Buildings, fixed defensive positions, and protective barriers. Anything that produces Army Men units or defends the base from threats. Some buildings are necessary to gain access to certain units. Others are necessary to gain access to energy, plastic, and more.
– HQ:
The HQ and the Construction HQ are buildings where the command centers are located. The Construction HQ is the foundation of a base and allows the construction of other buildings.
The HQ or Headquarters is a building that was in Army Men: RTS campaigns. It allowed commanders to make Barracks. It also allowed to make Bulldozers, dump trucks, bulldozers, and radio men. It is quite literally the Headquarters of any base’s operations. Cost: 400 plastic units.
– Power Plant:
The standard Power Plant. Power output is directly related to the Power Plant’s condition, so protect them during battles.
– Super Power Plant:
This large, high yield structure handles the energy strains of some later, more power intensive structures and defenses.
– Resource Depot:
Is the structure in which the Army Men process all of the Plastic and Electricity the Dump Trucks collect. Plastic is taken to the Resource Depot from destroyed buildings or units where it will be recycled again. As well as from plastic object and energy resources laying around the battlefield. Energy is also returned here from objects found laying around like flashlights or car batteries. Resources are carried by Dump Trucks with lasers attached to them.
– Plastic Refinery:
The Refinery melts Plastic into a maleable liquid component element. Building the Refinery immediately deploys an Plastic Recovery Truck. The Refinery can store up to 2,000 credits of melted Plastic.
– Plastic Silo:
This Silo can hold up to 1,500 credits of melted Plastic. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your plastic economy.
– Barracks:
The Barracks is where all Army Men infantry are molded or trained. Some can be upgraded to Super Barracks. Some infantry molds may not be available until other structures are built. ture is responsible for the building & molding of all ground vehicles. Building multiple Barracks decreases the amount of time required to create a plastic soldier.
Barracks: The Barracks create the bread and butter of the Army Men: the infantry. Barracks is the first line of attack… and defense. Units built from the Barracks do not require electricity, which can be scarce at times. Cost: 300 plastic units.
Super Barracks: Upgrading Barracks get the Super Barracks. This next level structure gives the ability to produce the best of the best fighters: Bazooka Men, Machine Gunners, Snipers and Mortar Men. These Soldiers have increased range and more powerful guns than the basic Grunts. Cost: 400 plastic units.
– Medical Tent:
Is a building featured the most in Army Men II, Army Men: Toys in Space and Attack on Toys. Medical Tents are buildings that will heal any allied unit that moves under it, as if a Med Kit was used.
– Garage:
This structure is responsible for the building & molding of almost all ground vehicles. Some can be upgraded to Super Garage. Building multiple Garages decreases the amount of time required to create a vehicle. The RTS Garage could built Minelayer, Medic, Half-track, Tank and the Chopper and Dumdum with the Super-Garage.
Garage: The Garage gives the ability to build heavy assault vehicles and one of the most important assets, the Medic jeeps. Cost: 400 PU.
Super Garage: The Garage Upgrade. This will give access to the next level of equipment, including Choppers!. Cost: 400 PU.
– Naval Factory:
The Naval Factory builds and launches all naval vessels, except submarines. Damaged sea craft docked at the Naval Factory can be repaired. Building multiple Naval Factories decreases the amount of time required to create a naval vessel.
– Dog Tents:
This structure allows the molding and training of attack dogs. Scrapped after Whiskey Convention
– Sub Factory:
The Sub Factory builds and launches Submarines and Troop Transports. Damaged Submarines and Transports docked at the Sub Factory can be repaired.
– Airstrip:
The Airstrip allows construction of some airplanes, and allows access to Paratroopers, Parachute bombs, and Spy Planes. Only one plane is allowed per Airstrip that has been constructed. If an in-use Airfield is destroyed while its associated plane is still in the air, the plane will crash.
No matter where the plane is manufactured, it needs a Airstrip to land on. They are used by airplanes to refuel and rearm as well.
– Helipad:
The Helipad allows construction of all helicopters and will reload any that are in need.
– Auto Repair Facility:
Vehicles can have their health restored by entering an Auto Repair Facility. This is a building commanders can used for the first time in Army Men II and Army Men: Toys in Space. This building will repair any allied vehicle that moves on it, much like how the Medical Tent works for allied units.
Repairs any damaged vehicle that you move onto it. Mine layer units can be re-loaded by driving them onto the pad. (Repairing a vehicle is much faster than building one, and for a fraction of the original cost. This is a worthy investment).
– Radar:
The Radar uses spy planes or the satelital networks to give an overhead view of the battlefield. Detects enemy units that are within range. It is very useful when the Fog of War disappeared. Detected units appear on the Strategic Map in their appropriate colors. The building detects enemy units as they move into it’s detection radius on the map, letting the commander call in air strikes or otherwise prepare for them.
Cost in Army Men 2, Toys in Space was 100 PU.
– Technological center:
In addition to allowing the construction of high-tech units, also starts construction of the GPS Satellite. When finished, the satellite will automatically launch, revealing the entire battlefield (excluding spots hidden by FOW Generators).
– Pillbox:
A defensive building, A fortified bunker occupied by a single soldier (or more) who may be armed with a Rifle, a Bazooka or a Heavy Machine Gun. The Pillbox is ideal for defending your base from enemy infantry attacks. Another building used to defend the base by being offensive or defensive similar to the Guard Tower in style. Basically there is a gunner or two inside that shoots at oncoming enemies. While being protected by a barrier wall. The gunner is actually part of the building but basically that is a pillbox.
The Pillbox is a very powerful base defense against most of the ground units. Tanks are resilient enough to inflict heavy damage to it, and mortar men can out-range it, but otherwise, the pillbox can fend off most ground assault. However, it is usually completely defenseless against choppers.
In RTS campaign, this was a small building which allows the Soldiers inside to be protected, yet have the ability to shoot 360ยฐ from a single position. They were vulnerable from the air without any defense to helicopters (like most pillboxes today). Cost: 300 PU
The plastic cost of Rifle pillboxes in Army Men 2 and Toys in Space were 100 Plastic Units. Bazooka and Heavy Machine Gun 200 PU (250 points of health).
– Camouflaged pillbox:
Equipped with the same weapons as the Pillbox, this defensive structure has the advantage of better armor and near-perfect camouflage. It blends with the surrounding terrain, making it virtually invisible.
– Turret:
Invented by the Greys when they were loosing the Great War, is a Turret-mounted cannon is a Heavily armored fortification with good range. This Turret is effective against armored threats and usually is a Tank turret or somewhat like that.
– Guard Tower:
Guard Towers are very effective for providing defense around the perimeter of the base and at the main entrance, as well as against air attacks. Good towers can link to Barbed Wire Posts.
Used to defend your base from oncoming enemies that try to get into your base or destroy you. Fires one steady stream of bullets at enemies in the vicinity. Guard towers are the most common Army Men defensive buildings.
– Flamethrower Tower:
The Flamethrower Tower targets and destroys approaching enemy ground units by shooting balls of fire. It is best used against large groups of infantry; it is moderately effective against armored units as well. Since there are volatile fuels used in the Flamethrower Tower, it damages nearby units and structures if destroyed.
– Electric Coil:
The Electric Coil automatically directs bolts of high energy lightning at enemy ground units, reducing men to ash and tanks to molten plastic in seconds. Used too much energy.
– Acid Gun:
Invented by Plurtz Tan Army in 2002, this special weapon is prohibited by the Army Men Alliance Whiskey Convention, for being too cruelty and playfulless.
– AA Gun:
AA Guns are anti-air defense turrets which protect the key installations against any toy aircraft, helicopters and paratroopers. Many of these are seen in Air Attack 1 & 2. And equipped with twin 40 mm cannons.
Although its range is not great, any enemy aircraft flying over these are guaranteed to be heavily damaged, if not destroyed. They are accurate and deadly. This is a anti-air defense turret which protects the base from enemy helicopters and paratroopers. They basically shoot down any enemy aircraft that comes near the base. In order to stop from aerial attacks being a problem to your base. They do not have any real effect though on ground units attacking you.
– GTAM automated defenses:
GTAMs automatically launches long range missiles at enemy aircraft.
– FOW Generator:
The FOW Generator allows to hide the base from enemy sight, creating Fog of War in radar view. Any enemies scouting the area will only reveal the shroud around themselves, and it will immediately close up once the invading unit is destroyed or leaves the area.
– Portals:
– Artificial Portal:
The evolution of the humans Philadelphia Experiment, the Artificial Portal allows the Army Men to move a unit from one location to an other without having to cross the space in between. However, the unit will only exist in its new location for a brief time before returning to its point of origin. This technology is still a bit unstable, to the point that some scientists say it could destroy reality. Using it on certain units or using it constantly could produce unusual side effects.
– Iron Quantum Device:
The Iron Quantum Device renders any unit or building invulnerable for a short period of time, converting Plastic into Iron.
– Missile Silo:
The Missile Silo can readies any type of big missile, even an Atomic Bomb that can be launched onto the battlefield, causing massive destruction to structures and infantry. The more heavily armored units will fare better, but not by much.
– Fake Structures:
The Army Men have used Fake Structures in the past, several times, to deceive the enemy. These have a fraction of the hit points of a normal structure, but can be used to create the illusion of critical structures. They are usually made of cardboard or are a simple flat image made of cardboard as well. Sometimes they are made of sand or sticks and materials from the Real World.
– Sandbags:
Sandbags are good for stopping non tracked vehicles and infantry. All tracked vehicles can run over this type of barriers. They serve as good cover against conventional weapons ammunition, but are easily blown to pieces by cannon fire.
– Barbed Wire Fence:
The Barbed Wire is used to hold back the enemy and keep them out of bases. It is cheap and fast to build. Keeps enemy from being able to enter through that location in which Army Men place the fence. Until of course being destroyed in which they will be able to get past then. Barbed Wire Barrier stops non-tracked vehicles and infantry. Tracked vehicles can destroy the barrier by shooting it and / or running over it.
They do not usually provide cover against enemy fire, although some do (depending on what they are made of exactly). Cost: 50 plastic units.
– Walls:
Strong walls that can withstand a few hits of cannon damage. Ammunition does not cause damage.
Sources for this article:
https://armymen.fandom.com/wiki/Buildings_in_Army_Men:_RTS
https://armymen.fandom.com/wiki/Auto_Repair_Facility
https://armymen.fandom.com/wiki/AA_Gun
https://armymen.fandom.com/wiki/Barracks
https://armymen.fandom.com/wiki/Medical_Tent








































