Resources stats question:: how much cash per second trickles in with harvester in red alert 2 yuri's revenge? http://forum.falloutstudios.org/topic/25624-hexetics-community-summit-writeup/ :: "EA felt the problem with C&C3's Tiberium fields was that matches too often boiled down not to who could control the most number of fields, but rather who could slap down more refineries and pump out more harvesters to gather tons of money fast from their starting field(s)." https://tvtropes.org/pmwiki/pmwiki.php/Main/YouRequireMoreVespeneGas?from=Main.RTSResources :: “How exactly these resource are gathered varies. Sometimes your basic Worker Unit will go back and forth from the resource node back to your base, giving you a bit of resource each time. Other times the player may need only to capture the resource node with units and/or build a building on top of it gain a constant flow of the resource. Occasionally, the game allows you to trade one resource for another in some way.” “Collecting natural resources can also be seen as an easy way to avoid the Unfortunate Implications of looting and pillaging, a war crime going as far back as The Roman Empire; avoiding a What the Hell, Hero? moment, because no one owns nature. Some games use Gaia's Lament as a means to do the opposite, even having it as the reason for a group In Harmony with Nature to get involved in a conflict.” “Almost every RTS has some sort of Resource gathering” “Colonization, Outpost 2, Dwarf Fortress, Dominions, {Dungeon Siege}, Earth 2160, SimCity ("Unlike RTSes, however, the only resource you need (as Mayor) is money. Power, water, and waste management are things you build with that money that are necessary to attract Sims (i.e. citizens), create jobs, and gain popularity. Since population, jobs, and popularity are (theoretically) your goal, these "resources" are actually more like the units in an RTS, i.e. the tools with which you achieve your aim. However, it is true that money works like Gold and power works like Power, as do water (with the proper infrastructure) and waste management (again, with proper infrastructure. The 2013 release adds some odd complications. Not only is water made an exhaustible (though renewable) resource, meaning you might have to keep moving water pumps in a place with a low water table, there are several optional resources that can be tapped with special buildings: coal, ore and oil. These can be sold for a quick buck or refined and combined in yet more specialised buildings to make increasingly complex (and lucrative) products like plastic, alloy, and computers.)", Metal Fatigue, Caesar III, … ” http://yuri411.tripod.com/redalerthq2/id20.html (walkthroughs) Q, W, E, R : Production tabs. (Structures, Turrets, Infantry, Vehicles) Q: Place finished Structure. W: Place finished Turret. N: Select nearest unit D: Deploy http://www.cheatbook.de/files/cc3yr.htm http://www.cheatcodes.com/guide/command-conquer-red-alert-2-yuris-revenge-faq-command-amp-conquer-red-alert-2-yuris-revenge-pc-43018/ http://nyerguds.arsaneus-design.com/manuals/Red%2520Alert%25202%2520-%2520Yuri%27s%2520Revenge/Red%2520Alert%25202%2520-%2520Yuri%27s%2520Revenge%2520-%2520English.pdf http://nyerguds.arsaneus-design.com/manuals/Red%20Alert%202%20-%20Yuri's%20Revenge/ http://www.cnclabs.com/forums/cnc_postst6572_Red-Alert-2-Yuri-s-Revenge-Tactics.aspx "I was just interested in that, are there any other "tactics" to kill the enemy than a regular tank rush or wait-for-the-enemies-money-to-end-and-then-strike-him-with-SW? //I just build up my base fast, build some defence structures. And then tank-rush him or Nuke him. //And this seems to be boring (but the most effective) tactic. //I also tried to play different armies like the yuri and so on. But they all seem to be boring. //And then water filled maps are so easy... WHY don't the AI ever build Naval units? I won the game with one Boomer from Yuri. //Also the units are so overpowered in this game... I attacked with 3 Apocalypse tanks (just for the action, didn't even want to win). But after one of the Apocalypse tanks got promoted it destroyed the whole enemy base, nothing could stop it. It auto-healed and shot 2 ultra heavy shells. Took out a Warfactory in 4 shots. //I mean, what's the point in making so powerfull units? //And I hate playing online, it isn't "more fun" to play online. Harder but not much more of the fun part. //I played also against Brutal army (for the first time ever). But it was also too easy, no match. //Then if I play against 3-6 Brutal AIs, then I have to tank-rush like hell or build Naval units to kill them. I mean, stopping 6 Nukes are almost impossible. And still, not a fun game.” “Playing online gives you so many more tactics since you can't always predict what your enemy is going to do.” https://tl.net/blogs/188063-1000-or-how-to-beat-brutal-computers-in-ra2 "you can beat any number of AI .. just turtle and ready to spam Flak Traks, Gatling tanks, or IFVs with Heavy GI and Engineer inside .." "My favorite side would be the Allies <3 Guardian G.I. and regular G.I.'s where so awesome with all the combinations you could do with them in a battle fortress. I also just loved chrono teleporting 9 Prism tanks in the back of any base and just massacre everything with ease..." https://i.ytimg.com/vi/MRl9WzT0PV0/maxresdefault.jpg https://www.youtube.com/watch?v=MRl9WzT0PV0 "#1 When the game starts with 0 units, use the No + D keys to deploy your MCV. In the early stages of the match every second counts. #2 Use the Q & W keys to place buildings on the map without clicking their icons in the sidebar. This saves lots of time over the whole match. When an opponent attacks you with 5 Tanks while you have 3, this is why. #3 After building a barracks, train a few dogs & use them to scout the map. It's important to see what your opponent is doing, so you can prepare or attack him where he's weak. Dogs are good for scouting because they're fast, cheap & have a good sight range. #4 Use the shortkeys. D to deploy units. S to stop units. Z for waypoints. K to repair. L to sell. G to guard. X to scatter units. #5 Use Control + Shift + Left Click. This is attack to. Units will move to the spot where you clicked & attack any enemy units they encounter along the way. Use this when scouting with dogs & they'll eat any enemy dogs along the way. #6 When defending or attacking use fodder. Dogs are useful fodder since they're as fast as most tanks. They won't do anything against enemy tanks, but when their tanks hit your dogs instead of your tanks you'll start winning a lot of fights. When the map is runnng out of ore or you have too many miners, they are also useful fodder, since they can take a lot of damage. #7 If map has gems, go for them first. They're worth twice as much as ore. #8 Always build towards ore & gems. The shorter the way for miners the faster money will come in. Base walk if you need to. #9 When map has oil, capture it sooner rather than later. The sooner you capture the derricks the more money you get from them. A nice & steady flow of funds is always good. #10 Protect your miners ! When you lose a miner you lose 1400 credits you need to spend to build a new one. & you don't get the funds you'd get from a miner mining during that time. #11 Always build ! When someone attacks you having 10000 credits won't help you. Having 12 tanks will." Don't build a Sentry gun in early game Dogs don't kill Brutes, wished Yuri Prime was as OP as in RA2 :( https://www.quora.com/What-do-you-like-the-most-about-the-game-Red-Alert-2 http://www.angelfire.com/ultra/whiteboysrules/downloads.html {rip} http://cncseries.com/content/?113 {http://cncseries.com/content/?yrstrategies} https://www.cncworld.org/?page=games/redalert2/special http://ra2faq.freelinuxhost.com/index.php?page=cncfaqninfo {rip} {determine the final outcome}
Bryan Vahey once Terror Drone'd a Demo Truck — sent it over the bridge vs. Yuri in the ”Isn't anyone coming to save me” Romanov Campaign — it backfired as it exploded before the intended target –so yeah people can be silly at times. Wrote a huge strategy guide with my old box [during] (high-school crushes DJ/ MDJM) in my intro lost all of it, probably wouldn't have if I didn't delete that section before uploading it to my personal website Knightmare602 {old LANcafe handles:: Sniper, Serial Killer, Hollow Man, Deep Coma} Alas all I have now are my base-building strategy for Soviet — Special-case needs handling (vs. Yuri — Apocs.) https://www.google.com/search?q=Yuri%E2%80%99s+Revenge+tips&client=firefox-b-m&ei=TeNuXY7XNYj-9QP6_JXgAg&start=90&sa=N Terror Drones' en masse RA2 mission (credits cheat (in my old mansion)) V3 Launchers’ — Tesla Troopers' are redundant, not a lot can be said about Allies except for maybe the Chrono Legionnaire (Attack Bike TS.) Forward defensive, chokepoints, killzones, Terrain Tactical Opportunities (Cliffs.) Amphibious Transports carrying Demo Trucks, Cheat Engine is the best trainer of all —All Techs !! He who has more wins ! There are subtle differences between the primary superweapons of the 3 factions, in how much damage they dish out to the different structures\ specific unit types … Libya + Cuba = More nuclear options mayhem for the Soviets at their disposal ! Not to mention the Tesla Tanks –however I still think the Soviets are outclassed by the Allied faction. Nighthawks with Tanyas are always a killer tactic. German Tank Destroyer:: Really deserve to be re-evaluated as they're far too underrated, — fare better against tanks, though if you're Yuri then you've obviously rendered these useless, but you can go for Robot Tanks, also underappreciated. Tank Destroyers outlast many a tank in head-to-head battles !! Germany, France, — America vs. Russia —sounds like good odds to me ! They will certainly hold their own against an opposing Allied faction especially if they didn't pick Germany as well, — also against many Soviet vehicles too —so give it a try ! [Black Eagles]:: "Korea's finest" "Gunner in position" These dudes save so many aircraft slots that you would otherwise waste extra time — effort on —& they get the job done everytime ! So deadly, can be used to pick off lone units easily !! You'll never be offenseless with these guys around, a godsend to defensive boomers, will always be of immense usefulness to you —vs. Demo Trucks' or _anything_. Rhinos' are your bread — butter. Wall your base in in a corner position preferably to minimize wall placements, then build 5 Battle Bunkers' + 3-4 Tesla Coils' should provide coverage for your whole base. Power them offline with 3+ Tesla Troopers', there are perks — downsides to having them charged with a Tesla Trooper (Rate of Fire, special countering of unit-type) … “Loaded up — truckin’” 12 Mirage + 6 Prism + 15 Rhinos + 30 Conscripts + 8 Terror Drones + 8 Yuri Clones
Unlocking all Campaign videos can be done fairly easily through the Groza trainer (Credits |Power |Map Reveal |Skip Level (F9 ?)) —no need to waste time with Save Games. For actual cheating I recommend Cheat Engine Table 'cause Shift+F3 = Instant Countdown Reset ~_^ what more do you want ? All techs, God mode, Instant build, Map reveal, Immune to psychic, Detect spies et. al. ... You can set movies to always play by settings intro movies = True — modifying file permission to Read-Only, at the cost of not being able to update your Skirmish game settings persistently.
Desert Storm, Operation Phantum Fury, Operation Anaconda, Bhagram Airbase —all realworld scenarios:: Send in airstrike to take out the power — then roll in with your ground forces to take out the crippled defenseless-preparation base. Taking out the power plant in the first wave is actually remarkably effective, over taking out the more heavily-fortified Construction Yard, which actually lies at the heart of the base.
"Boyd, the Silo doors are open, this is suicide !" "All hail to the great Yuri !” "They won't detect our approach" "Course set" "Vessel ready" "Ay ay captain" "By your command" "Largest ship in the fleet" "The pride of the Allied navy.” Aircraft Carrier vs. Kirov; which is superior ? Aircraft Carrier, Kirovs move above the land whereas ACs’ are stealthier unless you waypoint the Kirov by the sea route –actually this is a pretty good idea –more people should do it :D That Sean (LANcafe player) is a rogue — yellowbelly –he always keeps avoiding Naval Maps [not to mention he plays that horrid RA2 not YR, — only showed me Amphibious, Tanya spams] … “Rudders set for new heading” “Main engines’ engaged” Our covert plan went overt. I found my calling –If there’s one thing I'am good at it’s RA; got loads of practice — experience with this game !!! Random [seed] Map FTW ! [Temperate |Islands |Giant] “Watertight comrade” Don't use any mods, I had a bad experience with these ! Already regret Destructive Forces 0.1 on my Generals: ZH game. B=Battle Bunker with 5 Conscripts T=Tesla Coils with 4 Tesla Troops 3WF
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If the game looks like its going to last long enough build a nuke. Yuri is ... With the release of Yuri's Revenge the Soviets are now the weakest side. But since they force ... https://arstechnica.com/civis/viewtopic.php?t=919321
6 Miners 2 CY [walled-in anti-Engineer] Industrial Plant Battle Lab 3 Kirovs targetting enemy CY & WF Yuris 3 Engineers Attack Dogs’ (Spies) Borris Spy Plane Force Shield [SW] FlakTraks with TDs'
Stop playing unconducive AI —look for a fitting opponent that adjusts to your game at hand. American Paradrop is like a Spy Plane with free units —make the most of this generosity; Masterminds are disruptive like Chaos Drone only they’re more ranged. TBH Yuri faction teaches good micro-management skillz —you have to mix Brutes' with Viruses, Yuris', Magnetrons & Masterminds ? Such a team is devastating if well coordinated ! Get comfortable with the idea of building expansion bases, these will prove to be vital in PvP games ! Destroyer / Grizzly Battle Tanks / Harrier jets Best defense is a good offense. Mastermind: (parity with Allied Prism tanks and Soviet Apocalypse tanks) "Alpha wave ready." "Brainwave overload !" "Where are the simpletons ?" "Time for a brain storm !" "Come into the fold !" "Their mind will be addressed." France\ Great Britain. Yuri lacks transport units except for the Amphibious Transport. Slave Miners susceptible to Mirage Tanks... Attack /w 8 Floating Discs. Psychic Amplifier "One series of events must takes precedence over the other" Navy SEALS in IFV’s —you were always allies or did you ask em. Played germany first. Think they know everything (Fuzzy) the patched version has all the glitches fixed (1.006 1.001) "Yes commander" "I will carry out thee operation" Always have Service Depot: Terror Drones\ attack waves Conscript Cannon Fodder 10 brutes | 1 virus 2 Yuri Primes 1 Magnetron Lots of tank bunkers /w lasher tanks Hide your army behind your building to avoid first attack. Put Terror Drone + Engineer in Flak Trak. Destroy Ore patches with Tanks. Blood Feud Dune Patrol Block enemy WF building placement with dog Put a Squid in Bridge pathway to block it. Set Ivan to TNT bridge hut in an Waypoint loop. Deploy Siege Choppers & use Nuke.
::Red Alert 2 Laboratory::
Equal amounts of Mirage Tanks vs. Rhino Tanks: Rhino's win —that's why I kept going as Soviet. Some Allied player at my LAN cafe was kicking ass by making hordes of Rocketeers, Mirage Tanks, expansion bases, & initially sending Spies to the Barracks. All I could do was Wall my base up & built Grand Cannons —I lost that battle but did better than my two allies who were Soviet (they built Apocalypse Tank & Demo Truck.) Felt good to know Rhino Tanks are still pretty good, & Soviet is powerful. Borris once was able to take out 3 Tanks but now that doesn't seem to be the case. I've been hooked on Skirmish ever since —I wrote a Strategy Guide but lost it when my computer broke. I still have some strategies inked down, like sending Conscript hordes & a few Terror Drones in front of your tanks as Cannon Fodder, I forgot Kikematamitos force-fired Ore to destroy them, though I've done this in Tiberian Sun (I play both games (I play NOD vs. enemy GDI.)
Prima: You forgot to mention saving screen positions with ctrl+f1-f3 & pressing f1-f3 to focus to the saved views, useful for spying on enemy base activity. Brutes, Navy SEAL\ Sniper in IFV, Engineer Rush, Slave Miner protecting Ore Miner, Maximizing Your Economy, Harrier for Scouting, Capture an enemy miner right when it starts to unload ore, then drop it immediately. This destroys both the miner and the Refinery (Magnetrons ?) ! Iron Curtain Master Mind. Battle Fortress crush enemy Walls, Using Crazy Ivan bombs on a group of Terrorists, placing the Terrorists inside a Flak Track, and using the Iron Curtain to get the Flak Track inside the enemy base, Battle Bunkers are a good early defense, Desolators are a good way to stop Slave Miners, Siege Choppers are excellent for stopping Rocketeers
Viruses, Brutes, Yuri Primes, Magnetron, Prism Tanks, Spies pincer movement A pincer movement is an attack by an army or other groups in which they attack their enemies in two places at once with the aim of surrounding them. Grinding Brutes via Genetic Mutator. Drone the Master Minds'. Typhoon Attack Subs are the best naval unit IMO —I must say I've played & more confident with tried & tested Soviet Navy more than the Allies. Brutes destroy Terror Drones in one hit, interesting, also vice versa (I think)... https://youtu.be/IAK9oV-gJ4c Desolators + Terror Drones
++Protekt RA2 Gold++ v0.003 -Book Of Survival Guide | Strategm-
Welcome to the world of Command and Conquer: Brett Sperry's Red Alert pits you into battle as Soviets or Allies & Tiberian Sun where the eternal clash /w the GDI (Global Defense Initiative) & the evil Brotherhood of NOD over rare Tiberium mineral & the Tacitus. The classic rock, paper, scissors of units like on SC, sometimes annoying like this skater game I had (three-tier) you had to jump over the stones but avoid the car. Offtopic: Pizza Throw, tested your reflexes... Frank Klepacki did a wonderful job /w the sound compositioning —everything was choreographed very well, the gameplay, plot orchestrated was totally more immersive than [RA] Counter-Strike, The Covert Operations, Sole Survivor, Retaliation, or Aftermath... The introduction of pips & larger, less toy looking units adds to the overall game satisfaction considerably. Spanning many fansites & an increasing fanbase this game is sure to put your zealotry to its fervent limits & leaving you gasping for more! One thing that sets it apart is its futuristic never-before-seen technology —unlike in other series like AOE.
Slower speeds appeal to me as well too —gives you more time to contemplate your moves & make judgments. However, I guess temporarily increasing speeds [in single-player] can be quite handy to increase production time. But anyone with a modicum of logic can tell the game is more breathtaking at a speed slower than the default, which is 'Fast,' so tone it down one notch (6 to 5) as I have.
The Allies have the Battle Fortress which can crush tanks & walls, lethal against vehicles _&_ air —the Soviets have no counterpart & are severely outclassed. Also, Allied Robot Tanks in 15+ are the answer to Yuri's psychic technology & can be pivotal against an Easy Enemy for instance.
I read in the GameFAQs guide by S. Rudiyanto that the Industrial Plant: Reduces production costs and production speed of all Vehicles (including Aircraft and Naval) by 25%. Also, If I remember correctly, each additional War Factory increases production speed by 25% —can't verify this anymore & you can have this increment in speed for up to 6 additional buildings. (oil derricks, c00 landscape) like Turf War
Defense from the outset. Force multipliers. Quick Tip: Use Tanyas with Chrono Legionnaires to deal with the occasional Gattling Tank—Also can be lured with Rocketeers. Another tactic that is effective: Use 10 Navy SEALs with 2 Battle Fotresses (filled with Guardian Gis') & some Rocketeers to lure in the tanks, easy killzone bait. (actually works vs. YR AI ("Army Of The Potomac" map").)
[_] Use Tesla Troopers to charge Tesla Coils
[_] Garrison buildings to gain vantage point attacks
[_] Use range & sneaky
[_] Make Dogs for Paradrops
[_] Disable target lines
[_] Use V3's
Played Army of The Potomac as Libya, took most of the derricks, then hit the WF with Demo Trucks, then 2 Siege Choppers camped outside their base, & finally 3 Kirovs bombed them to kingdom come.
The Allies have cool Linked Prism Tower technology (2 additional Prism Towers can link to create a powerful beam.) The Soviets have their Tesla Troopers powering the Tesla Coils (3 other TT's in close proximity of Tesla Coils to power it offline, & a more lethal blast.) It has its usefulness in MP but I see no use for it in Single-player. As you can see, the Allies have iron-clad techniques, whilst the Soviets require you to make use of adhoc motley tactics. Perhaps if the Siege Chopper could transport units, could turn the tide...
break trees /w tanks initially, spies in nighthawk, harrier conyard strike then weather controller on warfactory; shift+click production queue for 5 units at a time, tesla tanks + siege choppers, steal MCV using Nighthawk engineer, demo truck spam.
deployed slave miner cannot be attacked by terror drone, barracks units are produced faster, siege choppers cannot be mindcontrolled as they are airborne.
Yuri's Revenge Hotkeys:: S (stop), C (cheer), D (deploy), G (guard), X (spread), Z (waypoint), H (go to home base), P (all selection), T (select all time local), TT (select all same time all map), R, TTYYYY, SPACE, F (follow), B (beacon), K (repair: reassign this later), L (sell), F5-F12 (taunts), Ctrl + 0-9 (create team), alt +0-9 (center team), ctrl +f1-f4( set bookmarks), F1-F4 go to bookmark (Note F1 has a default of usually your mcv before you set it to anything. N is next M is previous but pointless to use these. N D = press fast as soon as game starts then move mouse toward power-plant at same time to get a 3 second head start. CTRL + Shift = auto attack on the move (Best with magnetrons), Last two i forgot are CTRL + click you can fire at anything (Trees ground etc.), Alt + move = you can move units to anywhere without firing at selected area. —YR Shortcuts (YouTube viddy)
::Excerpt from ArsTechnica thread::
1 jet takes 1 prism out with one shot get eight jets number them 1 to 8 (ctrl 1,2,3 etc) if you see eight prisms on the map with little/no air support then goodbye. 8 jets will kill MCV (building or vehicle), Harvester 6 for Ore Refinery 4 for radar (this will also kill the planes on the radar) Use the chrono legionaire to get crates one he's elite and has all the increased speed/fire power/armour he get mostly cash and units (good way to get Yuri or Sov Const yards) use two as you will usually see 2 crates and sometimes one appears as soon as you get one. Scout early with dogs in order to see enemy base and find tech buildings. Mirage tanks in numbers will chew through Rhinos and even Apocs. Build and sell refinerys to get cheap harvesters. 3 to 5 war factorys will decrease tank build time same for barracks and radar. Deployed GIs are better than you think. When paradropping an enemy base you should take out a high cost / low armour building like a Tech center 1st this will give you an elite GI and no dogs will get near you then go for the barracks and then the Const yard. Use a chrono legionaire to protect buildings from jets, force fire on your building and the jets missiles will strike the building but not harm it, remember to stop your chrono guy after the attack. PLace three dogs under an enemy paradrop and your dogs will kill all the GI's easily. Tanya/Seals can swim and take out ships in one go. In a naval war get your naval yard up as quickly as possible and build alot of dolphins place these at the only places where your enemy can build a shipyard and as soon as he places it your dolphins will destroy it and you will win the naval war. Elite Aegis cruisers are "teh win" dont even think about moving air units near them. Prisms own buildings but not tanks, Mirages are the exact opposite. Mix them up. and when playing Allied players ensure your tanks are covered by at least the same amount of IFVs. Prisms outrange any other tank/defense structure in the game (including teslas and prism towers) and they have splash damage, This is why you can not just beat Prisms with Mirages. a large group of prisms will destroy Mirage tanks because they will start firing 1st and there damage will spread across all the mirages. Elite prism tanks are incredible, protect yours if you get one. Destroy the enemies at all costs If you are lucky enough to get a yuri const yard in a crate build tank bunkers and put prisms in them...... Any elite unit has improved Speed/Firepower/Armour/Range and can self repair. Elite Chronoguys will jump out of the way of jet missiles. Use Z for waypoints, Ctrl and Alt for Guard, Ctrl and number to number units, Ctrl and F keys to number areas on the map, H to take you to your primary Const yard, Ctrl for Force Fire. Double click to make a building primary, T select all units on screen of the type/s currently selected T again to select across the map. Remember its all about the ore, expand your base take strategic locations on the map, learn the maps.
For allies dont forget the seal+ifv combo...omg this thing rocks. Also good for taking out a con-yard or key structure. Get in close, undeploy the IFV and wham, send the man in.
"What countries do you guys prefer for games? I use the British snipers when I know that infantry will be a big factor. Most of the time, I use France's Grand Cannons to suppress incoming tanks and such."> I find the british sniper to be a waste. a seal in an ifv will handle all of your infantry needs. Yes its a bit more expensive, but its worth it to have the paratroopers or grand cannon.
for the Paradrop. Unlike the others, only the USA gets periodic free units. As said before, deployed GI's are pretty powerful. Garrisoned GI's are even moreso. Dropped into a vulnerable base, they become elite pretty quickly, and because you get 8, a few elites means you'll be taking out tanks rather quick. The key is getting on the ground, deployed, and out of range of enemy defensive structures. Once deployed, dogs won't make it in if you're watching for them, and neither will Spiders. A building usually raises the rank of the last guy firing, so a few small structures can make your guys elite very quickly while also crippling their base. And, think of it this way. The good ol' USA gets 1600 coins every few minutes so long as you have an Airbase. Capture an Airport? You get another airdrop(extra airports do not do this, only the USA can have two airdrops). Its not worth much unless the map has structures on it, but if it does, the USA is in a much better position than any other country. The USA can play on a map that has low resources and outresource the other player simply by never making infantry of any sort. 8 deployed GI's WILL beat just about any tank if they're all firing on it. Prism's of course are the exception. This also means that the USA is the ONLY country(besides perhaps Yuri) without a special country unit. NO Black eagles, no (worthless) tank destroyers, no grand cannons, no snipers. But trust me, free units makes it worthwhile, especially because infantry in RA2 do NOT suck ass like they did in RA. Well, GI's don't anyway. ------ BTW, when playing against a Yuri player, has anyone ever found a use for those free'd slave miners? They're slow, they do almsot no damage, and they're stupid. Why bother freeing them?
Well Yuri's revenge and plain ol' RA2 are much different, especially when it comes to quick rushes. Yuri's revenge has given all sides more early defense, Allies get the Gaurdian GI's, Soviets get the Battle Bunkers and Yuri gets chaos drones. All of these help to stop early tank rushes. But RA2 is a totally different story. Online there are 2 basic RA2 stratagies, one basic Allied stratagy and one basic Soviet stratagy. You can usually tell what someone is going to do by the country he plays. The Soviets have the best basic tech level tank in the game, the Rhino tank. It is only $200 more expensive and slightly slower than the Allied Grizzly but it has much more armor and does more damage. So, sorry to say, most Soviet players, especially on small maps, will almost always rush with 4-6 Rhino tanks right off the bat. Some people will call this a cheap tactic, but there is a reason for this. The Allies don't have a very good arsenal of low tech units therefore making a quick Rhino rush hard to stop, but once the Allies get their Airforce Command and Battle Lab up they have a huge advantage over the Soviets. The Mirage and Prism tanks are deadly when used together, even with Apocolypse tanks a Soviet player usually stands no chance against a good Allied player with a mix of Mirages and Prisms. So as you can see, most games (for the most part) involve the Soviets trying to cripple or kill their opponent before they can build up the tech tree and get Prisms and Mirages while the Allied player is trying to hold off the Rhino attacks so they can get their Battle Lab up. This is just a generalization, but for the most part this is how RA2 games go. Yuri's Revenge on the other hand is a much different story, with the addition of the Yuri race and additional early defenses the games are a lot different. Anyway, depending upon the map and how much ore, gems and oil derricks are laying about, here are a few good basic build guidelines for RA2. Allied: Power plant, Barraks, Ore Refinary, Airforce Command, War Factory, Ore Refinary, Ore Refinary, Power Plant, Battle Lab Once you build your barraks make 4 dogs and send one to each corner of the map. If there are any tech buildings to capture build a dog to defend it while you train an engineer to go capture it. Build a pillbox or two to defend against any infantry that wanter into your base or to protect any oil derricks you capture. Once your Airforce Command is up build a few rocketeers to scout out the map and harrass anything that can't shoot back. First thing out of your war factory should be a mix of Grizzly Tanks and Chrono Miners, depending upon your financial situation at the time. You can sell your second or third refinary, you only needed them for the extra harvester. If you survive long enough to get your Battle Lab up be thankful, things get much easier for you after that. Use Mirages to stop the tank rushes and Prisms to take out infantry or base defenses. Don't rely on only one type, because they each have their weaknesses. Soviet: Power Plant, Barraks, Ore Refinary, War Factory, Power Plant, Ore Refinary, Ore Refinary, Radar, Power Plant, Battle Lab. Once you build your barraks make 4 dogs and send one to each corner of the map. If there are any tech buildings to capture build a dog to defend it while you train an engineer to go capture it. Build a sentry gun or two to defend against any infantry that wanter into your base or to protect any oil derricks you capture. Once your War Factory is built start pumping the Rhino tanks, if you don't have any gems or oil derricks it might be a good idea to build a War Miner or two first, but if you do have that extra income go straight for the tanks. Make sure to scout out your opponents base, and if it looks clear attack him once you get 4-6 Rhinos. If his base looks well defended take your tanks and go harrass any harvasters or oil derricks he has that arn't defended. You can sell your second or third refinary so that it doesn't take up too much power, you only really need one refinary, the reason you built it was so you could get a harvester without tying up your war factory build time. If you can make it into his base but don't kill him, assuming your economy is still going strong you can keep building Rhinos and keep sending attacks at him until you get your Battle Lab up. If the game lasts this long you could be in trouble, but if you have taken out enough harvesters or critical structures you will hopefully have enough of an advantage to eventually win. I hope that helps, just remember that these build orders are general, a lot of things depend upon the map. It will take some tweaking to make sure you don't run out of money halfway through. Sometimes you need to build more harvesters, sometimes you don't. Also, ALWAYS scout out your opponents base, if he isn't building anything to attack you, just build up your economy and tech tree!!! Capture oil derricks at all costs!!! They can turn the tide of any game! If you need any more specific advice just give me a holler. Also if any Yuri's Revenge players need some help I will gladly write up some ideas for you as well. It's not as hard as Starcraft, just play a few games online and eventually you will get better as you gain some experience. Good luck!
I prefer to tech up as the allies and start building the mirage and prisms whilst using the build and sell refinery ploy to get harvesters at the same time, all the time selling the refinery furthest from the ore and harvesting gems where possible. its all about having enough money to build all the time but not spending too much time building your economy that u are vulnerable to the rush tactic. I find alot of the time that a rushing soviet player will forget to defend his base with dogs and my first paradrop will be on his base if so otherwise defensive. Because you have the money early on build jets and rockies to hit the incoming rushers tanks then they will be damaged enough by the time they reach your base. Use a dog to scout the quickest path between your base and the soviet player, then you will know what is comeing at you. Once you have defeated the rush, attack whatever is most weakly defended his ore miners or his base. Mirages will rip through his ore miners and tanks and men and Terror drones, prisms will flatten his base in a second. You need to get him before HE techs up and gets kirovs/apoc which will force u to to buy more mirage tanks and lots of air defense. If he is iraq watch for the desolater... deployed, several of these things make a mess of your lightly armoured tanks not to mention your men. Kill them with jets. Libya have the demo truck so when you hear "my truck is loaded" hotkey to his base and nail that sucker with jets, if you can get it to go off in his base then if its near your base dont destroy it conventionally get it with a chrono guy then it will vanish rather than going nuclear. Russia have the tesla tank which isnt that good when you already have Rhinos and Apocs, better against men but one paradrop can kill one tesla tank easly. most soviet players dont play russian. If he's cuba then watch out for flack tracks full of terrorists or bombed conscripts these can be very bad, treat every flak as deadly and take it out with jets at range and the chrono guy if its closer. Spys and Secret Units. Barracks: Your infantry are trained as veterans. War Factory: Your vehicles are built as veterans. Refinery: All of your enemy's credits are stolen. Power Plant: Enemy power supply is temporarily shut down (timer at the bottom of the screen informs you of how much time is left before their power is restored). Battle Lab: You gain the ability to train a special infantry technology unit (appears on your Infantry Tab on the Command Bar). Radar Tower: Enemy shroud is reset. Yuri Prime: Spy into a Soviet oppenent's Battle Lab. Of course, to do this, you must capture an Allied opponent's Barracks and Battle Lab. Chrono Commando: Spy into an Allied oppenent's Battle Lab Psi Commando: Spy into a Soviet oppenent's Battle Lab Chrono Ivan : Spy into an Allied oppenent's Battle Lab. Of course, to do this, you must capture an Allied opponent's Barracks and Battle Lab. Has anyone spied a Yuri tech building yet? Im gonna try it tonight. Thanks to http://www.red2.org for the info on spies and special units (I couldnt remember the Psi Commando)
"I use the British snipers when I know that infantry will be a big factor. Most of the time, I use France's Grand Cannons to suppress incoming tanks and such."> I find the british sniper to be a waste. a seal in an ifv will handle all of your infantry needs. Yes its a bit more expensive, but its worth it to have the paratroopers or grand cannon.
Prism tanks leave me underwhelmed, to be honest. A decent number (10-20) of GIs will wipe them out; move the GIs into range of the prisms, hit 'd' to deploy 'em, and wipe out the tanks one by one. The prisms have pisspoor armour, and, whilst you'll lose a few GIs when moving them in range, you shouldn't have any significant problems. And massed rocketeers kick anyone's ass. My feelings on Yuri's Revenge are mixed. His tanks bite. The genetic mutator is a fucking PITA if you have any infantry in your base. The gatling guns take too long to spin up to full speed. The Allied big crushing vehicle thingy is neat. Tank bunkers are a waste of time. Infantry bunkers are not. I was hoping for more stuff (along the lines of the stuff in RA2 DeeZire). And I rather want to have trenches. I was also hoping that some reason to play as anything other than the Americans might be given, but it hasn't been. Indeed, the incentive to use the Brits (the only competition, IMO) has been reduced, 'cos the SEAL makes the sniper a lot less special. It's gotta be allies, 'cos of the spy satellite and rocketeers.
Anyway, while most of what you say is true, as it currently stands Yuri's team is really broken. He can whipe out HUGE amounts of enemy tanks or infantry with only 1 or 2 Chaos drones. He has the best cheap defense tower, the Gattling Cannon, which shoots in the air and ground. He has the best naval unit, the boomer, which domintes with torpedos AND missiles. He has a sniper, the virus, which is better than the british sniper. He has the best early game derrick protector, the brute, which cannot be killed by dogs. Initiates are the best infantry when garrisoned into buildings. Initiates can also be placed into power plantes therefore giving Yuri a big speed advantage since he only needs one power plant for a long time. He has the best radar, it gives him pychic detection and the pychic reveal. He is the only team that can produce two heros. Yuri Prime can be cloned. Gatting tanks are not weak at all, they can kill infantry, planes, rocketeers, and terror drones VERY quickly. They can also destroy tanks that are being lifted with magnatrons. Don't forget Yuri Clones and Masterminds, when used correctly they don't just eliminate enemy threats but turn them into armies of your own. And most of all, his Slave miner only costs 1500, as opposed to the Soviet and Allied refinaries which are 2000, and it is even better since it can move to where the ore is and has more armor, plus a gun! All of these things add up to make Yuri the toughest team to beat.
Prism tanks + 20 Gi's == 20 dead GI's. NOt only do the prism's do splash damage, but they outrange the GI's, and kill instantly. They will torch any building you garrison the GI's in, and torch the infantry before they can get into another building. Maybe you just need to use more than one Peter.
Against massed prisms you need jets or heavy tanks (rhinos or Apocs) so always have enough ifvs and mirages mixed in and use the prisms long range to draw other units into the mirages or force them backwards. Its all about combos of units, a task force.
"He (Yuri) has the best radar, it gives him pychic detection and the pychic reveal"> I disagree. While the Phychic detection is nice, the physic reveal sucks. For exploring the map in a hurry, dont' rely on your radar. For this one, I still have to give it to the allies. The Spy Satallite still rules in this regard. Everything else, i'm okay with. -Alpha
You misunderstand the (imho) correct use of the Psychic sensor, it is used to momentarily reveal the area under the Allies gap generators revealing whether he has thousands of prism tanks in there or not etc, its epescially usefull if he has more than one base.
I was playing around a bit last night. I used Crazy Ivan to bomb 5 conscripts, loaded em into a flakvee and drove them to the opponents conyard. Undeploy, BOOOM! Funny stuff... More contained explosion than a bomb truck, also more concentrated I believe.
"Prism tanks + 20 Gi's == 20 dead GI's."> I meant per tank. And given that GIs are free, that's not a great deal to ask. "NOt only do the prism's do splash damage, but they outrange the GI's, and kill instantly. They will torch any building you garrison the GI's in, and torch the infantry before they can get into another building. Maybe you just need to use more than one Peter."> The splash damage does very little when the GIs aren't coming in a tight bunch (well, for anything other than an elite PT, it does plain "very little" no matter what). The prisms take too long to "reload". It kinda irks me that you can *still* win with massed infantry. Sure, it's not as easy as it was in C&C (with the "selling a defensive structure" cheat), but you can still do it (unless the other person has deployed desolators ("It will be a silent spring!") or enough snipers that they don't get overwhelmed).
All I can say is good luck having enough paradrops to have 20 GIs to every one of my prism tanks. I do agree with you though Infantry massed is very powerful. But then in reality one man with a LAW can take a Tank out. Id like a game like RA but with a little but more real units and tactics, yeah I know about Real War, dont get me started on that POS so much potential wasted.
"Anyway, while most of what you say is true, as it currently stands Yuri's team is really broken. He can whipe out HUGE amounts of enemy tanks or infantry with only 1 or 2 Chaos drones. He has the best cheap defense tower, the Gattling Cannon, which shoots in the air and ground. He has the best naval unit, the boomer, which domintes with torpedos AND missiles."> The missiles are pretty good, I haven't seen the torpedos do much against mass dolphin attacks. "He has a sniper, the virus, which is better than the british sniper."> British sniper outranges it; the gas stuff is nice an' all, but uselses if the british sniper has just killed you. "He has the best early game derrick protector, the brute, which cannot be killed by dogs."> True. "Initiates are the best infantry when garrisoned into buildings."> But I can still kill a building filled with initiates with a single chronotrooper. "Initiates can also be placed into power plantes therefore giving Yuri a big speed advantage since he only needs one power plant for a long time."> That is true. "He has the best radar, it gives him pychic detection and the pychic reveal."> Psychic reveal is meh. Psychic detection is nice, but nothing beats spy satellite. "He is the only team that can produce two heros. Yuri Prime can be cloned."> Do people really bother with heroes? Tanya's lost all reason to live now that SEALs are properly buildable units, and the Russian guy with his fucking laser aiming thing is a complete waste of time. Yuri Prime is probably the least useless of all heroes, I'll give him that. "Gatting tanks are not weak at all, they can kill infantry, planes, rocketeers, and terror drones VERY quickly."> Yeah, if you have enough of them that you can tolerate the loss of units whilst they're busy spinning up. Of course, even that doesn't help against planes, because the planes are long gone by the time the gattlings have reached a decent firing rate. And a decent sized army of rocketeers hasn't too much to worry about. "They can also destroy tanks that are being lifted with magnatrons. Don't forget Yuri Clones and Masterminds, when used correctly they don't just eliminate enemy threats but turn them into armies of your own."> Until I blow them away with my rocketeers. "And most of all, his Slave miner only costs 1500, as opposed to the Soviet and Allied refinaries which are 2000, and it is even better since it can move to where the ore is and has more armor, plus a gun!"> The gun is nice; the moving is sometimes nice. When it's walking about it's very vulnerable. "All of these things add up to make Yuri the toughest team to beat."> IMO Yuri's best unit is the UFO. It's fun sitting one on top of a power plant.
"All I can say is good luck having enough paradrops to have 20 GIs to every one of my prism tanks."> I can build them too. And if I capture an airstrip... I think, what, 13 every few minutes? They can add up really quickly. The only real levellers are desolators, perhaps snipers/viruses, oh, and I forgot earlier, genetic mutators. "I do agree with you though Infantry massed is very powerful. But then in reality one man with a LAW can take a Tank out. Id like a game like RA but with a little but more real units and tactics, yeah I know about Real War, dont get me started on that POS so much potential wasted."> I'm not sure how well it'd work. I have often thought it might be nice, but I dunno how well it'd work in practice. Tanks would be very vulnerable to men with rockets. They'd blow each other up in a single shot. Planes could blow up buildings with a single shot, but be killed with a single SAM -- but could blow up the SAM site without being detected. MLRSes could lay waste to men from a long way off. I think it'd end up being RA2 but with one-hit kills from everyone.
"The missiles are pretty good, I haven't seen the torpedos do much against mass dolphin attacks."> Dolphins require a Battle Lab to build, Boomers only need a Radar, therefore there will be boomers attacking your naval yard before you even can get a chance to build dolphins. "British sniper outranges it; the gas stuff is nice an' all, but uselses if the british sniper has just killed you."> True but you just said yourself that you only play America. Yuri ALWAYS gets viruses when only Britain gets snipers. The virus outranges the SEAL. "But I can still kill a building filled with initiates with a single chronotrooper."> What does your single chronotrooper do when I undeploy them and you now are faced with 10 initiates? "Psychic reveal is meh. Psychic detection is nice, but nothing beats spy satellite."> The Spy Satallite is the best, but it isn't the basic radar, its a high tech building. The Allied radar is the Airforce command, and Yuri's radar is better. As stated above one of the best uses is to use the psychic reveal to reveal gap generated areas quickly so you can target key buildings with boomers. "Do people really bother with heroes? Tanya's lost all reason to live now that SEALs are properly buildable units, and the Russian guy with his fucking laser aiming thing is a complete waste of time. Yuri Prime is probably the least useless of all heroes, I'll give him that."> You forget that Tanya can place bombs on tanks now, as well is immune to being squished and mind controlled. This makes her MUCH better than the SEAL. "Yeah, if you have enough of them that you can tolerate the loss of units whilst they're busy spinning up. Of course, even that doesn't help against planes, because the planes are long gone by the time the gattlings have reached a decent firing rate. And a decent sized army of rocketeers hasn't too much to worry about."> What are you talking about? 5 or 6 Gattling tanks can kill at least 4 planes or 20 rocketeers. Especially if we are in my base, which would probably have some Gattling cannons in it as well. Trust me, Yuri has the best Anti Air weapons. "Until I blow them away with my rocketeers."> If you have so many rocketeers that you can kill mulitple gatlling cannons and tanks then you probably don't have enough ground force to keep you alive very long. "The gun is nice; the moving is sometimes nice. When it's walking about it's very vulnerable."> Not really, it has the most armor of any harvester. It takes a lot of tanks (or rocketeers) to kill it before your opponent sends in forces to protect them. "IMO Yuri's best unit is the UFO. It's fun sitting one on top of a power plant."> Oh yes, I forgot. The Disks can be very lethal. Once someone has 10+ disks its almost impossible to stop him. "I'm not sure how well it'd work. I have often thought it might be nice, but I dunno how well it'd work in practice. Tanks would be very vulnerable to men with rockets. They'd blow each other up in a single shot. Planes could blow up buildings with a single shot, but be killed with a single SAM -- but could blow up the SAM site without being detected. MLRSes could lay waste to men from a long way off. I think it'd end up being RA2 but with one-hit kills from everyone."> Yeah, I agree. It's hard to think of RA2 as a realistic RTS, its more done in a comic book style. Either way I think its a good balance between fun and reality. Concerning the prism tank issue: Prism tanks are great, but if they arn't backed up by at least a FEW mirage tanks they will be whiped out by an equal number of Rhinos or Apocs. The prisms might get a few kills at first because of their superior range, but after the armored tanks get in close they prisms are toast. They take too long to reload and have too little armor. They are best for taking out bases and infantry, not being the main battle tank in the allied army. Funny how as soon as people in this thread began arguing it took off.
"Originally posted by Wudan Master: You misunderstand the (imho) correct use of the Psychic sensor, it is used to momentarily reveal the area under the Allies gap generators revealing whether he has thousands of prism tanks in there or not etc, its epescially usefull if he has more than one base."> While I agree that can be useful, you've also just reminded me of another very good reason to play Allies - the Gap Generator. The other teams just don't have the advantage of both revealing all of the map AND hiding their little piece of it. A very powerful combination.... Plus, if you station a few Guardian GIs strategically, spy planes will never reach your base. The psychic reveal is good for a quick glimpse, but it's just not as useful to me as being able to look again in just a few minutes to see if anything at the location has changed.
I have to say, you've made several statements that my experiences just don't support. The more men you have, in fact, the better the prism tank will be. The kills are instant, and the beam refracts and does damage over an area. It moves slowly, but you can roll it away, and most importantly, the more infantry it kills, the faster it gains rank. An elite prism tank is a force to be reckoned with by anyone's standards. As for that many rocketeers.. at 600 a pop, if you're building them and I'm building grizzlies, you're massed rocketeers are gonna leave your base toast. Rocketeers simply can't kill fast enough to stop tanks en mass, and more importantly, nothing stops me from using guardian GI's at 200 a pop or IFV's or rocketeers to kill your own rocketeers. The gatling cannong takes out aircraft very quickly, and at 1200 each, harriers getting lost often cost more than the target they're destroying. Aircraft carriers, on the other hand... If you haven't played people online or at a LAN, you're going to be in for a rude awakening when you do. The AI, no matter how good, is relatively dumb, even as far as RTS AI's go. Even on brutal they're relatively easy to defeat. I agree with you, the American Side really is the best, because it gets free units. However, Yuri's not the pushover that is made out.. in fact, I think the gattling cannon is TOO powerful. And the patch just makes it worse.
Dont get me wrong Vampyre i'm a U.S.A. player as well, the paradrops are just too nice. I go allies for these reasons. Spy sat + gap gen + Chrono guys. With the chrono guys and the full map, when crates are on I will have nearly every crate and once i get a yuri or soviets MCV the combos are hard to beat. and not to forget all the extra cash.
"Dolphins require a Battle Lab to build, Boomers only need a Radar, therefore there will be boomers attacking your naval yard before you even can get a chance to build dolphins."> That's certainly true (I rarely, if ever, play maps with lots of water, the naval units don't really do it for me). "True but you just said yourself that you only play America. Yuri ALWAYS gets viruses when only Britain gets snipers. The virus outranges the SEAL."> The virus doesn't shoot quite fast enough (IMO) to make it effective against being swarmed. They seem most useful for harrassing other Yuri harvesters. "What does your single chronotrooper do when I undeploy them and you now are faced with 10 initiates?"> I didn't think you could undeploy when the building was being chronoshifted. Assuming you'd notice (you don't get a "your base is under attack" alert when someone does this, nor do you get a little red box on the radar screen). "The Spy Satallite is the best, but it isn't the basic radar, its a high tech building. The Allied radar is the Airforce command, and Yuri's radar is better. As stated above one of the best uses is to use the psychic reveal to reveal gap generated areas quickly so you can target key buildings with boomers."> If you have naval units, which I don't much care for. "You forget that Tanya can place bombs on tanks now,"> But she can't shoot whilst approaching that tank. The Allied crusher thingies will make short work of her (with the SEAL or whoever you've put inside it), gattling tanks can mow down infantry reasonably fast. The Soviets have a problem in this area (I think). "as well is immune to being squished and mind controlled. This makes her MUCH better than the SEAL."> Having one unmindcontrollable unit doesn't really excite me all that much. If you could build a whole bunch of Tanyas, that would be neat. "What are you talking about? 5 or 6 Gattling tanks can kill at least 4 planes or 20 rocketeers."> Whoever uses only 4 planes? "Especially if we are in my base, which would probably have some Gattling cannons in it as well. Trust me, Yuri has the best Anti Air weapons."> I think that a bunch of elite rocketeers are the best AA weapons. "If you have so many rocketeers that you can kill mulitple gatlling cannons and tanks then you probably don't have enough ground force to keep you alive very long."> Well, perhaps. That remains to be seen. Rocketeers are very useful, because they can't be mind controlled and they can't be mutated. They're at risk from gattling cannons but, if memory serves, that's about all. "Not really, it has the most armor of any harvester."> And it's also the slowest. "It takes a lot of tanks (or rocketeers) to kill it before your opponent sends in forces to protect them."> Kill them, too. "Oh yes, I forgot. The Disks can be very lethal. Once someone has 10+ disks its almost impossible to stop him."> Yes, indeed. Their lasers are quite weak, but because they can turn off your power, they can normally afford to take their time.
"The more men you have, in fact, the better the prism tank will be. The kills are instant, and the beam refracts and does damage over an area."> The splash isn't enough to kill men, and the splash only has a shortish range. "It moves slowly, but you can roll it away, and most importantly, the more infantry it kills, the faster it gains rank. An elite prism tank is a force to be reckoned with by anyone's standards."> Once they're elite, they're much more useful, that's true. But they have to get elite first. "The gatling cannong takes out aircraft very quickly,"> I really haven't seen this. The aircraft don't stick around long enough for them to make a significant dent. "and at 1200 each, harriers getting lost often cost more than the target they're destroying. Aircraft carriers, on the other hand..."> The little hornets could do with being a bit stronger... though a carrier with elite hornets has some serious firepower. "If you haven't played people online or at a LAN, you're going to be in for a rude awakening when you do. The AI, no matter how good, is relatively dumb, even as far as RTS AI's go. Even on brutal they're relatively easy to defeat."> I've played on LANs a number of times, though online seems never to work reliably enough to be worth my while. "I agree with you, the American Side really is the best, because it gets free units. However, Yuri's not the pushover that is made out.. in fact, I think the gattling cannon is TOO powerful. And the patch just makes it worse."> Does the patch alter the gattling cannons? I didn't think it did.
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