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RED ALERT 3
EMPIRE OF THE RISING SUN STRUCTURES

Construction Yard Construction Yard
All life for your campaign begins here. This is the most vital structure in the game, if it is destroyed your chances of winning are very small! It is needed to construct other buildings, so defending it should be priority one.

Generator Generator
These are also vital structures, providing power to your base, allowing defences to defend, Construction Yards to construct, and Mecha Bays to build tanks. Without the necessary amount of power plants, your base defences will not function, and it will drastically slow down, if not halt, your production of further units.

Dojo Dojo
This structure allows you to train troops and build base defences. Later, more defences and infantry will become available.

No Image Ore Refinery
The Ore Refinery is the heart of your economy, and it is where your War Miners deposit the ore, which is then turned into cash by this structure. Defending this miner and structure is important as they, although strong, are an easy target for enemy commanders.

Mecha Bay Mecha Bay
This building enables the construction of tanks, transports, Ore Miners and MCVs, thus making it very important to you.

No Image Imperial Docks
This structure is used for producing all naval units. Your navy is an important part of your forces, as they can defend your base and form a blockade around your opponent. Your naval shipyard must obviously be placed in water.

No Image Nanotech Mainframe
This large building allows the Empire to construct the more high tech units and structures. It is weak, very expensive and consumes a lot of power but is a necessity as you will need to tech up to stand a chance of survival against the enemy.

No Image Fortress Walls
Walls are a static defence system designed to repulse enemy infantry and tanks. Certain vehicles can shoot over it, such as the Athena Cannon and Javelin IFV. Infantry can't shoot or pass through it.

No Image Defender-VX
The Defender-VX is a relatively cheap and effective defensive unit against enemy infantry and air attacks, as it can dish it out as well as it takes it. It is weaker against armoured units however, and thus the Defender should be used for early-game defence and anti-air roles.

No Image Wave Force Tower
Using a static version of the artillery's weapon enables the Empire to hold their own against attack from armoured foes.

No Image Nanoswarm Hive
This powerful superweapon forms an entire hive of nanomachines that provide a large impenetrable shield around the target area. Structural integrity can only be maintained for aproximately 30 seconds before the nanomachines disperce. As with all S.Weapons, when the Curtain is deployed a countdown begins and an audio warning is issued to all players.

No Image Psionic Decimator
Creates a phionic storm capable of damaging everything within a large radius. As with all U.Weapons, when the Imploder is deployed, a countdown begins and an audio warning is issued to all players.

 

 

 



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