Command And Conquer Generals: Zero Hour Multiplayer/Single Player Guide to Winning FAQ Version 1.2 Author: pi314159 (Generals and Zero Hour Accounts: Missile + pissed) Note: All the Special Abilities of All 9 Generals are Listed in the Generals Srength Ratings Section -Contents -Contents -How to Stop the Tunnel Rush <---- NEW -Version History -General Strength Ratings <---- NEW -The Units -The Generals' Units -The Structures -The Generals' Structures -The Generals Abilities -The Upgrades <---- NEW -Tactics -The Generals' Tactics -Challenge Tips-------> Not yet done -Beating Townes -Beating Alexis -Beating Granger -Beating Thrax -Beating Kassad -Beating Kwai -Beating Tao -Beating Leang (Boss General) -Newbie Tips -How to Fight When You're Outnumbered and OutGunned -Weird Little Bits of Info -How to Stop the Tunnel Rush Because of this horrible and hidious imbalance in the game, many many people are losing to the tunnel rush. As such, I have created this section to let you people know how to stop it. -As China: Dragon tanks are your best freind. However, you must use firewall (fast key is F) in order to beat the tunnels cost-effectively. -As USA: AMBULANCES. Use ambulances to run over the workers and the RPG troops and use S&D tanks to destroy the tunnels from afar. -As GLA: Build your own tunnels. IMPORTANT: If they are tunnel rushing you, it is essential that you find some way to rush them back. Their base is most likely undefended and there's no better way to teach him what for by launching your own attack! -How to Stop Tunnel-Based Attacks in Mid Game -As China: Bunkers should be scattered all around your base. Don't put anything in them until you actually see an attack coming. You just want them there to be available *IF* you need them. -As USA: Firebases. These things out range tunnels and have 100% accuracy against vehicles. Don't put infantry in them, though, ot Jarmen Kell will be able to kill them in 4 shots (the FIRE BASES, not just the infantry). -As GLA: Stinger Sites are more than enough. A good group of Quads is better, though. Quads have extremly high firepower (in large groups) against infantry and structures. Use that to your advantage. -Version History -Version 1.4 Added some last elusive info about Alexis and and more to the Challenge Tips Section. Also, I have added a new section: How to Stop the Tunnel Rush. -Version 1.3 Added Upgrades Section, Added Generals Rating system, and I also added more to the Challenge tips section. -Version 1.2 I've corrected a few last spelling errors and added some last missing info. I has also added Townes under Challenge Tips. More will be added soon. Newbie Tips has also been added. Little TidBits of info also added. -Version 1.1. I've corrected all of the passad/kassad misspellings and added a few missing pieces of information. -Welcome to Version 1.05. I have now completely spell checked all 35 pages of this document and I am confident that 95% of the spelling and grammatical errors have been removed. I have also begun adding walkthroughs for the USA Missions on HARD Mode. Lastly, a new section has been added: "How to fight when You're Out-numbered and Out-gunned" -This is Version 1.0. It's missing walkthroughs for GLA HARD campaign and China HARD Campaign. Challenge Tips is also empty. Newbie Tips is also Empty. -General Strength Ratings This is whre I compare and contrast the abilities of the Generals in their combat strengths. These rating are out of 100. Standard factions will also be rated. -#12: Alexis Alexandra, The USA Super Weapon General: 45/100 All Vehicles and comanches are more expensive Col Burton Costs $300 less Alpha Aurora Replaces Aurora Particle Cannon costs $2500 less Control rods provide +15 power instead of only +5 Cold Fusion Reactors cost $900 Patriots cost $900 Patriots do less damage, but stun any vehicles, structures or aircraft they hit Stunned aircraft (B52s, B2s, and Supply planes excluded) die immediately once stunned by an EMP missile She is the weakest General of them all. She can only access weak vehicles and weak aircraft yet both cost much more. EMP patriots, although a useful defence, often hits her own structures, paralyzing them. They are useful for repelling rushes but not for much else. They really aren't much better than standard patriots. Aside from that, all she has is cheaper power and cheaper super weapons, but niether of them make for effective attacks because it takes four minutes to fire a single shot. Alexis has a patchy defence and a pathetically weak offence. That's why she's the worst general. -#11: Dr. Thrax, The GLA Toxin General: 59/100 Standard Units (Rocket buggy, Scorpion, Quad cannon, Battle Bus, Technical) all cost more Scorpion and Marauder start with toxin shells Begins with anthrax Beta Scud launcher can only fire anthrax warheads Most rocket attacks contain a small amount of anthrax Excluding Jarmell, all stealth capabilities are not available Toxin Rebel Replaces Rebel Demo Traps release toxins when detonated The Thrax man had a lot of potential, but all of those toxins don't really do him any good because they don't pack enough punch to beat enemy vehicles and only one general relies on infantry: and his own Dr. Thrax's units. It also doesn't help that Thrax doesn't get any really strong explosives to work with; his scud launcher, scud storm, and demo traps all lost explosive power in favore of toxins and in turn make Thrax horribly weak. The only thing thrax has going for him is his toxin network, but any artillery or heavy tank can kill those no problem. They make for great tunnel rushes, though. Thrax has a fair offence because he still gets his tanks, but he's otherwise very weak. -#10: Vanilla China, The Standard China Faction: 64/100 With all the new generals and abilites in Zero Hour, those standard Overlords just don't cut it on the battlfield, especially since 2 china generals have their own superior versions. However, Vanilla China is still pretty good because of it's relatively strong airforce and solid infantry. Vanilla China is still good and strong, but a bit too slow to compete in ZH. -#9: Demo, The GLA Demolitions General: 67/100 Standard Units (Rocket buggy, Scorpion, Quad cannon, technical, battlebus) cost more Terrorists do more damage Bomb trucks are cheaper All toxin upgrades are unavailable. Scuds and scud storms only use explosives. This general cannot utilize Stealth (except Jarmell Kell) If a certain upgrade is purchased, all units gain the ability to self-destruct Jarmell Kell can place explosives like the saboteur and retains all his other abilities Attack cycles come with terrorists instead of rebels Rebels have booby trap upgrade at start Like GLA, but with a lot more kick. Demo has a lot of firepower at his disposal but suffers from GLA's weak chasses. Furthermore, the lack of stealth capabailites really hurts Demo. He's a pretty reliable general, however, just not top-notch. Demo is a good, all-round general. High firepower for GLA. -#8: Kwai, The China Tank General: 69/100 Cannot build nuke cannons or inferno cannons All tanks cost $100 less (Troop Crawlers cost $200 less) Overlord is replaced with Emporer All tanks built as veterans All Aircraft cost a lot more All Infantry cost a lot more Can paradrop 1, 2, or 4 tanks with generals ability (level 3) Gains Battlemaster autoloader upgrade at propaganda center Does not have Cash Hack Generals Ability Carpet Bombing Is Avaialable only at Level 5 BattleMaster Training is avaialable at Level 1 Emergency Repair (level 1) is available at Level 1 Tanks are strong and fast, but tanks are also easily killind in ZH, hence why Kwai is a fairly weak general. He gets a higher score than Demo only because Kwai's early game is remarkably strong. If the game lasts longer than a few minutes, and it often does, Kwai becomes almost helpless. His tanks are cheap, but his infantry and aircraft are so much more expencive that it's completely ridiclous. Kwai: Great early game, Weak Late game. Enough Said. -#7: Townes, The USA Laser General: 71/100 Laser tank replaces Crusader and paladin Laser Tower replaces Patriot Tomahawk is not available Avengers Cost $500 less Cold Fusion Reactors cost $100 less and provide +8 power Control rods provide an additional +8 power Laser Tank Requires 1 unit of power Laser Tower Requires 5 units of power This guy is almost exactly like Kwai, but more virsitle. He doesn't get artillery, but his airforce and infantry are strong and can actually help off-set his weakness. Aside from the lack of artillery, Townes' only weakness is his reliance on a constant power supply. However, this weakness probably won't mean the difference between victory or defeat. Lastly, his tanks are so strong that it is worth it. Townes has great attack strength, but he needs to be creative and smart to overcome his two weaknesses. -#6: Vanilla USA, The Standard USA Faction: 75/100 USA has improved a lot since the original Generals and it shows. Firebases, microwave tanks, and the mother of all bombs makes Vanilla USA a force to be reckoned with. Only Weakness is that stuff is rather expencive, but they do get of a lot of intel to help make up for it. Strong Airforce, Strong Artillery, Strong Tanks, Strong Infantry, and Great Virsitility makes Vanilla USA a powerful faction in ZH. -#5: Prince Kassad, The GLA Stealth General: 76/100 All structures can upgrade with camo netting Rebels are camouflaged at start All base defenses are camouflaged Hijacker is available at start Hijacker costs more Hijacker is stealthed while moving GPS scrambler is available at level three GPS scrambler recharges faster Scud launchers, Scorpion tanks, and Marauder tanks are not available The stealth general has stealth coming out the ears. All his structures and his units (with GPS scrambler) can become stealthed. And, although he doesn't have and tanks or heavy artillery to work with, he doesn't need it. Kassad's only weakness is early game where the enemy has some heavy firepower (tanks) and he doesn't. Hijackers only help a small amount, so Kassad is in a bad spot until he can tech up. Then, Kassad OWNS. Kassad has a weak early game but a great late game. -#4: Vanilla GLA, The Standard GLA Faction: 80/100 Like GLA in the original Generals, but much better. They get strength, speed, and stealth all in one neat little package. Scorpians, scuds, technicals, buggys, rebel camo, and camo netting: Vanilla GLA has everything and sacrifices nothing. GLA has strength, speed, stealth, a great early and excellent late game! -#3: Granger, The USA Airforce General: 82/100 Combat Chinook is available (Does not replace standard chinook) Cannot build crusaders or paladins Stealth Comanche Upgrade is available from airstrip Carpet-bombing becomes available once strategy center is built All Aircraft have point laser defense, all are cheaper Stealth fighter does not require use of a general's point Humvees, tomahwaks, and ambulances cost a little more Granger is like standard USA but has a huge firepower boost in the form of the King Raptor. Forget tanks, Granger has all firepower he needs in the skies. His aircraft are cheaper and stronger than everyone elses. So much, even, that it's almost unfair that Granger's only weakness is a lack of tanks. Other than that, Granger's only problem is micromaagement. Heavy Micromanagement, but also heavy firepower. Granger is extremely powerful. -#2: 'Anvil' Fai, The China Infantry General: 88/100 Frenzy (level 1) is available at level 1 Minigunner replaces Red Guard Assault Troop Crawler Replaces Troop Crawler Attack Outpost Replaces Listening Outpost Assault Helix Replaces Helix Cannot build Overlords, Battlemasters, or Gattling tanks Inferno cannons, ECM tanks, and dragon tanks all cost more All infantry start out as veterans Can paradrop 5, 10, or 15 mingunners as a general ability (level 3) Super Hackers Replace Hackers Super Black Lotus Replaces Black Lotus Fortified Bunker Replaces Bunker Has nationalism upgrade at start Patriotism Upgrade is Available at the Propaganda Center Anvil has a great early game because of his extremely powerful infantry and a great late game because of his strong airforce and strong hackers. With Anvil, it's down right difficult to lose. The only weakness anvil has is that it's hard to take down a combination of King Raptors and Pathfinders, but very few Grangers can even last that long. Anvil: Can only be defeat by Granger or #1, nobody else stands a chance. -#1: Shin Tao, The China Nuke General: 92/100 Nuke Cannon is available to him without the cost of a generals point Advanced Nuke Plant replaces Nuke Plant All Aircraft Cost More All Infantry Cost More Overlord and Battlemaster start out with nuclear tank and uranium shells upgrade Battlemaster looks kind of funny Battlemaster and Overlord leave radiation with their shots Nuke launcher costs $500 less Carpet Nuke bombing replaces Carpet Bombing Gains Isotope stability upgrade at Nuke Silo Migs can be upgraded with tactical nukes Available at nuke silo Repair (level 1) is avalable at level 1 Everything you could want in a general and more, Tao is one great General. Top-Notch tanks, powerful (nuclear) aifrcraft, great artillery, and more radiation than you can shake a stick at. There is nothing that Tao cannot do. Tao is the strongest General in all of ZH, at least in version 1.0. -Zero Hour Target Unit Evaluation The threat evaluation sets priorities for targets you encounter on the battlefield. The ratings are out of 10 and higher means you should expend more effort in their destruction. Always eliminate more threatening targets first, if at all possible. (Note: Higher rating does not always mean that the target is more threatening. It just means that it's something you want to destroy, be it dangerous or not.) -Standard USA Ranger: 3 Strong against other infantry, but otherwise weak. It's also very inexpensive and USA plays can get them for free when a building is destroyed or from a paradrop. These get a level 3 rating because flashbangs can kill large groups of infantry quickly and they can clear out buildings. Price: $225 Special Abilities: Flash Bang and Capture (Both require Upgrades) Upgrades: Advanced Training, Capture and Flash Bang, Chemical Suits Missile Defender: 6 Extremely strong against vehicles because of laser lock. When using laser lock. They can outrange all non-artillery units. These are often used in groups to be more effective. Price: $300 Special Abilities: Laser Lock Upgrades: Advanced Training, Chemical Suits Pathfinder: 5 These PWN all infantry, but only infantry. They are stealthed and have long ranges, so they can be hard to find. But you should have too many infantry standing around anyways. Price: $600 + General's Promotion (level 3) Special Abilities: Is stealthed while firing and while still. Is not stealthed while moving. Detects stealth Upgrades: Advanced Training, chemical suits Col. Burton: 10 Col. Burton is extremely dangerous. He levels up quickly and can destroy buildings, units, and infantry very quickly. He is also stealthed. If you find one in your base, kill him at all costs. Nothing short of a troop crawler, sniper, or pack of scorpions can kill Burton. Cost: $1500 Special Abilities: Timed C4 (20 second timer) and Remote C4 Upgrades: Advanced Training, chemical suits Ambulance: 2 These are rarely encountered. They do not carry weapons and are very weak support vehicles. They are also easily replaced by your opponent. The only reason they get above a 1 is because they can be used to quickly and effectively kill enemy infantry when a pathfinder is unavailable. They are speedy enough and armored enough to run over infantry. Price: $600 Special Abilities: Can Clear area of toxins, heals infantry that are within it or near it, Carries up to 3 infantry, Upgrades: S/B/H Drones Humvee: 7 These are commonly filled with infantry that can shoot out of it. This unit is also very fast. It gets a high threat level only because it's expensive and can easily be destroyed. It is not actually very dangerous. 3 scorpions, 2 gatts, or 3 mds (with laser lock) can easily destroy rockvee. Price: $700 Special Abilities: Can garrison 5 infantry that can fire out of it Upgrades: S/B/H Drones, Advanced Training, TOW missile (enables humvees to attack aircraft) Crusader: 6 These are high quality, high performance tanks. They are good targets, but fairly tough to beat. Rocket infantry (garrisoned or not) and Overlords (or scorpions with rockets) are your best bets at destroying these effectively. Artillery also works pretty well. Cost: $900 Special Abilities: None Upgrades: S/B/H Drones, Advanced Training, Composite Armor Sentry Drone: 4 Extremely weak and extremely expensive. Kill these when they show up, but chances are your enemy won't use too many of them. Cost: $800 Special Abilities: Is stealthed when still and not firing. Can Detect Stealth Upgrades: Gun Tomahawk: 9 These are almost always used in groups of 3 or more. These, paired with search and destroy battle plan, can be virtually impossible to destroy with land units. Use aircraft to kill these if at all possible. Price: $1200 Special Abilities: None Upgrades: S/B/H Drones, Advanced Training Microwave Tank: 2 I have yet to see these used by any player. They are cheap, but also very useless. They only disable buildings for as long as they fire at the target buildings and they can only damage infantry within a small proximity when it is not firing. (You'll see a faint yellow circle around the microwave tank.) If you see one on the battlefield, you may as well just ignore it. Price: $800 Special Abilities: Can disable any enemy structure from afar. Kills infantry within a certain radius of the unit. Upgrades: Upgrades: S/B/H Drones, Advanced Training, composite armor Paladin: 7 This is exactly like a crusader except for 2 differences. First, it has a laser that can shoot down rockets at about the rate a tank hunter can shoot them. (Order 2 tanks hunters to shoot it and the paladin will take damage.) Second, Paladins cost more, making them better targets. Price: $1100 Special Abilities: Can shoot down missiles/rockets with point laser defense Upgrades: S/B/H Drones, Advanced Training, Composite Armor Avenger: 8 These rape aircraft. If you aren't using aircraft, then you can ignore these. But you should probably kill them if you get the chance because they are hard to replace at $2000 apiece. They also have weak armor. Price: $2000 Special Abilities: Laser 1 rapes aircraft, laser 2 is a laser point defense, laser 3 designates ground target increasing the firing rate of nearby units firing at that target Upgrades: S/B/H Drones, Advanced Training, Composite Armor Raptor: 7 These can kill most tanks and infantry with one group of missiles. They have weak armor and are expensive so they can be killed rather easily. Chances are your enemy won't ever use normal raptors, because if they liked aircraft, they'd probably use Granger instead. Price: $1400 Special Abilities: None Upgrades: CounterMeasures, Laser Missiles, Advanced Training Comanche: 4 Very Expensive and VERY easy to kill. These are so easy to kill it's ridiculous. But they do have heavy firepower; so if you don't have any AA around, watch out. Special Abilities: Rocket Pods (if upgrade is purchased) Upgrades: Rocket Pods, Advanced Training Aurora Bomber: 9 Any amount of AA will kill these, but only on the return trip. They make extremely good targets, costing $2500 each. But they do have some heavy bombs, too, and 2 can kill even an overlord. Special Abilities: Impervious to all attacks only when ordered to attack Upgrades: CounterMeasures, Advanced Training Stealth Fighter: 6 These aren't used much, even by Granger fans. This is due to their low versatility. They can destroy enemy base defenses, but only enemy base defenses. They do make good targets, however, because they cost $1600 each. You should be wary if they have bunker busters, though. See the bunker buster upgrade for details. Cost: $1600 + General Promotion (level 1) Special Abilities: Stealthed while not firing (even stealthed on airstrip) Upgrades: Bunker Buster, Laser Missiles, CounterMeasures, Advanced Training Chinook: 10 The best target out there, the Chinook is the godfather of helpless targets. Completely unarmed, the Chinook is expensive and is a necessary part of any functional USA economy. As a bonus, these things occasionally carry units in them, too. Anything in a Chinook dies along with the Chinook when it's shot down.* Price: $1200 Special Abilities: Can Transport 8 slots of units: Dozers take 5, vehicles take 3, infantry take 1 Upgrades: None *There is a known exception to this. If you fill 2 technicals with terrorists and put those technicals in the Chinook, than put two more terrorists in the Chinook, 4 terrorists will survive if the Chinook is destroyed. They will have about 50% health. Scout Drone: 1 These are extremely cheap upgrades that are applicable to all USA vehicles. They greater increase sight range and allow that unit to detect stealth. They get a low target priority because they are readily replaceable. Cost: $100 Special Abilities: Detects stealth, has high vision range Upgrades: Drone Armor Battle Drone: 2 These drones repair the host unit and use a weak machine gun to assist the host unit in attacks. Although useful in certain situations with small numbers of units, you don't want to apply these to any large number of tanks. At $300 apiece, you're better off buying MDs if you need supplementary firepower. Cost: $300 Special Abilities: Repairs Host when host is damaged and not moving, assists host unit in attacks Upgrades: Drone Armor Hellfire Drone: 4 For a drone, these are expensive. They have high firepower, but they don't seem to shoot very often, making me question their usefulness. However, they do appear to be strikingly effective against infantry. They get a high rating because they are easy to shoot down and very expensive. Cost: $500 Special Abilities: Fires a hellfire missile at enemies near to the host unit. Upgrades: Drone Armor Dozer: 7 Excellent Target. This is how USA builds all structures. It has weak armor and is easily killed. USA needs these more than the other factions because defense structures play an important role in USA defense. Cost: $1000 Special Abilities: Builds all structures, clears mines, repairs structures for free Upgrades: None Pilot: 3 These appear when promoted USA planes, helicopters, or vehicles are destroyed. They carry the veterancy of whatever unit was lost. They can be ordered into another vehicle or plane. Upon entering, the plane or vehicle receives the pilot's veterancy and it is added to the total. Veterancy adds a lot of firepower to units, so pilots can really make a difference in battle. However, they get a low priority rating because a lot of micromanagement is required to use them properly. Most players don't manage them well enough to be a real threat. Note: 3 chevrons is the highest attainable veterency, under any circumstances. Cost: N/A Special Abilities: Veterancy Transfer Upgrades: None B52 Bomber (StratoFortress): 6 These deliver Fuel Air Bombs to targets. They have some pretty tough armor and their presence on the battlefield is usually pretty brief, but they are worth downing is at all possible. These always travel to their targets in a straight line starting from the part of the edge of the map that is closest to the HQ that deployed the generals ability. Cost: N/A Special Abilities: Drops Fuel Air Bombs, cannot be directly controlled Upgrades: CounterMeasures USA Supply Plane: 4 About as fast an armored as the B52 but smaller and less cool looking. These deliver paratroopers, leaflets, and supply crates. They also deliver reinforcements to reinforcement pads. It deploys in the same fasion as the B52. Cost: N/A Special Abilities: Delivers all USA supplies, soildiers, and reinforcements. It is invincible when dropping supplies onto the drop zone. Upgrades: CounterMeasures B2: 10 Although this is very fast and well armored, you must destroy this if it is within your power. For granger, it carries carpet bombs. For other USA factions (and granger, too) it carries the deadly MOAB ordinance which is about as powerful as a chinese nuke. If this plane survives, it will pack on the hurt. Cost: N/A Special Abilites: Drops carpet bombs in a straight line of MOAB ordinance Upgrades: CounterMeasures Spectre Gunship: 2 Personally, I don't see these as much of a threat. They can only fire at a limited area for a short period of time and require a lot of micromanagement to do any significant damage. Just move your forces out of the circle is orbits and wait 30 seconds and the spectre gunship leaves. Also, it has a ton of armor, so you probably wouldn't be able to shoot it down even if you tried. Cost: N/A Special Abilities: Flies to target area, shoots for awhile, then leaves. Upgrades: CounterMeasures -Granger (Air Force General): Combat Chinook is available (Does not replace standard chinook) Cannot build crusaders or paladins Stealth Comanche Upgrade is available from airstrip Carpet-bombing becomes available once strategy center is built All Aircraft have point laser defense, all are cheaper Stealth fighter does not require use of a general's point Combat Chinook: 9 The are like regular chinooks (costs a little more), but infantry can fire out of them. They are well armored and very fast and manuverable. Often loaded with lots of MDs, these should be a high priority target, although you might have trouble catching them. Requires the War factory before it can be constructed. Price: $1200 Special Abilities: Laser point defence, can transport 8 slots of units, infantry can fire from within it Upgrades: None King Raptor: 8 These are highly dangerous and impervious rocket attacks. They also detect stealth. Defense against these is a must. Note: They also detect stealth when flying. Price: $1100 Special Abilities: Laser Point Defense, can detect stealth while flying Upgrades: Laser Missiles, CounterMeasures, Advanced Training Comanche: 10 Extremely dangerous in the hands of Granger. These are cheap and can be stealthed. BEWARE OF HIT AND RUN ATTACKS BY STEALTH COMMANCHES. Destroy these at all costs so that Granger does not even consider building more. (Granger's Comanches also appear to have more armor than standard versions.) Price: $1200 Special Abilities: Stealthed while not firing (Requires Upgrade), rocket pods (requires upgrade), laser point defense Upgrades: Rocket Pods, Comanche Stealth Upgrade, Advanced Training -Townes (Laser General): Laser tank replaces Crusader and paladin Laser Tower replaces Patriot Tomahawk is not available Avengers Cost $500 less Laser Tank: 6 These are exactly like normal crusader tanks, but they do slightly more damage to vehicles and much less damage to infantry. Price: $900 Special Abilities: Becomes inactive if Base Power is low Upgrades: S/B/H Drones, Advanced Training, Composite Armor -Alexis (Super Weapon General): All Vehicles are more expensive Particle Cannon costs $2500 less Control rods provide +15 power instead of only +5 Cold Fusion Reactors cost $900 Patriots cost $900 Patriots do less damage, but stun any vehicles,. structures or aircraft they hit Stunned aircraft (B52s, B2s, and Supply planes excluded) die immediately once stunned by an EMP missile Alpha Aurora: 7 These are weaker and less expensive than normal auroras. Although you should try and destroy them, you won't suffer much even if you don't. Their mini Fuel Air Bombs are pretty strong, but cannot hit fast moving targets. Cost: $2000 Special Abilities: Is impervious when ordered to attack Upgrades: CounterMeasures, Advanced Training Standard GLA: Rebel: 1 Easy to kill, easy to replace. If they are capturing one of your structures (or a neutral one), then run them over. If not, don't bother. Cost: $150 Special Abilities: Capture and Stealth (Both require upgrades), can place booby trap (with purchase of upgrade) Upgrades: AP Bullets, Stealth Rebel, Capture, Booby Trap RPG Trooper: 3 Good against tanks, better when garrisoned. Any standard infantry units or light vehicle will PWN these little guys. Flash bangs, toxin tractors, flame tanks, or simple artillery will remove them from structures. Cost: $300 (two come free with tunnel) Special Abilities: None Upgrades: AP Rockets Hijacker: 4 You won't encounter normal hijackers much because they are weak, slow, expensive, and so ineffective it's funny. They can steal vehicles, in theory, but aren't very good at it. Cost: $400 + Generals point (level 3) Special Abilities: Stealthed while not moving, Can capture Enemy Vehicles (in theory) Upgrades: None Terrorist: 7 These are very cheap but have VERY high firepower; 1 can easily kill 3 tanks. It's easy to kill these, but painful if you don't. Cost: $200 Special Abilities: 'One time use' units. In order to attack, they have to right next to the target... and they die along with it. Upgrades: None Angry Mob: 10 *ANGRY MOBS ARE THE MOST DANGEROUS UNITS IN THE GAME.* If you ever see one, kill it quickly. I gave it a 10 for a reason. Nothing can do more damage to more things faster than an Angry Mob. The mob puts even the nuke cannon to shame. These units rape all non-aircraft units. Use flash bangs, Quad guns, gatt tanks, or other mobs to dispose of them. Cost: $800 Special Abilities: Unlike other infantry, these cannot garrison structures or occupy tunnels or vehicles. Members of the mob regenerate over time. Upgrades: AK-47 Jarmell Kell: 9 You won't see him until he's sniped one of you vehicles. If you don't kill him fast, he'll snipe the rest of your tanks and use them against you. The good news is that unless he's being micromanaged by the enemy commander, he will continue to fire at enemy units after he's sniped one of your tanks. This makes him easy to spot and eliminate. Just be sure that he is, in fact, killed before you direct your attentions elsewhere. Cost: $1500 Special Abilities: Can snipe out Drivers making enemy units capturable to any infantry unit, is stealthed while not firing. Upgrades: AP Bullets Saboteur: 8 Saboteurs are unlike other units: They can infiltrate enemy structures to power them down. Infiltrating the HQ will reset all the timers for the opponant's HQ. It is unarmed, but stealthed. Cost: $800 Special Abilities: Can power down structures by infiltrating them and is stealthed Upgrades: None Scorpion: 4 Strong and cheap. These are most often used en masse, and for good reason. Nothing short of a Nuke cannon of a horde of paladins can beat a swarm of Scorpions. Also, this is the most upgradeable unit in the game. (Note: When using these, always have the scorpion rocket. It effectively increases their firepower by 200%.) Cost: $600 Special Abilities: None Upgrades: Scorpion Rocket, Toxin Shells, Anthrax Beta (if toxin shells are purchased), AP Rockets (if rocket is purchased), Junk Repair Technical: non-upgraded: 2 upgraded: 8 These are rarely used alone. RPG troops or Terrorists are almost always concealed inside. If a technical manages to scavenge 2 wrecks, watch out. Its weapon becomes extremely powerful, effective against infantry and tanks. Aircraft or gattling tanks are required to eliminate upgraded technicals. Cost: $500 Special Abilities: Can transport 5 infantry units quickly, units inside will survive if technical is destroyed Upgrades: Junk Repair Radar Vans: 7 Not at all dangerous, but they make a great target. Why? Because most players only build one... which is a bad idea because they are extremely cheap. They provide the GLA player with radar and detect stealth. They can also reveal terrain when the appropriate upgrade is purchased. Cost: $500 Special Abilities: Is unarmed, but can detect stealth Upgrades: Radar Scan (allows scanning of any area on the map), Junk Repair Quad Cannon: 6 These are great targets because of their weak armor. They are also the only effective AA that GLA has. Granger players should definitely keep that in mind. Cost: $700 Special Abilities: None Upgrades: Junk Repair Combat Cycle: 5 Overpriced and weak. They can host terrorists if the GLA player wants them too, so just be careful. Cost: $500 Special Abilities: Any infantry unit can ride it. It takes on all standard abilities of that unit. Upgrades: Junk Repair Toxin Tractor: 6 Personally, these are my favorite targets because they are fun to shoot at. They aren't dangerous and they aren't expensive, but they die easily. If you can get them into the enemy base, use their toxin spray. The effect lasts a long time. Also, these are fairly resistant to rocket attacks, but especially weak to tank rounds. Cost: $600 Special Abilities: Toxin Spray Upgrades: Junk Repair, Anthrax Beta Rocket Buggy: 8 These have high firepower and long range. They are also fast. You'll want to kill them because of this. They have virtually no armor, so it's not very hard to do so. Try using aircraft. Cost: $900 Special Abilities: None Upgrades: Junk Repair, AP Rockets, Buggy Ammo Bomb Truck: 10 If you ever see one of these, it's 2 seconds away from killing half your army. Take these out at all costs. Note: Unlike the terrorist, bomb trucks explode even if they are destroyed. Act accordingly. Cost: $1200 Special Abilities: Can disguise as ANY vehicle. Be as creative with this as you can. Upgrades: Bio Bomb (Affects only truck it's bought on), High Explosive bomb (only affects truck it's bought on), Junk Repair, Anthrax Beta Scud Launcher: 8 These artillery units boast very powerful missiles. The anthrax warhead is pathetically weak, but the high explosive warhead does almost as much damage as the nuke cannon. The scud launcher is, for the most part, like the nuke canon: it just trades some firepower for speed. It works really well in conjunction with tunnel networks. Cost: $1200 + generals point (level 1) Special Abilities: Anthrax Warhead Upgrades: Junk Repair, Anthrax Beta Battle Bus: 7 These are fairly well armored and rather speedy for a heavy vehicle. Load them with 5 RPG troops and you can expect this to destroy most tanks. Just be sure to watch out for artillery, though, seeing as you probably don't want to lose your $2500 investment. Cost: $900 Special Abilities: Can hold 8 infantry that can fire from within it, forms an immobile bunker when destroyed Marauder Tanks: 6 This is GLA's version of the crusader. It is there to give GLA a way to destroy paladins. These are cheaper and weaker than the crusader, but still comparable in most aspects. One thing it can't do is fire while moving because its turret is fixed. Cost: $800 + Generals Point (level 1) Special Abilities: None Upgrades: Toxin Shells, Anthrax Beta (if toxin shells are purchased), Junk Repair Worker: 3 These are extremely cheap and extremely replaceable because they cost only $200 and can be trained by two different structures. However, they are also extremely necessary: They build all GLA structures and gather supplies. Hence, a 3 is warranted. Note: You can prevent construction of a structure simply by running these over. Many USA and china players retreat their dozers when they see a worker building a tunnel. Don't, just run the little guy over instead. Cost: $200 Special Abilities: Builds all GLA structures, clears mines, collects supplies, repairs buildings free of charge Upgrades: Shoes GLA Plane: 5 An old, rusty supply plane is the only one GLA has. Drops anthrax bombs and reinforcements at the reinforcement pad. Cost: N/A Special Abilities: Drops reinforcements and anthrax bombs Upgrades: Anthrax Beta -Demo: Demolitions General: Standard Units (Rocket buggy, Scorpion, Quad cannon) cost more Terrorists do more damage Bomb trucks are cheaper All toxin upgrades are unavailable. Scuds and scud storms only use explosives. This general cannot utilize Stealth (except Jarmell Kell) If a certain upgrade is purchased, all units gain the ability to self-destruct Jarmell Kell can place explosives like Col Burton and retains all his other abilities Attack cycles come with terrorists instead of rebels Rebels have booby trap upgrade at start Attack cycle: 7 Same as other generals' attack cycles, except his are more likely to have terrorist riders. Just be sure to take them out before they get too close. Cost: $550 Special Abilities: Same as terrorist, but fast Upgrades: Can utilize and infantry and use it's primary weapon abilities -Thrax: Toxin General: Standard Units (Rocket buggy, Scorpion, Quad cannon) cost more Scorpion and Marauder start with toxin shells Begins with anthrax Beta Scud launcher can only fire anthrax warheads Most rocket attacks contain a small amount of anthrax Excluding Jarmell, all stealth capabilities are not available Scud launcher: 4 Dr. Thrax's scud launcher is extremely weak. Try as it might, it can't do much damage to structures or heavy vehicles. It will, however, completely own infantry. Act accordingly. Cost: $1200 + Generals point (level 1) -Kassad: Stealth General: All structures can upgrade with camo netting Rebels are camouflaged at start All base defenses are camouflaged Hijacker is available at start Hijacker costs more Hijacker is stealthed while moving GPS scrambler is available at level three GPS scrambler recharges faster Scud launchers, Scorpion tanks, and Marauder tanks are not available Workers: 5 Kassad's workers get a level 5 rating because you need to pay more attention to them. They are stealthed when collecting supplies (if netting is bought at stash) and can build defenses that are stealthed while being built. Also, if you see a worker (or two RPG troops) standing around, assume there is a defense structure nearby. Cost: $200 Special Abilities: Build's Kassad's stealthy structures Upgrades: Shoes -Standard China: Red Guard: 2 These are weak infantry. However, they are cheap, get a horde bonus, and can take on rebels and win. One thing to remember is that they always come in pairs. If you find one alone, it's probably a scout. Search for and kill the other because you want to deprive china of all information. Cost: $300 (for a pair) Special Abilities: Horde bonus in groups of 5 or more, capture (with upgrade) Upgrades: Nationalism, capture Tank Hunter: 3 Like an RPG trooper, but it gets a horde bonus. It also has a neat little bomb attack, but one shot from it's gun does more damage. Don't even bother with the TNT. Cost: $300 Special Abilities: Horde bonus, TNT attack Upgrades: Nationalism Hacker: 7 These provide money for china, are easy to kill, and are expensive. Kill these wherever and whenever you find them. It shouldn't be too hard because they are completely defenseless and rather slow to undeploy. Cost: $625 Special Abilities: Can disable enemy buildings (like the microwave tank, but it doesn't work on defenses), can also hack money at $5 every 2 seconds. Upgrades: I'm told it hacks faster when in the internet center. It doesn't appear to, though. Black Lotus: 9 She can capture an entire base pretty quickly. However, ZH has a ton of stealth detecting units, so lotus' is now a lot less useful. But if she's in your base, get her out quickly. She's the only unit that can remove your HQ quickly and easily and within 10 seconds. Cost: $1500 Special abilities: Can detect stealth, Stealthed when not using following abilities, can hack $1000 (or up to) from enemy supply center, can capture enemy buildings, can disable enemy vehicles Upgrades: None Battlemaster Tank: 5 Nothing too special about this thing. As far as tanks go, this is sub- standard. It can hold its own in a fight, but it's certainly not extraordinary. Cost: $800 Special Abilities: Horde Bonus Upgrades: Nuclear Tanks, Uranium Shells, Nationalism Troop Crawler: 8 These things are weak, expensive, and they die quickly. That's why they make great targets. They also detect stealth and hold up to 8 infantry. They are also rather fast. Lastly, they are extremely good at killing hero units. Not even elite Burton can take out a troop crawler and all 8 infantry inside. Cost: $1400 Special Abilities: Detects stealth, comes with 8 Red Guard Upgrades: None Gattling Tank: 7 My favorite unit of all time. This is extremely virsitile and extremely useful, so if you're fighting a china player, you are going to see a lot of these through out the game. They own aircraft and infantry, but are pretty weak against tanks. Cost: $800 Special Abilities: Fires slowly for first 6 shots Upgrades: Chain gun Dragon Tank: 6 These are pretty weak, but they do rape structures and light vehicles if they can get close enough. They, like the toxin tractor, have a resistance to rocket attacks, but take extra damage from tank rounds. Cost: $800 Special Abilities: Clears out Infantry from buildings in one shot, can create a wall of fire, immune to fire (migs and infernos still damage it, just less) Upgrades: Black Napalm Inferno Cannon: 5 These can kill infantry, but are weak against everything else. They are also very slow and very easily destroyed. They are also expensive, warranting the rating of 5. It does make an okay artillery unit, but only if the nuke cannon is unavailable. Cost: $900 Special Abilities: Creates firestorm in large groups Upgrades: Black Napalm Listening Outpost: 7 These are pretty expensive and pretty weak. Watch out, though, because they come with 2 tank hunters which can tear apart tanks. The outposts themselves are fairly fragile, but have a high resistance to anti-infantry fire. Cost: $800 Special Abilities: Comes with 2 tank hunters that can fire from within it, detects stealth, is stealthed when still and not firing Upgrades: None Overlords: 9 It takes a lot to stop these bad boys. They have incredibly tough armor and high firepower against everything (even infantry). If you see these attacking your base, you'll want them dead, fast. Overlords can be destroyed by other tanks, but it is grossly inefficient to try that. Overlords have a high resistance to all rocket and tank round attacks. They are weak, however, to all forms of artillery and to aerial attacks. Cost: $2000 Special Abilities: Can transport up to 5 infantry that can fire out of it (when equipped with bunker), can detect stealth (when equipped with gattling gun) Upgrades: Bunker (affects only target tank), Gattling gun (affects only target tank), Propaganda Tower (affects only target tank), Nuclear Tanks, Uranium Shells, Subliminal Messaging, Chain gun Upgrade (if gattling gun is bought) ECM Tank: 4 These are only really a threat if you are china facing china. Every vehicle costs the same as this tank or less (except the paladin and the overlord) so using one tank to paralyze another really won't alter the course of the battle in any way (unless it's overlords vs. overlords). Cost: $800 Special Abilities: Can disable an enemy vehicle, Rocket attacks made within it's range are often thrown off course Upgrades: None Nuke Cannon: 10 The mother of all artillery, these things have incredibly high offensive firepower at long range. However, they are slow and need to deploy before firing and have to redeploy between every shot when on guard mode. They also have very weak armor. You should consider these prime targets at all times and regardless of all other circumstances. Cost: $1600 + Generals Point (level 1) Special Abilities: Can fire neutron shells that clear garrisoned buildings and clears vehicles of their drivers Upgrades: Neutron Shells. Mig: 7 Not all it's cracked up to be, the mig is fairly weak as far as aircraft go. It can make a firestorm, which is impressive, but only in groups of four or more. They make great targets because they are easy to shoot down with bullet weapons. (Rocket attacks aren't very effective, aside from the EMP and standard Patriot.) Cost: $1200 Special Abilities: Creates firestorm in groups of 4 or more Upgrades: Black Napalm, Mig Armor Helix 2: 8 Like the Comanche, but a little less fragile, and a little more expensive. It can transport 5 slots of units. It can also upgrade with napalm bombs and one of the following: bunkers, gattling guns, Propaganda towers. The bunker, gatt gun, and prop tower have the same effect on the helix as they do on the overlord, only the helix gatt can't fire on air units. Cost: $1500 Special Abilities: Can transport up to 5 slots of units that can fire out of it (when equipped with bunker), can detect stealth (when equipped with gattling gun), can drop napalm bombs to create a firestorm (when upgrade is purchased for that particular helix) Upgrades: Bunker (affects only target helix), Gattling gun (affects only target helix), Propaganda Tower (affects only target helix), Subliminal Messaging, Chain gun Upgrade (if gattling gun is bought), Black Napalm (if bomb drop is bought), Bomb Drop (affects only target Helix) Note: Two extra wings appear on the helix when the bomb upgrade is built. Supply Truck: 6 These are cool because they are the only supply gatherers that can defend themselves. (They can run over infantry!) They have fairly weak armor, but are pretty cheap to replace. Cost: $600 Special Abilities: None Upgrades: None Dozer: 7 Excellent target. It has weak armor and can be easily killed. It also requires $1000 to replace. (This is the same as the USA dozer, but it has tracks instead of tires, which affects only its ability to turn.) Cost: $1000 Special Abilities: Builds all Chinese Structures, can repair all structures for free Upgrades: None China Supply Plane: 5 These delivers cluster mines, reinforcements, and EMP bombs. None of those are really all too dangerous so these planes aren't all too threatening. These also delivers Anvil's paratroopers. Cost: N/A Special Abilities: Drops mines, tanks, paratroopers, and EMP bombs Upgrades: None China B52: 8 This is china's stratofortress. It is exactly like the USA version, only it is slightly modified in appearance. It always carries carpet bombs (for Tao, it carries carpet nukes). The B52 Always deploys from the HQ. Cost: N/A Special Abilites: Drops carpet Bombs for China Upgrades: None -Anvil: Infantry General Frenzy (level 1) is available at level 1 Minigunner replaces Red Guard Assault Troop Crawler Replaces Troop Crawler Attack Outpost Replaces Listening Outpost Assault Helix Replaces Helix Cannot build Overlords, Battlemasters, or Gattling tanks Inferno cannons, ECM tanks, and dragon tanks all cost more All infantry start out as veterans Can paradrop 5, 10, or 15 mingunners as a general ability (level 3) Super Hackers Replace Hackers Super Black Lotus Replaces Black Lotus Fortified Bunker Replaces Bunker Has nationalism upgrade at start Patriotism Upgrade is Available at the Propaganda Center Minigunner: 6 Easy to kill and expensive. It's good against aircraft and other vehicles, but not so good against light vehicles or tanks. Cost: $350 Special Abilities: Fires really slowly at first, horde bonus Upgrades: Patriotism, chain gun Super Hacker: 7 If you can find them, kill them. They are normal hackers except they have lotus' vehicle hack and are stealthed while not hacking structures or vehicles. Cost: $625 Special Abilities: Can hack cash, vehicles, and structures. Just not at the same time. Is stealthed while not hacking structures or vehicles Upgrades: None Super Lotus: 10 Like normal lotus, but she hacks faster. Be aware of that. Cost: $1500 Special Abilities: Vehicle hack, structure capture hack, supply center money hack, is stealthed while not using an ability Upgrades: None Assault Troop Crawler: 7 This is a strange vehicle. It costs a ton, comes with 8 minigunners, has a propaganda tower built in (it does not affect itself), infantry can fire out of it, and it detects stealth. It also seems to have a little more armor than your normal crawler. You'll see these when fighting anvil, be sure to knock them out because they are very costly to replace. Cost: $2400 Special Abilities: Can hold 8 infantry that can fire out of it, infantry survive (at 50% health) when it dies, it can detect stealth, has a built in propaganda tower (does not affect itself) Upgrades: None Attack Outpost: 8 Remarkably Dangerous, these thing can cause a lot of hurt pretty quickly. They are resistant to anti-infantry attacks, but weak against anti tank attacks. Paladins, mobs, overlords, or any kind of artillery are probably the best way to destroy these. Gattling weapons and quad guns will have almost no effect. Cost: $1000 Special Abilities: Comes with 4 tank hunters, can hold up to 10 infantry that can fire out of it, stealthed while not moving or firing, can detect stealth Upgrades: None Assault Helix: 11 The only unit to get 11 on a scale of 10. These things are down right dangerous when equipped with 8 tank hunters. They can destroy anything very quickly: Infantry, tanks, other aircraft, all structures. Nothing can withstand the immense firepower of a fully loaded assault helix. Should you ever encounter one, kill it fast. Kill it NOW. If that thing gets anywhere near you, you will get pulverized. Nothing short of a large group of MDs (LASER LOCK), Gattling tanks, or a quads will stop these. Rocket troops, rocket tanks, patriot missile, sentry guns, etc all die to the massive assault helix with its incredible armor and extensive firepower. BEWARE OF THE ASSHUALT HELIX. Note: The assault helix cannot transport vehicles nor can it host any upgrade other than the bunker. It comes equipped with a bunker from the start. Cost: $1500 Special Abilities: Can carry 8 infantry that can fire out of it Upgrades: Bomb Drop (only affects target helix), black napalm (if bomb drop is purchased) *Note: There is no visible different between standard and assault helixes. However, helixes always have the bunker upgrade and are the only version available to Anvil. -Tao: Nuke General Nuke Cannon is available to him without the cost of a generals point Advanced Nuke Plant replaces Nuke Plant All Aircraft Cost More All Infantry Cost More Overlord and Battlemaster start out with nuclear tank and uranium shells upgrade Battlemaster looks kind of funny Battlemaster and Overlord leave radiation with their shots Nuke launcher costs $500 less Carpet Nuke bombing replaces Carpet Bombing Gains Isotope stability upgrade at Nuke Silo Migs can be upgraded with tactical nukes Available at nuke silo Repair (level 1) is avalable at level 1 -Kwai: Tank General Cannot build nuke cannons or inferno cannons All tanks cost $100 less (Troop Crawlers cost $200 less) Overlord is replaced with Emporer All tanks built as veterans All Aircraft cost a lot more All Infantry cost a lot more Can paradrop 1, 2, or 4 tanks with generals ability (level 3) Gains Battlemaster autoloader upgrade at propaganda center Does not have Cash Hack Generals Ability Carpet Bombing Is Avaialable only at Level 5 BattleMaster Training is avaialable at Level 1 Emergency Repair (level 1) is available at Level 1 Emperor Tank: 9 Not really any better than your average Overlord Tank. Sure, it's a bit stronger, a bit cheaper, and starts out with prop tower and veterancy, but subliminal messaging doesn't affect it and it is just as susceptible to artillery as standard overlords. It's still an overlord and is very strong. Cost: $1900 Special Abilities: Comes with built in prop tower, can detect stealth (with gatt gun upgrade), is not affected by subliminal messaging upgrade Upgrades: Chain gun (if it has gattling gun upgrade), gattling gun (affects only target tank), uranium shells, nuclear tanks -The Structures Note: All structures can be sold for half their value at any time. Only if the selling sequence is complete will the money be paid. -Standard USA Note: All USA structures (firebase excluded) leave behind rangers when destroyed. Cold Fusion Reactor: This provides power for the USA base. It's costly, weak, and important to USA base defense. Keep these things protected. Cost: $500 What it does: Provides 5 power. Control Rod upgrades cost $500 and add another 5 power Barracks: Trains soldiers. It's cheap, has fair armor, and if trains the extremely effective MD. It's good to have around. Cost: $500 What it does: Trains Soldiers and hosts Flash Bang and Capture Upgrades, also heals soldiers Command Center: Heavily armored, this is tough to destroy. When it does die, it leaves behind nearly 20 rangers; nearly a small army. Cost: $2000 What it does: Provide Radar, satellite, builds dozers, allows use of generals abilities. Radar goes out if there's low power Fire Base: Heavy firepower, but weak armor. This is a pretty good defense, though. Just don't use it alone. It may look and act like artillery, but it still requires line of sight to fire. Cost: $1000 What it does: Base defense that can garrison 4 infantry, runs without power Patriot Missile: Heavy firepower. This will stop just about any early units, including infantry. Cost: $1000 + 3 power What it does: Detects stealth and makes a good anti-tank, anti-infantry, and anti-aircraft defense. Supply Center: Expensive and defenseless. Comes with one Chinook. Cost: $2000 + 1 power What it does: Works with Chinooks to gather supplies. It also builds Chinooks. Air Field: Large and fairly well armored. People love to attack these, though, because they are often full of helpless planes. Cost: $1000 + 1 power What it does: Builds/rearms/repairs planes, builds/repairs Comanches, repairs Chinooks and hosts the following upgrades: Rocket Pods, ECM, Laser Missiles, Bunker Buster War Factory: Builds all USA vehicles. (except dozers) Protect this because vehicles are very important. Cost: $2000 + 1 power What it does: Builds /repairs all USA vehicles, hosts Sentry Drone Gun and TOW missile Upgrade Strategy Center: USA tech building. Protect this really cool building. Cost: $2500 + 2 power What it does: Allows construction of Aurora, Tomahawk and Col Burton, Enables +20% shot power or +20% shot range or +10 armor to all your units and structures, hosts a bunch of upgrades: Basic Training, Composite Armor, Chemical Suits, Supply Lines, Drone Armor. Also can be used to spy on the enemy. Supply Drop Zone: The USA alternate way of making money. Cost: $2500 + 4 power What it does: Every 2 minutes, a supply plane comes and drops $1500 onto the supply drop zone and adds it to your total funds. Particle Cannon: The USA super weapon. This is really very good. It can kill anything (except super weapons and Command Centers) but it can be hard to kill aircraft with. Note: The beam can be controlled to move after initial firing. Cost: $5000 + 10 power What it does: Kills things with an unstoppable beam of light. 4 minute countdown -Granger: All his Structures are the same. -Townes: Laser Turret: (Replaces Patriot) Townes has his own defense structure. He must feel proud. This thing is pretty good, actually, being able to effectively kill all forms of enemy units. Cost: $1000 + 3 power What it does: All-round Base Defense -Alexis: EMP Patriot: (Replaces Patriot) Like the normal patriot, but it does less damage and stuns vehicles and air units. Any stunned air unit dies instantly (supply planes and bombers are except). Cost: $900 + 3 power -Standard GLA Note: ALL GLA structures leave Holes when destroyed. The holes will rebuild the structures if they holes are not destroyed. Note: The worker can build fake GLA structures. Fake structures do not function as normal structures; they just look like normal ones. They can be ordered to self destruct or (for a price) upgrade to the real version of the structure. Supply Center: Nothing special here. Comes with 1 worker. Cost: $1500 What it does: Collects supplies with workers, trains workers Barracks: Again, nothing special. Cost: $500 What it does: Trains GLA soldiers. Hosts Capture Upgrade. Hosts Booby Trap Upbragde Command Center: The biggest GLA Structure. It has a ton of armor, but is unnecessary to GLA early on. You might consider selling it for the extra $1000. Cost: $2000 What it does: Trains workers, hosts generals abilities Arms Dealer: Weak and expensive yet 100% crucial. Protect this because it is even more important than your HQ. Cost: $2500 What it does: Builds all GLA vehicles. Hosts Scorpion Rocket upgrade. Tunnel Entrance: Cute little base defense. It doesn't put up much of a fight, but it's useful none the less. It comes with 2 free RPG troops when built. Detects stealth. Cost: $800 What it does: Base defense. You can put up to 8 units into your tunnel network at once. They can use tunnel entrances to exit or enter the network. While inside the tunnel network, all units heal. Can equip itself with camo netting. Stinger Site: Crappy AA. However, it can stop most early rushes. It's like 3 RPG troops that can detect stealth and regenerate. Not too shabby, really. Cost: $900 What it does: Stops vehicles, infantry, and aircraft with varying efficiency. Detects stealth. Can equip itself with camo netting. Demo Trap: These things are really cool and much more useful than people think. Kind of expensive, though. Cost: $400 What it does: You build it. It stealths itself. If enemies come near, it detonates and the enemies die. Palace: The GLA tech structure. It doubles as a powerful defense. Cost: $2500 What it does: Allows construction of buggy, scud storm, jarmell kell, angry mob, battle bus, scud launcher. Can hold 5 troops that can shoot from it. Hosts Fortification, camouflage, toxin shells, arm the mob, and anthrax beta upgrades. Black Market: The GLA alternative money source. Cost: $2500 What it does: Give the player $20 every 2 seconds and hosts the following upgrades: worker shoes, AP rockets, AP bullets, Junk repair, Buggy Ammo Scud Storm: GLA's super weapon. This is also the strongest super weapon in the game, although it has a long firing delay (missiles hit targeted area 10 seconds after you target the area). Cost: $5000 What it does: Indiscriminately kills all units and most structures within the targeted area. Leaves behind a nasty toxin cloud. 5 minute count down -Demo: Demo's demo traps are stronger and cheap than standard versions. -Thrax: Toxin Tunnel: Exactly like a normal tunnel entrance except it has better firepower. Cost:$800 What it does: Base defense. You can put up to 8 units into your tunnel network at once. They can use tunnel entrances to exit or enter the network. While inside the tunnel network, all units heal. -Kassad All of Kassad's Structures can upgrade with Camo netting. Tunnel entrance and Stinger site get it for free when they are built. -Standard China Note: All china structure can upgrade with mines for $600. These mines are stealthed and appear all around the structure. They regenerate a short time after being destroyed, detonated, or disarmed. They remain if the structure is destroyed but are lost if the structure is sold. When a structure is capture, the mines are captured along with it. Note: Any structure upgraded with mines can upgrade with neutron mines. These are exactly like normal mines in very way except they are blue and they kill the drivers of vehicles on contact leaving the vehicles open for capturing by infantry. Nuclear Reactor: Provides power to chinese bases. It's also pretty cheap and well armored. One of these will power one chinese base. A second will power a nuke launcher. If ever you're short on power, put it into overload until you can get another reactor built. Cost: $1000 What it does: Provides +10 power, explodes when destroyed, can be overloaded to produce an extra +5 power. This quickly damages the reactor. Gattling Gun: China's Primary Base defenses. Detects stealth units and rapes aircraft and infantry. However, it would be unwise to build too many of these because the tank version is cheaper and just as strong. Cost: $1200 + 3 power What it does: Detects stealth, rapes infantry and aircraft, can shoot down artillery missiles (in theory) Barracks: Trains all chinese infantry. Has weak armor, but it's absolutely necessary because it lets you respond quickly to problems at your base. Cost: $500 What it does: Trains infantry, hosts capture upgrade Command Center: This tough structure is absolutely necessary to china. It builds dozers, hosts radar upgrade, and it allows use of Generals abilities. Radar goes offline if there is low power. Cost: $2000 + $500 for radar What it does: Builds Dozers, hosts radar upgrade, allows for use of generals abilities Bunker: These are excellent base defenses, even if you don't put things in them. They make great cannon fodder and enemies love to shoot them. Of course, you can also garrison up to 5 infantry inside of them, should you want them to return fire. Cost: $400 What it does: Base Defense, can hold up to 5 infantry that can shoot from it Supply Center: Build these if you want cash or a war factory. They're weakly armored and enemies love to shoot them, so what out. It comes with 1 supply trucks when built. Cost: $1500 + 1 power What it does: Uses supply trucks to collect supplies, builds supply trucks Air Field: A large airfield. Has comparatively weak armor. Cost: $1000 + 1 power What it does: Build/repairs/rearms migs, builds/repairs helixes, hosts mig Armor upgrade War Factory: The heart and soul of the chinese base and the only structure more important than the HQ. It also has weak armor so you'd better protect it while you pump out your vehicles. Cost: $2000 + 1 power What it does: Builds chinese vehicles, repairs all chinese vehicles, hosts chain gun upgrade and black napalm Propaganda Center: The chinese Tech structure. Build it to access the overlord, the hacker, black lotus, and the artillery units. It has very little armor and is almot completely defenseless. China needs it's technology, so if you're under heavy attack constantly, try building two of these. Cost: $2000 + 3 power What it does: China's tech structure, hosts nationalism and subliminal Messaging upgrades Internet Center: Honestly, I don't build these. However, they do allow china some valuable intel (at a price) and they can garrison hackers to make them hack faster (supposedly). Cost: $2500 What it does: Garrisions up to 10 hackers to make them hack faster, hosts satellite hacks 1 and 2 Propaganda Tower: Build these wherever you think you'll have a lot of units. For a tower made almost entirely of wood, they have some pretty fair armor. Cost: $500 + 1 power What it does: Increases ROF and regenerates health of all allied units in close proximity Nuclear Missile: China's super weapon. The weakest of the three, but still remarkably strong. It will kill all units within it's range (except overlords) and most structures. It also leaves a lot of radiation behind, too. However, it hits the target area almost immediately, making it an excellent choice for killing entire enemy divisions quickly. Cost: $5000 + 10 power What it does: Destroys all units and most structures in a large area and leaves behind radiation. Countdown: 6 minutes -Tao Advanced Nuclear Reactor: This looks and acts much like the standard nuclear reactor. The difference is that it provides +18 power and +27 when overloaded. It also looks a little different and costs a little more. Cost: $1200 What it does: Provides a ton of power. Can be overloaded to provide even more. -Anvil Fortified Bunker: This is a lot like the standard bunker but a little more well armored. It can host 10 infantry instead of only 5 and it has the mine upgrade as soon as it is built. Cost: $700 What it does: Adcanvced Basic base defence. Holds up to 10 infantry and always has mines around it. -Kwai All of Kwai's structures are the same as standard China. -The Generals Abilities (on a scale of 1 to 5 in worthiness) -Standard USA -Level 1: Paladin: Level 1 Allows you to purchase and use the paladin tank. This is worth it if you're fighting GLA. But otherwise, you should use the crusader instead. Rating: 2 Stealth Fighter: Level 1 Let's you purchase and use the stealth fighter. This is pretty lame considering that it's only good at killing base defenses. Rating: 1 Spy Drone: Level 1 Allows you to place a camoflagued scout drone anywhere on the map every 90 seconds. This is excellent. Charge time: 90 seconds Rating: 5 -Level 2: Pathfinder: Level 1 Allows you to train the pathfinder unit. This guy owns infantry, but only infantry. Use your better judgment for this one. Rating: 3 Paradrop: Level 1 Allows you to drop 5 rangers anywhere on the map provided that the plane carrying them makes it. Always get at least level one. You'll never know when you'll need some emergency reinforcements. Beside, it's also really cool. 4 minutes charge time. Rating: 5 Paradrop: Level 2 Drops 10 rangers anywhere on the map. If you want more rangers, go for it. But in real game scenarios, 10 won't help you out much more than 5 will. 4 minute charge time. Rating: 2 Paradrop: Level 3 Drops 20 rangers anywhere on the map. Uses 2 planes to do it. If you want to be able to deliver a small army by air, go for it. But you only have limited generals points, so you might want and A10 airstrike instead. 4 minute charge time. Rating: 2 A10 Airstrike: Level 1 Orders an A10 surface strike aircraft to attack the target area. The A10 is pretty resistant to AA fire, too. Always have at least level 1 because even level 1 is really strong. 4 minute charge time. Rating: 5 A10 Airstrike: Level 2 Like level 1, but 2 A10's attack instead of 1. The area of effect is just the same, but it does more damage. Useful against structures. 4 minute Charge time. Rating: 3 A10 Airstrike: Level 3 Like level 2, but 3 A10's come instead of 2. Area of effect is the same but damage is increased. Useful when you are trying to destroy super weapons. 4 minute charge time. Rating: 3 Emergency Repair: Level 1 Repairs all allied vehicles in a small area by a small amount. 4 minute charge time. Rating: 2 Emergency Repair: Level 2 Like level 1, but it repairs a little more. 4 minute charge time. Rating: 1 Emergency Repair: Level 3 Like level 2, but it repairs a little more. 4 minute charge time. Rating: 1 -Level 5: Fuel Air Bomb: Level 1 B-52 drops a huge bomb onto a target. Pulverizes group of units and structures. Use it in conjunction with level 3 A10 airstrike to destroy super weapons. Can be upgraded to a MOAB which does nearly as much damage as the china super weapon. Rating: 5 Leaflet Drop: Level 1 A B-52 drops paper onto your enemies. All units/structures in affected area became inoperable. for a level 5 abilities, this sucks. Rating: 2 Spectre Gunship: level 1 Calls in a spectre gunship to fly around is a circle for awhile shooting things. Damage is high, but concentrated so manual targeting with the aircraft in necessary for it to be truly powerful. Charge Time: 5 minutes. Rating: 4 Note on Alexis/Granger: Spectre gunship is available at level 3 (levels 1 and 2) and level 5 (levels 3). It can hang around for 10, 20, or 30 seconds, depending on how many General's points you spend. Rating: 3 -GLA General Abilities -Level 1 Scud Launcher: Level 1 Allows you to buy the scud launcher. Way better than the rocket buggy, this is a unit you want to have around. It isn't truly necessary, but it does help. Rating: 3 Marauder Tank: Level 1 Lets you build the marauder. Only really useful against USA, this is an otherwise standard tank. There's nothing special about it that warrants spending a general's point. Rating: 2 Technical Veterancy: Level 1 All technicals you build are built as veterans. Technicals are weak and so are veteran technicals. If you want to technical rush, than sure, use this. Otherwise, don't bother. Rating: 1 -Level 3 Hijacker: Level 1 Let's you train the Hijacker. Only Kassad's Hijackers are really useful, and he gets them from the start. Don't bother with this. Rating: 1 Rebel Ambush: Level 1 A group of 4 rebels magically appears anywhere on the map. For lack of a better or stronger Generals ability, this is worth getting. Rating: 5 Rebel Ambush: Level 2 A group of 8 rebels magically appears on the map. 8 is much better than 4, so go for it. Rating: 4 Rebel Ambush: Level 3 A group of 16 rebels magically appears on the map. 16 is much better than 8, so go for it. Rating: 4 Cash Bounty: Level 1 Every time you kill an enemy, you get 5% of its value added to your money supply. This is great in large battles. Rating: 3 Cash Bounty: Level 2 Same as level 1, but you get 10% instead. This makes it even more useful. Rating: 4 Cash Bounty: Level 3 Same as level 2, but you get an entire 20%. If you're doing any damage at all to the enemy, this will really increase your income! Definitely worth it! Rating: 5 Emergency Repair: Level 1 Repairs all allied vehicles in a small area by a small amount. 4 minute charge time. Rating: 2 Emergency Repair: Level 2 Like level 1, but it repairs a little more. 4 minute charge time. Rating: 1 Emergency Repair: Level 3 Like level 2, but it repairs a little more. 4 minute charge time. Rating: 1 -Level 5 Anthrax Bomb: A GLA supply plane drops a large bomb anywhere on the map. IT does some fair damage initially, but the toxins hang around and do heavy damage to all ground vehicles, and kill all infantry in the proximity. It still lacks any major destructive power, however. Rating: 4 Sneak Attack: An unarmed tunnel entrance appears anywhere on the map and takes about 2 seconds to build. It then releases all the unit you have in your tunnel network at that time. Depending on the situation, this can be either extremely useful or extremely weak and a waste of your generals point. You'll have to be creative to make the best use of this, I can guarantee you that. Rating: 4 GPS Scrambler: Allows you to permanently camouflages a small group of your units. Extremely useful when used on artillery units, bomb trucks, or other things that do a lot of damage in a short period of time. Rating: 5 Note: No GLA Generals get any special generals abilities, but a few can't use normal abilities. -Standard China: -Level 1: Red Guard Training: Level 1 Allows all red guard to be built as veterans. Veterancy only appears to improve offensive and defensive strength by about 10%, so on a unit as weak as the red guard, it might be wasted. Red guard are used a lot, however, so if you like it, go for it. Rating: 3 Artillery Training: Level 1 Allows all nuke and inferno cannons to be built as veterans. Infernos suck, and you only use nuke cannon in small numbers, so this is an extremely useless ability. Rating: 1 Nuke Cannon: Level 1 Allows you to build nuke cannons. This is china's only competent artillery, so I suggest getting this immediately. The only reason I gave this a 4 and not a 5 is because there are some games in which I simply do not use nuke cannons because I do not need to. But if the need comes up, you don't want to be left without it. Rating: 4 -Level 3: Artillery Barrage: Level 1 Allows you to fire 12 rounds anywhere on the map. Always good to have an unstoppable attack. Good against units, but weak against structures. And all players can hear it when it's launched and all players can see it on their radar (if the terrain is revealed) and it always fires from the corner farthest from it's target area. Rating: 4 Artillery Barrage: Level 2 Like level 1, but a little stronger. Rating: 3 Artillery Barrage: Level 3 Like level 2, but a whole lot stronger. This can actually take out large structures and hordes of units. If you buy level 1, you may as well buy level 3. Rating: 5 Cash Hack: Levels 1-3 You shouldn't even bother with this. You need intel to use it and you won't even get the money if your enemy doesn't have it. China has too many other good Abilities for you to waste limited points on this. Rating: 1 Emergency Repair: Level 1 Repairs all allied vehicles in a small area by a small amount. 4 minute charge time. Rating: 2 Emergency Repair: Level 2 Like level 1, but it repairs a little more. 4 minute charge time. Rating: 1 Emergency Repair: Level 3 Like level 2, but it repairs a little more. 4 minute charge time. Rating: 1 Frenzy: Level 1 Gives all units in a small area a +10% boost for 10 seconds. Kind of weak, but it's okay. Rating: 2 Frenzy: Level 2 20% boost for 20 seconds. Getting better. Rating: 3 Frenzy: Level 3 30% boost for 30 seconds. That's better. It's expensive for 3 generals points, but I think you'll find it quite useful in times of need. Rating: 4 Carpet Bombing: Level 1 A powerful bomber drops a line of bombs onto the target area every 150 seconds. This is an excellent ability. Rating: 5 Cluster Mines: Level 1 Drops a bunch of normal mines (by plane) to cover a small area. With more options available to china in ZH than in the original, this is significantly less useful. Still good as a last resort if your base in under attack. Rating: 3 -Level 5: EMP Pulse Bomb: Level 1 A plane drops an EMP bomb onto the target area freezing all aircraft, vehicles and structures in a large area. All air units die, by the way. This is extremely useful for attacking enemy bases or if you're being attacked. (Just be sure it doesn't hit your forces.) Rating: 4 Tao Note: He gets carpet nuke bombing instead of nuke bombing. It appears to be effectively the same in every way, however, doing only slightly more damage. Anvil Note: He can paradrop 5, 10, or 15 minigunners (by plane) anywhere on the map. Extremely useful. Rating: 4 Anvil Note: Because all his infantry start out as veteran, red guard training turns his minigunners elite. Kwai Note: Because all his tanks start out as veterans, he gets battlemaster training instead of red guard training which lets him build elite battlemasters. Rating: 4 -The Upgrades This section gives ratings for the upgrades. These ratings tell you when you should want to buy them. ASAP means buy it the moment it is available, SOON means you should buy it soon. ON CALL means you should buy it if a specific situation appears and OPTIONAL means you should buy it whenever you have a lot of money and time to spare. The Type indicates whether it affects all unitsof a particular type or only one unit. -Universal Upgrades Capture Upgrade: Optional If there are a lot of tech structures on the map, buy this soon after you deploy a few infantry. This is a worthy upgrade because if you capture even one derrick, it's paid for itself. If you capture 2, you can tech up. Cost: $1000 What it does: Enables red guard, rebels, and rangers to capture buildings. Affects: All units -USA Upgrades Flash Bangs: Soon Although it is rareley needed immediately, this is the only thing that makes USA infatry better than ordinary infantry. It's also needed to clear out buildings unless you have bunker busters. Cost: $800 What it does: Enables Rangers to use flash bang grenades Affects: All units TOW Missile: On call Only really good if you're using a lot of humvees or need the AA firepower. If not one or the other, than this isn't needed. It's cheap, though, so when in doubt, go for it. Cost: $800 What it does: Gives humvees a small missile launcher that can hit aircraft Affects: All units Sentry Drone Gun: Optional The sentry drone isn't really useful, so niether is this upgrade. Cost: $1000 What it does: Enables the Sentry drone to shoot at enemies Affects: All units Rocket Pods: On call Increases the firepower of you comanches by a ton! Requires micro, but it's worth it. Cost: $800 What it does: Enables comanches to fire a quick barrage of missiles Affects: All units Laser Missiles: Soon This upgrade makes raptors useful. IT enables them to kill most vehicles in one round of missiles. It is rather expencive, though. Cost: #1500 What it does: +25% to all raptor and stealth fighter attacks Affects: All units Countermeasures: ASAP You may as well not even use aircraft without this upgrade. It makes them 50% less suceptable to the most powerful AA weapon: The rocket. Cost: $1000 What it does: Deploys flares behind airplanes in flight causing 50% of enemy rockets to miss. Affects: All units Bunker Busters: Optional If you don't like flash bangs, here is your alternative. Buy this and you stealth fighters can clear out structures from the air. Cost: $1500 What it does: Makes a HUGE explosion that doesn't damage tanks, but kills infantry that are in the targetted structure. Affects: All units Contol Rods: ASAP Provides 100% more power for only $500. Definitly worth it. Cost: $500 What it does: Provides 100% more power for the reactor Affects: Targetted Structure Only Advanced Training: Soon Effectively makes all your units a little stronger. Definitly worth it. Cost: $1500 What it does: Makes units get veterancy twice as fast. Affects: All units Composite Armor: Soon Really helps out all you armored units. If you have a lot of tanks or avengers, this will increase their tolerance for punishment. More than worth it. Cost: $2000 What it does: +25% armor to avengers and all tanks Affects: All units Drone Armor: ASAP So cheap that you shouldn't even think twice about it. Cost: $500 What it does: +25% armor to all drones (not sentry drone) Affects: All units Chemical Suits: On call Chances are, you won't be using infantry against toxin or radiation units anyways, so this is of questionable use. It is cheap and really does help out, so it's completely your call. Cost: $1000 What it does: Makes all infantry more resistant to radiation and toxins Affects: All units Supply Lines: ASAP More money faster. What more do you want? Cost: $800 What it does: Derricks and supply depots give you 10% more (free) supplies. Note: It does not deplete the supply source any faster. That 10% is completely free! Affects: All units Hold the Line: ASAP With the advent of carpet bombing, this is remarkably more popular in ZH than it ever was in Vanilla Generals. Normally the strategy center is weak and easily destroyed. IT takes a long time to rebuild and only 1 can exist at a time AND USA needs it's technology, so losing your strat center is a real kick in the face. Hold the line makes the strat center twice as durable and gives 10% extra armor to all land units. Cost: Deactivates units for about 3 seconds during battleplan change What it does: 10% armor bonus to all land units and 100% armor bonus to strategy center Affects: All units Bombardment: ASAP Makes all your units a little stronger. Good for massive battles with tanks. Strategy center also deploys a useful artillery cannon that can kill infantry in 1 shot. Cost: Deactivates units for about 3 seconds during battleplan change What it does: 20% attack bonus for all units, Deploys a nifty cannon from the strategy center. Works as supplimentary defencive firepower. Affects: All units Search And Destroy: ASAP Makes all your units fire a little farther. Also deploys scanners at the strategy center. These scanners detect stealth within a huge radius and reveal FoW in a gigantic radius! Cost: Deactivates units for about 3 seconds during battleplan change What it does: 20% range bonus for all unit weapons. Deploys scanners from the strategy center. Affects: All units Stealth Comaches (Granger Only): On Call Only really useful if your strategy incorporates comanches. If it does, than this is an extremely good upgrade. Cost: $1500 What it does: Makes comanches stealthed Affects: All units -GLA Upgrades Booby Trap: On Call I've used this only once and I don't know anybody else who has used it at all. It enables rebels to place small bombs on nuetral buildings. If the enemy enters or tries to capture these buildings, they explode. Use this if you think it will help you, if not than don't bother. Cost: $1000 What it does: Enables rebels to place traps on nuetral structures. Affects: All units Scorpian Rocket: ASAP You might want to build up to three scorpian before you get this, but it is still a necessity as far as upgrades go. It effectively increases scorpian firepower by 200%. It also makes scorpians good against infantry. Cost:$1000 What it does: Gives scorpians a powerful rocket attack Affects: All units Fortified Structures: ASAP Cheap and infinitly useful. This toughens up all your structures and makes them far less vunlerable to generals abilities and super weapon strikes. With this, your HQ and palace will be nearly indestructable. Cost: $1500 What it does: Increases all GLA structure hit points Affects: All structures Camouflage: Soon Enables rebels to be camoflaged while not shooting. This is really good because the rebel is the only combat unit that is stealthed while moving and it can make a great scout. Also, try sneaking a few into the enemy base and capture all his structures at once (with different rebels). Cost: $2500 What it does: Makes the rebel stealthed while not firing Affects: All units Toxin Shells: Soon Effectiley increases damage of all tank rounds by a small amount. It also makes them strong against infantry. However, if you plan to use mobs with your attack force, don't buy these because they can do callateral damage. Cost: $1000 What it does: Tank rounds leave a small amount of toxin behind Affects: All units Anthrax Beta: Optional Gives a 25% boost to all toxin weapons. Toxins are already pretty deadly, and it is expencive, but if you expect to use anthrax bomb or scud storm any tine soon, it's probably worth it. Cost: $2500 What it does: 25% damage boost to toxins Affects: All units Arm The mob: On Call Makes a deadly unit even dealier. However, there are lots of GLA players who don't like mobs. As such, if you like them, buy this. If not, don't bother. Cost: $1000 What it does: Gives AKs to mobs units. Seems to double the damage they do Affects: All units AP Rockets: ASAP Rockets are the heart and soul of GLA's standard weaponry. This affects even the scorpian rockets and buggy units. This is a must have upgrade. Cost: $2500 What it does: 25% damage boost to all rocket attacks Affects: All units Radar Scan: ASAP GLA's only real intel source, this is good to have around. It's also amazingly cheap at only $500. Cost: $500 What it does: Enables Radar Vans to perform Radar Scans every 30 seconds. More Radar vans means your have more scans. Affects: All units Buggy Ammo: Soon The buggy is a great long range unit and this doubles its firepower. Paired up with AP rockets, it makes buggies extremely dangerous. Cost: $1200 What it does: Doubles the shots a buggy can fire before reloading Affects: all units Junk Repair: Optional This slowly repairs all your vehicles over time. However, it does not repair them fast enough to have a significant impact during engagements. It's good to have around when you have damaged forces, however, just not a dire necessity. Cost: $2000 What it does: Repairs GLA vehicles over time Affects: All units AP Bullets: Soon If you have a lot of quads or are fighting someone with a lot of planes, you'll want this to beef up your AA power. It also affects rebels and jarmen kell. Cost: $2000 What it does: 25% damage boost to all bullet weapons Affects: All units Shoes: Soon Possibly the funniest upgrade in all of Zero Hour, this upgrades gives shoes to all your little workers on the field. It makes them fasters on their feet and ables to carry $83 per load of supplies instead of the standard $75. Cost: $1000 What it does: Increases worker speed and supply load Affects: All units Upgrade to Real: On call If you have a bunch of fake structures around and you lost the real one, you might want to upgrade one of your fakes ones to real version. Especially useful with your arms dealer or command center. Cost: Varies (Difference between Cost of real structure and cost of fake structure) What it does: Turns a fake structure into a real one Affects: Targetted fake structure -China Upgrades Land mines: On Call Useful for protectng hackers and for slowing down the enemies tearing through your base. They surround the structure, are stealthed, and detonated on contact with enemy forces. Mines regenerate over time. Cost: $600 What it does: Detonates upon contact iwth enemy units. These remain even after your structure is destroyed but not if you sell your structure. Affects: Targetted structure only Neutron mines: On Call Like stadard mines, but these kill all units in one hit and allow you to capture enemy vehicles, should they get caught in the blast. These can only be bought for a structure after Land mines have been purchased. Otherwise, these are exactly the same as the standard versions. Cost: $500 (+ land mines) What it does: Disables or destroys all enemy units that they come into contact with Affects: Targetted Structure only Chain Gun Upgrade: Optional This makes all you gatt weapons a little stronger. I love gattling weapons but not even I find this very useful. It's just that normal gatts PWN aircraft and infantry but do nothing to tanks, so a slight attack boost won't have any truly impactful effect. Cost: $1500 What it does: 25% attack boost to all gattling weapons Affects: All units Black Napalm: Optional This makes all your flame weapons a little stronger and dark purple in color. With this upgrade, dragon tanks can be a real threat. However, like the Chain Gun, this is completely unecessary for the weapons to be effective. It's only a slight assist. Cost: $2000 What it does: 25% attack boost to all flame weapons Affects: All units Mig Armor: Soon If this saves even one mig, it already proved its worth. Migs aren't very durable, so they need all the help they can get. Cost: $1000 What it does: 25% armor boost to all migs Affects: All units Napalm Bomb: On Call Expensive and comparatively weak, the napalm bomb isn't really worth it. If the mig could deploy the napalm bomb, than this would be useful, but it's limited only to the helix. At least the helix doesn't need to return to base to reload. (Note: The Helix gains a pair of wings when the upgrade is purchased.) Cost: $800 What it does: Enables helix to drop napalm bombs. Each bomb dropped creates it's own firestorm. Affects: Only targetted Helix Helix Bunker: Soon Add 5 tank hunters and you have a small flying army. Bunkered helixes are very powerful. Cost: $400 What it does: Allows infantry withing it to fire out of the helix Affects: Only targetted Helix Helix Prop Tower: On Call Builds a prop tower on the helix. If ou have a group of helixs, at least one should have a prop tower on it. Cost: $500 What it does: Give helix a propaganda tower Affects: Only targetted Helix Helix Gattling Gun: Optional Builds a gatt gun on the helix. This isn't very useful and it does cost a lot. In reality, it's not much stronger than the helix's main gun. Note: It cannot hit air units but it occasionally is able to attack chinooks... for some reason. Cost: $1200 What it does: mounts a gatt gun on the helix Affects: Only targetted helix Overlord Bunker: Never Don't bother. The bunker on the overlords is defective and doesn't work at all in combat. Nobody buys these nor should they. Cost: $400 What it does: Builds a bunker on the OVerlords Affects: Only targetted overlords Overlord Prop Tower: ASAP A few overlords should have gatt gaun upgrades, the rest should have prop towers infinitly useful, these make your overlords about 100% more capable on the battlefield. Prop towers are an overlord's best friend. Cost: $500 What it does: Builds a prop tower on the overlord Affects: Only targetted overlord Overlord Gattling gun: Soon These make overlords good against infantry and compitant (kind of) againsr aircraft. You don't need many of them, but you'll always want at least one or two, Cost: $1200 What it does: Build a gattling gun on the overlords Affects: Only targetted overlord Subliminal Messaging: ASAP Cheap, effective, and one of the most powerful upgrades out there. This upgrade doubles the effects of the prop towers on all your units. Cost: $500 What it does: +25% to all prop towers Affects: All units Nationalism: Optional Not really a good upgrade, you might find this useful if you use infantry extencively. But even then, they're pretty good on their own. Get it if you want, but that's pretty much it. It'd be more useful if it affected more than three units. Cost: $2000 What it does: +25% to horde bonus Affects: All units Neutron Shells: On call Little more than a novelty, neutron shells are hardly more than toys. Useful against general Kwai, but not really against anyong else. You're better off using standard explosive shells. Sure, you can't capture the nuetral vehicles that way, but niether can your enemy. Cost: $2500 What it does: Enables Nuke cannons to fire neutron shells. These kill all infantry in the blast radius and vacates all vehicles in the blast radius Affects: All units Uranium Shells: Soon Not truly needed seeing as the overlord is already pretty strong, but it will certainly help if you're facing a lot of enemy tanks. Cost: $2500 What it does: 25% shot power boost to overlords and battlemasters Affects: All units Nuclear tanks: ASAP This eliminates one of the weakness of the overlord, taking a big step towards making it a perfect unit. As such, you should buy this the moment it becomes available. It vastly increases the speed of the overlord. The only side effect is that the tanks will damage nearby units when they die. Cost: $2000 What it does: Large Speed boost to battlemasters and overlords Affects: All units Satilite Hack 1: ASAP Provides some really nice intel for a reasonable price. You'll want to get this. There is a glitch, however, that does not allow you to see newly built enemy HQs. Cost: $1000 What it does: Reveals area around all enemy HQs that CURRENTLY exist Affects: All units Satilite Hack 2: On call Personally, I see this as completely unecessary. It's also pretty expensive. It does give very thorough intel, so buy it if you want it. Note: This sufferes from the same glitch as satilite hack 1. Cost: $2500 What it does: Every now and then, you get to see everything the enemy sees. Affects: All units Patriotism (Fai Only): ASAP You'll be using Infantry a lot with Fai, so patriotism will help you out a ton. Cost: $2000 What it does: +25% to all horde bonuses Affects: All units Battlemaster Autoloader (Kwai only): On Call If you plan on using battlemasters after you get access to emporers, buy this for a hefty increase in offencive firepower. Cost: $2500 What it does: Makes battlemasters fire burts of 3 shots Affects: All units Isotope Stability (Tao Only): Optional This makes your radiation do less damage, not just to ou, but to your enemies. I don't really like this upgrade at all. Cost: $2000 What is does: lessens damage of your radiation Affects: All units Nuclear Migs (Tao Only): On Call If you like migs, get this! It turns migs into powerful, destructive, and down right dangerous aircraft. Extremly powerful, you'll want nuclear migs on your side. Cost: $2000 What it does: gives migs small nukes in their missiles Affects: All units -Tactics: -Standard USA: Rockvee Rush: Strong Requirement: Speed Affect on Economy: Weakens Economy Early On Generals Who can do it: All Generals Abilities that Help: Scout Drone Upgrades that Help: TOW missile Execution: Early on, as soon as the game starts, tech up to a war factory and buy 3 humvees. Fill them with about 7 MDs and send them off to the enemy base. Once there, deploy the troops. Laser lock all enemy vehicles and aircraft and use the humvees to fend off enemy infantry. Objective: Take out the resource carriers, the supply depot, the war factory, and anything else you can get. How to Stop it: Build a base defense or two. MDs, Gatt tanks, and scorpian tanks (with rocket upgrade) alll work well, too. Standard Attack: Medium-Strong Requirement: Force Affect On Economy: Small Generals Who Can Do it: Standard USA only General's Abilities that help: A10 Airstrike and FAB. Paratroopers can help too. Upgrades that help: Search and Destroy, Advanced Training, Composite Armor Execution: Make a large group of tanks, a large group of tomahawks, and a small group of avengers. Use avengers of air cover and use tomahawks as you main firepower. Take out tanks and base defenses and infantry along the way. If enemy armor is incoming, retreat your tomahawks and use your crusaders to stop the enemy armor while tomahawks continue firing at the enemy units. Objective: Destruction of all enemy units, then all enemy base defense structures, and finally all enemy structures in a given area. How to Stop it: Aircraft can kill the tomahawk and armor can kill the tanks. Or, if you have one, use a super weapon to stop it. Chinook Rush: Medium Requirement: Speed Affect on Economy: Crippling Generals Who can do it: All Upgrades that help: Flash Bangs Generals abilities that help: Scout Drone Execution: Train a ton of rangers and MDs ASAP. As soon as you have your supply center up, put all those infantry into it and deploy the troops at the enemy base. Objective: Taking out resource structures How to stop it: Have a lot of infantry around, or use a vehicle to run them over Variant: Put a dozer in with 3 infantry (instead of 8 infantry) and build a patriot missile at their base -Granger: Stealth Comanche PWNAGE: Strong Requirement: Steady Income Affect on Economy: Small Upgrades that help: Rocket Pods, Stealth Comanche Upgrades General's abilities that help: Scout Drone and anything that can kill enemy AA Execution: Build as many stealthed commanches as you can and consistanly hit and run the enemy base, enemy expansions, and enemy tank units. When you get rocket pods, also start going after enemy AA. REMEMBER: HIT AND RUN. Use up all your Comanche missile on the target, destroy it, and LEAVE IMMEDIATELY. When your Comanches have reloaded, attack a different enemy position from a different angle. How to stop it: Tons of stealth detection units and even more AA. Special Note: If the enemy harasses you with aircraft, use your king raptors to take them out! Objective: Slowly chip away at enemy base, enemy economy, and enemy moral eventually causing them to surrender or be defeated. Combat Rush: Strong Requirement: Speed Affect on Economy: Fair Upgrades that help: Rocket Pods, flash bangs, capture Generals abilities that help: scout drones Execution: Build a barracks and airfield ASAP. Build 1 ranger and 2MDs and place them into a standard chinook along with a dozer. Build 2 comanches as escorts. Then, quickly fly all three to the enemy supply dock and set your troops down. Build a Patriot site and a barracks at that position. How to stop it: Anti Air units. Objective: Crippling of early enemy economy. -Alexis: No effective Strategies have been found for her. Presumably, you're supposed to turtle. But there's no way for her to defend 2 supply docks. And if she only defends one, it turns into a battle of attrition and nothing more. Note: Lots of Alexis Players Rockvee rush. It costs more for her to do so, but it does grant an element of surprise. -Townes: He fights just like normal USA, only he has better and cheaper AA. -Standard GLA: Scorpion Swarm: Very Strong Requirement: Mass production abilities and steady income Affect on Economy: Small Generals who can do it: All but Kassad Upgrades that help: All upgrades that affect the scorpion General's abilities that help: Emergency Repair Execution: Build as many Scorpions with rockets as you possibly can. Overwhelm the enemy with shear numbers. How to Stop it: Hordes of Paladins or strong Artillery. Garrison buildings seem to help. Objective: Complete destruction of the enemy. Technical Rush: Medium Requirement: Speed Affect on Economy: Negligible Generals who can do it: All Upgrades that Help: Technical Veterancy Execution: Build a technical early on and fill it with 5 RPG troops. Send it at the enemy base. Objective: Do as much damage to early enemy economy as you can. How to stop it: Any light vehicle, flash bangs, toxin tractors, and dragon tanks Variant: Use 2 technicals and 10 RPG troops Variant 2: Use 2 technicals, 3 RPGs troops, 2 rebels, and 2 workers. Build tunnels networks at the enemy base to secure a position there. Scud Hit and Run: Strong Requirements: Heavy Micromanagement + Scud launcher + tunnel Affect on economy: Negligible Generals who can do it: Standard and Demo Upgrades that help: None Generals Abilities that help: None Execution: Build a palace and put 5 RPG troops in it. Next to that, put a tunnel entrance. Put 2 scuds into the entrance. When enemies come, release the scuds onto the enemy and quickly retreat back into the hole. Objective: Defense Against late game attacks How to stop it: Nuke cannons, Aircraft, Search and Destroy, Generals abilities/Super Weapons Variant: Use bomb trucks to chase the enemy as they retreat from the scuds. Hit them while their backs are turned. -Thrax: No effective strategies have been found for Dr. Thrax. -Kassad: Stealthy Expansion: Strong Affect on Economy: Small Requirements: None Upgrades that can help: Camo Netting Generals abilities that can help: GPS Scrambler Execution: Keep your main base completely unstealthed, but completely stealth all of your expansions and additional supply docks. Then, build a stealthed production facility (that is, 2 arms dealers in the middle of nowhere), and pump out Quad guns until you eventually have enough to attack and cripple the enemy. How to stop it: Keep a lot of tanks and a lot of stealth detection units on hand. Don't have tanks? Try base defenses then. Objective: Crippling surprise attack against the enemy while ensuring your own economical safety Variant: Sneak attack tunnel can be used instead of simply rolling the Quads into the enemy base. However, all players hear an announcement when the 'sneak' attack tunnel is used. -Demo: Cycle Rush: Medium Affect on Economy: Small Requirements: Speed Upgrades that can Help: None Generals abilities that can help: None Execution: Build an Arms dealer fast and use Terrorist cycles to attack enemy UNITS. They are ineffective against structures but strong against units. How to stop it: Any Rapid fire weapon or base defense Objective: Destroying enemy units and weakening enemy early game economy Variant: Tech up and use bomb trucks instead -Standard China: Gatt Rush: Strong Affect on economy: Negligible Requirements: Speed and micromanagement Upgrades that help: Chain gun (it's too expensive so don't bother) General's abilities that help: None Generals who can do it: All but Anvil Execution: Use your gatts to maneuver around all enemy opposition and kill infantry and supply units. Send 2 gatts to the enemy base and 1 to each expansion Objective: Crippling enemy Economy How to stop it: Scorpions, MDs with laser lock, or more gatts Ultimate Rush: Very Strong Affect on Economy: Detrimental Requirements: Speed and a strong will Upgrades that help: None General's abilities that help: Red Guard training Generals who can do it: All but Anvil Execution: Sell your HQ immediately. Use your dozer to build a reactor, supply center, war factory and barracks in that order. Build 2 battlemasters, 2 dragon tanks, and 3 gatts. Train at least 6 tank hunters and 4 red guard. When you're ready, send them all at the enemy's main base and crush it. Then move to crush all expansions Objective: Killing the enemy quickly How to stop it: Only Granger, Anvil, Kwai, and Kassad can stop this attack: Granger: Stealthed Comanches and MDs Anvil: Helixes Twia: Loads of gatts and battlemasters Kassad: Hijackers and RPG Troops Variants: If the attack somehow doesn't completely destroy the enemy, tech up and build overlords and an HQ. Standard China Attack: Very Strong Affect on economy: Small Requirements: Technology + Nuke Cannon Upgrades that help: Subliminal Messaging and others Generals abilities that help: Artillery and Carpet bombs Generals who Can do it: Tao and normal China Execution: 2-3 Overlords with propaganda towers, backed up by lotus, tank hunters, gattling tanks and 1-2 nuke cannons. Send them at the enemy's base. Use Nuke cannons to destroy enemy units and base defenses. Use other units to kill everything else. Objective: Getting rid of an enemy base How to Stop it: Search and destroy tomahawks, nuke cannons, or hit and run Scud attacks Variants: Include a mig airstrike if you expect enemy artillery to be a problem. -Tao: Note: All standard China tactics can be done by Tao. Tao simply does them better because of his enhanced units. -Kwai: Note: He has no strategies specific to him. However, he rushes and gatt rushes very well. -Anvil: Helix PWNAGE assault: Extremely Strong Affect on Economy: Large Requirements: Speed Upgrades that can help: None Generals abilities that can help: Frenzy or Minigunner training Execution: Build an Airfield and barracks ASAP. Build a helix and train 8 rocket troops. Put the troop into the helix and send it at the enemy. How to stop it: Use King Raptors, Large groups of MD and laser lock, or tons and tons of quad cannons Objective: Complete and total destruction of the enemy in record time. Variant: If the enemy is prepared for the attack, which is rare, hit and run from the enemy and slowly build up and army of attack dragon tanks. Then, send them to attack and overwhelm the enemy AA. After all, enemy AA can't stop a horde of dragon tanks. -Campaign Walkthroughs Note: These are for HARD mode only. Presumably, what works on hard mode also works on normal and easy modes. -USA -Mission 1: -Challenge Tips Note: All of these generals were beaten on Hard Mode -Beating Townes Pinpoint Townes is quite possibly one of the toughest Generals to defeat in challenge mode. This is because his base is insanely well defended and he attacks frequently. However, he is as beatable as all the other generals. At first glance at the map, you'll see that you have 1 supply dock and 1 tech repair depot near your sarting position. In the far-off north-east corner, there is a tech refinery and 3 derricks. There is a bunch of other stuff on the map that you might find interesting, but these things are all you really need to beat Townes. You will have a tough time reaching anything else because his base covers about 60% of the map and because he has garrisioned a lot of buildings in the other areas of the map. Alright, now that you know about the map, you need to get started. You have one dozer, build a second to get going. Get your supply center and war factory up ASAP. You'll want to tech up fast before he activates all three of his particle cannons. Chances are, he'll be able to fire all three 2 times each before you can do anything about it, but you still need to be quick with your tech. When you get the chance, send an airtransport (or technical) with some rocket soldiers and some capture able soldiers to the derricks in the north- east. Once Townes gets ready to fire his cannons, get ready to repair your super weapons and HQ because he's most likely to target those. Of course, he also loves to target your base defences, so building a few bunkers or a few tunnel entrances can save you from taking some really heavy damage. He might take out a war factory or something also, but he usually only destroys one structure per attack. Also be sure to be on the look out for Burton. Townes loves to use burton, rangers, and commanches to attack your base. If burton plants a bomb, it can't be disarmed. Trust me, I've tried it many times. Just kill him and prevent him from planting more. (He always comes from the far left or the far right. Keep stealthed detecting units there at all times.) Okay, once you have a lot of money and can rebuild after every particle cannon shot, it's time to start thinging about attacking. Before you do any of that, you need to kill those particle cannons of his. It takes 2 super weapons shot to do that. Lucky for you, they are all grouped together which means 2 shots will kill all three cannons. Also, he won't rebuild them. So once they are gone, they're gone for good. Once those cannons are down, it's time to move in with ground troops. Don't even bother with aircraft: they can't even scratch him. All you need is 3 artillery units and 5 tanks (or other short range attack units like humvees or battle buses). Use your artillery to chip away at his defences from afar and the close combat units to keep those pesky laser tanks and comanches away (encounters with these will be relativley infrequent). Just keep destroying his defences until there is a huge gap which you can move through. Then proceed into the heart of his base. Watch out for the towers he has garrisoned with MDs and Pathfinders and proceed to kill his HQ, reactors, and all the other 'soft' targets. Feel free to bring in tanks and soldiers once those lasers are out of commision. He will rebuild the soft structures, but you can kill his dozers to prevent that. If you can destroy every last fusion reactor, airfield, barracks, strategy center, HQ, and War factory; you've won. You don't have to destroy all the laser turrets or firebases: only the soft structures. -Beating Alexis You have to turtle: Beat her at her own game. The game will likely go in 4 minute cycles. This is because she fires 1, 2, or 3 particle cannons every 4 minutes. Also, on Hard mode, she also delivers an A10 airstrike then, too. In each 4 minute cycle, you want to tech up asap while fending off commanches, chinook drops, and alpha auroras. By the time you tech up, there will not likely be more than 30 seconds left... if even that much time. Build as many black markets, supply drops, or hackers as you an before the A10 hits your tech building and kills it. Also, at about this time, the particle cannons will fire. Alexis loves to shoot your barracks' more than anything else. Build at least 5 because they are cheaper than other potential targets. She occasionally hits your war factory, HQ, or power plants. But that's usually it... Also, her auroras usualyl go for the barracks' too, but the commanches attack from near your oil derricks (to the west). Once you have enough additional incoming cash, build your own super weapons. You'll need at least two, but more is better. When they are ready, fire them both at one of her particle cannons. Repeat for all three of her cannons. They will not be rebuilt. Then, once her guns are down, it's up to you to beat her. I recommend massive super weapons followed by an airstrike to finish her off, but you can try wahtever you like... aircraft and sneak attack tunnels won't work until he power is down (because EP patriots rape both). -Beating Granger Beating granger is very easy unless you are USA. For USA... it's virtualy impossible. You have to tech up ASAP and use avengers as your AA because nothing else will work. For all the other factions, basic AA (quads and gatts) will do. Once ou have your base secure (along with a few hackers/black markets) you'll want to take the derricks that are up north. It's easier to use helixes or chinooks to just drop a dozer off at the other side of the river. A sneak attack tunnel can be used, too. Builda supply stash, barracks, and war factory at the supply dock to the north. Build a small force (6 crusaders, 10 scorpians, or 3 overlords) and attack his base through the western path. 2 patriots will try to stop you. Then another 2, but that's it. The rest of the base is your for the killing. Granger is really very easy to beat... even on hard mode. -Beating Thrax To be added later -Newbie Tips! Welcome to the Newbie Tips section. This is to explain a few trends and other things that work for all the factions. It also explains a few Battlfield Terms. -LoS: Line of Sight. This one is easy. If the center of one unit can find a line directly to the center of another unit, it has line of sight with that unit. -Direct Combat units: These are units that require LoS to fire at their target. -Artillery: Nuke cannon, tomahawk, inferno cannon, scud. These are all the artillery units in the game, everything else is direct combat. (Rocket buggies are direct combat with an extended range.) -Defencive position: This is just manuvering your troops to control where and when LoS will occur with your enemy. Always take the defencive position. -Offence as a defence: Defence is weak and will make you lose games. So, you ned to make your offence act as a defence. Do that by killing enemy units. Prioritize enemy units higher than enemy structures, always. War factories are exempt from this rule. War factories pruduce powerful units, so kill them whenever you can. -Hitting and Running: If you're using units with weak armor, you'll want to hit and run. This means quickly mocing within range, killing something, then running away before your units are destroyed. This works best with fast units. These also tend to have weak armor. Rocket buggies, technicals, humvees, gatt tanks: these are all great at hit and run attacks. -Garrisioning buildings: Do this strategically. By default, you shouldn't garrision a building unless there is a threat to your infantry. Garrisioned strcutres are always high priority targets because they can be cleared out quickly and efficiently, but we'll discuss that later. Garrisioning (which is done by selecting infantry and clicking on a nuetral structure) is great for beating large groups of enemy infantry or for taking down vehicles effectively. HOWEVER, garrisioned structures are top priority for your enemy because they can be cleared so quickly and so easily. There are several methods of clearing buildings that you (and your enemy) has at their disposal. If you garrision a building in an important area, you can be sure that your enemy will try to clear it out. Here all all the methods of clearing out structures in their order of effectiveness (most effective first): -Ranger Flashbang Grenade: Any ranger can perform it. This is the sole reason why USA is great at urban warfare. All it requires is the flashbang upgrade: $800 at the barrracks. -Toxins: A toxin tractor moves in and shoots the building. Remarkably cheap and remarkably easy. -Flame: Same deal as above but with a dragon tank. get it close and order it to fire at the building. -Microwave tank: Order a microwave tank to fire at the garrisioned building. It's easy. -Neutron Shells: This requires the neutron shell upgrade from the nuke silo. Just switch to the special shells and order your nuke cannon to fire at the structure. -Bunker Busters: Requires the stealth fighter and the bunker buster upgrade, so it's kind of tedious to make all the preparatons to use this. However, it is extremely effective. The stealth figther flies in and unloads it ammunition, clearing out the structure. -Combat Ranger Drop*: The coolest form of clearing out buildings is also the least useful. Put some rangers in a chinook and order the chinook to perform the combat drop onto the garrisioned structure. If there are a lot of infantry in the structure, you will lose a few of your rangers. However, all of your rangers that survived will then be in the structure. *This is a cool ability, so I'm going to explain it in more depth. The combat drop is so virsitle that it's great. You can combat drop rangers to perform all of the following tasks: 1. Clear out structures 2. Land rangers without landing the chinook 3. Garrision a structures 4. Reinforce a garrisioned structure 5. Take control of an empty vehicle (you can drop them directly into the vehicle!) Be sure to keep all of these in consideration when using the chinook. If you have even one ranger in the chinook (even if there are other units in it at the same time) you can do any of these things quickly and from the air! -How to Fight when You're Out-numbered and Out-gunned: -When fighting 1vs2, your objective is always to even the odds. They control twice as much territory, they have twice as much money, twice as much micromanagement, and twice as much of everything. Before you can win you need to even the odds. You don't necessarily have to eliminate one of your enemies to even the odds, but if you can take out one of your enemies, DO IT! Here are some rules that can help you even the odds. -Rule #1: Always be on the offensive When you're outnumbered, you have to be attacking constantly. Do not let them breath! Rush after Rush after Rush, on both of your enemies is the only way to prevent them from taking control over all of the map and the only way to prevent the battle into turninginto one of attrition. Furthermore, if you're atacking and they aren't, their bases are being damaged and yours isn't. -Rule #2: Take as much territory as you can. Build a supply depot and a barracks at every supply stash that isn't under enemy control. If it is under enemy control, waste the enemies there before building your stash. Don't bother with defences because you need those funds for tanks and attack units. About that, if you're constantly attacking their main bases, they'll be too busy at home to worry about a far off supply dock. -Rule #3: Don't build defences When you're fighting 1 vs 2, don't build defences. They are a waste of time and a waste of money. If you're ever under attack, either ignore it or bring a few forces from your nearest attack force. As long as you're doing more damage than you are taking, you're doing well. If you can kill one of your enemies and move into his base, forget your old base, you don't need it. -Rule #4: Capture derricks, supply docks, reinforcement pads; anything that might give you an advantage. You need all the money, units, and supplies you can get. If the enemy isn't defending it, take it! There should be no unused supply docks or uncaptured tech buildings anywhere on the map: you should have taken them all! -Rule #5: Tech up ASAP! Advanced units are better and more powerful than standard versions. Tech up as soon as you possibly can! This also allows you to make your own income with hackers, black markets, or drop zones. -Rule #6: Super Weapons are your friend! Although you're probably strapped for cash with all your teching up and all your attacking, but if you can somehow manage to build a super weapon, you'll be glad you did. Why? First of all, if the match is going to last any great length of time, you'll need the suplimentary firepower. Secondly, it offers a pyscological advantage: It makes your enemies fear you even though you might not be stronger than them. But if they think you are, that's an advantage for you. And when you're fighting 1vs2, you need every advantage you can get. -Rule #7: Slowly build up a huge attack force You need to be attacking constantly, but you'll likely need a big push to actually defeat your enemies. Occasionally put aside a unit for a big push. A paladin there, a tank hunter here, a rocket buggy there, and eventually you'll have a sizable force with which to crush the enemies. -Rule #8: Artillery! Artillery are great for 1vs2. Why? Because they can do lots of damage without endangering themselves. You'll need a lot of artillery if your enemies have teched up. -Rule #9: Re-use your troops!! Don't waste your men! You're already outnumbered and the last thing you need is to take heavy casualties. Do anything you can to reduce your casualties. Then, re-use your forces. Send attacks at the enemy, retreat, re-group, and attack again! (Example: I had a Black Lotus and an Overlord wandering around behind enemy lines. I used lotus to capture the enemy derricks and then used her to paralyze the enemy overlords allowing my overlord to kill them. Then, I had that overlord and lotus converge with my other two overlords and used them to kill 5 enemy overlords and the enemy base.) -Rule #10: Versitility is everything! This is the last rule and a very important one: Versitility is everything! Keep your options open! If the enemy attacks you, you need to repel that attack, if the enemy shows a weakness, you need to exploit it! The battlefield is a constantly changing situation and you need to take full advantage of any and all opportunities you get. Don't be a stickler to some 'cut-and-dry'strategy: Be vigilant and virsitle! 1vs2 is hard, but you can win! And whatever you do, don't lose heart! You can win! -Weird Little TidBits of Info This is the last Section of my FAQ. Since I didn't know where else to put these tidbits of information, I decided to put them here! -Rocket soldiers move a little bit while firing. This will trigger mines. -There is a bug which removes the effect of satilite hack 1 if your power goes offline after the enemy HQ is destroyed (then rebuilt during your period of low power). -MD laser lock is a bullet weapon. Therefore, laser point defence does not stop it and it fires with 100% accuracy. -Mines won't go off unless units move over them. A tank can sit on mines safely... so long as it doesn't move. -Aircraft can be selected by clicking them. For an aircraft to be affected by an area affect (propaganda towers, emergancy repair, and frenzy) you have to aim at the ground below the air unit and not the air unit itself. Or else the effect of the ability will miss the air unit. -If any ground vehicle is ordered to move to a destination, it will formulate the path that it wants to take. As soon as this path is formed, any infantry (or other units) on its path will move out of the way. if one of those infatry that is in the way is capturing something, it will get up, move, and proceed with the capture sequence. The sequence will not restart, but pause and continue. -Planes fire all their missiles at once in one run unless they are shooting other aircraft or are shooting structures at a high elevation. -Structrues and mines can't be placed on bridges, but units can deploy on them. -Rocket infantry inside a Bunkered helix can't fire directly below the helix. -Here are the estimated bonus value for certain affects in the game: 1 Chiveron Veteran: +10% damage done, rate of fire and defence 2 Chiverons Elite: +30% damage done, rate of fire and defence + autoheal* 3 Chiverons Heroic: +55% damage done, rate of fire and defence + autoheal* Proaganda Tower: +25% rate of fire + autoheal Subliminal Messaging Propaganda Tower: +50% rate of fire + Faster Autoheal Horde Bonus: +25% Rate of Fire Nationalism Horde Bonus: +50% Rate of fire Patriotism Horde Bonus: +75% Rate of Fire * (while not under attack) **For gattling tanks, veterancy also increases the rate of acceleration for the barrels, making even a 1 chiveron gatt tank much stronger than a standard gatt tank. -Chiverons (veterancy) are gained in a non-uniform fahion. Dragon tanks get more for killing defences and structures and gatts get more for killing aircraft, etc etc. Point is: Veterancy is not longer determined by the target unit's value. Also, killing veteran units give your units more veterancy. -A barracks can only repair up to 8 infantry at a time. -Tank hunters get horde bonus with red gaurd and visa versa. Copy Right info: This is all my work and mine alone. You may host it on your site, but only in it's complete version as you see it on www.gamefaqs.com. Only www.gamefaqs.com and raven.jlcreationsonline.com will receive updated versions of this FAQ. And as a last note, you cannot sell this FAQ or any parts of it in any way. It is here for all to use. My E-mail: fireyoshi23@hotmail.com