Foehn Barracks
The Foehn Barracks with various Foehn infantry
Armor type
Light Structure
Estimated build time
0:27 (base 0:22)
Build time multiplier(s)
1.25
Ability
Can be toggled as the primary infantry training structure (if the player have multiple
barracks at the same time)
Notes
The more barracks the player have, the faster infantry are trained Can be infiltrated for veteran infantry training
Artist(s)
Nooze (cameo and building artwork)
The Barracks is Foehn's infantry production structure.
Official description
The unusually extensive Foehn Barracks are a gate to their underground facilities, where most of the Revolt's infantry training and weapon assembling is taking place. These uniquely designed Barracks allow a commander to train basic and advanced Foehn infantry. Its presence also allows for the construction of basic defenses. The more Barracks are on the field, the faster infantries are trained. [1]
Overview
Like all Barracks, the Foehn Barracks is one of three buildings that are available by default once the Foehn 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 Knightframes for offense and garrisoning of civilian structures, Engineers for capturing of vital tech structures, and Lancers for reconnaissance and ore miner harassment as soon as possible, and build appropriate defenses (like the Sonic Emitter ) when needed.
The Foehn Barracks trains the following infantry:
Unit
Description
Basic Infantry. Strong vs. Infantry, Aircraft.
Starting infantry in Skirmish
Abilities:
Kingsframe:
Kingsframe is strong vs. structures
Kingsframe is immune to EMP and omnicrush
Kingsframe cannot attack aircraft or garrison structures
Basic Infantry. Strong vs. Armor, Structures.
Railguneer:
Railguneer is more effective vs. armor
Railguneer is immune to EMP and omnicrush
Railguneer is less effective vs. structures
Railguneer cannot garrison structures
Utility Infantry. Unarmed.
Abilities:
Capture enemy buildings, tech structures, and empty vehicles
Repair bridges and friendly structures
Detects and defuses explosive charges
Advanced Infantry. Strong vs. Infantry.
Requires Nanofiber Loom
Abilities:
Hijack enemy vehicles
Creates nanoclouds on killed enemy infantry
Nanoclouds heal friendly Foehn infantry
Transforms into Deviatress through Nanofiber Sync
Deviatress:
Deviatress causes confusion
Deviatress can attack enemy aircraft
Deviatress cannot directly kill infantry or create nanoclouds
Deviatress cannot hijack enemy vehicles
Espionage Infantry.
Requires Foehn technology expansion
Abilities:
Stuns and slowly kills infantry
Infiltrates enemy structures
Detects cloaked and disguised units
Demolish bridges
Amphibious
Receives speed boost when nearby a Spinblade
Transforms into Duplicant through Nanofiber Sync
Duplicant:
Duplicant is strong vs. infantry
Duplicates itself on killing enemy infantry
Duplicant cannot detect cloaked units
Duplicant cannot infiltrate structures or demolish bridges
Duplicant cannot travel over water or receives speed boost from Spinblades
Elite Infantry. Strong vs. Structures.
Syncronaut:
Syncronaut is cloaked
Syncronaut can weaken the armor of multiple structures at once
Syncronaut has shorter range
Elite Infantry. Strong vs. Infantry.
Zorbfloater:
Zorbfloater has rapid health regeneration
Zorbfloater can lift most enemy vehicles
Zorbfloater cannot deploy
Elite Infantry. Strong vs. Armor, Aircraft.
Godsbane:
Godsbane is strong vs. armor, structures
Godsbane cannot stun infantry
Godsbane cannot attack aircraft
Hero. Strong vs. Infantry.
Only one Fin may be trained at a time.
Hero. Strong vs. Armor.
Only one Alize may be trained at a time.
Hero. Strong vs. Armor.
Only one Eureka may be trained at a time.
Hero. Strong vs. Armor, Aircraft, Buildings.
Only one Uragan may be present at a time.
See also
References