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The Barracks is the Allies' infantry production structure.

Official description

The Allied Barracks is the structure that allows a commander to train basic and advanced Allied infantry. It also allows for the construction of basic Allied defenses. The more Barracks a commander has on the field, the faster infantry are trained.[1]

Overview

For a detailed list of changes from the original game, click here.

Like all Barracks, the Allied Barracks is one of three buildings that are available by default once the Allied Construction Yard is deployed. Therefore, unlike in the vanilla Red Alert 2 and Yuri's Revenge, it is encouraged to build this structure first, so that the commander can churn out Attack Dogs for reconnaissance, Engineers for capturing of vital tech structures, and GIs for offense and garrisoning of civilian structures as soon as possible, and build appropriate defenses (like the Pillbox) when needed.

The Allied Barracks trains the following infantry:

Unit Description
Giicon.png
Basic Infantry. Strong vs. Infantry.
  • Starting infantry in Skirmish
  • Abilities:
    • Deploy to boost firepower and range
    • Garrison civilian structures
Gdgiicon.png
Basic Infantry. Strong vs. Armor, Aircraft.
  • Abilities:
    • Deploy to boost fire rate and range
    • Garrison civilian structures; cannot attack aircraft while garrisoned
Adogicon.png
Scout Creature. Strong vs. Infantry.
  • Abilities:
    • Detects disguised units
    • Amphibious
Allied Engineer
Utility Infantry. Unarmed.
  • Abilities:
    • Capture enemy buildings, tech structures, and empty vehicles
    • Repair bridges and friendly structures
    • Detects and defuses explosives
Mediicon.png
Utility Infantry. Unarmed.
Enfoicon.png
Heavy Infantry. Strong vs. Structures.
Jjeticon.png
Airborne Infantry. Strong vs. Infantry, Aircraft.
Sealicon.png
Advanced Infantry. Strong vs. Infantry, Navy, Structures.
Spyicon.png
Espionage Agent. Unarmed.
  • Requires Tech Center
  • Abilities:
    • Infiltrates enemy buildings
    • Disguise as enemy infantry
Rioticon.png
Elite Heavy Infantry. Strong vs. Infantry.
Snipicon.png
Elite Infantry. Strong vs. Infantry.
Supricon.png
Elite Support Infantry.
Clegicon.png
Elite Infantry. Strong vs. Ground Targets.
Tanyicon.png
Hero. Strong vs. Ground Targets.

Only one Tanya may be trained at a time.

Siegicon.png
Hero. Strong vs. Ground Targets.
  • Requires Tech Center and EAicon.png Shield Command
  • Abilities:
    • Deploy to make nearby friendly units and himself invulnerable but cannot act
    • Detects stealth
    • Reduces speed of enemy units
    • Vulnerable to magnetic weapons

Only one Siegfried may be trained at a time.

Armricon.png
Airborne Hero. Strong vs. Infantry, Armor, Aircraft.

Only one Norio may be trained at a time.

AI behavior

The AI follows its behavior from the original game and will only build a Barracks after building a Power Plant in the early game.

The AI will build a second Barracks if they have built a Tech Center.

If Mental AI Boost is enabled, the AI will build a certain amount of Barracks that do not require a Tech Center, depending on the difficulty (1 max for Easy, 2 max for Normal and Hard). Combined with the Barracks that requires a Tech Center, a Hard AI with Mental AI Boost can own up to 3 Barracks.

Appearances

Act One

  • The Allied Barracks first appears as a buildable structure in Red Dawn Rising alongside the other Allied buildings, at the beginning of the Third Great War.

See also

External links

References

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