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.