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RED ALERT 2
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: $800
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.

Barracks Barracks - Cost: $500
This structure allows you to train troops and build base defences. Later, more defences and infantry will become available.

Ore Refinery Ore Refinery - Cost: $1000
The Ore Refinery is the heart of your economy, and it is where your Chrono Miners deposit the ore, which is then turned into cash by this structure. Defending this miner and structure is important as they, although strong, are an easy target for enemy commanders.

Air Force Command Headquaters Air Force Command Headquaters - Cost: $1000
This structure is very important, as it provides you with radar and the production of Harrier and Black Eagle aircraft. Each Air force command headquarters can station up to 4 Harrier aircraft, and if it is destroyed all of the planes are lost, even if the aircraft are already in flight. This structure is very weak, and leaves the Harrier aircraft exposed on the landing platform.

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

Naval Shipyard Naval Shipyard - Cost: $1000
This structure is used for producing all naval units, including dolphins. Your navy is an important part of your forces, as they can defend your base and form a blockade around your opponent. Your naval shipyard 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: $800
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.

Battle Lab Battle Lab - Cost: $2000
This large tower 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.

Ore Purifier Ore Purifier - Cost: $2000
This structure is very expensive, but it allows you to gain additional credits from each shipment of ore you bring back. Over time this is a worthwhile investment, but it must be built early in the game in order to recoup the high initial cost of the structure.

Fortress Wall Fortress 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 Prism Tank and IFV. Infantry can't shoot or pass through it.

Pillbox Pillbox - Cost: $500
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.

Prism Tower Prism Tower - Cost: $1500
The Prism Tower fires a concetratred beam of light at any enemy vehicle which enters its (rather small) range. By itself, a Prism Tower is weak, but when another is places within range, they combine light beams to produce a powerful attack. However this is their greatest weakness, as if placed in groups they cannot target more than one unit at a time, whereas several Tesla coils can take out several units.

Patriot Missile System Patriot Missile System - Cost: $1500
Despite being a large drain on base power this is the only allied structure that can defend against aerial attack, used to shoot down Soviet Kirov airships. The tracking missiles follow the enemy aircraft and blow it out of the sky, however they are rather slow and may only reach the aircraft after it has done the damage.

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 a Spy Satellite Uplink - whilst not affecting your view.

Spy Satellite Uplink Spy Satellite Uplink - Cost: $1500
This little structure is easily worth its modest cost, as once built 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: $2500
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. As with all S.Weapons, when the C.Sphere is deployed, the shroud surrounding it is removed, a countdown begins and an audio warning is issued to all players.

Weather Control Device Weather Control Device - Cost: $5000
When deployed over a large target radius, it creates a powerful lightning storm that randomly targets buildings in the area. With the exception of superweapons and the construction yard, no other building can survive such an attack. As with all S.Weapons, when the Silo is deployed, the shroud surrounding it is removed, a countdown begins and an audio warning is issued to all players.

 

 

 



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