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.