Follow TV Tropes

Following

Context Characters / CommandAndConquerRedAlertSeriesYuriUnits

Go To

1!!Initiate
2[floatboxright:
3'''Type''': Infantry\
4'''Role''': Ground Combat\
5'''Weapons''': Psychic Jab\
6'''Trained at:''' Barracks]
7-->"There is much to learn!"
8
9These are Yuri's basic infantry and uses the power of their minds to fire a fiery beam that effective against infantry and vehicles. They are also capable of garrisoning buildings and, when doing so, they fire much faster than Soviet Conscripts and Allied [=GIs=].
10----
11* CannonFodder: ''Really expensive'' cannon fodder, but fulfills the same role.
12* GlassCannon: They are the most fragile basic infantry in the game, but they deal the highest damage (not counting deployed [=GIs=]), the latter point getting exaggerated when garrisoned - the Initiate's damage increases dramatically in there.
13* KillItWithFire: Initiates are pyrokinetics who attack by igniting fires with their psychic powers.
14* PlayingWithFire: Initiates are pyrokinetics who attack by igniting fires with their powers. Initiates are an unholy terror when garrisoned into buildings, wiping out entire tank battalions in seconds. Their only real flaws are that they are more fragile and shorter-ranged than the basic infantry of other factions.
15* PsychicPowers: Initiates are equipped with psychic apparatuses that allow them to create and manipulate fire with thought alone.
16* StartingUnits: Yuri players start with Initiates but can't train more until they build a Barracks.
17
18!!Brute
19[floatboxright:
20'''Type''': Infantry\
21'''Role''': Assault\
22'''Weapons''': Fists\
23'''Trained at:''' Barracks/Created by Genetic Mutator]
24-->"Give me your lunch money!"
25
26The Brute is Yuri's anti-tank infantry. This unit is capable of clobbering both enemy infantry and vehicles at a close range with high attack power. Dogs will avoid Brutes and will not attack them.
27----
28* AwesomeButImpractical: Brutes are gigantic, heavily-muscled mutants that can cause heavy damage to vehicles and infantry. They're fairly quick, immune to mind control and unique among infantry for being immune to dogs. However they were melee-only so they're sitting ducks for aircraft and most ground vehicles could fire and move at the same time, those could often dance around to attack them from safety. Also they weren't that much tougher than standard infantry, so any weapon that cuts apart infantry would have a field day against them. About the only time you'll want any produced is if you use the Genetic Mutator on a group of enemy infantry to get free Brutes.
29* TheBrute: [[ExactlyWhatItSaysOnTheTin Well]], duh.
30* CloseRangeCombatant: Brutes do not have any guns and can only punch foes at close range.
31* DumbMuscle: The strongest but not the smartest of Yuri's creations.
32* HulkMashUp: They're very obviously based off of the Hulk, and their grey skin makes them a reference to the Joe Fix-it persona he has.
33* ImmuneToMindControl: Could not be mind controlled due to their now-minuscule brains.
34* LightningBruiser: Surprisingly quick for their size, and appropriately tough and high-damaging. [[AwesomeButImpractical That's where the advantages end, however]].
35* {{Mutants}}: They are the result of Yuri's genetic engineering.
36* PsychopathicManchild: A lot of their lines are about playing, and they call the vehicles "toys", plus, their lines when injured are childish complaining.
37-> ''I want to play!''
38-> ''I like big toys!'''
39-> ''Ouch! That hurts!''
40-> ''It's plaaaytiiime!''
41-> ''I WANNA GO HOME!!!''
42-> ''I was only playing!''
43* ShoutOut: Aside from being an obvious parody of ComicBook/TheIncredibleHulk, one of their lines, "It is clobbering time, no?" is a reference to the Thing from the ComicBook/FantasticFour.
44* TragicMonster: Even though they're totally malicious, they're tragic in nature due to once being ordinary people, irreversibly turned into mentally retarded giants loyal only to Yuri, without even regards to their consent.
45
46!!Virus
47[floatboxright:
48'''Type''': Infantry\
49'''Role''': Anti-Infantry\
50'''Weapons''': Long-Range Dart Gun\
51'''Trained at:''' Barracks]
52-->"No cure for this!"
53
54This deadly infantry unit is equipped with a long-range rifle, capable of slaughtering any infantry unit with a single strike. Worse, the victim is killed not with a bullet but with a powerful toxin that leaves a dangerous residue that damages other infantry units unfortunate enough to walk through the poisonous cloud left by a Virus in its victim
55----
56* AbnormalAmmo: The Virus fires a powerful toxin that leaves a dangerous residue that damages other infantry units unfortunate enough to walk through the poisonous cloud left by a Virus’s victim.
57* AmazonBrigade: All Viruses are female.
58* CripplingOverspecialization: Viruses are able to kill entire groups of infantry from a long range. In fact, an Elite Virus defeats an Elite Sniper one-on-one thanks to her superior range (Elite Snipers attack faster, however). However, they can't damage structures and vehicles directly - at best, the latter take minor damage from toxic clouds.
59* CruelAndUnusualDeath: The fate of a soldier killed by a Virus. When killed by the virus, the victim instantly decomposes and violently explodes, releasing a cloud of fast acting bio-toxin that damages everything in its wake.
60* EvilSoundsRaspy: Their voices all sound extremely raspy, as if they were smoking cigarettes for all their life.
61* LongRangeFighter: They can fire from very far but their slow reload speed makes them ill-suited for direct combat.
62* OneHitKill: They can one-shot almost every infantry unit.
63* PoisonedWeapons: The Virus' bullets are filled with bio-toxin.
64* SniperRifle: Their weapon is a sniper rifle that kills you and blows up your corpse into a cloud of poison. Any infantry killed by the cloud will undergo an identical process and release another cloud.
65
66!!Yuri Clone
67[floatboxright:
68'''Type''': Infantry\
69'''Role''': Psychic Support\
70'''Weapons''': Mind Control & Psychic Blast\
71'''Trained at:''' Barracks]
72-->"Their will is my will..."
73
74Defenseless in the traditional sense, this unit is equipped with a powerfully altered brain that allows it to take control of almost any enemy unit. This unit is identical to the Psi-Corps trooper possessed by the Soviet Army in ''Red Alert 2'', except cheaper.
75----
76* AreaOfEffect: Can release a Psychic blast which kills all nearby enemy infantry units.
77* CharmPerson: Yuri Clones are capable of mind controlling enemy units.
78* CloneDegeneration: Yuri Clones are weaker than the real deal.
79* PsychicPowers: Mostly MindControl type, though it also utilizes some form of MindOverMatter for its anti-infantry psi-blast ability.
80* WeaksauceWeakness: Units that are ImmuneToMindControl, including but not limited to animals, robots and {{Hero Unit}}s.
81
82!!Yuri Prime
83[floatboxright:
84'''Type''': Infantry\
85'''Role''': Command & Control\
86'''Weapons''': Mind Control & Psychic Blast\
87'''Trained at:''' Barracks]
88-->"There is only one true Yuri."
89
90Yuri's answer to Tanya and Boris is Yuri himself. Seated on a massive flying chariot, Yuri Prime is a much more capable and deadly version of the Yuri Clone
91----
92* AreaOfEffect: Can release a more powerful version of Psychic blast that not only kills all nearby enemy infantry units but also strong against vehicles.
93* BadassBoast:
94-->"There is only one true Yuri"
95-->"I cannot be overcome"
96-->"I am my own master, always"
97-->"Your orders - my ideas"
98* CharmPerson: Yuri Prime is capable of mind controlling enemy units and most enemy structures.
99* CripplingOverspecialization: Yuri Prime averts this trope to hell as his psychic power was able to affect anything other than airborne targets (and only while they stay airborne).
100* TheFourthWallWillNotProtectYou: Almost all of his lines have him address the player directly.
101--> (Selected) "You disturb me?"
102--> (Selected) "You will learn from me."
103--> (Selected) "Your orders, my ideas."
104--> (Moving) "Your thoughts are mine."
105--> (Moving) "I have taught you well!"
106--> (Moving) "You will move me there."
107* HeroUnit: Yuri Prime the unit is meant to represent Yuri, the BigBad himself, as a character, and has a build limit of one (though that doesn't prevent Cloning Vats from cloning him).
108* PsychicPowers: Like his clones, Yuri Prime can control most vehicles and enemy infantry units, as well as most enemy structures, even turning enemy defenses to his nefarious will. Additionally, Yuri is equipped with an improved Psi Wave attack that instantly kills infantry in its area of effect and even damages units outside of the immediate blast radius. Yuri Prime is in greater control of this effect than his clones are; when he uses his Psi Wave attack, he does not damage allies.
109
110!!Psi Commando
111[floatboxright:
112'''Type''': Infantry\
113'''Role''': Psychic Operations\
114'''Weapons''': Mind Control, C4 Charges\
115'''Trained at:''' Barracks]
116-->"The mind is quicker than the eye."
117
118If a Spy manages to infiltrate one of Yuri's Battle Labs (a Soviet Battle Lab in the base game), Psi Commandos can be trained from the Barracks (Allied Barracks only in the base game). They are Yuri clones that have been equipped with C4 charges to destroy buildings, while also being able to mind control units or release psychic blasts.
119----
120* AreaOfEffect: Can release a Psychic blast which kills all nearby enemy infantry units.
121* AwesomeYetImpractical: They are strictly better than Psi-Corps Troopers or Yuri clones due to their ability to destroy buildings, preventing them from being sitting ducks if they mind controlled an enemy unit, and become significantly better when Elite thanks to doubled range. However, to train Psi Commandos, you need to take a Spy to infiltrate a Battle Lab, a highly-protected building. In ''Yuri's Revenge'' this is accentuated as it's practically impossible to infiltrate a Yuri Battle Lab because all psychic units and buildings see through disguises. By the point you can infiltrate one, you've practically won the game.
122* CharmPerson: Psi Commandos are capable of mind controlling enemy units.
123* CompositeCharacter: Combines the mind-control ability of the Psi-Corps Trooper with the [=C4=] charges of NAVY [=SEALs=].
124* PsychicPowers: Mostly MindControl type, though it also utilizes some form of MindOverMatter for its anti-infantry psi-blast ability.
125* StuffBlowingUp: They can use their [=C4=] charges to quickly demolish enemy structures.
126
127!!Lasher Tank
128[floatboxright:
129'''Type''': Vehicle\
130'''Role''': Armored Assault\
131'''Weapons''': Light Cannon\
132'''Trained at:''' War Factory]
133-->"Prepare for your lashes!"
134
135The Lasher tank was the Main Battle tank of Yuri's faction. The trademark of this tank was it has a grinder in front of it and can crush units just like the other main battle tank.
136----
137* FragileSpeedster: Statistically identical to the Grizzly Tank (except for the Lasher's projectile travelling faster)
138* OrnamentalWeapon: [[ZigZaggedTrope Zig-Zagged]] with their grinders. They can [[CarFu crush infantry]] with those grinders, but they crush the same units as other starter tanks, which lack said grinders.
139* StartingUnits: Yuri players start with Lashers, though more can't be built without a War Factory.
140* TankGoodness: The Lasher Tank specializes at speed, using a large group of lasher tanks, it is capable of ambushing enemies. It posses speed that it can travel to any terrain with ease.
141
142!!Chaos Drone
143[floatboxright:
144'''Type''': Drone\
145'''Role''': Combat Support\
146'''Weapons''': Hallucinogenic Gas\
147'''Trained at:''' War Factory]
148Chaos drones are unmanned vehicles that are capable of deploying hallucinogenic gases that will confuse affected enemy units, causing them to force friendly fires units or buildings with greater firepower and speed.
149----
150* AttackDrone: Can cause enemies that are exposed to their gas to attack friendly units.
151* CloseRangeCombatant: [[DownplayedTrope Downplayed.]] The Chaos Drone is not a melee unit, but it ''does'' have to get kind of close to enemies for its hallucinogenic gas to affect them. Think of them as robotic flamethrowers but with a HatePlague gas instead of fire.
152* FragileSpeedster: Very fast and frail, and lack any firepower whatsoever, their HatePlague gas being their only defense.
153* HatePlague: Or to be more exact, the gas causes units affected by it to prioritize targeting friendlies over targeting foes, with an [[UnstoppableRage extra helping of doubled rate of fire]].
154* MechaMooks: Completely automated and do not require any kind of remote control.
155
156!!Gatling Tank
157[floatboxright:
158'''Type''': Vehicle\
159'''Role''': Anti-Air/Anti-Infantry\
160'''Weapons''': Gatling Guns\
161'''Trained at:''' War Factory]
162-->"Let the bullets fly!"
163
164The Gatling tanks was the anti-aircraft and anti-personnel vehicles of Yuri's faction. It attacks with twin gatling cannons which will speed up as they attack a target. The faster they fire, the more damage is dealt.
165----
166* AntiAir: They serve as the only anti-air units for Yuri's army.
167* DirtyCoward: They certainly like to dish out punishment at long range but flee at the first whiff of a counterattack.
168* GatlingGood: A mobile version of the Gatling Gun emplacement. They fire a steady stream of bullets that sped up the longer the gun fires on a single target.
169* MoreDakka: The longer a Gatling Tank fires, the faster the rattling guns spin. Eventually, the sheer number of bullets firing shred through almost anything, regardless of how durable it is. Veterancy makes their guns reach maximum speed much earlier.
170* TanksButNoTanks: The Gatling Tank actually bears more resemblance to light vehicles than tanks, being too lightly armoured to fight again heavy armour tank.
171
172!!Magnetron
173[floatboxright:
174'''Type''': Vehicle\
175'''Role''': Anti-Vehicle\
176'''Weapons''': Magnetic Beam\
177'''Trained at:''' War Factory]
178-->"Let's bring them closer to us!"
179
180When deployed against vehicles, this unique weapon unleashes a powerful magnetic force that levitates the enemy vehicle, pulling it toward Yuri's forces where it can be mind controlled with impunity. Additionally, the Magnetron can deal significant damage to structures by firing an intense magnetic beam at buildings. The main drawback of the Magnetron is that it is virtually defenseless against enemy infantry, having no effective weapon against them and no way to drag them closer.
181----
182* CarFu: Magnetrons can lift vehicles and potentially drop them on top of another vehicle, or a building. This destroys the former vehicle, and deals great damage to the second target. It is particularly dangerous against Chrono and War Miners, as they can drop them on their refineries, destroying both the miner ''and'' the refinery.
183* CripplingOverspecialization: Magnetrons is excel against structures, and play a supporting role against vehicles with a kind of tractor beam (and are lethal against Naval units if the Magnetron manages to latch onto one, since it can drag it to dry land), but do not harm infantry at all and can't actually harm vehicles directly (unless they manage to drop them over water).
184* DifficultButAwesome: On the face of it they seem to have limited use, but can be used cleverly as very powerful weapons: pick up a ship and drop it on land (or pick up a vehicle and drop it in water) as an insta-kill, pick up an ore miner as it unloads in its refinery and then immediately drop it to destroy both miner and refinery, etc...
185* GlassCannon: The Magnetron outranges most base defenses, can OneHitKill vehicles by dropping them into the right location and has a particularly dangerous combination with Gatling Tanks (lifted vehicles count as airborne, and Gatling Tanks deal more damage to airboene units). However, even for artillery unit standards, the Magnetron is very frail, being destroyed by Tank Destroyers in one hit.
186* OneHitKill: Magnetrons can use the environment itself to destroy any non-flying vehicle in one hit. Lifting a ground vehicle into water will sink it; lifting a ship into ground will destroy it, and so will any vehicle that is dropped onto a cliff or building.
187* PaletteSwap: The Magnetron's beam appears to be a recolored version of the Disruptor tank's sonic beam in ''Tiberian Sun''.
188* SiegeEngines: The Magnetron's weapon outranges most base defenses and is strong against buildings. The AI uses Magnetrons almost entirely for this purpose, and rarely, if ever, levitating enemy vehicles to leave them helplesss.
189* SupportPartyMember: The Magnetron is helpless against infantry and aircraft. Realistically, Magnetrons themselves cannot harm units. They may only attack one unit at a time, so swarming them with a group of tanks may also be effective. Guardian [=GIs=] and Tesla troopers are a particular threat to it, since they are both anti-tank specialists. Magnetrons are also incapable of squishing infantry. However, Magnetrons are effective in one other way: tanks and ships levitated by it are vulnerable to anti-air attack, so it is wise to accompany Magnetrons with Gatling tanks. Magnetrons can also be used, under certain circumstances, to move other vehicles over otherwise impassable gaps, such as cliffs, quickly.
190
191!!Slave Miner
192[floatboxright:
193'''Type''': Mobile Refinery\
194'''Role''': Resource Gathering\
195'''Weapons''': Machine Gun/Cannon\
196'''Trained at:''' War Factory/Construction Yard]
197-->"This ore belongs to Yuri!"
198
199Slave Miners were the ore collectors of Yuri's faction. They are completely different from the Ore Refineries of the other two factions in that, aside from "transforming" into a structure when it deploys, it's able to be built from both the Construction Yard ''and'' the War Factory, and instead of using an ore collecting vehicle, they use slaves, hapless men wearing nothing but a pair of pants and carrying shovels with which to extract the ore, who automatically spawn from the deployed Slave Miners at a maximum of five slaves at the same time. They're also able to defend themselves from enemies through using a machine gun that's presumably meant for keeping the slaves in line, and also possess an obscene amount of health and durability.
200----
201* HateSink: The pilots are absolutely vile human beings who constantly push around their slaves around at gunpoint, as it's obvious that the sentry gun they're equipped with is to kill any slaves who refuse to cooperate. The slaves are also ''incredibly'' pitiful, as they aren't allowed regular meals or even bathroom breaks. They're a rare example of a WorkerUnit with no actual character that's unseen due to piloting a vehicle 24/7 counting as this.
202* LargeHam
203-->"''DIG! '''DIG!'''''"
204-->"WE NEED '''MORE!!'''"
205-->"DEFEND THE ORE!!!!"
206* MechanicallyUnusualFighter: They're the equivalent of the Allied and Soviet Ore Refineries, as Yuri has no true version of those structures and instead use these. Plus, they're the only unit in the game able to be created from the Construction Yard alongside the War Factory.
207* MovingBuildings: The Slave Miner can be built both as a building (from the Construction Yard) and as a vehicle (from the War Factory), and serves as both miner and refinery at the same time, deploying itself near a patch of ore and sending out slaves to mine it. The individual slaves carry much less ore than the other miners can, but the turnaround between heading out, mining, and returning their payload to the refinery to be processed is much shorter, especially since the refinery can just be relocated to a fresh patch of ore after mining an area clear, especially allowing for fast cash when they can find the more valuable gems.
208* NoSell: Can't be infected by Terror Drones.
209* RegeneratingHealth: When mobile, damaged Slave Miners auto-repair.
210* ShovelStrike: Freed slaves fight with the same shovels with which they used to mine ore. Unsurprisingly, they aren't of much use in combat, though at least they're immune to mind control.
211* SlaveLiberation: When a Slave Miner is destroyed, any living slaves will be freed and start fighting for the side that did the deed.
212* SlaveMooks: It's a mobile ore refinery which travels to ore fields and has slaves come out and shovel ore into it. When the refinery is destroyed, the miners will defect to your side, but seeing as how they're emaciated, shirtless, and armed only with shovels, they're roughly on par with the Technician unit from the early Command & Conquer games (unless they somehow reach Elite). Freed slaves have a couple of uses, however: they can't be mind-controlled, meaning they can quite easily take out Yuri Clones with their shovels, and another Yuri player can garrison them for free Bio Reactor boosts.
213* StoneWall: Slave Miners can only defend themselves with a fairly weak autocannon, but are ridiculously tough, having twice the health of other miners. A Slave Miner can even defeat a Tank Destroyer one-on-one thanks to its massive durability.
214* WeaksauceWeakness: Being a mobile ore refinery does give the Slave Miner advantages such as not requiring power, immunity to Terror Drones, credits recollection not being slowed by distance from the base, or being able to deploy two at the same time (from both the Construction Yard and the War Factory), but this also carries some serious issues:
215** Being both a unit and a refinery gives the Slave Miner both of their flaws: as it's a unit, it can't be repaired even when deployed (and Yuri does not have even Service Depots to repair them, so it needs Engineers or mind-controlled [=IFVs=] to repair it) making it rely on its RegeneratingHealth; as it's a refinery, Spies can infiltrate them to steal credits when deployed (requiring the Yuri player to bring Clones to protect Miners from Spies), and Navy [=SEALs=] can blow them up with C4 Charges while deployed as well.
216** Since the actual ore gatherer is an infantry unit, specialized anti-infantry units such as Desolators, Navy SEALS, Snipers or Viruses can cripple a Yuri player's economy by preventing Slaves from every bringing the ore to a Slave Miner. Viruses are particularly dangerous as they can not only kill Slaves (and any other infantry support such as Yuri Clones) but the toxic clouds left by their victims can kill several Slaves in short order.
217* WeWillUseManualLaborInTheFuture: Even though Yuri has genetic manipulation and mind control technology, his ore collectors are slaves. However, consider that Yuri is a madman, and the Slave Miner's driver lampshades the act by saying "Slaves are cheap!". It also gives the other two nations even more reasons to fight Yuri, and freeing the slaves is actually possible.
218* WorkerUnit: Each Slave Miner sends up to five slaves to harvest ore and gems, which they then process into money.
219
220!!Mastermind
221[floatboxright:
222'''Type''': Vehicle\
223'''Role''': Psychic Support\
224'''Weapons''': Mind Control\
225'''Trained at:''' War Factory]
226-->"Time for a brain storm!"
227
228Another extension of Yuri's mind control technology, the Master Mind vehicle is capable of safely mind controlling a large group of enemy units at a time. However, this unit can't stop itself from mind controlling additional enemy units. Exceeding its unit limit causes the device to break down and selfdestruct, releasing all of its formerly captured units.
229----
230* BrainInAJar: Or brain conglomerate in a vehicle, in this case.
231* CharmPerson: Master Minds are capable of mind controlling enemy units.
232* ExplosiveOverclocking: If the Master Mind controls too many units at once, its health will steadily decrease until the controlled units or the Master Mind itself die.
233* HypnoticCreature: A giant conglomerate of brains that can mind control enemies.
234* TheMinionMaster: A variation, as they do not create units but can mind control multiple enemy units at a time.
235* SapientTank: The Mastermind is this, just that it controls enemy units. It is mentioned that it is a brain on wheels.
236* SpitefulAI: The Mastermind takes damage if it mind controls too many units and when it happens, it will happily push forward and MindRape as many units as it can regardless of this until it is destroyed.
237* StoneWall: Slow and heavily-armored, able to drive through a group of Apocalypse Tanks and mind-control them before being destroyed, but can't attack units.
238* TankGoodness: This is a giant [[BrainInAJar brain in a tank]] that {{Brainwashe|d}}s ''any'' enemy organic ground units that get too close. [[ExplosiveOverclocking Which can backfire]] [[CastFromHitPoints if it controls too many.]]
239* WeaksauceWeakness: ZergRush. With their heavy armor and love for mind-controlling anything that moves, it's easier to overload them than to destroy them.
240
241!!Floating Disc
242[floatboxright:
243'''Type''': Aircraft\
244'''Role''': Close Air Support/Resource Acquirement\
245'''Weapons''': Laser & Transport Beam\
246'''Trained at:''' War Factory]
247-->"Yuri's collection agency"
248
249The weirdest aircraft in Yuri's Revenge, it was inspired by Hollywood movies thanks to Yuri. This aircraft can wreak havoc from air, land and surface of the water.
250----
251* CripplingOverspecialization: While they can shut down a base, they actually cannot damage it. Their lasers are not very effective against vehicles, as well. This requires any anti-air vehicle to be destroyed before even trying to attack with Floating Discs.
252* EnergyAbsorption: If placed over an enemy Power Plant, the Floating Disc immediately powers down the entire base. A Floating Disc placed over any defensive structure that requires power effectively shuts off that structure as well.
253* EnergyWeapon: That can meltdown infantry like Desolator.
254* FlyingSaucer: Yuri must love his sci-fi B-movies (as General Carville suggests) if he takes design cues from the flying saucers in them.
255* VideoGameStealing: Floating Discs can can siphon credits from an opponent once it hovers above an enemy refinery.
256
257!!Boomer
258[floatboxright:
259'''Type''': Naval\
260'''Role''': Anti-Shipping/Long-Range Shore Bombardment\
261'''Weapons''': Torpedoes & Ballistic Missiles\
262'''Trained at:''' Submarine Pen]
263-->"Let the missiles fly!"
264
265Like Soviet Typhoon Subs, the Boomer is a stealth unit, capable of closing in on an enemy position without being spotted. Against other naval foes, the Boomer is capable of launching deadly torpedoes. However, it is their ballistic missiles, which are used against land targets, that make the Boomer such a deadly foe.
266----
267* CoolBoat: Boomers is a Master of All submarine that was available from tier 1 and can both fight well in ship-to-ship engagements and serve as a heavy anti-ground artillery unit with its long-range ballistic missiles, all while costing the same as and being available much earlier than the artillery ships of the other factions.
268* DestructibleProjectiles: The Boomer's missiles can be shot down by enemy anti-air before they hit.
269* {{Expy}}: Boomers are essentially a beefed up, more durable version of the Soviet Missile Subs from the ''Aftermath'' expansion of ''Red Alert 1''. However, Boomers also have a torpedo attack like the Typhoon Sub, making it far more versatile and dangerous.
270* MasterOfAll: The Boomer is a durable submarine that can fight any other ship one-on-one and win with their twin torpedoes and bombard enemy buildings with ballistic missiles, and unlike Dreadnoughts and Aircraft Carriers, is available right from the start of the game. Yuri has a really tough unit that dominates the water, can only be affected by certain attacks unless detected, and launch devastating siege attacks on enemy units and buildings. The only thing it can't do is dealing with aircraft.
271* MightyGlacier: It's slow, but in addition to being stealth artillery unit, it's also the strongest ship in the game.
272* NoSell: The Boomer cannot be wrapped up by a Soviet Squid's tentacle attack.
273* {{Roboteching}}: When they were facing away from their target. It would make more sense if they tracked...
274* SiegeEngines: Can launch ballistic missiles at land target from quite a big distance.
275* StealthyColossus: Courtesy of the Boomer being a large submarine.

Top