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The Construction Yard is the foundation of a base and allows the construction of other buildings. |
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More effective than the Sandbag Barrier, Concrete walls are not crushable and block tank ordnance. |
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The standard Power Plant. Power output is directly related to the Power Plant's condition, so protect them during battles. |
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The large, high-yield structure handles the energy strains of some later, more power intensive structures and defenses. |
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The Refinery smelts ore into its component elements. Building the refinery immediately deploys an Ore Truck. |
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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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This structure is responsible for the building of all ground-based vehicles. Building multiple War Factories decreases the amount of time required to create a vehicle. |
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The Helipad allows construction of all helicopters and will reload any that are in need. Each new Helipad comes with a new helicopter. |
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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 vehicle is much faster than building one, and costs a fraction of the original price. This is a worthy investment. |
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The Radar Dome gives you an overhead view of the Battlefield when fully powered. |
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The Sandbag Barrier is good for stopping non tracked vehicles and infantry. All tracked vehicles can run right over this barrier. |
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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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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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Armed with a rapid fire Vulcan Cannon, the Pillbox is ideal for defending your base from enemy infantry attacks. |
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Identically equipped as the Pillbox, this defensive dtructure has the advantages of better armor and near perfect camoflage. It blends with the surrounding terrain, making it virtually invisible. |
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A Turret-mounted 105mm cannon. Heavily armored with good rang, this Turret is effective against armored threats. |
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Although its range is not great, any enemy aircraft flyiing over these are guaranteed to be heavily damaged, if not destroyed. They are accurate and deadly. |
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Un addition to allowing the constructio 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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The Gap Generator allows the Allies to hide associated base from enemy site. Any enemies scouting the area will only reveal the area around themselves. The Shroud will immediately close up the once the invading unit is destroyed or leaves the area. |
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The evolution of the Philadelphia experiment, the Chronosphere allows the Allied player to move a unit from one location to another without having to cross the space in between. However, the unit will only exist in its new location for a brief time before returning to its point of origin. This new technology is still a bit unstable. Using it on certain units or using ot constantly could produce unusual side effects. |
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The Allies Have four Fake Structures at their disposal: Construction Yard, War Factory, Radar Dome, and Naval Yard. Thes have a fraction of the hit-points of a normal structure, but can be used to create the illusion that critical structures ate in a different location. These images (fake structures only) have been modified to fit the allocated space, this is not how they appear in the game. |
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Barbed-Wire Barrier stops non-tracked vehice and infantry. Tracked vehicles can destroy the barrier by shooting it and/or running over it. |
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The Barracks is where all Soviet Infantry are trained. Some infantry units may not be available until other structures are built. |
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The Kennel trains Attack Dogs. |
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The trsture is responsible for the building of all Soviet Subamairnes and Transports. Damgaed Submarines and Transports docked in the Sub Pen will be repaired. |
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The Airfield allows construction of MIG and Yak planes, and allows access to Paratroopers, Parachute bombs, and Spy Planes. Only one plane is allowed per Airfield that has been constructed. If an in use Airfield is destroyed while its associated plane is still in the air the plane will crash. |
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The Soviet Tech Center allows the construction of high-tech units like the Mammoth Tank and Tesla Coil. |
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The Flame Tower targets and destroys approaching enemy ground units by shooting balls of fire. It is best used against large groups of infantry; it is effective against armored units as well. Since there are volatile fuels in the Flame Tower, it damages nearby units if destroyed. |
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The Tesla Coil automatically directs bolts of lightening at enemy ground units, reducing men to ash, and tanks to molten steel in seconds. |
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SAM Site automatically launcehes log-ranging missiles at enemy aircraft. Slower moving or hovering aircraft will fare the worst against this defensive structure. |
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The Iron Curtain renders a vehicle or building invulnerable for a short period of time. |
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Once built, the Silo readies an Atomic Bomb, that can be launched onto the battlefield, causing massive destruction to structures and infantry. The more heavily armored units will fare better, but not by much. |
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