From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
Line 253: Line 253:
{{-}}
{{-}}


{{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Soviet Structures|nextpage=Cheats|nextname=Appendices}}
{{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Allied units|nextpage=Cheats|nextname=Appendices}}

Revision as of 19:49, 1 July 2009

Structures

All Allied structures are built within the Construction Yard and placed on the battlefield upon completion. Allied production structures such as the Boot Camp must be within range of a Command Hub or the Construction Yard to receive encrypted signals, which allows the production of higher tier units.

Construction Yard

Cost5000
RequirementsDeploy an MCV
AbilitiesUnpack itself
RoleCommand Center
Build Timeinstant
PowerProvides 150

The main construction hub, required to build structures. Top secret protocols, as well as Superweapons and Ultimate Weapons require a Construction Yard. Can be packed up into a Mobile Construction Vehicle.

Boot Camp

Cost750
RequirementsConyard
RoleTrain infantry
Build Time0:10
Powertakes 25 power


Produces Allied infantry. Can only be built on land.

Power Plant

Cost800
RequirementsConyard
RoleProvides power
Build Time0:10
Powerprovides 150

Grants 150 Power.

Armor Facility

Cost2000
RequirementsConyard+Refinery
AbilitiesRepair Tanks
RoleRepair and build tanks
Build Time0:20
Powertakes 75 power

Produces Allied vehicles. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on land.

Seaport

Cost1500
RequirementsRefinery
Abilitiesrepair ships
RoleMake and repair ships
Build Time0:20
Power50

Produces Allied naval units. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on water. To build Assault Destroyers deploy a Tier 2 MCV or Prospector near it.

Airbase

Cost1000
RequirementsPower Plant
AbilitiesCall back all jets back to base
RoleRepair and make jets
Build Time0:15
Power50

Produces Allied aircraft. Can repair up to 3 nearby non-infantry units at any given time. Can re-arm up to four Allied aircraft, excluding the Cryocopter and the Harbinger Gunship.

Ore Refinery

Cost2000
RequirementsPower Plant
Abilitiesbuild Prospector
RoleMakes cash out of ore
Build Time0:15
Powertakes 50 power

Turns Ore collected by Prospectors into usable credits. Produces Prospectors.

Command Hub

RequirementsDeploy Prospector
AbilitiesUpgrade itself
UpgradesHeightened Clearance
RoleBase Expansion
Build Time0:20
Powerdosent take power

Expands the field of construction, allowing for base expansions.

Defense Bureau

Cost1500
RequirementsAirbase
RoleTech Structure
Build Time0:15
Powertakes 75 power


Tech structure that unlocks high tier units by allowing Maximum Clearance Upgrades for the Construction Yard and Command Hubs.

Support Structures

Multigunner Turret

Cost750
RequirementsConyard
AbilitiesRelease passenger
RoleAll purpose base defense
Build Time0:20
Damage typeMissile
Powertakes 25 power

Can be garrisoned by one infantry unit, allowing its weapon to change depending on the infantry. Its default weapon is a powerful anti Air and Anti Tank missile launcher that can also devastate infantry.

Its rockets are stronger than the Defender VX's missiles but the desolator airstrike and the Conscripts molotov Cocktails can clear infantry out of these structures.

Spectrum Tower

Cost1400
RequirementsDefense Bureau
RoleAnti Surface Base Defense
Build Time0:20
Damage typeSpectrum
Powertakes 75 power

Spectrum Towers are strong base defenses that can easily dispatch enemy vehicles, ships and infantry. Multiple Spectrum Towers within range of each other are able to focus their beams on one tower, allowing for greater damage output.

Weaknesses

This tower is ineffective against aircraft and artillery and requires too many power plants to maintain a spectrum tower defense system.

Chronosphere

Cost3000
RequirementsDefense Bureau
RoleSuperweapon
Build Time1:00
Damage typenone (Harms infantry)
Powertakes 75 power

The Chronosphere is able to transport vehicles and ships in a radius to a target location instantly. Enemy vehicles can be transported by the Chronosphere. Units that are unable to stay at the target location are immediately destroyed, such as when structures or impassable terrain are in the way; land units that are not amphibious will sink in water, while naval units are destroyed on land. The effect is also lethal on all infantry including Commandos.

Proton Collider

Cost5000
RequirementsDefense Bureau
RoleUltimate weapon
Build Time1:00
Damage typeExplosive
Powertakes 75 power

The Proton Collider delivers multiple shots of proton matter, which explode and deal heavy damage, in a large radius. Units and structures closer to the epicenter of each blast will receive significantly more damage.

Base Wall

Cost10
RequirementsConyard
Roleblock movement
  • Costs 10 per segment.

Blocks small arms fire and is impassable by infantry and light vehicles. Can be crushed by heavy vehicles.