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Allied buildings
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Construction Yard
The Con Yard is the heart of
any base. It builds all the other structures. Guard your one very well
(wall it) and always go for the enemy Con Yard when you attack a base.
Power Plant
The Power Plant provides power
to allied bases. It costs a bit more than the soviet Tesla Reactor, but
also produces a bit more power. Never put lots of Power Plants close together,
because that area would make an ideal target.
Barracks
This is where all allied soldiers
are trained. It's cheap and you should always build more than one.
Refinery
The Refinery is a vital structure
to your economy. This is where Miners unload and you get money for their
ore/gems. Each Refinery comes with a new Chrono Miner. Guard these buildings
well.
Airforce Command HQ
This building provides radar
to allied players. Besides that, it can also build Harriers/Black Eagles
and has landing space for 4 such planes. You'll have to build 2 or 3 HQs
to have a good airforce. And, of course, the radar needs power to operate.
War Factory
The War Factory builds all allied
vehicles. It's a vital structure and it's always the target for the AI
players' superweapons. Human opponents also target this building most of
the time. Build 2 of them if you can afford the expense.
Naval Yard
This is where all allied naval
units are created. On a map with no land access to your enemy (naval map),
this might be the most important building of all. Naval Yards can build
the most powerful allied units in the game (Carriers). So, if your base
is near water, build a Naval Yard quickly and try to destroy the enemy
one as soon as you can.
Repair Pad
The Repair Pad can repair vehicles
(for a cost). It can also remove Terror Drones and it's required in order
to build an MCV. It's not vital for you or the enemy.
Battle Lab
This building gives you access
to advanced units, buildings and the superweapons. Always wall it, to protect
it from spies. And be careful not to lose it, or you'll be thrown back
to the "stone age" until you build another.
Spy Satellite Uplink
The SpySat Uplink gives you
access to allied spy satellites. In the actual game, this means that you
can see the whole map, with no shroud. Only Gap Generators can hide
territory from the SpySat. But if your Uplink is destroyed, the shroud
gets reset for you as it was at the start of the game. Guard this structure
well and build a second one if you can afford it. Remember that they need
power to operate.
Ore Purifier
This building makes the ore
more valuable for you, by "purifying" it. This means that you get more
money for the same amount of ore. So the Ore Purifier pays for itself in
a short time.
Gap Generator
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The Gap Generator from RA1 returns.
It's a building that creates shroud, so that all scouting within its range
is only temporary. The terrain that the enemy discovered will be re-shrouded
in a few seconds, as long as it's inside the Generator's range. But it
won't work without power.
Walls
The walls in RA2 are more resistant
than in previous Westwood games. They're useful for keeping spies out of
important buildings. There are some units that can't damage walls at all,
so it's a good idea to wall up your base if you can spare the time. As
for enemy walls, try to go around them.
Pillbox
The Pillbox hasn't changed much
from RA1. It's a cheap base defence, very good at mowing down infantry.
Always keep at least a few of these around.
Patriot Missile Site
This is the allied air-defence
structure. The Patriot Missile Site has great range and accuracy, It's
great for defending bases against Kirovs and V3 missiles. But it won't
work in a low power situation.
Prism Tower
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The Prism Tower is the ultimate
base defence! It fires a powerful beam that does lots of damage to vehicles
and is still very useful against infantry. But it also has a special feature:
If Prism Towers are built within each other's range, when one of them fires,
the other will "charge it up" with energy, so that the one that fires will
have a hugely powerful beam (that can kill some tanks in 1 shot). But in
a low power situation, your Prism Towers won't work.
Chronosphere
This is the "lesser" allied
superweapon. It's still very powerful: The Chronosphere can instantly teleport
up to 6 vehicles anywhere on the map. You can use it on your vehicles or
enemy ones, and if the units can't stand on the new terrain, they'll explode/sink.
Infantry will die if you use the Chronosphere on them. It's best to use
the Chronosphere for a surprise attack with powerful units, or to "dispose"
of a powerful attack force. But it will not work on moving units.
After building/using a Chronosphere,
it will take 6 minutes to charge up.
Weather Controller
It's the "greater" allied superweapon.
It is capable of devastating an entire base in seconds. Once you have a
Weather Controller, the Weather Storm will start charging. It takes the
same time as it takes to recharge after being used: 10 minutes. A Weather
Storm can be created anywhere on the map. Clouds will gather and lighting
will strike the area. Most units and buildings can be destroyed by a single
such lightning, and there's also splash damage. Only Construction Yards
and extremely lucky units can survive.
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Soviet buildings
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Construction Yard
The Con Yard is the heart of
any base. It builds all the other structures. Guard your one very well
(wall it) and always go for the enemy Con Yard when you attack a base.
Tesla Reactor
The Tesla Reactor provides power
to soviet bases. It costs a bit less than the allied Power Plant, but also
produces a bit less power. The Tesla Reactors are great targets, especially
if the enemy is relying on power-hungry defences.
Barracks
This is where all soviet soldiers
are trained. It's cheap and they usually build more than one. Enemy Barracks
are not priority targets.
Refinery
The Refinery is a vital structure
to any economy. This is where Miners unload and the owner gets money for
the ore/gems. Each Refinery comes with a new War Miner. Always try to destroy
enemy Refineries, to cripple their economy.
Radar
This building provides radar
to soviet players. It doesn't do anything else, but it is required for
more advanced structures. Destroy soviet Radars to "blind" your enemy.
War Factory
The War Factory builds all soviet
vehicles. It's a vital structure and it's always the target for the AI
players' superweapons. Human opponents also target this building most of
the time. Always try to destroy the enemy one.
Naval Yard
This is where all soviet naval
units are created. On a map with no land access to the enemy (naval map),
this might be the most important building of all. Naval Yards can build
the most powerful soviet units in the game (Dreadnoughts). So try to destroy
the enemy N-Yard as soon as you can.
Repair Pad
The Repair Pad can repair vehicles
(for a cost). It can also remove Terror Drones and it's required in order
to build an MCV. It's not vital for you or the enemy.
Battle Lab
This building gives access to
advanced units, buildings and the superweapons. Enemy Battle Labs are good
targets, because that way the opponent will lack important technologies
until he builds another Lab. Before destroying them, try to infiltrate
with a Spy (if you can).
Nuclear Reactor
The Nuclear Reactor is cheap
and it provides an incredible amount of power. A single one can power an
entire base. But it has a disadvantage: If it's destroyed, the Reactor
will make a nuclear explosion. Soviet players will guard Nuclear Reactors
at all costs, but if you can destroy one, there goes the enemy base...
Cloning Vats
This building practically halves
the cost and build speed of all infantry, but you only get them in pairs.
For each soldier trained, an identical (and free) one comes out of the
Cloning Vats. Also, infantry can be "sold" by sending it into this structure.
But a Cloning Vats is useless without a Barracks to create "originals".
Psychic Sensor
The Psychic Sensor can read
the minds of the enemies. If any enemy unit is sent within its range, the
Sensor will show that unit's "target line" (a line linking the unit with
the destination) to its owner. If your enemy has Psychic Sensors, first
send your units just outside their range, and then attack.
Walls
The walls in RA2 are more resistant
than in previous Westwood games. They're useful for keeping spies out of
important buildings. There are some units that can't damage walls at all,
so it's a good idea to wall up your base if you can spare the time. As
for enemy walls, try to go around them.
Sentry Gun
The Sentry Gun is the basic
soviet base defence. It's good against infantry, but weak against vehicles.
Use your tanks against them.
Flak Cannon
Unlike other flak weapons, this
building is only for anti-air defence. The Flak Cannon doesn't miss and
it can make short work of your air units. Before an air assault, destroy
these things or leave them without power (they won't work in a low power
situation).
Tesla Coil
It's soviet tesla technology
at it's best. Although it isn't as powerful as the allied Prism Tower,
it can kill soldiers with one shot. It can be powered up by Tesla Troopers,
and that's the only way to make it work in a low-power situation. Use tanks
against Tesla Coils.
Iron Curtain
This is the "lesser" soviet
superweapon. It's still very powerful: The Iron Curtain can make up to
6 vehicles temporarily invulnerable. If they happen to be powerful soviet
tanks, the Iron Curtain can be devastating. After building/using an Iron
Curtain, it will take 6 minutes to charge up. You can use the Chronosphere
to get rid of invulnerable attackers. Infantry will die if the Iron Curtain
is used on them.
Nuclear Missile Silo
It's the "greater" soviet superweapon.
It is capable of smashing an entire base. Once they have a Missile Silo,
the Nuclear Missile will start charging. It takes the same time as it takes
to recharge after being used: 10 minutes. A Nuke can be launched anywhere
on the map. There will be a nuclear explosion and radiation will be left
in the area (but it will slowly disappear). Only a Construction Yard can
survive a nuclear blast, so be careful. The total damage done by a Nuke
is less than that of the Weather Storm, but the Nuke makes up for it with
the radiation. The best way to protect yourself from a Nuclear Missile
is to destroy the enemy Silo or infiltrate it with a Spy, but you could
also try the "Chrono
Invulnerability" strategy.
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Tech buildings
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These are civilian buildings
that can be captured by players, using engineers. You can't build them,
but you can build up a base next to a captured tech building. There are
4 kinds of such buildings:
Oil Derrick - It's the
most useful tech building, it gives you a constant (but slow) ----------------------------------flow
of money.
Airfield - The Airfield
can be very useful. It gives you a recharging paradrop -------------------------ability.
Each drop will consist of 6 GIs or 10 Conscripts, depending on -------------------------your
side. If you play as America, the 6 GIs will be added to your -------------------------regular
paradrop.
Hospital - It can be
of some use. It heals infantry for free. It's great if you use ---------------------------advanced
(and expensive) infantry.
Outpost - This thing
is completely useless. It's just like a regular Repair Pad, ---------------------------except
it has an IFV-like missile launcher. You still need money to ---------------------------repair
vehicles. Only capture these if you plan to build another base ---------------------------around
them. If you don't, then destroy them. |