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Yuri's Units
Initiate
Cost: 200
Armor: None
Weapons: Psychic Blast Bolt
Structure needed to produce: Barracks
Application: Anti-infantry and can garrison buildings.
Yuri's basic combat soldier has all the firepower he needs in his highly developed brain, which allows him to fire a powerful Psychic Blast that can give enemy infantry, vehicles and even structures a serious headache. While his range is shorter than that of Allied or Soviet infantry, his damage rating is slightly higher, making him an excellent defense unit when garrisoned. He's three times as expensive as the Soviet Conscript, and can't deploy into a fortified position like the Allied Grunt, but when used craftily, the Initiate can make the enemy beg for Tylenol.


 
Yuri Engineer
Cost: 500
Armor: None
Weapons: Defuse Kit
Structure needed to produce: Barracks
Application: Can capture enemy facilities and auto repair friendly buildings.
Sure, his only weapon may be a clipboard and pocket protector, but the Yuri Engineer is not to be underestimated as both an offensive and defensive unit. If you're low on cash to repair your structures, send an Engineer into the building for a quick repair (note that the unit is "lost"). More importantly, Engineers can help turn the tide of battle by capturing neutral tech buildings that often dot the battlefield. Capturing an airport gives you the ability to produce paratroopers, which you can drop every few minutes to a selected location on the map. Capturing hospitals creates a center at which to heal wounded infantry units. Capturing an outpost turns it into a repair facility with defenses against both air and ground attacks.

But perhaps the most important tech building to capture is the oil derrick, which will boost your credit flow while occupied (plus a "finder's fee" upon first capture). An often overlooked way to ramp up your base's finances, oil derricks can mean the difference between biting your nails while you wait for ore miners to come home and building that weather-control device. On maps with lots of oil derricks, scout your Engineers early with a few tanks and attack dogs.

Best off all, however, is using the Engineer as an offensive unit against your enemy's base. After taking out perimeter defenses with tanks and ground units, try sending in a detachment of engineers into enemy structures. As soon as they've taken the buildings, cash in on a frenzied sell-off
.


 
Brute
Cost: 500
Armor: Flak
Weapons: Big fists
Structure needed to produce: Barracks
Application: Anti-vehicle and anti-infantry unit immune to mind control and dogs.

This hulking genetic monstrosity was created by Yuri's twisted scientists as a walking wall of undescribable force. Since he can take a lot of damage and is completely devoted to Yuri's cause, the Brute has no problem mixing it up on the battlefield while bullets are zipping and missiles flying. He can also smash infantry and use his meaty fists to destroy buildings. The Brute laughs at dog attacks and is immune to any and all Allied K9 forces. While many vehicles will boast a speed advantage over the Brute, they're at his mercy when grouped together. Get a Brute in an enemy base and he can wreak serious havoc.


 
Virus
Cost: 700
Armor: None
Weapons: Viral Dart Gun
Structure needed to produce: Barracks, Psychic Radar
Application: Anti-infantry

This female mercenary is a seasoned sniper who fires virus-filled darts at her enemies, causing them to swell up and then explode in a toxic cloud of gas, which in itself damages nearby units and buildings. It's not pretty, but it's effective -- a Virus is excellent for use as a remote "tenderizing" unit against tightly grouped infantry formations as the gas from one victim will damage the others, softening them up for a closer-range assault. Virus is effective against infantry units only; but strategically positioned outside an enemy base, she can thin the ranks considerably.


 
Yuri Clone
Cost: 800
Armor: None
Weapons: Mind Control
Structure needed to produce: Barracks, Psychic Radar
Application: Anti-infantry and anti-vehicle via mind control.

The Yuri Clone's only weapon is his scientifically altered brain, which can control most organic units and even vehicles, Miners, Dogs, and aircraft. Since his range for mind control is quite long, situate him outside an enemy base to aggravate your opponent by controlling powerful units within his own walls. Be sure and protect Yuri well with tanks and infantry, however, as an overdeveloped brain is no match for a pack of snarling Attack Dogs. His second attack, the Psi-Wave, creates a mind-melting energy blast, useful for taking out enemy infantry en masse -- if they're close enough.

Lasher Light Tank
Cost: 700
Armor: Heavy
Weapons: Short-range anti-tank shell
Structure needed to produce: War Factory
Application: Anti-vehicle
Yuri's customized Lasher is a sleek, streamlined tank. Although moderately armored, its speed makes it ideal for devastating, hit-and-run attacks, and is also excellent as a "first-response team" for dealing with enemy vehicles knocking on your door. However, the Lasher performs poorly against infantry; its shell doesn't damage them much, so keep them clear of enemy GIs and Conscripts.


 
Gattling Tank
Cost: 600
Armor: Flak
Weapons: Double gattling cannons
Structure needed to produce: War Factory
Application: Anti-vehicle and anti-air
This unusual tank uses two enormous, .50-caliber Gattling cannons that do more damage the longer they shoot; as the rate of fire increases, the faster the Cannons spin. At their fastest, the Gattling Tank can make meatloaf of enemy infantry and vehicles as well as air units. Since its sustained rate of fire is its biggest asset, the Gattling Tank is more effective in prolonged firefights -- whether on defense or offense -- since it will have a constant target to keep those deadly cannons spinning. Thus, a wise player will avoid sending out a Gattling Tank for single-unit confrontations.



 
Chaos Drone
Cost: 800
Armor: Light
Weapons: Hallucinogenic gas
Structure needed to produce: War Factory, Psychic Radar
Application: Great for stopping the mighty tank rush.
The Chaos Drone is a robotic unit that messes with units' minds in a different way. By releasing clouds of hallucinatory gas, the Chaos Drone temporarily causes units to go berserk, attacking units and buildings -- at twice the usual attack speed -- in a fit of temporary battlefield insanity. An excellent unit for disrupting large enemy formations, a single Chaos Drone can be an effective unit to short-circuit an opponent who's gearing up for a big offensive. Effected units will attack friendly units before enemy ones, so the Chaos Drone is best used to soften up the enemy before an offensive.


 
Amphibious Transport
Cost: 900
Armor: Light
Weapons: None
Structure needed to produce: Sub Pen
Application: Used to transport units.
Yuri's Amphibious Transport is crucial on navy maps for getting your units on enemy land, and is instrumental in orchestrating combination attacks that take advantage of both naval power and ground units. On navy maps where the battle takes place over stretches of ocean, gather up a force of Amphibious Transports filled with mixed units and hit your enemy hard. It's also wise to keep one Amphibious Transport away from the fray, stocked with an MCV and some powerful defense units, in case you need to start a new base.


 
Floating Disc
Cost: 1750
Armor: Heavy
Weapons: Transport Beam, Small Laser
Structure needed to produce: War Factory, Battle Lab
Application: Yuri's Siege weapon! Shuts down power, steals money, attacks air and ground units.
To this day, not even top Soviet and Allied intelligence agents have determined the origin of Yuri's Floating Disc. Looking like it zoomed straight out of some '50s sci-fi flick, the Floating Disc is a sort of outerspace sapper unit whose transport beam can be used to drain energy from enemy power plants or credits from a refinery. An intelligently deployed Floating Disc can short out an enemy's power as a first-strike measure and its small laser beam can vaporize infantry and damage vehicles if they happen to get nosy.

Master Mind
Cost: 1750
Armor: Heavy
Weapons: Mind control
Structure needed to produce: War Factory, Battle Lab
Application: Anti-vehicle and anti-infantry assault unit
The ultimate Yuri assault unit, the Master Mind is a veritable cloned brain-in-a-tank that can mind-control whole squads of units and turn them back on the enemy. This particular branch of Yuri's mind-control technology is highly experimental, though, and the Master Mind can only control five units safely; after that, mind-controlling additional units results in damage to Master Mind and will eventually destroy it. However, as Yuri's most formidable offensive vehicle, the Master Mind rewards judicious use.


 
Magnetron
Cost: 1000
Armor: Light
Weapons: Magnetic Beam, Magnetic Field
Structure needed to produce: War Factory, Psychic Radar
Application: Pulls enemy units towards it (Naval units, tanks, planes, etc).
The Magnetron is Yuri’s answer to long range defensive structures. It can use its magnetic beam to wreck enemy base defenses from well outside their range. When facing enemy vehicles the Magnetron can levitate and pull them towards itself, an exceptional ability which allows Yuri’s other units and defenses to steal the minds of the enemy without putting themselves at risk.


 
Yuri MCV
Cost: 3000
Armor: Medium
Weapons: None
Structure needed to produce: War Factory
Application: Builds structures.
As with Allies and Soviets, the Yuri MCV creates the Construction Yard, which is the heart of his base. As you climb the tech tree, the unit will become available to build. It's heartily recommended for longer games to have an extra MCV or two at the ready to build a secondary base in case of, oh, say, a nuclear missile annihilating your original one. In that case, it's best to keep the MCV well guarded, but away from other crucial structures that your opponent may target.


 
Boomer
Cost: 2000
Armor: Medium
Weapons: Torps, Cruise Missiles
Structure needed to produce: Sub Pen
Application: Targets all naval vessels and fire missiles at land based targets.

Yuri can't be said to boast a varied navy, but he can be said to boast a strong one. The Boomer, Yuri's one and only naval unit, is a versatile sub-surface leviathan with surface capabilities. It fires torpedoes against submarines and destroyers and can surface to pound land targets with ICBMs. This well-rounded naval warfare machine is at its most vulnerable when surfacing to take out land targets; that's when the Boomer is susceptible to aerial attack.


 
Yuri Prime
Cost: 1500
Armor: Flak
Weapons: Super Mind Control, Super Psi-Wave
Structure needed to produce: Barracks, Battle Lab
Application: Hero unit, can mind control everything but other hero units and air units.

The ultimate in mind control warfare, Yuri Prime has refined his psychic abilities to the point where not even buildings are safe from his awesome mental powers. Indeed, Yuri can control any unit or building that is not psychic-immune; perhaps best of all, he can sell buildings that he mind-controls, making him a sort of dangerous long-distance Engineer who can set back an enemy base's tech tree to ready for a big assault. In addition, his enhanced Psi-Wave attack has a higher range and damage rating than the Yuri Clone, instantly killing infantry and even causing damage to units outside the immediate area of effect.