GDI Nod Allies Soviet

*Hover over the icons on the right to view their descriptions.

Construction Yard
The Construction Yard is the foundation of a base and allows the construction of other buildings. You must protect this structure! Without it, you cannot build any new structures. The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to Engineers. Try surrounding your Construction Yard with walls to keep out unwanted guests.

Sandbags Wall
Used to deter the enemy from advancing. Sandbags provide limited cover and may slow units down. While only explosive weapons such as grenades, missiles, and shells can damage Sandbags, heavy vehicles can simply run over them.
Concrete Wall
Concrete walls are an effective barrier. They are much harder to destroy than other walls and will take the enemy much longer to blast through. Only explosive weapons such as grenades, missiles, and shells can damage Concrete Barriers.
This structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass but will not open for enemy units.
Power Plant
The standard Power Plant. Power output is directly related to the Power Plant's condition, so protect them during battles. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. Your production speed can also be severely lowered if you have too little power.


Advanced Power Plant
This structure provides twice as much power as the standard power plant. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. Your production speed can also be severely lowered if you have too little power. The Allies and Soviets use older technology than GDI and Nod, because of which their advanced power plants occupy more space.
This structure is a field training center for all available infantry units. You need a Barracks to be able to train infantry.
This processes tiberium and ore into its component elements. Building the refinery immediately deploys a Harvester and each Refinery can handle an infinite number of Harvesters. Each refinery can store a limited amount of processed resources and once they're at maximum capacity you'll require more refineries or silos to be able to gain more credits. When destroyed or captured, all credits the refinery was storing will be forever lost, so defend it well.


Armed with a rapid fire vulcan cannon, the Pillbox is ideal for defending your base from enemy infantry attacks. It is also effective against light vehicles.

Role: base defense
Strong vs: infantry
Weak vs: tanks, artillery
Camouflaged Pill Box
Armed with the same gun as the regular Pillbox, but with more effort put into digging it in deeper and camouflaging it. This makes it harder to hit, allowing it to survive longer.

Role: base defense
Strong vs: infantry, light vehicles
Weak vs: tanks, artillery
Gun Turret
To counter Soviet tank battalions, Allies rigged up a counter: heavy anti-tank gun mounted inside a rotating turret standing on concrete foundation. It's a reliable base defense - inexpensive, well protected, with little dependency on power grid and cost-effective against tanks and light vehicles. It's not without flaws however - it's ineffective against infantry and is completely helpless against aircraft, artillery or fire support units. While Allied and Nod models are identical, Allies can complement them with anti-personnel Pillboxes to create a more threatening combination to fight against.

Role: base defense
Strong vs: light vehicles, tanks
Weak vs: infantry, artillery
Building the Helipad allows the use of the ORCA/Longbow/Apache attack aircraft and it's also the rearming station for these aircraft. All aircraft can be rearmed on any Helipad you own.


The silo stores a limited amount of credits of processed resources. You'll have to build more of these when all refineries and silos you own are at maximum capacity, or you'll stop gaining any more credits when a harvester unloads at the refinery. If destroyed or captured, the amount of credits stored in them is deducted from your account.
Weapons Factory / Airfield / War Factory
This structure is responsible for the building of all vehicles. It is well armored, but is also a favorite target for the enemy. If your War Factory is captured by an enemy Engineer, not only do you lose the ability to build vehicles, but the enemy is able to build your vehicles in addition to his own. Building multiple War Factories decreases the amount of time required to create a vehicle.



Naval Yard / Submarine Pen
The Naval Yard is available on maps with a lot of water and is responsible for producing naval units. Building multiple Naval Yards decreases the amount of time required to create a ship. In addition, the ship building speed is linked together with the vehicle building speed, meaning that building additional Naval Yards also makes vehicles faster to build from your War Factory and vice-versa.


Repair Facility / Service Depot
The repair facility/service depot allows you to repair or sell any damaged vehicles or aircraft that are positioned on it. All repairs are deducted from your credits and repairs will immediately halt if you run out of credits while repairs are in progress.


Communications Center / Radar Dome
Allows the use of the radar screen to glance over the entire battlefield as long as there is sufficient power. Building a Communications Center also gives a commander access to second-tier units and structures.


Anti-aircraft Artillery
Although its range is not great, any enemy aircraft flying over these are guaranteed to be heavily damaged, if not destroyed. They are the most accurate and most damaging anti-air weapon in the game.

Role: anti-air base defense
Strong vs: aircraft
Weak vs: everything else
Technology Center / Research Facility
Required to access third-tier units and buildings.
Deployed Sensor Array
When deployed, the MSA detects units and structures in unexplored areas (which are then revealed on your minimap), and reveals cloaked and subterranean units on your tactical view. The range of the MSA is shown by a large green circle when selected.

Role: support, non-combat



Land Mine
Constructed like a wall, land mines can be placed very far from your base. Though not very effective against quick-moving units, they spell death for slow vehicles and infantry. Mines can be detected like any other stealth unit and can be destroyed by any weapon.

Role: base defense
Strong vs: everything on land


The Chronosphere gives access to the Chrono Vortex superweapon.




Minigunner / Rifle Infantry
Minigunners/Rifle Infantry are the basic unit of all factions. They are very cheap to produce, but have very little longevity. In masses they can take down any target, but fall quickly to anti-infantry fire. Just remember that large tanks can easily crush your infantry and any flame-based or explosive weapons can quickly reduce entire squads to ash.

Role: all-purpose
Strong vs: infantry, light vehicles, buildings (when massed)
Weak vs: tanks
Bazooka / Rocket Soldier
Rocket soldiers are slower than other infantry, but are the only ones capable of effectively fighting vehicles and aircraft. They also have extra range, making them decent at fighting most basic defenses as well. Most effective as a support unit in diverse groups.

Role: anti-tank, anti-air
Strong vs: vehicles, aircraft, buildings
Weak vs: infantry
Engineers do not have any combat capability, but are still invaluable units. When ordered to enter an enemy structure, they can instantly take control of it (or first inflict severe damage before taking control of it, depending on the "multi engineer" multiplayer option). They also fill a defensive role, as they can instantly repair any friendly structure to full strength. The unit is lost when performing either action.

Role: building acquisition, repairing buildings and low bridges
Strong vs: buildings
Weak vs: everything
Any friendly infantry near the Medic will automatically be healed to full health. Although a Medic cannot heal himself beyond 50%, Medics working in teams make excellent additions to any infantry force. However, they have no direct combat weapon.

Role: healing infantry
Weak vs: everything




The Mechanic is able to use his tools to repair friendly vehicles. His specialized training and tools makes him somewhat costly, and he is more vulnerable than the Nod Mobile Repair Vehicle. His ability to board APCs and be quickly produced from a barracks (including a deployed Enforcer which he can also repair) are big advantages to him as a support unit though.
Role: support, non-combat
Weak vs: everything




Enemy players see the spy as one of their own Rifle Infantry or Minigunner and this disguise allows it to easily sneak into enemy bases where it can infiltrate different structures for intel.
Infiltrating different structures will give different intel:
  • power plants show the total amount of power and power drain
  • factories (construction yard, barracks, war factory, etc.) show the unit or structure that's being built
  • refineries and silos show their storage
  • radars will reveal all shroud around all units of the player whose radar you infiltrated
Role: intel, non-combat
Weak vs: everything




The Machine-Gunner fearsomely shreds all lightly-armored targets and also deals significant damage to tanks. With their heavy armor they are very hard to take down, and they synergize incredibly well with Medics that further strengthen their survivability. The downside to all this power and strength is their relatively high cost and very slow speed, due to which it's a good idea to transport them with APCs or train them directly on the front-line from a deployed Enforcer.

Role: all-purpose
Strong vs: infantry, light vehicles, buildings
Weak vs: artillery
An Allied elite civilian volunteer for the special forces, armed with two .45s. Tanya can mow through infantry like they weren't there. Her C4 Explosives destroy buildings in a split second if you can get her close enough. She is best utilized in sneak attacks with the Chinook.

Role: anti-infantry, anti-structure
Strong vs: infantry, buildings
Weak vs: vehicles
Build Limit: 1




Very similar to the Hum-vee, the Allies use this as their basic scouting counterpart. They are slightly slower than the Hum-vee, but also slightly less expensive. They become invaluable when used to protect other vehicles from infantry and can soften up the enemy base before a direct confrontation occurs.

Role: scout, anti-infantry
Strong vs: infantry, light vehicles
Weak vs: tanks, base defenses
Light Tank
The Allied light tank is the fastest basic tank available on the battlefield, able to outrun Nod light tanks and all Medium tanks. They have less health than Nod light tanks, but compensate with their speed and higher rate of fire. Allied light tanks are effective for hit-and-run attacks.

Role: anti-vehicle
Strong vs: vehicles
Weak vs: rocket infantry
This armor-plated vehicle seeks out and scoops up raw tiberium/ore, then transports it to refineries for processing to credits. It is slow, has no weapons, and needs to be protected. Its good points are that it can take a beating before being destroyed, it is capable of self-healing, and it can crush enemy infantry.

Role: gathering resources




Armored Personnel Carrier
The standard Armored Personnel Carrier (APC) transports and protects up to five infantry units heading to and from battle locations. Its heavy armor, fast speed, and machine gun make it an ideal scouting unit.

Role: transportation, scouting
Strong vs: infantry, light vehicles
Weak vs: tanks, base defenses
Passengers: 5




Medium Tank
The first version of the Medium Tank served as the Allied advanced tank. It carries the same armor and cannon as the later GDI version, but has no rocket pod to use when it gains elite status. It is however produced with more advanced methods, requiring a Radar Dome but being more cost-effective than the GDI version.

Role: anti-vehicle
Strong vs: vehicles, buildings
Weak vs: rocket infantry
Anti-Aircraft Truck
If managed well, Anti-Aircraft Trucks make great support for large armies on the move and play well for base defense and guarding ore trucks from air raids. They are lightly armored and while they are capable of firing on land units, they do not excel at this, so they should be protected against enemy infantry and tanks by other units.

Role: anti-aircraft
Strong vs: aircraft
Weak vs: infantry, tanks
The Artillery is a simple self-propelled howitzer - while rather inaccurate, slow and lightly armored, it's very cheap and can be easily amassed to devastate infantry, structures and even tanks from afar. They are vulnerable to light vehicles tat move too fast to reliably hit, but are safe and highly effective behind the ranks of tanks, where they provide very effective support fire. Like all artillery units, this vehicle out-ranges all base defenses and is a direct counter to most warships apart from the heaviest ones.

Role: support, artillery, anti-ship
Strong vs: infantry, base defenses, buildings, ships
Weak vs: light vehicles
Mobile Sensor Array
When deployed, the MSA detects units and structures in unexplored areas (which are then revealed on your minimap), and reveals cloaked and subterranean units on your tactical view. The range of the MSA is shown by a large green circle when selected.

Role: support, non-combat
Mobile Construction Vehicle
The Mobile Construction Vehicle lets you search for suitable base sites. Once one is found, convert the MCV into a full-service Construction Yard by deploying it and use it to build other structures. Since this vehicle is slow, unarmed, and expensive, you will want to keep it well guarded with other units.

Role: support, non-combat




Tank Destroyer
Highly specialized in "sniping" enemy tanks. Sacrifices some armor thickness to carry a much bigger cannon than even the Medium Tank, with a high projectile velocity. This gives it not only a higher burst of damage, but also longer range than other tanks, and projectiles fast enough that even recon vehicles can't dodge them. This armament is expensive, and so the Tank Destroyer is typically not cost-effective when used on its own, but is great when deployed with groups of other tanks as a fire-support unit. It is still more sturdy than other units intended for this role, so chewing through a mixed group of Allied tanks can be a challenge.

Role: anti-vehicle, support
Strong vs: vehicles
Weak vs: rocket infantry
Chrono Tank
Essentially a small Chronosphere on tracks. Is it able to teleport anywhere on the battlefield, but the process takes a couple of seconds to activate, leaving it vulnerable. After successfully teleporting it also takes a couple of seconds before its systems become operational again. This means that the Chrono Tank is able to bypass any obstacle or enemy defense, but needs to exploit gaps in enemy defenses to not get crushed when it initially appears. It can use missiles against both ground and airborne targets and its main weakness in combat is its lack of tank armor and weapon range.

Role: support, hit-and-run
Strong vs: most individual enemies, aircraft
Weak vs: massed enemies, especially infantry
Build Limit: 2



This rolling bunker can respond to any land threat with its multiple machine guns and rocket launchers, and while it usually takes a good bit of time without support, it also has by far the heaviest armor of any vehicle on the battlefield, and can nonetheless outrun artillery and heavy tanks. Moreover, it can deploy and unfold its back compartment into fully functional barracks to churn out infantry into the frontlines at cost of mobility. This vehicle is primarily seen spearheading Allied assaults, taking the hits for brittler vehicles specialized at dishing it out, like Tank Destroyers and Artillery. It's also too heavy to be carried by a Chinook.

Role: anti-infantry, frontline production
Strong vs: infantry, most ground targets
Weak vs: tanks (when massed)
Build Limit: 1




Hovercraft Transport
These amphibious vehicles are deployed from naval yards and used for transporting troops and war-gear to other islands in water-dominated areas. They're quite mobile in the water, but ponderous on land. Allied transportation, like most other transports, is unarmed, and has overall balanced parameters.

Role: transportation, non-combat
Passengers: 5
Corvettes are the fastest ships in the Allied navy. Its auto-cannon deals gradual but decent damage to both aircraft and enemy ships, although they are too light to stand up to bigger warships on their own.

Role: scout, anti-air
Strong vs: aircraft
Weak vs: land artillery, ships
Mobile Repair Ship
Mobile repair ships can be used to repair friendly ships and can be deployed to detect submerged Submarines as well as cloaked Laser Corvettes. It costs nothing to repair the units, but the MRS is quite expensive by itself. It cannot directly attack enemy units, and as such must be guarded at all times.

Role: support, non-combat




Frigates serve as the Allies' main naval fighter, firing salvos of anti-armor rockets that do well against enemy ships and tanks. They are decently armored and fast, but cannot target their rockets on enemy aircraft, and so need support from Corvettes.

Role: anti-ship
Strong vs: ships, buildings
Weak vs: land artillery, aircraft




A heavy ship intended for long-range bombardment of enemy fleets and coastal fortifications. When deployed they engage all three cannons for devastating damage. Their cannons are however rather inaccurate and can't target enemies up-close at all, so they are more of a water-artillery than a main warship.

Role: anti-structure
Strong vs: buildings
Weak vs: ships, aircraft




This Allied helicopter is loaded with eight Hellfire missiles to destroy vehicles and buildings. While comparable to GDI's ORCA, it differs in several aspects - it carries two more missiles, is more expensive to produce, moves slowly for an aircraft, and the most importantly, it's able to endure punishment far beyond what would bring any other kind of aircraft down. While still fairly useful in picking at harvesters, ships and other undefended installations, it can instead be amassed and used for a deep, crippling push, even in a territory protected by moderate amounts of anti-aircraft defenses. While it's an expensive venture, it may win the entire battle as an enemy with no construction yards or factories can neither expand nor replenish their structure and vehicle losses, practically completely taking away their capacity to fight a war of attrition.

Role: anti-armor, anti-ship
Strong vs: vehicles, buildings, ships
Weak vs: massed anti-aircraft units and defenses, infantry
Chinooks give extreme mobility to both infantry and vehicles. They are capable of carrying 1-5 infantry or a single vehicle of any kind quickly across vast distances. They are very vulnerable to AA defenses, so be careful to maneuver around them. Use them to transport MCVs to other islands on naval maps.

Role: transport
Weak vs: anti-air units




Chrono Vortex
This super weapon creates an unstable wormhole in the target area, which immediately collapses into a rift in the space-time continuum that appears as a giant whirlpool of bending time, defying the laws of physics. The Chrono Vortex deals damage over time within a wide radius and deals damage per cell, which means that it does more damage to larger structures than to smaller ones.

Role: super weapon
Strong vs: large structures, stationary units








Bittah Commander: webpage design, coding, fact-checking, editing and adding to Rhob's descriptions.
Rampastring: fact-checking, editing and adding to Rhob's descriptions.
Rhob: wrote the original draft for the descriptions.
Tiberius: Updated the descriptions on December 18, 2020.
Polish'dPole: Updated the descriptions on August 20, 2021.