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{{Structure
+
{{Games|RA|CS|AF}}
| name=Airfield
+
{{UnitBox
| image=
+
|name = Airfield
| function=Deploys Soviet Aircraft
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|image = RA1Airfield.PNG
| integrity=Unknown
+
|imgsize =
| faction=Soviets
+
|imgdesc =
  +
|faction = [[Soviets]]
  +
|baseunit =
  +
|role = Deploys Soviet Aircraft
  +
|useguns =
  +
|usearmor = Heavy
  +
|tier =
  +
|hp = 1000
  +
|shield =
  +
|energy =
  +
|timedlife =
  +
|armortype = Heavy
  +
|trans =
  +
|amphibious =
  +
|cost = $600
  +
|time =
  +
|produced = [[Construction yard (Red Alert 1)|Construction yard]]
  +
|req = [[Radar dome]]
  +
|techlvl = 5
  +
|hotkey =
  +
|squadsize =
  +
|groundattack =
  +
|airattack =
  +
|cooldown =
  +
|airspeed =
  +
|landspeed =
  +
|seaspeed =
  +
|range =
  +
|sight = 7
  +
|parent =
  +
|addons =
  +
|evolvesto =
  +
|power = -30
  +
|produce = *[[Yak]]
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*[[MiG (Red Alert 1)|MiG]]
  +
|allows =
  +
|research =
  +
|ability = *[[Paratroopers]]
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*[[Parabombs]]
  +
|structure =
  +
|notes =
 
}}
 
}}
  +
[[File:RA1_Airfield_Icons.gif|left]]
  +
The '''Airfield''' is an invaluable structure for the air-inclined Soviet commander in [[Red Alert 1]].
   
The Air Field was a landing strip with a flight control tower and an armory with a fuel dump, constructed by the [[Soviet Union]]. They were used to maintain aircraft that required a runway in order to land, the [[Yak-9]] attack planes and their [[MiG]] fighter jets.
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==Background==
  +
The Airfield is a landing strip with a flight control tower and an armory with a fuel dump. They are used to maintain aircraft that require a runway in order to land: [[Yak]] attack planes and [[MiG (Red Alert 1)|MiG]] fighter jets. The airfield are only able to provide refuel and reload function as repairing function is slaved to specially constructed repair center. The airfield also provide the plane its harbour with Soviet version of JATO rocket to assist in STOL procedures.
   
The Airfield also allowed for calling in paratroopers or parabombs onboard the [[Badger]] bombers.
+
Nod dusted off the old design of the Airfield from old Soviet archives and added various modification that virtually changed its role as a vehicle drop off from Nod's contracted transport plane, creating the Nod [[Airstrip]] during the [[First Tiberium War]]. In Red Alert Universe, it was abandoned due to the forcibly disbanded of Soviet air force by the end of the war [[Airfield (Red Alert 3)|but brought back in Red Alert 3]] to maintain MiGs, Kirovs and Twinblades.
   
Latter on after the war, the GDI acquired the Airfields and improves on it allowing the Airfield to support 4 planes and Orca gunships at the same time. It also helps GDI use airstrikes against enemies and deploy various reinforcements.
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==In-game==
  +
Apart from supporting a single attack plane and reload their weapons after each attack, the airfield also allows for calling in [[paratroopers]] or [[Parabombs|parabombs]] aboard the [[Badger bomber (Red Alert 1)|Badger bombers]]. If an in-use Airfield is destroyed while its associated plane is still in the air, the plane will crash.
   
[[Category:Buildings]]
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It should be noted that reload times for aircraft on an Airfield or Helipad is dependent on the number of rounds of ammunition the aircraft carries. The Soviet MiG, with three missiles, can reload on an airfield almost instantaneously. The Allied Longbow, with six missiles, can similarly rearm fairly quickly. The Hind and Yak however, which carry 12 and 15 bursts of machine gun fire, take much longer to rearm despite the fact that each individual shot from their weapons does is less powerful than the missiles used by the MiG and Longbow.
[[Category:Soviet GWWII Buildings]]
+
  +
==Units produced==
  +
{| class="eva_box" border="1" style="width:100%"
  +
! style="width:10%" | '''Icon'''
  +
! style="width:25%" | '''Unit'''
  +
! style="width:30%" | '''Requirements'''
  +
! style="width:35%" | '''Ability'''
  +
|-
  +
| align="center" valign="middle" | [[File:RA1_Yak_Icons.gif]]
  +
| [[Yak]]
  +
| ''none''
  +
|
  +
Undetectable by radar until landing
  +
|-
  +
| align="center" valign="middle" | [[File:RA1_Mig_Icons.gif]]
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| [[MiG (Red Alert 1)|Mig]]
  +
| ''none''
  +
|
  +
Undetectable by radar until landing
  +
|}
  +
  +
==Gallery==
  +
<gallery>
  +
RA1_Airfield_French_Icons.gif|Icon with French text
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</gallery>
  +
  +
{{Red Alert 1 Soviet Arsenal|NoCat=1}}
  +
[[Category:Red Alert 1 buildings]]
  +
[[Category:Red Alert 1 Soviet Arsenal]]

Latest revision as of 00:45, August 8, 2018

RA1 Gameicon CS Gameicon AF Gameicon
RA1 Airfield Icons

The Airfield is an invaluable structure for the air-inclined Soviet commander in Red Alert 1.

BackgroundEdit

The Airfield is a landing strip with a flight control tower and an armory with a fuel dump. They are used to maintain aircraft that require a runway in order to land: Yak attack planes and MiG fighter jets. The airfield are only able to provide refuel and reload function as repairing function is slaved to specially constructed repair center. The airfield also provide the plane its harbour with Soviet version of JATO rocket to assist in STOL procedures.

Nod dusted off the old design of the Airfield from old Soviet archives and added various modification that virtually changed its role as a vehicle drop off from Nod's contracted transport plane, creating the Nod Airstrip during the First Tiberium War. In Red Alert Universe, it was abandoned due to the forcibly disbanded of Soviet air force by the end of the war but brought back in Red Alert 3 to maintain MiGs, Kirovs and Twinblades.

In-gameEdit

Apart from supporting a single attack plane and reload their weapons after each attack, the airfield also allows for calling in paratroopers or parabombs aboard the Badger bombers. If an in-use Airfield is destroyed while its associated plane is still in the air, the plane will crash.

It should be noted that reload times for aircraft on an Airfield or Helipad is dependent on the number of rounds of ammunition the aircraft carries. The Soviet MiG, with three missiles, can reload on an airfield almost instantaneously. The Allied Longbow, with six missiles, can similarly rearm fairly quickly. The Hind and Yak however, which carry 12 and 15 bursts of machine gun fire, take much longer to rearm despite the fact that each individual shot from their weapons does is less powerful than the missiles used by the MiG and Longbow.

Units producedEdit

Icon Unit Requirements Ability
RA1 Yak Icons Yak none

Undetectable by radar until landing

RA1 Mig Icons Mig none

Undetectable by radar until landing

GalleryEdit

Soviet Union Logo 1950 Soviet Second World War Arsenal Soviet Union Logo 1950
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