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

Jump to navigation Jump to search
grammar
m (cleanup)
(grammar)
Line 7: Line 7:
* '''Shinobi''': A variation of an Allied spy which allows you to infiltrate enemy structures to perform a variety of structural damage. They also have a smoke screen secondary ability and unlike spies, they can attack and kill infantry in one hit kills but can’t take the form of enemy units.
* '''Shinobi''': A variation of an Allied spy which allows you to infiltrate enemy structures to perform a variety of structural damage. They also have a smoke screen secondary ability and unlike spies, they can attack and kill infantry in one hit kills but can’t take the form of enemy units.
* '''Rocket Angel''': The equivalent of the [[Red Alert 2]] Rocketeer that had belonged to the Allies. 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. The secondary ability stops an enemy unit in their tracks.
* '''Rocket Angel''': The equivalent of the [[Red Alert 2]] Rocketeer that had belonged to the Allies. 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. The 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), 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 enemies up with her mind, a lot like Jean Grey if you're 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 you're good with the timing you can keep 3 or 4 tanks and troops in the air helpless while you quickly destroy them. Her secondary ability is amazing; she projects huge lines of psychokinesis to destroy any enemy infantry. Truly devastating. If you lose her, the AI will not say you lost her, but despite this she can win on most one on one fights.
* '''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), 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 enemies up with her mind, a lot like Jean Grey if you're 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 you're good with the timing you can keep 3 or 4 tanks and troops in the air helpless while you quickly destroy them. Her secondary ability is amazing; she projects huge lines of psychokinesis to destroy any enemy infantry. Truly devastating. If you lose her, the AI will not warn her about her death, but despite this she can win on most one on one fights.


== Vehicles ==
== Vehicles ==
Line 28: Line 28:
* '''Naginata Cruiser''': Every faction has a similar, more expensive destructive sub/ship that’s meant for protection of your large long range battleships. They are crucial on any map with a lot of water. These protecting a few Shoguns, can tear through an enemy's base defense very quickly, allowing your ground forces to tear them apart. Their secondary ability, which shoots out a volley of torpedoes that split apart, are quite deviating and will kill most early ships and heavily damage a lot of units in a fan-like spread. Exercise caution though, because they can hit friendly units.
* '''Naginata Cruiser''': Every faction has a similar, more expensive destructive sub/ship that’s meant for protection of your large long range battleships. They are crucial on any map with a lot of water. These protecting a few Shoguns, can tear through an enemy's base defense very quickly, allowing your ground forces to tear them apart. Their secondary ability, which shoots out a volley of torpedoes that split apart, are quite deviating and will kill most early ships and heavily damage a lot of units in a fan-like spread. Exercise 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. It also has a great secondary ability that allows you to target an enemy vessel and ram into it, destroying any enemy vessel. Interestingly enough, you can even run over enemy commandos, which is really helpful when they are trying to plant a bomb to your ship. 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. It also has a great secondary ability that allows you to target an enemy vessel and ram into it, destroying any enemy vessel. Interestingly enough, you can even run over enemy commandos, which is really helpful when they are trying to plant a bomb to your ship. Truly the ruler of the seas.
== Structures ==
* '''Construction Yard''': MCVs unpacks into the Construction Yard in any race, and they can also pack it back up for mobile use. This building allows the creation of all of the Empire's buildings and as the most important of your buildings, it should be heavily defended. For the Empire, it produces units that morph into your buildings.
* '''Instant Dojo''': These are the version of the Allied barracks. They're very different from the other races, with no real anti-air capabilities until you get Rocket Angels after the upgrades are made, so it's good to have a Mecha Bay out quickly to start producing some Tengus.
* '''Instant Generator''': A power plant. Make sure to keep an eye on your power meter at all times, because you never want to stall your economy. A few stalls can give your enemies a great advantage; it's like penalties in football - enough of them can cost you the game. So always build 2 generators ahead of your power needs, because you will need a lot of power for super weapons, your higher tech buildings, and your defenses. You don’t want any of them shutting down.
* '''Mecha Bay''': This building creates all your vehicles and a few amphibious ones. 2 little blue waves means amphibious, and it's the same for the Dojo and the Docks.
* '''Imperial Docks''': This produces your naval units, and, like all Imperial buildings, it needs to be upgraded to produce the more powerful units.
* '''Ore Refinery''': This is the 2nd most important building. Without this, you have no economy or credits.
* '''Nanotech Mainframe''': Basically this building researches all of your most advanced technologies and it is very necessary when you have a good stable cash flow, although it requires a lot of power.
== Support Structures ==
* '''Defender-VX''': A basic tower that can be transformed into an anti-air tower back and forth just like most of the Empire's units. It's a very effective defense which can be placed anywhere.
* '''Wave-Force Tower''': This has no anti-air capabilities, but it is a highly destructive ground force for base defenses. It is a little slow, but it is very powerful. Its instant ability allows you to temporarily trade your slow powerful attack for a quick weaker one, which is good for taking down those little infantries close to death as well as engineers.
* '''Nanoswarm Hive''': The Hive creates a large shield which can be used to keep your enemy contained and unable to hit you, or keep your units contained and unable to be moved or 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, because the balloon bombs are highly destructive and probably the best power of them all.
* '''Psionic Decimator''': This is for complete obliteration. Light the Decimator 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, so try to destroy it if the enemy has it because you’ll be spending a lot of cash repairing your base after being hit by this.
* '''Wall''': Walls can be used to prevent engineers from stealing your crucial building or to help make little mazes to force infantry to pass by your defenses as much as possible. Just make a starter wall, then 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}}
{{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Controls|nextpage=Soviet units}}
1,906

edits

Navigation menu