USA
The United States of America is a proud superpower with world-wide influence. In recent years they have been conducting a "war on terror"
which has caused them to have an increased involvement in middle-eastern affairs as well as easier access to oil and other raw materials.
They deploy a combined arms style using a variety of infantry, vehicles, naval vessels and aircraft to overwhelm their opponents
with diverse unit compositions.
Construction Yard
Cost: $5000
Role: Base Construction
The Construction Yard is the foundation of a base and allows the construction of other USA 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 USA 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 American troops. Building multiple Barracks will increase the rate at which infantry are produced.
Guard Tower
Cost: $600
Role: Base Defence
Equipped with a high-velocity machine gun the Guard Tower is a potent defence against infantry and light vehicles. The Guard Tower fires in a distinct double-burst pattern before reloading.
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.
Propaganda Centre
Cost: $1500
Role: Tech Structure
To maintain a stable democracy USA generals use these structures to edit combat footage before sending it back home to the media. Grants access to advanced structures such as the Weapons Factory and Naval Command Centre.
Naval Command Centre
Cost: $1500
Role: Base Radar & Communication, Cruise Missile
This multiple purpose structure not only allows access to the radar screen, providing long-range views of the battlefield, but also coordinates nearby naval forces. Commanders can order naval forces to fire Cruise Missiles at enemy armour and structures.
Weapons Factory
Cost: $2000
Role: Produces Vehicles
This structure constructs USA's vehicles. Building multiple Weapons Factories will decrease the amount of time it takes to create a vehicle.
Helipad
Cost: $1400
Role: Produces Helicopters
This strucure constructs and reloads US attack 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 US attack 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.
Machine Shop
Cost: $500
Role: Tech Structure
US' unique vehicles are unlocked by constructing the Machine Shop, which compliments the Weapons Factory's capabilities with additional manufacturing equipment.
Sandbags
Cost: $50
Role: Base Defence
Used to deter the enemy from advancing. Only explosive weapons such as grenades, missiles, and shells can destroy Sandbags. Any hit from any explosive weapon will destroy a section of Sandbags.
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.
Navy SEAL
Cost: $300
Role: Elite Infantry
The finest American soldiers ever trained, these mercenaries are the best of the best. They are fast moving, hard hitting and effective against all unit types. SEALs perform best when they can make use of their range, which is longer than most other infantry.
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 and transport units such as the APC are commonly used to protect the Engineers as they close on enemy buildings.
Overseer
Cost: $400
Role: Reconnaissance
Designed for urban warfare the Overseer is a fast unit that covers ground quickly. It is equipped with a grenade launcher that deals moderate damage to soft targets. Best used for harassment or scouting purposes to take advantage of its impressive sight radius.
Light Tank
Cost: $600
Role: Battle Tank & Anti-Air
This iconic armoured fighting vehicle is armed with a versatile array of weaponry. Equipped with armour-piercing shells and a rocket launcher, the Light Tank can fire at both ground and air targets. The heaviest tank in the US arsenal; it is best deployed in mixed groups with other US equipment.
Humm-vee
Cost: $600
Role: General Purpose
A Guard Tower on wheels. Packing the same high-velocity machine gun with the same double-burst firing pattern, this vehicle is fast and dangerous. While the Humm-vee is less armoured than the Light Tank its robust construction gives it a comparable amount of survivability.
APC
Cost: $600
Role: Transport
The Armoured Personnel Carrier (APC) transports and protects up to five troops heading to and from battle locations. Its heavy armour, fast speed, and long sight range make it an ideal scouting unit. It is also useful for crushing infantry.
Artillery
Cost: $750
Role: Siege
This massive cannon has great range and ballistic power. This unit is very slow. Any attacks using this unit have to be orchestrated carefully—just getting the unit to its target can be difficult. However, once it gets within range, little stands in the way of its firepower. By nature, artillery is somewhat inaccurate.
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.