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

From StrategyWiki, the video game walkthrough and strategy guide wiki
 
(213 intermediate revisions by 41 users not shown)
Line 1: Line 1:
{{drivel|rewrite to remove 1st person}}
{{Cleanup}}
{{Header Nav|game=Command & Conquer: Red Alert 3}}
{{Header Nav|game=Command & Conquer: Red Alert 3}}
== 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 ==
The Empire has swifter infantry than the Soviets and more mobile vehicles than the allies. The Empires air force do not need to reload at an airfield and to form air units transform the Mecha Tengu, Chopper VX and the Sea Wing to use aircraft.
* 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 ==
The Empire is matchless at the Sea with their Battleships and their Naginata Cruisers.
* 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 ==
The Empires units have weakness to however because most of their aircraft had to be built in large numbers to swarm their enemies because their aircraft has light armor and inferior firepower.
* 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 ==
==Infantry==
* 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
The Empire of the Rising Sun's infantry are about average - more powerful but less versatile compared to their mechanized units. For example: '''Tankbusters''' - they can bust tanks, but they cannot bust aircraft, as the name implies.
* 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 destructive and probably the best power of them all
* Psionic Decimator - 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


{{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Controls|nextpage=Soviet units}}
===Burst Drone===
{{CnC unit
|image=
|requirements=Instant Dojo
|role=Scout
|abilities=Kamikaze
|build=0:02
|dtype=None
|cost=300
}}
 
The main scout unit for the Empire, which can hover over the battlefield and detect disguised and hidden enemies. The Burst Drone can attach itself on enemy vehicles, slowing their movement. Their special ability is to activate a self-destruct timer that deals minor damage in a small radius.
 
These nasty drones are useful slowing down enemy aircraft and are good detectors. They are air units, and so are more effective at scouting than War Bears and Attack Dogs; however, they lack any useful attack.
{{-}}
 
==='''Imperial Warrior'''===
{{CnC unit
|image=RA3.ImperialWarrior.jpg
|requirements=Instant Dojo
|role=Anti Infantry/ Anti Garrison
|abilities=Banzai Charge
|build=0:06
|dtype=Gun and Katana
|cost=150
}}
 
{{Quote|"I SERVE THE EMPEROR!"|Imperial Warrior}}
 
Standard, fanatical, rifle-wielding Imperial infantry that are effective against other infantry units. Their special ability is to switch to melee using special katanas that can kill enemy infantry in one-slash, while granting increased movement. They can run into enemy garrisons, knocking infantry out.
 
These infantry are stronger but more expensive than Conscripts, and weaker but cheaper than Peacekeepers. Their Beam Katanas cannot break tanks and a Commando like Tanya will make mince meat out of these fanatical Samurai like Warriors.
{{-}}
 
===Tankbuster===
{{CnC unit
|image=
|requirements=Instant Dojo
|role=Anti Tank infantry
|abilities=Dive into the ground
|build=0:06
|dtype=Laser
|cost=300
}}
 
{{Quote|GET THEM!|Tankbuster}}
 
Tankbuster lasers are effective against structures and enemy vehicles. Although they are unable to hit air unlike their Allied and Soviet counterparts, they make up for it with increased range and damage. Their special ability is to burrow in the ground, dramatically increasing their defense even against anti-infantry fire.
 
Tankbusters live up their name - they bust tanks. Unlike Javelins and Flak Troopers these troopers cannot attack aircraft and are not effective against infantry so support them with anti-infantry units. Their special ability is hard to use.
 
They are good for rushing, but Soviet sentry guns are strong against them. If you face sentries, get a Yuriko Omega or an air support co-commander.
{{-}}
 
===Engineer===
{{CnC unit
|image=
|requirements=Instant Dojo
|role=Support
|abilities=Run faster
|build=0:05
|dtype=None
|cost=500
}}
 
The Empire Engineer can capture neutral or enemy structures, as well as repair your own. Their special ability is to sprint, granting them increased movement speed for 10 seconds, although they are exhausted and are unable to move for 5 seconds thereafter.  However, if they reach a neutral building before the speed is lost, they will forgo the 5 second wait time and immediately capture the building as normal.
 
These units are unarmed and defenseless against most kinds of threats, especially anti-infantry fire.
{{-}}
 
===Shinobi===
{{CnC unit
|image=
|requirements=Level 2 Instant Dojo
|role=Infiltrator/Assassin
|abilities=Smoke Bomb
|build=0:10
|dtype=Sniper
|cost=1000
}}
 
Shinobi are master assassins that can dispatch enemy units in one attack from a distance, as well as in melee range. They can enter enemy structures, causing various effects such as locking down or powering down enemy bases. Their special ability is to confuse the enemy with a smoke screen, allowing them time to take action.
 
Shinobi are like defended Spies without disguising and bribing ability.  Although relatively short-ranged, they make their first shot quickly and can form lethal anti-infantry squads that can take down large numbers of foes, given at a large expense.  Due to their inability to use any form of stealth, they are not as effective at sabotage as the Spy, and must rely on more brute-force methods to enter the enemy base.
{{-}}
 
===Rocket Angel===
{{CnC unit
|image=RA3.RocketAngel.jpg
|requirements=Level 3 Instant Dojo
|role=Elite aerial shock trooper
|abilities=Paralysis Whip
|build=0:10
|dtype=Rockets
|cost=900
}}
 
{{Quote|What a bunch of losers!|Rocket Angel}}
 
Rocket Angels fly above the battlefield shooting down both enemy ground and air forces with their rocket pods. Their special ability is a Paralysis Whip that disables the movement and attack of any ground or sea unit, which acts as a toggle weapon similar to the Conscript's Molotov Cocktail and Peacekeeper's Riot Shield. They are the only flying infantry in RA3 besides the Burst Drone.
 
These women warriors fill the weakness of Tankbusters: anti-air firing. Rocket Angels Rockets do not fair well against infantry, although are quite powerful against all other targets.  Like all aircraft, these woman warriors are vulnerable to anti-air units.
{{-}}
 
===Yuriko Omega===
{{CnC unit
|image=RA3.Yuriko.jpg
|requirements=Level 3 Instant Dojo
|role=Commando
|abilities=Psionic Scream
|build=Unknown
|dtype=Psionics
|cost=2000
}}
 
{{Quote|I WARNED YOU!|Yuriko}}
 
Yuriko Omega is the Empire of the Rising Sun's commando unit, able to destroy almost everything with her mind. She can crush enemy vehicles while spinning them in the air, or pull down enemy aircraft from the sky by one thought. Her attacks do not deal solid damage, she takes the same time destroying a Construction Yard as with a Flak Cannon. Her special ability is a Psychic Scream that kills all infantry units, Terror Drones and Dolphins in a large radius around her.
 
Her Psychic Scream does not harm metal things like tanks and she is not effective fighting against 5 Riptide ACVs. She is vulnerable to Tesla coils and she does not kill things in one hit unlike Natasha. If she falls in battle the Advisor will not warn about her death so take good care of your Psionic Commando.
{{-}}
 
==Vehicles==
The Empire of the Rising Sun units are pretty versatile and have good offensive power. They unfortunately have quite weak armor and are expensive.
 
===Mecha/Jet Tengu===
{{CnC unit|image=RA3.Tengu.jpg|requirements=Mecha Bay|role=Anti Infantry Robot/ Anti Air Jet|abilities=Transform and roll out|build=0:10|dtype=Anti infantry and anti air Guns|cost=800}}
 
{{Quote|Don't worry commander. These Mecha Tengus should handle anything the Soviets throw at us.|Kenji}}
 
The Mecha Tengu is an amphibious anti-infantry unit. They can transform into the Jet Tengu, which is a fast anti-air aircraft.
 
The advantage of Jet Tengus over MiGs and Apollos is that Jet Tengus don't require an Airbase to restock their autocannon ammo, though Jet Tengu does less damage than MiGs or Apollos. Mecha/Jet Tengu has poor armor so it's easily annihilated by tanks or anti-air ground units.
{{-}}
 
Jet Tengus are powerful in numbers, despite having weak armor and can be supported with the Point Defense Drones protocol. They're cheaper than Apollo and MiG fighters. They only cost about 800 yen.
 
===Sudden Transport===
 
{{quote|Someone has betrayed us!|Sudden Transport}}
 
{{CnC unit
|image=
|requirements=Mecha Bay
|role=Transport
|abilities=None
|build=0:05
|dtype=explosive
|cost=500
}}
 
Sudden Transports can disguise themselves as enemy vehicles, while transporting infantry across ground and sea. If the infantry exit the vehicle, the disguise is lost. If the transport is lost, it will explode killing anything around it and any infantry inside it. Always watch your distance when attacking these things.
 
 
{{-}}
 
===Tsunami Tank===
{{CnC unit
|image=RA3.tsunamitank.jpg
|requirements=Mecha Bay at Tier 2
|role=Anti Tank and Anti Ship
|abilities=Nanodeflectors
|build=0:10
|dtype=Cannon
|cost=1000
}}
 
{{Quote|There is honor in death!|Tsunami Tank}}
 
The standard Imperial tanks are able to traverse on land and sea, dispatching enemy vehicles and they can crush infantry. Their special ability is to toggle a defensive shield, which increases their defenses and heals them, although they are unable to fire their weapons for the duration.
 
Tsunamis are weaker than Guardians or Hammers, but faster and amphibious. Nanodeflectors also increase speed a bit and prevent Terror Drones to get inside the tank. Tsunamis are destroyed by anti-tank or aircraft units
 
{{-}}
 
===Striker/Chopper VX===
{{CnC unit
|image=
|requirements=Level 2 Mecha Bay
|role=Transforming Anti Air and Anti Surface
|abilities=Transform
|build=0:12
|dtype=Anti Air and Anti Surface Rockets
|cost=1200
}}
 
{{Quote|I'll need assistance!|Striker VX}}
 
On the ground, Striker VX are anti-air mobile walkers. They can transform into the Chopper VX, which is an anti-armor aircraft unit.
 
Advanced Rocket Launchers upgrade powers up this unit. Striker VX isn't as good as Jet Tengu but does his job. Chopper VXs are good in defense but bit too slow in attacks. Choppers do poor damage to infantry, so a bunch of Flak Troopers is end of the Chopper VX. It must be supported by the Skywing to kill infantry using the Empire air units against the ground forces, while Jet Tengus in great numbers can prevent all Apollos or MiG fighters from destroying all your air units.
 
{{-}}
 
===Wave Force Artillery===
{{CnC unit
|image=RA3.WaveForce.jpg
|requirements=Level 3 Mecha Bay
|role=Heavy Artillery
|abilities=Discharge their rate of fire
|build=0:16
|dtype=Wave Force cannon
|cost=1600
}}
 
{{Quote|Don't let those base defenses discourage you. The Emperor just granted you a gift.... The Wave Force Artillery. With it you will be able to bombard from a safe distance.|Suki}}
 
Long range bombardment units that can destroy enemy bases from afar. Their main form of attack is to charge up their Wave Force Cannons, which then shoot in a line, severely damaging anything caught in its line. Their special ability is to prematurely discharge their Cannons, dealing less damage although still lethal to infantry and light vehicles.
 
At 1600 credits, the wave-force mobile artillery units beats the Soviet V4 and the Allied Athena long range competitors in terms of accuracy, but the size and speed drawbacks that comes with makes it a perfect target for air attacks or fast attack units. Be sure they are heavily guarded at all times.
 
 
{{-}}
 
===King Oni===
{{CnC unit|image=RA3.KingOni.jpg|requirements=Level 3 Mecha Bay|role=Heavy walker|abilities=Bull Rush|build=0:20|dtype=Two laser Eyes|cost=2000}}
 
{{Quote|Who has awakened me?|King Oni}}
 
King Oni are destructive ground forces that rival the Soviet Apocalypse Tanks. They shoot lasers that are deadly to enemy vehicles. Their special ability is to bull rush a target location, crushing most units and even destroying structures in the wake.
 
;Weaknesses
The Apocalypse Tank (of equal cost) can paralyze the King Oni with its magnetic harpoon, meaning that King Oni are only adequate, at best, in a late-game armor battle against the Soviets.  Additionally, the King Oni is largely ineffective against infantry, unless using the bull rush.
 
{{-}}
 
===Ore Collector===
{{CnC unit
|image=
|requirements=Refinery
|role=Resource Gatherer
|abilities=Security System
|build=0:14
|dtype=Gun
|cost=1400
}}
 
{{Quote|It's all safe.|Ore Collector}}
 
The Imperial Ore collector is able to toggle a defensive gun lethal to infantry units.
 
;Weaknesses
Any ore ferrying previously will be lost during the Gun mode configuration. Always attack these with the Guardian Tank or the Hammer Tanks leech beam.
 
{{-}}
 
===Mobile Construction Vehicle===
 
{{quote|Securing permits.|Mobile Construction Vehicle}}
 
{{CnC unit
|image=
|requirements=Mecha Bay
|role=Support
|abilities=Deploy
|build=1:00
|dtype=none
|cost=5000
}}
 
Deploys into a Construction Yard, necessary for building up a base. They are extremely large, and are able to crush most vehicles save for Apocalypse Tanks and King Onis. They are completely unarmed and are therefore defenseless otherwise.
 
{{-}}
 
===Shogun Executioner===
{{CnC unit
|image=
|requirements=none
|role=Destructive Monster robot and King of all Robots
|abilities=Omega Shockwave
|build=0:00
|dtype=3 powerful blades
|cost=?????
}}
 
{{quote|Commander, this is our new weapon, The Shogun Executioner, and you will use it to destroy the general's remaining forces!|Prince Tatsu}}
 
 
A tri-boddied walker wielding 3 giant beam katanas that can destroy any units with one hit or crush. The walker's special ability is to plunge all 3 of its katanas into the ground that makes destructive shockwaves that kill all in one hit. In addition, the unit feeds off of Tesla energy; thus, attacks by Tesla Coils, Tesla Troopers and Stingrays do nothing but regenerate the Executioner's health.
 
This unit is an Empire of the Rising Sun campaign exclusive unit so you won't see this walker in Skirmish, the Allied and Soviet Campaigns or Multiplayer.
 
;Weaknesses
The Shogun Executioner cannot attack aircraft except ramming into them. It also causes friendly fire when ramming into enemy units. its special ability takes way to long to recharge. And finally, the player loses the mission if the unit is destroyed.
 
{{-}}
 
==Navy==
The Imperial Navy is fast, versatile, balanced, powerful but expensive. There's a defensive hole in Imperial Navy - aircraft. Sea-Wing is Empire's only anti-air naval unit and it's easy to blow up, but watch out for Jet Tengus they may be weak in armor. But they are very cheap compared to allies and soviets counterpart and powerful in numbers of group and never runs out of ammo.
 
In naval battles, always use Fortified Fleet upgrade, because this really helps.
 
===Radar Boat===
{{CnC unit
|image=
|requirements=none
|role=Unknown
|abilities=none
|build=0:00
|dtype=none
|cost=?????
}}
 
Radar Boats only appear in the Allied Campaign but these boats must be destroyed so the MCV reinforcements can arrive. These boats are often protected by Naginata Cruisers, Wave Force Towers, Defender VXs, and various infantry units.
 
These ships are unarmed with any sort of weapon so order Natasha to destroy it or order Tanya to blow it up.
{{-}}
 
===Yari Mini-Sub===
{{CnC unit
|image=RA3.YariSub.jpg
|requirements=Imperial Docks
|role=Anti Ship scout
|abilities=Last Voyage
|build=???
|dtype=Torpedo
|cost=800
}}
 
{{Quote|We're taking you with us!|Yari Minisub}}
 
Yari Mini-Subs are fast moving submersibles that are able to deal heavy damage in masses. Their special ability is to kamikaze into a naval target and severely damage it. They are strong in numbers, but watch out for Stingray's special ability of releasing an electrical shock wave that is dangerous to the mini sub's weak armor.
 
;Weaknesses
Yaris are the naval scouts of the Imperial Navy and should only stick to that role. The notable kamikaze attack can also be nullified by torpedoes, or any form of naval weapons.
{{-}}
 
===Sea/Sky Wing===
{{CnC unit
|image=RA3.SeaWing.jpg
|requirements=Level 2 Imperial Docks
|role=Anti-infantry, Anti-air, Air
|abilities=Transform into Sky Wing or Sea Wing
|build=0:11
|dtype=Missile, Gun
|cost=1100
}}
 
{{Quote|I've seen it all!|Sea Wing}}
 
Sea Wings are fast moving submersibles that emerge only to attack air units. They can transform into the Sky Wing, which are anti-infantry aircraft.
 
;Weaknesses
These Subs are not effective against most targets in Sky Wing form except against infantry and in Sea Wing Form these Subs cannot attack anything but aircraft and their rockets are weaker than the ones Multigunner IFVs use.
 
{{-}}
 
===Naginata Cruiser===
{{CnC unit
|image=
|requirements=Level 2 Imperial Docks
|role=Anti Ship
|abilities=S-torpedoes
|build=0:18
|dtype=Torpedo
|cost=1800
}}
 
{{Quote|The Seas will be their graves!|Naginata}}
 
Naginata Cruisers are tough ships that are effective against enemy naval units. Their special ability is launching a cone of torpedoes dead-ahead at a moderate distance, which spread out dealing extra damage to any unit or structure in contact.
 
;Weaknesses
These ships are not effective against aircraft nor tanks and their special ability causes friendly fire accidents.
 
{{-}}
 
===Shogun Battleship===
{{CnC unit|image=RA3.Shogunbattleship.jpg|requirements=Level 3 Imperial Docks|role=Capital Ship|abilities=Ramming speeds|build=0:22|dtype=6 Shirada Cannons|cost=2200}}
 
{{Quote|The day of the Shogun has arrived|Shogun Battleship}}
 
Shogun Battleships are long range bombardment vessels capable of destroying all land and naval units caught in its sights in a short amount of time. They have 3 Shirada cannons on the bow, and 3 on the aft, meaning they are able to fire more effectively when their targets are on the starboard or the port. Their special ability is a charge similar to the King Oni, where they ram their targets, destroying other naval vessels. Must be supported by the Skywing and Naginata Cruisers and be upgraded to fortified Fleet and Honorable discharge.
 
;Weaknesses
The slow speeds of the mighty shogun battleships are perfect prey for Imperial Burst Drones or Soviet Terror drones. All the commando units from all faction can easily devastate fleets of these monsters with excellent micromanagement, though a pre-ramming command may deter from such attacks.
 
{{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Glossary|nextpage=Empire of the Rising Sun Structures}}
Anonymous user