------------------------------------------------------------------- Command & Conquer: Generals Zero Hour Strategy Guide by Alasdair Lo System: PC, CD-ROM E-mail: kylohk@netvigator.com Date: 19 June, 2004 Version 4.5 ------------------------------------------------------------------- Contents [Search Key] 1. Introduction [CCGZH1] 2. Updates [CCGZH2] 3. The Sides [CCGZH3] 4. A Brief Introduction of the Units [CCGZH4] 5. USA Campaign [CCGZH5] 6. GLA Campaign [CCGZH6] 7. China Campaign [CCGZH7] 8. Generals Challenge [CCGZH8] a. USA Superweapon General: Alexis Alexander [CCGZH8A] b. USA Airforce General: General Malcolm "Ace" Granger [CCGZH8B] c. USA Laser General: General "Pinpoint" Townes [CCGZH8C] d. GLA Toxin General: Dr. Thrax [CCGZH8D] e. GLA Toxin General: Prince Kassad [CCGZH8E] f. Chinese Tank General: General Ta Hwun Kwai [CCGZH8F] g. Chinese Nuke General: General Tsing Shi Tao (Clear Stone) [CCGZH8G] h. Chinese Dragon General: General Leang (Boss General) [CCGZH4H] 9. More Tips [CCGZH9] 10. Conclusion [CCGZH10] Appendix I. Feedback Information [A1] Appendix II. Letters from Readers [A2] Appendix III. A Comparison of the Sides [A3] ------------------------- 1. Introduction [CCGZH1] ------------------------- Command & Conquer: Generals is the newest installment of the world famous real time strategy Command & Conquer series. As usual, there is more than one side. This time, there are 3! USA, GLA and China. This guide will give some basic walkthroughs to the single player missions. It will also give some tips for multiplayer games, mainly LAN games, as I play with friends in the LAN at home, and seldom play online. OK, let's begin. As you can see, most of the units in the side comparison guide version 3.3 have already been explained. So, it should not be necessary to introduce them in detail again. The single player walkthroughs are oriented to the Medium Difficulty. At present, I have completed the guidelines for all of the missions in the game. If you have any other tips you would like to share with me, feel free to e-mail me. By the way, I have only added a short description for the units of the USA and GLA. The descriptions of the Chinese Units also have been recently added. At the meantime, I plan to add the strategies to beat each talented General in the Generals Challenge Campaign. Although the strategies are similar for certain generals, I will split them into different cases for each general you may be playing as. Therefore, there can be up to 8 strategies for beating a particular general, as you will face all the generals apart from the one you are playing as, neither you will face General Rodall "Demo" Juhziz nor General "Anvil" Shin Fai. -------------------- 2. Updates [CCGZH2] -------------------- Version 4.6: Added a new submitter's tip, added a search key system to make it easier to navigate the guide. Version 4.5: Added a short comparison of the sides at the end. For a more detailed comparison, read the Side Comparison Guide. Version 4.4: Added the Hard Mode Strategy for USA Mission 4, at the request from a reader. Version 4.3: Added the strategies for the Generals Challenge Campaign against General Leang, the Chinese Dragon General. Version 4.2: Added the strategies for the Generals Challenge Campaign to give tactics to people who play as General Alexis Alexander, the USA General talented in Weapons of Mass Destruction. Version 4.1: Added the strategies for the Generals Challenge Campaign to give tactics to people who play as General "Anvil" Shin Fai, the Chinese general talented in infantry. Version 4.0: Added the strategies for the Generals Challenge Campaign to give tactics to people who play as General Ta Hwun Kwai, the Chinese Tank General. Version 3.9: Added the strategies for the Generals Challenge Campaign to give tactics to people who play as Prince Kassad. Version 3.8: Added the strategies for the Generals Challenge Campaign battle against General Tsing Shi Tao, the Chinese general talented in nuclear energy. Version 3.7: Added the strategies for the Generals Challenge Campaign to give tactics for people who play as Dr. Thrax. Updated a submitter's tip. Version 3.6: Added the strategies for the Generals Challenge Campaign battle against General Alexis Alexander, the USA General talented in using Weapons of Mass Destruction. Version 3.5: Added the strategies for the Generals Challenge Campaign that tell you what to do in each level if you are playing as General "Pinpoint" Townes. Version 3.4: Added the strategies for the Generals Challenge Campaign battle against General Ta Hwun Kwai, the Chinese General talented in using tanks. Version 3.3: Added the strategies for the Generals Challenge Campaign battle against Prince Kassad, the GLA General talented in camouflage and stealthy attacks. Version 3.2: Added the strategies for the Generals Challenge Campaign battle against Dr. Thrax, the GLA General talented in chemical weapons. Version 3.1: Added the strategies for the Generals Challenge Campaign battle against General "Pinpoint" Townes, the USA General talented in laser technology. Version 3.0: Added the strategies for the Generals Challenge Campaign battle against General Malcolm "Ace" Granger, the USA General talented in air power. Version 2.9: Added the descriptions of the 9 talented Generals and their respective modifications. Version 2.8: Added some more detail to the introduction of the units. Version 2.7: Added a new tip concerning a hacker farm by Raptor11790. Version 2.6: Added an alternate method to beat GLA Mission 5. Version 2.5: Added a new section: Appendix II: Letters from Readers Version 2.4: Added a new chapter that gives a short introduction to the units of the 3 sides available in the game. Version 2.3: Changed some wordings to make the guide more humorous and reader-friendly. Version 2.2: Added a new Submitter's tip. Version 2.1: Added a new Submitter's tip. Version 2.0: Added a new Submitter's tip. Version 1.9: Added Appendix I: Feedback Information Version 1.8: Added a Submitter's tip to China Missions 4 and 5. Version 1.7: Corrected some silly mistakes. Version 1.6: Added a chapter called More Tips. Version 1.5: Added Chapter 3: The Sides Version 1.4: Added Chinese Missions 3-5. Version 1.3: Added Chinese Missions 1 and 2. Version 1.2: Completed the GLA Campaign. Version 1.1: Added the GLA Campaign. The Missions are not completed though. ---------------------- 3. The Sides [CCGZH3] ---------------------- USA: (The Boring old Blue Team) Apparently, the Blue Team is supposed to be the good guys in the Command and Conquer series, this time, it is no exception. It is also the team with the most boring and conventional attack methods. (For example, remember the Allie Forces, anyone?) The United States of America is definitely the side with the most high tech units. Many units can make use of many technologies to boost their attack ability. The air power of the United States is something to be reckoned with, as they have 4 different air units, suited for various tasks! In fact, a lot of units in reality appeared in the US arsenal. GLA: (The Greedy Green Team. They finally have a GREEN Team for a change, Green is my favorite color, heh heh heh.) Since Tiberian Sun, there was only the battle between the Blue Team and the Red Team, and now, after a long wait, with 3 sides available, the producers of the game have given GLA the Green color! The Global Liberation Army is a multi-national terrorist organization based in Kazakhstan (They need not obtain any financial backing from any official government in the world). They are practically the most cunning and most resourceful side in the game. 3 of their units can upgrade their own weapons by picking up the scraps of the enemies they have defeated. Using the Palace and the Black Market, they can acquire many important upgrades and funds, which come from the darkest corners of the globe. Of course, these terrorists have a lot of nasty tricks up their sleeves, as you can see later. China: (The Ready-on-the-move Red Team. That's where I live, heh heh heh.) It has been a tradition of the Command and Conquer series that the Red Team is the evil team of the game, (For example, Brotherhood of Nod, Soviets) and the Red Team just loves to use superior numbers and brute force to attack their enemies. But this time, they are the good guys! The People's Republic of China is certainly becoming more and more powerful these days. With a population of about 1.3 billion, China certainly has a very large army. In fact, many of China's units become more powerful, when used in large groups! The good thing is, certain Chinese units can be produced en masse in a blink of an eye, and can literally like, squash an elephant with a horde of ants! ----------------------------------------------------------- 4. A Simple Introduction of the units of the game [CCGZH4] ----------------------------------------------------------- *****UNITED STATES OF AMERICA***** The United States of America is the world's most high tech army. They can make use a lot of strategy to win, and that's why it takes the most skill to master. Tee hee hee... Anyway, a lot of America's units are heavily armored or fast yet expensive, making them the most suitable for "search and destroy missions". -------------------------------- Bullet Based Anti Infantry Units -------------------------------- Ranger Cost: $225 Requires: Barracks Pathfinder Cost: $600 Requires: Barracks + Level 3 General Ability Colonel Burton Cost: $1500 Requires: Barracks + Strategy Center Humvee Cost: $500 Requires: War Factory Sentry Drone Cost: $400 Requires: War Factory All of these units use guns, and are very effective against infantry. If you have the money, pay $1000 so that the Rangers can use Flash Bang Grenades against infantry, they are very effective in dispersing Angry Mobs. Pathfinders are simply snipers, and only snipers. So, obviously, they kill all infantry units in one shot, so does Col. Burton, but he is a hero unit, so he can stab infantry to death with his knife, and also plant charges on enemy structures. Humvees and Sentry Drones are all ideal scouting units, the Humvee can be loaded full of infantry, and they can fire at outside units! As for the Sentry Drone, you will have to pay $1000 to upgrade them with the heavy machine gun before you can use them to attack the enemy. -------------- Ranger -------------- Cost: $225 Flashbang Upgrade: $1000 The US Ranger is the most expensive of the lot, however, they are the only rifle infantry in this game who can use 2 weapons, the Assault Rifle and the Flashbang Grenades. The Flashbang Grenades are particularly effective in clearing large structures and dealing with angry mobs. For a Rifle Infantry that has 2 functions, it is definitely worth paying $225 for this as it costs $112.5 for each function. Another good thing is that a flash bang upgrade is definitely cheap and should be researched as soon as possible. --------------- Pathfinder --------------- Cost: $600 The US Pathfinder is like a "stealth nun with a sniper rifle" (actually, it is some kind of camouflage suit for those jungle operations.). His ability to garrison buildings without detection really helps to kill large numbers of enemy infantry from a long range! The Pathfinder costs $600, and that is all you need to take out a large hoard of infantry! In fact the kill ratio is about 1 to 20 or even higher when used properly. So, well, it is an excellent value for money! --------------- Colonel Burton --------------- Cost: $1500 The United States do not have to rely on that arrogant Tanya Adams anymore. Instead, we have Colonel Burton, the man with the most tricks up his sleeve. Colonel Burton's rifle can make a quick work of enemy armor and infantry units. His knife, can kill enemy infantry without being seen. His Demo Charges can be activated by a timer or by remote. Burton can climb over steep hills into the enemy base! To use the Knife Attack: Click the Knife Attack button and then click the enemy infantry unit you want to use it on. To use the Timed Demo Charge: Click on the Timed Demo Charge button and then click on the building you intend to use it on. Colonel Burton will then go over to the building, and tinker with his bomb for a while before the bomb is placed. The timer is set to 20 seconds, plenty of time for you to get away. To use the Remote Demo Charge: The same steps apply for Remote Demo Charge, only that you can detonate them at will. To detonate the charge, click the Detonate Charges button, and beep! BOOM! For a unit that practically has everything,(a Swiss army man in fact), paying $1500 is certainly worth it, as it is just like a destruction starter kit all hauled up in one person. -------------- Humvee -------------- Cost: $700 TOW Missile Upgrade: $1000 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 The standard troop transport of the US is here. Equipped with Gun-Ports, infantry units inside can fire at the enemy. The Humvee can also be equipped with a TOW Missile to attack armored targets. There is a catch though, if the Humvee is destroyed, the infantry inside will all die! Just a pity it does not come packaged with missile defenders. --------------- Sentry Drone --------------- Cost: $800 The new sentry drone is stealthy, and can detect stealth. It can be upgraded with machine guns to make it more powerful, but this unit is pathetic, as it cannot gain veterancy. When I used these in USA Mission 1 in Zero Hour, they were practically the first to die. ----------------------------- Missile Based Anti Tank Units ----------------------------- Missile Defender Cost: $300 Requires: Barracks Tomahawk Missile Cost: $1200 Requires: War Factory + Strategy Center Raptor* Cost: $1400 Requires: Airfield Stealth Fighter* Cost: $1600 Requires: Airfield + Level 1 General Ability Comanche* Cost: $1500 Requires: Airfield * = Air Units All of these units make use of missiles to attack their targets. The Missile Defender is America's "Man-with-a-missile". He can use his laser sights to improve his rate of fire against enemy vehicles and aircraft. The Tomahawk Missile Launcher is a long range ballistic unit, its missile NEVER misses its targets, unless the target is an infantry unit due to its guidance system. The Raptor fires 4 missiles, the Stealth Fighter Fires 2 while the Comanche fires 4, and reloads in the air, while continuing to pummel their target with its 20mm cannon. The Stealth Fighter and Raptor can be upgraded with Laser Guided Missiles to increase their attack power by $25, while the Stealth Fighter can also be upgraded with the Bunker Buster missiles to clear out any type of garrisoned building, except Internet Centers. Note that the missiles of all of these 3 units can be easily stopped or blown off course by Paladin Tanks, Avengers and ECM Tanks. ----------------- Missile Defender ----------------- Cost: $300 The US Missile Defender is just a person with armed with a high tech Rocket Launcher. They laser sights improve their rate of fire, and that's about it. To use the Laser Missile: Click the Laser Missile Button, and then click on your target. The Missile Defender will focus on the target with a laser, and then, wow wow wow wow wow! They fire their rockets in an insane speed, similar to the speed of Tank Hunters with their hoard effects. I found out about this when I head some Tank Hunters fight some Missile Defenders head to head. (In case you wondered how I fight missile defenders with tank hunters who use the laser missiles, I was playing against the computer, and it obviously cheated.) ----------------- Tomahawk Missile ----------------- Cost: $1200 Composite Armor Upgrade: $2000 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 USA's Long Range ballistic is here. The Tomahawk Missile has a very long range, and its missile has a tendency to lock onto the enemy, so it seldom misses. However, air defenses can easily stop the missile, so build at least 2 or 3 for a better effect. For an accurate long range ballistic unit, the Tomahawk Missile is just evenly priced. As it is the USA army's one and only one long range unit, you better rely on them. Still, it's a good value for money. --------------- Raptor --------------- Cost: $1400 Laser Missile Upgrade: $1500 Countermeasures Upgrade: $2000 The US Raptor fires 4 missiles each to their targets, and can be used to guard the air. Their attack power can be increased by 25% by the Laser Missiles. They can develop countermeasures against anti-aircraft units, but what use does it have if there are just so many of them lying around? For an aircraft like the Raptor, I really cannot comment on its price, as it is just the tradition for C&C programmers to charge between $1200 and $1500 for jet planes. Supplementary Information: (Reference: Jane's) In the early 1980s the USAF began the Advance Tactical Fighter programme, incorporating stealth technology and supercruise (supersonic cruise without afterburning), as a replacement for the F-15C Eagle. A Lockheed/General Dynamics/ Boeing YF-22A prototype first flew on 26 September 1990, and won the development contract over the Northrop YF-23A in 1991. The first EMD F-22A flew on 7 September 1997, and EMD aircraft have since demonstrated supercruise at more than Mach 1.5 and thrust-vectoring at high AoA. Cold War requirements for 750 aircraft have been reduced to 339 F-22As, with the first planned to enter service in 2005. The Raptor design trades off stealth with agility, to produce a genuine fighter, as opposed to a low-observable bomb deliver like the F-117A. The thrust/weight ratio of 1.2 and triplex digital FBW controls gave good maneuverability, but 'first look, first shot, first kill' capability means opponents will rarely detect the F-22 before they have been targeted and hit by BVR AAMs. The Raptors has three internal weapons bays, with two Sidewinder AAMs stored outboard of the intake ducts, and up to six AIM-120 radar-guided AMRAAMs or two GBU-32 JDAM 1000 PGMs in a ventral bay. Other stealth features include antennas located in leading or trailing edges of wings and fins, and internal sensors, including the AN/APG-77 AESA radar. Highly integrated avionics with a Common Integrate Processor (CIP) will provide a next-generation operation environment. ----------------------------------- Specifications of the F-22A Raptor ----------------------------------- Powerplant: two 156kN (35000 lb st) Pratt & Whitney F119-PW-100 thrust vectoring afterburning turbofans Dimensions: length 18.92m (62ft 1 in); height 5.02m (16ft 5 in); wing span 13.56m (44ft 6 in) Weights (estimated): empty 14,385 kg (31,670 lb); MTOW 27,216 kg (60,000 lb) Performance: max level speed (in supercruise) Mach 1.58, at 9,150m (30,000ft) (with afterburning) Mach 1.7, at sea level 1,482 km/h (921 mph); service ceiling 15,240m (50,000 ft) Armament: one M61A2 20mm gun with 480 rds; two AIM-0 AAMs and up to six AIM-120 AMRAAMs or two JDAM 1000 PGMs in internal bays; four underwing stores stations, each cleared for a 2,268kg (5000lb) payload --------------- Stealth Fighter --------------- Cost: $1600 Laser Missile Upgrade: $1500 Bunker Buster Upgrade: $1000 The Stealth Fighter is like the Raptor, only that it can remain undetected until the moment before it fires, so it is good against enemy base defenses. Its bunker buster upgrade can help it damage infantry garrisoned in Bunkers. Sigh... I was expecting the Stealth Fighter to be even more powerful than the Raptor, but in fact, it is only effective against base defenses, as it is stealthy. Although it can clear garrisoned structures with its Bunker Buster Upgrade, it is not worth coughing up $1600 for such a plane. Supplementary Information (Reference: Jane's) Popularly known as the 'Stealth Fighter', the F-117A Nighthawk is a precision attack aircraft designed to be nearly invisible to radar. Development began in the 1970s with the 'Have Blue' design study, and the first FSD prototype flew on 18 June 1981. Five FSD F-117s were built, followed by 54 production standard F-117As. Constructed primarily of aluminium, the F-117A's fuselage comprises flat panel 'facets' mounted on the aircraft's subframe, their purpose being to reflect radar energy away from the transmitter, eliminating a viable 'return'. All surfaces are coated with various RAMs, and all doors and panels have serrated edges to further minimize radar reflection. Grid Covers on the intakes and the use of narrow-slot 'platypus' exhausts surrounded by heat-absorbing tiles reduce the IR signature. Ahead of the flat plane five piece cockpit glazing is a FLIR sensor, recessed in a mesh covered housing. In the forward starboard underfuselage is a retractable IR sensor and laser designator, used with the two LGBs carried in the internal weapons bay. This modest weapons load is testimony to the accuracy of the Stealth Fighter F-117As flew just 2% of combat sorties during the Gulf War, but accounted for 40% of the strategic targets attacked. Unfortunately, poor tactics contributed to the first Stealth Fighter loss, when an F-117A was shot down by a radar-guided missile over Kosovo in 1999. Current USAF plans include navigation and targeting system upgrades, with service to continue beyond 2015. -------------------------------------- Specifications of the Stealth Fighter -------------------------------------- Powerplant: two 48.0 kN (10,900lb st) Gneral Electric F404-GE-F1D2 non-afterburning turbofans Dimensions: length 20.08m (65ft 11in); height 3.78m (12ft 5in); wing span 13.20m (43ft 4in) Weights: empty (estimated) 13,381kg (29,500lb); MTOW 23,814kg (52,500lb) Performance: max level speed 1,040km/h (646 mph); mission radius (unrefuelled with 2,268kg (5,000 lb) weapon load) 1,056km (656 miles) Armament: up to 2,268kg (5,000lb) of GBU-10 Paveway II/GBU-27 PAveway III LGBs --------------- Comanche --------------- Cost: $1500 Rocket Pod Upgrade: $1000 Countermeasures Upgrade: $2000 The Comanche helicopter attacks with their 4 missiles, and their 20mm cannon. When it runs out of ammo, it reloads very quickly, and can continue to annoy the enemy until they use their anti-aircraft units. Its rocket pods can flatten a large area of enemies. To use your Rocket Pods: Click the Rocket Pods button and then click on the area you would like to use it on. This ability requires a short recharge time. Again, as long as the cost of an aircraft falls between the $1000-$1500 range, it is a fair value for money. As this is just tradition. Supplementary Information: (Reference: Jane's) The futuristic RAH-66 Comanche won the US Army competition in the early 1980s for a reconnaissance/attack/air combat helicopter replacement for thousands of AH-1, OH-6, OH-58 and UH-1s. The prototype first flew on 4 January 1986, but funding cuts have slowed development, with current plans calling for testing of only the two existing prototypes through 2004. The first of 13 preproduction aircraft (the third Comanche) is not due to fly until April 2004. (This will not happen, as the US has cancelled the Comanche project.) Composites make up a large proportion of the Comanche's airframe, with a five-blade main rotor and eight-blade fan-in-fin rotor. The Comanche is the first 'stealth' helicopter, designed to have a radar cross-section smaller than that of a Hellfire missile. Frontal RCS is reportedly 360 times smaller than the AH-64 Apache, with one-quarter the IR emissions and one-sixth the forward noise signature. Each cockpit, with pilot in front, has four large MFDs to display FLIR/TV data, a moving map, and tactical situations. Night operations are aided by navigation and targeting FLIRs and a laser designator, housed in a nose-mounted sensor turret. Missile launch in adverse weather will be enhanced by a version of the Apache Longbow radar. Comanche avionics have been designed for compatibility with the F-22A Raptor fighter. Behind the retractable main landing gear, a pair of side-opening weapons bays can each house three Hellfire ATGMs or six Stinger AAMs. Immediately above these bays, optional stub-wings can carry a further four Hellfires or eight Stingers. ------------------------------- Specifications of the Comanche ------------------------------- Powerplant: two 1,165 kW (1,563 shp) LHTEC T800-LHT-801 turboshafts Dimensions: length 13.20m (43ft 3in); height over tailplane 3.37m (11ft); width 2.04m (6ft 8in); main rotor diameter 12.19m (40ft) Weights: empty 4,06kg (8,951lb); MTOW 7,896 kg (17,408lb) Performance (at 1,220m (4,000ft)): max level (dash) speed 319km/h (198mph); endurance 2h 30min Armament: one GE/GIAT three-barrel 20mm undernose cannon with 320-500 rds; up to 2,296kg (5,062lb) of 10 hellfire ATGMs, 14 Stinger AAMs and two 1,741l (383gal) auxiliary fuel tanks --------------- Support Units --------------- Ambulance Cost: $600 Requires: War Factory Microwave Tank Cost: $800 Requires: War Factory + Strategy Center Avenger Cost: $2000 Requires: War Factory + Strategy Center Unless you upgrade them with various drones, all of these 3 units do not have any direct offensive capabilities against ground units. The Ambulance heals troops and vehicles near it, and sprays foam to decontaminate areas with toxins and radiation. The Microwave Tank zaps a microwave beam to disable enemy buildings, and the beam must be continuously zapped onto the buildings to keep it disabled. This beam can also fry infantry garrisoned inside civilian buildings. Its microwave field is automatic, and does not need any targeting for it to work, any infantry unit that enters the field will slowly lose health, and will be cooked! The Avenger uses a beam to "designate" their ground target so that other units can fire much quicker at it. Its Anti Air Laser can be used to destroy enemy aircraft, and can stop missiles from coming. But still, when you want to use these, keep them in the rear at all times, otherwise, you will waste a lot of money trying to replace them. Particularly the Avenger, which costs the same as an Overlord Tank! --------------- Ambulance --------------- Cost: $600 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 All the Ambulance does is to spray detoxifying foam, that clears radiation and chemical toxins. That's it. It is not equipped to kill. What's the point of having a unit that can ONLY heal infantry units? And you charge it more than a Humvee? Sure, it can clear toxic foam, but what's the point, after all, the radiation or chemicals will fade away after a while. --------------- Microwave Tank --------------- Cost: $800 Composite Armor Upgrade: $2000 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 The US Microwave Tank, well, fires a microwave beam that can disable, not destroy enemy structures, its beam can also hurt enemy infantry. The Microwave Tank can cook infantry inside buildings. For an "HBM Vehicle", charging $800 for such a unit ain't too shabby. In fact, I really could not care less how much such units cost. As long as it is at $800 or less, I won't mind at all. --------------- Avenger --------------- Cost: $2000 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 The US has come up with a new laser unit. The avenger, its laser can be used to shoot down incoming missiles and aircraft, its designator also allows your units to hit them faster and with more success. The laser of the Avenger cannot be used to kill ground units by itself, while you can send it a large number of quad cannons or gattling tanks in and cause tremendous damage, you can't do so with Avengers. It's just not worth coughing up $2000 to buy one of these vehicles if they can only attack air targets. Unfortunately, that's all the US has to effectively down aircraft. Life is tough, isn't it? Sure, the Avenger is effective against air units and missiles, and unfortunately, that's the only good thing about it. When facing ground units, they can only designate the target to allow other units to fire faster and more effectively at it, and they actually give it such a ludicrous price! Life is tough... sigh... --------------- Battle Tanks --------------- Crusader Tank Cost: $900 Requires: War Factory Paladin Tank Cost: $1100 Requires: War Factory + Level 1 General Ability Both of these tanks use the same type of cannon, with the Paladin Tank having slightly heavier armor. The Paladin Tank also has a defense laser to stop missile attacks. That's all I can say about these tanks. --------------- Crusader Tank --------------- Cost: $900 Composite Armor Upgrade: $2000 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 The Crusader Tank of the US is the most high tech Tank in the game. Being a US unit, it can have drones installed above it. Unfortunately, the drones can be easily shot down by enemy defenses. However, their armor can be upgraded by composite armor. So, it is quite good actually. To upgrade your tank with drones: Simply click the drone you want to be installed on the tank and then you can wait. Note that you cannot have more than 1 drone installed at once. The Crusader has a slightly heavier armor than the Battlemaster Tank and costs $100 more. That's not so worth it. Besides, those drones are far too vulnerable and can be easily shot down. It's not a good value for money actually, if you charge that much for a main battle tank. --------------- Paladin Tank --------------- Cost: $1100 Composite Armor Upgrade: $2000 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 The Paladin is a tank with heavier armor. It can use a laser to stop incoming missiles, regardless of how big they are. They can upgrade their armor with composite armor, as usual. Their high price really is a draw back. But still, their ability to stop missiles is decent. These tanks are not much stronger than Crusader Tanks, and have the same attack power, only with the extra ability to use a laser to zap incoming missiles and infantry. That's it. Still, EA should not charge that much for a tank like this. -------------------- Ultimate Attack Unit -------------------- Aurora Bomber Cost: $2500 Requires: Airfield + Strategy Center The Aurora Bomber is the USA's supersonic aircraft. It flies so fast on its bombing run, that no one can aim or hit it! After it drops its payload, it slows down considerably, and becomes as weak as a paper aeroplane, and only then can it be shot down. You should reserve these to destroy the enemies' superweapons, as they are just so expensive. -------------- Aurora Bomber -------------- Cost: $2500 The Aurora Bomber is a super-sonic aircraft, and can easily evade anti-aircraft defenses until it delivers its bomb. Only then it slows down. Enough said. For a plane that is invincible during its bombing run, and as frail as a paper aeroplane during its return, $2500 is a reasonable price. After all, if EA were to charge it less, many people will complain that the USA is being far too unbalanced. As they are so difficult to replace, only use these planes when you have a superweapon to destroy. *****GLOBAL LIBERATION ARMY***** The Global Liberation Army has a lot of Soviet-era weapons in their hands, and basically, they are light and fast. These guys have the ability to make the best with what they have got in their hands, as just so many of their units can scavenge the spoils of their defeated vehicles. The GLA is an expert on stealth, and has a lot of units that can strike unseen without the enemy knowing! How's that, you high tech nations? -------------------------------------------- Bullet Based Infantry and Assault Transports -------------------------------------------- Rebel Cost: $150 Requires: Battacks Angry Mob Cost: $800 Requires: Barracks + Palace Jarmen Kell Cost: $1500 Requires: Barracks + Palace Combat Cycle Cost: $450 Requires: Arms Dealer Battle Bus Cost: $800 Requires: Arms Dealer + Palace The first 3 types of units all attack with their rifles and guns. They are all effective against enemy infantry. The Rebels can now be upgraded to place booby traps on neutral structures and vehicles, so if anyone tries to commandeer those structures, BOOM! Angry Mobs can have up to 10 Mobsters, when a mobster dies, a new one will "respawn" in a short period of time! They can be upgraded to use AK-47 Assault Rifles, and hence be a highly destructive force against both infantry and tanks. Jarmen Kell is GLA's sniper, and can kill drivers inside vehicles intermittently. The Combat Cycle comes with a Rebel, and can be ridden by any type of infantry unit. Note that if you ask the unit to get off the bike, the bike will fall to the side and explode. So, use it as if you are using a disposable glove. The Battle Bus is GLA's more heavily armored troop transports. Infantry units can fire inside through its windows, and when it loses all of its health, it simply turns into a bunker, and the units will continue to fire inside until it is destroyed again. Note that when all infantry units have vacated the "bunker" the Battle Bus will blow. -------------- Rebel -------------- Cost: $150 Camouflage Upgrade: $2000 Booby Trap Upgrade: $1000 The GLA Rebel is all the terrorist organization can offer, and fires a regular rifle. That's it. The camouflage and Armor Piercing Bullet upgrade gives them some help, though. To use a booby trap: To use a Booby Trap, click the button, and then click on the building that you intend to place the trap on. It's like a mine. Anyone who gets too close will be blown up. Of course, Construction Dozers and Workers can remove them without them exploding. The Rebel is like the Ranger, it has 2 functions, a normal assault one and a special one. Besides, they can be camouflaged, and the Booby Trap upgrade is also cheap. However, the Booby Trap is not as effective, as you can only place them on buildings. So, it is a good value for money. --------------- Angry Mob --------------- Cost: $800 Arm the Mob: $1000 GLA Angry Mobs may be one of the comic relieves in the game. A mob first attacks with simple rifles, and later can be armed with AK-47s. They are effective against any unit that do not have anti-infantry weapons. When a member of a mob is killed, a new one respawns by "mitotic cell division". However, beware of the following, as they can kill you in a second or 2, flashbangs, flame, toxic substances. An Angry Mob has 10 Mobsters, that makes it $80 per mobster! This is basically an effective way to train units, as you only required to press a button once to send 10 people out. The Arm the Mob upgrade is very cheap. So, always upgrade them before sending your Mobs in! --------------- Jarmen Kell --------------- Cost: $1500 Armor Piercing Bullet Upgrade: $2000 This mercenary is just a sniper with the capability to periodically kill the drivers inside the vehicles. That's it. Unfortunately, he cannot do it more frequently, otherwise, it's not worth coughing up $1500. But still, Jarmen Kell is excellent in, destroying fire bases. You will see what I mean. To kill drivers inside vehicles: Click the sniper attack button and then click on the vehicle you intend to get rid of. Then a single shot will be fired, and the vehicle will lose its side. For a person who can only snipe a vehicle once in a while, $1500 really is a ludicrously high amount. But that's all GLA have in their hero's department. Sigh... Life is cruel. -------------- Attack Cycle -------------- Cost: $550 Cost of bundled Rebel: $150 Actual Price = Cost - Cost of bundled Rebel = $400 The combat cycle has one infantry inside, and that infantry can fire at the enemies. Unfortunately, this vehicle makes the infantry more vulnerable to tanks, as tanks are effective against vehicles. And when it explodes, the infantry unit is sent flying! You may need at least 20 of these to make a stand. You can use it as a suicide unit if the passenger is a terrorist, but, it can never be as economical as the troop crawler. Note that if it is ridden by a Terrorist, the Combat Cycle will have a striped board in front of it to warn others of his approach. A combat cycle is ridden by a Rebel at the start, so we can consider the cycle to be cheaper than it actually is. In fact, I am using the "method of difference" to determine the actual price of units with other units bundled in. this method has been used by the Hong Kong Consumer Council to compare the prices of goods. So, to conclude, the Combat Cycle is an excellent value for money. --------------- Battle Bus --------------- Cost: $800 The slow and steady battle bus is a different story, the infantry inside can fire out of the gun ports inside the bus. And after it blows up, the battle bus becomes a bunker of sorts, and the infantry continue to fire inside until it blows up the second time. Note that the bus' passengers cannot fire at any specific target, and that is a problem. A Battle Bus costs $800, and comes with no attack power on its own, but it is a bit more armored than the technical, and won't be destroyed immediately when its HP drops to zero, so it is quite worth it if you want to give your infantry protection. ------------------- Infiltration Units ------------------- Hijacker Cost: $400 Requires: Barracks + Level 3 General Promotion Saboteur Cost: $700 Requires: Barracks + Palace Radar Van Cost: $500 Requires: Arms Dealer The Hijacker is a stealth thief who can steal enemy vehicles. While the saboteur can climb over hills into the enemy base to disable enemy buildings. The Radar Van provides Radar for the GLA, and can be upgrade to use the Radar Scan every 30 seconds, this can be used to spy on the enemy units, and detect enemy stealth infiltrators. --------------- Hijacker --------------- Cost: $400 The Hijacker steals vehicles from the enemies, that's all, however, they can easily be detected, and can be killed very quickly, so it's not worth it. Although a hijacker is cheap, you probably need to build lots of them in order to be able to steal one vehicle. So, it's really not worth the money or that General Point. However, Prince Kassad starts with Hijackers at the start, and as he has no tanks, then this unit is vital to him! --------------- Saboteur --------------- Cost: $700 This is again, like the spy of Red Alert 2. The Saboteur is stealthy, and disables buildings by entering them. They can climb over cliffs. For a use once and discard unit like the Saboteur, charging $700 for it isn't going to work. Hmph! It's just not worth it. --------------- Radar Van --------------- Cost: $800 Radar Scan Upgrade: $1000 Not only that the Radar Van provides Radar, it can use the Radar Scan to spy on enemies. So, you can virtually abuse the radar scan by building these little vans in quantity! Unfortunately they have no weapons themselves and cannot be used in attacks. Take note that you can use your Radar Scan once for every Radar Van you have. As they are just soooo cheap, feel free to abuse the Radar Scan by building 30 Radar Vans. Then you can have 1 Radar Scan per second! ------------------ Rocket Based Units ------------------ RPG Trooper Cost: $300 Requires: Barracks Rocket Buggy Cost: $900 Requires: Arms Dealer + Palace The RPG Trooper is GLA's Rocket Soldier, enough said. The Rocket Buggy is the GLA's long range attack unit. It can fire up to 12 rockets at the enemy per volley. As the Rocket Buggy has very light armor, you should use them to hit and run to prevent the enemy from catching up. Both of these units can be upgraded with the Armor Piercing Rockets from the Black Market. This increases their attack power by 25%. --------------- RPG Trooper --------------- Cost: $300 Armor Piercing Rockets upgrade: $2000 The RPG Trooper is just like the missile defender, but without the laser sight. However, they can be given free of charge whenever you build a tunnel network. So it is a little bit more worth it. They can use Armor Piercing Rockets later on. The RPG Trooper costs $300, and their attack power can be upgraded. This makes them a good value for money. --------------- Rocket Buggy --------------- Cost: $900 Armor Piercing Rocket Upgrade: $2000 Buggy Ammo Upgrade: $1000 The Rocket Buggy is there to buzz around like flies and annoy you. They fire 6 or 12 rockets at a time, before having to reload. That's their problem. If they were to fire continuously, then they can be a real threat. When you use such units, make sure you keep your distance, as it has practically no armor. The Rocket Buggy is built to hit and run. With so many rockets coming at once, advancing tank hoards can easily be weakened, provided that your Buggies retreat fast enough, or if the enemy decides not to use any Paladin Tanks, Avengers or ECM Tanks. ------------------ Salvaging Units ------------------ Technical Cost: $500 Requires: Arms Dealer Scorpion Tank Cost: $600 Requires: Arms Dealer Quad Cannon Cost: $700 Requires: Arms Dealer Toxin Tractor Cost: $600 Requires: Arms Dealer Marauder Tank Cost: $800 Requires: Arms Dealer + Level 1 General Ability All of these units are capable of scavenging their kills to upgrade their weapons. The Technical is a fast troop transport that can hold 5 units. Its machine gun can be upgraded to fire rockets. The Scorpion Tank is the GLA's Main Battle Tank, and can be upgraded to fire 2 Rockets at the enemy at once. The Quad Cannon is GLA's anti-air unit featuring 4 heavy machine guns. The Toxin Tractor is GLA's chemical attack unit, it can clear garrisoned buildings and poison infantry units with its toxin sprayer. Finally, the Marauder Tank is a more advanced battle tank with the GLA. It can be upgraded to have, 2 cannons! Much like the Mammoth Tank in Red Alert. --------------- Technical --------------- Cost: $500 Armor Piercing Bullet Upgrade: $2000 GLA Technical Trucks again carry 5 infantry units. Only that it has no gun ports. Its armor is just so weak. Although it can perform salvage runs on defeated armored units, and can make use of Armor Piercing Bullets, it really cannot help them much. Technicals are like Humvees in many aspects, but they can upgrade their guns by salvaging. But still, it is only a fair value for money. --------------- Scorpion Tank --------------- Cost: $600 Scorpion Rocket Upgrade: $1000 Toxin Shells Upgrade: $1000 Armor Piercing Rocket Upgrade: $1000 The Scorpion Tank is the light tank of the GLA. Being the light tank, it has rather light armor. As they are built to hit and run, the Scorpion Tank is not so suited to direct, full scale battles, that are the bane of the C&C series. The Scorpion Rocket Upgrade gives them a slight balance though. This is particularly true when I tested one of these tanks against a battlemaster or crusader. Even with the rocket, the scorpion will lose on one to one combat. So, build 50+ of these. It is obvious really, that for such a cheap price, you can already purchase such a vehicle with decent stopping power. Be sure to upgrade them ASAP with those Rockets, as they can make a large difference. --------------- Quad Cannon --------------- Cost: $700 Armor Piercing Bullet Upgrade: $2000 The GLA Quad Cannon is like a technical in many aspects, but it carries 4 heavy machines guns, instead of one. It can use the scraps of defeated vehicles to upgrade its own guns, which is a good sign. It can acquire armor piercing bullets for an additional 25% damage, making it better for the task at hand. This is the price that an anti-air, anti infantry unit should be sold. Enough said. Good quality, good value. --------------- Toxin Tractor --------------- Cost: $600 Anthrax Beta Upgrade: $2500 That's right, GLA really likes to make use of Chemical Weapons. The toxin tractor sprays a continuous stream of toxins that can render large infantry divisions into green 'n' blue salamander men in no time. It can also contaminate large areas of land when standing. It is resistant to rockets, making it effective in its task of clearing garrisoned buildings. It can be 25% more disgusting with the Anthrax Beta upgrade installed. To Contaminate an area: Click the Contaminate button and then click on the area you intend to spread your chemicals. "Run through the sprinkler!" These tractors are so effective against infantry that, if used properly, can achieve a 1 to 30 kill ratio or even higher. So, excellent quality, excellent value! -------------- Marauder Tank -------------- Cost: $800 Toxin Shell Upgrade: $800 "What can I say? I'm a taker." The Marauder Tank is the third in the line of salvaging units as far as the GLA is concerned. The Marauder Tank is cheap, has decent armor, and can eventually upgrade to 2 cannons! That's is definitely cool. So, always use a General point to be able to build this unit. For a salvaging unit, charging a Marauder for $800 only really rocks! That's all I can say. -------------------- High Explosive Units -------------------- Terrorist Cost: $200 Requires: Barracks Bomb Truck Cost: $1000 Requires: Arms Dealer + Palace SCUD Launcher Cost: $1200 Requires: Arms Dealer + Palace + Level 1 General Ability What can a Terrorist Organization do without terrorists? The Terrorists in GLA aren't like those in Rainbow Six, in fact, they are mainly suicide bombers. The Terrorists can also commandeer cars to make their attacks much more faster and powerful. The Bomb Truck can be upgraded to hold a Bio Bomb and a High Explosive Bomb in its load space, doubling its power. It can also disguise itself as a vehicle or car to surprise the enemy more. However, base defenses are not a bit fooled by its disguise, and will unmask it and open fire on it. The SCUD Launcher is the GLA's more powerful siege unit. It can be armed with an Anthrax Warhead that can infect and poison enemy units, as well as a High Explosive Warhead, which can cause huge amount of damage to anything within its blast radius. As a rule of a thumb, always consider having half of your SCUD Launcher fire Anthrax Warheads, while the other half fires High Explosive Warheads for the best effect. Note that the SCUD Missile can be stopped by anti air defenses and other laser units like the Paladin Tank. -------------- Terrorist -------------- Cost: $200 The GLA can use suicide bombers to destroy incoming enemy tanks. The Terrorist can also make use of civilian cars to increase their speed. However, attentive players can easily stop them. So, I suggest you train them in quantity, which wastes money. To become a car bomber: Just select your Terrorist, and move your mouse cursor over a civilan vehicle until a Red "Enter" arrow appears. Then click. The Terrorist will then get into the car and you can use it to blow things up! There is no need to say anything about it. The Terrorist is annoying, and you only have to pay $200! Excellent value indeed! --------------- Bomb Truck --------------- Cost: $1000 Biobombs: $500 High Explosive Bomb: $500 The Demolition Trucks are now replaced with Bomb Trucks. A Bomb Truck can be customized to carry Bio-Bombs and High-Explosive Bombs to upgrade their effects. They can also be disguised as an enemy unit to fool them. However, enemy base defenses are not tricked by them though. Anyway, it is a force to be reckoned with, if you want to clear enemy base defenses in a flash. Another mean trick is to perform a Sneak Attack on your enemies' base, and then unload your Bomb Trucks on them! To upgrade your Bomb Truck: Click on the button corresponding to the upgrade you would like to use. You will know when it is ready when you hear "BioBomb loaded" and so on. To disguise as a vehicle: Click the Disguise as Vehicle button, and click on the unit you would like to disguise it as. You can always disguise your Bomb Truck as something weak, like a technical, and the opponent WILL be shocked when he finds out how a Technical can explode like that. I think the Bio Bomb is always worth your money, as it costs only $1000 and has so many explosives packed in. However, relentless upgrading of the Bomb Trucks can cause your money meter to go down very quickly! So keep an eye on the amount of money you have! *****PEOPLE'S REPUBUBLIC OF CHINA***** China is gradually becoming stronger and stronger these days. In fact, China has the world's largest army. As China has such an enormous population, they can rely on overwhelming numbers to defeat their enemies. In fact, a lot of units can receive increased rate of fire and other bonuses when used in large groups. So, I guess they are encouraging you to mass units when playing as China. ---------------------------- Nationalistic Infantry Units ---------------------------- Red Guard Cost: $300 for 2 Requires: Barracks Tank Hunter Cost: $300 for 1 Requires: Barracks The Red Guard is China's Rifle Infantry, and you can get 2 at a time by paying $300 in the Barracks. The Tank Hunter is China's Rocket Soldier, he can also make use of TNT to blow up enemy buildings and vehicles. Both of these infantry units have the hoard effect. When they are in groups of 5 or more, red stars will appear beneath the infantry unit. Then, each unit will have a 25% increased rate of fire. When upgraded with the Nationalism Upgrade, these units will have an additional gold ring around the red star, and they will have a 50% increased rate of fire. If you are playing as General "Anvil" Shin Fai, the Patriotism upgrade can be used, this causes an additional white star to appear beneath the Red Star, and each unit receives a 75% increase in rate of fire! Enjoy. --------------- Red Guard --------------- Cost: $300 for 2 Nationalism Upgrade: $2000 The Chinese Red Guard is certainly the best rifle infantry of the 3 sides. Although they cost 300 in the barracks, every time, 2 Red Guards will emerge instead of one. Therefore, it is possible to queue 18 Red Guards at once in the Barracks. Red Guards can also be produced en masse by building a troop crawler, which comes with 8 of them! However, the most important feature is the horde effect. Red Guards tend to fire about 25% faster if there are 5 of them together. They fire another 25% faster with the nationalism upgrade. Although the average price of a red guard is $150, you can produce them en-masse, as one button yields 2 Red Guard. But compared to the other 2 rifle infantry, it is only a fair value for money. --------------- Tank Hunter --------------- Cost: $300 Nationalism Upgrade: $2000 The Tank Hunter has the horde effect, nationalism and a TNT attack! Apart from this, they now can be deployed in 2s by means of building listening outposts. This gives them all the protection they need. In my opinion, the TNT attack is effective against tanks like the Scorpion or Paladin, as they can kill your infantry very quickly if they stand still in one spot. (By means of Scorpion Rocket and Lasers.) DO NOT USE THE TNT ATTACK when there is a better alternative though. Tank Hunters now play the roles of Crazy Ivans as well. When your Tank Hunter is cornered by a tank (particularly scorpion or paladins), feel free to use his TNT attack on the tank. A TNT charge will be placed on the vehicle, and will detonate in 10 seconds, most likely destroying it. I have managed to pull it off several times. The TNT Attack can be used against enemy buildings as well. It is even better than the Terrorists, as you may be able to re-use this attack again and again. To use the TNT Attack: If you really want to use the TNT attack against, say a Paladin tank or Scorpion Tank, click on the TNT Attack button, and click on your desired target. The Tank Hunter will go to the vehicle and plant the explosive. Note that this is a contact attack. That is, it will work as soon as your Tank Hunter come in contact with the tank, or vice versa. So even if the enemy tank manages to squish your Tank Hunter, it will be not before the charge is placed. The Tank Hunter also costs $300, but comes with the ability to automatically fire faster at ANY type of enemy due to the Hoard Effect when in groups of 5 or more, compared to the Missile Defender, which can only manually fire faster at vehicles. The Nationalism upgrade makes them even faster, and is good for fighting tanks! Of course, if the enemy uses tanks like Paladins and Scorpions, there is always the TNT Attack to take them out before they kill you. ----------------------- Electronic Specialists ----------------------- Hacker Cost: $625 Requires: Barracks + Propaganda Center Black Lotus Cost: $1500 Requires: Barracks + Propaganda Center China's computer users have been increasing exponentially in the 1990s. In fact, the PLA has trained new operatives that make use of IT to do damage to the enemy. The Hacker can disable enemy buildings by using their wireless laptop connection to send a computer virus into the building from a range, and also hack the internet to raise funds for the Chinese Army. The Hacker has as new cyber-cafe, I mean Internet Center to hack quicker, bringing more cash to China. Black Lotus is China's elite secret agent. She can hack into their buildings, and capture them for China's use, and she does that much faster than the Red Guards! Apart from this, she can steal money from enemy supply centers. She can also disable enemy vehicles from a range, and that may be able to help turn the tide of a battle, particularly if a single Overlord Tank is rolling towards your base. --------------- Hacker --------------- Cost: $625 The spies of Red Alert 2 have been replaced by Hackers. Hackers have an ability to disable enemy buildings with a powerful computer virus. This is true even for enemy buildings that do not require power to run! So, if you can transport a group of Hackers past enemy defenses, you can easily cause a lot of chaos in the enemy base! To Hack the Internet: Click the Hack Internet button and the Hacker will start stealing money at the rate of $5 per beep. It takes a few seconds to connect to the Internet, though. For an infinite supply gatherer as well as a person who can disable buildings from a range, paying $625 is definitely more worth it as you can train these guys in quantity for your use, and they are not completely useless. -------------- Black Lotus -------------- Cost: $1500 China's secret agent has no self defenses, but she can capture buildings faster than other Red Guards, as she does not need to recharge. She also can steal money from enemy supply centers, $1000 at a time. She can disable enemy vehicles too, but make sure you are up against one at a time. The bottom line is, if you can sneak Black Lotus past enemy defenses, you can capture a lot of their buildings before they can even react. To Cash Hack: To steal money from enemy supply centers, click the Cash Hack button and then click the target you intend to steal money from. Black Lotus can steal money from a range, and can gain veterancy by doing so. Although Black Lotus cannot defend herself well, those abilities really are perfect power tools to use against the enemy, particularly if you sneak in from an obscure corner. The cash hack lands you more and more money, as that is how you let her gain veterancy. ---------------------- 800 Dollar Tank Units ---------------------- Battlemaster Tank Cost: $800 Requires: War Factory Dragon Tank Cost: $800 Requires: War Factory Gattling Tank Cost: $800 Requires: War Factory ECM Tank Cost: $800 Requires: War Factory + Propaganda Center All of these tanks have one thing in common, they cost $800 apiece in the War factory. I wonder why they would charge $800 for so many of China's units. I guess it is because 8 is a lucky number in China. Tee hee hee... The Battlemaster Tank is China's Main Battle Tank. They can also take advantage of the Hoard Effect to fire faster when in groups of 5 or more. In fact, they are the only tanks in the game that can take advantage of this bonus. They can be upgraded with various nuclear abilities to improve their attack power and speed by 25%. The Dragon Tank is another powerful all purpose assault unit of China. It is basically a flame tank, and it can be ordered to create a 180 degree wall of fire using the Fire Wall command, and this has significant improvement in damage when compared to its standard flame attack. It can spray a blue flame and cause 25% more damage with the Black Napalm Upgrade. Always use these against buildings, and you will see them fall in no time! The Gattling Tank is China's anti-infantry, anti-air unit. Its guns can spin faster and faster, dealing more damage as time passes. Again, it can deal 25% more damage using the Chain Gun Upgrade. The ECM is basically a protection device. Its magnetic field can cause missiles to miss their targets, it can also use a magnetic beam to jam enemy units, but note that while it does that, its magnetic field will not work. ------------------ Battlemaster Tank ------------------ Cost: $800 Nationalism Upgrade: $2000 Uranium Shells Upgrade: $2500 Nuclear Tank Upgrade: $2000 China's Battlemaster Tank is slightly cheaper than the Crusader Tank, therefore, with a slightly weaker armor than them. However, their benefits are better than the Crusader. For one, they can make use of the Horde Effect to fire faster and can go even faster with nationalism inspired; secondly, their speed and attack power can be increased by 25% with the Uranium Shells and Nuclear Tank upgrade from the Nuclear Missile Silo. So that makes them more powerful. Battlemasters ARE to be built in quantity, as they fire much faster when doing so. This square $800 is very good when all of their potential benefits are concerned. Although many of China's units may look expensive, they will pay off eventually, as there are lot of features to be explored. ---------------- Dragon Tank ---------------- Cost: $800 Black Napalm Upgrade: $2000 The Dragon Tank is China's flame tank, its flame has a large sweeping effect, that can render both infantry and vehicles into charcoal in no time. It can make use of Black Napalm to spew a blue flame, which causes 25% more damage. Like the toxin tractor, it is effective in clearing occupied civilian buildings, as they are resistant to rockets. To Build a Fire Wall: Click on the Fire Wall Button, and click on the area you intend to sweep out your flames. "The Dragon awakes!" You can only gain veterancy with this attack if the enemy is in contact with your flame jet when they are destroyed. These Dragon Tanks are so effective against infantry that, if used properly, can achieve a 1 to 30 kill ratio or even higher. So, excellent quality, excellent value! They cost $200 more than the Toxin Tractor as they have better armor and attack power than those converted farming vehicles. --------------- Gattling Tank --------------- Cost: $800 Chain Gun Upgrade: $1500 The Chinese Gatling Tank fires very fast already, but will fire faster and faster, when you hear the driver say, "Spin them up!". They can fire 25% faster, causing 25% more damage at once. The Gattling Tanks have better armor, and can defeat a Quad Cannon in one to one combat. --------------- ECM Tank --------------- Cost: $800 The electromagnetic countermeasures tank fires a beam that can disable enemy vehicles, and disrupt rocket and missile attacks, making them miss their target. It can really be a lifesaver if your enemy uses so many rocket units, as the ECM Tank's magnetic field causes more than 80% of the rockets to miss. Paying $800 to stop those annoying Rocket Buggy rockets, Raptor missiles, Tomahawk Missiles, Rocket Propelled Grenades, Stealth Fighter missiles, Comanche hellfire missiles or to disable tanks ain't to shabby either. --------------------- Happy Meal Transports --------------------- Troop Crawler Cost: $1400 Requires: War Factory Listening Outpost Cost: $800 Requires: War Factory That's right, kids. McChina is pleased to bring you their Happy Meals! Firstly, we have the Troop O'Crawler Deluxe, and it comes with 8 real life Red Guard as toys. Secondly, we have the Listening McOutpost, and it comes with 2 live Tank Hunters! All meals have a stealth detector for free to come with them! That's right, you are happy, we are happy! McChina, I'm loving it! --------------- Troop Crawler --------------- Cost: $1400 Cost of bundled Red Guards: $1200 Actual Price = Cost - Cost of bundled Red Guards = $1200 The Troop Crawler is the most expensive of the troop transports, at $1400, but there is a reason behind, it is because it comes with 8 Red Guard! So, it actually costs $200! The Troop Crawler is also equipped with Stealth Detection. So, which means, we have a decent stealth detector that can be produced en-masse! So, really, "They can't hide from me." The Chinese Troop Crawler may be inflexible, but it comes packaged with Red Guard, and holds just as much as the Battle Bus, so it is a good way to train large numbers of infantry en masse. The method of difference applies. You will be pleased that the Troop Crawler itself costs only $200! This is one of the ways you can train Red Guards en masse. An excellent value for money indeed! ------------------ Listening Outpost ------------------ Cost: $800 Cost of Bundled Tank Hunters: $600 Actual Cost: Cost - Cost of Bundled Tank Hunters: $200 This van is stealthy when stationary. So, you can leave it in one spot to keep it revealed without getting detected by non stealth detectors. It itself is a stealth detector. Unlike the Radar Van, this unit is not defenseless, as it comes with 2 Tank Hunters that fire from inside it. So, it actually costs $200, like the Troop Crawler. Again, the method of difference applies. The reason why there are no Chinese vehicles selling cheaper than $800 is because the ones that are cheap come bundled in with other units. Consider it as a bonus. --------------- Double Big Guns --------------- Inferno Cannon Cost: $900 Requires: War Factory + Propaganda Center Nuke Cannon Cost: $1600 Requires: War Factory + Propaganda Center + Level 1 General Ability China does not make use of any missile related ballistic units, instead, they have Artillery! The Inferno Cannon is a flame based artillery. Like many other Chinese Units, they are most effective in large groups, as when 6 Inferno Cannons fire their cannon at a target, you can be assured that a Firestorm will be made, incinerating the target and any other units near it. Use Black Napalm for more powerful effects! The Nuke Cannon is China's Nuclear Based Artillery. It lobs tactical Nuclear Shells over long distances, and has a substantial range improvement over the Inferno Cannon. The neutron shell is another fun thing to use if you want to steal the enemy's units instead of destroying them. It can also clear garrisoned buildings that normal building clearers cannot clear out, like Palaces and Internet Centers. Have fun. Always keep these units in the rear at all times, or you will lose these quick. --------------- Inferno Cannon --------------- Cost: $900 Black Napalm Upgrade: $2000 China does not make use of any rockets or missiles, instead, they make use of Artillery! The Inferno Cannon flies napalm shells over long range. As it is a shell, it cannot be stopped by anything. The impact damage is collateral, as the units will continue to take damage from the flames. It is most effective, when used in large groups, as a lovely little bonfire will be made, incinerating anything in its path. The Inferno cannon has the same price as the Rocket Buggy, but attacks in a slightly different manner. The shell has a considerable area effect, so if you fire at a large hoard of incoming infantry, it can be guaranteed that at least some of them will be hit, and will eventually burn to death. Again, build these in quantity to make use of the Firestorm! Again, a good value for money. --------------- Nuke Cannon --------------- Cost: $1600 Neutron Shell Upgrade: $2000 Yes, the ultimate Artillery is here. The Nuke Cannon fires nuclear shells over long distances, and causes a little nuclear explosion, that can destroy several tanks at once! The thing that gives it an extra point over the Scud Launcher is that the shells cannot be stopped in mid-air. Another thing, the Nuke Cannon can be upgraded to fire neutron shells. These shells vaporize infantry, and can kill the drivers inside vehicles, making them available for capture. So, if your opponent sends in a large number of tanks, use this. To switch the type of Shell used: Simply click the button corresponding to the type of Shell (Nuclear, Neutron) you would like to use. What can I say? This unit is just so powerful and explosive, and then it has 2 uses, to blow things up, or to neutralize vehicles. As it is just as powerful or even more powerful than the SCUD Launcher, and the shell can be stopped. Charging $1600 for one is just reasonable. -------------------- The Swiss Army Tank -------------------- Overlord Tank Cost: $2000 Requires: War Factory + Propaganda Center It's a good thing that you do not need a General ability to build these powerful tanks. The Overlord Tank is very lethal indeed. It can also squish enemy vehicles. Its twin cannons are just the beginning of its story. After all, a Bunker, Speaker Tower or Gattling Cannon can be mounted on its back, making it a decent all rounded tank. If you see these coming to your base, you would have to kill them very quickly, as bullets, missiles and even bombs tend to bounce off them, and their guns really kill! --------------- Overlord Tank --------------- Cost: $2000 Uranium Shell Upgrade: $2500 Nuclear Tank Upgrade: $2000 Overlord Bunker: $400 Overlord Propaganda Tower: $500 Overlord Gattling Cannon: $1200 The Overlord Tank is the ultimate example of China's brute force. Although very expensive at $2000, it has super heavy armor, and very powerful cannons. It is fully customizable to have a gattling cannon, speaker tower or a bunker mounted on its turret. That's not all, it can crush tanks, and it can be upgraded to Uranium Shells and Nuclear Tank at the Nuclear Missile Silo. To upgrade your Overlord with a peripheral: Simply click on the type of upgrade you want to give to the Overlord. Note that this peripheral is permanent, so always think twice before deciding. It is only natural that EA decided to charge this extremely powerful and all rounded unit $2000. Otherwise, many C&C fans will gripe to EA for this. But still, by simple experiment, I found that the Overlord has a very high kill ratio against all other weaker tanks. So, it is really worth it. ----------------- China's Airforce ----------------- MiG Cost: $1200 Requires: Airfield Helix Cost: $1500 Requires: Airfield Although China's airforce lacks variety with one main fighter and one attack helicopter, they ain't too shabby either. The MiG is another fire based fighter, and each carries 2 Napalm Missiles, its armor can be upgraded, and when 4 MiGs unleash their missiles at a target at once, a lovely Firestorm will again be created, barbecuing anything around. Hmm... Needs some nice barbecue sauce. Of course, the Black Napalm Upgrade works wonders for them too. The Helix is China's transport helicopter. It holds up to 5 blocks of units. (Infantry = 1 Block, Most Vehicles = 3 Blocks, Construction Dozers = 5 Blocks). It is also the Overlord of the sky. It can be upgraded to have either a Bunker, a Speaker Tower or a Gattling Cannon mounted on it. If you upgrade it with a Bunker and load it full of Tank Hunters, its attack power can be highly increased. Napalm Bombs can also be upgraded to each Helix for more devastating attacks. In fact, the Napalm Bomb will create a firestorm the instant it hits the ground! Black Napalm works on them too! They don't call it a "heavy lift transport" for nothing! --------------- MiG --------------- Cost: $1200 Black Napalm Upgrade: $2000 MiG Armor Upgrade: $1000 The Chinese MiGs have 2 napalm missiles, but they are more powerful, as they have the tendency to generate firestorms, if all 8 missiles hit their target. The Chinese MiGs are cheaper than Raptors, and both their armor and attack power can be upgraded. For an aircraft like the MiG, I really cannot comment on its price, as it is just the tradition for C&C programmers to charge between $1200 and $1500 for jet planes. Supplementary Information: (Reference: Jane's) The USSR's MFI (multifunctional front-line fighter) program began in 1983, to develop a fighter to replace both the MiG-29 and Su-27 in Frontal Aviation service and compete with the Eurofighter, Rafale and F-22. The end of the Cold War detailed much-needed funds, but development continued slowly, with the MiG 1.44 demonstrator/airworthy prototype completed in 1991 (after selevtion over a competing design from Yakolev). Flight-cleared engines were not available, however, and by the late 1990s the Western Press were suggesting the 1.44 was a mock up or a fake. But the 1.44 finally made its first (18 minute) flight on 29 February 2000. The 1.44 is a twin fin delta-canard design, with large movable foreplanes and widely-space twin tailfins. It has some stealth features, including sharply-raked straight-edged engine intakes, but a production aircraft could employ Kehdysh Research Centre's 'plasma cloud" stealth system, which reputedly reduces BCS by dissipating electromagnetic waves. Earlier plans included thrust-vectoring power plants, but the prototype 1.44 mounts two Staurn/Lyullka AL-41F engines with ceramic-coated interior nozzle petals. Other features include supercruise (sustained supersonic flights without afterburners), a wide use of composite materials, and a large internal fuel capacity. The original NO-14 weapon system has apparently been cancelled, and the future of the MiG 1.42 planned production version in uncertain. ----------------------------------------- Estimated Specifications of the MiG 1.44 ----------------------------------------- Powerplant: two 175mN (39,350 lb st) Saturn/Lyulka AL-41F afterburning turbofans Dimensions: length 22.83m (74ft 10in); height 5.72m (18ft 9in); wing span 17.36m (55ft 10in) Weights: normal take-off 30,000kg (68,138lb); MTOW 35,000kg (77,161lb) Performance: max level speed at high altitude (2,500 km/h (1,553 mph)); max level speed in suprecruise Mach 1.6-1.8 (1,700 km/h (1,058 mph)); service ceiling 20,000m (65,620 ft) Armament: one GSh-30-1.30mm cannon, internal weapon bay and possibly two or more underwing hardpoints for AAMs, ASMs and bombs --------------- Helix --------------- Cost: $1500 Napalm Bomb: $800 Helix Bunker: $400 Helix Propaganda Tower: $500 Helix Gattling Cannon: $1200 The Helix Helicopter uses the same weapon as the Comanche at the beginning, useless? No! The Helix is the Overlord of the sky! It again is fully customizable to carry a Bunker, Speaker Tower or a Gattling Cannon on it! If you install the bunker, and load it with Tank Hunters, the effects are the same as a Comanche that fires missiles continuously, without having to reload, such a combination can single handedly take out 2-3 Quad Cannons and still have considerable breathing space! The Gattling Cannon can detect stealthy units, and can down aircraft, just like the tank hunters inside the bunkers. The speaker tower of course, heals your units within its range continuously. To get the best of all 3 worlds, build 3 of these and upgrade them with 3 different peripherals. Finally, their napalm bomb is well, firestorm in a can, and they can drop it again and again continuously, just like those Kirov Airships. To upgrade your Helix with a peripheral: Simply click on the Peripheral you would like to install on your Helix. These upgrades are again, permanent. So make up your mind beforehand. To use the Napalm Bomb: First click on the orange Napalm Bomb button to arm your Helix with it. It costs $800. Then, when it is loaded. Wait for it to charge up. Then click on the Green Napalm Bomb button and then click the area you intend to use it on. The Helix will then go over to the target area and drop it down "like a ton of bricks"! For such a heavy and powerful helicopter, charging $1500 and ONLY $1500 for it is very cheap in fact. A good bargain indeed! ------------------------- 5. USA Campaign [CCGZH5] ------------------------- *****MISSION 1: Baikonur, Kazakhstan***** Background: Although the USA Army has had the fragmented Global Liberation Army on the run, the terrorist threat remains a clear and present danger. The GLA is still actively using those chemical warheads from their Baikonur Facility. In fact, they have equipped their missiles with even more newly designed chemical warheads. They have started to launch those chemical warheads into US bases in Northern Europe. People have begun evacuating from the urban areas in Europe. A previous attempt by the Chinese Army to attack the facility has failed. With the Chinese Army battling local warlords to the east, the American Army is sent in to deal with the situation. Your mission is to destroy the launch facility. It is vital that you succeed, or otherwise, America's strategy footholds and interests in Europe will more likely be affected. Factions: Friends: Blue: USA Enemies: Green: GLA After this news report by BNN (British News Network, a hybrid of BBC and CNN, I suppose? Heh heh.), and being shown the GLA hippies in their motorbikes, you see another missile being prepared for launch, and it fires! By! The sky really does look realistic in this game. So! The missile's target is a certain USA base in Northern Europe. The missile explodes! BOOM! A lot poor souls suffocate in the chemicals that were given out. Then, you are left to play. You are given your starting units, and your base. They have given you 2 sets of 5 of Missile Defenders and Rangers. Load them into the 2 Humvees. Tip! More about Humvees As a practice, always load 2 pathfinders (anti infantry) and 3 Missile Defenders for all rounded support. This should work on single player, LAN and online. Oh, another thing, when you see slower units coming after you. Back off a few steps and the people inside the Humvee will get "free" hits on the enemy unit. If you make use of the Search and Destroy Battle Plan, then you can shoot even further and harass your enemy more. Some foolhardy rebels will come over to engage you. Pick them off using you new Scout Drone. Then move your troops northwest, destroying the 2 stinger sites. You will come to some empty Chinese Tanks in a motor pool, including a lovely Overlord Tank. Take them with infantry, upgrade the Overlord Tank with a Speaker Tower, then move northeast. 2 terrorists are planning to car-bomb you, watch out! Then, at the same time, some infantry would have garrisoned the 2 apartment blocks near the vehicles, use the Dragon Tank to fry those units. Now, kill all units and destroy all structures guarding the train station in order to capture it. I suggest you leave those buildings for your lone Overlord Tank to destroy, then, gloat as it gains veterancy. Now, the train will arrive, load your best units into the 2 train cars, and those units will be taken to the launch site by train. When you reach the site, destroy everything, garrison the radio station for A-10 support if necessary, and a large bomber will come with a MOAB, the Mother of All Bombs (Actually, it stands for a Massive Ordinance Air Burst)! The bomb hits, and several of their units are blasted all the way to the moon, and the pilot really likes his job, after all, "I love the smell of a fresh MOAB in the morning!" Mission Accomplished! You win! *****MISSION 2: Somalia Coast***** Background: While the USA is performing the crackdown on the GLA, they are also delivering aid supplies to desperate regions that are suffering very heavily. Unfortunately, local warlords linked to the GLA continue to threaten their convoys of food and medical supplies. Your mission is to ensure the safe arrival of the supplies, and the total elimination of the GLA troops in the area. The navy is supporting you in this area. Meanwhile, other USA armies are busy searching for more Weapons of Mass Destruction of the GLA. Factions: Friends: Blue: USA Enemies: Green: GLA You are now in Somalia, the land of the movie Black Hawk Down. In fact, this mission has a lot of parallels with the movie. Like the bombardment of the docks, and all the street fighting with the heavily armed locals. Fortunately, no aircraft were downed this time. The opening cut-scene features many battleships firing on the GLA units on the docks, note that they are there to clear the docks, not destroy it, yeah right. Meanwhile, the Raptors, 2 by 2 are bombarding their tunnel networks (Hey, I just saw them fly over the GLA units, and then they explode! I wonder if those raptors have some psychic powers or dark force. Heh heh heh...) You are then left to play. Move your troops to the warehouse, using the battleships to take out the bunkers blocking your way. By the time you secure the warehouse, more units will arrive in the docks, and the supply trucks will begin coming in. Now, defend the warehouse until all trucks have entered the warehouse. It is not very hard to do so. While you are at it, call in the battleships to blow up all the Bunkers and Stinger Sites you can see on the map. While you are guarding the warehouse, consider playing a game called laser shooter with your Missile Defenders. Here's how you do it: Precise Tip! Painting a big Bulls eye on them The Missile Defenders have a unique ability. The Laser Missile. Using a special laser sight similar to those of sniper rifles, the Missile Defender can target enemy units and aircraft much more accurately, and will shoot much much faster! To use the Laser Missile ability, simply click on the laser missile button on the command bar, and then click the target you desire! Then, the Missile Defender will aim the laser at the enemy unit for a second, then the fireworks begin! Unfortunately, this ability is useless against enemy infantry and structures, so when you see enemy infantry coming, run! After all 10 have arrived, and you have heard the crowd cheer, you can receive your construction dozer, so, build your base, and build fire bases and patriot missiles in alternation to each other. However, be prepared, as GLA will use SCUD Launchers in this level, and they can easily out shoot your Patriot Missiles and Firebases. Base Defense Tip! What to garrison in a Fire Base Always garrison one pathfinder and 3 Missile Defender in each Fire Base! The Pathfinder can pick your enemy's infantry off, while the missile defender shoots at the tanks. You should be aware of a small GLA outpost in the northwest of the city behind the hills, consider sending a Ranger to capture the barracks there if you wish, or just send in Col. Burton to destroy everything. Now, the business of destroying the GLA base is well, easy peasy! Just continue to bombard them with the battleships and comanches until they are gone! The Battleship bombardment has similar power to a level 2 Artillery Barrage, and you can use it sooooo frequently! Easy! Just use them as if they are mini superweapons! I tell you, easy! Much easier compared to those hectic 15 hours of troops struggling in the city in Black Hawk Down! Another mission accomplished! *****MISSION 3: Mount Elbrus, Russia***** Background: Having successfully protected the supply convoys to deliver their aid in Somalia, the USA army has found top secret documents related to the GLA chemical weapon production program. They have identified the location of a top secret chemical production plant in Mount Elbrus, deep inside Russia, and will respond to this threat. Your mission is to send in Colonel Burton's team to take out this facility. Factions: Friends: Blue: USA Red: China Enemies: Green: GLA In the start of this mission, we will be treated to a hilarious cut-scene featuring the B3 (or is it U3?) bombers. Those bombs are so cool, they fall straight down, totally unaffected by air resistance, and I must say, those American bombers really do a good job sending people to the moon! Colonel Burton will be air dropped in with some other infantry units. Meanwhile, Chinese Secret Agent Black Lotus will be dropped off on the other side of the river, she brags about the Helix helicopters and challenges you to a race, "Your Chinooks are durable, but I prefer the strength of our Helices." and you are left to play. The race is on! Your task is to reach a certain inn right in the middle of Casablanca called Riad Catalina! Oh, ahem, excuse me. No, this is not the Amazing Race, it's just Mission 3. As soon as you can get control of your troops, snipe at the infantry while Colonel Burton destroys the Radar Vans before they can squish you all flat. As you may have probably already noticed, there are just so many garrisoned buildings in the town, so you will need flashbangs to clear them. So, head north, engaging any units you meet. Leave the infantry to the pathfinders, and the vehicles to Colonel Burton. You will reach the Prisoner-of-War camp. There will be a cut scene. Colonel Burton says, "I can see the POW camp, looks like they have a tunnel network that passes under the river." Black Lotus will then start capturing the GLA buildings in the camp opposite the POW camp. Boy, and she does a good job out of it. In the confusion, the Chinese managed to use a Bomb Truck to blow up the Tunnel Network! How can she do that!? Those GLA troops must be blind or something. "Nice work, Lotus. I just can take care of a couple of guards, and everyone will be freed." So, take everything out in the POW camp, and some rangers will come out of the camp. They are free! With the new Rangers, you can clean up all those garrisoned buildings in the town. Go north, and you will come to several tunnel networks by a bridge, be careful here, as there may be units waiting to ambush you from the inside. To the northwest is a second POW camp. You know the drill, destroy everything, and the rangers will be freed. Notice this strange tank there? It's a microwave tank, good to disable enemy buildings. You will also notice that the area around the Microwave Tank looks a little bit distorted. This is due to its Microwave Field, any infantry unit that gets inside the field will slowly lose health until they get incinerated. Note that the microwave field does not work while you use the Microwave Beam. Tip! A new way to clear garrisoned buildings With microwave tanks, you can "ding" the people hiding inside civilian buildings. Just set it to High to bake a delicious meal. Heh heh! Now that you have the microwave tank, you can continuously disable and destroy those stinger sites and tunnel networks. Have fun! When you reach the mountains, order Colonel Burton to climb up. Now, Colonel Burton will blow up the mountainside, starting the avalanche! The avalanche really WILL bury the lab forever! Mission Complete! *****MISSION 4: Amisbad Oil Fields: Iran***** Background: Information recovered from the Chemical Lab confirms that GLA really is carrying on its chemical weapons program. The US suspects that the GLA General code-named Dr. Thrax is behind all of this. Dr. Thrax is an elusive extremist and has been charged with war crimes by the world court. Intelligence sources have traced his funding to oil fields in Iran, your mission is to liberate the oil fields, and destroy the GLA base guarding it. Factions: Friends: Blue: USA Enemies: Yellow: Misguided civilian population Green: GLA This mission begins with a lovely air show over the skies of the Amisbad Oil Fields. The Quad Cannons are busy trying to shoot those planes, but there are just too many of them. Now that we have landed, the airstrip is secured. Build your base! Capture the oil derricks around your base for a start, just use Construction Dozers to remove those demo traps and booby traps. Supplies are scarce, so it is vital that you capture as many Oil Derricks as possible. Discouraging Tip! You had better not try to garrison the buildings, or you'll be sorry When you are playing as GLA over the LAN or internet, always try to reach the towns first and use rebels to place booby traps on the buildings, now, the opponent WILL think twice before trying to enter those buildings. Of course, he can also use dozers or workers to remove those traps, but that's too annoying. Anyway, stealth detectors can easily detect the booby traps, and the Dozers can clear them with one scoop of their blade. Now, build fire bases loaded with Missile Defenders and Pathfinders on the 2 bridges, and place some Paladins and Avengers next to them to stop the scud launcher missiles. Tip! How many Avengers and Paladins do I need? Regardless of offline games or online games, it would be wise to build a paladin tank or an avenger for each rocket solider the enemy has, and 2 for each Scud Launcher or Tomahawk Missile they have. However, these 2 units cannot stop artillery shells, so be careful when playing against China. While you are building your base, you will be informed that a neighboring town has been poisoned by GLA propaganda, and are sending units to attack your base. So, go north and destroy the radio station ASAP. Colonel Burton is good at this. To clear the occupied structures, simply send in the Microwave Tanks to ding them out! Ha ha ha! If you are playing on medium difficulty or above, there will be a SCUD Storm built, luckily, it is in an outer area of the main base, so use a microwave tank to ding it and disable it, while Colonel Burton destroys it. Be careful of that single tunnel network there, as units will ambush you from inside the building. So, I guess you should kill enough units to get promoted to a 3-star general, then you can A-10 Strike that network, after that, nothing can react fast enough to stop Colonel Burton from destroying the SCUD Storm. After that, I suggest you let Colonel Burton hang around there, as he can keep the Workers at bay from rebuilding anything. Now, it's time to build an attacking force. I recommend attacking from the Eastern Side of the base, as you have cleared that entrance with Burton Already. Send in as many Paladins as you like, but build at least 15 of them, as the enemy just loves to use Scud Launchers and RPG Troopers. Also, build Tomahawk Missiles and keep them in the rear. Some Humvees with Pathfinders and Missile Defenders inside can also support your advance. Wipe them out, all of them. Although Lieutanent Eva may suggest that you capture some oil derricks there, it is rather difficult to hold them, as it will cause the GLA to attack with renewed vigor. Apart from this, reinforcements will also be airdropped in periodically. Use those units if you are short of cash. Attack from the east entrance, and you will experience minimal losses, as all the traps have been cleared. Wipe them out! All of them! Caution! Highly Explosive Humvees When a Humvee is destroyed, the infantry inside all die! (Perhaps it is because the petrol tank of the Humvee is dangerously close to the passenger compartment, hence, when the Humvee explodes, the petrol tank will burst into flames, causing your infantry units inside to scream like canary birds) So, when you notice that your Humvee's energy bar is almost empty, evacuate all units! Submitter's Question! Mas Adi Ismail's question Original Version: General!!! I have being following your tips and hints on the CnCGenerals series... and it succeed though something I have difficulty to actually follow your strategy (maybe because different level of Gaming) Currently I am playing CnCG Zero Hour (USA) on Mission 4: Black Gold (if you could remember) on Hard / Brutal Mode, I found out (after trying several times over a week) your published strategy is hard to follow. Now my "units" are stranded on the battlefield and surrounded by angry mob. Do you have any other strategy applicable for this level. FYI, the game start with only 2 oilfield on the ground my units have landed, + 9500 cash to spent.. if I'm not mistaken.. Appreciate it if you could give me a good advise on how to win this I-m-possible mission.. ;] thanks Corrected Version: General!!! I have been following your tips and hints on the CnCGenerals series... and I succeeded though sometimes I have difficulty actually following your strategies (maybe because different level of Gaming) Currently I am playing CnCG Zero Hour (USA) on Mission 4: Black Gold (if you could remember) on Hard / Brutal Mode, I found out (after trying several times over a week) your published strategy is hard to follow. Now my "units" are stranded on the battlefield and surrounded by angry mobs. Do you have any other strategies applicable for this level? FYI, the game start with only 2 oilfield on the ground my units have landed, + 9500 cash to spend.. if I'm not mistaken.. Appreciate it if you could give me some good advice on how to win this I-m-possible mission.. ;] thanks My Answer: Well, I never thought about people would refer to my guide for the Hard Difficulty, but still, I have played through this mission on Hard Mode and have found a new strategy to beat this mission. Here it is. ------------------- Hard Mode Strategy ------------------- Step 1: Build your base and secure some Oil Derricks in the south of the oil field As soon as your units land, have one of your Construction Dozers build a Command Center and a Cold Fusion Reactor. Then, you should send a Pathfinder over to the two Oil Derricks, and detect the Booby Traps and Demo Traps. Have one of the Construction Dozers defuse all those traps while the other continues with the Base Construction. Once the traps have been removed, have 2 Rangers capture those two Oil Derricks. Then, have your Construction Dozers build a Supply Center and a War Factory. After that, send one of your Dozers across the southern bridge to the oil field, and take one Pathfinder with him. You should be able to detect all the traps in your path. Have the dozers clean them out. Afterwards, have your Dozer in the base move north and build a Firebase there and garrison 4 Missile Defenders inside, and have a Pathfinder hide inside the tower next to the bridge. On the other hand, send Rangers to capture the 3 southeasternmost Oil Derricks in the field and order the Construction Dozer build a Fire Base or two to the northwest of those 3 derricks, and garrison a Pathfinder and 3 Missile Defenders inside each. Now you should have 5 Oil Derricks generating cash for you. Finally, send Colonel Burton to the north across the bridge guarded by the Firebase and let him kill any RPG Troops around, and have him on guard mode there. (He is guarding a very busy area, and those units never seem to give a damn even if they are being shot by Colonel Burton.) If you are fast enough, you should be able to finish Step 1 just before the GLA starts to send in a large horde of units against you. Caution! Make sure that you have scattered the remaining 4 Pathfinders in your base, as Dr. Thrax may perform Rebel Ambushes (16 Rebels) anytime he wants! Step 2: Defend your base at all costs and acquire a tactical equilibrium From now on, any units attempting to cross the northwestern bridge can be taken out or severely weakened by Colonel Burton, while the Oil Derricks to the south can be temporarily held back by the Firebases. However, you noticed that I said temporarily. This is because, eventually, Dr. Thrax will become smarter and will send in Rocket Buggies that can outshoot your Firebases, and if you do not evacuate your units inside in time, they will all be roasted to a crisp! Therefore, prevention is better than cure. Save up money, and secure that area with Paladin Tanks (6 is OK), and each should be upgraded with a Battle Drone. If you are stiffed for cash, build them one by one and slowly increase their support, eventually, that area will be secured. On the other hand, you will eventually be notified by Lieutenant Eva that much of the town to the north has been poisoned by GLA propaganda and are launching attacks against you. Those units can be identified with their yellow color. The good things is that most of the attacks come from the bridge to the far north, therefore, you can simply secure that entrance by garrisoning the tower next to the bridge with a Pathfinder and 3-5 Missile Defenders. Another good news is that you will be periodically be given reinforcements, so you may have more Pathfinders to play with. With all entrances to your base secured, a stalemate will be formed between GLA and you. Hence, you are now in tactical equilibrium, with neither sides gaining ground from each other. You can build a Strategy Center, and make use of the Bombardment Strategy if you have the money now. (I'm sure you do) Step 3: Destroy enemy SCUD Storm and Radio Station In an attempt to break the stalemate, Dr. Thrax will build a SCUD Storm to use against you. Fortunately, by the time you notice the timer, you should be a 4-Star General. I advise you to select the following with your 4 points: Paladin Tank Level-3 A-10 Strike As soon as the Scud Storm appears, the area around it will be unshrouded. Then, you can immediately launch an A-10 Strike on the Scud Storm, and take out maybe four fifths of its HP. As A-10 Strikes take 4 minutes to refuel, while a Scud Storm needs 5 minutes of preparation, you can land in 2 A-10 Strikes before the Scud Storm is launched, and Dr. Thrax will never be able to use it against you. Ha ha! Now, the equilibrium is restored! Besides, if you are fed up with all those Bomb Trucks, Car Bombers and Terrorists coming after you, you can send in 2 A-10 Strikes at the radio station to stop them for good. (I do not recommend sending units out there, because they will slaughter you with their horde tactics.) Step 4: Perform a complete takeover of the oil field No, this is not a corporate takeover, but it is a complete takeover. Before you send in your Rangers to capture the remaining Oil Derricks, send in the Construction Dozers to remove all the Demo Traps around. Then, build Fire Bases everywhere at regular intervals and garrison them with 1 Pathfinder and Missile Defenders each. Move your Paladins up if necessary. Make sure you even secure the area that Colonel Burton's area, as Bomb Trucks frequently travel through that area and will wreck havoc on your newly acquired cash sources. Once you can repel any other attacks on this area, you can start sending in rangers and capture all Oil Derricks, the Oil Refinery, as well as the Repair Pad.(Send Dozers to remove any traps beforehand). If you wish, build a War Factory and a Barracks among the Oil Derricks. (Watch out for Jarmen Kell, he is hiding by a tower up a slope at the northern end of the oil field.) Step 5: Slowly push forward into Dr. Thrax's base from the south Now that you have a VERY LARGE income source. (More than 10 Oil Derricks, it is time to build an attacking force. Before that, I suggest you use your 3 remaining General Points for the follow abilities: Scout Drone Level 2 Paradrop You can use the Scout Drones to slowly reveal the areas to the north of the Oil Derricks. You will find two paths among the mountains into Dr. Thrax's base. The one to the west is filled with Demo Traps while the other is relatively clean. My strategy would be to build 2 hordes of units. Each with 10 Paladin Tanks and 3 Tomahawk Missiles. Arrange them in a formation with the Paladin Tanks in the front and the Tomahawk Missiles in the rear. Then, move those 2 teams up to the mountain pass to the north with the entrances to the two paths. Have both teams advance slowly, standing their ground to fight the enemies that come out of the base, with the western team destroying the Demo Traps in their path, one by one. Eventually, your units will be bvery close to the entrance. However, once your units are a Tomahwak's launch away from the entrance of the base, STOP! Notice that Tunnel Network there? It is garrisoned with a lot of Quad Cannons and SCUD Launchers. IF you get too close, they may surprise you and your attack will be ground to a halt. Therefore, I suggest performing an A-10 Strike on that Tunnel Network, and then the units will pop out, and be blown to bits by the A-10 Thunderbolts! With that threat gone, you can move your units in and destroy. I will leave the rest to your imagination! *****MISSION 5: Dr. Thrax's Chemical Plant***** Background: Dr. Thrax has been tracked to a city, name unknown. He now orchestrates his last stand against USA. He has now managed to perfect a new and dangerous type of chemical called Anthrax Gamma. Anthrax Gamma is a new, powerful nerve agent, and the Dr. is planning to launch these new chemical missiles to metropolitan targets all around the world. Your mission, is to capture all 4 missile launch pads before a single missile is released. Factions: Friends: Blue: USA Brown: GLA Rebels Enemies: Green: Dr. Thrax The starting cut-scene shows a satellite codenamed Powers tracking the location of the chemical factory. Then, a lot of funny little missiles are fired into one of Dr. Thrax's bases, wiping out the storage bunkers. You are now left to play. Just build your base, and defend it with the usual stuff. Tip! Info about Dr. Thrax Before we begin, I must state what is so unique about Dr. Thrax. Dr. Thrax just loves to use chemical weapons. His rebels and terrorists are all packed with chemicals. So, if you are playing against him in multiplayer, be sure to protect your units by putting them in Humvees and Listening Outposts. Dr. Thrax is so obsessed with Chemical Weapons that even his tunnel networks spray toxins! He starts with Anthrax Beta, and can upgrade it to Anthrax Gamma! So, he is the only general who can reduce infantry to lovely pink salamander man! His Tanks all start with toxin shells, and RPG Troopers fire chemical rockets! Ugh! Disgusting! Fortunately, he has a weakness, it is that he CANNOT make use of camouflaged units, so you can detect them while they are reasonably far away. Tip! Busting Bunkers The enemy likes to ambush attackers from inside the Toxin Networks, upgrade your Stealth Fighters with Bunker Busters and attack their Networks. In multiplayer game always consider using this technology when playing against China or GLA, as their bunkers can easily be busted! Anyway, this method can kill infantry inside buildings too! One thing I find it funny is that, when I used it on a toxin tractor in this level, the vibrations caused by the explosion caused it to fly very very high up in the air! This toxin tractor then did a lot of loop the loops in mid-air, but managed to land on the ground unscathed! It's crazy, I tell you! Well, those people in EA must have watched too many Looney Tunes. To the east of your base, are a GLA camp that wishes to Rebel against Dr. Thrax. This is because they are all fed up with his obsession with chemical warfare, and that such toxins could just kill them all. You can now use their general abilities, like the Rebel Ambush and Anthrax Bomb (Hey, I thought you were fed up with using Toxins, how come you still get to use the Anthrax Bomb?!). While you are holding off their attacks, use a spy satellite on the northern part of the map. The Launchpads are somewhere at the north of the map. Just watch out for their sneak attacks. Build a particle cannon, and some Aurora Bombers. You will need the Auroras to help destroy the SCUD Storm that Dr. Thrax builds. When your Particle Cannon is ready, use a spy satellite to reveal the area surrounding the northeast launch pads, then use the particle cannon to fry all the units guarding the Bunkers. Then, ambush the rebels in and capture those 2 missile launch pads! You are now halfway to your goal. Tip! Capturing Enemy Buildings I have received numerous e-mails concerning how to capture this, how to capture that. It is very simple, really, simply pay $1000 in the Barracks for the Capture Building ability, then when it is complete, wait for the Capture Building ability of your Ranger, Rebel or Red Guard to charge up. When the whole button is bright, click it, and then click the building you want to capture. Your infantry unit will then walk over to the building, and place their country's flag next to the building. Then, you will see the target building flashing, and beeping. The more frequent the beeps and flashes, the closer you are to capturing that building. You will be notified by the infantry unit when he has captured the building. Black Lotus can capture buildings much quicker than infantry units, and can do it from a range, due to her wireless network connection. Keep that in mind if you are playing as China. Tip! Aurora Bombers and Economy As you can see, Aurora Bombers are a supersonic aircraft. They cannot be stopped by anti air defenses until they deliver their payload, which means they can always reach their target. Unfortunately, after dropping their bombs, they are just so vulnerable to anti-aircraft defenses, and you will be disgusted that you have to spend another $2500 for each of the Aurora Bombers lost. That's why, if you are using Auroras, make sure you target your enemies' expensive structure, like their superweapons, this can help make up for the sunk cost. The other pair of launch pads is more heavily guarded. I suggest you make use of Particle Cannons, MOABs and Spectre Gunships at the same time to create a large enough distraction to keep the enemy units at bay before Rebel Ambushing the missiles and capturing them. ------------------------- 6. GLA Campaign [CCGZH6] ------------------------- *****MISSION 1: Outside the City...***** Background: As the "mercenaries" of the United States continue to hunt down for Dr. Thrax, GLA leaders have decided to stop trying to protect this deranged scientist as he is known to be unstable. The USA is still "senselessly" relying on its air power in an attempt on destroying the last of the GLA. However, neither the USA or the Chinese could really breakthrough to capture the GLA chain of command. The GLA leaders promise a continued war of attrition for world freedom. This is a war that they MUST win! Your mission is to protect the GLA leader as he travels to the airport for evacuation. Factions: Friends: Green: GLA Red: Our Great Leader Enemies: Blue: USA After the news report by ARC (the GLA equivalent of Al-Jazzera I suppose? Heh heh heh.) You will be treated to this cut scene where some USA Humvees are in hot pursuit of the GLA leader. However, they were a little unlucky. They suffered some traffic accidents. One Humvee crashed into a truck that was "really explosive", while the other was squashed by a falling tower! Our leader is safe, for now. You are now left to play. Salvage the resources to upgrade your vehicles. Tip! Salvage Preferences When ever you destroy enemy vehicles, always salvage them to units in this order: Marauder Tanks > Quad Cannons > Techicals > Other units Move southeast, engaging the enemies on the way. Cross the bridge, and you will be treated to more salvage crates, as well as some more RPG trooper Combat Bikes. Cool Tip! Which Bikers shall I use? When using combat cycles, always load them in this order: Terrorists > Rebels > RPG Troopers This is because, loading RPG Troopers in those bikes make them much more vulnerable to tanks. As for the terrorists, well, have fun! It is much better to use suicide bikers than to load a technical full of terrorists and rushing them into your opponents' (human or computer) base! Note that when a Terrorist is riding a Combat Bike, the front of the Combat Cycle has a yellow box with Red Stripes to warn others of your approach. There are some patrols to the northeast, and that's the path we have to go. Instead of taking them on directly, send all bikers to the eastern path, and go down the cliff. Then, you can easily surprise all of those units, and liberate the base to the further north east. Once your base is liberated, build some Maruader Tanks, and upgrade them with the salvage crates. If any of your combat bikes are damaged, just send them to the "service station" that is your Arms Dealer to repair them! Cross the bridge when you have recovered from your losses. There are 3 foolhardy sentry drones near that reinforcement pad, destroy them, you need not capture the pad though. As you can see, the USA aerodrome is guarded by 2 Fire Bases. Send in your troops to "praise" (Stupid accent) and pillage them, and then, you can send the limousine of the GLA Leader to the transport plane. Mission Accomplished! The cause lives on! *****MISSION 2: Cairo, Egypt***** Background: The USA's hunt for the GLA General Dr. Thrax, who the GLA has discredited and denounced has caused great damage to the civilian facilities and buildings. Meanwhile, the USA and Chinese reports that several important GLA leaders have been killed. This results in a complete power vacuum, and many splinter groups are vying for control. One of the splinter groups is led by Prince Kassad, a Libyan General who specializes in stealth tactics and sneak attacks. Your mission is to destroy all of Prince Kassad's command centers, and force him to hand over his abilities to you. Factions: Friends: Green: GLA Enemies: Brown: Prince Kassad This mission starts with a lone rocket buggy codenamed recon-1 patrolling the area around the great pyramids (Wait, there is something wrong here, the sphinx is facing the wrong way here! You got it wrong this time, EA. You better refresh your Geography!). Suddenly, a Scorpion Tank appeared out of nowhere and blew it apart! At this point you will be introduced to the man called Prince Kassad, you now get to see how the GPS Scrambler and Sneak Attacks Work. The GPS Scrambler allows any unit to strike unseen, while the Tunnel Sneak Attack allows you to build a Tunnel Network anywhere on the map for surprise attacks! These 2 abilities are very important for the GLA, so always save 2 general points for those technologies. Tip! Info on Prince Kassad Prince Kassad is the stealth general of the 3 talented GLA generals. He is an important political figure in the Middle East, and has an excellent spy network to do his bidding. Prince Kossad is a stealth general, but he does not have any access to any unique units. However, he has many modifications to his army. All structures can be hidden by camo netting, and workers can be camouflaged when you camouflage your supply stash. Rebels and base defenses are all camouflaged to start with. The hijacker is always available. The GPS Scrambler can be used in Level 3, and has a shorter recharge time. Seems a very terrifying foe, eh? Not really! Prince Kossad has a vital weakness. It is that he CANNOT make use any tanks or the SCUD Launcher! So, any sneak attacks can be ended relatively quickly if you respond. Now, you start with some demo traps and a couple of workers and a command center. Build your base as usual, but not as tightly as before, as the enemy cannot make use of heavy weapons like the Tanks and SCUD Launcher. You have 3 Radar Vans to start with, and you can use the Radar Scan thrice! Watchful Tip! Abusing the Radar Scan Always build Radar Vans in quantity when you play a multiplayer game. Then you can really continuously scan the map for intruders! Radar Vans can also be used to squish stealthy units! (But not Hero Units) Now, as you build your base, continuously scan the map for his troops. Build a force of Marauder Tanks, Toxin Tractors, Quad Cannons and Technicals filled with Rebels. You can now go hunting! Take a Jarmen Kell to snipe at the enemy rocket infantry, but beware of other snipers! Move into the town to the north, there are some RPG Troopers here and there, and can be taken out by your Quad Cannons. Do the same with the Tunnel Network. Continue to go north, and you will eventually reach their first base. Wipe everyone out and capture their command center. You now have the GPS Scrambler! As soon as you have captured the command center, build some Stinger Sites and Tunnel Networks by the bridge to secure the area, then you can work on your next strike. There is an extra supply dock to the west of your base. Send workers there to collect the supplies when the current are exhausted. Now, send in Toxin Tractors to clear those 2 bunkers across the bridge, then build a team of 2 Quad Cannons and about 4 Rocket Buggies, and bring Jarmen Kell Along. Get across that bridge, and play our latest piece of work, rocket "ballad" (bad accent again by those Rocket Buggies!)! Whoosh whoosh whoosh whoosh whoosh whoosh! That's really musical indeed. Kill everyone, taking care of the Demo Traps and capture the Command Center to the south west with a Rebel, you now have the sneak attack! Fast Tip! Catch me if you can Always have a practice to "hit and run" when using Rocket Buggies, they are very fast, and hence can outrun most units in the game. This way, you can really buzz around your opponent like flies and annoy his tanks! For best effects, upgrade them to the max, and use at least 4 of these at once! Then, there should always be rockets flying in the air! Now, we have to quickly build a team of bomb trucks, this is because, Prince Kossad will have built a SCUD Storm any minute now, and you will have 5 minutes before he uses it. If he really has built a SCUD Storm, perform a sneak attack on the south west corner of his base. Then bomb truck the weapon into submission. After that, you can just continue to sneak attack from time to time into their base, and eventually you will be able to reach Prince Kossad's Command Center and destroy it. Just watch out for the Bunkers and the Palace, as Prince Kassad has been smart enough to garrison it full of RPG Troopers. *****MISSION 3: Matala, Crete***** Background: It is now revealed that the GLA is once united again. A powerful commander has taken charge. The US is now strengthening their defenses in bases around the world. Your Mission is to steal a Particle Cannon, and use it against the US Mediterranean Fleet. Such an action will severely weaken USA's foothold in the Mediterranean Sea. Factions: Friends: Green: GLA Enemies: Blue: USA You start with a small force of RPG Troopers, Rebels and Hijackers along with 3 Techicals. Explore the beach, and kill all enemy infantry, but steal the Crusader Tank. You will find another Tunnel Network, use it to transport troops to the neighboring island. There is this lone tomahawk there, steal it before the pilot can get to it. Now, go north west, there are 3 crusader tanks, destroy them, and you can liberate that small camp there. Jarmen Kell is here to help you. So are some Quad Cannons and a Toxin Tractor for the taking. Now, go to the northeast, and neutralize those 3 tanks. Use Jarmen Kell on the Firebases! I made a new discovery here. Tip! Weakness of the Fire Base Exploited! I found out that, a fire base can be destroyed in 3 shots by Jarmen Kell! So, whenever you are playing against a USA player, feel free to snipe at his firebases! When it explodes, the infantry will all die! (and scream like canary birds, so that's why they call it a FIRE Base!) See those Cold Fusion Reactors? Send Rebels to capture them. Now, guard this area with Quad Cannons. Notice this island to the northeast? That's your next stop on this Mediterranean cruise, send your Crusaders, Jarmen Kell, Technicals and that lone Tomahawk Missile over in a sneak attack. Clean the town up, steal as many US vehicles as you can, and then head northwest to the arms dealer. Kill everyone and liberate it! With the Arms Dealer in hand, feel free to build some Marauder Tanks! Upgrade them with salvage crates. There is another island to the northeast with more goodies, so dig a tunnel there if you like. Now, head northeast, to the pass. This pass is defended by some Paladin Tanks and 3 Tomahawk Missiles, so you should destroy these units before you attempt to go through. Now, as for the Bunkers, use the Particle Cannon and your lone tomahawk missile to destroy those defenses. When they are all destroyed, send your units through the cleared pass, and into your hideout. Kill the remnants of the enemy guarding the base, and the base is yours. Start pumping out workers to build an Arms Dealer, more Black Markets and some Stinger Sites in the east and camouflage them. You are now ready for the assault on the main base. At this point, there are 2 methods to reach USS Reagan, one is by brute force and sneak attack, and another is by stealth infiltration. I suggest the latter. But before you do it, use the Particle Cannon and destroy the enemies' Strategy Centre, as they are equipped with Search and Destroy Stealth Detection System. The best method is to send in Jarmen Kell. Sneak him in with your tunnel networks, and move east, then south, when you approach a Patriot Missile, use the Particle Cannon to destroy them to prevent them from detecting you. It will take a certain amount of time, but eventually, you will reach the USS Reagan. Fire the Particle Cannon one last time on it, and then, watch as it gets sawed in half! Mission Accomplished! *****MISSION 4: Western USA Coastal Toxin Facility***** Background: After the destruction of its aircraft carrier USS Reagan, the USA has re-evaluated its position to place forces overseas. The ultimate hope would be the complete withdrawal of US forces from Europe, and will result in a complete GLA victory. Your mission is to raid the Western USA Coastal Toxin Facility and to steal 20 samples of toxin, so that you may have more ingredients for your Chemical Weapons. Factions: Friends: Green: GLA Enemies: Blue: USA Yes, this is the story of Jarmen Kell and the 40 Thieves! You will start with 2 teams which are separated by the coastline. It is really a point to point coordination mission. You follow the on-screen instructions to complete the mission. Let's start with Team 1. You are to hijack the automobile ferry. (Hey! It looks just like the Hong Kong Star Ferry! You lousy copy cats!) Before you do that, snipe at those 3 vehicles and steal them. After you hijack the ferry, you can hit the transport button on the ferry to send your troops over to the other beachhead. Looks like the perfect place to sunbathe, eh? Suddenly, beep beep beep, boom! A demo trap is set off! You will now be informed that the Americans have mined the beach, so we will have to obtain a Radar Van. So, switch to Team 2. As Team 2, move east. There are 3 Technical Trucks in a parking lot for you to use. Commandeer them, and upgrade them with the salvage crates. Then go down the hill and do some bodywork with the Humvees. When they are destroyed you can send any infantry unit into the Radar Van to capture it. Now, you can use the Radar Scan, without having to recharge too! If any of your Techinicals are damaged, simply send them to the Tunnel Network to recover health. With the Radar Scan, you can navigate the beach with ease. Just reveal the Demo Traps, and have your units destroy them to give them vetrancy. You will eventually come to 2 Rangers and an empty Paladin Tank. Kill the Rangers and steal their Paladin! To the south, are some GLA Prisoners of War in that enclosure. Break down the fence to rescue them. There are many Terrorists, so let them steal those sports utility vehicles. DO not steal the Tomahawks yet, though. Switch back to Team 2. You will notice some Crusader Tanks across the bridge, along with 2 Patriot Missiles. Use a lone hijacker to distract the tanks while your remaining forces destroy the Patriots. Once all forces have been eliminated, send a lone Rebel over to the valve station. Enter it, and the reservoir will be drained, allowing Team 1 to proceed. Submitter's Tip! Marcus Krol's Tip At GLA's mission 4, you can destroy the base defense by the bridge easily... (you know before you capture the valve station)... you just need to use Jarmen Kell on the tomahawks, and then capture the stationary fire base and let it hack away on those paladins and missile defenses... you get zero losses and many more units to use... Switch to Team 1, cross the bottom of the dried up lake to the other side, you will come to an airfield. Destroy it quickly. Once the airfield is destroyed, you can steal those 2 Tomahawk Missiles that I have told you to ignore earlier. With the Tomahawk Missiles, destroy all of the Bunkers overlooking the valve station. Send the Tomahawks to the POW Camp across the bridge to free more units. Commandeer and upgrade the Technicals to the max. Then switch to Team 2. As Team 2, move to the Cold Fusion Reactors and destroy them all. Then move them up the hill and capture that Artillery Platform there. Then wait by the warehouse. No need to steal any battle buses. Switch back to Team 1, and make your way to the northwest, destroy those units inside the garrisoned structures, and continue the advance, wiping out any bunkers you find. There is another POW camp to the far west. Free your brethren if you please. Now, send in your Tomahawks and destroy the rest of the Bunkers guarding the toxin facility. Then you can move your troops in and capture them. See those empty Quad Cannons? You will need them later, as you have to defend your convoys when the US sends reinforcements. After about 5 toxin samples are secured, the USA will start sending in Reinforcements. All reinforcements come from the eastern edge of the map. So, now, it's a matter of endurance. Just hold them back. Once the 20th Toxin sample is loaded onto the plane, the mission will be complete! Now, as the transport plane takes off, some more rebels stay back to hold the Rangers off. You have not seen the last of us, USA! *****MISSION 5: Stuttgart-Vichingen, Germany***** Background: The last so-called superpower in this world, the USA is crumbling. GLA makes thing worse by humiliating America by penetrating its own borders and stealing its weapons of mass destruction. Washington decides to abandon Europe and actively defend their homeland, and the GLA is really ambitious to force this to happen. Your mission is to destroy the USA base in Stuttgart-Vichingen, Germany. Factions: Friends: Green: GLA Orange: GLA POWs Enemies: Navy Blue: USA Sky Blue: USA Southern Support Base In the beginning of the mission, you find a large group of GLA Tanks and Rocket Buggies attacking a Chinese Base. The Chinese tried to stop them, but failed. Now, you have complete control of the Chinese base! Now, build your base, including a GLA Command Center, and mainly Chinese Buildings. Quickly defend the eastern and northeastern entrances to your base, as this is where the support base will attack. Build some Helices and garrison Tank Hunters inside the ones with Bunkers. Then quickly raid their base. The Sky Blue Support Base is poorly defended against air attacks with their 3 far apart Patriot Missiles, and can be taken out very swiftly. While you are raiding their base, build a propaganda center and quickly build 2 Nuclear Missiles. Also build an Internet Center and Satellite Hack 1. Garrison Hackers in too! You can now see the area around each command center. As you can notice, the USA Base is busy building a Particle Cannon. If you are fast enough, both countdown timers of the Nuclear Missiles will be less than 4:00 when it is completed. At this point, focus on the defenses of the north and north east of your base. Build 2 layers of Gattling Cannons to stop their air strikes and some more Helices with Battle Bunkers and Tank Hunters, as the USA heavily relies on Air Power. When your Nukes are ready, fire them on the particle cannon. It will destroy it, and by the time the USA builds the replacement, you should have less than 4 minutes left on your Nukes' timer. The USA will build a second Particle Cannon on the far eastern edge of their base. To counter that one, sneak Black Lotus in by a Helix in the Far eastern edge of the map, and drop her to the east of the Particle Cannon, behind the transmitter station. You can now capture the particle cannon before they can even react. After you capture this Particle Cannon, the USA will not rebuild this one again. With the Superweapons taken care of, you can fight in a more even basis. First things first, free the POWs in the southern support base before they are transferred. Then, the freed POWs will set up their own base, and this can divert the Americans' attack. Another thing to note is, that the USA base has more than 5 airfields in use, and hence can attack your base with 24 fighters at once! So, build lots and lots of Gattling Cannons! You can now build up a strike team. Build up a team of fully upgraded Overlords and hide them in Helix Helicopters. Build some Inferno Cannons too and load them inside Helixes. Upgrade half of your Helices with Gattling Cannons and the other half with Propaganda Towers. Load the Napalm Bombs as well. Wait for a Nuke to be ready, and then Nuke their airfields to clear that area for your units! Then, send in your large group of Helices in through that eastern edge of the map. Drop everything! Have your Helices cause Chaos by dropping Napalm Bombs on every Structure you find! Then, send you Overlords and Inferno Cannons to further flatten their base! This 2 Pronged Attack is very difficult to stop, in spite of the large number of anti air measures they have. With luck, you should be able to destroy more than half of the USA base before they can take the upper hand. If you are fast enough, you can easily destroy the entire base! Brute force rules! (Of course, another way to win this mission is to endlessly mass Nuclear Missile Silos, then send all of them into the enemy's base at once, in different locations. There will be a lovely orange glow in no time...) With the main base down, all that remains are some USA stragglers still on the field. Hunt them down, and the liberation of the world will soon be complete! Watch as the GLA erects statues all over Europe in order to show that they have seized control. Dead symbolic, isn't it. Nah... *****ALTERNATE METHOD***** Another way to beat this level is to rush the sky blue USA support base and capture everything there as soon as the mission starts. Then you can have even more advantages, as the USA main base would have many more places to target. Besides, the faster you rescue those orange POWs, the faster they can set up their base and the earlier they can harass the main base! You may also want to capture the oil derricks on the island on the northwest corner of the map to obtain steadier cash supplies as well. Of course, with so many tech trees available, I would recommend you to build more USA units, particularly Aurora Bombers to cause major damage in the main base. The Orange team then can act as the Cerberus Dogs that pick on the bones of the American base! As you continue with these attacks, the American Base would be so weak that you can send a small strike team with Overlords, Helices and Inferno Cannons to finish them off. --------------------------- 7. China Campaign [CCGZH7] --------------------------- *****MISSION 1: Stuttgart-Vichingen, Germany***** Background: As the USA continues to strengthen its homeland defense, China decides to participate in the war against terrorism. The Premier denies any affiliations with those GLA hoodlums, and condemns the fact that some of China's units were used against USA bases. Chinese commanders now pledge full ambitions to remove the GLA from American bases in Europe. China cannot stand anymore equipment to be stolen by the GLA and used against the USA. China has recently Nuked the overtaken American base in Stuttgart, but some GLA stragglers still survive, you mission is to hunt down those stragglers. Factions: Friends: Red: China Enemies: Green: GLA After this news report by BCTV (a pirated version of the state television station CCTV, I suppose, heh heh heh.), you will be shown a nuclear missile being prepared for launch. Apparently, our senior intelligence officer Lin Zhon was very angry at the GLA for stealing our hardware, she is also shocked that the United States were defeated so easily, and says that, they may think that they have won the day, but they have regretted too soon. Too soon! In fact, a few seconds later, the Nuke was dropped onto them! Most of the GLA were killed, but there are still some survivors of the blast. You are now left to play. So, build your base, and defend it from the north with 2 Gattling Cannons and a Bunker filled with Tank Hunters. Then, upgrade your overlord with a speaker tower, and send your troops east, across the river. Take the listening outposts with you to detect stealth. Tip! Extra Value Meals Through the production of troop transports in the War Factory, you can easily produce both Red Guards and Tank Hunters en masse now! The Troop Crawler costs $1400, but comes with 8 Red Guard, so it actually costs $200. As for the Listening Outpost, it costs $800, and comes with 2 Tank Hunters! So, it actually costs $200 as well! Keep that in mind. In the North, there is a town, and it is garrisoned by troops, and has a couple of Demo Traps here and there. Use the Listening Outpost and detect those traps, and use the Inferno Cannons to destroy them. AS for the Garrisoned buildings, clear them out with Flame Tanks. The rest of the opposition can be taken out by your tanks with little trouble. Now, it's time to move east. Clear the town, the same way as before. The GLA base is to the north, past that river crossing. Send your troops across, but beware of those Demo Traps. When they are clear, call in Carpet Bombs and Artillery Barrage to weaken the enemies' defenses. Then send your troops in. To minimize unit loss, try to allow your Overlord Tank to take most of the strain, as it has the highest HP. Then, when all GLA structures are destroyed, the mission is complete! *****MISSION 2: Beijing, China***** Background: The recent attacks on the GLA has left them stunned, and their command is going underground again. To counter further GLA attacks, the homeland security has been tightened significantly. The Chinese Premier assures that the GLA will not be able to infiltrate China as they have done that to America. Meanwhile, the people throughout the nation and ready and prepared for any bad situations to come. Unfortunately, the GLA really intends to revenge against China for entering the war. Therefore, they attacked one of China's Nuclear Reactor Complexes outside Beijing, my beloved capital city. Your mission is to secure the complex until reinforcements arrive, and then destroy the GLA from the area completely. If they manage to destroy a Nuclear Reactor or a Nuclear Storage Bunker, then they would have won the encounter. Factions: Friends: Red: China Orange: Chinese Communication Outposts Enemies: Green: GLA The opening cutscene shows a large horde of terrorists charging towards your nuclear reactor. They were stopped by your Gattling Cannons, however, a wave of Bomb Trucks then appeared! They were to much for the Gattling Cannons to handle, and well, they blew up half of your base! You can now assume command. It's time to get your bearings. Have a Nuke Cannon guard each corner of the base, and equip them with the new Neutron Shells! Then, load all available Bunkers with Tank Hunters. Now, it's just a matter of endurance. You have to survive for 10 minutes before reinforcements arrive. Atomic Tip! Take me to your leader, earthling, or I will atomize your face The Neutron Shells and the Neutron Mines are relying on the power of a sub-atomic particle, the neutron to kill the enemies. Both have a very special capability. One, they vaporize, or atomize infantry units instantly, and two, they can kill drivers inside vehicles, making them vulnerable to capture! The Neutron shell can also kill enemy infantry garrisoned in buildings! Ah, this is great! Maximum Security Tip! About the 2 types of mines With the release of Command and Conquer: Generals Zero Hour, China has received a new type of Mine, the Neutron Mine. The Neutron Mine is actually some kind of proximity nuclear device, and when it detonates, neutrons get released rapidly, and releasing nuclear energy, and kills instantly. Even the metal alloy outer armor of the tanks cannot withstand such energy, and the people inside will get fried. Hence, enemy units will lose its side, and you can send people out to capture them. Neutron Mines cost $500, and become available once you mine you structure. Both types of mines are very effective in preventing saboteurs and infiltrators from wrecking havoc on your buildings. For instance, if you are inattentive enough, your opponent most likely will send Col. Burton into your base, and plant demo charges all over your buildings, and cause major damage. But with the mines laid, he cannot get close! Hence, if you have the money, mine all of your structures, and it can save you a lot of trouble. Although mines cannot effectively stop units that attack from a range, they can easily notify you if your opponent has snuck a Black Lotus or other Stealth unit into your base, as they come near your mines, you will be notified "Stealth Ability Neutralized" in that case, you can quickly take action and put a quick stop to their sneaky attacks. Another thing to note that, some new vehicles cannot go without a driver like the Combat Cycle. When they step on a Neutron Mine, the rider dies, and then, the Combat Cycle will lean over to the side, and explode. After you can withstand the GLA attacks for 10 minutes, reinforcements will arrive in Helix Helicopters. Those Helices are already upgraded with Speaker Towers and Gattling Cannons, even better! Now, it's time to re-build your base to its former glory. Make sure you fortify the north, south and west, as attacks will come from all directions. Tip! Helices and Hoards As you can see, each Helix Helicopter can store up to 1 Tank and 2 infantry units at once. So, which means that for every tank you build, you must build one Helix. Use this to your advantage, when you have a large number of Helices in the enemies' base, drop everything, and the enemy will have to fight very hard to either stop your tanks or your Helices, so there can be a mutual distraction effect, as the enemy probably will panic and don't know which units to target first. In the confusion, feel free to send your Helices everywhere and Napalm Bombing everything while your Tanks hold off the enemy units and fire on base defenses. Destruction guaranteed. Space Management Tip! Helix Loads Different Units take Different Number of passenger spaces in a Helix. Here is the list of all of the units that can be transported by a Helix Helicopter and their respective space usage: 1 Space: Red Guard, Tank Hunter, Hacker, Black Lotus 3 Spaces: Battlemaster Tank, Dragon Tank, Gattling Tank, ECM Tank, Inferno Cannon, Overlord Tank 5 Spaces: Construction Dozer Units that cannot be transported by Helices: Troop Crawlers, Listening Outposts, Nuke Cannons If you want to use a Helix as an infantry transport, always upgrade it to a Bunker, then, the passengers can fire at enemies while they travel to their destination. Otherwise, upgrade them evenly with Speaker Towers and Gattling Cannons for an all rounded assault. Helical Tip! More about Bunker Helices A Helix with a bunker installed can go a long way. After all, the infantry inside can easily fire out from the Gun-Ports, making the Helix much deadlier than before. The best way to use these babies is to load them full of Tank Hunters, then you can watch your opponent's tank rush die! If they use anti air u its, use your smaller tank hoard to take them out, then let your Helix take care of the rest! In fact, this tactic has allowed me to win even those I am outnumbered 2 to 1! Even units with anti-missile abilities get shredded in a flash! Of course, if you are playing as "Anvil" Shin Fai, the Chinese Infantry General, his Helices come pre-equipped with Bunkers, and can hold 8 infantry instead of the usual five! Hence, if you see one of these coming to your base, you really would want to shoot it down fast! When you can finally gain control, start pumping out Battlemasters and other units, and load them into more Helices! Upgrade each Helix with different peripherals, and most important of all, the Napalm Bomb! Now, the first GLA base is to the southwest. Carpet Bomb the Stinger Sites, then sneak your units through. Drop them before they can react. Then start wrecking havoc. As soon as all units are dropped, use your Helix Helicopter to Napalm Bomb their base! The base should be gone in a flash! Just watch out for those RPG Troopers in the palace. There are 3 other bases, in the other 3 corners of the map. Use the same tactics against them and soon, victory will be yours! *****MISSION 3: Coburg, Germany***** Background: While the GLA is trying to force China into a nuclear stalemate, the Chinese Premier has been invited to participate in the European Security Council's Defense Summit. China has been given the task of driving the GLA out of European cities. Meanwhile, the Chinese Premier regrets the use of Nuclear Weapons against the GLA, and promises the United Nations that they will show more restraint in the future. Your mission is to liberate the city of Coburg, by destroying all of those GLA statues there, before the whole world disagrees with you. Factions: Friends: Red: China Enemies: Green: GLA You have been given a base in the southwest quarter of the map. Build your base quickly and fortify it. This mission is rather difficult, not because of the strength of the GLA, but because of the International Opinion meter. Apparently, the whole world is watching us! The longer the battle goes on, the more our International Opinion will fall. If the International Opinion drops to zero, the results will be disastrous as riots will occur around the world to all for us to quit. So, we must strike swiftly! Build a reasonable sized Tank Hoard, accompanied by some Gattling Tanks, Dragon Tanks and some listening outposts. Start hunting! The first statue is directly to the north of your position. There are a few invisible Stinger Sites guarding it, but they can be taken down with no trouble at all. Destroy the statue, and the International Opinion will rise! The second statue is to the east of your position. At this time, there may be a team of SCUD Launchers and Scorpion Tanks coming from the east. Use a relatively smaller Tank Division and outrun their SCUD Missile. Then you can destroy those enemy vehicles. This statue is not so well defended, and you can take it out with ease! Now, you can receive your second time extension! (Just like those rally games in the video arcade!) Now, you will notice that there is a statue to the north, and another one to the east. Go for the one to the east first. Hurry, destroy the Stinger Sites and destroy that statue! The world cheers again! There is another statue further east by the GLA outpost. This is the outpost where the GLA pumps out most of their units against you. So, I suggest that you retreat as soon as possible after you destroy that statue, otherwise, they will send in large quantities of troops after you, and will result them being outgunned. Now, head back west to the other statue there. It again is guarded by camouflaged stinger sites, take them out and destroy the statue! Now, there should only be one statue left, in the north of the map. That's where the GLA's main base is. If you are fast enough, you should have 40+ International Opinion left on the meter or so. So, build up a large strike force, and go in, and destroy it! Remember to clear out those garrisoned structures with Dragon Tanks first, though, as there are RPG troopers inside those buildings. Destroy the last statue, and the mission is complete. Note: Another way to destroy the last statue is by Carpet Bombing. However, it seems that EA is planning to remove this ability in this mission in an upcoming patch, so I advocated the above method. *****MISSION 4: Halberstadt, Germany***** Background: China is continuing its liberation of Europe. In the latest Security Council meeting, the Premier humbly accepted the gratitude of the European nations. The Premier warns that the GLA is like a wounded animal, but it must not be able to hide so that it can recover its strength. Meanwhile, the USA decides to focus on its own borders, so it's up to China to continue the crackdown on the GLA. Your mission is to destroy all retreating GLA forces that pass through this area. Factions: Friends: Red: China Enemies: Green: GLA Well, the GLA is retreating, and the China is now catching and killing those enemies. You start with a pre built base, some Helices, some Overlords and some Nuke Cannons. Upgrade your Helices with Speaker Towers and Gattling Cannons, and transport your Overlords in them. After all, "Da Helix isun't dee only powerhaus!" I directly quote from those Overlord Tanks. Tee hee. Very soon, you will be informed of the GLA retreating along the path shown on your radar. The GLA are coming from the western side of the map, and are moving northeast. Send in your Helices and tanks to stop them! While you are at it, send Red Guards to all the Artillery Platforms in the area to capture them, and you can see most of the battlefield. When wave 1 of the GLA has been stopped, you will be notified. Continue to pump out Helix Helicopters and upgrade them with various peripherals for the task. Wave 2 will shortly come from the southern edge of the map, moving north, so send your Helices and Tanks there. When the GLA sends in their Quad Cannons, simply use your Overlords to deal with them. After some destruction, Wave 2 will be defeated. Now, build more Helices and brace for Wave 3. Wave 3 comes from the far south west corner of the map. Be aware of it, the same methods apply. Wave 4 comes from the south east. Wave 5 comes from the south west. As for Wave 6, things will get slightly harder. Our intel has been jammed, so we cannot predict which direction the GLA are going through. However, I have played this mission several times already, and have found that the GLA will be entering the region from the west and the south, so watch those 2 areas. You have to be more careful, as more units will enter the region at once, and sometimes, will be too much for your own units to handle. When the final GLA unit has been destroyed, the mission is complete! Submitter's Tip! Nat Ng's Tip There are several "Keys" to beating this mission without even beginning to sweat. Here they are: 1. There are NO enemies on the map at the start. This means that you can send your forces just about anywhere and not worry about them being killed. 2. Capturing the artillery platforms gives you a very wide sight radius! If you capture all the artillery platforms, you can see nearly the whole map. Needless to say, this is vital. 3. The enemy is using almost no infantry. The only infantry I've actually noticed in this map was a group of Terrorists coming from the Southwest. So here is my strategy: Train lots of rocket soldiers and a few Red Guards. Keep building Helices nonstop from your airfield. Upgrade the Helices in this order: For every 5 Helices, have 1 prop tower, 1 gattling cannon, and 3 bunkers full of Rocket Soldiers. Always make sure at least one prop Helix travels with each squadron to heal it and detect stealth units. Capture all the tech buildings on the map as and when you have the time. Obviously, when you receive an alert that the enemy is coming from a particular point, send all your Helices there and blow them away. You don't even need to upgrade them with bombs! The only things that might give you trouble are Quad Cannons, but they won't be appearing in large groups until you have enough Helices to blast them away. For the final "two way" part, split your Helices into 2 groups and station them at the centre of the map... then just wait. The artillery platforms give you such great sight range that you can spot the GLA coming and crush them immediately. I used this strategy on my first run through the mission. At the end, I had 20 Helices and about $30,000 (if I recall correctly). Not one of my units was lost. *****MISSION 5: Hamburg, Germany***** Background: The China is now destroying scattered GLA forces in the homeland, causing neither civilian casualties nor collateral damage. The Chinese army reports one last stronghold in Hamburg, Germany. Your mission, is to destroy this last stronghold of the GLA. Factions: Friends: Red: China Enemies: Green: GLA OK, the GLA is now rather desperate now. They have launched an attack on a USA base near Hamburg, Germany, and have captured it completely. You begin with a rather pre-built base. But still, you should defend it well with Gattling Cannons and Bunkers. Just remember to leave room for expansion in your base. The combined attacks from the USA base will begin very soon, so make sure you also have Helices above your Gattling Cannons and Bunkers for adequate support. Build a Nuclear Missile as soon as possible. Scatter ECM Tanks next to your base defense structures. They can really reflect some of the missiles fired at your base, preventing direct hits, and give more time for the Gattling Cannons to shoot them down. Magnetic Tip! The referee blows the whistle, Roberto Carlos lines up for the kick, he shoots... over the crossbar! The Easy-M Tank (Funny accent here) is rather effective at causing missiles to miss their targets, as long as the missile passes through the magnetic field. This is really helpful. For instance, I once went face to face with 2 Tomahawk Missiles, they fired their missiles at my tank. However, just before they hit, they sort of bended away and missed! Then, I was able to disable them while my tanks come over to destroy it. In multiplayer games, always have an ECM or 2 with your attack hoard, it can make all the difference when the enemy uses their SCUD Launchers and so on at you. However, the ECM cannot deflect shells, so watch out. Now, also build an Internet Center and Satellite Hack! You can easily see the enemies' command center and the surrounding areas, and of course, you can easily see what the enemies' up to. As you see, both the USA base and GLA base will build their superweapons, and they are heavily defended. The USA base is in the northeast, while the GLA one is in the southeast. Instead of attacking their base with impunity, I have a better idea. As it is far too risky to send in the Helices, I advocate attacking the superweapon first with the Nuclear Missile, then with your Artillery Barrage. This is guaranteed to wipe them out. Once they stop rebuilding, you can fight on a more even basis. To minimize resistance, consider nuking an area of their base with a lot of units and defensive structures before sending your Helices in! The rest is pure destruction, enjoy! By the way, this mission is the perfect mission to have fun with Artillery! Simply back your artillery units in the front with Overlord Tanks a plenty, and let her rip! Super Duper Hot Tip! How to start a fire Now, one important type of unit in the Chinese Army are the flame units, they all attack with fire-based weaponry. They include the Dragon Tank, the Inferno Cannon, the MiG and the Helix. All of these are capable of causing Firestorms except the Dragon Tank, when used in large quantities. The Firestorm is a very lethal and can decimate large numbers of units, both Tanks and Infantry. Now you know what it means by Strength in Numbers! I will list each type of unit and the corresponding number needed to start a Firestorm: Inferno Cannon: 4 Inferno Cannons firing sequentially or 6 Inferno Cannons firing in unison. MiG: 4 MiGs, provided that all 8 missiles hit the target within short intervals of each other. Helix: 1 Napalm Bomb and a Firestorm will begin Another thing to note is that when 4 MiGs fire at an enemy air unit like a Chinook, the flames will not only damage the unit, it will also burn anything on the ground below the air unit! So, if your opponent has Chinooks over his Supply Center, sending enough MiGs to hit it will often result in sufficient damage to destroy the Supply Center as well! For best results, always pay $2000 to upgrade all Flame Units to make use of Black Napalm. The resulting blue flame is much hotter than the golden yellow flame, and causes 25% more damage! Submitter's Tip! Nat Ng's Tip Again with the Helices - there's a fairly easy way to beat this one. Make sure you tech up to nuke silo fast, and deploy a bunch of Helices. Use them to inch forward and take the artillery platforms to the West. For your General Powers, select carpet bombing, L2 artillery barrage, and mine drop. Defend until you have all these powers (it shouldn't take too long). You may have to endure a couple of Particle Cannon blasts; be sure to move your units whenever a particle beam is nearby. Be sure you have an Internet Center with the Satellite Hack 1. Send a scouting Helix into the USA base with no upgrades. It will almost certainly die, but the info it gathers will be worth it. Now hit the USA base with all your General Powers! Aim for the powerplants. Here is how I did it: first, I dropped an artillery barrage on one group of plants. Then, I sent the Mine Drop in aimed at the enemy's largest concentration of AA troops (that would be Missile Defenders), closely followed by the Carpet Bomber aimed for more powerplants, and immediately followed by the Helices. The idea here was that the Mine Bomber and the Carpet Bomber would draw enemy AA fire, allowing the Helices to pass through the first line of enemy defenses. Finally, just before my massive attack hit the enemy, I launched a Nuclear Missile targeted at another large group of powerplants. If you do it right, your Helices should arrive just in time to destroy the last couple of plants, thus powering down the USA base and rendering those nasty Patriot Missiles and the Particle Cannon inoperative. At this point, it's a matter of mopping up the US base. KO the enemy's antiair troops ASAP, and destroy all their dozers and their Command Center. Now, with your Helices, clear out the remaining enemy troops. Drop Red Guards into the base and begin capturing the US structures. I don't need to tell you which structure to capture first, right? ;) If you did it right, all your superweapons will be back on line before the GLA Scud Storm is ready. As usual, use an artillery drop or mine drop to scout the GLA base and find the Storm. (It's in the southwest corner.) Drop the Nuke and Particle Cannon on it simultaneously to level it. After that, just keep hitting the GLA base with General Powers and your Helices. They have heavy SAM defenses on the perimeter, but if you blast through with the Powers, your Helices can enter the base with minimal losses and destroy it from the inside out. Its defenses in the centre are pitiful. Finally, there is a small GLA base to the southeast: your Helices should be able to flatten it with no trouble at all. ------------------------------- 8. Generals Challenge [CCGZH8] ------------------------------- As you can see, one of the new features of Command and Conquer: Zero Hour are the inclusion of 9 new Generals who are talented in different fields of battle. There are 3 Generals in each side, and this section will compare their different features and special abilities. Each General will be given the base score which is the total score of the standard side, points will be awarded or deducted based on how much of an advantage or a disadvantage to that side. *****TALENTED USA GENERALS***** *****USA SUPERWEAPON GENERAL: ALEXIS ALEXANDER***** Short Biography: A logistics staffer during the second Korean War, Alexander attracted the notice of her superiors with her ability to acquire just about everything. Alexander parlayed that ability into a scholarship and a long and distinguished career in the Marines. To protect supply lines during the First GLA Conflict, Alexander developed a tiered scheme of defenses that did not allow a single strike on any of her supply columns. While hardly efficient in her use of resources, General Alexander makes defense and resource acquisition priorities in the early phases of conflict. The General's army takes to the offensive only when she has superior offensive only when she has superior offensive firepower that cannot be touched by counter attack. Analysis: Apparently, General Alexander used to be an excellent intelligence officer during the Second Korean War. She makes use of heavy defenses and is inefficient in using resources. She attacks only when she is sufficiently defended, and that can be a problem. Special properties of her army: EMP Patriot System: Instead of using normal Patriot Missiles, Alexis Alexander will use missiles that deliver an Electromagnetic Pulse to the enemy. Any vehicles that get hit are disabled for a short period of time, while aircraft are downed instantly. This helps make up for her lack in attacking units, however, they are still hot targets for Enemy Artillery. Advanced Control Rods: Now, by paying an extra $500, you get 15 units of power instead of the usual 5! That's what a super weapon general needs. Otherwise, how could she have powered up her particle cannons? All vehicles and aircraft cost more to produce: Ugh! This is one thing that severely weakens Alexis Alexander! All vehicles cost significantly more than the standard USA, and the Avenger costs $2400 a piece! That's ludicrous I tell you! No wonder Alexis is hardly efficient in her use of resources! Particle Cannons cost only $2500: What would a superweapon general do without superweapons? Now, as Particle Cannons are selling at only $2500, they can build as many as there are supply drop zones in her base! For some strange reason, the particle cannons fire a pink beam, instead of a blue one. I have no idea why. Main Battle Tanks are not available: Another problem with the USA Talented Generals is that they are FAR TOO SPECIALIZED IN THEIR FIELDS while they are severely weak at other fields. What can she do without those tanks? This means that the basic attacking units on her side are humvees loaded with Missile Defenders, and I am sure that this is hardly worth it. Aurora Alpha Bombers replace Aurora Bombers: As she is a Super Weapon General, Alexis Alexander's auroras really have to be highly explosive! Instead of using regular bombs, they use Fuel Air Bombs! The initial explosion is like that of a normal Aurora's bomb, but then, it will be followed by a "shock" blast that is even more damage and has 1.5 times the radius of a Nuke Cannon shell! Very, very lethal indeed. I guess the whole point of introducing this unit, is to encourage people to play as Alexis Alexander, as everything else is extremely weak for her! *****USA AIRFORCE GENERAL: MALCOLM "ACE" GRANGER***** Short Biography: The son of an Iowa crop duster, General Malcolm Granger's flying career began when he borrowed his father's biplane to go to the state fair in Kansas City. As a lieutenant in the First Iraq War, Granger earned his first notices for knocking out four SAM sites in a single afternoon. As he moved up the Air Force ranks, Granger earned a reputation for advancing the role of fighting aircraft in the US military. Even-tempered yet uncompromising, Granger has developed novel techniques in fuel management and resource deployment during air superiority operations. Those techniques have been used with success in Iraq, Afghanistan, and other theaters. His squadrons are kwon for precision execution and a strong will to complete the mission. Analysis: Malcolm Granger is known as "Ace" because he is a natural flyer. In fact, what he did when he was kid was extremely similar to what the two main characters in the movie Pearl Harbor did when they were kids. (Borrowed one of the character's father's biplane for a spin.) He must have an obsession with air units, and he actually could destroy 4 SAM Sites in one day during the first Iraq War (Is that the Gulf War?) Of course, with his research in different aircraft, he has made even more enhanced aircraft, and of course, with better resource management abilities, all aircraft can be bought cheap! Special properties of his squadron: King Raptor replaces normal Raptors: The King Raptor REALLY is an enhanced version of the Raptor! Instead of just having 4 missiles, they have 6! The missiles are golden in color and pack a bigger punch. Besides, these Raptors seem to be better armored, cool! Build these in quantity and get the Air Wing Honor! Laser Point Defenses included in all Aircraft: With Laser Point defenses installed in all aircraft, all of these units will become Paladin Planes! However, there is no stopping bullet based anti-air units, so watch out. Combat Chinooks: In addition to normal Chinooks, you can now build Combat Chinooks, which are Chinooks with a bunker installed. Hence, infantry units can fire from inside, and you can wreck as much havoc as the bunker helices do! Besides, they can also collect supplies if you wish, unfortunately, they can't if they are loaded. No Main Battle Tanks are Available: With such a powerful air force, Malcolm Granger does not need any basic ground unit. That's his loss, so you cannot make multi-prong attacks. Stealth Comanches: Now, you can upgrade your Comanche helicopters to become invisible. Much better for airborne sneak attacks! This is the reason why Comanches will replace the Crusader Tank as the basic attacking unit of Granger's side. But beware of stationery base defenses, as they can detect your helicopters very quickly. Carpet Bombing is available at the Strategy Center: If you play as Malcolm "Ace" Granger, all you need to do is to have a Strategy Center built in order to make use of Carpet Bombs! The bombs are more intense than the China Carpet Bombs, and hence can deal more damage and destruction! Enjoy! Stealth Fighter is available at the start: This really is not so significant, but it is worth awarding a point for them. Have fun messing with your opponents' bunkers and tunnel networks! *****USA LASER GENERAL: GENERAL "PINPOINT" TOWNES***** Short Biography: An early champion of laser technology in the USA Arms Forces, "Pinpoint" Townes developed comprehensive offense and defensive strategies around laser-based weapons. Townes received an appointment to the U.S. Army War College in 2008 to teach his theories. However, Townes found academic life too slow and returned to a battlefield command in 2010. Relying on inexpensive, powerful laser technology throughout his forces and his unique knowledge of its strengths and weaknesses. General Townes has consistently received superior marks during war games and live-fire actions. This four star general continues to push the technology envelope in harnessing energy and improving power efficiency, and the Army is counting heavily on him. Analysis: General Townes has got to be the most high tech general of the 3 USA Talented Generals. He just so relies on lasers, and he originally was appointed to be a professor in the Army College to teach how powerful lasers can be. However, he is a person who loves action, and hence left the college 2 years later to command his armies again. Of course, lasers require a lot of power and hence he will try his best to make the most efficient use of power to improve his laser technology! This guy really is an addict on his lasers. In fact, when I played against him in Generals Challenge, he practically mentioned the word laser over 20 times! Vanity, thy name is Townes. Bright Properties of his army: Laser Defense Turrets replace normal Patriot Missiles: Wow! This really is hot! Instead of those lame missiles that are so inaccurate and are able to be stopped by a lot of things, General "Pinpoint" Townes has decided to make a more practical approach on things. These lasers fire just so quickly and they NEVER miss! Just a pity these things aren't as powerful as Obelisks of Light... Cold Fusion Reactors give 8 units of power to begin with: Well, he already has to make his lasers work, and hence, a better power output is required. This gives him a slight advantage compared with the standard USA army. Tomahawk Missiles are unavailable: He's a Laser General, right? Tomahawk Missiles are non-laser weapons. Hence, none can be purchased by General Townes. This has got to be the only weakness of "Pinpoint" Townes. Avengers cost less to produce: Another hot thing about Townes' army is that you get a 25% discount when purchasing Avengers. They only cost $1500! Which means you can get USA's only answer to air attacks for a much cheaper price. Enjoy. Laser Tanks replaces all Main Battle Tanks: Another unique unit of General Townes' army. The laser tank is practically a Crusader Tank equipped with a powerful laser. However, power must be constantly supplied, or your tanks will all power down and become useless. But otherwise, a great tank. *****TALENTED GLA GENERALS***** *****GLA TOXIN GENERAL: DR. THRAX***** Short Biography: Little is known about the GLA associate codenamed, "Dr. Thrax". While background intelligence indicates that he received training as an immunologist in Jordan, he left academics in 1995 and disappeared into a GLA controlled ghetto in Cairo. For the past twenty years, he has produced chemical and biological weapons for terrorist organizations across the globe, including the GLA. Recent eavesdropping on cell phone traffic indicates that Dr. Thrax has become more involved in day-to-day operations of the GLA. He has scattered labs across Asia and the Middle East, where low-cost WMDs are produced and distributed to local terror cells. A cautious and scientific personality, Dr. Thrax never sleeps in the same bed two nights in a row and undergoes frequent cosmetic surgery to alter his appearance. Analysis: Being an excellent Chemistry student, I have got to admit that this GLA general is one of my favorites. I believed he originally intended to help people to be immune to diseases, but for some strange reason, he went into the dark side in 1995, and started to produce chemical and biological weapons instead of using his knowledge to do good things for mankind. Anyway, everything about this man is either chemical and biological. For more information about this guy, you can read about it in the guide for USA Mission 5 in my strategy guide of this game. If you beat Dr. Thrax in General's Challenge mode, you can see what Dr. Thrax really looks like under that veil. He looks rather handsome for a man who frequently undergoes plastic surgery. Well, at least he is more handsome than Michael Jackson. Chemical Properties of his army: Toxin Networks replace Tunnel Networks: Instead of using a simple mounted "click" gun, Dr. Thrax, like General "Pinpoint" Townes, has decided to put a more practical approach to things in life. This tunnel network has a toxin sprayer similar to that of Toxin Tractors. Of course, both infantry and light vehicles will be completely dissolved before they know it! In fact, I know many people, especially absolute beginners try to use many many workers to build many toxin networks in their opponents' base to overwhelm them and get quick wins. This tunnel rushing is very annoying to most people, fortunately, I can stop more than 80% of such attacks now. Meanwhile, EA has decided to deal with this unfair practice by significantly increasing the Tunnel Network build times in their first update for the game. Stinger Site missiles and Rocket Propelled Grenades become chemical: That's right, you chemical people out there, the good Doctor has prepared his medicine into lovely little rocket powered pills! It is guaranteed to cure any disease that threatens the health of your base, including the tank virus and infantry bacteria! Enjoy! Toxin Rebels replace normal Rebels: That's right, you now have some trooper that acts somewhat like the flamethrowers of the original Red Alert, except they are Chem Warriors. They are practically effective against anything that they can attack, except buildings, but that's what their Capture Building abilities are used against, right? Toxin Terrorist replaces normal Terrorists: The Toxin Terrorist is the same as the standard GLA Terrorist, but unlike the Terrorist he explodes in a cloud of toxin. However, the damage done is not weakened, which makes them slightly better. Bomb Trucks can only be upgraded with the Bio Bomb: This is one weakness of the Doctor's army. Then, their Bomb Trucks cannot pack as much of a punch than other GLA armies. But powerful nonetheless. Tanks start with Toxin Shells: Yay! That's $1000 saved so that you can get your Scorpion Tanks to poison the enemy right from the start. I am sure you will have a lot of fun with these things. No camouflage abilities available except for Jarmen Kell: So what? The absence of camouflage isn't going to make it hard for you, right? As Jarmen Kell is the only effective stealth unit, it does not matter that you can't use any hijackers or whatever. All Chemical Weapons start as Anthrax Beta and can be upgraded to Anthrax Gamma: The good old Doctor has the 25% attack bonus for his chemical weapons, and now, he only has to pay $1000 more at the palace to make use of another 25% attack bonus! Yummy, tasty... *****GLA DEMOLITIONS GENERAL: GENERAL RODALL "DEMO" JUHZIZ***** Short Biography: This bomb maker if Middle Eastern ancestry is responsible for some of the most devastating attacks of the twenty first century. General Juhziz and his organization have been tied to both the attack on the US embassy in Cairo and the sinking of the USS Nelsen in 2012. Such bold strikes have drawn more supporters to his side, including bombers from many nations willing to sacrifice their lives for the causes of the GLA. General Juhziz lost the use of a hand in a bomb making accident and rarely speaks to anyone outside of his own organization. Analysis: Bombs, bombs and even more bombs! This is what General Rodall Juhziz is all about. Of course, as bombs are such effective weapons for terrorists, Rodall Juhziz really has done a good job at blowing up a US Embassy and the USS Nelsen. It's amazing that these strikes will make so many people willing to enlist as terrorists to sacrifice their lives for "the effort". Of course, bomb making is a dangerous business, and this clumsy oaf blew up so many people and yet could not take care of himself! In fact, he got one hand blown off in an accident! Special Properties of his bombers: Demo Traps are enhanced to Advanced Demo Traps: Whoopee! Introducing the new Advanced Demo Trap: with more dynamite, more explosiveness and more damage! Wait, there's more! It comes cheaper than the normal Demo Trap! Coming from a worker near you. DISCLAIMER: WE ARE NOT RESPONSIBLE IF YOUR TRAP GETS TAKEN OUT BY ENEMY WORKERS. Suicide: With this upgrade, ALL of your units and structures become suicide soldiers. When they are killed, they explode, dealing similar damage to that of a terrorist to anything that is too close to the unit. Besides, each unit can blow themselves up when commanded. So, really, every unit is a terrorist! Booby Trap upgrade is available at the start: Now, your Rebels can plant their booby traps anywhere right at the start. As simple as that. Terrorists do more damage, and they come with combat cycles at the start: What could be better? This is one of the best improvements in the game! Now, you can just click on the Combat Cycle button at the Arms Dealer a few times, and many turbo charged terrorists can spring out! As they deal more damage, these guys are really going to strike fear into the hearts of many C&C Players! No Stealth abilities or units are available, except for Jarmen Kell: So what? The absence of camouflage isn't going to make it hard for you, right? As Jarmen Kell is the only effective stealth unit, it does not matter that you can't use any hijackers or whatever. Jarmen Kell is now a professional bomber: If you play as General Rodall "Demo:" Juhziz, Jarmen Kell basically will become Colonel Kell. This is because, he gets to plant timed demo charges and remote demo charges against buildings! Well, "I have something to give them!" No Toxin Upgrades are available, however, the Scud Storm, Scud Launcher and Bomb Truck are packed with more explosives than ever: By the looks of things, I say that the good Doctor and the Demo Guy are 2 complimentary Generals, as one has something the other doesn't have! Although he has no toxic upgrades, all of those things mentioned above do much, much more damage now that you pack then with so many explosives. *****GLA STEALTH GENERAL: PRINCE KASSAD***** Short Biography: Prince Kassad has cut a dashing figure across Middle Eastern politics and a violent one in the underworld. This charismatic tribal leader has organized spies and assassins to do his bidding. Prince Kassad has been paid millions for assassinations, hijackings and beatings in the street. For a three-year stretch beginning in 2008, it is believed that no terrorists action was taken on the shores of the Mediterranean Sea without his involvement or blessing. A clever administrator of a serpentine organization, he has never been directly tied to any criminal activity, yet bad things continue to happen to individuals and forces that that stand in his way. Analysis: "Woman in bikini: Who are you? Prince Kassad: Kassad, James Kassad. To exercise control, 007 here. I will report in an hour. Woman: (Holds up her champagne filled glass) Won't you join me? Prince Kassad: Better make that two." That's right folks, the most handsome general Prince Kassad is in the house! Prince Kassad is the only GLA General that has been involved in politics. He is also a leader of a spy organization that offers to have the requested person killed for several million dollars at a time. Like many clever leaders, nothing links him directly to any trouble, and yet, he's as smooth as James Bond. Of course, all spies must be stealthy, otherwise, they won't be called spies, right? Special Properties of his Agency: All structures can be camouflaged using Camo Netting: He is a stealthy general, right? Now, not only his base defenses are camouflaged to begin with, all other structures can become invisible to the enemy! Then, when you build a second base somewhere else, people will have a hard time finding you! However, Camo Netting isn't cheap, so you had better have lots of money! Besides, camouflaging the Supply Stash will hide your workers while they are collecting supplies. Safety first! All Rebels are camouflaged to begin with: Now, it can be guaranteed that your Rebels will not be disturbed while they are going towards oil derricks or whatever they are going to capture. The element of surprise is sometimes what separates clean destruction from all out battles of attrition. Hijackers are available at the start: Now, you can have a lot of pleasure stealing the enemies' vehicles! Enjoy! This is important as Prince Kassad, being secretive can't afford to make use of tanks. GPS Scrambler is available at Level 3, and recharges faster: With James Kassad, you can cloak your units much earlier and more frequently. However, your opponents will be informed when you use GPS Scramble, so you still have to be careful not to be noticed. Prince Kassad does not have the use of Tanks or the Scud Launcher: This is Prince Kassad's one and only weakness. This means that if you play as Prince Kassad, you must make use of frequent sneaky attacks with Quad Cannons in the lead, Rocket Buggies in the rear. If the enemy sends a large battalion of tanks with Stealth Detectors against you, you are toast. But still, this disadvantage is slightly offset by the use of Hijackers. *****TALENTED CHINESE GENERALS***** *****CHINESE INFANTRY GENERAL: "ANVIL" SHIN FAI***** Short Biography: On the battlefield, China's greatest resource is the millions of individuals in uniform, and General Shin has staked a career in them. Known to his troopers as the Anvil, General Shin can mobilize four divisions in twenty-four hours thanks to a streamlined and sometimes brutal command structure. Discipline is very strong with General Shin, and officers and infantry who can maintain it are rewarded. The general has developed advanced field training programs for the Red Guard and the elite operatives. Military analysts credit the speed and professionalism of General Shin's peacekeeping units with preventing the Taiwan Conflict of 2009 from becoming a global war. This divisions feature several weapons and transport systems unique in the People's Liberation Army. Analysis: It is true that China has the world's largest army, and this General Shin Fai is really one of those "back-to-basics" Generals. After all, the infantry units are one of the many "basic" units of an army, and General Shin Fai has decided to focus on nothing else but this division of the army. With such a large army coming, he can easily squash even the mightiest of giants with a horde of ants! Don't underestimate his enhanced soldiers, or you really WILL regret it! As for the Taiwan Conflict of 2009, I don't think it will happen at all. Besides, even if happens, why will it turn into a global war? His transport systems are VERY powerful. That's true. Special Properties of his Regiment: All infantry units start at the Veteran Level: Running advanced field training programs for his soldiers really helps! The Anvil's soldiers all begin at Veteran Level, even Hackers and Black Lotus! Besides, Minigunners can be made to come out of the barracks as elite soldiers. What could be better? Minigunners replace normal Red Guards: Instead of using a simple bolt action rifle, the Minigunner uses a minigun, simple as that. Of course, a minigun has a rotating barrel and will spin faster and faster with time, just like a gattling gun. Although you can only train one with one click of a button for $350, the really are worth getting. Particularly they CAN target air units as well. Fortified Bunkers replace normal Battle Bunkers: The Fortified Bunker holds twice as many men as the normal Bunker. That is, 10! Besides, it is already mined to prevent people from sneaking over. However, they still have the weaknesses of normal Bunkers. That is, one Neutron Shell or Bunker Buster bomb will kill EVERYONE inside the bunker. All Minigunners and Tank Hunters are trained to be nationalistic to begin with, and can be made to be patriotic: The Anvil's soldiers are trained to love their country. So, when 5 of them are grouped together, you see a red star with a golden ring surrounding the soldier, that means, they will fire 1.25*1.25 times faster! When the Patriotism upgrade is researched, an additional white star appears beneath the red star, and the soldiers will fire another 25% faster! Loving one's country does work wonders! Hackers are now Super Hackers, and Black Lotus is now Super Lotus: Remember that "Anvil" Shin Fai has developed advanced training programs for his operatives? And hence, hackers are now... Super! They are now stealth, and can hack into the Internet much quicker than before, and can disable enemy vehicles. Being a superwoman, Super Lotus can capture buildings, steal money and disable vehicles faster too. All transport units are improved significantly: To be more specific, the Troop Crawler is upgraded to the Assault Troop Transport. An Assault Troop Transport costs $2400, but comes with 8 Minigunners, who can fire out directly from the gun ports, much like a Humvee. Now let's do the math: Cost of training 8 Minigunners in the Barracks: $350 * 8 = $2800 Cost of Assault Troop Transport: $2400 You save: $2800 - $2400 = $400! Really, this shows you that if you have the money, you can save lots in the long run! Besides, the Listening Outposts are replaced by Attack Outposts, which holds 10 infantry units, and come with 4 Tank Hunters. Again, you know the math: Cost of training 4 Tank Hunters in the Barracks: $300 * 4 = $1200 Cost of Attack Outpost: $1000 You save: $1200 - $1000 = $200! Both of the Transports have speaker towers installed, and heal any unit within range. The Helix is upgraded to the Assault Helix, which comes with a Bunker and holds 8 infantry units. If you fill one of these with tank hunters and send them into the enemy base, they will know true fear! Finally, the Anvil can make use of the Infantry Paradrop Generals Abilities, which means he can paradrop up to 16 minigunners into the enemy's base. They are minigunners, not normal red guards remember, and hence can cause a lot of chaos if you don't have enough anti air defenses installed. Battlemaster Tanks, Gattling Tanks and Overlord Tanks are all unavailable: This is probably the only weakness of the great Anvil. However, the lack of tanks is offset by the attack outposts and Assault Troop Transports, if you use them wisely, of course. *****CHINESE TANK GENERAL: GENERAL TA HUN KWAI***** Short Biography: General Ta Hun Kwai is convinced that the People's Liberation Army will see its greatest success through the viewholes of its tank divisions. A disciple of Soviet tank tactics of the Cold War, General Ta has produced technical papers on various modifications on them. He has initiated techniques to reduce the costs of tank production and has sponsored the Emperor program, whose first tanks rolled off the assembly line in 2013. Considered part of the old guard in the PLA hierarchy, General Ta nevertheless continues to roll up victory after victory in battle. Analysis: Short Translation: Ta Hun Kwai = He is very fast Another "back-to-basics" General of China, General "He is very fast" loves to focus on the basic attacking unit of his army, which are the tanks. Of course, being a tank fan, he has taken a lot of time to make various improvements on his tanks. His War Factories are hence more efficient in tank production. Being the tank disciple that he is, he has created a new prototype tank, called the Emperor Tank, which has started to come in service in the year 2013. With so many cheap and reliable tanks, General Ta Hun Kwai can really be a powerful brute force general. By the way, this guy really has the looks of a big bully, and has this silly grin that drives me laughing. It's always about "Tanks, build more Tanks!" With such expressions, I am sure that he can star in a Shakespearean play. "A tank! A tank! My kingdom for a tank!" Special Properties of his Battalion: All infantry units and aircraft are ludicrously overpriced: Ta Shi Yi Ge Tan Ke Zhang Jun! He is a Tank General! General Ta excels in building tanks, and yet he cannot train infantry and aircraft well! Imagine, Red Guards and Tank Hunters cost $375, a Hacker costs $780 and Black Lotus costs $1875! This will be a big problem in later stages of the game, particularly if you need infinite supply gatherers. Hence, you must train Hackers as soon as possible when you have the money to make up for the loss. All Tanks start at Veteran Level, and Battlemaster Tanks can be made to come out of the War Factory as Elite units: General Ta has focused exclusively in training the crew of his tanks. Therefore, each tank will already have some hands on experience to begin with. His Battlemaster Tank crews can attend an "intensive summer course" so that they can become elite tank crew to start with. The tuition fee is, well, 1 General Point. All Tanks cost $100 less, and Troop Crawlers cost $200 less: Being the Tank General that he is, General Ta Hun Kwai has improved the efficiencies of his war factories, and hence it takes fewer raw materials, steel and miscellaneous ingredients to cook his tanks up. Even the troop crawlers cost only $1200! This means, you can train Red Guards more efficiently by building a Troop Crawler instead of training them in the Barracks. Battlemasters can be upgraded to have Autoloaders installed in their gun barrels: Normally, a tank would have 4 men: The Commander, the Gunner, the Driver and the Reloader. But with the autoloaders installed, only 3 men are required as the reloading process is made to be automatic. Before the upgrade, Battlemaster Tanks fire "BOOM" each time, but with the Autoloaders, 3 shells can be loaded into the Gun Barrel at once, and the rate of fire would be trebled, that is, the tank will go "BOOM BOOM BOOM"! Now, even the battlemaster tanks are worth building en masse! No Artillery Units are available: The problem with General Ta Hun Kwai is that, his attacks are powerful, but lacks range! What can he do if both the Inferno Cannons and Nuke Cannons are unavailable? Then, he would have to force his tanks straight into the enemy guns! Emperor Overlord Tanks replace normal Overlord Tanks: Oh Boy! It's a big one! It's a big one! These new prototype Emperor Tanks come with a speaker tower on its back, and can have an additional Gattling Cannon added for anti-infantry purposes. Just a pity that they cannot have a Bunker mounted on its back as well. I guess it's just the consequence of General Ta's neglect on infantry units. When you see a lot of these coming towards your base, you may have to consider pitting as much artillery you have against them. Tank Drop is available as a General Ability: General Ta Hun Kwai can send in up to 4 Battlemaster Tanks via transport planes to anyway on the battlefield. It's impossible, I tell you, impossible! Those parachutes must have been made with extra strong duralumin or something. Just be careful not to drop them into rough terrain or slopes, or they will blow up upon landing! Points awarded: +3 *****CHINESE NUKE GENERAL: GENERAL TSING SHI TAO***** Short Biography: General Tsing gets what he wants, at any cost. Impatient to a fault, General Tsing relies heavily on nuclear technology on the battlefield. Unfortunately, there have been several terrible accidents. While General Tsing was the responsible officer during the Mudanjiang Disaster of 2007, his considerable talents saved his career. General Tsing believes such trials and errors are part of the development process. His divisions are beginning to see the results of his convictions, as a prototype of an Advanced Nuclear Reactor has produced better results. Programs to develop tactical nukes and to promote stability in radioactive isotopes are producing better safety records, which will be well-received by his troops. Analysis: Short Translation: Tsing Shi Tao = Clear Stone On the surface, General Tsing Shi Tao looks like a stubborn old git who only likes things to go his way. But actually, he is a person with a kind heart. In fact, he loves to share! He has a lot of gifts, nuclear gifts to give you, and his generosity is limitless! Of course, it is always dangerous to play with fire, not to mention radioactive substances. The Clear Stone has caused a horrible accident in 2007, but however, since he is so talented, the People's Liberation Army has decided not to give him the sack. As an excellent Physics student, I must say I really love General Tsing Shi Tao. To be a successful scientist, one must try endlessly until he gets a good result. In fact, after a lot of hard work, he has begun to reap the fruits of his labor, and a lot of things became more efficient because of... Nuclear Energy! Atomic Structure of his army: Advanced Nuclear Reactor replaces normal Nuclear Reactors: As usual, for power plants, we have to consider efficiency. Power Supplied: 18 Units Cost: $1200 Cost per unit Power: $66.6 recurring decimal This is like having a 33.3 recurring decimal % discount on buying power. Very efficient indeed! When you overcharge a Advanced Nuclear Reactor, you get, that's right... 27 units of power! General Tsing Shi Tao gets to make use of new technology to make his tanks go much more stable when compared with other generals: Uranium-235 + 1n --> Strontium-90 + Xenon-143 + 3n Do you know what the above is? It's a nuclear equation that for a reaction that takes place in Nuclear Reactors. A Uranium-235 nuclide is bombarded by a neutron, and splits into Strontium-90, Xenon-143 and 3 more neutrons, giving out lots of Nuclear Energy. In a nuclear reactor inside a Nuclear Power Plant or a Battlemaster or Overlord Tank, such a reaction is carefully controlled. However, if the nuclear reactor is destroyed, the above process will go out of control, resulting in a chain reaction, leading to a very damaging nuclear explosion. That is to say, if one of General Tsing Shi Tao's tanks is destroyed in the middle of a large battalion of troops, the explosion can potentially damage or destroy those around them! With the Isotope Stability upgrade, the Clear Stone's tanks will have much more stable nuclear reactors, and will explode just like any normal tank does, and of course, will not blow up neighboring units! Safety First! Go for Stable Isotopes! Nuke Cannon is available right at the start: This is one good modification to the standard Chinese army that sort of makes it a direct enhanced version of it. With the Nuke Cannon available at the start, a General Point is saved, then, you can use that for something more constructive, like the Frenzy! Battlemaster Tanks and Overlord Tanks come with Uranium Shells and Nuclear Tank upgrades right at the beginning, and their shells leave behind radiation: He is a Nuke General! Then it is just natural for General Tsing Shi Tao's tanks to be armed with nuclear weapons. His battlemaster tanks look sort of funny, with 2 tubes inserted into the back of its gun turret. I guess that's the Nuclear Power Connection, I guess. Then, who needs the Nuclear Missile Silo? As the shells leave behind radiation, his tanks are much more effective against infantry units than ever before, 2 or 3 shells, and the infantry dies! Helices drop Nuclear Bombs instead of Napalm Bombs: This is relatively a small improvement, but it will give General Tsing Shi Tao some help in destroying tanks using the Helix. MiGs can be upgraded to fire tactical nuclear missiles: Whoopee! By constructing a Nuclear Missile Silo, you can purchase these handy-dandy tactical nukes into your MiG fighters! These missiles have the power of a Nuke Cannon shell, and can destroy even the mightiest of tanks in a couple of blasts! Destruction guaranteed. Nuke Bombers replace normal Carpet Bombers: Well, I told you that Tsing Shi Tao's generosity is limitless! He even has the generosity to drop expensive tactical nuclear bombs onto his enemies' bases! In fact, provided that the buildings are lined correctly, even if they are widely spaced, a single Nuke Bomber can destroy up to 3 or more buildings within its blast radius! So, there really is a good reason to panic when your opponent is a 3-star Nuke General! Nuclear Missile Silos cost $500 less: As General Tsing Shi Tao, he gets a 10% discount on building Nuclear Missiles! Hmm... Interesting... *****STRATEGIES TO BEAT EACH TALENTED GENERAL***** This is where I present my guide to beating each talented General in the Generals Challenge Campaign. You can beat 7 of the 9 generals, as General Anvil Shin Fai and General Rodall Demo Juhziz are not available. After you have beaten 6 of these 7 Generals, you will play again General Leang, a female Boss General that has pitched camp in Tibet, China! I will give the strategies for each challenge for each general you play as, so there will be a total of 9 strategies for each general. ------------------------------------------------------- a. USA Superweapon General: Alexis Alexander [CCGZH8A] ------------------------------------------------------- While the game is loading, you will get to see the portrait of Command and Conquer: General's one and only one female genera. (I guess this is to signify an age of sexual equality!) She is posing with a handgun in her hand and there is a particle beam right behind her! "You'll never crack through my defenses, general!" She boasts, hey, her voice sounds a lot younger than she actually looks! You have found the wrong female voice actress for this role, EA! Then, when the game has loaded, you will find that you are now on a certain Mediterranean island, the type where girls like to sunbathe and stuff! (It suits this female General that is young at heart! Tee hee hee!) Then you get to see your Command Center. "Ooh! What's that sound!" General Alexis Alexander cries, "Look! There is a light in the sky, I wonder..." Then, a Particle Cannon beam zaps just around your Command Center, drawing a Z on the ground! So, that's how she likes to say hello. How utterly polite, really. Time to start building! *****PLAYING AS GENERAL MALCOLM "ACE" GRANGER***** Step 1: Build your base and acquire steady income source Start building all the basic essentials of a base, like the Supply Center with at least two Chinook helicopters serving it, a Barracks, and at least two War Factories (and at least two Airfields if you have the cash)! I suggest you tech up as soon as possible, as while you are building, General Alexis Alexander would send two Comanche helicopters to spy on you, and when she found out that you have not run in fear, she will invite you to dance, and the first timer to the Particle Cannon will commence countdown! If you are playing on Medium Difficulty, you will find up to two Particle Cannon timers!!!! Which means, she can fire two super weapons at you at the same time! Therefore, you must acquire enough cash so that you would have enough money to rebuild all the things that her Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend your base against her Comanche helicopters using Patriot Missiles along the northern shore of your island. Watch your power meter carefully as well!) Therefore, you must ACT QUICKLY! Send two Rangers to capture the two Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks, are we? Well, I'll let you have that one!" Also, tech up with a Strategy Center, put up Hold the Line strategy to increase the armor of your buildings, and build as many Supply Drop Zones as possible (far away from your production structures). Now, it is time for you to bear the brunt of all the super weapons. If you have built enough Supply Drop Zones, then you should be able to break even with your losses and start with the counter attacks. (While having suffered heavy losses at the same time.) Step 2: Secure Island and Destroy (or Capture) the Particle Cannon As you can see, one of the Particle Cannons that are threatening your base is conveniently located on the same island you are on! The second good news is that it is poorly, guarded, as it is guarded by Sentry Drones, an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you have the money, build a small squad of Humvees loaded with Missile Defenders and several Tomahawk Missiles. Before setting off, it is best to play it safe with the Search and Destroy battle strategy from the Strategy Center to increase the range of your units by 25%. Advance slowly, and take out the EMP Patriots out from a distance. I know, the Artillery Platform can sometimes be troublesome, but not if you take it out with a Carpet Bomber or several King Raptors. After some tedious long range destruction of the EMP Patriot Missiles, you would finally have made it to the Particle Cannon. Destroy the offshore EMP Patriots, and send a Ranger to capture it! (Destroy it if you are in a hurry!) Congratulations, you have just neutralized half of the threat! Now, one more Particle Cannon remains. Step 3: Destroy Second Particle Cannon in the middle of her base With the Particle Cannon gone or captured, you can now focus on the one in the middle of Alexis Alexander's base. Wait for your Particle Cannon to charge up, and then zap her Particle Cannon with your Particle Cannon! Afterwards, send in some A-10 Strikes and Carpet Bombers to destroy it for good. As the Particle Cannon is located on high ground, there is no way for her Construction Dozers to reach it and hence there is obviously no way for her to rebuild it anymore! That's right, now as both of her Particle Cannons are simply kaput, then there will be nothing more to threaten your base aside from the occasional Aurora Alpha Bombers. Step 4: Destroy her base With her superweapons taken care of, it is time for you to launch the final frontal assault to get rid of her once and for all. Unfortunately, the ridges surrounding her base are guarded with lots of EMP Patriots, so are some of the small islands around her base. Therefore you will have to take you time destroying them all. Once they are destroyed, they will not be rebuilt, as her Construction Dozers cannot reach those spots. When a large area is devoid of EMP Patriots, load Humvees with Missile Defenders inside into Chinook Helicopters, land then in the middle of her base and watch them wreak havoc! That settles the score with that old lady! *****PLAYING AS GENERAL "PINPOINT" TOWNES***** Step 1: Build your base and acquire steady income source Start building all the basic essentials of a base, like the Supply Center with at least two Chinook helicopters serving it, a Barracks, and at least two War Factories (and at least two of every other production structure if possible)! I suggest you tech up as soon as possible, as while you are building, General Alexis Alexander would send two Comanche helicopters to spy on you, and when she found out that you have not run in fear, she will invite you to dance, and the first timer to the Particle Cannon will commence countdown! If you are playing on Medium Difficulty, you will find up to two Particle Cannon timers!!!! Which means, she can fire two super weapons at you at the same time! Therefore, you must acquire enough cash so that you would have enough money to rebuild all the things that her Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend your base against her Comanche helicopters using Laser Defense Turrets along the northern shore of your island. Watch your power meter carefully as well!) Therefore, you must ACT QUICKLY! Send two Rangers to capture the two Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks, are we? Well, I'll let you have that one!" Also, tech up with a Strategy Center, put up Hold the Line strategy to increase the armor of your buildings, and build as many Supply Drop Zones as possible (far away from your production structures). Now, it is time for you to bear the brunt of all the super weapons. If you have built enough Supply Drop Zones, then you should be able to break even with your losses and start with the counter attacks. (While having suffered heavy losses at the same time.) Step 2: Secure Island and Destroy (or Capture) the Particle Cannon As you can see, one of the Particle Cannons that are threatening your base is conveniently located on the same island you are on! The second good news is that it is poorly, guarded, as it is guarded by Sentry Drones, an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you have the money, build a small squad of Laser Tanks, some Humvees loaded with Missile Defenders and of course a few Avengers. Before setting off, it is best to play it safe with the Search and Destroy battle strategy from the Strategy Center to increase the range of your units by 25%. Advance slowly, and take out the EMP Patriots while the Avengers destroy her EMP Patriot Missiles before they hit your vehicles, otherwise, they will be paralyzed and cannot attack. I know, the Artillery Platform can sometimes be troublesome, but not if you take it out with an A-10 Strike or some Raptors. After some tedious and careful destruction of the EMP Patriot Missiles, you would finally have made it to the Particle Cannon. Destroy the offshore EMP Patriots, and send a Ranger to capture it! (Destroy it if you are in a hurry!) Congratulations, you have just neutralized half of the threat! Now, one more Particle Cannon remains. Step 3: Destroy Second Particle Cannon in the middle of her base With the Particle Cannon gone or captured, you can now focus on the one in the middle of Alexis Alexander's base. Wait for your Particle Cannon to charge up, and then zap her Particle Cannon with your Particle Cannon! Afterwards, send in some A-10 Strikes and may be the Massive Ordnance Air Burst to destroy it for good. As the Particle Cannon is located on high ground, there is no way for her Construction Dozers to reach it and hence there is obviously no way for her to rebuild it anymore! That's right, now as both of her Particle Cannons are simply kaput, then there will be nothing more to threaten your base aside from the occasional Aurora Alpha Bombers (which can be shot down rather quickly by your Laser Defense Turrets after they have released the payload.) Step 4: Destroy her base With her superweapons taken care of, it is time for you to launch the final frontal assault to get rid of her once and for all. Unfortunately, the ridges surrounding her base are guarded with lots of EMP Patriots, so are some of the small islands around her base. Therefore you will have to take you time destroying them all. Once they are destroyed, they will not be rebuilt, as her Construction Dozers cannot reach those spots. When a large area is devoid of EMP Patriots, load Laser Tanks and Avengers inside into Chinook Helicopters, land then in the middle of her base and watch them wreak havoc! That settles the score with that old lady! *****PLAYING AS DR. THRAX***** Step 1: Build your base and acquire steady income source Start building all the basic essentials of a base, like the Supply Stash with at least six or even more Workers serving it, a Barracks, and at least two Arms Dealers! I suggest you tech up as soon as possible, as while you are building, General Alexis Alexander would send two Comanche helicopters to spy on you, and when she found out that you have not run in fear, she will invite you to dance, and the first timer to the Particle Cannon will commence countdown! If you are playing on Medium Difficulty, you will find up to two Particle Cannon timers!!!! Which means, she can fire two super weapons at you at the same time! Therefore, you must acquire enough cash so that you would have enough money to rebuild all the things that her Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend your base against her Comanche helicopters using Stinger Sites and Quad Cannons along the northern shore of your island.) Therefore, you must ACT QUICKLY! Send two Toxin Rebels to capture the two Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks, are we? Well, I'll let you have that one!" Also, tech up with a Palace, research the Fortified Structure upgrade to increase the armor of your buildings, and build as many Black Markets as possible (far away from your production structures). Now, it is time for you to bear the brunt of all the super weapons. If you have built enough Black Markets, then you should be able to break even with your losses and start with the counter attacks. (While having suffered heavy losses at the same time.) Step 2: Secure Island and Destroy (or Capture) the Particle Cannon As you can see, one of the Particle Cannons that are threatening your base is conveniently located on the same island you are on! The second good news is that it is poorly guarded, as it is guarded by Sentry Drones, an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you have the money, build a small squad of Scorpion Tanks supported by a couple of SCUD Launchers. (It's a bit sad that the SCUD Launchers can only make use of Toxins. Fortunately, the Anthrax Gamma upgrade can help it out just a little bit. Otherwise, tough luck.) Advance slowly, and take out the EMP Patriots out from a distance. I know, the Artillery Platform can sometimes be troublesome, but not if you take it out with several Terrorist Bikers. After some tedious long range destruction of the EMP Patriot Missiles, you would finally have made it to the Particle Cannon. Destroy the offshore EMP Patriots, and send a Rebel to capture it! (Destroy it if you are in a hurry!) Congratulations, you have just neutralized half of the threat! Now, one more Particle Cannon remains. (You can also build your own SCUD Storm to have the best of both worlds.) Step 3: Capture Second Particle Cannon in the middle of her base With the Particle Cannon gone or captured, you can now focus on the one in the middle of Alexis Alexander's base. Wait for your Particle Cannon to charge up, and then zap the area around her Particle Cannon with your Particle Cannon! Afterwards, send in 16 Toxin Rebels next to the Particle Cannon (be sure to have researched the Anthrax Gamma Upgrade!) Have them capture the Particle Cannon. As the Particle Cannon is located on high ground, there is no way for her Construction Dozers to reach it and hence there is obviously no way for her to stop you! That's right, now as both of her Particle Cannons are simply kaput, then there will be nothing more to threaten your base aside from the occasional Aurora Alpha Bombers. Meanwhile, you might as well have 2 Particle Cannons to toy around with. Now, Alexis Alexander is going to cry like a scared little girl in the wake of your annihilating power! Step 4: Destroy her base With her superweapons taken care of, it is time for you to launch the final frontal assault to get rid of her once and for all. Unfortunately, the ridges surrounding her base are guarded with lots of EMP Patriots, so are some of the small islands around her base. Therefore you will have to take you time destroying them all. Once they are destroyed, they will not be rebuilt, as her Construction Dozers cannot reach those spots. When a large area is devoid of EMP Patriots, build a Tunnel Network, send your attacking forces in, and then use a Sneak Attack in en empty area of her base, and send the troops in for the kill! That settles the score with that old lady! *****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ***** Step 1: Build your base and acquire steady income source Start building all the basic essentials of a base, like the Supply Stash with at least six or even more Workers serving it, a Barracks, and at least two Arms Dealers! I suggest you tech up as soon as possible, as while you are building, General Alexis Alexander would send two Comanche helicopters to spy on you, and when she found out that you have not run in fear, she will invite you to dance, and the first timer to the Particle Cannon will commence countdown! If you are playing on Medium Difficulty, you will find up to two Particle Cannon timers!!!! Which means, she can fire two super weapons at you at the same time! Therefore, you must acquire enough cash so that you would have enough money to rebuild all the things that her Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend your base against her Comanche helicopters using Stinger Sites and Quad Cannons along the northern shore of your island.) Therefore, you must ACT QUICKLY! Send two Rebels to capture the two Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks, are we? Well, I'll let you have that one!" Also, tech up with a Palace, research the Fortified Structure upgrade to increase the armor of your buildings, and build as many Black Markets as possible (far away from your production structures). Now, it is time for you to bear the brunt of all the super weapons. If you have built enough Black Markets, then you should be able to break even with your losses and start with the counter attacks. (While having suffered heavy losses at the same time.) Step 2: Secure Island and Destroy (or Capture) the Particle Cannon As you can see, one of the Particle Cannons that are threatening your base is conveniently located on the same island you are on! The second good news is that it is poorly, guarded, as it is guarded by Sentry Drones, an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you have the money, build a small squad of Scorpion Tanks supported by a couple of SCUD Launchers. Advance slowly, and take out the EMP Patriots out from a distance. I know, the Artillery Platform can sometimes be troublesome, but not if you take it out with several Terrorist Bikers. After some tedious long range destruction of the EMP Patriot Missiles, you would finally have made it to the Particle Cannon. Destroy the offshore EMP Patriots, and send a Rebel to capture it! (Destroy it if you are in a hurry!) Congratulations, you have just neutralized half of the threat! Now, one more Particle Cannon remains. (You can also build your own SCUD Storm to have the best of both worlds.) Step 3: Destroy Second Particle Cannon in the middle of her base With the Particle Cannon gone or captured, you can now focus on the one in the middle of Alexis Alexander's base. Wait for your Particle Cannon to charge up, and then zap her Particle Cannon with your Particle Cannon! Afterwards, send in 16 Rebels next to the Particle Cannon (be sure to have researched the Suicide Upgrade!) Have them fire at the Particle Cannon, now, even if someone kills a Rebel, he will still explode, damaging the Particle Cannon. As the Particle Cannon is located on high ground, there is no way for her Construction Dozers to reach it and hence there is obviously no way for her to rebuild it anymore! That's right, now as both of her Particle Cannons are simply kaput, then there will be nothing more to threaten your base aside from the occasional Aurora Alpha Bombers. Step 4: Destroy her base With her superweapons taken care of, it is time for you to launch the final frontal assault to get rid of her once and for all. Unfortunately, the ridges surrounding her base are guarded with lots of EMP Patriots, so are some of the small islands around her base. Therefore you will have to take you time destroying them all. Once they are destroyed, they will not be rebuilt, as her Construction Dozers cannot reach those spots. When a large area is devoid of EMP Patriots, build a Tunnel Network, send your attacking forces in, and then use a Sneak Attack in en empty area of her base, and send the troops in for the kill! That settles the score with that old lady! *****PLAYING AS PRINCE KASSAD***** Step 1: Build your base and acquire steady income source Start building all the basic essentials of a base, like the Supply Stash with at least six or even more Workers serving it, a Barracks, and at least two Arms Dealers! I suggest you tech up as soon as possible, as while you are building, General Alexis Alexander would send two Comanche helicopters to spy on you, and when she found out that you have not run in fear, she will invite you to dance, and the first timer to the Particle Cannon will commence countdown! If you are playing on Medium Difficulty, you will find up to two Particle Cannon timers!!!! Which means, she can fire two super weapons at you at the same time! Therefore, you must acquire enough cash so that you would have enough money to rebuild all the things that her Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend your base against her Comanche helicopters using Stinger Sites and Quad Cannons along the northern shore of your island. Use Camo Netting on as many structures as possible) Therefore, you must ACT QUICKLY! Send two Rebels to capture the two Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks, are we? Well, I'll let you have that one!" Also, tech up with a Palace, research the Fortified Structure upgrade to increase the armor of your buildings, and build as many Black Markets as possible (far away from your production structures, stealth them). Now, it is time for you to bear the brunt of all the super weapons. If you have built enough Black Markets, then you should be able to break even with your losses and start with the counter attacks. (While having suffered heavy losses at the same time.) Step 2: Secure Island and Destroy (or Capture) the Particle Cannon As you can see, one of the Particle Cannons that are threatening your base is conveniently located on the same island you are on! The second good news is that it is poorly, guarded, as it is guarded by Sentry Drones, an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you have the money, build a small squad of Quad Cannons supported by a couple of Rocket Buggies (preferably upgraded to the max). Advance slowly, and take out the EMP Patriots out from a distance. I know, the Artillery Platform can sometimes be troublesome, but not if you take it out with several Terrorist Bikers. After some tedious long range destruction of the EMP Patriot Missiles, you would finally have made it to the Particle Cannon. Destroy the offshore EMP Patriots, and send a Rebel to capture it! (Destroy it if you are in a hurry!) Congratulations, you have just neutralized half of the threat! Now, one more Particle Cannon remains. (You can also build your own SCUD Storm to have the best of both worlds.) Step 3: Destroy Second Particle Cannon in the middle of her base With the Particle Cannon gone or captured, you can now focus on the one in the middle of Alexis Alexander's base. Wait for your Particle Cannon to charge up, and then zap her Particle Cannon with your Particle Cannon! Afterwards, send in 16 Rebels next to the Particle Cannon Have them fire at the Particle Cannon,. As the Particle Cannon is located on high ground, there is no way for her troops to get to you or any Construction Dozers to reach it and hence there is obviously no way for her to rebuild it anymore! That's right, now as both of her Particle Cannons are simply kaput, then there will be nothing more to threaten your base aside from the occasional Aurora Alpha Bombers. Step 4: Destroy her base With her superweapons taken care of, it is time for you to launch the final frontal assault to get rid of her once and for all. Unfortunately, the ridges surrounding her base are guarded with lots of EMP Patriots, so are some of the small islands around her base. Therefore you will have to take you time destroying them all. Once they are destroyed, they will not be rebuilt, as her Construction Dozers cannot reach those spots. When a large area is devoid of EMP Patriots, build a Tunnel Network, send your attacking forces in, and then use a Sneak Attack in en empty area of her base, and send the troops in for the kill! That settles the score with that old lady! *****PLAYING AS GENERAL "ANVIL" SHIN FAI***** Step 1: Build your base and acquire steady income source Start building all the basic essentials of a base, like the Supply Center with at least three or even more Supply Trucks serving it, a Barracks, and at least two War Factories! I suggest you tech up as soon as possible, as while you are building, General Alexis Alexander would send two Comanche helicopters to spy on you, and when she found out that you have not run in fear, she will invite you to dance, and the first timer to the Particle Cannon will commence countdown! If you are playing on Medium Difficulty, you will find up to two Particle Cannon timers!!!! Which means, she can fire two super weapons at you at the same time! Therefore, you must acquire enough cash so that you would have enough money to rebuild all the things that her Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend your base against her Comanche helicopters using Gattling Cannons along the northern shore of your island.) Therefore, you must ACT QUICKLY! Send two Red Guards to capture the two Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks, are we? Well, I'll let you have that one!" Also, tech up with a Propaganda Center, then start pumping out as many Super Hackers as possible and get them to hack the internet for money, using an Internet Center to help them if possible. (Position them far away from your production structures). Now, it is time for you to bear the brunt of all the super weapons. If you have built enough Super Hackers, then you should be able to break even with your losses and start with the counter attacks. (While having suffered heavy losses at the same time.) Step 2: Secure Island and Destroy (or Capture) the Particle Cannon As you can see, one of the Particle Cannons that are threatening your base is conveniently located on the same island you are on! The second good news is that it is poorly, guarded, as it is guarded by Sentry Drones, an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you have the money, build a small squad of Attack Outpsots with a couple of Nuke Cannons behind them for support. (Don't use ECM Tanks) Advance slowly, and take out the EMP Patriots out from a distance. I know, the Artillery Platform can sometimes be troublesome, but not if you take it out with a Carpet Bomber (Capture it with Super Lotus if you wish.). After some tedious long range destruction of the EMP Patriot Missiles, you would finally have made it to the Particle Cannon. Destroy the offshore EMP Patriots, and send Super Lotus to capture it! (Destroy it if you are in a hurry!) Congratulations, you have just neutralized half of the threat! Now, one more Particle Cannon remains. (You can also build your own Nuclear Missile Silo to have the best of both worlds.) Step 3: Destroy Second Particle Cannon in the middle of her base With the Particle Cannon gone or captured, you can now focus on the one in the middle of Alexis Alexander's base. Wait for your Particle Cannon to charge up, and then zap her Particle Cannon with your Particle Cannon! Then follow up with a Level 3 Artillery Barrage to finish it off for good. As the Particle Cannon is located on high ground, there is no way for her Construction Dozers to reach it and hence there is obviously no way for her to rebuild it anymore! That's right, now as both of her Particle Cannons are simply kaput, then there will be nothing more to threaten your base aside from the occasional Aurora Alpha Bombers. Step 4: Destroy her base With her superweapons taken care of, it is time for you to launch the final frontal assault to get rid of her once and for all. Unfortunately, the ridges surrounding her base are guarded with lots of EMP Patriots, so are some of the small islands around her base. Therefore you will have to take you time destroying them all. Once they are destroyed, they will not be rebuilt, as her Construction Dozers cannot reach those spots. When a large area is devoid of EMP Patriots, build Assault Helices and load them full of Tank Hunters. Send them into the base, and unload them all. Now, it is time to make Alexis Alexander pay for causing so much damage to your base... Too bad you cannot load vehicles into an Assault Helix, therefore, load some Minigunners if you have problems. *****PLAYING AS GENERAL TA HWUN KWAI***** Step 1: Build your base and acquire steady income source Start building all the basic essentials of a base, like the Supply Center with at least three or even more Supply Trucks serving it, a Barracks, and at least two War Factories! I suggest you tech up as soon as possible, as while you are building, General Alexis Alexander would send two Comanche helicopters to spy on you, and when she found out that you have not run in fear, she will invite you to dance, and the first timer to the Particle Cannon will commence countdown! If you are playing on Medium Difficulty, you will find up to two (maybe three) Particle Cannon timers!!!! Which means, she can fire two super weapons at you at the same time! Therefore, you must acquire enough cash so that you would have enough money to rebuild all the things that her Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend your base against her Comanche helicopters using Gattling Cannons along the northern shore of your island.) Therefore, you must ACT QUICKLY! Send two Red Guards to capture the two Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks, are we? Well, I'll let you have that one!" Also, tech up with a Propaganda Center, then start pumping out as many Hackers as possible and get them to hack the internet for money, using an Internet Center to help them if possible. (Position them far away from your production structures). Now, it is time for you to bear the brunt of all the super weapons. If you have built enough Hackers, then you should be able to break even with your losses and start with the counter attacks. (While having suffered heavy losses at the same time.) Step 2: Secure Island and Destroy (or Capture) the Particle Cannon As you can see, one of the Particle Cannons that are threatening your base is conveniently located on the same island you are on! The second good news is that it is poorly, guarded, as it is guarded by Sentry Drones, an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you have the money, build a small squad of Battlemaster Tanks with a couple of Tank Hunters behind them for support. (Don't use ECM Tanks) Advance slowly, and take out the EMP Patriots out CAREFULLY. I know, the Artillery Platform can sometimes be troublesome, but not if you take it with Black Lotus. After some tedious close range destruction of the EMP Patriot Missiles, you would finally have made it to the Particle Cannon. Destroy the offshore EMP Patriots, and send Black Lotus to capture it! (Destroy it if you are in a hurry!) Congratulations, you have just neutralized half of the threat! Now, one more Particle Cannon remains. (You can also build your own Nuclear Missile Silo to have the best of both worlds.) Step 3: Destroy Second Particle Cannon in the middle of her base With the Particle Cannon gone or captured, you can now focus on the one in the middle of Alexis Alexander's base. Wait for your Particle Cannon to charge up, and then zap her Particle Cannon with your Particle Cannon! Then follow up with a Level 3 Artillery Barrage to finish it off for good. As the Particle Cannon is located on high ground, there is no way for her Construction Dozers to reach it and hence there is obviously no way for her to rebuild it anymore! That's right, now as both of her Particle Cannons are simply kaput, then there will be nothing more to threaten your base aside from the occasional Aurora Alpha Bombers. Step 4: Destroy her base With her superweapons taken care of, it is time for you to launch the final frontal assault to get rid of her once and for all. Unfortunately, the ridges surrounding her base are guarded with lots of EMP Patriots, so are some of the small islands around her base. Therefore you will have to take you time destroying them all. Once they are destroyed, they will not be rebuilt, as her Construction Dozers cannot reach those spots. When a large area is devoid of EMP Patriots, build Helices and load them full of troops. (I suggest one Emperor Tank and two Tank Hunters per Helix, and send them into the base, and unload them all. Now, it is time to make Alexis Alexander pay for causing so much damage to your base... *****PLAYING AS GENERAL CLEAR STONE***** Step 1: Build your base and acquire steady income source Start building all the basic essentials of a base, like the Supply Center with at least three or even more Supply Trucks serving it, a Barracks, and at least two War Factories! I suggest you tech up as soon as possible, as while you are building, General Alexis Alexander would send two Comanche helicopters to spy on you, and when she found out that you have not run in fear, she will invite you to dance, and the first timer to the Particle Cannon will commence countdown! If you are playing on Medium Difficulty, you will find up to two Particle Cannon timers!!!! Which means, she can fire two super weapons at you at the same time! Therefore, you must acquire enough cash so that you would have enough money to rebuild all the things that her Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend your base against her Comanche helicopters using Gattling Cannons along the northern shore of your island.) Therefore, you must ACT QUICKLY! Send two Red Guards to capture the two Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks, are we? Well, I'll let you have that one!" Also, tech up with a Propaganda Center, then start pumping out as many Hackers as possible and get them to hack the internet for money, using an Internet Center to help them if possible. (Position them far away from your production structures). Now, it is time for you to bear the brunt of all the super weapons. If you have built enough Hackers, then you should be able to break even with your losses and start with the counter attacks. (While having suffered heavy losses at the same time.) Step 2: Secure Island and Destroy (or Capture) the Particle Cannon As you can see, one of the Particle Cannons that are threatening your base is conveniently located on the same island you are on! The second good news is that it is poorly, guarded, as it is guarded by Sentry Drones, an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you have the money, build a small squad of Battlemaster Tanks with a couple of Inferno Cannons behind them for support. (Don't use ECM Tanks) Advance slowly, and take out the EMP Patriots out from a distance. I know, the Artillery Platform can sometimes be troublesome, but not if you take it out with a Nuke Bomber. After some tedious long range destruction of the EMP Patriot Missiles, you would finally have made it to the Particle Cannon. Destroy the offshore EMP Patriots, and send Black Lotus to capture it! (Destroy it if you are in a hurry!) Congratulations, you have just neutralized half of the threat! Now, one more Particle Cannon remains. (You can also build your own Nuclear Missile Silo to have the best of both worlds.) Step 3: Destroy Second Particle Cannon in the middle of her base With the Particle Cannon gone or captured, you can now focus on the one in the middle of Alexis Alexander's base. Wait for your Particle Cannon to charge up, and then zap her Particle Cannon with your Particle Cannon! Then follow up with a Level 3 Artillery Barrage to finish it off for good. As the Particle Cannon is located on high ground, there is no way for her Construction Dozers to reach it and hence there is obviously no way for her to rebuild it anymore! That's right, now as both of her Particle Cannons are simply kaput, then there will be nothing more to threaten your base aside from the occasional Aurora Alpha Bombers. Step 4: Destroy her base With her superweapons taken care of, it is time for you to launch the final frontal assault to get rid of her once and for all. Unfortunately, the ridges surrounding her base are guarded with lots of EMP Patriots, so are some of the small islands around her base. Therefore you will have to take you time destroying them all. Once they are destroyed, they will not be rebuilt, as her Construction Dozers cannot reach those spots. When a large area is devoid of EMP Patriots, build Helices and load them full of troops. (I suggest one Overlord Tank and two Tank Hunters per Helix, and send them into the base, and unload them all. Now, it is time to make Alexis Alexander pay for causing so much damage to your base... ----------------------------------------------------------------- b. USA Airforce General: General Malcolm "Ace" Granger [CCGZH8B] ----------------------------------------------------------------- As soon as the level starts, you will have a glimpse of General Granger's base, and my, so many airfields are under construction! Now, the great air marshal speaks to you. "Be advised, this area is under control of Malcolm Granger! Withdraw now, or prepared to be bombed back to the Stone Age!" Now, to show his determination, he shows off with a whole squadron of King Raptors! "Wanna see that again?" Now, after all that showing off, it is time to build you base. *****PLAYING AS ALEXIS ALEXANDER***** Step 1: Build your base and defend the island you are on right now Start building the basic essentials of a base, and build two War Factories, separate from each other. Also capture the two Oil Derricks on the island you are on. As you can see, there is only one bridge linking your island to the mainland, and yet you do not have to defend it, as General Malcolm Granger relies a lot on air units. Not long after you start, you will hear Malcolm Granger say, "Don't worry, General, this is just the calm before the storm!" That's right! Build up your air defenses! Quick! Therefore, it is best if you line up the northern shore of you base with EMP Patriot Systems and Avengers, if you have the money. (Yes, laser point defenses systems are useless against bullets and lasers, nor are the Countermeasures upgrade!) Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then you will be attacked by lots and lots of King Raptors that will be taken care of by your Laser weapons. General Malcolm "Ace" Granger will boast, "US military spending at its best!" What he does not know is that he is pouring money down the drain if such ruthless, so stupid tactics! Yes, you will lose Avengers and other units, but once they start gaining veterancy, you can consider your base to be secured. (Use bombardment or hold the line battle strategies to help defend your base.) Step 2: Start Bombing his base Build up Supply Drop Zones to save money, and then build a small expeditionary force comprised of Avengers, Humvees loaded with Missile Defenders and Tomahawk Missiles. Cross the river, into the village, and drive all the Chinooks away. Then you can control the village and the surrounding plains, and then you can start building Airfields. Start pumping out Aurora Bombers and try to send them into various parts of the base, and bombing everything you find. While you are doing this, continue to the next step. Step 3: Secure the village and attack the main base Also build some more War Factories and possibly a couple of Particle Uplink Cannons in the village and you can build more Tomahawk Missiles and some Avengers to lay siege on General Granger's citadel in the mountains. (Too bad he does not have any long range laser units.) There are two entrances, one to the west and one to the east. There are two more oil derricks to the northwest, but I don't think you will need to use them. The rest is pure destruction. It is possible to take out his Chinooks in his base even if you place an Avenger along the south of the Mountain Range. Colonel Burton can also destabilize their rear, as he can climb over the mountains. Give them all the presents you can have and cut down his power! You can also feint the King Raptors in a way that they accidentally hit their own structures! Or you can just do it the old fashion way and drop Particle Beams here and there until his base is flat! *****PLAYING AS GENERAL "PINPOINT" TOWNES***** Step 1: Build your base and defend the island you are on right now Start building the basic essentials of a base, and build two War Factories, separate from each other. Also capture the two Oil Derricks on the island you are on. As you can see, there is only one bridge linking your island to the mainland, and yet you do not have to defend it, as General Malcolm Granger relies a lot on air units. Not long after you start, you will hear Malcolm Granger say, "Don't worry, General, this is just the calm before the storm!" That's right! Build up your air defenses! Quick! Therefore, it is best if you line up the northern shore of you base with Laser Defense Turrets and Avengers, if you have the money. (Yes, laser point defenses systems are useless against bullets and lasers, nor are the Countermeasures upgrade!) Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then you will be attacked by lots and lots of King Raptors that will be taken care of by your Gattling weapons. General Malcolm "Ace" Granger will boast, "US military spending at its best!" What he does not know is that he is pouring money down the drain if such ruthless, so stupid tactics! Yes, you will lose Avengers and other units, but once they start gaining veterancy, you can consider your base to be secured. (Use bombardment or hold the line battle strategies to help defend your base.) Step 2: Start crossing the river Once it is secured, start teching up and building a Supply Drop Zone or two. Upgrade your units to the fullest, and then send an expeditionary force comprised mainly of Laser Tanks, Avengerss (To shoot their missiles in mid-air, lower their accuracy and the damage they can possibly deal) and some Construction Dozers. Send them into the village, take over the Oil Derricks to the east (Use several Rangers at once to speed up the process) and defend them. Now, send your workers to build a Supply Center near the Supply Dock there, while your Laser weapons and defenses can drive all the Chinooks away. Step 3: Secure the village and attack the main base Also build some more War Factories and possibly a Particle Uplink Cannon in the village and you can build more Laser Tanks and some Avengers to lay siege on General Granger's citadel in the mountains. (Too bad he does not have any long range laser units.) There are two entrances, one to the west and one to the east. There are two more oil derricks to the northwest, but I don't think you will need to use them. The rest is pure destruction. It is possible to take out his Chinooks in his base even if you place an Avenger along the south of the Mountain Range. Colonel Burton can also destabilize their rear, as he can climb over the mountains. Give them all the presents you can have and cut down his power! You can also feint the King Raptors in a way that they accidentally hit their own structures! *****PLAYING AS DR. THRAX***** Step 1: Build your base and defend the island you are on right now Start building the basic essentials of a base, and build two Arms Dealers, separate from each other. Also capture the two Oil Derricks on the island you are on. As you can see, there is only one bridge linking your island to the mainland, and yet you do not have to defend it, as General Malcolm Granger relies a lot on air units. Not long after you start, you will hear Malcolm Granger say, "Don't worry, General, this is just the calm before the storm!" That's right! Build up your air defenses! Quick! Stinger Sites are no good in this mission, as their aircraft's laser point defenses can stop practically all the missiles aimed at them. Therefore, it is best if you line up the northern shore of you base with Quad Cannons. Once the attacks begin, you will be bombarded by a B3 carpet bomber! General Malcolm "Ace" Granger will boast, "US military spending at its best!" What he does not know is that he is pouring money down the drain if such ruthless, so stupid tactics! Then you will be attacked by lots and lots of King Raptors that will be taken care of by your Quad Cannons. Yes, you will lose Quad Cannons, but once they start gaining veterancy, you can consider your base to be secured. Step 2: Start crossing the river Once it is secured, start teching up and building Black Markets. Upgrade your units to the fullest, and then send an expeditory force comprised mainly of Quad Cannons and some workers. Send them into the village, take over the Oil Derricks to the east and defend them. Now, send your workers to build a Supply Center near the Supply Dock there, while your Quad Cannons can drive all the Chinooks away. Step 3: Secure the village and attack the main base Also build some more Arms Dealers in the village and you can build more Quad Cannons and some SCUD Storms to lay siege on General Granger's citadel in the mountains. There are two entrances, one to the west and one to the east. There are two more oil derricks to the northwest, but I don't think you will need to use them. The rest is pure destruction. Enjoy! *****PLAYING AS GENERAL RODALL JUHZIZ***** Step 1: Build your base and defend the island you are on right now Start building the basic essentials of a base, and build two Arms Dealers, separate from each other. Also capture the two Oil Derricks on the island you are on. As you can see, there is only one bridge linking your island to the mainland, and yet you do not have to defend it, as General Malcolm Granger relies a lot on air units. Not long after you start, you will hear Malcolm Granger say, "Don't worry, General, this is just the calm before the storm!" That's right! Build up your air defenses! Quick! Stinger Sites are no good in this mission, as their aircraft's laser point defenses can stop practically all the missiles aimed at them. Therefore, it is best if you line up the northern shore of you base with Quad Cannons. Once the attacks begin, you will be bombarded by a B3 carpet bomber! General Malcolm "Ace" Granger will boast, "US military spending at its best!" What he does not know is that he is pouring money down the drain if such ruthless, so stupid tactics! Then you will be attacked by lots and lots of King Raptors that will be taken care of by your Quad Cannons. Yes, you will lose Quad Cannons, but once they start gaining veterancy, you can consider your base to be secured. Step 2: Start crossing the river Once it is secured, start teching up and building Black Markets. Upgrade your units to the fullest, and then send an expeditory force comprised mainly of Quad Cannons and some workers. Send them into the village, take over the Oil Derricks to the east and defend them. Now, send your workers to build a Supply Center near the Supply Dock there, while your Quad Cannons can drive all the Chinooks away. Step 3: Secure the village and attack the main base Also build some more Arms Dealers in the village and you can build more Quad Cannons and some SCUD Storms to lay siege on General Granger's citadel in the mountains. There are two entrances, one to the west and one to the east. There are two more oil derricks to the northwest, but I don't think you will need to use them. The rest is pure destruction. Enjoy! *****PLAYING AS PRINCE KASSAD***** Step 1: Build your base and defend the island you are on right now Start building the basic essentials of a base, and build two Arms Dealers, separate from each other. Also capture the two Oil Derricks on the island you are on. As you can see, there is only one bridge linking your island to the mainland, and yet you do not have to defend it, as General Malcolm Granger relies a lot on air units. Not long after you start, you will hear Malcolm Granger say, "Don't worry, General, this is just the calm before the storm!" That's right! Build up your air defenses! Quick! Stinger Sites are no good in this mission, as their aircraft's laser point defenses can stop practically all the missiles aimed at them. Therefore, it is best if you line up the northern shore of you base with Quad Cannons. Once the attacks begin, you will be bombarded by a B3 carpet bomber! General Malcolm "Ace" Granger will boast, "US military spending at its best!" What he does not know is that he is pouring money down the drain if such ruthless, so stupid tactics! Then you will be attacked by lots and lots of King Raptors that will be taken care of by your Quad Cannons. Yes, you will lose Quad Cannons, but once they start gaining veterancy, you can consider your base to be secured. Step 2: Start crossing the river Once it is secured, start teching up and building Black Markets. Upgrade your units to the fullest, and then send an expeditory force comprised mainly of Quad Cannons and some workers. Send them into the village, take over the Oil Derricks to the east and defend them. Now, send your workers to build a Supply Center near the Supply Dock there, while your Quad Cannons can drive all the Chinooks away. Step 3: Secure the village and attack the main base Also build some more Arms Dealers in the village and you can build more Quad Cannons and some SCUD Storms to lay siege on General Granger's citadel in the mountains. There are two entrances, one to the west and one to the east. There are two more oil derricks to the northwest, but I don't think you will need to use them. The rest is pure destruction. Enjoy! *****PLAYING AS GENERAL "ANVIL" SHIN FAI***** Step 1: Build your base and defend the island you are on right now Start building the basic essentials of a base, and build two War Factories, separate from each other. Also capture the two Oil Derricks on the island you are on. As you can see, there is only one bridge linking your island to the mainland, and yet you do not have to defend it, as General Malcolm Granger relies a lot on air units. Not long after you start, you will hear Malcolm Granger say, "Don't worry, General, this is just the calm before the storm!" That's right! Build up your air defenses! Quick! Therefore, it is best if you line up the northern shore of you base with Minigunners garrisoned in Fortified Bunkers, and some stationary Gattling Cannons. (Yes, laser point defense systems are useless against bullets, nor are the Countermeasures upgrade!) Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then you will be attacked by lots and lots of King Raptors that will be taken care of by your Gattling weapons. General Malcolm "Ace" Granger will boast, "US military spending at its best!" What he does not know is that he is pouring money down the drain if such ruthless, so stupid tactics! Yes, you will lose Gattling Cannons, but once they start gaining veterancy, you can consider your base to be secured. Step 2: Start crossing the river Once it is secured, start teching up and building an Internet Center, loading it full to the brim with Hackers. Upgrade your units to the fullest, and then send an expeditionary force comprised mainly of Assault Troop Transports, Attack Outposts, ECM Tanks (To misguide their missiles, lower their accuracy and the damage they can possibly deal) and some Construction Dozers. Send them into the village, take over the Oil Derricks to the east (Use Black Lotus to speed up the process) and defend them. Now, send your workers to build a Supply Center near the Supply Dock there, while your Minigunners can drive all the Chinooks away. Step 3: Secure the village and attack the main base Also build some more War Factories and possibly a Nuclear Missile Silo in the village and you can build more Attack Outposts and some Nuke Cannons to lay siege on General Granger's citadel in the mountains. There are two entrances, one to the west and one to the east. There are two more oil derricks to the northwest, but I don't think you will need to use them. The rest is pure destruction. General Anvil Shin Fai has the additional advantage of being able to send in up to 16 Minigunners anywhere inside General Granger's base via Paradrop! His planes are in for a scare. Tee he... I guess he can find a good airline job once you have beaten him. *****PLAYING AS GENERAL TA HWUN KWAI***** Step 1: Build your base and defend the island you are on right now Start building the basic essentials of a base, and build two War Factories, separate from each other. Also capture the two Oil Derricks on the island you are on. As you can see, there is only one bridge linking your island to the mainland, and yet you do not have to defend it, as General Malcolm Granger relies a lot on air units. Not long after you start, you will hear Malcolm Granger say, "Don't worry, General, this is just the calm before the storm!" That's right! Build up your air defenses! Quick! Therefore, it is best if you line up the northern shore of you base with Gattling Tanks, and some stationary Gattling Cannons. (Yes, laser point defense systems are useless against bullets, nor are the Countermeasures upgrade!) Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then you will be attacked by lots and lots of King Raptors that will be taken care of by your Gattling weapons. General Malcolm "Ace" Granger will boast, "US military spending at its best!" What he does not know is that he is pouring money down the drain if such ruthless, so stupid tactics! Yes, you will lose Gattling Cannons, but once they start gaining veterancy, you can consider your base to be secured. Step 2: Start crossing the river Once it is secured, start teching up and building an Internet Center, loading it full to the brim with Hackers. Upgrade your units to the fullest, and then send an expeditionary force comprised mainly of Gattling Tanks, Overlord Tanks, ECM Tanks (To misguide their missiles, lower their accuracy and the damage they can possibly deal) and some Construction Dozers. Send them into the village, take over the Oil Derricks to the east (Use Black Lotus to speed up the process) and defend them. Now, send your workers to build a Supply Center near the Supply Dock there, while your Gattling Weapons can drive all the Chinooks away. Step 3: Secure the village and attack the main base Also build some more War Factories and possibly a Nuclear Missile Silo in the village and you can build more Overlord Tanks and some Nuke Cannons to lay siege on General Granger's citadel in the mountains. There are two entrances, one to the west and one to the east. There are two more oil derricks to the northwest, but I don't think you will need to use them. The rest is pure destruction. Just mass the ECM Tanks and Gattling Tanks and you will be home free in on time! (ECM Tanks evenly distribute the damage of the missiles among your tanks an Gattling Tanks shoot the aircraft down. Get my point?) *****PLAYING AS GENERAL CLEAR STONE***** Step 1: Build your base and defend the island you are on right now Start building the basic essentials of a base, and build two War Factories, separate from each other. Also capture the two Oil Derricks on the island you are on. As you can see, there is only one bridge linking your island to the mainland, and yet you do not have to defend it, as General Malcolm Granger relies a lot on air units. Not long after you start, you will hear Malcolm Granger say, "Don't worry, General, this is just the calm before the storm!" That's right! Build up your air defenses! Quick! Therefore, it is best if you line up the northern shore of you base with Gattling Tanks, and some stationary Gattling Cannons. (Yes, laser point defense systems are useless against bullets, nor are the Countermeasures upgrade!) Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then you will be attacked by lots and lots of King Raptors that will be taken care of by your Gattling weapons. General Malcolm "Ace" Granger will boast, "US military spending at its best!" What he does not know is that he is pouring money down the drain if such ruthless, so stupid tactics! Yes, you will lose Gattling Cannons, but once they start gaining veterancy, you can consider your base to be secured. Step 2: Start crossing the river Once it is secured, start teching up and building an Internet Center, loading it full to the brim with Hackers. Upgrade your units to the fullest, and then send an expeditionary force comprised mainly of Gattling Tanks, Overlord Tanks, ECM Tanks (To misguide their missiles, lower their accuracy and the damage they can possibly deal) and some Construction Dozers. Send them into the village, take over the Oil Derricks to the east (Use Black Lotus to speed up the process) and defend them. Now, send your workers to build a Supply Center near the Supply Dock there, while your Gattling Weapons can drive all the Chinooks away. Step 3: Secure the village and attack the main base Also build some more War Factories and possibly a Nuclear Missile Silo in the village and you can build more Overlord Tanks and some Nuke Cannons to lay siege on General Granger's citadel in the mountains. There are two entrances, one to the west and one to the east. There are two more oil derricks to the northwest, but I don't think you will need to use them. The rest is pure destruction. General Tao has the additional advantage that his MiGs can be upgraded to fire tactical nuclear missiles, therefore, even if one missile hits the target, the results would be catastrophic for the enemy planes! Enjoy! --------------------------------------------------------- c. USA Laser General: General "Pinpoint" Townes [CCGZH8C] --------------------------------------------------------- Regardless of who you are playing as, you will be notified that General Pinpoint Townes has a stronghold in the middle of the city, and that his laser defenses are devastating. However, he will be forced to focus his defenses at one point at a time. In other words, if you attack his base from two sides, then his defenses would only work on one of your attack squads! Now, before you are allowed to take control of your units, you will find a Particle Cannon tearing through an area to the northeast of your command center! General Townes taunts, "Hey General! I've drawn the line in the sand! Now I dare you to cross it! Come and get me General!" Now, you can play. *****PLAYING AS GENERAL ALEXIS ALEXANDER***** Step 1: Build your base and occupy the southern edge of the map OK, start building your base. You will notice that General "Pinpoint" Townes would have 2 Particle Cannons ready for you! Oh dear! That is why securing resources is a top priority as you will need a lot of cash to rebuild all the buildings you will lose to the particle cannons! Fortunately, there is an oil derrick to the northwest, and a repair pad to the east, send Rangers to capture them. Then to eliminate the threat of the Particle Cannons, I suggest you quickly tech up and build a squadron of Aurora Alpha Bombers. (Don't worry if one of the Particle Cannons is set off, as General Townes most likely will be targeting your Command Centre or one of your Patriot Missiles. Build them far away from your other structures to prevent the beam from hitting them!) Order your Aurora Alpha Bombers to target the region between the two Particle Cannons, then, the explosion, in addition to the large shock the fuel air bomb creates will wipe the Particle Cannons out for sure. Set your battle strategy to Bombardment to make sure it works. Oh, another thing, as a safety precaution, I suggest you build at least two of the same production structure and far away from other structure to prevent the particle cannons from engulfing them all at once. Later in the game, Colonel Burton will be sent to attack your base. Therefore it is always wise to place some sentry drones with machine guns here and there to protect your vital structures. Map dominating is an important strategy in this mission, as the more structures you have, the more targets are there to focus on for General Granger, and hence even if he sets off his Particle Cannons, you will not be doomed! In fact, try to occupy the entire southwestern quadrant of the map! Step 2: Attack General Townes' base To save money, start building Supply Drop Zones. Once you have enough money, build more squadrons of Aurora Alpha Bombers, supported with Humvees , Avengers and Tomahawk Missiles from the ground. Have the Aurora Alphas target various buildings inside General Townes' Base, and the whole place will be a tomb. Then, you can make use of your Humvees and Tomahawk Missiles to clear up any stragglers inside his base! *****PLAYING AS GENERAL MALCOLM "ACE" GRANGER***** Step 1: Build your base and occupy the southern edge of the map OK, start building your base. You will notice that General "Pinpoint" Townes would have 2 Particle Cannons ready for you! Oh dear! That is why securing resources is a top priority as you will need a lot of cash to rebuild all the buildings you will lose to the particle cannons! Fortunately, there is an oil derrick to the northwest, and a repair pad to the east, send Rangers to capture them. Then to eliminate the threat of the Particle Cannons, I suggest you quickly tech up and build a squadron of Aurora Bombers. (Don't worry if one of the Particle Cannons is set off, as General Townes most likely will be targeting your Command Centre or one of your Patriot Missiles. Build them far away from your other structures to prevent the beam from hitting them!) If you are quick enough, you should be able to destroy at least one of their particle cannons. Well, you have crossed the line, and you also have hit him hard too! Oh, another thing, as a safety precaution, I suggest you build at least two of the same production structure and far away from other structure to prevent the particle cannons from engulfing them all at once. Later in the game, Colonel Burton will be sent to attack your base. Therefore it is always wise to place some sentry drones with machine guns here and there to protect your vital structures. Map dominating is an important strategy in this mission, as the more structures you have, the more targets are there to focus on for General Granger, and hence even if he sets off his Particle Cannons, you will not be doomed! In fact, try to occupy the entire southwestern quadrant of the map! Step 2: Attack General Townes' base To save money, start building Supply Drop Zones. Once you have enough money, build two squadrons of Stealth Comanches, supported with Avengers and Tomahawk Missiles from the ground. Have one of your teams strike from the Southwest and the other from the Southeast. Once the southern perimeter is breached, it would only be a matter of time before General Townes' base is destroyed. Remember to use the Tomahawks against the Laser Defense Turrets before sending the Comanches in! *****PLAYING AS DR. THRAX***** Step 1: Build your base and occupy the southern edge of the map OK, start building your base. You will notice that General "Pinpoint" Townes would have 2 Particle Cannons ready for you! Oh dear! That is why securing resources is a top priority as you will need a lot of cash to rebuild all the buildings you will lose to the particle cannons! Fortunately, there is an oil derrick to the northwest, and a repair pad to the east, send Toxin Rebels to capture them. Don't worry if one of the Particle Cannons is set off, as General Townes most likely will be targeting your Command Centre or one of your Stinger Sites. Build them far away from your other structures to prevent the beam from hitting them! Oh, another thing, as a safety precaution, I suggest you build at least two of the same production structure and far away from other structure to prevent the particle cannons from engulfing them all at once. Later in the game, Colonel Burton will be sent to attack your base. Therefore it is always wise to place some Toxin Networks in a long line along the car bridge that runs from the northwest to the southeast. Map dominating is an important strategy in this mission, as the more structures you have, the more targets are there to focus on for General Granger, and hence even if he sets off his Particle Cannons, you will not be doomed! In fact, try to occupy the entire southwestern quadrant of the map! Street fighting is a very important element of this level. Try to garrison RPG Troopers and Toxin Rebels inside the buildings near the southern perimeter of Malcolm Granger's base to hold those Laser Tanks and Avengers back. Once it is available, the Cash Bounty General Ability would be very vital to your survival! Try to build as many Black Markets as you can before the first Particle Cannon is set off. You have 4 minutes. Step 2: Attack the base Once you have enough money, build two teams of Scorpion Tanks and Quad Cannons, supported with SCUD Launchers and Rocket Buggies from behind. Have one of your teams strike from the Southwest and the other from the Southeast. Once the southern perimeter is breached, it would only be a matter of time before General Townes' base is destroyed. Remember to use the SCUD Launchers against the Laser Defense Turrets before sending the rest of your units in! *****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ***** Step 1: Build your base and occupy the southern edge of the map OK, start building your base. You will notice that General "Pinpoint" Townes would have 2 Particle Cannons ready for you! Oh dear! That is why securing resources is a top priority as you will need a lot of cash to rebuild all the buildings you will lose to the particle cannons! Fortunately, there is an oil derrick to the northwest, and a repair pad to the east, send Rebels to capture them. Don't worry if one of the Particle Cannons is set off, as General Townes most likely will be targeting your Command Centre or one of your Stinger Sites. Build them far away from your other structures to prevent the beam from hitting them! Oh, another thing, as a safety precaution, I suggest you build at least two of the same production structure and far away from other structure to prevent the particle cannons from engulfing them all at once. Later in the game, Colonel Burton will be sent to attack your base. Therefore it is always wise to place some Tunnel Networks in a long line along the car bridge that runs from the northwest to the southeast. Map dominating is an important strategy in this mission, as the more structures you have, the more targets are there to focus on for General Granger, and hence even if he sets off his Particle Cannons, you will not be doomed! In fact, try to occupy the entire southwestern quadrant of the map! Street fighting is a very important element of this level. Try to garrison RPG Troopers and Rebels inside the buildings near the southern perimeter of Malcolm Granger's base to hold those Laser Tanks and Avengers back. Once it is available, the Cash Bounty General Ability would be very vital to your survival! Try to build as many Black Markets as you can before the first Particle Cannon is set off. You have 4 minutes. Step 2: Attack the base Once you have enough money, build two teams of Scorpion Tanks and Quad Cannons, supported with SCUD Launchers and Rocket Buggies from behind. Have one of your teams strike from the Southwest and the other from the Southeast. Once the southern perimeter is breached, it would only be a matter of time before General Townes' base is destroyed. Remember to use the SCUD Launchers against the Laser Defense Turrets before sending the rest of your units in! *****PLAYING AS PRINCE KASSAD***** Step 1: Build your base and occupy the southern edge of the map OK, start building your base. You will notice that General "Pinpoint" Townes would have 2 Particle Cannons ready for you! Oh dear! That is why securing resources is a top priority as you will need a lot of cash to rebuild all the buildings you will lose to the particle cannons! Fortunately, there is an oil derrick to the northwest, and a repair pad to the east, send Rebels to capture them. Don't worry if one of the Particle Cannons is set off, as General Townes most likely will be targeting your Command Centre or one of your Stinger Sites. Build them far away from your other structures to prevent the beam from hitting them! Oh, another thing, as a safety precaution, I suggest you build at least two of the same production structure and far away from other structure to prevent the particle cannons from engulfing them all at once. Later in the game, Colonel Burton will be sent to attack your base. Therefore it is always wise to place some Tunnel Networks in a long line along the car bridge that runs from the northwest to the southeast. Map dominating is an important strategy in this mission, as the more structures you have, the more targets are there to focus on for General Granger, and hence even if he sets off his Particle Cannons, you will not be doomed! In fact, try to occupy the entire southwestern quadrant of the map! Street fighting is a very important element of this level. Try to garrison RPG Troopers and Rebels inside the buildings near the southern perimeter of Malcolm Granger's base to hold those Laser Tanks and Avengers back. Once it is available, the Cash Bounty General Ability would be very vital to your survival! Try to build as many Black Markets as you can before the first Particle Cannon is set off. You have 4 minutes. Step 2: Attack the base Once you have enough money, build two teams of Quad Cannons, supported with Rocket Buggies from behind. Have one of your teams strike from the Southwest and the other from the Southeast. Once the southern perimeter is breached, it would only be a matter of time before General Townes' base is destroyed. Remember to use the Rocket Buggies against the Laser Defense Turrets before sending the rest of your units in! *****PLAYING AS GENERAL "ANVIL" SHIN FAI***** Step 1: Build your base and occupy the southern edge of the map OK, start building your base. You will notice that General "Pinpoint" Townes would have 2 Particle Cannons ready for you! Oh dear! That is why securing resources is a top priority as you will need a lot of cash to rebuild all the buildings you will lose to the particle cannons! Fortunately, there is an oil derrick to the northwest, and a repair pad to the east, send Minigunners to capture them. Don't worry if one of the Particle Cannons is set off, as General Townes most likely will be targeting your Command Centre or one of your Gattling Cannons. Build them far away from your other structures to prevent the beam from hitting them! Oh, another thing, as a safety precaution, I suggest you build at least two of the same production structure and far away from other structure to prevent the particle cannons from engulfing them all at once. Later in the game, Colonel Burton will be sent to attack your base. Therefore it is always wise to place some Gattling Cannons in a line along the long car bridge that goes from the northwest to the southeast to protect your vital structures. Map dominating is an important strategy in this mission, as the more structures you have, the more targets are there to focus on for General Granger, and hence even if he sets off his Particle Cannons, you will not be doomed! In fact, try to occupy the entire southwestern quadrant of the map! Street fighting is a very important element of this level. Try to garrison Tank Hunters and Minigunners inside the buildings near the southern perimeter of Malcolm Granger's base to hold those Laser Tanks and Avengers back. Try to train as many Super Hackers as possible before the first Particle Cannon is set off. Place them in the southwest of your base far away from any other structures and let them hack in peace. Later, you can build an Internet Centre somewhere else and have more Super Hackers hack inside to generate money even faster than before. Step 2: Control the land just outside General Townes' base, destroy the Particle Cannons It seems that if you have taken the buildings to the northwestern end of your quadrant, you will find them facing the southwestern perimeter of General Townes' base! Well, things are closer to use than it seems. Send a small detachment of Attack Outpost, Assault Troop Transports and Nuke Cannons to fire away at the defenses and hold the area before you send in more troops. (If you want to have more fun, consider stretching your buildings along the entire southern edge of the map! To get rid of the two Particle Cannons, build a Nuclear Silo, now, General Townes will focus his Particle Cannon attacks (no pun intended) on it, and when the Nuke is ready, fire them at the two Particle Cannons and follow up with an Artillery Barrage. This will eliminate the threat for good. Step 3: Attack the base from 3 directions Once you have enough money, build two teams of Assault Troop Transports, Attack Outposts and ECM Tanks, supported with Nuke Cannons (If you like the explosions) or Inferno Cannons (If you like to hear the scream of the enemy burning to death) from behind. Have one of your teams strike from the Southwest and the other from the Southeast. Once the southern perimeter is breached, it would only be a matter of time before General Townes' base is destroyed. Remember to use the artillery against the Laser Defense Turrets before sending the rest of your units in! *****PLAYING AS GENERAL TA HWUN KWAI***** Step 1: Build your base and occupy the southern edge of the map OK, start building your base. You will notice that General "Pinpoint" Townes would have 2 Particle Cannons ready for you! Oh dear! That is why securing resources is a top priority as you will need a lot of cash to rebuild all the buildings you will lose to the particle cannons! Fortunately, there is an oil derrick to the northwest, and a repair pad to the east, send Red Guards to capture them. Don't worry if one of the Particle Cannons is set off, as General Townes most likely will be targeting your Command Centre or one of your Gattling Cannons. Build them far away from your other structures to prevent the beam from hitting them! Oh, another thing, as a safety precaution, I suggest you build at least two of the same production structure and far away from other structure to prevent the particle cannons from engulfing them all at once. Later in the game, Colonel Burton will be sent to attack your base. Therefore it is always wise to place some Gattling Cannons in a line along the long car bridge that goes from the northwest to the southeast to protect your vital structures. Map dominating is an important strategy in this mission, as the more structures you have, the more targets are there to focus on for General Granger, and hence even if he sets off his Particle Cannons, you will not be doomed! In fact, try to occupy the entire southwestern quadrant of the map! Street fighting is a very important element of this level. Try to garrison Tank Hunters and Red Guards inside the buildings near the southern perimeter of Malcolm Granger's base to hold those Laser Tanks and Avengers back. Try to train as many Hackers as possible before the first Particle Cannon is set off. Place them in the southwest of your base far away from any other structures and let them hack in peace. Later, you can build an Internet Centre somewhere else and have more Hackers hack inside to generate money even faster than before. Step 2: Control the land just outside General Townes' base, destroy the Particle Cannons It seems that if you have taken the buildings to the northwestern end of your quadrant, you will find them facing the southwestern perimeter of General Townes' base! Well, things are closer to use than it seems. Send a small detachment of Gattling Cannons and Emperor Tanks to hold back the tanks charging out of that exit. Fire away at the defenses if you feel confident enough to do so. (If you want to have more fun, consider stretching your buildings along the entire southern edge of the map! To get rid of the two Particle Cannons, build a Nuclear Silo, now, General Townes will focus his Particle Cannon attacks (no pun intended) on it, and when the Nuke is ready, fire them at the two Particle Cannons and follow up with an Artillery Barrage. This will eliminate the threat for good. Step 3: Attack the base from 3 directions Once you have enough money, build two teams of Emperor, Gattling Tanks and ECM Tanks. Have one of your teams strike from the Southwest and the other from the Southeast. Once the southern perimeter is breached, it would only be a matter of time before General Townes' base is destroyed. Remember that you will have to send your units right into the fire as you have no artillery. Good luck! *****PLAYING AS GENERAL CLEAR STONE***** 1. Build your base and occupy the southern edge of the map OK, start building your base. You will notice that General "Pinpoint" Townes would have 2 Particle Cannons ready for you! Oh dear! That is why securing resources is a top priority as you will need a lot of cash to rebuild all the buildings you will lose to the particle cannons! Fortunately, there is an oil derrick to the northwest, and a repair pad to the east, send Red Guards to capture them. Don't worry if one of the Particle Cannons is set off, as General Townes most likely will be targeting your Command Centre or one of your Gattling Cannons. Build them far away from your other structures to prevent the beam from hitting them! Oh, another thing, as a safety precaution, I suggest you build at least two of the same production structure and far away from other structure to prevent the particle cannons from engulfing them all at once. Later in the game, Colonel Burton will be sent to attack your base. Therefore it is always wise to place some Gattling Cannons in a line along the long car bridge that goes from the northwest to the southeast to protect your vital structures. Map dominating is an important strategy in this mission, as the more structures you have, the more targets are there to focus on for General Granger, and hence even if he sets off his Particle Cannons, you will not be doomed! In fact, try to occupy the entire southwestern quadrant of the map! Street fighting is a very important element of this level. Try to garrison Tank Hunters and Red Guards inside the buildings near the southern perimeter of Malcolm Granger's base to hold those Laser Tanks and Avengers back. Try to train as many Hackers as possible before the first Particle Cannon is set off. Place them in the southwest of your base far away from any other structures and let them hack in peace. Later, you can build an Internet Centre somewhere else and have more Hackers hack inside to generate money even faster than before. Step 2: Control the land just outside General Townes' base, destroy the Particle Cannons It seems that if you have taken the buildings to the northwestern end of your quadrant, you will find them facing the southwestern perimeter of General Townes' base! Well, things are closer to use than it seems. Send a small detachment of Gattling Cannons and Nuke Cannons to fire away at the defenses and hold the area before you send in more troops. (If you want to have more fun, consider stretching your buildings along the entire southern edge of the map! To get rid of the two Particle Cannons, build a Nuclear Silo, now, General Townes will focus his Particle Cannon attacks (no pun intended) on it, and when the Nuke is ready, fire them at the two Particle Cannons and follow up with an Artillery Barrage. This will eliminate the threat for good. Step 3: Attack the base from 3 directions Once you have enough money, build two teams of Overlord Tanks, Gattling Tanks and ECM Tanks, supported with Nuke Cannons (If you like the explosions) or Inferno Cannons (If you like to hear the scream of the enemy burning to death) from behind. Have one of your teams strike from the Southwest and the other from the Southeast. Once the southern perimeter is breached, it would only be a matter of time before General Townes' base is destroyed. Remember to use the artillery against the Laser Defense Turrets before sending the rest of your units in! ------------------------------------------ d. GLA Toxin General: Dr. Thrax [CCGZH8D] ------------------------------------------ You first get a glimpse of Dr. Thrax's veiled face in the loading screen, and he taunts, "That button was poisoned! You're already dead!" Ha ha ha! That's funny! Then you can get an overview of his installations, as well as a rather green river, very unnaturally green, in fact! "Now, don't think that I don't know that your spies are flying over my base. But please, look all you wish! As it may be your last time you will ever see my stronghold. As you can see, my defenses, are impenetrable! And, my toxic weapon system will poison your troops long before they reach my main base! Be prepared, to tell your three-eyed grandchildren of your defeat this day! Ha ha ha!" That's the craziest taunt I have ever heard, after all, how can you have "three-eyed-grandchildren" (Very few chemicals make people mutate and stuff)? Anyway, you are now left to play. Build up your base now. *****PLAYING AS GENERAL ALEXIS ALEXANDER***** Step 1: Build your base and control the island you are on As soon as you start, build your base, and all the other essentials, particularly at least one airfield so that you can build Aurora Alpha Bombers. Also capture the two Oil Derricks on your island. Then tech up and build some Tomahawk Missiles. Look around the island you are on. There are two Stinger Sites and two Toxin Networks guarding the bridges. Your first priority will be to destroy them so you can cross the bridges. Build some Comanches to hold off all the Toxin Tractors they pit against you. They cannot fight back, really, only the occasional Quad Cannon that is almost always the minority in their attack force. Also, make sure you build at least 4 EMP Patriot Missiles on the northern shore of your base, as when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrzx Bomb into your base. Not very good for your construction dozers, right? Step 2: Destroy the SCUD Storm Send your Comanches across the bridge, and destroy the Stinger Site and hold that junction. Place a sentry drone to detect the occasional Jarmen Kell. Now, you would have gained enough experience to move up to a 4 Star General, and Dr. Thrax may have built a SCUD Storm. You are really a lucky person to be General Alexander. Use your General Points on a Level 3 A-10 Strike and a Level 1 Sceptre Gunship. Use the Aurora Alpha Bombers to target the SCUD Storm, then perform an A-10 Strike, then use the Scepter Gunship to blow it up! If the hole remains, send an Aurora Bomber to finish it off, or you can just build and use your own Particle Cannon! If Dr. Thrax ever rebuilds his SCUD Storm, all you need to do is, well, repeat the above procedures again and again! Step 3: Overrun his base with Stealth Comanches Now, the last thing on the agenda is to destroy Dr. Thrax's base. The good thing is that even one single Aurora Alpha Bomber can kill lots of people, so, first, build a team of Humvees, Tomahawks and Avengers on standby, and then order different Auroras to hit different parts of his base. Then, the whole base would be rather flat. Then, you can just send your ground forces in to do the mop up and that will be the end of Dr. Thrax! *****PLAYING AS GENERAL MALCOLM "ACE" GRANGER***** Step 1: Build your base and control the island you are on As soon as you start, build your base, and all the other essentials, particularly at least one airfield so that you can build Comanches. Also capture the two Oil Derricks on your island. Then tech up and build some Tomahawk Missiles. Look around the island you are on. There are two Stinger Sites and two Toxin Networks guarding the bridges. Your first priority will be to destroy them so you can cross the bridges. Build more Comanches to hold off all the Toxin Tractors they pit against you. They cannot fight back, really, only the occasional Quad Cannon that is almost always the minority in their attack force. Also, make sure you build at least 4 Patriot Missiles on the northern shore of your base, as when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrzx Bomb into your base. Not very good for your construction dozers, right? Step 2: Destroy the SCUD Storm Send your Comanches across the bridge, and destroy the Stinger Site and hold that junction. Place a sentry drone to detect the occasional Jarmen Kell. Now, you would have gained enough experience to move up to a 4 Star General, and Dr. Thrax may have built a SCUD Storm. You are really a lucky person to be General Granger. Use your General Points on a Level 3 A-10 Strike and a Level 1 Sceptre Gunship. Use the Carpet Bomb to target the SCUD Storm, then perform an A-10 Strike, then use the Scepter Gunship to blow it up! If the hole remains, send an Aurora Bomber to finish it off, or you can just build and use your own Particle Cannon! If Dr. Thrax ever rebuilds his SCUD Storm, all you need to do is, well, repeat the above procedures again and again! Step 3: Overrun his base with Stealth Comanches Now, the last thing on the agenda is to destroy Dr. Thrax's base. The good thing about Comanches is that there is no where that they cannot go. So, build a very very large squadron of Comanches (over 30) and send them into Dr. Thrax's base! Don't worry, they will act like locusts over a large wheat field. The rest, I leave it to your imagination. The only thing you should be aware of is that the Palace is fully garrisoned with RPG Troopers. Use Aurora Bombers or some of your bombs, I don't care! Destroy the palace and nothing should stop you from winning. *****PLAYING AS GENERAL "PINPOINT" TOWNES***** Step 1: Build your base and control the island you are on As soon as you start, build your base, and all the other essentials, particularly at least two War Factories so that you can build laser weapons in a jiffy. Also capture the two Oil Derricks on your island. Then tech up and build some Avengers. Look around the island you are on. There are two Stinger Sites and two Toxin Networks guarding the bridges. Your first priority will be to destroy them so you can cross the bridges. Build more Laser Tanks to hold off all the Toxin Tractors they pit against you. (Watch your power meter!) They cannot fight back, really, only the occasional Quad Cannon that is almost always the minority in their attack force. Also, make sure you build at least 4 Laser Defense Turrets on the northern shore of your base, as when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrzx Bomb into your base. Not very good for your construction dozers, right? Step 2: Destroy the SCUD Storm Send your Avengers and Laser Tanks across the bridge, and destroy the Stinger Site and hold that junction. Place a sentry drone to detect the occasional Jarmen Kell. Now, you would have gained enough experience to move up to a 4 Star General, and Dr. Thrax may have built a SCUD Storm. Although you are not really a lucky person as General Granger, you still get to use the A-10 Strike. Just build and use your own Particle Cannon! Zap it onto his SCUD Storm and then follow up with the A-10 Strike. It should be rather hard for their air defenses to stop, as there are 3 of them going at once. Then you can say bye-bye to their SCUD Storm! If Dr. Thrax ever rebuilds his SCUD Storm, all you need to do is, well, repeat the above procedures again and again! Step 3: Overrun his base with Lasers and more Lasers Now, the last thing on the agenda is to destroy Dr. Thrax's base. The good thing about Laser Tanks is that they are always calibrated so precisely that they never miss. So, build a very very large battalion of Laser Tanks (over 30) and send them into Dr. Thrax's base! Don't worry, they will act like locusts over a large wheat field. The rest, I leave it to your imagination. The only thing you should be aware of is that the Palace is fully garrisoned with RPG Troopers. Use Aurora Bombers or some of your bombs, I don't care! Destroy the palace and nothing should stop you from winning. Of course, to play safe, always have a Sentry Drone and Avenger to follow up to detect any Demo Traps and to stop those chemical RPGs from hitting your units! *****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ***** Step 1: Build your base and control the island you are on As soon as you start, build your base, and all the other essentials, particularly at least two Arms Dealers so that you can build vehicles in a jiffy. Also capture the two Oil Derricks on your island. Then tech up and build some SCUD Launchers supported by some Scorpion Tanks. Look around the island you are on. There are two Stinger Sites and two Toxin Networks guarding the bridges. Your first priority will be to destroy them so you can cross the bridges. Move your units across the northern bridge (destroying the artillery platform beforehand) in order to hold off all the Toxin Tractors they pit against you. Also send some units to guard the eastern bridge, at the mean time destroying the Artillery Platform on the eastern side as well. Dr. Thrax's forces cannot hit you hard, really, only the occasional Quad Cannon that is almost always the minority in their attack force. Also, make sure you build at least 4 Stinger Sites on the northern shore of your base, as when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrzx Bomb into your base. Not very good for your workers and other units, right? Step 2: Prepare for the SCUD Storm Send your small Expeditionary Force over to the junction near the mountain pass, and destroy the Stinger Site and hold that junction. Place Radar Van to detect the occasional Jarmen Kell. Now, you would have gained enough experience to move up to a 4 Star General, and Dr. Thrax may have built a SCUD Storm. This is just one of the main problems you will face in the game, as you have no air units nor any quick bombardment abilities. But still, you CAN fortify your buildings, and they may have you cushion the effects of all those toxic missiles, and of course, your buildings can rebuild from their holes. Step 3: Take control of the island to the east The island to the east has two more oil derricks that you can capture, and is rather empty, therefore you can always take the island and build an auxiliary base there. Therefore, send a small group of about 8 Scorpion Tanks and 3 SCUD Launchers to destroy all the presence of Dr. Thrax's troops on the island, and of course, get rid of the Stinger Site and the Tunnel Network over there. Congrats, you have control of the entire southern part of the map! Step 4: Perform a 2-prong attack on Dr. Thrax's base As you can see, Dr. Thrax's base has a heavily guarded front door, as well as a not so heavily guarded backdoor to the northwest. Therefore, you can always perform a two prong attack to sandwich him in the middle! Now, let's call the team by the mountain pass Team 1, and the team on the eastern island Team 2, shall we? The first order of business to have Team 1 and Team 2 to both have at least 15 Scorpion Tanks and 3-4 SCUD Launchers. Then, send Team 2 across the bridge to the north, and send them into the village. They are now directly across the bridge east to Team 1, then you can send Team 1 to the north across the heavily mined corridor between the mountains, use a Radar Van to scan for the Demo Traps so you can destroy them. Then when Team 1 has reached the other end of the corridor, have them destroy the Toxin Network and the Stinger Site. See? It's poorly guarded there. Have them stand ground. Now, switch to Team 2, and have them fight their way to the supply stash. Now, the rest is up to you when the business of destroying the remaining parts of Dr. Thrax's base is concerned. I am sure he can feel what a big crunch is like! *****PLAYING AS PRINCE KASSAD***** Step 1: Build your base and control the island you are on As soon as you start, build your base, and all the other essentials, particularly at least two Arms Dealers so that you can build vehicles in a jiffy. Also capture the two Oil Derricks on your island. Then tech up and build some Rocket Buggies supported by some Quad Cannons. Look around the island you are on. There are two Stinger Sites and two Toxin Networks guarding the bridges. Your first priority will be to destroy them so you can cross the bridges. Move your units across the northern bridge (destroying the artillery platform beforehand) in order to hold off all the Toxin Tractors they pit against you. Also send some units to guard the eastern bridge, at the mean time destroying the Artillery Platform on the eastern side as well. Dr. Thrax's forces cannot hit you hard, really, only the occasional Quad Cannon that is almost always the minority in their attack force. Also, make sure you build at least 4 Stinger Sites on the northern shore of your base, as when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrax Bomb into your base. Not very good for your workers and other units, right? Step 2: Prepare for the SCUD Storm Send your small Expeditionary Force over to the junction near the mountain pass, and destroy the Stinger Site and hold that junction. Place Radar Van to detect the occasional Jarmen Kell. Now, you would have gained enough experience to move up to a 4 Star General, and Dr. Thrax may have built a SCUD Storm. This is just one of the main problems you will face in the game, as you have no air units nor any quick bombardment abilities. But still, you CAN fortify your buildings, and they may have you cushion the effects of all those toxic missiles, and of course, your buildings can rebuild from their holes. Step 3: Take control of the island to the east The island to the east has two more oil derricks that you can capture, and is rather empty, therefore you can always take the island and build an auxiliary base there. Therefore, send a small group of about 8 Scorpion Tanks and 3 SCUD Launchers to destroy all the presence of Dr. Thrax's troops on the island, and of course, get rid of the Stinger Site and the Tunnel Network over there. Congrats, you have control of the entire southern part of the map! Step 4: Perform a 2-prong attack on Dr. Thrax's base As you can see, Dr. Thrax's base has a heavily guarded front door, as well as a not so heavily guarded backdoor to the northwest. Therefore, you can always perform a two prong attack to sandwich him in the middle! Now, let's call the team by the mountain pass Team 1, and the team on the eastern island Team 2, shall we? The first order of business to have Team 1 and Team 2 to both have at least 15 Quad Cannons and 3-4 Rocket Buggies. Then, send Team 2 across the bridge to the north, and send them into the village. They are now directly across the bridge east to Team 1, then you can send Team 1 to the north across the heavily mined corridor between the mountains, use a Radar Van to scan for the Demo Traps so you can destroy them. Then when Team 1 has reached the other end of the corridor, have them destroy the Toxin Network and the Stinger Site. See? It's poorly guarded there. Have them stand ground. Now, switch to Team 2, and have them fight their way to the supply stash. Now, the rest is up to you when the business of destroying the remaining parts of Dr. Thrax's base is concerned. I am sure he can feel what a big crunch is like! *****PLAYING AS GENERAL "ANVIL" SHIN FAI***** Step 1: Build your base and control the island you are on As soon as you start, build your base, and all the other essentials, particularly at least two War Factories so that you can build vehicles in a jiffy. Also capture the two Oil Derricks on your island. Then tech up and build some Nuke Cannons supported by some Assault Troop Transports. Look around the island you are on. There are two Stinger Sites and two Toxin Networks guarding the bridges. Your first priority will be to destroy them so you can cross the bridges. Move your units across the northern bridge (destroying the artillery platform beforehand) in order to hold off all the Toxin Tractors they pit against you. Also send some units to guard the eastern bridge, at the mean time destroying the Artillery Platform on the eastern side as well. Dr. Thrax's forces cannot hit you hard, really, only the occasional Quad Cannon that is almost always the minority in their attack force. Also, make sure you build at least 4 Gattling Cannons on the northern shore of your base, as when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrzx Bomb into your base. Not very good for your Construction Dozers and other units, right? Particularly you have so many infantry units for him to poison. Step 2: Destroy the SCUD Storm Send your small Expeditionary Force over to the junction near the mountain pass, and destroy the Stinger Site and hold that junction. Place an Assault Helix fully loaded with Tank Hunters on stand by. Now, you would have gained enough experience to move up to a 4 Star General, and Dr. Thrax may have built a SCUD Storm. You are really a lucky person to have chosen General Clear Stone. Use your General Points on a Level 3 Artillery Barrage and a Carpet Bomber. Use the Carpet Bomber to target the SCUD Storm, then send in the Artillery Barrage! The hole will remain, but at least, the launching of the SCUD Storm is deferred! Build a Nuke and let it count down. Then when it is ready, Nuke the SCUD Storm and follow up with the Artillery Barrage! If Dr. Thrax ever rebuilds his SCUD Storm, all you need to do is, well, repeat the above procedures again and again! Step 3: Take control of the island to the east The island to the east has two more oil derricks that you can capture, and is rather empty, therefore you can always take the island and build an auxiliary base there. Therefore, send a small group of about 5 Assault Troop Transports and 5 Attack Outposts to destroy all the presence of Dr. Thrax's troops on the island, and of course, get rid of the Stinger Site and the Tunnel Network over there. Congrats, you have control of the entire southern part of the map! Step 4: Perform a 2-prong attack on Dr. Thrax's base As you can see, Dr. Thrax's base has a heavily guarded front door, as well as a not so heavily guarded backdoor to the northwest. Therefore, you can always perform a two prong attack to sandwich him in the middle! Now, let's call the team by the mountain pass Team 1, and the team on the eastern island Team 2, shall we? The first order of business to have Team 1 and Team 2 to both have at least 3 Nuke Cannons, 4 Assault Troop Transports and 5 Attack Outposts. Then, send Team 2 across the bridge to the north, and send them into the village. They are now directly across the bridge east to Team 1, then you can send Team 1 to the north across the heavily mined corridor between the mountains, use the sensors on your Assault Troop Transports to scan for the Demo Traps so you can destroy them. Then when Team 1 has reached the other end of the corridor, have them destroy the Toxin Network and the Stinger Site. See? It's poorly guarded there. Have them stand ground. Now, switch to Team 2, and have them fight their way to the supply stash. Now, the rest is up to you when the business of destroying the remaining parts of Dr. Thrax's base is concerned. I am sure he can feel what a big crunch is like! *****PLAYING AS GENERAL TA HWUN KWAI***** Step 1: Build your base and control the island you are on As soon as you start, build your base, and all the other essentials, particularly at least two War Factories so that you can build vehicles in a jiffy. Also capture the two Oil Derricks on your island. Then tech up and build some Emperor Tanks. Look around the island you are on. There are two Stinger Sites and two Toxin Networks guarding the bridges. Your first priority will be to destroy them so you can cross the bridges. Move your units across the northern bridge (destroying the artillery platform beforehand) in order to hold off all the Toxin Tractors they pit against you. Also send some units to guard the eastern bridge, at the mean time destroying the Artillery Platform on the eastern side as well. Dr. Thrax's forces cannot hit you hard, really, only the occasional Quad Cannon that is almost always the minority in their attack force. Also, make sure you build at least 4 Gattling Cannons on the northern shore of your base, as when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrzx Bomb into your base. Not very good for your Construction Dozers and other units, right? Step 2: Destroy the SCUD Storm Send your small Expeditionary Force over to the junction near the mountain pass, and destroy the Stinger Site and hold that junction. Place a Helix with a Gattling Cannon above to detect the occasional Jarmen Kell. Now, you would have gained enough experience to move up to a 4 Star General, and Dr. Thrax may have built a SCUD Storm. Therefore, you may want to build your own Nuclear Missile Silo way before his SCUD Storm is built, then once your Nuke is ready, you can launch the Nuke at his SCUD Storm, and then follow up with the Level 3 Artillery Barrage. That way, the SCUD Storm can be eliminated. If Dr. Thrax ever rebuilds his SCUD Storm, all you need to do is, well, repeat the above procedures again and again! Step 3: Take control of the island to the east The island to the east has two more oil derricks that you can capture, and is rather empty, therefore you can always take the island and build an auxiliary base there. Therefore, send a small group of about 3 Emperor Tanks to destroy all the presence of Dr. Thrax's troops on the island, and of course, get rid of the Stinger Site and the Tunnel Network over there. Congrats, you have control of the entire southern part of the map! Step 4: Perform a 2-prong attack on Dr. Thrax's base As you can see, Dr. Thrax's base has a heavily guarded front door, as well as a not so heavily guarded backdoor to the northwest. Therefore, you can always perform a two prong attack to sandwich him in the middle! Now, let's call the team by the mountain pass Team 1, and the team on the eastern island Team 2, shall we? The first order of business to have Team 1 and Team 2 to both have at least 6 Emperor Tanks. Then, send Team 2 across the bridge to the north, and send them into the village. They are now directly across the bridge east to Team 1, then you can send Team 1 to the north across the heavily mined corridor between the mountains, use the Gattling Cannons on top of your Emperor Tanks to scan for the Demo Traps so you can destroy them. Then when Team 1 has reached the other end of the corridor, have them destroy the Toxin Network and the Stinger Site. See? It's poorly guarded there. Have them stand ground. Now, switch to Team 2, and have them fight their way to the supply stash. Now, the rest is up to you when the business of destroying the remaining parts of Dr. Thrax's base is concerned. I am sure he can feel what a big crunch is like! *****PLAYING AS GENERAL MALCOLM ACE GRANGER***** Step 1: Build your base and control the island you are on As soon as you start, build your base, and all the other essentials, particularly at least one airfield so that you can build Comanches. Also capture the two Oil Derricks on your island. Then tech up and build some Tomahawk Missiles. Look around the island you are on. There are two Stinger Sites and two Toxin Networks guarding the bridges. Your first priority will be to destroy them so you can cross the bridges. Build more Comanches to hold off all the Toxin Tractors they pit against you. They cannot fight back, really, only the occasional Quad Cannon that is almost always the minority in their attack force. Also, make sure you build at least 4 Patriot Missiles on the northern shore of your base, as when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrzx Bomb into your base. Not very good for your construction dozers, right? Step 2: Destroy the SCUD Storm Send your Comanches across the bridge, and destroy the Stinger Site and hold that junction. Place a sentry drone to detect the occasional Jarmen Kell. Now, you would have gained enough experience to move up to a 4 Star General, and Dr. Thrax may have built a SCUD Storm. You are really a lucky person to be General Granger. Use your General Points on a Level 3 A-10 Strike and a Level 1 Sceptre Gunship. Use the Carpet Bomb to target the SCUD Storm, then perform an A-10 Strike, then use the Scepter Gunship to blow it up! If the hole remains, send an Aurora Bomber to finish it off, or you can just build and use your own Particle Cannon! If Dr. Thrax ever rebuilds his SCUD Storm, all you need to do is, well, repeat the above procedures again and again! Step 3: Overrun his base with Stealth Comanches Now, the last thing on the agenda is to destroy Dr. Thrax's base. The good thing about Comanches is that there is no where that they cannot go. So, build a very very large squadron of Comanches (over 30) and send them into Dr. Thrax's base! Don't worry, they will act like locusts over a large wheat field. The rest, I leave it to your imagination. The only thing you should be aware of is that the Palace is fully garrisoned with RPG Troopers. Use Aurora Bombers or some of your bombs, I don't care! Destroy the palace and nothing should stop you from winning. *****PLAYING AS GENERAL CLEAR STONE***** Step 1: Build your base and control the island you are on As soon as you start, build your base, and all the other essentials, particularly at least two War Factories so that you can build vehicles in a jiffy. Also capture the two Oil Derricks on your island. Then tech up and build some Nuke Cannons supported by some Overlord Tanks. Look around the island you are on. There are two Stinger Sites and two Toxin Networks guarding the bridges. Your first priority will be to destroy them so you can cross the bridges. Move your units across the northern bridge (destroying the artillery platform beforehand) in order to hold off all the Toxin Tractors they pit against you. Also send some units to guard the eastern bridge, at the mean time destroying the Artillery Platform on the eastern side as well. Dr. Thrax's forces cannot hit you hard, really, only the occasional Quad Cannon that is almost always the minority in their attack force. Also, make sure you build at least 4 Gattling Cannons on the northern shore of your base, as when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrzx Bomb into your base. Not very good for your Construction Dozers and other units, right? Step 2: Destroy the SCUD Storm Send your small Expeditionary Force over to the junction near the mountain pass, and destroy the Stinger Site and hold that junction. Place a Helix with a Gattling Cannon above to detect the occasional Jarmen Kell. Now, you would have gained enough experience to move up to a 4 Star General, and Dr. Thrax may have built a SCUD Storm. You are really a lucky person to have chosen General Clear Stone. Use your General Points on a Level 3 Artillery Barrage and a Nuke Bomber. Use the Nuke Bomber to target the SCUD Storm, then send in the Artillery Barrage! The hole will remain, but at least, the launching of the SCUD Storm is deferred! Build a Nuke and let it count down. Then when it is ready, Nuke the SCUD Storm and follow up with the Artillery Barrage! If Dr. Thrax ever rebuilds his SCUD Storm, all you need to do is, well, repeat the above procedures again and again! Step 3: Take control of the island to the east The island to the east has two more oil derricks that you can capture, and is rather empty, therefore you can always take the island and build an auxiliary base there. Therefore, send a small group of about 3 Overlod Tanks and 2 Nuke Cannons to destroy all the presence of Dr. Thrax's troops on the island, and of course, get rid of the Stinger Site and the Tunnel Network over there. Congrats, you have control of the entire southern part of the map! Step 4: Perform a 2-prong attack on Dr. Thrax's base As you can see, Dr. Thrax's base has a heavily guarded front door, as well as a not so heavily guarded backdoor to the northwest. Therefore, you can always perform a two prong attack to sandwich him in the middle! Now, let's call the team by the mountain pass Team 1, and the team on the eastern island Team 2, shall we? The first order of business to have Team 1 and Team 2 to both have at least 4 Overlord Tanks and 2-3 Nuke Cannons. Then, send Team 2 across the bridge to the north, and send them into the village. They are now directly across the bridge east to Team 1, then you can send Team 1 to the north across the heavily mined corridor between the mountains, use the Gattling Cannons on top of your Overlord to scan for the Demo Traps so you can destroy them. Then when Team 1 has reached the other end of the corridor, have them destroy the Toxin Network and the Stinger Site. See? It's poorly guarded there. Have them stand ground. Now, switch to Team 2, and have them fight their way to the supply stash. Now, the rest is up to you when the business of destroying the remaining parts of Dr. Thrax's base is concerned. I am sure he can feel what a big crunch is like! ------------------------------------------------ e. GLA Stealth General: Prince Kassad [CCGZH8E] ------------------------------------------------ We will first get a glimpse of Prince Kassad showing off an Assault Rifle, saying, "Now you see me, now you are dead! Hu hu hu hu hu!" (Or, "This may not be good for you, General!" Then, you get to see one of Prince Kassad's enemies getting assassinated by a sniper(That sniper is obviously Jarmen Kell. Actually, that guy who is killed looks a bit like a Red Guard, or is he a Red Guard?) "Yet another man who stood against me falls!" Then you get to see his stealthy Stinger Sites, with a Radar Van in the middle. "And so it would be for you General, no warning, no mercy. You still have time to flee with your life, General. Hu hu hu hu hu!" Don't act like a coward and flee now, as you are now left to play against the GLA Stealth General, or I should say member of royalty, Prince Kassad! *****PLAYING AS GENERAL ALEXIS ALEXANDER***** Step 1: Build your base and secure mountain pass Yes, first, build an Advanced Cold Fusion Reactor, Supply Center, Supply Drop Zones and all the works, especially at least one airfield! While you are at it, Prince Kassad would have sent two Technicals to your base. Don't worry, as they will not attack (You will hear Prince Kassad bragging, the fool!), meanwhile, two workers would have built two Demo Traps on each of the two exits to your base. Send a construction dozer to clear the Demo Traps, and then move northwest, until you reach the mountain pass where the two paths converge. Defend this area by lining it up with EMP Patriot Missiles and Fire Bases (Garrisoned with Rangers and later the Pathfinder to defend against terrorists. (There is a Tunnel Network by the money crate, take it out if you want, as Prince Kassad usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies, and fortunately, they can be countered by Avengers (2 at each entry point is safe). Watch out for them though, as they each cost a whopping $2000, and you will find yourself in deep financial trouble if you happen to lose even one of them. To help defend against the Attack Buggies in the northwest, simply capture the Artillery Platform there to help, as they have much longer range than the Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply place Comanches here and there. Step 2: Build Particle Cannon and destroy SCUD Storm Once your Strategy Center is up, activate Search and Destroy Mode, then every unit would have increased range. Build the Particle Cannon as quickly as possible, as Prince Kassad would have built a SCUD Storm soon if you do not do it now. You should be a 3-Star General or 4-Star General any moment now. Use 3 of your General Points to make use of a Level-3 A-10 Strike. You will have to use these to help destroy the SCUD Storm. Now to find the SCUD Storm. As Prince Kassad is a stealth general, all of his buildings, including his SCUD Storm are stealthy. However, the good news is that the location of his SCUD Storm is clearly marked on the map for you. Scroll over to the northwestern corner of the map. See the field? There is a patch of land in the middle of the field surrounded by 4 haystacks in a square. That is where the SCUD Storm is. Target the centre of the square with your Aurora Alpha Bombers, A-10 Strike and the Particle Cannon (Use if necessary) and his SCUD Storm can be destroyed. That's it, now you can fight in a more even basis. If Prince Kassad rebuilds his SCUD Storm again, simply repeat the procedure over and over again. Get it? Good, now let's move on. Step 3: Attack and destroy northwestern base With the SCUD Storm taken care of, it is time to counterattack. Send you troops up the hill from the mountain pass. As usual, build the usual swarm of Aurora Alphas. However, as Prince Kassad loves to use Quad Cannons, it would be dangerous to send them in by themselves. Therefore, remember to have ground support comprising of Humvees, Tomahawk Missiles and Avengers on stand by. Use the Aurora Alphas to deal with the defenses at their door step, while your ground troops destroy everything else. If you have problems locating the structures, use a Spy Satellite or bring a couple of Sentry Drones with you. Use the Particle Cannon to assist you whenever necessary, as with the Scepter Gunship and Mother of All Bombs! (I know that MOAB stands for the Massive Ordnance Air Burst! I joked about it in my Side Comparison Guide and I got e-mailed by a demolitions expert from the US Army explaining what it is. I guess some people just can't take a joke.) Step 4: Attack and destroy southwestern base Now that you have destroyed the northwestern base of Prince Kassad, it is time to finish off the main base in the southwest. I can tell that it is the main base as Jarmen Kell is guarding it. Send you troops back to the mountain pass, and this time go southwest. You know what to do. I know that you will be expecting more units, but resistance is not much heavier than the northwest, as all of them are cannon fodder for your Tomahawks! However, you should watch out for all those Demo Traps in the way. Before sending your units, in, I suggest you run a couple of Particle Cannons through the base once before you attack. Then you can know where all the buildings are in the first place before you strike. Another thing to be aware of is his Palace. It is loaded with RPG Troopers. Otherwise, you would have beaten Prince Kassad! *****PLAYING AS GENERAL MALCOLM "ACE" GRANGER***** Step 1: Build your base and secure mountain pass Yes, first, build a Cold Fusion Reactor, Supply Center, Supply Drop Zones and all the works, especially at least one airfield! While you are at it, Prince Kassad would have sent two Technicals to your base. Don't worry, as they will not attack (You will hear Prince Kassad bragging, the fool!), meanwhile, two workers would have built two Demo Traps on each of the two exits to your base. Send a construction dozer to clear the Demo Traps, and then move northwest, until you reach the mountain pass where the two paths converge. Defend this area by lining it up with Patriot Missiles and Fire Bases (Garrisoned with Rangers and later the Pathfinder to defend against terrorists. (There is a Tunnel Network by the money crate, take it out if you want, as Prince Kassad usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies, and fortunately, they can be countered by Avengers (2 at each entry point is safe). Watch out for them though, as they each cost a whopping $2000, and you will find yourself in deep financial trouble if you happen to lose even one of them. To help defend against the Attack Buggies in the northwest, simply capture the Artillery Platform there to help, as they have much longer range than the Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply place Comanches here and there. Step 2: Build Particle Cannon and destroy SCUD Storm Once your Strategy Center is up, activate Search and Destroy Mode, then every unit would have increased range. Build the Particle Cannon as quickly as possible, as Prince Kassad would have built a SCUD Storm soon if you do not do it now. You should be a 3-Star General or 4-Star General any moment now. Use 3 of your General Points to make use of a Level-3 A-10 Strike. You will have to use these to help destroy the SCUD Storm. Now to find the SCUD Storm. As Prince Kassad is a stealth general, all of his buildings, including his SCUD Storm are stealthy. However, the good news is that the location of his SCUD Storm is clearly marked on the map for you. Scroll over to the northwestern corner of the map. See the field? There is a patch of land in the middle of the field surrounded by 4 haystacks in a square. That is where the SCUD Storm is. Target the centre of the square with your Carpet Bomber, A-10 Strike and the Particle Cannon and his SCUD Storm can be destroyed. Otherwise, use a couple of Aurora Bombers to finish it off. That's it, now you can fight in a more even basis. If Prince Kassad rebuilds his SCUD Storm again, simply repeat the procedure over and over again. Get it? Good, now let's move on. Step 3: Attack and destroy northwestern base With the SCUD Storm taken care of, it is time to counterattack. Send you troops up the hill from the mountain pass. As usual, build the usual swarm of Stealth Comanches. However, as Prince Kassad loves to use Quad Cannons, it would be dangerous to send them in by themselves. Therefore, remember to have ground support comprising of Tomahawk Missiles and Avengers. Use the Tomahawks to destroy the Quad Cannons while your Comanches destroy everything else. If you have problems locating the structures, use a Spy Satellite or bring a couple of Sentry Drones with you. Use the Particle Cannon to assist you whenever necessary, as with the Scepter Gunship and Mother of All Bombs! (I know that MOAB stands for the Massive Ordnance Air Burst! I joked about it in my Side Comparison Guide and I got e-mailed by a demolitions expert from the US Army explaining what it is. I guess some people just can't take a joke.) Step 4: Attack and destroy southwestern base Now that you have destroyed the northwestern base of Prince Kassad, it is time to finish off the main base in the southwest. I can tell that it is the main base as Jarmen Kell is guarding it. Send you troops back to the mountain pass, and this time go southwest. You know what to do. I know that you will be expecting more units, but resistance is not much heavier than the northwest, as all of them are cannon fodder for your Tomahawks! However, you should watch out for all those Demo Traps in the way. Before sending your units, in, I suggest you run a Particle Cannon through the base once before you attack. Then you can know where all the buildings are in the first place before you strike. Another thing to be aware of is his Palace. It is loaded with RPG Troopers. Otherwise, you would have beaten Prince Kassad! *****PLAYING AS GENERAL "PINPOINT" TOWNES***** Step 1: Build your base and secure mountain pass Yes, first, build a Cold Fusion Reactor, Supply Center, Supply Drop Zones and all the works, especially at least one airfield! While you are at it, Prince Kassad would have sent two Technicals to your base. Don't worry, as they will not attack (You will hear Prince Kassad bragging, the fool!), meanwhile, two workers would have built two Demo Traps on each of the two exits to your base. Send a construction dozer to clear the Demo Traps, and then move northwest, until you reach the mountain pass where the two paths converge. Defend this area by lining it up with Laser Defense Turrets and Fire Bases (Garrisoned with Rangers and later the Pathfinder to defend against terrorists. (There is a Tunnel Network by the money crate, take it out if you want, as Prince Kassad usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies, and fortunately, they can be countered by Avengers (2 at each entry point is safe). Watch out for them though, as although they are sold at a 25% discount, they still ain't cheap. Lose one of them and you will find yourself in deep financial trouble. To help defend against the Attack Buggies in the northwest, simply capture the Artillery Platform there to help, as they have much longer range than the Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply place Comanches here and there. Step 2: Build Particle Cannon and destroy SCUD Storm Once your Strategy Center is up, activate Search and Destroy Mode, then every unit would have increased range. Build the Particle Cannon as quickly as possible, as Prince Kassad would have built a SCUD Storm soon if you do not do it now. You should be a 3-Star General or 4-Star General any moment now. Use 3 of your General Points to make use of a Level-3 A-10 Strike. You will have to use these to help destroy the SCUD Storm. Now to find the SCUD Storm. As Prince Kassad is a stealth general, all of his buildings, including his SCUD Storm are stealthy. However, the good news is that the location of his SCUD Storm is clearly marked on the map for you. Scroll over to the northwestern corner of the map. See the field? There is a patch of land in the middle of the field surrounded by 4 haystacks in a square. That is where the SCUD Storm is. Target the centre of the square with your Carpet Bomber, A-10 Strike and the Particle Cannon and his SCUD Storm can be destroyed. Otherwise, use a couple of Aurora Bombers to finish it off. That's it, now you can fight in a more even basis. If Prince Kassad rebuilds his SCUD Storm again, simply repeat the procedure over and over again. Get it? Good, now let's move on. Step 3: Attack and destroy northwestern base With the SCUD Storm taken care of, it is time to counterattack. Send you troops up the hill from the mountain pass. As usual, build the usual battalion of Laser Tanks with Avengers. Send them in and it is time to seek and destroy everything you find! If you have problems locating the structures, use a Spy Satellite or bring a couple of Sentry Drones with you. Use the Particle Cannon to assist you whenever necessary, as with the Scepter Gunship and Mother of All Bombs! (I know that MOAB stands for the Massive Ordnance Air Burst! I joked about it in my Side Comparison Guide and I got e-mailed by a demolitions expert from the US Army explaining what it is. I guess some people just can't take a joke.) Step 4: Attack and destroy southwestern base Now that you have destroyed the northwestern base of Prince Kassad, it is time to finish off the main base in the southwest. I can tell that it is the main base as Jarmen Kell is guarding it. Send you troops back to the mountain pass, and this time go southwest. You know what to do. I know that you will be expecting more units, but resistance is not much heavier than the northwest, as all of them are cannon fodder for your Tomahawks! However, you should watch out for all those Demo Traps in the way. Before sending your units, in, I suggest you run a Particle Cannon through the base once before you attack. Then you can know where all the buildings are in the first place before you strike. Another thing to be aware of is his Palace. It is loaded with RPG Troopers. Otherwise, you would have beaten Prince Kassad! *****PLAYING AS DR. THRAX***** Step 1: Build your base and secure mountain pass Yes, first, build a Supply Stash, Barracks, Palace, Black Market and all the works, especially at least two Arms Dealers! While you are at it, Prince Kassad would have sent two Technicals to your base. Don't worry, as they will not attack (You will hear Prince Kassad bragging, the fool!), meanwhile, two workers would have built two Demo Traps on each of the two exits to your base. Send a worker to clear the Demo Traps, and then move northwest, until you reach the mountain pass where the two paths converge. Defend this area by lining it up with Stinger Sites and Toxin Networks (Garrisoned with several Quad Cannons and Scorpion Tanks to surprise the enemy.) (There is a Tunnel Network by the money crate, take it out if you want, as Prince Kassad usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies. So, you must always be on the alert, and be ready to send your Scorpion Tanks out before it is too late. To help defend against the Attack Buggies in the northwest, simply capture the Artillery Platform there to help, as they have much longer range than the Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply place Quad Cannons here and there. Toxin Networks also help a lot, as anything that touches the chemicals will be turned into salamander men in no time! Step 2: Build your own SCUD Storm and destroy Prince Kassad's SCUD Storm Once your Palace is up, research the Fortified Structure upgrade for your buildings, then they can withstand more damage. Build a SCUD Storm as quickly as possible, as Prince Kassad would have built a SCUD Storm soon if you do not do it now. Now to find the SCUD Storm. As Prince Kassad is a stealth general, all of his buildings, including his SCUD Storm are stealthy. However, the good news is that the location of his SCUD Storm is clearly marked on the map for you. Scroll over to the northwestern corner of the map. See the field? There is a patch of land in the middle of the field surrounded by 4 haystacks in a square. That is where the SCUD Storm is. Unfortunately, the GLA always lacks quick bombardment abilities in their General Abilities, so you will have to bring your troops in. Let's start with a swarm of about 15-20 Scorpion Tanks with a couple of SCUD Launchers in the rear. Send you troops up the hill from the mountain pass. The good thing is that, Prince Kassad can only use Quad Cannons and that he does not have any tanks or the SCUD Launcher, so it would be a cakewalk to destroy his northwestern base, where his SCUD Storm is. However, there may be some Demo Traps here and there. Therefore, remember to have the Radar Van scan and reveal those traps before you move up to his base. Use the SCUD Launchers to destroy the Stinger Sites and Tunnel Networks while your Scorpion Tanks destroy everything else. If you have problems locating the structures, use the Radar Scan or bring a Radar Van with you. Use the SCUD Storm to assist you whenever necessary. If you are fast enough, Prince Kassad may have only be able to fire the SCUD Storm once, or not even once! Step 3: Attack and destroy southwestern base Now that you have destroyed the northwestern base of Prince Kassad, it is time to finish off the main base in the southwest. I can tell that it is the main base as Jarmen Kell is guarding it. Send you troops back to the mountain pass, and this time go southwest. You know what to do. I know that you will be expecting more units, but resistance is not much heavier than the northwest, as all of them are cannon fodder for your SCUD Launchers! However, you should watch out for all those Demo Traps in the way. Before sending your units, in, I suggest you launch another SCUD Storm through the base once before you attack. Then you can know where all the buildings are in the first place before you strike. Another thing to be aware of is his Palace. It is loaded with RPG Troopers. Otherwise, you would have beaten Prince Kassad! *****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ***** Step 1: Build your base and secure mountain pass Yes, first, build a Supply Stash, Barracks, Palace, Black Market and all the works, especially at least two Arms Dealers! While you are at it, Prince Kassad would have sent two Technicals to your base. Don't worry, as they will not attack (You will hear Prince Kassad bragging, the fool!), meanwhile, two workers would have built two Demo Traps on each of the two exits to your base. Send a worker to clear the Demo Traps, and then move northwest, until you reach the mountain pass where the two paths converge. Defend this area by lining it up with Stinger Sites and Tunnel Networks (Garrisoned with several Quad Cannons and Scorpion Tanks to surprise the enemy.) (There is a Tunnel Network by the money crate, take it out if you want, as Prince Kassad usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies. So, you must always be on the alert, and be ready to send your Scorpion Tanks out before it is too late. To help defend against the Attack Buggies in the northwest, simply capture the Artillery Platform there to help, as they have much longer range than the Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply place Quad Cannons here and there. Step 2: Build your own SCUD Storm and destroy Prince Kassad's SCUD Storm Once your Palace is up, research the Fortified Structure upgrade for your buildings, then they can withstand more damage. Build a SCUD Storm as quickly as possible, as Prince Kassad would have built a SCUD Storm soon if you do not do it now. Now to find the SCUD Storm. As Prince Kassad is a stealth general, all of his buildings, including his SCUD Storm are stealthy. However, the good news is that the location of his SCUD Storm is clearly marked on the map for you. Scroll over to the northwestern corner of the map. See the field? There is a patch of land in the middle of the field surrounded by 4 haystacks in a square. That is where the SCUD Storm is. Unfortunately, the GLA always lacks quick bombardment abilities in their General Abilities, so you will have to bring your troops in. Let's start with a swarm of about 15-20 Scorpion Tanks with a couple of SCUD Launchers in the rear. Send you troops up the hill from the mountain pass. The good thing is that, Prince Kassad can only use Quad Cannons and that he does not have any tanks or the SCUD Launcher, so it would be a cakewalk to destroy his northwestern base, where his SCUD Storm is. However, there may be some Demo Traps here and there. Therefore, remember to have the Radar Van scan and reveal those traps before you move up to his base. Use the SCUD Launchers to destroy the Stinger Sites and Tunnel Networks while your Scorpion Tanks destroy everything else. If you have problems locating the structures, use the Radar Scan or bring a Radar Van with you. Use the SCUD Storm to assist you whenever necessary. If you are fast enough, Prince Kassad may have only be able to fire the SCUD Storm once, or not even once! Step 3: Attack and destroy southwestern base Now that you have destroyed the northwestern base of Prince Kassad, it is time to finish off the main base in the southwest. I can tell that it is the main base as Jarmen Kell is guarding it. Send you troops back to the mountain pass, and this time go southwest. You know what to do. I know that you will be expecting more units, but resistance is not much heavier than the northwest, as all of them are cannon fodder for your SCUD Launchers! However, you should watch out for all those Demo Traps in the way. Before sending your units, in, I suggest you launch another SCUD Storm through the base once before you attack. Then you can know where all the buildings are in the first place before you strike. Another thing to be aware of is his Palace. It is loaded with RPG Troopers. Otherwise, you would have beaten Prince Kassad! *****PLAYING AS GENERAL "ANVIL" SHIN FAI***** Step 1: Build your base and secure mountain pass Yes, first, build a Nuclear Reactor, Supply Center, Internet Center and all the works, especially at least one airfield! While you are at it, Prince Kassad would have sent two Technicals to your base. Don't worry, as they will not attack (You will hear Prince Kassad bragging, the fool!), meanwhile, two workers would have built two Demo Traps on each of the two exits to your base. Send a construction dozer to clear the Demo Traps, and then move northwest, until you reach the mountain pass where the two paths converge. Defend this area by lining it up with Gattling Cannons, and that will be enough due to the weakly armored enemies. (There is a Tunnel Network by the money crate, take it out if you want, as Prince Kassad usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies, and fortunately, they can be countered by ECM Tanks (I saw 3 coming, they fired 36 missiles at a single Gattling Cannon, and none of them hit! I was then able to use several MiGs to get rid of the whole bunch!). To help defend against the Attack Buggies in the northwest, simply capture the Artillery Platform there to help, as they have much longer range than the Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply place Assault Troop Transports (loaded with minigunners) here and there. Step 2: Build Nuclear Missile and destroy SCUD Storm Once your Propaganda Center is up, train some Super Hackers to raise money. Build the Nuclear Missile Silo (at a 10% discount) as quickly as possible, as Prince Kassad would have built a SCUD Storm soon if you do not do it now. You should be a 3-Star General or 4-Star General any moment now. Use 3 of your General Points to make use of a Level-3 Artillery Barrage. You will have to use these to help destroy the SCUD Storm. Now to find the SCUD Storm. As Prince Kassad is a stealth general, all of his buildings, including his SCUD Storm are stealthy. However, the good news is that the location of his SCUD Storm is clearly marked on the map for you. Scroll over to the northwestern corner of the map. See the field? There is a patch of land in the middle of the field surrounded by 4 haystacks in a square. That is where the SCUD Storm is. Target the centre of the square with your Nuclear Missile, follow up with the Artillery Barrage and his SCUD Storm can be destroyed. It always works. That's it, now you can fight in a more even basis. If Prince Kassad rebuilds his SCUD Storm again, simply repeat the procedure over and over again. Get it? Good, now let's move on. Step 3: Attack and destroy northwestern base With the SCUD Storm taken care of, it is time to counterattack. Send you troops up the hill from the mountain pass. Build maybe 3-4 Overlord Tanks and have another 3 Nuke Cannons behind them to give support. Bring ECM tanks to lower the accuracy of his missiles. Use the Nuke Cannons to destroy the defenses while your Overlord Tanks destroy everything else. It is not hard to locate their Demo Traps and other stealthy structures, provided that you will have at least one Overlord Tank with a Gattling Cannon. Step 4: Attack and destroy southwestern base Now that you have destroyed the northwestern base of Prince Kassad, it is time to finish off the main base in the southwest. I can tell that it is the main base as Jarmen Kell is guarding it. Send you troops back to the mountain pass, and this time go southwest. You know what to do. I know that you will be expecting more units, but resistance is not much heavier than the northwest, as all of them are cannon fodder for your Nuke Cannons! However, you should watch out for all those Demo Traps in the way. Before sending your units, in, I suggest you launch a Nuclear Missile through the base once before you attack. Then you can know where all the buildings are in the first place before you strike. Another thing to be aware of is his Palace. It is loaded with RPG Troopers. Otherwise, you would have beaten Prince Kassad! *****PLAYING AS GENERAL TA HWUN KWAI***** Step 1: Build your base and secure mountain pass Yes, first, build a Nuclear Reactor, Supply Center, Internet Center and all the works, especially at least one airfield! While you are at it, Prince Kassad would have sent two Technicals to your base. Don't worry, as they will not attack (You will hear Prince Kassad bragging, the fool!), meanwhile, two workers would have built two Demo Traps on each of the two exits to your base. Send a construction dozer to clear the Demo Traps, and then move northwest, until you reach the mountain pass where the two paths converge. Defend this area by lining it up with Gattling Cannons, and that will be enough due to the weakly armored enemies. (There is a Tunnel Network by the money crate, take it out if you want, as Prince Kassad usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies, and fortunately, they can be countered by ECM Tanks (I saw 3 coming, they fired 36 missiles at a single Gattling Cannon, and none of them hit! I was then able to use several MiGs to get rid of the whole bunch!). To help defend against the Attack Buggies in the northwest, simply capture the Artillery Platform there to help, as they have much longer range than the Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply place Gattling Tanks and Battlemaster Tanks here and there. Step 2: Build Nuclear Missile and destroy SCUD Storm Once your Propaganda Center is up, train some Hackers to raise money. Build the Nuclear Missile Silo (at a 10% discount) as quickly as possible, as Prince Kassad would have built a SCUD Storm soon if you do not do it now. You should be a 3-Star General or 4-Star General any moment now. Use 3 of your General Points to make use of a Level-3 Artillery Barrage. You will have to use these to help destroy the SCUD Storm. Now to find the SCUD Storm. As Prince Kassad is a stealth general, all of his buildings, including his SCUD Storm are stealthy. However, the good news is that the location of his SCUD Storm is clearly marked on the map for you. Scroll over to the northwestern corner of the map. See the field? There is a patch of land in the middle of the field surrounded by 4 haystacks in a square. That is where the SCUD Storm is. Target the centre of the square with your Nuclear Missile, follow up with the Artillery Barrage and his SCUD Storm can be destroyed. It always works. That's it, now you can fight in a more even basis. If Prince Kassad rebuilds his SCUD Storm again, simply repeat the procedure over and over again. Get it? Good, now let's move on. Step 3: Attack and destroy northwestern base With the SCUD Storm taken care of, it is time to counterattack. Send you troops up the hill from the mountain pass. Build maybe 3-4 Emperor Tanks and have another 3 Nuke Cannons behind them to give support. Bring ECM tanks to lower the accuracy of his missiles. Send the Emperor Tanks straight into the fire while the ECM lowers the damage dealt to the Emperors by missiles. It is not hard to locate their Demo Traps and other stealthy structures, provided that you will have at least one Emperor Tank with a Gattling Cannon. Step 4: Attack and destroy southwestern base Now that you have destroyed the northwestern base of Prince Kassad, it is time to finish off the main base in the southwest. I can tell that it is the main base as Jarmen Kell is guarding it. Send you troops back to the mountain pass, and this time go southwest. You know what to do. I know that you will be expecting more units, but resistance is not much heavier than the northwest, as all of them are cannon fodder for your Nuke Cannons! If you are worried that Jarmen Kell can kill the drivers inside your tanks, send a Troop Crawler over with you and then you can send them in as soon as one Emperor Tank is shot. However, you should watch out for all those Demo Traps in the way. Before sending your units, in, I suggest you launch a Nuclear Missile through the base once before you attack. Then you can know where all the buildings are in the first place before you strike. Another thing to be aware of is his Palace. It is loaded with RPG Troopers. Otherwise, you would have beaten Prince Kassad! *****PLAYING AS GENERAL CLEAR STONE***** Step 1: Build your base and secure mountain pass Yes, first, build a Nuclear Reactor, Supply Center, Internet Center and all the works, especially at least one airfield! While you are at it, Prince Kassad would have sent two Technicals to your base. Don't worry, as they will not attack (You will hear Prince Kassad bragging, the fool!), meanwhile, two workers would have built two Demo Traps on each of the two exits to your base. Send a construction dozer to clear the Demo Traps, and then move northwest, until you reach the mountain pass where the two paths converge. Defend this area by lining it up with Gattling Cannons, and that will be enough due to the weakly armored enemies. (There is a Tunnel Network by the money crate, take it out if you want, as Prince Kassad usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies, and fortunately, they can be countered by ECM Tanks (I saw 3 coming, they fired 36 missiles at a single Gattling Cannon, and none of them hit! I was then able to use several MiGs to get rid of the whole bunch!). To help defend against the Attack Buggies in the northwest, simply capture the Artillery Platform there to help, as they have much longer range than the Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply place Gattling Tanks and Battlemaster Tanks here and there. Step 2: Build Nuclear Missile and destroy SCUD Storm Once your Propaganda Center is up, train some Hackers to raise money. Build the Nuclear Missile Silo (at a 10% discount) as quickly as possible, as Prince Kassad would have built a SCUD Storm soon if you do not do it now. You should be a 3-Star General or 4-Star General any moment now. Use 3 of your General Points to make use of a Level-3 Artillery Barrage. You will have to use these to help destroy the SCUD Storm. Now to find the SCUD Storm. As Prince Kassad is a stealth general, all of his buildings, including his SCUD Storm are stealthy. However, the good news is that the location of his SCUD Storm is clearly marked on the map for you. Scroll over to the northwestern corner of the map. See the field? There is a patch of land in the middle of the field surrounded by 4 haystacks in a square. That is where the SCUD Storm is. Target the centre of the square with your Nuclear Missile, follow up with the Artillery Barrage and his SCUD Storm can be destroyed. It always works. That's it, now you can fight in a more even basis. If Prince Kassad rebuilds his SCUD Storm again, simply repeat the procedure over and over again. Get it? Good, now let's move on. Step 3: Attack and destroy northwestern base With the SCUD Storm taken care of, it is time to counterattack. Send you troops up the hill from the mountain pass. Build maybe 3-4 Overlord Tanks and have another 3 Nuke Cannons behind them to give support. Bring ECM tanks to lower the accuracy of his missiles. Use the Nuke Cannons to destroy the defenses while your Overlord Tanks destroy everything else. It is not hard to locate their Demo Traps and other stealthy structures, provided that you will have at least one Overlord Tank with a Gattling Cannon. Step 4: Attack and destroy southwestern base Now that you have destroyed the northwestern base of Prince Kassad, it is time to finish off the main base in the southwest. I can tell that it is the main base as Jarmen Kell is guarding it. Send you troops back to the mountain pass, and this time go southwest. You know what to do. I know that you will be expecting more units, but resistance is not much heavier than the northwest, as all of them are cannon fodder for your Nuke Cannons! If you are worried that Jarmen Kell can kill the drivers inside your tanks, send a Troop Crawler over with you and then you can send them in as soon as one Overlord Tank is shot. However, you should watch out for all those Demo Traps in the way. Before sending your units, in, I suggest you launch a Nuclear Missile through the base once before you attack. Then you can know where all the buildings are in the first place before you strike. Another thing to be aware of is his Palace. It is loaded with RPG Troopers. Otherwise, you would have beaten Prince Kassad! -------------------------------------------------------- f. Chinese Tank General: General Ta Hwun Kwai [CCGZH8F] -------------------------------------------------------- As the game loads, you will get to see an image of General Ta Hwun Kwai holding a handgun in front of his tanks, and you can to hear him brag about his tanks! "Your Tank Rush is nothing when compared to mine! Then, you will get to have an aerial view of his base and its surrounding areas. Boy, why are there so many brown stripes on the green land? Seems tractors might have run over the land. Then we hear the official explanation from General Ta Hwun Kwai (General "He is very fast", maybe this name (or pseudonym) is due to his tank rushes!) "This area was once fertile farmland, soon your blood will make it fertile again!" Oh dear, I never knew that human blood would make good fertilizer, but compost does! "Soon, we will remove you from our lands!" This General seems very determined to drive you off his land, and at this very moment, you can get to play! Let's build up your base, now! Shall we? *****PLAYING AS GENERAL ALEXIS ALEXANGER***** Step 1: Defend your base First, build the usual essentials of an American base, that is all the Advanced Cold Fusion Reactors, Supply Center, War Factories and this time, at least TWO (I must stress), two Airfields. Then, surround your base with EMP Patriot Missiles. The good thing is that you will have ample time to collect resources and build up your defenses before General Ta Hwun Kwai really resorts to really brutal Tank Rushes. This is just the calm before the storm, and if you do not prepare now, the later attacks can annihilate you for good! To speed up the collecting process, use up to two Chinooks (They are rather cheap, as they cost only $900 each) and research Supply Lines from the Strategy Center. I know that you will have many Patriot Missiles around here, but honestly, they may not be enough, as numerous infantry units and MiGs will run over to your base! Therefore, always play safe. Build a large squadron (in teams of 5) of Aurora Alphas and some Comanches. Have each team guard each entrance to your base. If you have any doubts regarding your defenses, make use of Hold the Line or Bombardment strategy in the Strategy Center. (The EMP Patriots can stop tanks, but not infantry units.) Also, if you have time and money, build King Raptors and have them on standby mode, guarding the air space near the entrances. The attacks will grow in strength until eventually, the mighty Emperor Tanks are used! Use the EMP Patriots and Aurora Alphas to take care of them, and the remaining units can be cannon fodder for your Comanches! Enjoy. That's your base secured. Step 2: Build a single Particle Cannon and prepare for any Nuclear Missiles (Optional Step) I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and they can be a threat to your base. Therefore, it is better to be safe than sorry. Save up money and try to build a Particle Cannon as soon as possible. If you are quickly enough, you may have built it before his Nuclear Missile Silo is completed. As long as construction is completed with 4 minutes or more left on the timer you would be OK. Use the Spy Satellite to reveal the Nuclear Missile Silo, and then zap the Particle Cannon onto it, then you can follow up with an A-10 Strike to finish it off. Another way to get rid of the Particle Cannon, is to build 4 Aurora Alpha Bombers, make use of the Bombardment Strategy, and bomb the life out of the Nuclear Missile Silo. (If you like to waste $8000 to destroy something that is worth $5000. It is your choice.) Step 3: Control the no-man's land around the fields I know, tanks are land based units, and how do you stop the endless annoyances of those treaded enemies? Simple, take away their land and they are nothing. Therefore, like in General "Pinpoint" Townes' case, map dominance is the key to your success I this match. For your information, there is a Tech Reinforcement Pad in the northwest and two Oil Derricks to the east, Send you troops over there, capture the buildings and defend them carefully! This is because, General Ta Hwun Kwai's tank battalions like to focus on your distant outposts before they attack your main base! Therefore, it would always be wise to guard them with forces to hold them back. A squadron of Comanches with several EMP Patriot Missiles should do the trick. Besides, if I had remembered correctly, a Tomahawk Missile will be airdropped at your disposal ever 2 minutes of game time (not actual time) to assist you in your cause, so it is always wise to control them before your main assault. Step 4: Attack the enemy base Now, it is time to gather up your squadron for the final attack on General Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene, you will notice that each entrance is guarded by nothing more than Gattling Cannons, in fact, they appear in pairs and pairs. That is not all, General Ta Hwun Kwai like to mass tanks inside his base, and if he finds you coming, he will send them at you all at once, therefore, I suggest you blockade his exits with EMP Patriots, and drop a few Aurora Alpha Bombs on his tanks hoards before you send your Humvees, and the rest in. Or, just mass Aurora Alphas and hit random areas of his base! I leave the rest to your imagination. After you have beaten him, General Ta Hwun Kwai warned you that the Tigress will crush you like an insect. I wonder. Is this a preview of things to come? *****PLAYING AS GENERAL MALCOLM "ACE" GRANGER***** Step 1: Defend your base First, build the usual essentials of an American base, that is all the Cold Fusion Reactors, Supply Center, War Factories and this time, at least TWO (I must stress), two Airfields. Then, surround your base with Patriot Missiles. The good thing is that you will have ample time to collect resources and build up your defenses before General Ta Hwun Kwai really resorts to really brutal Tank Rushes. This is just the calm before the storm, and if you do not prepare now, the later attacks can annihilate you for good! To speed up the collecting process, use up to two Chinooks (They are rather cheap, as they cost only $900 each) and research Supply Lines from the Strategy Center. I know that you will have many Patriot Missiles around here, but honestly, they may not be enough, as numerous infantry units and MiGs will run over to your base! Therefore, always play safe. Build a large squadron (in teams of 5) of Comanches and enable Stealth Mode. Have each team guard each entrance to your base. If you have any doubts regarding your defenses, make use of Hold the Line or Bombardment strategy in the Strategy Center. Also, if you have time and money, build King Raptors and have them on standby mode, guarding the air space near the entrances. The attacks will grow in strength until eventually, the mighty Emperor Tanks are used! Use the King Raptors to take care of them, and the remaining units can be cannon fodder for your Stealth Comanches! Enjoy. That's your base secured. Step 2: Build a single Particle Cannon and prepare for any Nuclear Missiles (Optional Step) I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and they can be a threat to your base. Therefore, it is better to be safe than sorry. Save up money and try to build a Particle Cannon as soon as possible. If you are quickly enough, you may have built it before his Nuclear Missile Silo is completed. As long as construction is completed with 4 minutes or more left on the timer you would be OK. Use the Spy Satellite to reveal the Nuclear Missile Silo, and then zap the Particle Cannon onto it, then you can follow up with an A-10 Strike to finish it off. Another way to get rid of the Particle Cannon, is to build 4 Aurora Bombers, make use of the Bombardment Strategy, and bomb the life out of the Nuclear Missile Silo. (If you like to waste $8000 to destroy something that is worth $5000. It is your choice.) Step 3: Control the no-man's land around the fields I know, tanks are land based units, and how do you stop the endless annoyances of those treaded enemies? Simple, take away their land and they are nothing. Therefore, like in General "Pinpoint" Townes' case, map dominance is the key to your success I this match. For your information, there is a Tech Reinforcement Pad in the northwest and two Oil Derricks to the east, Send you troops over there, capture the buildings and defend them carefully! This is because, General Ta Hwun Kwai's tank battalions like to focus on your distant outposts before they attack your main base! Therefore, it would always be wise to guard them with forces to hold them back. A squadron of Stealth Comanches with several Patriot Missiles should do the trick. Besides, if I had remembered correctly, a Tomahawk Missile will be airdropped at your disposal ever 2 minutes of game time (not actual time) to assist you in your cause, so it is always wise to control them before your main assault. Step 4: Attack the enemy base Now, it is time to gather up your squadron for the final attack on General Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene, you will notice that each entrance is guarded by nothing more than Gattling Cannons, in fact, they appear in pairs and pairs. Of course, so many Gattling Cannons are obviously hazardous to your Comanches. Therefore, it is always best to destroy all of the Gattling Cannons at one of the entrances with your Particle Cannon before sending your Comanches in. As General Granger has so many bombs up his sleeve, the clearing process will not take long to accomplish, and of course, once the defenses are down, you can just send your forces in with the same way Asterix and all the other indomitable Gauls of the single village that holds out against the invaders in the comics! I leave the rest to your imagination. After you have beaten him, General Ta Hwun Kwai warned you that the Tigress will crush you like an insect. I wonder. Is this a preview of things to come? *****PLAYING AS GENERAL "PINPOINT" TOWNES***** Step 1: Defend your base First, build the usual essentials of an American base, that is all the Cold Fusion Reactors, Supply Center, War Factories and this time, at least TWO (I must stress), two Airfields. Then, surround your base with Laser Defense Turrets. The good thing is that you will have ample time to collect resources and build up your defenses before General Ta Hwun Kwai really resorts to really brutal Tank Rushes. This is just the calm before the storm, and if you do not prepare now, the later attacks can annihilate you for good! To speed up the collecting process, use up to two Chinooks (They are rather cheap, as they cost only $900 each) and research Supply Lines from the Strategy Center. I know that you will have many Patriot Missiles around here, but honestly, they may not be enough, as numerous infantry units and MiGs will run over to your base! Therefore, always play safe. Build a large squadron (in teams of 5) of Comanches and put them on stand by. Have each team guard each entrance to your base. If you have any doubts regarding your defenses, make use of Hold the Line or Bombardment strategy in the Strategy Center. Also, if you have time and money, build Avengers and have them pinpoint any tanks for rapid firing for your Laser Defense Turrsts, as well as to defend against air attacks. The attacks will grow in strength until eventually, the mighty Emperor Tanks are used! If you build enough Laser Defense Turrets, all tanks, no matter how powerful they are will be nothing but cannon fodder! Enjoy. That's your base secured. Step 2: Build a single Particle Cannon and prepare for any Nuclear Missiles (Optional Step) I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and they can be a threat to your base. Therefore, it is better to be safe than sorry. Save up money and try to build a Particle Cannon as soon as possible. If you are quickly enough, you may have built it before his Nuclear Missile Silo is completed. As long as construction is completed with 4 minutes or more left on the timer you would be OK. Use the Spy Satellite to reveal the Nuclear Missile Silo, and then zap the Particle Cannon onto it, then you can follow up with an A-10 Strike to finish it off. Another way to get rid of the Particle Cannon, is to build 4 Aurora Bombers, make use of the Bombardment Strategy, and bomb the life out of the Nuclear Missile Silo. (If you like to waste $8000 to destroy something that is worth $5000. It is your choice.) Step 3: Control the no-man's land around the fields I know, tanks are land based units, and how do you stop the endless annoyances of those treaded enemies? Simple, take away their land and they are nothing. Therefore, like in General "Pinpoint" Townes' case, map dominance is the key to your success I this match. For your information, there is a Tech Reinforcement Pad in the northwest and two Oil Derricks to the east, Send you troops over there, capture the buildings and defend them carefully! This is because, General Ta Hwun Kwai's tank battalions like to focus on your distant outposts before they attack your main base! Therefore, it would always be wise to guard them with forces to hold them back. A squadron of Comanches with several Laser Defense Turrets should do the trick. Besides, if I had remembered correctly, a Laser Tank will be airdropped at your disposal ever 2 minutes of game time (not actual time) to assist you in your cause, so it is always wise to control them before your main assault. Step 4: Attack the enemy base Now, it is time to gather up your squadron for the final attack on General Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene, you will notice that each entrance is guarded by nothing more than Gattling Cannons, in fact, they appear in pairs and pairs. Of course, so many Gattling Cannons are obviously hazardous to your Comanches, but rather useless against your Laser Tanks. Therefore, it is always best to destroy all of the Gattling Cannons at one of the entrances with your Laser Tanks before sending your forces in. Laser Tanks and Avengers can assume the main role as well, and of course, once the defenses are down, you can just send your forces in with the same way Asterix and all the other indomitable Gauls of the single village that holds out against the invaders in the comics! I leave the rest to your imagination. After you have beaten him, General Ta Hwun Kwai warned you that the Tigress will crush you like an insect. I wonder. Is this a preview of things to come? *****PLAYING AS DR. THRAX***** Step 1: Defend your base First, build the usual essentials of a Global Liberation Army base, that is all the Barracks, Supply Stash, Palace and this time, at least TWO (I must stress), two Arms Dealers. Then, surround your base with Patriot Missiles. The good thing is that you will have ample time to collect resources and build up your defenses before General Ta Hwun Kwai really resorts to really brutal Tank Rushes. This is just the calm before the storm, and if you do not prepare now, the later attacks can annihilate you for good! To speed up the collecting process, use up to seven Workers (They are rather cheap, as they cost only $200 each) and consider researching Worker Shoes from the Black Market to increase their movement speeds. I know that you will have many Stinger Sites around here, but honestly, they may not be enough, as numerous infantry units and MiGs will run over to your base! Therefore, always play safe. Build a large reserve of Combat Cycles, which have toxin terrorists riding on them from the start. Place it in a safe and obscure corner of your base, and then, when the going gets too tough, you can send them in to blow up their tanks. (Or use Bomb Trucks with Bio Bomb upgrade) If you have any doubts regarding your defenses, make use of the Fortified Structures upgrade to increase the protection of your buildings. Of course, you cannot rely on suicide soldiers at all times, and non-suicidal units have to be used. You know which ones I am talking about, don't you? They are the Quad Cannons, Scorpion Tanks and the SCUD Launchers. Have Tunnel Networks nearby in case they have to take refuge and be repaired in emergencies. Step 2: Build Particle Cannon and prepare for any Nuclear Missiles (Optional Step) I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and they can be a threat to your base. Therefore, it is better to be safe than sorry. Save up money and try to build a SCUD Storm as soon as possible. If you are quickly enough, you may have built it before his Nuclear Missile Silo is completed. As long as construction is completed with 5 minutes or more left on the timer you would be OK. Use the Radar Scan to reveal the Nuclear Missile Silo, and then launch the SCUD Storm onto it, as the SCUD Missiles here are packed with more toxins than explosives, the SCUD Storm will inflict less damage than a normal SCUD Storm. Therefore, after launch and the toxins are cleared, send a Level 3 Rebel Ambush over to the Nuclear Missile Silo, and have you Rebels stick very closely to the building. Have them capture building. Then sell it for some hard earned cash! With the Nuclear Missile gone, you can fight in a more even basis. Step 3: Control the no-man's land around the fields I know, tanks are land based units, and how do you stop the endless annoyances of those treaded enemies? Simple, take away their land and they are nothing. Therefore, like in General "Pinpoint" Townes' case, map dominance is the key to your success I this match. For your information, there is a Tech Reinforcement Pad in the northwest and two Oil Derricks to the east, Send you troops over there, capture the buildings and defend them carefully! This is because, General Ta Hwun Kwai's tank battalions like to focus on your distant outposts before they attack your main base! Therefore, it would always be wise to guard them with forces to hold them back. A large battalion of Scorpion Tanks with several Stinger Sites and SCUD Launchers should do the trick. Besides, if I had remembered correctly, a Toxin Tractor will be airdropped at your disposal ever 2 minutes of game time (not actual time) to assist you in your cause, so it is always wise to control them before your main assault. Step 4: Attack the enemy base Now, it is time to gather up your army for the final attack on General Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene, you will notice that each entrance is guarded by nothing more than Gattling Cannons, in fact, they appear in pairs and pairs. Of course, so many Gattling Cannons are obviously cannon fodder for your SCUD Launchers or even your Scorpion Tanks. If you like, you can always take advantage of Dr. Thrax's army's sterling properties and send the toxic weapons in! The clearing process will not take long to accomplish, and of course, once the defenses are down, you can just send your forces in with the same way Asterix and all the other indomitable Gauls of the single village that holds out against the invaders in the comics! I leave the rest to your imagination. After you have beaten him, General Ta Hwun Kwai will warn you that the Tigress will crush you like an insect. I wonder. Is this a preview of things to come? *****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ***** Step 1: Defend your base First, build the usual essentials of a Global Liberation Army base, that is all the Barracks, Supply Stash, Palace and this time, at least TWO (I must stress), two Arms Dealers. Then, surround your base with Patriot Missiles. The good thing is that you will have ample time to collect resources and build up your defenses before General Ta Hwun Kwai really resorts to really brutal Tank Rushes. This is just the calm before the storm, and if you do not prepare now, the later attacks can annihilate you for good! To speed up the collecting process, use up to seven Workers (They are rather cheap, as they cost only $200 each) and consider researching Worker Shoes from the Black Market to increase their movement speeds. I know that you will have many Stinger Sites around here, but honestly, they may not be enough, as numerous infantry units and MiGs will run over to your base! Therefore, always play safe. Build a large reserve of Combat Cycles, which have terrorists riding on them from the start. Place it in a safe and obscure corner of your base, and then, when the going gets too tough, you can send them in to blow up their tanks. If you have any doubts regarding your defenses, make use of the Fortified Structures upgrade to increase the protection of your buildings. Of course, you cannot rely on suicide soldiers at all times, and non-suicidal units have to be used. You know which ones I am talking about, don't you? They are the Quad Cannons, Scorpion Tanks and the SCUD Launchers. Have Tunnel Networks nearby in case they have to take refuge and be repaired in emergencies. Another notable upgrade is the Suicide Upgrade. When in effect, all of your units can self-destruct on command, or they will just explode when they die! Therefore, try to have close combat with the enemy if you know that your troops are about to be destroyed, and they can really give their lives to the cause! Step 2: Build Particle Cannon and prepare for any Nuclear Missiles (Optional Step) I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and they can be a threat to your base. Therefore, it is better to be safe than sorry. Save up money and try to build a SCUD Storm as soon as possible. If you are quickly enough, you may have built it before his Nuclear Missile Silo is completed. As long as construction is completed with 5 minutes or more left on the timer you would be OK. Use the Radar Scan to reveal the Nuclear Missile Silo, and then launch the SCUD Storm onto it, as the SCUD Missiles here are packed with explosives, the SCUD Storm will inflict more damage than a normal SCUD Storm, and if you are lucky, you may be able to destroy the Nuclear Missile Silo with only one launch! Otherwise, send a Level 3 Rebel Ambush over to the Nuclear Missile Silo, and have you Rebels stick very closely to the building. Have them open fire on the building. If the enemy does try to intervene, your Rebels will explode upon death and cause even more damage to the Nuclear Missile. Now, 16 explosions on a single building can go a long way indeed! With the Nuclear Missile gone, you can fight in a more even basis. Step 3: Control the no-man's land around the fields I know, tanks are land based units, and how do you stop the endless annoyances of those treaded enemies? Simple, take away their land and they are nothing. Therefore, like in General "Pinpoint" Townes' case, map dominance is the key to your success I this match. For your information, there is a Tech Reinforcement Pad in the northwest and two Oil Derricks to the east, Send you troops over there, capture the buildings and defend them carefully! This is because, General Ta Hwun Kwai's tank battalions like to focus on your distant outposts before they attack your main base! Therefore, it would always be wise to guard them with forces to hold them back. A large battalion of Scorpion Tanks with several Stinger Sites and SCUD Launchers should do the trick. Besides, if I had remembered correctly, two Combat Cycles with terrorists included will be airdropped at your disposal ever 2 minutes of game time (not actual time) to assist you in your cause, so it is always wise to control them before your main assault. Step 4: Attack the enemy base Now, it is time to gather up your army for the final attack on General Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene, you will notice that each entrance is guarded by nothing more than Gattling Cannons, in fact, they appear in pairs and pairs. Of course, so many Gattling Cannons are obviously cannon fodder for your SCUD Launchers or even your Scorpion Tanks. If you like, you can always take advantage of General Rodall Juhziz's army's sterling properties and send Bomb Trucks in! The clearing process will not take long to accomplish, and of course, once the defenses are down, you can just send your forces in with the same way Asterix and all the other indomitable Gauls of the single village that holds out against the invaders in the comics! I leave the rest to your imagination. After you have beaten him, General Ta Hwun Kwai will warn you that the Tigress will crush you like an insect. I wonder. Is this a preview of things to come? *****PLAYING AS PRINCE KASSAD***** Step 1: Defend your base First, build the usual essentials of a Global Liberation Army base, that is all the Barracks, Supply Stash, Palace and this time, at least TWO (I must stress), two Arms Dealers. Then, surround your base with Stinger Sites. The good thing is that you will have ample time to collect resources and build up your defenses before General Ta Hwun Kwai really resorts to really brutal Tank Rushes. This is just the calm before the storm, and if you do not prepare now, the later attacks can annihilate you for good! To speed up the collecting process, use up to seven Workers (They are rather cheap, as they cost only $200 each) and consider researching Worker Shoes from the Black Market to increase their movement speeds. I know that you will have many Stinger Sites around here, but honestly, they may not be enough, as numerous infantry units and MiGs will run over to your base! Therefore, always play safe. Build a large reserve of Hijackers in the back of your base, and then, when the going gets too tough, you can send them in to steal their tanks. If you have any doubts regarding your defenses, make use of the Fortified Structures upgrade to increase the protection of your buildings. Of course, you cannot rely on suicide soldiers at all times, and non-suicidal units have to be used. You know which ones I am talking about, don't you? They are the Quad Cannons and the SCUD Launchers. Have Tunnel Networks nearby in case they have to take refuge and be repaired in emergencies. Now, just keep hijacking and you can have your tank battalions of your own! Step 2: Build Particle Cannon and prepare for any Nuclear Missiles (Optional Step) I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and they can be a threat to your base. Therefore, it is better to be safe than sorry. Save up money and try to build a SCUD Storm as soon as possible. If you are quickly enough, you may have built it before his Nuclear Missile Silo is completed. As long as construction is completed with 5 minutes or more left on the timer you would be OK. Use the Radar Scan to reveal the Nuclear Missile Silo, and then launch the SCUD Storm onto it, then you can Ambush the Missile Silo with 16 stealthy rebels and try to capture it! Then sell it for the cash bonus! Step 3: Control the no-man's land around the fields I know, tanks are land based units, and how do you stop the endless annoyances of those treaded enemies? Simple, take away their land and they are nothing. Therefore, like in General "Pinpoint" Townes' case, map dominance is the key to your success I this match. For your information, there is a Tech Reinforcement Pad in the northwest and two Oil Derricks to the east, Send you troops over there, capture the buildings and defend them carefully! This is because, General Ta Hwun Kwai's tank battalions like to focus on your distant outposts before they attack your main base! Therefore, it would always be wise to guard them with forces to hold them back. A large battalion of Quad Cannons with several Stinger Sites and Rocket Buggies should do the trick. Besides, if I had remembered correctly, a Quad Cannon will be airdropped at your disposal ever 2 minutes of game time (not actual time) to assist you in your cause, so it is always wise to control them before your main assault. Step 4: Attack the enemy base Now, it is time to gather up your army for the final attack on General Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene, you will notice that each entrance is guarded by nothing more than Gattling Cannons, in fact, they appear in pairs and pairs. Of course, so many Gattling Cannons are obviously cannon fodder for your Rocket Buggies. The clearing process will not take long to accomplish, and of course, once the defenses are down, you can just send your forces in with the same way Asterix and all the other indomitable Gauls of the single village that holds out against the invaders in the comics! I leave the rest to your imagination. After you have beaten him, General Ta Hwun Kwai will warn you that the Tigress will crush you like an insect. I wonder. Is this a preview of things to come? *****PLAYING AS GENERAL "ANVIL" SHIN FAI***** Step 1: Defend your base First, build the usual essentials of a Chinese base, that is all the Advanced Nuclear Reactors, Supply Center, War Factories and this time, at least one Airfield. Then, surround your base with Gattling Cannons and possibly Fortified Bunkers with Tank Hunters inside. The good thing is that you will have ample time to collect resources and build up your defenses before General Ta Hwun Kwai really resorts to really brutal Tank Rushes. This is just the calm before the storm, and if you do not prepare now, the later attacks can annihilate you for good! To speed up the collecting process, use up to three Supply Trucks(They are rather cheap, as they cost only $300 each) and train a couple of Hackers to begin gathering money (3 is enough at the beginning, build more later if you need to. I know that you will have many base defenses around here, but honestly, they may not be enough, as numerous infantry units and MiGs will run over to your base! Therefore, always play safe. Build Assault Helices fully loaded with Tank Hunters. If you have any doubts regarding your defenses, make use of Nuke Cannons to cover them. The attacks will grow in strength until eventually, the mighty Emperor Tanks are used! Use the Nuke Cannons to take care of them, and the remaining units can be cannon fodder for your ground units! Enjoy. That's your base secured. Step 2: Build a Nuclear Missile Silo of your own and prepare for any Nuclear Missiles (Optional Step) I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and they can be a threat to your base. Therefore, it is better to be safe than sorry. Save up money and try to build a Nuclear Missile of your own as soon as possible. If you are quickly enough, you may have built it before his Nuclear Missile Silo is completed. As long as construction is completed before his is completed you are fine "Oh, so the battle has just gone nuclear! Excellent!" That's General Ta Hwun Kwai's remark. Use the Satellite Hack to reveal the Nuclear Missile Silo, and then launch the Nuclear Missile at it, then you can follow up with an Artillery Barrage to finish it off. Another way to get rid of the Particle Cannon, is to train a single Black Lotus, have a Nuke Bomber destroy the Gattling Cannons at the eastern entrance, and then sneak in and capture it! It's your choice. There is another use of the Nuclear Missile Silo, you can use it to research Neutron Shells, then, instead of destroying enemy vehicles, they sort of neutralize them! That is, the drivers will die, leaving the vehicle unscathed, and therefore, you can send Red Guards out to take control of it! General Ta Hwun Kwai's Battlemasters and Emperor Tanks will be a great help, with his Battlemaster Tanks firing triple shots due to the Autoloader and the Emperor's Tank's compatibility with two peripherals (namely the Gattling Tank and Speaker Tower), you can really have the best of both worlds, I must say. Step 3: Control the no-man's land around the fields I know, tanks are land based units, and how do you stop the endless annoyances of those treaded enemies? Simple, take away their land and they are nothing. Therefore, like in General "Pinpoint" Townes' case, map dominance is the key to your success I this match. For your information, there is a Tech Reinforcement Pad in the northwest and two Oil Derricks to the east, Send you troops over there, capture the buildings and defend them carefully! This is because, General Ta Hwun Kwai's tank battalions like to focus on your distant outposts before they attack your main base! Therefore, it would always be wise to guard them with forces to hold them back. A squadron of Helices with several MiGs should do the trick. (Build an auxiliary base there to be more sure of yourself.) Besides, if I had remembered correctly, an Assault Troop Transport will be airdropped at your disposal ever 2 minutes of game time (not actual time) to assist you in your cause, so it is always wise to control them before your main assault. Step 4: Attack the enemy base Now, it is time to gather up your squadrons and battalions for the final attack on General Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene, you will notice that each entrance is guarded by nothing more than Gattling Cannons, in fact, they appear in pairs and pairs. Of course, so many Gattling Cannons are obviously hazardous to your Helices, but cannon fodder to your tanks, transports and Nuke Cannons. Therefore, it is always best to send your tanks before sending your Helices in. As General Clear Stone has so many bombs up his sleeve, the clearing process will not take long to accomplish, and of course, once the defenses are down, you can just send your forces in with the same way Asterix and all the other indomitable Gauls of the single village that holds out against the Roman invaders in the comics! I leave the rest to your imagination. After you have beaten him, General Ta Hwun Kwai warned you that the Tigress will crush you like an insect. I wonder. Is this a preview of things to come? *****PLAYING AS GENERAL CLEAR STONE***** Step 1: Defend your base First, build the usual essentials of a Chinese base, that is all the Advanced Nuclear Reactors, Supply Center, War Factories and this time, at least one Airfield. Then, surround your base with Gattling Cannons and possibly Bunkers with Tank Hunters inside. The good thing is that you will have ample time to collect resources and build up your defenses before General Ta Hwun Kwai really resorts to really brutal Tank Rushes. This is just the calm before the storm, and if you do not prepare now, the later attacks can annihilate you for good! To speed up the collecting process, use up to three Supply Trucks(They are rather cheap, as they cost only $300 each) and train a couple of Hackers to begin gathering money (3 is enough at the beginning, build more later if you need to. I know that you will have many base defenses around here, but honestly, they may not be enough, as numerous infantry units and MiGs will run over to your base! Therefore, always play safe. Build a large battalion (in teams of 5 or more) of Battlemaster Tanks and research Isotope Stability. Have each team guard each entrance to your base. If you have any doubts regarding your defenses, make use of Overlord Tanks and Nuke Cannons to cover them. Also, if you have time and money, build Helices with Bunkers loaded full of Tank Hunters and have them on standby mode, guarding the air space near the entrances. The attacks will grow in strength until eventually, the mighty Emperor Tanks are used! Use the Nuke Cannons to take care of them, and the remaining units can be cannon fodder for your ground units! Enjoy. That's your base secured. Step 2: Build a Nuclear Missile Silo of your own and prepare for any Nuclear Missiles (Optional Step) I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and they can be a threat to your base. Therefore, it is better to be safe than sorry. Save up money and try to build a Nuclear Missile of your own as soon as possible. If you are quickly enough, you may have built it before his Nuclear Missile Silo is completed. As long as construction is completed before his is completed you are fine "Oh, so the battle has just gone nuclear! Excellent!" That's General Ta Hwun Kwai's remark. Use the Satellite Hack to reveal the Nuclear Missile Silo, and then launch the Nuclear Missile at it, then you can follow up with an Artillery Barrage to finish it off. Another way to get rid of the Particle Cannon, is to train a single Black Lotus, have a Nuke Bomber destroy the Gattling Cannons at the eastern entrance, and then sneak in and capture it! It's your choice. There is another use of the Nuclear Missile Silo, you can use it to arm your MiGs with Tactical Nukes, or even better, research Neutron Shells, then, instead of destroying enemy vehicles, they sort of neutralize them! That is, the drivers will die, leaving the vehicle unscathed, and therefore, you can send Red Guards out to take control of it! General Ta Hwun Kwai's Battlemasters and Emperor Tanks will be a great help, with his Battlemaster Tanks firing triple shots due to the Autoloader and the Emperor's Tank's compatibility with two peripherals (namely the Gattling Tank and Speaker Tower), you can really have the best of both worlds, I must say. Step 3: Control the no-man's land around the fields I know, tanks are land based units, and how do you stop the endless annoyances of those treaded enemies? Simple, take away their land and they are nothing. Therefore, like in General "Pinpoint" Townes' case, map dominance is the key to your success I this match. For your information, there is a Tech Reinforcement Pad in the northwest and two Oil Derricks to the east, Send you troops over there, capture the buildings and defend them carefully! This is because, General Ta Hwun Kwai's tank battalions like to focus on your distant outposts before they attack your main base! Therefore, it would always be wise to guard them with forces to hold them back. A squadron of Helices with several MiGs should do the trick. (Build an auxiliary base there to be more sure of yourself.) Besides, if I had remembered correctly, a Battlemaster Tank will be airdropped at your disposal ever 2 minutes of game time (not actual time) to assist you in your cause, so it is always wise to control them before your main assault. Step 4: Attack the enemy base Now, it is time to gather up your squadrons and battalions for the final attack on General Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene, you will notice that each entrance is guarded by nothing more than Gattling Cannons, in fact, they appear in pairs and pairs. Of course, so many Gattling Cannons are obviously hazardous to your Helices, but cannon fodder to your tanks and Nuke Cannons. Therefore, it is always best to send your tanks before sending your Helices in. As General Clear Stone has so many bombs up his sleeve, the clearing process will not take long to accomplish, and of course, once the defenses are down, you can just send your forces in with the same way Asterix and all the other indomitable Gauls of the single village that holds out against the Roman invaders in the comics! I leave the rest to your imagination. After you have beaten him, General Ta Hwun Kwai warned you that the Tigress will crush you like an insect. I wonder. Is this a preview of things to come? --------------------------------------------------------------------- g. Chinese Nuke General: General Tsing Shi Tao (Clear Stone) [CCGZHG] --------------------------------------------------------------------- This is my favorite general of the 9 talented Generals of Command and Conquer: Generals Zero Hour, and I finally have the honor of playing against him! This time, you get to see General Tao pose in front of a lovely nuclear explosion, with the Mushroom Cloud present! Yes, and not only is General Clear Stone an artist, he is also a philanthropist! Take the opening scene, for instance, a few tanks (that are white in colour, to symbolize their neutrality, are just driving merrily along a field when suddenly, boom! 4 Nuke Cannons fired in unison at your tanks. Ka-boom! The tanks in the front are instantly blown to bits. The rest flee in fear! "More gives, General, our generosity is limitless!" Now, you see how generous General Clear Stone is! In fact, he is so generous, that he won't hesitate to use a nuclear missile to take out the survivors! "Now, let the battle begin in earnest. Prepare yourself!" It's time to fight! *****PLAYING AS GENERAL ALEXIS ALEXANDER***** *****PLAYING AS GENERAL MALCLM "ACE" GRANGER***** Step 1: Build your base and prepare for the worst Yes, let the fighting begin in earnest, so let's begin, shall we? Yes, I know, it is up to the basic base construction rules again and again. Yes, build Advanced Cold Fusion Reactors, a Supply Center with two Chinooks, a barracks, a War Factory and at least two Airfields. Be prepared to build base defenses to hold off any infantry or tanks that may come your way. Not long after you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready for you!" Oh dear, it seems that one of General Clear Stone's Nuclear Missile Silos have been automatically primed, and you have about 10 minutes before it is launched against you! And, he loves to give you the gifts. Now, if you are feeling rather confident of yourself, proceed to Step 2. Otherwise (Most likely), continue reading Step 1. As you can see, a Nuke hitting your base would not prove to be a spectacular sight, would it? Therefore, when building your structures, build them as far apart as possible! Try to save up, build a Stratagy Center as quickly as possible, and put on the Hold the Line battle strategy. It increases the armor of your buildings by 25%. (Yes, I know, it won't be much help when a Nuke hits, but at least those that are further away from the center of the explosion will have a higher chance of surviving.) Now, if you need to build some Supply Drop Zones. If you are quickly enough, the nuke would not have hit. Otherwise, be prepared to rebuild any building the Nuke would have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will have 10 more minutes to initiate the next step.) Step 2: Destroy the Nuclear Missile Silo Now, it is time to pay back for the damages General Clear Stone have done to your base. Or, make him pay for the psychological trauma that you have experienced due to fears that the Nuclear Missile might hit your base! Now, it is time to build 4 Aurora Alpha Bombers, so that they fill up the entire Airfield. Now, you do have the privilege of being able to see the Nuclear Missile Silo is! Set your Battle Strategy to Bombardment Mode. Now, send your 4 Aurora Bombers on their unstoppable bombing run to take out the Nuclear Missile Silo! Use a Carpet Bomber to finish it off! Now, with the Nuclear Missile Silo gone, you can fight on a more even basis. (All other nuclear missile silos are inactive, and they won't work.) Of course, prevention is always better than cure, as you cannot afford to be caught off guard when General Clear Stone rebuilds his Nuclear Missile Silo. Therefore, build your own Particle Cannon and let it warm up. Now, whenever General Clear Stone decides to rebuild his Nuclear Missile, you can make him pay for it! Step 3: Destroy his eastern outpost With his nuclear missile silo gone, it is time for you to counter attack! Send some Comanches over to the northeast, past the plain with Nuke Cannons deployed and destroy the Nuke Cannons, then back at some, build some Tomahawk Missiles, Avengers, some Microwave Tanks as well as some Humvees. Then send them to the empty plain where your comanches are. Use the microwave tanks to cook all the infantry inside garrisoned structures and then you can continue to move on to the northeast part of the map You will find a small outpost with some Advanced Nuclear Reactors, Barracks and two inactive Nuclear Missile Silos guarded by Gattling Cannons and some garrisoned towers. Again, use the Microwave Tanks to ding the people inside to death, and then you can at the same time, disable the Gattling Cannons with the Microwave Tank and then destroy them with Comanches and Tomahawk Missile while they cannot fight back. When you have entered the outpost, you will be told that you can look at his Nuclear Missiles, but you cannot touch! I know that you may be tempted to capture the nuclear missile silos, but don't bother, as they will simply explode instead of allowing you to have them. Therefore, simply destroy everything and this step would be considered completed. Step 4: Attack his main base from the east It is time to finish him once and for all. Go west from this outpost and go around a mountain range. You will be at the eastern entrance of General Clear Stone's base. However, this base assault is not going to be easy. If you have used a Spy Satellite to have a look inside the base, you will find lots of infantry and several Overlord Tanks guarding the base! Therefore, I suggest you unseat them a bit using a Particle Cannon or an A-10 Strike before you let your units get anywhere near the base! After they are gone, you can send your Tomahawks in to remove the Gattling Cannons, while your Comanches start clearing everything else. (Better safe than sorry, build an additional 20 Comanches to help you. I am assuming that you have enough money.) (Of course, nothing beats a good swarm of Aurora Alphas, bringing the house down!) Having beaten him, General Clear Stone would look a bit worried, and he will say, "I more nuke and I would have reduced you to dust." I guess that is midlife crisis for you! *****PLAYING AS GENERAL MALCLM "ACE" GRANGER***** Step 1: Build your base and prepare for the worst Yes, let the fighting begin in earnest, so let's begin, shall we? Yes, I know, it is up to the basic base construction rules again and again. Yes, build Cold Fusion Reactors, a Supply Center with two Chinooks, a barracks, a War Factory and at least two Airfields. Be prepared to build base defenses to hold off any infantry or tanks that may come your way. Not long after you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready for you!" Oh dear, it seems that one of General Clear Stone's Nuclear Missile Silos have been automatically primed, and you have about 10 minutes before it is launched against you! And, he loves to give you the gifts. Now, if you are feeling rather confident of yourself, proceed to Step 2. Otherwise (Most likely), continue reading Step 1. As you can see, a Nuke hitting your base would not prove to be a spectacular sight, would it? Therefore, when building your structures, build them as far apart as possible! Try to save up, build a Stratagy Center as quickly as possible, and put on the Hold the Line battle strategy. It increases the armor of your buildings by 25%. (Yes, I know, it won't be much help when a Nuke hits, but at least those that are further away from the center of the explosion will have a higher chance of surviving.) Now, if you need to build some Supply Drop Zones. If you are quickly enough, the nuke would not have hit. Otherwise, be prepared to rebuild any building the Nuke would have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will have 10 more minutes to initiate the next step.) Step 2: Destroy the Nuclear Missile Silo Now, it is time to pay back for the damages General Clear Stone have done to your base. Or, make him pay for the psychological trauma that you have experienced due to fears that the Nuclear Missile might hit your base! Now, it is time to build 4 Aurora Bombers, so that they fill up the entire Airfield. Now, you do have the privilege of being able to see the Nuclear Missile Silo is! Set your Battle Strategy to Bombardment Mode. Now, send your 4 Aurora Bombers on their unstoppable bombing run to take out the Nuclear Missile Silo! Use a Carpet Bomber to finish it off! Now, with the Nuclear Missile Silo gone, you can fight on a more even basis. (All other nuclear missile silos are inactive, and they won't work.) Of course, prevention is always better than cure, as you cannot afford to be caught off guard when General Clear Stone rebuilds his Nuclear Missile Silo. Therefore, build your own Particle Cannon and let it warm up. Now, whenever General Clear Stone decides to rebuild his Nuclear Missile, you can make him pay for it! Step 3: Destroy his eastern outpost With his nuclear missile silo gone, it is time for you to counter attack! Send some stealth Comanches over to the northeast, past the plain with Nuke Cannons deployed and destroy the Nuke Cannons, then back at some, build some Tomahawk Missiles and some Microwave Tanks as well as some Humvees. Then send them to the empty plain where your stealth comanches are hidden from view. Use the microwave tanks to cook all the infantry inside garrisoned structures and then you can continue to move on to the northeast part of the map You will find a small outpost with some Advanced Nuclear Reactors, Barracks and two inactive Nuclear Missile Silos guarded by Gattling Cannons and some garrisoned towers. Again, use the Microwave Tanks to ding the people inside to death, and then you can at the same time, disable the Gattling Cannons with the Microwave Tank and then destroy them with Comanches and Tomahawk Missile while they cannot fight back. When you have entered the outpost, you will be told that you can look at his Nuclear Missiles, but you cannot touch! I know that you may be tempted to capture the nuclear missile silos, but don't bother, as they will simply explode instead of allowing you to have them. Therefore, simply destroy everything and this step would be considered completed. Step 4: Attack his main base from the east It is time to finish him once and for all. Go west from this outpost and go around a mountain range. You will be at the eastern entrance of General Clear Stone's base. However, this base assault is not going to be easy. If you have used a Spy Satellite to have a look inside the base, you will find lots of infantry and several Overlord Tanks guarding the base! Therefore, I suggest you unseat them a bit using a Particle Cannon or an A-10 Strike before you let your units get anywhere near the base! After they are gone, you can send your Tomahawks in to remove the Gattling Cannons, while your Comanches start clearing everything else. (Better safe than sorry, build an additional 20 Comanches to help you. I am assuming that you have enough money.) Having beaten him, General Clear Stone would look a bit worried, and he will say, "I more nuke and I would have reduced you to dust." I guess that is midlife crisis for you! *****PLAYING AS GENERAL "PINPOINT" TOWNES***** Step 1: Build your base and prepare for the worst Yes, let the fighting begin in earnest, so let's begin, shall we? Yes, I know, it is up to the basic base construction rules again and again. Yes, build Cold Fusion Reactors, a Supply Center with two Chinooks, a barracks, a War Factory and at least one Airfield. Be prepared to build Laser Defense Turrets to hold off any infantry or tanks that may come your way. Not long after you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready for you!" Oh dear, it seems that one of General Clear Stone's Nuclear Missile Silos have been automatically primed, and you have about 10 minutes before it is launched against you! And, he loves to give you the gifts. Now, if you are feeling rather confident of yourself, proceed to Step 2. Otherwise (Most likely), continue reading Step 1. As you can see, a Nuke hitting your base would not prove to be a spectacular sight, would it? Therefore, when building your structures, build them as far apart as possible! Try to save up, build a Stratagy Center as quickly as possible, and put on the Hold the Line battle strategy. It increases the armor of your buildings by 25%. (Yes, I know, it won't be much help when a Nuke hits, but at least those that are further away from the center of the explosion will have a higher chance of surviving.) Now, if you need to build some Supply Drop Zones. If you are quickly enough, the nuke would not have hit. Otherwise, be prepared to rebuild any building the Nuke would have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will have 10 more minutes to initiate the next step.) Step 2: Destroy the Nuclear Missile Silo Now, it is time to pay back for the damages General Clear Stone have done to your base. Or, make him pay for the psychological trauma that you have experienced due to fears that the Nuclear Missile might hit your base! Now, it is time to build 4 Aurora Bombers, so that they fill up the entire Airfield. Now, you do have the privilege of being able to see the Nuclear Missile Silo is! Set your Battle Strategy to Bombardment Mode. Now, send your 4 Aurora Bombers on their unstoppable bombing run to take out the Nuclear Missile Silo! Use an A-10 Strike to finish it off! Now, with the Nuclear Missile Silo gone, you can fight on a more even basis. (All other nuclear missile silos are inactive, and they won't work.) Of course, prevention is always better than cure, as you cannot afford to be caught off guard when General Clear Stone rebuilds his Nuclear Missile Silo. Therefore, build your own Particle Cannon and let it warm up. Now, whenever General Clear Stone decides to rebuild his Nuclear Missile, you can make him pay for it! Step 3: Destroy his eastern outpost With his nuclear missile silo gone, it is time for you to counter attack! Send some Comanches over to the northeast, past the plain with Nuke Cannons deployed and destroy the Nuke Cannons, then back at some, build some Laser Tanks, Avengers and some Microwave Tanks. Then send them to the empty plain where your comanches are hovering above. Use the microwave tanks to cook all the infantry inside garrisoned structures and then you can continue to move on to the northeast part of the map You will find a small outpost with some Advanced Nuclear Reactors, Barracks and two inactive Nuclear Missile Silos guarded by Gattling Cannons and some garrisoned towers. Again, use the Microwave Tanks to ding the people inside to death, and then you can at the same time, disable the Gattling Cannons with the Microwave Tank and then destroy them with Laser Tanks while they cannot fight back. When you have entered the outpost, you will be told that you can look at his Nuclear Missiles, but you cannot touch! I know that you may be tempted to capture the nuclear missile silos, but don't bother, as they will simply explode instead of allowing you to have them. Therefore, simply destroy everything and this step would be considered completed. Step 4: Attack his main base from the east It is time to finish him once and for all. Go west from this outpost and go around a mountain range. You will be at the eastern entrance of General Clear Stone's base. However, this base assault is not going to be easy. If you have used a Spy Satellite to have a look inside the base, you will find lots of infantry and several Overlord Tanks guarding the base! Therefore, I suggest you unseat them a bit using a Particle Cannon or an A-10 Strike before you let your units get anywhere near the base! After they are gone, you can send your Laser Tanks in to remove the Gattling Cannons, and you can go in and let lose the dogs of war. (Better safe than sorry, build an additional 20 Laser Tanks to help you. I am assuming that you have enough money.) Having beaten him, General Clear Stone would look a bit worried, and he will say, "I more nuke and I would have reduced you to dust." I guess that is midlife crisis for you! *****PLAYING AS DR. THRAX***** Step 1: Build your base and prepare for the worst Yes, let the fighting begin in earnest, so let's begin, shall we? Yes, I know, it is up to the basic base construction rules again and again. Yes, build a Barracks, a Supply Stash with 6 workers, an Arms Dealer and all the what not. Be prepared to build Toxin Networks and Stinger Sites to hold off any infantry or tanks that may come your way. Not long after you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready for you!" Oh dear, it seems that one of General Clear Stone's Nuclear Missile Silos have been automatically primed, and you have about 10 minutes before it is launched against you! And, he loves to give you the gifts. Now, if you are feeling rather confident of yourself, proceed to Step 2. Otherwise (Most likely), continue reading Step 1. As you can see, a Nuke hitting your base would not prove to be a spectacular sight, would it? Therefore, when building your structures, build them as far apart as possible! Try to save up, build a Palace as quickly as possible, and quickly research the Fortified Structure upgrade. It increases the armor of your buildings. (Yes, I know, it won't be much help when a Nuke hits, but at least those that are further away from the center of the explosion will have a higher chance of surviving. It is still a pain to wait for your buildings to rebuild from the GLA Holes.) Now, if you need to build some Black Markets. If you are quickly enough, the nuke would not have hit. Otherwise, be prepared to rebuild any building the Nuke would have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will have 10 more minutes to initiate the next step.) Step 2: Destroy the Nuclear Missile Silo Now, it is time to pay back for the damages General Clear Stone have done to your base. Or, make him pay for the psychological trauma that you have experienced due to fears that the Nuclear Missile might hit your base! Now, it is time to build a strike team! I suggest about 10 Scorpion Tanks and maybe 3-4 Rocket Buggies that are upgraded to the max. Now, move northeast, and go through the small town, watching out for the radiation. Then the nuclear missile should be clearly visible to the northeast of the town, and you can open fire. Hurry up and you should be able to destroy the Nuclear Missile Silo before they can react. (Rather difficult, really.) Now, with the Nuclear Missile Silo gone, you can fight on a more even basis. (All other nuclear missile silos are inactive, and they won't work.) Of course, prevention is always better than cure, as you cannot afford to be caught off guard when General Clear Stone rebuilds his Nuclear Missile Silo. Therefore, build your own SCUD Storm and let it warm up. Now, whenever General Clear Stone decides to rebuild his Nuclear Missile, you can make him pay for it! Step 3: Destroy his eastern outpost With his nuclear missile silo gone, it is time for you to fight back, however, if you linger around for too long after you have destroyed the Nuclear Missile Silo, their tanks and infantry will swoop upon your units and destroy you. Therefore, I suggest you pick on his outpost to the east first. Therefore, send your units to the east and around the mountain range while avoiding all the units that are in hot pursuit of you. (If your attack force is destroyed, then build a new horde of Scorpion Tanks, Rocket Buggies, SCUD Launchers and Quad Cannons and move them to the outpost there.) You will find a small outpost with some Advanced Nuclear Reactors, Barracks and two inactive Nuclear Missile Silos guarded by Gattling Cannons and some garrisoned towers. Use your long range units, to destroy the Gattling Cannons, while your SCUD Launchers destroy the garrisoned towers and watch the people inside get out and be transformed into salamander men! When you have entered the outpost, you will be told that you can look at his Nuclear Missiles, but you cannot touch! I know that you may be tempted to capture the nuclear missile silos, but don't bother, as they will simply explode instead of allowing you to have them. Therefore, simply destroy everything and this step would be considered completed. Step 4: Attack his main base from the east It is time to finish him once and for all. Go back to the eastern entrance of General Clear Stone's base. Ready your troops However, this base assault is not going to be easy. If you have used a Radar Scan to have a look inside the base, you will find lots of infantry and several Overlord Tanks guarding the base! Therefore, I suggest you unseat them a bit using a SCUD Storm and an Anthrax Bomb you let your units get anywhere near the base! After they are gone, you can send your SCUD Launchers in to remove the Gattling Cannons, and you can go in and let lose the dogs of war. (Better safe than sorry, build an additional 20 Scorpion Tanks to help you. I am assuming that you have enough money.) Having beaten him, General Clear Stone would look a bit worried, and he will say, "I more nuke and I would have reduced you to dust." I guess that is midlife crisis for you! *****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ***** Step 1: Build your base and prepare for the worst Yes, let the fighting begin in earnest, so let's begin, shall we? Yes, I know, it is up to the basic base construction rules again and again. Yes, build a Barracks, a Supply Stash with 6 workers, an Arms Dealer and all the what not. Be prepared to build Tunnel Networks and Stinger Sites to hold off any infantry or tanks that may come your way. Not long after you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready for you!" Oh dear, it seems that one of General Clear Stone's Nuclear Missile Silos have been automatically primed, and you have about 10 minutes before it is launched against you! And, he loves to give you the gifts. Now, if you are feeling rather confident of yourself, proceed to Step 2. Otherwise (Most likely), continue reading Step 1. As you can see, a Nuke hitting your base would not prove to be a spectacular sight, would it? Therefore, when building your structures, build them as far apart as possible! Try to save up, build a Palace as quickly as possible, and quickly research the Fortified Structure upgrade. It increases the armor of your buildings. (Yes, I know, it won't be much help when a Nuke hits, but at least those that are further away from the center of the explosion will have a higher chance of surviving. It is still a pain to wait for your buildings to rebuild from the GLA Holes.) Now, if you need to build some Black Markets. If you are quickly enough, the nuke would not have hit. Otherwise, be prepared to rebuild any building the Nuke would have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will have 10 more minutes to initiate the next step.) Step 2: Destroy the Nuclear Missile Silo Now, it is time to pay back for the damages General Clear Stone have done to your base. Or, make him pay for the psychological trauma that you have experienced due to fears that the Nuclear Missile might hit your base! Now, it is time to build a strike team! I suggest about 10 Scorpion Tanks and maybe 3-4 Rocket Buggies that are upgraded to the max. Now, move northeast, and go through the small town, watching out for the radiation. Then the nuclear missile should be clearly visible to the northeast of the town, and you can open fire. Hurry up and you should be able to destroy the Nuclear Missile Silo before they can react. (Rather difficult, really.) Now, with the Nuclear Missile Silo gone, you can fight on a more even basis. (All other nuclear missile silos are inactive, and they won't work.) A second method is to make use of the Level 3 Rebel Ambush. Ambush the Nuclear Missile, and have your Rebels open fire on it. Make sure that you have the Suicide Upgrade in effect. Therefore, if someone does intervene, your Rebel will explode and hit the Nuclear Missile Silo! Of course, prevention is always better than cure, as you cannot afford to be caught off guard when General Clear Stone rebuilds his Nuclear Missile Silo. Therefore, build your own SCUD Storm and let it warm up. Now, whenever General Clear Stone decides to rebuild his Nuclear Missile, you can make him pay for it! Step 3: Destroy his eastern outpost With his nuclear missile silo gone, it is time for you to fight back, however, if you linger around for too long after you have destroyed the Nuclear Missile Silo, their tanks and infantry will swoop upon your units and destroy you. Therefore, I suggest you pick on his outpost to the east first. Therefore, send your units to the east and around the mountain range while avoiding all the units that are in hot pursuit of you. (If your attack force is destroyed, then build a new horde of Scorpion Tanks, Rocket Buggies, SCUD Launchers and Quad Cannons and move them to the outpost there.) You will find a small outpost with some Advanced Nuclear Reactors, Barracks and two inactive Nuclear Missile Silos guarded by Gattling Cannons and some garrisoned towers. Use your long range units, to destroy the Gattling Cannons, while your SCUD Launchers destroy the garrisoned towers! When you have entered the outpost, you will be told that you can look at his Nuclear Missiles, but you cannot touch! I know that you may be tempted to capture the nuclear missile silos, but don't bother, as they will simply explode instead of allowing you to have them. Therefore, simply destroy everything and this step would be considered completed. Step 4: Attack his main base from the east It is time to finish him once and for all. Go back to the eastern entrance of General Clear Stone's base. Ready your troops However, this base assault is not going to be easy. If you have used a Radar Scan to have a look inside the base, you will find lots of infantry and several Overlord Tanks guarding the base! Therefore, I suggest you unseat them a bit using a SCUD Storm and an Anthrax Bomb you let your units get anywhere near the base! After they are gone, you can send your SCUD Launchers in to remove the Gattling Cannons, and you can go in and let lose the dogs of war. (Better safe than sorry, build an additional 20 Scorpion Tanks to help you. I am assuming that you have enough money.) Sending in terrorist Combat Bikes also works wonders too! Having beaten him, General Clear Stone would look a bit worried, and he will say, "I more nuke and I would have reduced you to dust." I guess that is midlife crisis for you! *****PLAYING AS PRINCE KASSAD***** Step 1: Build your base and prepare for the worst Yes, let the fighting begin in earnest, so let's begin, shall we? Yes, I know, it is up to the basic base construction rules again and again. Yes, build a Barracks, a Supply Stash with 6 workers, an Arms Dealer and all the what not. Be prepared to build Tunnel Networks and Stinger Sites to hold off any infantry or tanks that may come your way. Not long after you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready for you!" Oh dear, it seems that one of General Clear Stone's Nuclear Missile Silos have been automatically primed, and you have about 10 minutes before it is launched against you! And, he loves to give you the gifts. Now, if you are feeling rather confident of yourself, proceed to Step 2. Otherwise (Most likely), continue reading Step 1. As you can see, a Nuke hitting your base would not prove to be a spectacular sight, would it? Therefore, when building your structures, build them as far apart as possible! Try to save up, build a Palace as quickly as possible, and quickly research the Fortified Structure upgrade. It increases the armor of your buildings. (Yes, I know, it won't be much help when a Nuke hits, but at least those that are further away from the center of the explosion will have a higher chance of surviving. It is still a pain to wait for your buildings to rebuild from the GLA Holes.) Now, if you need to build some Black Markets. If you are quickly enough, the nuke would not have hit. Otherwise, be prepared to rebuild any building the Nuke would have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will have 10 more minutes to initiate the next step.) Step 2: Destroy the Nuclear Missile Silo Now, it is time to pay back for the damages General Clear Stone have done to your base. Or, make him pay for the psychological trauma that you have experienced due to fears that the Nuclear Missile might hit your base! Now, it is time to build a strike team! I suggest about 12 Quad Cannons and maybe 4-5 Rocket Buggies that are upgraded to the max. Now, move northeast, and go through the small town, watching out for the radiation. Then the nuclear missile should be clearly visible to the northeast of the town, and you can open fire. Hurry up and you should be able to destroy the Nuclear Missile Silo before they can react. (Rather difficult, really.) Now, with the Nuclear Missile Silo gone, you can fight on a more even basis. (All other nuclear missile silos are inactive, and they won't work.) Of course, prevention is always better than cure, as you cannot afford to be caught off guard when General Clear Stone rebuilds his Nuclear Missile Silo. Therefore, build your own SCUD Storm and let it warm up. Now, whenever General Clear Stone decides to rebuild his Nuclear Missile, you can make him pay for it! Step 3: Destroy his eastern outpost With his nuclear missile silo gone, it is time for you to fight back, however, if you linger around for too long after you have destroyed the Nuclear Missile Silo, their tanks and infantry will swoop upon your units and destroy you. Therefore, I suggest you pick on his outpost to the east first. Therefore, send your units to the east and around the mountain range while avoiding all the units that are in hot pursuit of you. (If your attack force is destroyed, then build a new horde of Rocket Buggies and Quad Cannons and move them to the outpost there.) You will find a small outpost with some Advanced Nuclear Reactors, Barracks and two inactive Nuclear Missile Silos guarded by Gattling Cannons and some garrisoned towers. Use your long range units, to destroy the Gattling Cannons and the garrisoned towers! When you have entered the outpost, you will be told that you can look at his Nuclear Missiles, but you cannot touch! I know that you may be tempted to capture the nuclear missile silos, but don't bother, as they will simply explode instead of allowing you to have them. Therefore, simply destroy everything and this step would be considered completed. Step 4: Attack his main base from the east It is time to finish him once and for all. Go back to the eastern entrance of General Clear Stone's base. Ready your troops However, this base assault is not going to be easy. If you have used a Radar Scan to have a look inside the base, you will find lots of infantry and several Overlord Tanks guarding the base! Therefore, I suggest you unseat them a bit using a SCUD Storm and an Anthrax Bomb you let your units get anywhere near the base! After they are gone, you can send your SCUD Launchers in to remove the Gattling Cannons, and you can go in and let lose the dogs of war. (Better safe than sorry, build an additional 20 Quad Cannons to help you. I am assuming that you have enough money.) Sending in terrorist Combat Bikes also works wonders too! Having beaten him, General Clear Stone would look a bit worried, and he will say, "I more nuke and I would have reduced you to dust." I guess that is midlife crisis for you! *****PLAYING AS GENERAL "ANVIL" SHIN FAI***** Step 1: Build your base and prepare for the worst Yes, let the fighting begin in earnest, so let's begin, shall we? Yes, I know, it is up to the basic base construction rules again and again. Yes, build Nuclear Reactors, a Supply Center with two Supply Trucks, a barracks, a War Factory and at least one Airfield. Be prepared to build Gattling Cannons and some Tanks to hold off any infantry or tanks that may come your way. Not long after you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready for you!" Oh dear, it seems that one of General Clear Stone's Nuclear Missile Silos have been automatically primed, and you have about 10 minutes before it is launched against you! And, he loves to give you the gifts. Now, if you are feeling rather confident of yourself, proceed to Step 2. Otherwise (Most likely), continue reading Step 1. As you can see, a Nuke hitting your base would not prove to be a spectacular sight, would it? Therefore, when building your structures, build them as far apart as possible! Try to save up, build a Propaganda Center as quickly as possible, also build an Internet Center, and fill it up with as many Super Hackers as possible, then train Super Lotus. Now, let's go on to Step 2. (If the Nuke hits, you will have 10 more minutes to initiate the next step.) Step 2: Capture the Nuclear Missile Silo Now, it is time to pay back for the damages General Clear Stone have done to your base. Or, make him pay for the psychological trauma that you have experienced due to fears that the Nuclear Missile might hit your base! Now, it is time to send Super Lotus into his base. Try to sneak around his defenses, and watch out for all the radiation on the round, as they can harm Black Lotus, then sneak over to the Nuclear Silo and capture it from across the wall. The nuclear silo should explode. Now, with the Nuclear Missile Silo gone, you can fight on a more even basis. (All other nuclear missile silos are inactive, and they won't work.) Of course, prevention is always better than cure, as you cannot afford to be caught off guard when General Clear Stone rebuilds his Nuclear Missile Silo. Therefore, build your own Particle Cannon and let it warm up. Now, whenever General Clear Stone decides to rebuild his Nuclear Missile, you can make him pay for it! Step 3: Destroy his eastern outpost With his nuclear missile silo gone, it is time for you to counter attack! Send some Assault Troop Crawlers, Attack Outposts and Assault Helices (load them up) over to the northeast, past the plain with Nuke Cannons deployed and destroy the Nuke Cannons, then back at some, build some Dragon Tanks and ECM Tanks. Then send them to the empty plain where your transports are stationed. Use the Dragon Tanks to cook all the infantry inside garrisoned structures and then you can continue to move on to the northeast part of the map. You will find a small outpost with some Advanced Nuclear Reactors, Barracks and two inactive Nuclear Missile Silos guarded by Gattling Cannons and some garrisoned towers. Again, use the Dragon Tanks to ding the people inside to death, and then you can send your Nuke Cannons in to destroy all the Gattling Cannons. When you have entered the outpost, you will be told that you can look at his Nuclear Missiles, but you cannot touch! I know that you may be tempted to capture the nuclear missile silos, but don't bother, as they will simply explode instead of allowing you to have them. Therefore, simply destroy everything and this step would be considered completed. Step 4: Attack his main base from the east It is time to finish him once and for all. Go west from this outpost and go around a mountain range. You will be at the eastern entrance of General Clear Stone's base. However, this base assault is not going to be easy. If you have used a Satellite Hack II to have a look inside the base, you will find lots of infantry and several Overlord Tanks guarding the base! Therefore, I suggest you unseat them a bit using a Nuclear Missile or an Artillery Barrage before you let your units get anywhere near the base! After they are gone, you can send your Nuke Cannons in to remove the Gattling Cannons, and you can go in and let lose the dogs of war. (Better safe than sorry, build an additional 20 Attack Outposts to help you. I am assuming that you have enough money.) Having beaten him, General Clear Stone would look a bit worried, and he will say, "I more nuke and I would have reduced you to dust." I guess that is midlife crisis for you! *****PLAYING AS GENERAL TA HWUN KWAI***** Step 1: Build your base and prepare for the worst Yes, let the fighting begin in earnest, so let's begin, shall we? Yes, I know, it is up to the basic base construction rules again and again. Yes, build Nuclear Reactors, a Supply Center with two Supply Trucks, a barracks, a War Factory and at least one Airfield. Be prepared to build Gattling Cannons and some Tanks to hold off any infantry or tanks that may come your way. Not long after you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready for you!" Oh dear, it seems that one of General Clear Stone's Nuclear Missile Silos have been automatically primed, and you have about 10 minutes before it is launched against you! And, he loves to give you the gifts. Now, if you are feeling rather confident of yourself, proceed to Step 2. Otherwise (Most likely), continue reading Step 1. As you can see, a Nuke hitting your base would not prove to be a spectacular sight, would it? Therefore, when building your structures, build them as far apart as possible! Try to save up, build a Propaganda Center as quickly as possible, also build an Internet Center, and fill it up with as many Hackers as possible, then train Black Lotus. Now, let's go on to Step 2. (If the Nuke hits, you will have 10 more minutes to initiate the next step.) Step 2: Capture the Nuclear Missile Silo Now, it is time to pay back for the damages General Clear Stone have done to your base. Or, make him pay for the psychological trauma that you have experienced due to fears that the Nuclear Missile might hit your base! Now, it is time to send Black Lotus into his base. Try to sneak around his defenses, and watch out for all the radiation on the round, as they can harm Black Lotus, then sneak over to the Nuclear Silom and capture it from across the wall. The nuclear silo should explode. Now, with the Nuclear Missile Silo gone, you can fight on a more even basis. (All other nuclear missile silos are inactive, and they won't work.) Of course, prevention is always better than cure, as you cannot afford to be caught off guard when General Clear Stone rebuilds his Nuclear Missile Silo. Therefore, build your own Particle Cannon and let it warm up. Now, whenever General Clear Stone decides to rebuild his Nuclear Missile, you can make him pay for it! Step 3: Destroy his eastern outpost With his nuclear missile silo gone, it is time for you to counter attack! Send some Battlemaster Tanks over to the northeast, past the plain with Nuke Cannons deployed and destroy the Nuke Cannons, then back at some, build some Flame Tanks and ECM Tanks. Then send them to the empty plain where your Battlemaster Tanks are stationed. Use the Dragon Tanks to cook all the infantry inside garrisoned structures and then you can continue to move on to the northeast part of the map You will find a small outpost with some Advanced Nuclear Reactors, Barracks and two inactive Nuclear Missile Silos guarded by Gattling Cannons and some garrisoned towers. Again, use the Dragon Tanks to ding the people inside to death, and then you can send your battlemaster tanks in to destroy all the Gattling Cannons. When you have entered the outpost, you will be told that you can look at his Nuclear Missiles, but you cannot touch! I know that you may be tempted to capture the nuclear missile silos, but don't bother, as they will simply explode instead of allowing you to have them. Therefore, simply destroy everything and this step would be considered completed. Step 4: Attack his main base from the east It is time to finish him once and for all. Go west from this outpost and go around a mountain range. You will be at the eastern entrance of General Clear Stone's base. However, this base assault is not going to be easy. If you have used a Satellite Hack II to have a look inside the base, you will find lots of infantry and several Overlord Tanks guarding the base! Therefore, I suggest you unseat them a bit using a Nuclear Missile or an Artillery Barrage before you let your units get anywhere near the base! After they are gone, you can send your Emperor Tanks in to remove the Gattling Cannons, and you can go in and let lose the dogs of war. (Better safe than sorry, build an additional 20 Battlemaster Tanks to help you. I am assuming that you have enough money.) Having beaten him, General Clear Stone would look a bit worried, and he will say, "I more nuke and I would have reduced you to dust." I guess that is midlife crisis for you! --------------------------------------------------- h. Chinese Dragon General: General Leang [CCGZH8H] --------------------------------------------------- In the loading screen, you will get a glimpse of the final General, General Leang. So, General Ta Hwun Kwai was right about the final General being a Tigress, as she is a woman! She asks, "Why do you run towards your own demise?" Then, as you watch the opening cutscene, you will find that you are somewhere in Tibet, China. Your tank battalion moves forwards, and reaches a gate with some statues of ancient Chinese soldiers. You hear General Leang's voice. "Leave this place before you anger me!" She warns, but your battalion ignores her warning, and suddenly, a particle beam cuts through your units in front, a Scud Storm is then launched at your tanks in the middle, and a nuke pulverizes the ones in the rear! "In the end, all fall before me!" Then, you will be notified that capturing her weapon storage bunkers can reset the timers on all of General Leang's superweapons. Then you are left to play. Notice that she has a Scud Storm, a Particle Cannon and a Nuclear Missile Silo all ready for you, and you have 15 minutes before they are ready! Let's fight! *****PLAYING AS GENERAL "ANVIL" SHIN FAI***** Step 1: Build your base and control the southern edge of the map Now, there is no time to lose. You must act quickly. First, build a Nuclear Reactor and a Supply Center with 2 Supply Trucks. Then, build a barracks, train 2 Minigunners and research the Capture Building Upgrade. Have them capture the oil derrick on this island. Then, build a War Factory. Pump out some Dragon Tanks and Attack Outposts and send them across the river. You will notice that there are several Bunkers loaded full of troops. Send your Dragon Tanks to burn the infantry inside. Make sure that the tank is facing the correct direction, or you will not hit the bunkers. With the bunkers cleared, send you troops to the mountain pass to the north and have them guard the area against any Paladin Tanks or any other enemies that they will send into your base. At the meantime, have some Attack Outposts and Assault Troop Transports guard your base as General Leang may send a Sneak Attack any time. Now that you have secured the mountain pass, it is time to expand to the supply depot your tanks have just passed. Build a second Supply Center, War Factory, a Propaganda Center, an Internet Center as quickly as possible. (Defend them with a line of Gattling Cannons to the north as MiGs will be used from time to time against you) Notice those crates to the south? They are worth $1000 each, so collect them all and you can have more funds to use. The Internet Center can be placed inside your main base if you have room. Otherwise, build it at your auxiliary base. Fill it with Super Hackers on the double, and train Super Lotus (or corrupt one into serving you, as General Leang says). You will understand later. Have her capture the second Oil Derrick to the north for now. Step 2: Secure the land around the first Bunker Now, as you have the technology, build a couple of Attack Outposts, Assault Helices fully loaded assisted with Inferno Cannons (or Nuke Cannons). Then, move north, and shell and burn all the infantry units guarding the Bunker. Good. You now have secured this Bunker. But do not capture it with Super Louts until the timers are just about to tick to zero, or you will not gain too much time. (By the time I reached the Bunker here, there were still about 5 minutes left, so I waited for another 4 minutes before I captured it) Otherwise, move on to the next step. Step 3: Secure the land around the second Bunker As you may notice, the second bunker. (The Particle Cannon Bunker) is directly to the north of the Scud Storm. It is guarded by 4 Overlord Tanks. Therefore, I suggest you build another War Factory, guarded by Gattling Cannons to stop those MiGs and the occasional Helix loaded with Tank Hunters! Then, build a couple of Nuke Cannons (upgraded with Neutron Shells from a Nuke Silo. You will understand why later) supported by Attack Outposts and ECM Tanks in the front. Then, send them to the north of the Mountain Pass. You will notice that there is a Bunker filled with troops by the bridge. Fire one single neutron shell at the Bunker and the people inside will be vaporized. Then, continue to move north, until the enemy Overlord Tanks are just in sight. It is best that you do not try to attract their attention. Therefore, fire Neutron Shells at the Overlord Tanks to neutralize them once and for all, and be careful as you approach the lone tunnel network, or you will be ambushed by the units inside. Therefore, I suggest you play safe, and fire another Neutron Shell at the Tunnel Network. The units inside, infantry and tanks will be vaporized, and they will all be ejected from the tunnel and explode. Then, you can move the Outposts and Artillery in to destroy the Tunnel Network. With it gone, this area is secured. Send Super Lotus in to capture the Tech Reinforcement Pad, and build an additional Supply Center and several Gattling Cannons around the supply dock. Now, you can have Super Lotus on standby to capture this bunker when the timer is almost gone down to zero. (What does that bunker store anyway? Excess photons of light, or something?) Proceed to the next step. Step 3: Build an expeditionary force and cross the bridge next to the Particle Beam bunker and secure the land around the final Bunker. Now, as the title says, build maybe 10 more Attack Outposts with Nuke Cannons and ECMs for support and send them across the bridge west of the particle beam bunker. You will encounter some token resistance with a couple of Tank Hunters, Paladin Tanks and Dragon Tanks, and what's up with that? Just blow the life out of them and you will be fine! You will notice that there is yet another Tunnel Network to the west by the Nuclear Weapons Bunker, and don't worry, there is no one there now that you have cleaned it out one moment ago. Congrats, there is very little resistance here and the final bunker is in your hands. Notice that bridge leading north? That bridge is the only way into and out of the base of General Leang! Therefore, I would recommend you to build a line of Gattling Cannons and yet another War Factory to build more units for the final assault. Note: You may wonder why I did not ask to send units across the bridge to the east of the mountain pass. Yes, I know. There is another bridge on the other side, but for some reason, when I ordered my units to cross to the other side, they just did a U-turn and went back to the bridge by the Particle Beam Bunker to cross. Maybe it is due to the Chinese gate that is blocking the way. Step 4: Perform a final attack on the base Now that you have secured the exit and entrance of the base, it is time to finish General Leang off once and for all. If you are quickly enough, you may still have about 8 minutes left on her superweapon timer, with still one Bunker to be captured. Now, build maybe 8 Overlord Tanks, upgrade half with Speaker Towers and half with Gattling Cannons. Then, build some ECM Tanks and Nuke Cannons for support. Have Satellite Hack 2 upgraded from the Command Center. Then, you can send them in. To unsettle their frontal defenses, you can drop a Nuclear Bomb at the first group of buildings you find across the bridge, then use a neutron shell to take out the units garrisoned inside the Bunker. Then send your Overlord Tanks in. Now, you will have to be very careful around here. There is a long line of Patriot Missile systems on the ridge to the north, and you will suddenly find yourself underfire from all directions if you are not prepared. Therefore, you should use the Nuke Cannons to carefully destroy them all from a range before you move in. By the way, notice that there is a large push cut and trimmed in the shape of the Chinese letter tiger. I wonder how such bushes can grow in such cold conditions. Anyway, with the Patriots gone, you should divide your Attack Outpsots into two groups of 8. One will move up the staircase, while the other will go east. Have these two groups destroy everything in their path now. Once the one reaches the first Command Center, have them stay there. Same goes for the other group once they have destroyed the two Airfields on their side. This is to prevent any of her construction dozers from reaching those areas and rebuilding the things that you have destroyed. It is very annoying, and they rebuild so quickly. While they are standing their ground, send your Nuke Cannons up the stairs and start to shell everything that they find. Do you get my point? To make them more stronger to begin with, make use of the Artillery Training General Ability. Anyway, with such destructive power, very few things can resist your Nuke Cannons before it is too late, particularly they have their adult supervision, which are the Overlord Tanks around. If you have trouble destroying the Superweapons, use Black Lotus to capture the Nuclear Weapon Bunker to allow for more time for you to destroy them. For your information, the Nuclear Missile Silo is in the far west of the base, the Scud Storm in the center, and the Particle Cannon in the far east. Now, just destroy them, along with every other production structure General Leang has and the final level of the Generals Challenge will be complete! Finally! When you beat her, the camera will be focused on the patch of grass with the bushes trimmed in the shape of the Chinese character "Tiger". Then, General Leang will admit defeat. In the victory screen, General Leang will say that it was a very good competition, and if you have time, challenge her again. WHAT? A competition? What kind of sport involves so many lives being lost and so many vehicles being destroyed? War is not a sport, I tell you. It is a matter of life and death! Anyway, congratulations, as you have officially beaten the General's Challenge Mode! *****PLAYING AS GENERAL TA HWUN KWAI***** Step 1: Build your base and control the southern edge of the map Now, there is no time to lose. You must act quickly. First, build a Nuclear Reactor and a Supply Center with 2 Supply Trucks. Then, build a barracks, train 2 Red Guards and research the Capture Building Upgrade. Have them capture the oil derrick on this island. Then, build a War Factory. Pump out some Dragon Tanks and Battlemaster Tanks and send them across the river. You will notice that there are several Bunkers loaded full of troops. Send your Dragon Tanks to burn the infantry inside. Make sure that the tank is facing the correct direction, or you will not hit the bunkers. With the bunkers cleared, send you troops to the mountain pass to the north and have them guard the area against any Paladin Tanks or any other enemies that they will send into your base. At the meantime, have some Battlemasters guard your base as General Leang may send a Sneak Attack any time. Now that you have secured the mountain pass, it is time to expand to the supply depot your tanks have just passed. Build a second Supply Center, War Factory, a Propaganda Center, an Internet Center as quickly as possible. (Defend them with a line of Gattling Cannons to the north as MiGs will be used from time to time against you) Notice those crates to the south? They are worth $1000 each, so collect them all and you can have more funds to use. The Internet Center can be placed inside your main base if you have room. Otherwise, build it at your auxiliary base. Fill it with Hackers on the double, and train Black Lotus (or corrupt one into serving you, as General Leang says). You will understand later. Have her capture the second Oil Derrick to the north for now. Step 2: Secure the land around the first Bunker Now, as you have the technology, build a couple of Emperor Tanks, Dragon Tanks assisted with ECM Tanks and Battlemaster Tanks. Also research the Autoloader Upgrade from the Propaganda Center to allow your Battlemasters have a trebled rate of fire. Then, move north, and burn all the infantry units guarding the Bunker. Good. You now have secured this Bunker. But do not capture it with Black Lotus until the timers are just about to tick to zero, or you will not gain too much time. (By the time I reached the Bunker here, there were still about 5 minutes left, so I waited for another 4 minutes before I captured it) Otherwise, move on to the next step. Step 3: Secure the land around the second Bunker As you may notice, the second bunker. (The Particle Cannon Bunker) is directly to the north of the Scud Storm. It is guarded by 4 Overlord Tanks. Therefore, I suggest you build another War Factory, guarded by Gattling Cannons to stop those MiGs and the occasional Helix loaded with Tank Hunters! Then, build a couple of Nuke Cannons (upgraded with Neutron Shells from a Nuke Silo. You will understand why later) supported by Overlord Tanks and ECM Tanks in the front. Then, send them to the north of the Mountain Pass. You will notice that there is a Bunker filled with troops by the bridge. Send a Dragon Tank, along with an ECM Tank to disrupt the missiles, and then fry the units inside. Then, continue to move north, until the enemy Overlord Tanks are just in sight. Unfortunately due to the lack of Artillery, General Ta Hwun Kwai has to rush in without any elements of surprise. Therefore, you should build more tanks before rushing. Units will pop out of the tunnel network to engage you, so look out for them as well. It will be a tough battle, but you should win. Then, you can move the Emperor Tanks in to destroy the Tunnel Network. With it gone, this area is secured. Send Black Lotus in to capture the Tech Reinforcement Pad, and build an additional Supply Center and several Gattling Cannons around the supply dock. Now, you can have Black Lotus on standby to capture this bunker when the timer is almost gone down to zero. (What does that bunker store anyway? Excess photons of light, or something?) Proceed to the next step. Step 3: Build an expeditionary force and cross the bridge next to the Particle Beam bunker and secure the land around the final Bunker. Now, as the title says, build maybe 2 more Emperor Tanks with Battlemaster Tanks and ECMs for support and send them across the bridge west of the particle beam bunker. You will encounter some token resistance with a couple of Tank Hunters, Paladin Tanks and Dragon Tanks, and what's up with that? Just blow the life out of them and you will be fine! You will notice that there is yet another Tunnel Network to the west by the Nuclear Weapons Bunker, and don't worry, there is no one there now that you have cleaned it out one moment ago. Congrats, there is very little resistance here and the final bunker is in your hands. Notice that bridge leading north? That bridge is the only way into and out of the base of General Leang! Therefore, I would recommend you to build a line of Gattling Cannons and yet another War Factory to build more units for the final assault. Note: You may wonder why I did not ask to send units across the bridge to the east of the mountain pass. Yes, I know. There is another bridge on the other side, but for some reason, when I ordered my units to cross to the other side, they just did a U-turn and went back to the bridge by the Particle Beam Bunker to cross. Maybe it is due to the Chinese gate that is blocking the way. Step 4: Perform a final attack on the base Now that you have secured the exit and entrance of the base, it is time to finish General Leang off once and for all. If you are quickly enough, you may still have about 8 minutes left on her superweapon timer, with still one Bunker to be captured. Now, build maybe 8 Overlord Tanks, upgrade half with Speaker Towers and half with Gattling Cannons. Then, build some ECM Tanks and Nuke Cannons for support. Have Satellite Hack 2 upgraded from the Command Center. Then, you can send them in. To unsettle their frontal defenses, you can drop a Nuclear Bomb at the first group of buildings you find across the bridge, then use a neutron shell to take out the units garrisoned inside the Bunker. Then send your Overlord Tanks in. Now, you will have to be very careful around here. There is a long line of Patriot Missile systems on the ridge to the north, and you will suddenly find yourself underfire from all directions if you are not prepared. Therefore, you should use ECM Tanks to disrupt all missiles that attempt to hit you while you are at it. By the way, notice that there is a large push cut and trimmed in the shape of the Chinese letter tiger. I wonder how such bushes can grow in such cold conditions. Anyway, with the Patriots gone, you should divide your Emperor Tanks into two groups of 4. One will move up the staircase, while the other will go east. Have these two groups destroy everything in their path now. Once the one reaches the first Command Center, have them stay there. Same goes for the other group once they have destroyed the two Airfields on their side. This is to prevent any of her construction dozers from reaching those areas and rebuilding the things that you have destroyed. It is very annoying, and they rebuild so quickly. While they are standing their ground, send your Battlemaster up the stairs and start to shell everything that they find. Do you get my point? To make them more stronger to begin with, make use of the Battlemaster Training General Ability. Anyway, with such destructive power, very few things can resist your Battlemasters before it is too late, particularly they have their triple shot autoloaders in use. If you have trouble destroying the Superweapons, use Black Lotus to capture the Nuclear Weapon Bunker to allow for more time for you to destroy them. For your information, the Nuclear Missile Silo is in the far west of the base, the Scud Storm in the center, and the Particle Cannon in the far east. Now, just destroy them, along with every other production structure General Leang has and the final level of the Generals Challenge will be complete! Finally! When you beat her, the camera will be focused on the patch of grass with the bushes trimmed in the shape of the Chinese character "Tiger". Then, General Leang will admit defeat. In the victory screen, General Leang will say that it was a very good competition, and if you have time, challenge her again. WHAT? A competition? What kind of sport involves so many lives being lost and so many vehicles being destroyed? War is not a sport, I tell you. It is a matter of life and death! Anyway, congratulations, as you have officially beaten the General's Challenge Mode! *****PLAYING AS GENERAL CLEAR STONE***** Step 1: Build your base and control the southern edge of the map Now, there is no time to lose. You must act quickly. First, build an Advanced Nuclear Reactor and a Supply Center with 2 Supply Trucks. Then, build a barracks, train 2 Red Guards and research the Capture Building Upgrade. Have them capture the oil derrick on this island. Then, build a War Factory. Pump out some Dragon Tanks and Battlemaster Tanks and send them across the river. You will notice that there are several Bunkers loaded full of troops. Send your Dragon Tanks to burn the infantry inside. Make sure that the tank is facing the correct direction, or you will not hit the bunkers. With the bunkers cleared, send you troops to the mountain pass to the north and have them guard the area against any Paladin Tanks or any other enemies that they will send into your base. At the meantime, have some Battlemasters guard your base as General Leang may send a Sneak Attack any time. Now that you have secured the mountain pass, it is time to expand to the supply depot your tanks have just passed. Build a second Supply Center, War Factory, a Propaganda Center, an Internet Center as quickly as possible. (Defend them with a line of Gattling Cannons to the north as MiGs will be used from time to time against you) Notice those crates to the south? They are worth $1000 each, so collect them all and you can have more funds to use. The Internet Center can be placed inside your main base if you have room. Otherwise, build it at your auxiliary base. Fill it with Hackers on the double, and train Black Lotus (or corrupt one into serving you, as General Leang says). You will understand later. Have her capture the second Oil Derrick to the north for now. Step 2: Secure the land around the first Bunker Now, as you have the technology, build a couple of Overlord Tanks assisted with Inferno Cannons (or Nuke Cannons). Also research Isotope Stability from the Propaganda Center to avoid any nasty explosions that may occur if your tanks are destroyed. Then, move north, and shell and burn all the infantry units guarding the Bunker. Good. You now have secured this Bunker. But do not capture it with Black Louts until the timers are just about to tick to zero, or you will not gain too much time. (By the time I reached the Bunker here, there were still about 5 minutes left, so I waited for another 4 minutes before I captured it) Otherwise, move on to the next step. Step 3: Secure the land around the second Bunker As you may notice, the second bunker. (The Particle Cannon Bunker) is directly to the north of the Scud Storm. It is guarded by 4 Overlord Tanks. Therefore, I suggest you build another War Factory, guarded by Gattling Cannons to stop those MiGs and the occasional Helix loaded with Tank Hunters! Then, build a couple of Nuke Cannons (upgraded with Neutron Shells from a Nuke Silo. You will understand why later) supported by Overlord Tanks and ECM Tanks in the front. Then, send them to the north of the Mountain Pass. You will notice that there is a Bunker filled with troops by the bridge. Fire one single neutron shell at the Bunker and the people inside will be vaporized. Then, continue to move north, until the enemy Overlord Tanks are just in sight. It is best that you do not try to attract their attention. Therefore, fire Neutron Shells at the Overlord Tanks to neutralize them once and for all, and be careful as you approach the lone tunnel network, or you will be ambushed by the units inside. Therefore, I suggest you play safe, and fire another Neutron Shell at the Tunnel Network. The units inside, infantry and tanks will be vaporized, and they will all be ejected from the tunnel and explode. Then, you can move the Overlord Tanks in to destroy the Tunnel Network. With it gone, this area is secured. Send Black Lotus in to capture the Tech Reinforcement Pad, and build an additional Supply Center and several Gattling Cannons around the supply dock. Now, you can have Black Lotus on standby to capture this bunker when the timer is almost gone down to zero. (What does that bunker store anyway? Excess photons of light, or something?) Proceed to the next step. Step 3: Build an expeditionary force and cross the bridge next to the Particle Beam bunker and secure the land around the final Bunker. Now, as the title says, build maybe 2 more Overlord Tanks with Nuke Cannons and ECMs for support and send them across the bridge west of the particle beam bunker. You will encounter some token resistance with a couple of Tank Hunters, Paladin Tanks and Dragon Tanks, and what's up with that? Just blow the life out of them and you will be fine! You will notice that there is yet another Tunnel Network to the west by the Nuclear Weapons Bunker, and don't worry, there is no one there now that you have cleaned it out one moment ago. Congrats, there is very little resistance here and the final bunker is in your hands. Notice that bridge leading north? That bridge is the only way into and out of the base of General Leang! Therefore, I would recommend you to build a line of Gattling Cannons and yet another War Factory to build more units for the final assault. Note: You may wonder why I did not ask to send units across the bridge to the east of the mountain pass. Yes, I know. There is another bridge on the other side, but for some reason, when I ordered my units to cross to the other side, they just did a U-turn and went back to the bridge by the Particle Beam Bunker to cross. Maybe it is due to the Chinese gate that is blocking the way. Step 4: Perform a final attack on the base Now that you have secured the exit and entrance of the base, it is time to finish General Leang off once and for all. If you are quickly enough, you may still have about 8 minutes left on her superweapon timer, with still one Bunker to be captured. Now, build maybe 8 Overlord Tanks, upgrade half with Speaker Towers and half with Gattling Cannons. Then, build some ECM Tanks and Nuke Cannons for support. Have Satellite Hack 2 upgraded from the Command Center. Then, you can send them in. To unsettle their frontal defenses, you can drop a Nuclear Bomb at the first group of buildings you find across the bridge, then use a neutron shell to take out the units garrisoned inside the Bunker. Then send your Overlord Tanks in. Now, you will have to be very careful around here. There is a long line of Patriot Missile systems on the ridge to the north, and you will suddenly find yourself underfire from all directions if you are not prepared. Therefore, you should use the Nuke Cannons to carefully destroy them all from a range before you move in. By the way, notice that there is a large push cut and trimmed in the shape of the Chinese letter tiger. I wonder how such bushes can grow in such cold conditions. Anyway, with the Patriots gone, you should divide your Overlord Tanks into two groups of 4. One will move up the staircase, while the other will go east. Have these two groups destroy everything in their path now. Once the one reaches the first Command Center, have them stay there. Same goes for the other group once they have destroyed the two Airfields on their side. This is to prevent any of her construction dozers from reaching those areas and rebuilding the things that you have destroyed. It is very annoying, and they rebuild so quickly. While they are standing their ground, send your Nuke Cannons up the stairs and start to shell everything that they find. Do you get my point? To make them more stronger to begin with, make use of the Artillery Training General Ability. Anyway, with such destructive power, very few things can resist your Nuke Cannons before it is too late, particularly they have their adult supervision, which are the Overlord Tanks around. If you have trouble destroying the Superweapons, use Black Lotus to capture the Nuclear Weapon Bunker to allow for more time for you to destroy them. For your information, the Nuclear Missile Silo is in the far west of the base, the Scud Storm in the center, and the Particle Cannon in the far east. Now, just destroy them, along with every other production structure General Leang has and the final level of the Generals Challenge will be complete! Finally! When you beat her, the camera will be focused on the patch of grass with the bushes trimmed in the shape of the Chinese character "Tiger". Then, General Leang will admit defeat. In the victory screen, General Leang will say that it was a very good competition, and if you have time, challenge her again. WHAT? A competition? What kind of sport involves so many lives being lost and so many vehicles being destroyed? War is not a sport, I tell you. It is a matter of life and death! Anyway, congratulations, as you have officially beaten the General's Challenge Mode! ---------------------- 9. More Tips [CCGZH9] ---------------------- The Money Collector: Each side has an infinite supply gatherer that generates money every now and then. If you want to earn more money in the same amount of time. Build those gatherers in quantity. Make sure you build them between each money collection, then, there will almost always money flowing into your pockets. Clearing Garrisoned Buildings: Each side has more ways to clear units from garrisoned structures. The methods and priorities are listed below: USA: Stealth Fighter > Microwave Tank > Combat Drop > Flashbang Grenade China: Nuke Cannon with Neutron Shells > Dragon Tanks GLA: Toxin Tractors Submitters Tips! Low Wei Shyong's Tips In general, 1)It's good to have base defenses near the command centre, the supply centre and the superweapon. At least 1 gattling cannon or equivalent. To prevent against sneak attack by Commanches, Helices, Heroes, auroras. 2)Get multiple supplies ASAP e.g. oil derricks, supply stashes. Vital to keep pumping out units and attaining a high tech tree. 3)Keep a fast-reacting force e.g. a few commanche, MiGs, gattling tanks to prevent black lotus/Burton/Rebel attack. 4)Build structures relatively spaced out to minimize effect of superweapons. 5)Always try to coordinate your attacks with the carpet bombing, specter gunship etc. They draw fire away from your attacking force. 6)In multiplayer games, one should not over-emphasize on base defenses unless one is planning to destroy the enemies with just superweapons. Base defenses are immobile and cost as much money and time to build. Why not building a force which is mobile which can act both as offensive and defensive? Additional point is the units can gain veterancy as the game progresses. 5)It's better to take the game to the opponent's base. Make them spend time and money building defenses and all you have to do is to puncture their base at a particular weak point and let hell run loose. Offence is the best defense in strategic games sometimes. USA strategy, 1)The spy drone general's promotion is very important. Many players often fail to notice that. Spy drones are stealthy and can be used to check on the opponents, monitor vital passages, put it in own base to spot stealth units e.g. Lotus. It's runned by timer, meaning one can place multiple spy drones. 2)No. of Auroras required to destroy: Power plant-2 Barracks-1 Prop Centre-1 Supply centre-2 War Fac-2 Com Centre-5 Superweapon-5 Gattling cannon(or equivalent)-2 Chinese bunkers-not tested Stategic centre-not tested Palace-not tested Black market-not tested If the opponent defends his base at particular locations and not within his base much, one can try using the Aurora strike. 2 airfields of them, group them in singles or 2s. 1st run can take out base defenses and defending units. 2nd run, the unit-producing buildings, then the other structures. He will never know what hit him. =) 3)Diversity is the key for the USA. Always try to make a force with a mixture of filled up humvees(3MD+1PP+1R), Paladins, Avengers, Tomahawks, and a few Commanches. The force need not be big. Once I had a force with 2 Paladins, 2 Avengers, 2 Humvees,2 Tomahawks and 2 Commanches. Managed to take out 100+ Hard army units without much loss. 4)When using Air Force General, can try using the Attack Chinooks + Stealth Commanches. When en mass and after spotting the enemy base well should bring it down easily. Does not work well against Superweapon General's EMP patriot at all. 5)Can Burton swim? Don't think so. But he sure can climb. Have you seen him slide down a slope before? Looks really cool. 6)Keep a few Pathfinders in the base spaced out and especially near important structures. They can take out Lotus/Burton/Rebels. China strategy: Currently, my favorites are Nuke and Tank Generals. Nuke General is basically the same as China normal. But it comes with Nuke cannons without using a general's promotion. Its MiGs have tactical nukes, Helices have nuke drop, BM and OL come with uranium shell upgrades, Nukes are 500 bucks cheaper... so they are pretty cool to use. Tank general. The Emperor Tanks, when used effectively, can be the most awesome force in the game. If an Emperor tank is not completely destroyed, it comes bask with full hp and with a vengeance. Excellent for both offence and defense. Usually 3-4 are required to take out a base once the defense is breached. Only things to worry about are laser-guided missile defenders, garrisoned rocket troops in bunkers/civilian buildings. And though Emperor tanks are strong, it would be foolish to throw them straight into enemy base defenses. Black Lotus: 1) Can be used to spot stealthy units. 2) Black Lotus + Helix-Overload drop is extremely lethal. 3) Sometimes, when capturing buildings, try to put Lotus as close to the building as possible, hiding her behind the walls. Opponent can only see a blinking building and will waste time look for her. 4) Haven't tried Superhacker-Lotus-Helix drop, a friend told me it's pretty good too. GLA-I am not so good with them. But kind of know their strengths and weaknesses. Phew... I am tired after typing out so much. Hope you didn't get too tired reading them. Many of the stuff you probably know. And I appreciate your advice very much. With that, I shall end here. Wishing you health, success in your studies and happy gaming. Yours sincerely, Low Wei Shyong. Submitter's Tip! Yan Chiaw Bong's tip Hello! I played C&C Generals and Zero hours and I like the game very much. I also like the strategy guide you've provided, Good Job!! They are very interesting and does help a lot on my online gaming (unless I met someone more expert than me) :) The side I played the most is China. I'm agree with you that Nuke Generals is like the upgraded edition of Normal China army. The Air Force Generals are pretty cool too which loaded with 6 instead of 4 missiles. Anyway, I would like to share my strategy with you. I don't know it's a good strategy but just feel like sharing it. Normally, I'll build 2 gattling guns and 2 bunkers (with 5 rockets soldiers garrisoned each bunkers) for my base defense. Later I'll built 2 more Nuke Warheads to against any tanks or units that are approaching my base. Airfield will be my next option to build to protect my Nuke Warheads from being destroyed by either Scud Launcher or Air Force. I usually place the MiGs for air defenses since my Nuke Warheads are ready for ground attack. For Online gaming, sometimes the Host don't allow SW (Super Weapons) so all players are not allowed to built unless for Tech. I found China was pretty good at defense. I tried to use Air force Generals. It helps me to earn my Generals Point pretty easily because it's good on offence but if somebody play rush, I probably will be finish, unless I've few Commaches for defenses. Anyway, that's what I'm going to say. It's getting late over here. I wish you all the best in your study and good health and be aggressive in gaming. Peace!! Submitter's Tip! Raptor11790's tip I saw that you posted my latest letter to you on your guide, thanks! Did you know that the reason those two students picked that day to shoot up there school was that 4/20 is Hitler's birthday? They think he MIGHT be a small fraction Jewish. And about that school system thing grades 9-13 are considered high school but this place is international and project oriented which I think is good because that means less daily homework and more projects. I also found that Ace does have one tank, the Microwave Tank and it does get affected by the Composite Armer upgrade. To do that Hacker Farm guide I will send it to you in pieces in order okay? Well, here is the first part. The Hacker Farm A lot of people don't know what a Hacker Farm is. To put it simply it is just a bunch of Hackers hacking money for you in a big group. This guide thingy will share tips, do's and don'ts, ideas, and some suggested units for Hackers. Tips - The Internet Center is a bit like the Hacker Capital, so keep it defended in your base but don't worry about super weapons as it is pretty strong. - Don't worry a lot if you are running low on cash when you first start the farm, give it about ten min. to start to work. - Never leave a farm unattended as spies could compromise its secrecy. - Build a few so in case one is burned to the ground you still have a source of income. - Before you try this on the Internet practice it on a skirmish game, it's okay to play alone while practice it so you might want to just concentrate on it. - Always think about where to put it, what to defend it with, and other things. - If you have some free time try to think like an enemy desperate on shutting down your economy. - Remember that this is just a game. Do's -Keep guards in and around Hacker area -Put Hacker Farm in a remote corner or area of no strategically value -Keep enemy occupied so he/her doesn't have enough time to discover Hackers -Keep Internet Center tucked away deeply in base -Wait a while for funds to kick in -Go over basics every so often -Try new ideas such as mobile Hacker Farms -Build a couple extra Hacker Farms in case main gets destroyed -Make Hacker Farms main source of income instead of Supply Piles -Always have an extra amount of cash just in case Don'ts -Leave Hacker Farms unattended -Always use same ideas -Putting Hacker Farm close to the action -Rely on Supply Piles the most -Not keeping an eye out for supplies -Putting Hacker Farm right next to non-depleted Supply Pile(s) -Sending angry mail to Kylohk instead of Raptor -Using all available money for more unneeded stuff -Not using any money for stuff -Somehow giving off Hacker Farm location(s) -Not going over Hacker Farm basics often -Getting addicted to game It is me again. I think that the first salvage upgrade makes tanks fire faster, I know that for the Marauder at least. A tip for when you are playing against an easy computer in skirmish is that if you are playing against a U.S. force is that if you are Ace use Comanches as the main part of your defense as your enemy has only one anti air unit, the Missile Defender, but this can be eliminated without a threat if you get the Stealth Commanche upgrade and then use your Comanches to attack them from their back. But hey, all is fair in love and war. When playing as Anvil I always get the Mini-Gunner Elite Training as if they get damaged they will heal themselves without the need of a Speaker Tower. By the way when I asked you about how you defeat Anvil and Clear Stone on easy mode I meant on Skirmish. But your tip on Clear Stone was pretty helpful for Generals Challenge and I agree with you that there shouldn't be super weapons. I only build them to destroy my enemy's super weapons so mine are more defensive. The only other time I use them is to clean out the base before my forces come in. I think you should stress capturing tech. buildings a little more as countless times all my funding for war has come from Oil Derricks. Hacker Groups 6 Hackers = 1 Pod 9 Hackers = 1 Subdivision 10 Hackers = 1 Cell 18 Hackers = 1 Division or 2 Subdivisions 20 Hackers = 1 Dipod or 2 Pods 27 Hackers = 1 Ton or 3 Subdivisions Anything above go ahead and make up your own names but please share with others. These group units are only suggested. If you for some reason are upset about it please contact Raptor 11790@ not the author of the FAQ this is posted on Kylohk. Please do not use profanity or anything rude in the letter. Submitter's Tip! Tahir Talpur's Tip Hello friend, My name is Tahir Talpur, and i am citizen of Pakistan. I go through your guide, it is good and interesting, i have few tips i find useful when playing GENERALS or GENERALS ZH. I want you to take a look at them, if you find them useful add them in your guide. 1ST TIP This tip is very useful if you are playing as USA against GLA. As you know there are many civilian buildings located on the map, each building can carry 10 soldiers max. Now all you have to do is to locate a good building, which is good against enemy, now train 9 ROCKET SOLDIERS and 1 PATHFINDER from barracks and 1 AVENGER from war factory, it cost you a bit but also worth a while. Take your 10 soldiers and garrison them in that building, after that place that avenger behind that building. Now how it works, the 9 rocket soldiers will take care of all incoming enemy heavy vehicles, like SCORPION TANKS, QUAD CANNON etc and the 1 pathfinder will take care of all incoming infantry and offcourse AVENGER can take care of all incoming long range missiles like SCUDS, this building is really useful when you are playing against HARD ARMY but it will not work against CHINA because it has NUKE CANNON with NEUTRON SHELL real dangerous for soldiers. 2ND TIP PATHFINDERS are a real danger for GLA, as you know that GLA has no proper base defences like CHINA and USA has Gattling Cannons and EMP Launchers, GLA deploy stinger sites, in which there are three rocket soldiers standing fires rockets on incoming enemies, so you just train your 2 or 3 pathfinders, and take them towards GLA base, they can shoot down the rocket soldiers inside the stinger site, then the stinger site is nothing but a piece of cake, then take your tanks or any other vehicles to destroy these sites, they offer no resistance. That's all for now, I will mail more tips if when I find. Thanks MORE TIPS COMING SOON! ------------------------- 10. Conclusion [CCGZH10] ------------------------- That's all, for now. I am rather busy at school, but still, the campaigns for the standard USA, GLA and Chinese armies are complete. As time allows, I can also add the strategies for the Generals Challenge Campaign. Again, you can read this guide, print it out if you want it to read it in bed or whatever, just don't copy it! That's all! See Ya! This guide is intended to be published in GameFAQs and only GameFAQs, any requests from other websites to publish this guide will be rejected from now on. However, the websites that have published my guide before I wrote this can still publish the guide, provided that it is at Version 4.1 or before. -------------------------------------- Appendix I: Feedback Information [A1] -------------------------------------- Since the publishing of the original version of my Command and Conquer: Generals Side Comparison Guide, I have decided that I must make some new rules for those people who want to give me a feedback about my guides. All future strategy guides will have this section. If the following rules are not observed, I will just consider your e-mail to be spam mail or flame mail, and I will delete it without reading it, and will blacklist your e-mail address. For publishing permission: I used to allow people to publish my guides on their websites as long as they ask for permission. However, I will now ignore all the requests for this guide to be posted on other websites due to the fact that I am updating it consistently, and only Gamefaqs can receive the most updated version of this guide. Besides, having only one site host my work can help in creating efficiency, as there will be many stray versions of my guide in the internet and stuff, and it will make things very difficult to the readers. Although I do not have a lawyer to sue anyone if they do it without my permission, I expect everyone to have self discipline about these things. Concerning the submission of your own tips: I am always ready to accept tips from readers in order to add more flavor to my guide. However, you must read my guide thoroughly first, and make sure that your tip has not been listed in my guide. Otherwise, it would be a waste of your time or my time. Feedback Concerning Mistakes: (THIS IS THE MOST IMPORTANT PART, LISTEN UP) As I am a human, and we are all humans, we all make mistakes. Nobody is perfect. If I had made any mistakes in my guide, feel free to e-mail me. But however, you must follow these rules. I have typed out some bad examples with each rule, and they are from some of the e-mail I received by people who are dissatisfied by my original Command and Conquer: Generals side comparison guide. You must: Be polite, as I will take these feedback letters as seriously as formal letters, and you should specify the version number of my guide, then I can check my guide out. However, it need not be as formal as business letters, after all it is only a game. You should also present yourself clearly, I won't even think about anything that I cannot understand at the first glance, as I am a busy person. For example, "I enjoyed reading your guide, but disagreed with you on some points." From a person called Alex Shikh or "I agree with you that China is the strongest factions, but it is not much stronger than the other 2." From Ives Gobau And so on. You must not: Say any foul language and offend me. For example, "Your guide was ********, full of lies and biased opinions." From K Truin. You are not going to make me listen by saying rude words to me, you will only give me the impression that you are either uneducated or have low EQ. Conduct any surveys about how good my guide is and give it to me, as I could not care less about your so-called surveys. For example, "I have conducted a survey about your guide and over 90% said that it was a trashy tabloid." From Frozak. Start a petition to have my guide removed. Before, I was worried about this annoying "Petition: FAQ Removal" board made by a certain person called GamerEX. That is, "I would like to start the petition to have kylohk's Command and Conquer: Generals Side Comparison Guide as it is based on opinions and fluff." When I was asked by IGN to publish my Side Comparison Guide on their site, I told the sender about my worries, and he assured me that I can stick with my own ways and need not listen to angry letter up. So, that's what, if you make any rash moves like organizing petitions, I really won't bother to negotiate with you. Finally, you must not say anything I consider to be racist. For example, "You mentioned that you live in China that is obvious, considering your bias towards this side, etc..." "I am afraid that your living in China has blinded your judgment so much." From someone I could not remember his name. So, what are you trying to say, say that us Chinese are all idiots? Besides, the word bias is used to describe unfair comparisons due to neglecting some facts. As I have put all facts into account, I really cannot have made any bias towards any sides. From all the 50 or so letters complaint I received, I decided to listen to less than 5 of them. Why? As only 5 of them could follow the rules stated above. So, you MUST take those points into consideration, or else, don't expect me to listen to you. Game Help: If you have read my guide and did not understand something, feel free to ask, but please do not do this too often, as my e-mail account has other uses. You may have wondered why I put this section up. This is a new "Anti-disturbance" ordinance I set up for my own use, in order to minimize all those annoying and insulting things I receive. In fact, during September alone, I received at least a hundred of mail concerning my Side Comparison Guide, and I am now to make sure this will never ever happen again. Thank you for your cooperation. Yours, Lo Kai Yan Alasdair, kylohk. (Kai Yan Lo From Hong Kong) --------------------------------------- Appendix II. Letters from Readers [A2] --------------------------------------- This section basically shows some of the letters I received from Readers of this guide. They are free to express their opinions, AS LONG AS THEY FOLLOW THE INSTRUCTIONS STATED IN THE FEEDBACK INFORMATION. A letter written from a Swede called Calle Nord dated 22 March, 2004: Hi! First & foremost, thank you for a (mostly) well-written strategy guide. My name is Calle Nord and I live in Sweden. I have thoroughly searched the internet for a strategy guide that will help me with my problem and your guide is the only I've found that deals with my problem. I've got a huge problem with the 'China 3' Campaign in Zero Hour - the one in Coburg, Germany where you are supposed to destroy GLA Statues with a constantly falling 'International Opinion' meter. I play at HARD and I will go berserk soon if I don't get by it!!(1) Now the thing in your guide is that you're quite scarce with information: "Build a reasonable sized tank hoard..." What's reasonable? 10? 20? 50? (2)I really don't know. Later you say something like "...then hurry and destroy the stinger sites and then destroy the statue..." Sure, sounds like a piece of cake. Only problem is that when I tried that I got overrun by SCUD Launchers, Scorpion Tanks and Rocket Buggies. Furthermore, which is the best way to attack the main base? From the left or right? How many War Factories do you use? I'm also having problems with SCUD Launchers crushing my attack forces. They're nearly always backed up by Maruaders/Scorpions/Quad Cannons so quick hit'n'runs with for example Gattling Tanks don't work. Any pointers? (3) I'd really appreciate a 'reasonably' ;) detailed walkthrough how to complete this mission. Otherwise, I'll probably strangle someone with the cord to my keyboard. Respectfully, Calle Nord My Answers: (1) Don't worry, you are not alone. There are plenty of people out there that go nuts because of this mission, particularly after EA decided to remove the Carper Bombing General Ability in the Version 1.01 patch!!! (2) Reasonable sized refers to as many as possible as time permits. I myself recommend building 20 Battlemasters, separate them into 2 groups and attack each statue from 2 different sides. Then it is much harder for the Stinger Sites, SCUD Launchers to deal too much damage. Just keep the tanks spread apart! (3) All the SCUD Launchers and Rocket Buggies seem to be coming from the GLA forward base to the far east. Destroy that to weaken their resistance. Another pointer is to SAVE OFTEN! As for the main base, I recommend going from the west. As the East side is often lined with Demo Traps, which takes a while to clear. While the west side only has Stinger Sites and a few production buildings that can be easily spotted and taken out. This is a letter written by a person who would be known as Raptor11790: It's me again and I found something out in the game that I think you missed. But don't feel bad as it took me since last January to find it out. You missed one GLA salvaging unit, the Scorpion. At first it is hard to notice but for the first upgrade its barrel gets a colored thing on the end. The final upgrade is only present if you get the Scorpion Rocket upgrade as the Scorpion gains another rocket. That's twice the destructive power!(1) I also noticed that for the Quad-Cannon salvage upgrades that the upgrades make it shoot a lot faster. And I noticed something to do when playing as Ace, if your aircraft's come upon a lone Patriot or EMP Patriot they should always be in groups of two or more so none of the missiles get through. Oh well I think that's all for now. And could you please give me your opinion on the best way to beat "The Anvil" and "Clear Stone" when you are playing against them and they are set on the easy computer setting? (2) Please contact me in maybe 2 to 5 days? Where and when I am now is California, USA and it is 4/21/04, the day right after the Columbine shooting 5th anniversary.(3) I am asking you to contact me later as my parents probably won't let me play my C&C Generals game as my father caught me playing my game late at night. (4) By the way, have you heard of a US collage called IPOLY? Even though I am just about to finish the 8th grade, I might be going to a high school program at the collage for kids who are smart but their grades don't necessarily reflect that. Please tell me what you think about the collage thing bye! (5) My Answers: (1) Tip! Salvage Preferences When ever you destroy enemy vehicles, always salvage them to units in this order: Marauder Tanks > Quad Cannons > Techicals > Other units Notice that I have put other units, including Scorpions in the lowest priority. This is because, Scorpions can easily be built enmasse and overrun the enemies completely even with only one rocket, and you are not likely to pit only 1 Scorpion Tank against the enemy. I know that Toxin Tractors, SCUD Launchers and even Battle Buses can Salvage! The Toxin Tractor gets to have some better looking chemical sprayers, the SCUD Launcher has a frame to hold up the missile, while the Battle Bus has a better looking bonnet! (2) There is no possibility for you to encounter General Anvil Shin Fai in Generals Challenge. However, when you face General Clear Stone, he would have a nuke all ready for you (12 minute timer) while you are building your base. So, if you are playing as the USA generals, fast tech (tech up quickly) to Aurora Bombers and use them to destroy the Missile Silo. If you are using a Chinese General, train Black Lotus, sneak in and capture the Missile Silo. If you are using a GLA General, take advantage of the fact that the Nuke cannot destroy GLA structures along with their holes. So you can sneak a worker or two somewhere and build a secondary base. Then Clear Stone would have two bases to target, and when one is down, the other can still be up. (3) Well, I never knew that the Columbine High School is in California. But still, this provides a 16 hour time difference between China and California! (4) My younger cousin (not older one) in the UK got banned from his Playstation 2 because he spent all day and night playing Final Fantasy X. At first my Aunt did not mind, but when he answered 7 + 5 = 2 in his Maths homework, my Aunt smashed his controllers and memory cards, saying "Now, if you want to play, you cannot!" So, despite how bright you think you are DO NOT be addicted to video games. IT WILL RUIN YOUR LIFE! (LIKE TAKING DRUGS) In fact, the first version of my Side Comparison Guide got some people so mad as it is not based on online games. One GameFaqs board user, GamerEX held a petition to have my guide removed "as it is based on opinions and fluff." I changed my guide, a bit to please them, and when I apologized, a lot of those people still continued to harass me in the message boards saying things like, "The goal of Generals is to play online, there is no way a guide can be near average if it is not based on online play. You will be surprised about the number of people who stay up late at night." Well, I must say that statement is a big preference insult to me. This is because a man can do whatever he likes, if you insult someone if he has different preferences, then you are most likely uncivilized as you have no mutual respect to other people. Of course, this scenario is what made me add a Feedback Information section on all the newest guides I write! (5) It is true that the Americans are despising the SAT examination system, but still, some system is required to assess the students. I am not sure the definition of a High School student in the US. But anyway, I think that the Hong Kong education system is more exam oriented. I have just survived the HKCE Examinations last year with 6As, 2Bs and 2Ds, and now I will have to take another one called the A-Level Examinations next year to get to the university! (I myself plan to go to the UK to study engineering anyway, for your information.) -------------------------------------------- Appendix III. A Comparison of the Sides [A3] -------------------------------------------- In Command and Conquer: Generals Zero Hour, there is more than one side. This time, there are 3! USA, GLA and China. As usual, each side has its own strong points and weak points, and now, I will just give some guidelines on which side is good at what, and hopefully, will give you an idea of which side suits your style of playing. *****INFANTRY***** Rifle Infantry: USA: Ranger The US Ranger is the most expensive of the lot, however, they are the only rifle infantry in this game who can use 2 weapons, the Assault Rifle and the Flashbang Grenades. The Flashbang Grenades are particularly effective in clearing large structures and dealing with angry mobs. GLA: Rebel The GLA Rebel is all the terrorist organization can offer, and fires a regular rifle. That's it. The camouflage and Armor Piercing Bullet upgrade gives them some help, though. To use a booby trap: To use a Booby Trap, click the button, and then click on the building that you intend to place the trap on. It's like a mine. Anyone who gets too close will be blown up. Of course, Construction Dozers and Workers can remove them without them exploding. China: Red Guard The Chinese Red Guard is certainly the best rifle infantry of the 3 sides. Although they cost 300 in the barracks, every time, 2 Red Guards will emerge instead of one. Therefore, it is possible to queue 18 Red Guards at once in the Barracks. Red Guards can also be produced en masse by building a troop crawler, which comes with 8 of them! However, the most important feature is the horde effect. Red Guards tend to fire about 25% faster if there are 5 of them together. They fire another 25% faster with the nationalism upgrade. Supplementary Information: (Reference: Microsoft Encarta) Red Guards (China), self-proclaimed militant groups of high school and university students loyal to Chinese leader Mao Zedong, particularly prominent during the early stages of the Cultural Revolution. The Red Guards carried out Mao's directives to attack elitist elements of society. In the chaos that ensued, violence and destruction occurred throughout China, thousands died, and millions were imprisoned or exiled. In 1966 Mao launched the Cultural Revolution, intending to purge his opponents from office and revolutionize Chinese society. Mao's faction, principally the Gang of Four led by Mao's wife Jiang Qing, appealed directly to China's youth through posters, newspaper editorials, and speeches. They urged students to attack "reactionary" authority figures, including teachers and Communist Party administrators. In June 1966 high school students in Beijing began forming groups called the Red Guards. When Mao voiced his approval of these groups, high school and university students around the country quickly formed other bands of Red Guards. In August Mao addressed millions of Red Guards in Beijing's Tiananmen Square. Urged to destroy any aspects of old, elitist, or foreign culture, students broke into homes, vandalized cultural relics, and physically attacked teachers, artists, and Communist Party leaders. Lack of direction and overzealous revolutionary fervour led to violence between various Red Guard groups. Factions formed, with each group proclaiming itself more loyal to Mao than the other, and often signifying their loyalty by waving the "little red book" of Mao's thoughts. In 1967 the Chinese army was called in to restore order, and violent clashes took place between Red Guards and soldiers, resulting in thousands of deaths. In 1969 the government ordered many people aged 16 to 19 to leave major cities and go to the countryside, effectively dampening the Red Guard movement. Many of these people remained in the countryside until the late 1970s. Comparison: Factor: Special Abilities Rangers are just so powerful with their flashbang grenades, and can destroy hoards of enemy infantry with ease. Rebels are second, as the camouflage ability can allow them to perform unexpected sneak attacks. Red Guards are the worst, as they really have no strategy except an increased rate of fire in large groups. Rangers > Rebels > Red Guards Score: USA: 2 GLA: 1 China: 0 Value for money: Ranger: Cost: $225 Flashbang Upgrade: $1000 For a Rifle Infantry that has 2 functions, it is definitely worth paying $225 for this as it costs $112.5 for each function. Another good thing is that a flash bang upgrade is definitely cheap and should be researched as soon as possible. Value for money: Excellent Rebel: Cost: $150 Camouflage Upgrade: $2000 Booby Trap Upgrade: $1000 The Rebel is like the Ranger, it has 2 functions, a normal assault one and a special one. Besides, they can be camouflaged, and the Booby Trap upgrade is also cheap. However, the Booby Trap is not as effective, as you can only place them on buildings. So, it is a good value for money. Value for money: Good Red Guard; Cost: $300 for 2 Nationalism Upgrade: $2000 Although the average price of a red guard is $150, you can produce them en-masse, as one button yields 2 Red Guard. But compared to the other 2 rifle infantry, it is only a fair value for money. Value for money: Fair Conclusion about Rifle Infantry: As all 3 rifle infantries seem to be good at something, USA for quick demolition of garrisoned structures, GLA for sneak attacks, and China for brute force horde attacks. Rocket Infantry: USA: Missile Defender The US Missile Defender is just a person with armed with a high tech Rocket Launcher. They laser sights improve their rate of fire, and that's about it. To use the Laser Missile: Click the Laser Missile Button, and then click on your target. The Missile Defender will focus on the target with a laser, and then, wow wow wow wow wow! They fire their rockets in an insane speed, similar to the speed of Tank Hunters with their hoard effects. I found out about this when I head some Tank Hunters fight some Missile Defenders head to head. (In case you wondered how I fight missile defenders with tank hunters who use the laser missiles, I was playing against the computer, and it obviously cheated.) GLA: RPG Trooper The RPG Trooper is just like the missile defender, but without the laser sight. However, they can be given free of charge whenever you build a tunnel network. So it is a little bit more worth it. They can use Armor Piercing Rockets later on. China: Tank Hunter The Tank Hunter has the horde effect, nationalism and a TNT attack! Apart from this, they now can be deployed in 2s by means of building listening outposts. This gives them all the protection they need. In my opinion, the TNT attack is effective against tanks like the Scorpion or Paladin, as they can kill your infantry very quickly if they stand still in one spot. (By means of Scorpion Rocket and Lasers.) DO NOT USE THE TNT ATTACK when there is a better alternative though. To use the TNT Attack: If you really want to use the TNT attack against, say a Paladin tank or Scorpion Tank, click on the TNT Attack button, and click on your desired target. The Tank Hunter will go to the vehicle and plant the explosive. Note that this is a contact attack. That is, it will work as soon as your Tank Hunter comes in contact with the tank, or vice versa. So even if the enemy tank manages to squish your Tank Hunter, it will be not before the charge is placed. Comparison: Factor: Rate of Fire After close observation of the Laser Missile ability of the Missile Defender, I have concluded that the Laser Missile causes the Missile Defender to fire about 25% faster. This is the same speed as the Tank Hunter with the Hoard Effect. However, the slight delay in targeting the enemy, and there can already be a problem, and besides, the laser missile cannot be used in buildings or Humvees, so they are tied. Missile Defenders = Tank Hunters > RPG Troopers Score: USA: 1 GLA: 0 China: 1 Value for money: Missile Defender: Cost: $300 That's right, the Missile Defender is just a $300 man with a missile, which requires you to manually target tanks and only tanks to increase they rate of fire towards them. Yawn... Value for money: Fair RPG Trooper: Cost: $300 Armor Piercing Rockets upgrade: $2000 Again, the RPG Trooper costs $300, and their attack power can be upgraded. This makes them a good value for money. Value for money: Good Tank Hunter: Cost: $300 Nationalism Upgrade: $2000 The Tank Hunter also costs $300, but comes with the ability to automatically fire faster at ANY type of enemy due to the Hoard Effect when in groups of 5 or more, compared to the Missile Defender, which can only manually fire faster at vehicles. The Nationalism upgrade makes them even faster, and is good for fighting tanks! Of course, if the enemy uses tanks like Paladins and Scorpions, there is always the TNT Attack to take them out before they kill you. Value for money: Excellent Conclusion: Rocket Infantry are well, rocket infantry, they are effective against vehicles, but need all the protection they can get. Consider hiding them in battle buses, humvees or listening outposts. Of course, the usual build them in quantity clause applies. Note that the Laser Missile can only be used against tanks and vehicles. So, don't even think about clicking that button when you are confronted by infantry. In fact, run away! Advanced Rifle Wielding Infantry: USA: Pathfinder The US Pathfinder is like a "stealth nun with a sniper rifle" (actually, it is some kind of camouflage suit for those jungle operations.). His ability to garrison buildings without detection really helps to kill large numbers of enemy infantry from a long range! GLA: Angry Mob GLA Angry Mobs may be one of the comic relieves in the game. A mob first attacks with simple rifles, and later can be armed with AK-47s. They are effective against any unit that do not have anti-infantry weapons. When a member of a mob is killed, a new one respawns by "mitotic cell division". However, beware of the following, as they can kill you in a second or 2, flashbangs, flame, toxic substances. China: None China does not have any other infantry units that can use rifles better than the Red Guard. Comparison: Factor: Attack Power, Range, Vulnerability The Stealth Nun is good for vaporizing infantry from a range. While, the Angry Mob is good at destroying vehicles AND infantry from a close range. So, no conclusion can be drawn because there is more than one variable (Range and Attack Power) to be taken into consideration. Pathfinders = Angry Mobs > None Score: USA: 1 GLA: 1 China: 0 Value for money: Pathfinder: Cost: $600 The Pathfinder costs $600, and that is all you need to take out a large hoard of infantry! In fact the kill ratio is about 1 to 20 or even higher when used properly. So, well, it is an excellent value for money! Value for money: Excellent Angry Mob: Cost: $800 Arm the Mob: $1000 An Angry Mob has 10 Mobsters, that makes it $80 per mobster! This is basically an effective way to train units, as you only required to press a button once to send 10 people out. The Arm the Mob upgrade is very cheap. So, always upgrade them before sending your Mobs in! Value for money: Excellent Conclusion: The Stealth Nun is not always stealthy, they have a tendeny to reveal themselves when moving, so be careful. AS for the Angry Mobs, my cousin in the UK has a nasty trick, he likes to build about 20 of them, and rush to the opponent's base and make a riot! As they are moving, they are upgraded with AK 47s for everyone! Hooray! Vehicle Entrants: USA: Pilot When an armored or air unit with veterancy is destroyed, a pilot will jump out. Now, you can send him into another friendly unit, to apply the veterancy. To apply veterancy: Select your pilot, and then on the unit you intend to apply his experience to. GLA: Hijacker The Hijacker steals vehicles from the enemies, that's all, however, they can easily be detected, and can be killed very quickly, so it's not worth it. China: None China has no unit that can steal vehicles or enter vehicles that are not armored carriers. Comparison: Factor: Ease of use It is obviously easier to get a Pilot inside one of your own vehicles than to get a Hijacker inside an enemy's vehicle. And, Pilots are free! So, the result is obvious. Pilots > Hijackers > Nothing Score: USA: 2 GLA: 1 China: 0 Value for money: Hijacker: Cost: $400 Although a hijacker is cheap, you probably need to build lots of them in order to be able to steal one vehicle. So, it's really not worth the money or that General Point. Value for money: Poor Conclusion: The Pilot is always useful for people who like to apply quick veterancy. As for the Hijacker, I suggest you train them in quantity to ensure success. Demolitions: USA: Ranger Flash Bang Grenades The role of the Grenadier is given to the ordinary US Ranger, which can use the Flashbang Grenades to clear garrisoned structures. The Grenades can also be used against enemy infantry, just like the grenades in the old days. But still, EA got the name of the Grenade wrong, flashbangs stun, not kill, so they should be using Frag Grenades instead. It does no damage to vehicles. To use Flashbang Grenades: Click on the Flashbang Grenade button and here you go! Just remember to switch back to the Assault Rifle when tanks come. GLA: Terrorist The GLA can use suicide bombers to destroy incoming enemy tanks. The Terrorist can also make use of civilian cars to increase their speed. However, attentive players can easily stop them. So, I suggest you train them in quantity, which wastes money. To become a car bomber: Just select your Terrorist, and move your mouse cursor over a civilan vehicle until a Red "Enter" arrow appears. Then click. The Terrorist will then get into the car and you can use it to blow things up! China: Tank Hunter TNT Attack Tank Hunters now play the roles of Crazy Ivans as well. When your Tank Hunter is cornered by a tank (particularly scorpion or paladins), feel free to use his TNT attack on the tank. A TNT charge will be placed on the vehicle, and will detonate in 10 seconds, most likely destroying it. I have managed to pull it off several times. The TNT Attack can be used against enemy buildings as well. It is even better than the Terrorists, as you may be able to re-use this attack again and again. To use the TNT Attack: If you really want to use the TNT attack against, say a Paladin tank or Scorpion Tank, click on the TNT Attack button, and click on your desired target. The Tank Hunter will go to the vehicle and plant the explosive. Note that this is a contact attack. That is, it will work as soon as your Tank Hunter come in contact with the tank, or vice versa. So even if the enemy tank manages to squish your Tank Hunter, it will be not before the charge is placed. Comparison: Factor: Explosive bias The former is effective in blowing away infantry, while the latter 2 are effective in blowing away tanks. So, again, I cannot give a score for any sides, as no direct comparison can be made. So: Ranger Flashbang Grenades = Terrorists = Tank Hunter TNT Attack Score: No Score given Conclusion: The Ranger Flash Bang Grenades are excellent in killing large groups of infantry, particularly Angry Mobs. Terrorists are again to be built in quantity to ensure success. Although the Tank Hunter's TNT attacks might be useless at times, always use them if you do not want them to attack while standing still. That's all I have to say. It's hard to visualize the picture. Value for money: Terrorist: Cost: $200 There is no need to say anything about it. The Terrorist is annoying, and you only have to pay $200! Excellent value indeed! Value for money: Excellent Electronics: USA: None THE USA does not have any infantry units specializing in manipulating electronic devices. GLA: Saboteur This is again, like the spy of Red Alert 2. The Saboteur is stealthy, and disables buildings by entering them. They can climb over cliffs. China: Hacker The spies of Red Alert 2 have been replaced by Hackers. Hackers have an ability to disable enemy buildings with a powerful computer virus. This is true even for enemy buildings that do not require power to run! So, if you can transport a group of Hackers past enemy defenses, you can easily cause a lot of chaos in the enemy base! To Hack the Internet: Click the Hack Internet button and the Hacker will start stealing money at the rate of $5 per beep. It takes a few seconds to connect to the Internet, though. Comparison: Factor: Ease of use It is obviously easier to send a Saboteur inside an enemy base than to send a lone hacker in! After all, Hackers are nerds, and are those guys who are bad in PE! Saboteur > Hacker Score: USA: 0 GLA: 2 China: 1 Value for money: Saboteur: Cost: $700 For a use once and discard unit like the Saboteur, charging $700 for it isn't going to work. Hmph! It's just not worth it. Value for money: Poor Hacker: Cost: $625 For an infinite supply gatherer as well as a person who can disable buildings from a range, paying $625 is definitely more worth it as you can train these guys in quantity for your use, and they are not completely useless. Value for money: Excellent Conclusion: The Saboteur is useful if your enemy seems to have forgotten to place base defenses near the mountains around his base. China can counter them by placing mines around their structures. As for the Hacker, they disable buildings from a range. But they have to stay there for some time. So, use them for your needs. Hero Units: USA: Colonel Burton The United States do not have to rely on that arrogant Tanya Adams anymore. Instead, we have Colonel Burton, the man with the most tricks up his sleeve. Colonel Burton's rifle can make a quick work of enemy armor and infantry units. His knife, can kill enemy infantry without being seen. His Demo Charges can be activated by a timer or by remote. Burton can climb over steep hills into the enemy base! To use the Knife Attack: Click the Knife Attack button and then click the enemy infantry unit you want to use it on. To use the Timed Demo Charge: Click on the Timed Demo Charge button and then click on the building you intend to use it on. Colonel Burton will then go over to the building, and tinker with his bomb for a while before the bomb is placed. The timer is set to 20 seconds, plenty of time for you to get away. To use the Remote Demo Charge: The same steps apply for Remote Demo Charge, only that you can detonate them at will. To detonate the charge, click the Detonate Charges button, and beep! BOOM! GLA: Jarmen Kell This mercenary is just a sniper with the capability to periodically kill the drivers inside the vehicles. That's it. Unfortunately, he cannot do it more frequently, otherwise, it's not worth coughing up $1500. But still, Jarmen Kell is excellent in, destroying fire bases. You will see what I mean. To kill drivers inside vehicles: Click the sniper attack button and then click on the vehicle you intend to get rid of. Then a single shot will be fired, and the vehicle will lose its side. China: Black Lotus China's secret agent has no self defenses, but she can capture buildings faster than other Red Guards, as she does not need to recharge. She also can steal money from enemy supply centers, $1000 at a time. She can disable enemy vehicles too, but make sure you are up against one at a time. The bottom line is, if you can sneak Black Lotus past enemy defenses, you can capture a lot of their buildings before they can even react. To Cash Hack: To steal money from enemy supply centers, click the Cash Hack button and then click the target you intend to steal money from. Black Lotus can steal money from a range, and can gain veterancy by doing so. Conclusion: Factor: Significance of Special Ability Colonel Burton is definitely the one with the highest flexibility, with his all rounded attack abilities. Jarmen Kell's signature ability, the Sniper Attack, is not frequent enough, and definitely is not worth being a Hero Unit. Black Lotus, although she has no weapons to defend herself, can make a difference if you want to sabotage their base in emergencies. After all, it only takes 7-9 beeps for her to capture a building, while it takes the average Rifle Infantry more than 20 to do so! So: Colonel Burton > Black Lotus > Jarmen Kell Score: USA: 2 GLA: 0 China: 1 Value for money: Colonel Burton: For a unit that practically has everything,(a Swiss army man in fact), paying $1500 is certainly worth it, as it is just like a destruction starter kit all hauled up in one person. Value for money: Excellent Jarmen Kell: For a person who can only snipe a vehicle once in a while, $1500 really is a ludicrously high amount. But that's all GLA have in their hero's department. Sigh... Life is cruel. Value for money: Bad Black Lotus: Although Black Lotus cannot defend herself well, those abilities really are perfect power tools to use against the enemy, particularly if you sneak in from an obscure corner. The cash hack lands you more and more money, as that is how you let her gain veterancy. Value for money: Good Conclusion: It's a pity that you cannot train heroes in quantity, Colonel Burton is particularly powerful. He has the most tricks up his sleeve. I just love to see him stabbing enemy units to death! As for Jarmen Kell, you should snipe a vehicle and retreat to a safe spot every time, as if you get to close, you can easily get detected and killed. As for Black Lotus, feel free to sneak her into the enemy's base via a Helix to a relatively undefended area. Then you can confuse the enemy as you capture their buildings. *****ARMORED VEHICLES***** Main Battle Tank: USA: Crusader Tank The Crusader Tank of the US is the most high tech Tank in the game. Being a US unit, it can have drones installed above it. Unfortunately, the drones can be easily shot down by enemy defenses. However, their armor can be upgraded by composite armor. So, it is quite good actually. To upgrade your tank with drones: Simply click the drone you want to be installed on the tank and then you can wait. Note that you cannot have more than 1 drone installed at once. GLA: Scorpion Tank The Scorpion Tank is the light tank of the GLA. Being the light tank, it has rather light armor. As they are built to hit and run, the Scorpion Tank is not so suited to direct, full scale battles, that are the bane of the C&C series. The Scorpion Rocket Upgrade gives them a slight balance though. This is particularly true when I tested one of these tanks against a battlemaster or crusader. Even with the rocket, the scorpion will lose on one to one combat. So, build 50+ of these. China: Battlemaster Tank China's Battlemaster Tank is slightly cheaper than the Crusader Tank, therefore, with a slightly weaker armor than them. However, their benefits are better than the Crusader. For one, they can make use of the Horde Effect to fire faster and can go even faster with nationalism inspired; secondly, their speed and attack power can be increased by 25% with the Uranium Shells and Nuclear Tank upgrade from the Nuclear Missile Silo. So that makes them more powerful. Supplementary Information on the Type 98 Main Battle Tank (It looks the most like the Battlemaster): (Reference: Sinodefence) The Type 98 is the latest development of China's main battle tanks. (MBTs) This new prototype has an increase in firepower, mobility and protection compared with previous models. The tank was first revealed to the public in October 1999, and is reported to have entered service with the PLA in a small number for operational test and evaluation before the design is finalized. An improved variant of the tank makes use of a new explosive reaction armor and the Leopard 2 A6-style additional reinforcement to the turret frontal armour with externally mounted add-on armour modules. The Type 98 is the latest derivative of the Type 90 main battle tank (MBT) family. It is also the of officially certified version of China's third generation MBT programme, and had been undergoing continuous research and development for fifteen years since the eighties. The Chinese third generation MBT is known to have suffered certain technical difficulties in the early 1990s. The scheduled date of commissioning was postponed several times, until the initial approval certificate of the Type 98 was issued in 1998. The Type 98 was first revealed to the public in the national day parade on 1 Oct 1999. A small number of the initial production model is in service with the Army for initial evaluations and tests. It is expected that the final production model of the Type 98 will join the service before 2004, depending on progress of the final modification work. The original design target of the Chinese third generation MBT was as a counter to the Soviet T-72 main battle tank, but the changing requirements shifted the development to make the tank much more complex than before. The later design criteria of the Type 98 were aiming at matching the U.S. M1A1 Abrams, while certain aspects of the actual performance of the Type 98 are catching up with the standard of the M1A2. It is surprising that China has developed two MBTs, the Type 88C/96 and the Type 98, with similar performance at the same time. Although the Type 96 was regarded as the second generation MBT, while the Type 98 as the third generation MBT, they are comparable in term of general performance and technology. One possible explanation is that the Type 98 will be equipped by the most elite units in a relatively small number, while the Type 96, with less sophisticated technology and therefore cheaper unit price, will replace the bulk of Type 59/69 in current service. The layout of the Type 98 is conventional, was to a certain extent, influenced by the Soviet Tank designs. The driver's compartment is at the front, with fighting compartment/turret in the centre, and the power pack in the rear. The complete powerpack assembly can be removed in around 30~40 minutes and in field conditions. Suspension is of the conventional torsion bar type and there are six rubber-tyred roadwheels on each side, with the drive sprocket at the back of the tank. The Type 98 MBT's turret is slightly larger than that of the Type 90, which has resulted in a gap between turret and the hull in the front. The advantage is that more ammunition can be loaded at once. However, there is a major disadvantage in the battle as the whole turret might be blown off if the gap is hit. In addition, the Type 98 also lacks designs often found on Western MBTs to minimize the damage in case a HEAT shell hits the tank and penetrates it. Some designs include the armor bulkheads to separate the crew compartment from the fuel tanks and rounds, as well as the top panels designed to blow outwards in case of explosion. This could lead to low survivability in modern combat field according to what some tank divisions experienced in the 1991 Gulf War. The main weapon of the Type 98 MBT is a fully-stabilized 125 mm 50-calibre smoothbore gun with an autoloader (Hence no loaders are needed). Although early reports indicated the cannon was a licensed copy of the Russian 2A46, it is actually an indigenous design derived from the Chinese 120 mm smoothbore gun technology. The Type 98 Main Battle Tank has a wide variety of ammo, including armor piercing fin stabilized discarding sabot rounds (APFSDS), high explosive anti-tank rounds (HEAT), and high explosive fragmentation (HE-FRAG) projectiles. China has also manufactured Russian A-11 laser guided anti-tank missile (ATGM) to be fired by the 125 mm gun. In addition, the Chinese have also experimentally developed depleted uranium rounds for their tanks and it may be available to the Type 98. (That's what they meant by the depleted Uranium Shells from the Nuclear Missile Silo in the game.) Fire accuracy is attained by the laser rangefinder, wind sensor, ballistic computer, and thermal barrel sleeve. Dual axis stabilization ensures effective firing on the move. The commander of the tank can make use of up to six periscopes and a stabilized panoramic sight. Both the commander and gunner have roof-mounted stabilized sights equipped with day/thermal vision, a laser rangefinder and an auto tracker facility. The commander has a display showing the gunner's thermal sight, enabling the commander to fire the main gun. The Type 98 is also equipped with a computerized onboard information processing system, which can collect information from vehicle navigation (Inertia/GPS), observation systems and sensors, process it in the computer and display it on the commander's display, giving it the ability of real-time command and beyond-vision-range target engaging. Secondary weapons include a 7.62 mm coaxial machine gun and a 12.7 mm air defense machine gun mounted on the commander's cupola. 76-mm Type 84 five-barrel smoke grenade launchers are mounted on each side of the turret. The turret and hull are of all-welded steel amour construction. A layer of composite armor has been added to the front arc. The armor package is of modular design, enabling damaged sections to be replaced or upgrades installed throughout service life. Explosive reactive armor (ERA) can be fitted if required. The Type 98 features a JD-3 integrated laser rangefinder / warning / self-defense device. Unlike contemporary Russian active tank self-defense systems like Drozd, Drozd-2, and Arena, which launch projectiles to disable or "shoot-down" incoming anti-tank missiles and projectiles, the Chinese system apparently uses a high-powered laser to directly attack the enemy weapon's optics and gunner. (Similar to the Paladin Tank) The system includes what appears to be a laser warning receiver (LWR - the dome-shaped device on the turret roof behind the commander's position), that warns the crew that their tank is being illuminated by an enemy range-finding or weapon-guidance laser. The turret of the tank can then be traversed to face the direction of the enemy threat, and the laser self-defence weapon (LSDW - the box-shaped device on the turret roof behind the gunner's position), can be employed against the source of the enemy laser. The procedure of the laser weapon would first use a low-powered beam to locate the optics of the enemy weapon. Once the enemy weapon was located, the power level of the laser would be increased rapidly. Such an attack would disable the guidance optics of the enemy weapon and blind the enemy gunner. The available photos of the Type 98 have also confirmed that the laser weapon can be elevated to a higher angle than the tank's main gun, indicating that the type 98 Main Battle Tank has the ability to shoot down enemy helicopters. In addition, the laser device could also be used for communications between friend tanks. The Type 98 is powered by a liquid cooled, turbocharged 1,200 hp diesel derived from Germany WD396 diesel technology. At its current battle weight of 52 tons, this gives a power-to-weight ratio of about 23 hp/ton. ----------------------------------------------- Specifications of the Type 98 Main Battle Tank ----------------------------------------------- Crew: 3 Weight: 50 tons Engine: 1,200 hp liquid cooled diesel Transmission: Mechanical, planetary Track: Metallic with RMSh, with rubber-tyred road wheels Suspension: Torsion bar Radio: Receive/transmit, telephone, laser communications Dimension: Length: 11.00 m; Height: 2.00 m; Width: 3.40 m Ground Pressure: N/A Cruising Range: 450 km, or 600 km with external tanks Speed: Max road 65 km/h; max off-road 47 km/h; average cross-country 35 km/h; max swim N/A Fording Depths: 5 m with snorkel Main Gun: Indigenous 125 mm smoothbore Rate of Fire: 8 rounds/min Elevation/Depression: N/A Auxiliary Weapon: One coaxial 7.62 mm machine gun; one 12.7 mm air-defence machine gun Fire Control: Laser rangefinder input, onboard computer, wind sensor, and control panel Comparison: Factor: Group attack power (>=5) First I resorted to one to one combat. The Scorpion Tank, even if upgraded to Scorpion Rocket and the rest, cannot beat the Crusader or Battlemaster Tank. When it comes between the Crusader and the Battlemaster. The Crusader won marginally. However, when we take the Crusader and Battlemaster on a 8 to 8 combat, the Battlemasters won because they had the hoard effect to help them fire faster. As most people would build a large hoard of tanks. I come up with the following conclusion: Battlemaster Tank > Crusader Tank > Scorpion Tank Value for money: Crusader Tank: Cost: $900 Composite Armor Upgrade: $2000 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 The Crusader has a slightly heavier armor than the Battlemaster Tank and costs $100 more. That's not so worth it. Besides, those drones are far too vulnerable and can be easily shot down. It's not a good value for money actually, if you charge that much for a main battle tank. Value for money: Bad Submitter's Opinion! Marcus Wong's Opinion The crusader tank should be considered a fair value of money since it's a tradition for EA to give at least one of the tanks in C&C a cost of $900. (Remember the Rhino tanks from RA2 and RA.) Either way, there is a negative review for Generals which is more special and ridiculous than the other negative reviews. you can find it at the reviews section at the original Generals. The review is titled 'Command & Throw Up' and the rating is only 4/10.Pls post your thinking about that review. My answer: I was judging the value of money of the Crusader Tank for a Medium Tank, this is because the Medium Tank does not classify as a Heavy Tank, the Paladin Tank does. For your information, the Medium Tank and all its equivalents (Titans, Tick Tanks) all cost $800, but this one costs $900! I know that the Heavy Tank costs $950, but as the Crusader Tank is not a Heavy Tank, I still consider it to be a bad value of money. As for that negative review, I think this guy is trying to focus on the bad sides of the game. He is right about certain aspects of the graphics, as EA did not put a lot of detail into the soldiers, as all soldiers, even when viewed close up don't look like human at all! I think he must be from Taiwan, as the $1250 he paid for the game must be in NT$, and the NT$ is much smaller in value compared with the HK$. (Maybe it is a quarter so so of the value.) Scorpion Tank: Cost: $600 Scorpion Rocket Upgrade: $1000 Toxin Shells Upgrade: $1000 Armor Piercing Rocket Upgrade: $1000 It is obvious really, that for such a cheap price, you can already purchase such a vehicle with decent stopping power. Be sure to upgrade them ASAP with those Rockets, as they can make a large difference. Value for money: Excellent Battlemaster Tank: Cost: $800 Nationalism Upgrade: $2000 Uranium Shells Upgrade: $2500 Nuclear Tank Upgrade: $2000 Battlemasters ARE to be built in quantity, as they fire much faster when doing so. This square $800 is very good when all of their potential benefits are concerned. Although many of China's units may look expensive, they will pay off eventually, as there are lot of features to be explored. Value for Money: Good Score: USA: 1 GLA: 0 China: 2 Conclusion: I never use Main Battle Tanks myself, so I cannot really comment on any of them. So, my only tip for these 3 units is to attack in a larger number than your enemy's. Build in quantity, about 50+, this is another reason I dislike multiplayer, in fact, if I were the game host, I would set up a rule that limits the number of tanks used at a time to a maximum of 30. Armored Personnel Carriers: USA: Humvee The standard troop transport of the US is here. Equipped with Gun-Ports, infantry units inside can fire at the enemy. The Humvee can also be equipped with a TOW Missile to attack armored targets. There is a catch though, if the Humvee is destroyed, the infantry inside will all die! Just a pity it does not come packaged with missile defenders. GLA: Technical, Battle Bus, Combat Cycle GLA Technical Trucks again carry 5 infantry units. Only that it has no gun ports. Its armor is just so weak. Although it can perform salvage runs on defeated armored units, and can make use of Armor Piercing Bullets, it really cannot help them much. The slow and steady battle bus is a different story, the infantry inside can fire out of the gun ports inside the bus. And after it blows up, the battle bus becomes a bunker of sorts, and the infantry continue to fire inside until it blows up the second time. Note that the bus' passengers cannot fire at any specific target, and that is a problem. The combat cycle has one infantry inside, and that infantry can fire at the enemies. Unfortunately, this vehicle makes the infantry more vulnerable to tanks, as tanks are effective against vehicles. And when it explodes, the infantry unit is sent flying! You may need at least 20 of these to make a stand. You can use it as a suicide unit if the passenger is a terrorist, but, it can never be as economical as the troop crawler. China: Troop Crawler The Troop Crawler is the most expensive of the lot, at $1400, but there is a reason behind, it is because it comes with 8 Red Guard! So, it actually costs $200! The Troop Crawler is also equipped with Stealth Detection. So, which means, we have a decent stealth detector that can be produced en-masse! So, really, "They can't hide from me." Supplementary Information on the Type 92/90 Wheeled Armored Fighting Vehicle (The Troop Crawler is a 8x8 8 wheeled variant of this vehicle): (Reference: Sinodefence) The Type 92/90 is officially designated as Type 92 or Type 90 by the People's Liberation Army, and it is designated as WZ551 by the manufacturer. The Type 92/90 is contracted by NORINCO. The Type 92 (ZSL) Infantry Fighting Vehicle has entered service in 1996, and the Type 92A Armored Personnel Carrier has entered service in 1997. By early 2004, 2 mechanized infantry divisions, 4 mechanized infantry brigades and 3 battalions of the PLA have been equipped with the Type 92, with a total of around 1200 vehicles being used. The Type 90 belongs to a large family of armored fighting vehicles with a 6-wheel chassis. (Also known as the 6x6 configuration). There are variants with 4 wheels and some with 8 wheels. (The Troop Crawler must be one of its 8 wheeled variants.) Different variants are used for different purposes. The Type 90 was first revealed in 1986, and it is based on the chassis of the Tiema XC2200 6 wheeled heavy duty truck, which made use of German Mercedes Benz truck designs. The Type 90 has been used by the PLA ground force since the early 1990s, and it was further developed to over 10 variants including Armored Personnel Carriers, Infantry Fighting Vehicles (IFVs), self-propelled artillery, anti-rioting vehicles, combat support vehicles, command posts and field ambulances. The main variant of the Type 90 has a weight of 15.3 tonnes. Each unit is served by 3 crew. Which are the driver, commander and the gunner. Each Type 90 can carry up to 9 infantry soldiers in its troop compartment and it is fitted with fire suppression and centralized nuclear biological chemical (NBC) protection systems. This vehicle can also be used in water. The PLA is transforming its conventional motorized infantry units into mechanized infantry troops with rapid reaction capabilities. The Type 90 series of transports are ideal for these newly trained troops. The 54th Group Army in the Jinan Military Region is the first infantry unit to be equipped with the Type 90. Units deployed in Xinjiang, Tibet and the Beijing Military Region have also been served. More vehicles in this large family are expected to be delivered to the PLA in the future. The variant currently in service is designated as the Type 92. Now, as I said earlier, the Type 90/92 has many variants. The first is the type 92 (ZSL92) IFV, with a 6x6 chassis. This project was in response to the PLA's requirements for a new 6 wheeled IFV in April 1987. It is the formal production variant of the Type 90/WZ551. A 30,000km's length of road tests have been carried out in the following years, and the vehicle received its design certificate in June 1994, and entered service in the following year. NORINCO also had plans to export some variants including the NGV-1 IFV. This is another 6 wheeled vehicle, and has a French designed one-man Giat DRAGAR 25mm cannon turret, with stabilized sight and night vision equipment. There is an extra weapon which is a 7.62mm machine gun. Another variant is the WZ901 Armored Rioting Vehicle. Other variants include: WZ554 self-propelled twin-23mm antiaircraft artillery guns, 6X6 WZ551D DK-9 (PL-9) air defence missile system, 6X6 WZ901F (Type 86) patrol vehicle, 6X6 WZ91 anti-tank guided missile launch vehicle, 4X4 Long-hull APC, 8X8 120mm Self-Propelled Mortar-Howitzer, 6X6 Armored recovery vehicle (ARV), 6X6 Armored ambulance, 6X6 The hull of the Type 90 is made up of three different parts: the driver compartment in the front, the powerpack compartment in the middle left, and the troop compartment in the rear. The fully amphibious Type 90 is equipped to carry 12 personnel: commander, driver, gunner and nine troops. There are six firing ports in the vehicle hull, three on each side of the vehicle. Communications equipments include a VRC-83 radio set and VIC-83 telephone. The Type 92 IFV is fitted with a one-man 25mm cannon turret and a coaxial 7.62mm Type 59 machine gun. The 25mm gun has a full 360 degree traverse with an elevation of between 8 and 55 degrees to the horizontal. Up to 400 rounds can be loaded into the 25mm gun, with an additional 120 HE (High-Explosive) rounds and 80 AP (Armor-Piercing) rounds carried in the turret. The 25 mm gun can fire single, 3-round bursts, or 5-round bursts. The max rate of fire is 100 rounds per minute to 200 rounds per minute. The 7.62mm machine gun has 1,000 rounds. There are eight smoke grenade launchers, four fitted either side of the main gun. The Type 90 is fitted with NBC (nuclear, biological, chemical) protection system and automatic firefighting system. Armor protection against 7.62mm caliber weapon systems is provided all around the vehicle. The Type 90 is powered by a German-designed BF8L413F 4-stroke, 8-cylinder, turbo-charged, air-cooled diesel engine with a standard power of 235kW (320hp) at 2,500r/min. The vehicle has 9 forward and 1 reverse gears, with mechanical gear box, power assisted steering and independent suspensions. Its central inflating system can adjust the tire pressure according to road conditions. The tires can support the vehicle to travel 100km at a speed of 30km/h after being damaged. In addition, the vehicle is fitted with two propellers for swimming. The vehicle is capable of a maximum speed of 85km/h on paved road and 8km/h when afloat. The capacity of the fuel tank was increased by 90 liter to fulfill the PLA's requirement for a fuel endurance range of 600 to 800km. ------------------------------------------------------- Specifications of the Type 92 Armored Fighting Vehicle ------------------------------------------------------- Crew: 12 (3+9) Type: Wheeled, armored, amphibious Weight: 12.5 tonnes Engine: 320hp BF8L413F 4-stroke, 8-cylinder, turbo-charged, air-cooled diesel Transmission: Mechanical Suspension: Independent Radio: VRC-83 radio set; VIC-83 telephone Dimension: Length: 6.63m; Height: 2.8m; Width: 2.8m Cruising Range: 600~800km Speed: Max road 85km/h; max off-road N/A; max swim 8km/h Main Gun: 25mm (IFV variant), or 12.7mm (APC variant) Rate of Fire: (IFV) 100~200 rounds/min Elevation/Depression: (IFV) 8 degrees to 55 degrees Auxiliary Weapon: (IFV) One coaxial 7.62 mm machine gun Comparison: When it comes to Transports, we will have to consider flexibility. The Humvee is the most flexible, due to the gun ports, allowing for Missile Defenders and Pathfinders to fire out. The Technical is not flexible, as they can be easily be stopped and the passengers killed soon after. The Battle Bus again works like the Humvee, but you cannot specifically target anything. As for the Combat Cycle, any infantry except Angry Mobs can ride it. So, you can use it to offer some protection to individual infantry units. The Chinese Troop Crawler may be inflexible, but it comes packaged with Red Guard, and holds just as much as the Battle Bus, so it is a good way to train large numbers of infantry en masse. Humvees > Battle Buses = Combat Cycles = Troop Crawlers > Technicals Score: USA: 2 GLA: 2 China: 1 Value for Money: Humvee: Cost: $700 TOW Missile Upgrade: $1000 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 It is the tradition of the Command and Conquer Series to charge this amount for a Humvee. Enough said. Value for Money: Fair Techinical: Cost: $500 Armor Piercing Bullet Upgrade: $2000 Technicals are like Humvees in many aspects, but they can upgrade their guns by salvaging. But still, it is only a fair value for money. Value for money: Fair Battle Bus: Cost: $800 Battle Bus costs $800, and comes with no attack power on its own, but it is a bit more armored than the technical, and won't be destroyed immediately when its HP drops to zero, so it is quite worth it if you want to give your infantry protection. Value for money: Good Combat Cycle: Cost: $550 Cost of bundled Rebel: $150 Actual Price = Cost - Cost of bundled Rebel = $400 A combat cycle is ridden by a Rebel at the start, so we can consider the cycle to be cheaper than it actually is. In fact, I am using the "method of difference" to determine the actual price of units with other units bundled in. this method has been used by the Hong Kong Consumer Council to compare the prices of goods. So, to conclude, the Combat Cycle is an excellent value for money. Value for Money: Excellent Troop Crawler: Cost: $1400 Cost of bundled Red Guards: $1200 Actual Price = Cost - Cost of bundled Red Guards = $1200 Again, the method of difference applies. You will pleased that the Troop Crawler itself costs only $200! This is one of the ways you can train Red Guards en masse. An excellent value for money indeed! Value for money: Excellent Conclusion: Yes, it is best to load a Humvee with a pathfinder or 2, as it make them better at the task at hand. I can make no safety guarantees against air strikes if you hide Missile Defenders inside, as units like Raptors and MiGs fire so many missiles at them, and it can blow the entire thing up in no time. Most people prefer to load 1 pathfinder and 4 missile defenders in their humvees but I prefer the 2, 3 combination, as you cannot be too careful. Anti-air, Anti-infantry units: USA: Avenger The US has come up with a new laser unit. The avenger, its laser can be used to shoot down incoming missiles and aircraft, its designator also allows your units to hit them faster and with more success. The laser of the Avenger cannot be used to kill ground units by itself, while you can send it a large number of quad cannons or gattling tanks in and cause tremendous damage, you can't do so with Avengers. It's just not worth coughing up $2000 to buy one of these vehicles if they can only attack air targets. Unfortunately, that's all the US has to effectively down aircraft. Life is tough, isn't it? GLA: Quad Cannon The GLA Quad Cannon is like a technical in many aspects, but it carries 4 heavy machines guns, instead of one. It can use the scraps of defeated vehicles to upgrade its own guns, which is a good sign. It can acquire armor piercing bullets for an additional 25% damage, making it better for the task at hand. China: Gatling Tank The Chinese Gatling Tank fires very fast already, but will fire faster and faster, when you hear the driver say, "Spin them up!". They can fire 25% faster, causing 25% more damage at once. The Gattling Tanks have better armor, and can defeat a Quad Cannon in one to one combat. Comparison: Factor: Attack Power and Armor All the 3 can attack air units effectively, but the Avenger cannot damage ground units on its own while the other 2 can. The Gattling Tank is firing very fast already, and fires even faster in one more second. So, they can reach their full potential without picking up salvage like the Quad Cannons. Besides, the Gattling Cannon has more armor than the Quad Cannons, and can survive the enemies' attacks better. Gattling Tanks > Quad Cannons > Avengers Score: USA: 0 GLA: 1 China: 2 Value for Money: Avenger: Cost: $2000 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 Sure, the Avenger is effective against air units and missiles, and unfortunately, that's the only good thing about it. When facing ground units, they can only designate the target to allow other units to fire faster and more effectively at it, and they actually give it such a ludicrous price! Life is tough... sigh... Value for money: Poor Quad Cannon: Cost: $700 Armor Piercing Bullet Upgrade: $2000 This is the price that an anti-air, anti infantry unit should be sold. Enough said. Good quality, good value. Value for money: Good Gattling Tank: Cost: $800 Chain Gun Upgrade: $1500 Again, ditto, this extra $100 is there because the Gattling Tank has better armor and attack power. Value for money: Good Conclusion: Wouldn't it hurt EA if they allow the Avengers to hit ground targets directly as well? If not, I suggest they should lower the price of these things. There are nothing wrong with Quad Cannons nor Gattling Tanks though, if you are playing against USA, feel free to build them in quantity around your base. It will discourage those A-10 Strikes and Fuel Air Bombs. Spray Action Units: USA: Ambulance All the Ambulance does is to spray detoxifying foam, that clears radiation and chemical toxins. That's it. It is not equipped to kill. GLA: Toxin Tractor That's right, GLA really likes to make use of Chemical Weapons. The toxin tractor sprays a continuous stream of toxins that can render large infantry divisions into green 'n' blue salamander men in no time. It can also contaminate large areas of land when standing. It is resistant to rockets, making it effective in its task of clearing garrisoned buildings. It can be 25% more disgusting with the Anthrax Beta upgrade installed. To Contaminate an area: Click the Contaminate button and then click on the area you intend to spread your chemicals. "Run through the sprinkler!" China: Dragon Tank The Dragon Tank is China's flame tank, its flame has a large sweeping effect, that can render both infantry and vehicles into charcoal in no time. It can make use of Black Napalm to spew a blue flame, which causes 25% more damage. Like the toxin tractor, it is effective in clearing occupied civilian buildings, as they are resistant to rockets. To Build a Fire Wall: Click on the Fire Wall Button, and click on the area you intend to sweep out your flames. "The Dragon awakes!" You can only gain veterancy with this attack if the enemy is in contact with your flame jet when they are destroyed. Comparison: Factor: Armor, Effective against Again, the Ambulance cannot attack anyone directly without the help of drones, so a 0 is what it gets. Both are effective against infantry garrisoned in structures and outside structures, but the Dragon Tank is effective against buildings as well. Its flame wall is obviously more lethal than the Contaminate ability, as it works better against tanks. Another thing is that, the Dragon Tank has heavier armor than the Toxin Tractor, and can withstand more punishment. Dragon Tanks > Toxin Tractors > Ambulances Score: USA: 0 GLA: 1 China: 2 Value for money: Ambulance: Cost: $600 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 What's the point of having a unit that can ONLY heal infantry units? And you charge it more than a Humvee? Sure, it can clear toxic foam, but what's the point, after all, the radiation or chemicals will fade away after a while. Value for money: Bad Toxin Tractor: Cost: $600 Anthrax Beta Upgrade: $2500 These tractors are so effective against infantry that, if used properly, can achieve a 1 to 30 kill ratio or even higher. So, excellent quality, excellent value! Value for money: Excellent Dragon Tank: Cost: $800 Black Napalm Upgrade: $2000 Ditto, ditto, ditto. Again, they cost $200 more as they have better armor and attack power. Value for money: Excellent Conclusion: The former unit is a mess cleaner, while the latter 2 units are mess creators. Unfortunately, it is the tidy person in society who gets abused and tormented by those mess creators. There is one thing though, if your enemy likes to use terrorists, and has placed them too close to the other units, feel free to target him, he will explode, and will take other units around him with him! As for the Toxin Tractors, just squirt, and enjoy! If you are the person who likes to make extensive use of such things, play as Dr. Thrax! Advanced Battle Tanks: USA: Paladin Tank The Paladin is a tank with heavier armor. It can use a laser to stop incoming missiles, regardless of how big they are. They can upgrade their armor with composite armor, as usual. Their high price really is a draw back. But still, their ability to stop missiles is decent. GLA: Marauder Tank "What can I say? I'm a taker." The Marauder Tank is the third in the line of salvaging units as far as the GLA is concerned. The Marauder Tank is cheap, has decent armor, and can eventually upgrade to 2 cannons! That's is definitely cool. So, always use a General point to be able to build this unit. China: Overlord Tank The Overlord Tank is the ultimate example of China's brute force. Although very expensive at $2000, it has super heavy armor, and very powerful cannons. It is fully customizable to have a gattling cannon, speaker tower or a bunker mounted on its turret. That's not all, it can crush tanks, and it can be upgraded to Uranium Shells and Nuclear Tank at the Nuclear Missile Silo. To upgrade your Overlord with a peripheral: Simply click on the type of upgrade you want to give to the Overlord. Note that this peripheral is permanent, so always think twice before deciding. Comparison: Factor: Attack Power, Flexibility To compare these units, I used the "Kill Ratio" method. After some testing, I found that 1 fully upgraded Overlord can destroy 3-4 Paladins, and 3-5 Marauders (No Salvage). As for flexibility, I think Overlord Tanks are the best, as they can be customized with 1 of 3 peripherals to suit their needs. For instance, if you upgrade them with a Gattling Cannon, it becomes a anti-air and anti infantry platform. If you upgrade them with a Bunker, it becomes a Humvee like troop transport. If you upgrade it with a Speaker Tower, it becomes a mobile healer! The Marauder Tank is also customizable, as it can upgrade itself to up to 2 cannons eventually by picking up the scraps of defeated enemies. However, the Paladin Tank is not flexible at all, and its laser is not that effective against rockets, particularly if the enemy continuously sends rocket troops against you in quantity. Overlord Tanks > Marauder Tanks > Paladin Tanks Value for money: Paladin Tank: Cost: $1100 Composite Armor Upgrade: $2000 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 These tanks are not much stronger than Crusader Tanks, and have the same attack power, only with the extra ability to use a laser to zap incoming missiles and infantry. That's it. Still, EA should not charge that much for a tank like this. Value for Money: Bad Marauder Tank: Cost: $800 Toxin Shell Upgrade: $800 For a salvaging unit, charging a Marauder for $800 only really rocks! That's all I can say. Value for money: Excellent Overlord Tank: Cost: $2000 Uranium Shell Upgrade: $2500 Nuclear Tank Upgrade: $2000 Overlord Bunker: $400 Overlord Propaganda Tower: $500 Overlord Gattling Cannon: $1200 It is only natural that EA decided to charge this extremely powerful and all rounded unit $2000. Otherwise, many C&C fans will gripe to EA for this. But still, by simple experiment, I found that the Overlord has a very high kill ratio against all other weaker tanks. So, it is really worth it. Value for money: Good Score: USA: 0 GLA: 1 China: 2 Conclusion: After my experiences in USA Mission 4, or is it 3? I have concluded that for every rocket infantry your enemy has, you have to build 1 Paladin Tank to ensure that no rockets hit. While it's 2 for Scud Launchers or Tomahawks. I always enjoyed using Marauder Tanks, as they are one of those good against everything units in the game. Their Toxin Shells can easily turn infantry into Salamander men! The Overlord Tank is for the people who have "taste" as they have 3 different peripherals to be installed! Intelligence Units: USA: Sentry Drone The new sentry drone is stealthy, and can detect stealth. It can be upgraded with machine guns to make it more powerful, but this unit is pathetic, as it cannot gain veterancy. When I used these in USA Mission 1 in Zero Hour, they were practically the first to die. GLA: Radar Van Not only that the Radar Van provides Radar, it can use the Radar Scan to spy on enemies. So, you can virtually abuse the radar scan by building these little vans in quantity! Unfortunately they have no weapons themselves and cannot be used in attacks. China: Listening Outpost This van is stealthy when stationary. So, you can leave it in one spot to keep it revealed without getting detected by non stealth detectors. It itself is a stealth detector. Unlike the Radar Van, this unit is not defenseless, as it comes with 2 Tank Hunters that fire from inside it. So, it actually costs $200, like the Troop Crawler. Comparison: Factor: Self Defense Abilities, Flexibility The Radar Van has no direct offensive power, so I give that a 0. Both the Sentry Drone and the Listening Outpost can attack the enemies. However, Listening Outposts can give their passengers veterancy when they destroy enough targets, while the Sentry Drone cannot. Another thing is that, if you load a Listening Outpost with 2 Red Guards, it can do considerable damage to infantry units, while the Sentry Drone is stuck with its machine gun. Listening Outpost > Sentry Drone > Radar Van Value for money: Sentry Drone: Cost: $800 You charge THAT much for a simple scouting unit? That's too much, really. Value for money: Bad Radar Van: Cost: $800 Radar Scan Upgrade: $1000 Take note that you can use your Radar Scan once for every Radar Van you have. As they are just soooo cheap, feel free to abuse the Radar Scan by building 30 Radar Vans. Then you can have 1 Radar Scan per second! Value for Money: Excellent Listening Outpost: Cost: $800 Cost of Bundled Tank Hunters: $600 Actual Cost: Cost - Cost of Bundled Tank Hunters: $200 Again, the method of difference applies. The reason why there are no Chinese vehicles selling cheaper than $800 is because the ones that are cheap come bundled in with other units. Consider it as a bonus. Value for money: Excellent Score: USA: 1 GLA: 0 China: 2 Conclusion: If there is one think I do not like in Command and Conquer: Generals are units that cannot gain veterancy. As they cannot build up experience, the player's incentive to keep them alive for as long as possible drops. As for the Radar Vans, always build them in quantity! You can always abuse the Scan by building 10 or so. I learnt it in GLA Mission 2. Just keep them separated far enough, in case the enemy decides to attack them with a superweapon or 2. The listening outpost is just like the troop crawler, if you like to produce tank Hunters en-masse, you can just continuously build these. Place them in places where the enemy like to send in their fighters from, then you can detect them before they can get close. Radar Vans make good stealth unit squishers, so if someone sends stealth infantry units in, send in your Van to detect and squish them! (I heard this from a message board, it may be true, or maybe not. Don't blame me if this is false.) Electronic Units: USA: Microwave Tank The US Microwave Tank, well, fires a microwave beam that can disable, not destroy enemy structures, its beam can also hurt enemy infantry. The Microwave Tank can cook infantry inside buildings. GLA: None Do you expect GLA to have such high tech units? China: ECM Tank The electromagnetic countermeasures tank fires a beam that can disable enemy vehicles, and disrupt rocket and missile attacks, making them miss their target. It can really be a lifesaver if your enemy uses so many rocket units, as the ECM Tank's magnetic field causes more than 80% of the rockets to miss. Comparison: Factor: Special Ability Both the Microwave Tank and the ECM Tank can disable different things. But as they are different things, no conclusion can be drawn. Microwave Tanks = ECM Tanks > None Value for money: Microwave Tank: Cost: $800 Composite Armor Upgrade: $2000 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 For an "HBM Vehicle", charging $800 for such a unit ain't too shabby. In fact, I really could not care less how much such units cost. As long as it is at $800 or less, I won't mind at all. Value for money: Fair ECM Tank Cost: $800 Paying $800 to stop those annoying Rocket Buggy rockets, Raptor missiles, Tomahawk Missiles, Rocket Propelled Grenades, Stealth Fighter missiles, Comanche hellfire missiles or to disable tanks ain't to shabby either. Value for money: Fair Score: USA: 1 GLA: 0 China: 1 Conclusion: This is one type of unit that I do not care much about, as they have no real direct offensive power. However, the Microwave Tank can well, bake the infantry garrisoned inside buildings, just set it to high power to ensure the meat is well done! Ha ha ha! As for the ECM tank, build them as countermeasures to the enemies' missile attacks. Standard Long Range Units: USA: Tomahawk Missile USA's Long Range ballistic is here. The Tomahawk Missile has a very long range, and its missile has a tendency to lock onto the enemy, so it seldom misses. However, air defenses can easily stop the missile, so build at least 2 or 3 for a better effect. GLA: Rocket Buggy The Rocket Buggy is there to buzz around like flies and annoy you. They fire 6 or 12 rockets at a time, before having to reload. That's their problem. If they were to fire continuously, then they can be a real threat. When you use such units, make sure you keep your distance, as it has practically no armor. China: Inferno Cannon China does not make use of any rockets or missiles, instead, they make use of Artillery! The Inferno Cannon flies napalm shells over long range. As it is a shell, it cannot be stopped by anything. The impact damage is collateral, as the units will continue to take damage from the flames. It is most effective, when used in large groups, as a lovely little bonfire will be made, incinerating anything in its path. Supplementary information on the PLZ 155mm Howitzer (Inferno Cannon): (Reference: Sinodefence) The PLZ-45 (also known as Type 88) 155 mm, 45 caliber self-propelled howitzer (categorized as gun-howitzer by the PLA) was developed by NORINCO in the early 1990s for the international market. The system was jointly developed by the 123 Factory, 127 Factory, 674 Factory and Beijing University of Science and Technology based on the Type 89 (PLL-01) towed 155 mm/45 caliber gun-howitzer. In 1997, the PLZ-45 surprisingly defeated US and Europe competitors to win the contract to provide Kuwaiti Army with a battalion of 72 units of self-propelled artillery systems. This sale was a particularly convincing assessment of the howitzer's capabilities since the Kuwaiti Army has the budget to purchase nearly whatever it wants. A battalion of howitzers were then delivered to the Kuwait along with a full package of support, command and control, forward observer, and radar vehicles. In 2001, the Kuwaitis ordered an additional 74 howitzers from China as it performed surprisingly well with the Kuwaiti army. Despite being a successful design, the PLZ-45 did not enter service with the PLA. The limitations of using foreign military GPS signal and expensive unit costs were the main problems involved when using the PLZ-45. However, since the PLA is still debating whether to replace the Soviet 152 mm howitzer by the new 155 mm/45 caliber system, there is a chance that the PLZ-45 or a similar design may enter service with the PLA in the future. The PLZ-45 may well be one of the most potent weapons of Chinese designs. The PLZ-45 combines a new chassis with the powerful 45-calibre Type 89 (WA-021) 155 mm howitzer. The artillery can fire 4 to 5 rounds in each minute. The PLZ-45 Howitzer can carry up to 30 shells. They include NATO HE, RAP, illumination, smoke, chemical, guided, DPICM, FASCAM, and ERFB-BB, (I wonder whether they will fire napalm shells) and the maximum fire range is 24 km (HE) to 39 km (ERFB-BB). Secondary armament consists of a 12.7 mm W-85 anti-aircraft machine gun mounted on the roof, and two sets of four-barrel smoke grenade launchers are mounted on the turret's side. The PLZ-45's chassis was derived from the Type 80 main battle tank. The combat weight is 32 tons. The power pack is a 525 hp liquid cooled diesel engine, giving a maximum road speed of 65 km/h and a cruising range of 450 km. The artillery is operated by five crewmembers. The compartment is equipped with an anti-NBC protection, explosion detection, fire suppression, and GPS navigation system. In addition, howitzers sold to Kuwaitis Army are also fitted with air conditioners for operating in the desert environment. Each PLZ-45 battalion consists of 1~2 command and control vehicles, 3 observation and reconnaissance vehicles, 1 target correction radar, 1 weather radar, 1 repairing workshop vehicle, 1 potable cabin for repairing and testing, as well as three howitzer companies. Each company has one observation and reconnaissance vehicle, 6~8 howitzers, and 6~8 ammunition transport/reloading vehicles. Each howitzer is supported by an ammunition vehicle, which can carry 90 rounds and reload the howitzer at a speed of 6~8 rounds/min. ----------------------------------------- Specifications of the PLZ 155mm Howitzer ----------------------------------------- (Chassis) Crew: 5 Weight: 32 ton Power Pack: 520 hp turbocharged diesel Transmission: N/A Power to Weight Ratio: 16.25 hp/ton Speed: 56 km/h Road Range: 450 km Anti-NBC: Collective Fire-Supression System: Yes (Gun) Caliber: 155 mm Barrel Length: 45 caliber Barrel Life: 2,500 firings Maximum Firing Range: (High Explosive or HE): 24 km; (Extended Range Full Bore, or ERFB) 30 km; (Extended Range Full Bore, Hollow Base, Base Bleed, or ERFB-HB-BB) 39 km Rate of Fire: intense 4~5 rounds/min; sustained 2 rounds/min Loading system: semi-automatic Fire Control: Direct or indirect firing with electro-optical sighting system for day/night operations; onboard computer; GPS Second Weapon: 12.7 mm anti-aircraft machine gun Smoke Grenade: Two sets of 4-barrel launchers Comparison: Factor: Firing speed and accuracy The USA Tomahawk Missile really is dashing. Their missiles never miss when vehicles are targeted, but can be shot down by base defenses. The Rocket Buggy is fast and annoying, but their rockets can easily be stopped by Paladin Tanks, Avengers or ECM Tanks. Although the Inferno Cannon is slightly slower, its shells cannot be stopped by anything. Tomahawk Missile > Rocket Buggy > Inferno Cannon Score: USA: 2 GLA: 1 China: 0 Value for money: Tomahawk Missile: Cost: $1200 Composite Armor Upgrade: $2000 Scout Drone Upgrade: $100 Battle Drone Upgrade: $300 Hellfire Drone Upgrade: $500 For an accurate long range ballistic unit, the Tomahawk Missile is just evenly priced. As it is the USA army's one and only one long range unit, you better rely on them. Still, it's a good value for money. Value for money: Good Rocket Buggy: Cost: $900 Armor Piercing Rocket Upgrade: $2000 Buggy Ammo Upgrade: $1000 The Rocket Buggy is built to hit and run. With so many rockets coming at once, advancing tank hoards can easily be weakened, provided that your Buggies retreat fast enough, or if the enemy decides not to use any Paladin Tanks, Avengers or ECM Tanks. Value for money: Good Inferno Cannon: Cost: $900 Black Napalm Upgrade: $2000 The Inferno cannon has the same price as the Rocket Buggy, but attacks in a slightly different manner. The shell has a considerable area effect, so if you fire at a large hoard of incoming infantry, it can be guaranteed that at least some of them will be hit, and will eventually burn to death. Again, build these in quantity to make use of the Firestorm! Again, a good value for money. Value for money: Good Conclusion: The reason why I put Tomahawk Missiles in this category is that the missile has very little area damage in fact. As they cannot see further than their actual range, always upgrade it with a scout drone or 2. If you like to use them, consider using Search and Destroy or Bombardment in the Strategy Center. As for Rocket Buggies, I think EA should program them to fire continuously, then they can really be worth the money, as I do not like to manually order units to run around, to avoid the advancing tanks. I think that EA has programmed the Inferno Cannon so as to encourage you to build them in quantity, due to the fire storm. The shells cannot be stopped by anything, and can be a real plus if your enemy likes to use Paladin Tanks and Avengers. Advanced Long Range Units: USA: None USA has to stick to Tomahawk Missiles for long range ballistic combat. GLA: Scud Launcher The V3 Launchers of Red Alert 2 are now replaced with Scud Launchers. They fire 2 types of rounds. A high-explosive warhead that does a lot of explosive damage, and an Anthrax warhead, which does less damage, and leaves behind a large cloud of Anthrax on the ground, turning people into Salamander Men. The Anthrax Warhead can be upgraded with Anthrax Beta for 25% more damage. The only weakness is that the missiles may be stopped by anti-air defenses, although it occurs not so often. To switch the type of Warhead used: Simply click the button corresponding to the type of Warhead (High Explosive, Anthrax) you would like to use. China: Nuke Cannon Yes, the ultimate Artillery is here. The Nuke Cannon fires nuclear shells over long distances, and causes a little nuclear explosion, that can destroy several tanks at once! The thing that gives it an extra point over the Scud Launcher is that the shells cannot be stopped in mid-air. Another thing, the Nuke Cannon can be upgraded to fire neutron shells. These shells vaporize infantry, and can kill the drivers inside vehicles, making them available for capture. So, if your opponent sends in a large number of tanks, use this. To switch the type of Shell used: Simply click the button corresponding to the type of Shell (Nuclear, Neutron) you would like to use. Comparison: Factor: Attack Power, whether the projectile can reach its target The SCUD Launcher can either deliver chemicals or cause a big explosion, but not at once, while the Nuke Cannon can. Its new Neutron Shells can effectively stop Tank Rushes to your base and clear garrisoned structures. Although both of these units need time to set up, the time difference is negligible. Anyway, the SCUD can be stopped while the shells cannot. Nuke Cannon > SCUD Launcher Submitter's Opinion! Marcus Wong's Opinion I think nuke cannons should be a tie with SCUDs because they are just SO SLOOOOOW its totally ridiculous. It's range is not long enough for something that's so huge and bulky. Their deploy time is also incredibly long. Worst of all, you can't even put it in a Helix/Chinook for quick transporting. As a result, it's near impossible to send nuke cannons to your enemy's base, unless his base is right next to you which rarely happens. The only thing good about the nuke cannons is it's firepower and neutron shells, but that is simply not worth $1600. It's considered a bad value of money. So therefore, China's artillery is the worst, despite firing unstoppable shells. (the inferno cannon is even more pathetic than the nuke cannon except more worth the money.) My answer: OK, I don't think their deployment time is much longer than the time it takes for the SCUD Missile to be raised for launch, so it is not that pathetic really. The NOD Artillery in Command and Conquer: Tiberian Sun is very similar in this respect. Of course, it was TOO powerful back then, so by the time the Firestorm Expansion Pack was released, the Artillery's accuracy was really toned down! Anyway, under your view, China would receive a point deduction of 1 point, but that would have no leverage on the final score. The Neutron Shell really is not that useless. ALL garrisoned buildings will be cleared if one Neutron Shell hits. (Even Palaces, Internet Centers and Bunkers!) I do not find it that hard to bring my Nuke Cannons to my enemy's base! GLA also has this logistical problem with the their SCUD Launcher, as the best they can do is to use Sneak Attacks to build a Tunnel Network quickly. Besides, if you want to send Artillery to an enemy's base, you ought to control the land around his base beforehand. Like, say, keep the enemy base busy for a while before you slip your Nuke Cannons from behind unnoticed. Value for money: SCUD Launcher: Cost: $1200 Anthrax Beta Upgrade: $2500 For a unit that works with the same principle as the Tomahawk Missile, I can only say that this unit is worthwhile investment when it comes to heavy base assault. Value for money: Good Score: USA: 0 GLA: 1 China: 2 Nuke Cannon: Cost: $1600 Neutron Shell Upgrade: $2000 What can I say? This unit is just so powerful and explosive, and then it has 2 uses, to blow things up, or to neutralize vehicles. As it is just as powerful or even more powerful than the SCUD Launcher, and the shell can be stopped. Charging $1600 for one is just reasonable. Value for money: Fair Conclusion: Always build an even number of Scud Launchers in a base attack, one half will be armed with High Explosive Warheads, while the other half uses the Anthrax Warheads. Then, it can be guaranteed that both infantry and vehicles can take considerable damage. The same goes for garrisoned buildings, and USA base buildings, you can destroy their buildings, then laugh as their infantry turn into blue salamander men! The Nuke Cannon's new neutron shells can really help them against annoying tanks. Let's say you are in a showdown with one Nuke cannon and a Troop Crawler full of infantry versus an enemy army with Many Paladins and Tomahawks and Missile Defenders, although the Tomahawks have a head start in the firing, there is a delay before the missiles hit. That way, there is time for the Cannon to launch 1 neutron shell, this shell is enough. Once it hits, all their infantry will be vaporized, so will the drivers inside their vehicles. Then you can simply send your Red Guards in to steal their vehicles, when your enemy is preparing to counter your attack team, 1 shell can make all the difference. The neutron shell can also atomize the infantry hiding inside buildings! Including Bunkers and Palaces! So, use it as an alternative to the Dragon tank if you do not want to get real close. Suicidal Units: USA, China: None The US and China do not use bomb trucks. GLA: Bomb Truck The Demolition Trucks are now replaced with Bomb Trucks. A Bomb Truck can be customized to carry Bio-Bombs and High-Explosive Bombs to upgrade their effects. They can also be disguised as an enemy unit to fool them. However, enemy base defenses are not tricked by them though. Anyway, it is a force to be reckoned with, if you want to clear enemy base defenses in a flash. Another mean trick is to perform a Sneak Attack on your enemies' base, and then unload your Bomb Trucks on them! Score: 1 To upgrade your Bomb Truck: Click on the button corresponding to the upgrade you would like to use. You will know when it is ready when you hear "BioBomb loaded" and so on. To disguise as a vehicle: Click the Disguise as Vehicle button, and click on the unit you would like to disguise it as. You can always disguise your Bomb Truck as something weak, like a technical, and the opponent WILL be shocked when he finds out how a Technical can explode like that. *****AIR UNITS***** GLA: No Air Units GLA does not use Air Units, how sad. Main Fighter: USA: Raptor The US Raptor fires 4 missiles each to their targets, and can be used to guard the air. Their attack power can be increased by 25% by the Laser Missiles. They can develop countermeasures against anti-aircraft units, but what use does it have if there are just so many of them lying around? Supplementary Information: (Reference: Jane's) In the early 1980s the USAF began the Advance Tactical Fighter programme, incorporating stealth technology and supercruise (supersonic cruise without afterburning), as a replacement for the F-15C Eagle. A Lockheed/General Dynamics/ Boeing YF-22A prototype first flew on 26 September 1990, and won the development contract over the Northrop YF-23A in 1991. The first EMD F-22A flew on 7 September 1997, and EMD aircraft have since demonstrated supercruise at more than Mach 1.5 and thrust-vectoring at high AoA. Cold War requirements for 750 aircraft have been reduced to 339 F-22As, with the first planned to enter service in 2005. The Raptor design trades off stealth with agility, to produce a genuine fighter, as opposed to a low-observable bomb deliver like the F-117A. The thrust/weight ratio of 1.2 and triplex digital FBW controls gave good maneuverability, but 'first look, first shot, first kill' capability means opponents will rarely detect the F-22 before they have been targeted and hit by BVR AAMs. The Raptors has three internal weapons bays, with two Sidewinder AAMs stored outboard of the intake ducts, and up to six AIM-120 radar-guided AMRAAMs or two GBU-32 JDAM 1000 PGMs in a ventral bay. Other stealth features include antennas located in leading or trailing edges of wings and fins, and internal sensors, including the AN/APG-77 AESA radar. Highly integrated avionics with a Common Integrate Processor (CIP) will provide a next-generation operation environment. ----------------------------------- Specifications of the F-22A Raptor ----------------------------------- Powerplant: two 156kN (35000 lb st) Pratt & Whitney F119-PW-100 thrust vectoring afterburning turbofans Dimensions: length 18.92m (62ft 1 in); height 5.02m (16ft 5 in); wing span 13.56m (44ft 6 in) Weights (estimated): empty 14,385 kg (31,670 lb); MTOW 27,216 kg (60,000 lb) Performance: max level speed (in supercruise) Mach 1.58, at 9,150m (30,000ft) (with afterburning) Mach 1.7, at sea level 1,482 km/h (921 mph); service ceiling 15,240m (50,000 ft) Armament: one M61A2 20mm gun with 480 rds; two AIM-0 AAMs and up to six AIM-120 AMRAAMs or two JDAM 1000 PGMs in internal bays; four underwing stores stations, each cleared for a 2,268kg (5000lb) payload China: MiG The Chinese MiGs have 2 napalm missiles, but they are more powerful, as they have the tendency to generate firestorms, if all 8 missiles hit their target. The Chinese MiGs are cheaper than Raptors, and both their armor and attack power can be upgraded. Supplementary Information: (Reference: Jane's) The USSR's MFI (multifunctional front-line fighter) program began in 1983, to develop a fighter to replace both the MiG-29 and Su-27 in Frontal Aviation service and compete with the Eurofighter, Rafale and F-22. The end of the Cold War detailed much-needed funds, but development continued slowly, with the MiG 1.44 demonstrator/airworthy prototype completed in 1991 (after selevtion over a competing design from Yakolev). Flight-cleared engines were not available, however, and by the late 1990s the Western Press were suggesting the 1.44 was a mock up or a fake. But the 1.44 finally made its first (18 minute) flight on 29 February 2000. The 1.44 is a twin fin delta-canard design, with large movable foreplanes and widely-space twin tailfins. It has some stealth features, including sharply-raked straight-edged engine intakes, but a production aircraft could employ Kehdysh Research Centre's 'plasma cloud" stealth system, which reputedly reduces BCS by dissipating electromagnetic waves. Earlier plans included thrust-vectoring power plants, but the prototype 1.44 mounts two Staurn/Lyullka AL-41F engines with ceramic-coated interior nozzle petals. Other features include supercruise (sustained supersonic flights without afterburners), a wide use of composite materials, and a large internal fuel capacity. The original NO-14 weapon system has apparently been cancelled, and the future of the MiG 1.42 planned production version in uncertain. ----------------------------------------- Estimated Specifications of the MiG 1.44 ----------------------------------------- Powerplant: two 175mN (39,350 lb st) Saturn/Lyulka AL-41F afterburning turbofans Dimensions: length 22.83m (74ft 10in); height 5.72m (18ft 9in); wing span 17.36m (55ft 10in) Weights: normal take-off 30,000kg (68,138lb); MTOW 35,000kg (77,161lb) Performance: max level speed at high altitude (2,500 km/h (1,553 mph)); max level speed in suprecruise Mach 1.6-1.8 (1,700 km/h (1,058 mph)); service ceiling 20,000m (65,620 ft) Armament: one GSh-30-1.30mm cannon, internal weapon bay and possibly two or more underwing hardpoints for AAMs, ASMs and bombs Comparison: Factor: Armor Protection Both have an attack upgrade, but their defensive upgrade works differently, the Countermeasures decrease the chance for missiles to hit them, but not machine gun fire. So, if your enemy makes use of Avengers, Quad Cannons or Gattling Tanks, it would not make much of a difference. The MiG armor gives extra 25% protection to anything, so that is more worth it. Their firestorm is really lethal. MiG > Raptor Value for money: Raptor: Cost: $1400 Laser Missile Upgrade: $1500 Countermeasures Upgrade: $2000 For an aircraft like the Raptor, I really cannot comment on its price, as it is just the tradition for C&C programmers to charge between $1200 and $1500 for jet planes. Value for money: Fair MiG: Cost: $1200 Black Napalm Upgrade: $2000 MiG Armor Upgrade: $1000 Again, ditto. I really cannot comment on its price, as it is just the tradition for C&C programmers to charge between $1200 and $1500 for jet planes. Value for money: Fair Score: USA: 0 China: 1 Conclusion: The Raptor and MiG both have the same abilities, that is, guard air and air patrol. Regardless of whatever you use, it is always wise to leave a stock of about 4 of these fighters in your base to help weaken the enemies' advance. Attack Helicopter: USA: Comanche The Comanche helicopter attacks with their 4 missiles, and their 20mm cannon. When it runs out of ammo, it reloads very quickly, and can continue to annoy the enemy until they use their anti-aircraft units. Its rocket pods can flatten a large area of enemies. To use your Rocket Pods: Click the Rocket Pods button and then click on the area you would like to use it on. This ability requires a short recharge time. Supplementary Information: (Reference: Jane's) The futuristic RAH-66 Comanche won the US Army competition in the early 1980s for a reconnaissance/attack/air combat helicopter replacement for thousands of AH-1, OH-6, OH-58 and UH-1s. The prototype first flew on 4 January 1986, but funding cuts have slowed development, with current plans calling for testing of only the two existing prototypes through 2004. The first of 13 preproduction aircraft (the third Comanche) is not due to fly until April 2004. (This will not happen, as the US has cancelled the Comanche project.) Composites make up a large proportion of the Comanche's airframe, with a five-blade main rotor and eight-blade fan-in-fin rotor. The Comanche is the first 'stealth' helicopter, designed to have a radar cross-section smaller than that of a Hellfire missile. Frontal RCS is reportedly 360 times smaller than the AH-64 Apache, with one-quarter the IR emissions and one-sixth the forward noise signature. Each cockpit, with pilot in front, has four large MFDs to display FLIR/TV data, a moving map, and tactical situations. Night operations are aided by navigation and targeting FLIRs and a laser designator, housed in a nose-mounted sensor turret. Missile launch in adverse weather will be enhanced by a version of the Apache Longbow radar. Comanche avionics have been designed for compatibility with the F-22A Raptor fighter. Behind the retractable main landing gear, a pair of side-opening weapons bays can each house three Hellfire ATGMs or six Stinger AAMs. Immediately above these bays, optional stub-wings can carry a further four Hellfires or eight Stingers. ------------------------------- Specifications of the Comanche ------------------------------- Powerplant: two 1,165 kW (1,563 shp) LHTEC T800-LHT-801 turboshafts Dimensions: length 13.20m (43ft 3in); height over tailplane 3.37m (11ft); width 2.04m (6ft 8in); main rotor diameter 12.19m (40ft) Weights: empty 4,06kg (8,951lb); MTOW 7,896 kg (17,408lb) Performance (at 1,220m (4,000ft)): max level (dash) speed 319km/h (198mph); endurance 2h 30min Armament: one GE/GIAT three-barrel 20mm undernose cannon with 320-500 rds; up to 2,296kg (5,062lb) of 10 hellfire ATGMs, 14 Stinger AAMs and two 1,741l (383gal) auxiliary fuel tanks China: Helix The Helix Helicopter uses the same weapon as the Comanche at the beginning, useless? No! The Helix is the Overlord of the sky! It again is fully customizable to carry a Bunker, Speaker Tower or a Gattling Cannon on it! If you install the bunker, and load it with Tank Hunters, the effects are the same as a Comanche that fires missiles continuously, without having to reload, such a combination can single handedly take out 2-3 Quad Cannons and still have considerable breathing space! The Gattling Cannon can detect stealthy units, and can down aircraft, just like the tank hunters inside the bunkers. The speaker tower of course, heals your units within its range continuously. To get the best of all 3 worlds, build 3 of these and upgrade them with 3 different peripherals. Finally, their napalm bomb is well, firestorm in a can, and they can drop it again and again continuously, just like those Kirov Airships. To upgrade your Helix with a peripheral: Simply click on the Peripheral you would like to install on your Helix. These upgrades are again, permanent. So make up your mind beforehand. To use the Napalm Bomb: First click on the orange Napalm Bomb button to arm your Helix with it. It costs $800. Then, when it is loaded. Wait for it to charge up. Then click on the Green Napalm Bomb button and then click the area you intend to use it on. The Helix will then go over to the target area and drop it down "like a ton of bricks"! Comparison: Factor: Armor, Flexibility The Helix is definitely more flexible than the Comanche, and they CAN engage air units with the proper upgrades. (eg. Bunker full of Tank Hunters, or Gattling Cannon Upgrade). Its armor is heavier than the comanches, and makes them better for their task in hand. Helix > Comanche Score: USA: 0 China: 1 Value for money: Comanche: Cost: $1500 Rocket Pod Upgrade: $1000 Countermeasures Upgrade: $2000 Again, as long as the cost of an aircraft falls between the $1000-$1500 range, it is a fair value for money. As this is just tradition. Value for money: Fair Helix: Cost: $1500 Napalm Bomb: $800 Helix Bunker: $400 Helix Propaganda Tower: $500 Helix Gattling Cannon: $1200 For such a heavy and powerful helicopter, charging $1500 and ONLY $1500 for it is very cheap in fact. A good bargain indeed! Value for money: Good Conclusion: Comanches are my favorite USA air unit, as they just like to buzz around and annoy the enemy. Their Rocket Pods can help if your base is being attacked by a large numbers of units that are grouped very closely together. Of course, their rocket pods are useful if your opponent sends a slab of tanks towards your base. Make sure you target the area you expect the tanks to roll to in the next second, as there is a short delay in the unloading. As for the Helix, they have both offensive and defensive capabilities, and tend to be effective against everything if you upgrade them with all peripherals. As a base defense, load a Helix full of Tank Hunters and upgrade it with a Bunker. Additional Air Units: USA: Stealth Fighter, Aurora Bomber The Stealth Fighter is like the Raptor, only that it can remain undetected until the moment before it fires, so it is good against enemy base defenses. Its bunker buster upgrade can help it damage infantry garrisoned in Bunkers. The Aurora Bomber is a super-sonic aircraft, and can easily evade anti-aircraft defenses until it delivers its bomb. Only then it slows down. Enough said. Supplementary Information on the Lockheed Martin F-117A Nighthawk (Reference: Jane's) Popularly known as the 'Stealth Fighter', the F-117A Nighthawk is a precision attack aircraft designed to be nearly invisible to radar. Development began in the 1970s with the 'Have Blue' design study, and the first FSD prototype flew on 18 June 1981. Five FSD F-117s were built, followed by 54 production standard F-117As. Constructed primarily of aluminium, the F-117A's fuselage comprises flat panel 'facets' mounted on the aircraft's subframe, their purpose being to reflect radar energy away from the transmitter, eliminating a viable 'return'. All surfaces are coated with various RAMs, and all doors and panels have serrated edges to further minimize radar reflection. Grid Covers on the intakes and the use of narrow-slot 'platypus' exhausts surrounded by heat-absorbing tiles reduce the IR signature. Ahead of the flat plane five piece cockpit glazing is a FLIR sensor, recessed in a mesh covered housing. In the forward starboard underfuselage is a retractable IR sensor and laser designator, used with the two LGBs carried in the internal weapons bay. This modest weapons load is testimony to the accuracy of the Stealth Fighter F-117As flew just 2% of combat sorties during the Gulf War, but accounted for 40% of the strategic targets attacked. Unfortunately, poor tactics contributed to the first Stealth Fighter loss, when an F-117A was shot down by a radar-guided missile over Kosovo in 1999. Current USAF plans include navigation and targeting system upgrades, with service to continue beyond 2015. -------------------------------------- Specifications of the Stealth Fighter -------------------------------------- Powerplant: two 48.0 kN (10,900lb st) Gneral Electric F404-GE-F1D2 non-afterburning turbofans Dimensions: length 20.08m (65ft 11in); height 3.78m (12ft 5in); wing span 13.20m (43ft 4in) Weights: empty (estimated) 13,381kg (29,500lb); MTOW 23,814kg (52,500lb) Performance: max level speed 1,040km/h (646 mph); mission radius (unrefuelled with 2,268kg (5,000 lb) weapon load) 1,056km (656 miles) Armament: up to 2,268kg (5,000lb) of GBU-10 Paveway II/GBU-27 PAveway III LGBs Value for money: Stealth Fighter: Cost: $1600 Laser Missile Upgrade: $1500 Bunker Buster Upgrade: $1000 Sigh... I was expecting the Stealth Fighter to be even more powerful than the Raptor, but in fact, it is only effective against base defenses, as it is stealthy. Although it can clear garrisoned structures with its Bunker Buster Upgrade, it is not worth coughing up $1600 for such a plane. Value for money: Bad Aurora Bomber: Cost: $2500 For a plane that is invincible during its bombing run, and as frail as a paper aeroplane during its return, $2500 is a reasonable price. After all, if EA were to charge it less, many people will complain that the USA is being far too unbalanced. As they are so difficult to replace, only use these planes when you have a superweapon to destroy. Value for money: Fair Score: 2 *****BASE DEFENSES***** Basic Base Defense: USA: Patriot Missile The Patriot Missile now can fire a volley of 4 missiles at both air or ground units. Being the high tech defense it is, it can signal other missile emplacements to open fire on the target. Too bad that the missiles are rather inaccurate towards infantry, so watch out for terrorists and Tank Hunters who will drop TNT in. GLA: Stinger Site Stinger sites are just like Patriot Missiles, only that they have 3 people inside that fire stinger missiles at the enemy. This defence structure has more weaknesses, as the 3 men inside can easily be killed by snipers, flame units or simple rifle fire. They can also be camouflaged, but it really can't help them much. Particularly if a scout has seen them. China: Gattling Cannon The Gattling Cannon is definitely the most reliable structure, as the bullets that continuously fly out are so accurate, and they tend to spin faster and faster, causing more and more damage to the enemies. As they can be built in quantity, a base can easily be secured. Comparison: Factor: Accuracy, Efficiency, Ability for the Projectile to reach target The Patriot Missile has this relay system which informs other missile batteries to fire at the target. This makes them effective against aircraft, but not as much against land units. Their inaccuracy is a big problem. Particularly if the enemy uses some Avengers or ECM Tanks to deflect your missiles. The Stinger Sites have the same problems of the Patriot Missile - Inaccuracy. However, as they can be camouflaged, this is just great as the enemy will have a hard time guessing the position of your turrets. However, it's no use if a scout has already seen your sites. The Gattling Cannon NEVER misses, in spite of its lower damage towards vehicles, but can make a great difference if the enemy likes to use ECM Tanks or Avengers. All the 3 structures above require garrisonable base defenses to support them still. Gattling Cannon > Patriot Missile > Stinger Site Value for money: Patriot Missile: Cost: $1000 The Patriot Missile is sort of effective against tanks. But they are just so inaccurate against infantry units. There are many times when I got blown up by terrorists because those missiles cannot hit them in time. But still, it is a reasonable value for money, as it is the tradition of C&C programmers to charge $1000 for such defense buildings. Value for money: Fair Stinger Site: Cost: $900 Armor Piercing Rocket Upgrade: $2000 Camo Netting Upgrade: $900 The Stinger Site may be cheap, but that is because it takes much more space than the other 2 basic base defenses. But still, as long as it is cheap, it can be quantity and of course, consider building these sites in a circle, or any other regular polygons, then attacks from all sides can be covered. Value for money: Good Gattling Cannon: Cost: $1200 Chain Gun Upgrade: $1500 This defense may sound expensive, but it is because of its accurate and never miss property. While planes and Malcolm "Ace" Granger can easily avoid the missiles of those other defenses using their countermeasures and laser point defense systems, there is no escape from the Gattling Cannon. Besides, this weapon can render infantry into mince meat in no time. As you can leave the tanks to the Bunkers with Tank Hunters, this is also a good value for money indeed. Value for money: Good USA: 1 GLA: 0 China: 2 Conclusion: It's a pity that the programmers of this game do not create a base defense structure of comparable attacking power to the Obelisk of Light. All of these 3 structures are not to be used alone. Prepare to secure them with other support units. Note that if your opponent installs drones on your tanks, these defenses will target them first. So, always make your turrets fire at the tanks first by manually targeting the enemy. Garrisonable Base Defenses: USA: Fire Base USA has this new unpowered structure that has a 155mm Artillery platform to Damage Tanks. 4 infantry units can garrison inside at once to fire at the enemy. However, there are many weaknesses, first this structure is extremely vulnerable to Jarmen Kell and Artillery. Once, in US Mission 3, this Scud Launcher fired its explosive shell at the base, and all the infantry died! The same goes for Jarmen Kell, as he can destroy this structure in 3-4 shots! Same goes for Nuke Cannons, and Inferno Cannons. Finally, the artillery does not do enough damage to Scorpion Tanks! So, to conclude, you must group these with Patriot Missiles. GLA: Tunnel Network The GLA Tunnel Network can hide up to 10 units, armored or infantry inside at once, and can repair them to full health inside. It comes with 2 RPG Troopers, so it only costs $200. Although the gun port mounted on the tunnel causes minimal damage, you can always ambush attackers from inside the tunnel network. It can be camouflaged. Their tunnel sneak attacks can also surprise the enemy. China: Battle Bunker The Chinese Battle Bunker houses up to 5 infantry at once. Now you see the point, whenever you use Battle Bunkers filled with Tank Hunters in conjunction with Gattling Cannons, a practically unbreachable defense line can be formed. It can be mined. Comparison: Factor: Protection The infantry units hiding inside Fire Bases are just far too vulnerable. While the units inside Tunnel Networks are more or less protected. Protection is the most important factor in this comparison. Tunnel Networks = Battle Bunkers > Fire Bases Value for money: Fire Base: Cost: $1000 In my opinion, the power of the Fire Base itself is not high enough, and is still inaccurate towards infantry units. Besides, the Missile Defenders and pathfinders that you garrison inside are not protected enough. One single SCUD or artillery shell can kill them all. So, it is obviously overpriced. Value for money: Poor Tunnel Network: Cost: $500 Camo Netting Upgrade: $900 I can only use one word to describe the value for money of this structure: Excellent. After all, it builds so fast, and can be camouflaged! Value for money: Excellent Battle Bunker: Cost: $400 I will also use one word to describe the value for money of this structure: Ditto. In fact, it is very cheap for a garrisonable structure that cannot be cleared by normal means. Value for money: Excellent Score: USA: 0 GLA: 1 China: 1 Conclusion: Again, these structures are not to be used alone, always pair them up with the basic base defense structure to ensure good security. Traps: USA: None The US lacks mines or bombs or any sort. GLA: Demo Trap That's right, the GLA has the ability to place barrels filled with dynamite that explodes when someone gets near it. At $400, it is perfect for providing choke point security. This Demo Trap is effective against most Tanks, if your enemy likes to use tank rushes, you should place them in strategic areas to increase chances of success. To switch from proximity detection mode to manual detonation mode: Click the Manual Detonation button on the Demo Trap to switch to Manual Detonation Mode. Then to detonate it, click on the Detonate Now button. This is useful if you want to reserve your trap for stronger units like Overlord Tanks. China: Land Mines and Neutron Mines All Chinese Structures can be fitted with mines surrounding it to protect enemies from getting too close. Each building can be mined once, but those mines reappear after a while by mitotic cell division! The Neutron Mines vaporize or I should say, atomize annoying infantry and Saboteurs, and can again, kill the drivers inside vehicles. To mine your structures: Click on the Land Mines button and wait a while. Mines will be laid. It costs $600. Then to upgrade to Neutron Mines, click on the Neutron Mines button. It costs another $500. Comparison: Factor: Explosive bias For Traps, the attack damage is the most important. So, those Demo Traps come out as the winner. No need to visualize the picture to you. Although Neutron Mines can neutralize drivers inside vehicles, most vehicles will be destroyed by the time it gets to your mines. Demo Traps > Land Mines and Neutron Mines Value for money: Demo Trap: Cost: $400 Ladies and gentlemen, we now have the all out surprise solution to Tank Rushes coming at $400 each! An excellent value of money! Buy it! Value for money: Excellent Land Mines and Neutron Mines: Cost: $600 for Land Mines and $500 for Neutron Mines These are relatively expensive for traps, however, it is good that these things can respawn indefinitely, and hence can be a good value for money if you are playing as GLA and they like to use Saboteurs or Terrorists. Value for money: Good Score: USA: 0 GLA: 2 China: 1 Conclusion: The Demo Trap provides choke point security, only if your worker can reach the building site. This is an active defensive structure, as you have to make the worker unit build them manually one by one. But still, it is rather amusing to see those units move over the trap and beep beep beep! Boom! And they all fall down! AS for the Neutron Mines, vehicle stealers rejoice! Any vehicle that gets too close to your structure will lose control of the vehicle, as the driver is dead. You know the drill, steal them! Fake Structures: GLA: Fake/Real Structures Yes! The GLA can build fake structures to divert the enemy. These structures can be detonated as a trap, or can be upgraded to a real structure! Value for money: Cost: $625 Upgrade to Real Structure: Actual Cost of Structure - $625 No comment here, after all, if you upgrade it to a real structure, you will just wind up paying the entire price of the building. Value for money: Fair Score: 1 To upgrade to a Real Structure: To upgrade your Fake Structure to a real Structure, click on the Upgrade to Real Structure Button. The cost = Cost of Real Structure - Cost of Fake Structure. *****BASE INFRASTRUCTURE***** Standard Resource Gatherer: USA: Chinook The American Chinook Transport Helicopter allows for quick transport of supplies to your base. In fact, it can carry $600 at once. After you upgrade it to have supply lines, it can carry 10% more. It can also carry 8 infantry alone or 2 vehicles and 2 infantry units at once. Apart form this, it can combat drop into enemy garrisoned buildings to clear them out. So, the Chinook really is the best. To perform a Combat Drop: Load your Chinook full of Rangers, and then click on the combat drop button. Then click on the structure you intend to take over. "Have fun, boys." GLA: Worker The GLA is the slowest resource collector of the lot, and is overpriced at $200. The Worker also has to double as the builder, so be sure to build a lot of them. Their new worker shoe upgrade is not going to help them a lot. Their extremely low HP makes them the worst. China: Supply Truck Being half the price of a Chinook, the Supply Truck can collect half as much as the Chinook at once. But they are better than the workers though. Comparison: Factor: Efficiency Supplies collected per unit price: Chinook: 660/1200= 0.55 per $ Supply Truck: 300/600 = 0.50 per $ Worker: 75/200 = 0.375 per $ It is obvious, really, which unit is the most worth it. Chinook > Supply Truck > Worker Score: USA: 2 GLA: 0 China: 1 Conclusion: Although the Chinook does not get close to the anti-air defenses, the anti air units get to it! So! When your Chinook is going to fly to a hostile territory to collect resources, "adult supervision" is required! Heh heh! For Workers and Supply Trucks, always build your supply centers right next to the docks for quick collection. Power Plants: USA: Cold Fusion Reactor Very expensive, very uneconomical for a superpower like the US. Only 5 units of power for $800! Although it can make use of more control rods for $500 (After patch), it can never be as cost effective as the Chinese one. To upgrade to make use of Control Rods: Click on the Control Rods button to upgrade your Cold Fusion Reactor. It takes some time to do so. GLA: No Power Plant The GLA does not need electricity to run! Ha ha! China: Nuclear Reactor This time, we get 10 units of power for $1000. Much more cost effective than the US. Who cares if the plant explodes? To Overcharge your Nuclear Reactor: Sometimes, when your base receives a power cut unexpectedly, click on a Nuclear Reactor and then click on the Overcharge Button. That Nuclear Reactor will then generate 5 more units of power. Just remember to stop the overcharge when power is restored. Otherwise, guys, there is going to be a meltdown! Comparison: Factor: Efficiency Cost per unit power: USA: $130 GLA: $0 China: $100 Again, the result is obvious. No Power Plant > Nuclear Reactor > Cold Fusion Reactor Score: USA: 0 GLA: 2 China: 1 Conclusion: It's amazing that the USA, being the superpower it is, is not so resourceful when it comes to power. Their cost per unit power is $130, while it is $100 for China. In case of urgent power shortages, always Overcharge your Nuclear Reactors to keep your super weapons running etc. until enough power plants have been rebuilt. Although GLA does not require power to run, it is always wise to capture power plants, as power speeds up their production capabilities. Infinite Supply Gatherer: USA: Supply Drop Zone The USA Supply Drop Zone receives air drops of supplies every 2 minutes. That's too long! Besides, it takes too much power to run, and the supply plane can easily be shot down. GLA: Black Market The Black Market costs $2500, and gives out $20 every "beep". It is more useful than the US Drop Zone, as it gives the GLA access to many upgrades that improve their units' attack power by 25%, that is, the Armor Piercing Bullets and Armor Piercing Rockets. China: Hacking the Internet with Hacker inside the Internet Center Each Hacker costs $625, and gives out $5 with each beep. It may seem that its value is the same as the black market, but no! Hackers can gain veterancy, and eventually get $10 with every beep! Besides, Hackers can move around, but the Black market cannot! Heh heh. The new Internet Center can offer protection to the hackers from Rebel Ambushes! Their beeps seem to go faster inside. So, well, it's the best. Comparison: Factor: Frequency, Armor, Amount given, etc... Frequency: Supply Drop Zone: 2:00 minutes Black Market = Beep Hackers in Internet Center = Multiple Beeps. Increases with number of Hackers inside. Armor: Supply Drop Zone: Weak Black Market: Weak, but can rebuild from hole Internet Center: Can withstand a Particle Cannon Amount Given: Supply Drop Zone: $1500 Black Market: $20 Hacker: $5 --> $6 --> $8 --> $10 Other Noticeable Features: Supply Drop Zone: Crates dropped sometimes may miss the drop zone, requiring units to manually collect them. This is more likely if you build your drop zone on the edge of the map. Black Market: Can provide important upgrades like the Armor Piercing Bullets, Armor Piercing Rockets, Junk Repair, Buggy Ammo and Radar Scan. Internet Center: Provides China with intelligence capabilities, that was once their weakness. Satellite 1 reveals the areas around each of your opponents' command center permanently, Satellite Hack 2 intermittently reveals all areas that your opponents' can see, much like the Intelligence Option in the US Command Center. There are just far too many factors to compare them with. Such as frequency, amount per run, protection and so on. But when we take some of them into account, I arrive at this conclusion. Hackers in Internet Center > Black Market > Supply Drop Zone Score: USA: 0 GLA: 1 China: 2 Conclusion: Regardless of what type of gatherer you are using, always build in quantity. Enough said. Note that the Internet Center can only be built once, so, you can always have a group of Hackers hack the internet in another obscure area of your base. *****GENERAL ABILITIES AND SUPER WEAPONS***** Infantry Dispensing Ability: USA: Paratroopers The US can send up to 20 Rangers into the enemy base via airdrop. Unfortunately, the transport planes tend to have very little armor, and the Rangers are always scattered too much when they land. GLA: Ambush The GLA can make up to 16 Rebels appear out of nowhere in the selected area. This is much better, as there is no defense against it, and when you have researched into camouflage upgrade, the Rebels won't be spotted if you do not use stealth detection. China: None In spite of its huge population, China does not have an ability to dispense Red Guards in an instant. To use these abilities: Click on the button on the side bar, and then click on the target area. Conclusion: There is no defense against ambushes, the only way to deal with it is to randomly place base defenses deep inside your base. To prevent those paradrops, always build those anti air units in quantity! Cash Obtaining Ability: USA: None The US lacks ability to steal cash or obtain cash in their generals' abilities. GLA: Cash Bounty The GLA can earn up to 20% of the enemy units' value when they kill. This is great, as not only you can get large sums of cash just by fighting, you can know who made the kill, as the money will appear on the vehicle who killed. China: Cash Hack The Chinese can steal up to $4000 from enemy supply centers. But who needs it? Especially Black Lotus can cash hack, and the Hackers can hack the internet for money. To use Cash Hack: Click on the button on the sidebar, and then click on the enemy supply center or supply stash you want to steal money from. Note that you must be able to see it (ie. Not in Fog of War) before you can use it. Conclusion: With the Cash Bounty ability, you can become a paid to kill General! This is useful in the late game, when resources are almost exhausted. But please note that your Command Center must be standing in order to take advantage of it. Quick Bombardment Ability: USA: A-10 Strike The A-10 Thunderbolts from the first Command and Conquer are finally back. The US can send up to 3 of them at once to create massive damage. Unfortunately, the A-10 are vulnerable to anti-aircraft fire, and cannot hit targets too far in the base, particularly the enemy has many anti-aircraft measures in use. Supplementary Information on the A-10 Thunderbolt II (Reference: Jane's) Nicknamed the 'warthog', the A-10A evolved from USAF experience in the Vietnam War, which highlighted the need for a new close support aircraft with anti-tank capability. The first Fairchild YA-10A flew on 10 May 1972, with Fairchild's design sacrificing sleekness for survivability and operational effectiveness. The low-set larger-area wing gives extremely good low-speed maneuverability over the battlefield, while the two TF-34-GE-100 turbofans are housed in separate external pods toward the rear of the fuselage, using the wings and twin finned protection versus small arms and cannon at low altitudes, the pilot sits in a titanium 'bathtub' extending to the 1,174 round ammunition tank for the A-10's most fearsome weapon, its nose mounted 30mm seven barrel rotary cannon capable of firing armor piercing depleted uranium shells at 2,100 or 4,200 rpm. A Pave Penny seeker allows the pilot to spot target 'painted' by other lasers, and the Warthog can carry up to 7,258kg (16,000lb) of additional ordnance on eight underwing and three underfuselage hardpoints. A total of 721 A-10As entered service with the USAF, making a spectacular contribution to the Gulf War of 1991. A small number have been redesigned OA-10As for use in the FAC role. After almost being retired in the 190s, the USAF now plans to operate about 400 A-10s for anther 30 years, and is looking to replace the current engines, and develop structural and avionics upgrades. ------------------------------------------------------------- Specifications for the Northrop Grumman A-10A Thunderbolt II ------------------------------------------------------------- Powerplant: two 40.32kN (9,065 lb st) General Electric TF34-GE-100 non-afterburning turbofans Dimensions: length 16.26m (53ft 4in); height 4.47m (14ft 8in); wing span 17.53m (57ft 6in) Weights: empty, equipped 11,321kg (24,959lb); MTOW 22,680kg (50,000lb) Performance: max level speed at sea level 706 km/h (439mph); max rate of climb at sea level 1,828m (6,000ft)/min Armament: one GAU-8/A 30mm cannon with 1,174 rds; up to 7,258 kg (16,000lb) of ordnance including AGM-65 Maverick ASMs, LGBs, free-fall bombs, ECM pods, AIM-9 AAMs and auxiliary fuel tanks GLA: None The GLA does not have an ability to quickly bombard the enemies' base. China: Artillery Barrage, Carpet Bomb, Cluster Mines The Chinese has the ability to fire up to 36 Artillery Shells anywhere in the map. The good thing is, it has no defenses against it, and can hit very far into the enemy base. So, once you hear the sound, get ready to say your prayers! I don't think I have to state what the Carpet Bomb does, but its area of effect is greater in Zero Hour. The Cluster Mines can mine any area of the field. To use these abilities: Click the button on the sidebar, and then click on the target area. That area will be temporarily revealed, allowing you to see the fireworks! Conclusion: All these abilities are in a send in and forget basis. No need to explain. For your information, A-10 Strike (assuming that all 3 jets reach their target) with Particle Cannon or Artillery Barrage with Nuclear Missile can destroy any superweapon structure. Keep this in mind. Command Centers are built to withstand such attacks, so never target them with these abilities, as they are an absolute waste of time. 5 Star General Bombing Ability: USA: Fuel Air Bomb, Leaflet Drop, Scepter Gunship What can I say? A Boeing B-52 Stratofortress will be sent in out of no where, and drop a very explosive fuel air-bomb into the target. Destruction guaranteed. The MOAB upgrade helps them more and more! The Leaflet drop temporarily disables enemy units, while, the Scepter Gunship circles around the target, and cuts down the enemy with its guns. A great Arsenal indeed! Supplementary Information for the Boeing B-52 Stratofortress: (Reference: Jane's) Originally conceived as a turboprop replacement for Boeing's B-50, the B-52 Stratofortress emerged in 1952 powered by J57 turbojets. Adopting the shoulder-mounted wing, tandem mainwheel landing gear and dual podded engine configuration of the company's B-47 Stratojet, the XB-52 prototype first flew on 15 April 1952. Production models ran from the B-52A to the B-52H, with final production ending in the 1960s. Today, only 76 B-52Hs remain in service, but the USAF bomber master plan has them serving until 2034, when these aging 'BUFF's will be 70 years old! The B-52H has evolved into a long-range stand-off cruise missile carrier, with a typical load of six AGM 86B ALCMs on each wing pylon and eight on an internal rotary launcher. It could also carry 50,000lb of free-fall bombs. A strengthened airframe on the B-52H allows low-level operations and the four 12.7mm tail guns have been replaced with a six barrel 20mm radar-directed Vulcan cannon. The USAF plans continuing updates to keep the B-52 current. ECM improvements were funded in 2000, with a datalink and weapons databus upgrade planned for 2006-2010. An in-flight mission replanning capability is schedules for 2015. There has also been talk for several years of replacing the eight TF33 turbofans with four 192.16kN (43,200 lb st) Rolls Royce RD211-535E4s, to increase thrust, reduce fuel consumption and improve reliability. ---------------------------- Specifications of the B-52H ---------------------------- Powerplant: eight 75.62kN (17,000 lb st) Pratt and Whitney TF33-P-3 turbofans Dimensions: length 49.05m (160ft 11in); height 12.40m (40ft 8in); wing span 56.39m (185ft) Weights: MTOW 229,088kg (505,000lb) Performance: cruising speed at high altitude 819 km/h (509mph); penetration speed at low altitude 652-676 km/h (405-420mph); service ceiling 16,785m (55,000ft); range 16,093km (10,000 miles) Armament: one Vulcan 20mm six-barrel cannon in tail turret; up to 22,680 kg (50,000 lb) of AGM-86C ALCMs, B61/83 nuclear weapons and AGM-142 Have Nap PGMs, or 51 x 340kg (750lb)/454kg (1,000lb) conventional bombs. Supplementary Information on the Northrop Grumman B-2A Spirit: (Reference: Jane's) Revealed on 22 November 1988, the B-2A Spirit low-observable stealth strategic bomber was the result of a classified USAF programme begun in 1978 for a new Advanced Technology Bomber, intended to penetrate deep into Soviet airspace. The first of six prototypes (AV-1 to AV-6) made its maiden flight on 17 July 1989, and the 'Stealth Bomber' was declared operational in April 1997. The Air Force originally planned to buy 132 B-2s, but production ended in 1997 after 21 aircraft. Each cost more than $2 Billion. The B-2A is a blended flying wing with straight leading edges and a 'sawtooth' trailing edge. A centrebody smoothly contoured into the upper wing surfaces contains the two man crew compartment and two weapons bays, while the low-observable contouring extends to the engine bays, each hosing two F118-GE-110 non-afterburning turbofans. The engine exhausts are positioned well forward of the wind trailing edge, helping to reduce the heat-signature available to enemy IR sensors. Internal rotary launcher\s can carry a weapons load of up to 22,680 kb (50,000 lb) of nuclear and conventional weapons. Six B-2As saw their first combat service over Kosovo in 1999, dropping more than 454,000 kg of GPS-guided munitions, mainly JDAMs. All missions were flown from Whiteman AFB in the US, as the stealthy B02 requires special servicing and maintenance that makes overseas basing difficult. All 21 B-2s are to be upgraded to Block 30 standard by 2000. -------------------------------------------- Specifications of the Northrop Grumman B-2A -------------------------------------------- Powerplant: four 84.5 kN (19,000 lb st) General Electric F118-GE-110 non afterburning turbofans Dimensions: length 21.03m (69ft); height 5.18m (17ft); wing span 52.43m (172ft) Weights: empty 45,360kg (100,000 lb); MTOW 170,550kg (376,000lb) Performance: max level speed at high altitude 764 km/h (475mph); service ceiling 15,240m (50,000ft); range at MTOW with 16,919kg (37,300lb) warload 11,667km (7,260mi); range with one aerial refueling 18,520km (11,508 miles) Armamaent: up to 22,680 kg (50,000 lb) including up to 16 AGM-129-ACMs, 16 AGM-131 SRAM IIs, 16 B61/B83 free fall nuclear bombs, 50 Mk 82 454 kg (1,00lb) or 16 Mk 84 906kg (2,000lb) bobs, 36 M117 340.5kg (750lb) fire-bombs, 36 cluster bombs and 50 Mk 36 454kg (1,000lb) sea mines GLA: Anthrax Bomb A plane drops a bomb with a little explosiveness into the selected target. The Anthrax Produced is only effective if there are enemies in the area. Otherwise, it is useless. China: EMP Bomb The Chinese have the ability to drop a bomb which transmits an electromagnetic pulse in a very large area, disabling any vehicle and structure in its radius in a considerable amount of time. Always coordinate this attack with an air-strike or tank rush. You'll see what I mean. Conclusion: Again, fire and forget, that's all I can say. I think the MOAB is the funniest, they call it the Mother of All Bombs! Why? Why not the Father of All Bombs, Brother of All Bombs or Sister of All Bombs? To use these abilities: Click the button on the sidebar, and then click on the target area. That area will be temporarily revealed, allowing you to see the fireworks! 5-Star Sneak Attack Abilities: GLA: Sneak Attack, GPS Scrambler The GLA Sneak Attack enables you to place a tunnel network anywhere on the map! Great for sneak attacks. The GPS Scrambler makes an area of your units invisible for a short period of time. Again, a very effective attack ability. Prince Kossad has this ability right at the start. To use the Sneak Attack: Click on the button on your sidebar, and then click on the position where you want to place the tunnel. You can adjust the direction of which the Tunnel Network is facing. Again, the position of placement must not be in a fog of war. 3-Star Morale Boosting Ability China: Frenzy China has this new ability that can cause a large number of their units frenzy, and attack with up to 30% more damage for 30 seconds! Now, you really can have brute force! Super Weapon: USA: Particle Cannon The Americans have the ability to beam highly charged particles to attack the enemy. That's not all, you can control the beam as it spreads havoc. It is the only super weapon that can destroy GLA structures with their holes. Unfortunately, it does not collateral damage in form of chemicals or radiation. So it is not so good, if you want to coordinate your attack with a second land attack. GLA: Scud Storm The GLA has the ability to fire a volley of 9 Scud Missiles into the enemies' base. The Scuds are filled with chemicals, and can cause a lot of damage to the survivors of the blast. However, it can destroy the GLA buildings but not with their holes. So that's a problem. However, it is better than the Particle Cannon, as the chemicals that come out can really "clean" an area of the enemy's base, allowing you to follow up with a large scale conventional attack. China: Nuclear Missile The Nuclear Missile is back from Red Alert. Like the Scud Storm, it can clear a large part of the enemy's base in one single blast, with its radiation and all. But wait, there's more! You can use the Nuclear Missile Silo to provide Uranium Shells for your Main Battle Tanks, and also upgrade your tanks with Nuclear Reactors inside to increase their speed by 25%. A new addition is the Neutron Shell upgrade to the Nuke Cannons. So it is more useful. Comparison: The Superweapons topic is extremely controversial. It has been debated around about which one is the best. So, I can only compare them based on how I use it. Usually, when I play a skirmish game or a multiplayer game, I will simply use the "contain and destroy" method. I usually blockade the opponent in his own base slowly, and then send in a small task force to finish them off. That's right, I use superweapons the same way I use a breaching charge in Rainbow Six. That is, I will target the area of his base with the most units and/ or structures, and while they are confused, I will send my units in for the kill. Also, I have the policy of limiting the superweapons used in a game to one and only one, so that's the purpose of my superweapon. It does not matter which one you use. It is just as effective. Therefore: Particle Cannon = SCUD Storm = Nuclear Missile Score: USA: 0 GLA: 0 China: 0 Conclusion: Using super weapons is not a way to win a battle, they are there to assist you, so regardless of what weapon you use, always have a large tank horde or something like that on standby, then you can really do a lot of damage to the base. Because the 3 super weapons have different attack potentials, the count-down timer for the Particle Cannon is 4 minutes, that of the Scud Storm is 5 minutes, and that of the Nuclear Missile is 6 minutes. USA and China can take advantage of those super weapons if they can coordinate them with an A-10 Strike or an Artillery Barrage. However, if I were the game host, I will choose to limit the superweapons, as extensive use of superweapons take out all the sport out of this game. *****FINAL OVERALL CONCLUSION***** Infantry: Hot Units: USA: Rangers, Missile Defenders, Pathfinders and Colonel Burton GLA: Rebels, Angry Mobs, Jarmen Kell China: Hackers, Black Lotus Score: USA: 8 GLA: 5 China: 3 Winner: USA USA has the most number of utility units as far as infantry units are concerned. The Pilot really can reapply veterancy, they can really help those vehicles in battle. GLA has the largest number of units to choose from, that's good for those people who have "taste". China may have lagged behind, but attack in quantity, and it can make all the difference, as they have the horde effect. Armored Units: Hot Units: USA: Paladin Tank, Humvees, Tomahawk Missiles and Microwave Tanks GLA: Attack Cycles, Scorpion Tanks, Marauder Tanks, Rocket Buggies, Scud Launchers and Bomb Trucks China: Battlemaster Tanks, Dragon Tanks, Troop Crawlers, Listening Outposts, ECM Tanks, Inferno Cannons, Nuke Cannons and Overlord Tanks Score: USA: 7 GLA: 8 China: 14 Winner: China USA is definitely the side which requires you to make use of almost every single unit in their armored unit arsenal to assault the enemy's base. Such arrangements are too inconvenient. However, their microwave tanks really are hot! If your enemy garrisons snipers inside buildings, rangers can be killed easily, while they cannot do anything but watch as your Microwave Tank goes in and dings them to death! It is different for GLA and China, as they both have all rounded Advanced Battle Tanks. The reason why I let the combat cycle to be a hot unit instead of the technicals, as terrorist-bikers are much faster then techinicals holding terrorists. Regardless of which side you use, the artillery units are ALWAYS hot! Just distract the opponents' units with your tanks while the artillery fires from behind! China's listening outposts and troop crawlers can really help if you want your transports bundled up with free infantry, just like Happy Meals! (The McDonald's in Hong Kong are still cheap, by the way.) Air Units: Hot Units: USA: Raptors, Stealth Fighters, Comanches and Aurora Bombers GLA: None China: MiGs and Helices Score: USA: 2 GLA: 0 China: 2 Tied at First Place: USA and China Regardless of which side you choose, their air force is hot! Of course, USA is the hottest! The new Helix Helicopter has really given China the ability to control the sky! This is particularly true if you upgrade with Gattling Cannons or Bunkers filled with Rocket Infantry, most aircraft will be downed in no time! USA wins, as they have 4 units, while China has only 2! USA is the side for people who like to rely on air units, build about 20 planes, and the enemy should have a hard time getting near your base. Of course, if you are GLA or China, you should always target your superweapons towards their airfields, and only attack while they are out on a raid. Base Defenses: Hot Stuff: USA: Fire Base GLA: Demo Traps, Tunnel Networks, Fake Structures China: Gattling Cannons, Bunkers, Neutron Mines Score: USA: 1 GLA: 4 China: 4 Tied at First Place: GLA and China The GLA and China are ahead in the base defense department. Concerning Demo Traps, do not build them too close to your own structures, otherwise, when the enemy gets to it, "beep beep beep" BOOM! One structure reduced to a hole! China retains the old Command and Conquer Tradition of "build 10 turrets and you will be safe" tradition. The Gattling Cannons and Bunkers, when used in conjunction can prove extremely difficult to breach. As for USA, well, "Beware Patriot Batteries, they are dangerous!" I think not. So be prepared to guard the area surrounding your base with Comanches and the like. Base Infrastructure: Hot Stuff: USA: Chinooks, Supply Drop Zones GLA: The ability to run without electricity, Black Markets China: Nuclear Reactors, Internet Center Score: USA: 2 GLA: 3 China: 4 Winner: China The Base Infrastructure department is balanced enough. Enough said. However, USA is the least resourceful, due to the ludicrously high priced power plants. Super Weapons and Generals Abilities: Because different General's abilities have different uses, it is difficult to judge them. As I said before, extensive use of superweapons take the sport out of the game, so I recommend limiting the number of superweapons to 1 and only 1. Notice that I did not give any score for the General Abilities and Superweapons, as you cannot use all of them at once, after all, you only have 7 points to use. My recommended Generals Abilities are as follows: USA: Paladin Tank (1 point) Pathfinder (1 point) A10 Strike Level 3 (3 points) Fuel Air Bomb (1 point) Specter Gunship (1 point) GLA: Scud Launcher (1 point) Marauder Tank (1 point) Rebel Ambush Level 3* (3 points) Cash Bounty Level 3* (3 points) Sneak Attack (1 point) GPS Scrambler (1 point) * = optional abilities China: Nuke Cannon (1 point) Artillery Barrage Level 3 (3 points) Artillery Training* (1 point) Carpet Bomb* (1 point) Cluster Mines* (1 point) Frenzy Level 2* (2 points) or 3* (3 points) * = optional abilities *****THE 9 TALENTED GENERALS***** *****USA SUPERWEAPON GENERAL: ALEXIS ALEXANDER***** Short Biography: A logistics staffer during the second Korean War, Alexander attracted the notice of her superiors with her ability to acquire just about everything. Alexander parlayed that ability into a scholarship and a long and distinguished career in the Marines. To protect supply lines during the First GLA Conflict, Alexander developed a tiered scheme of defenses that did not allow a single strike on any of her supply columns. While hardly efficient in her use of resources, General Alexander makes defense and resource acquisition priorities in the early phases of conflict. The General's army takes to the offensive only when she has superior offensive only when she has superior offensive firepower that cannot be touched by counter attack. Analysis: Apparently, General Alexander used to be an excellent intelligence officer during the Second Korean War. She makes use of heavy defenses and is inefficient in using resources. She attacks only when she is sufficiently defended, and that can be a problem. *****USA AIRFORCE GENERAL: MALCOLM "ACE" GRANGER***** Short Biography: The son of an Iowa crop duster, General Malcolm Granger's flying career began when he borrowed his father's biplane to go to the state fair in Kansas City. As a lieutenant in the First Iraq War, Granger earned his first notices for knocking out four SAM sites in a single afternoon. As he moved up the Air Force ranks, Granger earned a reputation for advancing the role of fighting aircraft in the US military. Even-tempered yet uncompromising, Granger has developed novel techniques in fuel management and resource deployment during air superiority operations. Those techniques have been used with success in Iraq, Afghanistan, and other theaters. His squadrons are kwon for precision execution and a strong will to complete the mission. Analysis: Malcolm Granger is known as "Ace" because he is a natural flyer. In fact, what he did when he was kid was extremely similar to what the two main characters in the movie Pearl Harbor did when they were kids. (Borrowed one of the character's father's biplane for a spin.) He must have an obsession with air units, and he actually could destroy 4 SAM Sites in one day during the first Iraq War (Is that the Gulf War?) Of course, with his research in different aircraft, he has made even more enhanced aircraft, and of course, with better resource management abilities, all aircraft can be bought cheap! *****USA LASER GENERAL: GENERAL "PINPOINT" TOWNES***** Short Biography: An early champion of laser technology in the USA Arms Forces, "Pinpoint" Townes developed comprehensive offense and defensive strategies around laser-based weapons. Townes received an appointment to the U.S. Army War College in 2008 to teach his theories. However, Townes found academic life too slow and returned to a battlefield command in 2010. Relying on inexpensive, powerful laser technology throughout his forces and his unique knowledge of its strengths and weaknesses. General Townes has consistently received superior marks during war games and live-fire actions. This four star general continues to push the technology envelope in harnessing energy and improving power efficiency, and the Army is counting heavily on him. Analysis: General Townes has got to be the most high tech general of the 3 USA Talented Generals. He just so relies on lasers, and he originally was appointed to be a professor in the Army College to teach how powerful lasers can be. However, he is a person who loves action, and hence left the college 2 years later to command his armies again. Of course, lasers require a lot of power and hence he will try his best to make the most efficient use of power to improve his laser technology! This guy really is an addict on his lasers. In fact, when I played against him in Generals Challenge, he practically mentioned the word laser over 20 times! Vanity, thy name is Townes. *****GLA TOXIN GENERAL: DR. THRAX***** Short Biography: Little is known about the GLA associate codenamed, "Dr. Thrax". While background intelligence indicates that he received training as an immunologist in Jordan, he left academics in 1995 and disappeared into a GLA controlled ghetto in Cairo. For the past twenty years, he has produced chemical and biological weapons for terrorist organizations across the globe, including the GLA. Recent eavesdropping on cell phone traffic indicates that Dr. Thrax has become more involved in day-to-day operations of the GLA. He has scattered labs across Asia and the Middle East, where low-cost WMDs are produced and distributed to local terror cells. A cautious and scientific personality, Dr. Thrax never sleeps in the same bed two nights in a row and undergoes frequent cosmetic surgery to alter his appearance. Analysis: Being an excellent Chemistry student, I have got to admit that this GLA general is one of my favorites. I believed he originally intended to help people to be immune to diseases, but for some strange reason, he went into the dark side in 1995, and started to produce chemical and biological weapons instead of using his knowledge to do good things for mankind. Anyway, everything about this man is either chemical and biological. For more information about this guy, you can read about it in the guide for USA Mission 5 in my strategy guide of this game. If you beat Dr. Thrax in General's Challenge mode, you can see what Dr. Thrax really looks like under that veil. He looks rather handsome for a man who frequently undergoes plastic surgery. Well, at least he is more handsome than Michael Jackson. *****GLA DEMOLITIONS GENERAL: GENERAL RODALL "DEMO" JUHZIZ***** Short Biography: This bomb maker if Middle Eastern ancestry is responsible for some of the most devastating attacks of the twenty first century. General Juhziz and his organization have been tied to both the attack on the US embassy in Cairo and the sinking of the USS Nelsen in 2012. Such bold strikes have drawn more supporters to his side, including bombers from many nations willing to sacrifice their lives for the causes of the GLA. General Juhziz lost the use of a hand in a bomb making accident and rarely speaks to anyone outside of his own organization. Analysis: Bombs, bombs and even more bombs! This is what General Rodall Juhziz is all about. Of course, as bombs are such effective weapons for terrorists, Rodall Juhziz really has done a good job at blowing up a US Embassy and the USS Nelsen. It's amazing that these strikes will make so many people willing to enlist as terrorists to sacrifice their lives for "the effort". Of course, bomb making is a dangerous business, and this clumsy oaf blew up so many people and yet could not take care of himself! In fact, he got one hand blown off in an accident! Short Biography: Prince Kassad has cut a dashing figure across Middle Eastern politics and a violent one in the underworld. This charismatic tribal leader has organized spies and assassins to do his bidding. Prince Kassad has been paid millions for assassinations, hijackings and beatings in the street. For a three-year stretch beginning in 2008, it is believed that no terrorists action was taken on the shores of the Mediterranean Sea without his involvement or blessing. A clever administrator of a serpentine organization, he has never been directly tied to any criminal activity, yet bad things continue to happen to individuals and forces that that stand in his way. Analysis: "Woman in bikini: Who are you? Prince Kassad: Kassad, James Kassad. To exercise control, 007 here. I will report in an hour. Woman: (Holds up her champagne filled glass) Won't you join me? Prince Kassad: Better make that two." That's right folks, the most handsome general Prince Kassad is in the house! Prince Kassad is the only GLA General that has been involved in politics. He is also a leader of a spy organization that offers to have the requested person killed for several million dollars at a time. Like many clever leaders, nothing links him directly to any trouble, and yet, he's as smooth as James Bond. Of course, all spies must be stealthy, otherwise, they won't be called spies, right? *****CHINESE INFANTRY GENERAL: "ANVIL" SHIN FAI***** Short Biography: On the battlefield, China's greatest resource is the millions of individuals in uniform, and General Shin has staked a career in them. Known to his troopers as the Anvil, General Shin can mobilize four divisions in twenty-four hours thanks to a streamlined and sometimes brutal command structure. Discipline is very strong with General Shin, and officers and infantry who can maintain it are rewarded. The general has developed advanced field training programs for the Red Guard and the elite operatives. Military analysts credit the speed and professionalism of General Shin's peacekeeping units with preventing the Taiwan Conflict of 2009 from becoming a global war. This divisions feature several weapons and transport systems unique in the People's Liberation Army. Analysis: It is true that China has the world's largest army, and this General Shin Fai is really one of those "back-to-basics" Generals. After all, the infantry units are one of the many "basic" units of an army, and General Shin Fai has decided to focus on nothing else but this division of the army. With such a large army coming, he can easily squash even the mightiest of giants with a horde of ants! Don't underestimate his enhanced soldiers, or you really WILL regret it! As for the Taiwan Conflict of 2009, I don't think it will happen at all. Besides, even if happens, why will it turn into a global war? His transport systems are VERY powerful. That's true. *****CHINESE TANK GENERAL: GENERAL TA HUN KWAI***** Short Biography: General Ta Hun Kwai is convinced that the People's Liberation Army will see its greatest success through the viewholes of its tank divisions. A disciple of Soviet tank tactics of the Cold War, General Ta has produced technical papers on various modifications on them. He has initiated techniques to reduce the costs of tank production and has sponsored the Emperor program, whose first tanks rolled off the assembly line in 2013. Considered part of the old guard in the PLA hierarchy, General Ta nevertheless continues to roll up victory after victory in battle. Analysis: Short Translation: Ta Hun Kwai = He is very fast Another "back-to-basics" General of China, General "He is very fast" loves to focus on the basic attacking unit of his army, which are the tanks. Of course, being a tank fan, he has taken a lot of time to make various improvements on his tanks. His War Factories are hence more efficient in tank production. Being the tank disciple that he is, he has created a new prototype tank, called the Emperor Tank, which has started to come in service in the year 2013. With so many cheap and reliable tanks, General Ta Hun Kwai can really be a powerful brute force general. By the way, this guy really has the looks of a big bully, and has this silly grin that drives me laughing. It's always about "Tanks, build more Tanks!" With such expressions, I am sure that he can star in a Shakespearean play. "A tank! A tank! My kingdom for a tank!" *****CHINESE NUKE GENERAL: GENERAL TSING SHI TAO***** Short Biography: General Tsing gets what he wants, at any cost. Impatient to a fault, General Tsing relies heavily on nuclear technology on the battlefield. Unfortunately, there have been several terrible accidents. While General Tsing was the responsible officer during the Mudanjiang Disaster of 2007, his considerable talents saved his career. General Tsing believes such trials and errors are part of the development process. His divisions are beginning to see the results of his convictions, as a prototype of an Advanced Nuclear Reactor has produced better results. Programs to develop tactical nukes and to promote stability in radioactive isotopes are producing better safety records, which will be well-received by his troops. Analysis: Short Translation: Tsing Shi Tao = Clear Stone On the surface, General Tsing Shi Tao looks like a stubborn old git who only likes things to go his way. But actually, he is a person with a kind heart. In fact, he loves to share! He has a lot of gifts, nuclear gifts to give you, and his generosity is limitless! Of course, it is always dangerous to play with fire, not to mention radioactive substances. The Clear Stone has caused a horrible accident in 2007, but however, since he is so talented, the People's Liberation Army has decided not to give him the sack. As an excellent Physics student, I must say I really love General Tsing Shi Tao. To be a successful scientist, one must try endlessly until he gets a good result. In fact, after a lot of hard work, he has begun to reap the fruits of his labor, and a lot of things became more efficient because of... Nuclear Energy!