Allied Forces Structures, Units and Infantry
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The Tent
Barracks is where all Allied infantry are trained. Building multiple barracks
decreases the amount of time it takes to train infantry. TIP:
Keep a Barracks at the frontline of the battlefield. If you make multiple
Barracks you can train a massive army of infantry within seconds. The more
Barracks you have the faster your infantry will be trained.
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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. TIP: Always
have a Transport around and group it together with your other Naval Vessels and
put them in Formation using the F key, this makes all of your Naval vessels go
as fast as the Transport. You can learn how to do this in the Pro Tactics
section.
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The Helipad
constructs and reloads helicopters. Each new Helipad comes with an Apache
Longbow. TIP: Build 4 Helipads and wipe out your enemies
Construction options.
The
Apache Longbow Helicopter is loaded with hellfire missiles, allowing it to
destroy armored targets with ease. TIP: These Helicopters are by far the most powerful, it only
takes 4 Longbow to destroy a CY at one time. 5 Longbow will destroy an Ore
Refinery.
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The Pillbox is an
Anti-Infantry Defense armed with a rapid fire Vulcan Cannon.
The Camouflaged
Pillbox has better armor and blends with the surrounding terrain. TIP:
It is hard for the enemy to see a camouflaged pillbox, but it is plainly visible
to you. Use these pillbox's to protect your base against Soviet Chinooks that
try to land in your base to deploy infantry.
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The Turret is equipped
with a 105mm cannon and heavily armored with good range making it an effective
anti-tank defense.
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The AA Gun does not
have good range, but it is very accurate and deadly anti-aircraft defense.
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The Allied
Technology Center comes with a GPS Satellite and allows the construction of high
tech units and structures.
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The Global Positioning
System Satellite will reveal the entire map when it reaches orbit.
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The Gap
Generator creates shroud in a 10 cell radius hiding the associated area from
enemy sight.
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The Chronosphere
allows the Allied player to instantly shift a unit from its current location to
any other location on the map for a limited time. Frequent use of the
Chronosphere will trigger a chronal vortex that will actively seek out and
destroy five units, infantry or structures. You have a 20 percent chance of
getting a vortex every time you Chronoshift.![]()
A Medic
heals 50 hit points at a time, but he can't heal himself.
The Spy can gather
information on an what the enemy is building, financial status, scouted territory,
and a sonar pulse. In multiplayer games the Spy can let you hear the
conversations between enemy teams. Only soviet guard dogs can spot a Spy.
A Thief that enters a
Ore Silo or Ore Refinery will steal half of the enemies credits.
The Light Tank is equipped
with a 75mm cannon. It lacks in armor and fire power, but makes up for it with
speed and rapid fire.
The Armored Personnel
Carrier can transport up to 5 infantry across the battlefield very quickly. It
has a Turret-Mounted M-60 to help keep infantry at bay.
The Medium Tank
is equipped with a 105mm cannon and as well armored as a Soviet Heavy Tank, but
faster and less cost.