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Once broken, Japan has rebuilt itself as an economic powerhouse with little interest or capacity for military forces. Times have changed and recent developments have driven the Japanese defence forces to bolster their arsenal with new units and technology. Their unorthodox style has thrown off many an enemy commander: Japanese vehicles are fragile yet hard-hitting, backed up by a variety of robust infantry and air units.


Japanese Structures

Japanese structures


Construction Yard


Cost: $5000
Role: Base Construction

The Construction Yard is the foundation of a base and allows the construction of other Japanese buildings. The most vital structure of a base; it must be protected at all costs. Destruction or seizure of the Construction Yard will shut down further base expansion.


Power Plant


Cost: $300
Role: Generates 100 Power

This structure provides power to other Japanese buildings. Due to their fragile nature, Power Plants should be placed in safe locations, as power output is directly proportional to the building's condition.


Barracks


Cost: $300
Role: Produces Infantry

This structure is a field training centre for Japanese troops. Building multiple Barracks will increase the rate at which infantry are produced.


Rocket Pod


Cost: $600
Role: Base Defence

The Rocket Pod fires explosive missiles at enemies. It is especially effective against soft targets and can also fire at aircraft.


SAM Site


Cost: $750
Role: Anti-Air Defence

Fires surface-to-air missiles at airborne enemy units. While the launcher is recessed into the ground the site's armour keeps it well protected from enemy attacks. While firing, the vulnerable missile launcher is exposed and easily damaged.


Technology Centre


Cost: $1500
Role: Tech Structure

Stores blueprints and architect's plans for advanced military technology, such as the Repair Facility, Naval Command Centre and Weapons Factory. Constructing this building grants access to the aforementioned structures.


Naval Command Centre


Cost: $1500
Role: Base Radar & Communication, Cruise Missile

This multiple purpose structure not only allows access to the radar screen, providing long-range views of the battlefield, but also coordinates nearby naval forces. Commanders can order naval forces to fire Cruise Missiles at enemy armour and structures.


Weapons Factory


Cost: $2000
Role: Produces Vehicles

This structure constructs Japan's vehicles. Building multiple Weapons Factories will decrease the amount of time it takes to create a vehicle.


Helipad

Cost: $1400
Role: Produces Helicopters

This strucure constructs and reloads Japanese helicopters. When built, the Helipad is accompanied by a Longbow attack helicopter. If the Helipad is lost, the Longbow will not be able to reload its ammunition. A Helipad can be set as primary to determine where additional Longbows will spawn. Building multiple Helipads will decrease the amount of time it takes to construct a helicopter.


Repair Facility


Cost: $1000
Role: Repairs Vehicles

The repair facility allows the repair of damaged units. Moving a vehicle onto the repair pad will begin the repair process. Note that repairs drain credits over time and that damage to the repair facility will lower the pace of repairs.


Concrete Wall


Cost: $100
Role: Base Defence

Used to deter the enemy from advancing. Only explosive weapons such as grenades, missiles, and shells can damage Concrete Walls. It takes several hits from explosive weapons to destroy a section of Concrete Wall.


Japanese Units

Japanese units


Minigunner


Cost: $100
Role: Basic Infantry

Minigunners are basic infantry units equipped with short range rifles. En masse this unit becomes cost-effective against slow-moving armoured units such as tanks. When engaging such targets Minigunners must keep moving or the tanks will run over them.


Bazooka


Cost: $300
Role: Anti-Tank & Anti-Air

These infantry units are slower and easier to kill than other infantry, but can tear through armour faster than any other infantry unit. Bazookas can also fire against airborne enemies. Most effective as a support unit in diverse groups.


Engineer


Cost: $500
Role: Captures Buildings

Engineers are used to seize control of enemy buildings. Since they carry no weapons, they are extremely vulnerable on the battlefield and must be directed very carefully. Escorts and transport units such as the Tear Gas APC are commonly used to protect the Engineers as they close on enemy buildings.


Tear Gas Trooper


Cost: $250
Role: Anti-Infantry Specialist

Originally designed for police work, these units have been retrofitted for combat use. Their tear gas is effective against infantry and light vehicle targets. They have a tendency to fall prone--double click when issuing commands to order them back on their feet.


Medium Tank


Cost: $800
Role: Armoured Battle Tank

A solid front-line vehicle equipped with armour-piericing shells. It is effective against both vehicles and structures. The tank is vulnerable to aircraft and infantry counterattack although it can run down enemy infantry should they draw too close.


Tank Hunter


Cost: $500
Role: Shock Tank

Fragile yet devastating. Groups of Tank Hunters melt enemy armour within seconds and can run over any infantry that try to escape. While powerful, each individual Tank Hunter can be eliminated by anti-vehicle weapons easily.


Tear Gas APC


Cost: $700
Role: Transport & Anti-Infantry

An odd vehicle, the Tear Gas APC has been developed for urban combat. It can transport up to 5 infantry units, protecting them from all damage. The tank is quite effective against infantry and light vehicles, yet like the Tear Gas Trooper, struggles against heavy armour.


Multiple Rocket Launch System (MRLS)


Cost: $800
Role: Siege & Anti-Air

A high-damage siege weapon, the MRLS fires long-range rockets that are effective against most unit types, including aircraft. A fragile unit, the MRLS requires escorting units to protect it from enemy counterattacks.


Longbow


Cost: $700
Role: Anti-Tank Air Superiority

Fast and highly mobile, the Apache Longbow is equipped with a salvo of six armour-piercing rockets. Best used against enemy armour; the helicopter can also be effective against structures when used in groups. After firing its rockets, it must return to a helipad for reloading.



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