Wall Wall

Allied Structures


Advanced Power Plant [Strength: 600] [Purpose: Porvides power for base structures] [Armor: Light] [Tech Level: 8] [Sight: 4] [Power Output: 200] [Can be Capture: Yes] [Escape Crew Member: Yes] [Owner: Allied/Soviet] [Prerequisite: Power Plant] [Cost: 500] This large, high-yield structure handles the energy strains of some later, more power-intensive structures and defenses.
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AA Gun [Strength: 400] [Purpose: Anti-aircraft defense] [Armor: Heavy] [Tech Level: 5] [Sight: 6] [Power Consume: 50] [Can be Capture: No] [Escape Crew Member: Yes] [Owner: Allied] [Prerequisite: Radar Dome] [Cost: 600] Although its range is not great, any enemy aircraft flying over these are guaranteed to be heavily damaged, if not destroyed. They are accurate and deadly.
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Anti-Vechile Mine [Strength: 1] [Invisible: Yes]
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Barrel [Strength: 10]
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Camouflaged pill box [Strength: 600] [Purpose: Anti-infantry defense] [Armor: Heavy] [Tech Level: 3] [Sight: 5] [Power Consume: 10] [Can be Capture: No] [Escape Crew Member: Yes] [Sensor: Yes] [Owner: Allied] [Prerequisite: Tent Barracks] [Cost: 600] Identically equipped as the Pillbox, this defensive structure has the advantages of better armor and near- perfect camouflage. It blend with the surrounding terrain, making it virtually invisible.
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Concrete Wall [Strength: 1] [Purpose: Passive defense] [Armor: Heavy] [Tech Level: 8] [Sight: 0] [Power Consume: None] [Can be Capture: No] [Escape Crew Member: No] [Owner: Allied/Soviet] [Prerequisite: None] [Cost: 100] More effective than the Sandbag Barrier, Concrete Walls are not crushable and block tank ordnance.
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Construction Yard [Strength: 800] [Purpose: Allows construction of all other base structures] [Armor: Heavy] [Tech Level: Cannot Build] [Sight: 5] [Power Consume: Self-Efficient] [Can be Capture: Yes] [Escape Crew Member: Yes] [Owner: Allied/Soviet] [Prerequisite: Mobile Construction Vechile] [Cost: N/A] The Construction Yard is the foundation of a base and allows the construction of other buildings.
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Fake Construction Yard [Strength: 30] [Purpose: Deceives the enemy] [Armor: None] [Tech Level: 15] [Sight: 4] [Power Consume: 2] [Can be Capture: Yes] [Escape Crew Member: No] [Owner: Allied] [Prerequisite: Construction Yard] [Cost: 50] Fake Construction Yard have a fraction of the hit-points of Construction Yard, but can be used to create the illusion that critical structures are in a different location.
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Fake Naval Yard [Strength: 30] [Purpose: Deceives the enemy] [Armor: None] [Tech Level: 15] [Sight: 4] [Power Consume: 2] [Can be Capture: Yes] [Escape Crew Member: No] [Owner: Allied] [Prerequisite: Naval Yard] [Cost: 50] Fake Naval Yard have a fraction of the hit-points of Naval Yard, but can be used to create the illusion that critical structures are in a different location.
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Fake Radar Dome [Strength: 30] [Purpose: Deceives the enemy] [Armor: None] [Tech Level: 15] [Sight: 4] [Power Consume: 2] [Can be Capture: Yes] [Escape Crew Member: No] [Owner: Allied] [Prerequisite: Radar Dome] [Cost: 50] Fake Radar Dome have a fraction of the hit-points of Radar Dome, but can be used to create the illusion that critical structures are in a different location.
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Fake War Factory [Strength: 30] [Purpose: Deceives the enemy] [Armor: None] [Tech Level: 15] [Sight: 4] [Power Consume: 2] [Can be Capture: Yes] [Escape Crew Member: No] [Owner: Allied] [Prerequisite: War Factory] [Cost: 50] Fake War Factory have a fraction of the hit-points of War Factory, but can be used to create the illusion that critical structures are in a different location.
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Gap Generator [Strength: 1000] [Purpose: Creates shroud] [Armor: Light] [Tech Level: 10] [Sight: 10] [Power Consume: 60] [Can be Capture: Yes] [Escape Crew Member: Yes] [Owner: Allied] [Prerequisite: Technology Center] [Cost: 500] The Gap Generator allows the Allies to hide associated base from enemy sight. Any enemies scouting the area will only reveal around themselves. The Shroud will immediately close up once the invading unit is destroyed or leaves the area.
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Helipad [Strength: 800] [Purpose: Constructs & reloads helicopters] [Armor: Light] [Tech Level: 10] [Sight: 5] [Power Consume: 10] [Can be Capture: Yes] [Escape Crew Member: Yes] [Owner: Allied/Soviet] [Prerequisite: Radar Dome] [Cost: 1500] The Helipad allows construction of all helicopters and will reload any that are in need. Each new helipad comes with an Apache.
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Naval Yard [Strength: 1000] [Purpose: Constructs & repairs naval vessels] [Armor: Light] [Tech Level: 3] [Sight: 4] [Power Consume: 30] [Can be Capture: No] [Escape Crew Member: Yes] [Owner: Allied] [Prerequisite: Power Plant] [Cost: 650] The Naval Yard builds and launches all Allied naval vessels. Damaged sea craft docked at the Naval Yard can be repaired. Building multiple Naval Yards decreases the amount of time required to create a naval vessel.
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Ore Refinery [Strength: 900] [Purpose: Smelts/stores/holds/converts ore into credits] [Armor: Light] [Tech Level: 1] [Sight: 6] [Power Consume: 30] [Storage: 2000] [Can be Capture: Yes] [Escape Crew Member: Yes] [Owner: Allied/Soviet] [Prerequisite: Power Plant] [Cost: 2000] The Refinery smelts ore into its component elements. Building the refinery immediately deploys an Ore Truck. The Refinery can store up to 2,000 credits of smelted ore.
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Pill Box [Strength: 400] [Purpose: Anti-infantry defense] [Armor: Medium] [Tech Level: 2] [Sight: 4] [Power Consume: 10] [Can be Capture: No] [Escape Crew Member: Yes] [Sensor: Yes] [Owner: Allied] [Prerequisite: Tent Barracks] [Cost: 400] Armed with a rapid fire vulcan cannon, the Pillbox is ideal for defending your base from enemy infantry attacks.
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Power Plant [Strength: 400] [Purpose: Provides power for base structures] [Armor: Light] [Tech Level: 1] [Sight: 4] [Power Output: 100] [Can be Capture: Yes] [Escape Crew Member: Yes] [Owner: Allied/Soviet] [Prerequisite: Construction Yard] [Cost: 300] The standard Power Plant. Power output is directly related to the Power Plant's condition, so protect them during battles.
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Radar Dome [Strength: 1000] [Purpose: Provides radar] [Armor: Light] [Tech Level: 3] [Sight: 10] [Power Consume: 40] [Can be Capture: Yes] [Escape Crew Member: Yes] [Sensor: Yes] [Owner: Allied/Soviet] [Prerequisite: Refinery] [Cost: 1000] The Radar Dome gives you an overhead view of the battlefield when fully powered.
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Service Depot [Strength: 800] [Purpose: Repairs & reloads vehicles] [Armor: Light] [Tech Level: 3] [Sight: 5] [Power Consume: 30] [Can be Capture: Yes] [Escape Crew Member: Yes] [Owner: Allied/Soviet] [Prerequisite: Weapon Factory] [Cost: 1200] The Service Depot repairs any damaged vehicle that you move onto it. Mine Layer units can be re-loaded by driving them onto the pad. (Repairing a vehcile is much faster than building one, and costs a fraction of the original price. This is a worthy investment.)
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Storage Silo [Strength: 300] [Purpose: Holds smelted ore] [Armor: Light] [Tech Level: 1] [Sight: 4] [Power Consume: 10] [Can be Capture: Yes] [Escape Crew Member: No] [Storage: 1500] [Owner: Allied/Soviet] [Prerequisite: Refinery] [Cost: 150] This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.
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Technology Center [Strength: 400] [Purpose: GPS Satellite & construct high-tech structures] [Armor: Light] [Tech Level: 7] [Sight: 10] [Power Consume: 200] [Can be Capture: Yes] [Escape Crew Member: Yes] [Owner: Allied] [Prerequisite: Weapon Factory and Radar Dome] [Cost: 1500] In addition to allowing the construction of high-tech units like the Cruiser and Gap Generator, building a Tech Center also starts construction of the GPS satellite. When finished, the satellite will automatically launch.
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Tent Barracks [Strength: 800] [Purpose: Trains Infantry units] [Armor: Light] [Tech Level: 1] [Sight: 5] [Power Consume: 20] [Can be Capture: Yes] [Escape Crew Member: Yes] [Owner: Allied] [Prerequisite: Power Plant] [Cost: 300] The Tent Barracks is where all Allied infantry are trained. Some advanced / special infantry units may not be available until other structures are built.
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Turret [Strength: 400] [Purpose: Anti-tank defense] [Armor: Heavy] [Tech Level: 4] [Sight: 6] [Power Consume: 40] [Can be Capture: No] [Escape Crew Member: Yes] [Sensor: Yes] [Owner: Allied] [Prerequisite: Tent Barracks] [Cost: 600] A Turret-mounted 105mm cannon. Heavily armored with good range, this Turret is effective against armored threats.
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War Factory [Strength: 1000] [Purpose: Constructs vehicles] [Armor: Light] [Tech Level: 3] [Sight: 4] [Power Consume: 30] [Can be Capture: Yes] [Escape Crew Member: Yes] [Owner: Allied/Soviet] [Prerequisite: Refinery] [Cost: 2000] This structurs is responsible for the building of all ground-based Allied vechiles. Building multiple War Factories decreases the amount of time require to create a vehicle.
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