History Main / GarrisonableStructures

28th Sep '15 6:35:26 AM naruto8900
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*** ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'''s ExpansionPack, ''Yuri's Revenge'', made military-made infantry bunkers and occupiable vehicles possible. A more extreme case (as mentioned by this article) is the Tank Bunker, which allows a whole ''tank'' in it. In noncombat operations, there's a type of power generator that allows troops in to increase its total power output.

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*** ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'''s ExpansionPack, ''Yuri's Revenge'', made military-made infantry bunkers and occupiable vehicles possible. A more extreme case (as mentioned by this article) is the Tank Bunker, which allows a whole ''tank'' in it. In noncombat operations, there's a Bio Reactor, a type of power generator that allows troops in to increase its total power output.
3rd Sep '15 12:15:57 AM flaktrooper
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* ''VideoGame/ActOfAggression'' has similar garrison mechanics to C&C. However infantry are not completely invulnerable when in buildings and and can still be killed. Also sniper units are capable of picking infantry taking cover in buildings easily. In addition, riflemen and special forces units from each sides are capable of assaulting the occupied buildings, provided they can get in. Unlike other games, this results in a short time firefight inside the building rather than instantly clearing it and if the attackers are outgunned, the defenders can still kick them out.



** ''VideoGame/ActOfAggression'' has similar garrison mechanics to C&C. However infantry are not completely invulnerable when in buildings and and can still be killed. Also sniper units are capable of picking infantry taking cover in buildings easily. In addition, riflemen and special forces units from each sides are capable of assaulting the occupied buildings, provided they can get in. Unlike other games, this results in a short time firefight inside the building rather than instantly clearing it and if the attackers are outgunned, the defenders can still kick them out.
3rd Sep '15 12:15:22 AM flaktrooper
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** ''VideoGame/ActOfAggression'' has similar garrison mechanics to C&C. However infantry are not completely invulnerable when in buildings and and can still be killed. Also sniper units are capable of picking infantry taking cover in buildings easily. In addition, riflemen and special forces units from each sides are capable of assaulting the occupied buildings, provided they can get in. Unlike other games, this results in a short time firefight inside the building rather than instantly clearing it and if the attackers are outgunned, the defenders can still kick them out.
2nd Jun '15 6:47:58 AM Prfnoff
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* In ''RiseOfNations'', citizens can be ordered to take cover, at which time they will garrison themselves in a nearby city or tower, and use guns or bows to defend themselves. Scholars generate the knowledge resource when garrisoned in universities, and can be moved from one to the next. Oil platforms require a worker garrison him/herself inside to function.

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* In ''RiseOfNations'', ''VideoGame/RiseOfNations'', citizens can be ordered to take cover, at which time they will garrison themselves in a nearby city or tower, and use guns or bows to defend themselves. Scholars generate the knowledge resource when garrisoned in universities, and can be moved from one to the next. Oil platforms require a worker garrison him/herself inside to function.



* In ''CompanyOfHeroes'', units can garrison in many of the abandoned buildings found on the battlefield. Some of the bigger ones can be upgraded into headquarters structures. This is usually a good move, as the buildings engineers can build out on the field are weak, sandbag-and-tent affairs, or deployable vehicles. Infantry can also TakeCover out on the field, behind walls or in trenches.

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* In ''CompanyOfHeroes'', ''VideoGame/CompanyOfHeroes'', units can garrison in many of the abandoned buildings found on the battlefield. Some of the bigger ones can be upgraded into headquarters structures. This is usually a good move, as the buildings engineers can build out on the field are weak, sandbag-and-tent affairs, or deployable vehicles. Infantry can also TakeCover out on the field, behind walls or in trenches.



* ''Rites of War'' has built up areas that give units located within them an advantage to defense. Even more importantly, units in structures can rest for a turn to get full replacements, instantly returning to full combat strength, as long as there are no enemy units in adjacent hexes. Outside of structures, resting only lets your wounded recover, but brings in no replacements for troops who have been killed. These structures, it should be noted, are all type one.
* Infantry in ''WorldInConflict'' can garrison buildings, and the larger the building, the more units it can hold. While garrisoning doesn't give them additional offensive capabilities, a building does shield the infantry from all damage while reducing neither its sight, nor firing distance, making the efficient use of cover the prime directive of the Infantry role. The precious few ways to neutralize a building cluster infested by enemy infantry mostly include massive bombardment that destroys the buildings before they can get out. The only "clean" flush-out method that preserves the buildings themselves is the chemical attack.
* EndWar also allows infantry to garrison buildings. It's [[GoddamnedBats rather annoying]] when the enemy does it - riflemen in cover can kill damn near anything. Except [[TacticalRockPaperScissors tanks, and artillery, and riflemen with the Storm Building ability.]] And Engineers in cover will ''ruin your day'' if you're vehicle-heavy.

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* ** ''Rites of War'' has built up areas that give units located within them an advantage to defense. Even more importantly, units in structures can rest for a turn to get full replacements, instantly returning to full combat strength, as long as there are no enemy units in adjacent hexes. Outside of structures, resting only lets your wounded recover, but brings in no replacements for troops who have been killed. These structures, it should be noted, are all type one.
* Infantry in ''WorldInConflict'' ''VideoGame/WorldInConflict'' can garrison buildings, and the larger the building, the more units it can hold. While garrisoning doesn't give them additional offensive capabilities, a building does shield the infantry from all damage while reducing neither its sight, nor firing distance, making the efficient use of cover the prime directive of the Infantry role. The precious few ways to neutralize a building cluster infested by enemy infantry mostly include massive bombardment that destroys the buildings before they can get out. The only "clean" flush-out method that preserves the buildings themselves is the chemical attack.
* EndWar ''VideoGame/EndWar'' also allows infantry to garrison buildings. It's [[GoddamnedBats rather annoying]] when the enemy does it - riflemen in cover can kill damn near anything. Except [[TacticalRockPaperScissors tanks, and artillery, and riflemen with the Storm Building ability.]] And Engineers in cover will ''ruin your day'' if you're vehicle-heavy.



* In the first EmpireEarth there were several garrisonable structures, it is wise garrisoning them as a certain number of units in them will upgrade the structure.
* In all games in the Outfront series, (Soldiers: Heroes of World War II, Faces of War and VideoGame/MenOfWar), infantry can take cover behind objects and take up window positions in buildings. In FoW and MoW the silouhette of the infantry squad is show and you can move your mouse about to find the position best suited to you.

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* In the first EmpireEarth ''VideoGame/EmpireEarth'' there were several garrisonable structures, it is wise garrisoning them as a certain number of units in them will upgrade the structure.
* In all games in the Outfront ''Outfront'' series, (Soldiers: Heroes of World War II, Faces of War and VideoGame/MenOfWar), infantry can take cover behind objects and take up window positions in buildings. In FoW and MoW the silouhette of the infantry squad is show and you can move your mouse about to find the position best suited to you.



* Both VideoGame/{{WarWind}} games are an example of type 3. Almost all building have space for at least one unit to hide inside. Since the enemy cannot hurt you unless he destroys the entire structure, hiding weaker units like workers is a useful tactic while defending your base. However, mounted troops and some special units are just too large too seek shelter inside a building.

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* Both VideoGame/{{WarWind}} ''VideoGame/{{WarWind}}'' games are an example of type 3. Almost all building have space for at least one unit to hide inside. Since the enemy cannot hurt you unless he destroys the entire structure, hiding weaker units like workers is a useful tactic while defending your base. However, mounted troops and some special units are just too large too seek shelter inside a building.
1st Jun '15 12:14:15 PM Willbyr
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* The Imperial Guard in ''TabletopGame/{{Warhammer 40000}} VideoGame/DawnOfWar'' can do this with their own structures, and several other races can garrison units for other purposes than defense (i.e. garrison in one building, come out another). ''[=DoW=] II'' plays this trope much straighter, with pre-placed garrisonable buildings covering most maps.
* Another ''{{Warhammer 40000}}'' computer game, ''Rites of War'', also has built up areas that give units located within them an advantage to defense. Even more importantly, units in structures can rest for a turn to get full replacements, instantly returning to full combat strength, as long as there are no enemy units in adjacent hexes. Outside of structures, resting only lets your wounded recover, but brings in no replacements for troops who have been killed. These structures, it should be noted, are all type one.

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* The Imperial Guard in ''TabletopGame/{{Warhammer 40000}} VideoGame/DawnOfWar'' 40000}}'' video games:
** The Imperial Guard in ''VideoGame/DawnOfWar''
can do this with their own structures, and several other races can garrison units for other purposes than defense (i.e. garrison in one building, come out another). ''[=DoW=] II'' plays this trope much straighter, with pre-placed garrisonable buildings covering most maps.
* Another ''{{Warhammer 40000}}'' computer game, ''Rites of War'', also War'' has built up areas that give units located within them an advantage to defense. Even more importantly, units in structures can rest for a turn to get full replacements, instantly returning to full combat strength, as long as there are no enemy units in adjacent hexes. Outside of structures, resting only lets your wounded recover, but brings in no replacements for troops who have been killed. These structures, it should be noted, are all type one.
20th May '15 11:35:04 AM Morgenthaler
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* In all games in the Outfront series, (Soldiers: Heroes of World War II, Faces of War and MenOfWar), infantry can take cover behind objects and take up window positions in buildings. In FoW and MoW the silouhette of the infantry squad is show and you can move your mouse about to find the position best suited to you.
* Used in ''{{Blitzkrieg}}'', however certain buildings have 'blind spots', angles that the troops inside cannot see, allowing tanks and artillery to attack with impunity.

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* In all games in the Outfront series, (Soldiers: Heroes of World War II, Faces of War and MenOfWar), VideoGame/MenOfWar), infantry can take cover behind objects and take up window positions in buildings. In FoW and MoW the silouhette of the infantry squad is show and you can move your mouse about to find the position best suited to you.
* Used in ''{{Blitzkrieg}}'', ''VideoGame/{{Blitzkrieg}}'', however certain buildings have 'blind spots', angles that the troops inside cannot see, allowing tanks and artillery to attack with impunity.



* The Sixth Edition rules for ''{{Warhammer 40k}}'' lays out standard rules for using pre-placed terrain features as garrisonable structures (based on the existed transport vehicle rules). Although in shooting the troops themselves cannot be targeted (only the building, although substantial damage to the building may cause part of it to collapse, harming soldiers inside), there are extensive rules on how to assault a defended structure with your own troops. All manner of special rules were written to cover various special cases, including battlements, multi-segment structures, emplaced weapons, and even using a flamethrower on a building's occupants.

to:

* The Sixth Edition rules for ''{{Warhammer 40k}}'' ''TabletopGame/{{Warhammer 40000}}'' lays out standard rules for using pre-placed terrain features as garrisonable structures (based on the existed transport vehicle rules). Although in shooting the troops themselves cannot be targeted (only the building, although substantial damage to the building may cause part of it to collapse, harming soldiers inside), there are extensive rules on how to assault a defended structure with your own troops. All manner of special rules were written to cover various special cases, including battlements, multi-segment structures, emplaced weapons, and even using a flamethrower on a building's occupants.
19th Apr '15 4:01:59 PM Moopsball
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* ''VideoGame/SidMeiersAlphaCentauri'' has bunkers available as a tile improvement. Normally destroying a unit will also damage all others in the same tile. Bunkers prevent this splash damage as well as provide a defense bonus. A tile with a bunker, forest, and sensor array is the strongest combination of defense bonus GeoEffects that can exist on a single square and makes for a very tough stronghold.
13th Apr '15 1:39:17 PM nombretomado
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* The Imperial Guard in ''TabletopGame/{{Warhammer 40000}} DawnOfWar'' can do this with their own structures, and several other races can garrison units for other purposes than defense (i.e. garrison in one building, come out another). ''[=DoW=] II'' plays this trope much straighter, with pre-placed garrisonable buildings covering most maps.

to:

* The Imperial Guard in ''TabletopGame/{{Warhammer 40000}} DawnOfWar'' VideoGame/DawnOfWar'' can do this with their own structures, and several other races can garrison units for other purposes than defense (i.e. garrison in one building, come out another). ''[=DoW=] II'' plays this trope much straighter, with pre-placed garrisonable buildings covering most maps.
24th Mar '15 4:32:51 PM Preussak
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* Both VideoGame/{{WarWind}} games are an example of type 3. Almost all building have space for at least one unit to hide inside. Since the enemy cannot hurt you unless he destroys the entire structure, hiding weaker units like workers is a useful tactic while defending your base. However, mounted troops and some special units are just too large too seek shelter inside a building.
18th Feb '15 11:21:59 PM jormis29
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* ''CommandAndConquer'', from ''Red Alert 2'' and onwards, makes ''extensive'' use of this. Hiding infantry in structures (usually civilian, although versions made by the commanding player's military is possible) is an effective way to gain territory. Several rules of thumb apply. Firstly, [[CriticalExistenceFailure a structure, if civilian, must be crippled, if not outright destroyed]], to force an evacuation. Complete destruction is only necessary if it belongs to a military. Secondly, if available, a hard counter can be used to kill occupants at an instant and leave the formerly occupied building intact. And thirdly, even some vehicles can be [[TakeCover used for cover]], but hard counters do not work on them. Comes in two distinct eras:
** The ''Red Alert 2'' era. Only pre-placed structures are occupiable and only the most basic infantry can be occupants, although [[GameMod modifications]] can extend the garrison ability to other kinds of infantry. Hard counters and occupiable vehicles aren't introduced yet.
*** ''Red Alert 2'''s ExpansionPack, ''Yuri's Revenge'', made military-made infantry bunkers and occupiable vehicles possible. A more extreme case (as mentioned by this article) is the Tank Bunker, which allows a whole ''tank'' in it. In noncombat operations, there's a type of power generator that allows troops in to increase its total power output.
** Post-''Red Alert 2'' era: officially lets pretty much any infantry to occupy buildings and vehicles. Hard counters are first introduced here.
*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers-- some may require an upgrade first. Hard counters to garrisons include FastRoping, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion adds crazier fortifiable {{Military Mashup Machine}}s and a new [[ThereIsNoKillLikeOverkill antibunker missile]]. Also, certain buildings react differently to an attack: some are counter-resistant while others can't cover their occupants that much, though all garrisoned troops are protected from the OneHitKill effects of snipers. Outside combat, there's an underground tunnel network building that works much like [[CoolGate a portal]] and another that allows their occupants to do [[CommandAndConquerEconomy resourcing functions]] in a safe place. Infantry can also be garrisoned in the Barracks in order to be healed, though there's so many other ways to get the same effect that few players ever use this ability. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].
*** Subsequent games are more beligerent than ''Generals''. In ''Command And Conquer 3: Tiberium Wars'', GDI supports garrison while Nod antagonizes it to hell. The former has a makeshift hospital, a small bunker that's built by grunts, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only hard counter being hand grenades. The latter goes antibunker, what with [[KillItWithFire flamethrower]] tanks and soldiers. Its only occupiable is an unarmed, hard-skinned vehicle with questionable effectiveness. But the "unsupportive" title goes to the Scrin. They only have three kinds of units that do urban warfare: the first is strictly a [[MindControlDevice psychic]] [[PuppeteerParasite alien-dominated]] occupant, the second is an occupant and a hard counter while the third is just an armored toxic antibunker.

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* ''CommandAndConquer'', ''VideoGame/CommandAndConquer'', from ''Red ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2'' 2]]'' and onwards, makes ''extensive'' use of this. Hiding infantry in structures (usually civilian, although versions made by the commanding player's military is possible) is an effective way to gain territory. Several rules of thumb apply. Firstly, [[CriticalExistenceFailure a structure, if civilian, must be crippled, if not outright destroyed]], to force an evacuation. Complete destruction is only necessary if it belongs to a military. Secondly, if available, a hard counter can be used to kill occupants at an instant and leave the formerly occupied building intact. And thirdly, even some vehicles can be [[TakeCover used for cover]], but hard counters do not work on them. Comes in two distinct eras:
** The ''Red ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2'' 2]]'' era. Only pre-placed structures are occupiable and only the most basic infantry can be occupants, although [[GameMod modifications]] can extend the garrison ability to other kinds of infantry. Hard counters and occupiable vehicles aren't introduced yet.
*** ''Red ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2'''s 2]]'''s ExpansionPack, ''Yuri's Revenge'', made military-made infantry bunkers and occupiable vehicles possible. A more extreme case (as mentioned by this article) is the Tank Bunker, which allows a whole ''tank'' in it. In noncombat operations, there's a type of power generator that allows troops in to increase its total power output.
** Post-''Red Post-''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2'' 2]]'' era: officially lets pretty much any infantry to occupy buildings and vehicles. Hard counters are first introduced here.
*** Buildings aside, many vehicles in ''Generals'' ''[[VideoGame/CommandAndConquerGenerals Generals]]'' can be makeshift bunkers-- some may require an upgrade first. Hard counters to garrisons include FastRoping, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion adds crazier fortifiable {{Military Mashup Machine}}s and a new [[ThereIsNoKillLikeOverkill antibunker missile]]. Also, certain buildings react differently to an attack: some are counter-resistant while others can't cover their occupants that much, though all garrisoned troops are protected from the OneHitKill effects of snipers. Outside combat, there's an underground tunnel network building that works much like [[CoolGate a portal]] and another that allows their occupants to do [[CommandAndConquerEconomy resourcing functions]] in a safe place. Infantry can also be garrisoned in the Barracks in order to be healed, though there's so many other ways to get the same effect that few players ever use this ability. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].
*** Subsequent games are more beligerent than ''Generals''. ''[[VideoGame/CommandAndConquerGenerals Generals]]''. In ''Command And Conquer 3: Tiberium Wars'', ''VideoGame/CommandAndConquerTiberiumWars'', GDI supports garrison while Nod antagonizes it to hell. The former has a makeshift hospital, a small bunker that's built by grunts, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only hard counter being hand grenades. The latter goes antibunker, what with [[KillItWithFire flamethrower]] tanks and soldiers. Its only occupiable is an unarmed, hard-skinned vehicle with questionable effectiveness. But the "unsupportive" title goes to the Scrin. They only have three kinds of units that do urban warfare: the first is strictly a [[MindControlDevice psychic]] [[PuppeteerParasite alien-dominated]] occupant, the second is an occupant and a hard counter while the third is just an armored toxic antibunker.



*** Soviet Engineers in ''Red Alert 3'' can build bunkers in places that don't have structures to garrison, and all three sides have a counter-garrison option in their basic infantry. Allied Peacekeepers, which are as much SWAT cops as soldiers, and the katana-wielding Imperial Solders, can charge in and trade some of their own lives for the units inside. Soviet Conscripts can just kill everything inside by [[InsertGrenadeHere tossing in]] some {{molotov cocktail}}s.

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*** Soviet Engineers in ''Red ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3'' 3]]'' can build bunkers in places that don't have structures to garrison, and all three sides have a counter-garrison option in their basic infantry. Allied Peacekeepers, which are as much SWAT cops as soldiers, and the katana-wielding Imperial Solders, can charge in and trade some of their own lives for the units inside. Soviet Conscripts can just kill everything inside by [[InsertGrenadeHere tossing in]] some {{molotov cocktail}}s.
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