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Yuri's Structures


Image
Description
N/A
Ingame Shot
The Construction Yard allows base expansion by building new structures it is the most vital building in all bases, be sure to guard it well.
Ingame Shot
The Dominator is the Yuri sides super weapon. Once charged it releases a psychic wave which mind controls a whole certain area, so you can force them to attack their own base. The only units it doesnt mind control are those which are firendly units or are psyhic immune.
Ingame Shot
This is the place where you can build all your units for the Yuri side. It is shaped in the form of Yuri's head, and it looks far more interesting then the average barracks.
Ingame Shot
Yuri's only base defence structure, it is powerful enough to hold forces back on ground and in the air. Use it wisely to wreck havoc or simply defend the title, the choice is yours. The Gattling Cannon is devastating the longer it stays firing continuesly the faster its firing rate becomes. It eventually reachs a level where a unit will be minced metal it does power down to normal speed everytime it stops firing to aquire a new target.
Ingame Shot
Accuse Yuri of being a heartless maniac, but don't accuse him of not recycling. With the Grinder, Yuri can send in a mind-controlled unit and cash ‘em in for extra pocket money. What happens to the unit? Well...never mind, stop talking and eat already. This building rewards the aggressive Yuri player, who can boost his economy considerably and get an edge on the race up the tech tree by wisely "cashing in" enemy units that aren't useful on the battlefield.
Ingame Shot
The Bio Reactor is Yuri's standard power plant. However, Yuri cannot live on electricity alone, and must feed the Bio Reactor with infantry units to get additional energy to meet his base's voracious power needs. Up to five infantry units can provide extra "battery" power for a Bio Reactor, providing the building with up to an additional +20 in power. Thus a Yuri player would do well to go on the offensive early to harvest enemy units and save himself a few credits that might otherwise be spent on another Bio Reactor. Note that the units placed inside the Bio Reactor do not die; in fact, if a Bio Reactor is destroyed, the freed units will appear, instantly controllable by their original owners.
Ingame Shot
The Psychic Tower puts a spin on an old adage: "You won't beat me, you'll join me." The Psychic Tower does just that, automatically taking control of the first few units that come within range. Not only is the Psychic Tower an excellent defense against assault -- and for grabbing enemy Spies -- but it's also an excellent way to get units to cash in at the Grinder or use for extra power at the Bio Reactor.
Ingame Shot
This low-grade superweapon is yet another result of Yuri's research into biological weaponry. The Genetic Mutator is a giant machine which warps the genes of infantry. Instead of killing them, the Genetic Mutator instantly restructures their DNA and transforms all infantry into Brutes under Yuri's control. If you've scouted the enemy base well and noticed your opponent has a healthy mix of infantry and tanks, fire the Genetic Mutator. Your newly formed Brutes will make minced metal of the enemy tanks. All other non-human infantry, such as Attack Dogs, don't turn into Brutes -- they just die an excruciating death.
Ingame Shot
The Cathedral Walls give a rather cultish look to Yuri bases but they do there job and protect the base which is all one would build walls for. Best of all they look cooler then any other sides walls :D.
Ingame Shot
The Battle Lab gives the Yuri player access to the Force Shield which functions similair to the Iron Curtain. But when activated it uses an extream amount of energy thus draining all your powerplants power, unless mabye you have captured a Nuclear Powerplant. The Battle Lab also gives you access to higher tech tree structures and units.
Ingame Shot
Naturally Yuri would use the Soviet Cloning Technology so he uses Cloning Vats as well. They function just like they do in normal RA2 whatever infantry unit you build a clone will be created at the cloning vat as well. So you get 2 for the price of one saves alot of money and also you get 2 for the buildtime of 1 which is a bigger advantage.
Ingame Shot
Yuri defected with the Psychic Radar it allows Psychic reveal to become available and gives you radar + tracks your enemys movements like tells you where they are going and what they are attacking. But only if they are in the radar's range. Its alot better then a standard radar thats for sure.
Ingame Shot
The Yuri Sub Pen allows construction of Yuri's sea unit the Boomer & the Hover Transport which is not to be underestimated. Also allows repair of your sea units just by telling your vessals to dock with the Sub Pen.
Ingame Shot
The Yuri Tank Bunker it looks like a lift for vechiles but when you tell a vechile to go into it. Walls pop up around the unit to protect it from enemy fire this effectively turns the tank you put in it into a guard tower.
Ingame Shot
The Yuri War Factory builds all of Yuri's units and it builds up the tech tree.


New Soviet Structures


Image
Description
Ingame Shot
The Battle Bunker is the Soviets new defensive base structure. A garrisonable bunker that holds up to five conscripts, the Battle Bunker provides a solid defense against any enemy rushing in with ground forces.
Ingame Shot
This economy enhancer is costly to make, but repays the investment many times over, as it cuts the cost of vehicles by 25% while decreasing vehicle build time by 25%. It's invaluable for getting your heavy frontline assault units to the front much quicker than your opponent and streamlining your base economy at the same time.


New Allied Structures


Image
Description
Ingame Shot
The Robot Control allows the Robot Tank to be built but if it is destroyed all built Robot Tanks will become powered down until the Robot Control is rebuilt.


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