Allied Structures
Allied Structures Allied Infantries Allied Army Allied Air Force Allied Navy Allied Special Items

Soviet Structures Soviet Infantries Soviet Army Soviet Air Force Soviet Navy Soviet Special Items

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Construction Yard Power Plant Advanced Power Plant Ore Refinery Ore Silo Tent Barracks War Factory Naval Yard Helipad
Pillbox Camouflaged Pillbox Turret AA (AntiAircraft) Gun Service Depot Radar Dome Technology Centre Gap Generator Chronosphere
Fake Structures Fake Structures Fake Structures Fake Structures Sandbag Barrier Concrete Barrier Missile Silo
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.

  • If any Power Plants take damage, structures will not get affected.
  • Repair Power Plant at once if it is damaged.

  • Power production also depends on the Power Plant condition itself.
  • Set target on opponent’s Power Plant.

  • Once the opponent’s power is down (especially when power production below 25% from power required), the chances of winning the game is very high.
  • NEVER:
    Place a Power Plant near any other Power Plant.

  • A strike from an A-bomb will flatten Power Plants, whether it is a direct or indirect hit.
  • Place a Power Plant near the entry of the base.

  • Any opposing forces will flatten it in no time.
  • 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:

    • Cannot build Advanced Power Plants yet.
    • Do not have space for the Advanced Power Plant’s larger foot print.
    • Need extra power in a hurry.
    • Financial problems.

    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.

  • Economical way to get ore.
  • Place Ore Refinery near to ore field.

  • Shorten the distance for Ore Truck to travel.
  • Build more than one Ore Refinery.

  • Faster the income.
  • Place Ore Refinery in open area.

  • Ease Ore Truck to travel.

    NEVER:
    Build more than 3 Ore trucks to share an Ore Refinery.
    Place Ore Refinery in packed area.

  • Causes traffic jam and slow down the mining
  • .

    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).

  • Careful with Spies and Thieves.
  • Build 1 or 2 Silos early in the game.

  • Prevent to be interrupted during battle with repeated warning, "Silos needed".
  • 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.

  • It takes only a short time to build.
  • Send Infantries to scout around while building Ore Refinery.
  • Train a lot of Rifle Infantries in the early stage of game.

  • Send them to scout around each corner of the map. DO NOT leave any shroud there.
  • you will never know what opponents will send to your base (armies, thieves, or the worst - engineers or Tanyas)
  • When a group of Rifle Infantries (about 4-5) reached opponent's base, give an attack on their Power Plant. Not a necessary to blow the Power Plant, just to bug opponent's base. The more time they spent on unnecessariness, means the more time you have.

    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.

  • Building multiple War Factories decreases the amount of time required to create vehicles.
  • Deploy War Factories near to entrances.

  • To ease vehicles move toward battle field.
  • Place War Factories in open area.

  • To avoid traffic jam while the vehicles keep coming out from it.
  • 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.

  • Building multiple Naval Yards decreases the amount of time required to create naval vessels.
  • Deploy Naval Yards far from each Naval Yards.

  • To avoid traffic jam while the vessels coming out from it.
  • Variety places for vessels to be produced will be optimised.
  • NEVER:
    Deploy Naval Yards next to the shore or a Naval Yard.

  • Vessels might stick themselves and cannot get themselves out to the sea.
  • 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.

  • Helipad plus helicopter cost only 300 credits more, it makes sense to build lots of Helipads. That way all helicopters can reload at once. The saving by not building Helipads is not worth the delays having insufficient Helipads can cause. The reasons for building helicopters instead of Helipad are:
    • Amount of Helipads more than helicopters.
    • Do not have space for the Helipad.
    • Need Helicopters in a hurry.
    • Financial problems.

    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.

  • Against any Paratroopers, Tanyas or Engineers stealth attack.
  • Place some Pillboxes on entrance.

  • Against any opponents' infantries who trying to spy around.
  • Place some Pillboxes to guard silos and ore refineries.

  • against any opponents' thieves.
  • 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.

  • MIGs and Longbows are best against structures, and AA Gun are best against aircraft.
  • 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.

  • If Service Depot is sold, MCV & Mine Layer construction option will still available, provided it is not being destroyed. Therefore, it is a good idea to sell it at once it is deployed, (There will be no time for repairing work to do).

    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.

  • Allied Technology Centre provides GPS Satellite which is more advanced than Radar Dome, save power resources, and trade for some extra income.
  • 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.

  • If Technology Centre is destroyed, GPS satellite will lost and shroud will regrow, opponents will try to take this time to launch a surprise attack. GPS Satellite will not affected if there is a backup Technology Centre. A few good advices about how to guard it: Place 2 Mobile Gap Generators around it. A few pillboxes to defend the building from paratroopers and Tanyas, Engineers and other infantery and a couple of AA-Guns a least 5 cm from it. (If you put AA-Guns next to the Tech-Centre MIG:s will fire their missles and THEN get downshot). Only three MIG:s will destroy it.Then you will lose the high-tech construction-options and the very important GPS-Sattelite. Do these things around 1 or 2 Fake Structures. Then your opponent won´t know witch one to attack.

    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.

  • Covers the strengths and weaknesses.
  • To take cover from aircraft (aircraft cannot attack shroud).
  • Place some rocket infantries or AA Gun around Gap Generator (when opponents are Soviet).

  • The perfect landing spot for Paratroopers is within the Gap Generator. Wise opponents intend to strike the important structures under Gap Generator with Migs once the Paratroopers landed. The only way to counter Paratroopers is to destroy the badger bomber before the paratroopers are dropped.

    Build fake structures under Gap Generator.

  • To confuse opponents.
  • Make opponents launch a wasted aircraft attack.
  • Make sure there are enough power supply before building a Gap Generator.

  • There is no point to place a powered down Gap Generator. Further more, all Gap Generators will shut down when power production is below power requirement. (But the shroud won´t dissapear before the area is targeted by a spy plane or any other unit enters the area.

  • 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:

    • Infantry
    • Transport
    • Units-in-unit
    • Naval unit to land or land unit to sea.

    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.

  • Make the fake looks real, as bate to opponents.

  • 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.

  • To prevent Thieves.
  • surround major structure with Sandbags.

  • To prevent Tanyas and Engineers.
  • 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.

  • The colour for Missile Silo depends on scenario. It is hard to see. Hide it behind trees or structures will make it almost invisible.
  • Make a backup Missile Silo.

  • A-bomb needs 13 minutes to charge. Time for charging the A-bomb will be wasted once Missile Silo is destroyed. A backup Missile Silo will ensure the time for charging the A-bomb will not be wasted.
  • More Missile Silos will not reduce the A-bomb charging time.

    Related topic:
    Atom Bomb
    Demolition Truck

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