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

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* 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
* 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
* 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
* 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.
* 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.


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