|
« MOOMAN'S RULES »
ALLIED STRUCTURES |
This page details all the
structures MooMan's Rules adds to all the Allied countries. It doesn't
however display special country additions, for them, please go here.
Please note that all descriptions and
information here is also in the MooMan's Rules readme file. |
|
STRUCTURES |
| Sandbags |
 |
Cost: 25
Armor: Light
Prerequisite: Allied Barracks
Purpose: Light, Infantry-Based Defense |
| The Allies utilized this wall
primarily for stopping those early engineer rushes and other mass infantry attacks. They
are much cheaper than the standard Allied Wall and as a result, can be placed much faster
and more effectively. Heavier tanks and vehicles can crush this defense if it gets in its
way, so they are useless in protecting structures later on in the game. Placing these
around crucial buildings at the start of any 1 on 1 match is a very good idea. |
| Gates |
 |
Cost: 250
Armor: Medium
Prerequisite: Allied Barracks
Purpose: Base Entry |
| The gates are back! Now they take
on a more familiar red and while striped version but they still behave in the same manner
as in Tiberian Sun. They will automatically open to let friendly and allied units through
but will not open for enemy units. After seeing a rather more limiting appearance in
Tiberian Sun, MooMan's Rules enable you to fully use these defensive
structures again. |
| Gun
Turret |
 |
Cost: 700
Armor: Heavy
Prerequisite: Allied Barracks
Weapon: 120mm Cannon
Range: Medium
Purpose: Anti-Armor Defense |
| The Allies decided that they
needed a more effective weapon against the Soviet and Yuri attacking armor forces without
spending the necessary resources on the Prism Tower, so they did a modification on the
standard Pillbox to include a 120mm Cannon and modify it's structure to withstand more
damage. The Gun Turret looks similar to the Pillbox in a way, and it's mounted 120mm
Cannon swivels around and can decimate any tank force quickly and easily. It needs support
against structures and infantry though, as their cannon doesn't do as much damage. Packed
amongst Prism Towers and Pillbox's, it's a deadly structure to encounter. |
| NDS
Tower |
 |
Cost: 1150
Armor: Heavy
Prerequisite: Allied Barracks, Allied Naval Yard, Airforce Command HQ
Weapon: Navel Based Prism Bolt
Range: Long
Purpose: Naval-Based Prism Defense |
| To counter Soviet subs and Yuri
Squids, this naval-defense structure is a must for defending your Naval Yard from enemy
ship attacks. It is basically a Prism Tower on water, and fires less powerful, but faster
firing bolts at incoming ships. The NDS cannot support each other like Prism Towers can
but they can be placed quiet far out from your base to ensure defense. NDS Tower's can
also fire on land units that enter it's range, so shoreline bases can also use these for
land defense or to guard bridges to soften up the enemy before they reach your actual
base. Watch out for enemy Dreadnoughts, as they can easily destroy these structures since
they have no long-range missile defense, and like their land cousins, they are power
hungry, and will not function if your base is on low power. |
| Hydro-Electric
Power Plant |
 |
Cost: 1000
Armor: Medium
Prerequisite: Allied Naval Yard, Airforce Command HQ
Purpose: High Yield Naval Power Plant |
| The Allied advanced power plant,
the Hydro-Electric Power Plant produces over twice as much power than the standard Allied
Power Plant, but still significantly less then the Soviet Nuclear Reactor. Hydro's are a
clean and efficient source of power, but more expensive because of this. It costs the same
as a Soviet Nuclear Reactor but produces much less power. Hydro's can only be placed on
water areas making them harder to building normally but that means it's more likely to
survive longer than it's ground-based cousins. Defending these with NDS Towers and other
naval units are advised. They do not need to keep their distance, however, because it does
not leave any radiation behind when destroyed. Hydro's are ideal for handling those more
power-demanding structures. |
| Stealth
Research |
 |
Cost: 1500
Armor: Light
Prerequisite: Airforce Command HQ
Purpose: Prerequisite to all stealth related units and structures. |
| After their 'mirage' technology
came into widespread Allied use, Einstein settled back and started working on a newer and
more efficient ways of hiding units from sight. After long hours of grueling work, he
finally produced some results, a stealth field. Using modified technology from both the
Gap Generator and Mirage Tank, he was able to effectively produce a stealth field around a
test unit, which proved to be very successful, as it disappeared completely from view.
Einstein released his work and Allied Scientists began to perfect the device fully, this
Stealth Research structure is the home base for these scientists. It allows you to produce
both the Stealth Tank, a tank equipped with one of the standard Stealth Field Devices, and
the great Stealth Generator, a powerful structure able to produce multiple stealth fields
around friendly units and structures in a large radius. Unfortunately, this technology is
still in it's testing stages, and the amount of power needed to maintain the stealth field
is so great that any cloaked unit/structure that opens fire will severely drain the
stealth field's power, shutting down the field until the unit/structure stops firing. This
structure looks similar to the Allied Battle Lab in shape, as it is the pre-release
version of the original Allied Battle Lab. |
| Stealth
Generator |
 |
Cost: 2500
Armor: Medium
Prerequisite: Stealth Research
Purpose: Advanced Gap Generator |
| After developing the Gap
Generator, and found that it has several flaws in it's design work, Einstein worked on
creating a new version of it, effectively hiding all units and structures within it's
range in a 'cloaking' field. Unlike the Gap Generator, which just generates shroud around
it, giving your base away anyway due to the shroud reforming, the Stealth Generator, as
Einstein called it, actually makes all units and structures 'disappear' inside it's
radius, meaning your opponent doesn't even know where exactly your critical
units/structures might be. The Stealth Generator however is quite expensive and power
hungry, shutting down in low power conditions, but one is mainly all you need to hide one
base. However when a unit or structure fires a weapon inside the stealth field, it
overloads it temporarily around it, revealing the attacker, and will only re-cloak when
the unit or structure stops firing. The Stealth Generator has been programmed by Einstein
to only cloak units and structures specifically on that players side, meaning enemy,
civilian and tech structures and units will not be cloaked by the field. This gives the
effect that if you have an unguarded base, enemy units can go right through it without
even knowing where it is. Because of the strains on the available resources, the Allies
can only build one Stealth Generator at a time, you may only build another if the one you
currently own is destroyed. Remember, the Stealth Generator was not meant to completely
hide an entire base, as your opponent will always know in general where your base is, but
it just there to protect certain special units or structures that require it. Walls are
not cloaked in this manner, as the Stealth Generator treats walls as standard terrain
based objects. |
|
|
|
|