C&C Red Alert 2 Yuri's Revenge Soviet Walkthrough
Mission 7: Head Games
Mission Objectives:Pretty straightforward mission objective. You are immediately given a useful hint: eliminate the psychic beacons in the Soviet and Allied bases to the northeast and northwest. That will be our first objective. Directly east of your base you will find some 'freedom fighters' a group of terrorists and bomb trucks. Considering that you are facing Allied, Soviet and Yuri's forces at the beginning of this battle it would be wise not to neglect your air defenses. Kirovs, rocketeers and flying discs can come at you so .. put decent air coverage around your base. I surrounded mine with battle bunkers and made sure a flak cannon covered every quadrant of it.
Make resources a top priority because you will need lots of cash to finish this. I had two refineries near the two ore patches and built two additional war miners. Not only because I need the cash but I know they may come under fire and I will always want one operational. It can be devastating to have your last war miner destroyed. To the northeast of your base there is a grinder which if destroyed can net you a cash bonus. Just southeast of this building there is a Tech Secret Lab which will allow you to possibly build a nation specific building you do not have access to ( I got the grand cannon! Does everyone? email me.). If this is a good building, protect it. There is another cash bonus grinder due west of your base.
I want to free the Soviets from mind control first not because I'm a Soviet myself in this mission but because I don't want to deal with Kirovs! When I constructed a nuclear silo Yuri threatened that my potential allies might build their own superweapons. I realized i had him at a disadvantage. I had my nuclear silo ready three minutes before the other Soviets and I already had an attack force to liberate the Soviets ready. Though the attack force I sent to liberate the Allied base failed, the Allied base used the weather machine on the new Soviet base. This didn't really affect me. And Yuri's superweapons weren't much of a concern either. I basically had duplicates of every Soviet building.
I survived the onslaught, preparing to attack Yuri's base, knowing I would nuke the Allied psychic beacon. Which I did and was free to use their weather machine when the time came. Yuri's genetic mutator weapon was very close to the second Soviet base so I made a huge force of conscripts (make new soviet barracks primary) to eliminate it. They charge valiantly and barely destroyed the weapon (it took many conscripts). Now I had access to prism tanks by nuking the Allied base's psychic beacon. The four prism tanks I build managed to eliminate the defenses around and ultimately the psychic dominator. Now it was force to force, no superweapons (I knew I'd win before mine came back online). Prism and apocalypse tanks are a hell of a combination and Yuri wasn't capable of standing up to it.