Command & Conquer: Red Alert 3/Empire of the Rising Sun units

Infantry

 * Burst Drone - another nice empire advantage aerial observer unit so it can snuff out those nasty spies, also they can attach themselves to vehicles and slow them down which is cool, and if you want you can hit the suicide button on them (to make both this unit and the vehicle they are attached to blow up), don’t do it if its not on a vehicle cause you only get 1 shot, but there nice and cheap so you can mass produce them no problem great for scouting
 * Engineer - Engineers are the same for all factions, besides there secondary ability which with the empire allows them to run fast for 10 seconds followed by brief exhaustion for 5 seconds.
 * Imperial Warrior - standard imperial infantry, great secondary ability which allows them to charge infantry with katanas for 10 seconds and hack them to pieces 1 hit infantry kills
 * Tankbuster - Long range anti-tank/vehicle unit, unlike other factions they cannot attack air although there range and damage is consistent and awesome, epically as they gain ranks. Secondary ability lets them burrow into ground to avoid crushing and ambush the enemy.
 * Shinobi - a variation of an allied spy which allows him to infiltrate enemy structures and can perform a variety of things based on structure entered IE- power plant will shut down defense (my personal favorite) they also have a smoke screen secondary ability unlike spies they can attack and kill infantry in one hit kills but can’t take the form of enemy units
 * Rocket Angel - the red alert 2 equivalent of the rocketeer that had belonged to the allies but this alternate reality has allowed the empire of the rising sun to develop the technology first with much improvement this is a truly devastating unit against air and ground units. Secondary ability stops an enemy unit in their tracks.
 * Yuriko Omega - depending on how you look at it she is truly the best "super unit" every faction gets one, the reds have Natasha (no longer boris, funny rocky and Bullwinkle pun there,) the Allies have Tanya and the empire has yuriko (a pun off of Yuri the main villain from red alert 2 who had supreme mental powers) she is highly powerful and can crush any ground unit with much ease, she does not have a one hit kill, but she picks enemy's up with her mind a lot like jean grey if your familiar with x-men, and she will crush them it takes a few seconds but you can juggle multiple units into the air and if your good with the timing you can keep 3 or 4 tanks and troops in the air useless and quickly being destroyed, her secondary ability is amazing she projects huge lines of ejaculation to destroy any and I do mean any enemy infantry truly devastating.

Vehicles

 * Mecha Tengu - the combination of the empires tengu in my opinion is my favorite unit combination in the game as it offers you so much versatility (as I have to say the allies and soviets have much better bang for your buck anti air available to them) the unit designs are amazing first of all for a secondary ability this ground based anti infantry unit turns into a jet for anti air capabilities.
 * Jet Tengu- the jet form of the mecha tengu which is fantastic for anti-air which the empire imo has a hard time with, they are great to build in mass as they have not airport or need to refuel such as the allied jets which will win in about a 2-3 to 1 ratio (because of the limit of attacks and need to refuel they are much more powerful) the transformation back and fourth takes a little bit to recharge but not much in the long haul
 * Sudden Transport- Allied spy in a transport, what an idea I think this is such a cool unit, I’ve seen some great strategy's with them as long as there’s no locators around like bears/dogs/burst drones, vs human players I don’t think it would be as viable as it would not show up on there map at least I don’t think so, but boy does it truck the computer AI
 * Tsunami Tank - standard empire tank, amphibious which is just awesome fairly quick movement to dodge dreadnought/v3 missiles, but battleships and subs will tear them apart, more of a supplement to naval units but its great to have the versatility just like with the tengu/VX units
 * King Oni- this is the awesome unit you see in the cinematic ripping city's apart like a giant voltron shooting beams out of his chest, this is a great unit both for its pure destructive power a little pricey but def worth it for ground assaults, make sure to protect him with anti-air, he can crush units and his secondary ability is truly awesome, he runs full force to wherever you click and pretty much anything in between from infantry to tank will be crushed and stomped into oblivion
 * Striker-VX- the striker is the compliment to tengu being the helicopter counterpart, on the ground he has a great anti air missiles similar to an ifv missile, but in the air it is great in numbers and to help supplement your navy if necessary, this unit combined with the tengu is my favorite combo
 * Chopper-VX- the air form of the striker vx, just turns into a basic helicopter with ground attack
 * Wave-Force Artillery - fantastic long range vehicle akin to the v4/Athena, hits hard and can take out defenses quick to let your king onis and infantry and tengus to assault
 * Ore Collector - collects ore pretty simple, has a secondary ability to pop out some anti infantry cannons so can provide quick defense when those players rush your collectors as they are quite pricey and can cause your economy to stall easily
 * Mobile Construction Vehicle - I don't believe there to be any difference with all the mcvs besides how they produce structures, the empire has a new and probably the best way to deploy buildings, they send out cores that are units that can roll around and unload anywhere that’s right folks no barriers from the MCV like the allied and soviets which is a huge advantage but it requires a little more micromanagement.
 * Nanocore -

Navy

 * Yari Minisub - very cheap naval scout and pretty descent little attack sub, at only 800 gold great for starting out but after a few tiers then just keep 1 or 2 around focus more on the higher end naginata, another suicide button on this bad boy which is nice for taking out those nasty long distance battleships from every faction as they have a hard time attacking close
 * Sea Wing - another great accent to a tengu/VX force, can be great assistance to your navy by providing the only real naval anti-air support, I like to make 2 groups of these guys 1 for my navy and 1 for air force, they can only go anti air mode over the water, but they can take down most dangerous units like kirovs in 5/6's per navy
 * Naginata Cruiser - every faction has a similar more expensive destructive sub/ship that’s meant for protection of your large long range battleships so they are crucial any map with a lot of water, these protecting a few shoguns can tear thru an enemy's base defense very quickly allowing your ground forces to tear them apart, love there secondary ability which shoots out a volley of torpedoes that split apart they are quite deviating and will kill most early ships and heavily damage a lot of units in a fan-like spread. Excercise caution, though, because they can hit friendly units.
 * Shogun Battleship - the battleship to end all battleships, its attack has long range and is a straight shot by six cannons that can’t be stopped unlike the other factions attacks, also has a great secondary ability that allows you to target an enemy vessel and ram into it, destroying any enemy vessel, truly the ruler of the seas.

Structures

 * Construction Yard - mcv unpacks into the con yard in any race, and they can also pack it back up for mobile use, this building allows the creation of all of the empires building and is the most important of your buildings and should be heavily defended, for the empire it produces units that morph into your buildings
 * Instant Dojo- barracks to you allied folk, very different from the other races, no real anti air capability's until you get rocket angels after the upgrades are made, so its good to have a mecha bay out quick so you can get some anti-air from the tengus
 * Instant Generator - power plant, make sure to keep an eye on your power meter at all times you never want to stall your economy a few stalls can give your enemies a great advantage, its like penalties in football enough of them can cost you the game, so always build 2 generators ahead of your power needs cause you will need a lot of power for super weapons your higher tech buildings and your defenses, you don’t want them shutting down
 * Mecha Bay - creates all your vehicles and a few amphibious ones, note 2 little blue waves means amphibious same for the dojo and the docks
 * Imperial Docks - produces your naval units and like all imperial buildings it needs to be upgrades by its self to produce the more powerful units
 * Ore Refinery - 2nd most important building without this you have no economy or credits
 * Nanotech Mainframe - basically this building researches all of your most advanced technology's and it very necessary when you have a good stable cash flow, and requires a lot of power

Support Structures

 * Defender-VX - Basic tower that can be transformed into an anti-air tower back and fourth just like most of the empires units, very effective defense can be placed anywhere
 * Wave-Force Tower - no anti air capabilities but it is a highly destructive ground force for base defenses although it is a little slow it is very powerful, its instant ability allows you to temporarily trade your slow powerful attack for a quick weaker one, good for taking down those little infantries close to death or engineers.
 * Nanoswarm Hive- creates a large shield which can be used to keep your enemy contained and unable to be hit, or keep your units contained unable to move or be hit, it depends on the situation and what you need it for, super weapons are always worth it but don’t forget about the powers from the points cause the balloon bombs are highly ejaculatory and probably the best power of them all
 * Psionic Ejaculator - complete obliteration that’s all there is too it, light this sucker up and it creates a huge yellow blast that will destroy almost half of a base and in some cases it can take your mcv with it, any units are gone no matter what, try to destroy it if the enemy has it cause you’ll be spending a lot of cash repairing your base after being hit by this
 * Wall - can be used to prevent engineers from stealing your crucial building or help make little mazes to force infantry to pass by your defenses as much as possible, just make a starter wall, than you can connect it about 8 spaces away and the possibilities for defense are limitless