The USA deploys advanced technology that focuses on precise but powerful strikes, most notably seen in their airforce and missile systems. Being part of the Allied Forces they also utilise experimental technology derived from Einstein's research; such as all new sonic emitters and high powered laser systems capable of taking down enemy missiles.
Germany has further advanced Albert Einstein's prism technology used during the second and third world wars, creating the powerful Particle Cannon Satellite and classified prototype systems used widely across the battlefield.
Recent developments allow commanders to deploy powerful self-repairing shields on any vehicle as they see fit.
The Japenese specialize in advanced robotics such as their dual mode Tengu Jets as well as weather manipulation, deploying weather towers anywhere on the battlefield. Their scientists have branched Chrono technology into an entirely new class: Cryogenics.
Their focus is disrupting enemies with powerful area damage and slow effects.
The conyard is the heart of any base. It not only allows the commander to create buildings, however it also allows allied commanders to build near it.
Many buildings need power. The powerplant is the main source of power for the allied factions. For power-related info, look at the top-right while playing a game or hover your cursor over the power bar next to the creation command card!
If you want infantry, a barracks is required.
Additional barracks may not give you extra queues, however they do increase unit build speed!
The maximum amount of barracks you need to reach the max build speed depends on the unit cost of the unit you're building.
The ore refinery is one of the most important buildings. After all, it's the main way of providing income. Ore miners cannot deposit ore without using a refinery.
Try to keep a few dogs nearby in case of enemy spies!
The war factory is required to build vehicles.
It is recommended to make a few miners to quickly boost your economy.
Spying a war factory gives all your vehicles a veterancy rank upon creation.
Provides access to the Ambulance support power and the TOW MISSILE upgrade.
The airfield allows the commander to build jets. It also comes supplied with a small helipad, which allows for the ability to also create choppers using the jet queue.
Additionally, you can click the icon and set a waypoint that choppers will adhere to after being built.
If more space for additional jets is required, the runway is your go-to.
It provides spaces for 4 additional jets.
Although not on all maps, many maps do have a large amount of water.
Depending on the map, you may be allowed to build a shipyard.
The shipyard grants access to naval units.
The radar tower is an important structure. It provides access to your minimap, infantry and most notably, the expansion vehicle.
Be wary, as having your radar tower getting spied leads to having your scouting be reset.
Provides access to Sonar Scan.
Additionally provides access to Airstrike for America.
In order to get to the next big tier of units and General Powers, an arsenal is required.
Make sure to place the arsenal in a safe position to prevent your access T2 units being destroyed!
The ore purifier provides a massive boost to your economy. It provides a bonus to both the ore value and the power that power plants generate.
Furthermore, the Ore Purifier provides access to the Processor and the refinement buildings, allowing the allied factions to start working on their secondary eco.
While acting exactly like an ore refinery, the processor does in fact NOT come with a miner.
This makes it a lot more accessible as it's way cheaper that the normal ore refinery. Due to it being more accessible, the processor will be your primary choice to use for increasing your secondary economy.
The Battle Lab provides access to tier 3 units, structures and general powers and is thus an incredibly building to keep alive.
If the battle lab gets spied, it will provide the spying commander access to the Juggernaut.
Scouting can be a rough sometimes, and the spy satellite gives you a hand by revealing the entire map.
The minor superweapon of the allied forces is called the Chronosphere.
The chronosphere allows the commander to teleport their own or their opponent's units anywhere.
The satellite uplink allows you to create a large powerful moving beam that is perfectly capable at dealing massive damage against enemy armies.
While also good against buildings, it's most often used against armies due to the fact that you can actually chase the opponent's army. Just make sure you select the beam and give it a move command!
As the name implies, the allied forces are capable of controlling the weather.
Using the weather controller, it is possible to create lightning clouds over an area to deal massive area damage.
Need to keep units like spies or engineers out of your buildings? Walls are the perfect thing for you!
You can chain walls within a certain amount of tiles in order to be efficient with your money and actions required.
A weak early-game defence, allowing you to more easily deal with rush strategies as it deals pretty good damage against early units.
The gun turret can only be placed on water, but is useful in securing your shipyard.
When Anti-Air is required, the missile site does an excellent job at dealing with air units. Sometimes requires a couple more missile sites in order to properly deal against certain threats. (E.g. a kirov)
Dealing high damage, the prism tower is perfect for defence. To further amplify its damage output, you can place prism towers near each other. This will allow them to automatically buff each other when possible.
Although the damage output is high, it still dies fairly easily when no unit support is nearby. Don't rely on defences alone!
The go-to trusted companion. Great at scouting and detecting enemy spies, while at the same time being a good unit to have against enemy infantry.
Although a standard infantry unit, it is perfectly capable of being useful against enemy infantry units.
Although the GI is less mobile than the Ranger, the GI is especially great in defensive positions as the damage output is increased while deployed.
The jieitai are fierce soldiers.
When the Imperial Rounds GP is picked, the jieitai are able to use their beam katanas by using a support power, allowing them to increase their mobility, health and damage.
This of course comes at a loss of their range.
The Guardian GI is excellent and dealing with enemy vehicles and air units. But make sure to deploy them whenever possible, as they will be safe against enemy commanders trying to crush them with their vehicles, while also having higher damage output!
Comes perfectly equipped with a powerful wrench and a nice yellow hardhat to fix your buildings, broken bridges and capture neutral/enemy structures.
The navy seal is an expert at warfare. Able to mow down most infantry foes rapidly using his weapon, using bombs to quickly demolish buildings and being able to swim using his gear allows the navy seal to be a great unit in most scenarios.
Although a bow may seem medieval, the archer maiden's bow is something to be feared. Capable of dealing large AoE damage every few shots, the archer maiden is great against masses of infantry.
Using the archer maiden GP further improves them as it allows the maidens to use remnant shades after death, allowing them to temporarily deal more damage.
The rocketeer is a unique infantry unit. Due to its flying capabilities, it's able to easily move over terrain, allowing the rocketeer to either chase or get away from most targets fairly easily.
The rocketeer also comes equipped with a small EMP blast that it can use every few seconds, allowing it to temporarily disable enemy defences or vehicles.
Disguise as one of your enemy's infantry units and try to sneak into one of their buildings in order to give you advantages.
Barracks, War Factory & Airfield: Veterancy.
Refinery: Steal money
Radar tower : Reset minimap
Battle Lab: Stolen tech unit
Much like the a few other allied infantry units, the Prism Defender is a unit that can deploy to gain a boost in damage.
The prism defender fire rate massively increases, allowing it to easily deal with most enemy vehicles.
The Refractor may not be useful by itself, however it can provide a stackable boost to any prism/laser unit. If you've ever wanted to see the most powerful prism tank imaginable.. Use a handful of refractors to buff it!
This unit is only available by getting the Refractor GP.
The cryobuster is a dangerous infantry unit. When deployed, the cryobuster can stealth himself, only coming out when shooting. This often makes it annoying for the opponent to deal with him.
If your opponent is creating hordes of infantry, the peacekeeper is the most efficient solution as far as infantry units go.
With a large amount of splash damage, big groups will go down with ease.
Armed with both a javelin launcher and a gun, the javelin soldier is good against vehicles and air units, while not being immediately useless against infantry.
Wearing a heavy suit allows the Prism Raider to be quite tanky.
Together with a prism rifle that deals a high amount of damage against infantry, these infantry units are deadly on the battlefield.
Although the cryo legionnaire is has lost the chrono movement, it makes up for that by being an excellent fighting unit. Able to freeze enemy units while at the same time being able to use his old chrono beam against buildings makes it a great supportive unit.
Wielding two cryo pistols, tanya wreaks havoc on the battlefield.
She can throw bombs which causes massive damage against structures.
Tanya also has access to the Cryo HE support power, boosting her efficiency in combat.
Jaeger wear a heavy suit with two massive weapons for arms. Although the weapons are impressive, the suit has a small chronosphere built in, allowing Jaeger to chronowarp anywhere in the battlefield every few minutes using the Tether support power.
Capable of flight, Yuki can traverse all terrain with ease.
Paired with a lot of mobility, Yuki can spawn an Angel Beacon by using a support power, allowing her to attack it within 35 tiles of range and deal massive AoE damage.
The chrono miner is the main source of income for the allied army.
Due to the ability to chronowarp to refineries, it allows the chrono miners to easily escape enemy threats.
The humvee is a quick unit that can deal a lot of damage if used well.
It is possible to put 2 rangers, 2 GIs or 2 jieitais inside, allowing them to shoot from within.
The humvee can also be upgraded with the TOW Missile upgrade, making it more effective against vehicles.
The bullfrog is a quick unit, capable of catching flying units with a fair amount of ease.
While being both pretty good against infantry and air units by itself, it also works like an IFV, further allowing you to boost its capabilities against specific targets.
Note: Use an engineer to get a repair turret for removing terror drones!
Much like the bullfrog, the Avenger is a good units for catching flying units.
Although it's a little bit slower, it does tend to pack more of a punch.
Note: Use an engineer to get a repair turret for removing terror drones!
The Grizzly tank is a standard tank. As a standard MBT, its main focus is destroying other tanks.
The Crusader tank is not a tank that will be immediately available. In fact, the Search & Destroy GP will be required to build this unit.
The Crusader tank deals 10% more damage against t1 units compared to the grizzly tank.
A rather unique MBT for the Allied roster, as the shells have the ability to occasionally lower the target's speed by 20%.
Although the storm tank is a bit slower compared to the grizzly, this debuff should help them finish off most tanks that have been caught off guard.
In order to move infantry units to small islands for tech units and so on, you need a transport that can cross water.
The Blackhawk is one of the solutions available.
The Tengu is a versatile unit.
Capable of being both an air unit and a ground unit, the Tengu can adapt to the enemy Anti-Air capabilities.
The tengu also has multiple upgrades, enhancing its firepower by a substantial amount.
The expansion vehicle is used to expand your base. Albeit towards new or better ore, or to bolster your defences somewhere else. Near your allies perhaps?
The M1A1 Abrams is a fairly basic T2 MBT.
It generally does what a grizzly or crusader does, at the cost of some mobility and taking longer to build.
The laser tank is the T2 MBT of the German faction.
Although it's very similar to the M1A1 abrams in terms of function, it can be upgraded using the Phase Shields GP and is buffable by the Refractor.
The T2 MBT of the Japanese army.
The Tsunami is able to traverse water and is upgradable with the Cryo guns upgrade for extra damage.
Siege units are very important within any army. Capable of harassing your enemies from afar or dealing with base defences with ease.
Unlike most siege units however, the Shatterer can traverse water, which is extremely useful in many scenarios.
Although the shatterer is a very useful unit, the drone carrier goes one step further in the siege department.
Although it does not possess the ability to traverse water, the drone carrier can annoy your enemies from a large distance with drones. These drones are also excellent at harassing your enemies without too much trouble.
The Comanche is a quick helicopter capable of dealing a good amount of damage against light ground targets. For an increase in damage, Germany can research laser weapons using the "Laser Comanche" General Power.
All factions start with their own MCV.
Deploy it into a Conyard to be able to build structures.
Multiple conyards allow for faster structure production.
If you are looking for a beefy vehicle, the battle fortress is a great example.
Although it possesses a small anti-infantry gun by itself, its main strength comes from the infantry units that you put inside.
Mowing down infantry units goes with ease when you have the pulverizer in your army.
That makes it an excellent anti-infantry tank for T3.
Although it is not immediately obvious, that tree is indeed a tank.
One that deals a lot of damage against infantry no less.
Using unique technology, this vehicle can look like a tree while it's not moving. This is useful for ambushing enemies that don't pay a lot of attention to their surroundings.
The mirage tank also deals damage and lowers the armor of multiple targets at a time.
The Paladin tank requires the Paladin Tank GP in order to be available to the American roster.
Although it replaces the M1A1 abrams, it's also a direct upgrade from it. The paladin also has the ability to occasionally intercept enemy missiles.
Requires the Nova tank GP.
Although the German roster covers a lot of areas, the Nova Tank fills a small gap within. After all, the German army does not have a proper T3 tank that focuses on the Anti-Vehicle department.
Although the Phase shields GP also help with this problem, the Nova Tank is a more standard approach.
The Tomahawk is an extremely annoying siege unit to deal with.
Sporting undestroyable and homing missiles, the Tomahawk is pretty much the best siege harassment tool you can find.
One of the downfalls that some siege units have, is the fact that their shots don't always reliably hit their targets.
However, the prism tank does not suffer from this. With guaranteed hits, the prism tank is an excellent siege and support unit in any army composition.
Although the Athena is hard to use compared to other siege options, it is by no means weak.
After charging against its target for a little while, the Athena does massive damage in an area. You can also use this to your advantage by force-firing the ground in order to make it hard for your enemies to come near.
Support units may sometimes be a little underappreciated.
However, the Cryo Copter is still a very useful unit as it lowers the speed and armor of its targets.
The F-22 Raptor is made to deal with enemy armored targets.
Combined with its speed, it's a tough unit to deal with.
The King Raptor is a direct upgrade from the F-22 Raptor.
However, King Raptor also possesses the ability to occasionally intercept enemy missiles, increasing its survivability.
The harrier is very similar to the F22-Raptor, although a little bit cheaper.
The nighthawk is a stealthed jet.
This makes it annoying for enemies to deal with it as they won't see them coming.
The fact that enemies won't see them coming, makes it much easier to pick off targets that are out of position.
Being a T3 bomber, the aurora deals a massive amount of damage against infantry in an area.
However, although it's good against infantry, it's also very good against structures.
The B2 does not have damage that is as densely focused as the Aurora.
In fact, as the name implies, the B2 drops a bomb that fragments itself a bunch in order to cover a wide area.
It still deals a lot of damage, but the wider area makes it a bit less efficient at dealing with structures compared to the Aurora.
If you need to transport vehicles or infantry over a body of water, the transport hovercraft is your main choice as it's the only unit capable of transporting vehicles.
Previously built from the war factory, the robot tank is now available in the shipyard.
Being both amphbious and an anti-armor unit, it's a great unit to create on maps that have shores.
The dolphin is a quick and affordable unit. Paired with the fact that it is able to spot enemy submerged naval, it is perfect at scouting enemy naval units.
Armed with a small jet on its back, the destroyer is great at dealing with enemy submerged units.
Although it's a small submerged naval unit, the minisub isn't exactly faster than other naval units.
However, it is quite a bit cheaper and thus far more spammable.
Overwhelm your enemies with this small submarine.
The hailstorm is a submerged naval unit. This helps with ambushing enemy naval targets.
If you ever thought that flying units didn't have nightmares, then look at the aegis cruiser and you'll realize how wrong you are.
Although the Aegis Cruiser is only capable of attacking air units, it has a massive DPS against them compared to most if not all other anti-air units. It is recommended to avoid the Aegis when using flying units.
The aircraft carrier can launch small aircraft that deal a massive amount of damage against enemy structures. The jets are also fairly tanky, making them hard to deal with.
Grants the user 300 power for 36 seconds at no cost, 4 minute cooldown.
Delivers and ambulance at your war factory after a small delay.
Do your infantry units need to be healed? The ambulance is here!
Capable of healing multiple infantry units at the same time, the ambulance is essential at keeping your units alive.
Having trouble dealing with submerged navy or stealth units? Use a sonar scan to temporarily reveal them.
Call in an airstrike. The amount of A10's increase per tier (1/2/3 bombers based on tier).
Deals a high amount of damage within the targeted area.
Creating shroud is an extremely useful mechanic. It is now possible to do this anywhere on the battlefield, but the gap generator gets destroyed after a short time.
Activating Cryo HE will allow Tanya's slow effects to affect an area and to be stackable while also firing 50% faster, however her damage is also decreased by 50%.
Allows you to teleport Jaeger anywhere on the battlefield. Albeit to safety, to a map advantage such as a cliff or to harass your enemies.
The angel beacon can be placed anywhere on the battlefield, allowing Yuki to attack it when it's within 35 tiles of her. Attacking the beacon, allows her to deal massive damage to the area around it.
Allows humvees to occasionally shoot missiles, making them deal more damage against armoured ground targets.
After the upgrade is finished, any newly created jet will have free veterancy. However, F22 Raptors will also be able to be built as King Raptors, which have an intercept laser to occasionally shoot down enemy missiles.
Cryo guns buff tengu damage and armour by 20%, while buffing tsunami damage by 20% and its armour by 13%.
Allows you to drop a mix of infantry units anywhere on the battlefield, scales with tier.
Grants access to the crusader tank. The crusader tank deals 10% more damage against T1 units compared to the Grizzly tank. It also grants 15% speed to ALL owner's units for the rest of the game.
Equips all infantry units with a kevlar vest, which scales by tier.
This vest shields for 10/20/30 damage.
Furthermore, it increases the speed by which infantry gains veterancy by 15%.
Allows the commander to build the Drone Carrier. Replaces the Shatterer.
Allows the commander to build the Paladin Tank, which replaces the M1A1 Abrams Tank. Comes supplied with an interceptor laser, which is capable of shooting down enemy missiles.
Grants access to M.O.A.B. support power, allowing you to call in a bomber that deals massive damage in an area.
Send in a bomber that slows and disables the weapons of enemy units. It also reduces the veterancy of units that are hit by one stage.
This general power replaces the standard comanche with the laser comanche, which deals 20% extra base damage.
Shard burst afflicts enemy vehicles with a status that has a chance to explode for damage every 10 seconds. The amount of time the vehicles are afflicted scales with tier. (20/40/60 seconds)
Allows you to build refractors. Refractors are support units capable of buffing nearby prism/laser units with a stackable buff.
Allows the player to create the powerful Nova tank. Very strong against vehicles.
The phase shield is a support power that applies a t3 shield to any target. The shield has 50 HP and refreshes every minute.
This GP also gives 15% hp to the laser tank and the prism defender.
Allows Jieitai & Tengus to deal +20% damage. Also gives access to the Beam Katana support power, allowing you to equip several Jieitai with a beam katana. The group becomes melee, gain movement speed and 10% hp.
Grants the player access to the Tempest Spike support power
Spawns a temporary building that attacks nearby enemies. It can attack multiple enemies at the same time, which scales by tier. (2/3/4)
Upon death, spaws a temporary remnant at the archer maiden's location which deals damage to nearby enemies.
Grants access to the Buster Surprise support power, allowing you to spawn a group of cryobusters anywhere on the battlefield. The group size increases with tier. (1/3/5)
Grants access to the Ice Rink support power.
Temporarily freeze allied or enemy vehicles after a small delay, making them unable to take damage, deal damage or move. Instantly freezes buildings.
Grants access to the Cryo Strike support power, which calls in a bomber that deals damage in an area slow and even freezing units depending on how often they get hit.
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