Cuba
The former Soviet nation of Cuba displays incredible resilience in the face of Tomorrow's advance. Much of this is thanks to their skilful
use of logistics: transport planes ferrying tanks and vital supplies from conflict to conflict. Guerrilla tactics also play a large role,
with Cuban Firebugs standing toe-to-toe with Tomorrow units and Infiltrators sneaking past enemy defences. As for frontal assaults, few
installations can withstand the firepower of Cuban armour.
Construction Yard
Cost: $5000
Role: Base Construction
The Construction Yard is the foundation of a base and allows the construction of other Cuban buildings. The most vital structure of a base; it must be protected at all costs. Destruction or seizure of the Construction Yard will shut down further base expansion.
Power Plant
Cost: $300
Role: Generates 100 Power
This structure provides power to other Cuban 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 Cuban troops. Building multiple Barracks will increase the rate at which infantry are produced.
Pillbox
Cost: $400
Role: Base Defence
A rugged, simplistic base defensive structure. The troops situated inside the structure throw grenades to attack enemies. Most effective against groups of infantry due to the imprecision of the thrown projectiles.
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.
Prison
Cost: $1500
Role: Tech Structure, Base Radar & Communication
Long has Cuba held America's enemies in these facilities, now this structure holds prisoners of war. Captives are interrogated here, providing Cuban commanders with a steady supply of intelligence and potential recruits. Building a Prison will grant access to advanced structures, such as the Weapons Factory, along with revealing a free Communications Centre.
Role: Tech Structure, Base Radar & Communication
Long has Cuba held America's enemies in these facilities, now this structure holds prisoners of war. Captives are interrogated here, providing Cuban commanders with a steady supply of intelligence and potential recruits. Building a Prison will grant access to advanced structures, such as the Weapons Factory, along with revealing a free Communications Centre.
Airstrip
Cost: N/A
Role: Vehicle Delivery
The Airstrip allows cargo planes to land and deliver equipment. Supply drops, along with a Medium Tank, will be delivered regularly to this structure. Note that income is tied to these deliveries, arriving in large, infrequent sums rather than passively generating in small increments.
Weapons Factory
Cost: $2000
Role: Produces Vehicles
This structure constructs Cuba's vehicles. Building multiple Weapons Factories will decrease the amount of time it takes to create a vehicle.
Helipad
Cost: $600
Role: Produces Helicopters
This strucure constructs and reloads Cuban helicopters. A Helipad can be set as primary to determine where additional helicopters 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.
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.
Firebug
Cost: $300
Role: Elite Infantry
The Firebug is a very useful all-purpose infantry unit. This troop is faster, can see further, survive longer, and hit harder than normal infantry. The incendiary grenades this unit throws can go over walls and deal impressive damage to all unit types in a large area. Look no further if you need fire, or friendly fire should other infantry wander too close.
Role: Elite Infantry
The Firebug is a very useful all-purpose infantry unit. This troop is faster, can see further, survive longer, and hit harder than normal infantry. The incendiary grenades this unit throws can go over walls and deal impressive damage to all unit types in a large area. Look no further if you need fire, or friendly fire should other infantry wander too close.
Infiltrator
Cost: $2000
Role: Captures Buildings
A master of disguise, the Infiltrator can sneak behind enemy lines undetected. A versatile unit, the Infiltrator can be used to gather intelligence on enemy movements and base layouts, or alternatively seizing control of enemy buildings. Beware—Questionstalks can sense the Infiltrator's false intentions.
Medium Tank
Cost: N/A
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. Medium Tanks cannot be built manually, instead they are delivered regularly via Airstrip.
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. Medium Tanks cannot be built manually, instead they are delivered regularly via Airstrip.
Assault Gun
Cost: $700
Role: Armoured Battle Tank
Less durable than a Medium Tank, but just as powerful, the Assault Gun fires sabot rounds at enemy armour and structures. This projectile's high muzzle velocity allows it to better hit infantry and is able to travel over walls.
BTR
Cost: $300
Role: Reconnaissance
This light vehicle is designed for scouting, being cheap and fast moving. Its weapon is effective against infantry, although weaker than most other vehicles of this type.
Behemoth Tank
Cost: $1500
Role: Melee Siege
A variant of the Mammoth Tank, the Behemoth Tank is a modern day battering ram. Incredibly durable, and able to close the distance quickly, the Behemoth Tank's short range yet powerful cannon can raze base defences in seconds. Like its Mammoth Tank cousin, the vehicle can regenerate up to 50% health after an engagement.
Role: Melee Siege
A variant of the Mammoth Tank, the Behemoth Tank is a modern day battering ram. Incredibly durable, and able to close the distance quickly, the Behemoth Tank's short range yet powerful cannon can raze base defences in seconds. Like its Mammoth Tank cousin, the vehicle can regenerate up to 50% health after an engagement.
Hind
Cost: $800
Role: Anti-Tank Air Superiority
This helicopter fires sabot rounds at enemy armour and structures. It is quite fragile so care must be taken to avoid SAM Sites and patrolling anti-aircraft units.
Havoc
Cost: $700
Role: Anti-Infantry Air Superiority
Fast, mobile, carrying a large quantity of ammunition, the Havoc is Cuba's answer to any problematic infantry that need to be dealt with quickly, or perhaps even clearing a path for Infiltrators to gain entry to enemy installations.