Empire of The Rising Sun - Special powers | Empire of The Rising Sun C&C:RA3 Guide
Last update: 11 May 2016
Without special powers, it is difficult to complete Empire campaign. Spending points on each powers, first try to unlock those marked on the picture below.
The most important powers
Final Squadron - ABSOLUTELY NECESSARY POWER! Suicide bombers are superior weapons against everything that is located on land or water. Buildings, infantry, vehicles - all this is a great target for suicide pilots. Best use of Kamikadze is in co-op with the Rocket Angels units. Each next level of the weapon means increase of the number of pilots and enlargement of the attacked area. Suicide bombers have, unfortunately, one major disadvantage - you never know exactly where planes are going to hit. In practice, this means that the building or unit located in the center of attacked territory can not be serious damaged, as opposed to objects, for example, located at the edge of the area.
Advanced Rocket Pods - increases the shooting rate of all units and vehicles using rockets. In the guide I very often recommend to use a Striker-VX machinery, as well as Rocket Angels infantry - both of these types are instantly using. To make it more devastating, improve their missile trays.
Balloon Bombs - a very interesting weapon designed to destroy buildings. Bombs slowly fall to the ground and explode, doing quite a lot of damage. On 2 and 3 the level this great weapon works well in the destruction of hard buildings, such as CY or super-weapons. The disadvantage of this power is that it is slowly falling bombs can be shot before they reach the ground. Try to choose them for such targets, which are not have quite good anti-air protection.
Other powers
1. Point-Defense Drones - one of the first power acquired on the way to improve the navy and Balloon Bombs. If you planning to execute an attack with units moving after land and water, it is best to invest one point for protective robots. They collect the missiles, which your opponent shoot in your units direction. They are not too tough, but you need to unlock them to be able later get better powers.
2. Honorable Discharge - Totally useless. After unlocking of this the power, your units will be blowing up shortly after their destruction by the enemy. However, in most cases, Japanese tanks, mechs, conveyances, etc., are destroyed from a distance (by defensive towers, tank guns) or from the air. There is no question that an exploding unit was able to damage any enemy located at a distance of a few dozen meters from the place of the explosion.
3. Fortified Fleet - if you want to use navy in the fight, you might be interested in this improvement. The ships are faster, harder and have a greater range of view. Unfortunately, a lot of missions in the Empire of the Rising Sun campaign are constructed that, the meaning of the navy is marginal or even zero. This automatically makes that power a little useless.
4. Emperor's Rage - as in the case of protective robots: this power can be unlocked very quickly, it may be helpful in land unit attacks. Emperor rage reduces the speed of selected units, but instead of this it increase their fire power. Japan units (King Oni robots, self-artillery) are not too fast, so the additional reduction of their speed is not particularly onerous. Moreover, it is always possible to ensure them a shield by described above robots.
5. Sleeper Ambush - very rarely used power. Firstly, it will be able at the very end of the game, and secondly it is firmly impractical. You can create a group of infantry Tankbusters anywhere on the map. While it's sounds interesting and tempting, I must mention that the process of creating such a group takes a lot of time. Before the units will be ready to fight, opponent will finish them.
6. Robotic Assembly - this power reduce the time of units production. Great deal, but unfortunately you will get access to it very late. What's more, it will be able when you will not spend points on Kamikaze or Balloon Bombs.