GDI Nod Allies Soviet
Allies

*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.

Chain Link Fence
Chain Link functions in the same way that the sandbags do, but they provide more defense. Only explosive weapons such as grenades, missiles, and shells can damage a Chain Link Barrier.
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.
Gate
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.

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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.
Barracks
This structure is a field training center for all available infantry units. You need a Barracks to be able to train infantry.
Refinery
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.

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Pillbox
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
Camouflaged Pill Box
Identically equipped as the Pillbox, this defensive structure has the advantage of camouflage, which makes it harder for enemy projecitles to hit it and thus allows it to endure more shots.

Role: base defense
Strong vs: infantry, light vehicles
Weak vs: tanks
Gun Turret
A Turret-mounted heavy cannon. Heavily armored with good range, this Turret is effective against armored threats. The Allied version has longer range and fires faster than the Nod version, and as such is more effective.

Role: base defense
Strong vs: vehicles
Weak vs: infantry
Helipad
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.

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Silo
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.

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Naval Yard / Submarine Pen
The Naval Yard is available on maps with a lot of water and is responsible for producing and repairing naval units. Ships are automatically repaired when they're moved to one of the cells adjacent to the top edge of the naval yard. 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.

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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.

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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.

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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.

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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

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Missile Silo
The Allies and Soviets use the Missile Silo to house the Nuclear Missile superweapon. It also gives the Soviets access to the demolition truck.

 

 

 

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
Engineer
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
Medic
Any friendly infantry near the Medic will automatically be healed to full health. Although a Medic cannot heal himself, Medics working in teams make excellent additions to any infantry force. However, they have no direct combat weapon.

Role: healing infantry
Weak vs: everything

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Tanya
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 Phase Transport or Chinook.

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

 

 

 

Ranger
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
Harvester
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

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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

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Mobile Flak Cannon
The Mobile Flak Cannon is the strongest mobile anti-air defense available on the battlefield. If managed well, they 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
Artillery
Very effective, although somewhat inaccurate, Artillery can devastate infantry, tanks and structures from afar. Its slow speed and light armor require that it be protected. They are safest kept behind the main tank lines and provide excellent support fire against all targets, with the exception of fast light vehicles which might be difficult to hit while they're moving. The Allied artillery is identical to the Nod artillery.

Role: support, artillery
Strong vs: infantry, tanks, buildings
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

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Medium Tank
The higher-grade Allied Tank, this unit is just as well armed, just as well armored, and just as fast as the GDI Medium Tank. However, it costs less due to its high technology requirements, making it more cost efficient than GDI's solution. Otherwise, they share the same strengths and weaknesses.

Role: anti-vehicle
Strong vs: vehicles, buildings
Weak vs: rocket infantry
Phase Tank
A special purpose unit with a build limit of one. The phase transport has more endurance than other stealth units, allowing it to last longer in battle, although direct confrontations are not recommended. The phase transport is ideal for Special Forces missions deep into enemy territory involving Tanya or other elite units. It is armed with powerful missiles capable of firing on ground and aerial units.

Role: transportation, scout, hit-and-run
Strong vs: buildings, aircraft
Weak vs: tanks, infantry, base defenses
Build Limit: 1
Chrono Tank
When constructed, the Chrono Tank is in phase one and able to instantly teleport to any place on the battlefield you can see; phase one Chrono tanks have a build limit of one. Chrono tanks must "deploy" to enter combat mode and wait a few moments before undeploying and designating a target. An additional Chrono Tank can be created each time a phase 1 Chrono Tank enters combat mode. Armed with a hyper velocity rail gun, it is proficient at destroying most targets in just a few hits. Chrono Tanks are ideal for performing surgical strikes on undefended sections of the enemy base, and they also work well in small groups.

Role: support, anti-structure
Strong vs: buildings, vehicles
Weak vs: infantry
Build Limit: 1 (only in teleport mode)

 

 

 

Destroyer
Destroyers are the fastest ships in the Allied Navy. Armed with a heavy cannon, they are proficient at ship-to-ship combat and anti-submarine warfare. They serve well as support for larger allied ships like the Missile Frigate and Heavy Cruiser. They can fire on land targets, but the short range of their cannon makes them poor at destroying bases.

Role: anti-ship, scouting
Strong vs: ships, submarines

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Frigate
Corvettes are versatile ships with moderate armor. With their rocket launchers they are able to deal moderate damage to all targets, including ships, aircraft and ground targets. They work as the perfect support unit for Destroyers in naval battles and can also assist Cruisers in taking out bases. Additionally, they self-repair to 50%, although they are not particularly fast. When deployed, the Corvette works as a Mobile Sensor Array, detecting nearby submarines and cloaked structures.

Role: support, artillery
Strong vs: ships, buildings, aircraft
Weak vs: submarines

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Cruiser
The Allied Cruiser is big, slow, and rather useless against other ships. However, when deployed they can fire from all three turrets, causing massive damage to clustered units and buildings. It is vitally important that they are protected by Destroyers and Corvettes, as they are easy prey for aircraft and other naval units. Cruisers can also self-repair to 50%.

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

 

 

 

Longbow
The Allied attack helicopter is loaded with eight hellfire missiles, allowing it to destroy armored targets with ease. Compared to GDI's ORCA, the Longbow sacrifices speed for more armor and two additional missiles. Like the ORCA, the Longbow is best used for surprise attacks against undefended buildings and for harassing enemy vehicles and ships.

Role: anti-vehicle
Strong vs: vehicles, ships
Weak vs: anti-air units and defenses, infantry
Chinook
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

 

 

 

Nuclear Strike
This super weapon delivers a nuclear warhead via a missile that's launched from a missile silo or the Temple of Nod. It takes a short while for the missile to get to its target, but when it does it'll cause damage to units and structures within a large radius. Nuclear strikes are ineffective against naval units unless they're directly adjacent to a shore.

Role: super weapon
Strong vs: everything on land

 
 

 

 

 

 

 

 

Credits:
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.