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* ''VideoGame/MenOfWar'': One of the series' main draws is that soldiers can take cover behind ''anything'', be it rocks, fallen trees, or folds of the landscape. Naturally, it includes buildings and purpose-built trenches and bunkers. Any type of cover drastically increases the soldier's odds of survival, and buildings tend to have convenient windows, allowing soldiers to return fire while staying in relative safety. Of course, buildings tend to crumble under artillery fire, burying its defenders, while trenches merely smooth over when damaged enough. Bunkers, meanwhile, tend to be indestructible, forcing you to snipe the slits or just go around them.
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removing type labels


* '''Type 1''': Pre-placed on the map, and take the form of abandoned houses and commercial buildings.
* '''Type 2''': Built for this purpose alone, and are almost invariably called bunkers, even if they're actually forts or redoubts. They can be more resilient than Type 1 structures but are almost always obvious to visual identification.
* '''Type 3''': Production or headquarters structures that can also be garrisoned, either to defend the structure, or to provide shelter for the [[WorkerUnit workers]] inevitably swarming around the base during an attack. In these cases, workers who can not ordinarily attack with any effectiveness will gain some kind of ranged counter as long as they stay inside.

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* '''Type 1''': Pre-placed on the map, and take the form of abandoned houses and commercial buildings.
* '''Type 2''': Built for this purpose alone, and are almost invariably called bunkers, even if they're actually forts or redoubts. They can be more resilient than Type 1 pre-placed structures but are almost always obvious to visual identification.
* '''Type 3''': Production ''Production or headquarters structures that can also be garrisoned, either to defend the structure, or to provide shelter for the [[WorkerUnit workers]] inevitably swarming around the base during an attack. In these cases, workers who can not ordinarily attack with any effectiveness will gain some kind of ranged counter as long as they stay inside.



* In ''TabletopGame/AdvancedSquadLeader'', seeking cover in buildings is a core mechanic (Type 1), and some scenarios allow pillboxes to be placed before play starts (Type 2). They only make troops inside them harder to hit, though. Demolition Charges and Flamethrowers counter their defensive bonuses.

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* In ''TabletopGame/AdvancedSquadLeader'', seeking cover in buildings is a core mechanic (Type 1), mechanic, and some scenarios allow pillboxes to be placed before play starts (Type 2).starts. They only make troops inside them harder to hit, though. Demolition Charges and Flamethrowers counter their defensive bonuses.



* 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}}'' games are an example of type 3. ''VideoGame/{{WarWind}}'': 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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* ''TabletopGame/{{Warhammer 40000}}'' video games:
* The Sixth Edition rules for ''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.

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* ''TabletopGame/{{Warhammer 40000}}'' video games:
*
40000}}'':
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The Sixth Edition rules for ''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.

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* The Sixth Edition rules for ''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.



** In ''VideoGame/Warhammer40000Gladius,'' most fortifications, such as cities, Imperial Bastions, and Fortresses of Redemption have the "Transport" special rule, which allows infantry to hide inside. However, they can't shoot out of it, and die when it gets blown up. Luckily, they have lots of HP, DamageReduction, and guns (the [=FoR=] is even modular, gaining bolters and a missile silo with upgrades).



* The Sixth Edition rules for ''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.



* In ''VideoGame/Warhammer40000Gladius,'' most fortifications, such as cities, Imperial Bastions, and Fortresses of Redemption have the "Transport" special rule, which allows infantry to hide inside. However, they can't shoot out of it, and die when it gets blown up. Luckily, they have lots of HP, DamageReduction, and guns (the [=FoR=] is even modular, gaining bolters and a missile silo with upgrades).

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** The Imperial Guard in ''VideoGame/DawnOfWar'' can garrison inside most of their structures[[labelnote:*]]Namely their
Field Commands, Listening Posts, Infantry Commands and Mechanized Commands[[/labelnote]], not only giving them cover but also allowing them to use the mounted weapons from lasguns, plasma guns to heavy bolters. Soldiers garrisoned in these structures can also use the tunnel systems to make their way to another structure but this takes time.

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** The Imperial Guard in ''VideoGame/DawnOfWar'' can garrison inside most of their structures[[labelnote:*]]Namely their
their Field Commands, Listening Posts, Infantry Commands and Mechanized Commands[[/labelnote]], not only giving them cover but also allowing them to use the mounted weapons from lasguns, plasma guns to heavy bolters. Soldiers garrisoned in these structures can also use the tunnel systems to make their way to another structure but this takes time.

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* ''VideoGame/StarCraft'' has no neutral garrisonable structures, but the Terrans do build bunkers as their main defense building. It wouldn't work for the Protoss or Zerg, as their infantry use melee attacks.
* ''VideoGame/StarcraftII'' has a few upgrades for the campaign bunker, notably allowing it to hold more troops, increasing the range of bunkered units, putting a WeakTurretGun up top so it can defend while empty, [[AllThereInTheManual and some versions have cup holders.]]
* In ''VideoGame/WarCraftIII'', the Orcs rely on a medieval version of the Terran bunkers (known as "Burrows") as their main ground defense. They are implied to be something like a home. [[ProudWarriorRaceGuy Garrisoning their own homes seems entirely in character for the Horde.]] It also uses the "arm the workers" effect for any Peons moved inside one.

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* Creator/BlizzardEntertainment:
**
''VideoGame/StarCraft'' has no neutral garrisonable structures, but the Terrans do build bunkers as their main defense building. It wouldn't work for the Protoss or Zerg, as their infantry use melee attacks.
* ** ''VideoGame/StarcraftII'' has a few upgrades for the campaign bunker, notably allowing it to hold more troops, increasing the range of bunkered units, putting a WeakTurretGun up top so it can defend while empty, [[AllThereInTheManual and some versions have cup holders.]]
* ** In ''VideoGame/WarCraftIII'', the Orcs rely on a medieval version of the Terran bunkers (known as "Burrows") as their main ground defense. They are implied to be something like a home. [[ProudWarriorRaceGuy Garrisoning their own homes seems entirely in character for the Horde.]] It also uses the "arm the workers" effect for any Peons moved inside one.one, as they can attack by using spears, bows and other long-ranged weaponry stored within a burrow alongsided it's store of food.



** 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.

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** 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 inside most of their structures[[labelnote:*]]Namely their
Field Commands, Listening Posts, Infantry Commands and Mechanized Commands[[/labelnote]], not only giving them cover but also allowing them to use the mounted weapons from lasguns, plasma guns to heavy bolters. Soldiers garrisoned
in one building, come out another). these structures can also use the tunnel systems to make their way to another structure but this takes time.
**
''[=DoW=] II'' plays this trope much straighter, with pre-placed garrisonable buildings covering most maps.
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Up To Eleven is a defunct trope


*** Buildings aside, many vehicles in ''[[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]].

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*** Buildings aside, many vehicles in ''[[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]].level.

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*** Subsequent games are more beligerent than ''[[VideoGame/CommandAndConquerGenerals Generals]]''. In ''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.

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*** Subsequent games are more beligerent belligerent than ''[[VideoGame/CommandAndConquerGenerals Generals]]''. In ''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 ''[[VideoGame/CommandAndConquerRedAlert3 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 ''[[VideoGame/CommandAndConquerRedAlert3 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 (and later Mortar Cycles) can just kill everything inside by [[InsertGrenadeHere tossing in]] some {{molotov cocktail}}s.cocktail}}s, and the Desolator airstrike instantly clears garrisoned buildings and exposed infantry alike.



** In the sequel, they can be upgraded to hold more units, and the campaign has an upgrade that either makes them tougher or gives them a WeakTurretGun to defend with even while empty.

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** In * ''VideoGame/StarcraftII'' has a few upgrades for the sequel, they can be upgraded campaign bunker, notably allowing it to hold more troops, increasing the range of bunkered units, and the campaign has an upgrade that either makes them tougher or gives them putting a WeakTurretGun to up top so it can defend with even while empty.empty, [[AllThereInTheManual and some versions have cup holders.]]



** In the first, two types of structures can be garrisoned: Settlements/Town Centers/Capitols and Granaries, and Fortresses. Citizens can be permanently garrisoned in the former two to upgrade them (a fully garrisoned Capitol doubles the resources brought to it, but 50 citizens takes a lot of time and food); while any unit can be garrisoned in a fortress (this does nothing except remove the unit from the pop cap, allowing you to train new units without deleting the old ones, but they can't be taken out of the fortress if this would break the cap). For obvious reasons, Fortresses aren't present in the campaign.
** In the second game, City Centers and Warehouses can be garrisoned to increase the amount of resources dropped off there, but this form of settling is not permanent. Fortresses and Wall Towers can also be manned, which increases the building's damage no matter the unit type (including rams and horsemen). In the Fortress' case, garrisoned units are also healed.

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** In the first, first game, two types of structures can be garrisoned: Settlements/Town Centers/Capitols and Granaries, and Fortresses. Citizens can be permanently garrisoned in the former two to upgrade them (a fully garrisoned Capitol doubles the resources brought to it, but 50 citizens takes a lot of time and food); while any unit can be garrisoned in a fortress (this does nothing except remove the unit from the pop cap, allowing you to train new units without deleting the old ones, but they can't be taken out of the fortress if this would break the cap). For obvious reasons, Fortresses aren't present in the campaign.
** In the second game, City Centers and Warehouses can be garrisoned to increase the amount of resources dropped off there, but this form of settling is not permanent. permanent.
***
Fortresses and Wall Towers can also be manned, which increases the building's damage no matter the unit type (including rams and horsemen). In the Fortress' case, garrisoned units are also healed.healed.
*** The Western civilizations (Europe, the US, and Russia)'s modern global power lets them instantly teleport (well, airdrop) the occupants of a Fortress to a target point on the map. It only works with a single fortress at a time and with up to 15/20/25 population's worth of units, but it can make a nasty unstoppable reinforcement or ambush.
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* ''VideoGame/HaloWars'' has regular garrisonable cover, as well as garrisonable reactors, which increase your technology level without having a reactor take up a spot on your base.

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* ''VideoGame/HaloWars'' has regular garrisonable cover, as well as garrisonable reactors, reactors (ONI or Forerunner, depending on the level's setting), which increase your technology level without having a reactor take up a spot on your base.base. One multiplayer map has a garrisonable structure that increases the population amount of the player whose unit is garrisoned in it.
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** Garrison is also the only way to heal units (unless you play French or have the Versailles wonder, then the supply wagons can do field medic duties). Early in the game, cavalry can garrison in forts and towers, but armored units later in the game can only be stored in the factory that made them.

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** Garrison is also the only way to not only heal units (unless you play units, but also replenish fallen/destroyed members of a unit, as the healing provided by supply wagons (If you're playing as the French or have the Versailles wonder, then the supply wagons wonder constructed) can do field medic duties).only restore members of a unit that are still alive. Early in the game, cavalry can garrison in forts and towers, but armored units later in the game can only be stored in the factory that made them.

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