Argentina
History details many instances when Argentine armed forces and political leadership disagreed. When Buenos Aires decided to surrender
to the Forces of Tomorrow, generals defied these orders and formed a resistance movement. As a result some elements of the Argentine
arsenal are improvised in nature, yet strangely effective. This inventive spark helped Argentina adapt to the ever changing nature
of their enemy, be it on land, in the air or at sea.
Junkyard
Cost: N/A
Role: Base Construction
The Junkyard is a poor substitute for a Construction Yard, yet it serves as Argentina's centre of operations and allows the construction of other buildings. The most vital structure of a base; it must be protected at all costs. Destruction or seizure of the Junkyard will shut down further base expansion.
Power Plant
Cost: $300
Role: Generates 100 Power
This structure provides power to other Argentine buildings. Due to their fragile nature, Power Plants should be placed in safe locations, as power output is directly proportional to the building's condition.
Barracks
Cost: $300
Role: Produces Infantry
This structure is a field training centre for Argentine troops. Building multiple Barracks will increase the rate at which infantry are produced.
Camo Pillbox
Cost: $850
Role: Base Defence
A sturdy and powerful defensive structure, cleverly disguised to blend in with surrounding terrain. The troops situated inside fire a high powered automatic rifle to attack enemies. While most effective against infantry, the high volume of fire will wear down tanks quickly.
SAM Site
Cost: $750
Role: Anti-Air Defence
Fires surface-to-air missiles at airborne enemy units. While the launcher is recessed into the ground the site's armour keeps it well protected from enemy attacks. While firing, the vulnerable missile launcher is exposed and easily damaged.
Technology Centre
Cost: $1500
Role: Tech Structure
Stores blueprints and architect's plans for advanced military technology, such as the Repair Facility. Constructing this building grants access to the aforementioned structure. Unlike most other factions, Argentina can not construct a Radar Dome or Weapons Factory, and must secure such facilities through other means.
Role: Tech Structure
Stores blueprints and architect's plans for advanced military technology, such as the Repair Facility. Constructing this building grants access to the aforementioned structure. Unlike most other factions, Argentina can not construct a Radar Dome or Weapons Factory, and must secure such facilities through other means.
Helipad
Cost: $1400
Role: Produces Helicopters
This strucure constructs and reloads Argentine helicopters. When built, the Helipad is accompanied by a Longbow attack helicopter. If the Helipad is lost, the Longbow will not be able to reload its ammunition. A Helipad can be set as primary to determine where additional Longbows will spawn. Building multiple Helipads will decrease the amount of time it takes to construct a helicopter.
Role: Produces Helicopters
This strucure constructs and reloads Argentine helicopters. When built, the Helipad is accompanied by a Longbow attack helicopter. If the Helipad is lost, the Longbow will not be able to reload its ammunition. A Helipad can be set as primary to determine where additional Longbows will spawn. Building multiple Helipads will decrease the amount of time it takes to construct a helicopter.
Repair Facility
Cost: $1000
Role: Repairs Vehicles
The repair facility allows the repair of damaged units. Moving a vehicle onto the repair pad will begin the repair process. Note that repairs drain credits over time and that damage to the repair facility will lower the pace of repairs.
Concrete Wall
Cost: $100
Role: Base Defence
Used to deter the enemy from advancing. Only explosive weapons such as grenades, missiles, and shells can damage Concrete Walls. It takes several hits from explosive weapons to destroy a section of Concrete Wall.
Minigunner
Cost: $100
Role: Basic Infantry
Minigunners are basic infantry units equipped with short range rifles. En masse this unit becomes cost-effective against slow-moving armoured units such as tanks. When engaging such targets Minigunners must keep moving or the tanks will run over them.
Bazooka
Cost: $300
Role: Anti-Tank & Anti-Air
These infantry units are slower and easier to kill than other infantry, but can tear through armour faster than any other infantry unit. Bazookas can also fire against airborne enemies. Most effective as a support unit in diverse groups.
Engineer
Cost: $500
Role: Captures Buildings
Engineers are used to seize control of enemy buildings. Since they carry no weapons, they are extremely vulnerable on the battlefield and must be directed very carefully. Escorts are commonly used to protect the Engineers as they close on enemy buildings.
Ranger
Cost: $200
Role: Heavy Infantry
More durable than standard infantry, along with boosted movement speed and vision range, these Rangers are especially effective in the front line, using their LMGs to deal splash damage to enemy infantry. Be aware that while their weapons are more powerful than a standard Minigunner, they fire more slowly and still have a limited range.
Role: Heavy Infantry
More durable than standard infantry, along with boosted movement speed and vision range, these Rangers are especially effective in the front line, using their LMGs to deal splash damage to enemy infantry. Be aware that while their weapons are more powerful than a standard Minigunner, they fire more slowly and still have a limited range.
Medium Tank
Cost: $800
Role: Armoured Battle Tank
A solid front-line vehicle equipped with armour-piericing shells. It is effective against both vehicles and structures. The tank is vulnerable to aircraft and infantry counterattack although it can run down enemy infantry should they draw too close.
Gun Truck
Cost: $400
Role: Anti-Vehicle, Reconnaissance
An improvised military vehicle, comprising of a light turret affixed to the rear of a flatbed truck. Being unarmoured, the Gun Truck is fast and fragile, quite ideal for pursuing and surrounding enemy vehicles and destroying them. Infantry are a major threat to the vehicle as it is unable to run over them.
Multiple Rocket Launch System (MRLS)
Cost: $600
Role: Siege & Anti-Air
A high-damage siege weapon, the MRLS fires long-range rockets that are effective against most unit types, including aircraft. A fragile unit, the MRLS requires escorting units to protect it from enemy counterattacks.
Sniper Team
Cost: $1100
Role: Anti-Infantry, Reconnaissance
Built light, yet rugged enough to be surprisingly durable, the Sniper Team has the speed and sight radius to locate any high value infantry targets and dispatch them with ease. All it takes for a killing shot is for the Sniper Team to stop moving and take aim.
Longbow
Cost: $700
Role: Anti-Tank Air Superiority
Fast and highly mobile, the Apache Longbow is equipped with a salvo of six armour-piercing rockets. Best used against enemy armour; the helicopter can also be effective against structures when used in groups. After firing its rockets, it must return to a helipad for reloading.