Buildings

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Buildings

There are only a few basic types of buildings in Spring:1944 - buildings which summon units, buildings which relate to logistics (both storage and dispersal) and objects that serve as area denial/obstruction.

Basic buildings are built by the Field engineer, yet most of the more advanced ones need a construction vehicle to be built. You can set your building units to help one another by right clicking on the unit to help, and they will follow them around and build any buildings with them.


Most of the buildings that produce infantry and vehicles are upgradeable. You can upgrade them to produce different types of units, like having access to more self propelled or more anti-tank. Note however, that upgrading a building makes it unable to upgrade again.

There are other buildings avaliable than those listed below, including faction specific buildings like the german bunkers, and if you include deployed units as buildings.


Types of buildings

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Production buildings

    • HQ**: without a HQ, your amry cannot operate. you begin with an HQ, and it must stay intact for victory. You can produce engineers and HQ riflemen squads to get the game started. Soviets are an exception to this rule and the functions of the HQ are present in every barracks.
    • Barracks**: The ubiquitous infantry building, going by different names for different factions, produces the bulk of the infantry for any fighting force. It is also able to produce a truck or two for the transportation of your infantry. In most cases, having at least one is required for new players.
    • Towed yard**: this yard produces towed guns, which need deployment before use. It can produce basic towed units at the start, and can be upgraded to produce self propelled or anti-tank vehicles later. Regardless of application, units from this factory are tipically hard to use, clumsy or just inadequate for the situation at hard. They offer a general approach for a rare problem. Experienced players are able to make these situations happen more often, allowing them to use much cheaper towed alternatives to mobile guns, but newer player are discouraged from using them, as they have quite simple counters if used incorrectly.
    • Light vehicle yard**: capable of producing armored cars, light tanks as well as half-tracks, this building produces vehicles that are able to support your infantry by providing a cheap and well sized gun fairly quickly, as well as being faster. Can be upgraded to produce Advanced light armor. This factory is compleatly optional, but comparing to alternatives the light armored vehicles are much easier to operate.
    • Tank yard**: Able to produce the heaviest guns and artillery pieces any faction can field, this yard produces the best and the finest war machines on the ground. In most cases, this is where your main force will come from, but getting it is not a simple task.
    • Radar station** Able to requisition aircraft from off-map, this building also serves as a warning, telling you whenever an enemy decides to send some of their aircraft your way. Depending on the aircraft sent, the station gives you a 15-45 second warning. Some aircraft do not produce warnings, like scouts and gliders.

Logistics buildings

    • Supply Depot**: a basic storage of ammunition, is quite weak and expensive, but stores around 4k of ammunition((please check this)).
    • Large supply depot**((check name please)): this stores very little ammunition compared to the suply depot, but supplies a much larger radius.


Denial

    • Tanktraps**: these static anti-tank obstacles are cheap yet easily destructable, and provide no hindrance to infantry.
    • AP minefield**: this minefield puts mines underground near its building location, ready for the unwary to step on them((please verify number and size of field)).
    • AT minefield**: this minefield puts mines underground that are designed to take out tanks that drive over them((as above, please verify))

<note>Can someone edit this to fit in with the general style of the wiki?</note>