ALLIED FORCES STRUCTURES AND UNITS


2.1 STRUCTURES Constructing more than one facility of the same type will increase production of any units that facility can create. Two weapon factories, for instance, will produce units twice as quick as a single weapon factory. If a building is damaged by fire, there is a good chance it will burst into flames. A building sustains flame damage for as long as the fires are burning. The repair tool can be used to combat the flames.
2.1.1 Construction Yard You need an MCV to build a construction yard. If your constantly hammered by tank fire, build a concrete wall around it.
2.1.2 Power Plant Build a power plant as your first structure. If the power to your base drops below nominal, your buildings will take damage, and active systems like radar, Tesla coils, AA guns, and gap generators will fail. Productivity will also fall
2.1.3 Advanced Power Plant This provides twice the power for less cost and space than two normal power plants put together. It's easier to destroy a single advanced power plant than two normal power plants, so weigh your options.
2.1.4 Ore Refinery Build more than one ore refinery. Leave space around the ore refinery for the ore trucks to navigate. Each refinery has enough storage space for 2000 credits worth of ore.
2.1.5 Ore Silo Each silo can hold 1500 credits worth of ore. The ore is divided equally between all your silos and refineries. If you run out of space, any ore you mine is wasted.
2.1.6 Barracks Build a barracks after the power plant. In early stages of the game, it might be your only defense.
2.1.7 War Factory War factories produce the vehicles you need to fight your battles. Leave space around it for vehicles to maneuver.
2.1.8 Naval Yard Naval yards can only be built on water, and within eight squares of an existing base structure. The computer will give priority to naval yards when choosing a structure to attack.
2.1.9 Helipad Helicopters reload and rearm from here. Each ammo rock takes two and a half seconds to reload.
2.1.10 Pillbox These are infantry shredders, and are wonderful against engineer incursions.
2.1.11 Camouflaged Pillbox They are tough to spot and destroy than regular pillboxes.
2.1.12 Turret The turret is an anti-tank weapon with heavy armor. Repair them in the midst of combat.
2.1.13 AA Gun They'll knock MiGs, bombers, spy planes, and helicopters out of the sky. The guns are heavily armored, and fire rapidly. They are most effective in groups of two or more. Deploy them several squares in front of units you wish to protect. Knock out the planes before they get to their targets, not when they are dropping bombs on them.
2.1.14 Service Depot Build the service depot near your front lines so it doesn't take too long to get units back home to repair. It repairs aircraft just as well as vehicles, but you can not select multiple aircraft to repair like you can with vehicles. The service depot repairs 10 points of damage every time it goes 'tick'. You can sell vehicles for half of their purchase cost by sending them to the vehicle depot and clicking on the sell icon.
2.1.15 Radar Dome The dome will give you a radar system that shows the whereabouts of enemy units and building in explored territory.
2.1.16 Technology Center Enables the construction of advanced buildings and vehicles. You'll get a free GPS satellite with every purchase.
2.1.17 Gap Generator Gap generators create a shroud of darkness in a 10 square radius. Enemy radar can not penetrate it unless there are enemy units inside the gap. Even then, they can only see their immediate surroundings.
2.1.18 Chronosphere The chronosphere can shift a unit to another location for a limited time by manipulating space. Frequent use of the chronosphere will trigger a chronal vortex that can appear at a random location on the map. It will actively seek out and destroy five units or buildings until it dissipates. The best way to dissipate a chronal vortex is to sacrifice rifle infantry to it. You have a 20 percent chance of getting a vortex every time you use the chronosphere. Only vehicles can be chronoshifted to a new destination; living matter will spontaneously combust.
Using the chronosphere, you can send a mine layer into an ore deposit deep in enemy territory, or shift a cruiser into firing range of an enemy base. It can also be used to send an MCV to another part of the map and set up a second base.
2.1.19 Sandbags Infantry and light vehicles can't pass through these barriers, but if they have explosive weapons like grenades or rockets, they can blast their way through. Tracked vehicles will move through sandbags at a reduced rate.
2.1.20 Concrete Wall Not even the heaviest tanks can pass through concrete walls. Use concrete barriers to block access to the base, to protect vital structures, and to herd enemy units into chokepoint kill zones. Concrete will block line-of- sight weapons like rockets and tank rounds, but not artillery or similar ordnance.
2.1.21 Fake Structures Mockups of your construction yard, weapons factory, radar dome, or naval yard can confuse your enemy. However, they are nowhere near as structurally sound as your real buildings.