The leading nation for the Asian Pacific Alliance (APA), using nothing but conventional warfare to over run their enemies.
Their leading advances include the devastating use of flame weaponry, attached to infantry units, artillery, and fighter jets alike. If enemy commanders last long enough, they may be greeted by China’s new Shenlong tank, a heavy flamethrower on treads.
China’s military doctrine promotes a strong pride for its military and nation, which can be improved with repeated bouts of nationalism. This encourages infantry armies to gain increased proficiencies and fight harder on the battlefield. Commanders who fight against these armies will need to be quick and decisive with their actions. The longer the fight goes on, the stronger the Chinese armies become.
With the help of the Chinese and their resources, the North Korean’s were able to expand and pride themselves on technology advancements, improving survivability and effectivity on the battlefield.
Such advancements include the beginning stages of railgun tanks, piercing multiple vehicles with every shot and reducing their ability to fight back. Minigunners replace common rifle infantry, mowing down aircraft with ease as they fly over them.
EMP tech is commonplace among their armies, either granting EMP missiles to Tank Hunter squads, or calling in specialized bombers to immobilize an entire army.
Commanders that group their armies together will often find difficulties facing the North Koreans, so a good amount of micromanagement is needed to keep your army in one piece.
Prior to China’s control of Vietnam, you would never see the Vietnamese operate in open battlefields. Their armies continue to use the elements to their advantage: any amount of forestry, unsavoury weather conditions, or tight and dangerous travel routes were used to bait armies to enter right into their traps and end them swiftly. Now, these tactics can be used in almost any element during a battle.
Using the same tactics commonly used under jungle warfare, commanders that believed held the upper hand soon found their armies eliminated with ease.
Snipers are the most efficient infantry unit the Vietnamese use, large groups on infantry eliminated with precision. Newly formed Disc throwers charge at tanks and throw their albeit small but heavy ordinance to halt vehicles. Mines are commonplace, unsuspecting or lone units often never return home to report their findings.
Any smart commander knows to watch every angle in both their armies and bases, you never know what they’ll hit next.
An incredibly important building.
The conyard is required to be able to build structures. Having multiple of them will increase the structure build speed.
The power plant allows you to power your base. Whether you need new tech, defences and so on, all of them will cost power.
The power plant is upgradeable in order to provide more power.
To create infantry, a barracks is required.
Having multiple barracks increases infantry build speed.
In order to obtain money, miners need to dump their mined ore at the ore refinery.
When infiltrated by a spy, a part of your money will be stolen so make sure to keep a dog nearby!
The war factory allows vehicles to be produced.
To increase vehicle production speed, build more war factories.
The airfield is required to build jets.
Once you have an airfield, you'll be able to create a runway.
In case you need more space for jets, the runway is your go-to option.
The shipyard allows production for naval units.
It is often hard to keep the shipyard alive when the enemy has a bigger amount of naval units, so make sure to defend it using water defences!
The radar tower grants access to the minimap and multiple support powers.
It's a very important building to have, but make sure spies don't infiltrate it!
Once spies infiltrate the radar tower, all your scouting will be undone.
Granting access to T2 units, support powers and general powers, the research facility is one of the more important structures.
Secondary economy is one of the things that allow you to survive in the late game of team games. The hack center helps hackers do their work by increasing the hacking speed of nearby hackers.
The Battle Lab grants access to T3 units and GPs.
It is often recommended to wall it off, to prevent enemies from infiltrating it, which would grant them access to the Emperor Overlord tank.
The minor superweapon of the Asian factions. Once charged, the player can shoot an EMP pulse at the targeted area, disabling enemy vehicles for a long duration.
The major superweapon of the Asian factions.
Although the neutron missile doesn't affect as wide of an area as most other major superweapons, the neutron missile is capable of neutralizing enemy vehicles when used on the enemy army.
A basic wall to keep uninvited enemies out.
You can link walls within a few tiles distance, in order to be more efficient with both your time and money.
The gatling gun is your go-to defence against early rushes. Make sure to back it up with some of your own units!
Put infantry inside the bunker to allow them to shoot from within.
Comes with some infantry already inside to save you some trouble.
As the name implies, the AA gun is the go-to anti-air defence.
The reactor upgrade allows the Power Plant to provide more power and a visually improved look.
Naval mines are key in naval defence.
When enemy ships get near, naval mines will trigger and disable enemy ships temporarily.
The SSM Launcher is a T2 defence.
Being a T2 defence, the damage done against both infantry and vehicles is fairly high. Just make sure to have some units nearby when defending, as T2 defences by themselves are fairly squishy!
The speaker tower is a great tool for increasing the defender's advantage.
Not only does it heal nearby units, it also increases the unit defence and attack stats by 15%.
The main scouting unit of the Asian factions. Equipped with a powerful bite that can deal with most light armoured infantry quite easily.
Comes perfectly equipped with a powerful wrench and a good looking suitcase to fix your buildings, broken bridges and capture neutral/enemy structures.
The Red Guard is a standard early infantry unit, used for anti-infantry purposes.
The main anti-infantry unit of the North-Korean army.
However, unlike the Red Guard and the Rifleman, the minigunner is able to shoot at air units.
The Rifleman is a standard anti-infantry unit, used to deal with infantry units early in the game.
The tank hunter is equipped with a rocket launcher, which helps dealing with tanks and aircraft. Although weak against infantry, and especially vulnerable against dogs, these units are still very important to have in your army.
As the minigunner already has the multi-role of dealing with aircraft, the tank buster further focuses on vehicles, allowing them to be more efficient than their counterpart.
A direct upgrade from the Tank Buster.
Although it requires the Thunderer GP, this unit certainly makes it worth picking as the Thunderer has increased Attack Speed after just entering combat and is capable of EMPing their target after every few shots.
Leaving flames in their wake, the incinerator is perfect for dealing with large groups of infantry. Their flamethrower not only deals high damage against infantry, it also deals a small amount of damage in an area.
Aside from burning their foes, they are also perfectly capable of taking down enemy structures.
They gain extra HP after picking the Firestorm GP.
Much like the incinerator, the grenadier deals a good amount of damage against infantry targets. However, due to the difference in weapon, the grenadier actually has a noticeable increase in range.
Unlike the incinerator and grenadier, the disc thrower actually doesn't specialize against infantry targets, but against 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
The hacker is capable of disabling enemy vehicles or defences, while at the same time being very important to your economy.
When the hacker is allowed to do his thing in a safe location, he's able to generate income for his commander. Put him near a Hacker Centre to allow him to generate income even faster.
Like the name suggests, the Urban Combat squad is a duo consisting of a shotgunner and someone equipped with a rifle, allowing them to take good care of enemy infantry.
Sometimes your troops need some extra encouragement. This is the Field Officer's job. Wearing a pistol and capable of buffing nearby allied forces, it's the perfect support unit.
The Asian forces don't have many infantry units that come equipped with a heavy suit; however the Railgunner is an exception.
The railgunner's weapon has a unique trait; not only is it capable of dealing damage, it's also capable of polarizing the enemy damage output. This causes enemies to heal their targets instead!
Covered with camouflage, the pathfinder is a unit that is hard to spot.
Using his camouflage and his sniper, he's perfectly capable of dealing a high amount of damage from a long distance against enemy infantry units.
Equipped with a bow and explosive arrows, Huolong is excellent at dealing with ground targets.
Tip: Use Huolong's ability within the defense tab to make him stronger temporarily!
Calling Black Lotus a hacker on steroids would be an understatement.
Black Lotus is stealthed and is capable of draining money from your enemy refineries within a fairly long distance.
Tip: Check the defense tab in order to use the heroic ability that occasionally allows you to power down random enemy buildings!
Part of the hero duo.
Quang is the long-range spotter. Using his gear, he's able to spot targets from afar, allowing allies to deal more damage against the marked target.
Part of the hero duo.
Trung is the vehicle sniper. While already dealing a high amount of damage by himself, using Quang's spotting helps Trung take out even the heavy armoured foes fairly easily.
Trung is also capable of deploying boobytraps upon deploying.
The ore miner is necessary for any faction to thrive, as mining ores is the main source of income. Therefore it's recommended to make a good handful of miners on most maps.
As the name implies, the scout is a useful tool for scouting purposes.
However, whilst not immediately obvious, the scout is also capable of using a repair turret as soon as an engineer enters the vehicle.
The ECM tank is equipped with a special turret capable of temporarily disabling enemy vehicles, rendering them useless on the battlefield.
This makes the ECM tank an excellent support unit.
While not having one of the most interesting weapons, the gatling tank does it's job just fine.
Mowing down infantry and air units is what it excels at.
Although not directly being able to attack ground targets with its main weapon, the surveyor definitely excels at taking out air targets.
Using the Surveyor GP, this unit gains a lot of extra abilities including:
-Amphibious travel
-IFV turrets
-Additional anti-ground weapon
The battlemaster tank is a standard MBT.
When combined with the Auto-Loader GP, it's great at taking out enemy vehicles.
Although it's generally a bit weaker than the Battlemaster tank, the Lynx Tank generally does his job just fine.
Just like the battlemaster tank, it shines against enemy vehicles.
The sunstrike is very different compared to the Lynx Tank and Battlemaster Tank.
In fact, it probably won't win 1v1's against most tanks. This is due to the fact that the sunstrike uses special shells that allow the tank to deal far more damage against enemy infantry. It's also comes with a small turret for that little bit of extra DPS!
Economy is very important. Once ore-fields nearby start running out, commanders will have to make a decision on whether they'll expand.
As the name suggests, the expansion vehicle is perfect for this job.
Deploy it near large orefield and start building refineries around it to quickly reboot your economy.
The Radar Jammer may not seem immediately useful.
However, when within 40 range of an enemy radar, the radar jammer is able to disable the enemy minimap.
This is accompanied with the fact that the Radar Jammer acts as a support power disabler, disallowing enemy commanders to use support powers within a 7 radius of the Radar Jammer.
The warlord is quite basic, but no less efficient.
It's a great unit capable of taking down enemy vehicles efficiently.
The warlord also benefits from the Chinese auto-loader GP.
Although very basic compared to its siblings, the troop crawler is an excellent open-topped transport.
It's also capable of snatching nearby allied infantry to automatically add them as passengers.
The assault crawler is only available for production if the Assault Crawler GP has been picked.
The assault crawler is not only an opentopped transport, it also acts as an IFV. Note: It will only use the turret of the infantry unit that first enters the vehicle.
The support crawler is as the name implies, great at support.
Although the crawler acts as an opentopped transport vehicle, it's also accompanied with a turret and the ability to heal nearby allied infantry.
Great at leaving the battlefield in flames from afar.
As a siege unit, the inferno cannon is excellent at taking out enemy infantry and structures from long distance.
When combined with the Inferno Beacon (GP), the inferno cannon gains bonus stats when shooting at the beacon, while at the same time having massively increased range.
Although the ICBM range is huge, it does come at a cost. The missiles are fairly slow and can be destroyed. This means that it's generally good a few more ICBMs to make it harder for your enemies to deal with the incoming missiles.
The Howitzer is a very basic siege unit, but it does its job just fine.
Leaving its targets in flames, the z-10 chopper melts down buildings and infantry very quickly.
Paired with high mobility, the z-10 chopper is great at sniping enemy buildings.
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.
Being a fairly low range unit, the flame tank deals a high amount of damage against the targets its made for.
Make sure to keep a group of them away from your important buildings, or you'll likely have to rebuild a few.
Only available when you have the Firestorm GP.
The dragon tank is an upgrade for the flame tank, having better stats compared to the flame tank.
The nuke cannon is only available when you have the Nuke Cannon GP.
The nuke cannon is a massive vehicle the North-Koreans. Only capable of firing while deployed, the nuke cannon deals a good amount of damage against ground targets from a big distance.
Being a siege unit, the MLRS shoots multiple missiles, allowing for consistent damage against enemy targets. Use its range to your advantage and harass your enemies from afar.
With the face of a mighty dragon, the Shenlong doesn't fall far behind in power. Armed with a massive beam, the Shenlong deals a small amount of area damage per hit.
Although the Shenlong is mainly focused towards countering enemy vehicles, the area damage also helps against infantry.
Although it has some delayed attacks, the railgun tank has extra range compared to most T3 tanks.
The extra range allows the railgun tanks to attack enemy vehicles from a safer distance.
The helix chopper is able to automatically pick up allied infantry. Just make sure your infantry is nearby!
Infantry cannot exit the chopper until the chopper dies.
As MiGs use incendiary ammo, it makes them great at dealing with groups of infantry. However, compared to most other jets they deal a bit less damage against armoured targets.
The KAI T50 is much like the other jets and is thus perfectly capable of dealing with vehicles and air units.
The iron dragon drops bombs in a line, dealing massive damage against enemy infantry and structures.
Being able to carry both vehicles and infantry, the hover transport is perfect at transporting your units over bodies of water.
The gatling boat is a fairly small boat compared to the other asian boats.
This makes them a little bit faster, which they need in order to make dealing with air units a bit easier.
The gunboat is the main naval unit for the Asians.
It doesn't have many strengths, but it doesn't have many weaknesses either.
Capable of disabling enemy naval units, the ECM ship is a great support unit to have.
The artillery boat has some extra range, allowing them to destroy some structures near the shores fairly easily. They are also great support to gunboats, as they'll be able to support them from the backlines without contesting with the gunboats to get in range.
Being a massive battleship, this beast has a very large weapon range, allowing to wreak havoc to the enemy base from a distance.
Provide temporary repair to your vehicles. Also gets rid of terror drones.
Bunker mines can EMP and deal damage to enemy vehicles. These mines can only be placed near bunkers, radar jammers or the vietnam jungle GP.
Neutron mines are similar to bunker mines, however neutron mines are capable of neutralizing the vehicles, killing their driver.
Call in an artillery barrage, dealing heavy area damage after a delay. Scales with tier.
Increases vehicle speed and rate of fire for a small period of time.
Grants Huolong a single use 50HP shield and enters a killing frenzy, buffing all his stats by 20%.
Temporarily disables a few random enemy buildings.
Creates a small structre point, allowing Quang and Trung to enter and shoot from within.
Increases gatling weapons & minigunner rate of fire by 33%.
Newly trained Minigunners start at veteran rank.
Battlemaster tanks now shoot an extra shot every 4 shots. Warlord & Shenlong rate of fire increased by 10%
The incinerator is immediately available, while at the same time benefitting from increased health and the ability to clear garrisons.
Also provides access to the Black Napalm SP at tier 2.
Provides a 20% HP boost to all owner's air units.
Places a beacon that allows any (globally) inferno cannon to target it, potentially allowing for heavy AoE damage.
Grants a few infantry a random stat buff (15%), which they can spread to nearby allied infantry.
Replaces the warlord tank with the Shenlong, which is a heavy tank capable of dealing heavy damage.
Reveals the entire map when building the radar. Additionally, removes the cost of the artillery barrage, at the cost of increasing the cooldown by 1 minute.
Replaces the Tank Buster, is capable of EMPing vehicles every 3 hits for 4 seconds.
Call in a few jets that fire at nearby targets and crash at the targeted area.
The ECM Tank, Hacker and Black Lotus will all start at veteran rank.
Temporarily power down enemy targets and disables their weapons even longer.
Provides access to nuke cannons, a powerful anti-ground siege unit. Can only fire when deployed.
Allows riflemen to be created with veteran rank. Also allows you to build two at a time.
Upgrades the surveyor, allowing it to target ground units, become amphibious and act as an IFV.
Replaces the troop crawler. The assault crawler acts like an IFV, while still being able to work like a troop crawler.
Drops (5/7/10) cluster miners in a targeted area, triggering and thus dealing damage against enemies near them.
Spawns a handful of trees, stealthing nearby infantry and increasing their stats by 25%.
Drops 2 pathfinders, disc throwers and Urban Combat Squads anywhere on the map.
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