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RED ALERT
ALLIED STRUCTURES

Construction Yard Construction Yard - Cost: $N/A
All life for your campaign begins here. This is the most vital structure in the game, if it is destroyed, your chances of winning are very small! It is needed to construct other buildings, so defending it should be priority one.

Power Plant Power Plant - Cost: $300
These are also vital structures, providing power to your base, allowing defences to defend, Construction Yards to construct, and War Factories to build tanks. Without the necessary amount of power plants, your base defences will not function, and it will drastically slow down, if not halt, your production of further units. Although some defences such as the pill box do not require power, your most powerful defences do.

Advanced Power Plant Advanced Power Plant - Cost: $500
This large building produces double the power ouput of a single power plant - but costs less than building two single plants.

Barracks Barracks - Cost: $300
This structure allows you to train troops and build base defences. Later, more defences and infantry will become available.

Ore Refinery Ore Refinery - Cost: $2000
The Ore Refinery is the heart of your economy, and it is where your Ore trucks deposit the ore, which is then turned into cash by this structure. Defending this truck and structure is important as they, although strong, are an easy target for enemy commanders.

Radar Dome Radar Dome - Cost: $1000
The Radar activates the radar display, if it is destroyed; the radar screen is no longer visible.

War Factory War Factory - Cost: $2000
This building enables the construction of tanks, transports, Ore trucks and MCVs, thus making it very important to you.

Naval Yard Naval Yard - Cost: $650
This structure is used for producing all naval units, including transports. Your navy is an important part of your forces, as they can defend your base and form a blockade around your opponent. Your naval yard must obviously be placed in water, but try to keep it as near to the land as possible, so that some of your ground defences can protect it.

Service Depot Service Depot - Cost: $1200
This structure only costs $800 but is a worthy long term investment as it can repair any damaged vehicles when they are placed on the platform. During this process a small fee is deducted from your finances, but this is much more viable considering the cost of purchasing a new unit.

Tech Centre Tech Centre - Cost: $1500
This building allows the Allies to construct the more high tech units and structures. This structure is weak, very expensive and consumes a lot of power but is a necessity as you will need to tech up to stand a chance of survival against the enemy.

Helipad Helipad - Cost: $1500
The Helipad allows aircraft to be constructed and rearmed.

Silo Silo - Cost: $150
When you harvest more ore than your refinery can hold, you will need to build a silo else the harvested money is lost. If it is captured or destroyed by the enemy, you loose the credits stored inside it.

Fake Structure
Fake Structure
Fake Structure
Fake Structure
Fake Structure - Cost: $50
These look identical to the real structures but they have only a fraction of the strength. They can be used to create the illusion of critical structures being elsewhere. There are four types:
  • Con Yard,
  • War Factory,
  • Radar Dome and,
  • Naval Yard.

Concrete Wall Concrete Wall - Cost: $100
Walls are a static defence system designed to repulse enemy infantry and tanks. Certain vehicles can shoot over it, such as the V2 launcher. Infantry can't shoot or pass through it.

Sandbag Wall Sandbag Wall - Cost: $25
Pretty straight forward, it's a wall of sandbags. It impeeds the progress of infantry, but tracked vehicles will just roll straight over it.

Pillbox Pillbox - Cost: $400
The pillbox is a fortified gun emplacement, designed to provide an effective defence against enemy infantry units. However pillboxes have a limited range, and cannot fire over walls, and are almost useless against tanks.

Camo Pillbox Camo Pillbox - Cost: $1500
The camo pillbox is a fortified gun emplacement just like the regular pillbox, but it has the advantage of being a smaller target and having near perfect camouflage, making it tricky for the enemy to spot.

Turret Turret - Cost: $600
The Allies' anti-armour defence, it's mounted with a 105mm cannon to give everything a good pounding. It's heavilly armoured so it can take more punishment than the Soviet Tesla Coil, however it's not as good at dealing with infantry.

AA Gun AA Gun - Cost: $600
Despite being a large drain on base power this is the only allied structure that can defend against aerial attack. What the cannon lacks in range it more than makes up for in firepower; anything passing nearby will certainly be destroyed!

Gap Generator Gap Generator - Cost: $1500
The Allies' strategy revolves around gathering superior info and denying it to the enemy. When a Gap Generator is built, it covers a larger radius with shroud, making it impossible for your enemy to see your base - even if they have launched GPS Satellite - whilst not affecting your view.

GPS Satellite GPS Satellite - Cost: $N/A
Starts charging when the Tech Centre is deployed, it is automatically launched when complte and it completely removes the shroud over the battlefield, giving you complete vision of the battlefield. This allows you to spot vulnerable points in your opponent's base, and to spot enemy tanks before you would otherwise.

Chronosphere Chronosphere - Cost: $2800
The first Of The Allies' superweapons allows an Allied commander to teleport units across the map instantly, which is excellent for surprise attacks. Unfortunately, troops cannot be Cronoshifted and will die instantly, making it an defensive weapon as well as an offensive one. However, due to the unstable technology used, the chronoshifted units can only remain in their new location for a certain amount of time before returning from their point of origin.

Sonar Pulse Sonar Pulse - Cost: $5000
The Sonar Pulse reveals all enemy subs on the entire map for a few seconds. This can be incredibly useful for planning naval maneuvers and planning counter-measures against possible enemy sub build ups.
To aquire this ability, a spy must enter an enemy Sub Pen.

 

 

 



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