------------------------------------------------------------------- Command & Conquer: Generals Zero Hour Strategy Guide by Alasdair Lo System: PC, CD-ROM E-mail: kylohk@netvigator.com Date: 3 May, 2004 Version 3.0 ------------------------------------------------------------------- Contents 1. Introduction 2. Updates 3. The Sides 4. A Brief Introduction of the Units 5. USA Campaign 6. GLA Campaign 7. China Campaign 8. Generals Challange 9. More Tips 10. Conclusion Appendix I. Feedback Information Appendix II. Letters from Readers --------------- 1. Introduction --------------- Command & Conquer: Generals is the newest installment of the world famous real time strategy Command & Conquer series. As usual, there is more than one side. This time, there are 3! USA, GLA and China. This guide will give some basic walkthroughs to the single player missions. It will also give some tips for multiplayer games, mainly LAN games, as I play with friends in the LAN at home, and seldom play online. OK, let's begin. As you can see, most of the units in the side comparison guide version 3.3 have already been explained. So, it should not be necessary to introduce them in detail again. The single player walkthroughs are oriented to the Medium Difficulty. At present, I have completed the guidelines for all of the missions in the game. If you have any other tips you would like to share with me, feel free to e-mail me. By the way, I have only added a short description for the units of the USA and GLA. The descriptions of the Chinese Units will be added some time later, so please be patient. --------------- 2. Updates --------------- Version 3.0: Added the strategies for the Generals Challenge Campaign battle against General Malcolm "Ace" Granger, the USA General talented in air power. Version 2.9: Added the descriptions of the 9 talented Generals and their respective modifications. Version 2.8: Added some more detail to the introduction of the units. Version 2.7: Added a new tip concerning a hacker farm by Raptor11790. Version 2.6: Added an alternate method to beat GLA Mission 5. Version 2.5: Added a new section: Appendix II: Letters from Readers Version 2.4: Added a new chapter that gives a short introduction to the units of the 3 sides available in the game. Version 2.3: Changed some wordings to make the guide more humorous and reader-friendly. Version 2.2: Added a new Submitter's tip. Version 2.1: Added a new Submitter's tip. Version 2.0: Added a new Submitter's tip. Version 1.9: Added Appendix I: Feedback Information Version 1.8: Added a Submitter's tip to China Missions 4 and 5. Version 1.7: Corrected some silly mistakes. Version 1.6: Added a chapter called More Tips. Version 1.5: Added Chapter 3: The Sides Version 1.4: Added Chinese Missions 3-5. Version 1.3: Added Chinese Missions 1 and 2. Version 1.2: Completed the GLA Campaign. Version 1.1: Added the GLA Campaign. The Missions are not completed though. --------------- 3. The Sides --------------- USA: (The Boring old Blue Team) Apparently, the Blue Team is supposed to be the good guys in the Command and Conquer series, this time, it is no exception. It is also the team with the most boring and conventional attack methods. (For example, remember the Allie Forces, anyone?) The United States of America is definitely the side with the most high tech units. Many units can make use of many technologies to boost their attack ability. The air power of the United States is something to be reckoned with, as they have 4 different air units, suited for various tasks! In fact, a lot of units in reality appeared in the US arsenal. GLA: (The Greedy Green Team. They finally have a GREEN Team for a change, Green is my favorite color, heh heh heh.) Since Tiberian Sun, there was only the battle between the Blue Team and the Red Team, and now, after a long wait, with 3 sides available, the producers of the game have given GLA the Green color! The Global Liberation Army is a multi-national terrorist organization based in Kazakhstan (They need not obtain any financial backing from any official government in the world). They are practically the most cunning and most resourceful side in the game. 3 of their units can upgrade their own weapons by picking up the scraps of the enemies they have defeated. Using the Palace and the Black Market, they can acquire many important upgrades and funds, which come from the darkest corners of the globe. Of course, these terrorists have a lot of nasty tricks up their sleeves, as you can see later. China: (The Ready-on-the-move Red Team. That's where I live, heh heh heh.) It has been a tradition of the Command and Conquer series that the Red Team is the evil team of the game, (For example, Brotherhood of Nod, Soviets) and the Red Team just loves to use superior numbers and brute force to attack their enemies. But this time, they are the good guys! The People's Republic of China is certainly becoming more and more powerful these days. With a population of about 1.3 billion, China certainly has a very large army. In fact, many of China's units become more powerful, when used in large groups! The good thing is, certain Chinese units can be produced en masse in a blink of an eye, and can literally like, squash an elephant with a horde of ants! ------------------------------------------------- 4. A Simple Introduction of the units of the game ------------------------------------------------- *****UNITED STATES OF AMERICA***** The United States of America is the world's most high tech army. They can make use a lot of strategy to win, and that's why it takes the most skill to master. Tee hee hee... Anyway, a lot of America's units are heavily armored or fast yet expensive, making them the most suitable for "search and destroy missions". -------------------------------- Bullet Based Anti Infantry Units -------------------------------- Ranger Cost: 5 Requires: Barracks Pathfinder Cost: 0 Requires: Barracks + Level 3 General Ability Colonel Burton Cost: 00 Requires: Barracks + Strategy Center Humvee Cost: 0 Requires: War Factory Sentry Drone Cost: 0 Requires: War Factory All of these units use guns, and are very effective against infantry. If you have the money, pay 00 so that the Rangers can use Flash Bang Grenades against infantry, they are very effective in dispersing Angry Mobs. Pathfinders are simply snipers, and only snipers. So, obviously, they kill all infantry units in one shot, so does Col. Burton, but he is a hero unit, so he can stab infantry to death with his knife, and also plant charges on enemy structures. Humvees and Sentry Drones are all ideal scouting units, the Humvee can be loaded full of infantry, and they can fire at outside units! As for the Sentry Drone, you will have to pay 00 to upgrade them with the heavy machine gun before you can use them to attack the enemy. -------------- Ranger -------------- Cost: 5 Flashbang Upgrade: 00 The US Ranger is the most expensive of the lot, however, they are the only rifle infantry in this game who can use 2 weapons, the Assault Rifle and the Flashbang Grenades. The Flashbang Grenades are particularly effective in clearing large structures and dealing with angry mobs. For a Rifle Infantry that has 2 functions, it is definitely worth paying 5 for this as it costs 2.5 for each function. Another good thing is that a flash bang upgrade is definitely cheap and should be researched as soon as possible. --------------- Pathfinder --------------- Cost: 0 The US Pathfinder is like a "stealth nun with a sniper rifle" (actually, it is some kind of camouflage suit for those jungle operations.). His ability to garrison buildings without detection really helps to kill large numbers of enemy infantry from a long range! The Pathfinder costs 0, and that is all you need to take out a large hoard of infantry! In fact the kill ratio is about 1 to 20 or even higher when used properly. So, well, it is an excellent value for money! --------------- Colonel Burton --------------- Cost: 00 The United States do not have to rely on that arrogant Tanya Adams anymore. Instead, we have Colonel Burton, the man with the most tricks up his sleeve. Colonel Burton's rifle can make a quick work of enemy armor and infantry units. His knife, can kill enemy infantry without being seen. His Demo Charges can be activated by a timer or by remote. Burton can climb over steep hills into the enemy base! To use the Knife Attack: Click the Knife Attack button and then click the enemy infantry unit you want to use it on. To use the Timed Demo Charge: Click on the Timed Demo Charge button and then click on the building you intend to use it on. Colonel Burton will then go over to the building, and tinker with his bomb for a while before the bomb is placed. The timer is set to 20 seconds, plenty of time for you to get away. To use the Remote Demo Charge: The same steps apply for Remote Demo Charge, only that you can detonate them at will. To detonate the charge, click the Detonate Charges button, and beep! BOOM! For a unit that practically has everything,(a Swiss army man in fact), paying 00 is certainly worth it, as it is just like a destruction starter kit all hauled up in one person. -------------- Humvee -------------- Cost: 0 TOW Missile Upgrade: 00 Scout Drone Upgrade: 0 Battle Drone Upgrade: 0 Hellfire Drone Upgrade: 0 The standard troop transport of the US is here. Equipped with Gun-Ports, infantry units inside can fire at the enemy. The Humvee can also be equipped with a TOW Missile to attack armored targets. There is a catch though, if the Humvee is destroyed, the infantry inside will all die! Just a pity it does not come packaged with missile defenders. --------------- Sentry Drone --------------- Cost: 0 The new sentry drone is stealthy, and can detect stealth. It can be upgraded with machine guns to make it more powerful, but this unit is pathetic, as it cannot gain veterancy. When I used these in USA Mission 1 in Zero Hour, they were practically the first to die. ----------------------------- Missile Based Anti Tank Units ----------------------------- Missile Defender Cost: 0 Requires: Barracks Tomahawk Missile Cost: 00 Requires: War Factory + Strategy Center Raptor* Cost: 00 Requires: Airfield Stealth Fighter* Cost: 00 Requires: Airfield + Level 1 General Ability Comanche* Cost: 00 Requires: Airfield * = Air Units All of these units make use of missiles to attack their targets. The Missile Defender is America's "Man-with-a-missile". He can use his laser sights to improve his rate of fire against enemy vehicles and aircraft. The Tomahawk Missile Launcher is a long range ballistic unit, its missile NEVER misses its targets, unless the target is an infantry unit due to its guidance system. The Raptor fires 4 missiles, the Stealth Fighter Fires 2 while the Comanche fires 4, and reloads in the air, while continuing to pummel their target with its 20mm cannon. The Stealth Fighter and Raptor can be upgraded with Laser Guided Missiles to increase their attack power by , while the Stealth Fighter can also be upgraded with the Bunker Buster missiles to clear out any type of garrisoned building, except Internet Centers. Note that the missiles of all of these 3 units can be easily stopped or blown off course by Paladin Tanks, Avengers and ECM Tanks. ----------------- Missile Defender ----------------- Cost: 0 The US Missile Defender is just a person with armed with a high tech Rocket Launcher. They laser sights improve their rate of fire, and that's about it. To use the Laser Missile: Click the Laser Missile Button, and then click on your target. The Missile Defender will focus on the target with a laser, and then, wow wow wow wow wow! They fire their rockets in an insane speed, similar to the speed of Tank Hunters with their hoard effects. I found out about this when I head some Tank Hunters fight some Missile Defenders head to head. (In case you wondered how I fight missile defenders with tank hunters who use the laser missiles, I was playing against the computer, and it obviously cheated.) ----------------- Tomahawk Missile ----------------- Cost: 00 Composite Armor Upgrade: 00 Scout Drone Upgrade: 0 Battle Drone Upgrade: 0 Hellfire Drone Upgrade: 0 USA's Long Range ballistic is here. The Tomahawk Missile has a very long range, and its missile has a tendency to lock onto the enemy, so it seldom misses. However, air defenses can easily stop the missile, so build at least 2 or 3 for a better effect. For an accurate long range ballistic unit, the Tomahawk Missile is just evenly priced. As it is the USA army's one and only one long range unit, you better rely on them. Still, it's a good value for money. --------------- Raptor --------------- Cost: 00 Laser Missile Upgrade: 00 Countermeasures Upgrade: 00 The US Raptor fires 4 missiles each to their targets, and can be used to guard the air. Their attack power can be increased by 25% by the Laser Missiles. They can develop countermeasures against anti-aircraft units, but what use does it have if there are just so many of them lying around? For an aircraft like the Raptor, I really cannot comment on its price, as it is just the tradition for C&C programmers to charge between 00 and 00 for jet planes. --------------- Stealth Fighter --------------- Cost: 00 Laser Missile Upgrade: 00 Bunker Buster Upgrade: 00 The Stealth Fighter is like the Raptor, only that it can remain undetected until the moment before it fires, so it is good against enemy base defenses. Its bunker buster upgrade can help it damage infantry garrisoned in Bunkers. Sigh... I was expecting the Stealth Fighter to be even more powerful than the Raptor, but in fact, it is only effective against base defenses, as it is stealthy. Although it can clear garrisoned structures with its Bunker Buster Upgrade, it is not worth coughing up 00 for such a plane. --------------- Comanche --------------- Cost: 00 Rocket Pod Upgrade: 00 Countermeasures Upgrade: 00 The Comanche helicopter attacks with their 4 missiles, and their 20mm cannon. When it runs out of ammo, it reloads very quickly, and can continue to annoy the enemy until they use their anti-aircraft units. Its rocket pods can flatten a large area of enemies. To use your Rocket Pods: Click the Rocket Pods button and then click on the area you would like to use it on. This ability requires a short recharge time. Again, as long as the cost of an aircraft falls between the 00-00 range, it is a fair value for money. As this is just tradition. --------------- Support Units --------------- Ambulance Cost: 0 Requires: War Factory Microwave Tank Cost: 0 Requires: War Factory + Strategy Center Avenger Cost: 00 Requires: War Factory + Strategy Center Unless you upgrade them with various drones, all of these 3 units do not have any direct offensive capabilities against ground units. The Ambulance heals troops and vehicles near it, and sprays foam to decontaminate areas with toxins and radiation. The Microwave Tank zaps a microwave beam to disable enemy buildings, and the beam must be continuously zapped onto the buildings to keep it disabled. This beam can also fry infantry garrisoned inside civilian buildings. Its microwave field is automatic, and does not need any targeting for it to work, any infantry unit that enters the field will slowly lose health, and will be cooked! The Avenger uses a beam to "designate" their ground target so that other units can fire much quicker at it. Its Anti Air Laser can be used to destroy enemy aircraft, and can stop missiles from coming. But still, when you want to use these, keep them in the rear at all times, otherwise, you will waste a lot of money trying to replace them. Particularly the Avenger, which costs the same as an Overlord Tank! --------------- Ambulance --------------- Cost: 0 Scout Drone Upgrade: 0 Battle Drone Upgrade: 0 Hellfire Drone Upgrade: 0 All the Ambulance does is to spray detoxifying foam, that clears radiation and chemical toxins. That's it. It is not equipped to kill. What's the point of having a unit that can ONLY heal infantry units? And you charge it more than a Humvee? Sure, it can clear toxic foam, but what's the point, after all, the radiation or chemicals will fade away after a while. --------------- Microwave Tank --------------- Cost: 0 Composite Armor Upgrade: 00 Scout Drone Upgrade: 0 Battle Drone Upgrade: 0 Hellfire Drone Upgrade: 0 The US Microwave Tank, well, fires a microwave beam that can disable, not destroy enemy structures, its beam can also hurt enemy infantry. The Microwave Tank can cook infantry inside buildings. For an "HBM Vehicle", charging 0 for such a unit ain't too shabby. In fact, I really could not care less how much such units cost. As long as it is at 0 or less, I won't mind at all. --------------- Avenger --------------- Cost: 00 Scout Drone Upgrade: 0 Battle Drone Upgrade: 0 Hellfire Drone Upgrade: 0 The US has come up with a new laser unit. The avenger, its laser can be used to shoot down incoming missiles and aircraft, its designator also allows your units to hit them faster and with more success. The laser of the Avenger cannot be used to kill ground units by itself, while you can send it a large number of quad cannons or gattling tanks in and cause tremendous damage, you can't do so with Avengers. It's just not worth coughing up 00 to buy one of these vehicles if they can only attack air targets. Unfortunately, that's all the US has to effectively down aircraft. Life is tough, isn't it? Sure, the Avenger is effective against air units and missiles, and unfortunately, that's the only good thing about it. When facing ground units, they can only designate the target to allow other units to fire faster and more effectively at it, and they actually give it such a ludicrous price! Life is tough... sigh... --------------- Battle Tanks --------------- Crusader Tank Cost: 0 Requires: War Factory Paladin Tank Cost: 00 Requires: War Factory + Level 1 General Ability Both of these tanks use the same type of cannon, with the Paladin Tank having slightly heavier armor. The Paladin Tank also has a defense laser to stop missile attacks. That's all I can say about these tanks. --------------- Crusader Tank --------------- Cost: 0 Composite Armor Upgrade: 00 Scout Drone Upgrade: 0 Battle Drone Upgrade: 0 Hellfire Drone Upgrade: 0 The Crusader Tank of the US is the most high tech Tank in the game. Being a US unit, it can have drones installed above it. Unfortunately, the drones can be easily shot down by enemy defenses. However, their armor can be upgraded by composite armor. So, it is quite good actually. To upgrade your tank with drones: Simply click the drone you want to be installed on the tank and then you can wait. Note that you cannot have more than 1 drone installed at once. The Crusader has a slightly heavier armor than the Battlemaster Tank and costs 0 more. That's not so worth it. Besides, those drones are far too vulnerable and can be easily shot down. It's not a good value for money actually, if you charge that much for a main battle tank. --------------- Paladin Tank --------------- Cost: 00 Composite Armor Upgrade: 00 Scout Drone Upgrade: 0 Battle Drone Upgrade: 0 Hellfire Drone Upgrade: 0 The Paladin is a tank with heavier armor. It can use a laser to stop incoming missiles, regardless of how big they are. They can upgrade their armor with composite armor, as usual. Their high price really is a draw back. But still, their ability to stop missiles is decent. These tanks are not much stronger than Crusader Tanks, and have the same attack power, only with the extra ability to use a laser to zap incoming missiles and infantry. That's it. Still, EA should not charge that much for a tank like this. -------------------- Ultimate Attack Unit -------------------- Aurora Bomber Cost: 00 Requires: Airfield + Strategy Center The Aurora Bomber is the USA's supersonic aircraft. It flies so fast on its bombing run, that no one can aim or hit it! After it drops its payload, it slows down considerably, and becomes as weak as a paper aeroplane, and only then can it be shot down. You should reserve these to destroy the enemies' superweapons, as they are just so expensive. -------------- Aurora Bomber -------------- Cost: 00 The Aurora Bomber is a super-sonic aircraft, and can easily evade anti-aircraft defenses until it delivers its bomb. Only then it slows down. Enough said. For a plane that is invincible during its bombing run, and as frail as a paper aeroplane during its return, 00 is a reasonable price. After all, if EA were to charge it less, many people will complain that the USA is being far too unbalanced. As they are so difficult to replace, only use these planes when you have a superweapon to destroy. *****GLOBAL LIBERATION ARMY***** The Global Liberation Army has a lot of Soviet-era weapons in their hands, and basically, they are light and fast. These guys have the ability to make the best with what they have got in their hands, as just so many of their units can scavenge the spoils of their defeated vehicles. The GLA is an expert on stealth, and has a lot of units that can strike unseen without the enemy knowing! How's that, you high tech nations? -------------------------------------------- Bullet Based Infantry and Assault Transports -------------------------------------------- Rebel Cost: 0 Requires: Battacks Angry Mob Cost: 0 Requires: Barracks + Palace Jarmen Kell Cost: 00 Requires: Barracks + Palace Combat Cycle Cost: 0 Requires: Arms Dealer Battle Bus Cost: 0 Requires: Arms Dealer + Palace The first 3 types of units all attack with their rifles and guns. They are all effective against enemy infantry. The Rebels can now be upgraded to place booby traps on neutral structures and vehicles, so if anyone tries to commandeer those structures, BOOM! Angry Mobs can have up to 10 Mobsters, when a mobster dies, a new one will "respawn" in a short period of time! They can be upgraded to use AK-47 Assault Rifles, and hence be a highly destructive force against both infantry and tanks. Jarmen Kell is GLA's sniper, and can kill drivers inside vehicles intermittently. The Combat Cycle comes with a Rebel, and can be ridden by any type of infantry unit. Note that if you ask the unit to get off the bike, the bike will fall to the side and explode. So, use it as if you are using a disposable glove. The Battle Bus is GLA's more heavily armored troop transports. Infantry units can fire inside through its windows, and when it loses all of its health, it simply turns into a bunker, and the units will continue to fire inside until it is destroyed again. Note that when all infantry units have vacated the "bunker" the Battle Bus will blow. -------------- Rebel -------------- Cost: 0 Camouflage Upgrade: 00 Booby Trap Upgrade: 00 The GLA Rebel is all the terrorist organization can offer, and fires a regular rifle. That's it. The camouflage and Armor Piercing Bullet upgrade gives them some help, though. To use a booby trap: To use a Booby Trap, click the button, and then click on the building that you intend to place the trap on. It's like a mine. Anyone who gets too close will be blown up. Of course, Construction Dozers and Workers can remove them without them exploding. The Rebel is like the Ranger, it has 2 functions, a normal assault one and a special one. Besides, they can be camouflaged, and the Booby Trap upgrade is also cheap. However, the Booby Trap is not as effective, as you can only place them on buildings. So, it is a good value for money. --------------- Angry Mob --------------- Cost: 0 Arm the Mob: 00 GLA Angry Mobs may be one of the comic relieves in the game. A mob first attacks with simple rifles, and later can be armed with AK-47s. They are effective against any unit that do not have anti-infantry weapons. When a member of a mob is killed, a new one respawns by "mitotic cell division". However, beware of the following, as they can kill you in a second or 2, flashbangs, flame, toxic substances. An Angry Mob has 10 Mobsters, that makes it per mobster! This is basically an effective way to train units, as you only required to press a button once to send 10 people out. The Arm the Mob upgrade is very cheap. So, always upgrade them before sending your Mobs in! --------------- Jarmen Kell --------------- Cost: 00 Armor Piercing Bullet Upgrade: 00 This mercenary is just a sniper with the capability to periodically kill the drivers inside the vehicles. That's it. Unfortunately, he cannot do it more frequently, otherwise, it's not worth coughing up 00. But still, Jarmen Kell is excellent in, destroying fire bases. You will see what I mean. To kill drivers inside vehicles: Click the sniper attack button and then click on the vehicle you intend to get rid of. Then a single shot will be fired, and the vehicle will lose its side. For a person who can only snipe a vehicle once in a while, 00 really is a ludicrously high amount. But that's all GLA have in their hero's department. Sigh... Life is cruel. -------------- Attack Cycle -------------- Cost: 0 Cost of bundled Rebel: 0 Actual Price = Cost - Cost of bundled Rebel = 0 The combat cycle has one infantry inside, and that infantry can fire at the enemies. Unfortunately, this vehicle makes the infantry more vulnerable to tanks, as tanks are effective against vehicles. And when it explodes, the infantry unit is sent flying! You may need at least 20 of these to make a stand. You can use it as a suicide unit if the passenger is a terrorist, but, it can never be as economical as the troop crawler. Note that if it is ridden by a Terrorist, the Combat Cycle will have a striped board in front of it to warn others of his approach. A combat cycle is ridden by a Rebel at the start, so we can consider the cycle to be cheaper than it actually is. In fact, I am using the "method of difference" to determine the actual price of units with other units bundled in. this method has been used by the Hong Kong Consumer Council to compare the prices of goods. So, to conclude, the Combat Cycle is an excellent value for money. --------------- Battle Bus --------------- Cost: 0 The slow and steady battle bus is a different story, the infantry inside can fire out of the gun ports inside the bus. And after it blows up, the battle bus becomes a bunker of sorts, and the infantry continue to fire inside until it blows up the second time. Note that the bus' passengers cannot fire at any specific target, and that is a problem. A Battle Bus costs 0, and comes with no attack power on its own, but it is a bit more armored than the technical, and won't be destroyed immediately when its HP drops to zero, so it is quite worth it if you want to give your infantry protection. ------------------- Infiltration Units ------------------- Hijacker Cost: 0 Requires: Barracks + Level 3 General Promotion Saboteur Cost: 0 Requires: Barracks + Palace Radar Van Cost: 0 Requires: Arms Dealer The Hijacker is a stealth thief who can steal enemy vehicles. While the saboteur can climb over hills into the enemy base to disable enemy buildings. The Radar Van provides Radar for the GLA, and can be upgrade to use the Radar Scan every 30 seconds, this can be used to spy on the enemy units, and detect enemy stealth infiltrators. --------------- Hijacker --------------- Cost: 0 The Hijacker steals vehicles from the enemies, that's all, however, they can easily be detected, and can be killed very quickly, so it's not worth it. Although a hijacker is cheap, you probably need to build lots of them in order to be able to steal one vehicle. So, it's really not worth the money or that General Point. However, Prince Kassad starts with Hijackers at the start, and as he has no tanks, then this unit is vital to him! --------------- Saboteur --------------- Cost: 0 This is again, like the spy of Red Alert 2. The Saboteur is stealthy, and disables buildings by entering them. They can climb over cliffs. For a use once and discard unit like the Saboteur, charging 0 for it isn't going to work. Hmph! It's just not worth it. --------------- Radar Van --------------- Cost: 0 Radar Scan Upgrade: 00 Not only that the Radar Van provides Radar, it can use the Radar Scan to spy on enemies. So, you can virtually abuse the radar scan by building these little vans in quantity! Unfortunately they have no weapons themselves and cannot be used in attacks. Take note that you can use your Radar Scan once for every Radar Van you have. As they are just soooo cheap, feel free to abuse the Radar Scan by building 30 Radar Vans. Then you can have 1 Radar Scan per second! ------------------ Rocket Based Units ------------------ RPG Trooper Cost: 0 Requires: Barracks Rocket Buggy Cost: 0 Requires: Arms Dealer + Palace The RPG Trooper is GLA's Rocket Soldier, enough said. The Rocket Buggy is the GLA's long range attack unit. It can fire up to 12 rockets at the enemy per volley. As the Rocket Buggy has very light armor, you should use them to hit and run to prevent the enemy from catching up. Both of these units can be upgraded with the Armor Piercing Rockets from the Black Market. This increases their attack power by 25%. --------------- RPG Trooper --------------- Cost: 0 Armor Piercing Rockets upgrade: 00 The RPG Trooper is just like the missile defender, but without the laser sight. However, they can be given free of charge whenever you build a tunnel network. So it is a little bit more worth it. They can use Armor Piercing Rockets later on. The RPG Trooper costs 0, and their attack power can be upgraded. This makes them a good value for money. --------------- Rocket Buggy --------------- Cost: 0 Armor Piercing Rocket Upgrade: 00 Buggy Ammo Upgrade: 00 The Rocket Buggy is there to buzz around like flies and annoy you. They fire 6 or 12 rockets at a time, before having to reload. That's their problem. If they were to fire continuously, then they can be a real threat. When you use such units, make sure you keep your distance, as it has practically no armor. The Rocket Buggy is built to hit and run. With so many rockets coming at once, advancing tank hoards can easily be weakened, provided that your Buggies retreat fast enough, or if the enemy decides not to use any Paladin Tanks, Avengers or ECM Tanks. ------------------ Salvaging Units ------------------ Technical Cost: 0 Requires: Arms Dealer Scorpion Tank Cost: 0 Requires: Arms Dealer Quad Cannon Cost: 0 Requires: Arms Dealer Toxin Tractor Cost: 0 Requires: Arms Dealer Marauder Tank Cost: 0 Requires: Arms Dealer + Level 1 General Ability All of these units are capable of scavenging their kills to upgrade their weapons. The Technical is a fast troop transport that can hold 5 units. Its machine gun can be upgraded to fire rockets. The Scorpion Tank is the GLA's Main Battle Tank, and can be upgraded to fire 2 Rockets at the enemy at once. The Quad Cannon is GLA's anti-air unit featuring 4 heavy machine guns. The Toxin Tractor is GLA's chemical attack unit, it can clear garrisoned buildings and poison infantry units with its toxin sprayer. Finally, the Marauder Tank is a more advanced battle tank with the GLA. It can be upgraded to have, 2 cannons! Much like the Mammoth Tank in Red Alert. --------------- Technical --------------- Cost: 0 Armor Piercing Bullet Upgrade: 00 GLA Technical Trucks again carry 5 infantry units. Only that it has no gun ports. Its armor is just so weak. Although it can perform salvage runs on defeated armored units, and can make use of Armor Piercing Bullets, it really cannot help them much. Technicals are like Humvees in many aspects, but they can upgrade their guns by salvaging. But still, it is only a fair value for money. --------------- Scorpion Tank --------------- Cost: 0 Scorpion Rocket Upgrade: 00 Toxin Shells Upgrade: 00 Armor Piercing Rocket Upgrade: 00 The Scorpion Tank is the light tank of the GLA. Being the light tank, it has rather light armor. As they are built to hit and run, the Scorpion Tank is not so suited to direct, full scale battles, that are the bane of the C&C series. The Scorpion Rocket Upgrade gives them a slight balance though. This is particularly true when I tested one of these tanks against a battlemaster or crusader. Even with the rocket, the scorpion will lose on one to one combat. So, build 50+ of these. It is obvious really, that for such a cheap price, you can already purchase such a vehicle with decent stopping power. Be sure to upgrade them ASAP with those Rockets, as they can make a large difference. --------------- Quad Cannon --------------- Cost: 0 Armor Piercing Bullet Upgrade: 00 The GLA Quad Cannon is like a technical in many aspects, but it carries 4 heavy machines guns, instead of one. It can use the scraps of defeated vehicles to upgrade its own guns, which is a good sign. It can acquire armor piercing bullets for an additional 25% damage, making it better for the task at hand. This is the price that an anti-air, anti infantry unit should be sold. Enough said. Good quality, good value. --------------- Toxin Tractor --------------- Cost: 0 Anthrax Beta Upgrade: 00 That's right, GLA really likes to make use of Chemical Weapons. The toxin tractor sprays a continuous stream of toxins that can render large infantry divisions into green 'n' blue salamander men in no time. It can also contaminate large areas of land when standing. It is resistant to rockets, making it effective in its task of clearing garrisoned buildings. It can be 25% more disgusting with the Anthrax Beta upgrade installed. To Contaminate an area: Click the Contaminate button and then click on the area you intend to spread your chemicals. "Run through the sprinkler!" These tractors are so effective against infantry that, if used properly, can achieve a 1 to 30 kill ratio or even higher. So, excellent quality, excellent value! -------------- Marauder Tank -------------- Cost: 0 Toxin Shell Upgrade: 0 "What can I say? I'm a taker." The Marauder Tank is the third in the line of salvaging units as far as the GLA is concerned. The Marauder Tank is cheap, has decent armor, and can eventually upgrade to 2 cannons! That's is definitely cool. So, always use a General point to be able to build this unit. For a salvaging unit, charging a Marauder for 0 only really rocks! That's all I can say. -------------------- High Explosive Units -------------------- Terrorist Cost: 0 Requires: Barracks Bomb Truck Cost: 00 Requires: Arms Dealer + Palace SCUD Launcher Cost: 00 Requires: Arms Dealer + Palace + Level 1 General Ability What can a Terrorist Organization do without terrorists? The Terrorists in GLA aren't like those in Rainbow Six, in fact, they are mainly suicide bombers. The Terrorists can also commandeer cars to make their attacks much more faster and powerful. The Bomb Truck can be upgraded to hold a Bio Bomb and a High Explosive Bomb in its load space, doubling its power. It can also disguise itself as a vehicle or car to surprise the enemy more. However, base defenses are not a bit fooled by its disguise, and will unmask it and open fire on it. The SCUD Launcher is the GLA's more powerful siege unit. It can be armed with an Anthrax Warhead that can infect and poison enemy units, as well as a High Explosive Warhead, which can cause huge amount of damage to anything within its blast radius. As a rule of a thumb, always consider having half of your SCUD Launcher fire Anthrax Warheads, while the other half fires High Explosive Warheads for the best effect. Note that the SCUD Missile can be stopped by anti air defenses and other laser units like the Paladin Tank. -------------- Terrorist -------------- Cost: 0 The GLA can use suicide bombers to destroy incoming enemy tanks. The Terrorist can also make use of civilian cars to increase their speed. However, attentive players can easily stop them. So, I suggest you train them in quantity, which wastes money. To become a car bomber: Just select your Terrorist, and move your mouse cursor over a civilan vehicle until a Red "Enter" arrow appears. Then click. The Terrorist will then get into the car and you can use it to blow things up! There is no need to say anything about it. The Terrorist is annoying, and you only have to pay 0! Excellent value indeed! --------------- Bomb Truck --------------- Cost: 00 Biobombs: 0 High Explosive Bomb: 0 The Demolition Trucks are now replaced with Bomb Trucks. A Bomb Truck can be customized to carry Bio-Bombs and High-Explosive Bombs to upgrade their effects. They can also be disguised as an enemy unit to fool them. However, enemy base defenses are not tricked by them though. Anyway, it is a force to be reckoned with, if you want to clear enemy base defenses in a flash. Another mean trick is to perform a Sneak Attack on your enemies' base, and then unload your Bomb Trucks on them! To upgrade your Bomb Truck: Click on the button corresponding to the upgrade you would like to use. You will know when it is ready when you hear "BioBomb loaded" and so on. To disguise as a vehicle: Click the Disguise as Vehicle button, and click on the unit you would like to disguise it as. You can always disguise your Bomb Truck as something weak, like a technical, and the opponent WILL be shocked when he finds out how a Technical can explode like that. I think the Bio Bomb is always worth your money, as it costs only 00 and has so many explosives packed in. However, relentless upgrading of the Bomb Trucks can cause your money meter to go down very quickly! So keep an eye on the amount of money you have! *****PEOPLE'S REPUBUBLIC OF CHINA***** China is gradually becoming stronger and stronger these days. In fact, China has the world's largest army. As China has such an enormous population, they can rely on overwhelming numbers to defeat their enemies. In fact, a lot of units can receive increased rate of fire and other bonuses when used in large groups. So, I guess they are encouraging you to mass units when playing as China. ---------------------------- Nationalistic Infantry Units ---------------------------- Red Guard Cost: 0 for 2 Requires: Barracks Tank Hunter Cost: 0 for 1 Requires: Barracks The Red Guard is China's Rifle Infantry, and you can get 2 at a time by paying 0 in the Barracks. The Tank Hunter is China's Rocket Soldier, he can also make use of TNT to blow up enemy buildings and vehicles. Both of these infantry units have the hoard effect. When they are in groups of 5 or more, red stars will appear beneath the infantry unit. Then, each unit will have a 25% increased rate of fire. When upgraded with the Nationalism Upgrade, these units will have an additional gold ring around the red star, and they will have a 50% increased rate of fire. If you are playing as General "Anvil" Shin Fai, the Patriotism upgrade can be used, this causes an additional white star to appear beneath the Red Star, and each unit receives a 75% increase in rate of fire! Enjoy. --------------- Red Guard --------------- Cost: 0 for 2 Nationalism Upgrade: 00 The Chinese Red Guard is certainly the best rifle infantry of the 3 sides. Although they cost 300 in the barracks, every time, 2 Red Guards will emerge instead of one. Therefore, it is possible to queue 18 Red Guards at once in the Barracks. Red Guards can also be produced en masse by building a troop crawler, which comes with 8 of them! However, the most important feature is the horde effect. Red Guards tend to fire about 25% faster if there are 5 of them together. They fire another 25% faster with the nationalism upgrade. Although the average price of a red guard is 0, you can produce them en-masse, as one button yields 2 Red Guard. But compared to the other 2 rifle infantry, it is only a fair value for money. --------------- Tank Hunter --------------- Cost: 0 Nationalism Upgrade: 00 The Tank Hunter has the horde effect, nationalism and a TNT attack! Apart from this, they now can be deployed in 2s by means of building listening outposts. This gives them all the protection they need. In my opinion, the TNT attack is effective against tanks like the Scorpion or Paladin, as they can kill your infantry very quickly if they stand still in one spot. (By means of Scorpion Rocket and Lasers.) DO NOT USE THE TNT ATTACK when there is a better alternative though. Tank Hunters now play the roles of Crazy Ivans as well. When your Tank Hunter is cornered by a tank (particularly scorpion or paladins), feel free to use his TNT attack on the tank. A TNT charge will be placed on the vehicle, and will detonate in 10 seconds, most likely destroying it. I have managed to pull it off several times. The TNT Attack can be used against enemy buildings as well. It is even better than the Terrorists, as you may be able to re-use this attack again and again. To use the TNT Attack: If you really want to use the TNT attack against, say a Paladin tank or Scorpion Tank, click on the TNT Attack button, and click on your desired target. The Tank Hunter will go to the vehicle and plant the explosive. Note that this is a contact attack. That is, it will work as soon as your Tank Hunter come in contact with the tank, or vice versa. So even if the enemy tank manages to squish your Tank Hunter, it will be not before the charge is placed. The Tank Hunter also costs 0, but comes with the ability to automatically fire faster at ANY type of enemy due to the Hoard Effect when in groups of 5 or more, compared to the Missile Defender, which can only manually fire faster at vehicles. The Nationalism upgrade makes them even faster, and is good for fighting tanks! Of course, if the enemy uses tanks like Paladins and Scorpions, there is always the TNT Attack to take them out before they kill you. ----------------------- Electronic Specialists ----------------------- Hacker Cost: 5 Requires: Barracks + Propaganda Center Black Lotus Cost: 00 Requires: Barracks + Propaganda Center China's computer users have been increasing exponentially in the 1990s. In fact, the PLA has trained new operatives that make use of IT to do damage to the enemy. The Hacker can disable enemy buildings by using their wireless laptop connection to send a computer virus into the building from a range, and also hack the internet to raise funds for the Chinese Army. The Hacker has as new cyber-cafe, I mean Internet Center to hack quicker, bringing more cash to China. Black Lotus is China's elite secret agent. She can hack into their buildings, and capture them for China's use, and she does that much faster than the Red Guards! Apart from this, she can steal money from enemy supply centers. She can also disable enemy vehicles from a range, and that may be able to help turn the tide of a battle, particularly if a single Overlord Tank is rolling towards your base. --------------- Hacker --------------- Cost: 5 The spies of Red Alert 2 have been replaced by Hackers. Hackers have an ability to disable enemy buildings with a powerful computer virus. This is true even for enemy buildings that do not require power to run! So, if you can transport a group of Hackers past enemy defenses, you can easily cause a lot of chaos in the enemy base! To Hack the Internet: Click the Hack Internet button and the Hacker will start stealing money at the rate of per beep. It takes a few seconds to connect to the Internet, though. For an infinite supply gatherer as well as a person who can disable buildings from a range, paying 5 is definitely more worth it as you can train these guys in quantity for your use, and they are not completely useless. -------------- Black Lotus -------------- Cost: 00 China's secret agent has no self defenses, but she can capture buildings faster than other Red Guards, as she does not need to recharge. She also can steal money from enemy supply centers, 00 at a time. She can disable enemy vehicles too, but make sure you are up against one at a time. The bottom line is, if you can sneak Black Lotus past enemy defenses, you can capture a lot of their buildings before they can even react. To Cash Hack: To steal money from enemy supply centers, click the Cash Hack button and then click the target you intend to steal money from. Black Lotus can steal money from a range, and can gain veterancy by doing so. Although Black Lotus cannot defend herself well, those abilities really are perfect power tools to use against the enemy, particularly if you sneak in from an obscure corner. The cash hack lands you more and more money, as that is how you let her gain veterancy. ---------------------- 800 Dollar Tank Units ---------------------- Battlemaster Tank Cost: 0 Requires: War Factory Dragon Tank Cost: 0 Requires: War Factory Gattling Tank Cost: 0 Requires: War Factory ECM Tank Cost: 0 Requires: War Factory + Propaganda Center All of these tanks have one thing in common, they cost 0 apiece in the War factory. I wonder why they would charge 0 for so many of China's units. I guess it is because 8 is a lucky number in China. Tee hee hee... The Battlemaster Tank is China's Main Battle Tank. They can also take advantage of the Hoard Effect to fire faster when in groups of 5 or more. In fact, they are the only tanks in the game that can take advantage of this bonus. They can be upgraded with various nuclear abilities to improve their attack power and speed by 25%. The Dragon Tank is another powerful all purpose assault unit of China. It is basically a flame tank, and it can be ordered to create a 180 degree wall of fire using the Fire Wall command, and this has significant improvement in damage when compared to its standard flame attack. It can spray a blue flame and cause 25% more damage with the Black Napalm Upgrade. Always use these against buildings, and you will see them fall in no time! The Gattling Tank is China's anti-infantry, anti-air unit. Its guns can spin faster and faster, dealing more damage as time passes. Again, it can deal 25% more damage using the Chain Gun Upgrade. The ECM is basically a protection device. Its magnetic field can cause missiles to miss their targets, it can also use a magnetic beam to jam enemy units, but note that while it does that, its magnetic field will not work. ------------------ Battlemaster Tank ------------------ Cost: 0 Nationalism Upgrade: 00 Uranium Shells Upgrade: 00 Nuclear Tank Upgrade: 00 China's Battlemaster Tank is slightly cheaper than the Crusader Tank, therefore, with a slightly weaker armor than them. However, their benefits are better than the Crusader. For one, they can make use of the Horde Effect to fire faster and can go even faster with nationalism inspired; secondly, their speed and attack power can be increased by 25% with the Uranium Shells and Nuclear Tank upgrade from the Nuclear Missile Silo. So that makes them more powerful. Battlemasters ARE to be built in quantity, as they fire much faster when doing so. This square 0 is very good when all of their potential benefits are concerned. Although many of China's units may look expensive, they will pay off eventually, as there are lot of features to be explored. ---------------- Dragon Tank ---------------- Cost: 0 Black Napalm Upgrade: 00 The Dragon Tank is China's flame tank, its flame has a large sweeping effect, that can render both infantry and vehicles into charcoal in no time. It can make use of Black Napalm to spew a blue flame, which causes 25% more damage. Like the toxin tractor, it is effective in clearing occupied civilian buildings, as they are resistant to rockets. To Build a Fire Wall: Click on the Fire Wall Button, and click on the area you intend to sweep out your flames. "The Dragon awakes!" You can only gain veterancy with this attack if the enemy is in contact with your flame jet when they are destroyed. These Dragon Tanks are so effective against infantry that, if used properly, can achieve a 1 to 30 kill ratio or even higher. So, excellent quality, excellent value! They cost 0 more than the Toxin Tractor as they have better armor and attack power than those converted farming vehicles. --------------- Gattling Tank --------------- Cost: 0 Chain Gun Upgrade: 00 The Chinese Gatling Tank fires very fast already, but will fire faster and faster, when you hear the driver say, "Spin them up!". They can fire 25% faster, causing 25% more damage at once. The Gattling Tanks have better armor, and can defeat a Quad Cannon in one to one combat. --------------- ECM Tank --------------- Cost: 0 The electromagnetic countermeasures tank fires a beam that can disable enemy vehicles, and disrupt rocket and missile attacks, making them miss their target. It can really be a lifesaver if your enemy uses so many rocket units, as the ECM Tank's magnetic field causes more than 80% of the rockets to miss. Paying 0 to stop those annoying Rocket Buggy rockets, Raptor missiles, Tomahawk Missiles, Rocket Propelled Grenades, Stealth Fighter missiles, Comanche hellfire missiles or to disable tanks ain't to shabby either. --------------------- Happy Meal Transports --------------------- Troop Crawler Cost: 00 Requires: War Factory Listening Outpost Cost: 0 Requires: War Factory That's right, kids. McChina is pleased to bring you their Happy Meals! Firstly, we have the Troop O'Crawler Deluxe, and it comes with 8 real life Red Guard as toys. Secondly, we have the Listening McOutpost, and it comes with 2 live Tank Hunters! All meals have a stealth detector for free to come with them! That's right, you are happy, we are happy! McChina, I'm loving it! --------------- Troop Crawler --------------- Cost: 00 Cost of bundled Red Guards: 00 Actual Price = Cost - Cost of bundled Red Guards = 00 The Troop Crawler is the most expensive of the troop transports, at 00, but there is a reason behind, it is because it comes with 8 Red Guard! So, it actually costs 0! The Troop Crawler is also equipped with Stealth Detection. So, which means, we have a decent stealth detector that can be produced en-masse! So, really, "They can't hide from me." The Chinese Troop Crawler may be inflexible, but it comes packaged with Red Guard, and holds just as much as the Battle Bus, so it is a good way to train large numbers of infantry en masse. The method of difference applies. You will be pleased that the Troop Crawler itself costs only 0! This is one of the ways you can train Red Guards en masse. An excellent value for money indeed! ------------------ Listening Outpost ------------------ Cost: 0 Cost of Bundled Tank Hunters: 0 Actual Cost: Cost - Cost of Bundled Tank Hunters: 0 This van is stealthy when stationary. So, you can leave it in one spot to keep it revealed without getting detected by non stealth detectors. It itself is a stealth detector. Unlike the Radar Van, this unit is not defenseless, as it comes with 2 Tank Hunters that fire from inside it. So, it actually costs 0, like the Troop Crawler. Again, the method of difference applies. The reason why there are no Chinese vehicles selling cheaper than 0 is because the ones that are cheap come bundled in with other units. Consider it as a bonus. --------------- Double Big Guns --------------- Inferno Cannon Cost: 0 Requires: War Factory + Propaganda Center Nuke Cannon Cost: 00 Requires: War Factory + Propaganda Center + Level 1 General Ability China does not make use of any missile related ballistic units, instead, they have Artillery! The Inferno Cannon is a flame based artillery. Like many other Chinese Units, they are most effective in large groups, as when 6 Inferno Cannons fire their cannon at a target, you can be assured that a Firestorm will be made, incinerating the target and any other units near it. Use Black Napalm for more powerful effects! The Nuke Cannon is China's Nuclear Based Artillery. It lobs tactical Nuclear Shells over long distances, and has a substantial range improvement over the Inferno Cannon. The neutron shell is another fun thing to use if you want to steal the enemy's units instead of destroying them. It can also clear garrisoned buildings that normal building clearers cannot clear out, like Palaces and Internet Centers. Have fun. Always keep these units in the rear at all times, or you will lose these quick. --------------- Inferno Cannon --------------- Cost: 0 Black Napalm Upgrade: 00 China does not make use of any rockets or missiles, instead, they make use of Artillery! The Inferno Cannon flies napalm shells over long range. As it is a shell, it cannot be stopped by anything. The impact damage is collateral, as the units will continue to take damage from the flames. It is most effective, when used in large groups, as a lovely little bonfire will be made, incinerating anything in its path. The Inferno cannon has the same price as the Rocket Buggy, but attacks in a slightly different manner. The shell has a considerable area effect, so if you fire at a large hoard of incoming infantry, it can be guaranteed that at least some of them will be hit, and will eventually burn to death. Again, build these in quantity to make use of the Firestorm! Again, a good value for money. --------------- Nuke Cannon --------------- Cost: 00 Neutron Shell Upgrade: 00 Yes, the ultimate Artillery is here. The Nuke Cannon fires nuclear shells over long distances, and causes a little nuclear explosion, that can destroy several tanks at once! The thing that gives it an extra point over the Scud Launcher is that the shells cannot be stopped in mid-air. Another thing, the Nuke Cannon can be upgraded to fire neutron shells. These shells vaporize infantry, and can kill the drivers inside vehicles, making them available for capture. So, if your opponent sends in a large number of tanks, use this. To switch the type of Shell used: Simply click the button corresponding to the type of Shell (Nuclear, Neutron) you would like to use. What can I say? This unit is just so powerful and explosive, and then it has 2 uses, to blow things up, or to neutralize vehicles. As it is just as powerful or even more powerful than the SCUD Launcher, and the shell can be stopped. Charging 00 for one is just reasonable. -------------------- The Swiss Army Tank -------------------- Overlord Tank Cost: 00 Requires: War Factory + Propaganda Center It's a good thing that you do not need a General ability to build these powerful tanks. The Overlord Tank is very lethal indeed. It can also squish enemy vehicles. Its twin cannons are just the beginning of its story. After all, a Bunker, Speaker Tower or Gattling Cannon can be mounted on its back, making it a decent all rounded tank. If you see these coming to your base, you would have to kill them very quickly, as bullets, missiles and even bombs tend to bounce off them, and their guns really kill! --------------- Overlord Tank --------------- Cost: 00 Uranium Shell Upgrade: 00 Nuclear Tank Upgrade: 00 Overlord Bunker: 0 Overlord Propaganda Tower: 0 Overlord Gattling Cannon: 00 The Overlord Tank is the ultimate example of China's brute force. Although very expensive at 00, it has super heavy armor, and very powerful cannons. It is fully customizable to have a gattling cannon, speaker tower or a bunker mounted on its turret. That's not all, it can crush tanks, and it can be upgraded to Uranium Shells and Nuclear Tank at the Nuclear Missile Silo. To upgrade your Overlord with a peripheral: Simply click on the type of upgrade you want to give to the Overlord. Note that this peripheral is permanent, so always think twice before deciding. It is only natural that EA decided to charge this extremely powerful and all rounded unit 00. Otherwise, many C&C fans will gripe to EA for this. But still, by simple experiment, I found that the Overlord has a very high kill ratio against all other weaker tanks. So, it is really worth it. ----------------- China's Airforce ----------------- MiG Cost: 00 Requires: Airfield Helix Cost: 00 Requires: Airfield Although China's airforce lacks variety with one main fighter and one attack helicopter, they ain't too shabby either. The MiG is another fire based fighter, and each carries 2 Napalm Missiles, its armor can be upgraded, and when 4 MiGs unleash their missiles at a target at once, a lovely Firestorm will again be created, barbecuing anything around. Hmm... Needs some nice barbecue sauce. Of course, the Black Napalm Upgrade works wonders for them too. The Helix is China's transport helicopter. It holds up to 5 blocks of units. (Infantry = 1 Block, Most Vehicles = 3 Blocks, Construction Dozers = 5 Blocks). It is also the Overlord of the sky. It can be upgraded to have either a Bunker, a Speaker Tower or a Gattling Cannon mounted on it. If you upgrade it with a Bunker and load it full of Tank Hunters, its attack power can be highly increased. Napalm Bombs can also be upgraded to each Helix for more devastating attacks. In fact, the Napalm Bomb will create a firestorm the instant it hits the ground! Black Napalm works on them too! They don't call it a "heavy lift transport" for nothing! --------------- MiG --------------- Cost: 00 Black Napalm Upgrade: 00 MiG Armor Upgrade: 00 The Chinese MiGs have 2 napalm missiles, but they are more powerful, as they have the tendency to generate firestorms, if all 8 missiles hit their target. The Chinese MiGs are cheaper than Raptors, and both their armor and attack power can be upgraded. For an aircraft like the MiG, I really cannot comment on its price, as it is just the tradition for C&C programmers to charge between 00 and 00 for jet planes. --------------- Helix --------------- Cost: 00 Napalm Bomb: 0 Helix Bunker: 0 Helix Propaganda Tower: 0 Helix Gattling Cannon: 00 The Helix Helicopter uses the same weapon as the Comanche at the beginning, useless? No! The Helix is the Overlord of the sky! It again is fully customizable to carry a Bunker, Speaker Tower or a Gattling Cannon on it! If you install the bunker, and load it with Tank Hunters, the effects are the same as a Comanche that fires missiles continuously, without having to reload, such a combination can single handedly take out 2-3 Quad Cannons and still have considerable breathing space! The Gattling Cannon can detect stealthy units, and can down aircraft, just like the tank hunters inside the bunkers. The speaker tower of course, heals your units within its range continuously. To get the best of all 3 worlds, build 3 of these and upgrade them with 3 different peripherals. Finally, their napalm bomb is well, firestorm in a can, and they can drop it again and again continuously, just like those Kirov Airships. To upgrade your Helix with a peripheral: Simply click on the Peripheral you would like to install on your Helix. These upgrades are again, permanent. So make up your mind beforehand. To use the Napalm Bomb: First click on the orange Napalm Bomb button to arm your Helix with it. It costs 0. Then, when it is loaded. Wait for it to charge up. Then click on the Green Napalm Bomb button and then click the area you intend to use it on. The Helix will then go over to the target area and drop it down "like a ton of bricks"! For such a heavy and powerful helicopter, charging 00 and ONLY 00 for it is very cheap in fact. A good bargain indeed! --------------- 5. USA Campaign --------------- *****MISSION 1: Baikonur, Kazakhstan***** Background: Although the USA Army has had the fragmented Global Liberation Army on the run, the terrorist threat remains a clear and present danger. The GLA is still actively using those chemical warheads from their Baikonur Facility. In fact, they have equipped their missiles with even more newly designed chemical warheads. They have started to launch those chemical warheads into US bases in Northern Europe. People have begun evacuating from the urban areas in Europe. A previous attempt by the Chinese Army to attack the facility has failed. With the Chinese Army battling local warlords to the east, the American Army is sent in to deal with the situation. Your mission is to destroy the launch facility. It is vital that you succeed, or otherwise, America's strategy footholds and interests in Europe will more likely be affected. Factions: Friends: Blue: USA Enemies: Green: GLA After this news report by BNN (British News Network, a hybrid of BBC and CNN, I suppose? Heh heh.), and being shown the GLA hippies in their motorbikes, you see another missile being prepared for launch, and it fires! By! The sky really does look realistic in this game. So! The missile's target is a certain USA base in Northern Europe. The missile explodes! BOOM! A lot poor souls suffocate in the chemicals that were given out. Then, you are left to play. You are given your starting units, and your base. They have given you 2 sets of 5 of Missile Defenders and Rangers. Load them into the 2 Humvees. Tip! More about Humvees As a practice, always load 2 pathfinders (anti infantry) and 3 Missile Defenders for all rounded support. This should work on single player, LAN and online. Oh, another thing, when you see slower units coming after you. Back off a few steps and the people inside the Humvee will get "free" hits on the enemy unit. If you make use of the Search and Destroy Battle Plan, then you can shoot even further and harass your enemy more. Some foolhardy rebels will come over to engage you. Pick them off using you new Scout Drone. Then move your troops northwest, destroying the 2 stinger sites. You will come to some empty Chinese Tanks in a motor pool, including a lovely Overlord Tank. Take them with infantry, upgrade the Overlord Tank with a Speaker Tower, then move northeast. 2 terrorists are planning to car-bomb you, watch out! Then, at the same time, some infantry would have garrisoned the 2 apartment blocks near the vehicles, use the Dragon Tank to fry those units. Now, kill all units and destroy all structures guarding the train station in order to capture it. I suggest you leave those buildings for your lone Overlord Tank to destroy, then, gloat as it gains veterancy. Now, the train will arrive, load your best units into the 2 train cars, and those units will be taken to the launch site by train. When you reach the site, destroy everything, garrison the radio station for A-10 support if necessary, and a large bomber will come with a MOAB, the Mother of All Bombs (Actually, it stands for a Massive Ordinance Air Burst)! The bomb hits, and several of their units are blasted all the way to the moon, and the pilot really likes his job, after all, "I love the smell of a fresh MOAB in the morning!" Mission Accomplished! You win! *****MISSION 2: Somalia Coast***** Background: While the USA is performing the crackdown on the GLA, they are also delivering aid supplies to desperate regions that are suffering very heavily. Unfortunately, local warlords linked to the GLA continue to threaten their convoys of food and medical supplies. Your mission is to ensure the safe arrival of the supplies, and the total elimination of the GLA troops in the area. The navy is supporting you in this area. Meanwhile, other USA armies are busy searching for more Weapons of Mass Destruction of the GLA. Factions: Friends: Blue: USA Enemies: Green: GLA You are now in Somalia, the land of the movie Black Hawk Down. In fact, this mission has a lot of parallels with the movie. Like the bombardment of the docks, and all the street fighting with the heavily armed locals. Fortunately, no aircraft were downed this time. The opening cut-scene features many battleships firing on the GLA units on the docks, note that they are there to clear the docks, not destroy it, yeah right. Meanwhile, the Raptors, 2 by 2 are bombarding their tunnel networks (Hey, I just saw them fly over the GLA units, and then they explode! I wonder if those raptors have some psychic powers or dark force. Heh heh heh...) You are then left to play. Move your troops to the warehouse, using the battleships to take out the bunkers blocking your way. By the time you secure the warehouse, more units will arrive in the docks, and the supply trucks will begin coming in. Now, defend the warehouse until all trucks have entered the warehouse. It is not very hard to do so. While you are at it, call in the battleships to blow up all the Bunkers and Stinger Sites you can see on the map. While you are guarding the warehouse, consider playing a game called laser shooter with your Missile Defenders. Here's how you do it: Precise Tip! Painting a big Bulls eye on them The Missile Defenders have a unique ability. The Laser Missile. Using a special laser sight similar to those of sniper rifles, the Missile Defender can target enemy units and aircraft much more accurately, and will shoot much much faster! To use the Laser Missile ability, simply click on the laser missile button on the command bar, and then click the target you desire! Then, the Missile Defender will aim the laser at the enemy unit for a second, then the fireworks begin! Unfortunately, this ability is useless against enemy infantry and structures, so when you see enemy infantry coming, run! After all 10 have arrived, and you have heard the crowd cheer, you can receive your construction dozer, so, build your base, and build fire bases and patriot missiles in alternation to each other. However, be prepared, as GLA will use SCUD Launchers in this level, and they can easily out shoot your Patriot Missiles and Firebases. Base Defense Tip! What to garrison in a Fire Base Always garrison one pathfinder and 3 Missile Defender in each Fire Base! The Pathfinder can pick your enemy's infantry off, while the missile defender shoots at the tanks. You should be aware of a small GLA outpost in the northwest of the city behind the hills, consider sending a Ranger to capture the barracks there if you wish, or just send in Col. Burton to destroy everything. Now, the business of destroying the GLA base is well, easy peasy! Just continue to bombard them with the battleships and comanches until they are gone! The Battleship bombardment has similar power to a level 2 Artillery Barrage, and you can use it sooooo frequently! Easy! Just use them as if they are mini superweapons! I tell you, easy! Much easier compared to those hectic 15 hours of troops struggling in the city in Black Hawk Down! Another mission accomplished! *****MISSION 3: Mount Elbrus, Russia***** Background: Having successfully protected the supply convoys to deliver their aid in Somalia, the USA army has found top secret documents related to the GLA chemical weapon production program. They have identified the location of a top secret chemical production plant in Mount Elbrus, deep inside Russia, and will respond to this threat. Your mission is to send in Colonel Burton's team to take out this facility. Factions: Friends: Blue: USA Red: China Enemies: Green: GLA In the start of this mission, we will be treated to a hilarious cut-scene featuring the B3 (or is it U3?) bombers. Those bombs are so cool, they fall straight down, totally unaffected by air resistance, and I must say, those American bombers really do a good job sending people to the moon! Colonel Burton will be air dropped in with some other infantry units. Meanwhile, Chinese Secret Agent Black Lotus will be dropped off on the other side of the river, she brags about the Helix helicopters and challenges you to a race, "Your Chinooks are durable, but I prefer the strength of our Helices." and you are left to play. The race is on! Your task is to reach a certain inn right in the middle of Casablanca called Riad Catalina! Oh, ahem, excuse me. No, this is not the Amazing Race, it's just Mission 3. As soon as you can get control of your troops, snipe at the infantry while Colonel Burton destroys the Radar Vans before they can squish you all flat. As you may have probably already noticed, there are just so many garrisoned buildings in the town, so you will need flashbangs to clear them. So, head north, engaging any units you meet. Leave the infantry to the pathfinders, and the vehicles to Colonel Burton. You will reach the Prisoner-of-War camp. There will be a cut scene. Colonel Burton says, "I can see the POW camp, looks like they have a tunnel network that passes under the river." Black Lotus will then start capturing the GLA buildings in the camp opposite the POW camp. Boy, and she does a good job out of it. In the confusion, the Chinese managed to use a Bomb Truck to blow up the Tunnel Network! How can she do that!? Those GLA troops must be blind or something. "Nice work, Lotus. I just can take care of a couple of guards, and everyone will be freed." So, take everything out in the POW camp, and some rangers will come out of the camp. They are free! With the new Rangers, you can clean up all those garrisoned buildings in the town. Go north, and you will come to several tunnel networks by a bridge, be careful here, as there may be units waiting to ambush you from the inside. To the northwest is a second POW camp. You know the drill, destroy everything, and the rangers will be freed. Notice this strange tank there? It's a microwave tank, good to disable enemy buildings. You will also notice that the area around the Microwave Tank looks a little bit distorted. This is due to its Microwave Field, any infantry unit that gets inside the field will slowly lose health until they get incinerated. Note that the microwave field does not work while you use the Microwave Beam. Tip! A new way to clear garrisoned buildings With microwave tanks, you can "ding" the people hiding inside civilian buildings. Just set it to High to bake a delicious meal. Heh heh! Now that you have the microwave tank, you can continuously disable and destroy those stinger sites and tunnel networks. Have fun! When you reach the mountains, order Colonel Burton to climb up. Now, Colonel Burton will blow up the mountainside, starting the avalanche! The avalanche really WILL bury the lab forever! Mission Complete! *****MISSION 4: Amisbad Oil Fields: Iran***** Background: Information recovered from the Chemical Lab confirms that GLA really is carrying on its chemical weapons program. The US suspects that the GLA General code-named Dr. Thrax is behind all of this. Dr. Thrax is an elusive extremist and has been charged with war crimes by the world court. Intelligence sources have traced his funding to oil fields in Iran, your mission is to liberate the oil fields, and destroy the GLA base guarding it. Factions: Friends: Blue: USA Enemies: Yellow: Misguided civilian population Green: GLA This mission begins with a lovely air show over the skies of the Amisbad Oil Fields. The Quad Cannons are busy trying to shoot those planes, but there are just too many of them. Now that we have landed, the airstrip is secured. Build your base! Capture the oil derricks around your base for a start, just use Construction Dozers to remove those demo traps and booby traps. Supplies are scarce, so it is vital that you capture as many Oil Derricks as possible. Discouraging Tip! You had better not try to garrison the buildings, or you'll be sorry When you are playing as GLA over the LAN or internet, always try to reach the towns first and use rebels to place booby traps on the buildings, now, the opponent WILL think twice before trying to enter those buildings. Of course, he can also use dozers or workers to remove those traps, but that's too annoying. Anyway, stealth detectors can easily detect the booby traps, and the Dozers can clear them with one scoop of their blade. Now, build fire bases loaded with Missile Defenders and Pathfinders on the 2 bridges, and place some Paladins and Avengers next to them to stop the scud launcher missiles. Tip! How many Avengers and Paladins do I need? Regardless of offline games or online games, it would be wise to build a paladin tank or an avenger for each rocket solider the enemy has, and 2 for each Scud Launcher or Tomahawk Missile they have. However, these 2 units cannot stop artillery shells, so be careful when playing against China. While you are building your base, you will be informed that a neighboring town has been poisoned by GLA propaganda, and are sending units to attack your base. So, go north and destroy the radio station ASAP. Colonel Burton is good at this. To clear the occupied structures, simply send in the Microwave Tanks to ding them out! Ha ha ha! If you are playing on medium difficulty or above, there will be a SCUD Storm built, luckily, it is in an outer area of the main base, so use a microwave tank to ding it and disable it, while Colonel Burton destroys it. Be careful of that single tunnel network there, as units will ambush you from inside the building. So, I guess you should kill enough units to get promoted to a 3-star general, then you can A-10 Strike that network, after that, nothing can react fast enough to stop Colonel Burton from destroying the SCUD Storm. After that, I suggest you let Colonel Burton hang around there, as he can keep the Workers at bay from rebuilding anything. Now, it's time to build an attacking force. I recommend attacking from the Eastern Side of the base, as you have cleared that entrance with Burton Already. Send in as many Paladins as you like, but build at least 15 of them, as the enemy just loves to use Scud Launchers and RPG Troopers. Also, build Tomahawk Missiles and keep them in the rear. Some Humvees with Pathfinders and Missile Defenders inside can also support your advance. Wipe them out, all of them. Although Lieutanent Eva may suggest that you capture some oil derricks there, it is rather difficult to hold them, as it will cause the GLA to attack with renewed vigor. Apart from this, reinforcements will also be airdropped in periodically. Use those units if you are short of cash. Attack from the east entrance, and you will experience minimal losses, as all the traps have been cleared. Wipe them out! All of them! Caution! Highly Explosive Humvees When a Humvee is destroyed, the infantry inside all die! (Perhaps it is because the petrol tank of the Humvee is dangerously close to the passenger compartment, hence, when the Humvee explodes, the petrol tank will burst into flames, causing your infantry units inside to scream like canary birds) So, when you notice that your Humvee's energy bar is almost empty, evacuate all units! *****MISSION 5: Dr. Thrax's Chemical Plant***** Background: Dr. Thrax has been tracked to a city, name unknown. He now orchestrates his last stand against USA. He has now managed to perfect a new and dangerous type of chemical called Anthrax Gamma. Anthrax Gamma is a new, powerful nerve agent, and the Dr. is planning to launch these new chemical missiles to metropolitan targets all around the world. Your mission, is to capture all 4 missile launch pads before a single missile is released. Factions: Friends: Blue: USA Brown: GLA Rebels Enemies: Green: Dr. Thrax The starting cut-scene shows a satellite codenamed Powers tracking the location of the chemical factory. Then, a lot of funny little missiles are fired into one of Dr. Thrax's bases, wiping out the storage bunkers. You are now left to play. Just build your base, and defend it with the usual stuff. Tip! Info about Dr. Thrax Before we begin, I must state what is so unique about Dr. Thrax. Dr. Thrax just loves to use chemical weapons. His rebels and terrorists are all packed with chemicals. So, if you are playing against him in multiplayer, be sure to protect your units by putting them in Humvees and Listening Outposts. Dr. Thrax is so obsessed with Chemical Weapons that even his tunnel networks spray toxins! He starts with Anthrax Beta, and can upgrade it to Anthrax Gamma! So, he is the only general who can reduce infantry to lovely pink salamander man! His Tanks all start with toxin shells, and RPG Troopers fire chemical rockets! Ugh! Disgusting! Fortunately, he has a weakness, it is that he CANNOT make use of camouflaged units, so you can detect them while they are reasonably far away. Tip! Busting Bunkers The enemy likes to ambush attackers from inside the Toxin Networks, upgrade your Stealth Fighters with Bunker Busters and attack their Networks. In multiplayer game always consider using this technology when playing against China or GLA, as their bunkers can easily be busted! Anyway, this method can kill infantry inside buildings too! One thing I find it funny is that, when I used it on a toxin tractor in this level, the vibrations caused by the explosion caused it to fly very very high up in the air! This toxin tractor then did a lot of loop the loops in mid-air, but managed to land on the ground unscathed! It's crazy, I tell you! Well, those people in EA must have watched too many Looney Tunes. To the east of your base, are a GLA camp that wishes to Rebel against Dr. Thrax. This is because they are all fed up with his obsession with chemical warfare, and that such toxins could just kill them all. You can now use their general abilities, like the Rebel Ambush and Anthrax Bomb (Hey, I thought you were fed up with using Toxins, how come you still get to use the Anthrax Bomb?!). While you are holding off their attacks, use a spy satellite on the northern part of the map. The Launchpads are somewhere at the north of the map. Just watch out for their sneak attacks. Build a particle cannon, and some Aurora Bombers. You will need the Auroras to help destroy the SCUD Storm that Dr. Thrax builds. When your Particle Cannon is ready, use a spy satellite to reveal the area surrounding the northeast launch pads, then use the particle cannon to fry all the units guarding the Bunkers. Then, ambush the rebels in and capture those 2 missile launch pads! You are now halfway to your goal. Tip! Capturing Enemy Buildings I have received numerous e-mails concerning how to capture this, how to capture that. It is very simple, really, simply pay 00 in the Barracks for the Capture Building ability, then when it is complete, wait for the Capture Building ability of your Ranger, Rebel or Red Guard to charge up. When the whole button is bright, click it, and then click the building you want to capture. Your infantry unit will then walk over to the building, and place their country's flag next to the building. Then, you will see the target building flashing, and beeping. The more frequent the beeps and flashes, the closer you are to capturing that building. You will be notified by the infantry unit when he has captured the building. Black Lotus can capture buildings much quicker than infantry units, and can do it from a range, due to her wireless network connection. Keep that in mind if you are playing as China. Tip! Aurora Bombers and Economy As you can see, Aurora Bombers are a supersonic aircraft. They cannot be stopped by anti air defenses until they deliver their payload, which means they can always reach their target. Unfortunately, after dropping their bombs, they are just so vulnerable to anti-aircraft defenses, and you will be disgusted that you have to spend another 00 for each of the Aurora Bombers lost. That's why, if you are using Auroras, make sure you target your enemies' expensive structure, like their superweapons, this can help make up for the sunk cost. The other pair of launch pads is more heavily guarded. I suggest you make use of Particle Cannons, MOABs and Spectre Gunships at the same time to create a large enough distraction to keep the enemy units at bay before Rebel Ambushing the missiles and capturing them. --------------- 6. GLA Campaign --------------- *****MISSION 1: Outside the City...***** Background: As the "mercenaries" of the United States continue to hunt down for Dr. Thrax, GLA leaders have decided to stop trying to protect this deranged scientist as he is known to be unstable. The USA is still "senselessly" relying on its air power in an attempt on destroying the last of the GLA. However, neither the USA or the Chinese could really breakthrough to capture the GLA chain of command. The GLA leaders promise a continued war of attrition for world freedom. This is a war that they MUST win! Your mission is to protect the GLA leader as he travels to the airport for evacuation. Factions: Friends: Green: GLA Red: Our Great Leader Enemies: Blue: USA After the news report by ARC (the GLA equivalent of Al-Jazzera I suppose? Heh heh heh.) You will be treated to this cut scene where some USA Humvees are in hot pursuit of the GLA leader. However, they were a little unlucky. They suffered some traffic accidents. One Humvee crashed into a truck that was "really explosive", while the other was squashed by a falling tower! Our leader is safe, for now. You are now left to play. Salvage the resources to upgrade your vehicles. Tip! Salvage Preferences When ever you destroy enemy vehicles, always salvage them to units in this order: Marauder Tanks > Quad Cannons > Techicals > Other units Move southeast, engaging the enemies on the way. Cross the bridge, and you will be treated to more salvage crates, as well as some more RPG trooper Combat Bikes. Cool Tip! Which Bikers shall I use? When using combat cycles, always load them in this order: Terrorists > Rebels > RPG Troopers This is because, loading RPG Troopers in those bikes make them much more vulnerable to tanks. As for the terrorists, well, have fun! It is much better to use suicide bikers than to load a technical full of terrorists and rushing them into your opponents' (human or computer) base! Note that when a Terrorist is riding a Combat Bike, the front of the Combat Cycle has a yellow box with Red Stripes to warn others of your approach. There are some patrols to the northeast, and that's the path we have to go. Instead of taking them on directly, send all bikers to the eastern path, and go down the cliff. Then, you can easily surprise all of those units, and liberate the base to the further north east. Once your base is liberated, build some Maruader Tanks, and upgrade them with the salvage crates. If any of your combat bikes are damaged, just send them to the "service station" that is your Arms Dealer to repair them! Cross the bridge when you have recovered from your losses. There are 3 foolhardy sentry drones near that reinforcement pad, destroy them, you need not capture the pad though. As you can see, the USA aerodrome is guarded by 2 Fire Bases. Send in your troops to "praise" (Stupid accent) and pillage them, and then, you can send the limousine of the GLA Leader to the transport plane. Mission Accomplished! The cause lives on! *****MISSION 2: Cairo, Egypt***** Background: The USA's hunt for the GLA General Dr. Thrax, who the GLA has discredited and denounced has caused great damage to the civilian facilities and buildings. Meanwhile, the USA and Chinese reports that several important GLA leaders have been killed. This results in a complete power vacuum, and many splinter groups are vying for control. One of the splinter groups is led by Prince Kassad, a Libyan General who specializes in stealth tactics and sneak attacks. Your mission is to destroy all of Prince Kassad's command centers, and force him to hand over his abilities to you. Factions: Friends: Green: GLA Enemies: Brown: Prince Kassad This mission starts with a lone rocket buggy codenamed recon-1 patrolling the area around the great pyramids (Wait, there is something wrong here, the sphinx is facing the wrong way here! You got it wrong this time, EA. You better refresh your Geography!). Suddenly, a Scorpion Tank appeared out of nowhere and blew it apart! At this point you will be introduced to the man called Prince Kassad, you now get to see how the GPS Scrambler and Sneak Attacks Work. The GPS Scrambler allows any unit to strike unseen, while the Tunnel Sneak Attack allows you to build a Tunnel Network anywhere on the map for surprise attacks! These 2 abilities are very important for the GLA, so always save 2 general points for those technologies. Tip! Info on Prince Kassad Prince Kassad is the stealth general of the 3 talented GLA generals. He is an important political figure in the Middle East, and has an excellent spy network to do his bidding. Prince Kossad is a stealth general, but he does not have any access to any unique units. However, he has many modifications to his army. All structures can be hidden by camo netting, and workers can be camouflaged when you camouflage your supply stash. Rebels and base defenses are all camouflaged to start with. The hijacker is always available. The GPS Scrambler can be used in Level 3, and has a shorter recharge time. Seems a very terrifying foe, eh? Not really! Prince Kossad has a vital weakness. It is that he CANNOT make use any tanks or the SCUD Launcher! So, any sneak attacks can be ended relatively quickly if you respond. Now, you start with some demo traps and a couple of workers and a command center. Build your base as usual, but not as tightly as before, as the enemy cannot make use of heavy weapons like the Tanks and SCUD Launcher. You have 3 Radar Vans to start with, and you can use the Radar Scan thrice! Watchful Tip! Abusing the Radar Scan Always build Radar Vans in quantity when you play a multiplayer game. Then you can really continuously scan the map for intruders! Radar Vans can also be used to squish stealthy units! (But not Hero Units) Now, as you build your base, continuously scan the map for his troops. Build a force of Marauder Tanks, Toxin Tractors, Quad Cannons and Technicals filled with Rebels. You can now go hunting! Take a Jarmen Kell to snipe at the enemy rocket infantry, but beware of other snipers! Move into the town to the north, there are some RPG Troopers here and there, and can be taken out by your Quad Cannons. Do the same with the Tunnel Network. Continue to go north, and you will eventually reach their first base. Wipe everyone out and capture their command center. You now have the GPS Scrambler! As soon as you have captured the command center, build some Stinger Sites and Tunnel Networks by the bridge to secure the area, then you can work on your next strike. There is an extra supply dock to the west of your base. Send workers there to collect the supplies when the current are exhausted. Now, send in Toxin Tractors to clear those 2 bunkers across the bridge, then build a team of 2 Quad Cannons and about 4 Rocket Buggies, and bring Jarmen Kell Along. Get across that bridge, and play our latest piece of work, rocket "ballad" (bad accent again by those Rocket Buggies!)! Whoosh whoosh whoosh whoosh whoosh whoosh! That's really musical indeed. Kill everyone, taking care of the Demo Traps and capture the Command Center to the south west with a Rebel, you now have the sneak attack! Fast Tip! Catch me if you can Always have a practice to "hit and run" when using Rocket Buggies, they are very fast, and hence can outrun most units in the game. This way, you can really buzz around your opponent like flies and annoy his tanks! For best effects, upgrade them to the max, and use at least 4 of these at once! Then, there should always be rockets flying in the air! Now, we have to quickly build a team of bomb trucks, this is because, Prince Kossad will have built a SCUD Storm any minute now, and you will have 5 minutes before he uses it. If he really has built a SCUD Storm, perform a sneak attack on the south west corner of his base. Then bomb truck the weapon into submission. After that, you can just continue to sneak attack from time to time into their base, and eventually you will be able to reach Prince Kossad's Command Center and destroy it. Just watch out for the Bunkers and the Palace, as Prince Kassad has been smart enough to garrison it full of RPG Troopers. *****MISSION 3: Matala, Crete***** Background: It is now revealed that the GLA is once united again. A powerful commander has taken charge. The US is now strengthening their defenses in bases around the world. Your Mission is to steal a Particle Cannon, and use it against the US Mediterranean Fleet. Such an action will severely weaken USA's foothold in the Mediterranean Sea. Factions: Friends: Green: GLA Enemies: Blue: USA You start with a small force of RPG Troopers, Rebels and Hijackers along with 3 Techicals. Explore the beach, and kill all enemy infantry, but steal the Crusader Tank. You will find another Tunnel Network, use it to transport troops to the neighboring island. There is this lone tomahawk there, steal it before the pilot can get to it. Now, go north west, there are 3 crusader tanks, destroy them, and you can liberate that small camp there. Jarmen Kell is here to help you. So are some Quad Cannons and a Toxin Tractor for the taking. Now, go to the northeast, and neutralize those 3 tanks. Use Jarmen Kell on the Firebases! I made a new discovery here. Tip! Weakness of the Fire Base Exploited! I found out that, a fire base can be destroyed in 3 shots by Jarmen Kell! So, whenever you are playing against a USA player, feel free to snipe at his firebases! When it explodes, the infantry will all die! (and scream like canary birds, so that's why they call it a FIRE Base!) See those Cold Fusion Reactors? Send Rebels to capture them. Now, guard this area with Quad Cannons. Notice this island to the northeast? That's your next stop on this Mediterranean cruise, send your Crusaders, Jarmen Kell, Technicals and that lone Tomahawk Missile over in a sneak attack. Clean the town up, steal as many US vehicles as you can, and then head northwest to the arms dealer. Kill everyone and liberate it! With the Arms Dealer in hand, feel free to build some Marauder Tanks! Upgrade them with salvage crates. There is another island to the northeast with more goodies, so dig a tunnel there if you like. Now, head northeast, to the pass. This pass is defended by some Paladin Tanks and 3 Tomahawk Missiles, so you should destroy these units before you attempt to go through. Now, as for the Bunkers, use the Particle Cannon and your lone tomahawk missile to destroy those defenses. When they are all destroyed, send your units through the cleared pass, and into your hideout. Kill the remnants of the enemy guarding the base, and the base is yours. Start pumping out workers to build an Arms Dealer, more Black Markets and some Stinger Sites in the east and camouflage them. You are now ready for the assault on the main base. At this point, there are 2 methods to reach USS Reagan, one is by brute force and sneak attack, and another is by stealth infiltration. I suggest the latter. But before you do it, use the Particle Cannon and destroy the enemies' Strategy Centre, as they are equipped with Search and Destroy Stealth Detection System. The best method is to send in Jarmen Kell. Sneak him in with your tunnel networks, and move east, then south, when you approach a Patriot Missile, use the Particle Cannon to destroy them to prevent them from detecting you. It will take a certain amount of time, but eventually, you will reach the USS Reagan. Fire the Particle Cannon one last time on it, and then, watch as it gets sawed in half! Mission Accomplished! *****MISSION 4: Western USA Coastal Toxin Facility***** Background: After the destruction of its aircraft carrier USS Reagan, the USA has re-evaluated its position to place forces overseas. The ultimate hope would be the complete withdrawal of US forces from Europe, and will result in a complete GLA victory. Your mission is to raid the Western USA Coastal Toxin Facility and to steal 20 samples of toxin, so that you may have more ingredients for your Chemical Weapons. Factions: Friends: Green: GLA Enemies: Blue: USA Yes, this is the story of Jarmen Kell and the 40 Thieves! You will start with 2 teams which are separated by the coastline. It is really a point to point coordination mission. You follow the on-screen instructions to complete the mission. Let's start with Team 1. You are to hijack the automobile ferry. (Hey! It looks just like the Hong Kong Star Ferry! You lousy copy cats!) Before you do that, snipe at those 3 vehicles and steal them. After you hijack the ferry, you can hit the transport button on the ferry to send your troops over to the other beachhead. Looks like the perfect place to sunbathe, eh? Suddenly, beep beep beep, boom! A demo trap is set off! You will now be informed that the Americans have mined the beach, so we will have to obtain a Radar Van. So, switch to Team 2. As Team 2, move east. There are 3 Technical Trucks in a parking lot for you to use. Commandeer them, and upgrade them with the salvage crates. Then go down the hill and do some bodywork with the Humvees. When they are destroyed you can send any infantry unit into the Radar Van to capture it. Now, you can use the Radar Scan, without having to recharge too! If any of your Techinicals are damaged, simply send them to the Tunnel Network to recover health. With the Radar Scan, you can navigate the beach with ease. Just reveal the Demo Traps, and have your units destroy them to give them vetrancy. You will eventually come to 2 Rangers and an empty Paladin Tank. Kill the Rangers and steal their Paladin! To the south, are some GLA Prisoners of War in that enclosure. Break down the fence to rescue them. There are many Terrorists, so let them steal those sports utility vehicles. DO not steal the Tomahawks yet, though. Switch back to Team 2. You will notice some Crusader Tanks across the bridge, along with 2 Patriot Missiles. Use a lone hijacker to distract the tanks while your remaining forces destroy the Patriots. Once all forces have been eliminated, send a lone Rebel over to the valve station. Enter it, and the reservoir will be drained, allowing Team 1 to proceed. Submitter's Tip! Marcus Krol's Tip At GLA's mission 4, you can destroy the base defense by the bridge easily... (you know before you capture the valve station)... you just need to use Jarmen Kell on the tomahawks, and then capture the stationary fire base and let it hack away on those paladins and missile defenses... you get zero losses and many more units to use... Switch to Team 1, cross the bottom of the dried up lake to the other side, you will come to an airfield. Destroy it quickly. Once the airfield is destroyed, you can steal those 2 Tomahawk Missiles that I have told you to ignore earlier. With the Tomahawk Missiles, destroy all of the Bunkers overlooking the valve station. Send the Tomahawks to the POW Camp across the bridge to free more units. Commandeer and upgrade the Technicals to the max. Then switch to Team 2. As Team 2, move to the Cold Fusion Reactors and destroy them all. Then move them up the hill and capture that Artillery Platform there. Then wait by the warehouse. No need to steal any battle buses. Switch back to Team 1, and make your way to the northwest, destroy those units inside the garrisoned structures, and continue the advance, wiping out any bunkers you find. There is another POW camp to the far west. Free your brethren if you please. Now, send in your Tomahawks and destroy the rest of the Bunkers guarding the toxin facility. Then you can move your troops in and capture them. See those empty Quad Cannons? You will need them later, as you have to defend your convoys when the US sends reinforcements. After about 5 toxin samples are secured, the USA will start sending in Reinforcements. All reinforcements come from the eastern edge of the map. So, now, it's a matter of endurance. Just hold them back. Once the 20th Toxin sample is loaded onto the plane, the mission will be complete! Now, as the transport plane takes off, some more rebels stay back to hold the Rangers off. You have not seen the last of us, USA! *****MISSION 5: Stuttgart-Vichingen, Germany***** Background: The last so-called superpower in this world, the USA is crumbling. GLA makes thing worse by humiliating America by penetrating its own borders and stealing its weapons of mass destruction. Washington decides to abandon Europe and actively defend their homeland, and the GLA is really ambitious to force this to happen. Your mission is to destroy the USA base in Stuttgart-Vichingen, Germany. Factions: Friends: Green: GLA Orange: GLA POWs Enemies: Navy Blue: USA Sky Blue: USA Southern Support Base In the beginning of the mission, you find a large group of GLA Tanks and Rocket Buggies attacking a Chinese Base. The Chinese tried to stop them, but failed. Now, you have complete control of the Chinese base! Now, build your base, including a GLA Command Center, and mainly Chinese Buildings. Quickly defend the eastern and northeastern entrances to your base, as this is where the support base will attack. Build some Helices and garrison Tank Hunters inside the ones with Bunkers. Then quickly raid their base. The Sky Blue Support Base is poorly defended against air attacks with their 3 far apart Patriot Missiles, and can be taken out very swiftly. While you are raiding their base, build a propaganda center and quickly build 2 Nuclear Missiles. Also build an Internet Center and Satellite Hack 1. Garrison Hackers in too! You can now see the area around each command center. As you can notice, the USA Base is busy building a Particle Cannon. If you are fast enough, both countdown timers of the Nuclear Missiles will be less than 4:00 when it is completed. At this point, focus on the defenses of the north and north east of your base. Build 2 layers of Gattling Cannons to stop their air strikes and some more Helices with Battle Bunkers and Tank Hunters, as the USA heavily relies on Air Power. When your Nukes are ready, fire them on the particle cannon. It will destroy it, and by the time the USA builds the replacement, you should have less than 4 minutes left on your Nukes' timer. The USA will build a second Particle Cannon on the far eastern edge of their base. To counter that one, sneak Black Lotus in by a Helix in the Far eastern edge of the map, and drop her to the east of the Particle Cannon, behind the transmitter station. You can now capture the particle cannon before they can even react. After you capture this Particle Cannon, the USA will not rebuild this one again. With the Superweapons taken care of, you can fight in a more even basis. First things first, free the POWs in the southern support base before they are transferred. Then, the freed POWs will set up their own base, and this can divert the Americans' attack. Another thing to note is, that the USA base has more than 5 airfields in use, and hence can attack your base with 24 fighters at once! So, build lots and lots of Gattling Cannons! You can now build up a strike team. Build up a team of fully upgraded Overlords and hide them in Helix Helicopters. Build some Inferno Cannons too and load them inside Helixes. Upgrade half of your Helices with Gattling Cannons and the other half with Propaganda Towers. Load the Napalm Bombs as well. Wait for a Nuke to be ready, and then Nuke their airfields to clear that area for your units! Then, send in your large group of Helices in through that eastern edge of the map. Drop everything! Have your Helices cause Chaos by dropping Napalm Bombs on every Structure you find! Then, send you Overlords and Inferno Cannons to further flatten their base! This 2 Pronged Attack is very difficult to stop, in spite of the large number of anti air measures they have. With luck, you should be able to destroy more than half of the USA base before they can take the upper hand. If you are fast enough, you can easily destroy the entire base! Brute force rules! (Of course, another way to win this mission is to endlessly mass Nuclear Missile Silos, then send all of them into the enemy's base at once, in different locations. There will be a lovely orange glow in no time...) With the main base down, all that remains are some USA stragglers still on the field. Hunt them down, and the liberation of the world will soon be complete! Watch as the GLA erects statues all over Europe in order to show that they have seized control. Dead symbolic, isn't it. Nah... *****ALTERNATE METHOD***** Another way to beat this level is to rush the sky blue USA support base and capture everything there as soon as the mission starts. Then you can have even more advantages, as the USA main base would have many more places to target. Besides, the faster you rescue those orange POWs, the faster they can set up their base and the earlier they can harass the main base! You may also want to capture the oil derricks on the island on the northwest corner of the map to obtain steadier cash supplies as well. Of course, with so many tech trees available, I would recommend you to build more USA units, particularly Aurora Bombers to cause major damage in the main base. The Orange team then can act as the Cerberus Dogs that pick on the bones of the American base! As you continue with these attacks, the American Base would be so weak that you can send a small strike team with Overlords, Helices and Inferno Cannons to finish them off. ------------------ 7. China Campaign ------------------ *****MISSION 1: Stuttgart-Vichingen, Germany***** Background: As the USA continues to strengthen its homeland defense, China decides to participate in the war against terrorism. The Premier denies any affiliations with those GLA hoodlums, and condemns the fact that some of China's units were used against USA bases. Chinese commanders now pledge full ambitions to remove the GLA from American bases in Europe. China cannot stand anymore equipment to be stolen by the GLA and used against the USA. China has recently Nuked the overtaken American base in Stuttgart, but some GLA stragglers still survive, you mission is to hunt down those stragglers. Factions: Friends: Red: China Enemies: Green: GLA After this news report by BCTV (a pirated version of the state television station CCTV, I suppose, heh heh heh.), you will be shown a nuclear missile being prepared for launch. Apparently, our senior intelligence officer Lin Zhon was very angry at the GLA for stealing our hardware, she is also shocked that the United States were defeated so easily, and says that, they may think that they have won the day, but they have regretted too soon. Too soon! In fact, a few seconds later, the Nuke was dropped onto them! Most of the GLA were killed, but there are still some survivors of the blast. You are now left to play. So, build your base, and defend it from the north with 2 Gattling Cannons and a Bunker filled with Tank Hunters. Then, upgrade your overlord with a speaker tower, and send your troops east, across the river. Take the listening outposts with you to detect stealth. Tip! Extra Value Meals Through the production of troop transports in the War Factory, you can easily produce both Red Guards and Tank Hunters en masse now! The Troop Crawler costs 00, but comes with 8 Red Guard, so it actually costs 0. As for the Listening Outpost, it costs 0, and comes with 2 Tank Hunters! So, it actually costs 0 as well! Keep that in mind. In the North, there is a town, and it is garrisoned by troops, and has a couple of Demo Traps here and there. Use the Listening Outpost and detect those traps, and use the Inferno Cannons to destroy them. AS for the Garrisoned buildings, clear them out with Flame Tanks. The rest of the opposition can be taken out by your tanks with little trouble. Now, it's time to move east. Clear the town, the same way as before. The GLA base is to the north, past that river crossing. Send your troops across, but beware of those Demo Traps. When they are clear, call in Carpet Bombs and Artillery Barrage to weaken the enemies' defenses. Then send your troops in. To minimize unit loss, try to allow your Overlord Tank to take most of the strain, as it has the highest HP. Then, when all GLA structures are destroyed, the mission is complete! *****MISSION 2: Beijing, China***** Background: The recent attacks on the GLA has left them stunned, and their command is going underground again. To counter further GLA attacks, the homeland security has been tightened significantly. The Chinese Premier assures that the GLA will not be able to infiltrate China as they have done that to America. Meanwhile, the people throughout the nation and ready and prepared for any bad situations to come. Unfortunately, the GLA really intends to revenge against China for entering the war. Therefore, they attacked one of China's Nuclear Reactor Complexes outside Beijing, my beloved capital city. Your mission is to secure the complex until reinforcements arrive, and then destroy the GLA from the area completely. If they manage to destroy a Nuclear Reactor or a Nuclear Storage Bunker, then they would have won the encounter. Factions: Friends: Red: China Orange: Chinese Communication Outposts Enemies: Green: GLA The opening cutscene shows a large horde of terrorists charging towards your nuclear reactor. They were stopped by your Gattling Cannons, however, a wave of Bomb Trucks then appeared! They were to much for the Gattling Cannons to handle, and well, they blew up half of your base! You can now assume command. It's time to get your bearings. Have a Nuke Cannon guard each corner of the base, and equip them with the new Neutron Shells! Then, load all available Bunkers with Tank Hunters. Now, it's just a matter of endurance. You have to survive for 10 minutes before reinforcements arrive. Atomic Tip! Take me to your leader, earthling, or I will atomize your face The Neutron Shells and the Neutron Mines are relying on the power of a sub-atomic particle, the neutron to kill the enemies. Both have a very special capability. One, they vaporize, or atomize infantry units instantly, and two, they can kill drivers inside vehicles, making them vulnerable to capture! The Neutron shell can also kill enemy infantry garrisoned in buildings! Ah, this is great! Maximum Security Tip! About the 2 types of mines With the release of Command and Conquer: Generals Zero Hour, China has received a new type of Mine, the Neutron Mine. The Neutron Mine is actually some kind of proximity nuclear device, and when it detonates, neutrons get released rapidly, and releasing nuclear energy, and kills instantly. Even the metal alloy outer armor of the tanks cannot withstand such energy, and the people inside will get fried. Hence, enemy units will lose its side, and you can send people out to capture them. Neutron Mines cost 0, and become available once you mine you structure. Both types of mines are very effective in preventing saboteurs and infiltrators from wrecking havoc on your buildings. For instance, if you are inattentive enough, your opponent most likely will send Col. Burton into your base, and plant demo charges all over your buildings, and cause major damage. But with the mines laid, he cannot get close! Hence, if you have the money, mine all of your structures, and it can save you a lot of trouble. Although mines cannot effectively stop units that attack from a range, they can easily notify you if your opponent has snuck a Black Lotus or other Stealth unit into your base, as they come near your mines, you will be notified "Stealth Ability Neutralized" in that case, you can quickly take action and put a quick stop to their sneaky attacks. Another thing to note that, some new vehicles cannot go without a driver like the Combat Cycle. When they step on a Neutron Mine, the rider dies, and then, the Combat Cycle will lean over to the side, and explode. After you can withstand the GLA attacks for 10 minutes, reinforcements will arrive in Helix Helicopters. Those Helices are already upgraded with Speaker Towers and Gattling Cannons, even better! Now, it's time to re-build your base to its former glory. Make sure you fortify the north, south and west, as attacks will come from all directions. Tip! Helices and Hoards As you can see, each Helix Helicopter can store up to 1 Tank and 2 infantry units at once. So, which means that for every tank you build, you must build one Helix. Use this to your advantage, when you have a large number of Helices in the enemies' base, drop everything, and the enemy will have to fight very hard to either stop your tanks or your Helices, so there can be a mutual distraction effect, as the enemy probably will panic and don't know which units to target first. In the confusion, feel free to send your Helices everywhere and Napalm Bombing everything while your Tanks hold off the enemy units and fire on base defenses. Destruction guaranteed. Space Management Tip! Helix Loads Different Units take Different Number of passenger spaces in a Helix. Here is the list of all of the units that can be transported by a Helix Helicopter and their respective space usage: 1 Space: Red Guard, Tank Hunter, Hacker, Black Lotus 3 Spaces: Battlemaster Tank, Dragon Tank, Gattling Tank, ECM Tank, Inferno Cannon, Overlord Tank 5 Spaces: Construction Dozer Units that cannot be transported by Helices: Troop Crawlers, Listening Outposts, Nuke Cannons If you want to use a Helix as an infantry transport, always upgrade it to a Bunker, then, the passengers can fire at enemies while they travel to their destination. Otherwise, upgrade them evenly with Speaker Towers and Gattling Cannons for an all rounded assault. Helical Tip! More about Bunker Helices A Helix with a bunker installed can go a long way. After all, the infantry inside can easily fire out from the Gun-Ports, making the Helix much deadlier than before. The best way to use these babies is to load them full of Tank Hunters, then you can watch your opponent's tank rush die! If they use anti air u its, use your smaller tank hoard to take them out, then let your Helix take care of the rest! In fact, this tactic has allowed me to win even those I am outnumbered 2 to 1! Even units with anti-missile abilities get shredded in a flash! Of course, if you are playing as "Anvil" Shin Fai, the Chinese Infantry General, his Helices come pre-equipped with Bunkers, and can hold 8 infantry instead of the usual five! Hence, if you see one of these coming to your base, you really would want to shoot it down fast! When you can finally gain control, start pumping out Battlemasters and other units, and load them into more Helices! Upgrade each Helix with different peripherals, and most important of all, the Napalm Bomb! Now, the first GLA base is to the southwest. Carpet Bomb the Stinger Sites, then sneak your units through. Drop them before they can react. Then start wrecking havoc. As soon as all units are dropped, use your Helix Helicopter to Napalm Bomb their base! The base should be gone in a flash! Just watch out for those RPG Troopers in the palace. There are 3 other bases, in the other 3 corners of the map. Use the same tactics against them and soon, victory will be yours! *****MISSION 3: Coburg, Germany***** Background: While the GLA is trying to force China into a nuclear stalemate, the Chinese Premier has been invited to participate in the European Security Council's Defense Summit. China has been given the task of driving the GLA out of European cities. Meanwhile, the Chinese Premier regrets the use of Nuclear Weapons against the GLA, and promises the United Nations that they will show more restraint in the future. Your mission is to liberate the city of Coburg, by destroying all of those GLA statues there, before the whole world disagrees with you. Factions: Friends: Red: China Enemies: Green: GLA You have been given a base in the southwest quarter of the map. Build your base quickly and fortify it. This mission is rather difficult, not because of the strength of the GLA, but because of the International Opinion meter. Apparently, the whole world is watching us! The longer the battle goes on, the more our International Opinion will fall. If the International Opinion drops to zero, the results will be disastrous as riots will occur around the world to all for us to quit. So, we must strike swiftly! Build a reasonable sized Tank Hoard, accompanied by some Gattling Tanks, Dragon Tanks and some listening outposts. Start hunting! The first statue is directly to the north of your position. There are a few invisible Stinger Sites guarding it, but they can be taken down with no trouble at all. Destroy the statue, and the International Opinion will rise! The second statue is to the east of your position. At this time, there may be a team of SCUD Launchers and Scorpion Tanks coming from the east. Use a relatively smaller Tank Division and outrun their SCUD Missile. Then you can destroy those enemy vehicles. This statue is not so well defended, and you can take it out with ease! Now, you can receive your second time extension! (Just like those rally games in the video arcade!) Now, you will notice that there is a statue to the north, and another one to the east. Go for the one to the east first. Hurry, destroy the Stinger Sites and destroy that statue! The world cheers again! There is another statue further east by the GLA outpost. This is the outpost where the GLA pumps out most of their units against you. So, I suggest that you retreat as soon as possible after you destroy that statue, otherwise, they will send in large quantities of troops after you, and will result them being outgunned. Now, head back west to the other statue there. It again is guarded by camouflaged stinger sites, take them out and destroy the statue! Now, there should only be one statue left, in the north of the map. That's where the GLA's main base is. If you are fast enough, you should have 40+ International Opinion left on the meter or so. So, build up a large strike force, and go in, and destroy it! Remember to clear out those garrisoned structures with Dragon Tanks first, though, as there are RPG troopers inside those buildings. Destroy the last statue, and the mission is complete. Note: Another way to destroy the last statue is by Carpet Bombing. However, it seems that EA is planning to remove this ability in this mission in an upcoming patch, so I advocated the above method. *****MISSION 4: Halberstadt, Germany***** Background: China is continuing its liberation of Europe. In the latest Security Council meeting, the Premier humbly accepted the gratitude of the European nations. The Premier warns that the GLA is like a wounded animal, but it must not be able to hide so that it can recover its strength. Meanwhile, the USA decides to focus on its own borders, so it's up to China to continue the crackdown on the GLA. Your mission is to destroy all retreating GLA forces that pass through this area. Factions: Friends: Red: China Enemies: Green: GLA Well, the GLA is retreating, and the China is now catching and killing those enemies. You start with a pre built base, some Helices, some Overlords and some Nuke Cannons. Upgrade your Helices with Speaker Towers and Gattling Cannons, and transport your Overlords in them. After all, "Da Helix isun't dee only powerhaus!" I directly quote from those Overlord Tanks. Tee hee. Very soon, you will be informed of the GLA retreating along the path shown on your radar. The GLA are coming from the western side of the map, and are moving northeast. Send in your Helices and tanks to stop them! While you are at it, send Red Guards to all the Artillery Platforms in the area to capture them, and you can see most of the battlefield. When wave 1 of the GLA has been stopped, you will be notified. Continue to pump out Helix Helicopters and upgrade them with various peripherals for the task. Wave 2 will shortly come from the southern edge of the map, moving north, so send your Helices and Tanks there. When the GLA sends in their Quad Cannons, simply use your Overlords to deal with them. After some destruction, Wave 2 will be defeated. Now, build more Helices and brace for Wave 3. Wave 3 comes from the far south west corner of the map. Be aware of it, the same methods apply. Wave 4 comes from the south east. Wave 5 comes from the south west. As for Wave 6, things will get slightly harder. Our intel has been jammed, so we cannot predict which direction the GLA are going through. However, I have played this mission several times already, and have found that the GLA will be entering the region from the west and the south, so watch those 2 areas. You have to be more careful, as more units will enter the region at once, and sometimes, will be too much for your own units to handle. When the final GLA unit has been destroyed, the mission is complete! Submitter's Tip! Nat Ng's Tip There are several "Keys" to beating this mission without even beginning to sweat. Here they are: 1. There are NO enemies on the map at the start. This means that you can send your forces just about anywhere and not worry about them being killed. 2. Capturing the artillery platforms gives you a very wide sight radius! If you capture all the artillery platforms, you can see nearly the whole map. Needless to say, this is vital. 3. The enemy is using almost no infantry. The only infantry I've actually noticed in this map was a group of Terrorists coming from the Southwest. So here is my strategy: Train lots of rocket soldiers and a few Red Guards. Keep building Helices nonstop from your airfield. Upgrade the Helices in this order: For every 5 Helices, have 1 prop tower, 1 gattling cannon, and 3 bunkers full of Rocket Soldiers. Always make sure at least one prop Helix travels with each squadron to heal it and detect stealth units. Capture all the tech buildings on the map as and when you have the time. Obviously, when you receive an alert that the enemy is coming from a particular point, send all your Helices there and blow them away. You don't even need to upgrade them with bombs! The only things that might give you trouble are Quad Cannons, but they won't be appearing in large groups until you have enough Helices to blast them away. For the final "two way" part, split your Helices into 2 groups and station them at the centre of the map... then just wait. The artillery platforms give you such great sight range that you can spot the GLA coming and crush them immediately. I used this strategy on my first run through the mission. At the end, I had 20 Helices and about ,000 (if I recall correctly). Not one of my units was lost. *****MISSION 5: Hamburg, Germany***** Background: The China is now destroying scattered GLA forces in the homeland, causing neither civilian casualties nor collateral damage. The Chinese army reports one last stronghold in Hamburg, Germany. Your mission, is to destroy this last stronghold of the GLA. Factions: Friends: Red: China Enemies: Green: GLA OK, the GLA is now rather desperate now. They have launched an attack on a USA base near Hamburg, Germany, and have captured it completely. You begin with a rather pre-built base. But still, you should defend it well with Gattling Cannons and Bunkers. Just remember to leave room for expansion in your base. The combined attacks from the USA base will begin very soon, so make sure you also have Helices above your Gattling Cannons and Bunkers for adequate support. Build a Nuclear Missile as soon as possible. Scatter ECM Tanks next to your base defense structures. They can really reflect some of the missiles fired at your base, preventing direct hits, and give more time for the Gattling Cannons to shoot them down. Magnetic Tip! The referee blows the whistle, Roberto Carlos lines up for the kick, he shoots... over the crossbar! The Easy-M Tank (Funny accent here) is rather effective at causing missiles to miss their targets, as long as the missile passes through the magnetic field. This is really helpful. For instance, I once went face to face with 2 Tomahawk Missiles, they fired their missiles at my tank. However, just before they hit, they sort of bended away and missed! Then, I was able to disable them while my tanks come over to destroy it. In multiplayer games, always have an ECM or 2 with your attack hoard, it can make all the difference when the enemy uses their SCUD Launchers and so on at you. However, the ECM cannot deflect shells, so watch out. Now, also build an Internet Center and Satellite Hack! You can easily see the enemies' command center and the surrounding areas, and of course, you can easily see what the enemies' up to. As you see, both the USA base and GLA base will build their superweapons, and they are heavily defended. The USA base is in the northeast, while the GLA one is in the southeast. Instead of attacking their base with impunity, I have a better idea. As it is far too risky to send in the Helices, I advocate attacking the superweapon first with the Nuclear Missile, then with your Artillery Barrage. This is guaranteed to wipe them out. Once they stop rebuilding, you can fight on a more even basis. To minimize resistance, consider nuking an area of their base with a lot of units and defensive structures before sending your Helices in! The rest is pure destruction, enjoy! By the way, this mission is the perfect mission to have fun with Artillery! Simply back your artillery units in the front with Overlord Tanks a plenty, and let her rip! Super Duper Hot Tip! How to start a fire Now, one important type of unit in the Chinese Army are the flame units, they all attack with fire-based weaponry. They include the Dragon Tank, the Inferno Cannon, the MiG and the Helix. All of these are capable of causing Firestorms except the Dragon Tank, when used in large quantities. The Firestorm is a very lethal and can decimate large numbers of units, both Tanks and Infantry. Now you know what it means by Strength in Numbers! I will list each type of unit and the corresponding number needed to start a Firestorm: Inferno Cannon: 4 Inferno Cannons firing sequentially or 6 Inferno Cannons firing in unison. MiG: 4 MiGs, provided that all 8 missiles hit the target within short intervals of each other. Helix: 1 Napalm Bomb and a Firestorm will begin Another thing to note is that when 4 MiGs fire at an enemy air unit like a Chinook, the flames will not only damage the unit, it will also burn anything on the ground below the air unit! So, if your opponent has Chinooks over his Supply Center, sending enough MiGs to hit it will often result in sufficient damage to destroy the Supply Center as well! For best results, always pay 00 to upgrade all Flame Units to make use of Black Napalm. The resulting blue flame is much hotter than the golden yellow flame, and causes 25% more damage! Submitter's Tip! Nat Ng's Tip Again with the Helices - there's a fairly easy way to beat this one. Make sure you tech up to nuke silo fast, and deploy a bunch of Helices. Use them to inch forward and take the artillery platforms to the West. For your General Powers, select carpet bombing, L2 artillery barrage, and mine drop. Defend until you have all these powers (it shouldn't take too long). You may have to endure a couple of Particle Cannon blasts; be sure to move your units whenever a particle beam is nearby. Be sure you have an Internet Center with the Satellite Hack 1. Send a scouting Helix into the USA base with no upgrades. It will almost certainly die, but the info it gathers will be worth it. Now hit the USA base with all your General Powers! Aim for the powerplants. Here is how I did it: first, I dropped an artillery barrage on one group of plants. Then, I sent the Mine Drop in aimed at the enemy's largest concentration of AA troops (that would be Missile Defenders), closely followed by the Carpet Bomber aimed for more powerplants, and immediately followed by the Helices. The idea here was that the Mine Bomber and the Carpet Bomber would draw enemy AA fire, allowing the Helices to pass through the first line of enemy defenses. Finally, just before my massive attack hit the enemy, I launched a Nuclear Missile targeted at another large group of powerplants. If you do it right, your Helices should arrive just in time to destroy the last couple of plants, thus powering down the USA base and rendering those nasty Patriot Missiles and the Particle Cannon inoperative. At this point, it's a matter of mopping up the US base. KO the enemy's antiair troops ASAP, and destroy all their dozers and their Command Center. Now, with your Helices, clear out the remaining enemy troops. Drop Red Guards into the base and begin capturing the US structures. I don't need to tell you which structure to capture first, right? ;) If you did it right, all your superweapons will be back on line before the GLA Scud Storm is ready. As usual, use an artillery drop or mine drop to scout the GLA base and find the Storm. (It's in the southwest corner.) Drop the Nuke and Particle Cannon on it simultaneously to level it. After that, just keep hitting the GLA base with General Powers and your Helices. They have heavy SAM defenses on the perimeter, but if you blast through with the Powers, your Helices can enter the base with minimal losses and destroy it from the inside out. Its defenses in the centre are pitiful. Finally, there is a small GLA base to the southeast: your Helices should be able to flatten it with no trouble at all. ---------------------- 8. Generals Challenge ---------------------- As you can see, one of the new features of Command and Conquer: Zero Hour are the inclusion of 9 new Generals who are talented in different fields of battle. There are 3 Generals in each side, and this section will compare their different features and special abilities. Each General will be given the base score which is the total score of the standard side, points will be awarded or deducted based on how much of an advantage or a disadvantage to that side. *****TALENTED USA GENERALS***** *****USA SUPERWEAPON GENERAL: ALEXIS ALEXANDER***** Short Biography: A logistics staffer during the second Korean War, Alexander attracted the notice of her superiors with her ability to acquire just about everything. Alexander parlayed that ability into a scholarship and a long and distinguished career in the Marines. To protect supply lines during the First GLA Conflict, Alexander developed a tiered scheme of defenses that did not allow a single strike on any of her supply columns. While hardly efficient in her use of resources, General Alexander makes defense and resource acquisition priorities in the early phases of conflict. The General's army takes to the offensive only when she has superior offensive only when she has superior offensive firepower that cannot be touched by counter attack. Analysis: Apparently, General Alexander used to be an excellent intelligence officer during the Second Korean War. She makes use of heavy defenses and is inefficient in using resources. She attacks only when she is sufficiently defended, and that can be a problem. Special properties of her army: EMP Patriot System: Instead of using normal Patriot Missiles, Alexis Alexander will use missiles that deliver an Electromagnetic Pulse to the enemy. Any vehicles that get hit are disabled for a short period of time, while aircraft are downed instantly. This helps make up for her lack in attacking units, however, they are still hot targets for Enemy Artillery. Advanced Control Rods: Now, by paying an extra 0, you get 15 units of power instead of the usual 5! That's what a super weapon general needs. Otherwise, how could she have powered up her particle cannons? All vehicles and aircraft cost more to produce: Ugh! This is one thing that severely weakens Alexis Alexander! All vehicles cost significantly more than the standard USA, and the Avenger costs 00 a piece! That's ludicrous I tell you! No wonder Alexis is hardly efficient in her use of resources! Particle Cannons cost only 00: What would a superweapon general do without superweapons? Now, as Particle Cannons are selling at only 00, they can build as many as there are supply drop zones in her base! For some strange reason, the particle cannons fire a pink beam, instead of a blue one. I have no idea why. Main Battle Tanks are not available: Another problem with the USA Talented Generals is that they are FAR TOO SPECIALIZED IN THEIR FIELDS while they are severely weak at other fields. What can she do without those tanks? This means that the basic attacking units on her side are humvees loaded with Missile Defenders, and I am sure that this is hardly worth it. Aurora Alpha Bombers replace Aurora Bombers: As she is a Super Weapon General, Alexis Alexander's auroras really have to be highly explosive! Instead of using regular bombs, they use Fuel Air Bombs! The initial explosion is like that of a normal Aurora's bomb, but then, it will be followed by a "shock" blast that is even more damage and has 1.5 times the radius of a Nuke Cannon shell! Very, very lethal indeed. I guess the whole point of introducing this unit, is to encourage people to play as Alexis Alexander, as everything else is extremely weak for her! *****USA AIRFORCE GENERAL: MALCOLM "ACE" GRANGER***** Short Biography: The son of an Iowa crop duster, General Malcolm Granger's flying career began when he borrowed his father's biplane to go to the state fair in Kansas City. As a lieutenant in the First Iraq War, Granger earned his first notices for knocking out four SAM sites in a single afternoon. As he moved up the Air Force ranks, Granger earned a reputation for advancing the role of fighting aircraft in the US military. Even-tempered yet uncompromising, Granger has developed novel techniques in fuel management and resource deployment during air superiority operations. Those techniques have been used with success in Iraq, Afghanistan, and other theaters. His squadrons are kwon for precision execution and a strong will to complete the mission. Analysis: Malcolm Granger is known as "Ace" because he is a natural flyer. In fact, what he did when he was kid was extremely similar to what the two main characters in the movie Pearl Harbor did when they were kids. (Borrowed one of the character's father's biplane for a spin.) He must have an obsession with air units, and he actually could destroy 4 SAM Sites in one day during the first Iraq War (Is that the Gulf War?) Of course, with his research in different aircraft, he has made even more enhanced aircraft, and of course, with better resource management abilities, all aircraft can be bought cheap! Special properties of his squadron: King Raptor replaces normal Raptors: The King Raptor REALLY is an enhanced version of the Raptor! Instead of just having 4 missiles, they have 6! The missiles are golden in color and pack a bigger punch. Besides, these Raptors seem to be better armored, cool! Build these in quantity and get the Air Wing Honor! Laser Point Defenses included in all Aircraft: With Laser Point defenses installed in all aircraft, all of these units will become Paladin Planes! However, there is no stopping bullet based anti-air units, so watch out. Combat Chinooks: In addition to normal Chinooks, you can now build Combat Chinooks, which are Chinooks with a bunker installed. Hence, infantry units can fire from inside, and you can wreck as much havoc as the bunker helices do! Besides, they can also collect supplies if you wish, unfortunately, they can't if they are loaded. No Main Battle Tanks are Available: With such a powerful air force, Malcolm Granger does not need any basic ground unit. That's his loss, so you cannot make multi-prong attacks. Stealth Comanches: Now, you can upgrade your Comanche helicopters to become invisible. Much better for airborne sneak attacks! This is the reason why Comanches will replace the Crusader Tank as the basic attacking unit of Granger's side. But beware of stationery base defenses, as they can detect your helicopters very quickly. Carpet Bombing is available at the Strategy Center: If you play as Malcolm "Ace" Granger, all you need to do is to have a Strategy Center built in order to make use of Carpet Bombs! The bombs are more intense than the China Carpet Bombs, and hence can deal more damage and destruction! Enjoy! Stealth Fighter is available at the start: This really is not so significant, but it is worth awarding a point for them. Have fun messing with your opponents' bunkers and tunnel networks! *****USA LASER GENERAL: GENERAL "PINPOINT" TOWNES***** Short Biography: An early champion of laser technology in the USA Arms Forces, "Pinpoint" Townes developed comprehensive offense and defensive strategies around laser-based weapons. Townes received an appointment to the U.S. Army War College in 2008 to teach his theories. However, Townes found academic life too slow and returned to a battlefield command in 2010. Relying on inexpensive, powerful laser technology throughout his forces and his unique knowledge of its strengths and weaknesses. General Townes has consistently received superior marks during war games and live-fire actions. This four star general continues to push the technology envelope in harnessing energy and improving power efficiency, and the Army is counting heavily on him. Analysis: General Townes has got to be the most high tech general of the 3 USA Talented Generals. He just so relies on lasers, and he originally was appointed to be a professor in the Army College to teach how powerful lasers can be. However, he is a person who loves action, and hence left the college 2 years later to command his armies again. Of course, lasers require a lot of power and hence he will try his best to make the most efficient use of power to improve his laser technology! This guy really is an addict on his lasers. In fact, when I played against him in Generals Challenge, he practically mentioned the word laser over 20 times! Vanity, thy name is Townes. Bright Properties of his army: Laser Defense Turrets replace normal Patriot Missiles: Wow! This really is hot! Instead of those lame missiles that are so inaccurate and are able to be stopped by a lot of things, General "Pinpoint" Townes has decided to make a more practical approach on things. These lasers fire just so quickly and they NEVER miss! Just a pity these things aren't as powerful as Obelisks of Light... Cold Fusion Reactors give 8 units of power to begin with: Well, he already has to make his lasers work, and hence, a better power output is required. This gives him a slight advantage compared with the standard USA army. Tomahawk Missiles are unavailable: He's a Laser General, right? Tomahawk Missiles are non-laser weapons. Hence, none can be purchased by General Townes. This has got to be the only weakness of "Pinpoint" Townes. Avengers cost less to produce: Another hot thing about Townes' army is that you get a 25% discount when purchasing Avengers. They only cost 00! Which means you can get USA's only answer to air attacks for a much cheaper price. Enjoy. Laser Tanks replaces all Main Battle Tanks: Another unique unit of General Townes' army. The laser tank is practically a Crusader Tank equipped with a powerful laser. However, power must be constantly supplied, or your tanks will all power down and become useless. But otherwise, a great tank. *****TALENTED GLA GENERALS***** *****GLA TOXIN GENERAL: DR. THRAX***** Short Biography: Little is known about the GLA associate codenamed, "Dr. Thrax". While background intelligence indicates that he received training as an immunologist in Jordan, he left academics in 1995 and disappeared into a GLA controlled ghetto in Cairo. For the past twenty years, he has produced chemical and biological weapons for terrorist organizations across the globe, including the GLA. Recent eavesdropping on cell phone traffic indicates that Dr. Thrax has become more involved in day-to-day operations of the GLA. He has scattered labs across Asia and the Middle East, where low-cost WMDs are produced and distributed to local terror cells. A cautious and scientific personality, Dr. Thrax never sleeps in the same bed two nights in a row and undergoes frequent cosmetic surgery to alter his appearance. Analysis: Being an excellent Chemistry student, I have got to admit that this GLA general is one of my favorites. I believed he originally intended to help people to be immune to diseases, but for some strange reason, he went into the dark side in 1995, and started to produce chemical and biological weapons instead of using his knowledge to do good things for mankind. Anyway, everything about this man is either chemical and biological. For more information about this guy, you can read about it in the guide for USA Mission 5 in my strategy guide of this game. If you beat Dr. Thrax in General's Challenge mode, you can see what Dr. Thrax really looks like under that veil. He looks rather handsome for a man who frequently undergoes plastic surgery. Well, at least he is more handsome than Michael Jackson. Chemical Properties of his army: Toxin Networks replace Tunnel Networks: Instead of using a simple mounted "click" gun, Dr. Thrax, like General "Pinpoint" Townes, has decided to put a more practical approach to things in life. This tunnel network has a toxin sprayer similar to that of Toxin Tractors. Of course, both infantry and light vehicles will be completely dissolved before they know it! In fact, I know many people, especially absolute beginners try to use many many workers to build many toxin networks in their opponents' base to overwhelm them and get quick wins. This tunnel rushing is very annoying to most people, fortunately, I can stop more than 80% of such attacks now. Meanwhile, EA has decided to deal with this unfair practice by significantly increasing the Tunnel Network build times in their first update for the game. Stinger Site missiles and Rocket Propelled Grenades become chemical: That's right, you chemical people out there, the good Doctor has prepared his medicine into lovely little rocket powered pills! It is guaranteed to cure any disease that threatens the health of your base, including the tank virus and infantry bacteria! Enjoy! Toxin Rebels replace normal Rebels: That's right, you now have some trooper that acts somewhat like the flamethrowers of the original Red Alert, except they are Chem Warriors. They are practically effective against anything that they can attack, except buildings, but that's what their Capture Building abilities are used against, right? Toxin Terrorist replaces normal Terrorists: The Toxin Terrorist is the same as the standard GLA Terrorist, but unlike the Terrorist he explodes in a cloud of toxin. However, the damage done is not weakened, which makes them slightly better. Bomb Trucks can only be upgraded with the Bio Bomb: This is one weakness of the Doctor's army. Then, their Bomb Trucks cannot pack as much of a punch than other GLA armies. But powerful nonetheless. Tanks start with Toxin Shells: Yay! That's 00 saved so that you can get your Scorpion Tanks to poison the enemy right from the start. I am sure you will have a lot of fun with these things. No camouflage abilities available except for Jarmen Kell: So what? The absence of camouflage isn't going to make it hard for you, right? As Jarmen Kell is the only effective stealth unit, it does not matter that you can't use any hijackers or whatever. All Chemical Weapons start as Anthrax Beta and can be upgraded to Anthrax Gamma: The good old Doctor has the 25% attack bonus for his chemical weapons, and now, he only has to pay 00 more at the palace to make use of another 25% attack bonus! Yummy, tasty... *****GLA DEMOLITIONS GENERAL: GENERAL RODALL "DEMO" JUHZIZ***** Short Biography: This bomb maker if Middle Eastern ancestry is responsible for some of the most devastating attacks of the twenty first century. General Juhziz and his organization have been tied to both the attack on the US embassy in Cairo and the sinking of the USS Nelsen in 2012. Such bold strikes have drawn more supporters to his side, including bombers from many nations willing to sacrifice their lives for the causes of the GLA. General Juhziz lost the use of a hand in a bomb making accident and rarely speaks to anyone outside of his own organization. Analysis: Bombs, bombs and even more bombs! This is what General Rodall Juhziz is all about. Of course, as bombs are such effective weapons for terrorists, Rodall Juhziz really has done a good job at blowing up a US Embassy and the USS Nelsen. It's amazing that these strikes will make so many people willing to enlist as terrorists to sacrifice their lives for "the effort". Of course, bomb making is a dangerous business, and this clumsy oaf blew up so many people and yet could not take care of himself! In fact, he got one hand blown off in an accident! Special Properties of his bombers: Demo Traps are enhanced to Advanced Demo Traps: Whoopee! Introducing the new Advanced Demo Trap: with more dynamite, more explosiveness and more damage! Wait, there's more! It comes cheaper than the normal Demo Trap! Coming from a worker near you. DISCLAIMER: WE ARE NOT RESPONSIBLE IF YOUR TRAP GETS TAKEN OUT BY ENEMY WORKERS. Suicide: With this upgrade, ALL of your units and structures become suicide soldiers. When they are killed, they explode, dealing similar damage to that of a terrorist to anything that is too close to the unit. Besides, each unit can blow themselves up when commanded. So, really, every unit is a terrorist! Booby Trap upgrade is available at the start: Now, your Rebels can plant their booby traps anywhere right at the start. As simple as that. Terrorists do more damage, and they come with combat cycles at the start: What could be better? This is one of the best improvements in the game! Now, you can just click on the Combat Cycle button at the Arms Dealer a few times, and many turbo charged terrorists can spring out! As they deal more damage, these guys are really going to strike fear into the hearts of many C&C Players! No Stealth abilities or units are available, except for Jarmen Kell: So what? The absence of camouflage isn't going to make it hard for you, right? As Jarmen Kell is the only effective stealth unit, it does not matter that you can't use any hijackers or whatever. Jarmen Kell is now a professional bomber: If you play as General Rodall "Demo:" Juhziz, Jarmen Kell basically will become Colonel Kell. This is because, he gets to plant timed demo charges and remote demo charges against buildings! Well, "I have something to give them!" No Toxin Upgrades are available, however, the Scud Storm, Scud Launcher and Bomb Truck are packed with more explosives than ever: By the looks of things, I say that the good Doctor and the Demo Guy are 2 complimentary Generals, as one has something the other doesn't have! Although he has no toxic upgrades, all of those things mentioned above do much, much more damage now that you pack then with so many explosives. *****GLA STEALTH GENERAL: PRINCE KASSAD***** Short Biography: Prince Kassad has cut a dashing figure across Middle Eastern politics and a violent one in the underworld. This charismatic tribal leader has organized spies and assassins to do his bidding. Prince Kassad has been paid millions for assassinations, hijackings and beatings in the street. For a three-year stretch beginning in 2008, it is believed that no terrorists action was taken on the shores of the Mediterranean Sea without his involvement or blessing. A clever administrator of a serpentine organization, he has never been directly tied to any criminal activity, yet bad things continue to happen to individuals and forces that that stand in his way. Analysis: "Woman in bikini: Who are you? Prince Kassad: Kassad, James Kassad. To exercise control, 007 here. I will report in an hour. Woman: (Holds up her champagne filled glass) Won't you join me? Prince Kassad: Better make that two." That's right folks, the most handsome general Prince Kassad is in the house! Prince Kassad is the only GLA General that has been involved in politics. He is also a leader of a spy organization that offers to have the requested person killed for several million dollars at a time. Like many clever leaders, nothing links him directly to any trouble, and yet, he's as smooth as James Bond. Of course, all spies must be stealthy, otherwise, they won't be called spies, right? Special Properties of his Agency: All structures can be camouflaged using Camo Netting: He is a stealthy general, right? Now, not only his base defenses are camouflaged to begin with, all other structures can become invisible to the enemy! Then, when you build a second base somewhere else, people will have a hard time finding you! However, Camo Netting isn't cheap, so you had better have lots of money! Besides, camouflaging the Supply Stash will hide your workers while they are collecting supplies. Safety first! All Rebels are camouflaged to begin with: Now, it can be guaranteed that your Rebels will not be disturbed while they are going towards oil derricks or whatever they are going to capture. The element of surprise is sometimes what separates clean destruction from all out battles of attrition. Hijackers are available at the start: Now, you can have a lot of pleasure stealing the enemies' vehicles! Enjoy! This is important as Prince Kassad, being secretive can't afford to make use of tanks. GPS Scrambler is available at Level 3, and recharges faster: With James Kassad, you can cloak your units much earlier and more frequently. However, your opponents will be informed when you use GPS Scramble, so you still have to be careful not to be noticed. Prince Kassad does not have the use of Tanks or the Scud Launcher: This is Prince Kassad's one and only weakness. This means that if you play as Prince Kassad, you must make use of frequent sneaky attacks with Quad Cannons in the lead, Rocket Buggies in the rear. If the enemy sends a large battalion of tanks with Stealth Detectors against you, you are toast. But still, this disadvantage is slightly offset by the use of Hijackers. *****TALENTED CHINESE GENERALS***** *****CHINESE INFANTRY GENERAL: "ANVIL" SHIN FAI***** Short Biography: On the battlefield, China's greatest resource is the millions of individuals in uniform, and General Shin has staked a career in them. Known to his troopers as the Anvil, General Shin can mobilize four divisions in twenty-four hours thanks to a streamlined and sometimes brutal command structure. Discipline is very strong with General Shin, and officers and infantry who can maintain it are rewarded. The general has developed advanced field training programs for the Red Guard and the elite operatives. Military analysts credit the speed and professionalism of General Shin's peacekeeping units with preventing the Taiwan Conflict of 2009 from becoming a global war. This divisions feature several weapons and transport systems unique in the People's Liberation Army. Analysis: It is true that China has the world's largest army, and this General Shin Fai is really one of those "back-to-basics" Generals. After all, the infantry units are one of the many "basic" units of an army, and General Shin Fai has decided to focus on nothing else but this division of the army. With such a large army coming, he can easily squash even the mightiest of giants with a horde of ants! Don't underestimate his enhanced soldiers, or you really WILL regret it! As for the Taiwan Conflict of 2009, I don't think it will happen at all. Besides, even if happens, why will it turn into a global war? His transport systems are VERY powerful. That's true. Special Properties of his Regiment: All infantry units start at the Veteran Level: Running advanced field training programs for his soldiers really helps! The Anvil's soldiers all begin at Veteran Level, even Hackers and Black Lotus! Besides, Minigunners can be made to come out of the barracks as elite soldiers. What could be better? Minigunners replace normal Red Guards: Instead of using a simple bolt action rifle, the Minigunner uses a minigun, simple as that. Of course, a minigun has a rotating barrel and will spin faster and faster with time, just like a gattling gun. Although you can only train one with one click of a button for 0, the really are worth getting. Particularly they CAN target air units as well. Fortified Bunkers replace normal Battle Bunkers: The Fortified Bunker holds twice as many men as the normal Bunker. That is, 10! Besides, it is already mined to prevent people from sneaking over. However, they still have the weaknesses of normal Bunkers. That is, one Neutron Shell or Bunker Buster bomb will kill EVERYONE inside the bunker. All Minigunners and Tank Hunters are trained to be nationalistic to begin with, and can be made to be patriotic: The Anvil's soldiers are trained to love their country. So, when 5 of them are grouped together, you see a red star with a golden ring surrounding the soldier, that means, they will fire 1.25*1.25 times faster! When the Patriotism upgrade is researched, an additional white star appears beneath the red star, and the soldiers will fire another 25% faster! Loving one's country does work wonders! Hackers are now Super Hackers, and Black Lotus is now Super Lotus: Remember that "Anvil" Shin Fai has developed advanced training programs for his operatives? And hence, hackers are now... Super! They are now stealth, and can hack into the Internet much quicker than before, and can disable enemy vehicles. Being a superwoman, Super Lotus can capture buildings, steal money and disable vehicles faster too. All transport units are improved significantly: To be more specific, the Troop Crawler is upgraded to the Assault Troop Transport. An Assault Troop Transport costs 00, but comes with 8 Minigunners, who can fire out directly from the gun ports, much like a Humvee. Now let's do the math: Cost of training 8 Minigunners in the Barracks: 0 * 8 = 00 Cost of Assault Troop Transport: 00 You save: 00 - 00 = 0! Really, this shows you that if you have the money, you can save lots in the long run! Besides, the Listening Outposts are replaced by Attack Outposts, which holds 10 infantry units, and come with 4 Tank Hunters. Again, you know the math: Cost of training 4 Tank Hunters in the Barracks: 0 * 4 = 00 Cost of Attack Outpost: 00 You save: 00 - 00 = 0! Both of the Transports have speaker towers installed, and heal any unit within range. The Helix is upgraded to the Assault Helix, which comes with a Bunker and holds 8 infantry units. If you fill one of these with tank hunters and send them into the enemy base, they will know true fear! Finally, the Anvil can make use of the Infantry Paradrop Generals Abilities, which means he can paradrop up to 16 minigunners into the enemy's base. They are minigunners, not normal red guards remember, and hence can cause a lot of chaos if you don't have enough anti air defenses installed. Battlemaster Tanks, Gattling Tanks and Overlord Tanks are all unavailable: This is probably the only weakness of the great Anvil. However, the lack of tanks is offset by the attack outposts and Assault Troop Transports, if you use them wisely, of course. *****CHINESE TANK GENERAL: GENERAL TA HUN KWAI***** Short Biography: General Ta Hun Kwai is convinced that the People's Liberation Army will see its greatest success through the viewholes of its tank divisions. A disciple of Soviet tank tactics of the Cold War, General Ta has produced technical papers on various modifications on them. He has initiated techniques to reduce the costs of tank production and has sponsored the Emperor program, whose first tanks rolled off the assembly line in 2013. Considered part of the old guard in the PLA hierarchy, General Ta nevertheless continues to roll up victory after victory in battle. Analysis: Short Translation: Ta Hun Kwai = He is very fast Another "back-to-basics" General of China, General "He is very fast" loves to focus on the basic attacking unit of his army, which are the tanks. Of course, being a tank fan, he has taken a lot of time to make various improvements on his tanks. His War Factories are hence more efficient in tank production. Being the tank disciple that he is, he has created a new prototype tank, called the Emperor Tank, which has started to come in service in the year 2013. With so many cheap and reliable tanks, General Ta Hun Kwai can really be a powerful brute force general. By the way, this guy really has the looks of a big bully, and has this silly grin that drives me laughing. It's always about "Tanks, build more Tanks!" With such expressions, I am sure that he can star in a Shakespearean play. "A tank! A tank! My kingdom for a tank!" Special Properties of his Battalion: All infantry units and aircraft are ludicrously overpriced: Ta Shi Yi Ge Tan Ke Zhang Jun! He is a Tank General! General Ta excels in building tanks, and yet he cannot train infantry and aircraft well! Imagine, Red Guards and Tank Hunters cost 5, a Hacker costs 0 and Black Lotus costs 75! This will be a big problem in later stages of the game, particularly if you need infinite supply gatherers. Hence, you must train Hackers as soon as possible when you have the money to make up for the loss. All Tanks start at Veteran Level, and Battlemaster Tanks can be made to come out of the War Factory as Elite units: General Ta has focused exclusively in training the crew of his tanks. Therefore, each tank will already have some hands on experience to begin with. His Battlemaster Tank crews can attend an "intensive summer course" so that they can become elite tank crew to start with. The tuition fee is, well, 1 General Point. All Tanks cost 0 less, and Troop Crawlers cost 0 less: Being the Tank General that he is, General Ta Hun Kwai has improved the efficiencies of his war factories, and hence it takes fewer raw materials, steel and miscellaneous ingredients to cook his tanks up. Even the troop crawlers cost only 00! This means, you can train Red Guards more efficiently by building a Troop Crawler instead of training them in the Barracks. Battlemasters can be upgraded to have Autoloaders installed in their gun barrels: Normally, a tank would have 4 men: The Commander, the Gunner, the Driver and the Reloader. But with the autoloaders installed, only 3 men are required as the reloading process is made to be automatic. Before the upgrade, Battlemaster Tanks fire "BOOM" each time, but with the Autoloaders, 3 shells can be loaded into the Gun Barrel at once, and the rate of fire would be trebled, that is, the tank will go "BOOM BOOM BOOM"! Now, even the battlemaster tanks are worth building en masse! No Artillery Units are available: The problem with General Ta Hun Kwai is that, his attacks are powerful, but lacks range! What can he do if both the Inferno Cannons and Nuke Cannons are unavailable? Then, he would have to force his tanks straight into the enemy guns! Emperor Overlord Tanks replace normal Overlord Tanks: Oh Boy! It's a big one! It's a big one! These new prototype Emperor Tanks come with a speaker tower on its back, and can have an additional Gattling Cannon added for anti-infantry purposes. Just a pity that they cannot have a Bunker mounted on its back as well. I guess it's just the consequence of General Ta's neglect on infantry units. When you see a lot of these coming towards your base, you may have to consider pitting as much artillery you have against them. Tank Drop is available as a General Ability: General Ta Hun Kwai can send in up to 4 Battlemaster Tanks via transport planes to anyway on the battlefield. It's impossible, I tell you, impossible! Those parachutes must have been made with extra strong duralumin or something. Just be careful not to drop them into rough terrain or slopes, or they will blow up upon landing! Points awarded: +3 *****CHINESE NUKE GENERAL: GENERAL TSING SHI TAO***** Short Biography: General Tsing gets what he wants, at any cost. Impatient to a fault, General Tsing relies heavily on nuclear technology on the battlefield. Unfortunately, there have been several terrible accidents. While General Tsing was the responsible officer during the Mudanjiang Disaster of 2007, his considerable talents saved his career. General Tsing believes such trials and errors are part of the development process. His divisions are beginning to see the results of his convictions, as a prototype of an Advanced Nuclear Reactor has produced better results. Programs to develop tactical nukes and to promote stability in radioactive isotopes are producing better safety records, which will be well-received by his troops. Analysis: Short Translation: Tsing Shi Tao = Clear Stone On the surface, General Tsing Shi Tao looks like a stubborn old git who only likes things to go his way. But actually, he is a person with a kind heart. In fact, he loves to share! He has a lot of gifts, nuclear gifts to give you, and his generosity is limitless! Of course, it is always dangerous to play with fire, not to mention radioactive substances. The Clear Stone has caused a horrible accident in 2007, but however, since he is so talented, the People's Liberation Army has decided not to give him the sack. As an excellent Physics student, I must say I really love General Tsing Shi Tao. To be a successful scientist, one must try endlessly until he gets a good result. In fact, after a lot of hard work, he has begun to reap the fruits of his labor, and a lot of things became more efficient because of... Nuclear Energy! Atomic Structure of his army: Advanced Nuclear Reactor replaces normal Nuclear Reactors: As usual, for power plants, we have to consider efficiency. Power Supplied: 18 Units Cost: 00 Cost per unit Power: .6 recurring decimal This is like having a 33.3 recurring decimal % discount on buying power. Very efficient indeed! When you overcharge a Advanced Nuclear Reactor, you get, that's right... 27 units of power! General Tsing Shi Tao gets to make use of new technology to make his tanks go much more stable when compared with other generals: Uranium-235 + 1n --> Strontium-90 + Xenon-143 + 3n Do you know what the above is? It's a nuclear equation that for a reaction that takes place in Nuclear Reactors. A Uranium-235 nuclide is bombarded by a neutron, and splits into Strontium-90, Xenon-143 and 3 more neutrons, giving out lots of Nuclear Energy. In a nuclear reactor inside a Nuclear Power Plant or a Battlemaster or Overlord Tank, such a reaction is carefully controlled. However, if the nuclear reactor is destroyed, the above process will go out of control, resulting in a chain reaction, leading to a very damaging nuclear explosion. That is to say, if one of General Tsing Shi Tao's tanks is destroyed in the middle of a large battalion of troops, the explosion can potentially damage or destroy those around them! With the Isotope Stability upgrade, the Clear Stone's tanks will have much more stable nuclear reactors, and will explode just like any normal tank does, and of course, will not blow up neighboring units! Safety First! Go for Stable Isotopes! Nuke Cannon is available right at the start: This is one good modification to the standard Chinese army that sort of makes it a direct enhanced version of it. With the Nuke Cannon available at the start, a General Point is saved, then, you can use that for something more constructive, like the Frenzy! Battlemaster Tanks and Overlord Tanks come with Uranium Shells and Nuclear Tank upgrades right at the beginning, and their shells leave behind radiation: He is a Nuke General! Then it is just natural for General Tsing Shi Tao's tanks to be armed with nuclear weapons. His battlemaster tanks look sort of funny, with 2 tubes inserted into the back of its gun turret. I guess that's the Nuclear Power Connection, I guess. Then, who needs the Nuclear Missile Silo? As the shells leave behind radiation, his tanks are much more effective against infantry units than ever before, 2 or 3 shells, and the infantry dies! Helices drop Nuclear Bombs instead of Napalm Bombs: This is relatively a small improvement, but it will give General Tsing Shi Tao some help in destroying tanks using the Helix. MiGs can be upgraded to fire tactical nuclear missiles: Whoopee! By constructing a Nuclear Missile Silo, you can purchase these handy-dandy tactical nukes into your MiG fighters! These missiles have the power of a Nuke Cannon shell, and can destroy even the mightiest of tanks in a couple of blasts! Destruction guaranteed. Nuke Bombers replace normal Carpet Bombers: Well, I told you that Tsing Shi Tao's generosity is limitless! He even has the generosity to drop expensive tactical nuclear bombs onto his enemies' bases! In fact, provided that the buildings are lined correctly, even if they are widely spaced, a single Nuke Bomber can destroy up to 3 or more buildings within its blast radius! So, there really is a good reason to panic when your opponent is a 3-star Nuke General! Nuclear Missile Silos cost 0 less: As General Tsing Shi Tao, he gets a 10% discount on building Nuclear Missiles! Hmm... Interesting... *****STRATEGIES TO BEAT EACH TALENTED GENERAL***** This is where I present my guide to beating each talented General in the Generals Challenge Campaign. You can beat 7 of the 9 generals, as General Anvil Shin Fai and General Rodall Demo Juhziz are not available. After you have beaten 6 of these 7 Generals, you will play again General Leang, a female Boss General that has pitched camp in Tibet, China! This section assumes you will be playing as General Malcolm Granger if you are playing as a USA General, as General Rodall "Demo" Juhziz if you are playing as a GLA General, and as General Tsing Shi Tao if you are playing as a Chinese General. ------------------------------ General Malcolm "Ace" Granger ------------------------------ As soon as the level starts, you will have a glimpse of General Granger's base, and my, so many airfields are under construction! Now, the great air marshal speaks to you. "Be advised, this area is under control of Malcolm Granger! Withdraw now, or prepared to be bombed back to the Stone Age!" Now, to show his determination, he shows off with a whole squadron of King Raptors! "Wanna see that again?" Now, after all that showing off, it is time to build you base. *****PLAYING AS GENERAL RODALL JUHZIZ***** Start building the basic essentials of a base, and build two Arms Dealers, separate from each other. Also capture the two Oil Derricks on the island you are on. As you can see, there is only one bridge linking your island to the mainland, and yet you do not have to defend it, as General Malcolm Granger relies a lot on air units. Not long after you start, you will hear Malcolm Granger say, "Don't worry, General, this is just the calm before the storm!" That's right! Build up your air defenses! Quick! Stinger Sites are no good in this mission, as their aircraft's laser point defenses can stop practically all the missiles aimed at them. Therefore, it is best if you line up the northern shore of you base with Quad Cannons. Once the attacks begin, you will be bombarded by a B3 carpet bomber! General Malcolm "Ace" Granger will boast, "US military spending at its best!" What he does not know is that he is pouring money down the drain if such ruthless, so stupid tactics! Then you will be attacked by lots and lots of King Raptors that will be taken care of by your Quad Cannons. Yes, you will lose Quad Cannons, but once they start gaining veterancy, you can consider your base to be secured. Once it is secured, start teching up and building Black Markets. Upgrade your units to the fullest, and then send an expeditory force comprised mainly of Quad Cannons and some workers. Send them into the village, take over the Oil Derricks to the east and defend them. Now, send your workers to build a Supply Center near the Supply Dock there, while your Quad Cannons can drive all the Chinooks away. Also build some more Arms Dealers in the village and you can build more Quad Cannons and some SCUD Storms to lay siege on General Granger's citadel in the mountains. There are two entrances, one to the west and one to the east. There are two more oil derricks to the northwest, but I don't think you will need to use them. The rest is pure destruction. Enjoy! *****PLAYING AS GENERAL CLEAR STONE***** Start building the basic essentials of a base, and build two War Factories, separate from each other. Also capture the two Oil Derricks on the island you are on. As you can see, there is only one bridge linking your island to the mainland, and yet you do not have to defend it, as General Malcolm Granger relies a lot on air units. Not long after you start, you will hear Malcolm Granger say, "Don't worry, General, this is just the calm before the storm!" That's right! Build up your air defenses! Quick! Therefore, it is best if you line up the northern shore of you base with Gattling Tanks, and some stationary Gattling Cannons. (Yes, laser point defense systems are useless against bullets, nor are the Countermeasures upgrade!) Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then you will be attacked by lots and lots of King Raptors that will be taken care of by your Gattling weapons. General Malcolm "Ace" Granger will boast, "US military spending at its best!" What he does not know is that he is pouring money down the drain if such ruthless, so stupid tactics! Yes, you will lose Gattling Cannons, but once they start gaining veterancy, you can consider your base to be secured. Once it is secured, start teching up and building an Internet Center, loading it full to the brim with Hackers. Upgrade your units to the fullest, and then send an expeditory force comprised mainly of Gattling Tanks, Overlord Tanks, ECM Tanks (To misguide their missiles, lower their accuracy and the damage they can possibly deal) and some Construction Dozers. Send them into the village, take over the Oil Derricks to the east (Use Black Lotus to speed up the process) and defend them. Now, send your workers to build a Supply Center near the Supply Dock there, while your Gattling Weapons can drive all the Chinooks away. Also build some more War Factories and possibly a Nuclear Missile Silo in the village and you can build more Overlord Tanks and some Nuke Cannons to lay siege on General Granger's citadel in the mountains. There are two entrances, one to the west and one to the east. There are two more oil derricks to the northwest, but I don't think you will need to use them. The rest is pure destruction. General Tao has the additional advantage that his MiGs can be upgraded to fire tactical nuclear missiles, therefore, even if one missile hits the target, the results would be catastrophic for the enemy planes! Enjoy! -------------- 9. More Tips -------------- The Money Collector: Each side has an infinite supply gatherer that generates money every now and then. If you want to earn more money in the same amount of time. Build those gatherers in quantity. Make sure you build them between each money collection, then, there will almost always money flowing into your pockets. Clearing Garrisoned Buildings: Each side has more ways to clear units from garrisoned structures. The methods and priorities are listed below: USA: Stealth Fighter > Microwave Tank > Combat Drop > Flashbang Grenade China: Nuke Cannon with Neutron Shells > Dragon Tanks GLA: Toxin Tractors Submitters Tips! Low Wei Shyong's Tips In general, 1)It's good to have base defenses near the command centre, the supply centre and the superweapon. At least 1 gattling cannon or equivalent. To prevent against sneak attack by Commanches, Helices, Heroes, auroras. 2)Get multiple supplies ASAP e.g. oil derricks, supply stashes. Vital to keep pumping out units and attaining a high tech tree. 3)Keep a fast-reacting force e.g. a few commanche, MiGs, gattling tanks to prevent black lotus/Burton/Rebel attack. 4)Build structures relatively spaced out to minimize effect of superweapons. 5)Always try to coordinate your attacks with the carpet bombing, specter gunship etc. They draw fire away from your attacking force. 6)In multiplayer games, one should not over-emphasize on base defenses unless one is planning to destroy the enemies with just superweapons. Base defenses are immobile and cost as much money and time to build. Why not building a force which is mobile which can act both as offensive and defensive? Additional point is the units can gain veterancy as the game progresses. 5)It's better to take the game to the opponent's base. Make them spend time and money building defenses and all you have to do is to puncture their base at a particular weak point and let hell run loose. Offence is the best defense in strategic games sometimes. USA strategy, 1)The spy drone general's promotion is very important. Many players often fail to notice that. Spy drones are stealthy and can be used to check on the opponents, monitor vital passages, put it in own base to spot stealth units e.g. Lotus. It's runned by timer, meaning one can place multiple spy drones. 2)No. of Auroras required to destroy: Power plant-2 Barracks-1 Prop Centre-1 Supply centre-2 War Fac-2 Com Centre-5 Superweapon-5 Gattling cannon(or equivalent)-2 Chinese bunkers-not tested Stategic centre-not tested Palace-not tested Black market-not tested If the opponent defends his base at particular locations and not within his base much, one can try using the Aurora strike. 2 airfields of them, group them in singles or 2s. 1st run can take out base defenses and defending units. 2nd run, the unit-producing buildings, then the other structures. He will never know what hit him. =) 3)Diversity is the key for the USA. Always try to make a force with a mixture of filled up humvees(3MD+1PP+1R), Paladins, Avengers, Tomahawks, and a few Commanches. The force need not be big. Once I had a force with 2 Paladins, 2 Avengers, 2 Humvees,2 Tomahawks and 2 Commanches. Managed to take out 100+ Hard army units without much loss. 4)When using Air Force General, can try using the Attack Chinooks + Stealth Commanches. When en mass and after spotting the enemy base well should bring it down easily. Does not work well against Superweapon General's EMP patriot at all. 5)Can Burton swim? Don't think so. But he sure can climb. Have you seen him slide down a slope before? Looks really cool. 6)Keep a few Pathfinders in the base spaced out and especially near important structures. They can take out Lotus/Burton/Rebels. China strategy: Currently, my favorites are Nuke and Tank Generals. Nuke General is basically the same as China normal. But it comes with Nuke cannons without using a general's promotion. Its MiGs have tactical nukes, Helices have nuke drop, BM and OL come with uranium shell upgrades, Nukes are 500 bucks cheaper... so they are pretty cool to use. Tank general. The Emperor Tanks, when used effectively, can be the most awesome force in the game. If an Emperor tank is not completely destroyed, it comes bask with full hp and with a vengeance. Excellent for both offence and defense. Usually 3-4 are required to take out a base once the defense is breached. Only things to worry about are laser-guided missile defenders, garrisoned rocket troops in bunkers/civilian buildings. And though Emperor tanks are strong, it would be foolish to throw them straight into enemy base defenses. Black Lotus: 1) Can be used to spot stealthy units. 2) Black Lotus + Helix-Overload drop is extremely lethal. 3) Sometimes, when capturing buildings, try to put Lotus as close to the building as possible, hiding her behind the walls. Opponent can only see a blinking building and will waste time look for her. 4) Haven't tried Superhacker-Lotus-Helix drop, a friend told me it's pretty good too. GLA-I am not so good with them. But kind of know their strengths and weaknesses. Phew... I am tired after typing out so much. Hope you didn't get too tired reading them. Many of the stuff you probably know. And I appreciate your advice very much. With that, I shall end here. Wishing you health, success in your studies and happy gaming. Yours sincerely, Low Wei Shyong. Submitter's Tip! Yan Chiaw Bong's tip Hello! I played C&C Generals and Zero hours and I like the game very much. I also like the strategy guide you've provided, Good Job!! They are very interesting and does help a lot on my online gaming (unless I met someone more expert than me) :) The side I played the most is China. I'm agree with you that Nuke Generals is like the upgraded edition of Normal China army. The Air Force Generals are pretty cool too which loaded with 6 instead of 4 missiles. Anyway, I would like to share my strategy with you. I don't know it's a good strategy but just feel like sharing it. Normally, I'll build 2 gattling guns and 2 bunkers (with 5 rockets soldiers garrisoned each bunkers) for my base defense. Later I'll built 2 more Nuke Warheads to against any tanks or units that are approaching my base. Airfield will be my next option to build to protect my Nuke Warheads from being destroyed by either Scud Launcher or Air Force. I usually place the MiGs for air defenses since my Nuke Warheads are ready for ground attack. For Online gaming, sometimes the Host don't allow SW (Super Weapons) so all players are not allowed to built unless for Tech. I found China was pretty good at defense. I tried to use Air force Generals. It helps me to earn my Generals Point pretty easily because it's good on offence but if somebody play rush, I probably will be finish, unless I've few Commaches for defenses. Anyway, that's what I'm going to say. It's getting late over here. I wish you all the best in your study and good health and be aggressive in gaming. Peace!! Submitter's Tip! Raptor11790's tip I saw that you posted my latest letter to you on your guide, thanks! Did you know that the reason those two students picked that day to shoot up there school was that 4/20 is Hitler's birthday? They think he MIGHT be a small fraction Jewish. And about that school system thing grades 9-13 are considered high school but this place is international and project oriented which I think is good because that means less daily homework and more projects. I also found that Ace does have one tank, the Microwave Tank and it does get affected by the Composite Armer upgrade. To do that Hacker Farm guide I will send it to you in pieces in order okay? Well, here is the first part. The Hacker Farm A lot of people don't know what a Hacker Farm is. To put it simply it is just a bunch of Hackers hacking money for you in a big group. This guide thingy will share tips, do's and don'ts, ideas, and some suggested units for Hackers. Tips - The Internet Center is a bit like the Hacker Capital, so keep it defended in your base but don't worry about super weapons as it is pretty strong. - Don't worry a lot if you are running low on cash when you first start the farm, give it about ten min. to start to work. - Never leave a farm unattended as spies could compromise its secrecy. - Build a few so in case one is burned to the ground you still have a source of income. - Before you try this on the Internet practice it on a skirmish game, it's okay to play alone while practice it so you might want to just concentrate on it. - Always think about where to put it, what to defend it with, and other things. - If you have some free time try to think like an enemy desperate on shutting down your economy. - Remember that this is just a game. Do's -Keep guards in and around Hacker area -Put Hacker Farm in a remote corner or area of no strategically value -Keep enemy occupied so he/her doesn't have enough time to discover Hackers -Keep Internet Center tucked away deeply in base -Wait a while for funds to kick in -Go over basics every so often -Try new ideas such as mobile Hacker Farms -Build a couple extra Hacker Farms in case main gets destroyed -Make Hacker Farms main source of income instead of Supply Piles -Always have an extra amount of cash just in case Don'ts -Leave Hacker Farms unattended -Always use same ideas -Putting Hacker Farm close to the action -Rely on Supply Piles the most -Not keeping an eye out for supplies -Putting Hacker Farm right next to non-depleted Supply Pile(s) -Sending angry mail to Kylohk instead of Raptor -Using all available money for more unneeded stuff -Not using any money for stuff -Somehow giving off Hacker Farm location(s) -Not going over Hacker Farm basics often -Getting addicted to game It is me again. I think that the first salvage upgrade makes tanks fire faster, I know that for the Marauder at least. A tip for when you are playing against an easy computer in skirmish is that if you are playing against a U.S. force is that if you are Ace use Comanches as the main part of your defense as your enemy has only one anti air unit, the Missile Defender, but this can be eliminated without a threat if you get the Stealth Commanche upgrade and then use your Comanches to attack them from their back. But hey, all is fair in love and war. When playing as Anvil I always get the Mini-Gunner Elite Training as if they get damaged they will heal themselves without the need of a Speaker Tower. By the way when I asked you about how you defeat Anvil and Clear Stone on easy mode I meant on Skirmish. But your tip on Clear Stone was pretty helpful for Generals Challenge and I agree with you that there shouldn't be super weapons. I only build them to destroy my enemy's super weapons so mine are more defensive. The only other time I use them is to clean out the base before my forces come in. I think you should stress capturing tech. buildings a little more as countless times all my funding for war has come from Oil Derricks. MORE TIPS COMING SOON! -------------- 10. Conclusion -------------- That's all, for now. I am rather busy at school, but still, the campaigns for the standard USA, GLA and Chinese armies are complete. As time allows, I can also add the strategies for the Generals Challenge Campaign. Again, you can read this guide, print it out if you want it to read it in bed or whatever, just don't copy it! That's all! See Ya! This guide is intended to be published in GameFAQs at the moment. If someone else wants to publish it, they must contact me through e-mail. --------------------------------- Appendix I: Feedback Information --------------------------------- Since the publishing of the original version of my side comparison guide, I decided that I must make some new rules for those people who want to give me a feedback about my guides. All future strategy guides will have this section. If the following rules are not observed, I will just consider your e-mail to be spam mail or flame mail, and I will delete it without reading it, and will blacklist your e-mail address. For publishing permission: I usually will allow people to publish my guides on their websites as long as they ask for permission. That's it. Although I do not have a lawyer to sue anyone if they do it without my permission, I expect everyone to have self discipline about these things. Feedback Concerning Mistakes: (THIS IS THE MOST IMPORTANT PART, LISTEN UP) As I am a human, and we are all humans, we all make mistakes. Nobody is perfect. If I had made any mistakes in my guide, feel free to e-mail me. But however, you must follow these rules. I have typed out some bad examples with each rule, and they are from some of the e-mail I received by people who are dissatisfied by my original Command and Conquer: Generals side comparison guide. You must: Be polite, as I will take these feedback letters as seriously as formal letters, and you should specify the version number of my guide, then I can check my guide out. However, it need not be as formal as business letters, after all it is only a game. You should also present yourself clearly, I won't even think about anything that I cannot understand at the first glance, as I am a busy person. For example,"I enjoyed reading your guide, but disagreed with you on some points." From a person called Alex Shikh or "I agree with you that China is the strongest factions, but it is not much stronger than the other 2." From Ives Gobau And so on. You must not: Say any foul language and offend me. For example, "Your guide was ********, full of lies and biased opinions." From K Truin. You are not going to make me listen by saying rude words to me, you will only give me the impression that you are either uneducated or have low EQ. Conduct any surveys about how good my guide is and give it to me, as I could not care less about your so-called surveys. For example, "I have conducted a survey about your guide and over 90% said that it was a trashy tabloid." From Frozak. Start a petition to have my guide removed. Before, I was worried about this annoying "Petition: FAQ Removal" board made by a certain person called GamerEX. That is, "I would like to start the petition to have kylohk's Command and Conquer: Generals Side Comparison Guide as it is based on opinions and fluff." When I was asked by IGN to publish my Side Comparison Guide on their site, I told the sender about my worries, and he assured me that I can stick with my own ways and need not listen to angry letter up. So, that's what, if you make any rash moves like organizing petitions, I really won't bother to negotiate with you. Finally, you must not say anything I consider to be racist. For example, "You mentioned that you live in China that is obvious, considering your bias towards this side, etc..." "I am afraid that your living in China has blinded your judgment so much." From someone I could not remember his name. So, what are you trying to say, say that us Chinese are all idiots? Besides, the word bias is used to describe unfair comparisons due to neglecting some facts. As I have put all facts into account, I really cannot have made any bias towards any sides. From all the 50 or so letters complaint I received, I decided to listen to less than 5 of them. Why? As only 5 of them could follow the rules stated above. So, you MUST take those points into consideration, or else, don't expect me to listen to you. Game Help: If you have read my guide and did not understand something, feel free to ask, but please do not do this too often, as my e-mail account has other uses. You may have wondered why I put this section up. This is a new "Anti-disturbance" ordinance I set up for my own use, in order to minimize all those annoying and insulting things I receive. In fact, during September alone, I received at least a hundred of mail concerning my Side Comparison Guide, and I am now to make sure this will never ever happen again. Thank you for your cooperation. Yours, Lo Kai Yan Alasdair, kylohk. (Kai Yan Lo From Hong Kong) --------------------------------- Appendix II. Letters from Readers --------------------------------- This section basically shows some of the letters I received from Readers of this guide. They are free to express their opinions, AS LONG AS THEY FOLLOW THE INSTRUCTIONS STATED IN THE FEEDBACK INFORMATION. A letter written from a Swede called Calle Nord dated 22 March, 2004: Hi! First & foremost, thank you for a (mostly) well-written strategy guide. My name is Calle Nord and I live in Sweden. I have thoroughly searched the internet for a strategy guide that will help me with my problem and your guide is the only I've found that deals with my problem. I've got a huge problem with the 'China 3' Campaign in Zero Hour - the one in Coburg, Germany where you are supposed to destroy GLA Statues with a constantly falling 'International Opinion' meter. I play at HARD and I will go berserk soon if I don't get by it!!(1) Now the thing in your guide is that you're quite scarce with information: "Build a reasonable sized tank hoard..." What's reasonable? 10? 20? 50? (2)I really don't know. Later you say something like "...then hurry and destroy the stinger sites and then destroy the statue..." Sure, sounds like a piece of cake. Only problem is that when I tried that I got overrun by SCUD Launchers, Scorpion Tanks and Rocket Buggies. Furthermore, which is the best way to attack the main base? From the left or right? How many War Factories do you use? I'm also having problems with SCUD Launchers crushing my attack forces. They're nearly always backed up by Maruaders/Scorpions/Quad Cannons so quick hit'n'runs with for example Gattling Tanks don't work. Any pointers? (3) I'd really appreciate a 'reasonably' ;) detailed walkthrough how to complete this mission. Otherwise, I'll probably strangle someone with the cord to my keyboard. Respectfully, Calle Nord My Answers: (1) Don't worry, you are not alone. There are plenty of people out there that go nuts because of this mission, particularly after EA decided to remove the Carper Bombing General Ability in the Version 1.01 patch!!! (2) Reasonable sized refers to as many as possible as time permits. I myself recommend building 20 Battlemasters, separate them into 2 groups and attack each statue from 2 different sides. Then it is much harder for the Stinger Sites, SCUD Launchers to deal too much damage. Just keep the tanks spread apart! (3) All the SCUD Launchers and Rocket Buggies seem to be coming from the GLA forward base to the far east. Destroy that to weaken their resistance. Another pointer is to SAVE OFTEN! As for the main base, I recommend going from the west. As the East side is often lined with Demo Traps, which takes a while to clear. While the west side only has Stinger Sites and a few production buildings that can be easily spotted and taken out. This is a letter written by a person who would be known as Raptor11790: It's me again and I found something out in the game that I think you missed. But don't feel bad as it took me since last January to find it out. You missed one GLA salvaging unit, the Scorpion. At first it is hard to notice but for the first upgrade its barrel gets a colored thing on the end. The final upgrade is only present if you get the Scorpion Rocket upgrade as the Scorpion gains another rocket. That's twice the destructive power!(1) I also noticed that for the Quad-Cannon salvage upgrades that the upgrades make it shoot a lot faster. And I noticed something to do when playing as Ace, if your aircraft's come upon a lone Patriot or EMP Patriot they should always be in groups of two or more so none of the missiles get through. Oh well I think that's all for now. And could you please give me your opinion on the best way to beat "The Anvil" and "Clear Stone" when you are playing against them and they are set on the easy computer setting? (2) Please contact me in maybe 2 to 5 days? Where and when I am now is California, USA and it is 4/21/04, the day right after the Columbine shooting 5th anniversary.(3) I am asking you to contact me later as my parents probably won't let me play my C&C Generals game as my father caught me playing my game late at night. (4) By the way, have you heard of a US collage called IPOLY? Even though I am just about to finish the 8th grade, I might be going to a high school program at the collage for kids who are smart but their grades don't necessarily reflect that. Please tell me what you think about the collage thing bye! (5) My Answers: (1) Tip! Salvage Preferences When ever you destroy enemy vehicles, always salvage them to units in this order: Marauder Tanks > Quad Cannons > Techicals > Other units Notice that I have put other units, including Scorpions in the lowest priority. This is because, Scorpions can easily be built enmasse and overrun the enemies completely even with only one rocket, and you are not likely to pit only 1 Scorpion Tank against the enemy. I know that Toxin Tractors, SCUD Launchers and even Battle Buses can Salvage! The Toxin Tractor gets to have some better looking chemical sprayers, the SCUD Launcher has a frame to hold up the missile, while the Battle Bus has a better looking bonnet! (2) There is no possibility for you to encounter General Anvil Shin Fai in Generals Challenge. However, when you face General Clear Stone, he would have a nuke all ready for you (12 minute timer) while you are building your base. So, if you are playing as the USA generals, fast tech (tech up quickly) to Aurora Bombers and use them to destroy the Missile Silo. If you are using a Chinese General, train Black Lotus, sneak in and capture the Missile Silo. If you are using a GLA General, take advantage of the fact that the Nuke cannot destroy GLA structures along with their holes. So you can sneak a worker or two somewhere and build a secondary base. Then Clear Stone would have two bases to target, and when one is down, the other can still be up. (3) Well, I never knew that the Columbine High School is in California. But still, this provides a 16 hour time difference between China and California! (4) My younger cousin (not older one) in the UK got banned from his Playstation 2 because he spent all day and night playing Final Fantasy X. At first my Aunt did not mind, but when he answered 7 + 5 = 2 in his Maths homework, my Aunt smashed his controllers and memory cards, saying "Now, if you want to play, you cannot!" So, despite how bright you think you are DO NOT be addicted to video games. IT WILL RUIN YOUR LIFE! (LIKE TAKING DRUGS) In fact, the first version of my Side Comparison Guide got some people so mad as it is not based on online games. One GameFaqs board user, GamerEX held a petition to have my guide removed "as it is based on opinions and fluff." I changed my guide, a bit to please them, and when I apologized, a lot of those people still continued to harass me in the message boards saying things like, "The goal of Generals is to play online, there is no way a guide can be near average if it is not based on online play. You will be surprised about the number of people who stay up late at night." Well, I must say that statement is a big preference insult to me. This is because a man can do whatever he likes, if you insult someone if he has different preferences, then you are most likely uncivilized as you have no mutual respect to other people. Of course, this scenario is what made me add a Feedback Information section on all the newest guides I write! (5) It is true that the Americans are despising the SAT examination system, but still, some system is required to assess the students. I am not sure the definition of a High School student in the US. But anyway, I think that the Hong Kong education system is more exam oriented. I have just survived the HKCE Examinations last year with 6As, 2Bs and 2Ds, and now I will have to take another one called the A-Level Examinations next year to get to the university! (I myself plan to go to the UK to study engineering anyway, for your information.)
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Command & Conquer - Generals Zero Hour :: Strategy Guide
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