The Allied forces have lighter and cheaper units on the ground. They have excellent anti-infantry and anti-ship weaponry, but their anti-armour capabilities are somewhat lacking. They can infiltrate and disrupt enemy bases, uncover the entire battlefield, and even deny their enemies information on their own bases and armies.
Cost: $2500 (MCV) | Power: 0 | Prerequisites: none
The heart of every base is the Construction Yard. This structure is responsible for the creation of all other buildings in your base, from simple walls to the technologically-advanced Battle Labs and superweapons. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. In many missions, you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building.
Cost: $300 | Power: +100 | Prerequisites: none
While some of your buildings, like your Construction Yard, provide their own power, most do not. To get them to operate at peak efficiency, you must provide them with power. Power Plants put out a good deal of energy, but larger bases will require multiple Power Plants to operate effectively. They are physically weak and critically important, and they give less power when damaged, so keep them well-guarded.
Advanced Power Plant
Cost: $500 | Power: +200 | Prerequisites: Power Plant
This large, high-yield structure handles the energy strains of some later, more power-intensive structures and defenses.
Cost: $2000 | Power: -30 | Prerequisites: Power Plant
Your Ore Trucks need somewhere to take the ore they collect. That place is the Ore Refinery, a structure at the very heart of your economic operation. A filled Ore Truck will return to the Refinery to dump its load of ore before returning to the field. This ore is then converted into credits, which you can use to purchase structures and units. Each Ore Refinery comes with a free Ore Truck. Build more Ore Trucks and Ore Refineries to make more money. Each Ore Refinery has the capacity for 2000 credits.
Cost: $300 | Power: -20 | Prerequisites: Power Plant
The Tent Barracks is where all Allied infantry are trained. Some advanced / special infantry units may not be available until other structures are built. Building multiple Barracks decreases the amount of time required to train an infantry unit.
Cost: $2000 | Power: -30 | Prerequisites: Ore Refinery, Barracks
This structure is responsible for the building of all ground-based Allied vehicles. Building multiple War Factories decreases the amount of time required to create a vehicle.
Cost: $650 | Power: -30 | Prerequisites: Power Plant
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 ship.
Cost: $1000 | Power: -40 | Prerequisites: Ore Refinery
The Radar Dome gives you an overhead view of the battlefield when fully powered.
Cost: $1500 | Power: -10 | Prerequisites: Radar Dome
The Helipad allows construction of all helicopters and will reload any that are in need. Each new Helipad comes with an Apache for free.
Cost: $1200 | Power: -30 | Prerequisites: War Factory
The Service Depot repairs any damaged vehicle or aircraft that you move onto it. Mine Layer units can be reloaded by driving them onto the pad. Repairing a unit is much faster than building one, and costs a fraction of the original price, which is a worthy investment. The damaged unit can also be sold here, and a percentage of its purchase value will be returned to the owner.
Cost: $1500 | Power: -200 | Prerequisites: War Factory, Radar Dome
In addition to allowing the construction of high-tech units like the Cruiser and Gap Generator, building a Tech Center also starts construction of the GPS Satellite.
Cost: $50 | Power: 0 | Prerequisites: none
The Sandbag barrier is good for stopping non-tracked vehicles and infantry. All tracked vehicles can run right over this barrier. Up to 4 pieces of sandbag section can be placed at once if near an existing wall section for quick building.
Cost: $50 | Power: 0 | Prerequisites: none
More effective than the Sandbags, Concrete Walls are not crushable and block tank ordnance. Up to 4 pieces of wall section can be placed at once if near an existing wall section for quick building.
Cost: $150 | Power: -10 | Prerequisites: Ore Refinery
The Silo can hold up to 1500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.
Cost: $400 | Power: -15 | Prerequisites: Barracks
Armed with a rapid-fire Vulcan cannon, the Pillbox is ideal for defending your base from enemy infantry attacks.
Cost: $600 | Power: -15 | Prerequisites: Barracks
Identically equipped as the standard Pillbox, this defensive structure has the advantages of better armour and near-perfect camouflage. It blends with the surrounding terrain, making it almost invisible.
Cost: $600 ($800 in Aftermath) | Power: -40 | Prerequisites: Barracks
A Turret-mounted 105mm cannon. Heavily armoured with good range, this Turret is effective against most armoured threats, but cannot survive on its own against some of the heavier vehicles. Unlike the Soviet Tesla Coil, it can function just as well when the base’s power is low.
Anti-Aircraft (AA) Gun
Cost: $600 | Power: -50 | Prerequisites: Radar Dome
Although its range is not great, any enemy aircraft flying over these are guaranteed to be heavily damaged, if not destroyed. They are accurate and deadly. It deactivates if the base’s power is low.
Cost: $500 | Power: -60 | Prerequisites: Tech Center
Much of the Allied strategy revolves around gathering superior information and denying information to the enemy. When a Gap Generator is deployed, it creates a shroud over a wide radius, hiding the owner’s base from enemy radar and significantly reducing the visibility of the area to enemy units in its radius. If any part of the covered area is revealed by the enemy, that area is quickly hidden again. The Gap Generator requires a great deal of power to maintain. If it is destroyed or the power is low, the shroud surrounding its place can be uncovered regularly again.
Cost: $2800 | Power: -200 | Prerequisites: Tech Center
The evolution of the Philadelphia experiment, the Chronosphere allows the Allied player to move a unit from one location to an other for 3 minutes without having to cross the space in between.
Missile Silo (multiplayer only)
Cost: $2500 | Power: -100 | Prerequisites: Tech Center
Once built, the Silo readies an atomic bomb that can be launched onto the battlefield, causing massive destruction to structures and infantry. The more heavily armoured units will fare better, but not by much. These Silos are designed to blend with their surroundings, making them harder to notice in the heat of battle.
Fake Structures (Aftermath only)
Cost: $50 | Power: -2 | Prerequisites: none
The Allies have four Fake Structures at their disposal: Construction Yard, War Factory, Radar Dome, and Naval Yard. If they capture Soviet technology, a Fake Submarine Pen will also be available. These have a fraction of the hit-points of a normal structure, but can be used to create the illusion that critical structures are in a different location. Spies can infiltrate these structures to determine if they are fake or not.
Cost: free | Cooldown: n/a | Prerequisites: Tech Center
When finished, the GPS Satellite will automatically launch from the Tech Center and reveal the entire battlefield (except for areas under enemy Gap Generators).
Cost: free | Cooldown: n/a | Prerequisites: Spy infiltrating a Submarine Pen
When charged, submerged units on the battlefield will become visible for a period of time. Given that this bonus is given by a Spy, it can only be used once.
Cost: free | Cooldown: n/a | Prerequisites: Spy infiltrating an Airfield
When charged, a Badger will be called from off-screen to drop 8 bombs to any area on the map. Given that this bonus is given by a Spy, it can only be used once.
Cost: free | Cooldown: 7:00 | Prerequisites: Chronosphere
Allows the Allied player to move a unit from one location to an other without having to cross the space in between. However, the unit will only exist in its new location for 3 minutes before returning to its point of origin, supposing it survives long enough. This technology is still a unstable – using it on infantry will kill them, and each chronoshift has a 20% chance of creating a chrono vortex, an anomaly which destroys everything in its path unless enough units are sent right into it to close it.
Nuclear Missile Strike (multiplayer only)
Cost: free | Cooldown: 13:00 | Prerequisites: Missile Silo
Launches a devastating nuclear missile to the selected location, dealing considerable damage in a wide area.