Wall (Tiberium Wars)

Walls are a passive defensive barrier used by both the GDI and Nod in . Unlike previous games in the Tiberium series, walls cannot be built by players. A Scrin variation of the structure exists in the game but is left unused.
== Background ==
The concrete wall has seen service as a defensive barricade for almost a century. Simple and reasonably priced concrete was the main static defense for many bases since the First Tiberium War. They are vulnerable to explosive and cannon based attack, but their thickness barred C4 from effective use against them.
By the Third Tiberium War, walls had fallen out of general use. Though more permanent bases still use walls, they are no longer found in field bases, as MCVs no longer produce them.
== Game Structure ==
Walls were sometimes encountered during the various campaign missions of Tiberium Wars and Kane's Wrath. Though they prevented infantry and vehicles from passing through them, they were relatively easy to destroy and, since MCVs could not produce walls, holes punched into a wall would remain. As seen in the Nod commander's first assignment, a single squad of Fanatics was enough to bring down a wall segment.
Curiously, walls could be sold and each segment would supply 50 credits. However, each of these sold walls would count as a unit lost in the post-mission statistics of a campaign mission, as shown here.
== Trivia ==
* It is likely that walls were intended to be buildable in Tiberium Wars early in development as the description for the Wall Hub (the circular sections from which lengths are built) clearly says “Enables wall construction”. This was likely an oversight. It is unclear why the ability to build walls was removed (especially as they remained in game in Red Alert 3) but this can, of course, be reinstated through modding.
** It is possible that walls were phased out after Red Alert 2 (barring Red Alert 3, of course) due to the fact that all games after RA2 (except RA3) opted to drop the game's tile-based positioning system in favor of a more versatile and flexible one to match the new 3D environment. Since walls could now be placed virtually anywhere, it would be much more difficult to prevent players from clipping walls into each other, placing hubs in areas with impassible terrain between, or getting the measurements exactly right to create a truly impassible defense line - it was far more likely that the player would accidentally put two wall hubs, as an example, 7 1/4 walls' width away from each other instead of the exact width of 7 walls, and as such would have a hole in their wall segment and render the entire wall nearly pointless.
*Though walls were typically only seen protecting installations where their respective factions had long held a foothold, the GDI forward base for their operations against Temple Prime was protected by walls.
== Gallery ==
File:Tiberium Wars Scrin Wall Hub icon.png|Unused Scrin Wall Hub icon
File:Tiberium Wars Scrin Wall Segment icon.png|Unused Scrin Wall Segment icon
File:TW Scrin Wall in game.png|Unused Scrin walls in game
== See also ==
* Sonic repulsion field, GDI support power which generates a wall-like defense around structures
* Laser fencing (Kane's Wrath), Nod support power which generates a wall-like defense around structures
* Concrete wall, Second Tiberium War version
Category:Tiberium Wars support structures