The Let's Play Archive

Command & Conquer: Red Alert 2

by Jobbo_Fett

Part 42: Yuri's Revenge - Units and Buildings

I ran out of space for units and buildings...




Yuri's Revenge


Guardian G.I.
RANGE: Short-Medium
ARMOR: None
WEAPON: M60 and Missile Launcher
COST: 400

Like a normal GI, the Guardian GI fires a powerful machine gun from a standing position. When deployed, the Guardian GI can not be crushed and switches to a powerful anti-tank weapon that is effective against vehicles and aircraft. Guardian GIs cannot be used to garrison structures.

Author's Note: Filling in the anti-tank needs for the standard Allied arsenal. Their major downside is not being able to garrison buildings, which is fair, and leaves them open for mind control.



Battle Fortress
RANGE: Medium
ARMOR: Heavy
WEAPON: 20mm AutoCannon
COST: 2000

This massive construction grinds over the battlefield, crushing infantry, vehicles (even tanks) and walls with equal ease. Up to five infantry units can be placed inside the Battle Fortress. These infantry units can shoot out of the many ports, adding to the carnage.

Author's Note: 2000 buckaroos for a vehicle that will basically need 4 or 5 infantry to jump in for that extra power. Yes, it IS nice that it can flatten enemy tanks, but they typically don't survive after crushing the first. They are more expensive than an Apocalypse Tank.



Sniper
RANGE: Extreme
ARMOR: None
WEAPON: AWP
COST: 600

This British infantry unit is equipped with a special long-range rifle useful in taking out enemy infantry units. Much better than regular GIs, the sniper gains tremendous range and power, killing off enemy infantry units with a single shot from well out of their range.

Author's Note: A very useful addition to the regular lineup, the Sniper originally being exclusive to the British faction in the original game. Placed in IFVs, these things can cause chaos against any unprepared infantry commander.



Grand Cannon
ARMOR: Steel
COST: 2000
POWER USAGE: 100
PURPOSE: Defensive Structure

This special French weapon is not a vehicle, but a large structure called the Grand Cannon. Once created, the Grand Cannon provides extremely effective base defence against enemy attacks, particularly against armoured units.

Author's Note: Originally, this building was only available in the Skirmish mode while playing as France.



Tank Destroyer
RANGE: Medium
ARMOR: Heavy
WEAPON: Specially-developed SABOT rounds
COST: 900

German scientists have developed the Tank Destroyer, a unit designed specifically to give German forces an edge against enemy armour. While very weak against structures or infantry, Tank Destroyers are extremely powerful against enemy vehicles, and can be used either to clear the way for your own attacks or to blunt incoming columns of enemy armour.

Author's Note: I can't say I ever used these, and their usefulness relies entirely on whether or not you are facing the Soviets, rather than Yuri. That being said, its an alright specialist unit for under 1000 credits.



Robot Control Center
ARMOR: Wood
COST: 600
POWER USAGE: 100
PURPOSE: Unlocks Robot Tank production

The Robot Control Center allows the Allies to build Robot Tanks. This building can be built after the production and placement of an Allied War Factory. This building ceases to function if it has low/no power.

Author's Note: Provides a very useful unit against Yuri, but beware of your power situation.



Robot Tank
RANGE: Short-Medium
ARMOR: Heavy
WEAPON: Robot Cannon
COST: 600

The main strength of the Robot Tank is that it cannot be mind controlled because there is no human driver onboard this assault vehicle. Robot Tanks hover, allowing them to cross water. The ability to create Robot Tanks is granted with the construction of a Robot Control Center. These cease to function if they have low/no power.

Author's Note: A cheap, spammable tank that floats and can't be mind controlled. It's only downsides being that it has a small health pool and can be rendered useless if the commander cannot power them.



Black Eagle
RANGE: Short
ARMOR: Light
WEAPON: Maverick Missiles
COST: 1200

The special weapon in the Korean arsenal is the Black Eagle. Effectively, this aircraft is a stronger Harrier, offering increased ability to both take and dish out damage.

Author's Note: You can probably skip these. A cursory look at both in the rules files indicates that the Black Eagle has a whopping... 50 more health than a regular Harrier (200vs150). Hooray?



Boris
RANGE: Medium
ARMOR: Flak
WEAPON: AKM + Laser Designator
COST: 1500

Boris is highly effective against infantry, thanks to his rapid rate of fire. Rather than using C4 charges to eliminate structures, Boris is able to call in an airstrike of MiG fighters to bombard any structure he targets with his laser designator.

Author's Note: There's pros and cons to Boris vs Tanya. I like that the Soviets get a hero unit again, but wish that he had something other than the rather slow MiGs.



Tesla Tank
RANGE: Short/Medium
ARMOR: Heavy
WEAPON: The wrath of Nikola Tesla
COST: 1200

The Soviet Tesla Tank is a large ground vehicle that fires a Tesla charge instead of a ballistic weapon. This charge is effective against both units and structures.

Author's Note: A previously skirmish-only unit, it is a decent unit that I simply don't use enough. Deals a good amount of damage, it is an anti-unit rather than anti-building vehicle.



Tesla Tank
RANGE: Short/Medium
ARMOR: Heavy
WEAPON: The wrath of Nikola Tesla
COST: 1200

The Libyan Demolition Truck is a suicide vehicle designed to create maximum mayhem and carnage in the enemy base. This truck carries a small nuclear charge. When the truck is attacked, the charge detonates, destroying everything in a wide radius.

Author's Note: Yet another ex-skirmish only unit, the Demolition Truck is a scary foe to encounter at any moment. Keep your distance from these, regardless of who's side its on!



Battle Bunker
ARMOR: Steel
COST: 500
POWER USAGE: None
PURPOSE: Basic defensive structure

This new defensive structure has no actual defences of its own, but it can be fortified by Conscripts to provide formidable firepower. When Conscripts are placed inside a Battle Bunker, it operates exactly like a garrisoned building. Because it is a Soviet structure, the Battle Bunker can be repaired when damaged.

Author's Note: While it can only garrison Conscripts, they can be powerful when used properly, and moreso when combined with other defenses.



Industrial Plant
ARMOR: Wood
COST: 2500
POWER USAGE: 200
PURPOSE: Economic building

When built and placed, this structure significantly reduces the cost of all vehicles. Additionally, the Industrial Plant reduces the build time of these units accordingly.

Author's Note: If you ever plan on building large numbers of vehicles, you absolutely must get an industrial plant to go with it.



Siege Chopper
RANGE: Short
ARMOR: Light
WEAPON: Blackhawk Cannon and 160mm Artillery
COST: 1400

With the creation of the Siege Chopper, the Soviets now have quick strike capabilities from the air. When flying, this vehicle is mobile and effective against enemy infantry units. When deployed, the Siege Chopper lands and reveals a massive weapon capable of quickly destroying buildings and stationary targets from long range.

Author's Note: I've never used this outside the final Allied mission in the previous campaign, and that went poorly.



Cosmonaut
RANGE: Medium
ARMOR: None
WEAPON: Lunar Laser
COST: 600

No entry found in the manual.

Author's Note: While it is a reskinned Cosmonaut, and there are no differences between the two defensively, they differ in their armament. The lasers fire faster and have a longer range than a rocketeer's weapon.