Part 1: Tutorial Missions: Back To Basics
Tutorial 01: Basic Traininghttps://www.youtube.com/watch?v=vloVi__G7Wo
Basic Training
The year is 197X. Years after the Soviet-Allied war of the 1940s and 50s, Europe, and the world at large, has recovered from the devastation caused by the numerous nuclear strikes and general activities of war. The United States has remained a powerhouse of production, helping many of its allies to jumpstart their economies and return to their pre-war states.
The Americans did more than help allies, however, and used the defeat of Soviet Russia to install their own puppet regime under the head of the Romanov family. The Americans also played a vital role in helping the Russian economy recover.
TOP SECRET
Location: Top Secret (Likely Fort Hunter Liggett)
Objective: Follow orders to complete your basic training.
Briefing: This is your basic training. Listen to your Sergeant and do as he tells you.
Author's note: An alright set of missions. Not much to really say, other than maybe adding some vehicles would have been appreciated.
Name: Unknown
Aliases: None
Affiliation: Allies
Occupation: White House Aide
Voiced/Played by: Ann-Marie Lazaroff
Aide to the President of the United States of America.
Name: President Dugan
Aliases: None
Affiliation: Allies
Occupation: President of the United States of America
Voiced/Played by: Ray Wise
President of the United States of America. Helped install Premier Romanov in Soviet Russia.
Name: Ben Carville
Aliases: General Thorn
Affiliation: Allies
Occupation: Leading General of the US Forces.
Voiced/Played by: Barry Corbin
Top military official for the United States of America's armed forces. Reports directly to the president.
Name: Unknown
Aliases: None
Affiliation: Allies
Occupation: Command Center Technician
Voiced/Played by: Justin Bloom
Technician working at Gen. Carville's command center.
Name: Unknown
Aliases: None
Affiliation: Allies
Occupation: Command Center Technician
Voiced/Played by: Beau Hopkins
Technician working at Gen. Carville's command center.
Name: Alexander Romanov
Aliases: None
Affiliation: Soviet
Occupation: Premier of the Glorious Soviet Union
Voiced/Played by: Nicholas Worth
Premier of the Soviet Union.
Name: Yuri
Aliases: None
Affiliation: Soviet
Occupation: Aide/Confidant to the Premier of the Soviet Union [Unconfirmed]
Voiced/Played by: Udo Kier
Aide/Confidant to the Premier of the Soviet Union.
Name: Unknown
Aliases: None
Affiliation: Allies
Occupation: Missile Silo Operator
Voiced/Played by: Nate Bynum
Missile Silo Operator at [REDACTED] missile site.
Name: Gerry Boyd
Aliases: None
Affiliation: Allies
Occupation: Missile Silo Operator
Voiced/Played by: Rick Cramer
Missile Silo Operator at [REDACTED] missile site. Killed his partner and betrayed his country, possibly due to influence by Premier Romanov's Aide.
GI
RANGE: Short
ARMOR: None
WEAPON: Colt 1911 / M60 Machine Gun
COST: 200
The GI is the basic Allied infantry unit. Slow and capable of only light damage, GIs are nonetheless necessary because of their low cost and ability to set up sandbags around them like a bunker. Left-clicking on a selected GI unit will cause him to deploy into a heavy machine gun platform which offers increased range and power, but no ability to move. Left-clicking again undeploys the GI.
Author's Note: Your generic infantry, their low cost and power can be deadly if massed in sufficient numbers. They should be used cautiously as they lack durability. Of note, they can deploy into a sandbagged position, extending their range, and increasing their Rate of Fire (ROF)
Mobile Construction Vehicle (MCV)
RANGE: None
ARMOR: Heavy
WEAPON: None
COST: 3000
As you will see in the section on Allied buildings, the heart of every base is the Construction Yard. On many occasions you will not start with this structure in place but will have an MCV, or Mobile Construction Vehicle, at your disposal. When deployed, this vehicle becomes a Construction Yard, providing you with all of the benefits of that building. To deploy an MCV, select the vehicle and hold the cursor over it. If the cursor changes to a golden circle with four arrows, left-clicking on it will deploy the vehicle. If the cursor has a red circle with a line through it, there is either not enough room to deploy or something is in the way. Move the vehicle (or the offending object) to find a suitable deployment site.
Author's Note: The most critical unit in any army, the MCV must be protected at all costs. It is deployed into the Construction Yard, which allows the commander to produce everything from buildings to units.
Chrono Miner
RANGE: None
ARMOR: Medium
WEAPON: None
COST: 1400
The heart of your economy is the Chrono Miner, a small vehicle that collects Ore and returns it to your Refineries. This Ore is then converted into money, which allows you to produce units and structures to increase your power. When travelling to an Ore field, the Chrono Miner moves like a normal vehicle. However, when full of Ore, the Miner chronos back to the Refinery, much like a [REDACTED] moves across the map. This saves considerable time in getting the Ore into the refinery.
Author's Note: Second only to the MCV, the Chrono Miner is vital to any economy, and protecting them should be the first objective for any aspiring commander. Luckily for the Allies, the chrono capability of the miner allows it to instantly teleport back to its home refinery when carrying a full load.
Construction Yard
ARMOR: Concrete
COST: N/A
POWER USAGE: NONE
PURPOSE: Produces Structures
The heart of every base is the Construction Yard. This structure is responsible for the creation of all other buildings in your base from simple walls to the technologically-advanced Battle Labs. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. In many missions, you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building.
Author's Note: It produces other buildings, keep this alive at all costs.
Power Plant
ARMOR: Wood
COST: 800
POWER USAGE: 0
POWER PROVIDED: 200+
PURPOSE: Produces Power
While a few of your buildings, like your Construction Yard, provide their own power, most do not. To get them to operate at peak efficiency, you must provide them with power. Thats the function of this structure. Power Plants put out a good deal of energy, but larger bases will require multiple Power Plants to operate effectively. Power Plants are physically weak and critically important, so keep them well guarded.
Author's Note: The power plant is absolutely required for a base to run properly. Production may slow down or stop altogether should the commander be experiencing low power.
Ore Refinery
ARMOR: Wood
COST: 2000
POWER USAGE: 50
PURPOSE: Provides Income
Your Chrono Miners need somewhere to take the Ore they collect. That place is the Ore Refinery, a structure at the very heart of your economic operation. A filled Miner will return to the Refinery to dump its load of Ore before returning to the field. This Ore is then converted into credits, which you can use to purchase structures and units. Each Ore Refinery comes with a Miner. You will need one of these buildings in every mission, and will often want several. Make more Miners and Ore Refineries to make more money.
Author's Note: Chrono Miners bring their ore loads back to the refinery for processing, which in turn generates income for the commander to spend on units or structures.
Barracks
ARMOR: Steel
COST: 500
POWER USAGE: 10
PURPOSE: Trains Infantry
The creation of all infantry units from the basic GI to the advanced [REDACTED] is performed at the Allied Barracks. Many of your more powerful and effective structures and base defenses require the presence of a Barracks.
Author's Note: Your basic structure allowing you to produce infantry. Having multiple barracks will speed up production of infantry.