Allied Structures
Construction Yard
| Cost | : 2,500 |
| Power Usage | : Built-in power supply |
| Armour | : Heavy |
| Prerequisites | : MCV (Mobile Construction Vehicle) |
| Purpose | : Allows construction of all other base structures |
The Construction Yard is the foundation of a base and allows the construction of other structures. Once it is destroyed, all constructions options will no longer available. Pay extra care for it.
Both parties' Construction Yard looks the same, but is different from each other. Even though Soviet's Construction Yard is captured by Allied, it does not mean Allied can build all the Soviet structures. War Factory is an obvious example. Allied cannot build Soviet's War Factory. The other parties' structures & units that cannot be built are Helipad (Soviet Helipad allowed to build Hind), and Soviet MCV.
Related topic:
MCV (Mobile Construction Vehicle)
Power Plant
| Cost | : 300 |
| Power Usage | : + 100 |
| Armour | : Light |
| Prerequisites | : Construction Yard |
| Purpose | : Provides power for base structures |
Power Plant is one of the most important structures. Not only that, it is also lightly armoured. Wise players will always set their target on Power Plant. Once the power is down, all structures will be damaged slowly as time passes and productivity will get effected. Once the power supply is depleted, the Radar Dome, Gap Generator & AA Gun will shut down.
HINTS & TIPS:
Build extra Power Plants.
Repair Power Plant at once if it is damaged.
Set target on opponent’s Power Plant.
NEVER:
Place a Power Plant near any other Power Plant.
Place a Power Plant near the entry of the base.
Related topic:
Advanced Power Plant
Advanced Power Plant
| Cost | : 500 |
| Power Usage | : + 200 |
| Armour | : Light |
| Prerequisites | : Power Plant |
| Purpose | : Provides power for base structures |
The Advanced Power Plant provides twice as much power as the Power Plant. It is more cost-effective than the Power Plant. There are only a few reasons for building Power Plants instead of Advanced Power Plants:
Related topic:
Advanced Power Plant
Ore Refinery
| Cost | : 2,000 |
| Power Usage | : 30 |
| Armour | : Light |
| Prerequisites | : Power Plant |
| Purpose | : Smelts, stores, holds, and converts ore into spendable credits |
Ore Refinery stores up to 2,000 credits of smelted ore. It is the main means of gaining credits. It is light armoured just like Power Plan. Each purchase are comes with an Ore Truck which cost 1,400 credits, this means the Ore Refinery only costs 600 credits. If it is fulled of smelted ore, what the Ore Trucks pour in will be wasted.
HINTS & TIPS:
Build 2 or 3 Ore Trucks to share an Ore Refinery.
Place Ore Refinery near to ore field.
Build more than one Ore Refinery.
Place Ore Refinery in open area.
NEVER:
Build more than 3 Ore trucks to share an Ore Refinery.
Place Ore Refinery in packed area.
Related topic:
Ore Truck.
Ore Silo.
Ore Silo
| Cost | : 150 |
| Power Usage | : 10 |
| Armour | : Light |
| Prerequisites | : Ore Refinery |
| Purpose | : Holds smelted ore |
Silo Ore can stores up to 1,500 credits of smelted ore.
HINTS & TIPS:
Place Ore Silo in hard-to-reach area (if opponents are Allied).
Build 1 or 2 Silos early in the game.
Related topic:
Ore Refinery
Tent Barracks
| Cost | : 300 |
| Power Usage | : 20 |
| Armour | : Light |
| Prerequisites | : Power Plant |
| Purpose | : Trains Infantry units |
In the early stage of game, Barracks play an important role. It is the only defense and weapon you can get.
HINTS & TIPS:
Build Barracks before Ore Refinery.
Train a lot of Rifle Infantries in the early stage of game.
Related topic:
Allied Infantries
War Factory
| Cost | : 2,000 |
| Power Usage | : 30 |
| Armour | : Medium |
| Prerequisites | : Ore Refinery |
| Purpose | : Constructs vehicles |
War factory produces ground-based vehicles. Allied War Factory looks the same as Soviet War Factory, but they are different from each other. Allied War Factory produces Allied vehicles only, and same applied to Soviet.
Both of them produces Ore Truck & AT Mine Layer. But Allied War factory produces Light Tank, Medium Tank, APC, Ranger, Artillery, Mobile Gap Generator, and Mobile Radar Jammer; Soviet War Factory produces Heavy Tank, V2 Rocket Launcher, and Mammoth Tank.
Even though Soviet War Factory is being captured, Soviet vehicles will not produced in Allied War Factory, it will only produce in the captured Soviet War Factory. Even though the captured Soviet War Factory produces MCV, but the MCV which produced still remains Allied MCV.
HINTS & TIPS:
Build at least 6-8 War Factories.
Deploy War Factories near to entrances.
Place War Factories in open area.
Related topic:
Allied Army
Naval Yard
| Cost | : 650 |
| Power Usage | : 30 |
| Armour | : Medium |
| Prerequisites | : Power Plant |
| Purpose | : Constructs & repairs naval vessels |
Allied Naval yard similar to Soviet Sub Pen. Naval yard produces naval vessels. Naval Yard plays an important roles where the map has sea. Allied naval vessels are extremely useful, it could be a waste of resources if do not build Naval Yard.
HINTS & TIPS:
Build at least 3-5 Naval Yards.
Deploy Naval Yards far from each Naval Yards.
NEVER:
Deploy Naval Yards next to the shore or a Naval Yard.
Related topic:
Allied Navy
Helipad
| Cost | : 1,500 |
| Power Usage | : 10 |
| Armour | : Light |
| Prerequisites | : Radar Dome |
| Purpose | : Constructs & reloads helicopters |
Allied Helipad produces Longbow which carries Hellfire missiles; Soviet Helipad produces Hind carries Vulcan chain-gun. Helipad cost includes a Longbow. This aircraft cost 1,200 credits, means Helipad cost only 300 credits.
HINTS & TIPS:
Build Helipad instead of Apache Longbow.
Related topic:
Longbow Apache
Pillbox
| Cost | : 400 |
| Power Usage | : 15 |
| Armour | : Light |
| Prerequisites | : Tent Barracks |
| Purpose | : Anti-infantry defense |
| Weapon | : Vulcan chain gun |
| Ideal against | : Infantries |
Pillboxes best structures to against infantry (especially Engineer & Tanya). It is cheap and requires less power. Once the base is surrounded with Pillboxes, you can stop worrying about Tanyas, Engineers and Paratroopers.
HINTS & TIPS:
Place some Pillboxes to guard major structures.
Place some Pillboxes on entrance.
Place some Pillboxes to guard silos and ore refineries.
Related topic:
Camouflaged Pillbox
Camouflaged Pillbox
| Cost | : 600 |
| Power Usage | : 15 |
| Armour | : Medium |
| Prerequisites | : Tent Barracks |
| Purpose | : Anti-infantry defense |
| Weapon | : Vulcan chain gun |
| Ideal against | : Infantries |
Camouflaged Pillboxes are more efficient than regular pillboxes. It is hard to see and has slightly heavier armour than regular pillboxes. If you hide it behind a bunch of trees it is 99.99999% invisible!!! It costs only 200 credits more than regular pillboxes.
Related topic:
Pillbox
Turret
| Cost | : 600 |
| Power Usage | : 40 |
| Armour | : Medium |
| Prerequisites | : Tent Barracks |
| Purpose | : Anti-tank defense |
| Ideal against | : Vehicles |
Turret are only good in armour and has far vision. It requires high power. The costs is same as Light Tank. Players usually preferred build Tanks as it is flexible and no power required.
Related topic:
Light Tank
AA (AntiAircraft) Gun
| Cost | : 600 |
| Power Usage | : 50 |
| Armour | : Medium |
| Prerequisites | : Radar Dome |
| Purpose | : Anti-aircraft defense |
| Ideal against | : Aircraft |
AA Gun are accurate and has higher fire rate than SAM Site but it covers smaller area. Aircraft (spy plane not included) which fly over AA Gun will guaranteed to be heavily damaged. However, SAM Site has better fire range and less power needed. AA Gun will shut down whenever power required are below power production.
HINTS & TIPS:
Place few AA Guns to guard major structures.
Related topic:
SAM (Surface-to-Air Missile) Site
Rocket Soldier
Service Depot
| Cost | : 1,200 |
| Power Usage | : 30 |
| Armour | : Light |
| Prerequisites | : War Factory |
| Purpose | : Repair & reload vehicles |
Service Depot are important at the early stage of game. But once it is deployed, it will be meaningless to keep it unless for reloading mine. It also allows to construct MCV & AT (Anti-Tank) Mine Layer.
HINTS & TIPS:
Sell it at once when it is deployed.
Related topic:
MCV (Mobile Construction Vehicles
AT (Anti-Tank) Mine Layer
Radar Dome
| Cost | : 1,000 |
| Power Usage | : 40 |
| Armour | : Light |
| Prerequisites | : Ore Refinery |
| Purpose | : Provides radar |
Radar Dome are not an important structure to Allied. However, Radar Dome still needed until GPS Satellite is launched. Radar provides important information, especially facing wise Allied opponents. Allied Radar Dome allowed to train Spy and build Mobile Radar Jammer.
HINTS & TIPS:
Sell it at once when GPS Satellite is lunched.
Related topic:
Spy
Mobile Gap Generator
Technology Centre
GPS Satellite
Technology Centre
| Cost | : 2,000 |
| Power Usage | : 200 |
| Armour | : Light |
| Prerequisites | : War Factory & Radar Dome |
| Purpose | : GPS Satellite launch & construction of high-tech structures |
Technology Centre is one of the important structures for Allied. It is also very light armoured, pay extra care for it. Technology Centre is provided with GPS satellite. It also starts construction of the GPS Satellite. When finished, the satellite will automatically launch. It also allows to construct high-tech & train special units like Cruiser, Mobile Gap Generator, Gap Generator, Chronosphere, Tanya and Thief.
HINTS & TIPS:
Build one extra Technology Centre as backup.
Related topic:
Radar Dome
GPS Satellite
Gap Generator
| Cost | : 600 |
| Power Usage | : 60 |
| Armour | : Light |
| Prerequisites | : Technology Centre |
| Purpose | : Creates shroud |
"To know opponent is to win opponent". Gap Generator is useful to conceal both the strengths and weaknesses. This is one of the great advantages that Soviet does not have. The only way for opponents to know what is under Gap Generator are through Spy Plane or their units are under the Gap Generator. It is very useful to fool opponents no matter you have prepared for battle or not. Opponents has to think twice before launch any attack.
HINTS & TIPS:
Place Gap Generator to cover all structures.
Place some rocket infantries or AA Gun around Gap Generator (when opponents are Soviet).
Build fake structures under Gap Generator.
Make sure there are enough power supply before building a Gap Generator.
Chronosphere
| Cost | : 2,800 |
| Power Usage | : 200 |
| Armour | : Light |
| Prerequisites | : Allied Technology Centre |
| Purpose | : Allows Chronoshift |
The Chronosphere allows to teleport a single vehicle elsewhere for a given period of time (7 minutes). Unfortunately, it does not allowed to teleport:
Related topic:
Chronoshift
ChronoTank
Fake Structures
| Cost | : 50 |
| Power Usage | : 2 |
| Armour | : None |
| Prerequisites | : Original Structure |
| Purpose | : Deceives opponents |
There are four Fake Structures: Construction Yard, War Factory, Radar Dome, and Naval Yard. They are just to fool opponents to attack useless structures and end up with heavy damage. Usually Fake Structures are built when there is nothing else need to build.
HINTS & TIPS:
Build defensive structures and units around it.
Sandbag Barrier
| Cost | : 25 |
| Power Usage | : - |
| Armour | : Light |
| Prerequisites | : Construction Yard |
| Purpose | : Passive defense |
Sandbags are rarely build. As long as the base defenses are strong, nothing will pass trough. Infantry and light vehicles cannot pass through Sandbags, but if they have explosive weapons like grenades or rockets, they can blast their way through. Heavy vehicles can crush through Sandbags without any problems.
HINTS & TIPS:
surround silos with Sandbags.
surround major structure with Sandbags.
Related topic:
Allied Infantries
Soviet Infantries
Concrete Barrier
| Cost | : 100 |
| Power Usage | : - |
| Armour | : Heavy |
| Prerequisites | : Construction Yard |
| Purpose | : Passive defense |
Not even the heaviest vehicles can crush Concrete Wall. Concrete Wall are seldom build. Surprisingly, tanks cannot shoot over Concrete Walls, but Infantries can. Do NOT surround turrets with Concrete Wall.
Missile Silo
| Cost | : 2,500 |
| Power Usage | : 100 |
| Armour | : Heavy |
| Prerequisites | : Technology Centre |
| Purpose | : Launches atomic missile |
Missile Silo is the most powerful weapon. Once built, the Silo readies an Atomic Bomb that can be launched onto the battlefield. Build it as soon as possible if there is no financial problem. It is "heavy" armoured, but still easily destroyed. Take extra care for it.
HINTS & TIPS:
Hide it behind structures or forest.
Make a backup Missile Silo.
More Missile Silos will not reduce the A-bomb charging time.
Related topic:
Atom Bomb
Demolition Truck
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