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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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Transport
Hovercraft: A
sea/land (all terrain) unit for Yuri to transport his troops.
Basically the same as the Allies and Soviet troop transports.
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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.
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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.
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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.
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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.
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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.
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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.
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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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