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As I shared in Episode 330, after Amy Porterfield and I recorded a podcast all about her new book, we hopped on a plan to Napa for a girls weekend/business mastermind with our good friend, Britt Seva.
Amy, Britt, and I have been in larger masterminds together over the years and each time we worked together in a small group, magic happened. As 2022 was coming to an end, we wanted to set aside this time to connect, ask the hard questions, support each other, and get clear on our visions for 2023.
Great article and discussion. Thanks, Karyn! Wonderful reminder that even if very few are participating and giving feedback, there are quite a few at least partially listening (and benefiting) from what we teach and share.
Thanks for all the amazing value you offer! I am a beneficiary of your work. I started following you to get a handle on delivering Masterminds effectively. I am happy to say I have delivered two already and getting set up for a third!
I also experienced that having fewer people on a call increases participation. I had a mastermind with 7 and made a point of calling names to get everyone sharing. With a mastermind of 4 everyone shared more easily without my prompting.
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Hi, this has been a tough question for decades, although yuri is OP.. there are tactics, tips, and tricks to try balance this out. In this topic you can ask any questions Be they general or sceneraio specific and I will answer to the best of my ability/ and or maybe a veteran will chime in once or twice. The most frequently asked questions and best answer will be edited into this first post... maybe this will help people get a better grasp against yuri!
So thought process; in order to defeat something you exploit their weaknesses. What weaknesses does the vanilla yuri faction have? We can categorize all major and minor weaknesses, I will start with a couple
Yuri's one true weakness is the early game scouting and inability to acquire tech buildings. Of course, as soon as they get a gattling tank that inability goes away, or, if they spend a sufficient amount of money to acquire the techs they can. Still, scouting remains a big problem for Yuri and rightfully so.
Other weakness: Yuri has a really hard time applying pressure to structures early. It's hard for Yuri to kill your base with any sort of rush. That's why as soviets it's often best to go 2-3 miners from war, build to tech and neglect rhinos early on. There's not much yuri can do to kill your base early on... a few desos and yuri is forced to go away.
Yuri has a very bad economy early, eating their slaves early with your dogs after scouting will keep their eco down,and then a minute or two later sending a deso in a flak track to their miners, at this time of the game the Yuri will have no money at all and it's almost impossible to kill the deso with a slave miner due to miners being bugged and running away from enemy units. If the Yuri player just camps all game they are basically handing you the win for free, you just tech up and keep iron drones their army until your nuke is up then you nuke / IC rhinos and gg.
A FFA game has many more variables involved. I would say just make sure you apply pressure to the yuri player early on if at all possible. The other problem with FFA and Yuri that leads me to believe that you are playing with yuri on the larger maps that aren't really 'balanced' or fair to face off against yuri on. So, you are at a high disadvantage.
Usually when I play FFG's and yuri is chosen or picked at random, most the other users in the game tend to try to attack him first. That usually works out pretty well. The biggest problem for yuri players in FFA is trying to kill an enemy. They don't have a strong attack force (to kill enemy's base) and if they take their army out of their base then they will be vulnerable by attacks from other players. The one tactic to look out for is the floating discs. If they amass a large army of discs then they can attack enemy's at will and run away with the healing discs and still leave their main army at their base for protection. That's pretty deadly, but that's also why you try to put pressure on them early in the FFA so they can't get the army of discs.
Well sounds reasonable. I thought about nerfing disks and mastermind. But if it's a "normal" map without balancing changes, it's pretty bad if you face yuri's army on a skilled hand. It might be a good choice to force the yuri player to stay in his base or - if me moves out, try to counter attack his base...yeah...didn't thought about it that much.
2: Yuri's initiates garrision strength makes facing off against yuri on City maps with lots of garrisons also very unfair. A few initiates in a building is an impenetrable early defense and just not right.
3: Maps with tons of pinch points/cliff spots give Yuri an unfair advantage since magnetrons can sit there and own the critical points.
Looking at BIG 6/8 player maps, most big maps have either Water, or tons of garrisionable buildings, or tons of easy cliff clinch points. Not many big maps work well against Yuri. You can think about Sedona pass and all the cliffs it has or East vs. Best with the cliffs or Bay of Pigs with the water boomer rush. etc.
I'm not sure what the best route is to fix yuri, but the problem with nerfing Discs is that Discs are yuri's primary unit to kill an opponent's base. Yuri needs *something* to destroy an opponents base. It's all a delicate balance. Perhaps their auto-heal feature is unfair.
Lasher's get owned, magnetrons are extremely delicate and slow (i.e. take forever to kill a structure). Disks are the only fast option to kill structures equivalent to the soviets Rhinos and of course the allied tech force of prisms just destroy the base in seconds.
When I'm yuri, my biggest problem is usually finding ways to quickly own the opponents structures. Outside of Yuri prime somehow owning the entire base, there isn't many options. Of course the response can be that it's a different gameplay, but still need something like the Discs.
dodge planes easy, kills buildings with other units. Kills units with terrain and cliffs (trees).very hard to counter if you opt to number magnetrons and have micro, and still easy to use if you opt to use ctrl shift. Can lift navy out of water, can bring units in to take with masterminds, can stop opposing units from moving briefly, and ruin formations The perfect support unit.
This pretty much sums up the imbalance / gayness of yuri perfectly. Even if you get far enough ahead by doing everything right and outplaying him early on--generally enough to win an allied or soviet opponent in 5 minutes-- you still need invulnerability and nuclear missiles to win l0l.
Use IC on combination of 2 drones, 6 tanks and 1 or 2 flaks with deso. Rush base. Use drones to target masterminds, use tanks to attack power and then lab to deactivate force-shield. Deploy desos in base to clear all infantry and gats and mags. Keep using tanks to kill all vital structures until they die of deso radiation. Easy win.
To beat Yuri as allied.
Tech fast. Mass mirage, bfs and prism tank. Make ggi ifvs instead of grizzly early, I recommend, because you can use those later on flying discs.
I recommend going heavy on prism tanks more then anything because mags are the biggest problem with yuri. Without prisms countering mags yuri can easily pick off mirage and bfs and mind control them. Prism can own mags and Masterminds.
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