alliedgood.gif (4770 bytes)Allied Structures

 

cy.gif (2848 bytes)Construction Yard

This is what allows you to build everything on the battlefield. Without this you are fucked because you can no longer build any more structures. When assaulting a base, make the construction yard a primary target. When playing it is usually good to have 2 or more of these for security in case something happens to one.

Cost : N/A

Power Requirements: 0

Armour: Heavy

Prerequisites: None

 

pplant.gif (2788 bytes)Power Plant

This is the basic provider of power for your base. This allows everything to run as you want it to. When power runs low it means you have to build more of these, if you don't you AA Guns will cease operation as will your radar and nuclear weapon development. Make more power plants than you need so that if some get destroyed you aren't feverishly trying to build more to replace the ones you just lost.

Cost: 300

Power Requirements: +100

Armour: Light

Prerequisites: Construction Yard

 

advpwr.gif (2585 bytes)Advanced Power Plant

Very similar to the standard Power Plant except that this one produces more power for more money. Advanced Power Plants are not as cost efficient as normal power plants, but are faster to produce for the same amount of power. It is tempting when building a base to clump these together, but you shouldn't because if you do one nuke could take out most of your power supply. Spread them out around and through out the base, don't clump more than 2 together within the radius of a nuke.

Cost: 500

Power Requirements: +200

Armour: Light

Prerequisites: Construction Yard, Power Plant

 

oreref.gif (2985 bytes)Ore Refinery

The money making machine of your base. This structure converts all of the ore and gems you Ore Trucks collect into credits for your use. An ore refinery can only hold 2500 credits, so if you aren't spending your money or if you have 2 Ore Trucks out of the same refinery you may need to build some Silos. This is one of the most valuable structures in your base because without it you have no income, and are therefore limited in your resources.

Cost: 2000

Power Requirements: 30

Armour: Light

Prerequisites: Construction Yard, Power Plant

 

silo1.gif (2605 bytes)Ore Silo

When your Ore Refinery can no longer hold any more credits you will be informed that Silos are needed. Silos are simply storage facilities for ore. Each silo can hold a maximum of 1500 units of ore. Be careful not to let these be captured because when they are all credits contained are transferred to the capturing party. Also beware when selling these, if there are credits contained in the silo and there is no where else to put the credits they will be lost.

Cost: 150

Power Requirements: 10

Armour: Light

Prerequisites: Ore Refinery

 

barracks.gif (3062 bytes)Tent Barracks

This is the structure from where all of your infantry are trained. This structure also allows the construction of base defenses to begin. Build 2 or 3 of these to get maximum output of infantry. Spread these out too because one well placed nuke is capable of taking out a number of these since they have weak armour.

Cost: 300

Power Requirements: 20

Armour: Light

Prerequisites: Construction Yard, Power Plant

 

warfac.gif (2768 bytes)War Factory

This is where you will find yourself producing most of your units from. The War Factory produces all mechanical units. You will want to have 3 to 5 of these buildings, not only for security but for overall production speed. Protect this building well because it is expensive and the heart of your war machine.

Cost: 2000

Power Requirements: 30

Armour: Light

Prerequisites: Ore Refinery

 

nyard.gif (2806 bytes)Naval Yard

This is where the extremely powerful Allied navy is produced. All naval vessels are produced here and repaired here. Once again 3 to 5 of these will produce optimum output for ships, but the only concern is the possible lack of shore line on which to place the Naval Yards. This structure is vulnerable from submarine attacks so protect them with several gunboats as to save much investment.

Cost: 650

Power Requirements: 30

Armour: Light

Prerequisites: Construction Yard, Power Plant

 

radar1.gif (2662 bytes)Radar Dome

Produces radar for your usage. Radar allows you to view the map and identify possible threats before they become a real threat. Radar is an invaluable tool and without it you could be caught by surprise much easier. Always build 2 or 3 of these structures and spread them out around your base as to always keep your radar operating no matter what.

Cost: 1000

Power Requirements: 40

Armour: Light

Prerequisites: Ore Refinery

 

helipad.gif (3544 bytes)Helipad

This is where all of the Allies air force is built. The helipad is a landing pad and refueling/rearming station for the Longbow helicopters used by the Allies. These should be spaced apart not for their own safety but for the safety of the helicopters which are situated on them. Longbows are very expensive to replace, and it is better to just minimize your losses.

Cost: 1500

Power Requirements: 10

Armour: Light

Prerequisites: Radar Dome

 

pill.gif (2792 bytes)Pillbox

The corner stone of any Allied base defense. They work well against both mechanized units and infantry. Unlike Soviet defenses these won't go down when you base loses power. Cheaper than the Camo Pillbox, but it has less armour. These are better to build at the beginning of a game and Camo Pillboxes should become your mainstay once you have the funds.

Cost: 400

Power Requirements: 15

Armour: Medium

Prerequisites: Tent Barracks

 

camopill.gif (2648 bytes)Camo Pillbox

The evolutionary descendant of the Pillbox. This one has better armour, and since it is camouflaged it is harder to hit consequently taking less damage. These pillboxes can take a significant beating, while the normal Pillbox wouldn't hold up as well. These are more expensive than the regular Pillbox so in the beginning of a game they are less feasible.

Cost: 600

Power Requirements: 15

Armour: Heavy

Prerequisites: Tent Barracks

 

Turret1.gif (2858 bytes)Turret

This is the Allies main defense against mechanized units. It can take care of infantry but it takes much longer than a pillbox takes. Turrets are very power hungry so make sure when you are building lots of these build 1 Power Plant for every 2 Turrets, or 1 Advanced Power Plant per 5 turrets. Turrets have a good reload rate and a very powerful shot.

Cost: 600

Power Requirements: 40

Armour: Heavy

Prerequisites: Tent Barracks

 

serdepot.gif (3309 bytes)Service Depot

This structure allows you to repair you structures and to reload your mine layers. Extremely useful especially after being rushed because repairing a unit is much cheaper than building a new one. Building a Service Depot will also give you access to mine layers, which are reload here. You can place units on here and they can be sold for credits (make sure they dollar sign turns green and is not yellow. If it is yellow you are going to sell your Service Depot, not the unit!).

Cost: 1200

Power Requirements: 30

Armour: Light

Prerequisites: War Factory

 

aagun.gif (2945 bytes)AA Gun

The Allies' Anti- Aircraft Gun, more effective than the Soviet SAM site and Rocket Infantry. The only drawback is that if your power supply gets hit your AA Guns go down immediately. They will be the first thing to be lost. Not good, especially if 10 MIGs are on their way in. To sort of counter this you should put 2 or 3 rocket men around each AA Gun. This may sound like a waste but it will pay off in spades in case something happens to your power supply.

Cost: 600

Power Requirements: 50

Armour: Heavy

Prerequisites: Radar Dome

 

a_tech.gif (2647 bytes)Technology Center

The Technology Center is where all of your more advanced weapons and equipment is developed. Most significant of this is the GPS that will be launched from your Tech Center. 2 Tech Centers is recommended since a nuke can easily dispatch one, and if you lose one you lose your GPS too. These structures also require a load of power, 1 deticated Advanced Power Plant or 2 deticated Power Plants.

Cost: 1500

Power Requirement: 200

Armour: Light

Prerequisites: War Factory, Radar Dome

 

gapgen.gif (2455 bytes)Gap Generator

The Gap Generator will regrow the shroud around your base, or where ever it is placed. This is a key component in one of the Allies primary weapons, secracy. The only way other players can view what is under this shroud is to send units scouting, once those units are destroyed the shroud is replaced again. When power runs low Gap Generators are usually the first or second structures to go down, taking down the shrouded area. Just because your base is shrouded don't think that you can't be hit with a nuke, it can be launched just without the accuracy the other player would like.

Cost: 500

Power Requirements: 60

Armour: Light

Prerequisites: Technology Center

 

chrono.gif (2892 bytes)Chronosphere

The Allies most supersecret weapon and the weapon Stalin would give almost anything to get his hands on. This weapon allows for a single unit to be teleported instantiously anywhere on the map. You can teleport an APC but all the units in the APC will be dead because they will be fused with the metal, a very curious bug about the Chronosphere. As soon as power is low the development of a paradox shift will stop, and will not continue again until power is again above required levels.

Cost: 2800

Power Requirements: 200

Armour: Light

Prerequisites: Technology Center

 

nukesilo.gif (3305 bytes)Missile Silo

The storage facility for the Allies most potent weapon, the Nuclear ICBM (InterContinental Ballistic Missile). This weapon causes mass devastation and is best used right before an assualt. There really is no protection from a nuclear attack, you can only retaliate. Only a Gap Generator can lessen the damage inflicted on your base because the opposing commander has no idea where they are firing their nuke in your base.

Cost: 2500

Power Requirements: 100

Armour: Heavy

Prerequisites: Technology Center

 

fake_cy.gif (2975 bytes)fwarfac.gif (2680 bytes)fradar.gif (2649 bytes)fnavyard.gif (2685 bytes)Fake Structures

A fake structure fooling the enemy into thinking that you have more then you really do. This is the same strategy used by the Allies in the United Kingdom during World War 2 to fool Hitler into believing that a ground assult on the UK would be disasterous. Fake structures can also buy you priceless time during a ground attack because while the enemy is pummling these you can marshal up your forces.

Cost: 50

Power Requirements: 2

Armour: None

Prerequisites: The Original Structure (Possible Fake Structures include War Factory, Radar Dome, Construction Yard, and Naval Yard.)

 

sandbag.gif (2743 bytes)Sandbags

This is a defensive wall to prevent infantry and nontracked vehicles from passing. This is a small obsticle for any tank or APC because they can just drive up and over it. Nice and cheap so they are good to start off with to surround your Construction Center from engineer attacks early in a game. Later in a game replace those walls with Concrete Walls to give yourself more protection.

Cost: 25

Power Requirements: N/A

Armour: Light

Prerequisites: Construction Yard

 

cwall.gif (2614 bytes)Concrete Walls

This is the better and more expensive form of passive defense. This wall blocks not only infantry but blocks tank shells too. This is the type of wall you want surrounding important buildings and some defenses. Don't box a Turret in, however, because its shells will be blocked also but a Pillbox can work out of Concrete walls while taking little to no damage. These are too expensive to build at the start of a game, so first build sandbags and replace the sandbags as with Concrete Walls as needed.

Cost: 100

Power Requirements: N/A

Armour: Heavy

Prerequisites: Construction Yard