1200 TechLevel : 3
Weapons : Maverick2
Speed : 14 Sight : 8
HP : 200 Armor : Light
Weapon Notes:
Damage: 200 Range: 6 ROF: 10
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood(100%),Steel(100%),Concrete(75%)
Fire 2 times in rapid succession.
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 400 Range: 9 ROF: 10
Notes:
- Black Eagle is automatically repaired in Airforce Command HQ.
- Black Eagle only has 1 ammo, and always reloads in Airforce
Command HQ. If it is damaged it will be repaired first before
reloading Ammo.
- Can damage Concrete Walls.
- Immune to Mind Control.
5.12) Nighthawk
Country : Allies Type: Aircraft
Prerequisite : War Factory
Cost : 1000 TechLevel : 7
Weapons : Nighthawk Cannon
Speed : 14 Sight : 7
HP : 175 Armor : Light
Weapon Notes:
Damage: 35 Range: 6 ROF: 40
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 40 Range: 6 ROF: 40
Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate (70%)
Damage vs. Vehicle's Armor : Light(70%), Medium(60%), Heavy(40%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Notes:
- Can transport up to 5 infantry.
- Invisible to enemy radar.
- Cannot damage concrete walls.
- Can only attack unit on surface and air while in flight.
- Can't unload if in service depot.
6) Soviet Vehicle and Aircraft
------------------------------
6.1) War Miner
Country : Soviet
Prerequisite : War Factory, Ore Refinery
Cost : 1400 TechLevel : 1
Weapons : 20mm Rapid Machine Gun
Speed : 4 Sight : 4
HP : 1000 Armor : Medium
Weapon Notes:
Damage: 30 Range: 5.5 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(20%), Heavy(20%)
Damage vs. Building's Armor: Wood(20%), Steel(15%), Concrete(10%)
Damage vs. Terror Drone : 400%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 50 Range: 5.75 ROF: 50
Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate (80%)
Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
Damage vs. Building's Armor: Wood(50%), Steel(40%), Concrete(25%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 50%.
Can damage concrete walls.
Notes:
- Self Healing.
- Immune to Radiation and Mind Control.
- Cannot damage concrete walls before reaching Elite level.
- Cannot attack pass concrete walls.
- Weapon affected by elevation and cliff.
- Can't enter Tank Bunker.
6.2) Rhino Heavy Tank
Country : Soviet
Prerequisite : War Factory
Cost : 900 TechLevel : 2
Weapons : 120mm Cannon
Speed : 6 Sight : 8
HP : 400 Armor : Heavy
Weapon Notes:
Damage: 90 Range: 5.75 ROF: 65
Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 90 Range: 5.75 ROF: 80
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Fire 2 times in rapid succession.
Notes:
- Can't attack pass Concrete Wall but can damage and destroy wall.
- Weapon affected by elevation and cliff.
6.3) Flak Track
Country : Soviet
Prerequisite : War Factory
Cost : 500 TechLevel : 3
Weapons : Flak Track Gun
Flak Track Anti-Air Gun
Speed : 8 Sight : 8
HP : 180 Armor : Heavy
Weapon Notes:
* Anti-Air Flak Gun
Damage: 35 Range: 10 ROF: 25
Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
Damage vs. Building : There are no flying building
* Elite Weapon: Damage: 20 Range: 8 ROF: 25
Fire 2 times in rapid succession.
* Anti-Surface Flak Gun
Damage: 25 Range: 5 ROF: 40
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(50%)
Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy(10%)
Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(10%)
Damage vs. Terror Drone : 100%
* Elite Weapon: Damage: 25 Range: 5 ROF: 40
Fire 2 times in rapid succession.
* Both
Flak Track's Weapons are inaccurate and slow, but the bullet
explodes and any unit/building in the area (1 Cell nearby) will
be damaged (Of course the units near the center of explosion receive
more damage than the unit far from the center).
Notes:
- Can carry up to 5 infantry passengers.
- Terror Drone can enter Flak Trak but it has size of 2 infantry.
- Can't unload if in service depot.
6.4) V3 Launcher
Country : Soviet
Prerequisite : War Factory, Radar
Cost : 800 TechLevel : 3
Weapons : V3 Rocket (1 Missile)
Speed : 4 Sight : 7
HP : 150 Armor : Light
Weapon Notes:
Damage: 200 Range : 18 (Minimum: 5) ROF: 150
Missile Spawn Rate : 400
Missile HP : 50
Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate(80%)
Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(70%)
Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(50%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 70%.
All units/buildings in Area near explosion (1 Cell) are also
damaged.
Can destroy Concrete Walls.
Can pass through Concrete Wall, ignore land elevations and cliffs.
Can damage land elevation (make holes) at 10% chance.
Can destroy Ore patches.
* Elite Weapon: Damage: 400
Notes:
- Can't enter Tank Bunker.
6.5) Terror Drone
Country : Soviet
Prerequisite : War Factory
Cost : 500 TechLevel : 4
Weapons : Drone Jump
Speed : 10 Sight : 4
HP : 100 Armor : Special
Weapon Notes:
Damage: 50 Range: 1.83 ROF: 60
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building : Can't target building.
Damage vs. Terror Drone : Can't attack other Drones.
Notes:
- When attacking a vehicle, it will attach to the vehicle and damage
it until the unit is destroyed.
- A single vehicle can not be attacked by more than one terror
drone, meaning that if a terror drone has attacked a vehicle, that
vehicle can not be infiltrated by other drones except the drone
inside is removed.
- If the unit is destroyed by the Drone,the Drone will emerge and
be ready to attack again. But if the unit is destroyed by other
unit/building, the Drone inside is also destroyed.
- Can't target buildings and other Terror Drones.
- Can't be veteran or elite by normal means.
- Can't crush enemy infantry, instead, it attacks by jumping and
killing it in one hit (like Attack Dog).
- Terror Drone can also attack enemy's aircraft (Harrier, Black
Eagle, Nighthawk, and Siege Chopper) when they are on land (not
in flight), and damage them like other land units. But when they are
destroyed, they will crash and the Terror Drone will also be
destroyed. Contrary to the data above, some tests prove that if
the Harrier is near the land or on the Airforce Command HQ, the
terror drone may have a chance of escaping.
- In Yuri's Revenge version 1.001, Terror Drone can be used again MCV,
and the MCV can't be deployed when being infiltrated by Terror Drone.
In YR version 1.000 (RA2 v 1.006), if the MCV is deployed, the
Terror Drone is still inside. However, if the MCV is then ordered to
undeploy (from CY into an MCV), the MCV will automatically disappear
and the terror drone will be ready to receive next order.
- A drone-infiltrated vehicle can not be loaded into a transport.
- Terror Drone can enter a transport.
- Immune to Radiation, Mind Control, and Psychic Wave.
- Can't enter Tank Bunker.
6.6) Apocalypse Assault Tank
Country : Soviet
Prerequisite : War Factory, Soviet Battle Lab
Cost : 1750 TechLevel : 7
Weapons : 120mm Cannon
Mammoth surface to air missile.
Speed : 4 Sight : 6
HP : 800 Armor : Heavy
Weapon Notes:
* 120mm Cannon
Damage: 100 Range: 5.75 ROF: 80
Damage vs. Infantry's Armor: All (25%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(70%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Fire 2 times in rapid succession.
* Elite Weapon: Damage: 100 Range: 5.75 ROF: 80
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(70%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Fire 4 times in rapid succession.
* Mammoth surface to air missile
Damage: 50 Range: 8 ROF: 80
Damage vs. Infantry's Armor: None (100%), Flak(90%), Plate(80%)
Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
Fire 2 times in rapid succession.
Apocalypse always uses this weapon when attacking air targets.
Notes:
- Self Healing.
- Can't attack pass through Concrete Walls.
- Can damage Concrete Walls.
6.7) Soviet MCV
Country : Soviet
Prerequisite : War Factory, Service Depot
Cost : 3000 TechLevel : 10
Weapons : None
Speed : 4 Sight : 6
HP : 1000 Armor : Heavy
Notes:
- Can deploy into Soviet Construction Yard.
- DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section for
more information.
- Can't enter Tank Bunker.
6.8) Siege Chopper
Country : Soviet Type: Aircraft
Prerequisite : War Factory, Radar
Cost : 1100 TechLevel : 7
Weapons : Blackhawk Cannon
160mm Cannon
Speed : 12 Sight : 7
HP : 300 Armor : Light
Weapon Notes:
* Undeployed
Damage: 35 Range: 6 ROF: 40
Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
* Elite Weapon: Damage: 40 Range: 6 ROF: 40
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
* Deployed
All area near target also damaged at radius 1 Cells.
Can damage land elevation (make holes) at 15% chance.
Destroys Ore patches.
Damage: 90 Range: 12 ROF: 100
Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
Damage vs. Vehicle's Armor : Light(80%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(60%)
Damage vs. Terror Drone : 100%
* Elite Weapon: Fire 2 times in rapid succession.
Notes:
- Can deploy in ground (Increase attack range and damage)
- Can attack air unit while in flight.
6.9) Tesla Tank
Country : Russia
Prerequisite : War Factory, Radar
Cost : 1200 TechLevel : 10
Weapons : Tank Electric Bolt
Speed : 6 Sight : 8
HP : 300 Armor : Heavy
Weapon Notes:
Damage: 135 Range: 4 ROF: 75
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
* Elite Weapon: Damage: 150 Range: 6 ROF: 60
Can damage 2 other targets that are near the
primary target (Ignore any Concrete Walls for 2
other targets).
Notes:
- Can damage Concrete Walls and can attack pass through Concrete Walls.
6.10) Demolitions Truck
Country : Libya
Prerequisite : War Factory, Radar
Cost : 1500 TechLevel : 10
Weapons : Demolition Bomb
Speed : 5 Sight : 5
HP : 150 Armor : Light
Weapon Notes:
Damage: 300 Range: 1 ROF: 80
Radiation Level: 100
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(100%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: Wood (80%), Steel(150%), Concrete(10%)
Damage vs. Terror Drone : 100%
Demolitons Truck attack with suicide bomb.
Area near explosion (8 Cells) is also damaged by Radiation.
Notes:
- Can't crush enemy infantry.
- Can't be veteran or elite by normal means.
- Explodes with Demolition Bomb when killed.
6.11) Kirov Airship
Country : Soviet Type: Aircraft
Prerequisite : War Factory, Soviet Battle Lab
Cost : 2000 TechLevel : 10
Weapons : Blimp Bomb
Speed : 5 Sight : 8
HP : 2000 Armor : Light
Weapon Notes:
Damage: 250 Range: 1.5 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
Damage vs. Building's Armor: Wood(85%), Steel(75%), Concrete(50%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
Damage nearby area (2 Cells).
Destroys Ore patches.
Notes:
- Self Healing.
- Cannot Land.
- Immune to Mind Control and Psychic Wave.
- In statistic Kirov Airship speed is 5, but in RA2 flight speed
is slower than ground speed. So in real game, Kirov is slower than
Apocalypse Tank (speed: 4)
Thanks to Blossom Storm for pointing this out.
For more information see section IV.6.
- Trick: as stated by Justin Mitchell that when the Kirov finishes being
built, it's initially "on the ground", you can cast chronoshift,
invulnerability, mind control, and damage it using radiation.
* How to cast invulnerability on Kirov:
When you hear your "Kirov reporting", wait for some miliseconds, and
cast invulnerability on it (when it is still popping out of factory).
Your Kirov will be invulnerable and when the effect wears off,
you will never be able to cloak it with invulnerability again as
it is always flying now.
* How to cast chronoshift on Kirov:
Basically it is the same as casting invulnerability, but it will be
better to assign a bookmark in a flat land, so when your Kirov pops out
the factory, you can just select chronoshift and press F1 then left
click. Make sure you land it on flat land as sometimes it can't be
chronoshifted or even worse, it can be, but it can't "unwarp", making
it a very odd, expensive ornament...
7) Yuri Vehicle and Aircraft
------------------------------
7.1) Slave Miner
Country : Yuri
Prerequisite : War Factory
Cost : 1750 TechLevel : 1
Weapons : 20mm Rapid Machine Gun
Speed : 3 Sight : 4
HP : 2000 Armor : Medium
Weapon Notes:
Damage: 30 Range: 5.5 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(20%), Heavy(20%)
Damage vs. Building's Armor: Wood(20%), Steel(15%), Concrete(10%)
Damage vs. Terror Drone : 400%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 50 Range: 5.75 ROF: 50
Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate (80%)
Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
Damage vs. Building's Armor: Wood(50%), Steel(40%), Concrete(25%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 50%.
Can damage concrete walls.
Notes:
- Can Deploy into Slave Refinery.
- Have 5 Slave Miner. Slave Miner can replaced when destroyed for
each 500 Frame Delay.
- Self Healing.
- Immune to Radiation and Mind Control.
- Can't enter Tank Bunker.
- Can't be attacked by Terror Drone.
- Trick: If you see that your Slave Miner is attacked and there is no
chance it can survive (Health bar is red and no engineer nearby),
destroy it yourself. You can't save it, but you will have 5 sweet
slaves for your Bio Reactor:).
7.2) Lasher Light Tank
Country : Yuri
Prerequisite : War Factory
Cost : 700 TechLevel : 2
Weapons : AT Gun
Speed : 8 Sight : 6
HP : 300 Armor : Heavy
Weapon Notes:
Damage: 65 Range: 5 ROF: 60
Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 65 Range: 5 ROF: 60
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Fire 2 times in rapid succession.
Notes:
- Can't attack pass Concrete Wall but can damage and destroy wall.
- Weapon affected by elevation and cliff.
7.3) Gattling Tank
Country : Yuri
Prerequisite : War Factory
Cost : 600 TechLevel : 4
Weapons : Gattling Gun
Speed : 6 Sight : 10
HP : 210 Armor : Light
Weapon Notes:
Gattling Gun have 3 stage of firing, after 200 Frame Delay,
it's increase its stage of firing. Higher stage means more
damaging weapon. If it acquires other target, gattling gun stage
decreases to Stage 1 again (at faster rate than increasing stage).
In Elite Status, weapons only need 100 Frame Delay to increase
its stage of firing.
* Anti Ground Gattling Gun
Fire 2 times in rapid succession.
Stage 1: Damage: 25 Range: 6 ROF: 16
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(30%), Heavy(10%)
Damage vs. Building's Armor: Wood(10%), Steel(5%), Concrete(3%)
Damage vs. Terror Drone : 200%
Prone Infantry reduces the damage to 70%.
Stage 2: Damage: 25 Range: 6 ROF: 16
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
Stage 3: Damage: 25 Range: 6 ROF: 16
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
Damage vs. Building's Armor: Wood(75%), Steel(20%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 80%.
* Anti Air Gattling Gun
Fire 2 times in rapid succession.
Stage 1: Damage: 25 Range: 8 ROF: 16
Stage 2: Damage: 30 Range: 8 ROF: 8
Stage 3: Damage: 40 Range: 8 ROF: 4
All Stages:
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(30%), Heavy(10%)
Damage vs. Building's Armor: Wood(10%), Steel(5%), Concrete(3%)
Damage vs. Terror Drone : 200%
Notes:
- Can't crush infantry.
7.4) Magnetron
Country : Yuri
Prerequisite : War Factory, Psychic Sensor
Cost : 1000 TechLevel : 2
Weapons : Magnetic Beam
Magnetic Shake
Speed : 5 Sight : 10
HP : 150 Armor : Light
Weapon Notes:
* Magnetic Beam (vs. Vehicles and Terror Drones only)
Damage: 5000 Range: 12 (Minimum: 3) ROF: 20
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Terror Drone : 100%
Magnetron will lift a vehicle from ground and put it to
the ground next to Magnetron. While on lift, a unit can
still be fired on by other units by units capable of attacking
air units.
Some units can still retaliate when being lifted.
* Magnetic Shake (vs. Building)
Damage: 80 Range: 10 ROF: 110
Damage vs. Building's Armor : All (100%)
Notes:
- Can't crush Infantry.
- Can't enter Tank Bunker.
7.5) Master Mind
Country : Yuri
Prerequisite : War Factory, Yuri Battle Lab
Cost : 1750 TechLevel : 2
Weapons : Multiple Mind Control Tank
Speed : 4 Sight : 9
HP : 500 Armor : Heavy
Weapon Notes:
* Damage: - Range: 6 ROF: 10
Can do infinite mind control.
Master Mind can take damage if it Control more than
3 units.
If it Controls 4-6 units it will take 50 damage to itself for
each 60 Frame Delay.
If it Controls 7-10 units it will take 100 damage to itself for
each 60 Frame Delay.
If it Controls more than 10 units it will automatically be
destroyed (take 500 damage).
Notes:
- Can't crush infantry.
- Can't enter Tank Bunker.
- Self Healing.
- Can't be veteran or elite by normal means.
- Immune to Mind Control.
7.6) Chaos Drone
Country : Yuri
Prerequisite : War Factory
Cost : 1000 TechLevel : 4
Weapons : Chaos Attack
Virtual Scanner
Speed : 8 Sight : 6
HP : 200 Armor : Light
Weapon Notes:
* Chaos Attack
Damage: - Range: 3 (Area) ROF: 45
All units in the area will become berserk and always attack nearest
units. Usually the berserk units will attack friendly units first
before looking for hostile units.
Notes:
- Can't be veteran or elite by normal means.
- Immune to Mind Control and Radiation.
- Can't enter Tank Bunker.
- Can be attacked by Terror Drone.
- Will not retaliate when attacked.
- All units immune to Mind Control are immune to Chaos Attack.
7.7) Floating Disk
Country : Yuri Type: Aircraft
Prerequisite : War Factory, Yuri Battle Lab
Cost : 1750 TechLevel : 2
Weapons : Disk Laser
Disk Drain
Speed : 15 Sight : 9
HP : 600 Armor : Light
Weapon Notes:
* Disk Laser
Damage: 90 Range: 7 ROF: 80
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (50%)
Damage vs. Building's Armor: All (100%)
Damage vs. Terror Drone : 100%
Attack penetrates Tank Bunker (Unit inside Bunker takes damage).
Can attack air units.
* Disk Drain
Can only target Refinery, Base Defense, and Power Plant type
building.
Damage: 1 Range: 1.5 ROF: 50
When target Refinery will drain 30 credits every time for each 30
Frame Delay.
When target Base Defense or Power Plant, it will shut down all
power for power plant's owner.
Notes:
- Self Healing.
- Floating Disc will auto target and shoot any base defenses that
are powered (i.e. Prism Tower and Tesla Coil).
However, the Floating Disc will not auto target and shoot
any base defenses that are not powered (i.e. Pillbox
and Sentry Gun).
7.8) Yuri MCV
Country : Yuri
Prerequisite : War Factory, Service Depot
Cost : 3000 TechLevel : 10
Weapons : None
Speed : 4 Sight : 8
HP : 1000 Armor : Heavy
Notes:
- Can deploy into Yuri Construction Yard.
- DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section
for more information.
- Can't enter Tank Bunker.
8) Allied Naval
---------------
8.1) Amphibious Transport
Country : Allies
Prerequisite : Allied Naval Shipyard
Cost : 900 TechLevel : 2
Weapons : None
Speed : 6 Sight : 6
HP : 300 Armor : Heavy
Notes:
- Can move on water and also on ground.
- Can carry vehicles (number of vehicles can be carried depends
on Vehicle size.
This transport can carry maximum 12 points of size.
Below is the list of All Unit size points that can be
carried:
Allied Units Point Soviet Units Point
------------------------------------------------------------
Grizzly Tank 3 Rhino Tank 3
IFV 3 Flak Track 3
Chrono Miner 3 War Miner 3
Allied MCV 6 Soviet MCV 6
Prism Tank 3 Terror Drone 2
Mirage Tank 3 Apocalypse 6
Tank Destroyer 3 V3 Launcher 3
Robot Tank 3 Tesla Tank 3
Battle Fortress 6 Demolition Truck 3
Terror Drone 2
Yuri Units Point
---------------------------
Brute 2
Chaos Drone 2
Yuri MCV 6
Lasher Light Tank 3
Gattling Tank 3
Magnetron 6
Master Mind 6
Slave Miner 3
- Can carry up to 12 infantry passengers.
Infantry (except Brute) has 1 point of size.
- Can crush infantry, although it hovers.
- If you transport any other land transport (Flak Track and IFV),
the unit inside the transport DOESN'T count.
So you can transport 4 IFVs occupied by 1 GI in each IFV.
- Can't unload if in service depot.
- Can not load or unload Tanya/SEAL in water. If ordered to load
those infantry, the transport will accept the order, but it just
moves next to them and do nothing.
- If ordered to load a Chrono Legionnaire while on water, it will move
next to the Chrono Legionnaire first.
- Can't enter Tank Bunker.
8.2) Destroyer
Country : Allies
Prerequisite : Allied Naval Shipard
Cost : 1000 TechLevel : 4
Weapons : 155mm Artillery Cannon
ASW Helicopter Launcher (Anti Sub Weapon)
Speed : 6 Sight : 7
HP : 600 Armor : Heavy
Weapon Notes:
* 155mm Artillery Cannon
Damage: 60 Range: 8 ROF: 110
Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%)
Damage vs. Building's Armor: Wood (100%), Steel(80%), Concrete(60%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Can destroy Concrete Wall.
Can pass through Concrete Wall, ignore land elevations and cliffs.
Can damage land eleveation (make holes) at 15% chance.
Can destroy Ore patches.
Area near explosion (1 Cell) is also damaged.
* Elite Weapon: Fire 2 times in rapid succession.
* ASW Helicoper Launcher
Range: Infinite (as long as the Destroyer can see the unit, it can
launch the heli to attack from far)
Helicopter's Statistics:
HP: 30 Armor: Light Sight: 2 Speed: 12 Ammo: 1
ASW Bomb (Bomb launched by ASW heli):
Damage: 50 Range: 3 ROF: 3
Damage vs. Infantry's Armor: All(25%)
Damage vs. Vehicle's Armor : Light(75%), Medium(60%), Heavy(60%)
Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
ASW Collision:
If the heli is shot down, the heli's crash can also cause damage.
The heli crash can hit unit/building on ground.
Damage: 100 Range: 3 ROF: 20
Damage vs. Infantry's Armor: All(25%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Notes:
- Can detect enemy underwater (Range: 8).
- When ASW heli is destroyed, Destroyer automatically creates it again
in time (ASW Creation Speed: 400, ASW Reload speed: 150)
8.3) Aegis Cruiser
Country : Allies
Prerequisite : Allied Naval Shipyard, Airforce Command HQ
Cost : 1200 TechLevel : 7
Weapons : Medusa surface to air missiles
Speed : 4 Sight : 8
HP : 800 Armor : Light
Weapon Notes:
Damage: 100 Range: 12 ROF: 15
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Medusa missiles has very fast speed.
* Elite Weapon: Damage: 100 Range: 14 ROF: 5
Fire 2 times in rapid succession.
Notes:
- Can only attack air units.
- ASW Heli (Destroyer's Heli), V3 rockets, Hornet (Carrier's
Fighter), and Dreadnought missiles are considered air units.
8.4) Aircraft Carrier
Country : Allies
Prerequisite : Allied Naval Yard, Allied Battle Lab
Cost : 2000 TechLevel : 7
Weapons : Hornet's Fighter Launcher
Speed : 4 Sight : 7
HP : 800 Armor : Heavy
Weapon Notes:
* Hornet Launcher
Launches 3 Hornet Fighter to attack enemy's unit/building.
Can also attack underwater unit (even it can't detect underwater).
But the underwater unit must be detected first or use force attack.
Range: 25 ROF: 150
Hornet's Statistics:
HP: 75 Armor: Light Sight: 2 Speed: 12 Ammo: 1
Hornet Reload Time: 150
Hornet Regenerate Time: 600 (When it destroyed)
Hornet Bomb (Bomb launched by Hornet Fighter):
Damage: 40 (5 bombs each Hornet) Range: 3 ROF: 5
Damage vs. Infantry's Armor: All(100%)
Damage vs. Vehicle's Armor : All(100%)
Damage vs. Building's Armor: Wood(100%),Steel(100%),Concrete(75%)
Prone Infantry reduces the damage to 50%.
* Elite Weapon: (When the Hornet fighter become elite)
Damage: 80 Range: 3 ROF: 5
Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%)
Damage vs. Building's Armor: Wood(100%), Steel(80%), Concrete(60%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Can destroy Concrete Wall.
Can pass through Concrete Wall, ignore land elevations and cliffs.
Can damage land eleveation (make holes) at 15% chance.
Can destroy Ore patches.
Area near explosion (1 Cell) is also damaged.
Hornet Collision:
If the Hornet is shot down, the Hornet crash can also cause
damage.
The Hornet crash can hit unit/building on ground.
Damage: 100 Range: 3 ROF: 20
Damage vs. Infantry's Armor: All(25%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
8.5) Dolphin
Country : Allies
Prerequisite : Allied Naval Yard, Allied Battle Lab
Cost : 500 TechLevel : 5
Weapons : Sonic
Speed : 8 Sight : 4
HP : 200 Armor : Light
Weapon Notes:
Damage: 4 Ambient Damage: 10 Range: 6 ROF: 120
Damage vs. Infantry's Armor: All(100%)
Damage vs. Vehicle's Armor : Light(100%), Medium(80%), Heavy(80%)
Damage vs. Building's Armor: Wood(100%), Steel(60%), Concrete(60%)
* Elite Weapon: Damage: 8 Ambient Damage: 15
Range: 6 ROF: 80
Fire 2 times in rapid succession.
Notes:
- Dolphin moves underwater, and can be detected only by enemy
units that have sensors.
- Dolphins are immune to others' Dolphin attack.
- Can detect enemy underwater (Range: 8).
- Can release ships that are attacked by Giant Squids.
- Doesn't uncloak (still underwater) while attacking.
- Dolphin and Giant Squid can't cooperate by attacking an enemy
ship because a ship grabbed by Giant Squid will automatically
be released by Dolphin's Sonic weapon even if they are on the
same side.
9) Soviet Naval
---------------
9.1) Amphibious Transport
Country : Soviet
Prerequisite : Soviet Naval Shipyard
Cost : 900 TechLevel : 2
Weapons : None
Speed : 6 Sight : 6
HP : 300 Armor : Heavy
Notes:
- Can move on water and also on ground.
- Can carry vehicles (number of vehicles can be carried depends
on Vehicle size.
This transport can carry maximum 12 points of size.
Below is the list of All Unit size points that can be
carried:
Allied Units Point Soviet Units Point
------------------------------------------------------------
Grizzly Tank 3 Rhino Tank 3
IFV 3 Flak Track 3
Chrono Miner 3 War Miner 3
Allied MCV 6 Soviet MCV 6
Prism Tank 3 Terror Drone 2
Mirage Tank 3 Apocalypse 6
Tank Destroyer 3 V3 Launcher 3
Robot Tank 3 Tesla Tank 3
Battle Fortress 6 Demolition Truck 3
Terror Drone 2
Yuri Units Point
---------------------------
Brute 2
Chaos Drone 2
Yuri MCV 6
Lasher Light Tank 3
Gattling Tank 3
Magnetron 6
Master Mind 6
Slave Miner 3
- Can carry up to 12 infantry passengers.
Infantry (except Brute) has 1 point of size.
- Can crush infantry, though it hovers.
- If you transport any other land transport (Flak Track and IFV),
the unit inside the transport DOESN'T count to the points.
So you can transport 4 Flak Track occupied by 5 Conscripts in
each Flak Track.
- Can't unload if in service depot.
- Can not load or unload Tanya/SEAL in water. If ordered to load
those infantry, the transport will accept the order, but it just
moves next to them and do nothing.
- Can't enter Tank Bunker.
9.2) Sea Scorpion
Country : Soviet
Prerequisite : Soviet Naval Shipyard, Radar
Cost : 600 TechLevel : 6
Weapons : Flak Gun
Speed : 8 Sight : 8
HP : 400 Armor : Heavy
Weapon Notes:
* Flak Anti-Air Gun
Damage: 40 Range: 12 ROF: 20
Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
Damage vs. Building : There are no flying building
* Elite Weapon: Damage: 35 Range: 10 ROF: 20
Fire 2 times in rapid succession.
* Flak Anti-Surface Gun
Damage: 25 Range: 5 ROF: 40
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(50%)
Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy(10%)
Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(10%)
Damage vs. Terror Drone : 100%
* Elite Weapon: Damage: 25 Range: 5 ROF: 40
Fire 2 times in rapid succession.
* Both
Sea Scorpion's Weapons are inaccurate and slow, but the bullet
explodes and any unit/building in the area (1 Cell nearby) will
be damaged (Of course the unit near the center of explosion
receives more damage than the unit far from the center).
Notes:
- Use this unit to attack air unit (V3 rockets, Hornet fighters,
ASW Heli, Dreadnought missiles also count as air units).
9.3) Typhoon Attack Sub
Country : Soviet
Prerequisite : Soviet Naval Shipyard
Cost : 1000 TechLevel : 2
Weapons : Torpedoes
Speed : 4 Sight : 4
HP : 600 Armor : Heavy
Weapon Notes:
Damage: 100 Range: 7 ROF: 120
Damage vs. Infantry's Armor: All(25%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
* Elite Weapon: Fire 2 times in rapid succession.
Notes:
- Attack Sub moves underwater, and can be detected only by enemy
units that have sensors.
- Can detect enemy in underwater (Range: 7).
- Doesn't uncloak (still underwater) when attacking.
9.4) Dreadnought
Country : Soviet
Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab
Cost : 2000 TechLevel : 6
Weapons : Dreadnought Missile Launcher
Speed : 4 Sight : 7
HP : 800 Armor : Heavy
Weapon Notes:
* Dreadnought Missile Launcher
Launches 2 Dreadnought Missiles to attack enemy's unit/building.
Can also attack underwater unit (although it can't detect
underwater). However, the underwater units must be detected
first or use force attack (Ctl+Left Click).
Range: 25 Minimum Range: 8 ROF: 50
Dreadnought Missile Statistics (in Air):
HP: 50 Armor: Special Sight: 0 Speed: 20
Damage: 50 (in Air) Missile Reload Time: 80
Dreadnought Missile hit on target:
Damage: 300
Damage vs. Infantry's Armor: All(25%)
Damage vs. Vehicle's Armor : Light(75%),Medium(100%),Heavy(100%)
Damage vs. Building's Armor: Wood(65%),Steel(45%),Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Can destroy Concrete Wall.
* Elite Weapon: Damage: 600
9.5) Giant Squid
Country : Soviet
Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Squid Tentacles Grab and Hit
Speed : 8 Sight : 5
HP : 200 Armor : Light
Weapon Notes:
* Squid Tentacles Grab.
Giant Squid uses this weapon to attack any ship unit (Destroyer,
AEGIS Cruiser, Carrier, Attack Sub, Sea Scorpion, Amphibious
Transport, and Dreadnought).
Giant Squid automatically grabs a ship when attacking and rocking
them. It does some damage to the ship continuously until the
ship is destroyed.
If the ship HP is red, the ship is automatically destroyed.
Only Dolphin can release a ship grabbed by Giant Squid.
While grabbing, Giant Squid can't be selected and ordered until
it releases or destroys its victims.
Damage: 15 Range: 1.5
* Elite Weapon: Damage: 40 Range: 1.5
* Squid Hit.
Giant Squid uses this normal attack when attacking non-ship unit
(SEAL, Tanya, Giant Squid, and Dolphin).
Damage: 100 Range: 1.83 ROF: 32
Damage vs. Infantry's Armor: None(100%), Flak (90%), Plate(80%)
Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
* Elite Weapon: Damage: 200 Range: 1.83 ROF: 32
Notes:
- Giant Squid moves underwater, and can be detected only by enemy
unit that have sensors.
- Can detect enemy in underwater (Range: 8).
- Giant Squid can't attack building. (Naval Shipyard).
- Giant Squid can't attack ships that are being repaired in Nayal
Shipyard.
- Self Healing.
- Immune to Mind Control and Psychic Wave.
10) Yuri Naval Unit
-------------------
10.1) Hover Transport
Country : Yuri
Prerequisite : Yuri Naval Shipyard
Cost : 900 TechLevel : 2
Weapons : None
Speed : 6 Sight : 6
HP : 300 Armor : Heavy
Notes:
- Can move on water and also on ground.
- Can carry vehicles (number of vehicles can be carried depends
on Vehicle size.
This transport can carry maximum 12 points of size.
Below is the list of All Unit size points that can be
carried:
Allied Units Point Soviet Units Point
------------------------------------------------------------
Grizzly Tank 3 Rhino Tank 3
IFV 3 Flak Track 3
Chrono Miner 3 War Miner 3
Allied MCV 6 Soviet MCV 6
Prism Tank 3 Terror Drone 2
Mirage Tank 3 Apocalypse 6
Tank Destroyer 3 V3 Launcher 3
Robot Tank 3 Tesla Tank 3
Battle Fortress 6 Demolition Truck 3
Terror Drone 2
Yuri Units Point
---------------------------
Brute 2
Chaos Drone 2
Yuri MCV 6
Lasher Light Tank 3
Gattling Tank 3
Magnetron 6
Master Mind 6
Slave Miner 3
- Can carry up to 12 infantry passengers.
Infantry (except Brute) has 1 point of size.
- Can crush infantry, though it hovers.
- If you transport any other land transport (Flak Track and IFV),
the unit inside the transport DOESN'T count to the points.
So you can transport 4 Flak Track occupied by 5 Initiates in
each Flak Track.
- Can't unload if in service depot.
- Can not load or unload Tanya/SEAL in water. If ordered to load
those infantry, the transport will accept the order, but it just
moves next to them and do nothing.
- Can't enter Tank Bunker.
10.2) Boomer
Country : Yuri
Prerequisite : Yuri Naval Shipyard, Psychic Sensor
Cost : 2000 TechLevel : 2
Weapons : Boomer Torpedoes
Cruise Missile Launcher
Speed : 5 Sight : 8
HP : 1200 Armor : Heavy
Weapon Notes:
* Boomer Torpedoes
Damage: 60 Range: 7 ROF: 120
Damage vs. Infantry's Armor: All(100%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
Fire 2 times in rapid succession.
* Elite Weapon: Fire 4 times in rapid succession.
* Cruise Missile Launcher
Launches 2 Cruise Missiles to attack enemy's unit/building.
Range: 20 Minimum Range: 8 ROF: 50
Cruise Missile Statistics (in Air):
HP: 50 Armor: Special Sight: 0 Speed: 20
Damage: 50 (in Air) Missile Reload Time: 80
Cruise Missile hit on target:
Damage: 200
Damage vs. Infantry's Armor: All(25%)
Damage vs. Vehicle's Armor : Light(75%),Medium(100%),Heavy(100%)
Damage vs. Building's Armor: Wood(65%),Steel(45%),Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Can destroy Concrete Wall.
* Elite Weapon: Damage: 250
Notes:
- Boomer moves underwater, and can be detected only by enemy
units that have sensors.
- Can detect enemy in underwater (Range: 8).
- Doesn't uncloak (still underwater) when attacking with Boomer
Torpedoes, but uncloaks when attacking with Cruise Missile.
11) Neutral Unit
---------------
11.1) Cow
Country : Neutral
Weapons : None
Speed : 4 Sight : 4
HP : 150 Armor : None
Notes:
- Cow has a points of weight of 2, and it CAN enter Flak Track.
But this only if you have your own cow, and not mind-controlled
one. The only scenario that you have cow is in RA2: Allied Campaign
scenario, Operation: Dark Night, Mission 5.
You can create Flak Track in this scenario by capturing Soviet's
War Factory.
- IFV Mode: 12.
11.2) Alligator
Country : Neutral
Weapons : Alligator's Bite
Speed : 4 Sight : 2
HP : 200 Armor : None
Weapon Notes:
Damage: 30 Range: 1.5 ROF: 30
Notes:
- It can attack your unit if your unit is near to it.
11.3) Monkey
Country : Neutral
Weapons : Chimp's Bite
Speed : 6 Sight : 2
HP : 200 Armor : None
Weapon Notes:
Damage: 30 Range: 1.5 ROF: 30
Notes:
- It can attack your unit if your unit is near to it.
11.4) Polar Bear
Country : Neutral
Weapons : Bear's Bite
Speed : 4 Sight : 2
HP : 200 Armor : None
Weapon Notes:
Damage: 30 Range: 1.5 ROF: 30
Notes:
- It can attack your unit if your unit is near to it.
11.5) Camel
Country : Neutral
Speed : 6 Sight : 2
HP : 200 Armor : None
11.6) T-Rex
Country : Neutral
Weapons : T-Rex's Bite
Speed : 8 Sight : 5
HP : 300 Armor : Plate
Weapon Notes:
Damage: 200 Range: 1.5 ROF: 30
Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate(80%)
Damage vs. Vehicle's Armor : Light(60%), Medium (40%), Heavy(40%)
Damage vs. Building's Armor: Wood(50%), Steel(40%), Concrete(25%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 50%.
Notes:
- It can attack your unit if your unit is near to them.
- Can attack Concrete Walls.
- Can't be veteran or elite by normal means, even it has a weapon.
- Self Healing.
11.7) Brontosaur
Country : Neutral
Weapons : Brontosaur's Bite
Speed : 8 Sight : 5
HP : 200 Armor : Light
Weapon Notes:
Damage: 30 Range: 1.5 ROF: 30
Notes:
- It can attack your unit if your unit is near to them.
- Self Healing.
11.8) Civilian
Because there are so many civilians type that exist in Red Alert 2,
I won't list all of them in here.
But normally, they have the statistics below:
Country : Neutral
Weapons : Pistol (Some civilians don't even have this)
Speed : 4 Sight : 2
HP : 50 Armor : None
Weapon Notes:
Damage: 2 Range: 3 ROF: 20
Damage vs. Infantry's Armor: None(100%), Flak (80%), Plate(70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
Notes:
- Can't be veteran or elite by normal means, even it has a weapon.
11.9) Flint Westwood
Country : Neutral
Weapons : Flint Gun
Speed : 6 Sight : 2
HP : 200 Armor : Plate
Weapon Notes:
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None(200%), Flak (100%), Plate(100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Prone Infantry doesn't reduce the damage.
Notes:
- IFV Mode: 4
- His name is changed into Cowboy in v 1.001. (unconfirmed)
11.10) Arnie Frankenfurter
Country : Neutral
Weapons : Arnie Gun
Speed : 6 Sight : 2
HP : 200 Armor : Plate
Weapon Notes:
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None(200%), Flak (100%), Plate(100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Prone Infantry doesn't reduce the damage.
Notes:
- IFV Mode: 4
- His name is changed into Bodybuilder in v 1.001. (unconfirmed)
11.11) Sammy Stallion
Country : Neutral
Weapons : Stallion Gun
Stallion Grenade
Speed : 6 Sight : 2
HP : 200 Armor : Plate
Weapon Notes:
* Stallion Gun (Vs. Infantry)
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None(100%), Flak (100%), Plate(100%)
Damage vs. Vehicle's Armor : All (0%)
Prone Infantry doesn't reduces the damage.
* Stallion Grenade (Vs. Buildings)
Damage: 10000 Range: 6 ROF: 10
Damage vs. Building's Armor: None(100%), Flak (100%), Plate(100%)
Notes:
- IFV Mode: 4
- His name is changed into Hero in v 1.001. (unconfirmed)
11.12) Evil Mummy
Country : Neutral
Weapons : Mummy Punch
Mummy Smash
Speed : 3 Sight : 6
HP : 400 Armor : Plate
Weapon Notes:
* Mummy Punch (Attack vs. Infantry and Building)
Damage: 100 Range: 1.4 ROF: 60
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
Damage vs. Building's Armor: Wood(30%), Steel(30%), Concrete(20%)
Damage vs. Terror Drone : 100%
* Mummy Smash (Attack vs. Vehicle)
Damage: 100 Range: 1.1 ROF: 60
Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(100%)
Damage vs. Terror Drone : 100%
Notes:
- Evil Mummy can damage concrete walls.
- Evil Mummy can be seen in desert map, occupy the pyramids with
infantry to make it out. (In Allies Campaign Map only)
- Self Healing.
- Immune to Mind Control.
***************
III - Buildings
***************
1) Allied Buildings
-------------------
1.1) Construction Yard
Country : Allies
Prerequisite : MCV
Cost : 3000 TechLevel : -
Power : 0 Sight : 8
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 4
Notes:
- Can undeploy to Allied Mobile Construction Vehicle.
Can be turned off by an option in Multiplayer.
- Can create other buildings.
1.2) Power Plant
Country : Allies
Prerequisite : Construction Yard
Cost : 800 TechLevel : 1
Power : +200 Sight : 4
HP : 750 Armor : Wood
Foundation : 2 x 2 Height : 4
Notes:
- The only Allied building that produces power.
1.3) Allied Ore Refinery
Country : Allies
Prerequisite : Construction Yard
Cost : 2000 TechLevel : 1
Power : -50 Sight : 6
HP : 1000 Armor : Wood
Foundation : 4 x 3 Height : 4
Notes:
- The 'Credits' production facility.
- If you create an Allied Ore Refinery, it includes a free Chrono
Miner. Chrono Miner automatically searches an ore/mineral patches
to harvest. Chrono Miner will not be sold if you sell the Refinery, so
if you sell your Refinery, you will get only 2000-1400 (the price of
Chrono Miner):2= 300.
When this refinery is not occupied (no miner is reloading), any
Chrono Miner that finishes harvesting teleports in here.
1.4) Allied Barrack
Country : Allies
Prerequisite : Construction Yard, Power Plant
Cost : 500 TechLevel : 2
Power : -10 Sight : 5
HP : 500 Armor : Steel
Foundation : 3 x 2 Height : 4
Notes:
- Allied Barracks can train Allied Infantry.
1.5) Allied War Factory
Country : Allies
Prerequisite : Construction Yard, Power Plant, Allied Barracks
Cost : 2000 TechLevel : 2
Power : -25 Sight : 4
HP : 1000 Armor : Wood
Foundation : 5 x 3 Height : 4
Notes:
- Allied War Factory can train Allied Vehicles and Nighthawks.
1.6) Airforce Command HQ
Country : Allies
Prerequisite : Construction Yard, Ore Refinery
Cost : 1000 TechLevel : 3
Power : -50 Sight : 5
HP : 600 Armor : Steel
Foundation : 3 x 2 Height : 7
Notes:
- Can train Harrier (any Allied countries, but not Korea).
- Can train Black Eagle (if the country is Korea).
- If the country is America, it adds the ability to drop Airborne
Paratroopers.
- Can repair and reload Allied Harriers and Black Eagles.
- Can hold 4 aircraft units (Harrier and Black Eagle).
- Has Radar equipped (Enables Minimap).
1.7) Allied Naval Shipyard
Country : Allies
Prerequisite : Construction Yard, Power Plant, Ore Refinery
Cost : 1000 TechLevel : 4
Power : -25 Sight : 10
HP : 1500 Armor : Concrete
Foundation : 4 x 4 Height : 10
Notes:
- Can train Allied Navy.
- Can only be built in water.
- Can repair water units: Allied Ships, Soviet Ships, Dolphin,
Giant Squid, Boomer, and Amphibious Transport.
- Can't be captured by Engineers or be infiltrated by Spies.
- Needs credits to repair.
1.8) Service Depot
Country : Allies
Prerequisite : Construction Yard, War Factory
Cost : 800 TechLevel : 6
Power : -25 Sight : 5
HP : 1200 Armor : Wood
Foundation : 3 x 3 Height : 3
Notes:
- Can repair Vehicles, Amphibious Transports, and Nighthawks.
- Can remove Crazy Ivan's Dynamites.
- Can remove Terror Drone attached to vehicle.
- Needs credits to repair.
1.9) Allied Robot Control Center
Country : Allies
Prerequisite : Construction Yard, War Factory
Cost : 600 TechLevel : 10
Power : -100 Sight : 6
HP : 600 Armor : Wood
Foundation : 2 x 2 Height : 3
Notes:
- If all of Robot Control Centers are destroyed, all of Robot Tanks
will cease to functions.
1.10) Allied Battle Lab
Country : Allies
Prerequisite : Construction Yard, Allied War Factory,
Airforce Command HQ
Cost : 2000 TechLevel : 8
Power : -100 Sight : 6
HP : 500 Armor : Wood
Foundation : 3 x 2 Height : 8
Notes:
- Enables Force Field (All Building within 4 cells radius will
be invulnerable for 500 Frame Delay, but all power will be
shutdown for 1000 Frame Delay).
- Force Field recharges after 5 minutes.
1.11) Ore Purifier
Country : Allies
Prerequisite : Construction Yard, Ore Refinery, Allied Battle Lab
Cost : 2500 TechLevel : 10
Power : -200 Sight : 5
HP : 900 Armor : Wood
Foundation : 3 x 3 Height : 4
Notes:
- Can only build 1 Ore Purifier.
- Can't be captured by Engineer.
- Add any converted harvested ore to credits by 25%.
If your harvester reloads 1000 credits to your refinery, it adds
250 more credits.
- Can't be Mind Controlled by Yuri Prime.
2) Soviet Buildings
-------------------
2.1) Construction Yard
Country : Soviet
Prerequisite : MCV
Cost : 3000 TechLevel : -
Power : 0 Sight : 8
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 4
Notes:
- Can undeploy to Soviet Mobile Construction Vehicle.
Can be turned off by an option in Multiplayer.
- Can create other buildings.
2.2) Tesla Reactor
Country : Soviet
Prerequisite : Construction Yard
Cost : 600 TechLevel : 1
Power : +150 Sight : 4
HP : 750 Armor : Wood
Foundation : 3 x 2 Height : 4
Notes:
- Cheaper than Allied Power Plant and also has less power.
But Soviet can build a Nuclear Reactor.
2.3) Soviet Ore Refinery
Country : Soviet
Prerequisite : Construction Yard
Cost : 2000 TechLevel : 1
Power : -50 Sight : 6
HP : 1000 Armor : Wood
Foundation : 4 x 3 Height : 4
Notes:
- The 'Credits' production facility.
- If you create an Soviet Ore Refinery, it creates a free War
Miner. War Miner automatically searches an ore/mineral patches
to harvest. War Miner will not be sold if you sell the Refinery, so
if you sell your Refinery, you will get only 2000-1400 (the price of
War Miner):2= 300.
2.4) Soviet Barrack
Country : Soviet
Prerequisite : Construction Yard, Tesla Reactor
Cost : 500 TechLevel : 2
Power : -10 Sight : 6
HP : 500 Armor : Steel
Foundation : 2 x 2 Height : 9
Notes:
- Soviet Barracks can train Soviet Infantry.
2.5) Soviet War Factory
Country : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Soviet Barracks
Cost : 2000 TechLevel : 2
Power : -25 Sight : 4
HP : 1000 Armor : Wood
Foundation : 5 x 3 Height : 4
Notes:
- Soviet War Factory can train Soviet Vehicles, Siege Choppers,
and Kirov Airships.
2.6) Radar Facility
Country : Soviet
Prerequisite : Construction Yard, Ore Refinery
Cost : 1000 TechLevel : 3
Power : -50 Sight : 10
HP : 1000 Armor : Wood
Foundation : 2 x 2 Height : 6
Notes:
- Has Radar equipped (Enables Minimap).
- Enables Spy Plane.
Spy Plane has these characterictics:
Weapons : Spy Camera
Speed : 15 Sight : 0
HP : 600 Armor : Light
Reveals 6 cells radius shrouded area from 20 cells before target
until 100 times or Spy Plane destroyed.
- Spy Plane completes its recharging after 4 minutes.
2.7) Soviet Naval Shipyard
Country : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Ore Refinery
Cost : 1000 TechLevel : 2
Power : -20 Sight : 10
HP : 1500 Armor : Concrete
Foundation : 4 x 4 Height : 10
Notes:
- Soviet Naval Shipyard can train Soviet Navy.
- Can only be built in water.
- Can repair water units: Allied Ships, Soviet Ships, Dolphin,
Giant Squid, Boomer, and Amphibious Transport.
- Can't be captured by Engineers or be infiltrated by Spies.
- Needs credits to repair.
2.8) Service Depot
Country : Soviet
Prerequisite : Construction Yard, War Factory
Cost : 800 TechLevel : 6
Power : -20 Sight : 5
HP : 1200 Armor : Wood
Foundation : 3 x 3 Height : 3
Notes:
- Can repair Vehicles, Amphibious Transport, and Nighthawks.
- Can remove Crazy Ivan's Dynamites.
- Can remove Terror Drone attached to vehicle.
- Needs credits to repair.
2.9) Soviet Battle Lab
Country : Soviet
Prerequisite : Construction Yard, Soviet War Factory,
Radar Tower
Cost : 2000 TechLevel : 7
Power : -100 Sight : 6
HP : 500 Armor : Wood
Foundation : 3 x 3 Height : 8
Notes:
- Enables Force Field (All Building within 4 cells radius will
be invulnerable for 500 Frame Delay, but all power will be
shutdown for 1000 Frame Delay).
- Force Field recharges after 5 minutes.
2.10) Industrial Plant
Country : Soviet
Prerequisite : Construction Yard, War Factory, Soviet Battle Lab
Cost : 2500 TechLevel : 10
Power : -200 Sight : 4
HP : 1000 Armor : Wood
Foundation : 3 x 3 Height : 4
Notes:
- Can only build 1 Industrial Plant
- Reduces production costs and production speed of all Vehicles
(including Aircraft and Naval) by 25%.
- Can't be captured by Engineer.
- Can't be Mind Controlled by Yuri Prime.
2.11) Nuclear Reactor
Country : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost : 1000 TechLevel : 9
Power : +2000 Sight : 5
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 4
Notes:
- Explodes when destroyed (Damage: 600, Radiation Level: 500),
causing Radiation in the area.
- Immune to Radiation.
3) Yuri Buildings
-------------------
3.1) Construction Yard
Country : Yuri
Prerequisite : MCV
Cost : 3000 TechLevel : -
Power : 0 Sight : 8
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 4
Notes:
- Can undeploy to Yuri Mobile Construction Vehicle.
Can be turned off by an option in Multiplayer.
- Can create other buildings.
3.2) Bio Reactor
Country : Yuri
Prerequisite : Construction Yard
Cost : 600 TechLevel : 1
Power : +150 Sight : 4
HP : 700 Armor : Wood
Foundation : 3 x 2 Height : 4
Notes:
- Cheaper than Allied Power Plant and also has less power.
- 5 Infantry, Civilians, or Slaves can enter Bio Reactor to
increase power (+100 each infantry).
- Trick: Put any mind controlled infantry in Bio Reactor.
They will generate power to the Bio Reactor and your Mind
Controlling units are free to find other targets. However,
if they are out of the Reactor, they will be hostile again.
3.3) Slave Refinery
Country : Yuri
Prerequisite : Construction Yard
Cost : 1500 TechLevel : 1
Power : 0 Sight : 6
HP : 2000 Armor : Medium
Foundation : 3 x 3 Height : 4
Notes:
- Can undeploy to Slave Miner.
- Have a weapon that has same characteristics with
Slave Miner.
- The 'Credits' production facility.
- Can't be sold for credits.
- See Slave Miner section for trick.
3.4) Barrack
Country : Yuri
Prerequisite : Construction Yard, Bio Reactor
Cost : 500 TechLevel : 2
Power : -10 Sight : 5
HP : 500 Armor : Steel
Foundation : 2 x 2 Height : 9
Notes:
- Yuri Barracks can train Yuri Infantry.
3.5) Yuri's War Factory
Country : Yuri
Prerequisite : Construction Yard, Tesla Reactor, Yuri Barracks
Cost : 2000 TechLevel : 2
Power : -25 Sight : 4
HP : 1000 Armor : Wood
Foundation : 5 x 3 Height : 4
Notes:
- Yuri War Factory can train Yuri Vehicles and Floating Disks.
3.6) Psychic Sensors
Country : Yuri
Prerequisite : Construction Yard, Yuri Battle Lab
Cost : 1000 TechLevel : 3
Power : -50 Sight : 10
HP : 750 Armor : Wood
Foundation : 2 x 2 Height : 8
Notes:
- Sensors Area: 15 Cells radius.
- Any units that move or attack the area in the radius of Psychic
Sensors are visible. So you know what units and where they want to
move/attack and from where. It also sensors neutral units (like
Cow).
- Psychic Sensors can also detect Spies.
- Can also detect invisible units (like Submarine, Giant Squid, and
Dolphin) if placed it near water.
- Enable Psychic Reveal (Reveal 15 Cells radius of map shroud).
- Psychic Reveal recharges after 4 minutes.
3.7 ) Submarine Pen
Country : Yuri
Prerequisite : Construction Yard, Bio Reactor, Slave Miner
Cost : 1000 TechLevel : 4
Power : -25 Sight : 10
HP : 1500 Armor : Concrete
Foundation : 4 x 4 Height : 10
Notes:
- Yuri Submarine Pen can train Yuri Navy.
- Can only be built in water.
- Can repair water units: Allied Ships, Soviet Ships, Dolphin,
Giant Squid, Boomer, and Amphibious Transport.
- Can't be captured by Engineers or be infiltrated by Spies.
- Needs credits to repair.
3.8) Yuri Battle Lab
Country : Yuri
Prerequisite : Construction Yard, Yuri War Factory,
Psychic Sensors
Cost : 2000 TechLevel : 8
Power : -100 Sight : 6
HP : 500 Armor : Wood
Foundation : 3 x 3 Height : 8
Notes:
- Enables Force Field (All Building within 4 cells radius will
be invulnerable for 500 Frame Delay, but all power will be
shutdown for 1000 Frame Delay).
- Force Field recharges after 5 minutes.
3.9) Grinder
Country : Yuri
Prerequisite : Construction Yard, Yuri War Factory
Cost : 600 TechLevel : 9
Power : -50 Sight : 6
HP : 900 Armor : Wood
Foundation : 3 x 3 Height : 8
Notes:
- Any land unit and infantry can enter Grinder. They will be
destroyed and Grinder's owner will gain half of their
production costs.
All flying units can't enter grinder.
- Since v 1.001, the grinder will also count the cost of any passengers
of a transport sent to grinder.
3.10) Cloning Vats
Country : Yuri
Prerequisite : Construction Yard, Yuri Battle Lab
Cost : 2500 TechLevel : 9
Power : -200 Sight : 5
HP : 1000 Armor : Wood
Foundation : 2 x 2 Height : 6
Notes:
- Can only build 1 Cloning Vats.
- Can't be captured by Engineer.
- Creates a cloned infantry, when you create an infantry or
Attack Dog at Primary Barracks.
- Kills any infantry (except engineer) which enters it.
- To build 2 Yuri Prime, Tanya, or Boris, you must create
Cloning Vats first before training him/her.
4) Allied Combat Buildings
---------------------------
4.1) Fortress Wall
Country : Allies
Prerequisite : Allied Barracks
Cost : 100 TechLevel : 1
Power : 0 Sight : 1
HP : 300 Armor : Concrete
Foundation : 1 x 1 Height : 2
Notes:
- Building a wall costs 100 each time you construct a Wall in a
terrain.
You can build 5 adjacent walls for 100 credits only.
- Concrete Wall prevents any ground infantry or vehicles unit to
pass it until it is destroyed.
- Wall can't be repaired. To change a broken wall just build
a new wall over the damaged one.
- Wall can be sold but you won't receive any credits.
- Though they have the same statistics, Soviet, Allied, and Yuri Walls
are different. Example: you can not build an array of Allied walls
if the initial wall is Soviet Wall.
4.2) Pillbox
Country : Allies
Prerequisite : Construction Yard, Allied Barracks
Cost : 500 TechLevel : 1
Power : 0 Sight : 7
HP : 400 Armor : Steel
Weapon : Vulcan Machine Gun
Foundation : 1 x 1 Height : 1
Weapon Notes:
Damage: 50 Range: 5.5 ROF: 26
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
Notes:
- Can't be captured by Engineer.
- Can't attack through concrete walls.
4.3) Patriot Missile System
Country : Allies
Prerequisite : Construction Yard, Allied Barracks
Cost : 1000 TechLevel : 4
Power : -50 Sight : 10
HP : 900 Armor : Steel
Weapon : Anti-Air Patriot Missile
Foundation : 1 x 1 Height : 3
Weapon Notes:
Damage: 75 Range: 12 ROF: 55
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Notes:
- Can't be captured by Engineer.
4.4) Prism Tower
Country : Allies
Prerequisite : Construction Yard, Power Plant, Airforce Command HQ
Cost : 1500 TechLevel : 6
Power : -75 Sight : 8
HP : 600 Armor : Steel
Weapon : Prism Cannon
Foundation : 1 x 1 Height : 6
Weapon Notes:
Damage: 120 Range: 8 ROF: 60
Damage vs. Infantry's Armor: None(200%), Flak (100%), Plate(100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
Can destroy Concrete Walls and can attack pass Concrete Walls.
Notes:
- Prism Tower can support fire from another Prism Tower. Each
Prism Tower support beam adds 150% damage to the firing beam's
damage.
Prism Tower can only support other Prism Tower at range: 8.
Only 8 Prism Towers can support another Prism Tower. (The maximum
number of Prism Towers which supports a Prism Tower is 8).
After firing a support beam, a Prism Tower is offline for 60 frame
delay.
- Can't be captured by Engineer.
- Can attack units/buildings behind concrete walls.
4.5) Gap Generator
Country : Allies
Prerequisite : Construction Yard, Allied Battle Lab
Cost : 1000 TechLevel : 7
Power : -100 Sight : 5
HP : 600 Armor : Wood
Foundation : 1 x 1 Height : 6
Notes:
- Gap Generator re-shrouds the map for other players at a radius
of 10 Cells around the Gap Generator.
- Can't be captured by Engineer.
4.6) Spy Satellite Uplink
Country : Allies
Prerequisite : Construction Yard, Allied Battle Lab
Cost : 1500 TechLevel : 9
Power : -100 Sight : 5
HP : 1000 Armor : Wood
Foundation : 2 x 2 Height : 5
Notes:
- Opens shrouds on all map (but not for your allies).
- Has Radar equipped (Enables Minimap), even if you don't have a
Radar Tower or Airforce Command HQ.
- If destroyed, the shroud will be reset to 0, meaning that you can
only see vicinity around your units, buildings, and allies.
4.7) Weather Control Device
Country : Allies
Prerequisite : Construction Yard, Allied Battle Lab
Cost : 5000 TechLevel : 10
Power : -200 Sight : 5
HP : 1000 Armor : Concrete
Foundation : 3 x 3 Height : 5
Notes:
- This is an Allied Super Weapon, so when built, it is revealed to
all players. This can be turned off in multiplayer.
- Can only build 1 Weather Control Device.
- Enables: Weather Storm.
Creates a Weather Storm at target location. Weather Storm creates
random lightning bolts in the area, but can't exceed 10 Cells from
the target center in Range. Each lightning bolt that appears in
Weather Storm has the statistics below:
Damage: 250
Can damage and destroy Concrete walls.
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: All (100%)
Damage vs. Terror Drone : 3%
- Weather Storm completes its recharging after 10 minutes.
- Can't be captured by Engineer.
- For more info and details about Weather Storm, check out
section I.9.
4.8) Chronosphere
Country : Allies
Prerequisite : Construction Yard, Allied Battle Lab
Cost : 2500 TechLevel : 10
Power : -200 Sight : 5
HP : 750 Armor : Concrete
Foundation : 4 x 3 Height : 3
Notes:
- This is an Allied Super Weapon, so when built it is revealed to
all players. This can be turned off in multiplayer.
- Can only build 1 Chronosphere.
- Enables: Chronoshift (Teleports a group of units to another
target location)
- Chronoshift completes its recharging after 7 minutes.
- For more information about Chronoshift, look in another section
in this FAQ.
4.9) Grand Cannon
Country : France
Prerequisite : Construction Yard, Airforce Command HQ
Cost : 2000 TechLevel : 7
Power : -100 Sight : 10
HP : 900 Armor : Steel
Weapon : Grand Cannon
Foundation : 2 x 2 Height : 3
Weapon Notes:
Damage: 150 Range: 15 (Minimum Range: 3) ROF: 120
Damage vs. Infantry's Armor: All(100%)
Damage vs. Vehicle's Armor : All(100%)
Damage vs. Building's Armor: Wood(50%), Steel(100%), Concrete(50%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 30%.
Can damage and destroy Concrete walls.
Notes:
- Can't be captured by Engineer.
- Can attack units/buildings behind concrete walls.
5) Soviet Combat Buildings
---------------------------
5.1) Fortress Wall
Country : Soviet
Prerequisite : Soviet Barracks
Cost : 100 TechLevel : 1
Power : 0 Sight : 1
HP : 300 Armor : Concrete
Foundation : 1 x 1 Height : 2
Notes:
- Building wall costs 100 each time you construct a Wall in a
terrain.
You can build 5 adjacent walls for 100 credits only.
- Concrete Wall prevents any ground infantry or vehicles unit to
pass it until it is destroyed.
- Wall can't be repaired. To change a broken wall just build
a new wall over the damaged one.
- Wall can be sold but you won't receive any credits.
- Though they have the same statistics, Soviet, Allied, and Yuri Walls
are different. Example: you can not build an array of Allied walls
if the initial wall is Soviet Wall.
5.2) Battle Bunker
Country : Soviet
Prerequisite : Construction Yards
Cost : 500 TechLevel : 1
Power : 0 Sight : 6
HP : 600 Armor : Steel
Foundation : 2 x 2 Height : 4
Notes:
- Can be occupied by 5 infantry (Conscripts, GI, and Initiate).
- Can attack behind concrete/citadel walls.
- Can't be captured by Engineer.
- Can't be captured by Yuri Prime.
5.3) Sentry Gun
Country : Soviet
Prerequisite : Construction Yard, Soviet Barracks
Cost : 500 TechLevel : 1
Power : 0 Sight : 7
HP : 400 Armor : Steel
Weapon : Vulcan Machine Gun
Foundation : 1 x 1 Height : 2
Weapon Notes:
Damage: 50 Range: 5 ROF: 26
Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
Notes:
- Can't be captured by Engineer.
- Can't attack units/buildings behind concrete walls.
5.4) Flak Cannon
Country : Soviet
Prerequisite : Construction Yard, Soviet Barracks
Cost : 1000 TechLevel : 4
Power : -50 Sight : 5
HP : 900 Armor : Steel
Weapon : Anti-Air Flak Cannon
Foundation : 1 x 1 Height : 4
Weapon Notes:
Damage: 40 Range: 12 ROF: 20
Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
Damage vs. Building : There are no flying building
Notes:
- Can't be captured by Engineer.
- Has splash damage (units near the target are also damaged).
5.5) Tesla Coil
Country : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Radar Tower
Cost : 1500 TechLevel : 5
Power : -75 Sight : 8
HP : 600 Armor : Steel
Weapon : Tesla Coil Bolt
Foundation : 1 x 1 Height : 5
Weapon Notes:
Damage: 200 Range: 7 ROF: 120
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
Can destroy Concrete Walls.
* When Overpowered: Damage: 300 Range: 8 ROF: 100
You can notice an overpowered Tesla Coil by
its electric colour (its Yellow instead Blue).
Notes:
- Can be supported by Tesla Trooper to increase range and damage.
- Can't be captured by Engineer.
- Tesla Coil can attack without power (your power gauge is red) if
there are at least 2 Tesla Troopers charging it. However, it
depends on the power available. The more power available, the less
Tesla Trooper is needed to charge. If there is no power at all, 2
Tesla Troopers are needed.
- Can attack units/building behind concrete walls.
5.6) Iron Curtain
Country : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost : 2500 TechLevel : 10
Power : -200 Sight : 4
HP : 750 Armor : Concrete
Foundation : 3 x 3 Height : 6
Notes:
- This is a Soviet Super Weapon, so when built is revealed to all
players. This can be turned off in multiplayer.
- Can only build 1 Iron Curtain.
- Enables: Invulnerability (Make a group of vehicles becomes
invulnerable for a period amount of time).
- Iron Curtain recharges after 5 minutes.
- For more information about Invulnerability, look in another
section in this FAQ.
5.7) Nuclear Missile Silo
Country : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost : 5000 TechLevel : 10
Power : -200 Sight : 4
HP : 1000 Armor : Concrete
Foundation : 3 x 3 Height : 8
Notes:
- This is a Soviet Super Weapon, so when built is revealed to all
players. This can be turned off in multiplayer.
- Can only build 1 Nuclear Missile Silo.
- Enables: Nuclear Strike (Launches a powerful Nuclear Missile to
severely damage any units and buildings target area).
Nuclear Missile has these statistic:
Damage: 1500 Radiation Level: 500 Area: 10 Cells Radius
Always destroys any Concrete Walls.
Damage vs. Infantry's Armor: All(100%)
Damage vs. Vehicle's Armor : Light(200%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(60%), Steel(100%), Concrete(8%)
Damage vs. Terror Drone : 100%
Infantry can't survive in the Nuclear Radiation Area.
- Nuclear Strike recharges after 10 minutes.
- Can't be captured by Engineer.
6) Yuri Combat Buildings
---------------------------
6.1) Citadel Wall
Country : Yuri
Prerequisite : Yuri Barracks
Cost : 100 TechLevel : 2
Power : 0 Sight : 1
HP : 300 Armor : Concrete
Foundation : 1 x 1 Height : 2
Notes:
- Wall building costs 100 each time you construct a Wall in a
terrain.
You can build 5 adjacent walls for 100 credits only.
- Concrete Wall prevents any ground infantry or vehicles unit to
pass it until it is destroyed.
- Wall can't be repaired. To change a broken wall just build
a new wall over the damaged one.
- Wall can be sold but you won't receive any credits.
- Though they have the same statistics, Soviet, Allied, and Yuri Walls
are different. Example: you can not build an array of Allied walls
if the initial wall is Soviet Wall.
6.2) Tank Bunker
Country : Yuri
Prerequisite : Construction Yard
Cost : 400 TechLevel : 3
Power : 0 Sight : 6
HP : 1000 Armor : Steel
Foundation : 4 x 3 Height : 2
Notes:
- Some Vehicles unit can enter Tank Bunker, Tank Bunker must
be destroyed first before the unit inside can be damaged
(except for few units)
- Vehicles that can enter Tank Bunker:
Grizzly Tank IFV
Prism Tank Lasher Light Tank
Gattling Tank Rhino Heavy Tank
Flak Track Apocalypse
- Vehicles that can't enter Tank Bunker:
Nighthawk Mirage Tank
Battle Fortress Mastermind
Magnetron Terror Drone
V3 Launcher Robot Tank
Chaos Drone Slave Miner
War Miner Chrono Miner
Siege Chopper
- Repair IFV staying inside Tank Bunker will repair adjacent
unit.
- Units inside Bunkers gain +2 Range, +30% Damage, and +30% ROF.
- Tank Bunker ability to attack units hiding behind concrete wall
depends on the unit inside it. For example, if it loads a prism
tank in it, it can attack units behind concrete walls, but if it
has a lasher tank in it, it can't.
6.3) Gattling Cannon
Country : Yuri
Prerequisite : Construction Yard, Yuri Barracks
Cost : 1000 TechLevel : 4
Power : -50 Sight : 10
HP : 810 Armor : Steel
Weapon : Gattling Gun
Foundation : 1 x 1 Height : 2
Weapon Notes:
Gattling Guns have 3 stage of firing, after 200 Frame Delay,
it increases its stage of firing. Higher stage means more
damaging weapon. If it acquires other target, gattling gun stage
decreases to Stage 1 again (at faster rate than increasing stage).
* Anti Ground Gattling Gun
Fire 2 times in rapid succession.
Stage 1: Damage: 25 Range: 6 ROF: 16
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(30%), Heavy(10%)
Damage vs. Building's Armor: Wood(10%), Steel(5%), Concrete(3%)
Damage vs. Terror Drone : 200%
Prone Infantry reduces the damage to 70%.
Stage 2: Damage: 25 Range: 6 ROF: 16
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
Stage 3: Damage: 25 Range: 6 ROF: 16
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
Damage vs. Building's Armor: Wood(75%), Steel(20%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 80%.
* Anti Air Gattling Gun
Fire 2 times in rapid succession.
Stage 1: Damage: 25 Range: 8 ROF: 16
Stage 2: Damage: 30 Range: 8 ROF: 8
Stage 3: Damage: 40 Range: 8 ROF: 4
All Stages:
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(30%), Heavy(10%)
Damage vs. Building's Armor: Wood(10%), Steel(5%), Concrete(3%)
Damage vs. Terror Drone : 200%
Notes:
- Can't be captured by Engineer.
- Can't attack (behind) concrete/citadel walls.
6.4) Psychic Tower
Country : Yuri
Prerequisite : Construction Yard, Psychic Sensors
Cost : 1500 TechLevel : 7
Power : -100 Sight : 5
HP : 455 Armor : Steel
Weapon : Multiple Mind Control
Foundation : 2 x 2 Height : 4
Weapon Notes:
* Damage: - Range: 7 ROF: 100
Can mind control maximum 3 units or infantry.
Notes:
- Can't be Mind Controlled by Yuri Prime.
- Can't be captured by Engineer.
- Can detect Spies.
6.5) Genetic Mutator
Country : Yuri
Prerequisite : Construction Yard, Yuri Battle Lab
Cost : 2500 TechLevel : 10
Power : -200 Sight : 5
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 6
Notes:
- This is a Yuri Super Weapon, so when built, it is revealed to
all players. This can be turned off in multiplayer.
- Can only build 1 Genetic Mutator.
- Can't be captured by Engineer.
- Enable Genetic Mutation (Convert 9x9 cells of infantry/
civilian/slave/Tanya/Boris/Yuri Prime/Brute to Brute)
Attack Dog and other land animals are also killed by Genetic
Mutation but do not mutate into Brute.
Dolphin and Giant Squid are not killed.
- Genetic Mutation recharges after 5 minutes.
6.6) Psychic Dominator
Country : Yuri
Prerequisite : Construction Yard, Yuri Battle Lab
Cost : 5000 TechLevel : 10
Power : -200 Sight : 5
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 6
- This is a Yuri Super Weapon, so when built, it is revealed to
all players. This can be turned off in multiplayer.
- Can only build 1 Psychic Dominator.
- Can't be captured by Engineer.
- Enable Psychic Dominator. (Launches special Psychic Dominator to
severely damage any units and buildings target area and mind control
some of the units).
Psychic Dominator has these statistic:
Damage: 1000 Range: 7 Cells
Always destroys any Concrete Walls.
Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(6%)
All units in 3x3 cells area will be mind controlled.
- Psychic Dominator recharges after 10 minutes.
7) Neutral Tech Buildings
-------------------------
7.1) Tech Airport
Country : Neutral
Sight : 6
HP : 800 Armor : Concrete
Foundation : 3 x 3 Height : 6
Notes:
- Can't be sold for credits, but can be repaired.
- Capture this with Engineer to create the ability to place
Paradrop to any place on terrains.
- Paradrop recharges after 4 minutes.
7.2) Tech Oil Derrick
Country : Neutral
Sight : 6
HP : 1000 Armor : Steel
Foundation : 2 x 2 Height : 5
Notes:
- Can't be sold for credits, but can be repaired.
- When first captured by engineer, gives 1000 credits.
Aftet that gives 20 credits every 100 frame delays to player.
- Explodes when destroyed.
Oil Explosion statistics:
Damage: 600 Area: 4 Cells.
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(50%)
Damage vs. Building's Armor: Wood(200%), Steel(90%), Concrete(50%)
Damage vs. Terror Drone : 100%
Can damage and destroy Concrete Walls.
7.3) Tech Outpost
Country : Neutral
Sight : 6
HP : 2000 Armor : Concrete
Weapon : Hover Missiles
Foundation : 4 x 3 Height : 6
Weapon Notes:
* Hover Missiles (Anti-Surface and Anti-Air)
Damage: 25 Range: 6 ROF: 50
Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%)
Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 70%.
Fire 2 times in rapid succession.
Can pass through Concrete Wall, ignore land elevations and cliffs.
Can damage land eleveation (make holes) at 10% chance.
Can destroy Ore patches.
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, can repair any vehicle units.
Have a weapon to protect itself.
7.4) Tech Hospital
Country : Neutral
Sight : 6
HP : 800 Armor : Concrete
Foundation : 6 x 4 Height : 7
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, hospital will give all infantry
self-healing ability.
Heal 20 HP for every 50 Frame Delay.
7.5) Tech Civilian Power Plant
Country : Neutral
Sight : 6
Power : 200
HP : 800 Armor : Concrete
Foundation : 2 x 2 Height : 4
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, will add +200 power to the
owner.
7.6) Tech Machine Shop
Country : Neutral
Sight : 6
HP : 800 Armor : Concrete
Foundation : 3 x 3 Height : 6
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, Machine shop gives all vehicles
self-repairing ability.
Heals 5 HP for every 75 Frame Delay.
7.7) Tech Secret Lab
Country : Neutral
Sight : 6
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 6
Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, give an ability to train
unit or build building specific to other country.
Specific Units and Building that can be gained:
- Tesla Tank, Demolition Truck, Tank Destroyer
- Desolator, Sniper, Terrorist, Yuri Clone
- Grand Cannon
*********************
IV - Tables and Data
*********************
1) Unit and Defensive Building Combat Ability
Yuri's Revenge has so many units, so it may be difficult to
browse this FAQ just to see the speed of a unit, range, or
others, so I'll try to put them all on a few tables and show the
comparisons of most important aspects of the units. I also add
few of defensive buildings that may be needed for comparison.
For more information about weapon damage, range, and ROF, just
look in each units section above for detailed information. Because
the data below is just VERY simplified data. Some weapons that fire
at 2 times, etc. are not listed below.
Unit Name Side Cost Sgt Spd HP Ar Rng ROF Damage
----------------------------------------------------------------------
GI Allies 200 5 4 125 N 4/4,5/7 20,15/5 15/25,15/25
Conscript Soviet 100 5 4 125 F 4/5 25 15/20
Initiate Yuri 200 9 4 100 N 4.5/6 15 25/30
Slave Work. Yuri 10 5 3 125 N 1.5 30 30
Attack Dog Al.+Sv. 200 9 8 100 N 1.5 30 -
Engineer All 500 4 4 75 N - - -
Rocketeer Allies 600 8 9 125 N 5 30/5 25
Flak Tr. Soviet 300 5 4 100 N 8,5 25,20 20/8,20
Tesla Tr. Soviet 500 6 4 130 P 3/5 60/40 50
Crazy Ivan Soviet 600 6 4 125 N - - 450
Spy Allies 1000 9 4 100 F - - -
Brute Yuri 500 8 6 200 P 1.4/1.1 60 100
Sniper Britain 600 8 4 125 N 14 150/60 125
Desolator Soviet 600 6 4 150 P 6/8 50 125/200
Terrorist Soviet 200 9 6 75 F - - -
Virus Yuri 700 9 4 100 N 10/16 100/80 125
Tanya Allies 1500 8 6 200 F 6/8 10 125
SEAL Allies 1000 8 5 125 F 6 10 125
Boris Soviet 1500 9 5 200 F 7/9 20 65/90
Chrono L. Allies 1500 8 ! 125 N 5 120 -
Yuri Clone Yuri 600 12 4 100 N 7 200 -
Yuri Prime Yuri 1500 9 6 150 F 7 200 -
Psi-Com. Special 1000 8 ! 100 N - - -
Chrono C. Special 2000 8 ! 100 N 6 10 125
Chrono Iv. Special 1000 8 ! 100 N - - 450
Grizzly T. Allies 700 8 7 300 H 5 60/75 65/55
Rhino Tank Soviet 900 8 6 400 H 5.75/5 65/80 90/85
Lasher L.T. Yuri 700 8 7 300 H 5 60 65
IFV (1) Allies 600 8 10 200 L 6 50 25/80
Flak Track Soviet 500 8 8 180 H 10/8,5 25,40 35/20,25
Gatt. Tank Yuri 600 10 6 210 L Special Special Special
Terror Dr. Soviet 500 4 10 100 S - - 50
Chaos Dr. Yuri 1000 6 8 200 L - - 45
War Miner Soviet 1400 4 4 1000 M 5.5 20 30
Chr.Miner Allies 1400 4 4/! 1000 M - - -
Slave Miner Yuri 1750 4 3 2000 M 5.5 20 30
Robot Tank Allies 600 6 10 180 H 5 60 65
Magnetron Yuri 1000 10 5 150 L 10/12 Special Special
Apocalypse Soviet 1750 6 4 800 H 5.75,8 80,80 100,50
Master Mind Yuri 1750 9 4 500 H 6 10 -
Prism Tank Allies 1200 8 4 150 L 10 100 100/150
Mirage Tank Allies 1000 9 7 200 L 7/9 70/80 100/150
V3 Launcher Soviet 800 7 4 150 L 18 150 200
MCV Both 3000 6 4 1000 H - - -
Tank Dest. Germany 900 8 5 400 H 5/6.75 70/60 150/175
Demo Truck Libya 1500 5 6 150 L - - 400
Tesla Tank Russia 1200 8 6 300 H 4/6 60/50 135/150
Attack Sub Soviet 1000 4 4 600 H 7 120 100
Sea Scorp. Soviet 600 8 8 400 H 12/10,5 20,40 40/35,25
Destroyer Allies 1000 7 6 600 H 8 110 60
Aegis Crs. Allies 1200 8 4 800 L 12/14 15/5 100
Dreadnought Soviet 2000 7 4 800 H 25 - (300x2)
A. Carrier Allies 2000 7 4 800 H 25 - (40x5)x3
Giant Squid Soviet 1000 5 8 200 L - - -, 100
Dolphin Allies 500 4 8 200 L 6 120 4+10/8+15
A. Tranport All 900 6 6 300 H - - -
Boomer Yuri 2000 8 5 1200 H 7,20 120,50 60x2,200/
250x2
Harrier Allies 1200 8 14 150 L 6/9 10/10 150/300
Black Eagle Korea 1200 8 14 200 L 6/9 10/10 200/400
Kirov A. Soviet 2000 8 5 2000 L 1.5 50 250
Nighthawk Allies 1000 7 14 175 L 6 40 35/40
Siege Chop. Soviet 1100 7 12 300 L 6,12 40,100 35/40,90
Floating D. Yuri 1750 9 15 600 L 7 80 90
Pillbox Allies 500 7 - 400 S 5.5 26 50
Sentry Gun Soviet 500 7 - 400 S 5 26 50
Tesla C.(2) Soviet 1500 8 - 600 S 7+ 80+ 200+
Prism Tower Allies 1500 8 - 600 S 8 55 120+
Patriot Allies 1000 10 - 900 S 12 55 75
Flak Cannon Soviet 1000 5 - 900 S 12 20 40
Gatt. Cann. Yuri 1000 10 - 810 S Special Special Special
Psychic T. Yuri 1500 5 - 455 S 7 100 -
Grand C.(3) France 2000 10 - 900 S 15 120 150
Notes:
For more detailed explanation, you can see in Unit's description in
above section.
Spd: Unit Speed (The lower the number, the slower the unit,
!: Teleportation)
Some flying units/aircraft speed are affected by other
measurements so it can be very different.
HP: Unit Strength
Ar: Unit Armor (None/Flak/Plate: Infantry, Light/Medium/Heavy:
Vehicle, and Special for few unit)
Sgt: Unit Sight Range
Rng: Unit's Weapon Range.
Number after , is the secondary weapon. (Usually anti-air
or deployed weapon).
Number after / is Elite Weapon range, if there are no /
means it has no Elite weapon, or has same range as non-Elite
Weapon.
- means that unit have no weapons or have special weapon.
ROF: Unit's Rate of Fire.
Number after , is the secondary weapon. (Usually anti-air
or deployed weapon).
Number after / is Elite Weapon ROF, if there are no /
means it has no Elite weapon, or has same ROF as non-Elite
Weapon.
Damage: Weapon damage.
Number after , is the secondary weapon. (Usually anti-air
or deployed weapon).
Number after / is the Elite weapon, if there are no /
means it has no Elite weapon, or has same damage as non-Elite
Weapon.
- means Special Weapon.(No damage or a special weapon).
(1) - IFV listed here is normal IFV (no infantry)
(2) - Tesla Coil's range and ROF changes depend on Tesla Troopers
that charge near it.
(3) - Grand Cannon has a Minimum Range of 3.
2) Scoring
After playing single or multiplayer games, there are Scores showed
to tell how good the players are. For some people this is not too
important, but I list the scores table below for those who need it.
Below is a score table for destroying/killing a unit/building.
Note that I don't list many civilian units and buildings and
some special buildings because they are too many to list.
May be if I'm not tired or bored, I will list them soon.
Units Pts. Vehicles Pts. Buildings Pts.
---------------------------------------------------------------
GI 10 Grizzly Tank 25 Const. Yard 80
Conscript 5 Rhino Tank 25 Power Plant 40
Attack Dog 10 IFV 20 Tesla Reactor 40
Engineer 5 Flak Track 20 Ore Refinery 80
Rocketeer 15 Chrono Miner 55 Barracks 30
Spy 5 War Miner 55 War Factory 80
Flak Trooper 5 Prism Tank 50 Service Depot 80
Crazy Ivan 30 Mirage Tank 25 Allied B. Lab 85
Tesla Trooper 5 Apocalypse 60 Soviet B. Lab 85
SEAL 50 Terror Drone 20 Naval Shipyard 55
Tanya 50 V3 Launcher 40 Ore Purifier 30
Yuri Clone 5 MCV 60 Airforce C.HQ 70
Sniper 10 Harrier 20 Radar Tower 60
Desolator 30 Kirov Airship 100 SpySat Uplink 0
Terrorist 5 Tank Destroyer 25 Gap Generator 30
Chrono L. 15 Black Eagle 20 Cloning Vats 30
Psi Commando 50 Nighthawk 15 Pillbox 30
Chrono C. 50 Amphibious T. 25 Sentry Gun 30
Chrono Ivan 50 Destroyer 30 Patriot 30
Yuri Prime 50 A. Carrier 55 Flak Cannon 30
Civilian 1 AEGIS Cruiser 35 Prism Tower 30
Cow 1 Dolphin 15 Tesla Coil 30
Alligator 1 Sea Scorpion 20 Concrete Walls 5
Polar Bear 1 Attack Sub 30 Iron Curtain 30
Monkey 1 Dreadnought 55 Weather C. D. 30
Secret Service 1 Giant Squid 20 Chronosphere 30
President 1 Demo. Truck 40 Nuclear M. S. 30
Technician 1 Tesla Tank 25 Psychic Sensors 50
Boris 50 Hornet 20 Tech Outpost 5
Camel 1 Dreadnought M. 20 Tech Oil Der. 5
Evil Mummy 1 V3 Missile 20 Tech Hospital 5
Initiate 5 ASW 10 Tech Airport 5
Brute 5 Drop Plane 30 Grand Cannon 30
Virus 10 Spy Plane 30 Nuclear Reactor 30
Sammy Stallion 1 Robot Tank 25 Industrial Pl. 30
Arnie Frank. 1 Siege Chopper 15 Battle Bunker 30
Flint Westwood 1 Lasher L. Tank 25 Psychic Tower 30
Albert Einstein 1 Gattling Tank 25 Tank Bunker 60
Romanov 1 Magnetron 25 Tech Secret Lab 5
Master Mind 25 Tech Machine Sh.5
Floating Disk 25 Tech Power Pl. 5
Boomer 30 Psychic Dom. 30
Chaos Drone 20 Genetic Mutator 30
Slave Miner 55 Robot Cont.Cent.30
MiG 30 Gattling Cannon 30
Easter Isl.Stat.5
Grinder 30
Bio Reactor 40
Yuri B. Lab 85
Submarine Pen 55
3) Pip
Pip is a small colored dot that appears in all units that can carry
other objects. Pip appears in transports (carry other units) and
harvesters (carry ores or minerals). Pip also appears in a building
to show how many units garrisonned in that buildings.
In some units, Pip shows the unit ammo that it currently has.
In a Transport the Pip's color is determined the type of unit that
the transports carries, while in a harvester it determines what
the harvester carries, ores or minerals.
Below is the table of all infantry that can be carried and its Pip
color. Table 2 contains the color of infantry that may not be seen
in normal ways (because mind controlled unit can't enter
transport), but I list them here just for info.
Table 1
Infantry Color Infantry Color
------------------------------------------------------
GI Green Conscript Green
Flak Trooper Green Tesla Trooper Green
Attack Dog Green Engineer Blue
Spy Blue Sniper Red
Ghost Red Tanya Red
Yuri Red Crazy Ivan Red
Desolator Red Terrorist Red
Chrono L. Red Chrono C. Red
Psi Commando Red Chrono Ivan Red
Yuri Prime Red Cow Yellow
Brute Green Virus Red
Initiate Green Slave Worker Green
Boris Red SEAL Red
Table 2
Infantry Color Infantry Color
------------------------------------------------------
Pentagon Gen. Green Secret Service Green
Civilian Yellow President Yellow
Alligator Yellow Polar Bear Yellow
Monkey Yellow Technician Yellow
Vladimir Green Alb. Einstein Yellow
Evil Mummy Yellow Sammy Stallion Yellow
Flint Westwood Yellow Arnie Frank. Yellow
Camel Yellow
For Vehicles units that have size more than 1, they have different
Pip. Their Pips are 2 color, Blue and Red.
Example: An IFV (size: 3) and An Apocalypse (Size: 6) enter the
Amphibious Transport (Can carry 12 Pip). The Pip Color
would like:
BrrBrrrrr...
B : Blue Pip r : Red Pip . : No Colored Pip
4) Unit and Defensive Building Descriptions
Below is the table that contains a very simple unit description.
Unit Name Side Tech Type Description
---------------------------------------------------------------------
GI Allies 1 Infantry Strong if deployed/garissoned
Conscript Soviet 1 Infantry Very cheap
Initiate Yuri 1 Infantry The strongest basic infantry
Flak Trooper Soviet 1 Infantry Cheap anti-air units
Engineer All 1 Infantry Captures and Repair Building
Sniper Britain 1 Infantry Infantry killer at long range
Virus Yuri 1 Infantry Infantry killer at long range
War Miner Soviet 1 Vehicle Armed Harvesters
Chrono Miner Allies 1 Vehicle Teleporting Harvesters
Slave Miner Yuri 1 Vehicle Strongest Harvesters
Pillbox Allies 1 Building Anti-infantry turrets
Sentry Gun Soviet 1 Building Anti-infantry turrets
Battle Bunker Soviet 1 Building Anti ground unit turrets
Attack Dog Both 2 Infantry Detects Spies, Infantry Killer
Grizzly Tank Allies 2 Vehicle General purpose tank
Rhino Tank Soviet 2 Vehicle General purpose tank
Lasher L. Tank Yuri 2 Vehicle General purpose tank
Amphibious T. All 2 Naval Land and water transport
Attack Sub Soviet 2 Naval Underwater attack sub
Tank Destroyer Germany 2 Vehicle Vehicle Destroyers
Robot Tank Allies 2 Vehicle Immune to Mind Control,
Multi purpose robot.
Magnetron Yuri 2 Vehicle Long Range Attacker
Master Mind Yuri 2 Vehicle Multiple Mind Control Tank
Floating Disk Yuri 2 Aircraft Power and Credits drainer
Boomer Yuri 2 Naval Land and Underwater attacker
Rocketeer Allies 3 Infantry Cheap flying units
IFV Allies 3 Vehicle Anti-air, Custom vehicle
Flak Track Soviet 3 Vehicle Strong anti-air vehicle,
infantry transport
V3 Launcher Soviet 3 Vehicle Long Range missile launcher
Harrier Allies 3 Aircraft Anti-surface fighter
Black Eagle Korea 3 Aircraft Anti-surface fighter
Terror Drone Soviet 4 Vehicle Infantry and Vehicle killer
Destroyer Allies 4 Naval Underwater detector, land
bombardment naval
Gattling Tank Yuri 4 Vehicle Anti-air and ground tank
Patriot Allies 4 Building Anti-air turrets
Flak Cannon Soviet 4 Building Anti-air turrets
Gattling Gun Yuri 4 Building Anti-air and ground turrets
Chaos Drone Yuri 4 Vehicle Berserks nearby units
Tesla Trooper Soviet 5 Infantry Strong, good vs. anything
Crazy Ivan Soviet 5 Infantry Can plant devastating bomb
Terrorist Soviet 5 Infantry Cheap, Suicide attack
Tesla Coil Soviet 5 Building Strong defensive turrets
Spy Allies 5 Infantry Disguises,infiltrates building
Dolphin Allies 5 Naval Fast underwater unit
Brute Yuri 5 Infantry Strong, anti ground infantry
Prism Tower Allies 6 Building Strong defensive turrets
Sea Scorpion Soviet 6 Naval Fast and Anti-air ship
Dreadnought Soviet 6 Naval Long Range missile vessel
Apocalypse Soviet 7 Vehicle Very strong tank, anti-air
Aegis Cruiser Allies 7 Naval Anti-air naval
A. Carrier Allies 7 Naval Long Range craft naval
Nighthawk Allies 7 Aircraft Armed air infantry transport
Grand Cannon France 7 Building Strong long range turrets
Siege Chopper Soviet 7 Aircraft Anti-air Chopper and Artillery
Desolator Soviet 8 Infantry Strong, Mass infantry killer
Prism Tank Allies 8 Vehicle Long Range tank
Mirage Tank Allies 9 Vehicle Disguising tank
Giant Squid Soviet 9 Naval Ship destroyer
Tanya Allies 9 Infantry Good vs. Inf., Bld. and Ship
SEAL Allies 9 Infantry Good vs. Inf., Bld. and Ship
Psi Commando Allies 9 Infantry Mind Control
Chrono C. Allies 9 Infantry Teleports, Good vs. Infantry
and Building
Boris Yuri 9 Infantry Good vs. Inf. and Building
Chrono Ivan Soviet 9 Infantry Teleports, plants devastating
bombs
Chrono L. Allies 10 Infantry Teleports, can destroy
anything without retaliation
Yuri Clone Yuri 10 Infantry Mind Control
Yuri Prime Yuri 10 Infantry Mind Control Unit and Building
MCV Both 10 Vehicle Deploy into Construction Yard
Demolition T. Libya 10 Vehicle Small Nuclear Suicide Bomb
Tesla Tank Russia 10 Vehicle Tesla powered tank
Kirov Airship Soviet 10 Aircraft Very Strong surface bomber
Notes:
Tech: Unit Tech Level
5) Unit and Building Comparison
Below are descriptions of some units and buildings that are almost
identical. The comparisons below will reveal that are they are not
the same unit/building, even they have some similarities.
5.1) Unit
* Allied Attack Dog and Soviet Attack Dog
Both Allies and Soviet have attack dogs. They are actually
have the same statistics (cost, strength, etc.) The only
differences are their portrait.
Allied Attack Dogs are German Shepherd.
Soviet Attack Dogs are Siberian Huskies.
Yuri can't have attack dog unless in some special occasions.
* Allied Engineer, Soviet Engineer, and Yuri Engineer.
They are all the same at almost everything. The only difference
is their speech.
* SEAL and Tanya
2 very different units, but actually have the same role and
have most of their statistics identical.
SEAL Tanya
------------------------------------------------------------------
Gender Male Female
Speed 5 6
HP 125 200
Cost 1000 1500
Weapon MP5 Machine Gun Dual Pistol
(Have more range when
become Elite)
Special None Immune to Mind Control,
Can plant C4 on Vehicles,
Self Healing, Can't be
crushed by vehicles
Prerequisite Barrack & Airforce Barrack & Allied Battle Lab
Command HQ
* Allied MCV, Soviet MCV, and Yuri MCV.
Has the same statistics. They only different when deploying into a
Construction Yard and their voices are different.
* Chrono Miner, War Miner and Slave Miner
Although all of them are Ore/Mineral Harvesters, they are very
different. Chrono Miner doesn't have weapon, but it can
automatically teleport when reloading to Ore Refinery. War Miner
can't teleport, but it has a weapon to protect itself from danger.
War Miner can also carry twice more ore/minerals than Chrono
Miner. Slave Miner is the most different from them all, because
it has 2 functions: as harvester (unit) and as refinery (building).
Slave Miner is slower and more expensive than its counterparts, but
its stronger and can defend itself from danger.
Aside from those mentioned above, they have the same
statistics in cost, speed, and other stats.
* Harrier and Black Eagle
Black Eagle can only be built by Korea, while Harrier can be
built by any Allied country other than Korea.
Black Eagle has 200 HP, while Harrier only 150 HP.
Black Eagle also has stronger weapons than Harrier (look in unit
statistics in above section for more details).
Black Eagle and Harrier also have different voices.
5.2) Building
* Allied Ore Refinery and Soviet Ore Refinery
Building an Allied Ore Refinery will give you a free Chrono
Miner, while building Soviet Ore Refinery will give you a free
War Miner. Beside that similarity, both have the same stats and
functions.
* Power Plant, Bio Reactor and Tesla Reactor
All buildings are the main sources of power for building
maintenance. Soviet can later has Nuclear Reactor to change
the Tesla Reactor functions. Power Plant costs 800 credits to
build while Tesla Reactor only needs 600 credits to build,
but Power Plant gives 200 power while Tesla Reactor only
gives 150 power.
Bio Reactor have the same statistics with Tesla Reactor,
but infantry can enter it to increase its power by 100
for each people (max. 5)
* Allied Barracks, Soviet Barracks, and Yuri Barracks.
Building Allied Barracks can make Allied Infantry available.
The same rule applies for Soviet and Yuri.
But if you have both, you can train Soviet Infantry in Allied
Barracks and vice versa, it's also same with Yuri's.
Their statistics are also the same, only Soviet Barracks
has 6 sight range, while Allied and Yuri Barracks only have
5 sight range.
* Allied War Factory, Soviet War Factory, and Yuri War Factory.
Have the same statistics, and have no difference except what
they can build. (And of course, their image)
* Allied Shipyard, Soviet Shipyard, and Yuri Submarine Pen.
They have the difference in power consumption and Tech Level.
Allied Naval Shipyard needs 25 power and Tech Level 4.
Soviet Naval Shipyard needs 20 power and Tech Level 2.
Yuri Submarine Pen needs 25 power and Tech Level 4.
* Allied Battle Lab, Soviet Battle Lab, and Yuri Battle Lab.
They have the same function, that is to build more advanced
units and buildings and enables Force Field to function.
Their difference is only on Tech Level.
Soviet Battle Lab needs Tech Level 7 to be build, while Allied
needs Tech Level 8 to be build. Yuri Battle Lab needs Tech Level
9 to be build.
6) Air Unit's Speed
Because all air unit's have different speed characteristic, I list
some stats that I think important here:
Air unit that never land:
Global Hover Asc. Cras. Acc. Turn Height
Unit Name Speed Speed Speed Speed Rate Rate
-------------------------------------------------------------------
Kirov Airship 5 5 6 12 10 2 750
Siege Chopper 12 30 10 40 12 6 500
Jumpjet Inf. 9 30 20 25 10 10 500
Floating Disk 15 16 8 15 10 100 750
Nighthawk 14 30 10 40 12 6 500
Lunar Inf. 9 30 20 25 10 10 500
Notes:
Asc. : Ascending Speed
Cras.: Crashing Speed
Acc. : Acceleration Rate
Air unit that need to land or special air unit:
Global
Unit Name Speed
------------------------
Harrier 14
Black Eagle 14
Hornet 12
MiG 16
Spy Plane 15
Drop Plane 15
ASW Helicopter 12
******************
V - Miscellaneous
******************
This section shows all the other data that I think can't be
included in all above sections.
1) Record
The fastest unit: Terror Drone, Robot Tank,
and IFV
The fastest non-flying infantry: Terrorist, Tanya, and
Yuri Prime
(Teleporting doesn't count)
The strongest unit: Kirov Airship
The longest range unit: Dreadnought and Carrier
The cheapest unit: Conscript
The most expensive unit: MCV
The best anti-air unit/building: AEGIS Cruiser
2) Dangerous units
There are some units that when they are created by enemy, you're
noticed by hearing special sound or speech.
These are because they are somehow considered dangerous and enemy
need to know when they are created and be ready for them.
Units Announcement
--------------------------------------------------
Tanya "Lock and Load"
Boris "Boris has arrived"
Yuri Prime "There's only one Yuri"
Kirov Airship "Kirov reporting"
Demolition Truck "My truck is loaded"
Floating Disk "Disk on Flight"
SEAL "SEAL ready"
Chrono Commando "I'm your man"
3) Do You Know ?
- You can guard your important units (Harvesters, for example) by
selecting the escort units and then press Ctrl-Alt+Left Click to
your unit/building to be escorted/guarded. All selected units will
now follow that units (or stay guard if you click it to a building),
and attack any enemy that attack that unit/building.
Use Stop command to stop any unit for escorting mode.
- Infantry that can't crawl: Chrono Legionnaire and Crazy Ivan.
- Water is also affected by Radiation.
- A bridge can only be destroyed by Wall Crushing units and
buildings (ex: Rhino Tank and Tesla Coils).
- Rally point for War Factory and Barracks can't be targeted to
target land if it needs a transport to walk across water. It can't
target water. So be careful when you use Rally point to collect
your Kirov Airships.
Rally point for Naval Shipyard can target land (useful for
Amphibious Transport only).
- Crates can appear in water.
- All the animals except the Cow and Camel in RA2 have names
(the designer of RA2 give them a name, it is hidden in the INI
files) Herbert the Alligator, Frosty the Polar Bear, and Josh
the Monkey.
- Alligators can't swim. Check it by mind controlling it and send
it to water.
- All the animals are very aggressive!! (Except Cow and Camel)
Move units near it, and they will surely attack your units,
especially infantry.
Surprised? Attack them with Nuclear Strike but make sure they
are not killed (It is possible, just remember, the radius for Nuke
is 10 Cells, so put them within the radiation) and ahhh....
they attack your Nuclear Missile Silo!!
(make sure your silo is not walled and let them move inside your
base safely to check this)
- A bomb-installed Transport which is grabbed by a Giant Squid will
still explode and kill the Squid as well.
- Use TAB (in Multiplayer games only) to check what other
player's country played (by looking on their flags).
- Tech buildings are not counted as player's units or buildings,
meaning that if a player has a tech building but does not have
any unit or base building, that player still loses the battle.
- Air speed and Ground speed are different, ground speed is faster
than air speed even they have the same number in stats.
See Section IV.6 for more information.
- Boris doesn't like water, so he can't swim :)
- You can detect whether a tree is a Mirage Tank or not. Use your unit to
target the suspected tree. If "Fire" icon appears, that tree is clearly an
enemy Mirage Tank.
- A small tips involving waypoint (submitted by Yonatan):
"I just want to submit a strategy about Chrono Commando
or you can either use it with Chrono Ivan either with
Chrono Legionnaire but I don't think it's really
useful for Chrono Legionnaire.It's use best with
Chrono Commando.
While you know when teleporting into further distance
it's vulnerable to enemy units.You can anyway trick
this way by waypointing it step by step which a
teleport can enter that distance in an instant
time.Just waypoint it to you enemy base and also
target enemy's building and boom it blows building
quickly. Boom this move to that and boom it in an
instant.Just beware of Yuri's Psychic Tower and also
Tesla/Prism Tower but they aren't really that
trouble!(Tesla/Prism Tower) :)"
- "Spy Bug" (from Hecht)
This is the most powerful bug because you don`t have to get
your spies on dangerous missions (seeking into the enemy base).
If you want to get the advances which a succesfull spy mission
provides, you have to train a spy and an engineer. First, damage
the building you want to spy (War Factory, Barracks, Tech Lab)
by forcing your units to fire at it - CTRL -but don`t deal much
damage to it. Second, open the Waypoints Menu (default Z - in
german layouts.. i think it is Y in english/US keyboard layouts).
Set a waypoint for your engineer to repair the building and
Set a waypoint for your spy: as target, select the building the
engineer walks in, too, but press exactly the white point in the
middle of the building (destination of the engineer).
Now the Spy will follow the engineer in the building. And last
you only have to close the Waypoints menu so that every unit
will follow its waypoint - you now can stop the engineer`s walking
into the building so that you dont waste it. Finished.. on that way,
you can get Chrono-Commando and the first veteran status for
your infantry and your units - in Unholy Alliance, you can gather
all technologies by that bug, without risking anything.
However, it can't be used again in YR 1.001. You can do this, but
you will only lose your spy without procuring anything.
- Be careful if you want to combine the use of chronoshift and
invulnerability on Kirov. When my tester saw that his Kirov was
damaged by his desolator's radiation when popping out of factory,
he realized that Kirov should be able to be chronoshifted,
invulnerabled, mind controlled (already tested by Justin Mitchell),
infiltrated by Terror Drone, affected by Chaos Drone, and so on.
He accidentally put the Kirov next to enemy's Psychic Tower and when
he invulnerabled it, the Psychic Tower had already mind controlled
the Kirov!
- Battle Bunker/Wall bug: This bug may be very annoying, especially if
you have elite units inside. After sending 5 conscripts to the battle
bunker, build walls around it. Make sure that there is no space
between the bunker and the walls. Then command your infantry in your
battle bunker to get out of it. Those infantry will all disappear.
4) Special Section
(All info and strategies in this section are contributed by Overmind)
* The Desolator bug
Play with Iraq. Build a few desolators.
Deploy them where you want. Select each of them and force and attack
on the area right near the radiation by presing CTRL+click on the area.
The power and range of the radiation will double.
-> Notes from Hecht:
The Main use of this bug depends on the radiation duration.. (not power
or range.. in fact, range and power are not really affected by the bug
- note that power seems to be stronger, but by using the bug territory
is only always dark green - heaviest damage level, not the damage itself
is higher).. In fact, the use of the bug is, that you can devastate
territory for hours.. If you devastate a territory with that method for
about 5 minutes, the radiation will stay for a much longer time (with that
bug, you can devastate ground with short efforts for the complete game).
* The Conyard+T-Drone bug
Play with the Soviets. Build an MCV and a Terror Drone.
(MCV requires Repair Depot)
Put the MCV in an open area (don't deploy it). Put the Terror Drone into
it by a forced attack. Deploy the MCV. Undeploy it.
Tada! It disappears. You can build near it, but the enemy
can't see it or destroy it. You're the winner !!!
-> Notes from Hecht:
In v.1.006 you are not able to deploy MCVs which are infected by a
terror drone - they are lost if you do not repair them.. (and I think,
that in further versions, the terror drone still was destroyed or
appeared next to the conyard when deployed)
* The Magnetron bug
This is a "bad" bug, fixed in YR 1.001
If you destroy a lot of structures with a magnetron, it becomes
Elite. Too bad. The range will be 0.5 cells smaller than normal.
Good thing the bug was fixed.
* How To Defend against superweapons
Note: This works 100% when playing 1 on 1.
Part 1 - with Soviet.
With the Soviets, it's gonna be easy enough to defend against
Nuke, WC and PD. But first, let me remind you my basic rules.
1. Never underestimate your enemy
2. Never attack first.
3. Never let Prism Tanks get near your base.
4. Never let a Tanya in your base.
5. Never let Kirovs get near your base.
6. Always build Service Depot/Grinder.
7. Always build Barracks before Ore Rafianry.
8. Always build at least 3 Miners.
9. Always build an AA defence after the Barracks.
0. <<< ONLY I KNOW THIS RULE >>>
Now, getting back to superweapons. With the Soviets, to defend
from superweapons you must build your structures as in "Map 1"
below.
When a Nuke was launched or weather storm was created, quickly
activate the Iron Courtain, (in the Map 1, in 'W'/'Capital W'
coordinate) and Force Shield (In the Center of Iron Curtain
Devices or 'R' in Map 1).
Note that you must first activate the IC, than FS.
(If you activate FS first, you can't activate the
IC because you are out of power.) When you activate the IC,
the ConYard, Nuclear Reactor, ICD, and Nuke Silo will be
invulnerable. When you activate the FS, the Weapons Factory,
Barracks, Radar, Industrial Plant, Battle Lab and Ore Refinery
will be also invulnerable. All you will lose will be some
very few hit points from Tesla Coils, Sentry Guns and Flak
Cannons. That will cost less than 500 to fix. If you do not
have the ICD, you will have to activate only the Force Shield.
Do so. the ConYard, Silo and Reactor will not be destroyed by
a superweapon if at full health.
Map 1:
wwwwww
wwwwwNNNNw
wUUUwNNNNw
wUUUwNNNNwwwwwwwww
wUUUwNNNNwIIIFFFFF
wwwwYwwwwwIIIFFFFF
wSSSwCCCCwIIIFFFFF <- improved version
wSSSwCCCCwwwwXRBB
wSSSwCCCCwLLLRRBB
wwwwwCCCCwLLLOOOO
wwwwwwLLLOOOO
wwwwOOOO
wwwww
C - Construction Yard F - War Factory
N - Nuclear Reactor R/X - Radar
U - Iron Curtain Device B - Barracks
S - Nuclear Silo O - Ore Refinery
I - Industrial Plant L - Battle Lab
w/Y EWall
Y = activate iron curtain here
X = activate force shield here
Addition and Suggestions from "Peter Grijpma":
Another Map 1 Placement Suggestions:
wwwwwwwwwwwwwwwww
wUUUwSSSwIIIFFFFF
wUUUwSSSwIIIFFFFF
wUUUwSSSwIIIFFFFF
wwwwwYwwwwwwwwXRBB
wNNNNwCCCCwLLLRRBB
wNNNNwCCCCwLLLOOOO
wNNNNwCCCCwLLLOOOO
wNNNNwCCCCwwwwOOOO
wwwwwwwwwww wwwww
The industrial plant seems too far away for the force shield too reach.
But in reality it's not, so it works great. Also you can surround your
entire base with battlebunkers at three cells between the battlebunker
and the wall. But that just a tip.
Part 2 - with Yuri.
In Yuri's situation, when you don't have a Nuclear Reactor (that
survivs a superweapon) , you gonna need to protect your power generators
(Bio Reactors). For a normal 1 on 1 game, 3 Bio Reactors
full with infantry (you can use mind-controlled cows or civilians
instead) is all you need. You will have 1950 units of power (the
Nuke Reactor has 2000). Look at "Map 2" below to see how to deploy
your buldings to survive a nuke strike, weather storm or psychic dominator.
Make sure when you activate the Force Shield (in the 'R' coordinates at
"Map 2" below) that you have some units to defend your base with, because
you'll be powered down and no defence will work.
DO NOT activate Force Shield if you have a lot of units controlled
by psychic towers.The powerdown will free them. You should recycle
any captured units at the Grinder for the cash.
As you can see in the "Map 2" below, the Force Shield can't be
activated in the middle of the radar. (This is the same for any
building - the Force Shield as all the other superweapons must
be activated with the center on a cell, not a structure.)
Conclusion: when you use the Force Shield, all they can nuke & destroy is
the Grinder !
One more thing. If you don't want to build Clonning Vats, and you
need more power for your base, build another Bio Reactor, and place
it instead of CV. That's it for Yuri.
Map 2:
IIBBB
IIBBB
IIrrII
IIRrII
FFFLLVV
FFFLLVV
FFFLL
FFF
FFF
I - Bio Reactor
F - Weapons Factory
r - Radar
B - Barracks
V - Cloning Vats
L - Battle Lab
Part 3 - with Allies.
The Allies big problem is power. The power plant only gives 200 units
of power, so you'll need about 9-10 of them.
With the Force Shield you have 2 options:
1) Defend all the Power Plants.
2) Defend the Weapons Factory, Ore Rafinary,
the Battle Lab, AFCHQ and only 4 Power Plants.
1) Case 1.
You will build 9 Power Plants. (See "Map 3" below)
You will activate the Force Shield over the one in the middle.
Build your Weapons Factory far away from the Battle Lab. The
superweapon will destroy only one of them. (WF or BL)
Your 9 Power Plants will survive.
You gonna have to rebuild the WF or BL.
If lucky, the superweapon will strike on the Power Plants
that are Shielded. You lose nothing.
2) Case 2. (Recommended)
This one is recommended because when you activate the Force
Shield, the power will be down any way and the great
defences are offline.
Build your base as "Map 4" shows.
The Battle Lab, Weapons Factory, Ore Refinery and AFCHQ
(radar) will survive intact, but you might need to rebuild some
Power Plants because only 4 will be invulnerable.
The luck: Nuke falling over your Shield; no structure lost.
Map 3:
PP PP PP
PP PP PP
PP PP PP
PP pP PP
PP PP PP
PP PP PP
Map 4:
PPPP
LLPPPP
LLPPPP
LLpPPP
RRRAAFFF
RRRAAFFF
RRRAAFFF
RRR FFF
FFF
P - Power Plant
R - Ore Refinery
F - Weapon Factory
A - Air Force Command
L - Battle Lab
p - Activate Force Shield here (in Power Plant)
5) Patches Changes
Note: section below are taken directly from launcher.txt from Red
Alert 2 directory. For older patches, just look for older Red
Alert 2 version launcher.txt.
* Patches 1.004
GENERAL CHANGES OR FEATURE ADDITIONS
1. RA2 now allows you to play "Free for All" in Skirmish mode. Now
the AI can attack each other and not just the player.
2. Hotkeys and Interface changes added:
* Right clicking on the mouse centers on the Radar Screen instead of
deselecting the player's units.
* Press the "Spacebar" to cycle through last 8 EVA events. "Space Bar"
now also goes to "Ally under Attack" EVA event.
* Players can now place Rally Points on Service Depots.
* The "Q" & "W" keys that select Tab Buttons now grab a completed
building for the cursor. Pressing again places that building.
* Press "Ctrl" + "Arrow" keys to jump to the edges of the map.
* Page User is bound to "U".
* Health Navigation, Veterancy Navigation, and Previous Unit hotkeys
are now unbound. They can be rebound in the Keyboard Configuration
menu.
3. Observer Mode: RA2 now has an Observer Mode that allows 1 player
to watch other player's games. Particularly useful for Korean
television shows and tournaments.
* There is a new checkbox at the top of the bunkers that players
can check to observe games. Clicking it will switch the "Join"
button to "Observe" and vice versa.
* In the game setup screen, the host can select the bottom slot to
be open for observers (assuming he isn't the observer himself).
Players attempting to observe go into this slot.
* The observer can only chat to all players.
* The observer cannot use Beacons or Waypoint Mode.
* The observer is not shown on the score screen.
* The observer is not allowed in Co-Op mode.
4. Dreadnaughts can now break bridges with missiles.
5. Now players can destroy a unit flying over an Iron Curtained
building.
6. If the player has a Cloning Vat, an Engineer, 2 infantry units,
and a Tech Hospital he will no longer get a complimentary unit out
of his Cloning Vat for every unit healed.
7. The edges of the Radar Screen are now visible.
8. We've enabled the Microsoft Sidewinder Strategic Commander(TM)
to work properly. We've also included the Westwood endorsed
configuration.
9. The Desolator will no longer continue to shoot the ground over
and over and keep building up radiation.
10. Parts of buildings will no longer disappear on occasion.
11. Structures no longer flash a frame of animation during placement.
12. Fixed the "Place Structure Anywhere" cheat.
13. Super Weapon tab flashes when ready.
14. Crazy Ivan and Tanya bombs now work on all bridges.
15. Fixed a Terror Drone + Unpacking MCV problem that made games
never end.
WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS
1. Quick Match now gives ping of opponent when matching.
2. Zero starting units are allowed.
3. Fixed up the taunts to make sure they play correctly.
4. Paging additions:
* Players can page a buddy from inside a game room, bunkers or game.
(/page user name message)
Example: /page Yuri Hi.
* Players can reply to last message. (/r message)
Example: /r Hi there.
* Players can check to see if another player is online. (/on user name)
Example: /on Tanya
* If player is paged and he presses "U" to reply to that sender, the
paging screen will default to that sender's name if U is pressed
within 5 seconds.
5. A ping meter is included inside game lobby as a tooltip. There
are also graphic indicators (green, red, yellow) next to player
names. The ping indicated in the tooltip is between that player
and the game host.
6. Lobby Chat only scrolls if player is on bottom chat line.
7. Included an icon table that displays most icons and what they
mean in Westwood Online.
8. Fixed "Fetching Server" message pop up problem. Now it happens
less.
9. Fixed the loss of keystrokes when typing chat in bunker.
10. Lobby now defaults to the bunker the player left when returning
from Buddy List, etc.
11. Click on an existing game to show the name of map in bunker as
tooltip. No need to enter a game to find out which map is being
played.
12. Chat messages during games no longer display in a choppy
and slow manner. Messages written at the end of games will now
display properly also.
13. Players are now routed to bunkers with less than 25 people
when entering Custom Match.
14. A tooltip has been added that shows a player's rank, battleclan
and battleclan rank when you mouse-over a player's name. It may
take a bit for the server to return the player's rank.
UNIT BALANCE CHANGES
1. Unit Balance: IFV + Chrono Legionaire now destroys things more
slowly.
2. Unit Balance: Tesla Tank will shoot a little slower.
3. Unit Balance: Demo Truck speed reduced.
4. Unit Balance: Demo Truck damage was reduced.
5. Unit Balance: IFV+Tesla Trooper will shoot a little slower.
6. Unit Balance: IFV+Terrorist damage reduced.
7. Unit Balance: Terrorist hit points are increased.
* Patches 1.006
GENERAL CHANGES
Fixes:
1. Chrono IFV no longer loses its target when selecting a
target further than his firing range. Now it moves within
attack range and fires without losing focus at any moment.
2. Modified official maps are not transferred over Internet games.
3. If a player disconnects 3 times in one game for durations
more than 25 seconds each, the game will finish and be
awarded to the non-disconnector at the 3rd time.
4. If walls or other buildings block the Soviet Barracks exit,
no unit is built even if the user has a Cloning Vat. The cost
is refunded to the player.
5. No other infantry units other than those with explosives can
blow up buildings when joining to a Tanya command waypoint.
WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS
New Features
1. NAT (Network Address Translation) and Firewall support
Fixes
1. In 4 player Internet games, Red Alert 2TM now behaves
correctly and continues the match with the remaining players
when the host loses connection.
2. The game now behaves correctly by continuing 4 player
Internet games when the host gets disconnected from his
ISP but is able to reconnect in time.
3. In-game chat, whenever the user types a message longer
than a screen width the text is transmitted and displayed
properly.
* Yuri's Revenge, version 1.000
GENERAL CHANGES & FEATURE UPDATES
General:
1. In the Game Option screen, the Game Resolution setting
only sets the in-game (battlefield) resolution. The game
shell screen resolution is locked at 800 by 600 pixels.
2. With the Short Game selected, Yuri’s Slave Miner is
excluded from the winning condition.
3. Now all players can see the infantry pips of any fortifiable
civilian building, regardless of which player garrisons it.
4. When a unit is mind controlled, all players will see the
initial mind-control line from the controller to its victim.
5. The T (unit-type select) and P (all-unit select) hot-keys
will automatically exclude units inside of a Tank Bunker.
6. In Red Alert 2, sometimes a game would not end if the
last remaining unit were in a mind-controlled vehicle.
Now, if this should happen, the unit inside will be
automatically killed, and the ex-owner of the captured unit
will be declared the loser.
7. Tab-flash-for-readiness has been updated. The following
features will only flash the tab for a bit to inform the
player when fully charged: Spy Plane, Force Shield,
Psychic Reveal.
8. If playing behind a firewall, the preview maps do not
get transmitted to other players.
Units & Structures:
1. Magnetron can only levitate vehicles, not infantry.
2. The Brute is not allowed inside of an IFV. However,
the Brute is allowed inside other transports, but only as
a passenger.
3. The Hero units (Tanya, Boris, and Yuri Prime) are not
allowed to use their special attack from within the
Battle Fortress.
4. Kirov spinning every time it acquires an order/target
is now fixed.
5. Setting waypoints for planes from within the radar
map has been disabled.
6. Floating Disc will auto target and shoot any base
defenses that are powered (i.e. Prism Tower and Tesla Coil).
However, the Floating Disc will not auto target and shoot
any base defenses that are not powered (i.e. Pillbox
and Sentry Gun).
7. Psychic Dominator permanently “capturesEits victims
rather than just mind controls them for a short duration.
Once a unit has been psychic dominated (purple halo on
the unit), it can never be mind controlled again.
8. Yuri Prime and Yuri Clone’s psychic blast do not harm
friendly units.
9. Cloning Vats allow the player to make a second Hero
unit (Tanya, Boris, and Yuri Prime).
Multiplay:
1. In the Westwood Online Quick Match and Quick Co-op games,
the Super Weapons setting is always on, and the Crates
setting is always to off.
2. In Team Alliance game mode, you must set your teams at
the start. Once the battle has started, you are not allowed
to switch alliance.
3. In Land Rush game mode, the Yuri player begins with a few
Attack Dogs among his starting units.
4. In Skirmish: Battle mode, all AI players start out on the
same team fighting against the human player.
Other:
1. Known problems with the Cirrus Logic 5464 video card:
Systems with this device may experience the following problems:
low frame rate, slow movie playback, and audio distortion.
2. Known problems with USB sound devices:
There seems to be some sort of conflict with USB sound devices.
If using these devices, the game may load with no audio.
Examples of such devices: the Altec Lansing ADA70 USB Speakers,
Microsoft Digital Sound System 80 USB.
3. Known problems with Ensoniq SoundScape and OPTI 82C 931:
Systems with this device may experience the following problems:
some random audio stuttering and popping in game and movies.
Information from the previous Readme files still applies.
* Yuri's Revenge, version 1.001
CHANGES & FEATURE UPDATES:
General:
* To maximize game performance for all game modes, it’s best
to set the game’s resolution to 640 x 480 pixels. The higher
the resolution setting, the slower the game’s performance,
especially on lower end PCs.
* Another way to maximize WOL game performance is to never
adjust the Internet Connection Slider (in WOL Options Screen).
The game determines the optimal setting before starting the
battle. This is often confused by users in believing moving
this slider will increase the game’s speed, which it does not.
* PCs with more than one CD Rom device caused the game to
launch slowly. This has been fixed.
Units & Structures:
* Sometimes the Con Yard would disappear if it was captured
by Yuri Prime, and then Yuri Prime was killed while the Con
Yard was being packed up. This has been fixed by not allowing
the player to deploy/un-deploy the Con Yard in this situation.
* Sometimes an exiting vehicle would be stuck on the edge of
the War Factory causing the War Factory to become unusable
if the vehicle were chrono’d just as it was about to come
out of the structure. This will no longer happen.
* Oil Derricks did not animate on some maps. This has now been
fixed.
* Sometimes an exiting Robot Tank may be stuck on the edge of
the War Factory and causing the War Factory to become unusable,
if the Robot Control Center was destroyed just as the tank
was about to come out of the structure. This will no longer happen.
* If a vehicle being repaired by a Repair Depot was chrono’d
to a new location, that vehicle would continue to be repaired
even though it was no longer on the Repair Depot. This has
been fixed.
* The player could sell a vehicle that was being repaired on
an Allied Repair Depot, unlike the Soviet Repair Depot. Now,
the player can’t use either type of Repair Depots to sell
vehicles.
* Infantry were allowed to interact (garrison, un-garrison,
engineer, and C4) with a building that was being chrono’d by
a Chrono Legionnaire. Doing so would disrupt the chrono effect.
These will no longer be allowed.
* If the enemy units garrison/un-garrison a building, BorisE
laser designator could be interrupted and the MiGs called off.
This will no longer happen.
* Using the Genetic Mutator on any infantry on a bridge killed
the infantry rather than being transformed to Brutes. Now,
the infantry will be turned into Brutes.
* If the player placed an infantry unit with a Crazy Ivan bomb
on it into a Battle Fortress, waited for the timer to tick down,
then deployed the infantry, the bomb would be gone. Now, the
bomb will explode right after the infantry exits the Battle
Fortress.
* If any unit that can attack from within a Battle Fortress
was placed in a Battle Fortress, then into an Amphibious
Transport, then moved elsewhere, the player would still
retain the ability to attack from the location where the
Battle Fortress was loaded, even though the unit is no longer
there. This has been fixed.
* The Air Force Command HQ can no longer have rally points.
* Now you can set the Naval Yard’s rally point while it’s
being placed/constructed.
* Using a Magnetron to levitate, and then drop, a vehicle
over a high bridge, would cause the vehicle to fall through
the bridge and land on the water below. Now, the vehicle will
no longer fall through the bridge.
* Sometimes, the Magnetron would become confused and continuously
pick up and drop an enemy vehicle. This has been fixed.
* A Squids could be pulled onto land if it was chrono’d or
magnetron’d while attacking a vehicle. Now, a chrono’d squid
will be killed; a magnetron’d Squid will let go.
* If a Slave Miner were dropped into water, the freed Slaves
would turn neutral instead of joining the player that freed
them. Now, the slaves will join the player that freed them.
* Sometimes, when a Battle Fortress full of infantry was deployed,
the infantry would become uncontrollable as they walked back
where they came from or attack the enemy’s base. This has been
fixed.
* When a vehicle carrying additional units was sent into a
Grinder, the player would receive money only for that vehicle.
Now, the player will receive money for all units it’s
carrying, too, including Terror Drones.
* Sometimes a stray unit would get stuck in a Grinder, causing
the Grinder to become unusable. This has been fixed.
* When a Yuri Clone was loaded into a Battle Fortress, then
mind controlled an enemy unit, and that Battle Fortress was
sent into a Grinder, the player could still control that
mind-controlled unit even though the Yuri Clone had already
been destroyed. Now, the mind-controlled unit will be returned
to its previous owner.
* In a multiplayer game, if the host loaded a Yuri clone,
Yuri Prime, or Psi Commando into a Battle Fortress, then mind
controlled enemy units, then ordered this Battle Fortress into
a Grinder and exited the game, the guest’s game would receive
an internal error. This has been fixed.
* If a hero unit (Tanya, Boris, Yuri Prime) was placed into
a transport, and that transport was destroyed on water, the
player would not be allowed to make another one of these
units. This has been fixed.
* The planes from the Allied Aircraft Carrier could be made
to attack out of range targets if you switch targets while
it’s firing its missiles. Now, this will no longer be allowed.
* Yuri Clone’s psychic blast used to harm nearby Yuri Prime
units. Now, Yuri Prime is immune to Yuri Clone’s psychic blasts.
* When a GI or Guardian GI was affected by the Chaos Drone’s
gas, the owner of that unit could still continue to deploy
and un-deploy it. This will no longer be allowed.
* The AI-controlled Yuri Prime would never sell off the
captured buildings. Now, the AI-controlled Yuri Prime will sell
off any building it captures.
* The production of the Navy Seal unit will now be accompanied
with an audio announcement as it comes out of the Barracks.
* The LAX building can now be garrisoned in multiplayer games.
* Deployed Guardian GIs had problems harming the Paratroopers.
Now, the Paratroopers will take damage.
* An elite Magnetron’s firing range was a bit shorter than a
standard Magnetron. It now has the same range.
* The Gattling Cannon’s ground-target attack range has been
slightly increased.
* BorisEattack cursor and attack action on the occupied Tank
Bunker was reversed. Now, whenever Boris attacks an occupied
Tank Bunker, the MiGs will be called.
* Tanya used to be allowed to attack the vehicle inside the
Tank Bunker. This will no longer be allowed.
* The Soviet’s Spy Plane and MiGs have been made more durable.
* An IFV loaded with infantry could be made to look like a
standard IFV by building a wall around it, then deploying it.
This will no longer be allowed.
* The Rhino Tank’s build speed has been slightly decreased.
* The Siege Chopper’s cost has been slightly decreased.
* The Slave Miner’s cost has been slightly increased.
* If ordered from the Structure Tab, the Slave Miner now builds
slightly slower. However, if ordered from the Units Tab, the
Slave Miner now builds slightly faster.
* The Chaos Drone now costs slightly more, builds and shoots
slightly slower.
Multiplay:
* Trainers that remove the game’s shroud will no longer work.
If any such hack is detected, the game will be forced out of sync
and the cheater will be logged for corrective action.
* Sometimes, if the host had quit out of the game channel right
after it was created, the client would become stuck in the
lobby and unable to respond at all. Now, the client will time
out and properly return to the lobby.
* All screens that might experience slow Internet connection now
have an active indicator to inform the user that the system has
not locked up during lengthy waiting periods.
* The Clan Abbreviation column in the WOL lobby has been
expanded to accommodate longer names/text.
Other:
* Using large font can result in some shell screen issues.
For example, text position on the buttons could be off,
start positions and team fields could be off in the
drop-down selection boxes, etc. To correct this, set your
system font to the standard/small font. [Desktop ->
Properties -> Appearance -> Scheme -> Windows Standard].
* If you are using Windows 2000, or Windows XP, or systems
with multi-processors, and you experience problems with
the movie’s audio, then set the system’s audio Hardware
Acceleration down to the Basic setting (under Audio Properties).
**********
Unpublished work Copyrighted by S. Rudiyanto N. 2000