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* '''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 obvious to visual identification.

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* '''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.
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* '''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 pre-placed structures but are obvious to visual identification.

to:

* '''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 pre-placed Type 1 structures but are obvious to visual identification.
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None


* '''Type 2''': Built for this purpose alone, and are almost invariably called bunkers, even if they're actually forts or redoubts.

to:

* '''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 pre-placed structures but are obvious to visual identification.
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fixed namespace stuff, yo.


* '''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.

to:

* '''Type 1''': Pre-placed on the map, and take the form of abandoned houses and commercial buildings.
buildings.
* '''Type 2''': Built for this purpose alone, and are almost invariably called bunkers, even if they're actually forts or redoubts.



*** ''Red Alert 2'''s {{expansion pack}}, ''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.

to:

*** ''Red Alert 2'''s {{expansion pack}}, 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.



*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers-- some may require an upgrade first. Hard counters to garrisons include {{fast roping}}, [[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. 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. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].

to:

*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers-- some may require an upgrade first. Hard counters to garrisons include {{fast roping}}, 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. 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. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].



* The Imperial Guard in ''{{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.

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* The Imperial Guard in ''{{Warhammer ''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.



* 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.

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* In all games in the Outfront series, (Soldiers: Heroes of World War II, Faces of War and {{MenOfWar}}), 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.



* In {{Sudden Strike}} soldiers can enter nearly any structure to provide vision or have some protection. Those structures can be houses, churches, bunker, tower etc. Usually the soldiers die or are at least severely wounded when the structure collapses.

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* In {{Sudden Strike}} SuddenStrike soldiers can enter nearly any structure to provide vision or have some protection. Those structures can be houses, churches, bunker, tower etc. Usually the soldiers die or are at least severely wounded when the structure collapses.
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YMMV sinkhole


*** 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 [[YourMileageMayVary 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.

to:

*** 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 [[YourMileageMayVary questionable]] 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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* ''AgeOfEmpires II'' has both the buildable kind (towers, castles) and the headquarters kind (town centers). In either case, any unit on foot can be garrisoned, although only workers and archers can attack while inside. Of particular note, towers and castles cannot fire upon adjacent enemies until [[http://en.wikipedia.org/wiki/Machicolation "murder holes"]] have been researched.

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* ''AgeOfEmpires II'' ''VideoGame/AgeOfEmpiresII'' has both the buildable kind (towers, castles) and the headquarters kind (town centers). In either case, any unit on foot can be garrisoned, although only workers and archers can attack while inside. Of particular note, towers and castles cannot fire upon adjacent enemies until [[http://en.wikipedia.org/wiki/Machicolation "murder holes"]] have been researched.
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** The game engine treats buildings simultaneously as objects and terrain, meaning units can not only be garrisoned inside, but also be placed ''on top'' of buildings. Put some snipers on the roof, you got a sniper's nest. Some AA troopers, and you got a quick warning against enemy flyers. Find a large enough building and fly in some artillery on top, and you got an artillery post. Put all those plus some repair vehicles, and you got a nice little forward base vulnerable only to superweapons.

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** The game engine treats buildings simultaneously as objects and terrain, meaning units can not only be garrisoned inside, but also be placed ''on top'' of buildings. Put some snipers on the roof, you got a sniper's nest. Some AA troopers, and you got a quick warning against enemy flyers. Find a large enough building and fly in some artillery on top, and you got an artillery post. Put all those plus aforementioned units on the roof, add some repair vehicles, repair/medical units, and you got a nice little forward base vulnerable only to superweapons.
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* In ActOfWar, civilian structures can be occupied and are usually quite sturdy. Units aren't immune to damage while garrisoned, though they do get significant shielding. Only hard counters are snipers, who can pick off garrisoned units. Otherwise, you need to blow the hell out of the building or send in units, which tends to be costly.
** The game engine treats buildings simultaneously as objects and terrain, meaning units can not only be garrisoned inside, but also be placed ''on top'' of buildings. Put some snipers on the roof, you got a sniper's nest. Some AA troopers, and you got a quick warning against enemy flyers. Find a large enough building and fly in some artillery on top, and you got an artillery post. Put all those plus some repair vehicles, and you got a nice little forward base vulnerable only to superweapons.
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None

Added DiffLines:

* In {{Sudden Strike}} soldiers can enter nearly any structure to provide vision or have some protection. Those structures can be houses, churches, bunker, tower etc. Usually the soldiers die or are at least severely wounded when the structure collapses.
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Removing Understatement sinkhole


* ''CommandAndConquer'', from ''Red Alert 2'' and onwards, makes ''[[{{Understatement}} 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:

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* ''CommandAndConquer'', from ''Red Alert 2'' and onwards, makes ''[[{{Understatement}} extensive]]'' ''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:
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None


* The Imperial Guard in ''{{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.

to:

* The Imperial Guard in ''{{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.straighter, with pre-placed garrisonable buildings covering most maps.
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None


* ''AgeOfMythology'' had the Atlantean faction get the special ability to have a small group of infantry come out of destroyed buildings to attack the attackers.

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* ''AgeOfMythology'' ''VideoGame/AgeOfMythology'' had the Atlantean faction get the special ability to have a small group of infantry come out of destroyed buildings to attack the attackers.
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* ''{{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.
* In ''{{Warcraft}} III'', the Orcs rely on a medieval version of the Terran bunker as their main ground defense. It also uses the "arm the workers" effect for any Peons moved inside one.

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* ''{{Starcraft}}'' ''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.
* In ''{{Warcraft}} ''WarCraft III'', the Orcs rely on a medieval version of the Terran bunker as their main ground defense. It also uses the "arm the workers" effect for any Peons moved inside one.



* The Imperial Guard in ''{{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). ''DoWII'' plays this trope much straighter.

to:

* The Imperial Guard in ''{{Warhammer 40000}} DawnofWar'' 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). ''DoWII'' ''DoW II'' plays this trope much straighter.



* ''Star Wars: Empire at War'' and it's expansion, ''Forces of Corruption''. First, all production buildings will have certain "garrison" units. Barracks: Infantry (both types for Rebellion and Zann Consortium, Stormtroopers and Scoutroopers on speeder bikes for Empire), Light Factory: Light vehicle, etc. Space Stations also have general-purpose fighter squadrons (X-Wing, TIE Fighter, and StarViper) and bomber squadrons (Y-Wing, TIE Bomber, Skipray Blastboat) in on-station hangars, with higher-level ones being able to call in corvettes and even FRIGATES to hyperspace in as reinforcements. ''Forces of Corruption'' also added actual "bunker" buildings that house infantry and non-vehicle hero units.

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* ''Star Wars: Empire at War'' and it's expansion, ''Forces of Corruption''. First, all production buildings will have certain "garrison" units. Barracks: Infantry (both types for Rebellion and Zann Consortium, Stormtroopers and Scoutroopers on speeder bikes for Empire), Light Factory: Light vehicle, etc. Space Stations also have general-purpose fighter squadrons (X-Wing, TIE Fighter, and StarViper) [=StarViper=]) and bomber squadrons (Y-Wing, TIE Bomber, Skipray Blastboat) in on-station hangars, with higher-level ones being able to call in corvettes and even FRIGATES to hyperspace in as reinforcements. ''Forces of Corruption'' also added actual "bunker" buildings that house infantry and non-vehicle hero units.
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Examples:

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Examples:!!Examples:



<<|VideoGameTropes|>>

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<<|VideoGameTropes|>>----
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* ''AgeOfMythology'' had the Atlantean faction get the special ability to have a small group of infantry come out of destroyed buildings to attack the attackers.
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* Infantry in ''WorldInConflict'' can garrison buildings. Large building can hold multiple units.

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* Infantry in ''WorldInConflict'' can garrison buildings. Large 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 hold multiple units.get out. The only "clean" flush-out method that preserves the buildings themselves is the chemical attack.
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* ''{{AgeOfWonders}}'' features terrain such as encampments and old temples (usually evil) and even resource structures that can be considered "garrisonable" due to providing some cover from enemies if they attack it. Played straight with literal watch tower structures whose only purpose is monitoring a wider range of the map.

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* ''{{AgeOfWonders}}'' features terrain In ''AgeOfWonders'' this primarily comes from walled cities and watch tower structures whose only purpose is monitoring a wider range of the map. Terrain such as encampments and old temples (usually evil) and even resource structures that can be considered "garrisonable" due to providing some cover from enemies if they attack it. Played straight with literal watch tower structures whose only purpose is monitoring a wider range of cover, the map.high ground, chokepoints, or beneficial magic effects.
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Added Blitzkrieg

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* 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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*** 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 [[YourMileageMayVary questionable]] effectiveness. But the "unsupportive" title goes to the Scrin. They only have three kinds of units that do urban warfare: the first is stricly 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.

to:

*** 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 [[YourMileageMayVary questionable]] effectiveness. But the "unsupportive" title goes to the Scrin. They only have three kinds of units that do urban warfare: the first is stricly 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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*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers-- some may require an upgrade first. Hard counters to garrisons include {{fast roping}}, [[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. 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. Then there's this ''Shockwave'' GameMod that [[{{Expy}} exports]] the ''Yuri's Revenge'' Tank Bunker idea over to one of the Chinese specialist factions. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].

to:

*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers-- some may require an upgrade first. Hard counters to garrisons include {{fast roping}}, [[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. 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. Then there's this ''Shockwave'' GameMod that [[{{Expy}} exports]] the ''Yuri's Revenge'' Tank Bunker idea over to one of the Chinese specialist factions. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].
Is there an issue? Send a MessageReason:
None


** Post-''Red Alert 2'' era: officially lets pretty much any infantry to occupy buildings or even vehicles. Hard counters were finally available at this era.
*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers-- some may require an upgrade first. Hard counters to occupied buildings includes {{fast roping}}, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion adds crazier occupiable {{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. 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. Then there's this ''Shockwave'' GameMod that [[{{Expy}} exports]] the ''Yuri's Revenge'' Tank Bunker idea over to one of the Chinese specialist factions. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].

to:

** Post-''Red Alert 2'' era: officially lets pretty much any infantry to occupy buildings or even and vehicles. Hard counters were finally available at this era.
are first introduced here.
*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers-- some may require an upgrade first. Hard counters to occupied buildings includes garrisons include {{fast roping}}, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion adds crazier occupiable 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. 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. Then there's this ''Shockwave'' GameMod that [[{{Expy}} exports]] the ''Yuri's Revenge'' Tank Bunker idea over to one of the Chinese specialist factions. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].
Is there an issue? Send a MessageReason:
None


* ''CommandAndConquer'', from ''Red Alert 2'' and onwards, makes ''[[{{Understatement}} 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. Comes in two distinct eras:
** The ''Red Alert 2'' era. Only the most basic infantry can be occupants, although [[GameMod modifications]] can extend the garrison ability to other kinds of infantry. [[CriticalExistenceFailure Structures must be severly damaged, if not outright destroyed]], to force evacuation.
*** ''Red Alert 2'''s {{expansion pack}}, ''Yuri's Revenge'', made military-made infantry bunkers possible, at least for a Soviet commanding player or someone with [[AllYourBaseAreBelongToUs captured Soviet construction technology]]. 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 or even ''vehicles''. A notable addition to gameplay is the use of hard counters for [[TacticalRockPaperScissors balance reasons]]: certain units can clear and kill a garrison in an instant without forcing evacuation first.
*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers-- some may require an upgrade first. Hard counters to occupied buildings includes {{fast roping}}, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion has more: from helicopters to artillery-bunkers to hidden vehicles. A new counter, the antibunker missile, is also thrown into the mix. Also, certain buildings react differently to an attack: some are counter-resistant while others can't provide enough cover that their occupants become exposed [[ThereIsNoKillLikeOverkill (makes hard counters look like overkill)]]. 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. Then there's this ''Shockwave'' GameMod that [[{{Expy}} exports]] the ''Yuri's Revenge'' Tank Bunker idea over to one of the Chinese specialist factions. 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 an occupiable building that acts like a hospital, a small bunker that's built by a grunt squad, 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 a unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness. But the "unsupportive" title goes to the Scrin. They only have three kinds of units that do urban warfare: the first is stricly 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.

to:

* ''CommandAndConquer'', from ''Red Alert 2'' and onwards, makes ''[[{{Understatement}} 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. [[CriticalExistenceFailure Structures must be severly damaged, if not outright destroyed]], to force evacuation.
Hard counters and occupiable vehicles aren't introduced yet.
*** ''Red Alert 2'''s {{expansion pack}}, ''Yuri's Revenge'', made military-made infantry bunkers possible, at least for a Soviet commanding player or someone with [[AllYourBaseAreBelongToUs captured Soviet construction technology]].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 or even ''vehicles''. A notable addition to gameplay is the use of hard vehicles. Hard counters for [[TacticalRockPaperScissors balance reasons]]: certain units can clear and kill a garrison in an instant without forcing evacuation first.
were finally available at this era.
*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers-- some may require an upgrade first. Hard counters to occupied buildings includes {{fast roping}}, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion has more: from helicopters to artillery-bunkers to hidden vehicles. A adds crazier occupiable {{Military Mashup Machine}}s and a new counter, the [[ThereIsNoKillLikeOverkill antibunker missile, is also thrown into the mix. missile]]. Also, certain buildings react differently to an attack: some are counter-resistant while others can't provide enough cover that their occupants become exposed [[ThereIsNoKillLikeOverkill (makes hard counters look like overkill)]].that much. 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. Then there's this ''Shockwave'' GameMod that [[{{Expy}} exports]] the ''Yuri's Revenge'' Tank Bunker idea over to one of the Chinese specialist factions. 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 an occupiable building that acts like a makeshift hospital, a small bunker that's built by a grunt squad, 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 a an unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness. But the "unsupportive" title goes to the Scrin. They only have three kinds of units that do urban warfare: the first is stricly 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 than ''Generals''. In ''Command And Conquer 3: Tiberium Wars'', GDI supports garrison while Nod antagonizes it to hell. The former has an occupiable building that acts like a hospital, a small bunker that's built by a grunt squad, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only hard counter being hand grenades. The latter goes antibunker, what with footsoldiers and tanks with [[KillItWithFire flamethrowers]]. Its only occupiable is a unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness. But the real "unsupportive" title goes to the Scrin. They only have three types of units that understand urban warfare: the first is stricly a [[MindControlDevice psychic]] [[PupeteerParasite alien-dominated]] occupant, the second is an occupant and a hard counter while the third is just an armored toxic antibunker.

to:

*** 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 an occupiable building that acts like a hospital, a small bunker that's built by a grunt squad, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only hard counter being hand grenades. The latter goes antibunker, what with footsoldiers and tanks with [[KillItWithFire flamethrowers]].flamethrower]] tanks and soldiers. Its only occupiable is a unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness. But the real "unsupportive" title goes to the Scrin. They only have three types kinds of units that understand do urban warfare: the first is stricly a [[MindControlDevice psychic]] [[PupeteerParasite [[PuppeteerParasite alien-dominated]] occupant, the second is an occupant and a hard counter while the third is just an armored toxic antibunker.
Is there an issue? Send a MessageReason:
None


*** 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 an occupiable building that acts like a hospital, a small bunker that's built by a grunt squad, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only hard counter being hand grenades. The latter goes antibunker, what with footsoldiers and tanks with [[KillItWithFire flamethrowers]]. Its only occupiable is a unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness. But the real "unsupportive" title goes to the Scrin. They only have three types of units that understand urban warfare: the first is stricly a [[MindControlDevice psychic]] GrandTheftMe occupant, the second is an occupant and a hard counter while the third is just an armored toxic antibunker.

to:

*** 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 an occupiable building that acts like a hospital, a small bunker that's built by a grunt squad, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only hard counter being hand grenades. The latter goes antibunker, what with footsoldiers and tanks with [[KillItWithFire flamethrowers]]. Its only occupiable is a unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness. But the real "unsupportive" title goes to the Scrin. They only have three types of units that understand urban warfare: the first is stricly a [[MindControlDevice psychic]] GrandTheftMe [[PupeteerParasite alien-dominated]] occupant, the second is an occupant and a hard counter while the third is just an armored toxic antibunker.
Is there an issue? Send a MessageReason:
None


** Post-''Red Alert 2'' era: officially lets pretty much any infantry to occupy buildings or even ''vehicles''. A notable addition to gameplay is the use of hard counters for [[TacticalRockPaperScissors balance reasons]]: certain units have been given the ability to clear and kill a garrison in an instant without forcing evacuation first.

to:

** Post-''Red Alert 2'' era: officially lets pretty much any infantry to occupy buildings or even ''vehicles''. A notable addition to gameplay is the use of hard counters for [[TacticalRockPaperScissors balance reasons]]: certain units have been given the ability to can clear and kill a garrison in an instant without forcing evacuation first.
Is there an issue? Send a MessageReason:
None


* ''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. Comes in two distinct eras:

to:

* ''CommandAndConquer'', from ''Red Alert 2'' and onwards, makes extensive ''[[{{Understatement}} 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. Comes in two distinct eras:



** Post-''Red Alert 2'' era: officially lets pretty much any infantry to occupy buildings or even ''vehicles''. A notable addition to gameplay is the use of hard counters for balance reasons: certain units have been given the ability to clear a garrison in an instant.
*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers-- some may require an upgrade first. Hard counters to occupied buildings includes {{fast roping}}, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion introduces more: from helicopters to artillery-bunkers to hidden vehicles. A new counter, the antibunker missile, is also thrown into the mix. Also, certain buildings react differently to an attack: some are counter-resistant while others can't provide enough cover that their occupants become exposed [[ThereIsNoKillLikeOverkill (makes hard counters look like overkill)]]. 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. Then there's this ''Shockwave'' GameMod that [[{{Expy}} exports]] the ''Yuri's Revenge'' Tank Bunker concept over to one of the Chinese specialist factions. 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 an occupiable building that acts like a hospital, a small bunker that's built by a grunt squad, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only hard counter being hand grenades. The latter goes antibunker, what with footsoldiers and tanks with [[KillItWithFire flamethrowers]]. Its only occupiable is a unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness. But the real "unsupportive" title goes to the Scrin. They only have three types of units that understand urban warfare: the first is stricly a GrandTheftMe 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.

to:

** Post-''Red Alert 2'' era: officially lets pretty much any infantry to occupy buildings or even ''vehicles''. A notable addition to gameplay is the use of hard counters for [[TacticalRockPaperScissors balance reasons: reasons]]: certain units have been given the ability to clear and kill a garrison in an instant.
instant without forcing evacuation first.
*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers-- some may require an upgrade first. Hard counters to occupied buildings includes {{fast roping}}, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion introduces has more: from helicopters to artillery-bunkers to hidden vehicles. A new counter, the antibunker missile, is also thrown into the mix. Also, certain buildings react differently to an attack: some are counter-resistant while others can't provide enough cover that their occupants become exposed [[ThereIsNoKillLikeOverkill (makes hard counters look like overkill)]]. 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. Then there's this ''Shockwave'' GameMod that [[{{Expy}} exports]] the ''Yuri's Revenge'' Tank Bunker concept idea over to one of the Chinese specialist factions. 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 an occupiable building that acts like a hospital, a small bunker that's built by a grunt squad, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only hard counter being hand grenades. The latter goes antibunker, what with footsoldiers and tanks with [[KillItWithFire flamethrowers]]. Its only occupiable is a unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness. But the real "unsupportive" title goes to the Scrin. They only have three types of units that understand urban warfare: the first is stricly a [[MindControlDevice psychic]] GrandTheftMe occupant, the second is an occupant and a hard counter while the third is just an armored toxic antibunker.
*** Soviet engineers 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 Conscripts can just kill everything inside by [[InsertGrenadeHere tossing in]] some {{molotov cocktail}}s.

Changed: 1314

Removed: 895

Is there an issue? Send a MessageReason:
None


* ''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.
** In the ''Red Alert 2'' era, only the most basic infantry are allowed to occupy these buildings, although [[GameMod proper modification to the internal rules.ini file]] can extend the garrison ability to other kinds of infantry. Here, [[CriticalExistenceFailure structures must be severly damaged, if not outright destroying it]], to force evacuation.

to:

* ''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. \n Comes in two distinct eras:
** In the The ''Red Alert 2'' era, only era. Only the most basic infantry are allowed to occupy these buildings, can be occupants, although [[GameMod proper modification to the internal rules.ini file]] modifications]] can extend the garrison ability to other kinds of infantry. Here, [[CriticalExistenceFailure structures Structures must be severly damaged, if not outright destroying it]], destroyed]], to force evacuation.



** Post-''Red Alert 2'' games, on the other hand, officially let pretty much any infantry to garrison buildings, and at other times, ''vehicles'', too. A notable addition to the garrison concept is the option to use a hard counter, most likely due to balance reasons: certain units have been given the ability to clear a garrison at an instant.
*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers; some may require an upgrade first. Hard counters to occupied buildings included {{fast roping}}, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion introduced more: from helicopters to artillery-bunkers to hidden vehicles. A new counter, the antibunker missile, was also thrown into the mix. And if that's not enough, certain buildings have different reactions to an attack: some are hard-counter-resistant while others can't provide enough cover that their occupants become exposed [[ThereIsNoKillLikeOverkill (makes counters look like overkill)]]. 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. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].
**** Then there's this Shockwave GameMod that [[{{Expy}} exports]] the ''Yuri's Revenge'' Tank Bunker concept over to one of the Chinese specialist factions.
*** Subsequent games were more beligerent than ''Generals'', but who's to say it's not extreme? In ''Command And Conquer 3: Tiberium Wars'', GDI supports garrison while Nod antagonizes it to hell. The former has an occupiable building that acted like a hospital, a small bunker that's built by a grunt squad, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only real hard counter being hand grenades. The latter goes antibunker, what with footsoldiers and tanks with [[KillItWithFire flamethrowers]]. Its only occupiable is a unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness. But the real "unsupportive" title goes to the Scrin. They only have three types of units that understand urban warfare-- the first is stricly a GrandTheftMe occupant, the second is an occupant and a hard counter while the third is just an armored toxic antibunker.

to:

** Post-''Red Alert 2'' games, on the other hand, era: officially let lets pretty much any infantry to garrison buildings, and at other times, ''vehicles'', too. occupy buildings or even ''vehicles''. A notable addition to the garrison concept gameplay is the option to use a of hard counter, most likely due to counters for balance reasons: certain units have been given the ability to clear a garrison at in an instant.
instant.
*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers; bunkers-- some may require an upgrade first. Hard counters to occupied buildings included includes {{fast roping}}, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion introduced introduces more: from helicopters to artillery-bunkers to hidden vehicles. A new counter, the antibunker missile, was is also thrown into the mix. And if that's not enough, Also, certain buildings have different reactions react differently to an attack: some are hard-counter-resistant counter-resistant while others can't provide enough cover that their occupants become exposed [[ThereIsNoKillLikeOverkill (makes hard counters look like overkill)]]. 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. Then there's this ''Shockwave'' GameMod that [[{{Expy}} exports]] the ''Yuri's Revenge'' Tank Bunker concept over to one of the Chinese specialist factions. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].
**** Then there's this Shockwave GameMod that [[{{Expy}} exports]] the ''Yuri's Revenge'' Tank Bunker concept over to one of the Chinese specialist factions.
*** Subsequent games were are more beligerent than ''Generals'', but who's to say it's not extreme? ''Generals''. In ''Command And Conquer 3: Tiberium Wars'', GDI supports garrison while Nod antagonizes it to hell. The former has an occupiable building that acted acts like a hospital, a small bunker that's built by a grunt squad, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only real hard counter being hand grenades. The latter goes antibunker, what with footsoldiers and tanks with [[KillItWithFire flamethrowers]]. Its only occupiable is a unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness. But the real "unsupportive" title goes to the Scrin. They only have three types of units that understand urban warfare-- warfare: the first is stricly a GrandTheftMe occupant, the second is an occupant and a hard counter while the third is just an armored toxic antibunker.
Is there an issue? Send a MessageReason:
More fix. Help shorten it if possible.


** In ''Red Alert 2'', only the most basic infantry are allowed to occupy these buildings, although [[GameMod proper modification to the internal rules.ini file]] can extend the garrison ability to other kinds of infantry. As of this era, [[CriticalExistenceFailure structures must be severly damaged, if not outright destroying it]], to force evacuation.

to:

** In the ''Red Alert 2'', 2'' era, only the most basic infantry are allowed to occupy these buildings, although [[GameMod proper modification to the internal rules.ini file]] can extend the garrison ability to other kinds of infantry. As of this era, Here, [[CriticalExistenceFailure structures must be severly damaged, if not outright destroying it]], to force evacuation.



*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers; some may require an upgrade first. Hard counters to occupied buildings included {{fast roping}}, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion introduced more occupiables in crazier forms: helicopters, artillery-bunkers and hidden vehicles. A new hard counter, the antibunker missile, was also thrown into the mix. And if that's not enough, certain buildings have different reactions to an attack: some are hard-counter-resistant while others can't provide enough cover that their occupants become exposed [[ThereIsNoKillLikeOverkill (makes hard counters look like overkill)]]. 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. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].

to:

*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers; some may require an upgrade first. Hard counters to occupied buildings included {{fast roping}}, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion introduced more occupiables in crazier forms: helicopters, more: from helicopters to artillery-bunkers and to hidden vehicles. A new hard counter, the antibunker missile, was also thrown into the mix. And if that's not enough, certain buildings have different reactions to an attack: some are hard-counter-resistant while others can't provide enough cover that their occupants become exposed [[ThereIsNoKillLikeOverkill (makes hard counters look like overkill)]]. 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 resourcing functions]] in a safe place. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].



*** Subsequent games were more beligerent than ''Generals'', but who's to say it's not extreme? In ''Command And Conquer 3: Tiberium Wars'', GDI supports garrison (and most likely the biggest ''Tiberium Wars'' supporter of them all) while Nod antagonizes it to hell. GDI had an occupiable building that acted like a hospital, a small bunker that's built by a grunt squad, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only real hard counter being hand grenades. Nod goes inverse with antibunker doctrine, what with footsoldiers and tanks with [[KillItWithFire flamethrowers]]. Its only occupiable is a unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness that stops moving when deployed or destroyed... that [[EpicFail can't be repaired through conventional and convenient means]]... that [[OhCrap can't eject its occupants when it's ruined]]. But the real "unsupportive" title goes to the Scrin. They only have three types of units that understand urban warfare-- the first is stricly a GrandTheftMe 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.

to:

*** Subsequent games were more beligerent than ''Generals'', but who's to say it's not extreme? In ''Command And Conquer 3: Tiberium Wars'', GDI supports garrison (and most likely the biggest ''Tiberium Wars'' supporter of them all) while Nod antagonizes it to hell. GDI had The former has an occupiable building that acted like a hospital, a small bunker that's built by a grunt squad, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only real hard counter being hand grenades. Nod The latter goes inverse with antibunker doctrine, antibunker, what with footsoldiers and tanks with [[KillItWithFire flamethrowers]]. Its only occupiable is a unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness that stops moving when deployed or destroyed... that [[EpicFail can't be repaired through conventional and convenient means]]... that [[OhCrap can't eject its occupants when it's ruined]].effectiveness. But the real "unsupportive" title goes to the Scrin. They only have three types of units that understand urban warfare-- the first is stricly a GrandTheftMe occupant, the second is an occupant and a hard counter while the third is just an armored toxic antibunker.
** *** Soviet engineers in Red ''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.
Is there an issue? Send a MessageReason:
None


**** Then there's this Shockwave GameMod that [[Expy exports]] the ''Yuri's Revenge'' Tank Bunker over to one of the Chinese specialist factions.

to:

**** Then there's this Shockwave GameMod that [[Expy [[{{Expy}} exports]] the ''Yuri's Revenge'' Tank Bunker concept over to one of the Chinese specialist factions.

Changed: 4679

Removed: 514

Is there an issue? Send a MessageReason:
truckload o' fix


*Pre-placed on the map, and take the form of abandoned houses and commercial buildings.
*Built for this purpose alone, and are almost invariably called bunkers, even if they're actually forts or redoubts.
*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.

to:

*Pre-placed * '''Type 1''': Pre-placed on the map, and take the form of abandoned houses and commercial buildings.
*Built * '''Type 2''': Built for this purpose alone, and are almost invariably called bunkers, even if they're actually forts or redoubts.
*Production * '''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.



* ''CommandAndConquer'', all flavors, make extensive use of this. Hiding infantry in civilian structures is a major way to hold territory.
** The first game in the series that allowed for garrisoning was Red Alert 2; in it, the only units that could garrison were the basic infantry for the two sides. Later games allowed for pretty much any infantry to garrison.
** 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 lobbing in some molotov cocktails.
** In ''C&C 3: Tiberium Wars'', GDI grenade troops, Nod Flame Tanks or Black Hand soldiers, and Scrin Buzzers or Corrupters can insta-kill garrisoned units.
** In Generals, the GLA Toxic Tractor can spray down a bunker with chemicals, like a flamethrower, to kill anything inside. The Chinese Flame tank has the same effect, and American Rangers can either rappel from a helicopter to kill a garrison, or use grenades.
** Also in Generals, the Chinese hacker unit, when garrisoned inside a certain building, will generate income by hacking bank accounts.
** The GLA tunnel system uses a variant on the garrison mechanic. The network as a whole can hold a certain number of units. They can't fire out, but they can emerge from any one of the openings, and don't die until the last entrance is destroyed.
** The GLA Palace and US Fire Base can also be garrisoned. The Palace is the best place to garrison troops, as it also protects against weapons that normally insta-kill garrisoned troops.
*** Chinese bunkers work much the same as the GLA Palace, with the added benefits that they take two seconds to construct, are small enough to fit almost anywhere, and are so dirt cheap that the garrison inevitably costs more than the actual building. Their Overlord Tanks can also be upgraded to have a bunker, which is a good way to make your opponents very, very sad.
** The Shockwave mod for Generals adds a Listening Tower for China, a Tank Bunker for China's tank general and a camouflaged dugout for the GLA.

to:

* ''CommandAndConquer'', all flavors, make from ''Red Alert 2'' and onwards, makes extensive use of this. this. Hiding infantry in civilian structures (usually civilian, although versions made by the commanding player's military is a major possible) is an effective way to hold territory.
gain territory.
** The first game in the series that allowed for garrisoning was Red In ''Red Alert 2; in it, the 2'', only units that could garrison were the most basic infantry for the two sides. Later games are allowed to occupy these buildings, although [[GameMod proper modification to the internal rules.ini file]] can extend the garrison ability to other kinds of infantry. As of this era, [[CriticalExistenceFailure structures must be severly damaged, if not outright destroying it]], to force evacuation.
*** ''Red Alert 2'''s {{expansion pack}}, ''Yuri's Revenge'', made military-made infantry bunkers possible, at least
for a Soviet commanding player or someone with [[AllYourBaseAreBelongToUs captured Soviet construction technology]]. 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'' games, on the other hand, officially let
pretty much any infantry to garrison.
garrison buildings, and at other times, ''vehicles'', too. A notable addition to the garrison concept is the option to use a hard counter, most likely due to balance reasons: certain units have been given the ability to clear a garrison at an instant.
*** Buildings aside, many vehicles in ''Generals'' can be makeshift bunkers; some may require an upgrade first. Hard counters to occupied buildings included {{fast roping}}, [[GrenadeLauncher flashbangs]], [[KillItWithFire flamethrowers]] and [[DepopulationBomb toxin sprayers]]. The ''Zero Hour'' expansion introduced more occupiables in crazier forms: helicopters, artillery-bunkers and hidden vehicles. A new hard counter, the antibunker missile, was also thrown into the mix. And if that's not enough, certain buildings have different reactions to an attack: some are hard-counter-resistant while others can't provide enough cover that their occupants become exposed [[ThereIsNoKillLikeOverkill (makes hard counters look like overkill)]]. 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. Needless to say, the ''Generals'' series took this trope [[UpToEleven to a whole new level]].
**** Then there's this Shockwave GameMod that [[Expy exports]] the ''Yuri's Revenge'' Tank Bunker over to one of the Chinese specialist factions.
*** Subsequent games were more beligerent than ''Generals'', but who's to say it's not extreme? In ''Command And Conquer 3: Tiberium Wars'', GDI supports garrison (and most likely the biggest ''Tiberium Wars'' supporter of them all) while Nod antagonizes it to hell. GDI had an occupiable building that acted like a hospital, a small bunker that's built by a grunt squad, an AwesomePersonnelCarrier and a MilitaryMashupMachine, with their only real hard counter being hand grenades. Nod goes inverse with antibunker doctrine, what with footsoldiers and tanks with [[KillItWithFire flamethrowers]]. Its only occupiable is a unarmed, hard-skinned vehicle with [[YourMileageMayVary questionable]] effectiveness that stops moving when deployed or destroyed... that [[EpicFail can't be repaired through conventional and convenient means]]... that [[OhCrap can't eject its occupants when it's ruined]]. But the real "unsupportive" title goes to the Scrin. They only have three types of units that understand urban warfare-- the first is stricly a GrandTheftMe 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 lobbing in [[InsertGrenadeHere tossing in]] some molotov cocktails.
** In ''C&C 3: Tiberium Wars'', GDI grenade troops, Nod Flame Tanks or Black Hand soldiers, and Scrin Buzzers or Corrupters can insta-kill garrisoned units.
** In Generals, the GLA Toxic Tractor can spray down a bunker with chemicals, like a flamethrower, to kill anything inside. The Chinese Flame tank has the same effect, and American Rangers can either rappel from a helicopter to kill a garrison, or use grenades.
** Also in Generals, the Chinese hacker unit, when garrisoned inside a certain building, will generate income by hacking bank accounts.
** The GLA tunnel system uses a variant on the garrison mechanic. The network as a whole can hold a certain number of units. They can't fire out, but they can emerge from any one of the openings, and don't die until the last entrance is destroyed.
** The GLA Palace and US Fire Base can also be garrisoned. The Palace is the best place to garrison troops, as it also protects against weapons that normally insta-kill garrisoned troops.
*** Chinese bunkers work much the same as the GLA Palace, with the added benefits that they take two seconds to construct, are small enough to fit almost anywhere, and are so dirt cheap that the garrison inevitably costs more than the actual building. Their Overlord Tanks can also be upgraded to have a bunker, which is a good way to make your opponents very, very sad.
** The Shockwave mod for Generals adds a Listening Tower for China, a Tank Bunker for China's tank general and a camouflaged dugout for the GLA.
{{molotov cocktail}}s.

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