
She does have her weaknesses, but with the right micro this can be. Being a Japanese Schoolgirl in a miniskirt, she has the ability to WTFPWN anything that comes her way with a simple click of the mouse. Yuriko Omega is perhaps the most disturbed unit in all of Red Alert 3, judging by her vocals, but that can easily be forgiven for many reasons.
So this is a great opportunity to stage some engineers. Created by the FutureTech Corporation based on a French tank chassis and weapon design, the Mirage tank combines great firepower with an advanced camouflage. They are now under your control'Eva on the Mirage TanksThe Mirage tank was an advanced Allied battle tank first seen during the Third World War. Our mirage tank strike force has been here all along. They will not attack you unless you attack them.'You now have access to mirage tanks. This young Japanese g.There are two enemies facing off against each other in a skirmish.
The priority buildings are going to be the two Construction yards and the four refineries. The two in the middle you cannot touch without the computer’s turning on you.Now make six more engineers and stage them near enemy buildings. You can capture the Oil Derrick near you and directly across from you. Molecular Gastroenterology and Hepatology, Graduate School of Medical Science.So as soon as you get a Dojo setup make sure to build a lot of engineers. It can also be done effectively with Allied.The red group had higher percentages of the Bifidobacterium and.
Red Alert 3 Yuriko Upgrade Your Mecha
Build tank busters and some imperial warriors.Hit the southern base first. Since you have a Dojo you might as well use it. You want Tsunami Tanks with you. It means when your army shows up all you have to do is click on the buildings.You should upgrade your Mecha Bay as soon as you put it down. This means the computer will build no more units… and won’t have enough money to build any more units. You should be able to capture at least 3/4 of the refineries… if not all of them.
Challenge #3: Creeping DeathThe gimmick to this mission is that the enemy will constantly send turrets at you and slowly creep them up towards your base. He will produce some tank busters but most of these can just be run over.My best time using this strategy was 10 minutes. Because all the enemy really makes is archers you can mostly ignore his army (with your tanks) and just push into the base. The newer ones should start pushing the northern one.
Hit any of the cores that will come forward and don’t let any plant down.Next up build two engineers, take the two oil rigs for extra cash. Go to the enemy’s entrance and stage your flak troopers here. Two entrances, one to your base and one to their base. The map has a middle elevated part.
So turn it on and go to town on their basic turrets. You can build a couple of sickles just so you’re producing from it, but the main focus is the hammer tank.Fun fact, the hammer tank’s leach beam can actually out range the standard turret. Their high damage will be insanely valuable to you.Once you have your war factory upgraded you should build only hammer tanks.

But you will need that sort of money to do this.You will also want to get out 3 engineers. The one that is not (the hasbeen general) will be gifted with aircraft carriers later to balance things out.This challenge is done using The Empire of the Rising Sun.Yep that is a lot of refinery cores. Challenge #4: High-Water MarkThis challenge has you face off against three enemies in which two of them are allied and one is not.
These units are very fast, skirmish and allow you to ignore the sea battle.Attack your opponent to the west first. You’ll have to ignore or destroy this as it is too hard to hold on to.With your mecha bays upgrade them immediately and start pumping out Striker/Chopper VX’s. In the middle of the map is a veteran’s facility that makes all units veterans. The garage will heal up your vehicles as they take damage.
This enemy will be defeated faster than any of the others.Next you need to look at the battlefield and decide who has the advantage. Slowly get rid of the remainder of his facilities. Take out his naval abilities and then his construction yard.
Challenge #5: Defense of the ArchipelagoIn this mission your opponent will have five bases of which he will rush you from. Fight the side that seems to be stronger each time and you should be able to wipe out both bases with relative ease and without having to use any naval units.My best time using this tactic is 14:30. Note the general usually has less anti-air and is also usually easier to kill.In the last you can destroy both side’s mobile command vehicles and start working out both side’s refineries and production.
The west and northwest bases are on separate paths. When you get 12 peacekeepers march out in one of the five directions.Note that north, northeast and southeast are all linked by a common path. These units will counter all of the enemy units.
The biggest is the enemy Prospectors (harvesters). You will have to destroy every single structure.There are some hazards to worry about. Once you do this he will sell the remainder of his base structures… except for the fifth base you destroy. You will need to get used to using control groups (Ctrl + an a number for a control group).When attacking you should destroy the barracks first and then the construction yard. I always send mine southeast or northeast.The second wave should be sent to the west and your third to the northeast or southeast.After this continue to send new waves to different bases and use the remainder of your army from an old base to reinforce your new army.Each army is built in groups of 12+ and are sent in the various directions.For micro move them slowly, they out range all of the enemy units and will kill them in a single shot.
The computer will be able to make infinite numbers of Yuriko Omega. Challenge #6: All Guns BlazingThis one is a toughy. These things have an insanely high blast area and will kill any infantry caught in it… best if possible to leave this to last. When selling a command vehicle you will get an enemy engineer to use and it will also destroy the base.The other hazard is super reactors. If these things run over your infantry too much and gain a star they will become completely unkillable.To make things even easier you can add an engineer into your mix and have him take over the mobile command vehicle while your main force deals with the barracks and its units. You will need to dodge them with your infantry and try and kill them.
I’m not sure why so many of my strats involve mass peacekeepers… but they are are cost effective.From the war factory build nothing but Riptides. Place a turret here and have a Peacekeeper inside of it.You will have two barracks building nothing but endless peacekeepers. The clones can (and will) come up with ramp.
The entire middle of the field will be spammed with Orbital Drops. It needs to be done in 6:00. Challenge #8: Where Satellites Go to DieThis is an insanely hard and very tight challenge. Yurikos will build up fast and left unchecked can ravage your base from the backdoor.My fastest time using this strat was 10:20. If she is juggling a riptide however she is very open to attack… and will die.The riptides of course can attack while moving meaning that if Yuriko runs you can just move command and she will die.Target down the barracks first to get rid of Yuriko production and then go after MCV with your Tanya (yes you have a free Tanya) and use your peacekeepers and riptide to get rid of the refinery vehicles.Move on to the next base to the west and do the exact same thing.You can make a second army to deal with the base to the south of the same unit make up.You should also make sure to have a few riptides at your back door. The Yuriko has to either juggle the Riptide or use an area of effect attack on infantry, she has no other attacks.
In order to meet the time goal you will have to go through the middle.
