Airborne Division HQ
Health: 2000
Stockpile: 90
Production: 25 Money, 10 Ammo, 3 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Airborne HQ buildings are used to create supply zones and deploy airborne infantry units. Three airborne units can be attached to an American Airborne HQ building at the same time. This structure can be sold for 125 units of money.
Airfield
Health: 1000
Stockpile: None - Does not create supply zone
Production: None
Upkeep: 15 Ammo, 15 Oil, 1 Building Limit
Researches: Self-Sealing Fuel Tanks, Increased Payload, Aircraft, Superchargers, Napalm
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Airfields are used to launch scouting and bombing missions. Each airfield can hold four fighters and two bombers when it's fully "charged." This structure can be sold for 200 units of money.
Ammo Depot
Health: 750
Stockpile: 60
Production: 25
Upkeep: 1 Building Limit
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Their sole purpose is to add ammo to your supplies. Note that running into negative numbers on your ammo supply will cause the balance to be deducted from your money rate. This structure can be sold for 50 units of money.
Anti-Aircraft Battery
Cost: 30
Health: 1000
Upkeep: 5 Ammo
Def. Value: 5
Attributes: Bunkers, Buildings
Attack: Browning M2 Gun
40 Bullet Damage [Air]
Rate: Fast
- These things are a vital part of your force during the campaign missions. They can only shoot at airborne targets, and when placed in large clusters, they are very effective. These are not deployed from a Corps HQ; they must be constructed by Engineer units. This structure can be sold for 15 units of money.
Armor Division HQ
Health: 2000
Stockpile: 90
Production: 30 Money, 10 Ammo, 15 Oil, 3 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Armor Division HQ buildings are used to create supply zones and deploy armored units. Three armored units can be attached to an American Armor Division HQ building at the same time. This structure can be sold for 175 units of money.
Artillery Battery
Cost: 40
Health: 1000
Upkeep: 7 Ammo
Def. Value: 5
Attributes: Bunkers, Buildings
Attack: 105mm Howitzer
60 Explosive Damage
1.25 Morale Lost
Rate: Very Slow
Area: Large
- In large clusters, these things can be devastating. The loss of morale can usually turn away infantry units in one or two shots. These are not deployed from a Corps HQ; they must be constructed by an Engineer unit. This structure can be sold for 20 units of money.
Artillery Brigade
Health: 750
Stockpile: None - Does not create supply zone
Production: 20 Ammo
Upkeep: 1 Building Limit
Researches: Improved Fire Control, Long Range Artillery, M7 Rifle Grenades,
Gryostabilized Tank Guns
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- These are used to develop technologies for improved units. This structure can be sold for 75 units of money.
Bunker
Cost: 25
Health: 1250
Upkeep: 3 Ammo
Def. Value: 10
Attributes: Bunkers, Buildings
Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Generally speaking, these things are so weak that they aren't worth your money or ammunition supplies. These are not deployed from a Corps HQ; they must be constructed by an Engineer unit. This structure can be sold for 13 units of money.
Corps HQ
Health: 3500
Production: 30 Money, 20 Ammo, 10 Oil
Upkeep: 1 Building Limit
Researches: Improved Logistics, Improved Machine Guns, Advanced Infantry
Training, Special Forces, Garand Semi-Auto Rifle
Def. Value: 5
Attributes: Buildings
Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Corps HQ buildings are used to create supply zones and build other buildings. They also have several technologies that can be researched to improve the performance of your army. You can sell this structure for 250 units of money, although I can't think of a good reason you'd want to do that.
Engineer Brigade
Health: 750
Stockpile: None - Does not create supply zone
Production: 10 Ammo, 10 Oil
Upkeep: 1 Building Limit
Researches: Oil Production, Ammunition Production, Proximity Fuses,
Construction Battalions
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Engineer Brigades are primarily used to advance your technology. You'll need an Engineer Brigade building before you can recruit Engineer infantry units, and you'll need it to build an Airfield. This structure can be sold for 50 units of money.
Infantry Division HQ
Health: 2000
Stockpile: 90
Production: 30 Money, 10 Ammo, 5 Oil, 5 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Infantry Division HQ buildings are used to create supply zones and deploy infantry units. Five infantry units can be attached to an American Infantry Division HQ building at the same time. This structure can be sold for 125 units of money.
Mechanized Division HQ
Health: 2000
Stockpile: 90
Production: 30 Money, 10 Ammo, 10 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Mechanized Division HQ buildings are used to create supply zones and deploy mechanized units. Four mechanized units can be attached to an American Mechanized Division HQ building at the same time. This structure can be sold for 150 units of money.
Motor Pool
Health: 750
Stockpile: None - Does not create supply zone
Production: 20 Oil
Upkeep: 1 Building Limit
Researches: Flamethrower Infantry, Mechanical Reliability, Mechanized
Production, Improved AT Weapons, Heavy Tanks
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- The Motor Pool building is used to advance your technology. You'll need it to build some higher-end units, including heavy tanks. You'll also need it to build an airfield. This structure can be sold for 63 units of money.
Oil Depot
Health: 750
Stockpile: 60
Production: 25 Oil
Upkeep: 1 Building Limit
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Their sole purpose is to add oil to your supplies. Note that running into negative numbers on your oil supply will cause the balance to be deducted from your money rate. This structure can be sold for 63 units of money.
Supply Depot
Health: 750
Stockpile: 60
Production: 5 Ammo, 5 Oil
Upkeep: None (Building does not add to your total building count)
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- These produce five ammo and five oil each, and they don't count as a building as far as your total unit count goes. You can crank as many of these out as you need without wasting precious building quantity. Also, these will extend your supply line, so they're perfect for stretching your base to an enemy base. This structure can be sold for 25 units of money.

Written by : Deuce ex Defcon
Courtesy of: The Brink
Website:
http://thebrink.us/boards