Player Submitted Yuri's Revenge Strategies 

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Special Spyman388 game strategies for RA2 and YR. Here for those!

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Submitted by Tango
Useful against computer controlled opponents:
Once you have your tech center, build a spy. You won't believe the freedom you gain from stealing money early in the game. Computers seem to be able to amass $30,000+ very quickly, and a spy will take 1/2 of that. A computer opponent low on funds won't build superweapons. It is usually best to sneak in below the base since the dogs patrol the tops of ore factories. Flying guys can be useful, and so are prism tanks, but I only find them really effective if they are promoted. I don't even build these units until I have sent a spy into the enemy's barracks or war factories.

To capture an enemy base, try this. Load two helicopters with: 2 spies, 2 guardian GIs, 1 seal, and 5 engineers. Build a boatload of flying guys (try to get them promoted over an ore field before using them). Send a single spy in a base to take out the power. Fly in the flyboys to take down any IFVs and deployed GGIs (air defenses). Then have the flyboys take out a couple power stations to keep the power out. Now, the base is defenseless. The flyboys should then take down any more anti-aircraft units (not SAMs), and a few more power stations, and any tanks (including the hidden Mirages near the ore factories). The last things to go are the pillboxes. This leaves the base defenseless. Then deploy the copters and have the seals take out the remaining power and personnel. The engineers can capture a few buildings (make sure to get the barracks). The GGIs can take out the wall around the MCV and Tech Center. One spy can take money, while the other can take the tech center. Save one engineer for the MCV. Build more engineers from the captured barracks if necessary. Use the flyboys and SEAL to mop up the defenses just to get promotions.

Mirage tanks kick ass against personnel and vehicles. Park mirage tanks just outside your base. When the enemy comes to attack, they usually sight on something inside your base and drive right past the mirages... allowing them unhindered attacking. Deploy some GIs near your mirages; the enemy will attack the GIs because they are visible, and the mirages are free to attack the enemy.

Useful against computer and human opponents:
Get your IFV's promoted by deploying seals or chrono guys in them. After they take out about a dozen enemies, they will be fully promoted. Then swap them out with another IFV and use the promoted IFVs for super air defense. This is great when playing against an enemy with paratroopers. I let the paratroopers into my base, but put my IFV/SEAL near their landing spot. After 3 droppings, the IFV is fully promoted. Three fully promoted IFVs can take out 3 Kirovs or a Black Eagle squadron. 

Chrono legionnaires are great defensive tools. When you can see Black Eagles coming for your ore factory, chrono it just as they fire (force fire on it with the Ctrl key). No damage will be taken. If a Kirov is heading for your barracks, chrono it. The Kirovs will turn and go for something different. This buys time to shoot them down, or allows you to redirect them to your MCV that can drive around and avoid them until your build IFVs. You can continue indefinitely by chrono-ing whatever they are heading towards. You only need to hold the chrono for a second in order for them to change direction. Also, if a Kirov is falling on a building, chrono it and it will take no damage. Make sure to release the chrono attack quickly in order to avoid actually losing the building!

If a GI shoots an incoming spy he will be promoted immediately. If I have the luxury of seeing a spy come in, I target him with any single-chevroned GI to make him fully promoted. Fully promoted GIs kick ass.

If you send a spy into barracks or war factories, all your vehicles and troops come out promoted. If you are in the middle of building a vehicle when this happens, the vehicle won't be promoted. You might want to cancel that vehicle and let a new one start. If you have paratroopers ready and you are about to send a spy into the enemies barracks; wait until you steal the tech, then deploy the paratroopers. They will all come down promoted that way.

Submitted by Bubba
Yuri Tips and Tricks!
(1) Mutator Money
Build yourself a genetic mutator, a cloning vat and a grinder. Mass produce initiates, and I mean loads, mutate them, and send them into the grinder. You can make a good 10,000 easy because lets face it, the mutator is not that useful since people don't build enough infantry units and leave them in their base for this super-weapon to be effective.

(2) Magnetron tricks
1: You can levitate ships out of the water.
2: You can levitate harriers & black-eagles off of the air force command
3: Some people don't know that magnetrons can damage buildings.
4: Dropping things, you can drop units during levitation onto the following things....
(note: this refers to ground units only)
(note: to drop a levitated unit, select the levitating magnetron and press "S" )
(note: In all three of these scenarios, the levitated unit will be destroyed)
4a: Other units, causing critical damage to or destroying the unit that is on the ground.
4b: Structures, causing critical damage to or destroying the structure.
4c: Impassible terrain, i.e.; cliffs, water, ore mines or trees.

(3) Forcing mind control
For this trick you will need magnetrons and mind-controlling units (ie; Yuri Clones, Yuri Prime, Masterminds or Psychic Towers). Position the mind-controllers behind the magnetrons and drag enemy units towards you, when the enemy units land, they will be mind-controlled before they can fire off a single round. This is handy if you can see a group of enemy units preparing for an assault.

(4) Advanced Mastermind
If you ever happen to pick up a Battle-Fortress in a crate (which happens a lot), fill it with five Yuri-Clones. You now have a mastermind with better armor, can mind control five units can defend itself some bit and does not have a brainwave overload. Even if the fortress is destroyed, the Yuri-Clones will survive, prolonging your attack against the enemy.

(5) Virus'
Position Virus' behind trees' so the enemy wont see them, and wander foolishly into firing range. Of course only infantry will be killed, and the Virus can be easily detected on the radar

(6) Brutes
Brutes are quite under-used. Dogs cannot kill brutes, they cant be mind-controlled, they rip vehicles apart in seconds and the only thing effective against them is flak and machine guns.

(7) Floating Discs
Most nOObs don't seem to realize what discs can do....
1: Target an enemy power plant with a disc to turn off the base
(note: Only ONE disc is required, once a single disc is powering down a power plant the base CANNOT have power until that disc stops targeting the plant)
2: Discs can power down single base defences that require power
3: Discs will attack base defenses that don't use power with their lasers
4: Targeting an Ore Refinery with a disc will cause the disc to leech the refinery, draining the enemy funds, this will cause your enemy to panic slightly and become frustrated.
5: All other structures and units will be attacked with the lasers if targeted by a Disc.

(8) Chaos Drone
The chaos drone is NOT that effective, its range is quite small, and it wont be able to infiltrate a half decent enemy base due to its incredibly bad armor. Its only use is to annoy enemy units in your own base as any friendly units caught in the blast from a chaos drone remain unaffected. The only way to cure a "chaos" unit is to destroy it.

(9) Boomers
Boomer subs are fantastic...... the are exceptionally strong, and only require a psychic radar and a sub pen to build. Personally, I love them, most people will tell you where to go if you use Boomers. This is due to the fact that most people are terrible at this game and cannot defend themselves from a boomer. Given the fact that a single Boomer sub costs $2000, and takes god knows how long to build, any retarded monkey should have plenty of time to build a few gattling tanks / flak tracks / ifvs / flak troopers / rocketeers / flak cannons / gattling cannons / patriots to shoot down incoming boomer missiles. If you can't defend yourself from a boomer assault you shouldn't be playing the game, and you certainly shouldn't freak out and begin cursing out every word under the sun. Its your fault that your crap !

(10) Yuri Prime
Some nOObs might not know that Yuri Prime can mind-control any enemy structure. This effectively captures it in the same way an engineer would, but from a safer distance.

Submitted by Tom m
Assorted Tips!
When playing as Yuri, it is always good to use your units to the best possible advantage. Here is an example: It's a heated battle. You've got two enemies. One Soviet, the other Allied. Then, they launch a surprise attack, by using a nuke on you. You quickly react, by putting up your force shield, but that wasn't all! The Allies use the chronosphere and immediately teleport a bunch of Prism Tanks into your base. Since you relied primarilly mechanical base defenses, you now have almost nothing with which to stop the intruders, since your power is off line. You're toast. Instead, make sure you have lots of brutes throughout your base, for just such an occasion. With cloning vats, you can easily produce a significantly large and cost effective force.

Another thing to remember is that some people will send more tanks than others, so your ordinary base defenses won't be enough, especially if they use the "mind control proof" Robot tanks. So, you should always keep magnetrons on hand; If they send a bunch of tanks, you can lift one up, and tell him to stop, (press 'S') and he will drop that tank on another one. Repeat process, until the enemy is too close, then fall back. By that time, he should weak enough that just a few Gattling cannons could probably take him out, because of the loss of tanks. (When you drop one tank on another tank, it only destroys the bottom tank, and the one that was dropped will go on, having taken minimal damage)

One last thing. If an enemy is losing badly, he may try to make as many of the basic unit (Conscript, GI, or Initiate) and then sell his structures for more money and units, until he has nothing left, but that type of unit. He will then try to rush you with this strange, but sometimes effective tactic. If you don't have many Gattling cannons, you could be in trouble. Here's where my advice comes in: After you have cloning vats, just build three Viruses, which will then be six. Place them a little bit behind the main entrance to your base. They could send a thousand men if they wanted, even Brutes, Boris or Tanya, and not one would make it, because if the virus doesn't initially kill them, the the residue left over from just five guys is going to take them out, sometimes, even before they are in the Virus' range.

Submitted by Prismtank101
Defense is the game!
When you start out playing just think defense defense defense! Get enough to protect your base from everything from land, air, or sea. I like playing as the allies because you can build alot of guardian gi's (you will need them later). Once you get your defenses built up build a large force of prism tanks, IFV's, and guardian gi's. use your prism tanks to take out buildings from long range and the guardian gi ifv's to take out any tanks our air unit they send at you. This works for me 95% of the time. It doesnt matter if its a skirmish game against the computer or a online game against other players, It works.

Submitted by princedra
Yuri's the best!
Yuri is by far the best side to be if played correctly. You need to play a patient counter attacking style of game and just soak up any attacks until the time is right for you to basically overwhelm your opponent. If you keep your base tight together a couple of tank bunkers with a lasher tank and a gattling tank are easy enough to stop any early tank rush and will let you concentrate on building up your economy. You want to be looking at having at least 4 slave miners on the go before you think about teching up. The first super weapon should always be the mutator followed by the cloning vats then start mass producing initiates ready to mutate and the grinding into cash, a money making machine that is unrivaled by the soviet or allies. 30 initiates cloned cost 6000 giving you 60 initiates in total, mutated into brutes then grinded up will give you a return of 15000 and a profit of 9000. It's just a money making machine and should be used as such. 

Then build your dominator and what ever other units you may need. A vital tip is to keep your battle lab, war factory, cloning vats, and at least 2 bio reactors close together so you can use your force shield on them when a super weapon is used. The only exception to this is when fighting another yuri played where it is best to space out your key stuctures because no real warning is given when the dominator is used. A good base defense is vital! Spread out Yuri clones and master minds to take out the threat of any chronosphered units taking out your base. 

When fighting the soviets and the iron curtain comes into play try and make him activate it as far from your base as possible giving his unit a shorter period of protection when finally in your base. If its a case of the iron curtain terror drone attack don't run with everything. Just grind up any infected unit and rebuild then. Any other units that are mind controlled just munch them up and thank them for the cash. If you have ample cash you can also start spreading brutes around your base. It's amazing just how much of a deterrent this is. By this time you should have a massive advantage in the game and if your opponent wants to avoid a slow painful death, his only real chance is a mass attack that really is suicidal against a well defended Yuri base. 4 or 5 magnetrons will break up any mass tank attack and by mixing in brutes with your force will draw the fire of the enemy tanks away from key units like the mastermind and then just munch up any taken units. Just keep your cool and don't go rushing out to meet them. Let him come to you and victory will be yours.

Build order:
Deploy base....bio reator-- baracks--slave miner(tank bunker)--war factory---gattling tank+another slave from conyard---slave,lasher and then magnatron while building another slave from conyard----psychic radar---grinder---battle lab---genetic mutator---cloning vats---psychic dominator.To help base defence in the early game if your opponant has built more then 5 tanks a couple of Yuri's and a magnatron will break up the attack.Just grind the tanks that you take over and juggle the other tanks about with your magnetron while your yuri's are ready to convert the others.

Submitted by daCHRONO
Use the Kirov!
I believe that the Kirov airship is one of the best units to use in any game whether your opponent is allied, soviet or the Yuri scum. Use your own build-order and if ya not poor build 5-6 kirovs. Then if no more money, use your starting force of rhinos (or build sum of them apocolypses) and move just in front of the kirov. (if over water, build a small force of typhoon AS and giant squids, just to distract them). Many Allied players will either have a mobile air-defense of IFV's but the rhino's should take care of them easily. If patriot missiles are the problem do a suicide mission of rhino's to let the kirovs through. Remember the IFV's should all fire at the first kirov, so while that takes a beating make a dash with the other kirovs for their important structures (Con. Yard, war factory and Power) Doesn't matter if the kirovs blow, they've served mother Russia well and crippled your enemy. Oh by the way, while this process is going on focus funds on Apocalypes and Rhino's so if the kirov 'rush' is unsuccessful, a tank rush will be a good present for your foe!

Submitted by The KirovBane
A variety n ton of good tips!

-Use da Slave! I've heard a lot on the WW forums about killing Slaves. But what a waste! Why not use them to your advantage? Spies can disguise as them, Yuri can Convert them, and if all else fails, use Crazy Ivan. Yes! Attach a bomb to one of the slaves when it's away from the Miner. Then, as soon as it's almost back to the Miner, use a long-range unit to kill it and BOOM! the Slave Miner's got a chunk of health missing.

-An incoming Nuke? No! Not your 3 refineries! Always spread out your critical structures if the map has Super weapons on. If you haven't, there's a simple counter for the almighty Nuke shot- Chrono Legionarres. Just before it hits, have your CL's force fire on your important structures. The Nuke will kill the Legionnaires, but not the buildings.

-Fav Sov Tactic: One of my favorite Soviet tactics is entitled "Fortified Position." If you see an open Tech Building you really want (like a derrick on the side of your opponent's base), take a Flak Track and fill it with an Engineer, 3 Tesla Troopers, and either a Desolator (if Iraq) or an Attack Dog. Send them in, pre-build a Tesla Coil, and deploy the lot. The Engineer goes for the building, then put down the Coil and charge it up with the Tesla Troopers. The dog is for Infantry defense, and the Flak Track is for Air defense. A variation might be to use a Crazy Ivan instead of the dog, then put a bomb on the Flak Track and send it into your opponent's base (if you're close).

-The old switcheroo: Sometimes there are replacements for common units that you can use if you want. Instead of the Demolitions Truck, you can use a Crazy Ivan in an IFV or Terrorists in a Flak Track. Instead of a MasterMind, try Yuri Clones in a Battle Fortress- can control 5 units at a time without damaging itself. And amazingly, a COW in an IFV packs the same punch as a Prism Tank, but costs a whole lot less. YES! A COW!

-Turtlers Beware: We all hate Grand Cannon turtlers, right? Well, they have one weakness- Chrono Legionnaires. No, not for their attack (although that's a good way to get rid of them too), but for their Chronoshifting abilities. Simply Chrono them near an important structure or another Cannon and the rest will auto-target them and splash damage whatever is near the Legionnaires. The same can be done with a Paradrop. Simple, yet effective.

-Once again, MORE underused units: V3 Launchers pack quite a wallup if used correctly. These units have the longest range of ANY land-based unit in RA2, and should be used as such. When used with the Demo Truck scare above, the missiles can pass to their targets unscathed as your opponent hasn't built up his air defense (hopefully). YET ANOTHER counter to the GI-GGI wall and Grand Cannon turtlers.

-Making room: if all you're doing is transporting Infantry via Amphibious Transport, save room. Put them is Flak Tracks, and you can get 20 units in instead of 12! And speaking of Transports, Flak Tracks and Nighthawks can transport Terror Drones, Chaos Drones, and Brutes! Try a surprise attack on you friends when the Track is killed by tanks only to have them infested with Drones!

Submitted by James Carrico
IFVs n Guardian GIs!
When fighting as Allies, build up the same amount of IFV's and Guardian GI's. Put all of the Guardians inside the IFV's and run to the out-skirts of their base. (or you could just use a Chronosphere...) When you get there, however you do it, deploy the IFV'S and Guardians. The opposing enemy should have a nice time trying to stop your almost undefeatable army of doom. First, take out their power. It is critical to their defense buildings. Once their power's down, sneak in (or plop down right in the middle of their base) a huge attack army filled with varieties of whatever. But be cautious however. Yuri has mind control towers and can take out your army very quickly. This is why you need to keep his power low.

TIP: If you want to make sure the guy doesn't do anything that you don't want him to (like building a Nuke silo and obliterating your army to smithereens) capture or destroy his MCV. I recommend capturing.) Another good thing to do is while you're attacking, sneak an engineer in there somehow and capture his barracks so you can keep re-supplying your needs for backup.

Submitted by MadHandle
Don't 'Choke' on these tactics!
Brute Choke: If you are playing on the Yuri side on a map with an Airport, capture it right away and build a Genetic Mutator. Now you can have Brutes guarding your Slave Miners if they happen to be in a remote location collecting gems. Or even better, in a certain choke point in the map such as the area with a Tech Service Depot in El Dorado or the central gem area in Canyon Fodder, hence the name "Brute Choke". You need a bit of patience for this strategy, however, if you want ot maximize its potential. If your paradrop is ready but it's only a minute left for the Genetic Mutator, wait it out. This also applies vice versa. This will help you out in the long run. These Brutes can 
easily decimate a tank rush or an infantry rush. Pull them out though if you see a platoon of Prism tanks in the vicinity though. They would be of better use defending your base than as microwave hotdogs. This Brutal force (pun IS intended) is also good for decimating the enemy base if it is inadequately defended. Also good supplement to your final attack. The intimidation factor is there too. Your opponent will waste a lot of money on defense or on "sacrificial lambs" once he/she sees 60 plus brutes clumped together. Coupled with a floating disc, this can bankrupt the enemy. He/she will have little income and when they do get income, it's just wasted instead of being used for Weather Control Stations or Dreadnaughts.

Choke Defense: As a more expensive alternative on maps with no Airports, defend these choke points like a base. Since this is the only entry, it's ok to commit half of your defenders to the choke point, if not all. In Canyon Fodder for example, send tanks and your miner to the central gem area immediately and supplement later on with Guardian GI's, Attack Dogs, Snipers, Terror Drones or Chaos Drones. I have greatly limited base damages this way. If facing Korea, place anti-air units there too so they crash without damaging any structures. I've also leveled tank rushes and even destroyed attacks targeted at the other enemy this way, increasing my amount of points, thus ensuring first place, even if I'm not the last one standing.

Submitted by Anders Grondal
Stop the Yuri Boomers!
Here is a tip for how to stop those annoying Boomer rushes on water maps. (You have to be Allied) All you need to stop Boomers easy is a combination of lots of Robot Tanks and 1 or 2 destroyers. The Robot Tanks will take out the boomers. And you need the destroyers to see the boomers and make them come up to the surface. When they do... Bye Bye! And when your opponent has used all his money on boomers, you got your Robot Tanks to go in and wipe out his base!

Submitted by V M Ryaboy
USE FLYING SAUCERS!
You need only four Yuri Saucers (get more if ya want) and you can annoy your opponent to death. If you manage to get just one over a power plant, his whole base shuts down. Nearly every player leaves at least one power plant unguarded. Use that one. Have the other three destroy things in this order: Construction Yard, War Factory, Barracks, etc. Then you have him at your mercy.

Submitted by KrBoyPJY
Yuri Boomer Tactic!
This is sort of a expensive trick for Yuri's forces, but oh well. First be Yuri and make like 5 Boomers. Then if your enemy has Psychic Towers or anything that mind controls has to be near the shore. Tell your Boomers to surface right at the shore. (make sure they stop when they surface!) Once the Boomers surface to launch the missiles, they will get mind controlled, but the missiles still fire. The missiles should also change color to the player whoever mind controlled your Boomers. Then the missiles launch, but on the other team's side, so they can't intercept it! Also have like a lot of other Boomers to destroy the Psychic Towers, etc. You can possibly get all your Boomers back that way. This is nifty to destroy an enemie's C Yard and War Factory.

Submitted by Vincent V.
Nuke without da Nuke!
If you are Soviet and want to nuke a bad guy, but you don't have any missile silo for any reason (you're too poor or something like that...) all you have to do is start building a nuke reactor, go capture an enemy building with an engineer, put the reactor near the building you captured, and then just blow that damn reactor right in their face. Maybe it's not as effective as a real nuke, but it blows up real nice. You can even put a bunch of reactors together, damage them enough and blow one for a deadly chain reaction! Happy nuking (without a nuke silo that is).

Submitted by Dugan5757
The British are coming!
If you are the Great Britain and you are playing against Yuri, do the following: 

-Make A Battle Fortress With 5 Snipers In It. 
-Make About 6 Mirage Tanks (or more). 
- Locate Yuri's Main Source Of Income (where he is mining). 
-Take The Battle Fortress And The Mirage Tanks Near By. 
-Start Taking Out The Slaves With The Sniper Battle Fortress. 
-Place The Mirage Tanks In Front Of The Battle Fortress. 
-When Yuri Brings Units To Defend His Economy, They Will Be Eliminated By The Mirage Tank Surprise. 
-Continue To Eliminate His Slaves Until He Is Forced To Move Elsewhere. 
-Find His New Source Of Income And "Control" It Too. 
-Make A Battalion And Destroy Him. 
-Win The Game! 

Submitted by Pl1931
Boris n Siege Choppers!
Here's a great strategy for the Soviets if you can build the units in time: First you need three Siege Choppers. Then you need to build two Apocalypse tanks and, if your Russia, a Tesla tank. Then send Boris with them. Deploy the Siege Choppers in a triangle formation and guard them with the tanks. All the mechanized units can either start their own assault or just be used to guard Boris as he decimates the base.

Submitted by The KirovBane
Forgotten Units...use em!
Lets get right down to business. Here's a great unit out there that has been used a lot, but wrongly. The Chaos Drone. A great Yuri unit when used in numbers. I REPEAT- USED IN NUMBERS. I've seen a lot of people sticking just one out there and expecting it to keep units out. And they obviously don't. My favorite use for tis to use them INSIDE your base for incoming Genetic Mutations or Chrono Legionnaires. Why put up with them? While they're fighting against each other, mind control them. Easy!

Once again, it's time for a Rarely Used Unit. The Giant Squid. Now, partially it's underused because there aren't a whole lot of naval YR out there, and partially because people pass it up in favor of Typhoon Attack Submarines. I've heard it called the "Terror Drone of the Seas," and it deserves that title. See that stupid Amphibious Transport coming? Why let them get away with that?

Now this may be the hardest strategy to pull off, but if you can, it's worth its weight in gold. First of all, you need all 3 MCV's. Yep, all 3 tech trees. Secondly you need Super Weapons on. Thirdly, you need a stupid opponent or a major turtle. First, get the Iron Curtain and the Chronosphere. Next, 4 Masterminds. The rest is obvious. Chrono them in, Iron Curtain them, and it gives them roughly 25 seconds to mind control everything in sight without getting one of those stupid "Brainwave Overloads." Pretty hard, eh? Like I said, stupid opponent or major turtle required.

Submitted by hOmerdo
Prime Time Yuri!
Build a Yuri Prime and have a psychic tower already built but not deployed. Capture an enemy structure and then quickly deploy the psychic tower in the enemy base and the tower will start capturing units. This can also be done in conjunction with a War Factory. Build a Master mind and just before it finishes pause it. Capture an enemy structure and then put the War Factory AND psychic tower down in the enemy base. Select the new War Factory as the primary and then finish the master mind. This allows you to capture over 6 enemy units in their own base.

Submitted by T. Brunt
Protect YOUR MCV!
I have played online at Westwood a lot and have found many people don't remember the most important rule.. which is to protect and defend your MCV. Without it you lose! Place a wall around it, defend it with a mix of base defenses and infantry. Wall them up for extra security. And always patrol around your base area with dogs. Don't forget to place some air defenses too. I have aslo found the Allies are probably the strongest, especially the Koreans with the Black Eagles. Eight Black Eagles can level your Construction Yard in seconds....Remember, at all costs protect your MCV. If you loose it...GAME OVER.

Submitted by Spence77
Protect YOUR MCV!
In the RA2 days rushing was a way of life for me but now after a few embarrassing battles I have discovered the perfect rush for Yuri players because it's put me in the top 2000 ranks at Westwood. OK, here it is:

Deploy MCV, build a power plant, barracks, and ore refinery. As soon as you have the barracks, start building five Initiates and two Brutes. Rush you enemy's base with these units. Keep cranking out Initiates and Brutes and sending them in. of course, keep building up your base just in case you run up against players that hold off your early attacks.

 

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