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Buildings And Units Used in The Game
This Page Contains descriptions of all buildings and uints used in Red Alert. It contains also technical data and.e. power consumption, prerequisities and main purpose. In case of units it also deliver weapon charcteristics. Warning!!! All prices are valid for "Normal" difficulty level!
ALLIES
Medic ------ Cost: 800
range: N/A armor: none weapon: none
What needed : Barracks Main Purpose: Heals all human units (soldiers, spies and thiefs)
Spy ------ Cost: 500
range: N/A armor: none weapon: none
What needed : Barracks and radar dome Main Purpose: He spies - it means he is invisible to all but attack dogs.
Thief ------ Cost: 500
range: N/A armor: none weapon: none
What needed : Barracks and Tech Center Main Purpose: He steals half credits from enemy's silos
Rocket Soldier ------ Cost: 300
range: short armor: none weapon: "Dragon" rocket launcher
What needed : Barracks Main Purpose: The best infantry unit against vehicles and planes
Minelayer AT ------ Cost: 800
range: N/A armor: Medium weapon: AntiTank Mines
What needed : War Factory and Service Depot Main Purpose: It puts mines on the ground. It can be reloaded in Service Depot.
Ranger ------ Cost: 600
range: short armor: Light weapon: M-60 Machine Gun
What needed : War Factory Main Purpose: Perfect against infantry. It is fast enough to be great scout.
Light Tank ------ Cost: 700
range: Medium armor: Medium weapon: Cannon 75mm
What needed : War Factory Main Purpose: Best against enemy's Ore Trucks. A bunch of them wipe it quickly.
Armoured Personal Carrier ------ Cost: 800
range: short armor: Heavy weapon: M-60 Machine Gun
What needed : War Factory and Tech Center Main Purpose: It can hold up to 5 infantry units. Warning! Don't use the Chornosphere with it! Soldiers will die!!!
Artillery ------ Cost: 600
range: long armor: Light weapon: Gun 155mm
What needed : War Factory Main Purpose: Ballistic Gun perfect to wipe out infantry groups, but weak against other units.
Medium Tank ------ Cost: 800
range: Medium armor: Heavy weapon: Gun 90mm
What needed : War Factory Main Purpose: Simply it is stronger and slower Light Tank
Mobile Gap Generator ------ Cost: 600
range: Medium armor: Light weapon: Gap Generator
What needed : War Factory and Tech Center Main Purpose: It produces shroud around it so the enemy can't see map there.
Gunboat ------ Cost: 500
range: short armor: Light weapon: Deck Gun 2 inches
What needed : Naval yard Main Purpose: Fast but very weak. Warning! This is not the same as gunboats in C&C
Destroyer ------ Cost: 1000
range: Medium armor: Medium weapon: Missile Pod "Stinger"
What needed : Naval yard Main Purpose: Those ships are equipped in guns to attack other ships. For attacks on ground targets they are using rockets "Stinger".
Cruiser ------ Cost: 2000
range: Very long armor: Heavy weapon: Deck Guns 8 inches
What needed : Naval yard and Tech Center Main Purpose: Strongest units in the game. They have a great range and powerful armor. They have no weapons against planes so they must be covered by destroyers.
Apache Longbow ------ Cost: 1200
range: short armor: Heavy weapon: Hellfire Missiles
What needed : Helipad Main Purpose: They are just known from C&C Orcas. Best against cruisers.
GPS Sattelite------ Cost: N/A
range: N/A armor: N/A weapon: none
What needed : Tech Center and radar dome Main Purpose: It is very usefull. Whole map is visible.
Sonar Pulse ------ Cost: N/A
range: N/A armor: N/A weapon: N/A
What needed : Spy in Subpen Main Purpose: It makes all enemy submarines visible.
SOVIETS
Attack Dog ------ Cost: 200
range: Direct armor: none weapon: Sharp Teeth
What needed : Kennel Main Purpose: They are helpful in wiping out enemy spies.They can't attack vehicles - only infantry
Grenadier ------ Cost: 160
range: short armor: none weapon: Grenades
What needed : Barracks Main Purpose: Stronger than Riflemen. Good against infantry and also vehicles.
Flame Thrower Man ------ Cost: 300
range: Medium armor: none weapon: Flame Thrower
What needed : Barracks and Tech Center Main Purpose: They are perfect against infantry, but they explode in moment of death.
AP Minelayer ------ Cost: 800
range: N/A armor: Medium weapon: AntiPersonnel Mines
What needed : War Factory and Service Depot Main Purpose: It puts AP mines on the ground. It can be reloaded in Service Depot
Heavy Tank ------ Cost: 950
range: Medium armor: Heavy weapon: Twin Cannon 105mm
What needed : War Factory Main Purpose: Similiar to Medium Tanks but they have two cannons and they are slower.
V2 Rocket Launcher ------ Cost: 700
range: long armor: Light weapon: V2 Rocket
What needed : War Factory and radar dome Main Purpose: Very powerful rocket. But they reload very long and they have weak armor. Best against stationary targets.
"Mammoth" Tank ------ Cost: 1700
range: Medium armor: Heavy weapon: Twin Cannon 120mm and Missiles
What needed : War Factory and Tech Center Main Purpose: Strongest tank in a game. They can regenerate up to 50% of energy. They are slow and quite expensive.
Submarine ------ Cost: 950
range: long armor: Medium weapon: Torpedos
What needed : Subpen Main Purpose: They are invisible when not attacking. They can attack only naval targets. Good against other ships
Yak ------ Cost: 800
range: short armor: Light weapon: Twin Machine Gun
What needed : Airfield Main Purpose: They are similiar to HIND. Very good against enemy infantry.
Parachuters ------ Cost: N/A
range: N/A armor: none weapon: AK-47 Rifle
What needed : Airfield Main Purpose: Possibility of launching parachuters attack at any place on map.
Parachute Bombs ------ Cost: N/A
range: N/A armor: N/A weapon: Bombs
What needed : Airfield Main Purpose: Similiar to airstrikes from C&C. They don't make great damages , but they are cheap. They can be found in crates.
Spyplane ------ Cost: N/A
range: N/A armor: Light weapon: Camera
What needed : Airfield Main Purpose: This plane is used to reveal the map. It is available after building the Airfield.
MIG ------ Cost: 1200
range: Medium armor: Light weapon: Heatseeker Missiles
What needed : Airfield Main Purpose: They launch guided missiles. One MIG requires one airfield.
HIND ------ Cost: 1200
range: short armor: Heavy weapon: "Vulcan" cannon
What needed : Helipad Main Purpose: zSimiliar to Yaks, but they can't fly over target. They hoovers over it and they are more vunerable. Best against infantry.
Chinook Transport Copter ------ Cost: 1200
range: N/A armor: Medium weapon: none
What needed : HelipadMain Purpose: This helicopter is used to carry units to any place on th map.
Universal Units
Riflemen ------ Cost: 100
range: short armor: none weapon: AK-47 Rifle
What needed : Barracks Main Purpose: Actually it is a Minigunner from C&C. It is a good unit against infantry.
Engineer ------ Cost: 500
range: N/A armor: none weapon: none
What needed : Barracks Main Purpose: Engineers can capture enemy buildings when it's enrgy bar is in red. They can also instantly repair own buildings.
Tanya ------ Cost: 1200
range: Medium armor: none weapon: Two Colts .45s
What needed : Barracks and Tech Center Main Purpose: Commando from C&C. Infantry dies like flies. No building can survive C-4 explosive explosion.
Ore Truck ------ Cost: 1400
range: N/A armor: Heavy weapon: none
What needed : War Factory and Refinery Main Purpose: They collect ore, which is converted to cash in Refinery. And remember!!! No Ore Trucks - No Money!!!
Mobile Construction Vehicle ------ Cost: 2500
range: N/A armor: Heavy weapon: none
What needed : War Factory and Service Depot Main Purpose: It is used to establish a new construction yard. More Constructions Yards - faster building. (3 Const. Yards - 3 times faster building)
Transport ------ Cost: 700
range: N/A armor: Medium weapon: none
What needed : Subpen (Soviets) Naval Yard (Allies) Main Purpose: Transport can transport up to 5 units through any water.
BUILDINGS
ALLIES
Naval yard ------ Cost: 650
Power consumption: 30 armor: Light
What needed: Power Plant Main Purpose: Ship Building.
Tech Center ------ Cost: 1500
Power consumption: 200 armor: Light
What needed: War Factory and radar dome Main Purpose: Gives possibility of building advanced structures and units.
Pillbox ------ Cost: 400
Power consumption: 15 armor: Medium
What needed: Barracks Main Purpose: Pillbox is best against infantry.
Camouflaged Pillbox ------ Cost: 600
Power consumption: 15 armor: Heavy
What needed: Barracks Main Purpose: It is hidden pillbox, which is harder to see for enemy.
Gun Turret ------ Cost: 600
Power consumption: 40 armor: Heavy
What needed: Barracks Main Purpose: Equipped with cannon is an active defence against enemy vehicle.
AntiAir Gun ------ Cost: 600
Power consumption: 50 armor: Cięzki
What needed: radar dome Main Purpose: Defence against planes.
Gap Generator ------ Cost: 500
Power consumption: 60 armor: Light
What needed: Tech Center Main Purpose: It makes shroud around it covering area on the enemy map.
Chronosphere ------ Cost: 2800
Power consumption: 200 armor: Light
What needed: Tech Center Main Purpose: Very expensive. It allows to teleport unit to any place on the map.
Fake Buildings ------ Cost: 50
Power consumption: 2 armor: none
What needed: Original building Main Purpose: Perfect method for trick the enemy. They need little power and cost very little.
SOVIETS
Kennel ------ Cost: 200
Power consumption: ??? armor: none
What needed: Power Plant Main Purpose: Dogs live in kennels. Dogs are good against spies. It is good to have Kennel.
Flame Tower ------ Cost: 600
Power consumption: ??? armor: Light
What needed: Refinery Main Purpose: Base active defence. Very efficient against infantry.
Subpen ------ Cost: 650
Power consumption: ??? armor: Light
What needed: Refinery Main Purpose: Allows submarine building.
Airfield ------ Cost: 600
Power consumption: ??? armor: none
What needed: Tech Center Main Purpose: Allows planes building and service. Activate Spyplane.
SAM Site ------ Cost: 750
Power consumption: ??? armor: Light
What needed: Airfield and Tech Center Main Purpose: This missile pod is an active defence against planes.
Tesla Coil ------ Cost: 1500
Power consumption: ??? armor: Light
What needed: Tech Center Main Purpose: It produces devastating, electromagnetic power. One shot is enough to kill infantry unit and two to destroy majority of vehicles.
Missile Pod ------ Cost: 2500
Power consumption: ??? armor: Light
What needed: Tech Center Main Purpose: Allows using Atom Bomb.
Iron Curtain ------ Cost: 2800
Power consumption: ??? armor: Light
What needed: Tech Center Main Purpose: It makes unit invicible for 45 seconds..
UNIVERSAL BUILDINGS
Barracks ------ Cost: 300
Power consumption: 20 armor: Light
What needed: Power Plant Main Purpose: Training Infantry.
radar dome ------ Cost: 900
Power consumption: ??? armor: none
What needed: Refinery and Barracks Main Purpose: Activates map. It shows own and enemy units.
Refinery ------ Cost: 2000
Power consumption: ??? armor: Medium
What needed: Power Plant Main Purpose: It cooperate with Ore Trucks. Here money are converted to cash.
Silo ------ Cost: 150
Power consumption: ??? armor: none
What needed: Refinery Main Purpose: Money are stored here. Every silo can hold up to 1500 credits.
Service Depot ------ Cost: 1200
Power consumption: ??? armor: Light
What needed: War Factory Main Purpose: Vehicle can be repaired here. It can be also reloaded.
Helipad ------ Cost: 1500
Power consumption: ??? armor: none
What needed: radar dome Main Purpose: It allows producing helicopters. Helicopters can be reloaded here.
War Factory ------ Cost: 2000
Power consumption: ??? armor: Medium
What needed: Refinery and Barracks Main Purpose: It allows building vehicles.
Power Plant ------ Cost: 300
Power consumption: ??? armor: Light
What needed: Construction Yard Main Purpose: Provides energy for other building
Advanced Power Plant ------ Cost: 500
Power consumption: ??? armor: Medium
What needed: Power Plant and Tech Center Main Purpose: See Power Plant. More efficient than normal power plant .