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== Structures ==
{{Header Nav|game=Command & Conquer: Red Alert 3}}
* '''Construction Yard''': Unpacks from an MCV and is used to construct buildings. Buildings are constructed internally over time, and then placed on the map (within the MCV's ground control zone) where they deploy almost instantly. Unlike the Soviets, ground control is not expanded with new buildings. Researching clearances at the Allied Construction Yard unlocks 2nd and then 3rd tier units for all production structures within the MCV's ground control zone. This has no effect on structures outside the ground control zone. They can also typically be re-packed back into an MCV.
==Structures==
* '''Boot Camp''': Barracks, trains infantry.
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.  
* '''Power Plant''': Provides power for the base. If the power requirements of the base exceed available power, production structures will operate more slowly and base defenses/super weapons will go offline.
* '''Armor Facility''': War Factory, constructs vehicle units.
* '''Seaport''': Constructs naval units.
* '''Airbase''': Constructs aircraft. The Airbase has 4 landing pads, so each airfield can only build up to 4 aircraft (excluding the Cryocopter, which does not require a landing pad).
* '''Ore Refinery''': Converts ore harvested by Prospectors into credits. Can also construct new Prospectors. These are typically built directly in front of ore mines.
* '''Command Hub''': Provides ground control. Rather than being constructed by the Construction Yard, Command Hubs unpack from a Prospector - and can do so anywhere in the map. Unlike a Construction Yard, Command Hubs cannot repack back into Prospectors. As with the Construction Yard, clearances can be researched to unlock 2nd and 3rd tier units from production structures within its ground control zone.
* '''Defense Bureau''': Unlocks high level structures once tier one clearance has been unlocked.


== Support Structures ==
===Construction Yard===
* '''Multigunner Turret''': 1st tier base defense; it is essentially a fixed version of the Multigunner IFV. The weapon changes according to the infantry unit garrisoned in it, and the default is an anti-air/anti-ground missile launcher.
{{CnC unit
* '''Spectrum Tower''': Top tier base defense, functionally identical to the Prism Tower from [[Red Alert 2]]. Shoots a powerful beam of light at enemy units. Several Spectrum Towers in close proximity to each other can combine their fire into a single beam for greater damage.
|image=
* '''Chronosphere''': Support Superweapon. Teleports units within the area of effect to a specified location. It can also be used to destroy some enemy units, by teleporting land units onto water (or vice versa).
|requirements=Deploy an MCV
* '''Proton Collider''': Offensive Superweapon. Essentially a high-powered artillery cannon that delivers multiple extremely damaging explosions to the specified location. Can cause extreme damage to enemy bases.
|role=Command Center
* '''Wall''': Walls can be used to provide protective barriers around structures. A common tactic is to use the wall to fence in an Ore Mine and Ore Refinery to protect the ore harvester within from attack (especially from Soviet Terror Drones, which have no way to destroy the wall to gain access). Walls of all faction can be crushed by Assault Destroyers and Apocalypse tanks however.
|abilities=Unpack itself
|upgrades=
|build=instant
|dtype=
|cost=5000
|power=Provides 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===
{{CnC unit
|image=
|requirements=Conyard
|role=Train infantry
|abilities=
|upgrades=
|build=0:10
|dtype=
|cost=500
|power=Takes 25 power
}}
 
 
Produces Allied infantry. Can only be built on land.
 
{{-}}
 
===Power Plant===
{{CnC unit
|image=
|requirements=Conyard
|role=Provides power
|abilities=
|upgrades=
|build=0:10
|dtype=
|cost=800
|power=Provides 150
}}
 
Grants 150 Power.
 
{{-}}
 
===Armor Facility===
{{CnC unit
|image=
|requirements=Conyard+Refinery
|role=Repair and build tanks
|abilities=Repair Tanks
|upgrades=
|build=0:20
|dtype=
|cost=2000
|power=Takes 50 power
}}
 
Produces Allied vehicles. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on land.
 
{{-}}
 
===Seaport===
{{CnC unit
|image=
|requirements=Refinery
|role=Build and repair ships
|abilities=Repair ships
|upgrades=
|build=0:20
|dtype=
|cost=1000
|power=Takes 50 power
}}
 
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===
{{CnC unit
|image=
|requirements=Power Plant
|role=Repair and build Aircraft
|abilities=Call back all jets to base
|upgrades=
|build=0:15
|dtype=
|cost=1000
|power=Takes 50 power
}}
 
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===
{{CnC unit
|image=
|requirements=Power Plant
|role=Makes cash out of ore
|abilities=Build Prospector
|upgrades=
|build=0:15
|dtype=
|cost=2000
|power=Takes 50 power
}}
 
Turns Ore collected by Prospectors into usable credits. Produces Prospectors.
 
{{-}}
 
===Command Hub===
{{CnC unit
|image=
|requirements=Deploy Prospector
|role=Base Expansion
|abilities=Upgrade itself
|upgrades=Heightened Clearance
|build=0:20
|dtype=
|cost=
|power=Doesn't take power
}}
 
Expands the field of construction, allowing for base expansions.
 
{{-}}
 
===Defense Bureau===
{{CnC unit
|image=
|requirements=Airbase
|role=Tech Structure
|abilities=
|upgrades=
|build=1:00
|dtype=
|cost=1500
|power=Takes 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===
{{CnC unit
|image=
|requirements=Conyard
|role=All purpose base defense
|abilities=Release passenger
|upgrades=
|build=0:20
|dtype=Missiles, weapon changes depending on infantry inside it
|cost=800
|power=Takes 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===
{{CnC unit
|image=
|requirements=Defense Bureau
|role=Anti Surface Base Defense
|abilities=
|upgrades=
|build=0:20
|dtype=Spectrum
|cost=1200
|power=Takes 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. They are also able to charge each other up if needed. The player can do this by selecting a Spectrum Tower (on land only) and select another tower while the cursor is red.
 
'''Weaknesses'''
 
This tower is ineffective against aircraft and artillery and requires too many power plants to maintain a spectrum tower defense system.
 
{{-}}
 
===Chronosphere===
{{CnC unit
|image=
|requirements=Defense Bureau
|role=Superweapon
|abilities=
|upgrades=
|build=1:00
|dtype=Kills Infantry
|cost=3000
|power=Takes 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===
{{CnC unit
|image=
|requirements=Defense Bureau
|role=Ultimate weapon
|abilities=
|upgrades=
|build=1:00
|dtype=Explosive
|cost=5000
|power=Takes 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. Any units in the blast radius excluding aircraft will increase damage as chain reaction. Lethal when use with Nanoswarm.
 
{{-}}
 
===Base Wall===
{{CnC unit
|image=
|requirements=Conyard
|role=Block movement
|abilities=
|upgrades=
|build=
|dtype=
|cost=10
|power=
}}
 
*Costs 10 per segment.  
 
Blocks small arms fire and is impassable by infantry and light vehicles. Can be crushed by heavy vehicles.
 
{{-}}
 
{{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Allied units|nextpage=Allied Characters}}

Latest revision as of 21:05, 6 December 2013

Structures[edit]

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[edit]

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[edit]

Cost500
RequirementsConyard
RoleTrain infantry
Build Time0:10
PowerTakes 25 power


Produces Allied infantry. Can only be built on land.

Power Plant[edit]

Cost800
RequirementsConyard
RoleProvides power
Build Time0:10
PowerProvides 150

Grants 150 Power.

Armor Facility[edit]

Cost2000
RequirementsConyard+Refinery
AbilitiesRepair Tanks
RoleRepair and build tanks
Build Time0:20
PowerTakes 50 power

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

Seaport[edit]

Cost1000
RequirementsRefinery
AbilitiesRepair ships
RoleBuild and repair ships
Build Time0:20
PowerTakes 50 power

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[edit]

Cost1000
RequirementsPower Plant
AbilitiesCall back all jets to base
RoleRepair and build Aircraft
Build Time0:15
PowerTakes 50 power

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[edit]

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[edit]

RequirementsDeploy Prospector
AbilitiesUpgrade itself
UpgradesHeightened Clearance
RoleBase Expansion
Build Time0:20
PowerDoesn't take power

Expands the field of construction, allowing for base expansions.

Defense Bureau[edit]

Cost1500
RequirementsAirbase
RoleTech Structure
Build Time1:00
PowerTakes 75 power


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

Support Structures[edit]

Multigunner Turret[edit]

Cost800
RequirementsConyard
AbilitiesRelease passenger
RoleAll purpose base defense
Build Time0:20
Damage typeMissiles, weapon changes depending on infantry inside it
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[edit]

Cost1200
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. They are also able to charge each other up if needed. The player can do this by selecting a Spectrum Tower (on land only) and select another tower while the cursor is red.

Weaknesses

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

Chronosphere[edit]

Cost3000
RequirementsDefense Bureau
RoleSuperweapon
Build Time1:00
Damage typeKills 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[edit]

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. Any units in the blast radius excluding aircraft will increase damage as chain reaction. Lethal when use with Nanoswarm.

Base Wall[edit]

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.