YURI Units

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Below are the units we know about so far. As more information is released this section will be updated. The pictures will also be updated to better ones when they become available.

 

Unit Picture

Unit Description

Initiate: 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 Clone: Yuri's Infantry unit, basically the Soviet Yuri from RA2 with the same capabilities of mind control. It cannot control dogs, Miners, Masterminds, other Yuri Clones, hero units, and any flying units. But all other units are in trouble!

Yuri Prime: This is Yuri's Hero Unit. The Yuri Prime rides in a floating platform. He is able to mind-control every unit on the field (except hero units) within a certain range. This means he can take over enemy defensive turrets and fire on Allied buildings. He can also take over a building, sell it for cash, and get an initiate in some cases. And since you can essentially get two heroes for the price of one from the cloning vat, it's clear that Yuri is a force to be reckoned with.

Virus: A sniper that fires a needle-dart into a soldier at long range. The soldier immediately begins to balloon up and floats a bit until he is twice his normal size when he explodes in a cloud of noxious gas. The gas will float around and damage nearby infantry.

Brute: A genetically created infantryman. He is very tough and cannot be crushed by enemy tanks. Brute can flip over enemy vehicles to destroy them. Dogs and Terror Drones can’t attack the Brute. Brute is psychic immune

Engineer: Yuri's Engineer works the same as the Allied and Soviet counterparts. Use it to repair bridges, buildings, capturing buildings, etc. Good idea to keep one or two of these inside you base just in case you need to quickly repair any of your structures. Keep one close to your Construction Yard. 

Boomer: A deep-water submarine that can bombard shore targets with heavy missiles. Can also fight subs and destroyers and can sink unescorted Dreadnoughts and Carriers with its torpedoes. The Boomer can also shoot Dolphins and Squid. Squids will not grab a Boomer but can slap it in the same way they attack Tanyas. The Boomer has no special vulnerability but can be fought by Destroyers or Subs while submerged or by Carriers, Dreadnoughts or aircraft when it is surfaced.
Floating Disk: This '60s-style UFO is a slow-moving airborne vehicle that serves a number of purposes. Its primary weapon is a laser beam that drains the energy from an enemy's power plant, potentially causing that base to shut down. If flown over an enemy's refinery, it can use its laser beam to steal money from that structure's coffers as well.
Transport Hovercraft: A sea/land (all terrain) unit for Yuri to transport his troops. Basically the same as the Allies and Soviet troop transports.
Yuri MCV: This is your mobile construction vehicle. Use it to build new bases at other locations on the map. You will need to build a Grinder first in order to get the option of building Yuri's mobile MCV. It's a good idea to keep one of these around just in case your lose your main base. Without a construction yard, you cannot continue to build any more structures. You want to protect your Construction Yards at all cost.
Chaos Drone: When deployed, this vehicle releases clouds of hallucinatory toxins that drives enemies berserk! Berserk units attack power is greatly magnified and will auto target friendly units before they attack enemies.
Mastermind: This tank is basically a mobile version of the Yuri Psychic Dominator. It's slow, and it has the ability to control an unlimited amount of enemy infantry, with one slight drawback: It starts to overheat when it has more than five enemies under its influence, and if nothing is done about it, it'll quickly incur damage until it eventually explodes. The mastermind, while potentially a powerful tool that you can use to strip units away from enemy forces, will undoubtedly prove to be the toughest Yuri unit to--don't mind the pun--master.
Magnetron: 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. This unit can also be used against naval targets.

Lasher Light Tank: Yuri's customized Lasher is a sleek, streamlined tank. Although lightly 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: The gattling tank is an anti air unit for Yuri's forces. Like the Gattling Cannon, it also excels against infantry. The longer it's guns spin the more powerful its attack is. If allowed to spin for some time its cannons are good against vehicles too.

Slave Miner: A mining vehicle, complete with its own built-in refinery. It automatically deploys near to the closest ore field and 5 little slaves come out to collect the ore with shovels and return it to the refinery. Slaves can be killed but regenerate automatically. If the harvester is killed the slaves give a little cheer and then join whoever killed the Miner. Slaves use their shovels as clubs.

 

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