Command and Conquer Generals - Zero Hour

Command and Conquer Generals - Zero Hour

18.10.2013 02:46:25
Strategy Guide
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Command & Conquer: Generals Zero Hour Strategy Guide by Alasdair Lo
System: PC, CD-ROM
E-mail: kylohk@netvigator.com
Date: 19 June, 2004
Version 4.5
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Contents [Search Key]
1. Introduction [CCGZH1]
2. Updates [CCGZH2]
3. The Sides [CCGZH3]
4. A Brief Introduction of the Units [CCGZH4]
5. USA Campaign [CCGZH5]
6. GLA Campaign [CCGZH6]
7. China Campaign [CCGZH7]
8. Generals Challenge [CCGZH8]
a. USA Superweapon General: Alexis Alexander [CCGZH8A]
b. USA Airforce General: General Malcolm "Ace" Granger [CCGZH8B]
c. USA Laser General: General "Pinpoint" Townes [CCGZH8C]
d. GLA Toxin General: Dr. Thrax [CCGZH8D]
e. GLA Toxin General: Prince Kassad [CCGZH8E]
f. Chinese Tank General: General Ta Hwun Kwai [CCGZH8F]
g. Chinese Nuke General: General Tsing Shi Tao (Clear Stone) [CCGZH8G]
h. Chinese Dragon General: General Leang (Boss General) [CCGZH4H]
9. More Tips [CCGZH9]
10. Conclusion [CCGZH10]
Appendix I. Feedback Information [A1]
Appendix II. Letters from Readers [A2]
Appendix III. A Comparison of the Sides [A3]

-------------------------
1. Introduction [CCGZH1]
-------------------------
Command & Conquer: Generals is the newest installment of the world famous
real time strategy Command & Conquer series. As usual, there is more than
one side. This time, there are 3! USA, GLA and China. This guide will give
some basic walkthroughs to the single player missions. It will also give
some tips for multiplayer games, mainly LAN games, as I play with friends
in the LAN at home, and seldom play online. OK, let's begin. As you can
see, most of the units in the side comparison guide version 3.3 have already
been explained. So, it should not be necessary to introduce them in detail
again. The single player walkthroughs are oriented to the Medium Difficulty.
At present, I have completed the guidelines for all of the missions in
the game. If you have any other tips you would like to share with me, feel
free to e-mail me.

By the way, I have only added a short description for the units of the
USA and GLA. The descriptions of the Chinese Units also have been recently
added.

At the meantime, I plan to add the strategies to beat each talented General
in the Generals Challenge Campaign. Although the strategies are similar
for certain generals, I will split them into different cases for each
general you may be playing as. Therefore, there can be up to 8 strategies
for beating a particular general, as you will face all the generals apart
from the one you are playing as, neither you will face General Rodall "Demo"
Juhziz nor General "Anvil" Shin Fai.

--------------------
2. Updates [CCGZH2]
--------------------
Version 4.6:
Added a new submitter's tip, added a search key system to make it easier
to navigate the guide.

Version 4.5:
Added a short comparison of the sides at the end. For a more detailed
comparison, read the Side Comparison Guide.

Version 4.4:
Added the Hard Mode Strategy for USA Mission 4, at the request from a reader.

Version 4.3:
Added the strategies for the Generals Challenge Campaign against General
Leang, the Chinese Dragon General.

Version 4.2:
Added the strategies for the Generals Challenge Campaign to give tactics
to people who play as General Alexis Alexander, the USA General talented
in Weapons of Mass Destruction.

Version 4.1:
Added the strategies for the Generals Challenge Campaign to give tactics
to people who play as General "Anvil" Shin Fai, the Chinese general talented
in infantry.

Version 4.0:
Added the strategies for the Generals Challenge Campaign to give tactics
to people who play as General Ta Hwun Kwai, the Chinese Tank General.

Version 3.9:
Added the strategies for the Generals Challenge Campaign to give tactics
to people who play as Prince Kassad.

Version 3.8:
Added the strategies for the Generals Challenge Campaign battle against
General Tsing Shi Tao, the Chinese general talented in nuclear energy.

Version 3.7:
Added the strategies for the Generals Challenge Campaign to give tactics
for people who play as Dr. Thrax. Updated a submitter's tip.

Version 3.6:
Added the strategies for the Generals Challenge Campaign battle against
General Alexis Alexander, the USA General talented in using Weapons of
Mass Destruction.

Version 3.5:
Added the strategies for the Generals Challenge Campaign that tell you
what to do in each level if you are playing as General "Pinpoint" Townes.

Version 3.4:
Added the strategies for the Generals Challenge Campaign battle against
General Ta Hwun Kwai, the Chinese General talented in using tanks.

Version 3.3:
Added the strategies for the Generals Challenge Campaign battle against
Prince Kassad, the GLA General talented in camouflage and stealthy attacks.

Version 3.2:
Added the strategies for the Generals Challenge Campaign battle against
Dr. Thrax, the GLA General talented in chemical weapons.

Version 3.1:
Added the strategies for the Generals Challenge Campaign battle against
General "Pinpoint" Townes, the USA General talented in laser technology.

Version 3.0:
Added the strategies for the Generals Challenge Campaign battle against
General Malcolm "Ace" Granger, the USA General talented in air power.

Version 2.9:
Added the descriptions of the 9 talented Generals and their respective
modifications.

Version 2.8:
Added some more detail to the introduction of the units.

Version 2.7:
Added a new tip concerning a hacker farm by Raptor11790.

Version 2.6:
Added an alternate method to beat GLA Mission 5.

Version 2.5:
Added a new section: Appendix II: Letters from Readers

Version 2.4:
Added a new chapter that gives a short introduction to the units of the
3 sides available in the game.

Version 2.3:
Changed some wordings to make the guide more humorous and reader-friendly.

Version 2.2:
Added a new Submitter's tip.

Version 2.1:
Added a new Submitter's tip.

Version 2.0:
Added a new Submitter's tip.

Version 1.9:
Added Appendix I: Feedback Information

Version 1.8:
Added a Submitter's tip to China Missions 4 and 5.

Version 1.7:
Corrected some silly mistakes.

Version 1.6:
Added a chapter called More Tips.

Version 1.5:
Added Chapter 3: The Sides

Version 1.4:
Added Chinese Missions 3-5.

Version 1.3:
Added Chinese Missions 1 and 2.

Version 1.2:
Completed the GLA Campaign.

Version 1.1:
Added the GLA Campaign. The Missions are not completed though.

----------------------
3. The Sides [CCGZH3]
----------------------
USA: (The Boring old Blue Team)
Apparently, the Blue Team is supposed to be the good guys in the Command
and Conquer series, this time, it is no exception. It is also the team
with the most boring and conventional attack methods. (For example,
remember the Allie Forces, anyone?) The United States of America is
definitely the side with the most high tech units. Many units can make
use of many technologies to boost their attack ability. The air power of
the United States is something to be reckoned with, as they have 4 different
air units, suited for various tasks! In fact, a lot of units in reality
appeared in the US arsenal.

GLA: (The Greedy Green Team. They finally have a GREEN Team for a change,
Green is my favorite color, heh heh heh.)
Since Tiberian Sun, there was only the battle between the Blue Team and
the Red Team, and now, after a long wait, with 3 sides available, the
producers of the game have given GLA the Green color! The Global Liberation
Army is a multi-national terrorist organization based in Kazakhstan (They
need not obtain any financial backing from any official government in the
world). They are practically the most cunning and most resourceful side
in the game. 3 of their units can upgrade their own weapons by picking
up the scraps of the enemies they have defeated. Using the Palace and the
Black Market, they can acquire many important upgrades and funds, which
come from the darkest corners of the globe. Of course, these terrorists
have a lot of nasty tricks up their sleeves, as you can see later.

China: (The Ready-on-the-move Red Team. That's where I live, heh heh heh.)
It has been a tradition of the Command and Conquer series that the Red
Team is the evil team of the game, (For example, Brotherhood of Nod, Soviets)
and the Red Team just loves to use superior numbers and brute force to
attack their enemies. But this time, they are the good guys! The People's
Republic of China is certainly becoming more and more powerful these days.
With a population of about 1.3 billion, China certainly has a very large
army. In fact, many of China's units become more powerful, when used in
large groups! The good thing is, certain Chinese units can be produced
en masse in a blink of an eye, and can literally like, squash an elephant
with a horde of ants!

-----------------------------------------------------------
4. A Simple Introduction of the units of the game [CCGZH4]
-----------------------------------------------------------
*****UNITED STATES OF AMERICA*****
The United States of America is the world's most high tech army. They can
make use a lot of strategy to win, and that's why it takes the most skill
to master. Tee hee hee... Anyway, a lot of America's units are heavily armored
or fast yet expensive, making them the most suitable for "search and destroy
missions".

--------------------------------
Bullet Based Anti Infantry Units
--------------------------------
Ranger Cost: $225 Requires: Barracks
Pathfinder Cost: $600 Requires: Barracks + Level 3 General
Ability
Colonel Burton Cost: $1500 Requires: Barracks + Strategy Center
Humvee Cost: $500 Requires: War Factory
Sentry Drone Cost: $400 Requires: War Factory

All of these units use guns, and are very effective against infantry. If
you have the money, pay $1000 so that the Rangers can use Flash Bang Grenades
against infantry, they are very effective in dispersing Angry Mobs.
Pathfinders are simply snipers, and only snipers. So, obviously, they kill
all infantry units in one shot, so does Col. Burton, but he is a hero unit,
so he can stab infantry to death with his knife, and also plant charges
on enemy structures. Humvees and Sentry Drones are all ideal scouting units,
the Humvee can be loaded full of infantry, and they can fire at outside
units! As for the Sentry Drone, you will have to pay $1000 to upgrade them
with the heavy machine gun before you can use them to attack the enemy.

--------------
Ranger
--------------
Cost: $225
Flashbang Upgrade: $1000

The US Ranger is the most expensive of the lot, however, they are the only
rifle infantry in this game who can use 2 weapons, the Assault Rifle and
the Flashbang Grenades. The Flashbang Grenades are particularly effective
in clearing large structures and dealing with angry mobs.

For a Rifle Infantry that has 2 functions, it is definitely worth paying
$225 for this as it costs $112.5 for each function. Another good thing
is that a flash bang upgrade is definitely cheap and should be researched
as soon as possible.

---------------
Pathfinder
---------------
Cost: $600
The US Pathfinder is like a "stealth nun with a sniper rifle" (actually,
it is some kind of camouflage suit for those jungle operations.). His
ability to garrison buildings without detection really helps to kill large
numbers of enemy infantry from a long range!

The Pathfinder costs $600, and that is all you need to take out a large
hoard of infantry! In fact the kill ratio is about 1 to 20 or even higher
when used properly. So, well, it is an excellent value for money!

---------------
Colonel Burton
---------------
Cost: $1500
The United States do not have to rely on that arrogant Tanya Adams anymore.
Instead, we have Colonel Burton, the man with the most tricks up his sleeve.
Colonel Burton's rifle can make a quick work of enemy armor and infantry
units. His knife, can kill enemy infantry without being seen. His Demo
Charges can be activated by a timer or by remote. Burton can climb over
steep hills into the enemy base!

To use the Knife Attack:
Click the Knife Attack button and then click the enemy infantry unit you
want to use it on.

To use the Timed Demo Charge:
Click on the Timed Demo Charge button and then click on the building you
intend to use it on. Colonel Burton will then go over to the building,
and tinker with his bomb for a while before the bomb is placed. The timer
is set to 20 seconds, plenty of time for you to get away.

To use the Remote Demo Charge:
The same steps apply for Remote Demo Charge, only that you can detonate
them at will. To detonate the charge, click the Detonate Charges button,
and beep! BOOM!

For a unit that practically has everything,(a Swiss army man in fact),
paying $1500 is certainly worth it, as it is just like a destruction starter
kit all hauled up in one person.

--------------
Humvee
--------------
Cost: $700
TOW Missile Upgrade: $1000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

The standard troop transport of the US is here. Equipped with Gun-Ports,
infantry units inside can fire at the enemy. The Humvee can also be equipped
with a TOW Missile to attack armored targets. There is a catch though,
if the Humvee is destroyed, the infantry inside will all die! Just a pity
it does not come packaged with missile defenders.

---------------
Sentry Drone
---------------
Cost: $800
The new sentry drone is stealthy, and can detect stealth. It can be upgraded
with machine guns to make it more powerful, but this unit is pathetic,
as it cannot gain veterancy. When I used these in USA Mission 1 in Zero
Hour, they were practically the first to die.

-----------------------------
Missile Based Anti Tank Units
-----------------------------
Missile Defender Cost: $300 Requires: Barracks
Tomahawk Missile Cost: $1200 Requires: War Factory + Strategy
Center
Raptor* Cost: $1400 Requires: Airfield
Stealth Fighter* Cost: $1600 Requires: Airfield + Level 1 General
Ability
Comanche* Cost: $1500 Requires: Airfield
* = Air Units

All of these units make use of missiles to attack their targets. The Missile
Defender is America's "Man-with-a-missile". He can use his laser sights
to improve his rate of fire against enemy vehicles and aircraft. The
Tomahawk Missile Launcher is a long range ballistic unit, its missile NEVER
misses its targets, unless the target is an infantry unit due to its
guidance system. The Raptor fires 4 missiles, the Stealth Fighter Fires
2 while the Comanche fires 4, and reloads in the air, while continuing
to pummel their target with its 20mm cannon. The Stealth Fighter and Raptor
can be upgraded with Laser Guided Missiles to increase their attack power
by $25, while the Stealth Fighter can also be upgraded with the Bunker
Buster missiles to clear out any type of garrisoned building, except
Internet Centers. Note that the missiles of all of these 3 units can be
easily stopped or blown off course by Paladin Tanks, Avengers and ECM Tanks.

-----------------
Missile Defender
-----------------
Cost: $300
The US Missile Defender is just a person with armed with a high tech Rocket
Launcher. They laser sights improve their rate of fire, and that's about
it.

To use the Laser Missile:
Click the Laser Missile Button, and then click on your target. The Missile
Defender will focus on the target with a laser, and then, wow wow wow wow
wow! They fire their rockets in an insane speed, similar to the speed of
Tank Hunters with their hoard effects. I found out about this when I head
some Tank Hunters fight some Missile Defenders head to head. (In case you
wondered how I fight missile defenders with tank hunters who use the laser
missiles, I was playing against the computer, and it obviously cheated.)

-----------------
Tomahawk Missile
-----------------
Cost: $1200
Composite Armor Upgrade: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

USA's Long Range ballistic is here. The Tomahawk Missile has a very long
range, and its missile has a tendency to lock onto the enemy, so it seldom
misses. However, air defenses can easily stop the missile, so build at
least 2 or 3 for a better effect.

For an accurate long range ballistic unit, the Tomahawk Missile is just
evenly priced. As it is the USA army's one and only one long range unit,
you better rely on them. Still, it's a good value for money.

---------------
Raptor
---------------
Cost: $1400
Laser Missile Upgrade: $1500
Countermeasures Upgrade: $2000

The US Raptor fires 4 missiles each to their targets, and can be used to
guard the air. Their attack power can be increased by 25% by the Laser
Missiles. They can develop countermeasures against anti-aircraft units,
but what use does it have if there are just so many of them lying around?

For an aircraft like the Raptor, I really cannot comment on its price,
as it is just the tradition for C&C programmers to charge between $1200
and $1500 for jet planes.

Supplementary Information: (Reference: Jane's)
In the early 1980s the USAF began the Advance Tactical Fighter programme,
incorporating stealth technology and supercruise (supersonic cruise
without afterburning), as a replacement for the F-15C Eagle. A
Lockheed/General Dynamics/ Boeing YF-22A prototype first flew on 26
September 1990, and won the development contract over the Northrop YF-23A
in 1991. The first EMD F-22A flew on 7 September 1997, and EMD aircraft
have since demonstrated supercruise at more than Mach 1.5 and
thrust-vectoring at high AoA. Cold War requirements for 750 aircraft have
been reduced to 339 F-22As, with the first planned to enter service in
2005.

The Raptor design trades off stealth with agility, to produce a genuine
fighter, as opposed to a low-observable bomb deliver like the F-117A. The
thrust/weight ratio of 1.2 and triplex digital FBW controls gave good
maneuverability, but 'first look, first shot, first kill' capability means
opponents will rarely detect the F-22 before they have been targeted and
hit by BVR AAMs. The Raptors has three internal weapons bays, with two
Sidewinder AAMs stored outboard of the intake ducts, and up to six AIM-120
radar-guided AMRAAMs or two GBU-32 JDAM 1000 PGMs in a ventral bay. Other
stealth features include antennas located in leading or trailing edges
of wings and fins, and internal sensors, including the AN/APG-77 AESA radar.
Highly integrated avionics with a Common Integrate Processor (CIP) will
provide a next-generation operation environment.

-----------------------------------
Specifications of the F-22A Raptor
-----------------------------------
Powerplant: two 156kN (35000 lb st) Pratt & Whitney F119-PW-100 thrust
vectoring afterburning turbofans

Dimensions: length 18.92m (62ft 1 in); height 5.02m (16ft 5 in); wing span
13.56m (44ft 6 in)

Weights (estimated): empty 14,385 kg (31,670 lb); MTOW 27,216 kg (60,000
lb)

Performance: max level speed (in supercruise) Mach 1.58, at 9,150m
(30,000ft) (with afterburning) Mach 1.7, at sea level 1,482 km/h (921 mph);
service ceiling 15,240m (50,000 ft)

Armament: one M61A2 20mm gun with 480 rds; two AIM-0 AAMs and up to six
AIM-120 AMRAAMs or two JDAM 1000 PGMs in internal bays; four underwing
stores stations, each cleared for a 2,268kg (5000lb) payload

---------------
Stealth Fighter
---------------
Cost: $1600
Laser Missile Upgrade: $1500
Bunker Buster Upgrade: $1000

The Stealth Fighter is like the Raptor, only that it can remain undetected
until the moment before it fires, so it is good against enemy base defenses.
Its bunker buster upgrade can help it damage infantry garrisoned in
Bunkers.

Sigh... I was expecting the Stealth Fighter to be even more powerful than
the Raptor, but in fact, it is only effective against base defenses, as
it is stealthy. Although it can clear garrisoned structures with its Bunker
Buster Upgrade, it is not worth coughing up $1600 for such a plane.

Supplementary Information (Reference: Jane's)
Popularly known as the 'Stealth Fighter', the F-117A Nighthawk is a
precision attack aircraft designed to be nearly invisible to radar.
Development began in the 1970s with the 'Have Blue' design study, and the
first FSD prototype flew on 18 June 1981. Five FSD F-117s were built,
followed by 54 production standard F-117As. Constructed primarily of
aluminium, the F-117A's fuselage comprises flat panel 'facets' mounted
on the aircraft's subframe, their purpose being to reflect radar energy
away from the transmitter, eliminating a viable 'return'. All surfaces
are coated with various RAMs, and all doors and panels have serrated edges
to further minimize radar reflection. Grid Covers on the intakes and the
use of narrow-slot 'platypus' exhausts surrounded by heat-absorbing tiles
reduce the IR signature.

Ahead of the flat plane five piece cockpit glazing is a FLIR sensor,
recessed in a mesh covered housing. In the forward starboard underfuselage
is a retractable IR sensor and laser designator, used with the two LGBs
carried in the internal weapons bay. This modest weapons load is testimony
to the accuracy of the Stealth Fighter F-117As flew just 2% of combat
sorties during the Gulf War, but accounted for 40% of the strategic targets
attacked.

Unfortunately, poor tactics contributed to the first Stealth Fighter loss,
when an F-117A was shot down by a radar-guided missile over Kosovo in 1999.
Current USAF plans include navigation and targeting system upgrades, with
service to continue beyond 2015.

--------------------------------------
Specifications of the Stealth Fighter
--------------------------------------
Powerplant: two 48.0 kN (10,900lb st) Gneral Electric F404-GE-F1D2
non-afterburning turbofans

Dimensions: length 20.08m (65ft 11in); height 3.78m (12ft 5in); wing span
13.20m (43ft 4in)

Weights: empty (estimated) 13,381kg (29,500lb); MTOW 23,814kg (52,500lb)

Performance: max level speed 1,040km/h (646 mph); mission radius
(unrefuelled with 2,268kg (5,000 lb) weapon load) 1,056km (656 miles)

Armament: up to 2,268kg (5,000lb) of GBU-10 Paveway II/GBU-27 PAveway III
LGBs

---------------
Comanche
---------------
Cost: $1500
Rocket Pod Upgrade: $1000
Countermeasures Upgrade: $2000

The Comanche helicopter attacks with their 4 missiles, and their 20mm
cannon. When it runs out of ammo, it reloads very quickly, and can continue
to annoy the enemy until they use their anti-aircraft units. Its rocket
pods can flatten a large area of enemies.

To use your Rocket Pods:
Click the Rocket Pods button and then click on the area you would like
to use it on. This ability requires a short recharge time.

Again, as long as the cost of an aircraft falls between the $1000-$1500
range, it is a fair value for money. As this is just tradition.

Supplementary Information: (Reference: Jane's)
The futuristic RAH-66 Comanche won the US Army competition in the early
1980s for a reconnaissance/attack/air combat helicopter replacement for
thousands of AH-1, OH-6, OH-58 and UH-1s. The prototype first flew on 4
January 1986, but funding cuts have slowed development, with current plans
calling for testing of only the two existing prototypes through 2004. The
first of 13 preproduction aircraft (the third Comanche) is not due to fly
until April 2004. (This will not happen, as the US has cancelled the
Comanche project.)

Composites make up a large proportion of the Comanche's airframe, with
a five-blade main rotor and eight-blade fan-in-fin rotor. The Comanche
is the first 'stealth' helicopter, designed to have a radar cross-section
smaller than that of a Hellfire missile. Frontal RCS is reportedly 360
times smaller than the AH-64 Apache, with one-quarter the IR emissions
and one-sixth the forward noise signature. Each cockpit, with pilot in
front, has four large MFDs to display FLIR/TV data, a moving map, and
tactical situations. Night operations are aided by navigation and
targeting FLIRs and a laser designator, housed in a nose-mounted sensor
turret. Missile launch in adverse weather will be enhanced by a version
of the Apache Longbow radar. Comanche avionics have been designed for
compatibility with the F-22A Raptor fighter.

Behind the retractable main landing gear, a pair of side-opening weapons
bays can each house three Hellfire ATGMs or six Stinger AAMs. Immediately
above these bays, optional stub-wings can carry a further four Hellfires
or eight Stingers.

-------------------------------
Specifications of the Comanche
-------------------------------
Powerplant: two 1,165 kW (1,563 shp) LHTEC T800-LHT-801 turboshafts

Dimensions: length 13.20m (43ft 3in); height over tailplane 3.37m (11ft);
width 2.04m (6ft 8in); main rotor diameter 12.19m (40ft)

Weights: empty 4,06kg (8,951lb); MTOW 7,896 kg (17,408lb)

Performance (at 1,220m (4,000ft)): max level (dash) speed 319km/h (198mph);
endurance 2h 30min

Armament: one GE/GIAT three-barrel 20mm undernose cannon with 320-500 rds;
up to 2,296kg (5,062lb) of 10 hellfire ATGMs, 14 Stinger AAMs and two 1,741l
(383gal) auxiliary fuel tanks

---------------
Support Units
---------------
Ambulance Cost: $600 Requires: War Factory
Microwave Tank Cost: $800 Requires: War Factory + Strategy Center
Avenger Cost: $2000 Requires: War Factory + Strategy Center

Unless you upgrade them with various drones, all of these 3 units do not
have any direct offensive capabilities against ground units. The Ambulance
heals troops and vehicles near it, and sprays foam to decontaminate areas
with toxins and radiation. The Microwave Tank zaps a microwave beam to
disable enemy buildings, and the beam must be continuously zapped onto
the buildings to keep it disabled. This beam can also fry infantry
garrisoned inside civilian buildings. Its microwave field is automatic,
and does not need any targeting for it to work, any infantry unit that
enters the field will slowly lose health, and will be cooked! The Avenger
uses a beam to "designate" their ground target so that other units can
fire much quicker at it. Its Anti Air Laser can be used to destroy enemy
aircraft, and can stop missiles from coming. But still, when you want to
use these, keep them in the rear at all times, otherwise, you will waste
a lot of money trying to replace them. Particularly the Avenger, which
costs the same as an Overlord Tank!

---------------
Ambulance
---------------
Cost: $600
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

All the Ambulance does is to spray detoxifying foam, that clears radiation
and chemical toxins. That's it. It is not equipped to kill.

What's the point of having a unit that can ONLY heal infantry units? And
you charge it more than a Humvee? Sure, it can clear toxic foam, but what's
the point, after all, the radiation or chemicals will fade away after a
while.

---------------
Microwave Tank
---------------
Cost: $800
Composite Armor Upgrade: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

The US Microwave Tank, well, fires a microwave beam that can disable, not
destroy enemy structures, its beam can also hurt enemy infantry. The
Microwave Tank can cook infantry inside buildings.

For an "HBM Vehicle", charging $800 for such a unit ain't too shabby. In
fact, I really could not care less how much such units cost. As long as
it is at $800 or less, I won't mind at all.

---------------
Avenger
---------------
Cost: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

The US has come up with a new laser unit. The avenger, its laser can be
used to shoot down incoming missiles and aircraft, its designator also
allows your units to hit them faster and with more success. The laser of
the Avenger cannot be used to kill ground units by itself, while you can
send it a large number of quad cannons or gattling tanks in and cause
tremendous damage, you can't do so with Avengers. It's just not worth
coughing up $2000 to buy one of these vehicles if they can only attack
air targets. Unfortunately, that's all the US has to effectively down
aircraft. Life is tough, isn't it?

Sure, the Avenger is effective against air units and missiles, and
unfortunately, that's the only good thing about it. When facing ground
units, they can only designate the target to allow other units to fire
faster and more effectively at it, and they actually give it such a
ludicrous price! Life is tough... sigh...

---------------
Battle Tanks
---------------
Crusader Tank Cost: $900 Requires: War Factory
Paladin Tank Cost: $1100 Requires: War Factory + Level 1 General
Ability

Both of these tanks use the same type of cannon, with the Paladin Tank
having slightly heavier armor. The Paladin Tank also has a defense laser
to stop missile attacks. That's all I can say about these tanks.

---------------
Crusader Tank
---------------
Cost: $900
Composite Armor Upgrade: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

The Crusader Tank of the US is the most high tech Tank in the game. Being
a US unit, it can have drones installed above it. Unfortunately, the drones
can be easily shot down by enemy defenses. However, their armor can be
upgraded by composite armor. So, it is quite good actually.

To upgrade your tank with drones:
Simply click the drone you want to be installed on the tank and then you
can wait. Note that you cannot have more than 1 drone installed at once.

The Crusader has a slightly heavier armor than the Battlemaster Tank and
costs $100 more. That's not so worth it. Besides, those drones are far
too vulnerable and can be easily shot down. It's not a good value for money
actually, if you charge that much for a main battle tank.

---------------
Paladin Tank
---------------
Cost: $1100
Composite Armor Upgrade: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

The Paladin is a tank with heavier armor. It can use a laser to stop incoming
missiles, regardless of how big they are. They can upgrade their armor
with composite armor, as usual. Their high price really is a draw back.
But still, their ability to stop missiles is decent.

These tanks are not much stronger than Crusader Tanks, and have the same
attack power, only with the extra ability to use a laser to zap incoming
missiles and infantry. That's it. Still, EA should not charge that much
for a tank like this.

--------------------
Ultimate Attack Unit
--------------------
Aurora Bomber Cost: $2500 Requires: Airfield + Strategy Center

The Aurora Bomber is the USA's supersonic aircraft. It flies so fast on
its bombing run, that no one can aim or hit it! After it drops its payload,
it slows down considerably, and becomes as weak as a paper aeroplane, and
only then can it be shot down. You should reserve these to destroy the
enemies' superweapons, as they are just so expensive.

--------------
Aurora Bomber
--------------
Cost: $2500

The Aurora Bomber is a super-sonic aircraft, and can easily evade
anti-aircraft defenses until it delivers its bomb. Only then it slows down.
Enough said.

For a plane that is invincible during its bombing run, and as frail as
a paper aeroplane during its return, $2500 is a reasonable price. After
all, if EA were to charge it less, many people will complain that the USA
is being far too unbalanced. As they are so difficult to replace, only
use these planes when you have a superweapon to destroy.

*****GLOBAL LIBERATION ARMY*****
The Global Liberation Army has a lot of Soviet-era weapons in their hands,
and basically, they are light and fast. These guys have the ability to
make the best with what they have got in their hands, as just so many of
their units can scavenge the spoils of their defeated vehicles. The GLA
is an expert on stealth, and has a lot of units that can strike unseen
without the enemy knowing! How's that, you high tech nations?

--------------------------------------------
Bullet Based Infantry and Assault Transports
--------------------------------------------
Rebel Cost: $150 Requires: Battacks
Angry Mob Cost: $800 Requires: Barracks + Palace
Jarmen Kell Cost: $1500 Requires: Barracks + Palace
Combat Cycle Cost: $450 Requires: Arms Dealer
Battle Bus Cost: $800 Requires: Arms Dealer + Palace

The first 3 types of units all attack with their rifles and guns. They
are all effective against enemy infantry. The Rebels can now be upgraded
to place booby traps on neutral structures and vehicles, so if anyone tries
to commandeer those structures, BOOM! Angry Mobs can have up to 10 Mobsters,
when a mobster dies, a new one will "respawn" in a short period of time!
They can be upgraded to use AK-47 Assault Rifles, and hence be a highly
destructive force against both infantry and tanks. Jarmen Kell is GLA's
sniper, and can kill drivers inside vehicles intermittently. The Combat
Cycle comes with a Rebel, and can be ridden by any type of infantry unit.
Note that if you ask the unit to get off the bike, the bike will fall to
the side and explode. So, use it as if you are using a disposable glove.
The Battle Bus is GLA's more heavily armored troop transports. Infantry
units can fire inside through its windows, and when it loses all of its
health, it simply turns into a bunker, and the units will continue to fire
inside until it is destroyed again. Note that when all infantry units have
vacated the "bunker" the Battle Bus will blow.

--------------
Rebel
--------------
Cost: $150
Camouflage Upgrade: $2000
Booby Trap Upgrade: $1000

The GLA Rebel is all the terrorist organization can offer, and fires a
regular rifle. That's it. The camouflage and Armor Piercing Bullet upgrade
gives them some help, though.

To use a booby trap:
To use a Booby Trap, click the button, and then click on the building that
you intend to place the trap on. It's like a mine. Anyone who gets too
close will be blown up. Of course, Construction Dozers and Workers can
remove them without them exploding.

The Rebel is like the Ranger, it has 2 functions, a normal assault one
and a special one. Besides, they can be camouflaged, and the Booby Trap
upgrade is also cheap. However, the Booby Trap is not as effective, as
you can only place them on buildings. So, it is a good value for money.

---------------
Angry Mob
---------------
Cost: $800
Arm the Mob: $1000

GLA Angry Mobs may be one of the comic relieves in the game. A mob first
attacks with simple rifles, and later can be armed with AK-47s. They are
effective against any unit that do not have anti-infantry weapons. When
a member of a mob is killed, a new one respawns by "mitotic cell division".
However, beware of the following, as they can kill you in a second or 2,
flashbangs, flame, toxic substances.

An Angry Mob has 10 Mobsters, that makes it $80 per mobster! This is
basically an effective way to train units, as you only required to press
a button once to send 10 people out. The Arm the Mob upgrade is very cheap.
So, always upgrade them before sending your Mobs in!

---------------
Jarmen Kell
---------------
Cost: $1500
Armor Piercing Bullet Upgrade: $2000

This mercenary is just a sniper with the capability to periodically kill
the drivers inside the vehicles. That's it. Unfortunately, he cannot do
it more frequently, otherwise, it's not worth coughing up $1500. But still,
Jarmen Kell is excellent in, destroying fire bases. You will see what I
mean.

To kill drivers inside vehicles:
Click the sniper attack button and then click on the vehicle you intend
to get rid of. Then a single shot will be fired, and the vehicle will lose
its side.

For a person who can only snipe a vehicle once in a while, $1500 really
is a ludicrously high amount. But that's all GLA have in their hero's
department. Sigh... Life is cruel.

--------------
Attack Cycle
--------------
Cost: $550
Cost of bundled Rebel: $150
Actual Price = Cost - Cost of bundled Rebel = $400

The combat cycle has one infantry inside, and that infantry can fire at
the enemies. Unfortunately, this vehicle makes the infantry more
vulnerable to tanks, as tanks are effective against vehicles. And when
it explodes, the infantry unit is sent flying! You may need at least 20
of these to make a stand. You can use it as a suicide unit if the passenger
is a terrorist, but, it can never be as economical as the troop crawler.
Note that if it is ridden by a Terrorist, the Combat Cycle will have a
striped board in front of it to warn others of his approach.

A combat cycle is ridden by a Rebel at the start, so we can consider the
cycle to be cheaper than it actually is. In fact, I am using the "method
of difference" to determine the actual price of units with other units
bundled in. this method has been used by the Hong Kong Consumer Council
to compare the prices of goods. So, to conclude, the Combat Cycle is an
excellent value for money.

---------------
Battle Bus
---------------
Cost: $800

The slow and steady battle bus is a different story, the infantry inside
can fire out of the gun ports inside the bus. And after it blows up, the
battle bus becomes a bunker of sorts, and the infantry continue to fire
inside until it blows up the second time. Note that the bus' passengers
cannot fire at any specific target, and that is a problem.

A Battle Bus costs $800, and comes with no attack power on its own, but
it is a bit more armored than the technical, and won't be destroyed
immediately when its HP drops to zero, so it is quite worth it if you want
to give your infantry protection.

-------------------
Infiltration Units
-------------------
Hijacker Cost: $400 Requires: Barracks + Level 3 General
Promotion
Saboteur Cost: $700 Requires: Barracks + Palace
Radar Van Cost: $500 Requires: Arms Dealer

The Hijacker is a stealth thief who can steal enemy vehicles. While the
saboteur can climb over hills into the enemy base to disable enemy buildings.
The Radar Van provides Radar for the GLA, and can be upgrade to use the
Radar Scan every 30 seconds, this can be used to spy on the enemy units,
and detect enemy stealth infiltrators.

---------------
Hijacker
---------------
Cost: $400

The Hijacker steals vehicles from the enemies, that's all, however, they
can easily be detected, and can be killed very quickly, so it's not worth
it.

Although a hijacker is cheap, you probably need to build lots of them in
order to be able to steal one vehicle. So, it's really not worth the money
or that General Point. However, Prince Kassad starts with Hijackers at
the start, and as he has no tanks, then this unit is vital to him!

---------------
Saboteur
---------------
Cost: $700

This is again, like the spy of Red Alert 2. The Saboteur is stealthy, and
disables buildings by entering them. They can climb over cliffs.

For a use once and discard unit like the Saboteur, charging $700 for it
isn't going to work. Hmph! It's just not worth it.

---------------
Radar Van
---------------
Cost: $800
Radar Scan Upgrade: $1000

Not only that the Radar Van provides Radar, it can use the Radar Scan to
spy on enemies. So, you can virtually abuse the radar scan by building
these little vans in quantity! Unfortunately they have no weapons
themselves and cannot be used in attacks.

Take note that you can use your Radar Scan once for every Radar Van you
have. As they are just soooo cheap, feel free to abuse the Radar Scan by
building 30 Radar Vans. Then you can have 1 Radar Scan per second!

------------------
Rocket Based Units
------------------
RPG Trooper Cost: $300 Requires: Barracks
Rocket Buggy Cost: $900 Requires: Arms Dealer + Palace

The RPG Trooper is GLA's Rocket Soldier, enough said. The Rocket Buggy
is the GLA's long range attack unit. It can fire up to 12 rockets at the
enemy per volley. As the Rocket Buggy has very light armor, you should
use them to hit and run to prevent the enemy from catching up. Both of
these units can be upgraded with the Armor Piercing Rockets from the Black
Market. This increases their attack power by 25%.

---------------
RPG Trooper
---------------
Cost: $300
Armor Piercing Rockets upgrade: $2000

The RPG Trooper is just like the missile defender, but without the laser
sight. However, they can be given free of charge whenever you build a tunnel
network. So it is a little bit more worth it. They can use Armor Piercing
Rockets later on.

The RPG Trooper costs $300, and their attack power can be upgraded. This
makes them a good value for money.

---------------
Rocket Buggy
---------------
Cost: $900
Armor Piercing Rocket Upgrade: $2000
Buggy Ammo Upgrade: $1000

The Rocket Buggy is there to buzz around like flies and annoy you. They
fire 6 or 12 rockets at a time, before having to reload. That's their problem.
If they were to fire continuously, then they can be a real threat. When
you use such units, make sure you keep your distance, as it has practically
no armor.

The Rocket Buggy is built to hit and run. With so many rockets coming at
once, advancing tank hoards can easily be weakened, provided that your
Buggies retreat fast enough, or if the enemy decides not to use any Paladin
Tanks, Avengers or ECM Tanks.

------------------
Salvaging Units
------------------
Technical Cost: $500 Requires: Arms Dealer
Scorpion Tank Cost: $600 Requires: Arms Dealer
Quad Cannon Cost: $700 Requires: Arms Dealer
Toxin Tractor Cost: $600 Requires: Arms Dealer
Marauder Tank Cost: $800 Requires: Arms Dealer + Level 1 General
Ability

All of these units are capable of scavenging their kills to upgrade their
weapons. The Technical is a fast troop transport that can hold 5 units.
Its machine gun can be upgraded to fire rockets. The Scorpion Tank is the
GLA's Main Battle Tank, and can be upgraded to fire 2 Rockets at the enemy
at once. The Quad Cannon is GLA's anti-air unit featuring 4 heavy machine
guns. The Toxin Tractor is GLA's chemical attack unit, it can clear
garrisoned buildings and poison infantry units with its toxin sprayer.
Finally, the Marauder Tank is a more advanced battle tank with the GLA.
It can be upgraded to have, 2 cannons! Much like the Mammoth Tank in Red
Alert.

---------------
Technical
---------------
Cost: $500
Armor Piercing Bullet Upgrade: $2000

GLA Technical Trucks again carry 5 infantry units. Only that it has no
gun ports. Its armor is just so weak. Although it can perform salvage runs
on defeated armored units, and can make use of Armor Piercing Bullets,
it really cannot help them much.

Technicals are like Humvees in many aspects, but they can upgrade their
guns by salvaging. But still, it is only a fair value for money.

---------------
Scorpion Tank
---------------
Cost: $600
Scorpion Rocket Upgrade: $1000
Toxin Shells Upgrade: $1000
Armor Piercing Rocket Upgrade: $1000

The Scorpion Tank is the light tank of the GLA. Being the light tank, it
has rather light armor. As they are built to hit and run, the Scorpion
Tank is not so suited to direct, full scale battles, that are the bane
of the C&C series. The Scorpion Rocket Upgrade gives them a slight balance
though. This is particularly true when I tested one of these tanks against
a battlemaster or crusader. Even with the rocket, the scorpion will lose
on one to one combat. So, build 50+ of these.

It is obvious really, that for such a cheap price, you can already purchase
such a vehicle with decent stopping power. Be sure to upgrade them ASAP
with those Rockets, as they can make a large difference.

---------------
Quad Cannon
---------------
Cost: $700
Armor Piercing Bullet Upgrade: $2000

The GLA Quad Cannon is like a technical in many aspects, but it carries
4 heavy machines guns, instead of one. It can use the scraps of defeated
vehicles to upgrade its own guns, which is a good sign. It can acquire
armor piercing bullets for an additional 25% damage, making it better for
the task at hand.

This is the price that an anti-air, anti infantry unit should be sold.
Enough said. Good quality, good value.

---------------
Toxin Tractor
---------------
Cost: $600
Anthrax Beta Upgrade: $2500

That's right, GLA really likes to make use of Chemical Weapons. The toxin
tractor sprays a continuous stream of toxins that can render large infantry
divisions into green 'n' blue salamander men in no time. It can also
contaminate large areas of land when standing. It is resistant to rockets,
making it effective in its task of clearing garrisoned buildings. It can
be 25% more disgusting with the Anthrax Beta upgrade installed.

To Contaminate an area:
Click the Contaminate button and then click on the area you intend to spread
your chemicals. "Run through the sprinkler!"

These tractors are so effective against infantry that, if used properly,
can achieve a 1 to 30 kill ratio or even higher. So, excellent quality,
excellent value!

--------------
Marauder Tank
--------------
Cost: $800
Toxin Shell Upgrade: $800

"What can I say? I'm a taker." The Marauder Tank is the third in the line
of salvaging units as far as the GLA is concerned. The Marauder Tank is
cheap, has decent armor, and can eventually upgrade to 2 cannons! That's
is definitely cool. So, always use a General point to be able to build
this unit.

For a salvaging unit, charging a Marauder for $800 only really rocks! That's
all I can say.

--------------------
High Explosive Units
--------------------
Terrorist Cost: $200 Requires: Barracks
Bomb Truck Cost: $1000 Requires: Arms Dealer + Palace
SCUD Launcher Cost: $1200 Requires: Arms Dealer + Palace + Level 1
General Ability

What can a Terrorist Organization do without terrorists? The Terrorists
in GLA aren't like those in Rainbow Six, in fact, they are mainly suicide
bombers. The Terrorists can also commandeer cars to make their attacks
much more faster and powerful. The Bomb Truck can be upgraded to hold a
Bio Bomb and a High Explosive Bomb in its load space, doubling its power.
It can also disguise itself as a vehicle or car to surprise the enemy more.
However, base defenses are not a bit fooled by its disguise, and will unmask
it and open fire on it. The SCUD Launcher is the GLA's more powerful siege
unit. It can be armed with an Anthrax Warhead that can infect and poison
enemy units, as well as a High Explosive Warhead, which can cause huge
amount of damage to anything within its blast radius. As a rule of a thumb,
always consider having half of your SCUD Launcher fire Anthrax Warheads,
while the other half fires High Explosive Warheads for the best effect.
Note that the SCUD Missile can be stopped by anti air defenses and other
laser units like the Paladin Tank.

--------------
Terrorist
--------------
Cost: $200

The GLA can use suicide bombers to destroy incoming enemy tanks. The
Terrorist can also make use of civilian cars to increase their speed.
However, attentive players can easily stop them. So, I suggest you train
them in quantity, which wastes money.

To become a car bomber:
Just select your Terrorist, and move your mouse cursor over a civilan
vehicle until a Red "Enter" arrow appears. Then click. The Terrorist will
then get into the car and you can use it to blow things up!

There is no need to say anything about it. The Terrorist is annoying, and
you only have to pay $200! Excellent value indeed!

---------------
Bomb Truck
---------------
Cost: $1000
Biobombs: $500
High Explosive Bomb: $500

The Demolition Trucks are now replaced with Bomb Trucks. A Bomb Truck can
be customized to carry Bio-Bombs and High-Explosive Bombs to upgrade their
effects. They can also be disguised as an enemy unit to fool them. However,
enemy base defenses are not tricked by them though. Anyway, it is a force
to be reckoned with, if you want to clear enemy base defenses in a flash.
Another mean trick is to perform a Sneak Attack on your enemies' base,
and then unload your Bomb Trucks on them!

To upgrade your Bomb Truck:
Click on the button corresponding to the upgrade you would like to use.
You will know when it is ready when you hear "BioBomb loaded" and so on.

To disguise as a vehicle:
Click the Disguise as Vehicle button, and click on the unit you would like
to disguise it as. You can always disguise your Bomb Truck as something
weak, like a technical, and the opponent WILL be shocked when he finds
out how a Technical can explode like that.

I think the Bio Bomb is always worth your money, as it costs only $1000
and has so many explosives packed in. However, relentless upgrading of
the Bomb Trucks can cause your money meter to go down very quickly! So
keep an eye on the amount of money you have!

*****PEOPLE'S REPUBUBLIC OF CHINA*****
China is gradually becoming stronger and stronger these days. In fact,
China has the world's largest army. As China has such an enormous population,
they can rely on overwhelming numbers to defeat their enemies. In fact,
a lot of units can receive increased rate of fire and other bonuses when
used in large groups. So, I guess they are encouraging you to mass units
when playing as China.

----------------------------
Nationalistic Infantry Units
----------------------------
Red Guard Cost: $300 for 2 Requires: Barracks
Tank Hunter Cost: $300 for 1 Requires: Barracks

The Red Guard is China's Rifle Infantry, and you can get 2 at a time by
paying $300 in the Barracks. The Tank Hunter is China's Rocket Soldier,
he can also make use of TNT to blow up enemy buildings and vehicles. Both
of these infantry units have the hoard effect. When they are in groups
of 5 or more, red stars will appear beneath the infantry unit. Then, each
unit will have a 25% increased rate of fire. When upgraded with the
Nationalism Upgrade, these units will have an additional gold ring around
the red star, and they will have a 50% increased rate of fire. If you are
playing as General "Anvil" Shin Fai, the Patriotism upgrade can be used,
this causes an additional white star to appear beneath the Red Star, and
each unit receives a 75% increase in rate of fire! Enjoy.

---------------
Red Guard
---------------
Cost: $300 for 2
Nationalism Upgrade: $2000

The Chinese Red Guard is certainly the best rifle infantry of the 3 sides.
Although they cost 300 in the barracks, every time, 2 Red Guards will emerge
instead of one. Therefore, it is possible to queue 18 Red Guards at once
in the Barracks. Red Guards can also be produced en masse by building a
troop crawler, which comes with 8 of them! However, the most important
feature is the horde effect. Red Guards tend to fire about 25% faster if
there are 5 of them together. They fire another 25% faster with the
nationalism upgrade.

Although the average price of a red guard is $150, you can produce them
en-masse, as one button yields 2 Red Guard. But compared to the other 2
rifle infantry, it is only a fair value for money.

---------------
Tank Hunter
---------------
Cost: $300
Nationalism Upgrade: $2000

The Tank Hunter has the horde effect, nationalism and a TNT attack! Apart
from this, they now can be deployed in 2s by means of building listening
outposts. This gives them all the protection they need. In my opinion,
the TNT attack is effective against tanks like the Scorpion or Paladin,
as they can kill your infantry very quickly if they stand still in one
spot. (By means of Scorpion Rocket and Lasers.) DO NOT USE THE TNT ATTACK
when there is a better alternative though.

Tank Hunters now play the roles of Crazy Ivans as well. When your Tank
Hunter is cornered by a tank (particularly scorpion or paladins), feel
free to use his TNT attack on the tank. A TNT charge will be placed on
the vehicle, and will detonate in 10 seconds, most likely destroying it.
I have managed to pull it off several times. The TNT Attack can be used
against enemy buildings as well. It is even better than the Terrorists,
as you may be able to re-use this attack again and again.

To use the TNT Attack:
If you really want to use the TNT attack against, say a Paladin tank or
Scorpion Tank, click on the TNT Attack button, and click on your desired
target. The Tank Hunter will go to the vehicle and plant the explosive.
Note that this is a contact attack. That is, it will work as soon as your
Tank Hunter come in contact with the tank, or vice versa. So even if the
enemy tank manages to squish your Tank Hunter, it will be not before the
charge is placed.

The Tank Hunter also costs $300, but comes with the ability to automatically
fire faster at ANY type of enemy due to the Hoard Effect when in groups
of 5 or more, compared to the Missile Defender, which can only manually
fire faster at vehicles. The Nationalism upgrade makes them even faster,
and is good for fighting tanks! Of course, if the enemy uses tanks like
Paladins and Scorpions, there is always the TNT Attack to take them out
before they kill you.

-----------------------
Electronic Specialists
-----------------------
Hacker Cost: $625 Requires: Barracks + Propaganda Center
Black Lotus Cost: $1500 Requires: Barracks + Propaganda Center

China's computer users have been increasing exponentially in the 1990s.
In fact, the PLA has trained new operatives that make use of IT to do damage
to the enemy. The Hacker can disable enemy buildings by using their wireless
laptop connection to send a computer virus into the building from a range,
and also hack the internet to raise funds for the Chinese Army. The Hacker
has as new cyber-cafe, I mean Internet Center to hack quicker, bringing
more cash to China. Black Lotus is China's elite secret agent. She can
hack into their buildings, and capture them for China's use, and she does
that much faster than the Red Guards! Apart from this, she can steal money
from enemy supply centers. She can also disable enemy vehicles from a range,
and that may be able to help turn the tide of a battle, particularly if
a single Overlord Tank is rolling towards your base.

---------------
Hacker
---------------
Cost: $625

The spies of Red Alert 2 have been replaced by Hackers. Hackers have an
ability to disable enemy buildings with a powerful computer virus. This
is true even for enemy buildings that do not require power to run! So,
if you can transport a group of Hackers past enemy defenses, you can easily
cause a lot of chaos in the enemy base!

To Hack the Internet:
Click the Hack Internet button and the Hacker will start stealing money
at the rate of $5 per beep. It takes a few seconds to connect to the Internet,
though.

For an infinite supply gatherer as well as a person who can disable
buildings from a range, paying $625 is definitely more worth it as you
can train these guys in quantity for your use, and they are not completely
useless.

--------------
Black Lotus
--------------
Cost: $1500

China's secret agent has no self defenses, but she can capture buildings
faster than other Red Guards, as she does not need to recharge. She also
can steal money from enemy supply centers, $1000 at a time. She can disable
enemy vehicles too, but make sure you are up against one at a time. The
bottom line is, if you can sneak Black Lotus past enemy defenses, you can
capture a lot of their buildings before they can even react.

To Cash Hack:
To steal money from enemy supply centers, click the Cash Hack button and
then click the target you intend to steal money from. Black Lotus can steal
money from a range, and can gain veterancy by doing so.

Although Black Lotus cannot defend herself well, those abilities really
are perfect power tools to use against the enemy, particularly if you sneak
in from an obscure corner. The cash hack lands you more and more money,
as that is how you let her gain veterancy.

----------------------
800 Dollar Tank Units
----------------------
Battlemaster Tank Cost: $800 Requires: War Factory
Dragon Tank Cost: $800 Requires: War Factory
Gattling Tank Cost: $800 Requires: War Factory
ECM Tank Cost: $800 Requires: War Factory + Propaganda
Center

All of these tanks have one thing in common, they cost $800 apiece in the
War factory. I wonder why they would charge $800 for so many of China's
units. I guess it is because 8 is a lucky number in China. Tee hee hee...
The Battlemaster Tank is China's Main Battle Tank. They can also take
advantage of the Hoard Effect to fire faster when in groups of 5 or more.
In fact, they are the only tanks in the game that can take advantage of
this bonus. They can be upgraded with various nuclear abilities to improve
their attack power and speed by 25%. The Dragon Tank is another powerful
all purpose assault unit of China. It is basically a flame tank, and it
can be ordered to create a 180 degree wall of fire using the Fire Wall
command, and this has significant improvement in damage when compared to
its standard flame attack. It can spray a blue flame and cause 25% more
damage with the Black Napalm Upgrade. Always use these against buildings,
and you will see them fall in no time! The Gattling Tank is China's
anti-infantry, anti-air unit. Its guns can spin faster and faster, dealing
more damage as time passes. Again, it can deal 25% more damage using the
Chain Gun Upgrade. The ECM is basically a protection device. Its magnetic
field can cause missiles to miss their targets, it can also use a magnetic
beam to jam enemy units, but note that while it does that, its magnetic
field will not work.

------------------
Battlemaster Tank
------------------
Cost: $800
Nationalism Upgrade: $2000
Uranium Shells Upgrade: $2500
Nuclear Tank Upgrade: $2000

China's Battlemaster Tank is slightly cheaper than the Crusader Tank,
therefore, with a slightly weaker armor than them. However, their benefits
are better than the Crusader. For one, they can make use of the Horde Effect
to fire faster and can go even faster with nationalism inspired; secondly,
their speed and attack power can be increased by 25% with the Uranium Shells
and Nuclear Tank upgrade from the Nuclear Missile Silo. So that makes them
more powerful.

Battlemasters ARE to be built in quantity, as they fire much faster when
doing so. This square $800 is very good when all of their potential benefits
are concerned. Although many of China's units may look expensive, they
will pay off eventually, as there are lot of features to be explored.

----------------
Dragon Tank
----------------
Cost: $800
Black Napalm Upgrade: $2000

The Dragon Tank is China's flame tank, its flame has a large sweeping effect,
that can render both infantry and vehicles into charcoal in no time. It
can make use of Black Napalm to spew a blue flame, which causes 25% more
damage. Like the toxin tractor, it is effective in clearing occupied
civilian buildings, as they are resistant to rockets.

To Build a Fire Wall:
Click on the Fire Wall Button, and click on the area you intend to sweep
out your flames. "The Dragon awakes!" You can only gain veterancy with
this attack if the enemy is in contact with your flame jet when they are
destroyed.

These Dragon Tanks are so effective against infantry that, if used properly,
can achieve a 1 to 30 kill ratio or even higher. So, excellent quality,
excellent value! They cost $200 more than the Toxin Tractor as they have
better armor and attack power than those converted farming vehicles.

---------------
Gattling Tank
---------------
Cost: $800
Chain Gun Upgrade: $1500

The Chinese Gatling Tank fires very fast already, but will fire faster
and faster, when you hear the driver say, "Spin them up!". They can fire
25% faster, causing 25% more damage at once. The Gattling Tanks have better
armor, and can defeat a Quad Cannon in one to one combat.

---------------
ECM Tank
---------------
Cost: $800

The electromagnetic countermeasures tank fires a beam that can disable
enemy vehicles, and disrupt rocket and missile attacks, making them miss
their target. It can really be a lifesaver if your enemy uses so many rocket
units, as the ECM Tank's magnetic field causes more than 80% of the rockets
to miss.

Paying $800 to stop those annoying Rocket Buggy rockets, Raptor missiles,
Tomahawk Missiles, Rocket Propelled Grenades, Stealth Fighter missiles,
Comanche hellfire missiles or to disable tanks ain't to shabby either.

---------------------
Happy Meal Transports
---------------------
Troop Crawler Cost: $1400 Requires: War Factory
Listening Outpost Cost: $800 Requires: War Factory

That's right, kids. McChina is pleased to bring you their Happy Meals!
Firstly, we have the Troop O'Crawler Deluxe, and it comes with 8 real life
Red Guard as toys. Secondly, we have the Listening McOutpost, and it comes
with 2 live Tank Hunters! All meals have a stealth detector for free to
come with them! That's right, you are happy, we are happy! McChina, I'm
loving it!

---------------
Troop Crawler
---------------
Cost: $1400
Cost of bundled Red Guards: $1200
Actual Price = Cost - Cost of bundled Red Guards = $1200

The Troop Crawler is the most expensive of the troop transports, at $1400,
but there is a reason behind, it is because it comes with 8 Red Guard!
So, it actually costs $200! The Troop Crawler is also equipped with Stealth
Detection. So, which means, we have a decent stealth detector that can
be produced en-masse! So, really, "They can't hide from me."

The Chinese Troop Crawler may be inflexible, but it comes packaged with
Red Guard, and holds just as much as the Battle Bus, so it is a good way
to train large numbers of infantry en masse.

The method of difference applies. You will be pleased that the Troop Crawler
itself costs only $200! This is one of the ways you can train Red Guards
en masse. An excellent value for money indeed!

------------------
Listening Outpost
------------------
Cost: $800
Cost of Bundled Tank Hunters: $600
Actual Cost: Cost - Cost of Bundled Tank Hunters: $200

This van is stealthy when stationary. So, you can leave it in one spot
to keep it revealed without getting detected by non stealth detectors.
It itself is a stealth detector. Unlike the Radar Van, this unit is not
defenseless, as it comes with 2 Tank Hunters that fire from inside it.
So, it actually costs $200, like the Troop Crawler.

Again, the method of difference applies. The reason why there are no Chinese
vehicles selling cheaper than $800 is because the ones that are cheap come
bundled in with other units. Consider it as a bonus.

---------------
Double Big Guns
---------------
Inferno Cannon Cost: $900 Requires: War Factory + Propaganda
Center
Nuke Cannon Cost: $1600 Requires: War Factory + Propaganda
Center + Level 1 General Ability

China does not make use of any missile related ballistic units, instead,
they have Artillery! The Inferno Cannon is a flame based artillery. Like
many other Chinese Units, they are most effective in large groups, as when
6 Inferno Cannons fire their cannon at a target, you can be assured that
a Firestorm will be made, incinerating the target and any other units near
it. Use Black Napalm for more powerful effects! The Nuke Cannon is China's
Nuclear Based Artillery. It lobs tactical Nuclear Shells over long
distances, and has a substantial range improvement over the Inferno Cannon.
The neutron shell is another fun thing to use if you want to steal the
enemy's units instead of destroying them. It can also clear garrisoned
buildings that normal building clearers cannot clear out, like Palaces
and Internet Centers. Have fun. Always keep these units in the rear at
all times, or you will lose these quick.

---------------
Inferno Cannon
---------------
Cost: $900
Black Napalm Upgrade: $2000

China does not make use of any rockets or missiles, instead, they make
use of Artillery! The Inferno Cannon flies napalm shells over long range.
As it is a shell, it cannot be stopped by anything. The impact damage is
collateral, as the units will continue to take damage from the flames.
It is most effective, when used in large groups, as a lovely little bonfire
will be made, incinerating anything in its path.

The Inferno cannon has the same price as the Rocket Buggy, but attacks
in a slightly different manner. The shell has a considerable area effect,
so if you fire at a large hoard of incoming infantry, it can be guaranteed
that at least some of them will be hit, and will eventually burn to death.
Again, build these in quantity to make use of the Firestorm! Again, a good
value for money.

---------------
Nuke Cannon
---------------
Cost: $1600
Neutron Shell Upgrade: $2000

Yes, the ultimate Artillery is here. The Nuke Cannon fires nuclear shells
over long distances, and causes a little nuclear explosion, that can
destroy several tanks at once! The thing that gives it an extra point over
the Scud Launcher is that the shells cannot be stopped in mid-air. Another
thing, the Nuke Cannon can be upgraded to fire neutron shells. These shells
vaporize infantry, and can kill the drivers inside vehicles, making them
available for capture. So, if your opponent sends in a large number of
tanks, use this.

To switch the type of Shell used:
Simply click the button corresponding to the type of Shell (Nuclear,
Neutron) you would like to use.

What can I say? This unit is just so powerful and explosive, and then it
has 2 uses, to blow things up, or to neutralize vehicles. As it is just
as powerful or even more powerful than the SCUD Launcher, and the shell
can be stopped. Charging $1600 for one is just reasonable.

--------------------
The Swiss Army Tank
--------------------
Overlord Tank Cost: $2000 Requires: War Factory + Propaganda
Center

It's a good thing that you do not need a General ability to build these
powerful tanks. The Overlord Tank is very lethal indeed. It can also squish
enemy vehicles. Its twin cannons are just the beginning of its story. After
all, a Bunker, Speaker Tower or Gattling Cannon can be mounted on its back,
making it a decent all rounded tank. If you see these coming to your base,
you would have to kill them very quickly, as bullets, missiles and even
bombs tend to bounce off them, and their guns really kill!

---------------
Overlord Tank
---------------
Cost: $2000
Uranium Shell Upgrade: $2500
Nuclear Tank Upgrade: $2000
Overlord Bunker: $400
Overlord Propaganda Tower: $500
Overlord Gattling Cannon: $1200

The Overlord Tank is the ultimate example of China's brute force. Although
very expensive at $2000, it has super heavy armor, and very powerful cannons.
It is fully customizable to have a gattling cannon, speaker tower or a
bunker mounted on its turret. That's not all, it can crush tanks, and it
can be upgraded to Uranium Shells and Nuclear Tank at the Nuclear Missile
Silo.

To upgrade your Overlord with a peripheral:
Simply click on the type of upgrade you want to give to the Overlord. Note
that this peripheral is permanent, so always think twice before deciding.

It is only natural that EA decided to charge this extremely powerful and
all rounded unit $2000. Otherwise, many C&C fans will gripe to EA for this.
But still, by simple experiment, I found that the Overlord has a very high
kill ratio against all other weaker tanks. So, it is really worth it.

-----------------
China's Airforce
-----------------
MiG Cost: $1200 Requires: Airfield
Helix Cost: $1500 Requires: Airfield

Although China's airforce lacks variety with one main fighter and one
attack helicopter, they ain't too shabby either. The MiG is another fire
based fighter, and each carries 2 Napalm Missiles, its armor can be upgraded,
and when 4 MiGs unleash their missiles at a target at once, a lovely
Firestorm will again be created, barbecuing anything around. Hmm... Needs
some nice barbecue sauce. Of course, the Black Napalm Upgrade works wonders
for them too. The Helix is China's transport helicopter. It holds up to
5 blocks of units. (Infantry = 1 Block, Most Vehicles = 3 Blocks,
Construction Dozers = 5 Blocks). It is also the Overlord of the sky. It
can be upgraded to have either a Bunker, a Speaker Tower or a Gattling
Cannon mounted on it. If you upgrade it with a Bunker and load it full
of Tank Hunters, its attack power can be highly increased. Napalm Bombs
can also be upgraded to each Helix for more devastating attacks. In fact,
the Napalm Bomb will create a firestorm the instant it hits the ground!
Black Napalm works on them too! They don't call it a "heavy lift transport"
for nothing!

---------------
MiG
---------------
Cost: $1200
Black Napalm Upgrade: $2000
MiG Armor Upgrade: $1000

The Chinese MiGs have 2 napalm missiles, but they are more powerful, as
they have the tendency to generate firestorms, if all 8 missiles hit their
target. The Chinese MiGs are cheaper than Raptors, and both their armor
and attack power can be upgraded.

For an aircraft like the MiG, I really cannot comment on its price, as
it is just the tradition for C&C programmers to charge between $1200 and
$1500 for jet planes.

Supplementary Information: (Reference: Jane's)
The USSR's MFI (multifunctional front-line fighter) program began in 1983,
to develop a fighter to replace both the MiG-29 and Su-27 in Frontal
Aviation service and compete with the Eurofighter, Rafale and F-22. The
end of the Cold War detailed much-needed funds, but development continued
slowly, with the MiG 1.44 demonstrator/airworthy prototype completed in
1991 (after selevtion over a competing design from Yakolev).
Flight-cleared engines were not available, however, and by the late 1990s
the Western Press were suggesting the 1.44 was a mock up or a fake. But
the 1.44 finally made its first (18 minute) flight on 29 February 2000.

The 1.44 is a twin fin delta-canard design, with large movable foreplanes
and widely-space twin tailfins. It has some stealth features, including
sharply-raked straight-edged engine intakes, but a production aircraft
could employ Kehdysh Research Centre's 'plasma cloud" stealth system,
which reputedly reduces BCS by dissipating electromagnetic waves. Earlier
plans included thrust-vectoring power plants, but the prototype 1.44
mounts two Staurn/Lyullka AL-41F engines with ceramic-coated interior
nozzle petals. Other features include supercruise (sustained supersonic
flights without afterburners), a wide use of composite materials, and a
large internal fuel capacity. The original NO-14 weapon system has
apparently been cancelled, and the future of the MiG 1.42 planned
production version in uncertain.

-----------------------------------------
Estimated Specifications of the MiG 1.44
-----------------------------------------
Powerplant: two 175mN (39,350 lb st) Saturn/Lyulka AL-41F afterburning
turbofans

Dimensions: length 22.83m (74ft 10in); height 5.72m (18ft 9in); wing span
17.36m (55ft 10in)

Weights: normal take-off 30,000kg (68,138lb); MTOW 35,000kg (77,161lb)

Performance: max level speed at high altitude (2,500 km/h (1,553 mph));
max level speed in suprecruise Mach 1.6-1.8 (1,700 km/h (1,058 mph));
service ceiling 20,000m (65,620 ft)

Armament: one GSh-30-1.30mm cannon, internal weapon bay and possibly two
or more underwing hardpoints for AAMs, ASMs and bombs

---------------
Helix
---------------
Cost: $1500
Napalm Bomb: $800
Helix Bunker: $400
Helix Propaganda Tower: $500
Helix Gattling Cannon: $1200

The Helix Helicopter uses the same weapon as the Comanche at the beginning,
useless? No! The Helix is the Overlord of the sky! It again is fully
customizable to carry a Bunker, Speaker Tower or a Gattling Cannon on it!
If you install the bunker, and load it with Tank Hunters, the effects are
the same as a Comanche that fires missiles continuously, without having
to reload, such a combination can single handedly take out 2-3 Quad Cannons
and still have considerable breathing space! The Gattling Cannon can detect
stealthy units, and can down aircraft, just like the tank hunters inside
the bunkers. The speaker tower of course, heals your units within its range
continuously. To get the best of all 3 worlds, build 3 of these and upgrade
them with 3 different peripherals. Finally, their napalm bomb is well,
firestorm in a can, and they can drop it again and again continuously,
just like those Kirov Airships.

To upgrade your Helix with a peripheral:
Simply click on the Peripheral you would like to install on your Helix.
These upgrades are again, permanent. So make up your mind beforehand.

To use the Napalm Bomb:
First click on the orange Napalm Bomb button to arm your Helix with it.
It costs $800. Then, when it is loaded. Wait for it to charge up. Then
click on the Green Napalm Bomb button and then click the area you intend
to use it on. The Helix will then go over to the target area and drop it
down "like a ton of bricks"!

For such a heavy and powerful helicopter, charging $1500 and ONLY $1500
for it is very cheap in fact. A good bargain indeed!

-------------------------
5. USA Campaign [CCGZH5]
-------------------------
*****MISSION 1: Baikonur, Kazakhstan*****
Background:
Although the USA Army has had the fragmented Global Liberation Army on
the run, the terrorist threat remains a clear and present danger. The GLA
is still actively using those chemical warheads from their Baikonur
Facility. In fact, they have equipped their missiles with even more newly
designed chemical warheads. They have started to launch those chemical
warheads into US bases in Northern Europe. People have begun evacuating
from the urban areas in Europe. A previous attempt by the Chinese Army
to attack the facility has failed. With the Chinese Army battling local
warlords to the east, the American Army is sent in to deal with the situation.
Your mission is to destroy the launch facility. It is vital that you succeed,
or otherwise, America's strategy footholds and interests in Europe will
more likely be affected.

Factions:
Friends:
Blue: USA

Enemies:
Green: GLA

After this news report by BNN (British News Network, a hybrid of BBC and
CNN, I suppose? Heh heh.), and being shown the GLA hippies in their
motorbikes, you see another missile being prepared for launch, and it fires!
By! The sky really does look realistic in this game. So! The missile's
target is a certain USA base in Northern Europe. The missile explodes!
BOOM! A lot poor souls suffocate in the chemicals that were given out.
Then, you are left to play. You are given your starting units, and your
base. They have given you 2 sets of 5 of Missile Defenders and Rangers.
Load them into the 2 Humvees.

Tip! More about Humvees
As a practice, always load 2 pathfinders (anti infantry) and 3 Missile
Defenders for all rounded support. This should work on single player, LAN
and online. Oh, another thing, when you see slower units coming after you.
Back off a few steps and the people inside the Humvee will get "free" hits
on the enemy unit. If you make use of the Search and Destroy Battle Plan,
then you can shoot even further and harass your enemy more.

Some foolhardy rebels will come over to engage you. Pick them off using
you new Scout Drone. Then move your troops northwest, destroying the 2
stinger sites. You will come to some empty Chinese Tanks in a motor pool,
including a lovely Overlord Tank. Take them with infantry, upgrade the
Overlord Tank with a Speaker Tower, then move northeast.

2 terrorists are planning to car-bomb you, watch out! Then, at the same
time, some infantry would have garrisoned the 2 apartment blocks near the
vehicles, use the Dragon Tank to fry those units.

Now, kill all units and destroy all structures guarding the train station
in order to capture it. I suggest you leave those buildings for your lone
Overlord Tank to destroy, then, gloat as it gains veterancy.

Now, the train will arrive, load your best units into the 2 train cars,
and those units will be taken to the launch site by train. When you reach
the site, destroy everything, garrison the radio station for A-10 support
if necessary, and a large bomber will come with a MOAB, the Mother of All
Bombs (Actually, it stands for a Massive Ordinance Air Burst)! The bomb
hits, and several of their units are blasted all the way to the moon, and
the pilot really likes his job, after all, "I love the smell of a fresh
MOAB in the morning!" Mission Accomplished! You win!

*****MISSION 2: Somalia Coast*****
Background:
While the USA is performing the crackdown on the GLA, they are also
delivering aid supplies to desperate regions that are suffering very
heavily. Unfortunately, local warlords linked to the GLA continue to
threaten their convoys of food and medical supplies. Your mission is to
ensure the safe arrival of the supplies, and the total elimination of the
GLA troops in the area. The navy is supporting you in this area. Meanwhile,
other USA armies are busy searching for more Weapons of Mass Destruction
of the GLA.

Factions:
Friends:
Blue: USA

Enemies:
Green: GLA

You are now in Somalia, the land of the movie Black Hawk Down. In fact,
this mission has a lot of parallels with the movie. Like the bombardment
of the docks, and all the street fighting with the heavily armed locals.
Fortunately, no aircraft were downed this time.

The opening cut-scene features many battleships firing on the GLA units
on the docks, note that they are there to clear the docks, not destroy
it, yeah right. Meanwhile, the Raptors, 2 by 2 are bombarding their tunnel
networks (Hey, I just saw them fly over the GLA units, and then they explode!
I wonder if those raptors have some psychic powers or dark force. Heh heh
heh...) You are then left to play.

Move your troops to the warehouse, using the battleships to take out the
bunkers blocking your way. By the time you secure the warehouse, more units
will arrive in the docks, and the supply trucks will begin coming in. Now,
defend the warehouse until all trucks have entered the warehouse. It is
not very hard to do so. While you are at it, call in the battleships to
blow up all the Bunkers and Stinger Sites you can see on the map.

While you are guarding the warehouse, consider playing a game called laser
shooter with your Missile Defenders. Here's how you do it:

Precise Tip! Painting a big Bulls eye on them
The Missile Defenders have a unique ability. The Laser Missile. Using a
special laser sight similar to those of sniper rifles, the Missile Defender
can target enemy units and aircraft much more accurately, and will shoot
much much faster! To use the Laser Missile ability, simply click on the
laser missile button on the command bar, and then click the target you
desire! Then, the Missile Defender will aim the laser at the enemy unit
for a second, then the fireworks begin! Unfortunately, this ability is
useless against enemy infantry and structures, so when you see enemy
infantry coming, run!

After all 10 have arrived, and you have heard the crowd cheer, you can
receive your construction dozer, so, build your base, and build fire bases
and patriot missiles in alternation to each other. However, be prepared,
as GLA will use SCUD Launchers in this level, and they can easily out shoot
your Patriot Missiles and Firebases.

Base Defense Tip! What to garrison in a Fire Base
Always garrison one pathfinder and 3 Missile Defender in each Fire Base!
The Pathfinder can pick your enemy's infantry off, while the missile
defender shoots at the tanks.

You should be aware of a small GLA outpost in the northwest of the city
behind the hills, consider sending a Ranger to capture the barracks there
if you wish, or just send in Col. Burton to destroy everything.

Now, the business of destroying the GLA base is well, easy peasy! Just
continue to bombard them with the battleships and comanches until they
are gone! The Battleship bombardment has similar power to a level 2
Artillery Barrage, and you can use it sooooo frequently! Easy! Just use
them as if they are mini superweapons! I tell you, easy! Much easier
compared to those hectic 15 hours of troops struggling in the city in Black
Hawk Down! Another mission accomplished!

*****MISSION 3: Mount Elbrus, Russia*****
Background:
Having successfully protected the supply convoys to deliver their aid in
Somalia, the USA army has found top secret documents related to the GLA
chemical weapon production program. They have identified the location of
a top secret chemical production plant in Mount Elbrus, deep inside Russia,
and will respond to this threat. Your mission is to send in Colonel Burton's
team to take out this facility.

Factions:
Friends:
Blue: USA
Red: China

Enemies:
Green: GLA

In the start of this mission, we will be treated to a hilarious cut-scene
featuring the B3 (or is it U3?) bombers. Those bombs are so cool, they
fall straight down, totally unaffected by air resistance, and I must say,
those American bombers really do a good job sending people to the moon!
Colonel Burton will be air dropped in with some other infantry units.
Meanwhile, Chinese Secret Agent Black Lotus will be dropped off on the
other side of the river, she brags about the Helix helicopters and
challenges you to a race, "Your Chinooks are durable, but I prefer the
strength of our Helices." and you are left to play.

The race is on! Your task is to reach a certain inn right in the middle
of Casablanca called Riad Catalina! Oh, ahem, excuse me. No, this is not
the Amazing Race, it's just Mission 3. As soon as you can get control of
your troops, snipe at the infantry while Colonel Burton destroys the Radar
Vans before they can squish you all flat.

As you may have probably already noticed, there are just so many garrisoned
buildings in the town, so you will need flashbangs to clear them. So, head
north, engaging any units you meet. Leave the infantry to the pathfinders,
and the vehicles to Colonel Burton.

You will reach the Prisoner-of-War camp. There will be a cut scene. Colonel
Burton says, "I can see the POW camp, looks like they have a tunnel network
that passes under the river."

Black Lotus will then start capturing the GLA buildings in the camp opposite
the POW camp. Boy, and she does a good job out of it. In the confusion,
the Chinese managed to use a Bomb Truck to blow up the Tunnel Network!
How can she do that!? Those GLA troops must be blind or something.

"Nice work, Lotus. I just can take care of a couple of guards, and everyone
will be freed."

So, take everything out in the POW camp, and some rangers will come out
of the camp. They are free! With the new Rangers, you can clean up all
those garrisoned buildings in the town. Go north, and you will come to
several tunnel networks by a bridge, be careful here, as there may be units
waiting to ambush you from the inside. To the northwest is a second POW
camp. You know the drill, destroy everything, and the rangers will be freed.

Notice this strange tank there? It's a microwave tank, good to disable
enemy buildings. You will also notice that the area around the Microwave
Tank looks a little bit distorted. This is due to its Microwave Field,
any infantry unit that gets inside the field will slowly lose health until
they get incinerated. Note that the microwave field does not work while
you use the Microwave Beam.

Tip! A new way to clear garrisoned buildings
With microwave tanks, you can "ding" the people hiding inside civilian
buildings. Just set it to High to bake a delicious meal. Heh heh!

Now that you have the microwave tank, you can continuously disable and
destroy those stinger sites and tunnel networks. Have fun! When you reach
the mountains, order Colonel Burton to climb up. Now, Colonel Burton will
blow up the mountainside, starting the avalanche! The avalanche really
WILL bury the lab forever! Mission Complete!

*****MISSION 4: Amisbad Oil Fields: Iran*****
Background:
Information recovered from the Chemical Lab confirms that GLA really is
carrying on its chemical weapons program. The US suspects that the GLA
General code-named Dr. Thrax is behind all of this. Dr. Thrax is an elusive
extremist and has been charged with war crimes by the world court.
Intelligence sources have traced his funding to oil fields in Iran, your
mission is to liberate the oil fields, and destroy the GLA base guarding
it.

Factions:
Friends:
Blue: USA

Enemies:
Yellow: Misguided civilian population
Green: GLA

This mission begins with a lovely air show over the skies of the Amisbad
Oil Fields. The Quad Cannons are busy trying to shoot those planes, but
there are just too many of them. Now that we have landed, the airstrip
is secured. Build your base! Capture the oil derricks around your base
for a start, just use Construction Dozers to remove those demo traps and
booby traps. Supplies are scarce, so it is vital that you capture as many
Oil Derricks as possible.

Discouraging Tip! You had better not try to garrison the buildings, or
you'll be sorry
When you are playing as GLA over the LAN or internet, always try to reach
the towns first and use rebels to place booby traps on the buildings, now,
the opponent WILL think twice before trying to enter those buildings. Of
course, he can also use dozers or workers to remove those traps, but that's
too annoying. Anyway, stealth detectors can easily detect the booby traps,
and the Dozers can clear them with one scoop of their blade.

Now, build fire bases loaded with Missile Defenders and Pathfinders on
the 2 bridges, and place some Paladins and Avengers next to them to stop
the scud launcher missiles.

Tip! How many Avengers and Paladins do I need?
Regardless of offline games or online games, it would be wise to build
a paladin tank or an avenger for each rocket solider the enemy has, and
2 for each Scud Launcher or Tomahawk Missile they have. However, these
2 units cannot stop artillery shells, so be careful when playing against
China.

While you are building your base, you will be informed that a neighboring
town has been poisoned by GLA propaganda, and are sending units to attack
your base. So, go north and destroy the radio station ASAP. Colonel Burton
is good at this. To clear the occupied structures, simply send in the
Microwave Tanks to ding them out! Ha ha ha!

If you are playing on medium difficulty or above, there will be a SCUD
Storm built, luckily, it is in an outer area of the main base, so use a
microwave tank to ding it and disable it, while Colonel Burton destroys
it. Be careful of that single tunnel network there, as units will ambush
you from inside the building. So, I guess you should kill enough units
to get promoted to a 3-star general, then you can A-10 Strike that network,
after that, nothing can react fast enough to stop Colonel Burton from
destroying the SCUD Storm. After that, I suggest you let Colonel Burton
hang around there, as he can keep the Workers at bay from rebuilding
anything.

Now, it's time to build an attacking force. I recommend attacking from
the Eastern Side of the base, as you have cleared that entrance with Burton
Already. Send in as many Paladins as you like, but build at least 15 of
them, as the enemy just loves to use Scud Launchers and RPG Troopers. Also,
build Tomahawk Missiles and keep them in the rear. Some Humvees with
Pathfinders and Missile Defenders inside can also support your advance.
Wipe them out, all of them. Although Lieutanent Eva may suggest that you
capture some oil derricks there, it is rather difficult to hold them, as
it will cause the GLA to attack with renewed vigor.

Apart from this, reinforcements will also be airdropped in periodically.
Use those units if you are short of cash. Attack from the east entrance,
and you will experience minimal losses, as all the traps have been cleared.
Wipe them out! All of them!

Caution! Highly Explosive Humvees
When a Humvee is destroyed, the infantry inside all die! (Perhaps it is
because the petrol tank of the Humvee is dangerously close to the passenger
compartment, hence, when the Humvee explodes, the petrol tank will burst
into flames, causing your infantry units inside to scream like canary birds)
So, when you notice that your Humvee's energy bar is almost empty, evacuate
all units!

Submitter's Question! Mas Adi Ismail's question
Original Version:
General!!!

I have being following your tips and hints on the CnCGenerals series...
and it succeed though something I have difficulty to actually follow your
strategy (maybe because different level of Gaming)

Currently I am playing CnCG Zero Hour (USA) on Mission 4: Black Gold (if
you could remember) on Hard / Brutal Mode, I found out (after trying several
times over a week) your published strategy is hard to follow. Now my "units"
are stranded on the battlefield and surrounded by angry mob.

Do you have any other strategy applicable for this level.

FYI, the game start with only 2 oilfield on the ground my units have landed,
+ 9500 cash to spent.. if I'm not mistaken..

Appreciate it if you could give me a good advise on how to win this
I-m-possible mission..

;] thanks

Corrected Version:
General!!!

I have been following your tips and hints on the CnCGenerals series...
and I succeeded though sometimes I have difficulty actually following your
strategies (maybe because different level of Gaming)

Currently I am playing CnCG Zero Hour (USA) on Mission 4: Black Gold (if
you could remember) on Hard / Brutal Mode, I found out (after trying several
times over a week) your published strategy is hard to follow. Now my "units"
are stranded on the battlefield and surrounded by angry mobs.

Do you have any other strategies applicable for this level?

FYI, the game start with only 2 oilfield on the ground my units have landed,
+ 9500 cash to spend.. if I'm not mistaken..

Appreciate it if you could give me some good advice on how to win this
I-m-possible mission..

;] thanks

My Answer:
Well, I never thought about people would refer to my guide for the Hard
Difficulty, but still, I have played through this mission on Hard Mode
and have found a new strategy to beat this mission. Here it is.

-------------------
Hard Mode Strategy
-------------------
Step 1: Build your base and secure some Oil Derricks in the south of the
oil field
As soon as your units land, have one of your Construction Dozers build
a Command Center and a Cold Fusion Reactor. Then, you should send a
Pathfinder over to the two Oil Derricks, and detect the Booby Traps and
Demo Traps. Have one of the Construction Dozers defuse all those traps
while the other continues with the Base Construction.

Once the traps have been removed, have 2 Rangers capture those two Oil
Derricks. Then, have your Construction Dozers build a Supply Center and
a War Factory. After that, send one of your Dozers across the southern
bridge to the oil field, and take one Pathfinder with him. You should be
able to detect all the traps in your path. Have the dozers clean them out.

Afterwards, have your Dozer in the base move north and build a Firebase
there and garrison 4 Missile Defenders inside, and have a Pathfinder hide
inside the tower next to the bridge. On the other hand, send Rangers to
capture the 3 southeasternmost Oil Derricks in the field and order the
Construction Dozer build a Fire Base or two to the northwest of those 3
derricks, and garrison a Pathfinder and 3 Missile Defenders inside each.
Now you should have 5 Oil Derricks generating cash for you. Finally, send
Colonel Burton to the north across the bridge guarded by the Firebase and
let him kill any RPG Troops around, and have him on guard mode there. (He
is guarding a very busy area, and those units never seem to give a damn
even if they are being shot by Colonel Burton.) If you are fast enough,
you should be able to finish Step 1 just before the GLA starts to send
in a large horde of units against you.

Caution! Make sure that you have scattered the remaining 4 Pathfinders
in your base, as Dr. Thrax may perform Rebel Ambushes (16 Rebels) anytime
he wants!

Step 2: Defend your base at all costs and acquire a tactical equilibrium
From now on, any units attempting to cross the northwestern bridge can
be taken out or severely weakened by Colonel Burton, while the Oil Derricks
to the south can be temporarily held back by the Firebases. However, you
noticed that I said temporarily. This is because, eventually, Dr. Thrax
will become smarter and will send in Rocket Buggies that can outshoot your
Firebases, and if you do not evacuate your units inside in time, they will
all be roasted to a crisp! Therefore, prevention is better than cure. Save
up money, and secure that area with Paladin Tanks (6 is OK), and each should
be upgraded with a Battle Drone. If you are stiffed for cash, build them
one by one and slowly increase their support, eventually, that area will
be secured.

On the other hand, you will eventually be notified by Lieutenant Eva that
much of the town to the north has been poisoned by GLA propaganda and are
launching attacks against you. Those units can be identified with their
yellow color. The good things is that most of the attacks come from the
bridge to the far north, therefore, you can simply secure that entrance
by garrisoning the tower next to the bridge with a Pathfinder and 3-5
Missile Defenders.

Another good news is that you will be periodically be given reinforcements,
so you may have more Pathfinders to play with. With all entrances to your
base secured, a stalemate will be formed between GLA and you. Hence, you
are now in tactical equilibrium, with neither sides gaining ground from
each other. You can build a Strategy Center, and make use of the Bombardment
Strategy if you have the money now. (I'm sure you do)

Step 3: Destroy enemy SCUD Storm and Radio Station
In an attempt to break the stalemate, Dr. Thrax will build a SCUD Storm
to use against you. Fortunately, by the time you notice the timer, you
should be a 4-Star General. I advise you to select the following with your
4 points:

Paladin Tank
Level-3 A-10 Strike

As soon as the Scud Storm appears, the area around it will be unshrouded.
Then, you can immediately launch an A-10 Strike on the Scud Storm, and
take out maybe four fifths of its HP. As A-10 Strikes take 4 minutes to
refuel, while a Scud Storm needs 5 minutes of preparation, you can land
in 2 A-10 Strikes before the Scud Storm is launched, and Dr. Thrax will
never be able to use it against you. Ha ha! Now, the equilibrium is restored!

Besides, if you are fed up with all those Bomb Trucks, Car Bombers and
Terrorists coming after you, you can send in 2 A-10 Strikes at the radio
station to stop them for good. (I do not recommend sending units out there,
because they will slaughter you with their horde tactics.)

Step 4: Perform a complete takeover of the oil field
No, this is not a corporate takeover, but it is a complete takeover. Before
you send in your Rangers to capture the remaining Oil Derricks, send in
the Construction Dozers to remove all the Demo Traps around. Then, build
Fire Bases everywhere at regular intervals and garrison them with 1
Pathfinder and Missile Defenders each. Move your Paladins up if necessary.
Make sure you even secure the area that Colonel Burton's area, as Bomb
Trucks frequently travel through that area and will wreck havoc on your
newly acquired cash sources. Once you can repel any other attacks on this
area, you can start sending in rangers and capture all Oil Derricks, the
Oil Refinery, as well as the Repair Pad.(Send Dozers to remove any traps
beforehand). If you wish, build a War Factory and a Barracks among the
Oil Derricks. (Watch out for Jarmen Kell, he is hiding by a tower up a
slope at the northern end of the oil field.)

Step 5: Slowly push forward into Dr. Thrax's base from the south
Now that you have a VERY LARGE income source. (More than 10 Oil Derricks,
it is time to build an attacking force. Before that, I suggest you use
your 3 remaining General Points for the follow abilities:

Scout Drone
Level 2 Paradrop

You can use the Scout Drones to slowly reveal the areas to the north of
the Oil Derricks. You will find two paths among the mountains into Dr.
Thrax's base. The one to the west is filled with Demo Traps while the other
is relatively clean.

My strategy would be to build 2 hordes of units. Each with 10 Paladin Tanks
and 3 Tomahawk Missiles. Arrange them in a formation with the Paladin Tanks
in the front and the Tomahawk Missiles in the rear. Then, move those 2
teams up to the mountain pass to the north with the entrances to the two
paths. Have both teams advance slowly, standing their ground to fight the
enemies that come out of the base, with the western team destroying the
Demo Traps in their path, one by one. Eventually, your units will be bvery
close to the entrance.

However, once your units are a Tomahwak's launch away from the entrance
of the base, STOP! Notice that Tunnel Network there? It is garrisoned with
a lot of Quad Cannons and SCUD Launchers. IF you get too close, they may
surprise you and your attack will be ground to a halt. Therefore, I suggest
performing an A-10 Strike on that Tunnel Network, and then the units will
pop out, and be blown to bits by the A-10 Thunderbolts!

With that threat gone, you can move your units in and destroy. I will leave
the rest to your imagination!

*****MISSION 5: Dr. Thrax's Chemical Plant*****
Background:
Dr. Thrax has been tracked to a city, name unknown. He now orchestrates
his last stand against USA. He has now managed to perfect a new and dangerous
type of chemical called Anthrax Gamma. Anthrax Gamma is a new, powerful
nerve agent, and the Dr. is planning to launch these new chemical missiles
to metropolitan targets all around the world. Your mission, is to capture
all 4 missile launch pads before a single missile is released.

Factions:
Friends:
Blue: USA
Brown: GLA Rebels

Enemies:
Green: Dr. Thrax

The starting cut-scene shows a satellite codenamed Powers tracking the
location of the chemical factory. Then, a lot of funny little missiles
are fired into one of Dr. Thrax's bases, wiping out the storage bunkers.
You are now left to play. Just build your base, and defend it with the
usual stuff.

Tip! Info about Dr. Thrax
Before we begin, I must state what is so unique about Dr. Thrax. Dr. Thrax
just loves to use chemical weapons. His rebels and terrorists are all packed
with chemicals. So, if you are playing against him in multiplayer, be sure
to protect your units by putting them in Humvees and Listening Outposts.
Dr. Thrax is so obsessed with Chemical Weapons that even his tunnel networks
spray toxins! He starts with Anthrax Beta, and can upgrade it to Anthrax
Gamma! So, he is the only general who can reduce infantry to lovely pink
salamander man! His Tanks all start with toxin shells, and RPG Troopers
fire chemical rockets! Ugh! Disgusting! Fortunately, he has a weakness,
it is that he CANNOT make use of camouflaged units, so you can detect them
while they are reasonably far away.

Tip! Busting Bunkers
The enemy likes to ambush attackers from inside the Toxin Networks, upgrade
your Stealth Fighters with Bunker Busters and attack their Networks. In
multiplayer game always consider using this technology when playing
against China or GLA, as their bunkers can easily be busted! Anyway, this
method can kill infantry inside buildings too! One thing I find it funny
is that, when I used it on a toxin tractor in this level, the vibrations
caused by the explosion caused it to fly very very high up in the air!
This toxin tractor then did a lot of loop the loops in mid-air, but managed
to land on the ground unscathed! It's crazy, I tell you! Well, those people
in EA must have watched too many Looney Tunes.

To the east of your base, are a GLA camp that wishes to Rebel against Dr.
Thrax. This is because they are all fed up with his obsession with chemical
warfare, and that such toxins could just kill them all. You can now use
their general abilities, like the Rebel Ambush and Anthrax Bomb (Hey, I
thought you were fed up with using Toxins, how come you still get to use
the Anthrax Bomb?!). While you are holding off their attacks, use a spy
satellite on the northern part of the map. The Launchpads are somewhere
at the north of the map. Just watch out for their sneak attacks.

Build a particle cannon, and some Aurora Bombers. You will need the Auroras
to help destroy the SCUD Storm that Dr. Thrax builds. When your Particle
Cannon is ready, use a spy satellite to reveal the area surrounding the
northeast launch pads, then use the particle cannon to fry all the units
guarding the Bunkers. Then, ambush the rebels in and capture those 2 missile
launch pads! You are now halfway to your goal.

Tip! Capturing Enemy Buildings
I have received numerous e-mails concerning how to capture this, how to
capture that. It is very simple, really, simply pay $1000 in the Barracks
for the Capture Building ability, then when it is complete, wait for the
Capture Building ability of your Ranger, Rebel or Red Guard to charge up.
When the whole button is bright, click it, and then click the building
you want to capture. Your infantry unit will then walk over to the building,
and place their country's flag next to the building. Then, you will see
the target building flashing, and beeping. The more frequent the beeps
and flashes, the closer you are to capturing that building. You will be
notified by the infantry unit when he has captured the building. Black
Lotus can capture buildings much quicker than infantry units, and can do
it from a range, due to her wireless network connection. Keep that in mind
if you are playing as China.

Tip! Aurora Bombers and Economy
As you can see, Aurora Bombers are a supersonic aircraft. They cannot be
stopped by anti air defenses until they deliver their payload, which means
they can always reach their target. Unfortunately, after dropping their
bombs, they are just so vulnerable to anti-aircraft defenses, and you will
be disgusted that you have to spend another $2500 for each of the Aurora
Bombers lost. That's why, if you are using Auroras, make sure you target
your enemies' expensive structure, like their superweapons, this can help
make up for the sunk cost.

The other pair of launch pads is more heavily guarded. I suggest you make
use of Particle Cannons, MOABs and Spectre Gunships at the same time to
create a large enough distraction to keep the enemy units at bay before
Rebel Ambushing the missiles and capturing them.

-------------------------
6. GLA Campaign [CCGZH6]
-------------------------
*****MISSION 1: Outside the City...*****
Background:
As the "mercenaries" of the United States continue to hunt down for Dr.
Thrax, GLA leaders have decided to stop trying to protect this deranged
scientist as he is known to be unstable. The USA is still "senselessly"
relying on its air power in an attempt on destroying the last of the GLA.
However, neither the USA or the Chinese could really breakthrough to
capture the GLA chain of command. The GLA leaders promise a continued war
of attrition for world freedom. This is a war that they MUST win! Your
mission is to protect the GLA leader as he travels to the airport for
evacuation.

Factions:
Friends:
Green: GLA
Red: Our Great Leader

Enemies:
Blue: USA

After the news report by ARC (the GLA equivalent of Al-Jazzera I suppose?
Heh heh heh.) You will be treated to this cut scene where some USA Humvees
are in hot pursuit of the GLA leader. However, they were a little unlucky.
They suffered some traffic accidents. One Humvee crashed into a truck that
was "really explosive", while the other was squashed by a falling tower!
Our leader is safe, for now.

You are now left to play. Salvage the resources to upgrade your vehicles.

Tip! Salvage Preferences
When ever you destroy enemy vehicles, always salvage them to units in this
order:
Marauder Tanks > Quad Cannons > Techicals > Other units

Move southeast, engaging the enemies on the way.

Cross the bridge, and you will be treated to more salvage crates, as well
as some more RPG trooper Combat Bikes.

Cool Tip! Which Bikers shall I use?
When using combat cycles, always load them in this order:
Terrorists > Rebels > RPG Troopers
This is because, loading RPG Troopers in those bikes make them much more
vulnerable to tanks. As for the terrorists, well, have fun! It is much
better to use suicide bikers than to load a technical full of terrorists
and rushing them into your opponents' (human or computer) base! Note that
when a Terrorist is riding a Combat Bike, the front of the Combat Cycle
has a yellow box with Red Stripes to warn others of your approach.

There are some patrols to the northeast, and that's the path we have to
go. Instead of taking them on directly, send all bikers to the eastern
path, and go down the cliff. Then, you can easily surprise all of those
units, and liberate the base to the further north east.

Once your base is liberated, build some Maruader Tanks, and upgrade them
with the salvage crates. If any of your combat bikes are damaged, just
send them to the "service station" that is your Arms Dealer to repair them!

Cross the bridge when you have recovered from your losses. There are 3
foolhardy sentry drones near that reinforcement pad, destroy them, you
need not capture the pad though.

As you can see, the USA aerodrome is guarded by 2 Fire Bases. Send in your
troops to "praise" (Stupid accent) and pillage them, and then, you can
send the limousine of the GLA Leader to the transport plane. Mission
Accomplished! The cause lives on!

*****MISSION 2: Cairo, Egypt*****
Background:
The USA's hunt for the GLA General Dr. Thrax, who the GLA has discredited
and denounced has caused great damage to the civilian facilities and
buildings. Meanwhile, the USA and Chinese reports that several important
GLA leaders have been killed. This results in a complete power vacuum,
and many splinter groups are vying for control. One of the splinter groups
is led by Prince Kassad, a Libyan General who specializes in stealth tactics
and sneak attacks. Your mission is to destroy all of Prince Kassad's command
centers, and force him to hand over his abilities to you.

Factions:
Friends:
Green: GLA

Enemies:
Brown: Prince Kassad

This mission starts with a lone rocket buggy codenamed recon-1 patrolling
the area around the great pyramids (Wait, there is something wrong here,
the sphinx is facing the wrong way here! You got it wrong this time, EA.
You better refresh your Geography!). Suddenly, a Scorpion Tank appeared
out of nowhere and blew it apart!

At this point you will be introduced to the man called Prince Kassad, you
now get to see how the GPS Scrambler and Sneak Attacks Work. The GPS
Scrambler allows any unit to strike unseen, while the Tunnel Sneak Attack
allows you to build a Tunnel Network anywhere on the map for surprise
attacks! These 2 abilities are very important for the GLA, so always save
2 general points for those technologies.

Tip! Info on Prince Kassad
Prince Kassad is the stealth general of the 3 talented GLA generals. He
is an important political figure in the Middle East, and has an excellent
spy network to do his bidding. Prince Kossad is a stealth general, but
he does not have any access to any unique units. However, he has many
modifications to his army. All structures can be hidden by camo netting,
and workers can be camouflaged when you camouflage your supply stash.
Rebels and base defenses are all camouflaged to start with. The hijacker
is always available. The GPS Scrambler can be used in Level 3, and has
a shorter recharge time. Seems a very terrifying foe, eh? Not really! Prince
Kossad has a vital weakness. It is that he CANNOT make use any tanks or
the SCUD Launcher! So, any sneak attacks can be ended relatively quickly
if you respond.

Now, you start with some demo traps and a couple of workers and a command
center. Build your base as usual, but not as tightly as before, as the
enemy cannot make use of heavy weapons like the Tanks and SCUD Launcher.

You have 3 Radar Vans to start with, and you can use the Radar Scan thrice!

Watchful Tip! Abusing the Radar Scan
Always build Radar Vans in quantity when you play a multiplayer game. Then
you can really continuously scan the map for intruders! Radar Vans can
also be used to squish stealthy units! (But not Hero Units)

Now, as you build your base, continuously scan the map for his troops.
Build a force of Marauder Tanks, Toxin Tractors, Quad Cannons and
Technicals filled with Rebels. You can now go hunting! Take a Jarmen Kell
to snipe at the enemy rocket infantry, but beware of other snipers!

Move into the town to the north, there are some RPG Troopers here and there,
and can be taken out by your Quad Cannons. Do the same with the Tunnel
Network. Continue to go north, and you will eventually reach their first
base. Wipe everyone out and capture their command center. You now have
the GPS Scrambler!

As soon as you have captured the command center, build some Stinger Sites
and Tunnel Networks by the bridge to secure the area, then you can work
on your next strike.

There is an extra supply dock to the west of your base. Send workers there
to collect the supplies when the current are exhausted.

Now, send in Toxin Tractors to clear those 2 bunkers across the bridge,
then build a team of 2 Quad Cannons and about 4 Rocket Buggies, and bring
Jarmen Kell Along.

Get across that bridge, and play our latest piece of work, rocket "ballad"
(bad accent again by those Rocket Buggies!)! Whoosh whoosh whoosh whoosh
whoosh whoosh! That's really musical indeed. Kill everyone, taking care
of the Demo Traps and capture the Command Center to the south west with
a Rebel, you now have the sneak attack!

Fast Tip! Catch me if you can
Always have a practice to "hit and run" when using Rocket Buggies, they
are very fast, and hence can outrun most units in the game. This way, you
can really buzz around your opponent like flies and annoy his tanks! For
best effects, upgrade them to the max, and use at least 4 of these at once!
Then, there should always be rockets flying in the air!

Now, we have to quickly build a team of bomb trucks, this is because, Prince
Kossad will have built a SCUD Storm any minute now, and you will have 5
minutes before he uses it. If he really has built a SCUD Storm, perform
a sneak attack on the south west corner of his base. Then bomb truck the
weapon into submission. After that, you can just continue to sneak attack
from time to time into their base, and eventually you will be able to reach
Prince Kossad's Command Center and destroy it. Just watch out for the
Bunkers and the Palace, as Prince Kassad has been smart enough to garrison
it full of RPG Troopers.

*****MISSION 3: Matala, Crete*****
Background:
It is now revealed that the GLA is once united again. A powerful commander
has taken charge. The US is now strengthening their defenses in bases around
the world. Your Mission is to steal a Particle Cannon, and use it against
the US Mediterranean Fleet. Such an action will severely weaken USA's
foothold in the Mediterranean Sea.

Factions:
Friends:
Green: GLA

Enemies:
Blue: USA

You start with a small force of RPG Troopers, Rebels and Hijackers along
with 3 Techicals. Explore the beach, and kill all enemy infantry, but steal
the Crusader Tank.

You will find another Tunnel Network, use it to transport troops to the
neighboring island. There is this lone tomahawk there, steal it before
the pilot can get to it. Now, go north west, there are 3 crusader tanks,
destroy them, and you can liberate that small camp there. Jarmen Kell is
here to help you. So are some Quad Cannons and a Toxin Tractor for the
taking. Now, go to the northeast, and neutralize those 3 tanks. Use Jarmen
Kell on the Firebases! I made a new discovery here.

Tip! Weakness of the Fire Base Exploited!
I found out that, a fire base can be destroyed in 3 shots by Jarmen Kell!
So, whenever you are playing against a USA player, feel free to snipe at
his firebases! When it explodes, the infantry will all die! (and scream
like canary birds, so that's why they call it a FIRE Base!)

See those Cold Fusion Reactors? Send Rebels to capture them. Now, guard
this area with Quad Cannons.

Notice this island to the northeast? That's your next stop on this
Mediterranean cruise, send your Crusaders, Jarmen Kell, Technicals and
that lone Tomahawk Missile over in a sneak attack. Clean the town up, steal
as many US vehicles as you can, and then head northwest to the arms dealer.
Kill everyone and liberate it!

With the Arms Dealer in hand, feel free to build some Marauder Tanks!
Upgrade them with salvage crates. There is another island to the northeast
with more goodies, so dig a tunnel there if you like. Now, head northeast,
to the pass. This pass is defended by some Paladin Tanks and 3 Tomahawk
Missiles, so you should destroy these units before you attempt to go through.
Now, as for the Bunkers, use the Particle Cannon and your lone tomahawk
missile to destroy those defenses. When they are all destroyed, send your
units through the cleared pass, and into your hideout.

Kill the remnants of the enemy guarding the base, and the base is yours.
Start pumping out workers to build an Arms Dealer, more Black Markets and
some Stinger Sites in the east and camouflage them.

You are now ready for the assault on the main base. At this point, there
are 2 methods to reach USS Reagan, one is by brute force and sneak attack,
and another is by stealth infiltration. I suggest the latter. But before
you do it, use the Particle Cannon and destroy the enemies' Strategy Centre,
as they are equipped with Search and Destroy Stealth Detection System.

The best method is to send in Jarmen Kell. Sneak him in with your tunnel
networks, and move east, then south, when you approach a Patriot Missile,
use the Particle Cannon to destroy them to prevent them from detecting
you. It will take a certain amount of time, but eventually, you will reach
the USS Reagan. Fire the Particle Cannon one last time on it, and then,
watch as it gets sawed in half! Mission Accomplished!

*****MISSION 4: Western USA Coastal Toxin Facility*****
Background:
After the destruction of its aircraft carrier USS Reagan, the USA has
re-evaluated its position to place forces overseas. The ultimate hope would
be the complete withdrawal of US forces from Europe, and will result in
a complete GLA victory. Your mission is to raid the Western USA Coastal
Toxin Facility and to steal 20 samples of toxin, so that you may have more
ingredients for your Chemical Weapons.

Factions:
Friends:
Green: GLA

Enemies:
Blue: USA

Yes, this is the story of Jarmen Kell and the 40 Thieves! You will start
with 2 teams which are separated by the coastline. It is really a point
to point coordination mission. You follow the on-screen instructions to
complete the mission.

Let's start with Team 1. You are to hijack the automobile ferry. (Hey!
It looks just like the Hong Kong Star Ferry! You lousy copy cats!) Before
you do that, snipe at those 3 vehicles and steal them. After you hijack
the ferry, you can hit the transport button on the ferry to send your troops
over to the other beachhead.

Looks like the perfect place to sunbathe, eh? Suddenly, beep beep beep,
boom! A demo trap is set off! You will now be informed that the Americans
have mined the beach, so we will have to obtain a Radar Van. So, switch
to Team 2.

As Team 2, move east. There are 3 Technical Trucks in a parking lot for
you to use. Commandeer them, and upgrade them with the salvage crates.
Then go down the hill and do some bodywork with the Humvees. When they
are destroyed you can send any infantry unit into the Radar Van to capture
it. Now, you can use the Radar Scan, without having to recharge too! If
any of your Techinicals are damaged, simply send them to the Tunnel Network
to recover health.

With the Radar Scan, you can navigate the beach with ease. Just reveal
the Demo Traps, and have your units destroy them to give them vetrancy.
You will eventually come to 2 Rangers and an empty Paladin Tank. Kill the
Rangers and steal their Paladin! To the south, are some GLA Prisoners of
War in that enclosure. Break down the fence to rescue them. There are many
Terrorists, so let them steal those sports utility vehicles. DO not steal
the Tomahawks yet, though.

Switch back to Team 2. You will notice some Crusader Tanks across the bridge,
along with 2 Patriot Missiles. Use a lone hijacker to distract the tanks
while your remaining forces destroy the Patriots. Once all forces have
been eliminated, send a lone Rebel over to the valve station. Enter it,
and the reservoir will be drained, allowing Team 1 to proceed.

Submitter's Tip! Marcus Krol's Tip
At GLA's mission 4, you can destroy the base defense by the bridge easily...
(you know before you capture the valve station)...
you just need to use Jarmen Kell on the tomahawks, and then capture the
stationary fire base and let it hack away on those paladins and missile
defenses... you get zero losses and many more units to use...

Switch to Team 1, cross the bottom of the dried up lake to the other side,
you will come to an airfield. Destroy it quickly. Once the airfield is
destroyed, you can steal those 2 Tomahawk Missiles that I have told you
to ignore earlier. With the Tomahawk Missiles, destroy all of the Bunkers
overlooking the valve station. Send the Tomahawks to the POW Camp across
the bridge to free more units. Commandeer and upgrade the Technicals to
the max. Then switch to Team 2.

As Team 2, move to the Cold Fusion Reactors and destroy them all. Then
move them up the hill and capture that Artillery Platform there. Then wait
by the warehouse. No need to steal any battle buses.

Switch back to Team 1, and make your way to the northwest, destroy those
units inside the garrisoned structures, and continue the advance, wiping
out any bunkers you find. There is another POW camp to the far west. Free
your brethren if you please. Now, send in your Tomahawks and destroy the
rest of the Bunkers guarding the toxin facility. Then you can move your
troops in and capture them.

See those empty Quad Cannons? You will need them later, as you have to
defend your convoys when the US sends reinforcements. After about 5 toxin
samples are secured, the USA will start sending in Reinforcements. All
reinforcements come from the eastern edge of the map. So, now, it's a matter
of endurance. Just hold them back. Once the 20th Toxin sample is loaded
onto the plane, the mission will be complete! Now, as the transport plane
takes off, some more rebels stay back to hold the Rangers off. You have
not seen the last of us, USA!

*****MISSION 5: Stuttgart-Vichingen, Germany*****
Background:
The last so-called superpower in this world, the USA is crumbling. GLA
makes thing worse by humiliating America by penetrating its own borders
and stealing its weapons of mass destruction. Washington decides to abandon
Europe and actively defend their homeland, and the GLA is really ambitious
to force this to happen. Your mission is to destroy the USA base in
Stuttgart-Vichingen, Germany.

Factions:
Friends:
Green: GLA
Orange: GLA POWs

Enemies:
Navy Blue: USA
Sky Blue: USA Southern Support Base

In the beginning of the mission, you find a large group of GLA Tanks and
Rocket Buggies attacking a Chinese Base. The Chinese tried to stop them,
but failed. Now, you have complete control of the Chinese base! Now, build
your base, including a GLA Command Center, and mainly Chinese Buildings.
Quickly defend the eastern and northeastern entrances to your base, as
this is where the support base will attack. Build some Helices and garrison
Tank Hunters inside the ones with Bunkers. Then quickly raid their base.
The Sky Blue Support Base is poorly defended against air attacks with their
3 far apart Patriot Missiles, and can be taken out very swiftly.

While you are raiding their base, build a propaganda center and quickly
build 2 Nuclear Missiles. Also build an Internet Center and Satellite Hack
1. Garrison Hackers in too! You can now see the area around each command
center. As you can notice, the USA Base is busy building a Particle Cannon.
If you are fast enough, both countdown timers of the Nuclear Missiles will
be less than 4:00 when it is completed. At this point, focus on the defenses
of the north and north east of your base. Build 2 layers of Gattling Cannons
to stop their air strikes and some more Helices with Battle Bunkers and
Tank Hunters, as the USA heavily relies on Air Power. When your Nukes are
ready, fire them on the particle cannon. It will destroy it, and by the
time the USA builds the replacement, you should have less than 4 minutes
left on your Nukes' timer.

The USA will build a second Particle Cannon on the far eastern edge of
their base. To counter that one, sneak Black Lotus in by a Helix in the
Far eastern edge of the map, and drop her to the east of the Particle Cannon,
behind the transmitter station. You can now capture the particle cannon
before they can even react. After you capture this Particle Cannon, the
USA will not rebuild this one again.

With the Superweapons taken care of, you can fight in a more even basis.
First things first, free the POWs in the southern support base before they
are transferred. Then, the freed POWs will set up their own base, and this
can divert the Americans' attack.

Another thing to note is, that the USA base has more than 5 airfields in
use, and hence can attack your base with 24 fighters at once! So, build
lots and lots of Gattling Cannons!

You can now build up a strike team. Build up a team of fully upgraded
Overlords and hide them in Helix Helicopters. Build some Inferno Cannons
too and load them inside Helixes. Upgrade half of your Helices with Gattling
Cannons and the other half with Propaganda Towers. Load the Napalm Bombs
as well. Wait for a Nuke to be ready, and then Nuke their airfields to
clear that area for your units! Then, send in your large group of Helices
in through that eastern edge of the map. Drop everything! Have your Helices
cause Chaos by dropping Napalm Bombs on every Structure you find! Then,
send you Overlords and Inferno Cannons to further flatten their base! This
2 Pronged Attack is very difficult to stop, in spite of the large number
of anti air measures they have. With luck, you should be able to destroy
more than half of the USA base before they can take the upper hand. If
you are fast enough, you can easily destroy the entire base! Brute force
rules! (Of course, another way to win this mission is to endlessly mass
Nuclear Missile Silos, then send all of them into the enemy's base at once,
in different locations. There will be a lovely orange glow in no time...)

With the main base down, all that remains are some USA stragglers still
on the field. Hunt them down, and the liberation of the world will soon
be complete!

Watch as the GLA erects statues all over Europe in order to show that they
have seized control. Dead symbolic, isn't it. Nah...

*****ALTERNATE METHOD*****
Another way to beat this level is to rush the sky blue USA support base
and capture everything there as soon as the mission starts. Then you can
have even more advantages, as the USA main base would have many more places
to target. Besides, the faster you rescue those orange POWs, the faster
they can set up their base and the earlier they can harass the main base!
You may also want to capture the oil derricks on the island on the northwest
corner of the map to obtain steadier cash supplies as well. Of course,
with so many tech trees available, I would recommend you to build more
USA units, particularly Aurora Bombers to cause major damage in the main
base. The Orange team then can act as the Cerberus Dogs that pick on the
bones of the American base! As you continue with these attacks, the American
Base would be so weak that you can send a small strike team with Overlords,
Helices and Inferno Cannons to finish them off.

---------------------------
7. China Campaign [CCGZH7]
---------------------------
*****MISSION 1: Stuttgart-Vichingen, Germany*****
Background:
As the USA continues to strengthen its homeland defense, China decides
to participate in the war against terrorism. The Premier denies any
affiliations with those GLA hoodlums, and condemns the fact that some of
China's units were used against USA bases. Chinese commanders now pledge
full ambitions to remove the GLA from American bases in Europe. China cannot
stand anymore equipment to be stolen by the GLA and used against the USA.
China has recently Nuked the overtaken American base in Stuttgart, but
some GLA stragglers still survive, you mission is to hunt down those
stragglers.

Factions:
Friends:
Red: China

Enemies:
Green: GLA

After this news report by BCTV (a pirated version of the state television
station CCTV, I suppose, heh heh heh.), you will be shown a nuclear missile
being prepared for launch. Apparently, our senior intelligence officer
Lin Zhon was very angry at the GLA for stealing our hardware, she is also
shocked that the United States were defeated so easily, and says that,
they may think that they have won the day, but they have regretted too
soon. Too soon! In fact, a few seconds later, the Nuke was dropped onto
them! Most of the GLA were killed, but there are still some survivors of
the blast.

You are now left to play. So, build your base, and defend it from the north
with 2 Gattling Cannons and a Bunker filled with Tank Hunters. Then, upgrade
your overlord with a speaker tower, and send your troops east, across the
river. Take the listening outposts with you to detect stealth.

Tip! Extra Value Meals
Through the production of troop transports in the War Factory, you can
easily produce both Red Guards and Tank Hunters en masse now! The Troop
Crawler costs $1400, but comes with 8 Red Guard, so it actually costs $200.
As for the Listening Outpost, it costs $800, and comes with 2 Tank Hunters!
So, it actually costs $200 as well! Keep that in mind.

In the North, there is a town, and it is garrisoned by troops, and has
a couple of Demo Traps here and there. Use the Listening Outpost and detect
those traps, and use the Inferno Cannons to destroy them. AS for the
Garrisoned buildings, clear them out with Flame Tanks.

The rest of the opposition can be taken out by your tanks with little trouble.
Now, it's time to move east. Clear the town, the same way as before. The
GLA base is to the north, past that river crossing. Send your troops across,
but beware of those Demo Traps. When they are clear, call in Carpet Bombs
and Artillery Barrage to weaken the enemies' defenses. Then send your
troops in. To minimize unit loss, try to allow your Overlord Tank to take
most of the strain, as it has the highest HP. Then, when all GLA structures
are destroyed, the mission is complete!

*****MISSION 2: Beijing, China*****
Background:
The recent attacks on the GLA has left them stunned, and their command
is going underground again. To counter further GLA attacks, the homeland
security has been tightened significantly. The Chinese Premier assures
that the GLA will not be able to infiltrate China as they have done that
to America. Meanwhile, the people throughout the nation and ready and
prepared for any bad situations to come. Unfortunately, the GLA really
intends to revenge against China for entering the war. Therefore, they
attacked one of China's Nuclear Reactor Complexes outside Beijing, my
beloved capital city. Your mission is to secure the complex until
reinforcements arrive, and then destroy the GLA from the area completely.
If they manage to destroy a Nuclear Reactor or a Nuclear Storage Bunker,
then they would have won the encounter.

Factions:
Friends:
Red: China
Orange: Chinese Communication Outposts

Enemies:
Green: GLA

The opening cutscene shows a large horde of terrorists charging towards
your nuclear reactor. They were stopped by your Gattling Cannons, however,
a wave of Bomb Trucks then appeared! They were to much for the Gattling
Cannons to handle, and well, they blew up half of your base!

You can now assume command. It's time to get your bearings. Have a Nuke
Cannon guard each corner of the base, and equip them with the new Neutron
Shells! Then, load all available Bunkers with Tank Hunters. Now, it's just
a matter of endurance. You have to survive for 10 minutes before
reinforcements arrive.

Atomic Tip! Take me to your leader, earthling, or I will atomize your face
The Neutron Shells and the Neutron Mines are relying on the power of a
sub-atomic particle, the neutron to kill the enemies. Both have a very
special capability. One, they vaporize, or atomize infantry units
instantly, and two, they can kill drivers inside vehicles, making them
vulnerable to capture! The Neutron shell can also kill enemy infantry
garrisoned in buildings! Ah, this is great!

Maximum Security Tip! About the 2 types of mines
With the release of Command and Conquer: Generals Zero Hour, China has
received a new type of Mine, the Neutron Mine. The Neutron Mine is actually
some kind of proximity nuclear device, and when it detonates, neutrons
get released rapidly, and releasing nuclear energy, and kills instantly.
Even the metal alloy outer armor of the tanks cannot withstand such energy,
and the people inside will get fried. Hence, enemy units will lose its
side, and you can send people out to capture them. Neutron Mines cost $500,
and become available once you mine you structure. Both types of mines are
very effective in preventing saboteurs and infiltrators from wrecking
havoc on your buildings. For instance, if you are inattentive enough, your
opponent most likely will send Col. Burton into your base, and plant demo
charges all over your buildings, and cause major damage. But with the mines
laid, he cannot get close! Hence, if you have the money, mine all of your
structures, and it can save you a lot of trouble. Although mines cannot
effectively stop units that attack from a range, they can easily notify
you if your opponent has snuck a Black Lotus or other Stealth unit into
your base, as they come near your mines, you will be notified "Stealth
Ability Neutralized" in that case, you can quickly take action and put
a quick stop to their sneaky attacks. Another thing to note that, some
new vehicles cannot go without a driver like the Combat Cycle. When they
step on a Neutron Mine, the rider dies, and then, the Combat Cycle will
lean over to the side, and explode.

After you can withstand the GLA attacks for 10 minutes, reinforcements
will arrive in Helix Helicopters. Those Helices are already upgraded with
Speaker Towers and Gattling Cannons, even better!

Now, it's time to re-build your base to its former glory. Make sure you
fortify the north, south and west, as attacks will come from all directions.

Tip! Helices and Hoards
As you can see, each Helix Helicopter can store up to 1 Tank and 2 infantry
units at once. So, which means that for every tank you build, you must
build one Helix. Use this to your advantage, when you have a large number
of Helices in the enemies' base, drop everything, and the enemy will have
to fight very hard to either stop your tanks or your Helices, so there
can be a mutual distraction effect, as the enemy probably will panic and
don't know which units to target first. In the confusion, feel free to
send your Helices everywhere and Napalm Bombing everything while your Tanks
hold off the enemy units and fire on base defenses. Destruction guaranteed.

Space Management Tip! Helix Loads
Different Units take Different Number of passenger spaces in a Helix. Here
is the list of all of the units that can be transported by a Helix Helicopter
and their respective space usage:
1 Space: Red Guard, Tank Hunter, Hacker, Black Lotus
3 Spaces: Battlemaster Tank, Dragon Tank, Gattling Tank, ECM Tank, Inferno
Cannon, Overlord Tank
5 Spaces: Construction Dozer
Units that cannot be transported by Helices: Troop Crawlers, Listening
Outposts, Nuke Cannons
If you want to use a Helix as an infantry transport, always upgrade it
to a Bunker, then, the passengers can fire at enemies while they travel
to their destination. Otherwise, upgrade them evenly with Speaker Towers
and Gattling Cannons for an all rounded assault.

Helical Tip! More about Bunker Helices
A Helix with a bunker installed can go a long way. After all, the infantry
inside can easily fire out from the Gun-Ports, making the Helix much
deadlier than before. The best way to use these babies is to load them
full of Tank Hunters, then you can watch your opponent's tank rush die!
If they use anti air u its, use your smaller tank hoard to take them out,
then let your Helix take care of the rest! In fact, this tactic has allowed
me to win even those I am outnumbered 2 to 1! Even units with anti-missile
abilities get shredded in a flash! Of course, if you are playing as "Anvil"
Shin Fai, the Chinese Infantry General, his Helices come pre-equipped with
Bunkers, and can hold 8 infantry instead of the usual five! Hence, if you
see one of these coming to your base, you really would want to shoot it
down fast!

When you can finally gain control, start pumping out Battlemasters and
other units, and load them into more Helices! Upgrade each Helix with
different peripherals, and most important of all, the Napalm Bomb! Now,
the first GLA base is to the southwest. Carpet Bomb the Stinger Sites,
then sneak your units through. Drop them before they can react. Then start
wrecking havoc. As soon as all units are dropped, use your Helix Helicopter
to Napalm Bomb their base! The base should be gone in a flash! Just watch
out for those RPG Troopers in the palace. There are 3 other bases, in the
other 3 corners of the map. Use the same tactics against them and soon,
victory will be yours!

*****MISSION 3: Coburg, Germany*****
Background:
While the GLA is trying to force China into a nuclear stalemate, the Chinese
Premier has been invited to participate in the European Security Council's
Defense Summit. China has been given the task of driving the GLA out of
European cities. Meanwhile, the Chinese Premier regrets the use of Nuclear
Weapons against the GLA, and promises the United Nations that they will
show more restraint in the future. Your mission is to liberate the city
of Coburg, by destroying all of those GLA statues there, before the whole
world disagrees with you.

Factions:
Friends:
Red: China

Enemies:
Green: GLA

You have been given a base in the southwest quarter of the map. Build your
base quickly and fortify it. This mission is rather difficult, not because
of the strength of the GLA, but because of the International Opinion meter.
Apparently, the whole world is watching us! The longer the battle goes
on, the more our International Opinion will fall. If the International
Opinion drops to zero, the results will be disastrous as riots will occur
around the world to all for us to quit. So, we must strike swiftly!

Build a reasonable sized Tank Hoard, accompanied by some Gattling Tanks,
Dragon Tanks and some listening outposts. Start hunting! The first statue
is directly to the north of your position. There are a few invisible Stinger
Sites guarding it, but they can be taken down with no trouble at all. Destroy
the statue, and the International Opinion will rise!

The second statue is to the east of your position. At this time, there
may be a team of SCUD Launchers and Scorpion Tanks coming from the east.
Use a relatively smaller Tank Division and outrun their SCUD Missile. Then
you can destroy those enemy vehicles. This statue is not so well defended,
and you can take it out with ease! Now, you can receive your second time
extension! (Just like those rally games in the video arcade!)

Now, you will notice that there is a statue to the north, and another one
to the east. Go for the one to the east first. Hurry, destroy the Stinger
Sites and destroy that statue! The world cheers again! There is another
statue further east by the GLA outpost. This is the outpost where the GLA
pumps out most of their units against you. So, I suggest that you retreat
as soon as possible after you destroy that statue, otherwise, they will
send in large quantities of troops after you, and will result them being
outgunned. Now, head back west to the other statue there. It again is
guarded by camouflaged stinger sites, take them out and destroy the statue!
Now, there should only be one statue left, in the north of the map. That's
where the GLA's main base is. If you are fast enough, you should have 40+
International Opinion left on the meter or so. So, build up a large strike
force, and go in, and destroy it! Remember to clear out those garrisoned
structures with Dragon Tanks first, though, as there are RPG troopers
inside those buildings. Destroy the last statue, and the mission is
complete.

Note: Another way to destroy the last statue is by Carpet Bombing. However,
it seems that EA is planning to remove this ability in this mission in
an upcoming patch, so I advocated the above method.

*****MISSION 4: Halberstadt, Germany*****
Background:
China is continuing its liberation of Europe. In the latest Security
Council meeting, the Premier humbly accepted the gratitude of the European
nations. The Premier warns that the GLA is like a wounded animal, but it
must not be able to hide so that it can recover its strength. Meanwhile,
the USA decides to focus on its own borders, so it's up to China to continue
the crackdown on the GLA. Your mission is to destroy all retreating GLA
forces that pass through this area.

Factions:
Friends:
Red: China

Enemies:
Green: GLA

Well, the GLA is retreating, and the China is now catching and killing
those enemies. You start with a pre built base, some Helices, some Overlords
and some Nuke Cannons. Upgrade your Helices with Speaker Towers and
Gattling Cannons, and transport your Overlords in them. After all, "Da
Helix isun't dee only powerhaus!" I directly quote from those Overlord
Tanks. Tee hee.

Very soon, you will be informed of the GLA retreating along the path shown
on your radar. The GLA are coming from the western side of the map, and
are moving northeast. Send in your Helices and tanks to stop them! While
you are at it, send Red Guards to all the Artillery Platforms in the area
to capture them, and you can see most of the battlefield.

When wave 1 of the GLA has been stopped, you will be notified. Continue
to pump out Helix Helicopters and upgrade them with various peripherals
for the task. Wave 2 will shortly come from the southern edge of the map,
moving north, so send your Helices and Tanks there. When the GLA sends
in their Quad Cannons, simply use your Overlords to deal with them. After
some destruction, Wave 2 will be defeated. Now, build more Helices and
brace for Wave 3.

Wave 3 comes from the far south west corner of the map. Be aware of it,
the same methods apply. Wave 4 comes from the south east. Wave 5 comes
from the south west.

As for Wave 6, things will get slightly harder. Our intel has been jammed,
so we cannot predict which direction the GLA are going through. However,
I have played this mission several times already, and have found that the
GLA will be entering the region from the west and the south, so watch those
2 areas. You have to be more careful, as more units will enter the region
at once, and sometimes, will be too much for your own units to handle.
When the final GLA unit has been destroyed, the mission is complete!

Submitter's Tip! Nat Ng's Tip
There are several "Keys" to beating this mission without even beginning
to sweat. Here they are:

1. There are NO enemies on the map at the start.
This means that you can send your forces just about anywhere and not
worry about them being killed.

2. Capturing the artillery platforms gives you a very wide sight radius!
If you capture all the artillery platforms, you can see nearly the whole
map. Needless to say, this is vital.

3. The enemy is using almost no infantry.
The only infantry I've actually noticed in this map was a group of
Terrorists coming from the Southwest.

So here is my strategy: Train lots of rocket soldiers and a few Red
Guards. Keep building Helices nonstop from your airfield. Upgrade the
Helices in this order: For every 5 Helices, have 1 prop tower, 1
gattling cannon, and 3 bunkers full of Rocket Soldiers. Always make sure
at least one prop Helix travels with each squadron to heal it and detect
stealth units.

Capture all the tech buildings on the map as and when you have the time.

Obviously, when you receive an alert that the enemy is coming from a
particular point, send all your Helices there and blow them away. You
don't even need to upgrade them with bombs! The only things that might
give you trouble are Quad Cannons, but they won't be appearing in large
groups until you have enough Helices to blast them away.

For the final "two way" part, split your Helices into 2 groups and
station them at the centre of the map... then just wait. The artillery
platforms give you such great sight range that you can spot the GLA
coming and crush them immediately.

I used this strategy on my first run through the mission. At the end, I
had 20 Helices and about $30,000 (if I recall correctly). Not one of my
units was lost.

*****MISSION 5: Hamburg, Germany*****
Background:
The China is now destroying scattered GLA forces in the homeland, causing
neither civilian casualties nor collateral damage. The Chinese army
reports one last stronghold in Hamburg, Germany. Your mission, is to
destroy this last stronghold of the GLA.

Factions:
Friends:
Red: China

Enemies:
Green: GLA

OK, the GLA is now rather desperate now. They have launched an attack on
a USA base near Hamburg, Germany, and have captured it completely. You
begin with a rather pre-built base. But still, you should defend it well
with Gattling Cannons and Bunkers. Just remember to leave room for
expansion in your base.

The combined attacks from the USA base will begin very soon, so make sure
you also have Helices above your Gattling Cannons and Bunkers for adequate
support. Build a Nuclear Missile as soon as possible. Scatter ECM Tanks
next to your base defense structures. They can really reflect some of the
missiles fired at your base, preventing direct hits, and give more time
for the Gattling Cannons to shoot them down.

Magnetic Tip! The referee blows the whistle, Roberto Carlos lines up for
the kick, he shoots... over the crossbar!
The Easy-M Tank (Funny accent here) is rather effective at causing missiles
to miss their targets, as long as the missile passes through the magnetic
field. This is really helpful. For instance, I once went face to face with
2 Tomahawk Missiles, they fired their missiles at my tank. However, just
before they hit, they sort of bended away and missed! Then, I was able
to disable them while my tanks come over to destroy it. In multiplayer
games, always have an ECM or 2 with your attack hoard, it can make all
the difference when the enemy uses their SCUD Launchers and so on at you.
However, the ECM cannot deflect shells, so watch out.

Now, also build an Internet Center and Satellite Hack! You can easily see
the enemies' command center and the surrounding areas, and of course, you
can easily see what the enemies' up to.

As you see, both the USA base and GLA base will build their superweapons,
and they are heavily defended. The USA base is in the northeast, while
the GLA one is in the southeast. Instead of attacking their base with
impunity, I have a better idea. As it is far too risky to send in the Helices,
I advocate attacking the superweapon first with the Nuclear Missile, then
with your Artillery Barrage. This is guaranteed to wipe them out. Once
they stop rebuilding, you can fight on a more even basis. To minimize
resistance, consider nuking an area of their base with a lot of units and
defensive structures before sending your Helices in! The rest is pure
destruction, enjoy! By the way, this mission is the perfect mission to
have fun with Artillery! Simply back your artillery units in the front
with Overlord Tanks a plenty, and let her rip!

Super Duper Hot Tip! How to start a fire
Now, one important type of unit in the Chinese Army are the flame units,
they all attack with fire-based weaponry. They include the Dragon Tank,
the Inferno Cannon, the MiG and the Helix. All of these are capable of
causing Firestorms except the Dragon Tank, when used in large quantities.
The Firestorm is a very lethal and can decimate large numbers of units,
both Tanks and Infantry. Now you know what it means by Strength in Numbers!

I will list each type of unit and the corresponding number needed to start
a Firestorm:
Inferno Cannon: 4 Inferno Cannons firing sequentially or 6 Inferno Cannons
firing in unison.
MiG: 4 MiGs, provided that all 8 missiles hit the target within short
intervals of each other.
Helix: 1 Napalm Bomb and a Firestorm will begin

Another thing to note is that when 4 MiGs fire at an enemy air unit like
a Chinook, the flames will not only damage the unit, it will also burn
anything on the ground below the air unit! So, if your opponent has Chinooks
over his Supply Center, sending enough MiGs to hit it will often result
in sufficient damage to destroy the Supply Center as well! For best results,
always pay $2000 to upgrade all Flame Units to make use of Black Napalm.
The resulting blue flame is much hotter than the golden yellow flame, and
causes 25% more damage!

Submitter's Tip! Nat Ng's Tip
Again with the Helices - there's a fairly easy way to beat this one.
Make sure you tech up to nuke silo fast, and deploy a bunch of Helices.
Use them to inch forward and take the artillery platforms to the West.
For your General Powers, select carpet bombing, L2 artillery barrage,
and mine drop. Defend until you have all these powers (it shouldn't take
too long). You may have to endure a couple of Particle Cannon blasts; be
sure to move your units whenever a particle beam is nearby.

Be sure you have an Internet Center with the Satellite Hack 1.

Send a scouting Helix into the USA base with no upgrades. It will almost
certainly die, but the info it gathers will be worth it.

Now hit the USA base with all your General Powers! Aim for the powerplants.
Here is how I did it: first, I dropped an artillery barrage on one group
of plants. Then, I sent the Mine Drop in aimed at the enemy's largest
concentration of AA troops (that would be Missile Defenders), closely
followed by the Carpet Bomber aimed for more powerplants, and immediately
followed by the Helices. The idea here was that the Mine Bomber and the
Carpet Bomber would draw enemy AA fire, allowing the Helices to pass through
the first line of enemy defenses. Finally, just before my massive attack
hit the enemy, I launched a Nuclear Missile targeted at another large group
of powerplants.

If you do it right, your Helices should arrive just in time to destroy
the last couple of plants, thus powering down the USA base and rendering
those nasty Patriot Missiles and the Particle Cannon inoperative.

At this point, it's a matter of mopping up the US base. KO the enemy's
antiair troops ASAP, and destroy all their dozers and their Command Center.
Now, with your Helices, clear out the remaining enemy troops. Drop Red
Guards into the base and begin capturing the US structures. I don't need
to tell you which structure to capture first, right? ;)

If you did it right, all your superweapons will be back on line before
the GLA Scud Storm is ready. As usual, use an artillery drop or mine drop
to scout the GLA base and find the Storm. (It's in the southwest corner.)
Drop the Nuke and Particle Cannon on it simultaneously to level it.

After that, just keep hitting the GLA base with General Powers and your
Helices. They have heavy SAM defenses on the perimeter, but if you blast
through with the Powers, your Helices can enter the base with minimal losses
and destroy it from the inside out. Its defenses in the centre are pitiful.

Finally, there is a small GLA base to the southeast: your Helices should
be able to flatten it with no trouble at all.

-------------------------------
8. Generals Challenge [CCGZH8]
-------------------------------
As you can see, one of the new features of Command and Conquer: Zero Hour
are the inclusion of 9 new Generals who are talented in different fields
of battle. There are 3 Generals in each side, and this section will compare
their different features and special abilities.

Each General will be given the base score which is the total score of the
standard side, points will be awarded or deducted based on how much of
an advantage or a disadvantage to that side.

*****TALENTED USA GENERALS*****

*****USA SUPERWEAPON GENERAL: ALEXIS ALEXANDER*****
Short Biography:
A logistics staffer during the second Korean War, Alexander attracted the
notice of her superiors with her ability to acquire just about everything.
Alexander parlayed that ability into a scholarship and a long and
distinguished career in the Marines. To protect supply lines during the
First GLA Conflict, Alexander developed a tiered scheme of defenses that
did not allow a single strike on any of her supply columns. While hardly
efficient in her use of resources, General Alexander makes defense and
resource acquisition priorities in the early phases of conflict. The
General's army takes to the offensive only when she has superior offensive
only when she has superior offensive firepower that cannot be touched by
counter attack.

Analysis:
Apparently, General Alexander used to be an excellent intelligence officer
during the Second Korean War. She makes use of heavy defenses and is
inefficient in using resources. She attacks only when she is sufficiently
defended, and that can be a problem.

Special properties of her army:

EMP Patriot System:
Instead of using normal Patriot Missiles, Alexis Alexander will use
missiles that deliver an Electromagnetic Pulse to the enemy. Any vehicles
that get hit are disabled for a short period of time, while aircraft are
downed instantly. This helps make up for her lack in attacking units,
however, they are still hot targets for Enemy Artillery.

Advanced Control Rods:
Now, by paying an extra $500, you get 15 units of power instead of the
usual 5! That's what a super weapon general needs. Otherwise, how could
she have powered up her particle cannons?

All vehicles and aircraft cost more to produce:
Ugh! This is one thing that severely weakens Alexis Alexander! All vehicles
cost significantly more than the standard USA, and the Avenger costs $2400
a piece! That's ludicrous I tell you! No wonder Alexis is hardly efficient
in her use of resources!

Particle Cannons cost only $2500:
What would a superweapon general do without superweapons? Now, as Particle
Cannons are selling at only $2500, they can build as many as there are
supply drop zones in her base! For some strange reason, the particle cannons
fire a pink beam, instead of a blue one. I have no idea why.

Main Battle Tanks are not available:
Another problem with the USA Talented Generals is that they are FAR TOO
SPECIALIZED IN THEIR FIELDS while they are severely weak at other fields.
What can she do without those tanks? This means that the basic attacking
units on her side are humvees loaded with Missile Defenders, and I am sure
that this is hardly worth it.

Aurora Alpha Bombers replace Aurora Bombers:
As she is a Super Weapon General, Alexis Alexander's auroras really have
to be highly explosive! Instead of using regular bombs, they use Fuel Air
Bombs! The initial explosion is like that of a normal Aurora's bomb, but
then, it will be followed by a "shock" blast that is even more damage and
has 1.5 times the radius of a Nuke Cannon shell! Very, very lethal indeed.
I guess the whole point of introducing this unit, is to encourage people
to play as Alexis Alexander, as everything else is extremely weak for her!

*****USA AIRFORCE GENERAL: MALCOLM "ACE" GRANGER*****
Short Biography:
The son of an Iowa crop duster, General Malcolm Granger's flying career
began when he borrowed his father's biplane to go to the state fair in
Kansas City. As a lieutenant in the First Iraq War, Granger earned his
first notices for knocking out four SAM sites in a single afternoon. As
he moved up the Air Force ranks, Granger earned a reputation for advancing
the role of fighting aircraft in the US military. Even-tempered yet
uncompromising, Granger has developed novel techniques in fuel management
and resource deployment during air superiority operations. Those
techniques have been used with success in Iraq, Afghanistan, and other
theaters. His squadrons are kwon for precision execution and a strong will
to complete the mission.

Analysis:
Malcolm Granger is known as "Ace" because he is a natural flyer. In fact,
what he did when he was kid was extremely similar to what the two main
characters in the movie Pearl Harbor did when they were kids. (Borrowed
one of the character's father's biplane for a spin.) He must have an
obsession with air units, and he actually could destroy 4 SAM Sites in
one day during the first Iraq War (Is that the Gulf War?)

Of course, with his research in different aircraft, he has made even more
enhanced aircraft, and of course, with better resource management
abilities, all aircraft can be bought cheap!

Special properties of his squadron:

King Raptor replaces normal Raptors:
The King Raptor REALLY is an enhanced version of the Raptor! Instead of
just having 4 missiles, they have 6! The missiles are golden in color and
pack a bigger punch. Besides, these Raptors seem to be better armored,
cool! Build these in quantity and get the Air Wing Honor!

Laser Point Defenses included in all Aircraft:
With Laser Point defenses installed in all aircraft, all of these units
will become Paladin Planes! However, there is no stopping bullet based
anti-air units, so watch out.

Combat Chinooks:
In addition to normal Chinooks, you can now build Combat Chinooks, which
are Chinooks with a bunker installed. Hence, infantry units can fire from
inside, and you can wreck as much havoc as the bunker helices do! Besides,
they can also collect supplies if you wish, unfortunately, they can't if
they are loaded.

No Main Battle Tanks are Available:
With such a powerful air force, Malcolm Granger does not need any basic
ground unit. That's his loss, so you cannot make multi-prong attacks.

Stealth Comanches:
Now, you can upgrade your Comanche helicopters to become invisible. Much
better for airborne sneak attacks! This is the reason why Comanches will
replace the Crusader Tank as the basic attacking unit of Granger's side.
But beware of stationery base defenses, as they can detect your helicopters
very quickly.

Carpet Bombing is available at the Strategy Center:
If you play as Malcolm "Ace" Granger, all you need to do is to have a Strategy
Center built in order to make use of Carpet Bombs! The bombs are more intense
than the China Carpet Bombs, and hence can deal more damage and destruction!
Enjoy!

Stealth Fighter is available at the start:
This really is not so significant, but it is worth awarding a point for
them. Have fun messing with your opponents' bunkers and tunnel networks!

*****USA LASER GENERAL: GENERAL "PINPOINT" TOWNES*****
Short Biography:
An early champion of laser technology in the USA Arms Forces, "Pinpoint"
Townes developed comprehensive offense and defensive strategies around
laser-based weapons. Townes received an appointment to the U.S. Army War
College in 2008 to teach his theories. However, Townes found academic life
too slow and returned to a battlefield command in 2010. Relying on
inexpensive, powerful laser technology throughout his forces and his
unique knowledge of its strengths and weaknesses. General Townes has
consistently received superior marks during war games and live-fire
actions. This four star general continues to push the technology envelope
in harnessing energy and improving power efficiency, and the Army is
counting heavily on him.

Analysis:
General Townes has got to be the most high tech general of the 3 USA Talented
Generals. He just so relies on lasers, and he originally was appointed
to be a professor in the Army College to teach how powerful lasers can
be. However, he is a person who loves action, and hence left the college
2 years later to command his armies again. Of course, lasers require a
lot of power and hence he will try his best to make the most efficient
use of power to improve his laser technology!

This guy really is an addict on his lasers. In fact, when I played against
him in Generals Challenge, he practically mentioned the word laser over
20 times! Vanity, thy name is Townes.

Bright Properties of his army:

Laser Defense Turrets replace normal Patriot Missiles:
Wow! This really is hot! Instead of those lame missiles that are so
inaccurate and are able to be stopped by a lot of things, General "Pinpoint"
Townes has decided to make a more practical approach on things. These lasers
fire just so quickly and they NEVER miss! Just a pity these things aren't
as powerful as Obelisks of Light...

Cold Fusion Reactors give 8 units of power to begin with:
Well, he already has to make his lasers work, and hence, a better power
output is required. This gives him a slight advantage compared with the
standard USA army.

Tomahawk Missiles are unavailable:
He's a Laser General, right? Tomahawk Missiles are non-laser weapons. Hence,
none can be purchased by General Townes. This has got to be the only weakness
of "Pinpoint" Townes.

Avengers cost less to produce:
Another hot thing about Townes' army is that you get a 25% discount when
purchasing Avengers. They only cost $1500! Which means you can get USA's
only answer to air attacks for a much cheaper price. Enjoy.

Laser Tanks replaces all Main Battle Tanks:
Another unique unit of General Townes' army. The laser tank is practically
a Crusader Tank equipped with a powerful laser. However, power must be
constantly supplied, or your tanks will all power down and become useless.
But otherwise, a great tank.

*****TALENTED GLA GENERALS*****

*****GLA TOXIN GENERAL: DR. THRAX*****
Short Biography:
Little is known about the GLA associate codenamed, "Dr. Thrax". While
background intelligence indicates that he received training as an
immunologist in Jordan, he left academics in 1995 and disappeared into
a GLA controlled ghetto in Cairo. For the past twenty years, he has produced
chemical and biological weapons for terrorist organizations across the
globe, including the GLA. Recent eavesdropping on cell phone traffic
indicates that Dr. Thrax has become more involved in day-to-day operations
of the GLA. He has scattered labs across Asia and the Middle East, where
low-cost WMDs are produced and distributed to local terror cells. A
cautious and scientific personality, Dr. Thrax never sleeps in the same
bed two nights in a row and undergoes frequent cosmetic surgery to alter
his appearance.

Analysis:
Being an excellent Chemistry student, I have got to admit that this GLA
general is one of my favorites. I believed he originally intended to help
people to be immune to diseases, but for some strange reason, he went into
the dark side in 1995, and started to produce chemical and biological
weapons instead of using his knowledge to do good things for mankind. Anyway,
everything about this man is either chemical and biological. For more
information about this guy, you can read about it in the guide for USA
Mission 5 in my strategy guide of this game.

If you beat Dr. Thrax in General's Challenge mode, you can see what Dr.
Thrax really looks like under that veil. He looks rather handsome for a
man who frequently undergoes plastic surgery. Well, at least he is more
handsome than Michael Jackson.

Chemical Properties of his army:

Toxin Networks replace Tunnel Networks:
Instead of using a simple mounted "click" gun, Dr. Thrax, like General
"Pinpoint" Townes, has decided to put a more practical approach to things
in life. This tunnel network has a toxin sprayer similar to that of Toxin
Tractors. Of course, both infantry and light vehicles will be completely
dissolved before they know it! In fact, I know many people, especially
absolute beginners try to use many many workers to build many toxin networks
in their opponents' base to overwhelm them and get quick wins. This tunnel
rushing is very annoying to most people, fortunately, I can stop more than
80% of such attacks now. Meanwhile, EA has decided to deal with this unfair
practice by significantly increasing the Tunnel Network build times in
their first update for the game.

Stinger Site missiles and Rocket Propelled Grenades become chemical:
That's right, you chemical people out there, the good Doctor has prepared
his medicine into lovely little rocket powered pills! It is guaranteed
to cure any disease that threatens the health of your base, including the
tank virus and infantry bacteria! Enjoy!

Toxin Rebels replace normal Rebels:
That's right, you now have some trooper that acts somewhat like the
flamethrowers of the original Red Alert, except they are Chem Warriors.
They are practically effective against anything that they can attack,
except buildings, but that's what their Capture Building abilities are
used against, right?

Toxin Terrorist replaces normal Terrorists:
The Toxin Terrorist is the same as the standard GLA Terrorist, but unlike
the Terrorist he explodes in a cloud of toxin. However, the damage done
is not weakened, which makes them slightly better.

Bomb Trucks can only be upgraded with the Bio Bomb:
This is one weakness of the Doctor's army. Then, their Bomb Trucks cannot
pack as much of a punch than other GLA armies. But powerful nonetheless.

Tanks start with Toxin Shells:
Yay! That's $1000 saved so that you can get your Scorpion Tanks to poison
the enemy right from the start. I am sure you will have a lot of fun with
these things.

No camouflage abilities available except for Jarmen Kell:
So what? The absence of camouflage isn't going to make it hard for you,
right? As Jarmen Kell is the only effective stealth unit, it does not matter
that you can't use any hijackers or whatever.

All Chemical Weapons start as Anthrax Beta and can be upgraded to Anthrax
Gamma:
The good old Doctor has the 25% attack bonus for his chemical weapons,
and now, he only has to pay $1000 more at the palace to make use of another
25% attack bonus! Yummy, tasty...

*****GLA DEMOLITIONS GENERAL: GENERAL RODALL "DEMO" JUHZIZ*****
Short Biography:
This bomb maker if Middle Eastern ancestry is responsible for some of the
most devastating attacks of the twenty first century. General Juhziz and
his organization have been tied to both the attack on the US embassy in
Cairo and the sinking of the USS Nelsen in 2012. Such bold strikes have
drawn more supporters to his side, including bombers from many nations
willing to sacrifice their lives for the causes of the GLA. General Juhziz
lost the use of a hand in a bomb making accident and rarely speaks to anyone
outside of his own organization.

Analysis:
Bombs, bombs and even more bombs! This is what General Rodall Juhziz is
all about. Of course, as bombs are such effective weapons for terrorists,
Rodall Juhziz really has done a good job at blowing up a US Embassy and
the USS Nelsen. It's amazing that these strikes will make so many people
willing to enlist as terrorists to sacrifice their lives for "the effort".
Of course, bomb making is a dangerous business, and this clumsy oaf blew
up so many people and yet could not take care of himself! In fact, he got
one hand blown off in an accident!

Special Properties of his bombers:
Demo Traps are enhanced to Advanced Demo Traps:
Whoopee! Introducing the new Advanced Demo Trap: with more dynamite, more
explosiveness and more damage! Wait, there's more! It comes cheaper than
the normal Demo Trap! Coming from a worker near you. DISCLAIMER: WE ARE
NOT RESPONSIBLE IF YOUR TRAP GETS TAKEN OUT BY ENEMY WORKERS.

Suicide:
With this upgrade, ALL of your units and structures become suicide soldiers.
When they are killed, they explode, dealing similar damage to that of a
terrorist to anything that is too close to the unit. Besides, each unit
can blow themselves up when commanded. So, really, every unit is a
terrorist!

Booby Trap upgrade is available at the start:
Now, your Rebels can plant their booby traps anywhere right at the start.
As simple as that.

Terrorists do more damage, and they come with combat cycles at the start:
What could be better? This is one of the best improvements in the game!
Now, you can just click on the Combat Cycle button at the Arms Dealer a
few times, and many turbo charged terrorists can spring out! As they deal
more damage, these guys are really going to strike fear into the hearts
of many C&C Players!

No Stealth abilities or units are available, except for Jarmen Kell:
So what? The absence of camouflage isn't going to make it hard for you,
right? As Jarmen Kell is the only effective stealth unit, it does not matter
that you can't use any hijackers or whatever.

Jarmen Kell is now a professional bomber:
If you play as General Rodall "Demo:" Juhziz, Jarmen Kell basically will
become Colonel Kell. This is because, he gets to plant timed demo charges
and remote demo charges against buildings! Well, "I have something to give
them!"

No Toxin Upgrades are available, however, the Scud Storm, Scud Launcher
and Bomb Truck are packed with more explosives than ever:
By the looks of things, I say that the good Doctor and the Demo Guy are
2 complimentary Generals, as one has something the other doesn't have!
Although he has no toxic upgrades, all of those things mentioned above
do much, much more damage now that you pack then with so many explosives.

*****GLA STEALTH GENERAL: PRINCE KASSAD*****
Short Biography:
Prince Kassad has cut a dashing figure across Middle Eastern politics and
a violent one in the underworld. This charismatic tribal leader has
organized spies and assassins to do his bidding. Prince Kassad has been
paid millions for assassinations, hijackings and beatings in the street.
For a three-year stretch beginning in 2008, it is believed that no
terrorists action was taken on the shores of the Mediterranean Sea without
his involvement or blessing. A clever administrator of a serpentine
organization, he has never been directly tied to any criminal activity,
yet bad things continue to happen to individuals and forces that that stand
in his way.

Analysis:
"Woman in bikini: Who are you?
Prince Kassad: Kassad, James Kassad. To exercise control, 007 here. I will
report in an hour.
Woman: (Holds up her champagne filled glass) Won't you join me?
Prince Kassad: Better make that two."
That's right folks, the most handsome general Prince Kassad is in the house!
Prince Kassad is the only GLA General that has been involved in politics.
He is also a leader of a spy organization that offers to have the requested
person killed for several million dollars at a time. Like many clever
leaders, nothing links him directly to any trouble, and yet, he's as smooth
as James Bond. Of course, all spies must be stealthy, otherwise, they won't
be called spies, right?

Special Properties of his Agency:
All structures can be camouflaged using Camo Netting:
He is a stealthy general, right? Now, not only his base defenses are
camouflaged to begin with, all other structures can become invisible to
the enemy! Then, when you build a second base somewhere else, people will
have a hard time finding you! However, Camo Netting isn't cheap, so you
had better have lots of money! Besides, camouflaging the Supply Stash will
hide your workers while they are collecting supplies. Safety first!

All Rebels are camouflaged to begin with:
Now, it can be guaranteed that your Rebels will not be disturbed while
they are going towards oil derricks or whatever they are going to capture.
The element of surprise is sometimes what separates clean destruction from
all out battles of attrition.

Hijackers are available at the start:
Now, you can have a lot of pleasure stealing the enemies' vehicles! Enjoy!
This is important as Prince Kassad, being secretive can't afford to make
use of tanks.

GPS Scrambler is available at Level 3, and recharges faster:
With James Kassad, you can cloak your units much earlier and more frequently.
However, your opponents will be informed when you use GPS Scramble, so
you still have to be careful not to be noticed.

Prince Kassad does not have the use of Tanks or the Scud Launcher:
This is Prince Kassad's one and only weakness. This means that if you play
as Prince Kassad, you must make use of frequent sneaky attacks with Quad
Cannons in the lead, Rocket Buggies in the rear. If the enemy sends a large
battalion of tanks with Stealth Detectors against you, you are toast. But
still, this disadvantage is slightly offset by the use of Hijackers.

*****TALENTED CHINESE GENERALS*****

*****CHINESE INFANTRY GENERAL: "ANVIL" SHIN FAI*****
Short Biography:
On the battlefield, China's greatest resource is the millions of
individuals in uniform, and General Shin has staked a career in them. Known
to his troopers as the Anvil, General Shin can mobilize four divisions
in twenty-four hours thanks to a streamlined and sometimes brutal command
structure. Discipline is very strong with General Shin, and officers and
infantry who can maintain it are rewarded. The general has developed
advanced field training programs for the Red Guard and the elite operatives.
Military analysts credit the speed and professionalism of General Shin's
peacekeeping units with preventing the Taiwan Conflict of 2009 from
becoming a global war. This divisions feature several weapons and transport
systems unique in the People's Liberation Army.

Analysis:
It is true that China has the world's largest army, and this General Shin
Fai is really one of those "back-to-basics" Generals. After all, the
infantry units are one of the many "basic" units of an army, and General
Shin Fai has decided to focus on nothing else but this division of the
army. With such a large army coming, he can easily squash even the mightiest
of giants with a horde of ants! Don't underestimate his enhanced soldiers,
or you really WILL regret it!

As for the Taiwan Conflict of 2009, I don't think it will happen at all.
Besides, even if happens, why will it turn into a global war? His transport
systems are VERY powerful. That's true.

Special Properties of his Regiment:
All infantry units start at the Veteran Level:
Running advanced field training programs for his soldiers really helps!
The Anvil's soldiers all begin at Veteran Level, even Hackers and Black
Lotus! Besides, Minigunners can be made to come out of the barracks as
elite soldiers. What could be better?

Minigunners replace normal Red Guards:
Instead of using a simple bolt action rifle, the Minigunner uses a minigun,
simple as that. Of course, a minigun has a rotating barrel and will spin
faster and faster with time, just like a gattling gun. Although you can
only train one with one click of a button for $350, the really are worth
getting. Particularly they CAN target air units as well.

Fortified Bunkers replace normal Battle Bunkers:
The Fortified Bunker holds twice as many men as the normal Bunker. That
is, 10! Besides, it is already mined to prevent people from sneaking over.
However, they still have the weaknesses of normal Bunkers. That is, one
Neutron Shell or Bunker Buster bomb will kill EVERYONE inside the bunker.

All Minigunners and Tank Hunters are trained to be nationalistic to begin
with, and can be made to be patriotic:
The Anvil's soldiers are trained to love their country. So, when 5 of them
are grouped together, you see a red star with a golden ring surrounding
the soldier, that means, they will fire 1.25*1.25 times faster! When the
Patriotism upgrade is researched, an additional white star appears beneath
the red star, and the soldiers will fire another 25% faster! Loving one's
country does work wonders!

Hackers are now Super Hackers, and Black Lotus is now Super Lotus:
Remember that "Anvil" Shin Fai has developed advanced training programs
for his operatives? And hence, hackers are now... Super! They are now stealth,
and can hack into the Internet much quicker than before, and can disable
enemy vehicles. Being a superwoman, Super Lotus can capture buildings,
steal money and disable vehicles faster too.

All transport units are improved significantly:
To be more specific, the Troop Crawler is upgraded to the Assault Troop
Transport. An Assault Troop Transport costs $2400, but comes with 8
Minigunners, who can fire out directly from the gun ports, much like a
Humvee. Now let's do the math:
Cost of training 8 Minigunners in the Barracks: $350 * 8 = $2800
Cost of Assault Troop Transport: $2400
You save: $2800 - $2400 = $400!
Really, this shows you that if you have the money, you can save lots in
the long run!

Besides, the Listening Outposts are replaced by Attack Outposts, which
holds 10 infantry units, and come with 4 Tank Hunters. Again, you know
the math:
Cost of training 4 Tank Hunters in the Barracks: $300 * 4 = $1200
Cost of Attack Outpost: $1000
You save: $1200 - $1000 = $200!

Both of the Transports have speaker towers installed, and heal any unit
within range.

The Helix is upgraded to the Assault Helix, which comes with a Bunker and
holds 8 infantry units. If you fill one of these with tank hunters and
send them into the enemy base, they will know true fear!

Finally, the Anvil can make use of the Infantry Paradrop Generals Abilities,
which means he can paradrop up to 16 minigunners into the enemy's base.
They are minigunners, not normal red guards remember, and hence can cause
a lot of chaos if you don't have enough anti air defenses installed.

Battlemaster Tanks, Gattling Tanks and Overlord Tanks are all unavailable:
This is probably the only weakness of the great Anvil. However, the lack
of tanks is offset by the attack outposts and Assault Troop Transports,
if you use them wisely, of course.

*****CHINESE TANK GENERAL: GENERAL TA HUN KWAI*****
Short Biography:
General Ta Hun Kwai is convinced that the People's Liberation Army will
see its greatest success through the viewholes of its tank divisions. A
disciple of Soviet tank tactics of the Cold War, General Ta has produced
technical papers on various modifications on them. He has initiated
techniques to reduce the costs of tank production and has sponsored the
Emperor program, whose first tanks rolled off the assembly line in 2013.
Considered part of the old guard in the PLA hierarchy, General Ta
nevertheless continues to roll up victory after victory in battle.

Analysis:
Short Translation: Ta Hun Kwai = He is very fast
Another "back-to-basics" General of China, General "He is very fast" loves
to focus on the basic attacking unit of his army, which are the tanks.
Of course, being a tank fan, he has taken a lot of time to make various
improvements on his tanks. His War Factories are hence more efficient in
tank production. Being the tank disciple that he is, he has created a new
prototype tank, called the Emperor Tank, which has started to come in
service in the year 2013. With so many cheap and reliable tanks, General
Ta Hun Kwai can really be a powerful brute force general.

By the way, this guy really has the looks of a big bully, and has this
silly grin that drives me laughing. It's always about "Tanks, build more
Tanks!" With such expressions, I am sure that he can star in a Shakespearean
play. "A tank! A tank! My kingdom for a tank!"

Special Properties of his Battalion:
All infantry units and aircraft are ludicrously overpriced:
Ta Shi Yi Ge Tan Ke Zhang Jun! He is a Tank General! General Ta excels
in building tanks, and yet he cannot train infantry and aircraft well!
Imagine, Red Guards and Tank Hunters cost $375, a Hacker costs $780 and
Black Lotus costs $1875! This will be a big problem in later stages of
the game, particularly if you need infinite supply gatherers. Hence, you
must train Hackers as soon as possible when you have the money to make
up for the loss.

All Tanks start at Veteran Level, and Battlemaster Tanks can be made to
come out of the War Factory as Elite units:
General Ta has focused exclusively in training the crew of his tanks.
Therefore, each tank will already have some hands on experience to begin
with. His Battlemaster Tank crews can attend an "intensive summer course"
so that they can become elite tank crew to start with. The tuition fee
is, well, 1 General Point.

All Tanks cost $100 less, and Troop Crawlers cost $200 less:
Being the Tank General that he is, General Ta Hun Kwai has improved the
efficiencies of his war factories, and hence it takes fewer raw materials,
steel and miscellaneous ingredients to cook his tanks up. Even the troop
crawlers cost only $1200! This means, you can train Red Guards more
efficiently by building a Troop Crawler instead of training them in the
Barracks.

Battlemasters can be upgraded to have Autoloaders installed in their gun
barrels:
Normally, a tank would have 4 men: The Commander, the Gunner, the Driver
and the Reloader. But with the autoloaders installed, only 3 men are
required as the reloading process is made to be automatic. Before the
upgrade, Battlemaster Tanks fire "BOOM" each time, but with the Autoloaders,
3 shells can be loaded into the Gun Barrel at once, and the rate of fire
would be trebled, that is, the tank will go "BOOM BOOM BOOM"! Now, even
the battlemaster tanks are worth building en masse!

No Artillery Units are available:
The problem with General Ta Hun Kwai is that, his attacks are powerful,
but lacks range! What can he do if both the Inferno Cannons and Nuke Cannons
are unavailable? Then, he would have to force his tanks straight into the
enemy guns!

Emperor Overlord Tanks replace normal Overlord Tanks:
Oh Boy! It's a big one! It's a big one! These new prototype Emperor Tanks
come with a speaker tower on its back, and can have an additional Gattling
Cannon added for anti-infantry purposes. Just a pity that they cannot have
a Bunker mounted on its back as well. I guess it's just the consequence
of General Ta's neglect on infantry units. When you see a lot of these
coming towards your base, you may have to consider pitting as much artillery
you have against them.

Tank Drop is available as a General Ability:
General Ta Hun Kwai can send in up to 4 Battlemaster Tanks via transport
planes to anyway on the battlefield. It's impossible, I tell you,
impossible! Those parachutes must have been made with extra strong
duralumin or something. Just be careful not to drop them into rough terrain
or slopes, or they will blow up upon landing!
Points awarded: +3

*****CHINESE NUKE GENERAL: GENERAL TSING SHI TAO*****
Short Biography:
General Tsing gets what he wants, at any cost. Impatient to a fault, General
Tsing relies heavily on nuclear technology on the battlefield.
Unfortunately, there have been several terrible accidents. While General
Tsing was the responsible officer during the Mudanjiang Disaster of 2007,
his considerable talents saved his career. General Tsing believes such
trials and errors are part of the development process. His divisions are
beginning to see the results of his convictions, as a prototype of an
Advanced Nuclear Reactor has produced better results. Programs to develop
tactical nukes and to promote stability in radioactive isotopes are
producing better safety records, which will be well-received by his troops.

Analysis:
Short Translation: Tsing Shi Tao = Clear Stone
On the surface, General Tsing Shi Tao looks like a stubborn old git who
only likes things to go his way. But actually, he is a person with a kind
heart. In fact, he loves to share! He has a lot of gifts, nuclear gifts
to give you, and his generosity is limitless! Of course, it is always
dangerous to play with fire, not to mention radioactive substances. The
Clear Stone has caused a horrible accident in 2007, but however, since
he is so talented, the People's Liberation Army has decided not to give
him the sack.

As an excellent Physics student, I must say I really love General Tsing
Shi Tao. To be a successful scientist, one must try endlessly until he
gets a good result. In fact, after a lot of hard work, he has begun to
reap the fruits of his labor, and a lot of things became more efficient
because of... Nuclear Energy!

Atomic Structure of his army:
Advanced Nuclear Reactor replaces normal Nuclear Reactors:
As usual, for power plants, we have to consider efficiency.
Power Supplied: 18 Units
Cost: $1200
Cost per unit Power: $66.6 recurring decimal
This is like having a 33.3 recurring decimal % discount on buying power.
Very efficient indeed! When you overcharge a Advanced Nuclear Reactor,
you get, that's right... 27 units of power!

General Tsing Shi Tao gets to make use of new technology to make his tanks
go much more stable when compared with other generals:
Uranium-235 + 1n --> Strontium-90 + Xenon-143 + 3n
Do you know what the above is? It's a nuclear equation that for a reaction
that takes place in Nuclear Reactors. A Uranium-235 nuclide is bombarded
by a neutron, and splits into Strontium-90, Xenon-143 and 3 more neutrons,
giving out lots of Nuclear Energy. In a nuclear reactor inside a Nuclear
Power Plant or a Battlemaster or Overlord Tank, such a reaction is carefully
controlled. However, if the nuclear reactor is destroyed, the above process
will go out of control, resulting in a chain reaction, leading to a very
damaging nuclear explosion.

That is to say, if one of General Tsing Shi Tao's tanks is destroyed in
the middle of a large battalion of troops, the explosion can potentially
damage or destroy those around them! With the Isotope Stability upgrade,
the Clear Stone's tanks will have much more stable nuclear reactors, and
will explode just like any normal tank does, and of course, will not blow
up neighboring units! Safety First! Go for Stable Isotopes!

Nuke Cannon is available right at the start:
This is one good modification to the standard Chinese army that sort of
makes it a direct enhanced version of it. With the Nuke Cannon available
at the start, a General Point is saved, then, you can use that for something
more constructive, like the Frenzy!

Battlemaster Tanks and Overlord Tanks come with Uranium Shells and Nuclear
Tank upgrades right at the beginning, and their shells leave behind
radiation:
He is a Nuke General! Then it is just natural for General Tsing Shi Tao's
tanks to be armed with nuclear weapons. His battlemaster tanks look sort
of funny, with 2 tubes inserted into the back of its gun turret. I guess
that's the Nuclear Power Connection, I guess. Then, who needs the Nuclear
Missile Silo? As the shells leave behind radiation, his tanks are much
more effective against infantry units than ever before, 2 or 3 shells,
and the infantry dies!

Helices drop Nuclear Bombs instead of Napalm Bombs:
This is relatively a small improvement, but it will give General Tsing
Shi Tao some help in destroying tanks using the Helix.

MiGs can be upgraded to fire tactical nuclear missiles:
Whoopee! By constructing a Nuclear Missile Silo, you can purchase these
handy-dandy tactical nukes into your MiG fighters! These missiles have
the power of a Nuke Cannon shell, and can destroy even the mightiest of
tanks in a couple of blasts! Destruction guaranteed.

Nuke Bombers replace normal Carpet Bombers:
Well, I told you that Tsing Shi Tao's generosity is limitless! He even
has the generosity to drop expensive tactical nuclear bombs onto his
enemies' bases! In fact, provided that the buildings are lined correctly,
even if they are widely spaced, a single Nuke Bomber can destroy up to
3 or more buildings within its blast radius! So, there really is a good
reason to panic when your opponent is a 3-star Nuke General!

Nuclear Missile Silos cost $500 less:
As General Tsing Shi Tao, he gets a 10% discount on building Nuclear
Missiles! Hmm... Interesting...

*****STRATEGIES TO BEAT EACH TALENTED GENERAL*****
This is where I present my guide to beating each talented General in the
Generals Challenge Campaign. You can beat 7 of the 9 generals, as General
Anvil Shin Fai and General Rodall Demo Juhziz are not available. After
you have beaten 6 of these 7 Generals, you will play again General Leang,
a female Boss General that has pitched camp in Tibet, China!

I will give the strategies for each challenge for each general you play
as, so there will be a total of 9 strategies for each general.

-------------------------------------------------------
a. USA Superweapon General: Alexis Alexander [CCGZH8A]
-------------------------------------------------------
While the game is loading, you will get to see the portrait of Command
and Conquer: General's one and only one female genera. (I guess this is
to signify an age of sexual equality!) She is posing with a handgun in
her hand and there is a particle beam right behind her! "You'll never crack
through my defenses, general!" She boasts, hey, her voice sounds a lot
younger than she actually looks! You have found the wrong female voice
actress for this role, EA! Then, when the game has loaded, you will find
that you are now on a certain Mediterranean island, the type where girls
like to sunbathe and stuff! (It suits this female General that is young
at heart! Tee hee hee!) Then you get to see your Command Center. "Ooh!
What's that sound!" General Alexis Alexander cries, "Look! There is a light
in the sky, I wonder..." Then, a Particle Cannon beam zaps just around your
Command Center, drawing a Z on the ground! So, that's how she likes to
say hello. How utterly polite, really. Time to start building!

*****PLAYING AS GENERAL MALCOLM "ACE" GRANGER*****
Step 1: Build your base and acquire steady income source
Start building all the basic essentials of a base, like the Supply Center
with at least two Chinook helicopters serving it, a Barracks, and at least
two War Factories (and at least two Airfields if you have the cash)! I
suggest you tech up as soon as possible, as while you are building, General
Alexis Alexander would send two Comanche helicopters to spy on you, and
when she found out that you have not run in fear, she will invite you to
dance, and the first timer to the Particle Cannon will commence countdown!
If you are playing on Medium Difficulty, you will find up to two Particle
Cannon timers!!!! Which means, she can fire two super weapons at you at
the same time! Therefore, you must acquire enough cash so that you would
have enough money to rebuild all the things that her Particle Cannons and
Aurora Alpha Bombers can destroy! (Also mind to defend your base against
her Comanche helicopters using Patriot Missiles along the northern shore
of your island. Watch your power meter carefully as well!)

Therefore, you must ACT QUICKLY! Send two Rangers to capture the two Oil
Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks,
are we? Well, I'll let you have that one!" Also, tech up with a Strategy
Center, put up Hold the Line strategy to increase the armor of your
buildings, and build as many Supply Drop Zones as possible (far away from
your production structures). Now, it is time for you to bear the brunt
of all the super weapons. If you have built enough Supply Drop Zones, then
you should be able to break even with your losses and start with the counter
attacks. (While having suffered heavy losses at the same time.)

Step 2: Secure Island and Destroy (or Capture) the Particle Cannon
As you can see, one of the Particle Cannons that are threatening your base
is conveniently located on the same island you are on! The second good
news is that it is poorly, guarded, as it is guarded by Sentry Drones,
an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you
have the money, build a small squad of Humvees loaded with Missile Defenders
and several Tomahawk Missiles. Before setting off, it is best to play it
safe with the Search and Destroy battle strategy from the Strategy Center
to increase the range of your units by 25%.

Advance slowly, and take out the EMP Patriots out from a distance. I know,
the Artillery Platform can sometimes be troublesome, but not if you take
it out with a Carpet Bomber or several King Raptors. After some tedious
long range destruction of the EMP Patriot Missiles, you would finally have
made it to the Particle Cannon. Destroy the offshore EMP Patriots, and
send a Ranger to capture it! (Destroy it if you are in a hurry!)
Congratulations, you have just neutralized half of the threat! Now, one
more Particle Cannon remains.

Step 3: Destroy Second Particle Cannon in the middle of her base
With the Particle Cannon gone or captured, you can now focus on the one
in the middle of Alexis Alexander's base. Wait for your Particle Cannon
to charge up, and then zap her Particle Cannon with your Particle Cannon!
Afterwards, send in some A-10 Strikes and Carpet Bombers to destroy it
for good. As the Particle Cannon is located on high ground, there is no
way for her Construction Dozers to reach it and hence there is obviously
no way for her to rebuild it anymore! That's right, now as both of her
Particle Cannons are simply kaput, then there will be nothing more to
threaten your base aside from the occasional Aurora Alpha Bombers.

Step 4: Destroy her base
With her superweapons taken care of, it is time for you to launch the final
frontal assault to get rid of her once and for all. Unfortunately, the
ridges surrounding her base are guarded with lots of EMP Patriots, so are
some of the small islands around her base. Therefore you will have to take
you time destroying them all. Once they are destroyed, they will not be
rebuilt, as her Construction Dozers cannot reach those spots. When a large
area is devoid of EMP Patriots, load Humvees with Missile Defenders inside
into Chinook Helicopters, land then in the middle of her base and watch
them wreak havoc! That settles the score with that old lady!

*****PLAYING AS GENERAL "PINPOINT" TOWNES*****
Step 1: Build your base and acquire steady income source
Start building all the basic essentials of a base, like the Supply Center
with at least two Chinook helicopters serving it, a Barracks, and at least
two War Factories (and at least two of every other production structure
if possible)! I suggest you tech up as soon as possible, as while you are
building, General Alexis Alexander would send two Comanche helicopters
to spy on you, and when she found out that you have not run in fear, she
will invite you to dance, and the first timer to the Particle Cannon will
commence countdown! If you are playing on Medium Difficulty, you will find
up to two Particle Cannon timers!!!! Which means, she can fire two super
weapons at you at the same time! Therefore, you must acquire enough cash
so that you would have enough money to rebuild all the things that her
Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend
your base against her Comanche helicopters using Laser Defense Turrets
along the northern shore of your island. Watch your power meter carefully
as well!)

Therefore, you must ACT QUICKLY! Send two Rangers to capture the two Oil
Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks,
are we? Well, I'll let you have that one!" Also, tech up with a Strategy
Center, put up Hold the Line strategy to increase the armor of your
buildings, and build as many Supply Drop Zones as possible (far away from
your production structures). Now, it is time for you to bear the brunt
of all the super weapons. If you have built enough Supply Drop Zones, then
you should be able to break even with your losses and start with the counter
attacks. (While having suffered heavy losses at the same time.)

Step 2: Secure Island and Destroy (or Capture) the Particle Cannon
As you can see, one of the Particle Cannons that are threatening your base
is conveniently located on the same island you are on! The second good
news is that it is poorly, guarded, as it is guarded by Sentry Drones,
an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you
have the money, build a small squad of Laser Tanks, some Humvees loaded
with Missile Defenders and of course a few Avengers. Before setting off,
it is best to play it safe with the Search and Destroy battle strategy
from the Strategy Center to increase the range of your units by 25%.

Advance slowly, and take out the EMP Patriots while the Avengers destroy
her EMP Patriot Missiles before they hit your vehicles, otherwise, they
will be paralyzed and cannot attack. I know, the Artillery Platform can
sometimes be troublesome, but not if you take it out with an A-10 Strike
or some Raptors. After some tedious and careful destruction of the EMP
Patriot Missiles, you would finally have made it to the Particle Cannon.
Destroy the offshore EMP Patriots, and send a Ranger to capture it! (Destroy
it if you are in a hurry!) Congratulations, you have just neutralized half
of the threat! Now, one more Particle Cannon remains.

Step 3: Destroy Second Particle Cannon in the middle of her base
With the Particle Cannon gone or captured, you can now focus on the one
in the middle of Alexis Alexander's base. Wait for your Particle Cannon
to charge up, and then zap her Particle Cannon with your Particle Cannon!
Afterwards, send in some A-10 Strikes and may be the Massive Ordnance Air
Burst to destroy it for good. As the Particle Cannon is located on high
ground, there is no way for her Construction Dozers to reach it and hence
there is obviously no way for her to rebuild it anymore! That's right,
now as both of her Particle Cannons are simply kaput, then there will be
nothing more to threaten your base aside from the occasional Aurora Alpha
Bombers (which can be shot down rather quickly by your Laser Defense Turrets
after they have released the payload.)

Step 4: Destroy her base
With her superweapons taken care of, it is time for you to launch the final
frontal assault to get rid of her once and for all. Unfortunately, the
ridges surrounding her base are guarded with lots of EMP Patriots, so are
some of the small islands around her base. Therefore you will have to take
you time destroying them all. Once they are destroyed, they will not be
rebuilt, as her Construction Dozers cannot reach those spots. When a large
area is devoid of EMP Patriots, load Laser Tanks and Avengers inside into
Chinook Helicopters, land then in the middle of her base and watch them
wreak havoc! That settles the score with that old lady!

*****PLAYING AS DR. THRAX*****
Step 1: Build your base and acquire steady income source
Start building all the basic essentials of a base, like the Supply Stash
with at least six or even more Workers serving it, a Barracks, and at least
two Arms Dealers! I suggest you tech up as soon as possible, as while you
are building, General Alexis Alexander would send two Comanche helicopters
to spy on you, and when she found out that you have not run in fear, she
will invite you to dance, and the first timer to the Particle Cannon will
commence countdown! If you are playing on Medium Difficulty, you will find
up to two Particle Cannon timers!!!! Which means, she can fire two super
weapons at you at the same time! Therefore, you must acquire enough cash
so that you would have enough money to rebuild all the things that her
Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend
your base against her Comanche helicopters using Stinger Sites and Quad
Cannons along the northern shore of your island.)

Therefore, you must ACT QUICKLY! Send two Toxin Rebels to capture the two
Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil
Derricks, are we? Well, I'll let you have that one!" Also, tech up with
a Palace, research the Fortified Structure upgrade to increase the armor
of your buildings, and build as many Black Markets as possible (far away
from your production structures). Now, it is time for you to bear the brunt
of all the super weapons. If you have built enough Black Markets, then
you should be able to break even with your losses and start with the counter
attacks. (While having suffered heavy losses at the same time.)

Step 2: Secure Island and Destroy (or Capture) the Particle Cannon
As you can see, one of the Particle Cannons that are threatening your base
is conveniently located on the same island you are on! The second good
news is that it is poorly guarded, as it is guarded by Sentry Drones, an
Artillery Platform, and some EMP Patriot Missiles. Therefore, when you
have the money, build a small squad of Scorpion Tanks supported by a couple
of SCUD Launchers. (It's a bit sad that the SCUD Launchers can only make
use of Toxins. Fortunately, the Anthrax Gamma upgrade can help it out just
a little bit. Otherwise, tough luck.)

Advance slowly, and take out the EMP Patriots out from a distance. I know,
the Artillery Platform can sometimes be troublesome, but not if you take
it out with several Terrorist Bikers. After some tedious long range
destruction of the EMP Patriot Missiles, you would finally have made it
to the Particle Cannon. Destroy the offshore EMP Patriots, and send a Rebel
to capture it! (Destroy it if you are in a hurry!) Congratulations, you
have just neutralized half of the threat! Now, one more Particle Cannon
remains. (You can also build your own SCUD Storm to have the best of both
worlds.)

Step 3: Capture Second Particle Cannon in the middle of her base
With the Particle Cannon gone or captured, you can now focus on the one
in the middle of Alexis Alexander's base. Wait for your Particle Cannon
to charge up, and then zap the area around her Particle Cannon with your
Particle Cannon! Afterwards, send in 16 Toxin Rebels next to the Particle
Cannon (be sure to have researched the Anthrax Gamma Upgrade!) Have them
capture the Particle Cannon. As the Particle Cannon is located on high
ground, there is no way for her Construction Dozers to reach it and hence
there is obviously no way for her to stop you! That's right, now as both
of her Particle Cannons are simply kaput, then there will be nothing more
to threaten your base aside from the occasional Aurora Alpha Bombers.
Meanwhile, you might as well have 2 Particle Cannons to toy around with.
Now, Alexis Alexander is going to cry like a scared little girl in the
wake of your annihilating power!

Step 4: Destroy her base
With her superweapons taken care of, it is time for you to launch the final
frontal assault to get rid of her once and for all. Unfortunately, the
ridges surrounding her base are guarded with lots of EMP Patriots, so are
some of the small islands around her base. Therefore you will have to take
you time destroying them all. Once they are destroyed, they will not be
rebuilt, as her Construction Dozers cannot reach those spots. When a large
area is devoid of EMP Patriots, build a Tunnel Network, send your attacking
forces in, and then use a Sneak Attack in en empty area of her base, and
send the troops in for the kill! That settles the score with that old lady!

*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****
Step 1: Build your base and acquire steady income source
Start building all the basic essentials of a base, like the Supply Stash
with at least six or even more Workers serving it, a Barracks, and at least
two Arms Dealers! I suggest you tech up as soon as possible, as while you
are building, General Alexis Alexander would send two Comanche helicopters
to spy on you, and when she found out that you have not run in fear, she
will invite you to dance, and the first timer to the Particle Cannon will
commence countdown! If you are playing on Medium Difficulty, you will find
up to two Particle Cannon timers!!!! Which means, she can fire two super
weapons at you at the same time! Therefore, you must acquire enough cash
so that you would have enough money to rebuild all the things that her
Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend
your base against her Comanche helicopters using Stinger Sites and Quad
Cannons along the northern shore of your island.)

Therefore, you must ACT QUICKLY! Send two Rebels to capture the two Oil
Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks,
are we? Well, I'll let you have that one!" Also, tech up with a Palace,
research the Fortified Structure upgrade to increase the armor of your
buildings, and build as many Black Markets as possible (far away from your
production structures). Now, it is time for you to bear the brunt of all
the super weapons. If you have built enough Black Markets, then you should
be able to break even with your losses and start with the counter attacks.
(While having suffered heavy losses at the same time.)

Step 2: Secure Island and Destroy (or Capture) the Particle Cannon
As you can see, one of the Particle Cannons that are threatening your base
is conveniently located on the same island you are on! The second good
news is that it is poorly, guarded, as it is guarded by Sentry Drones,
an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you
have the money, build a small squad of Scorpion Tanks supported by a couple
of SCUD Launchers.

Advance slowly, and take out the EMP Patriots out from a distance. I know,
the Artillery Platform can sometimes be troublesome, but not if you take
it out with several Terrorist Bikers. After some tedious long range
destruction of the EMP Patriot Missiles, you would finally have made it
to the Particle Cannon. Destroy the offshore EMP Patriots, and send a Rebel
to capture it! (Destroy it if you are in a hurry!) Congratulations, you
have just neutralized half of the threat! Now, one more Particle Cannon
remains. (You can also build your own SCUD Storm to have the best of both
worlds.)

Step 3: Destroy Second Particle Cannon in the middle of her base
With the Particle Cannon gone or captured, you can now focus on the one
in the middle of Alexis Alexander's base. Wait for your Particle Cannon
to charge up, and then zap her Particle Cannon with your Particle Cannon!
Afterwards, send in 16 Rebels next to the Particle Cannon (be sure to have
researched the Suicide Upgrade!) Have them fire at the Particle Cannon,
now, even if someone kills a Rebel, he will still explode, damaging the
Particle Cannon. As the Particle Cannon is located on high ground, there
is no way for her Construction Dozers to reach it and hence there is
obviously no way for her to rebuild it anymore! That's right, now as both
of her Particle Cannons are simply kaput, then there will be nothing more
to threaten your base aside from the occasional Aurora Alpha Bombers.

Step 4: Destroy her base
With her superweapons taken care of, it is time for you to launch the final
frontal assault to get rid of her once and for all. Unfortunately, the
ridges surrounding her base are guarded with lots of EMP Patriots, so are
some of the small islands around her base. Therefore you will have to take
you time destroying them all. Once they are destroyed, they will not be
rebuilt, as her Construction Dozers cannot reach those spots. When a large
area is devoid of EMP Patriots, build a Tunnel Network, send your attacking
forces in, and then use a Sneak Attack in en empty area of her base, and
send the troops in for the kill! That settles the score with that old lady!

*****PLAYING AS PRINCE KASSAD*****
Step 1: Build your base and acquire steady income source
Start building all the basic essentials of a base, like the Supply Stash
with at least six or even more Workers serving it, a Barracks, and at least
two Arms Dealers! I suggest you tech up as soon as possible, as while you
are building, General Alexis Alexander would send two Comanche helicopters
to spy on you, and when she found out that you have not run in fear, she
will invite you to dance, and the first timer to the Particle Cannon will
commence countdown! If you are playing on Medium Difficulty, you will find
up to two Particle Cannon timers!!!! Which means, she can fire two super
weapons at you at the same time! Therefore, you must acquire enough cash
so that you would have enough money to rebuild all the things that her
Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend
your base against her Comanche helicopters using Stinger Sites and Quad
Cannons along the northern shore of your island. Use Camo Netting on as
many structures as possible)

Therefore, you must ACT QUICKLY! Send two Rebels to capture the two Oil
Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks,
are we? Well, I'll let you have that one!" Also, tech up with a Palace,
research the Fortified Structure upgrade to increase the armor of your
buildings, and build as many Black Markets as possible (far away from your
production structures, stealth them). Now, it is time for you to bear the
brunt of all the super weapons. If you have built enough Black Markets,
then you should be able to break even with your losses and start with the
counter attacks. (While having suffered heavy losses at the same time.)

Step 2: Secure Island and Destroy (or Capture) the Particle Cannon
As you can see, one of the Particle Cannons that are threatening your base
is conveniently located on the same island you are on! The second good
news is that it is poorly, guarded, as it is guarded by Sentry Drones,
an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you
have the money, build a small squad of Quad Cannons supported by a couple
of Rocket Buggies (preferably upgraded to the max).

Advance slowly, and take out the EMP Patriots out from a distance. I know,
the Artillery Platform can sometimes be troublesome, but not if you take
it out with several Terrorist Bikers. After some tedious long range
destruction of the EMP Patriot Missiles, you would finally have made it
to the Particle Cannon. Destroy the offshore EMP Patriots, and send a Rebel
to capture it! (Destroy it if you are in a hurry!) Congratulations, you
have just neutralized half of the threat! Now, one more Particle Cannon
remains. (You can also build your own SCUD Storm to have the best of both
worlds.)

Step 3: Destroy Second Particle Cannon in the middle of her base
With the Particle Cannon gone or captured, you can now focus on the one
in the middle of Alexis Alexander's base. Wait for your Particle Cannon
to charge up, and then zap her Particle Cannon with your Particle Cannon!
Afterwards, send in 16 Rebels next to the Particle Cannon Have them fire
at the Particle Cannon,. As the Particle Cannon is located on high ground,
there is no way for her troops to get to you or any Construction Dozers
to reach it and hence there is obviously no way for her to rebuild it anymore!
That's right, now as both of her Particle Cannons are simply kaput, then
there will be nothing more to threaten your base aside from the occasional
Aurora Alpha Bombers.

Step 4: Destroy her base
With her superweapons taken care of, it is time for you to launch the final
frontal assault to get rid of her once and for all. Unfortunately, the
ridges surrounding her base are guarded with lots of EMP Patriots, so are
some of the small islands around her base. Therefore you will have to take
you time destroying them all. Once they are destroyed, they will not be
rebuilt, as her Construction Dozers cannot reach those spots. When a large
area is devoid of EMP Patriots, build a Tunnel Network, send your attacking
forces in, and then use a Sneak Attack in en empty area of her base, and
send the troops in for the kill! That settles the score with that old lady!

*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****
Step 1: Build your base and acquire steady income source
Start building all the basic essentials of a base, like the Supply Center
with at least three or even more Supply Trucks serving it, a Barracks,
and at least two War Factories! I suggest you tech up as soon as possible,
as while you are building, General Alexis Alexander would send two Comanche
helicopters to spy on you, and when she found out that you have not run
in fear, she will invite you to dance, and the first timer to the Particle
Cannon will commence countdown! If you are playing on Medium Difficulty,
you will find up to two Particle Cannon timers!!!! Which means, she can
fire two super weapons at you at the same time! Therefore, you must acquire
enough cash so that you would have enough money to rebuild all the things
that her Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind
to defend your base against her Comanche helicopters using Gattling Cannons
along the northern shore of your island.)

Therefore, you must ACT QUICKLY! Send two Red Guards to capture the two
Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil
Derricks, are we? Well, I'll let you have that one!" Also, tech up with
a Propaganda Center, then start pumping out as many Super Hackers as
possible and get them to hack the internet for money, using an Internet
Center to help them if possible. (Position them far away from your
production structures). Now, it is time for you to bear the brunt of all
the super weapons. If you have built enough Super Hackers, then you should
be able to break even with your losses and start with the counter attacks.
(While having suffered heavy losses at the same time.)

Step 2: Secure Island and Destroy (or Capture) the Particle Cannon
As you can see, one of the Particle Cannons that are threatening your base
is conveniently located on the same island you are on! The second good
news is that it is poorly, guarded, as it is guarded by Sentry Drones,
an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you
have the money, build a small squad of Attack Outpsots with a couple of
Nuke Cannons behind them for support. (Don't use ECM Tanks)

Advance slowly, and take out the EMP Patriots out from a distance. I know,
the Artillery Platform can sometimes be troublesome, but not if you take
it out with a Carpet Bomber (Capture it with Super Lotus if you wish.).
After some tedious long range destruction of the EMP Patriot Missiles,
you would finally have made it to the Particle Cannon. Destroy the offshore
EMP Patriots, and send Super Lotus to capture it! (Destroy it if you are
in a hurry!) Congratulations, you have just neutralized half of the threat!
Now, one more Particle Cannon remains. (You can also build your own Nuclear
Missile Silo to have the best of both worlds.)

Step 3: Destroy Second Particle Cannon in the middle of her base
With the Particle Cannon gone or captured, you can now focus on the one
in the middle of Alexis Alexander's base. Wait for your Particle Cannon
to charge up, and then zap her Particle Cannon with your Particle Cannon!
Then follow up with a Level 3 Artillery Barrage to finish it off for good.
As the Particle Cannon is located on high ground, there is no way for her
Construction Dozers to reach it and hence there is obviously no way for
her to rebuild it anymore! That's right, now as both of her Particle Cannons
are simply kaput, then there will be nothing more to threaten your base
aside from the occasional Aurora Alpha Bombers.

Step 4: Destroy her base
With her superweapons taken care of, it is time for you to launch the final
frontal assault to get rid of her once and for all. Unfortunately, the
ridges surrounding her base are guarded with lots of EMP Patriots, so are
some of the small islands around her base. Therefore you will have to take
you time destroying them all. Once they are destroyed, they will not be
rebuilt, as her Construction Dozers cannot reach those spots. When a large
area is devoid of EMP Patriots, build Assault Helices and load them full
of Tank Hunters. Send them into the base, and unload them all. Now, it
is time to make Alexis Alexander pay for causing so much damage to your
base... Too bad you cannot load vehicles into an Assault Helix, therefore,
load some Minigunners if you have problems.

*****PLAYING AS GENERAL TA HWUN KWAI*****
Step 1: Build your base and acquire steady income source
Start building all the basic essentials of a base, like the Supply Center
with at least three or even more Supply Trucks serving it, a Barracks,
and at least two War Factories! I suggest you tech up as soon as possible,
as while you are building, General Alexis Alexander would send two Comanche
helicopters to spy on you, and when she found out that you have not run
in fear, she will invite you to dance, and the first timer to the Particle
Cannon will commence countdown! If you are playing on Medium Difficulty,
you will find up to two (maybe three) Particle Cannon timers!!!! Which
means, she can fire two super weapons at you at the same time! Therefore,
you must acquire enough cash so that you would have enough money to rebuild
all the things that her Particle Cannons and Aurora Alpha Bombers can
destroy! (Also mind to defend your base against her Comanche helicopters
using Gattling Cannons along the northern shore of your island.)

Therefore, you must ACT QUICKLY! Send two Red Guards to capture the two
Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil
Derricks, are we? Well, I'll let you have that one!" Also, tech up with
a Propaganda Center, then start pumping out as many Hackers as possible
and get them to hack the internet for money, using an Internet Center to
help them if possible. (Position them far away from your production
structures). Now, it is time for you to bear the brunt of all the super
weapons. If you have built enough Hackers, then you should be able to break
even with your losses and start with the counter attacks. (While having
suffered heavy losses at the same time.)

Step 2: Secure Island and Destroy (or Capture) the Particle Cannon
As you can see, one of the Particle Cannons that are threatening your base
is conveniently located on the same island you are on! The second good
news is that it is poorly, guarded, as it is guarded by Sentry Drones,
an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you
have the money, build a small squad of Battlemaster Tanks with a couple
of Tank Hunters behind them for support. (Don't use ECM Tanks)

Advance slowly, and take out the EMP Patriots out CAREFULLY. I know, the
Artillery Platform can sometimes be troublesome, but not if you take it
with Black Lotus. After some tedious close range destruction of the EMP
Patriot Missiles, you would finally have made it to the Particle Cannon.
Destroy the offshore EMP Patriots, and send Black Lotus to capture it!
(Destroy it if you are in a hurry!) Congratulations, you have just
neutralized half of the threat! Now, one more Particle Cannon remains.
(You can also build your own Nuclear Missile Silo to have the best of both
worlds.)

Step 3: Destroy Second Particle Cannon in the middle of her base
With the Particle Cannon gone or captured, you can now focus on the one
in the middle of Alexis Alexander's base. Wait for your Particle Cannon
to charge up, and then zap her Particle Cannon with your Particle Cannon!
Then follow up with a Level 3 Artillery Barrage to finish it off for good.
As the Particle Cannon is located on high ground, there is no way for her
Construction Dozers to reach it and hence there is obviously no way for
her to rebuild it anymore! That's right, now as both of her Particle Cannons
are simply kaput, then there will be nothing more to threaten your base
aside from the occasional Aurora Alpha Bombers.

Step 4: Destroy her base
With her superweapons taken care of, it is time for you to launch the final
frontal assault to get rid of her once and for all. Unfortunately, the
ridges surrounding her base are guarded with lots of EMP Patriots, so are
some of the small islands around her base. Therefore you will have to take
you time destroying them all. Once they are destroyed, they will not be
rebuilt, as her Construction Dozers cannot reach those spots. When a large
area is devoid of EMP Patriots, build Helices and load them full of troops.
(I suggest one Emperor Tank and two Tank Hunters per Helix, and send them
into the base, and unload them all. Now, it is time to make Alexis Alexander
pay for causing so much damage to your base...

*****PLAYING AS GENERAL CLEAR STONE*****
Step 1: Build your base and acquire steady income source
Start building all the basic essentials of a base, like the Supply Center
with at least three or even more Supply Trucks serving it, a Barracks,
and at least two War Factories! I suggest you tech up as soon as possible,
as while you are building, General Alexis Alexander would send two Comanche
helicopters to spy on you, and when she found out that you have not run
in fear, she will invite you to dance, and the first timer to the Particle
Cannon will commence countdown! If you are playing on Medium Difficulty,
you will find up to two Particle Cannon timers!!!! Which means, she can
fire two super weapons at you at the same time! Therefore, you must acquire
enough cash so that you would have enough money to rebuild all the things
that her Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind
to defend your base against her Comanche helicopters using Gattling Cannons
along the northern shore of your island.)

Therefore, you must ACT QUICKLY! Send two Red Guards to capture the two
Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil
Derricks, are we? Well, I'll let you have that one!" Also, tech up with
a Propaganda Center, then start pumping out as many Hackers as possible
and get them to hack the internet for money, using an Internet Center to
help them if possible. (Position them far away from your production
structures). Now, it is time for you to bear the brunt of all the super
weapons. If you have built enough Hackers, then you should be able to break
even with your losses and start with the counter attacks. (While having
suffered heavy losses at the same time.)

Step 2: Secure Island and Destroy (or Capture) the Particle Cannon
As you can see, one of the Particle Cannons that are threatening your base
is conveniently located on the same island you are on! The second good
news is that it is poorly, guarded, as it is guarded by Sentry Drones,
an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you
have the money, build a small squad of Battlemaster Tanks with a couple
of Inferno Cannons behind them for support. (Don't use ECM Tanks)

Advance slowly, and take out the EMP Patriots out from a distance. I know,
the Artillery Platform can sometimes be troublesome, but not if you take
it out with a Nuke Bomber. After some tedious long range destruction of
the EMP Patriot Missiles, you would finally have made it to the Particle
Cannon. Destroy the offshore EMP Patriots, and send Black Lotus to capture
it! (Destroy it if you are in a hurry!) Congratulations, you have just
neutralized half of the threat! Now, one more Particle Cannon remains.
(You can also build your own Nuclear Missile Silo to have the best of both
worlds.)

Step 3: Destroy Second Particle Cannon in the middle of her base
With the Particle Cannon gone or captured, you can now focus on the one
in the middle of Alexis Alexander's base. Wait for your Particle Cannon
to charge up, and then zap her Particle Cannon with your Particle Cannon!
Then follow up with a Level 3 Artillery Barrage to finish it off for good.
As the Particle Cannon is located on high ground, there is no way for her
Construction Dozers to reach it and hence there is obviously no way for
her to rebuild it anymore! That's right, now as both of her Particle Cannons
are simply kaput, then there will be nothing more to threaten your base
aside from the occasional Aurora Alpha Bombers.

Step 4: Destroy her base
With her superweapons taken care of, it is time for you to launch the final
frontal assault to get rid of her once and for all. Unfortunately, the
ridges surrounding her base are guarded with lots of EMP Patriots, so are
some of the small islands around her base. Therefore you will have to take
you time destroying them all. Once they are destroyed, they will not be
rebuilt, as her Construction Dozers cannot reach those spots. When a large
area is devoid of EMP Patriots, build Helices and load them full of troops.
(I suggest one Overlord Tank and two Tank Hunters per Helix, and send them
into the base, and unload them all. Now, it is time to make Alexis Alexander
pay for causing so much damage to your base...

-----------------------------------------------------------------
b. USA Airforce General: General Malcolm "Ace" Granger [CCGZH8B]
-----------------------------------------------------------------
As soon as the level starts, you will have a glimpse of General Granger's
base, and my, so many airfields are under construction! Now, the great
air marshal speaks to you. "Be advised, this area is under control of
Malcolm Granger! Withdraw now, or prepared to be bombed back to the Stone
Age!" Now, to show his determination, he shows off with a whole squadron
of King Raptors! "Wanna see that again?" Now, after all that showing off,
it is time to build you base.

*****PLAYING AS ALEXIS ALEXANDER*****
Step 1: Build your base and defend the island you are on right now
Start building the basic essentials of a base, and build two War Factories,
separate from each other. Also capture the two Oil Derricks on the island
you are on. As you can see, there is only one bridge linking your island
to the mainland, and yet you do not have to defend it, as General Malcolm
Granger relies a lot on air units. Not long after you start, you will hear
Malcolm Granger say, "Don't worry, General, this is just the calm before
the storm!" That's right! Build up your air defenses! Quick! Therefore,
it is best if you line up the northern shore of you base with EMP Patriot
Systems and Avengers, if you have the money. (Yes, laser point defenses
systems are useless against bullets and lasers, nor are the Countermeasures
upgrade!)

Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then
you will be attacked by lots and lots of King Raptors that will be taken
care of by your Laser weapons. General Malcolm "Ace" Granger will boast,
"US military spending at its best!" What he does not know is that he is
pouring money down the drain if such ruthless, so stupid tactics! Yes,
you will lose Avengers and other units, but once they start gaining
veterancy, you can consider your base to be secured. (Use bombardment or
hold the line battle strategies to help defend your base.)

Step 2: Start Bombing his base
Build up Supply Drop Zones to save money, and then build a small
expeditionary force comprised of Avengers, Humvees loaded with Missile
Defenders and Tomahawk Missiles. Cross the river, into the village, and
drive all the Chinooks away. Then you can control the village and the
surrounding plains, and then you can start building Airfields. Start
pumping out Aurora Bombers and try to send them into various parts of the
base, and bombing everything you find. While you are doing this, continue
to the next step.

Step 3: Secure the village and attack the main base
Also build some more War Factories and possibly a couple of Particle Uplink
Cannons in the village and you can build more Tomahawk Missiles and some
Avengers to lay siege on General Granger's citadel in the mountains. (Too
bad he does not have any long range laser units.) There are two entrances,
one to the west and one to the east. There are two more oil derricks to
the northwest, but I don't think you will need to use them. The rest is
pure destruction. It is possible to take out his Chinooks in his base even
if you place an Avenger along the south of the Mountain Range. Colonel
Burton can also destabilize their rear, as he can climb over the mountains.
Give them all the presents you can have and cut down his power! You can
also feint the King Raptors in a way that they accidentally hit their own
structures! Or you can just do it the old fashion way and drop Particle
Beams here and there until his base is flat!

*****PLAYING AS GENERAL "PINPOINT" TOWNES*****
Step 1: Build your base and defend the island you are on right now
Start building the basic essentials of a base, and build two War Factories,
separate from each other. Also capture the two Oil Derricks on the island
you are on. As you can see, there is only one bridge linking your island
to the mainland, and yet you do not have to defend it, as General Malcolm
Granger relies a lot on air units. Not long after you start, you will hear
Malcolm Granger say, "Don't worry, General, this is just the calm before
the storm!" That's right! Build up your air defenses! Quick! Therefore,
it is best if you line up the northern shore of you base with Laser Defense
Turrets and Avengers, if you have the money. (Yes, laser point defenses
systems are useless against bullets and lasers, nor are the Countermeasures
upgrade!)

Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then
you will be attacked by lots and lots of King Raptors that will be taken
care of by your Gattling weapons. General Malcolm "Ace" Granger will boast,
"US military spending at its best!" What he does not know is that he is
pouring money down the drain if such ruthless, so stupid tactics! Yes,
you will lose Avengers and other units, but once they start gaining
veterancy, you can consider your base to be secured. (Use bombardment or
hold the line battle strategies to help defend your base.)

Step 2: Start crossing the river
Once it is secured, start teching up and building a Supply Drop Zone or
two. Upgrade your units to the fullest, and then send an expeditionary
force comprised mainly of Laser Tanks, Avengerss (To shoot their missiles
in mid-air, lower their accuracy and the damage they can possibly deal)
and some Construction Dozers. Send them into the village, take over the
Oil Derricks to the east (Use several Rangers at once to speed up the process)
and defend them. Now, send your workers to build a Supply Center near the
Supply Dock there, while your Laser weapons and defenses can drive all
the Chinooks away.

Step 3: Secure the village and attack the main base
Also build some more War Factories and possibly a Particle Uplink Cannon
in the village and you can build more Laser Tanks and some Avengers to
lay siege on General Granger's citadel in the mountains. (Too bad he does
not have any long range laser units.) There are two entrances, one to the
west and one to the east. There are two more oil derricks to the northwest,
but I don't think you will need to use them. The rest is pure destruction.
It is possible to take out his Chinooks in his base even if you place an
Avenger along the south of the Mountain Range. Colonel Burton can also
destabilize their rear, as he can climb over the mountains. Give them all
the presents you can have and cut down his power! You can also feint the
King Raptors in a way that they accidentally hit their own structures!

*****PLAYING AS DR. THRAX*****
Step 1: Build your base and defend the island you are on right now
Start building the basic essentials of a base, and build two Arms Dealers,
separate from each other. Also capture the two Oil Derricks on the island
you are on. As you can see, there is only one bridge linking your island
to the mainland, and yet you do not have to defend it, as General Malcolm
Granger relies a lot on air units. Not long after you start, you will hear
Malcolm Granger say, "Don't worry, General, this is just the calm before
the storm!" That's right! Build up your air defenses! Quick! Stinger Sites
are no good in this mission, as their aircraft's laser point defenses can
stop practically all the missiles aimed at them. Therefore, it is best
if you line up the northern shore of you base with Quad Cannons.

Once the attacks begin, you will be bombarded by a B3 carpet bomber! General
Malcolm "Ace" Granger will boast, "US military spending at its best!" What
he does not know is that he is pouring money down the drain if such ruthless,
so stupid tactics! Then you will be attacked by lots and lots of King Raptors
that will be taken care of by your Quad Cannons. Yes, you will lose Quad
Cannons, but once they start gaining veterancy, you can consider your base
to be secured.

Step 2: Start crossing the river
Once it is secured, start teching up and building Black Markets. Upgrade
your units to the fullest, and then send an expeditory force comprised
mainly of Quad Cannons and some workers. Send them into the village, take
over the Oil Derricks to the east and defend them. Now, send your workers
to build a Supply Center near the Supply Dock there, while your Quad Cannons
can drive all the Chinooks away.

Step 3: Secure the village and attack the main base
Also build some more Arms Dealers in the village and you can build more
Quad Cannons and some SCUD Storms to lay siege on General Granger's citadel
in the mountains. There are two entrances, one to the west and one to the
east. There are two more oil derricks to the northwest, but I don't think
you will need to use them. The rest is pure destruction. Enjoy!

*****PLAYING AS GENERAL RODALL JUHZIZ*****
Step 1: Build your base and defend the island you are on right now
Start building the basic essentials of a base, and build two Arms Dealers,
separate from each other. Also capture the two Oil Derricks on the island
you are on. As you can see, there is only one bridge linking your island
to the mainland, and yet you do not have to defend it, as General Malcolm
Granger relies a lot on air units. Not long after you start, you will hear
Malcolm Granger say, "Don't worry, General, this is just the calm before
the storm!" That's right! Build up your air defenses! Quick! Stinger Sites
are no good in this mission, as their aircraft's laser point defenses can
stop practically all the missiles aimed at them. Therefore, it is best
if you line up the northern shore of you base with Quad Cannons.

Once the attacks begin, you will be bombarded by a B3 carpet bomber! General
Malcolm "Ace" Granger will boast, "US military spending at its best!" What
he does not know is that he is pouring money down the drain if such ruthless,
so stupid tactics! Then you will be attacked by lots and lots of King Raptors
that will be taken care of by your Quad Cannons. Yes, you will lose Quad
Cannons, but once they start gaining veterancy, you can consider your base
to be secured.

Step 2: Start crossing the river
Once it is secured, start teching up and building Black Markets. Upgrade
your units to the fullest, and then send an expeditory force comprised
mainly of Quad Cannons and some workers. Send them into the village, take
over the Oil Derricks to the east and defend them. Now, send your workers
to build a Supply Center near the Supply Dock there, while your Quad Cannons
can drive all the Chinooks away.

Step 3: Secure the village and attack the main base
Also build some more Arms Dealers in the village and you can build more
Quad Cannons and some SCUD Storms to lay siege on General Granger's citadel
in the mountains. There are two entrances, one to the west and one to the
east. There are two more oil derricks to the northwest, but I don't think
you will need to use them. The rest is pure destruction. Enjoy!

*****PLAYING AS PRINCE KASSAD*****
Step 1: Build your base and defend the island you are on right now
Start building the basic essentials of a base, and build two Arms Dealers,
separate from each other. Also capture the two Oil Derricks on the island
you are on. As you can see, there is only one bridge linking your island
to the mainland, and yet you do not have to defend it, as General Malcolm
Granger relies a lot on air units. Not long after you start, you will hear
Malcolm Granger say, "Don't worry, General, this is just the calm before
the storm!" That's right! Build up your air defenses! Quick! Stinger Sites
are no good in this mission, as their aircraft's laser point defenses can
stop practically all the missiles aimed at them. Therefore, it is best
if you line up the northern shore of you base with Quad Cannons.

Once the attacks begin, you will be bombarded by a B3 carpet bomber! General
Malcolm "Ace" Granger will boast, "US military spending at its best!" What
he does not know is that he is pouring money down the drain if such ruthless,
so stupid tactics! Then you will be attacked by lots and lots of King Raptors
that will be taken care of by your Quad Cannons. Yes, you will lose Quad
Cannons, but once they start gaining veterancy, you can consider your base
to be secured.

Step 2: Start crossing the river
Once it is secured, start teching up and building Black Markets. Upgrade
your units to the fullest, and then send an expeditory force comprised
mainly of Quad Cannons and some workers. Send them into the village, take
over the Oil Derricks to the east and defend them. Now, send your workers
to build a Supply Center near the Supply Dock there, while your Quad Cannons
can drive all the Chinooks away.

Step 3: Secure the village and attack the main base
Also build some more Arms Dealers in the village and you can build more
Quad Cannons and some SCUD Storms to lay siege on General Granger's citadel
in the mountains. There are two entrances, one to the west and one to the
east. There are two more oil derricks to the northwest, but I don't think
you will need to use them. The rest is pure destruction. Enjoy!

*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****
Step 1: Build your base and defend the island you are on right now
Start building the basic essentials of a base, and build two War Factories,
separate from each other. Also capture the two Oil Derricks on the island
you are on. As you can see, there is only one bridge linking your island
to the mainland, and yet you do not have to defend it, as General Malcolm
Granger relies a lot on air units. Not long after you start, you will hear
Malcolm Granger say, "Don't worry, General, this is just the calm before
the storm!" That's right! Build up your air defenses! Quick! Therefore,
it is best if you line up the northern shore of you base with Minigunners
garrisoned in Fortified Bunkers, and some stationary Gattling Cannons.
(Yes, laser point defense systems are useless against bullets, nor are
the Countermeasures upgrade!)

Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then
you will be attacked by lots and lots of King Raptors that will be taken
care of by your Gattling weapons. General Malcolm "Ace" Granger will boast,
"US military spending at its best!" What he does not know is that he is
pouring money down the drain if such ruthless, so stupid tactics! Yes,
you will lose Gattling Cannons, but once they start gaining veterancy,
you can consider your base to be secured.

Step 2: Start crossing the river
Once it is secured, start teching up and building an Internet Center,
loading it full to the brim with Hackers. Upgrade your units to the fullest,
and then send an expeditionary force comprised mainly of Assault Troop
Transports, Attack Outposts, ECM Tanks (To misguide their missiles, lower
their accuracy and the damage they can possibly deal) and some Construction
Dozers. Send them into the village, take over the Oil Derricks to the east
(Use Black Lotus to speed up the process) and defend them. Now, send your
workers to build a Supply Center near the Supply Dock there, while your
Minigunners can drive all the Chinooks away.

Step 3: Secure the village and attack the main base
Also build some more War Factories and possibly a Nuclear Missile Silo
in the village and you can build more Attack Outposts and some Nuke Cannons
to lay siege on General Granger's citadel in the mountains. There are two
entrances, one to the west and one to the east. There are two more oil
derricks to the northwest, but I don't think you will need to use them.
The rest is pure destruction. General Anvil Shin Fai has the additional
advantage of being able to send in up to 16 Minigunners anywhere inside
General Granger's base via Paradrop! His planes are in for a scare. Tee
he... I guess he can find a good airline job once you have beaten him.

*****PLAYING AS GENERAL TA HWUN KWAI*****
Step 1: Build your base and defend the island you are on right now
Start building the basic essentials of a base, and build two War Factories,
separate from each other. Also capture the two Oil Derricks on the island
you are on. As you can see, there is only one bridge linking your island
to the mainland, and yet you do not have to defend it, as General Malcolm
Granger relies a lot on air units. Not long after you start, you will hear
Malcolm Granger say, "Don't worry, General, this is just the calm before
the storm!" That's right! Build up your air defenses! Quick! Therefore,
it is best if you line up the northern shore of you base with Gattling
Tanks, and some stationary Gattling Cannons. (Yes, laser point defense
systems are useless against bullets, nor are the Countermeasures upgrade!)

Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then
you will be attacked by lots and lots of King Raptors that will be taken
care of by your Gattling weapons. General Malcolm "Ace" Granger will boast,
"US military spending at its best!" What he does not know is that he is
pouring money down the drain if such ruthless, so stupid tactics! Yes,
you will lose Gattling Cannons, but once they start gaining veterancy,
you can consider your base to be secured.

Step 2: Start crossing the river
Once it is secured, start teching up and building an Internet Center,
loading it full to the brim with Hackers. Upgrade your units to the fullest,
and then send an expeditionary force comprised mainly of Gattling Tanks,
Overlord Tanks, ECM Tanks (To misguide their missiles, lower their accuracy
and the damage they can possibly deal) and some Construction Dozers. Send
them into the village, take over the Oil Derricks to the east (Use Black
Lotus to speed up the process) and defend them. Now, send your workers
to build a Supply Center near the Supply Dock there, while your Gattling
Weapons can drive all the Chinooks away.

Step 3: Secure the village and attack the main base
Also build some more War Factories and possibly a Nuclear Missile Silo
in the village and you can build more Overlord Tanks and some Nuke Cannons
to lay siege on General Granger's citadel in the mountains. There are two
entrances, one to the west and one to the east. There are two more oil
derricks to the northwest, but I don't think you will need to use them.
The rest is pure destruction. Just mass the ECM Tanks and Gattling Tanks
and you will be home free in on time! (ECM Tanks evenly distribute the
damage of the missiles among your tanks an Gattling Tanks shoot the aircraft
down. Get my point?)

*****PLAYING AS GENERAL CLEAR STONE*****
Step 1: Build your base and defend the island you are on right now
Start building the basic essentials of a base, and build two War Factories,
separate from each other. Also capture the two Oil Derricks on the island
you are on. As you can see, there is only one bridge linking your island
to the mainland, and yet you do not have to defend it, as General Malcolm
Granger relies a lot on air units. Not long after you start, you will hear
Malcolm Granger say, "Don't worry, General, this is just the calm before
the storm!" That's right! Build up your air defenses! Quick! Therefore,
it is best if you line up the northern shore of you base with Gattling
Tanks, and some stationary Gattling Cannons. (Yes, laser point defense
systems are useless against bullets, nor are the Countermeasures upgrade!)

Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then
you will be attacked by lots and lots of King Raptors that will be taken
care of by your Gattling weapons. General Malcolm "Ace" Granger will boast,
"US military spending at its best!" What he does not know is that he is
pouring money down the drain if such ruthless, so stupid tactics! Yes,
you will lose Gattling Cannons, but once they start gaining veterancy,
you can consider your base to be secured.

Step 2: Start crossing the river
Once it is secured, start teching up and building an Internet Center,
loading it full to the brim with Hackers. Upgrade your units to the fullest,
and then send an expeditionary force comprised mainly of Gattling Tanks,
Overlord Tanks, ECM Tanks (To misguide their missiles, lower their accuracy
and the damage they can possibly deal) and some Construction Dozers. Send
them into the village, take over the Oil Derricks to the east (Use Black
Lotus to speed up the process) and defend them. Now, send your workers
to build a Supply Center near the Supply Dock there, while your Gattling
Weapons can drive all the Chinooks away.

Step 3: Secure the village and attack the main base
Also build some more War Factories and possibly a Nuclear Missile Silo
in the village and you can build more Overlord Tanks and some Nuke Cannons
to lay siege on General Granger's citadel in the mountains. There are two
entrances, one to the west and one to the east. There are two more oil
derricks to the northwest, but I don't think you will need to use them.
The rest is pure destruction. General Tao has the additional advantage
that his MiGs can be upgraded to fire tactical nuclear missiles, therefore,
even if one missile hits the target, the results would be catastrophic
for the enemy planes! Enjoy!

---------------------------------------------------------
c. USA Laser General: General "Pinpoint" Townes [CCGZH8C]
---------------------------------------------------------
Regardless of who you are playing as, you will be notified that General
Pinpoint Townes has a stronghold in the middle of the city, and that his
laser defenses are devastating. However, he will be forced to focus his
defenses at one point at a time. In other words, if you attack his base
from two sides, then his defenses would only work on one of your attack
squads! Now, before you are allowed to take control of your units, you
will find a Particle Cannon tearing through an area to the northeast of
your command center! General Townes taunts, "Hey General! I've drawn the
line in the sand! Now I dare you to cross it! Come and get me General!"
Now, you can play.

*****PLAYING AS GENERAL ALEXIS ALEXANDER*****
Step 1: Build your base and occupy the southern edge of the map
OK, start building your base. You will notice that General "Pinpoint"
Townes would have 2 Particle Cannons ready for you! Oh dear! That is why
securing resources is a top priority as you will need a lot of cash to
rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad
to the east, send Rangers to capture them. Then to eliminate the threat
of the Particle Cannons, I suggest you quickly tech up and build a squadron
of Aurora Alpha Bombers. (Don't worry if one of the Particle Cannons is
set off, as General Townes most likely will be targeting your Command Centre
or one of your Patriot Missiles. Build them far away from your other
structures to prevent the beam from hitting them!) Order your Aurora Alpha
Bombers to target the region between the two Particle Cannons, then, the
explosion, in addition to the large shock the fuel air bomb creates will
wipe the Particle Cannons out for sure. Set your battle strategy to
Bombardment to make sure it works.

Oh, another thing, as a safety precaution, I suggest you build at least
two of the same production structure and far away from other structure
to prevent the particle cannons from engulfing them all at once. Later
in the game, Colonel Burton will be sent to attack your base. Therefore
it is always wise to place some sentry drones with machine guns here and
there to protect your vital structures. Map dominating is an important
strategy in this mission, as the more structures you have, the more targets
are there to focus on for General Granger, and hence even if he sets off
his Particle Cannons, you will not be doomed! In fact, try to occupy the
entire southwestern quadrant of the map!

Step 2: Attack General Townes' base
To save money, start building Supply Drop Zones. Once you have enough money,
build more squadrons of Aurora Alpha Bombers, supported with Humvees ,
Avengers and Tomahawk Missiles from the ground. Have the Aurora Alphas
target various buildings inside General Townes' Base, and the whole place
will be a tomb. Then, you can make use of your Humvees and Tomahawk Missiles
to clear up any stragglers inside his base!

*****PLAYING AS GENERAL MALCOLM "ACE" GRANGER*****
Step 1: Build your base and occupy the southern edge of the map
OK, start building your base. You will notice that General "Pinpoint"
Townes would have 2 Particle Cannons ready for you! Oh dear! That is why
securing resources is a top priority as you will need a lot of cash to
rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad
to the east, send Rangers to capture them. Then to eliminate the threat
of the Particle Cannons, I suggest you quickly tech up and build a squadron
of Aurora Bombers. (Don't worry if one of the Particle Cannons is set off,
as General Townes most likely will be targeting your Command Centre or
one of your Patriot Missiles. Build them far away from your other structures
to prevent the beam from hitting them!) If you are quick enough, you should
be able to destroy at least one of their particle cannons. Well, you have
crossed the line, and you also have hit him hard too!

Oh, another thing, as a safety precaution, I suggest you build at least
two of the same production structure and far away from other structure
to prevent the particle cannons from engulfing them all at once. Later
in the game, Colonel Burton will be sent to attack your base. Therefore
it is always wise to place some sentry drones with machine guns here and
there to protect your vital structures. Map dominating is an important
strategy in this mission, as the more structures you have, the more targets
are there to focus on for General Granger, and hence even if he sets off
his Particle Cannons, you will not be doomed! In fact, try to occupy the
entire southwestern quadrant of the map!

Step 2: Attack General Townes' base
To save money, start building Supply Drop Zones. Once you have enough money,
build two squadrons of Stealth Comanches, supported with Avengers and
Tomahawk Missiles from the ground. Have one of your teams strike from the
Southwest and the other from the Southeast. Once the southern perimeter
is breached, it would only be a matter of time before General Townes' base
is destroyed. Remember to use the Tomahawks against the Laser Defense
Turrets before sending the Comanches in!

*****PLAYING AS DR. THRAX*****
Step 1: Build your base and occupy the southern edge of the map
OK, start building your base. You will notice that General "Pinpoint"
Townes would have 2 Particle Cannons ready for you! Oh dear! That is why
securing resources is a top priority as you will need a lot of cash to
rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad
to the east, send Toxin Rebels to capture them. Don't worry if one of the
Particle Cannons is set off, as General Townes most likely will be targeting
your Command Centre or one of your Stinger Sites. Build them far away from
your other structures to prevent the beam from hitting them!

Oh, another thing, as a safety precaution, I suggest you build at least
two of the same production structure and far away from other structure
to prevent the particle cannons from engulfing them all at once. Later
in the game, Colonel Burton will be sent to attack your base. Therefore
it is always wise to place some Toxin Networks in a long line along the
car bridge that runs from the northwest to the southeast. Map dominating
is an important strategy in this mission, as the more structures you have,
the more targets are there to focus on for General Granger, and hence even
if he sets off his Particle Cannons, you will not be doomed! In fact, try
to occupy the entire southwestern quadrant of the map! Street fighting
is a very important element of this level. Try to garrison RPG Troopers
and Toxin Rebels inside the buildings near the southern perimeter of
Malcolm Granger's base to hold those Laser Tanks and Avengers back.

Once it is available, the Cash Bounty General Ability would be very vital
to your survival! Try to build as many Black Markets as you can before
the first Particle Cannon is set off. You have 4 minutes.

Step 2: Attack the base
Once you have enough money, build two teams of Scorpion Tanks and Quad
Cannons, supported with SCUD Launchers and Rocket Buggies from behind.
Have one of your teams strike from the Southwest and the other from the
Southeast. Once the southern perimeter is breached, it would only be a
matter of time before General Townes' base is destroyed. Remember to use
the SCUD Launchers against the Laser Defense Turrets before sending the
rest of your units in!

*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****
Step 1: Build your base and occupy the southern edge of the map
OK, start building your base. You will notice that General "Pinpoint"
Townes would have 2 Particle Cannons ready for you! Oh dear! That is why
securing resources is a top priority as you will need a lot of cash to
rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad
to the east, send Rebels to capture them. Don't worry if one of the Particle
Cannons is set off, as General Townes most likely will be targeting your
Command Centre or one of your Stinger Sites. Build them far away from your
other structures to prevent the beam from hitting them!

Oh, another thing, as a safety precaution, I suggest you build at least
two of the same production structure and far away from other structure
to prevent the particle cannons from engulfing them all at once. Later
in the game, Colonel Burton will be sent to attack your base. Therefore
it is always wise to place some Tunnel Networks in a long line along the
car bridge that runs from the northwest to the southeast. Map dominating
is an important strategy in this mission, as the more structures you have,
the more targets are there to focus on for General Granger, and hence even
if he sets off his Particle Cannons, you will not be doomed! In fact, try
to occupy the entire southwestern quadrant of the map! Street fighting
is a very important element of this level. Try to garrison RPG Troopers
and Rebels inside the buildings near the southern perimeter of Malcolm
Granger's base to hold those Laser Tanks and Avengers back.

Once it is available, the Cash Bounty General Ability would be very vital
to your survival! Try to build as many Black Markets as you can before
the first Particle Cannon is set off. You have 4 minutes.

Step 2: Attack the base
Once you have enough money, build two teams of Scorpion Tanks and Quad
Cannons, supported with SCUD Launchers and Rocket Buggies from behind.
Have one of your teams strike from the Southwest and the other from the
Southeast. Once the southern perimeter is breached, it would only be a
matter of time before General Townes' base is destroyed. Remember to use
the SCUD Launchers against the Laser Defense Turrets before sending the
rest of your units in!

*****PLAYING AS PRINCE KASSAD*****
Step 1: Build your base and occupy the southern edge of the map
OK, start building your base. You will notice that General "Pinpoint"
Townes would have 2 Particle Cannons ready for you! Oh dear! That is why
securing resources is a top priority as you will need a lot of cash to
rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad
to the east, send Rebels to capture them. Don't worry if one of the Particle
Cannons is set off, as General Townes most likely will be targeting your
Command Centre or one of your Stinger Sites. Build them far away from your
other structures to prevent the beam from hitting them!

Oh, another thing, as a safety precaution, I suggest you build at least
two of the same production structure and far away from other structure
to prevent the particle cannons from engulfing them all at once. Later
in the game, Colonel Burton will be sent to attack your base. Therefore
it is always wise to place some Tunnel Networks in a long line along the
car bridge that runs from the northwest to the southeast. Map dominating
is an important strategy in this mission, as the more structures you have,
the more targets are there to focus on for General Granger, and hence even
if he sets off his Particle Cannons, you will not be doomed! In fact, try
to occupy the entire southwestern quadrant of the map! Street fighting
is a very important element of this level. Try to garrison RPG Troopers
and Rebels inside the buildings near the southern perimeter of Malcolm
Granger's base to hold those Laser Tanks and Avengers back.

Once it is available, the Cash Bounty General Ability would be very vital
to your survival! Try to build as many Black Markets as you can before
the first Particle Cannon is set off. You have 4 minutes.

Step 2: Attack the base
Once you have enough money, build two teams of Quad Cannons, supported
with Rocket Buggies from behind. Have one of your teams strike from the
Southwest and the other from the Southeast. Once the southern perimeter
is breached, it would only be a matter of time before General Townes' base
is destroyed. Remember to use the Rocket Buggies against the Laser Defense
Turrets before sending the rest of your units in!

*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****
Step 1: Build your base and occupy the southern edge of the map
OK, start building your base. You will notice that General "Pinpoint"
Townes would have 2 Particle Cannons ready for you! Oh dear! That is why
securing resources is a top priority as you will need a lot of cash to
rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad
to the east, send Minigunners to capture them. Don't worry if one of the
Particle Cannons is set off, as General Townes most likely will be targeting
your Command Centre or one of your Gattling Cannons. Build them far away
from your other structures to prevent the beam from hitting them!

Oh, another thing, as a safety precaution, I suggest you build at least
two of the same production structure and far away from other structure
to prevent the particle cannons from engulfing them all at once. Later
in the game, Colonel Burton will be sent to attack your base. Therefore
it is always wise to place some Gattling Cannons in a line along the long
car bridge that goes from the northwest to the southeast to protect your
vital structures. Map dominating is an important strategy in this mission,
as the more structures you have, the more targets are there to focus on
for General Granger, and hence even if he sets off his Particle Cannons,
you will not be doomed! In fact, try to occupy the entire southwestern
quadrant of the map! Street fighting is a very important element of this
level. Try to garrison Tank Hunters and Minigunners inside the buildings
near the southern perimeter of Malcolm Granger's base to hold those Laser
Tanks and Avengers back.

Try to train as many Super Hackers as possible before the first Particle
Cannon is set off. Place them in the southwest of your base far away from
any other structures and let them hack in peace. Later, you can build an
Internet Centre somewhere else and have more Super Hackers hack inside
to generate money even faster than before.

Step 2: Control the land just outside General Townes' base, destroy the
Particle Cannons
It seems that if you have taken the buildings to the northwestern end of
your quadrant, you will find them facing the southwestern perimeter of
General Townes' base! Well, things are closer to use than it seems. Send
a small detachment of Attack Outpost, Assault Troop Transports and Nuke
Cannons to fire away at the defenses and hold the area before you send
in more troops. (If you want to have more fun, consider stretching your
buildings along the entire southern edge of the map! To get rid of the
two Particle Cannons, build a Nuclear Silo, now, General Townes will focus
his Particle Cannon attacks (no pun intended) on it, and when the Nuke
is ready, fire them at the two Particle Cannons and follow up with an
Artillery Barrage. This will eliminate the threat for good.

Step 3: Attack the base from 3 directions
Once you have enough money, build two teams of Assault Troop Transports,
Attack Outposts and ECM Tanks, supported with Nuke Cannons (If you like
the explosions) or Inferno Cannons (If you like to hear the scream of the
enemy burning to death) from behind. Have one of your teams strike from
the Southwest and the other from the Southeast. Once the southern perimeter
is breached, it would only be a matter of time before General Townes' base
is destroyed. Remember to use the artillery against the Laser Defense
Turrets before sending the rest of your units in!

*****PLAYING AS GENERAL TA HWUN KWAI*****
Step 1: Build your base and occupy the southern edge of the map
OK, start building your base. You will notice that General "Pinpoint"
Townes would have 2 Particle Cannons ready for you! Oh dear! That is why
securing resources is a top priority as you will need a lot of cash to
rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad
to the east, send Red Guards to capture them. Don't worry if one of the
Particle Cannons is set off, as General Townes most likely will be targeting
your Command Centre or one of your Gattling Cannons. Build them far away
from your other structures to prevent the beam from hitting them!

Oh, another thing, as a safety precaution, I suggest you build at least
two of the same production structure and far away from other structure
to prevent the particle cannons from engulfing them all at once. Later
in the game, Colonel Burton will be sent to attack your base. Therefore
it is always wise to place some Gattling Cannons in a line along the long
car bridge that goes from the northwest to the southeast to protect your
vital structures. Map dominating is an important strategy in this mission,
as the more structures you have, the more targets are there to focus on
for General Granger, and hence even if he sets off his Particle Cannons,
you will not be doomed! In fact, try to occupy the entire southwestern
quadrant of the map! Street fighting is a very important element of this
level. Try to garrison Tank Hunters and Red Guards inside the buildings
near the southern perimeter of Malcolm Granger's base to hold those Laser
Tanks and Avengers back.

Try to train as many Hackers as possible before the first Particle Cannon
is set off. Place them in the southwest of your base far away from any
other structures and let them hack in peace. Later, you can build an
Internet Centre somewhere else and have more Hackers hack inside to
generate money even faster than before.

Step 2: Control the land just outside General Townes' base, destroy the
Particle Cannons
It seems that if you have taken the buildings to the northwestern end of
your quadrant, you will find them facing the southwestern perimeter of
General Townes' base! Well, things are closer to use than it seems. Send
a small detachment of Gattling Cannons and Emperor Tanks to hold back the
tanks charging out of that exit. Fire away at the defenses if you feel
confident enough to do so. (If you want to have more fun, consider
stretching your buildings along the entire southern edge of the map! To
get rid of the two Particle Cannons, build a Nuclear Silo, now, General
Townes will focus his Particle Cannon attacks (no pun intended) on it,
and when the Nuke is ready, fire them at the two Particle Cannons and follow
up with an Artillery Barrage. This will eliminate the threat for good.

Step 3: Attack the base from 3 directions
Once you have enough money, build two teams of Emperor, Gattling Tanks
and ECM Tanks. Have one of your teams strike from the Southwest and the
other from the Southeast. Once the southern perimeter is breached, it would
only be a matter of time before General Townes' base is destroyed. Remember
that you will have to send your units right into the fire as you have no
artillery. Good luck!

*****PLAYING AS GENERAL CLEAR STONE*****
1. Build your base and occupy the southern edge of the map
OK, start building your base. You will notice that General "Pinpoint"
Townes would have 2 Particle Cannons ready for you! Oh dear! That is why
securing resources is a top priority as you will need a lot of cash to
rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad
to the east, send Red Guards to capture them. Don't worry if one of the
Particle Cannons is set off, as General Townes most likely will be targeting
your Command Centre or one of your Gattling Cannons. Build them far away
from your other structures to prevent the beam from hitting them!

Oh, another thing, as a safety precaution, I suggest you build at least
two of the same production structure and far away from other structure
to prevent the particle cannons from engulfing them all at once. Later
in the game, Colonel Burton will be sent to attack your base. Therefore
it is always wise to place some Gattling Cannons in a line along the long
car bridge that goes from the northwest to the southeast to protect your
vital structures. Map dominating is an important strategy in this mission,
as the more structures you have, the more targets are there to focus on
for General Granger, and hence even if he sets off his Particle Cannons,
you will not be doomed! In fact, try to occupy the entire southwestern
quadrant of the map! Street fighting is a very important element of this
level. Try to garrison Tank Hunters and Red Guards inside the buildings
near the southern perimeter of Malcolm Granger's base to hold those Laser
Tanks and Avengers back.

Try to train as many Hackers as possible before the first Particle Cannon
is set off. Place them in the southwest of your base far away from any
other structures and let them hack in peace. Later, you can build an
Internet Centre somewhere else and have more Hackers hack inside to
generate money even faster than before.

Step 2: Control the land just outside General Townes' base, destroy the
Particle Cannons
It seems that if you have taken the buildings to the northwestern end of
your quadrant, you will find them facing the southwestern perimeter of
General Townes' base! Well, things are closer to use than it seems. Send
a small detachment of Gattling Cannons and Nuke Cannons to fire away at
the defenses and hold the area before you send in more troops. (If you
want to have more fun, consider stretching your buildings along the entire
southern edge of the map! To get rid of the two Particle Cannons, build
a Nuclear Silo, now, General Townes will focus his Particle Cannon attacks
(no pun intended) on it, and when the Nuke is ready, fire them at the two
Particle Cannons and follow up with an Artillery Barrage. This will
eliminate the threat for good.

Step 3: Attack the base from 3 directions
Once you have enough money, build two teams of Overlord Tanks, Gattling
Tanks and ECM Tanks, supported with Nuke Cannons (If you like the explosions)
or Inferno Cannons (If you like to hear the scream of the enemy burning
to death) from behind. Have one of your teams strike from the Southwest
and the other from the Southeast. Once the southern perimeter is breached,
it would only be a matter of time before General Townes' base is destroyed.
Remember to use the artillery against the Laser Defense Turrets before
sending the rest of your units in!

------------------------------------------
d. GLA Toxin General: Dr. Thrax [CCGZH8D]
------------------------------------------
You first get a glimpse of Dr. Thrax's veiled face in the loading screen,
and he taunts, "That button was poisoned! You're already dead!" Ha ha ha!
That's funny! Then you can get an overview of his installations, as well
as a rather green river, very unnaturally green, in fact! "Now, don't think
that I don't know that your spies are flying over my base. But please,
look all you wish! As it may be your last time you will ever see my stronghold.
As you can see, my defenses, are impenetrable! And, my toxic weapon system
will poison your troops long before they reach my main base! Be prepared,
to tell your three-eyed grandchildren of your defeat this day! Ha ha ha!"
That's the craziest taunt I have ever heard, after all, how can you have
"three-eyed-grandchildren" (Very few chemicals make people mutate and
stuff)? Anyway, you are now left to play. Build up your base now.

*****PLAYING AS GENERAL ALEXIS ALEXANDER*****
Step 1: Build your base and control the island you are on
As soon as you start, build your base, and all the other essentials,
particularly at least one airfield so that you can build Aurora Alpha
Bombers. Also capture the two Oil Derricks on your island. Then tech up
and build some Tomahawk Missiles. Look around the island you are on. There
are two Stinger Sites and two Toxin Networks guarding the bridges. Your
first priority will be to destroy them so you can cross the bridges. Build
some Comanches to hold off all the Toxin Tractors they pit against you.
They cannot fight back, really, only the occasional Quad Cannon that is
almost always the minority in their attack force. Also, make sure you build
at least 4 EMP Patriot Missiles on the northern shore of your base, as
when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will
come and drop an Anthrzx Bomb into your base. Not very good for your
construction dozers, right?

Step 2: Destroy the SCUD Storm
Send your Comanches across the bridge, and destroy the Stinger Site and
hold that junction. Place a sentry drone to detect the occasional Jarmen
Kell. Now, you would have gained enough experience to move up to a 4 Star
General, and Dr. Thrax may have built a SCUD Storm. You are really a lucky
person to be General Alexander. Use your General Points on a Level 3 A-10
Strike and a Level 1 Sceptre Gunship. Use the Aurora Alpha Bombers to target
the SCUD Storm, then perform an A-10 Strike, then use the Scepter Gunship
to blow it up! If the hole remains, send an Aurora Bomber to finish it
off, or you can just build and use your own Particle Cannon! If Dr. Thrax
ever rebuilds his SCUD Storm, all you need to do is, well, repeat the above
procedures again and again!

Step 3: Overrun his base with Stealth Comanches
Now, the last thing on the agenda is to destroy Dr. Thrax's base. The good
thing is that even one single Aurora Alpha Bomber can kill lots of people,
so, first, build a team of Humvees, Tomahawks and Avengers on standby,
and then order different Auroras to hit different parts of his base. Then,
the whole base would be rather flat. Then, you can just send your ground
forces in to do the mop up and that will be the end of Dr. Thrax!

*****PLAYING AS GENERAL MALCOLM "ACE" GRANGER*****
Step 1: Build your base and control the island you are on
As soon as you start, build your base, and all the other essentials,
particularly at least one airfield so that you can build Comanches. Also
capture the two Oil Derricks on your island. Then tech up and build some
Tomahawk Missiles. Look around the island you are on. There are two Stinger
Sites and two Toxin Networks guarding the bridges. Your first priority
will be to destroy them so you can cross the bridges. Build more Comanches
to hold off all the Toxin Tractors they pit against you. They cannot fight
back, really, only the occasional Quad Cannon that is almost always the
minority in their attack force. Also, make sure you build at least 4 Patriot
Missiles on the northern shore of your base, as when you hear Dr. Thrax
say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrzx
Bomb into your base. Not very good for your construction dozers, right?

Step 2: Destroy the SCUD Storm
Send your Comanches across the bridge, and destroy the Stinger Site and
hold that junction. Place a sentry drone to detect the occasional Jarmen
Kell. Now, you would have gained enough experience to move up to a 4 Star
General, and Dr. Thrax may have built a SCUD Storm. You are really a lucky
person to be General Granger. Use your General Points on a Level 3 A-10
Strike and a Level 1 Sceptre Gunship. Use the Carpet Bomb to target the
SCUD Storm, then perform an A-10 Strike, then use the Scepter Gunship to
blow it up! If the hole remains, send an Aurora Bomber to finish it off,
or you can just build and use your own Particle Cannon! If Dr. Thrax ever
rebuilds his SCUD Storm, all you need to do is, well, repeat the above
procedures again and again!

Step 3: Overrun his base with Stealth Comanches
Now, the last thing on the agenda is to destroy Dr. Thrax's base. The good
thing about Comanches is that there is no where that they cannot go. So,
build a very very large squadron of Comanches (over 30) and send them into
Dr. Thrax's base! Don't worry, they will act like locusts over a large
wheat field. The rest, I leave it to your imagination. The only thing you
should be aware of is that the Palace is fully garrisoned with RPG Troopers.
Use Aurora Bombers or some of your bombs, I don't care! Destroy the palace
and nothing should stop you from winning.

*****PLAYING AS GENERAL "PINPOINT" TOWNES*****
Step 1: Build your base and control the island you are on
As soon as you start, build your base, and all the other essentials,
particularly at least two War Factories so that you can build laser weapons
in a jiffy. Also capture the two Oil Derricks on your island. Then tech
up and build some Avengers. Look around the island you are on. There are
two Stinger Sites and two Toxin Networks guarding the bridges. Your first
priority will be to destroy them so you can cross the bridges. Build more
Laser Tanks to hold off all the Toxin Tractors they pit against you. (Watch
your power meter!) They cannot fight back, really, only the occasional
Quad Cannon that is almost always the minority in their attack force. Also,
make sure you build at least 4 Laser Defense Turrets on the northern shore
of your base, as when you hear Dr. Thrax say, "Anthrax! It does a body
bad!", a plane will come and drop an Anthrzx Bomb into your base. Not very
good for your construction dozers, right?

Step 2: Destroy the SCUD Storm
Send your Avengers and Laser Tanks across the bridge, and destroy the
Stinger Site and hold that junction. Place a sentry drone to detect the
occasional Jarmen Kell. Now, you would have gained enough experience to
move up to a 4 Star General, and Dr. Thrax may have built a SCUD Storm.
Although you are not really a lucky person as General Granger, you still
get to use the A-10 Strike. Just build and use your own Particle Cannon!
Zap it onto his SCUD Storm and then follow up with the A-10 Strike. It
should be rather hard for their air defenses to stop, as there are 3 of
them going at once. Then you can say bye-bye to their SCUD Storm! If Dr.
Thrax ever rebuilds his SCUD Storm, all you need to do is, well, repeat
the above procedures again and again!

Step 3: Overrun his base with Lasers and more Lasers
Now, the last thing on the agenda is to destroy Dr. Thrax's base. The good
thing about Laser Tanks is that they are always calibrated so precisely
that they never miss. So, build a very very large battalion of Laser Tanks
(over 30) and send them into Dr. Thrax's base! Don't worry, they will act
like locusts over a large wheat field. The rest, I leave it to your
imagination. The only thing you should be aware of is that the Palace is
fully garrisoned with RPG Troopers. Use Aurora Bombers or some of your
bombs, I don't care! Destroy the palace and nothing should stop you from
winning. Of course, to play safe, always have a Sentry Drone and Avenger
to follow up to detect any Demo Traps and to stop those chemical RPGs from
hitting your units!

*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****
Step 1: Build your base and control the island you are on
As soon as you start, build your base, and all the other essentials,
particularly at least two Arms Dealers so that you can build vehicles in
a jiffy. Also capture the two Oil Derricks on your island. Then tech up
and build some SCUD Launchers supported by some Scorpion Tanks. Look around
the island you are on. There are two Stinger Sites and two Toxin Networks
guarding the bridges. Your first priority will be to destroy them so you
can cross the bridges. Move your units across the northern bridge
(destroying the artillery platform beforehand) in order to hold off all
the Toxin Tractors they pit against you. Also send some units to guard
the eastern bridge, at the mean time destroying the Artillery Platform
on the eastern side as well. Dr. Thrax's forces cannot hit you hard, really,
only the occasional Quad Cannon that is almost always the minority in their
attack force. Also, make sure you build at least 4 Stinger Sites on the
northern shore of your base, as when you hear Dr. Thrax say, "Anthrax!
It does a body bad!", a plane will come and drop an Anthrzx Bomb into your
base. Not very good for your workers and other units, right?

Step 2: Prepare for the SCUD Storm
Send your small Expeditionary Force over to the junction near the mountain
pass, and destroy the Stinger Site and hold that junction. Place Radar
Van to detect the occasional Jarmen Kell. Now, you would have gained enough
experience to move up to a 4 Star General, and Dr. Thrax may have built
a SCUD Storm. This is just one of the main problems you will face in the
game, as you have no air units nor any quick bombardment abilities. But
still, you CAN fortify your buildings, and they may have you cushion the
effects of all those toxic missiles, and of course, your buildings can
rebuild from their holes.

Step 3: Take control of the island to the east
The island to the east has two more oil derricks that you can capture,
and is rather empty, therefore you can always take the island and build
an auxiliary base there. Therefore, send a small group of about 8 Scorpion
Tanks and 3 SCUD Launchers to destroy all the presence of Dr. Thrax's troops
on the island, and of course, get rid of the Stinger Site and the Tunnel
Network over there. Congrats, you have control of the entire southern part
of the map!

Step 4: Perform a 2-prong attack on Dr. Thrax's base
As you can see, Dr. Thrax's base has a heavily guarded front door, as well
as a not so heavily guarded backdoor to the northwest. Therefore, you can
always perform a two prong attack to sandwich him in the middle! Now, let's
call the team by the mountain pass Team 1, and the team on the eastern
island Team 2, shall we? The first order of business to have Team 1 and
Team 2 to both have at least 15 Scorpion Tanks and 3-4 SCUD Launchers.
Then, send Team 2 across the bridge to the north, and send them into the
village. They are now directly across the bridge east to Team 1, then you
can send Team 1 to the north across the heavily mined corridor between
the mountains, use a Radar Van to scan for the Demo Traps so you can destroy
them. Then when Team 1 has reached the other end of the corridor, have
them destroy the Toxin Network and the Stinger Site. See? It's poorly
guarded there. Have them stand ground. Now, switch to Team 2, and have
them fight their way to the supply stash. Now, the rest is up to you when
the business of destroying the remaining parts of Dr. Thrax's base is
concerned. I am sure he can feel what a big crunch is like!

*****PLAYING AS PRINCE KASSAD*****
Step 1: Build your base and control the island you are on
As soon as you start, build your base, and all the other essentials,
particularly at least two Arms Dealers so that you can build vehicles in
a jiffy. Also capture the two Oil Derricks on your island. Then tech up
and build some Rocket Buggies supported by some Quad Cannons. Look around
the island you are on. There are two Stinger Sites and two Toxin Networks
guarding the bridges. Your first priority will be to destroy them so you
can cross the bridges. Move your units across the northern bridge
(destroying the artillery platform beforehand) in order to hold off all
the Toxin Tractors they pit against you. Also send some units to guard
the eastern bridge, at the mean time destroying the Artillery Platform
on the eastern side as well. Dr. Thrax's forces cannot hit you hard, really,
only the occasional Quad Cannon that is almost always the minority in their
attack force. Also, make sure you build at least 4 Stinger Sites on the
northern shore of your base, as when you hear Dr. Thrax say, "Anthrax!
It does a body bad!", a plane will come and drop an Anthrax Bomb into your
base. Not very good for your workers and other units, right?

Step 2: Prepare for the SCUD Storm
Send your small Expeditionary Force over to the junction near the mountain
pass, and destroy the Stinger Site and hold that junction. Place Radar
Van to detect the occasional Jarmen Kell. Now, you would have gained enough
experience to move up to a 4 Star General, and Dr. Thrax may have built
a SCUD Storm. This is just one of the main problems you will face in the
game, as you have no air units nor any quick bombardment abilities. But
still, you CAN fortify your buildings, and they may have you cushion the
effects of all those toxic missiles, and of course, your buildings can
rebuild from their holes.

Step 3: Take control of the island to the east
The island to the east has two more oil derricks that you can capture,
and is rather empty, therefore you can always take the island and build
an auxiliary base there. Therefore, send a small group of about 8 Scorpion
Tanks and 3 SCUD Launchers to destroy all the presence of Dr. Thrax's troops
on the island, and of course, get rid of the Stinger Site and the Tunnel
Network over there. Congrats, you have control of the entire southern part
of the map!

Step 4: Perform a 2-prong attack on Dr. Thrax's base
As you can see, Dr. Thrax's base has a heavily guarded front door, as well
as a not so heavily guarded backdoor to the northwest. Therefore, you can
always perform a two prong attack to sandwich him in the middle! Now, let's
call the team by the mountain pass Team 1, and the team on the eastern
island Team 2, shall we? The first order of business to have Team 1 and
Team 2 to both have at least 15 Quad Cannons and 3-4 Rocket Buggies. Then,
send Team 2 across the bridge to the north, and send them into the village.
They are now directly across the bridge east to Team 1, then you can send
Team 1 to the north across the heavily mined corridor between the mountains,
use a Radar Van to scan for the Demo Traps so you can destroy them. Then
when Team 1 has reached the other end of the corridor, have them destroy
the Toxin Network and the Stinger Site. See? It's poorly guarded there.
Have them stand ground. Now, switch to Team 2, and have them fight their
way to the supply stash. Now, the rest is up to you when the business of
destroying the remaining parts of Dr. Thrax's base is concerned. I am sure
he can feel what a big crunch is like!

*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****
Step 1: Build your base and control the island you are on
As soon as you start, build your base, and all the other essentials,
particularly at least two War Factories so that you can build vehicles
in a jiffy. Also capture the two Oil Derricks on your island. Then tech
up and build some Nuke Cannons supported by some Assault Troop Transports.
Look around the island you are on. There are two Stinger Sites and two
Toxin Networks guarding the bridges. Your first priority will be to destroy
them so you can cross the bridges. Move your units across the northern
bridge (destroying the artillery platform beforehand) in order to hold
off all the Toxin Tractors they pit against you. Also send some units to
guard the eastern bridge, at the mean time destroying the Artillery
Platform on the eastern side as well. Dr. Thrax's forces cannot hit you
hard, really, only the occasional Quad Cannon that is almost always the
minority in their attack force. Also, make sure you build at least 4
Gattling Cannons on the northern shore of your base, as when you hear Dr.
Thrax say, "Anthrax! It does a body bad!", a plane will come and drop an
Anthrzx Bomb into your base. Not very good for your Construction Dozers
and other units, right? Particularly you have so many infantry units for
him to poison.

Step 2: Destroy the SCUD Storm
Send your small Expeditionary Force over to the junction near the mountain
pass, and destroy the Stinger Site and hold that junction. Place an Assault
Helix fully loaded with Tank Hunters on stand by. Now, you would have gained
enough experience to move up to a 4 Star General, and Dr. Thrax may have
built a SCUD Storm. You are really a lucky person to have chosen General
Clear Stone. Use your General Points on a Level 3 Artillery Barrage and
a Carpet Bomber. Use the Carpet Bomber to target the SCUD Storm, then send
in the Artillery Barrage! The hole will remain, but at least, the launching
of the SCUD Storm is deferred! Build a Nuke and let it count down. Then
when it is ready, Nuke the SCUD Storm and follow up with the Artillery
Barrage! If Dr. Thrax ever rebuilds his SCUD Storm, all you need to do
is, well, repeat the above procedures again and again!

Step 3: Take control of the island to the east
The island to the east has two more oil derricks that you can capture,
and is rather empty, therefore you can always take the island and build
an auxiliary base there. Therefore, send a small group of about 5 Assault
Troop Transports and 5 Attack Outposts to destroy all the presence of Dr.
Thrax's troops on the island, and of course, get rid of the Stinger Site
and the Tunnel Network over there. Congrats, you have control of the entire
southern part of the map!

Step 4: Perform a 2-prong attack on Dr. Thrax's base
As you can see, Dr. Thrax's base has a heavily guarded front door, as well
as a not so heavily guarded backdoor to the northwest. Therefore, you can
always perform a two prong attack to sandwich him in the middle! Now, let's
call the team by the mountain pass Team 1, and the team on the eastern
island Team 2, shall we? The first order of business to have Team 1 and
Team 2 to both have at least 3 Nuke Cannons, 4 Assault Troop Transports
and 5 Attack Outposts. Then, send Team 2 across the bridge to the north,
and send them into the village. They are now directly across the bridge
east to Team 1, then you can send Team 1 to the north across the heavily
mined corridor between the mountains, use the sensors on your Assault Troop
Transports to scan for the Demo Traps so you can destroy them. Then when
Team 1 has reached the other end of the corridor, have them destroy the
Toxin Network and the Stinger Site. See? It's poorly guarded there. Have
them stand ground. Now, switch to Team 2, and have them fight their way
to the supply stash. Now, the rest is up to you when the business of
destroying the remaining parts of Dr. Thrax's base is concerned. I am sure
he can feel what a big crunch is like!

*****PLAYING AS GENERAL TA HWUN KWAI*****
Step 1: Build your base and control the island you are on
As soon as you start, build your base, and all the other essentials,
particularly at least two War Factories so that you can build vehicles
in a jiffy. Also capture the two Oil Derricks on your island. Then tech
up and build some Emperor Tanks. Look around the island you are on. There
are two Stinger Sites and two Toxin Networks guarding the bridges. Your
first priority will be to destroy them so you can cross the bridges. Move
your units across the northern bridge (destroying the artillery platform
beforehand) in order to hold off all the Toxin Tractors they pit against
you. Also send some units to guard the eastern bridge, at the mean time
destroying the Artillery Platform on the eastern side as well. Dr. Thrax's
forces cannot hit you hard, really, only the occasional Quad Cannon that
is almost always the minority in their attack force. Also, make sure you
build at least 4 Gattling Cannons on the northern shore of your base, as
when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will
come and drop an Anthrzx Bomb into your base. Not very good for your
Construction Dozers and other units, right?

Step 2: Destroy the SCUD Storm
Send your small Expeditionary Force over to the junction near the mountain
pass, and destroy the Stinger Site and hold that junction. Place a Helix
with a Gattling Cannon above to detect the occasional Jarmen Kell. Now,
you would have gained enough experience to move up to a 4 Star General,
and Dr. Thrax may have built a SCUD Storm. Therefore, you may want to build
your own Nuclear Missile Silo way before his SCUD Storm is built, then
once your Nuke is ready, you can launch the Nuke at his SCUD Storm, and
then follow up with the Level 3 Artillery Barrage. That way, the SCUD Storm
can be eliminated. If Dr. Thrax ever rebuilds his SCUD Storm, all you need
to do is, well, repeat the above procedures again and again!

Step 3: Take control of the island to the east
The island to the east has two more oil derricks that you can capture,
and is rather empty, therefore you can always take the island and build
an auxiliary base there. Therefore, send a small group of about 3 Emperor
Tanks to destroy all the presence of Dr. Thrax's troops on the island,
and of course, get rid of the Stinger Site and the Tunnel Network over
there. Congrats, you have control of the entire southern part of the map!

Step 4: Perform a 2-prong attack on Dr. Thrax's base
As you can see, Dr. Thrax's base has a heavily guarded front door, as well
as a not so heavily guarded backdoor to the northwest. Therefore, you can
always perform a two prong attack to sandwich him in the middle! Now, let's
call the team by the mountain pass Team 1, and the team on the eastern
island Team 2, shall we? The first order of business to have Team 1 and
Team 2 to both have at least 6 Emperor Tanks. Then, send Team 2 across
the bridge to the north, and send them into the village. They are now
directly across the bridge east to Team 1, then you can send Team 1 to
the north across the heavily mined corridor between the mountains, use
the Gattling Cannons on top of your Emperor Tanks to scan for the Demo
Traps so you can destroy them. Then when Team 1 has reached the other end
of the corridor, have them destroy the Toxin Network and the Stinger Site.
See? It's poorly guarded there. Have them stand ground. Now, switch to
Team 2, and have them fight their way to the supply stash. Now, the rest
is up to you when the business of destroying the remaining parts of Dr.
Thrax's base is concerned. I am sure he can feel what a big crunch is like!

*****PLAYING AS GENERAL MALCOLM ACE GRANGER*****
Step 1: Build your base and control the island you are on
As soon as you start, build your base, and all the other essentials,
particularly at least one airfield so that you can build Comanches. Also
capture the two Oil Derricks on your island. Then tech up and build some
Tomahawk Missiles. Look around the island you are on. There are two Stinger
Sites and two Toxin Networks guarding the bridges. Your first priority
will be to destroy them so you can cross the bridges. Build more Comanches
to hold off all the Toxin Tractors they pit against you. They cannot fight
back, really, only the occasional Quad Cannon that is almost always the
minority in their attack force. Also, make sure you build at least 4 Patriot
Missiles on the northern shore of your base, as when you hear Dr. Thrax
say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrzx
Bomb into your base. Not very good for your construction dozers, right?

Step 2: Destroy the SCUD Storm
Send your Comanches across the bridge, and destroy the Stinger Site and
hold that junction. Place a sentry drone to detect the occasional Jarmen
Kell. Now, you would have gained enough experience to move up to a 4 Star
General, and Dr. Thrax may have built a SCUD Storm. You are really a lucky
person to be General Granger. Use your General Points on a Level 3 A-10
Strike and a Level 1 Sceptre Gunship. Use the Carpet Bomb to target the
SCUD Storm, then perform an A-10 Strike, then use the Scepter Gunship to
blow it up! If the hole remains, send an Aurora Bomber to finish it off,
or you can just build and use your own Particle Cannon! If Dr. Thrax ever
rebuilds his SCUD Storm, all you need to do is, well, repeat the above
procedures again and again!

Step 3: Overrun his base with Stealth Comanches
Now, the last thing on the agenda is to destroy Dr. Thrax's base. The good
thing about Comanches is that there is no where that they cannot go. So,
build a very very large squadron of Comanches (over 30) and send them into
Dr. Thrax's base! Don't worry, they will act like locusts over a large
wheat field. The rest, I leave it to your imagination. The only thing you
should be aware of is that the Palace is fully garrisoned with RPG Troopers.
Use Aurora Bombers or some of your bombs, I don't care! Destroy the palace
and nothing should stop you from winning.

*****PLAYING AS GENERAL CLEAR STONE*****
Step 1: Build your base and control the island you are on
As soon as you start, build your base, and all the other essentials,
particularly at least two War Factories so that you can build vehicles
in a jiffy. Also capture the two Oil Derricks on your island. Then tech
up and build some Nuke Cannons supported by some Overlord Tanks. Look around
the island you are on. There are two Stinger Sites and two Toxin Networks
guarding the bridges. Your first priority will be to destroy them so you
can cross the bridges. Move your units across the northern bridge
(destroying the artillery platform beforehand) in order to hold off all
the Toxin Tractors they pit against you. Also send some units to guard
the eastern bridge, at the mean time destroying the Artillery Platform
on the eastern side as well. Dr. Thrax's forces cannot hit you hard, really,
only the occasional Quad Cannon that is almost always the minority in their
attack force. Also, make sure you build at least 4 Gattling Cannons on
the northern shore of your base, as when you hear Dr. Thrax say, "Anthrax!
It does a body bad!", a plane will come and drop an Anthrzx Bomb into your
base. Not very good for your Construction Dozers and other units, right?

Step 2: Destroy the SCUD Storm
Send your small Expeditionary Force over to the junction near the mountain
pass, and destroy the Stinger Site and hold that junction. Place a Helix
with a Gattling Cannon above to detect the occasional Jarmen Kell. Now,
you would have gained enough experience to move up to a 4 Star General,
and Dr. Thrax may have built a SCUD Storm. You are really a lucky person
to have chosen General Clear Stone. Use your General Points on a Level
3 Artillery Barrage and a Nuke Bomber. Use the Nuke Bomber to target the
SCUD Storm, then send in the Artillery Barrage! The hole will remain, but
at least, the launching of the SCUD Storm is deferred! Build a Nuke and
let it count down. Then when it is ready, Nuke the SCUD Storm and follow
up with the Artillery Barrage! If Dr. Thrax ever rebuilds his SCUD Storm,
all you need to do is, well, repeat the above procedures again and again!

Step 3: Take control of the island to the east
The island to the east has two more oil derricks that you can capture,
and is rather empty, therefore you can always take the island and build
an auxiliary base there. Therefore, send a small group of about 3 Overlod
Tanks and 2 Nuke Cannons to destroy all the presence of Dr. Thrax's troops
on the island, and of course, get rid of the Stinger Site and the Tunnel
Network over there. Congrats, you have control of the entire southern part
of the map!

Step 4: Perform a 2-prong attack on Dr. Thrax's base
As you can see, Dr. Thrax's base has a heavily guarded front door, as well
as a not so heavily guarded backdoor to the northwest. Therefore, you can
always perform a two prong attack to sandwich him in the middle! Now, let's
call the team by the mountain pass Team 1, and the team on the eastern
island Team 2, shall we? The first order of business to have Team 1 and
Team 2 to both have at least 4 Overlord Tanks and 2-3 Nuke Cannons. Then,
send Team 2 across the bridge to the north, and send them into the village.
They are now directly across the bridge east to Team 1, then you can send
Team 1 to the north across the heavily mined corridor between the mountains,
use the Gattling Cannons on top of your Overlord to scan for the Demo Traps
so you can destroy them. Then when Team 1 has reached the other end of
the corridor, have them destroy the Toxin Network and the Stinger Site.
See? It's poorly guarded there. Have them stand ground. Now, switch to
Team 2, and have them fight their way to the supply stash. Now, the rest
is up to you when the business of destroying the remaining parts of Dr.
Thrax's base is concerned. I am sure he can feel what a big crunch is like!

------------------------------------------------
e. GLA Stealth General: Prince Kassad [CCGZH8E]
------------------------------------------------
We will first get a glimpse of Prince Kassad showing off an Assault Rifle,
saying, "Now you see me, now you are dead! Hu hu hu hu hu!" (Or, "This
may not be good for you, General!" Then, you get to see one of Prince
Kassad's enemies getting assassinated by a sniper(That sniper is obviously
Jarmen Kell. Actually, that guy who is killed looks a bit like a Red Guard,
or is he a Red Guard?) "Yet another man who stood against me falls!" Then
you get to see his stealthy Stinger Sites, with a Radar Van in the middle.
"And so it would be for you General, no warning, no mercy. You still have
time to flee with your life, General. Hu hu hu hu hu!" Don't act like a
coward and flee now, as you are now left to play against the GLA Stealth
General, or I should say member of royalty, Prince Kassad!

*****PLAYING AS GENERAL ALEXIS ALEXANDER*****
Step 1: Build your base and secure mountain pass
Yes, first, build an Advanced Cold Fusion Reactor, Supply Center, Supply
Drop Zones and all the works, especially at least one airfield! While you
are at it, Prince Kassad would have sent two Technicals to your base. Don't
worry, as they will not attack (You will hear Prince Kassad bragging, the
fool!), meanwhile, two workers would have built two Demo Traps on each
of the two exits to your base. Send a construction dozer to clear the Demo
Traps, and then move northwest, until you reach the mountain pass where
the two paths converge. Defend this area by lining it up with EMP Patriot
Missiles and Fire Bases (Garrisoned with Rangers and later the Pathfinder
to defend against terrorists. (There is a Tunnel Network by the money crate,
take it out if you want, as Prince Kassad usually won't use it.) I know,
Prince Kassad loves to use Rocket Buggies, and fortunately, they can be
countered by Avengers (2 at each entry point is safe). Watch out for them
though, as they each cost a whopping $2000, and you will find yourself
in deep financial trouble if you happen to lose even one of them. To help
defend against the Attack Buggies in the northwest, simply capture the
Artillery Platform there to help, as they have much longer range than the
Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply
place Comanches here and there.

Step 2: Build Particle Cannon and destroy SCUD Storm
Once your Strategy Center is up, activate Search and Destroy Mode, then
every unit would have increased range. Build the Particle Cannon as quickly
as possible, as Prince Kassad would have built a SCUD Storm soon if you
do not do it now. You should be a 3-Star General or 4-Star General any
moment now. Use 3 of your General Points to make use of a Level-3 A-10
Strike. You will have to use these to help destroy the SCUD Storm.

Now to find the SCUD Storm. As Prince Kassad is a stealth general, all
of his buildings, including his SCUD Storm are stealthy. However, the good
news is that the location of his SCUD Storm is clearly marked on the map
for you. Scroll over to the northwestern corner of the map. See the field?
There is a patch of land in the middle of the field surrounded by 4 haystacks
in a square. That is where the SCUD Storm is. Target the centre of the
square with your Aurora Alpha Bombers, A-10 Strike and the Particle Cannon
(Use if necessary) and his SCUD Storm can be destroyed. That's it, now
you can fight in a more even basis. If Prince Kassad rebuilds his SCUD
Storm again, simply repeat the procedure over and over again. Get it? Good,
now let's move on.

Step 3: Attack and destroy northwestern base
With the SCUD Storm taken care of, it is time to counterattack. Send you
troops up the hill from the mountain pass. As usual, build the usual swarm
of Aurora Alphas. However, as Prince Kassad loves to use Quad Cannons,
it would be dangerous to send them in by themselves. Therefore, remember
to have ground support comprising of Humvees, Tomahawk Missiles and
Avengers on stand by. Use the Aurora Alphas to deal with the defenses at
their door step, while your ground troops destroy everything else. If you
have problems locating the structures, use a Spy Satellite or bring a couple
of Sentry Drones with you. Use the Particle Cannon to assist you whenever
necessary, as with the Scepter Gunship and Mother of All Bombs! (I know
that MOAB stands for the Massive Ordnance Air Burst! I joked about it in
my Side Comparison Guide and I got e-mailed by a demolitions expert from
the US Army explaining what it is. I guess some people just can't take
a joke.)

Step 4: Attack and destroy southwestern base
Now that you have destroyed the northwestern base of Prince Kassad, it
is time to finish off the main base in the southwest. I can tell that it
is the main base as Jarmen Kell is guarding it. Send you troops back to
the mountain pass, and this time go southwest. You know what to do. I know
that you will be expecting more units, but resistance is not much heavier
than the northwest, as all of them are cannon fodder for your Tomahawks!
However, you should watch out for all those Demo Traps in the way. Before
sending your units, in, I suggest you run a couple of Particle Cannons
through the base once before you attack. Then you can know where all the
buildings are in the first place before you strike. Another thing to be
aware of is his Palace. It is loaded with RPG Troopers. Otherwise, you
would have beaten Prince Kassad!

*****PLAYING AS GENERAL MALCOLM "ACE" GRANGER*****
Step 1: Build your base and secure mountain pass
Yes, first, build a Cold Fusion Reactor, Supply Center, Supply Drop Zones
and all the works, especially at least one airfield! While you are at it,
Prince Kassad would have sent two Technicals to your base. Don't worry,
as they will not attack (You will hear Prince Kassad bragging, the fool!),
meanwhile, two workers would have built two Demo Traps on each of the two
exits to your base. Send a construction dozer to clear the Demo Traps,
and then move northwest, until you reach the mountain pass where the two
paths converge. Defend this area by lining it up with Patriot Missiles
and Fire Bases (Garrisoned with Rangers and later the Pathfinder to defend
against terrorists. (There is a Tunnel Network by the money crate, take
it out if you want, as Prince Kassad usually won't use it.) I know, Prince
Kassad loves to use Rocket Buggies, and fortunately, they can be countered
by Avengers (2 at each entry point is safe). Watch out for them though,
as they each cost a whopping $2000, and you will find yourself in deep
financial trouble if you happen to lose even one of them. To help defend
against the Attack Buggies in the northwest, simply capture the Artillery
Platform there to help, as they have much longer range than the Rocket
Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply place
Comanches here and there.

Step 2: Build Particle Cannon and destroy SCUD Storm
Once your Strategy Center is up, activate Search and Destroy Mode, then
every unit would have increased range. Build the Particle Cannon as quickly
as possible, as Prince Kassad would have built a SCUD Storm soon if you
do not do it now. You should be a 3-Star General or 4-Star General any
moment now. Use 3 of your General Points to make use of a Level-3 A-10
Strike. You will have to use these to help destroy the SCUD Storm.

Now to find the SCUD Storm. As Prince Kassad is a stealth general, all
of his buildings, including his SCUD Storm are stealthy. However, the good
news is that the location of his SCUD Storm is clearly marked on the map
for you. Scroll over to the northwestern corner of the map. See the field?
There is a patch of land in the middle of the field surrounded by 4 haystacks
in a square. That is where the SCUD Storm is. Target the centre of the
square with your Carpet Bomber, A-10 Strike and the Particle Cannon and
his SCUD Storm can be destroyed. Otherwise, use a couple of Aurora Bombers
to finish it off. That's it, now you can fight in a more even basis. If
Prince Kassad rebuilds his SCUD Storm again, simply repeat the procedure
over and over again. Get it? Good, now let's move on.

Step 3: Attack and destroy northwestern base
With the SCUD Storm taken care of, it is time to counterattack. Send you
troops up the hill from the mountain pass. As usual, build the usual swarm
of Stealth Comanches. However, as Prince Kassad loves to use Quad Cannons,
it would be dangerous to send them in by themselves. Therefore, remember
to have ground support comprising of Tomahawk Missiles and Avengers. Use
the Tomahawks to destroy the Quad Cannons while your Comanches destroy
everything else. If you have problems locating the structures, use a Spy
Satellite or bring a couple of Sentry Drones with you. Use the Particle
Cannon to assist you whenever necessary, as with the Scepter Gunship and
Mother of All Bombs! (I know that MOAB stands for the Massive Ordnance
Air Burst! I joked about it in my Side Comparison Guide and I got e-mailed
by a demolitions expert from the US Army explaining what it is. I guess
some people just can't take a joke.)

Step 4: Attack and destroy southwestern base
Now that you have destroyed the northwestern base of Prince Kassad, it
is time to finish off the main base in the southwest. I can tell that it
is the main base as Jarmen Kell is guarding it. Send you troops back to
the mountain pass, and this time go southwest. You know what to do. I know
that you will be expecting more units, but resistance is not much heavier
than the northwest, as all of them are cannon fodder for your Tomahawks!
However, you should watch out for all those Demo Traps in the way. Before
sending your units, in, I suggest you run a Particle Cannon through the
base once before you attack. Then you can know where all the buildings
are in the first place before you strike. Another thing to be aware of
is his Palace. It is loaded with RPG Troopers. Otherwise, you would have
beaten Prince Kassad!

*****PLAYING AS GENERAL "PINPOINT" TOWNES*****
Step 1: Build your base and secure mountain pass
Yes, first, build a Cold Fusion Reactor, Supply Center, Supply Drop Zones
and all the works, especially at least one airfield! While you are at it,
Prince Kassad would have sent two Technicals to your base. Don't worry,
as they will not attack (You will hear Prince Kassad bragging, the fool!),
meanwhile, two workers would have built two Demo Traps on each of the two
exits to your base. Send a construction dozer to clear the Demo Traps,
and then move northwest, until you reach the mountain pass where the two
paths converge. Defend this area by lining it up with Laser Defense Turrets
and Fire Bases (Garrisoned with Rangers and later the Pathfinder to defend
against terrorists. (There is a Tunnel Network by the money crate, take
it out if you want, as Prince Kassad usually won't use it.) I know, Prince
Kassad loves to use Rocket Buggies, and fortunately, they can be countered
by Avengers (2 at each entry point is safe). Watch out for them though,
as although they are sold at a 25% discount, they still ain't cheap. Lose
one of them and you will find yourself in deep financial trouble. To help
defend against the Attack Buggies in the northwest, simply capture the
Artillery Platform there to help, as they have much longer range than the
Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply
place Comanches here and there.

Step 2: Build Particle Cannon and destroy SCUD Storm
Once your Strategy Center is up, activate Search and Destroy Mode, then
every unit would have increased range. Build the Particle Cannon as quickly
as possible, as Prince Kassad would have built a SCUD Storm soon if you
do not do it now. You should be a 3-Star General or 4-Star General any
moment now. Use 3 of your General Points to make use of a Level-3 A-10
Strike. You will have to use these to help destroy the SCUD Storm.

Now to find the SCUD Storm. As Prince Kassad is a stealth general, all
of his buildings, including his SCUD Storm are stealthy. However, the good
news is that the location of his SCUD Storm is clearly marked on the map
for you. Scroll over to the northwestern corner of the map. See the field?
There is a patch of land in the middle of the field surrounded by 4 haystacks
in a square. That is where the SCUD Storm is. Target the centre of the
square with your Carpet Bomber, A-10 Strike and the Particle Cannon and
his SCUD Storm can be destroyed. Otherwise, use a couple of Aurora Bombers
to finish it off. That's it, now you can fight in a more even basis. If
Prince Kassad rebuilds his SCUD Storm again, simply repeat the procedure
over and over again. Get it? Good, now let's move on.

Step 3: Attack and destroy northwestern base
With the SCUD Storm taken care of, it is time to counterattack. Send you
troops up the hill from the mountain pass. As usual, build the usual
battalion of Laser Tanks with Avengers. Send them in and it is time to
seek and destroy everything you find! If you have problems locating the
structures, use a Spy Satellite or bring a couple of Sentry Drones with
you. Use the Particle Cannon to assist you whenever necessary, as with
the Scepter Gunship and Mother of All Bombs! (I know that MOAB stands for
the Massive Ordnance Air Burst! I joked about it in my Side Comparison
Guide and I got e-mailed by a demolitions expert from the US Army explaining
what it is. I guess some people just can't take a joke.)

Step 4: Attack and destroy southwestern base
Now that you have destroyed the northwestern base of Prince Kassad, it
is time to finish off the main base in the southwest. I can tell that it
is the main base as Jarmen Kell is guarding it. Send you troops back to
the mountain pass, and this time go southwest. You know what to do. I know
that you will be expecting more units, but resistance is not much heavier
than the northwest, as all of them are cannon fodder for your Tomahawks!
However, you should watch out for all those Demo Traps in the way. Before
sending your units, in, I suggest you run a Particle Cannon through the
base once before you attack. Then you can know where all the buildings
are in the first place before you strike. Another thing to be aware of
is his Palace. It is loaded with RPG Troopers. Otherwise, you would have
beaten Prince Kassad!

*****PLAYING AS DR. THRAX*****
Step 1: Build your base and secure mountain pass
Yes, first, build a Supply Stash, Barracks, Palace, Black Market and all
the works, especially at least two Arms Dealers! While you are at it, Prince
Kassad would have sent two Technicals to your base. Don't worry, as they
will not attack (You will hear Prince Kassad bragging, the fool!),
meanwhile, two workers would have built two Demo Traps on each of the two
exits to your base. Send a worker to clear the Demo Traps, and then move
northwest, until you reach the mountain pass where the two paths converge.
Defend this area by lining it up with Stinger Sites and Toxin Networks
(Garrisoned with several Quad Cannons and Scorpion Tanks to surprise the
enemy.) (There is a Tunnel Network by the money crate, take it out if you
want, as Prince Kassad usually won't use it.) I know, Prince Kassad loves
to use Rocket Buggies. So, you must always be on the alert, and be ready
to send your Scorpion Tanks out before it is too late. To help defend against
the Attack Buggies in the northwest, simply capture the Artillery Platform
there to help, as they have much longer range than the Rocket Buggies.
To defend against Sneak Attacks and Rebel Ambushes, simply place Quad
Cannons here and there. Toxin Networks also help a lot, as anything that
touches the chemicals will be turned into salamander men in no time!

Step 2: Build your own SCUD Storm and destroy Prince Kassad's SCUD Storm
Once your Palace is up, research the Fortified Structure upgrade for your
buildings, then they can withstand more damage. Build a SCUD Storm as
quickly as possible, as Prince Kassad would have built a SCUD Storm soon
if you do not do it now.

Now to find the SCUD Storm. As Prince Kassad is a stealth general, all
of his buildings, including his SCUD Storm are stealthy. However, the good
news is that the location of his SCUD Storm is clearly marked on the map
for you. Scroll over to the northwestern corner of the map. See the field?
There is a patch of land in the middle of the field surrounded by 4 haystacks
in a square. That is where the SCUD Storm is. Unfortunately, the GLA always
lacks quick bombardment abilities in their General Abilities, so you will
have to bring your troops in. Let's start with a swarm of about 15-20
Scorpion Tanks with a couple of SCUD Launchers in the rear.

Send you troops up the hill from the mountain pass. The good thing is that,
Prince Kassad can only use Quad Cannons and that he does not have any tanks
or the SCUD Launcher, so it would be a cakewalk to destroy his northwestern
base, where his SCUD Storm is. However, there may be some Demo Traps here
and there. Therefore, remember to have the Radar Van scan and reveal those
traps before you move up to his base. Use the SCUD Launchers to destroy
the Stinger Sites and Tunnel Networks while your Scorpion Tanks destroy
everything else. If you have problems locating the structures, use the
Radar Scan or bring a Radar Van with you. Use the SCUD Storm to assist
you whenever necessary. If you are fast enough, Prince Kassad may have
only be able to fire the SCUD Storm once, or not even once!

Step 3: Attack and destroy southwestern base
Now that you have destroyed the northwestern base of Prince Kassad, it
is time to finish off the main base in the southwest. I can tell that it
is the main base as Jarmen Kell is guarding it. Send you troops back to
the mountain pass, and this time go southwest. You know what to do. I know
that you will be expecting more units, but resistance is not much heavier
than the northwest, as all of them are cannon fodder for your SCUD Launchers!
However, you should watch out for all those Demo Traps in the way. Before
sending your units, in, I suggest you launch another SCUD Storm through
the base once before you attack. Then you can know where all the buildings
are in the first place before you strike. Another thing to be aware of
is his Palace. It is loaded with RPG Troopers. Otherwise, you would have
beaten Prince Kassad!

*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****
Step 1: Build your base and secure mountain pass
Yes, first, build a Supply Stash, Barracks, Palace, Black Market and all
the works, especially at least two Arms Dealers! While you are at it, Prince
Kassad would have sent two Technicals to your base. Don't worry, as they
will not attack (You will hear Prince Kassad bragging, the fool!),
meanwhile, two workers would have built two Demo Traps on each of the two
exits to your base. Send a worker to clear the Demo Traps, and then move
northwest, until you reach the mountain pass where the two paths converge.
Defend this area by lining it up with Stinger Sites and Tunnel Networks
(Garrisoned with several Quad Cannons and Scorpion Tanks to surprise the
enemy.) (There is a Tunnel Network by the money crate, take it out if you
want, as Prince Kassad usually won't use it.) I know, Prince Kassad loves
to use Rocket Buggies. So, you must always be on the alert, and be ready
to send your Scorpion Tanks out before it is too late. To help defend against
the Attack Buggies in the northwest, simply capture the Artillery Platform
there to help, as they have much longer range than the Rocket Buggies.
To defend against Sneak Attacks and Rebel Ambushes, simply place Quad
Cannons here and there.

Step 2: Build your own SCUD Storm and destroy Prince Kassad's SCUD Storm
Once your Palace is up, research the Fortified Structure upgrade for your
buildings, then they can withstand more damage. Build a SCUD Storm as
quickly as possible, as Prince Kassad would have built a SCUD Storm soon
if you do not do it now.

Now to find the SCUD Storm. As Prince Kassad is a stealth general, all
of his buildings, including his SCUD Storm are stealthy. However, the good
news is that the location of his SCUD Storm is clearly marked on the map
for you. Scroll over to the northwestern corner of the map. See the field?
There is a patch of land in the middle of the field surrounded by 4 haystacks
in a square. That is where the SCUD Storm is. Unfortunately, the GLA always
lacks quick bombardment abilities in their General Abilities, so you will
have to bring your troops in. Let's start with a swarm of about 15-20
Scorpion Tanks with a couple of SCUD Launchers in the rear.

Send you troops up the hill from the mountain pass. The good thing is that,
Prince Kassad can only use Quad Cannons and that he does not have any tanks
or the SCUD Launcher, so it would be a cakewalk to destroy his northwestern
base, where his SCUD Storm is. However, there may be some Demo Traps here
and there. Therefore, remember to have the Radar Van scan and reveal those
traps before you move up to his base. Use the SCUD Launchers to destroy
the Stinger Sites and Tunnel Networks while your Scorpion Tanks destroy
everything else. If you have problems locating the structures, use the
Radar Scan or bring a Radar Van with you. Use the SCUD Storm to assist
you whenever necessary. If you are fast enough, Prince Kassad may have
only be able to fire the SCUD Storm once, or not even once!

Step 3: Attack and destroy southwestern base
Now that you have destroyed the northwestern base of Prince Kassad, it
is time to finish off the main base in the southwest. I can tell that it
is the main base as Jarmen Kell is guarding it. Send you troops back to
the mountain pass, and this time go southwest. You know what to do. I know
that you will be expecting more units, but resistance is not much heavier
than the northwest, as all of them are cannon fodder for your SCUD Launchers!
However, you should watch out for all those Demo Traps in the way. Before
sending your units, in, I suggest you launch another SCUD Storm through
the base once before you attack. Then you can know where all the buildings
are in the first place before you strike. Another thing to be aware of
is his Palace. It is loaded with RPG Troopers. Otherwise, you would have
beaten Prince Kassad!

*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****
Step 1: Build your base and secure mountain pass
Yes, first, build a Nuclear Reactor, Supply Center, Internet Center and
all the works, especially at least one airfield! While you are at it, Prince
Kassad would have sent two Technicals to your base. Don't worry, as they
will not attack (You will hear Prince Kassad bragging, the fool!),
meanwhile, two workers would have built two Demo Traps on each of the two
exits to your base. Send a construction dozer to clear the Demo Traps,
and then move northwest, until you reach the mountain pass where the two
paths converge. Defend this area by lining it up with Gattling Cannons,
and that will be enough due to the weakly armored enemies. (There is a
Tunnel Network by the money crate, take it out if you want, as Prince Kassad
usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies,
and fortunately, they can be countered by ECM Tanks (I saw 3 coming, they
fired 36 missiles at a single Gattling Cannon, and none of them hit! I
was then able to use several MiGs to get rid of the whole bunch!). To help
defend against the Attack Buggies in the northwest, simply capture the
Artillery Platform there to help, as they have much longer range than the
Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply
place Assault Troop Transports (loaded with minigunners) here and there.

Step 2: Build Nuclear Missile and destroy SCUD Storm
Once your Propaganda Center is up, train some Super Hackers to raise money.
Build the Nuclear Missile Silo (at a 10% discount) as quickly as possible,
as Prince Kassad would have built a SCUD Storm soon if you do not do it
now. You should be a 3-Star General or 4-Star General any moment now. Use
3 of your General Points to make use of a Level-3 Artillery Barrage. You
will have to use these to help destroy the SCUD Storm.

Now to find the SCUD Storm. As Prince Kassad is a stealth general, all
of his buildings, including his SCUD Storm are stealthy. However, the good
news is that the location of his SCUD Storm is clearly marked on the map
for you. Scroll over to the northwestern corner of the map. See the field?
There is a patch of land in the middle of the field surrounded by 4 haystacks
in a square. That is where the SCUD Storm is. Target the centre of the
square with your Nuclear Missile, follow up with the Artillery Barrage
and his SCUD Storm can be destroyed. It always works. That's it, now you
can fight in a more even basis. If Prince Kassad rebuilds his SCUD Storm
again, simply repeat the procedure over and over again. Get it? Good, now
let's move on.

Step 3: Attack and destroy northwestern base
With the SCUD Storm taken care of, it is time to counterattack. Send you
troops up the hill from the mountain pass. Build maybe 3-4 Overlord Tanks
and have another 3 Nuke Cannons behind them to give support. Bring ECM
tanks to lower the accuracy of his missiles. Use the Nuke Cannons to destroy
the defenses while your Overlord Tanks destroy everything else. It is not
hard to locate their Demo Traps and other stealthy structures, provided
that you will have at least one Overlord Tank with a Gattling Cannon.

Step 4: Attack and destroy southwestern base
Now that you have destroyed the northwestern base of Prince Kassad, it
is time to finish off the main base in the southwest. I can tell that it
is the main base as Jarmen Kell is guarding it. Send you troops back to
the mountain pass, and this time go southwest. You know what to do. I know
that you will be expecting more units, but resistance is not much heavier
than the northwest, as all of them are cannon fodder for your Nuke Cannons!
However, you should watch out for all those Demo Traps in the way. Before
sending your units, in, I suggest you launch a Nuclear Missile through
the base once before you attack. Then you can know where all the buildings
are in the first place before you strike. Another thing to be aware of
is his Palace. It is loaded with RPG Troopers. Otherwise, you would have
beaten Prince Kassad!

*****PLAYING AS GENERAL TA HWUN KWAI*****
Step 1: Build your base and secure mountain pass
Yes, first, build a Nuclear Reactor, Supply Center, Internet Center and
all the works, especially at least one airfield! While you are at it, Prince
Kassad would have sent two Technicals to your base. Don't worry, as they
will not attack (You will hear Prince Kassad bragging, the fool!),
meanwhile, two workers would have built two Demo Traps on each of the two
exits to your base. Send a construction dozer to clear the Demo Traps,
and then move northwest, until you reach the mountain pass where the two
paths converge. Defend this area by lining it up with Gattling Cannons,
and that will be enough due to the weakly armored enemies. (There is a
Tunnel Network by the money crate, take it out if you want, as Prince Kassad
usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies,
and fortunately, they can be countered by ECM Tanks (I saw 3 coming, they
fired 36 missiles at a single Gattling Cannon, and none of them hit! I
was then able to use several MiGs to get rid of the whole bunch!). To help
defend against the Attack Buggies in the northwest, simply capture the
Artillery Platform there to help, as they have much longer range than the
Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply
place Gattling Tanks and Battlemaster Tanks here and there.

Step 2: Build Nuclear Missile and destroy SCUD Storm
Once your Propaganda Center is up, train some Hackers to raise money. Build
the Nuclear Missile Silo (at a 10% discount) as quickly as possible, as
Prince Kassad would have built a SCUD Storm soon if you do not do it now.
You should be a 3-Star General or 4-Star General any moment now. Use 3
of your General Points to make use of a Level-3 Artillery Barrage. You
will have to use these to help destroy the SCUD Storm.

Now to find the SCUD Storm. As Prince Kassad is a stealth general, all
of his buildings, including his SCUD Storm are stealthy. However, the good
news is that the location of his SCUD Storm is clearly marked on the map
for you. Scroll over to the northwestern corner of the map. See the field?
There is a patch of land in the middle of the field surrounded by 4 haystacks
in a square. That is where the SCUD Storm is. Target the centre of the
square with your Nuclear Missile, follow up with the Artillery Barrage
and his SCUD Storm can be destroyed. It always works. That's it, now you
can fight in a more even basis. If Prince Kassad rebuilds his SCUD Storm
again, simply repeat the procedure over and over again. Get it? Good, now
let's move on.

Step 3: Attack and destroy northwestern base
With the SCUD Storm taken care of, it is time to counterattack. Send you
troops up the hill from the mountain pass. Build maybe 3-4 Emperor Tanks
and have another 3 Nuke Cannons behind them to give support. Bring ECM
tanks to lower the accuracy of his missiles. Send the Emperor Tanks straight
into the fire while the ECM lowers the damage dealt to the Emperors by
missiles. It is not hard to locate their Demo Traps and other stealthy
structures, provided that you will have at least one Emperor Tank with
a Gattling Cannon.

Step 4: Attack and destroy southwestern base
Now that you have destroyed the northwestern base of Prince Kassad, it
is time to finish off the main base in the southwest. I can tell that it
is the main base as Jarmen Kell is guarding it. Send you troops back to
the mountain pass, and this time go southwest. You know what to do. I know
that you will be expecting more units, but resistance is not much heavier
than the northwest, as all of them are cannon fodder for your Nuke Cannons!
If you are worried that Jarmen Kell can kill the drivers inside your tanks,
send a Troop Crawler over with you and then you can send them in as soon
as one Emperor Tank is shot. However, you should watch out for all those
Demo Traps in the way. Before sending your units, in, I suggest you launch
a Nuclear Missile through the base once before you attack. Then you can
know where all the buildings are in the first place before you strike.
Another thing to be aware of is his Palace. It is loaded with RPG Troopers.
Otherwise, you would have beaten Prince Kassad!

*****PLAYING AS GENERAL CLEAR STONE*****
Step 1: Build your base and secure mountain pass
Yes, first, build a Nuclear Reactor, Supply Center, Internet Center and
all the works, especially at least one airfield! While you are at it, Prince
Kassad would have sent two Technicals to your base. Don't worry, as they
will not attack (You will hear Prince Kassad bragging, the fool!),
meanwhile, two workers would have built two Demo Traps on each of the two
exits to your base. Send a construction dozer to clear the Demo Traps,
and then move northwest, until you reach the mountain pass where the two
paths converge. Defend this area by lining it up with Gattling Cannons,
and that will be enough due to the weakly armored enemies. (There is a
Tunnel Network by the money crate, take it out if you want, as Prince Kassad
usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies,
and fortunately, they can be countered by ECM Tanks (I saw 3 coming, they
fired 36 missiles at a single Gattling Cannon, and none of them hit! I
was then able to use several MiGs to get rid of the whole bunch!). To help
defend against the Attack Buggies in the northwest, simply capture the
Artillery Platform there to help, as they have much longer range than the
Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply
place Gattling Tanks and Battlemaster Tanks here and there.

Step 2: Build Nuclear Missile and destroy SCUD Storm
Once your Propaganda Center is up, train some Hackers to raise money. Build
the Nuclear Missile Silo (at a 10% discount) as quickly as possible, as
Prince Kassad would have built a SCUD Storm soon if you do not do it now.
You should be a 3-Star General or 4-Star General any moment now. Use 3
of your General Points to make use of a Level-3 Artillery Barrage. You
will have to use these to help destroy the SCUD Storm.

Now to find the SCUD Storm. As Prince Kassad is a stealth general, all
of his buildings, including his SCUD Storm are stealthy. However, the good
news is that the location of his SCUD Storm is clearly marked on the map
for you. Scroll over to the northwestern corner of the map. See the field?
There is a patch of land in the middle of the field surrounded by 4 haystacks
in a square. That is where the SCUD Storm is. Target the centre of the
square with your Nuclear Missile, follow up with the Artillery Barrage
and his SCUD Storm can be destroyed. It always works. That's it, now you
can fight in a more even basis. If Prince Kassad rebuilds his SCUD Storm
again, simply repeat the procedure over and over again. Get it? Good, now
let's move on.

Step 3: Attack and destroy northwestern base
With the SCUD Storm taken care of, it is time to counterattack. Send you
troops up the hill from the mountain pass. Build maybe 3-4 Overlord Tanks
and have another 3 Nuke Cannons behind them to give support. Bring ECM
tanks to lower the accuracy of his missiles. Use the Nuke Cannons to destroy
the defenses while your Overlord Tanks destroy everything else. It is not
hard to locate their Demo Traps and other stealthy structures, provided
that you will have at least one Overlord Tank with a Gattling Cannon.

Step 4: Attack and destroy southwestern base
Now that you have destroyed the northwestern base of Prince Kassad, it
is time to finish off the main base in the southwest. I can tell that it
is the main base as Jarmen Kell is guarding it. Send you troops back to
the mountain pass, and this time go southwest. You know what to do. I know
that you will be expecting more units, but resistance is not much heavier
than the northwest, as all of them are cannon fodder for your Nuke Cannons!
If you are worried that Jarmen Kell can kill the drivers inside your tanks,
send a Troop Crawler over with you and then you can send them in as soon
as one Overlord Tank is shot. However, you should watch out for all those
Demo Traps in the way. Before sending your units, in, I suggest you launch
a Nuclear Missile through the base once before you attack. Then you can
know where all the buildings are in the first place before you strike.
Another thing to be aware of is his Palace. It is loaded with RPG Troopers.
Otherwise, you would have beaten Prince Kassad!

--------------------------------------------------------
f. Chinese Tank General: General Ta Hwun Kwai [CCGZH8F]
--------------------------------------------------------
As the game loads, you will get to see an image of General Ta Hwun Kwai
holding a handgun in front of his tanks, and you can to hear him brag about
his tanks! "Your Tank Rush is nothing when compared to mine! Then, you
will get to have an aerial view of his base and its surrounding areas.
Boy, why are there so many brown stripes on the green land? Seems tractors
might have run over the land. Then we hear the official explanation from
General Ta Hwun Kwai (General "He is very fast", maybe this name (or
pseudonym) is due to his tank rushes!) "This area was once fertile farmland,
soon your blood will make it fertile again!" Oh dear, I never knew that
human blood would make good fertilizer, but compost does! "Soon, we will
remove you from our lands!" This General seems very determined to drive
you off his land, and at this very moment, you can get to play! Let's build
up your base, now! Shall we?

*****PLAYING AS GENERAL ALEXIS ALEXANGER*****
Step 1: Defend your base
First, build the usual essentials of an American base, that is all the
Advanced Cold Fusion Reactors, Supply Center, War Factories and this time,
at least TWO (I must stress), two Airfields. Then, surround your base with
EMP Patriot Missiles. The good thing is that you will have ample time to
collect resources and build up your defenses before General Ta Hwun Kwai
really resorts to really brutal Tank Rushes. This is just the calm before
the storm, and if you do not prepare now, the later attacks can annihilate
you for good! To speed up the collecting process, use up to two Chinooks
(They are rather cheap, as they cost only $900 each) and research Supply
Lines from the Strategy Center. I know that you will have many Patriot
Missiles around here, but honestly, they may not be enough, as numerous
infantry units and MiGs will run over to your base!

Therefore, always play safe. Build a large squadron (in teams of 5) of
Aurora Alphas and some Comanches. Have each team guard each entrance to
your base. If you have any doubts regarding your defenses, make use of
Hold the Line or Bombardment strategy in the Strategy Center. (The EMP
Patriots can stop tanks, but not infantry units.) Also, if you have time
and money, build King Raptors and have them on standby mode, guarding the
air space near the entrances. The attacks will grow in strength until
eventually, the mighty Emperor Tanks are used! Use the EMP Patriots and
Aurora Alphas to take care of them, and the remaining units can be cannon
fodder for your Comanches! Enjoy. That's your base secured.

Step 2: Build a single Particle Cannon and prepare for any Nuclear Missiles
(Optional Step)
I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and
they can be a threat to your base. Therefore, it is better to be safe than
sorry. Save up money and try to build a Particle Cannon as soon as possible.
If you are quickly enough, you may have built it before his Nuclear Missile
Silo is completed. As long as construction is completed with 4 minutes
or more left on the timer you would be OK. Use the Spy Satellite to reveal
the Nuclear Missile Silo, and then zap the Particle Cannon onto it, then
you can follow up with an A-10 Strike to finish it off. Another way to
get rid of the Particle Cannon, is to build 4 Aurora Alpha Bombers, make
use of the Bombardment Strategy, and bomb the life out of the Nuclear
Missile Silo. (If you like to waste $8000 to destroy something that is
worth $5000. It is your choice.)

Step 3: Control the no-man's land around the fields
I know, tanks are land based units, and how do you stop the endless
annoyances of those treaded enemies? Simple, take away their land and they
are nothing. Therefore, like in General "Pinpoint" Townes' case, map
dominance is the key to your success I this match. For your information,
there is a Tech Reinforcement Pad in the northwest and two Oil Derricks
to the east, Send you troops over there, capture the buildings and defend
them carefully! This is because, General Ta Hwun Kwai's tank battalions
like to focus on your distant outposts before they attack your main base!
Therefore, it would always be wise to guard them with forces to hold them
back. A squadron of Comanches with several EMP Patriot Missiles should
do the trick. Besides, if I had remembered correctly, a Tomahawk Missile
will be airdropped at your disposal ever 2 minutes of game time (not actual
time) to assist you in your cause, so it is always wise to control them
before your main assault.

Step 4: Attack the enemy base
Now, it is time to gather up your squadron for the final attack on General
Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene,
you will notice that each entrance is guarded by nothing more than Gattling
Cannons, in fact, they appear in pairs and pairs. That is not all, General
Ta Hwun Kwai like to mass tanks inside his base, and if he finds you coming,
he will send them at you all at once, therefore, I suggest you blockade
his exits with EMP Patriots, and drop a few Aurora Alpha Bombs on his tanks
hoards before you send your Humvees, and the rest in. Or, just mass Aurora
Alphas and hit random areas of his base! I leave the rest to your imagination.
After you have beaten him, General Ta Hwun Kwai warned you that the Tigress
will crush you like an insect. I wonder. Is this a preview of things to
come?

*****PLAYING AS GENERAL MALCOLM "ACE" GRANGER*****
Step 1: Defend your base
First, build the usual essentials of an American base, that is all the
Cold Fusion Reactors, Supply Center, War Factories and this time, at least
TWO (I must stress), two Airfields. Then, surround your base with Patriot
Missiles. The good thing is that you will have ample time to collect
resources and build up your defenses before General Ta Hwun Kwai really
resorts to really brutal Tank Rushes. This is just the calm before the
storm, and if you do not prepare now, the later attacks can annihilate
you for good! To speed up the collecting process, use up to two Chinooks
(They are rather cheap, as they cost only $900 each) and research Supply
Lines from the Strategy Center. I know that you will have many Patriot
Missiles around here, but honestly, they may not be enough, as numerous
infantry units and MiGs will run over to your base!

Therefore, always play safe. Build a large squadron (in teams of 5) of
Comanches and enable Stealth Mode. Have each team guard each entrance to
your base. If you have any doubts regarding your defenses, make use of
Hold the Line or Bombardment strategy in the Strategy Center. Also, if
you have time and money, build King Raptors and have them on standby mode,
guarding the air space near the entrances. The attacks will grow in strength
until eventually, the mighty Emperor Tanks are used! Use the King Raptors
to take care of them, and the remaining units can be cannon fodder for
your Stealth Comanches! Enjoy. That's your base secured.

Step 2: Build a single Particle Cannon and prepare for any Nuclear Missiles
(Optional Step)
I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and
they can be a threat to your base. Therefore, it is better to be safe than
sorry. Save up money and try to build a Particle Cannon as soon as possible.
If you are quickly enough, you may have built it before his Nuclear Missile
Silo is completed. As long as construction is completed with 4 minutes
or more left on the timer you would be OK. Use the Spy Satellite to reveal
the Nuclear Missile Silo, and then zap the Particle Cannon onto it, then
you can follow up with an A-10 Strike to finish it off. Another way to
get rid of the Particle Cannon, is to build 4 Aurora Bombers, make use
of the Bombardment Strategy, and bomb the life out of the Nuclear Missile
Silo. (If you like to waste $8000 to destroy something that is worth $5000.
It is your choice.)

Step 3: Control the no-man's land around the fields
I know, tanks are land based units, and how do you stop the endless
annoyances of those treaded enemies? Simple, take away their land and they
are nothing. Therefore, like in General "Pinpoint" Townes' case, map
dominance is the key to your success I this match. For your information,
there is a Tech Reinforcement Pad in the northwest and two Oil Derricks
to the east, Send you troops over there, capture the buildings and defend
them carefully! This is because, General Ta Hwun Kwai's tank battalions
like to focus on your distant outposts before they attack your main base!
Therefore, it would always be wise to guard them with forces to hold them
back. A squadron of Stealth Comanches with several Patriot Missiles should
do the trick. Besides, if I had remembered correctly, a Tomahawk Missile
will be airdropped at your disposal ever 2 minutes of game time (not actual
time) to assist you in your cause, so it is always wise to control them
before your main assault.

Step 4: Attack the enemy base
Now, it is time to gather up your squadron for the final attack on General
Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene,
you will notice that each entrance is guarded by nothing more than Gattling
Cannons, in fact, they appear in pairs and pairs. Of course, so many
Gattling Cannons are obviously hazardous to your Comanches. Therefore,
it is always best to destroy all of the Gattling Cannons at one of the
entrances with your Particle Cannon before sending your Comanches in. As
General Granger has so many bombs up his sleeve, the clearing process will
not take long to accomplish, and of course, once the defenses are down,
you can just send your forces in with the same way Asterix and all the
other indomitable Gauls of the single village that holds out against the
invaders in the comics! I leave the rest to your imagination. After you
have beaten him, General Ta Hwun Kwai warned you that the Tigress will
crush you like an insect. I wonder. Is this a preview of things to come?

*****PLAYING AS GENERAL "PINPOINT" TOWNES*****
Step 1: Defend your base
First, build the usual essentials of an American base, that is all the
Cold Fusion Reactors, Supply Center, War Factories and this time, at least
TWO (I must stress), two Airfields. Then, surround your base with Laser
Defense Turrets. The good thing is that you will have ample time to collect
resources and build up your defenses before General Ta Hwun Kwai really
resorts to really brutal Tank Rushes. This is just the calm before the
storm, and if you do not prepare now, the later attacks can annihilate
you for good! To speed up the collecting process, use up to two Chinooks
(They are rather cheap, as they cost only $900 each) and research Supply
Lines from the Strategy Center. I know that you will have many Patriot
Missiles around here, but honestly, they may not be enough, as numerous
infantry units and MiGs will run over to your base!

Therefore, always play safe. Build a large squadron (in teams of 5) of
Comanches and put them on stand by. Have each team guard each entrance
to your base. If you have any doubts regarding your defenses, make use
of Hold the Line or Bombardment strategy in the Strategy Center. Also,
if you have time and money, build Avengers and have them pinpoint any tanks
for rapid firing for your Laser Defense Turrsts, as well as to defend
against air attacks. The attacks will grow in strength until eventually,
the mighty Emperor Tanks are used! If you build enough Laser Defense Turrets,
all tanks, no matter how powerful they are will be nothing but cannon fodder!
Enjoy. That's your base secured.

Step 2: Build a single Particle Cannon and prepare for any Nuclear Missiles
(Optional Step)
I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and
they can be a threat to your base. Therefore, it is better to be safe than
sorry. Save up money and try to build a Particle Cannon as soon as possible.
If you are quickly enough, you may have built it before his Nuclear Missile
Silo is completed. As long as construction is completed with 4 minutes
or more left on the timer you would be OK. Use the Spy Satellite to reveal
the Nuclear Missile Silo, and then zap the Particle Cannon onto it, then
you can follow up with an A-10 Strike to finish it off. Another way to
get rid of the Particle Cannon, is to build 4 Aurora Bombers, make use
of the Bombardment Strategy, and bomb the life out of the Nuclear Missile
Silo. (If you like to waste $8000 to destroy something that is worth $5000.
It is your choice.)

Step 3: Control the no-man's land around the fields
I know, tanks are land based units, and how do you stop the endless
annoyances of those treaded enemies? Simple, take away their land and they
are nothing. Therefore, like in General "Pinpoint" Townes' case, map
dominance is the key to your success I this match. For your information,
there is a Tech Reinforcement Pad in the northwest and two Oil Derricks
to the east, Send you troops over there, capture the buildings and defend
them carefully! This is because, General Ta Hwun Kwai's tank battalions
like to focus on your distant outposts before they attack your main base!
Therefore, it would always be wise to guard them with forces to hold them
back. A squadron of Comanches with several Laser Defense Turrets should
do the trick. Besides, if I had remembered correctly, a Laser Tank will
be airdropped at your disposal ever 2 minutes of game time (not actual
time) to assist you in your cause, so it is always wise to control them
before your main assault.

Step 4: Attack the enemy base
Now, it is time to gather up your squadron for the final attack on General
Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene,
you will notice that each entrance is guarded by nothing more than Gattling
Cannons, in fact, they appear in pairs and pairs. Of course, so many
Gattling Cannons are obviously hazardous to your Comanches, but rather
useless against your Laser Tanks. Therefore, it is always best to destroy
all of the Gattling Cannons at one of the entrances with your Laser Tanks
before sending your forces in. Laser Tanks and Avengers can assume the
main role as well, and of course, once the defenses are down, you can just
send your forces in with the same way Asterix and all the other indomitable
Gauls of the single village that holds out against the invaders in the
comics! I leave the rest to your imagination. After you have beaten him,
General Ta Hwun Kwai warned you that the Tigress will crush you like an
insect. I wonder. Is this a preview of things to come?

*****PLAYING AS DR. THRAX*****
Step 1: Defend your base
First, build the usual essentials of a Global Liberation Army base, that
is all the Barracks, Supply Stash, Palace and this time, at least TWO (I
must stress), two Arms Dealers. Then, surround your base with Patriot
Missiles. The good thing is that you will have ample time to collect
resources and build up your defenses before General Ta Hwun Kwai really
resorts to really brutal Tank Rushes. This is just the calm before the
storm, and if you do not prepare now, the later attacks can annihilate
you for good! To speed up the collecting process, use up to seven Workers
(They are rather cheap, as they cost only $200 each) and consider
researching Worker Shoes from the Black Market to increase their movement
speeds. I know that you will have many Stinger Sites around here, but
honestly, they may not be enough, as numerous infantry units and MiGs will
run over to your base!

Therefore, always play safe. Build a large reserve of Combat Cycles, which
have toxin terrorists riding on them from the start. Place it in a safe
and obscure corner of your base, and then, when the going gets too tough,
you can send them in to blow up their tanks. (Or use Bomb Trucks with Bio
Bomb upgrade) If you have any doubts regarding your defenses, make use
of the Fortified Structures upgrade to increase the protection of your
buildings. Of course, you cannot rely on suicide soldiers at all times,
and non-suicidal units have to be used. You know which ones I am talking
about, don't you? They are the Quad Cannons, Scorpion Tanks and the SCUD
Launchers. Have Tunnel Networks nearby in case they have to take refuge
and be repaired in emergencies.

Step 2: Build Particle Cannon and prepare for any Nuclear Missiles
(Optional Step)
I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and
they can be a threat to your base. Therefore, it is better to be safe than
sorry. Save up money and try to build a SCUD Storm as soon as possible.
If you are quickly enough, you may have built it before his Nuclear Missile
Silo is completed. As long as construction is completed with 5 minutes
or more left on the timer you would be OK. Use the Radar Scan to reveal
the Nuclear Missile Silo, and then launch the SCUD Storm onto it, as the
SCUD Missiles here are packed with more toxins than explosives, the SCUD
Storm will inflict less damage than a normal SCUD Storm. Therefore, after
launch and the toxins are cleared, send a Level 3 Rebel Ambush over to
the Nuclear Missile Silo, and have you Rebels stick very closely to the
building. Have them capture building. Then sell it for some hard earned
cash! With the Nuclear Missile gone, you can fight in a more even basis.

Step 3: Control the no-man's land around the fields
I know, tanks are land based units, and how do you stop the endless
annoyances of those treaded enemies? Simple, take away their land and they
are nothing. Therefore, like in General "Pinpoint" Townes' case, map
dominance is the key to your success I this match. For your information,
there is a Tech Reinforcement Pad in the northwest and two Oil Derricks
to the east, Send you troops over there, capture the buildings and defend
them carefully! This is because, General Ta Hwun Kwai's tank battalions
like to focus on your distant outposts before they attack your main base!
Therefore, it would always be wise to guard them with forces to hold them
back. A large battalion of Scorpion Tanks with several Stinger Sites and
SCUD Launchers should do the trick. Besides, if I had remembered correctly,
a Toxin Tractor will be airdropped at your disposal ever 2 minutes of game
time (not actual time) to assist you in your cause, so it is always wise
to control them before your main assault.

Step 4: Attack the enemy base
Now, it is time to gather up your army for the final attack on General
Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene,
you will notice that each entrance is guarded by nothing more than Gattling
Cannons, in fact, they appear in pairs and pairs. Of course, so many
Gattling Cannons are obviously cannon fodder for your SCUD Launchers or
even your Scorpion Tanks. If you like, you can always take advantage of
Dr. Thrax's army's sterling properties and send the toxic weapons in! The
clearing process will not take long to accomplish, and of course, once
the defenses are down, you can just send your forces in with the same way
Asterix and all the other indomitable Gauls of the single village that
holds out against the invaders in the comics! I leave the rest to your
imagination. After you have beaten him, General Ta Hwun Kwai will warn
you that the Tigress will crush you like an insect. I wonder. Is this a
preview of things to come?

*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****
Step 1: Defend your base
First, build the usual essentials of a Global Liberation Army base, that
is all the Barracks, Supply Stash, Palace and this time, at least TWO (I
must stress), two Arms Dealers. Then, surround your base with Patriot
Missiles. The good thing is that you will have ample time to collect
resources and build up your defenses before General Ta Hwun Kwai really
resorts to really brutal Tank Rushes. This is just the calm before the
storm, and if you do not prepare now, the later attacks can annihilate
you for good! To speed up the collecting process, use up to seven Workers
(They are rather cheap, as they cost only $200 each) and consider
researching Worker Shoes from the Black Market to increase their movement
speeds. I know that you will have many Stinger Sites around here, but
honestly, they may not be enough, as numerous infantry units and MiGs will
run over to your base!

Therefore, always play safe. Build a large reserve of Combat Cycles, which
have terrorists riding on them from the start. Place it in a safe and obscure
corner of your base, and then, when the going gets too tough, you can send
them in to blow up their tanks. If you have any doubts regarding your
defenses, make use of the Fortified Structures upgrade to increase the
protection of your buildings. Of course, you cannot rely on suicide
soldiers at all times, and non-suicidal units have to be used. You know
which ones I am talking about, don't you? They are the Quad Cannons,
Scorpion Tanks and the SCUD Launchers. Have Tunnel Networks nearby in case
they have to take refuge and be repaired in emergencies. Another notable
upgrade is the Suicide Upgrade. When in effect, all of your units can
self-destruct on command, or they will just explode when they die!
Therefore, try to have close combat with the enemy if you know that your
troops are about to be destroyed, and they can really give their lives
to the cause!

Step 2: Build Particle Cannon and prepare for any Nuclear Missiles
(Optional Step)
I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and
they can be a threat to your base. Therefore, it is better to be safe than
sorry. Save up money and try to build a SCUD Storm as soon as possible.
If you are quickly enough, you may have built it before his Nuclear Missile
Silo is completed. As long as construction is completed with 5 minutes
or more left on the timer you would be OK. Use the Radar Scan to reveal
the Nuclear Missile Silo, and then launch the SCUD Storm onto it, as the
SCUD Missiles here are packed with explosives, the SCUD Storm will inflict
more damage than a normal SCUD Storm, and if you are lucky, you may be
able to destroy the Nuclear Missile Silo with only one launch! Otherwise,
send a Level 3 Rebel Ambush over to the Nuclear Missile Silo, and have
you Rebels stick very closely to the building. Have them open fire on the
building. If the enemy does try to intervene, your Rebels will explode
upon death and cause even more damage to the Nuclear Missile. Now, 16
explosions on a single building can go a long way indeed! With the Nuclear
Missile gone, you can fight in a more even basis.

Step 3: Control the no-man's land around the fields
I know, tanks are land based units, and how do you stop the endless
annoyances of those treaded enemies? Simple, take away their land and they
are nothing. Therefore, like in General "Pinpoint" Townes' case, map
dominance is the key to your success I this match. For your information,
there is a Tech Reinforcement Pad in the northwest and two Oil Derricks
to the east, Send you troops over there, capture the buildings and defend
them carefully! This is because, General Ta Hwun Kwai's tank battalions
like to focus on your distant outposts before they attack your main base!
Therefore, it would always be wise to guard them with forces to hold them
back. A large battalion of Scorpion Tanks with several Stinger Sites and
SCUD Launchers should do the trick. Besides, if I had remembered correctly,
two Combat Cycles with terrorists included will be airdropped at your
disposal ever 2 minutes of game time (not actual time) to assist you in
your cause, so it is always wise to control them before your main assault.

Step 4: Attack the enemy base
Now, it is time to gather up your army for the final attack on General
Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene,
you will notice that each entrance is guarded by nothing more than Gattling
Cannons, in fact, they appear in pairs and pairs. Of course, so many
Gattling Cannons are obviously cannon fodder for your SCUD Launchers or
even your Scorpion Tanks. If you like, you can always take advantage of
General Rodall Juhziz's army's sterling properties and send Bomb Trucks
in! The clearing process will not take long to accomplish, and of course,
once the defenses are down, you can just send your forces in with the same
way Asterix and all the other indomitable Gauls of the single village that
holds out against the invaders in the comics! I leave the rest to your
imagination. After you have beaten him, General Ta Hwun Kwai will warn
you that the Tigress will crush you like an insect. I wonder. Is this a
preview of things to come?

*****PLAYING AS PRINCE KASSAD*****
Step 1: Defend your base
First, build the usual essentials of a Global Liberation Army base, that
is all the Barracks, Supply Stash, Palace and this time, at least TWO (I
must stress), two Arms Dealers. Then, surround your base with Stinger Sites.
The good thing is that you will have ample time to collect resources and
build up your defenses before General Ta Hwun Kwai really resorts to really
brutal Tank Rushes. This is just the calm before the storm, and if you
do not prepare now, the later attacks can annihilate you for good! To speed
up the collecting process, use up to seven Workers (They are rather cheap,
as they cost only $200 each) and consider researching Worker Shoes from
the Black Market to increase their movement speeds. I know that you will
have many Stinger Sites around here, but honestly, they may not be enough,
as numerous infantry units and MiGs will run over to your base!

Therefore, always play safe. Build a large reserve of Hijackers in the
back of your base, and then, when the going gets too tough, you can send
them in to steal their tanks. If you have any doubts regarding your defenses,
make use of the Fortified Structures upgrade to increase the protection
of your buildings. Of course, you cannot rely on suicide soldiers at all
times, and non-suicidal units have to be used. You know which ones I am
talking about, don't you? They are the Quad Cannons and the SCUD Launchers.
Have Tunnel Networks nearby in case they have to take refuge and be repaired
in emergencies. Now, just keep hijacking and you can have your tank
battalions of your own!

Step 2: Build Particle Cannon and prepare for any Nuclear Missiles
(Optional Step)
I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and
they can be a threat to your base. Therefore, it is better to be safe than
sorry. Save up money and try to build a SCUD Storm as soon as possible.
If you are quickly enough, you may have built it before his Nuclear Missile
Silo is completed. As long as construction is completed with 5 minutes
or more left on the timer you would be OK. Use the Radar Scan to reveal
the Nuclear Missile Silo, and then launch the SCUD Storm onto it, then
you can Ambush the Missile Silo with 16 stealthy rebels and try to capture
it! Then sell it for the cash bonus!

Step 3: Control the no-man's land around the fields
I know, tanks are land based units, and how do you stop the endless
annoyances of those treaded enemies? Simple, take away their land and they
are nothing. Therefore, like in General "Pinpoint" Townes' case, map
dominance is the key to your success I this match. For your information,
there is a Tech Reinforcement Pad in the northwest and two Oil Derricks
to the east, Send you troops over there, capture the buildings and defend
them carefully! This is because, General Ta Hwun Kwai's tank battalions
like to focus on your distant outposts before they attack your main base!
Therefore, it would always be wise to guard them with forces to hold them
back. A large battalion of Quad Cannons with several Stinger Sites and
Rocket Buggies should do the trick. Besides, if I had remembered correctly,
a Quad Cannon will be airdropped at your disposal ever 2 minutes of game
time (not actual time) to assist you in your cause, so it is always wise
to control them before your main assault.

Step 4: Attack the enemy base
Now, it is time to gather up your army for the final attack on General
Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene,
you will notice that each entrance is guarded by nothing more than Gattling
Cannons, in fact, they appear in pairs and pairs. Of course, so many
Gattling Cannons are obviously cannon fodder for your Rocket Buggies. The
clearing process will not take long to accomplish, and of course, once
the defenses are down, you can just send your forces in with the same way
Asterix and all the other indomitable Gauls of the single village that
holds out against the invaders in the comics! I leave the rest to your
imagination. After you have beaten him, General Ta Hwun Kwai will warn
you that the Tigress will crush you like an insect. I wonder. Is this a
preview of things to come?

*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****
Step 1: Defend your base
First, build the usual essentials of a Chinese base, that is all the
Advanced Nuclear Reactors, Supply Center, War Factories and this time,
at least one Airfield. Then, surround your base with Gattling Cannons and
possibly Fortified Bunkers with Tank Hunters inside. The good thing is
that you will have ample time to collect resources and build up your
defenses before General Ta Hwun Kwai really resorts to really brutal Tank
Rushes. This is just the calm before the storm, and if you do not prepare
now, the later attacks can annihilate you for good! To speed up the
collecting process, use up to three Supply Trucks(They are rather cheap,
as they cost only $300 each) and train a couple of Hackers to begin gathering
money (3 is enough at the beginning, build more later if you need to. I
know that you will have many base defenses around here, but honestly, they
may not be enough, as numerous infantry units and MiGs will run over to
your base!

Therefore, always play safe. Build Assault Helices fully loaded with Tank
Hunters. If you have any doubts regarding your defenses, make use of Nuke
Cannons to cover them. The attacks will grow in strength until eventually,
the mighty Emperor Tanks are used! Use the Nuke Cannons to take care of
them, and the remaining units can be cannon fodder for your ground units!
Enjoy. That's your base secured.

Step 2: Build a Nuclear Missile Silo of your own and prepare for any Nuclear
Missiles (Optional Step)
I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and
they can be a threat to your base. Therefore, it is better to be safe than
sorry. Save up money and try to build a Nuclear Missile of your own as
soon as possible. If you are quickly enough, you may have built it before
his Nuclear Missile Silo is completed. As long as construction is completed
before his is completed you are fine "Oh, so the battle has just gone nuclear!
Excellent!" That's General Ta Hwun Kwai's remark. Use the Satellite Hack
to reveal the Nuclear Missile Silo, and then launch the Nuclear Missile
at it, then you can follow up with an Artillery Barrage to finish it off.
Another way to get rid of the Particle Cannon, is to train a single Black
Lotus, have a Nuke Bomber destroy the Gattling Cannons at the eastern
entrance, and then sneak in and capture it! It's your choice.

There is another use of the Nuclear Missile Silo, you can use it to research
Neutron Shells, then, instead of destroying enemy vehicles, they sort of
neutralize them! That is, the drivers will die, leaving the vehicle
unscathed, and therefore, you can send Red Guards out to take control of
it! General Ta Hwun Kwai's Battlemasters and Emperor Tanks will be a great
help, with his Battlemaster Tanks firing triple shots due to the Autoloader
and the Emperor's Tank's compatibility with two peripherals (namely the
Gattling Tank and Speaker Tower), you can really have the best of both
worlds, I must say.

Step 3: Control the no-man's land around the fields
I know, tanks are land based units, and how do you stop the endless
annoyances of those treaded enemies? Simple, take away their land and they
are nothing. Therefore, like in General "Pinpoint" Townes' case, map
dominance is the key to your success I this match. For your information,
there is a Tech Reinforcement Pad in the northwest and two Oil Derricks
to the east, Send you troops over there, capture the buildings and defend
them carefully! This is because, General Ta Hwun Kwai's tank battalions
like to focus on your distant outposts before they attack your main base!
Therefore, it would always be wise to guard them with forces to hold them
back. A squadron of Helices with several MiGs should do the trick. (Build
an auxiliary base there to be more sure of yourself.) Besides, if I had
remembered correctly, an Assault Troop Transport will be airdropped at
your disposal ever 2 minutes of game time (not actual time) to assist you
in your cause, so it is always wise to control them before your main assault.

Step 4: Attack the enemy base
Now, it is time to gather up your squadrons and battalions for the final
attack on General Ta Hwun Kwai's base. If you have paid attention to the
opening cut-scene, you will notice that each entrance is guarded by nothing
more than Gattling Cannons, in fact, they appear in pairs and pairs. Of
course, so many Gattling Cannons are obviously hazardous to your Helices,
but cannon fodder to your tanks, transports and Nuke Cannons. Therefore,
it is always best to send your tanks before sending your Helices in. As
General Clear Stone has so many bombs up his sleeve, the clearing process
will not take long to accomplish, and of course, once the defenses are
down, you can just send your forces in with the same way Asterix and all
the other indomitable Gauls of the single village that holds out against
the Roman invaders in the comics! I leave the rest to your imagination.
After you have beaten him, General Ta Hwun Kwai warned you that the Tigress
will crush you like an insect. I wonder. Is this a preview of things to
come?

*****PLAYING AS GENERAL CLEAR STONE*****
Step 1: Defend your base
First, build the usual essentials of a Chinese base, that is all the
Advanced Nuclear Reactors, Supply Center, War Factories and this time,
at least one Airfield. Then, surround your base with Gattling Cannons and
possibly Bunkers with Tank Hunters inside. The good thing is that you will
have ample time to collect resources and build up your defenses before
General Ta Hwun Kwai really resorts to really brutal Tank Rushes. This
is just the calm before the storm, and if you do not prepare now, the later
attacks can annihilate you for good! To speed up the collecting process,
use up to three Supply Trucks(They are rather cheap, as they cost only
$300 each) and train a couple of Hackers to begin gathering money (3 is
enough at the beginning, build more later if you need to. I know that you
will have many base defenses around here, but honestly, they may not be
enough, as numerous infantry units and MiGs will run over to your base!

Therefore, always play safe. Build a large battalion (in teams of 5 or
more) of Battlemaster Tanks and research Isotope Stability. Have each team
guard each entrance to your base. If you have any doubts regarding your
defenses, make use of Overlord Tanks and Nuke Cannons to cover them. Also,
if you have time and money, build Helices with Bunkers loaded full of Tank
Hunters and have them on standby mode, guarding the air space near the
entrances. The attacks will grow in strength until eventually, the mighty
Emperor Tanks are used! Use the Nuke Cannons to take care of them, and
the remaining units can be cannon fodder for your ground units! Enjoy.
That's your base secured.

Step 2: Build a Nuclear Missile Silo of your own and prepare for any Nuclear
Missiles (Optional Step)
I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and
they can be a threat to your base. Therefore, it is better to be safe than
sorry. Save up money and try to build a Nuclear Missile of your own as
soon as possible. If you are quickly enough, you may have built it before
his Nuclear Missile Silo is completed. As long as construction is completed
before his is completed you are fine "Oh, so the battle has just gone nuclear!
Excellent!" That's General Ta Hwun Kwai's remark. Use the Satellite Hack
to reveal the Nuclear Missile Silo, and then launch the Nuclear Missile
at it, then you can follow up with an Artillery Barrage to finish it off.
Another way to get rid of the Particle Cannon, is to train a single Black
Lotus, have a Nuke Bomber destroy the Gattling Cannons at the eastern
entrance, and then sneak in and capture it! It's your choice.

There is another use of the Nuclear Missile Silo, you can use it to arm
your MiGs with Tactical Nukes, or even better, research Neutron Shells,
then, instead of destroying enemy vehicles, they sort of neutralize them!
That is, the drivers will die, leaving the vehicle unscathed, and therefore,
you can send Red Guards out to take control of it! General Ta Hwun Kwai's
Battlemasters and Emperor Tanks will be a great help, with his Battlemaster
Tanks firing triple shots due to the Autoloader and the Emperor's Tank's
compatibility with two peripherals (namely the Gattling Tank and Speaker
Tower), you can really have the best of both worlds, I must say.

Step 3: Control the no-man's land around the fields
I know, tanks are land based units, and how do you stop the endless
annoyances of those treaded enemies? Simple, take away their land and they
are nothing. Therefore, like in General "Pinpoint" Townes' case, map
dominance is the key to your success I this match. For your information,
there is a Tech Reinforcement Pad in the northwest and two Oil Derricks
to the east, Send you troops over there, capture the buildings and defend
them carefully! This is because, General Ta Hwun Kwai's tank battalions
like to focus on your distant outposts before they attack your main base!
Therefore, it would always be wise to guard them with forces to hold them
back. A squadron of Helices with several MiGs should do the trick. (Build
an auxiliary base there to be more sure of yourself.) Besides, if I had
remembered correctly, a Battlemaster Tank will be airdropped at your
disposal ever 2 minutes of game time (not actual time) to assist you in
your cause, so it is always wise to control them before your main assault.

Step 4: Attack the enemy base
Now, it is time to gather up your squadrons and battalions for the final
attack on General Ta Hwun Kwai's base. If you have paid attention to the
opening cut-scene, you will notice that each entrance is guarded by nothing
more than Gattling Cannons, in fact, they appear in pairs and pairs. Of
course, so many Gattling Cannons are obviously hazardous to your Helices,
but cannon fodder to your tanks and Nuke Cannons. Therefore, it is always
best to send your tanks before sending your Helices in. As General Clear
Stone has so many bombs up his sleeve, the clearing process will not take
long to accomplish, and of course, once the defenses are down, you can
just send your forces in with the same way Asterix and all the other
indomitable Gauls of the single village that holds out against the Roman
invaders in the comics! I leave the rest to your imagination. After you
have beaten him, General Ta Hwun Kwai warned you that the Tigress will
crush you like an insect. I wonder. Is this a preview of things to come?

---------------------------------------------------------------------
g. Chinese Nuke General: General Tsing Shi Tao (Clear Stone) [CCGZHG]
---------------------------------------------------------------------
This is my favorite general of the 9 talented Generals of Command and
Conquer: Generals Zero Hour, and I finally have the honor of playing against
him! This time, you get to see General Tao pose in front of a lovely nuclear
explosion, with the Mushroom Cloud present! Yes, and not only is General
Clear Stone an artist, he is also a philanthropist! Take the opening scene,
for instance, a few tanks (that are white in colour, to symbolize their
neutrality, are just driving merrily along a field when suddenly, boom!
4 Nuke Cannons fired in unison at your tanks. Ka-boom! The tanks in the
front are instantly blown to bits. The rest flee in fear! "More gives,
General, our generosity is limitless!" Now, you see how generous General
Clear Stone is! In fact, he is so generous, that he won't hesitate to use
a nuclear missile to take out the survivors! "Now, let the battle begin
in earnest. Prepare yourself!" It's time to fight!

*****PLAYING AS GENERAL ALEXIS ALEXANDER*****
*****PLAYING AS GENERAL MALCLM "ACE" GRANGER*****
Step 1: Build your base and prepare for the worst
Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,
I know, it is up to the basic base construction rules again and again.
Yes, build Advanced Cold Fusion Reactors, a Supply Center with two Chinooks,
a barracks, a War Factory and at least two Airfields. Be prepared to build
base defenses to hold off any infantry or tanks that may come your way.
Not long after you begin, tea is ready! Actually no, "Hey look! I have
a nuke all ready for you!" Oh dear, it seems that one of General Clear
Stone's Nuclear Missile Silos have been automatically primed, and you have
about 10 minutes before it is launched against you! And, he loves to give
you the gifts. Now, if you are feeling rather confident of yourself, proceed
to Step 2. Otherwise (Most likely), continue reading Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular
sight, would it? Therefore, when building your structures, build them as
far apart as possible! Try to save up, build a Stratagy Center as quickly
as possible, and put on the Hold the Line battle strategy. It increases
the armor of your buildings by 25%. (Yes, I know, it won't be much help
when a Nuke hits, but at least those that are further away from the center
of the explosion will have a higher chance of surviving.) Now, if you need
to build some Supply Drop Zones. If you are quickly enough, the nuke would
not have hit. Otherwise, be prepared to rebuild any building the Nuke would
have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will
have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done
to your base. Or, make him pay for the psychological trauma that you have
experienced due to fears that the Nuclear Missile might hit your base!
Now, it is time to build 4 Aurora Alpha Bombers, so that they fill up the
entire Airfield. Now, you do have the privilege of being able to see the
Nuclear Missile Silo is! Set your Battle Strategy to Bombardment Mode.
Now, send your 4 Aurora Bombers on their unstoppable bombing run to take
out the Nuclear Missile Silo! Use a Carpet Bomber to finish it off! Now,
with the Nuclear Missile Silo gone, you can fight on a more even basis.
(All other nuclear missile silos are inactive, and they won't work.)

Of course, prevention is always better than cure, as you cannot afford
to be caught off guard when General Clear Stone rebuilds his Nuclear Missile
Silo. Therefore, build your own Particle Cannon and let it warm up. Now,
whenever General Clear Stone decides to rebuild his Nuclear Missile, you
can make him pay for it!

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to counter attack!
Send some Comanches over to the northeast, past the plain with Nuke Cannons
deployed and destroy the Nuke Cannons, then back at some, build some
Tomahawk Missiles, Avengers, some Microwave Tanks as well as some Humvees.
Then send them to the empty plain where your comanches are. Use the
microwave tanks to cook all the infantry inside garrisoned structures and
then you can continue to move on to the northeast part of the map

You will find a small outpost with some Advanced Nuclear Reactors, Barracks
and two inactive Nuclear Missile Silos guarded by Gattling Cannons and
some garrisoned towers. Again, use the Microwave Tanks to ding the people
inside to death, and then you can at the same time, disable the Gattling
Cannons with the Microwave Tank and then destroy them with Comanches and
Tomahawk Missile while they cannot fight back. When you have entered the
outpost, you will be told that you can look at his Nuclear Missiles, but
you cannot touch! I know that you may be tempted to capture the nuclear
missile silos, but don't bother, as they will simply explode instead of
allowing you to have them. Therefore, simply destroy everything and this
step would be considered completed.

Step 4: Attack his main base from the east
It is time to finish him once and for all. Go west from this outpost and
go around a mountain range. You will be at the eastern entrance of General
Clear Stone's base. However, this base assault is not going to be easy.
If you have used a Spy Satellite to have a look inside the base, you will
find lots of infantry and several Overlord Tanks guarding the base!
Therefore, I suggest you unseat them a bit using a Particle Cannon or an
A-10 Strike before you let your units get anywhere near the base! After
they are gone, you can send your Tomahawks in to remove the Gattling Cannons,
while your Comanches start clearing everything else. (Better safe than
sorry, build an additional 20 Comanches to help you. I am assuming that
you have enough money.) (Of course, nothing beats a good swarm of Aurora
Alphas, bringing the house down!)

Having beaten him, General Clear Stone would look a bit worried, and he
will say, "I more nuke and I would have reduced you to dust." I guess that
is midlife crisis for you!

*****PLAYING AS GENERAL MALCLM "ACE" GRANGER*****
Step 1: Build your base and prepare for the worst
Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,
I know, it is up to the basic base construction rules again and again.
Yes, build Cold Fusion Reactors, a Supply Center with two Chinooks, a
barracks, a War Factory and at least two Airfields. Be prepared to build
base defenses to hold off any infantry or tanks that may come your way.
Not long after you begin, tea is ready! Actually no, "Hey look! I have
a nuke all ready for you!" Oh dear, it seems that one of General Clear
Stone's Nuclear Missile Silos have been automatically primed, and you have
about 10 minutes before it is launched against you! And, he loves to give
you the gifts. Now, if you are feeling rather confident of yourself, proceed
to Step 2. Otherwise (Most likely), continue reading Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular
sight, would it? Therefore, when building your structures, build them as
far apart as possible! Try to save up, build a Stratagy Center as quickly
as possible, and put on the Hold the Line battle strategy. It increases
the armor of your buildings by 25%. (Yes, I know, it won't be much help
when a Nuke hits, but at least those that are further away from the center
of the explosion will have a higher chance of surviving.) Now, if you need
to build some Supply Drop Zones. If you are quickly enough, the nuke would
not have hit. Otherwise, be prepared to rebuild any building the Nuke would
have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will
have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done
to your base. Or, make him pay for the psychological trauma that you have
experienced due to fears that the Nuclear Missile might hit your base!
Now, it is time to build 4 Aurora Bombers, so that they fill up the entire
Airfield. Now, you do have the privilege of being able to see the Nuclear
Missile Silo is! Set your Battle Strategy to Bombardment Mode. Now, send
your 4 Aurora Bombers on their unstoppable bombing run to take out the
Nuclear Missile Silo! Use a Carpet Bomber to finish it off! Now, with the
Nuclear Missile Silo gone, you can fight on a more even basis. (All other
nuclear missile silos are inactive, and they won't work.)

Of course, prevention is always better than cure, as you cannot afford
to be caught off guard when General Clear Stone rebuilds his Nuclear Missile
Silo. Therefore, build your own Particle Cannon and let it warm up. Now,
whenever General Clear Stone decides to rebuild his Nuclear Missile, you
can make him pay for it!

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to counter attack!
Send some stealth Comanches over to the northeast, past the plain with
Nuke Cannons deployed and destroy the Nuke Cannons, then back at some,
build some Tomahawk Missiles and some Microwave Tanks as well as some
Humvees. Then send them to the empty plain where your stealth comanches
are hidden from view. Use the microwave tanks to cook all the infantry
inside garrisoned structures and then you can continue to move on to the
northeast part of the map

You will find a small outpost with some Advanced Nuclear Reactors, Barracks
and two inactive Nuclear Missile Silos guarded by Gattling Cannons and
some garrisoned towers. Again, use the Microwave Tanks to ding the people
inside to death, and then you can at the same time, disable the Gattling
Cannons with the Microwave Tank and then destroy them with Comanches and
Tomahawk Missile while they cannot fight back. When you have entered the
outpost, you will be told that you can look at his Nuclear Missiles, but
you cannot touch! I know that you may be tempted to capture the nuclear
missile silos, but don't bother, as they will simply explode instead of
allowing you to have them. Therefore, simply destroy everything and this
step would be considered completed.

Step 4: Attack his main base from the east
It is time to finish him once and for all. Go west from this outpost and
go around a mountain range. You will be at the eastern entrance of General
Clear Stone's base. However, this base assault is not going to be easy.
If you have used a Spy Satellite to have a look inside the base, you will
find lots of infantry and several Overlord Tanks guarding the base!
Therefore, I suggest you unseat them a bit using a Particle Cannon or an
A-10 Strike before you let your units get anywhere near the base! After
they are gone, you can send your Tomahawks in to remove the Gattling Cannons,
while your Comanches start clearing everything else. (Better safe than
sorry, build an additional 20 Comanches to help you. I am assuming that
you have enough money.)

Having beaten him, General Clear Stone would look a bit worried, and he
will say, "I more nuke and I would have reduced you to dust." I guess that
is midlife crisis for you!

*****PLAYING AS GENERAL "PINPOINT" TOWNES*****
Step 1: Build your base and prepare for the worst
Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,
I know, it is up to the basic base construction rules again and again.
Yes, build Cold Fusion Reactors, a Supply Center with two Chinooks, a
barracks, a War Factory and at least one Airfield. Be prepared to build
Laser Defense Turrets to hold off any infantry or tanks that may come your
way. Not long after you begin, tea is ready! Actually no, "Hey look! I
have a nuke all ready for you!" Oh dear, it seems that one of General Clear
Stone's Nuclear Missile Silos have been automatically primed, and you have
about 10 minutes before it is launched against you! And, he loves to give
you the gifts. Now, if you are feeling rather confident of yourself, proceed
to Step 2. Otherwise (Most likely), continue reading Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular
sight, would it? Therefore, when building your structures, build them as
far apart as possible! Try to save up, build a Stratagy Center as quickly
as possible, and put on the Hold the Line battle strategy. It increases
the armor of your buildings by 25%. (Yes, I know, it won't be much help
when a Nuke hits, but at least those that are further away from the center
of the explosion will have a higher chance of surviving.) Now, if you need
to build some Supply Drop Zones. If you are quickly enough, the nuke would
not have hit. Otherwise, be prepared to rebuild any building the Nuke would
have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will
have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done
to your base. Or, make him pay for the psychological trauma that you have
experienced due to fears that the Nuclear Missile might hit your base!
Now, it is time to build 4 Aurora Bombers, so that they fill up the entire
Airfield. Now, you do have the privilege of being able to see the Nuclear
Missile Silo is! Set your Battle Strategy to Bombardment Mode. Now, send
your 4 Aurora Bombers on their unstoppable bombing run to take out the
Nuclear Missile Silo! Use an A-10 Strike to finish it off! Now, with the
Nuclear Missile Silo gone, you can fight on a more even basis. (All other
nuclear missile silos are inactive, and they won't work.)

Of course, prevention is always better than cure, as you cannot afford
to be caught off guard when General Clear Stone rebuilds his Nuclear Missile
Silo. Therefore, build your own Particle Cannon and let it warm up. Now,
whenever General Clear Stone decides to rebuild his Nuclear Missile, you
can make him pay for it!

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to counter attack!
Send some Comanches over to the northeast, past the plain with Nuke Cannons
deployed and destroy the Nuke Cannons, then back at some, build some Laser
Tanks, Avengers and some Microwave Tanks. Then send them to the empty plain
where your comanches are hovering above. Use the microwave tanks to cook
all the infantry inside garrisoned structures and then you can continue
to move on to the northeast part of the map

You will find a small outpost with some Advanced Nuclear Reactors, Barracks
and two inactive Nuclear Missile Silos guarded by Gattling Cannons and
some garrisoned towers. Again, use the Microwave Tanks to ding the people
inside to death, and then you can at the same time, disable the Gattling
Cannons with the Microwave Tank and then destroy them with Laser Tanks
while they cannot fight back. When you have entered the outpost, you will
be told that you can look at his Nuclear Missiles, but you cannot touch!
I know that you may be tempted to capture the nuclear missile silos, but
don't bother, as they will simply explode instead of allowing you to have
them. Therefore, simply destroy everything and this step would be
considered completed.

Step 4: Attack his main base from the east
It is time to finish him once and for all. Go west from this outpost and
go around a mountain range. You will be at the eastern entrance of General
Clear Stone's base. However, this base assault is not going to be easy.
If you have used a Spy Satellite to have a look inside the base, you will
find lots of infantry and several Overlord Tanks guarding the base!
Therefore, I suggest you unseat them a bit using a Particle Cannon or an
A-10 Strike before you let your units get anywhere near the base! After
they are gone, you can send your Laser Tanks in to remove the Gattling
Cannons, and you can go in and let lose the dogs of war. (Better safe than
sorry, build an additional 20 Laser Tanks to help you. I am assuming that
you have enough money.)

Having beaten him, General Clear Stone would look a bit worried, and he
will say, "I more nuke and I would have reduced you to dust." I guess that
is midlife crisis for you!

*****PLAYING AS DR. THRAX*****
Step 1: Build your base and prepare for the worst
Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,
I know, it is up to the basic base construction rules again and again.
Yes, build a Barracks, a Supply Stash with 6 workers, an Arms Dealer and
all the what not. Be prepared to build Toxin Networks and Stinger Sites
to hold off any infantry or tanks that may come your way. Not long after
you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready
for you!" Oh dear, it seems that one of General Clear Stone's Nuclear
Missile Silos have been automatically primed, and you have about 10 minutes
before it is launched against you! And, he loves to give you the gifts.
Now, if you are feeling rather confident of yourself, proceed to Step 2.
Otherwise (Most likely), continue reading Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular
sight, would it? Therefore, when building your structures, build them as
far apart as possible! Try to save up, build a Palace as quickly as possible,
and quickly research the Fortified Structure upgrade. It increases the
armor of your buildings. (Yes, I know, it won't be much help when a Nuke
hits, but at least those that are further away from the center of the
explosion will have a higher chance of surviving. It is still a pain to
wait for your buildings to rebuild from the GLA Holes.) Now, if you need
to build some Black Markets. If you are quickly enough, the nuke would
not have hit. Otherwise, be prepared to rebuild any building the Nuke would
have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will
have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done
to your base. Or, make him pay for the psychological trauma that you have
experienced due to fears that the Nuclear Missile might hit your base!
Now, it is time to build a strike team! I suggest about 10 Scorpion Tanks
and maybe 3-4 Rocket Buggies that are upgraded to the max. Now, move
northeast, and go through the small town, watching out for the radiation.
Then the nuclear missile should be clearly visible to the northeast of
the town, and you can open fire. Hurry up and you should be able to destroy
the Nuclear Missile Silo before they can react. (Rather difficult, really.)
Now, with the Nuclear Missile Silo gone, you can fight on a more even basis.
(All other nuclear missile silos are inactive, and they won't work.)

Of course, prevention is always better than cure, as you cannot afford
to be caught off guard when General Clear Stone rebuilds his Nuclear Missile
Silo. Therefore, build your own SCUD Storm and let it warm up. Now, whenever
General Clear Stone decides to rebuild his Nuclear Missile, you can make
him pay for it!

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to fight back, however,
if you linger around for too long after you have destroyed the Nuclear
Missile Silo, their tanks and infantry will swoop upon your units and
destroy you. Therefore, I suggest you pick on his outpost to the east first.
Therefore, send your units to the east and around the mountain range while
avoiding all the units that are in hot pursuit of you. (If your attack
force is destroyed, then build a new horde of Scorpion Tanks, Rocket Buggies,
SCUD Launchers and Quad Cannons and move them to the outpost there.)

You will find a small outpost with some Advanced Nuclear Reactors, Barracks
and two inactive Nuclear Missile Silos guarded by Gattling Cannons and
some garrisoned towers. Use your long range units, to destroy the Gattling
Cannons, while your SCUD Launchers destroy the garrisoned towers and watch
the people inside get out and be transformed into salamander men! When
you have entered the outpost, you will be told that you can look at his
Nuclear Missiles, but you cannot touch! I know that you may be tempted
to capture the nuclear missile silos, but don't bother, as they will simply
explode instead of allowing you to have them. Therefore, simply destroy
everything and this step would be considered completed.

Step 4: Attack his main base from the east
It is time to finish him once and for all. Go back to the eastern entrance
of General Clear Stone's base. Ready your troops However, this base assault
is not going to be easy. If you have used a Radar Scan to have a look inside
the base, you will find lots of infantry and several Overlord Tanks guarding
the base! Therefore, I suggest you unseat them a bit using a SCUD Storm
and an Anthrax Bomb you let your units get anywhere near the base! After
they are gone, you can send your SCUD Launchers in to remove the Gattling
Cannons, and you can go in and let lose the dogs of war. (Better safe than
sorry, build an additional 20 Scorpion Tanks to help you. I am assuming
that you have enough money.)

Having beaten him, General Clear Stone would look a bit worried, and he
will say, "I more nuke and I would have reduced you to dust." I guess that
is midlife crisis for you!

*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****
Step 1: Build your base and prepare for the worst
Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,
I know, it is up to the basic base construction rules again and again.
Yes, build a Barracks, a Supply Stash with 6 workers, an Arms Dealer and
all the what not. Be prepared to build Tunnel Networks and Stinger Sites
to hold off any infantry or tanks that may come your way. Not long after
you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready
for you!" Oh dear, it seems that one of General Clear Stone's Nuclear
Missile Silos have been automatically primed, and you have about 10 minutes
before it is launched against you! And, he loves to give you the gifts.
Now, if you are feeling rather confident of yourself, proceed to Step 2.
Otherwise (Most likely), continue reading Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular
sight, would it? Therefore, when building your structures, build them as
far apart as possible! Try to save up, build a Palace as quickly as possible,
and quickly research the Fortified Structure upgrade. It increases the
armor of your buildings. (Yes, I know, it won't be much help when a Nuke
hits, but at least those that are further away from the center of the
explosion will have a higher chance of surviving. It is still a pain to
wait for your buildings to rebuild from the GLA Holes.) Now, if you need
to build some Black Markets. If you are quickly enough, the nuke would
not have hit. Otherwise, be prepared to rebuild any building the Nuke would
have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will
have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done
to your base. Or, make him pay for the psychological trauma that you have
experienced due to fears that the Nuclear Missile might hit your base!
Now, it is time to build a strike team! I suggest about 10 Scorpion Tanks
and maybe 3-4 Rocket Buggies that are upgraded to the max. Now, move
northeast, and go through the small town, watching out for the radiation.
Then the nuclear missile should be clearly visible to the northeast of
the town, and you can open fire. Hurry up and you should be able to destroy
the Nuclear Missile Silo before they can react. (Rather difficult, really.)
Now, with the Nuclear Missile Silo gone, you can fight on a more even basis.
(All other nuclear missile silos are inactive, and they won't work.)

A second method is to make use of the Level 3 Rebel Ambush. Ambush the
Nuclear Missile, and have your Rebels open fire on it. Make sure that you
have the Suicide Upgrade in effect. Therefore, if someone does intervene,
your Rebel will explode and hit the Nuclear Missile Silo!

Of course, prevention is always better than cure, as you cannot afford
to be caught off guard when General Clear Stone rebuilds his Nuclear Missile
Silo. Therefore, build your own SCUD Storm and let it warm up. Now, whenever
General Clear Stone decides to rebuild his Nuclear Missile, you can make
him pay for it!

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to fight back, however,
if you linger around for too long after you have destroyed the Nuclear
Missile Silo, their tanks and infantry will swoop upon your units and
destroy you. Therefore, I suggest you pick on his outpost to the east first.
Therefore, send your units to the east and around the mountain range while
avoiding all the units that are in hot pursuit of you. (If your attack
force is destroyed, then build a new horde of Scorpion Tanks, Rocket Buggies,
SCUD Launchers and Quad Cannons and move them to the outpost there.)

You will find a small outpost with some Advanced Nuclear Reactors, Barracks
and two inactive Nuclear Missile Silos guarded by Gattling Cannons and
some garrisoned towers. Use your long range units, to destroy the Gattling
Cannons, while your SCUD Launchers destroy the garrisoned towers! When
you have entered the outpost, you will be told that you can look at his
Nuclear Missiles, but you cannot touch! I know that you may be tempted
to capture the nuclear missile silos, but don't bother, as they will simply
explode instead of allowing you to have them. Therefore, simply destroy
everything and this step would be considered completed.

Step 4: Attack his main base from the east
It is time to finish him once and for all. Go back to the eastern entrance
of General Clear Stone's base. Ready your troops However, this base assault
is not going to be easy. If you have used a Radar Scan to have a look inside
the base, you will find lots of infantry and several Overlord Tanks guarding
the base! Therefore, I suggest you unseat them a bit using a SCUD Storm
and an Anthrax Bomb you let your units get anywhere near the base! After
they are gone, you can send your SCUD Launchers in to remove the Gattling
Cannons, and you can go in and let lose the dogs of war. (Better safe than
sorry, build an additional 20 Scorpion Tanks to help you. I am assuming
that you have enough money.) Sending in terrorist Combat Bikes also works
wonders too!

Having beaten him, General Clear Stone would look a bit worried, and he
will say, "I more nuke and I would have reduced you to dust." I guess that
is midlife crisis for you!

*****PLAYING AS PRINCE KASSAD*****
Step 1: Build your base and prepare for the worst
Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,
I know, it is up to the basic base construction rules again and again.
Yes, build a Barracks, a Supply Stash with 6 workers, an Arms Dealer and
all the what not. Be prepared to build Tunnel Networks and Stinger Sites
to hold off any infantry or tanks that may come your way. Not long after
you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready
for you!" Oh dear, it seems that one of General Clear Stone's Nuclear
Missile Silos have been automatically primed, and you have about 10 minutes
before it is launched against you! And, he loves to give you the gifts.
Now, if you are feeling rather confident of yourself, proceed to Step 2.
Otherwise (Most likely), continue reading Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular
sight, would it? Therefore, when building your structures, build them as
far apart as possible! Try to save up, build a Palace as quickly as possible,
and quickly research the Fortified Structure upgrade. It increases the
armor of your buildings. (Yes, I know, it won't be much help when a Nuke
hits, but at least those that are further away from the center of the
explosion will have a higher chance of surviving. It is still a pain to
wait for your buildings to rebuild from the GLA Holes.) Now, if you need
to build some Black Markets. If you are quickly enough, the nuke would
not have hit. Otherwise, be prepared to rebuild any building the Nuke would
have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will
have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done
to your base. Or, make him pay for the psychological trauma that you have
experienced due to fears that the Nuclear Missile might hit your base!
Now, it is time to build a strike team! I suggest about 12 Quad Cannons
and maybe 4-5 Rocket Buggies that are upgraded to the max. Now, move
northeast, and go through the small town, watching out for the radiation.
Then the nuclear missile should be clearly visible to the northeast of
the town, and you can open fire. Hurry up and you should be able to destroy
the Nuclear Missile Silo before they can react. (Rather difficult, really.)
Now, with the Nuclear Missile Silo gone, you can fight on a more even basis.
(All other nuclear missile silos are inactive, and they won't work.)

Of course, prevention is always better than cure, as you cannot afford
to be caught off guard when General Clear Stone rebuilds his Nuclear Missile
Silo. Therefore, build your own SCUD Storm and let it warm up. Now, whenever
General Clear Stone decides to rebuild his Nuclear Missile, you can make
him pay for it!

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to fight back, however,
if you linger around for too long after you have destroyed the Nuclear
Missile Silo, their tanks and infantry will swoop upon your units and
destroy you. Therefore, I suggest you pick on his outpost to the east first.
Therefore, send your units to the east and around the mountain range while
avoiding all the units that are in hot pursuit of you. (If your attack
force is destroyed, then build a new horde of Rocket Buggies and Quad
Cannons and move them to the outpost there.)

You will find a small outpost with some Advanced Nuclear Reactors, Barracks
and two inactive Nuclear Missile Silos guarded by Gattling Cannons and
some garrisoned towers. Use your long range units, to destroy the Gattling
Cannons and the garrisoned towers! When you have entered the outpost, you
will be told that you can look at his Nuclear Missiles, but you cannot
touch! I know that you may be tempted to capture the nuclear missile silos,
but don't bother, as they will simply explode instead of allowing you to
have them. Therefore, simply destroy everything and this step would be
considered completed.

Step 4: Attack his main base from the east
It is time to finish him once and for all. Go back to the eastern entrance
of General Clear Stone's base. Ready your troops However, this base assault
is not going to be easy. If you have used a Radar Scan to have a look inside
the base, you will find lots of infantry and several Overlord Tanks guarding
the base! Therefore, I suggest you unseat them a bit using a SCUD Storm
and an Anthrax Bomb you let your units get anywhere near the base! After
they are gone, you can send your SCUD Launchers in to remove the Gattling
Cannons, and you can go in and let lose the dogs of war. (Better safe than
sorry, build an additional 20 Quad Cannons to help you. I am assuming that
you have enough money.) Sending in terrorist Combat Bikes also works
wonders too!

Having beaten him, General Clear Stone would look a bit worried, and he
will say, "I more nuke and I would have reduced you to dust." I guess that
is midlife crisis for you!

*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****
Step 1: Build your base and prepare for the worst
Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,
I know, it is up to the basic base construction rules again and again.
Yes, build Nuclear Reactors, a Supply Center with two Supply Trucks, a
barracks, a War Factory and at least one Airfield. Be prepared to build
Gattling Cannons and some Tanks to hold off any infantry or tanks that
may come your way. Not long after you begin, tea is ready! Actually no,
"Hey look! I have a nuke all ready for you!" Oh dear, it seems that one
of General Clear Stone's Nuclear Missile Silos have been automatically
primed, and you have about 10 minutes before it is launched against you!
And, he loves to give you the gifts. Now, if you are feeling rather confident
of yourself, proceed to Step 2. Otherwise (Most likely), continue reading
Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular
sight, would it? Therefore, when building your structures, build them as
far apart as possible! Try to save up, build a Propaganda Center as quickly
as possible, also build an Internet Center, and fill it up with as many
Super Hackers as possible, then train Super Lotus. Now, let's go on to
Step 2. (If the Nuke hits, you will have 10 more minutes to initiate the
next step.)

Step 2: Capture the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done
to your base. Or, make him pay for the psychological trauma that you have
experienced due to fears that the Nuclear Missile might hit your base!
Now, it is time to send Super Lotus into his base. Try to sneak around
his defenses, and watch out for all the radiation on the round, as they
can harm Black Lotus, then sneak over to the Nuclear Silo and capture it
from across the wall. The nuclear silo should explode. Now, with the Nuclear
Missile Silo gone, you can fight on a more even basis. (All other nuclear
missile silos are inactive, and they won't work.)

Of course, prevention is always better than cure, as you cannot afford
to be caught off guard when General Clear Stone rebuilds his Nuclear Missile
Silo. Therefore, build your own Particle Cannon and let it warm up. Now,
whenever General Clear Stone decides to rebuild his Nuclear Missile, you
can make him pay for it!

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to counter attack!
Send some Assault Troop Crawlers, Attack Outposts and Assault Helices (load
them up) over to the northeast, past the plain with Nuke Cannons deployed
and destroy the Nuke Cannons, then back at some, build some Dragon Tanks
and ECM Tanks. Then send them to the empty plain where your transports
are stationed. Use the Dragon Tanks to cook all the infantry inside
garrisoned structures and then you can continue to move on to the northeast
part of the map.

You will find a small outpost with some Advanced Nuclear Reactors, Barracks
and two inactive Nuclear Missile Silos guarded by Gattling Cannons and
some garrisoned towers. Again, use the Dragon Tanks to ding the people
inside to death, and then you can send your Nuke Cannons in to destroy
all the Gattling Cannons. When you have entered the outpost, you will be
told that you can look at his Nuclear Missiles, but you cannot touch! I
know that you may be tempted to capture the nuclear missile silos, but
don't bother, as they will simply explode instead of allowing you to have
them. Therefore, simply destroy everything and this step would be
considered completed.

Step 4: Attack his main base from the east
It is time to finish him once and for all. Go west from this outpost and
go around a mountain range. You will be at the eastern entrance of General
Clear Stone's base. However, this base assault is not going to be easy.
If you have used a Satellite Hack II to have a look inside the base, you
will find lots of infantry and several Overlord Tanks guarding the base!
Therefore, I suggest you unseat them a bit using a Nuclear Missile or an
Artillery Barrage before you let your units get anywhere near the base!
After they are gone, you can send your Nuke Cannons in to remove the Gattling
Cannons, and you can go in and let lose the dogs of war. (Better safe than
sorry, build an additional 20 Attack Outposts to help you. I am assuming
that you have enough money.)

Having beaten him, General Clear Stone would look a bit worried, and he
will say, "I more nuke and I would have reduced you to dust." I guess that
is midlife crisis for you!

*****PLAYING AS GENERAL TA HWUN KWAI*****
Step 1: Build your base and prepare for the worst
Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,
I know, it is up to the basic base construction rules again and again.
Yes, build Nuclear Reactors, a Supply Center with two Supply Trucks, a
barracks, a War Factory and at least one Airfield. Be prepared to build
Gattling Cannons and some Tanks to hold off any infantry or tanks that
may come your way. Not long after you begin, tea is ready! Actually no,
"Hey look! I have a nuke all ready for you!" Oh dear, it seems that one
of General Clear Stone's Nuclear Missile Silos have been automatically
primed, and you have about 10 minutes before it is launched against you!
And, he loves to give you the gifts. Now, if you are feeling rather confident
of yourself, proceed to Step 2. Otherwise (Most likely), continue reading
Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular
sight, would it? Therefore, when building your structures, build them as
far apart as possible! Try to save up, build a Propaganda Center as quickly
as possible, also build an Internet Center, and fill it up with as many
Hackers as possible, then train Black Lotus. Now, let's go on to Step 2.
(If the Nuke hits, you will have 10 more minutes to initiate the next step.)

Step 2: Capture the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done
to your base. Or, make him pay for the psychological trauma that you have
experienced due to fears that the Nuclear Missile might hit your base!
Now, it is time to send Black Lotus into his base. Try to sneak around
his defenses, and watch out for all the radiation on the round, as they
can harm Black Lotus, then sneak over to the Nuclear Silom and capture
it from across the wall. The nuclear silo should explode. Now, with the
Nuclear Missile Silo gone, you can fight on a more even basis. (All other
nuclear missile silos are inactive, and they won't work.)

Of course, prevention is always better than cure, as you cannot afford
to be caught off guard when General Clear Stone rebuilds his Nuclear Missile
Silo. Therefore, build your own Particle Cannon and let it warm up. Now,
whenever General Clear Stone decides to rebuild his Nuclear Missile, you
can make him pay for it!

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to counter attack!
Send some Battlemaster Tanks over to the northeast, past the plain with
Nuke Cannons deployed and destroy the Nuke Cannons, then back at some,
build some Flame Tanks and ECM Tanks. Then send them to the empty plain
where your Battlemaster Tanks are stationed. Use the Dragon Tanks to cook
all the infantry inside garrisoned structures and then you can continue
to move on to the northeast part of the map

You will find a small outpost with some Advanced Nuclear Reactors, Barracks
and two inactive Nuclear Missile Silos guarded by Gattling Cannons and
some garrisoned towers. Again, use the Dragon Tanks to ding the people
inside to death, and then you can send your battlemaster tanks in to destroy
all the Gattling Cannons. When you have entered the outpost, you will be
told that you can look at his Nuclear Missiles, but you cannot touch! I
know that you may be tempted to capture the nuclear missile silos, but
don't bother, as they will simply explode instead of allowing you to have
them. Therefore, simply destroy everything and this step would be
considered completed.

Step 4: Attack his main base from the east
It is time to finish him once and for all. Go west from this outpost and
go around a mountain range. You will be at the eastern entrance of General
Clear Stone's base. However, this base assault is not going to be easy.
If you have used a Satellite Hack II to have a look inside the base, you
will find lots of infantry and several Overlord Tanks guarding the base!
Therefore, I suggest you unseat them a bit using a Nuclear Missile or an
Artillery Barrage before you let your units get anywhere near the base!
After they are gone, you can send your Emperor Tanks in to remove the
Gattling Cannons, and you can go in and let lose the dogs of war. (Better
safe than sorry, build an additional 20 Battlemaster Tanks to help you.
I am assuming that you have enough money.)

Having beaten him, General Clear Stone would look a bit worried, and he
will say, "I more nuke and I would have reduced you to dust." I guess that
is midlife crisis for you!

---------------------------------------------------
h. Chinese Dragon General: General Leang [CCGZH8H]
---------------------------------------------------
In the loading screen, you will get a glimpse of the final General, General
Leang. So, General Ta Hwun Kwai was right about the final General being
a Tigress, as she is a woman! She asks, "Why do you run towards your own
demise?" Then, as you watch the opening cutscene, you will find that you
are somewhere in Tibet, China. Your tank battalion moves forwards, and
reaches a gate with some statues of ancient Chinese soldiers. You hear
General Leang's voice. "Leave this place before you anger me!" She warns,
but your battalion ignores her warning, and suddenly, a particle beam cuts
through your units in front, a Scud Storm is then launched at your tanks
in the middle, and a nuke pulverizes the ones in the rear! "In the end,
all fall before me!" Then, you will be notified that capturing her weapon
storage bunkers can reset the timers on all of General Leang's superweapons.
Then you are left to play. Notice that she has a Scud Storm, a Particle
Cannon and a Nuclear Missile Silo all ready for you, and you have 15 minutes
before they are ready! Let's fight!

*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****
Step 1: Build your base and control the southern edge of the map
Now, there is no time to lose. You must act quickly. First, build a Nuclear
Reactor and a Supply Center with 2 Supply Trucks. Then, build a barracks,
train 2 Minigunners and research the Capture Building Upgrade. Have them
capture the oil derrick on this island. Then, build a War Factory. Pump
out some Dragon Tanks and Attack Outposts and send them across the river.
You will notice that there are several Bunkers loaded full of troops. Send
your Dragon Tanks to burn the infantry inside. Make sure that the tank
is facing the correct direction, or you will not hit the bunkers. With
the bunkers cleared, send you troops to the mountain pass to the north
and have them guard the area against any Paladin Tanks or any other enemies
that they will send into your base. At the meantime, have some Attack
Outposts and Assault Troop Transports guard your base as General Leang
may send a Sneak Attack any time.

Now that you have secured the mountain pass, it is time to expand to the
supply depot your tanks have just passed. Build a second Supply Center,
War Factory, a Propaganda Center, an Internet Center as quickly as possible.
(Defend them with a line of Gattling Cannons to the north as MiGs will
be used from time to time against you) Notice those crates to the south?
They are worth $1000 each, so collect them all and you can have more funds
to use. The Internet Center can be placed inside your main base if you
have room. Otherwise, build it at your auxiliary base. Fill it with Super
Hackers on the double, and train Super Lotus (or corrupt one into serving
you, as General Leang says). You will understand later. Have her capture
the second Oil Derrick to the north for now.

Step 2: Secure the land around the first Bunker
Now, as you have the technology, build a couple of Attack Outposts, Assault
Helices fully loaded assisted with Inferno Cannons (or Nuke Cannons). Then,
move north, and shell and burn all the infantry units guarding the Bunker.
Good. You now have secured this Bunker. But do not capture it with Super
Louts until the timers are just about to tick to zero, or you will not
gain too much time. (By the time I reached the Bunker here, there were
still about 5 minutes left, so I waited for another 4 minutes before I
captured it) Otherwise, move on to the next step.

Step 3: Secure the land around the second Bunker
As you may notice, the second bunker. (The Particle Cannon Bunker) is
directly to the north of the Scud Storm. It is guarded by 4 Overlord Tanks.
Therefore, I suggest you build another War Factory, guarded by Gattling
Cannons to stop those MiGs and the occasional Helix loaded with Tank Hunters!
Then, build a couple of Nuke Cannons (upgraded with Neutron Shells from
a Nuke Silo. You will understand why later) supported by Attack Outposts
and ECM Tanks in the front. Then, send them to the north of the Mountain
Pass. You will notice that there is a Bunker filled with troops by the
bridge. Fire one single neutron shell at the Bunker and the people inside
will be vaporized.

Then, continue to move north, until the enemy Overlord Tanks are just in
sight. It is best that you do not try to attract their attention. Therefore,
fire Neutron Shells at the Overlord Tanks to neutralize them once and for
all, and be careful as you approach the lone tunnel network, or you will
be ambushed by the units inside. Therefore, I suggest you play safe, and
fire another Neutron Shell at the Tunnel Network. The units inside,
infantry and tanks will be vaporized, and they will all be ejected from
the tunnel and explode. Then, you can move the Outposts and Artillery in
to destroy the Tunnel Network. With it gone, this area is secured. Send
Super Lotus in to capture the Tech Reinforcement Pad, and build an
additional Supply Center and several Gattling Cannons around the supply
dock. Now, you can have Super Lotus on standby to capture this bunker when
the timer is almost gone down to zero. (What does that bunker store anyway?
Excess photons of light, or something?) Proceed to the next step.

Step 3: Build an expeditionary force and cross the bridge next to the
Particle Beam bunker and secure the land around the final Bunker.
Now, as the title says, build maybe 10 more Attack Outposts with Nuke
Cannons and ECMs for support and send them across the bridge west of the
particle beam bunker. You will encounter some token resistance with a
couple of Tank Hunters, Paladin Tanks and Dragon Tanks, and what's up with
that? Just blow the life out of them and you will be fine! You will notice
that there is yet another Tunnel Network to the west by the Nuclear Weapons
Bunker, and don't worry, there is no one there now that you have cleaned
it out one moment ago. Congrats, there is very little resistance here and
the final bunker is in your hands. Notice that bridge leading north? That
bridge is the only way into and out of the base of General Leang! Therefore,
I would recommend you to build a line of Gattling Cannons and yet another
War Factory to build more units for the final assault.

Note: You may wonder why I did not ask to send units across the bridge
to the east of the mountain pass. Yes, I know. There is another bridge
on the other side, but for some reason, when I ordered my units to cross
to the other side, they just did a U-turn and went back to the bridge by
the Particle Beam Bunker to cross. Maybe it is due to the Chinese gate
that is blocking the way.

Step 4: Perform a final attack on the base
Now that you have secured the exit and entrance of the base, it is time
to finish General Leang off once and for all. If you are quickly enough,
you may still have about 8 minutes left on her superweapon timer, with
still one Bunker to be captured. Now, build maybe 8 Overlord Tanks, upgrade
half with Speaker Towers and half with Gattling Cannons. Then, build some
ECM Tanks and Nuke Cannons for support. Have Satellite Hack 2 upgraded
from the Command Center. Then, you can send them in. To unsettle their
frontal defenses, you can drop a Nuclear Bomb at the first group of
buildings you find across the bridge, then use a neutron shell to take
out the units garrisoned inside the Bunker. Then send your Overlord Tanks
in. Now, you will have to be very careful around here. There is a long
line of Patriot Missile systems on the ridge to the north, and you will
suddenly find yourself underfire from all directions if you are not
prepared. Therefore, you should use the Nuke Cannons to carefully destroy
them all from a range before you move in.

By the way, notice that there is a large push cut and trimmed in the shape
of the Chinese letter tiger. I wonder how such bushes can grow in such
cold conditions. Anyway, with the Patriots gone, you should divide your
Attack Outpsots into two groups of 8. One will move up the staircase, while
the other will go east. Have these two groups destroy everything in their
path now. Once the one reaches the first Command Center, have them stay
there. Same goes for the other group once they have destroyed the two
Airfields on their side. This is to prevent any of her construction dozers
from reaching those areas and rebuilding the things that you have destroyed.
It is very annoying, and they rebuild so quickly.

While they are standing their ground, send your Nuke Cannons up the stairs
and start to shell everything that they find. Do you get my point? To make
them more stronger to begin with, make use of the Artillery Training General
Ability. Anyway, with such destructive power, very few things can resist
your Nuke Cannons before it is too late, particularly they have their adult
supervision, which are the Overlord Tanks around. If you have trouble
destroying the Superweapons, use Black Lotus to capture the Nuclear Weapon
Bunker to allow for more time for you to destroy them. For your information,
the Nuclear Missile Silo is in the far west of the base, the Scud Storm
in the center, and the Particle Cannon in the far east. Now, just destroy
them, along with every other production structure General Leang has and
the final level of the Generals Challenge will be complete! Finally!

When you beat her, the camera will be focused on the patch of grass with
the bushes trimmed in the shape of the Chinese character "Tiger". Then,
General Leang will admit defeat. In the victory screen, General Leang will
say that it was a very good competition, and if you have time, challenge
her again. WHAT? A competition? What kind of sport involves so many lives
being lost and so many vehicles being destroyed? War is not a sport, I
tell you. It is a matter of life and death! Anyway, congratulations, as
you have officially beaten the General's Challenge Mode!

*****PLAYING AS GENERAL TA HWUN KWAI*****
Step 1: Build your base and control the southern edge of the map
Now, there is no time to lose. You must act quickly. First, build a Nuclear
Reactor and a Supply Center with 2 Supply Trucks. Then, build a barracks,
train 2 Red Guards and research the Capture Building Upgrade. Have them
capture the oil derrick on this island. Then, build a War Factory. Pump
out some Dragon Tanks and Battlemaster Tanks and send them across the river.
You will notice that there are several Bunkers loaded full of troops. Send
your Dragon Tanks to burn the infantry inside. Make sure that the tank
is facing the correct direction, or you will not hit the bunkers. With
the bunkers cleared, send you troops to the mountain pass to the north
and have them guard the area against any Paladin Tanks or any other enemies
that they will send into your base. At the meantime, have some Battlemasters
guard your base as General Leang may send a Sneak Attack any time.

Now that you have secured the mountain pass, it is time to expand to the
supply depot your tanks have just passed. Build a second Supply Center,
War Factory, a Propaganda Center, an Internet Center as quickly as possible.
(Defend them with a line of Gattling Cannons to the north as MiGs will
be used from time to time against you) Notice those crates to the south?
They are worth $1000 each, so collect them all and you can have more funds
to use. The Internet Center can be placed inside your main base if you
have room. Otherwise, build it at your auxiliary base. Fill it with Hackers
on the double, and train Black Lotus (or corrupt one into serving you,
as General Leang says). You will understand later. Have her capture the
second Oil Derrick to the north for now.

Step 2: Secure the land around the first Bunker
Now, as you have the technology, build a couple of Emperor Tanks, Dragon
Tanks assisted with ECM Tanks and Battlemaster Tanks. Also research the
Autoloader Upgrade from the Propaganda Center to allow your Battlemasters
have a trebled rate of fire. Then, move north, and burn all the infantry
units guarding the Bunker. Good. You now have secured this Bunker. But
do not capture it with Black Lotus until the timers are just about to tick
to zero, or you will not gain too much time. (By the time I reached the
Bunker here, there were still about 5 minutes left, so I waited for another
4 minutes before I captured it) Otherwise, move on to the next step.

Step 3: Secure the land around the second Bunker
As you may notice, the second bunker. (The Particle Cannon Bunker) is
directly to the north of the Scud Storm. It is guarded by 4 Overlord Tanks.
Therefore, I suggest you build another War Factory, guarded by Gattling
Cannons to stop those MiGs and the occasional Helix loaded with Tank Hunters!
Then, build a couple of Nuke Cannons (upgraded with Neutron Shells from
a Nuke Silo. You will understand why later) supported by Overlord Tanks
and ECM Tanks in the front. Then, send them to the north of the Mountain
Pass. You will notice that there is a Bunker filled with troops by the
bridge. Send a Dragon Tank, along with an ECM Tank to disrupt the missiles,
and then fry the units inside.

Then, continue to move north, until the enemy Overlord Tanks are just in
sight. Unfortunately due to the lack of Artillery, General Ta Hwun Kwai
has to rush in without any elements of surprise. Therefore, you should
build more tanks before rushing. Units will pop out of the tunnel network
to engage you, so look out for them as well. It will be a tough battle,
but you should win. Then, you can move the Emperor Tanks in to destroy
the Tunnel Network. With it gone, this area is secured. Send Black Lotus
in to capture the Tech Reinforcement Pad, and build an additional Supply
Center and several Gattling Cannons around the supply dock. Now, you can
have Black Lotus on standby to capture this bunker when the timer is almost
gone down to zero. (What does that bunker store anyway? Excess photons
of light, or something?) Proceed to the next step.

Step 3: Build an expeditionary force and cross the bridge next to the
Particle Beam bunker and secure the land around the final Bunker.
Now, as the title says, build maybe 2 more Emperor Tanks with Battlemaster
Tanks and ECMs for support and send them across the bridge west of the
particle beam bunker. You will encounter some token resistance with a
couple of Tank Hunters, Paladin Tanks and Dragon Tanks, and what's up with
that? Just blow the life out of them and you will be fine! You will notice
that there is yet another Tunnel Network to the west by the Nuclear Weapons
Bunker, and don't worry, there is no one there now that you have cleaned
it out one moment ago. Congrats, there is very little resistance here and
the final bunker is in your hands. Notice that bridge leading north? That
bridge is the only way into and out of the base of General Leang! Therefore,
I would recommend you to build a line of Gattling Cannons and yet another
War Factory to build more units for the final assault.

Note: You may wonder why I did not ask to send units across the bridge
to the east of the mountain pass. Yes, I know. There is another bridge
on the other side, but for some reason, when I ordered my units to cross
to the other side, they just did a U-turn and went back to the bridge by
the Particle Beam Bunker to cross. Maybe it is due to the Chinese gate
that is blocking the way.

Step 4: Perform a final attack on the base
Now that you have secured the exit and entrance of the base, it is time
to finish General Leang off once and for all. If you are quickly enough,
you may still have about 8 minutes left on her superweapon timer, with
still one Bunker to be captured. Now, build maybe 8 Overlord Tanks, upgrade
half with Speaker Towers and half with Gattling Cannons. Then, build some
ECM Tanks and Nuke Cannons for support. Have Satellite Hack 2 upgraded
from the Command Center. Then, you can send them in. To unsettle their
frontal defenses, you can drop a Nuclear Bomb at the first group of
buildings you find across the bridge, then use a neutron shell to take
out the units garrisoned inside the Bunker. Then send your Overlord Tanks
in. Now, you will have to be very careful around here. There is a long
line of Patriot Missile systems on the ridge to the north, and you will
suddenly find yourself underfire from all directions if you are not
prepared. Therefore, you should use ECM Tanks to disrupt all missiles that
attempt to hit you while you are at it.

By the way, notice that there is a large push cut and trimmed in the shape
of the Chinese letter tiger. I wonder how such bushes can grow in such
cold conditions. Anyway, with the Patriots gone, you should divide your
Emperor Tanks into two groups of 4. One will move up the staircase, while
the other will go east. Have these two groups destroy everything in their
path now. Once the one reaches the first Command Center, have them stay
there. Same goes for the other group once they have destroyed the two
Airfields on their side. This is to prevent any of her construction dozers
from reaching those areas and rebuilding the things that you have destroyed.
It is very annoying, and they rebuild so quickly.

While they are standing their ground, send your Battlemaster up the stairs
and start to shell everything that they find. Do you get my point? To make
them more stronger to begin with, make use of the Battlemaster Training
General Ability. Anyway, with such destructive power, very few things can
resist your Battlemasters before it is too late, particularly they have
their triple shot autoloaders in use. If you have trouble destroying the
Superweapons, use Black Lotus to capture the Nuclear Weapon Bunker to allow
for more time for you to destroy them. For your information, the Nuclear
Missile Silo is in the far west of the base, the Scud Storm in the center,
and the Particle Cannon in the far east. Now, just destroy them, along
with every other production structure General Leang has and the final level
of the Generals Challenge will be complete! Finally!

When you beat her, the camera will be focused on the patch of grass with
the bushes trimmed in the shape of the Chinese character "Tiger". Then,
General Leang will admit defeat. In the victory screen, General Leang will
say that it was a very good competition, and if you have time, challenge
her again. WHAT? A competition? What kind of sport involves so many lives
being lost and so many vehicles being destroyed? War is not a sport, I
tell you. It is a matter of life and death! Anyway, congratulations, as
you have officially beaten the General's Challenge Mode!

*****PLAYING AS GENERAL CLEAR STONE*****
Step 1: Build your base and control the southern edge of the map
Now, there is no time to lose. You must act quickly. First, build an Advanced
Nuclear Reactor and a Supply Center with 2 Supply Trucks. Then, build a
barracks, train 2 Red Guards and research the Capture Building Upgrade.
Have them capture the oil derrick on this island. Then, build a War Factory.
Pump out some Dragon Tanks and Battlemaster Tanks and send them across
the river. You will notice that there are several Bunkers loaded full of
troops. Send your Dragon Tanks to burn the infantry inside. Make sure that
the tank is facing the correct direction, or you will not hit the bunkers.
With the bunkers cleared, send you troops to the mountain pass to the north
and have them guard the area against any Paladin Tanks or any other enemies
that they will send into your base. At the meantime, have some Battlemasters
guard your base as General Leang may send a Sneak Attack any time.

Now that you have secured the mountain pass, it is time to expand to the
supply depot your tanks have just passed. Build a second Supply Center,
War Factory, a Propaganda Center, an Internet Center as quickly as possible.
(Defend them with a line of Gattling Cannons to the north as MiGs will
be used from time to time against you) Notice those crates to the south?
They are worth $1000 each, so collect them all and you can have more funds
to use. The Internet Center can be placed inside your main base if you
have room. Otherwise, build it at your auxiliary base. Fill it with Hackers
on the double, and train Black Lotus (or corrupt one into serving you,
as General Leang says). You will understand later. Have her capture the
second Oil Derrick to the north for now.

Step 2: Secure the land around the first Bunker
Now, as you have the technology, build a couple of Overlord Tanks assisted
with Inferno Cannons (or Nuke Cannons). Also research Isotope Stability
from the Propaganda Center to avoid any nasty explosions that may occur
if your tanks are destroyed. Then, move north, and shell and burn all the
infantry units guarding the Bunker. Good. You now have secured this Bunker.
But do not capture it with Black Louts until the timers are just about
to tick to zero, or you will not gain too much time. (By the time I reached
the Bunker here, there were still about 5 minutes left, so I waited for
another 4 minutes before I captured it) Otherwise, move on to the next
step.

Step 3: Secure the land around the second Bunker
As you may notice, the second bunker. (The Particle Cannon Bunker) is
directly to the north of the Scud Storm. It is guarded by 4 Overlord Tanks.
Therefore, I suggest you build another War Factory, guarded by Gattling
Cannons to stop those MiGs and the occasional Helix loaded with Tank Hunters!
Then, build a couple of Nuke Cannons (upgraded with Neutron Shells from
a Nuke Silo. You will understand why later) supported by Overlord Tanks
and ECM Tanks in the front. Then, send them to the north of the Mountain
Pass. You will notice that there is a Bunker filled with troops by the
bridge. Fire one single neutron shell at the Bunker and the people inside
will be vaporized.

Then, continue to move north, until the enemy Overlord Tanks are just in
sight. It is best that you do not try to attract their attention. Therefore,
fire Neutron Shells at the Overlord Tanks to neutralize them once and for
all, and be careful as you approach the lone tunnel network, or you will
be ambushed by the units inside. Therefore, I suggest you play safe, and
fire another Neutron Shell at the Tunnel Network. The units inside,
infantry and tanks will be vaporized, and they will all be ejected from
the tunnel and explode. Then, you can move the Overlord Tanks in to destroy
the Tunnel Network. With it gone, this area is secured. Send Black Lotus
in to capture the Tech Reinforcement Pad, and build an additional Supply
Center and several Gattling Cannons around the supply dock. Now, you can
have Black Lotus on standby to capture this bunker when the timer is almost
gone down to zero. (What does that bunker store anyway? Excess photons
of light, or something?) Proceed to the next step.

Step 3: Build an expeditionary force and cross the bridge next to the
Particle Beam bunker and secure the land around the final Bunker.
Now, as the title says, build maybe 2 more Overlord Tanks with Nuke Cannons
and ECMs for support and send them across the bridge west of the particle
beam bunker. You will encounter some token resistance with a couple of
Tank Hunters, Paladin Tanks and Dragon Tanks, and what's up with that?
Just blow the life out of them and you will be fine! You will notice that
there is yet another Tunnel Network to the west by the Nuclear Weapons
Bunker, and don't worry, there is no one there now that you have cleaned
it out one moment ago. Congrats, there is very little resistance here and
the final bunker is in your hands. Notice that bridge leading north? That
bridge is the only way into and out of the base of General Leang! Therefore,
I would recommend you to build a line of Gattling Cannons and yet another
War Factory to build more units for the final assault.

Note: You may wonder why I did not ask to send units across the bridge
to the east of the mountain pass. Yes, I know. There is another bridge
on the other side, but for some reason, when I ordered my units to cross
to the other side, they just did a U-turn and went back to the bridge by
the Particle Beam Bunker to cross. Maybe it is due to the Chinese gate
that is blocking the way.

Step 4: Perform a final attack on the base
Now that you have secured the exit and entrance of the base, it is time
to finish General Leang off once and for all. If you are quickly enough,
you may still have about 8 minutes left on her superweapon timer, with
still one Bunker to be captured. Now, build maybe 8 Overlord Tanks, upgrade
half with Speaker Towers and half with Gattling Cannons. Then, build some
ECM Tanks and Nuke Cannons for support. Have Satellite Hack 2 upgraded
from the Command Center. Then, you can send them in. To unsettle their
frontal defenses, you can drop a Nuclear Bomb at the first group of
buildings you find across the bridge, then use a neutron shell to take
out the units garrisoned inside the Bunker. Then send your Overlord Tanks
in. Now, you will have to be very careful around here. There is a long
line of Patriot Missile systems on the ridge to the north, and you will
suddenly find yourself underfire from all directions if you are not
prepared. Therefore, you should use the Nuke Cannons to carefully destroy
them all from a range before you move in.

By the way, notice that there is a large push cut and trimmed in the shape
of the Chinese letter tiger. I wonder how such bushes can grow in such
cold conditions. Anyway, with the Patriots gone, you should divide your
Overlord Tanks into two groups of 4. One will move up the staircase, while
the other will go east. Have these two groups destroy everything in their
path now. Once the one reaches the first Command Center, have them stay
there. Same goes for the other group once they have destroyed the two
Airfields on their side. This is to prevent any of her construction dozers
from reaching those areas and rebuilding the things that you have destroyed.
It is very annoying, and they rebuild so quickly.

While they are standing their ground, send your Nuke Cannons up the stairs
and start to shell everything that they find. Do you get my point? To make
them more stronger to begin with, make use of the Artillery Training General
Ability. Anyway, with such destructive power, very few things can resist
your Nuke Cannons before it is too late, particularly they have their adult
supervision, which are the Overlord Tanks around. If you have trouble
destroying the Superweapons, use Black Lotus to capture the Nuclear Weapon
Bunker to allow for more time for you to destroy them. For your information,
the Nuclear Missile Silo is in the far west of the base, the Scud Storm
in the center, and the Particle Cannon in the far east. Now, just destroy
them, along with every other production structure General Leang has and
the final level of the Generals Challenge will be complete! Finally!

When you beat her, the camera will be focused on the patch of grass with
the bushes trimmed in the shape of the Chinese character "Tiger". Then,
General Leang will admit defeat. In the victory screen, General Leang will
say that it was a very good competition, and if you have time, challenge
her again. WHAT? A competition? What kind of sport involves so many lives
being lost and so many vehicles being destroyed? War is not a sport, I
tell you. It is a matter of life and death! Anyway, congratulations, as
you have officially beaten the General's Challenge Mode!

----------------------
9. More Tips [CCGZH9]
----------------------
The Money Collector:
Each side has an infinite supply gatherer that generates money every now
and then. If you want to earn more money in the same amount of time. Build
those gatherers in quantity. Make sure you build them between each money
collection, then, there will almost always money flowing into your pockets.

Clearing Garrisoned Buildings:
Each side has more ways to clear units from garrisoned structures. The
methods and priorities are listed below:

USA: Stealth Fighter > Microwave Tank > Combat Drop > Flashbang Grenade
China: Nuke Cannon with Neutron Shells > Dragon Tanks
GLA: Toxin Tractors

Submitters Tips! Low Wei Shyong's Tips
In general,
1)It's good to have base defenses near the command centre, the supply centre
and the superweapon. At least 1 gattling cannon or equivalent. To prevent
against sneak attack by Commanches, Helices, Heroes, auroras.

2)Get multiple supplies ASAP e.g. oil derricks, supply stashes. Vital to
keep pumping out units and attaining a high tech tree.

3)Keep a fast-reacting force e.g. a few commanche, MiGs, gattling tanks
to prevent black lotus/Burton/Rebel attack.

4)Build structures relatively spaced out to minimize effect of
superweapons.

5)Always try to coordinate your attacks with the carpet bombing, specter
gunship etc. They draw fire away from your attacking force.

6)In multiplayer games, one should not over-emphasize on base defenses
unless one is planning to destroy the enemies with just superweapons. Base
defenses are immobile and cost as much money and time to build. Why
not building a force which is mobile which can act both as offensive and
defensive? Additional point is the units can gain veterancy as the game
progresses.

5)It's better to take the game to the opponent's base. Make them spend
time and money building defenses and all you have to do is to puncture
their base at a particular weak point and let hell run loose.
Offence is the best defense in strategic games sometimes.

USA strategy,
1)The spy drone general's promotion is very important. Many players often
fail to notice that. Spy drones are stealthy and can be used to check on
the opponents, monitor vital passages, put it in own base to spot stealth
units e.g. Lotus. It's runned by timer, meaning one can place multiple
spy drones.

2)No. of Auroras required to destroy:
Power plant-2
Barracks-1
Prop Centre-1
Supply centre-2
War Fac-2
Com Centre-5
Superweapon-5
Gattling cannon(or equivalent)-2
Chinese bunkers-not tested
Stategic centre-not tested
Palace-not tested
Black market-not tested

If the opponent defends his base at particular locations and not within
his base much, one can try using the Aurora strike. 2 airfields of them,
group them in singles or 2s. 1st run can take out base defenses and defending
units. 2nd run, the unit-producing buildings, then the other structures.
He will never know what hit him. =)

3)Diversity is the key for the USA. Always try to make a force with a mixture
of filled up humvees(3MD+1PP+1R), Paladins, Avengers, Tomahawks,
and a few Commanches. The force need not be big. Once I had a force with
2 Paladins, 2 Avengers, 2 Humvees,2 Tomahawks and 2 Commanches. Managed
to take out 100+ Hard army units without much loss.

4)When using Air Force General, can try using the Attack Chinooks + Stealth
Commanches. When en mass and after spotting the enemy base well should
bring it down easily. Does not work well against Superweapon General's
EMP patriot at all.

5)Can Burton swim? Don't think so. But he sure can climb. Have you seen
him slide down a slope before? Looks really cool.

6)Keep a few Pathfinders in the base spaced out and especially near
important structures. They can take out Lotus/Burton/Rebels.

China strategy:
Currently, my favorites are Nuke and Tank Generals. Nuke General is
basically the same as China normal. But it comes with Nuke cannons without
using a general's promotion. Its MiGs have tactical nukes, Helices have
nuke drop, BM and OL come with uranium shell upgrades, Nukes are 500 bucks
cheaper... so they are pretty cool to use. Tank general. The Emperor Tanks,
when used effectively, can be the most awesome force in the game. If an
Emperor tank is not completely destroyed, it comes bask with full hp and
with a vengeance. Excellent for both offence and defense. Usually 3-4
are required to take out a base once the defense is breached. Only things
to worry about are laser-guided missile defenders, garrisoned rocket
troops in bunkers/civilian buildings. And though Emperor tanks are strong,
it would be foolish to throw them straight into enemy base defenses.

Black Lotus:
1) Can be used to spot stealthy units.

2) Black Lotus + Helix-Overload drop is extremely lethal.

3) Sometimes, when capturing buildings, try to put Lotus as close to the
building as possible, hiding her behind the walls. Opponent can only see
a blinking building and will waste time look for her.

4) Haven't tried Superhacker-Lotus-Helix drop, a friend
told me it's pretty good too.

GLA-I am not so good with them. But kind of know their strengths and
weaknesses.

Phew... I am tired after typing out so much. Hope you didn't get too tired
reading them. Many of the stuff you probably know. And I appreciate your
advice very much.

With that, I shall end here. Wishing you health, success in your studies
and happy gaming.

Yours sincerely,
Low Wei Shyong.

Submitter's Tip! Yan Chiaw Bong's tip
Hello! I played C&C Generals and Zero hours and I like the game very much.
I also like the strategy guide you've provided, Good Job!! They are very
interesting and does help a lot on my online gaming (unless I met someone
more expert than me) :)

The side I played the most is China. I'm agree with you that Nuke Generals
is like the upgraded edition of Normal China army. The Air Force Generals
are pretty cool too which loaded with 6 instead of 4 missiles.

Anyway, I would like to share my strategy with you. I don't know it's
a good strategy but just feel like sharing it.

Normally, I'll build 2 gattling guns and 2 bunkers (with 5 rockets soldiers
garrisoned each bunkers) for my base defense. Later I'll built 2 more
Nuke Warheads to against any tanks or units that are approaching my base.

Airfield will be my next option to build to protect my Nuke Warheads from
being destroyed by either Scud Launcher or Air Force. I usually place
the MiGs for air defenses since my Nuke Warheads are ready for ground
attack.

For Online gaming, sometimes the Host don't allow SW (Super Weapons) so
all players are not allowed to built unless for Tech.

I found China was pretty good at defense. I tried to use Air force Generals.
It helps me to earn my Generals Point pretty easily because it's good on
offence but if somebody play rush, I probably will be finish, unless I've
few Commaches for defenses.

Anyway, that's what I'm going to say. It's getting late over here. I
wish you all the best in your study and good health and be aggressive in
gaming.

Peace!!

Submitter's Tip! Raptor11790's tip
I saw that you posted my latest letter to you on your guide, thanks! Did
you know that the reason those two students picked that day to shoot up
there school was that 4/20 is Hitler's birthday? They think he MIGHT be
a small fraction Jewish. And about that school system thing grades 9-13
are considered high school but this place is international and project
oriented which I think is good because that means less daily homework and
more projects. I also found that Ace does have one tank, the Microwave
Tank and it does get affected by the Composite Armer upgrade. To do that
Hacker Farm guide I will send it to you in pieces in order okay? Well,
here is the first part.

The Hacker Farm
A lot of people don't know what a Hacker Farm is. To put it simply
it is just a bunch of Hackers hacking money for you in a big group. This
guide thingy will share tips, do's and don'ts, ideas, and some suggested
units for Hackers.

Tips
- The Internet Center is a bit like the Hacker Capital, so keep it defended
in your base but don't worry about super weapons as it is pretty strong.
- Don't worry a lot if you are running low on cash when you first start
the farm, give it about ten min. to start to work.
- Never leave a farm unattended as spies could compromise its secrecy.
- Build a few so in case one is burned to the ground you still have a source
of income.
- Before you try this on the Internet practice it on a skirmish game, it's
okay to play alone while practice it so you might want to just concentrate
on it.
- Always think about where to put it, what to defend it with, and other
things.
- If you have some free time try to think like an enemy desperate on shutting
down your economy.
- Remember that this is just a game.

Do's
-Keep guards in and around Hacker area
-Put Hacker Farm in a remote corner or area of no strategically value
-Keep enemy occupied so he/her doesn't have enough time to discover
Hackers
-Keep Internet Center tucked away deeply in base
-Wait a while for funds to kick in
-Go over basics every so often
-Try new ideas such as mobile Hacker Farms
-Build a couple extra Hacker Farms in case main gets destroyed
-Make Hacker Farms main source of income instead of Supply Piles
-Always have an extra amount of cash just in case

Don'ts
-Leave Hacker Farms unattended
-Always use same ideas
-Putting Hacker Farm close to the action
-Rely on Supply Piles the most
-Not keeping an eye out for supplies
-Putting Hacker Farm right next to non-depleted Supply Pile(s)
-Sending angry mail to Kylohk instead of Raptor
-Using all available money for more unneeded stuff
-Not using any money for stuff
-Somehow giving off Hacker Farm location(s)
-Not going over Hacker Farm basics often
-Getting addicted to game

It is me again. I think that the first salvage upgrade makes tanks fire
faster, I know that for the Marauder at least. A tip for when you are playing
against an easy computer in skirmish is that if you are playing against
a U.S. force is that if you are Ace use Comanches as the main part of your
defense as your enemy has only one anti air unit, the Missile Defender,
but this can be eliminated without a threat if you get the Stealth Commanche
upgrade and then use your Comanches to attack them from their back. But
hey, all is fair in love and war. When playing as Anvil I always get the
Mini-Gunner Elite Training as if they get damaged they will heal themselves
without the need of a Speaker Tower. By the way when I asked you about
how you defeat Anvil and Clear Stone on easy mode I meant on Skirmish.
But your tip on Clear Stone was pretty helpful for Generals Challenge and
I agree with you that there shouldn't be super weapons. I only build them
to destroy my enemy's super weapons so mine are more defensive. The only
other time I use them is to clean out the base before my forces come in.
I think you should stress capturing tech. buildings a little more as
countless times all my funding for war has come from Oil Derricks.

Hacker Groups

6 Hackers = 1 Pod

9 Hackers = 1 Subdivision

10 Hackers = 1 Cell

18 Hackers = 1 Division or 2 Subdivisions

20 Hackers = 1 Dipod or 2 Pods

27 Hackers = 1 Ton or 3 Subdivisions

Anything above go ahead and make up your own names but please share
with others.

These group units are only suggested. If you for some reason are upset
about it please contact Raptor 11790@ not the author of the FAQ this is
posted on Kylohk. Please do not use profanity or anything rude in the
letter.

Submitter's Tip! Tahir Talpur's Tip
Hello friend,

My name is Tahir Talpur, and i am citizen of Pakistan. I go through your
guide, it is good and interesting, i have few tips i find useful when playing
GENERALS or GENERALS ZH. I want you to take a look at them, if you find
them useful add them in your guide.

1ST TIP

This tip is very useful if you are playing as USA against GLA. As you
know there are many civilian buildings located on the map, each building
can carry 10 soldiers max. Now all you have to do is to locate a good building,
which is good against enemy, now train 9 ROCKET SOLDIERS and 1 PATHFINDER
from barracks and 1 AVENGER from war factory, it cost you a bit but also
worth a while. Take your 10 soldiers and garrison them in that building,
after that place that avenger behind that building.

Now how it works, the 9 rocket soldiers will take care of all incoming
enemy heavy vehicles, like SCORPION TANKS, QUAD CANNON etc and the 1
pathfinder will take care of all incoming infantry and offcourse AVENGER
can take care of all incoming long range missiles like SCUDS, this building
is really useful when you are playing against HARD ARMY but it will not
work against CHINA because it has NUKE CANNON with NEUTRON SHELL real
dangerous for soldiers.

2ND TIP

PATHFINDERS are a real danger for GLA, as you know that GLA has no proper
base defences like CHINA and USA has Gattling Cannons and EMP Launchers,
GLA deploy stinger sites, in which there are three rocket soldiers standing
fires rockets on incoming enemies, so you just train your 2 or 3 pathfinders,
and take them towards GLA base, they can shoot down the rocket soldiers
inside the stinger site, then the stinger site is nothing but a piece of
cake, then take your tanks or any other vehicles to destroy these sites,
they offer no resistance.

That's all for now, I will mail more tips if when I find.
Thanks

MORE TIPS COMING SOON!

-------------------------
10. Conclusion [CCGZH10]
-------------------------
That's all, for now. I am rather busy at school, but still, the campaigns
for the standard USA, GLA and Chinese armies are complete. As time allows,
I can also add the strategies for the Generals Challenge Campaign.

Again, you can read this guide, print it out if you want it to read it
in bed or whatever, just don't copy it! That's all! See Ya!

This guide is intended to be published in GameFAQs and only GameFAQs, any
requests from other websites to publish this guide will be rejected from
now on. However, the websites that have published my guide before I wrote
this can still publish the guide, provided that it is at Version 4.1 or
before.

--------------------------------------
Appendix I: Feedback Information [A1]
--------------------------------------
Since the publishing of the original version of my Command and Conquer:
Generals Side Comparison Guide, I have decided that I must make some new
rules for those people who want to give me a feedback about my guides.
All future strategy guides will have this section. If the following rules
are not observed, I will just consider your e-mail to be spam mail or flame
mail, and I will delete it without reading it, and will blacklist your
e-mail address.

For publishing permission:
I used to allow people to publish my guides on their websites as long as
they ask for permission. However, I will now ignore all the requests for
this guide to be posted on other websites due to the fact that I am updating
it consistently, and only Gamefaqs can receive the most updated version
of this guide. Besides, having only one site host my work can help in
creating efficiency, as there will be many stray versions of my guide in
the internet and stuff, and it will make things very difficult to the
readers. Although I do not have a lawyer to sue anyone if they do it without
my permission, I expect everyone to have self discipline about these
things.

Concerning the submission of your own tips:
I am always ready to accept tips from readers in order to add more flavor
to my guide. However, you must read my guide thoroughly first, and make
sure that your tip has not been listed in my guide. Otherwise, it would
be a waste of your time or my time.

Feedback Concerning Mistakes: (THIS IS THE MOST IMPORTANT PART, LISTEN
UP)

As I am a human, and we are all humans, we all make mistakes. Nobody is
perfect. If I had made any mistakes in my guide, feel free to e-mail me.
But however, you must follow these rules. I have typed out some bad examples
with each rule, and they are from some of the e-mail I received by people
who are dissatisfied by my original Command and Conquer: Generals side
comparison guide.

You must:
Be polite, as I will take these feedback letters as seriously as formal
letters, and you should specify the version number of my guide, then I
can check my guide out. However, it need not be as formal as business letters,
after all it is only a game. You should also present yourself clearly,
I won't even think about anything that I cannot understand at the first
glance, as I am a busy person.

For example, "I enjoyed reading your guide, but disagreed with you on some
points." From a person called Alex Shikh or "I agree with you that China
is the strongest factions, but it is not much stronger than the other 2."
From Ives Gobau And so on.

You must not:
Say any foul language and offend me.

For example, "Your guide was ********, full of lies and biased opinions."
From K Truin. You are not going to make me listen by saying rude words
to me, you will only give me the impression that you are either uneducated
or have low EQ.

Conduct any surveys about how good my guide is and give it to me, as I
could not care less about your so-called surveys.

For example, "I have conducted a survey about your guide and over 90% said
that it was a trashy tabloid." From Frozak.

Start a petition to have my guide removed.

Before, I was worried about this annoying "Petition: FAQ Removal" board
made by a certain person called GamerEX. That is, "I would like to start
the petition to have kylohk's Command and Conquer: Generals Side Comparison
Guide as it is based on opinions and fluff." When I was asked by IGN to
publish my Side Comparison Guide on their site, I told the sender about
my worries, and he assured me that I can stick with my own ways and need
not listen to angry letter up. So, that's what, if you make any rash moves
like organizing petitions, I really won't bother to negotiate with you.

Finally, you must not say anything I consider to be racist.

For example, "You mentioned that you live in China that is obvious,
considering your bias towards this side, etc..." "I am afraid that your living
in China has blinded your judgment so much." From someone I could not
remember his name. So, what are you trying to say, say that us Chinese
are all idiots? Besides, the word bias is used to describe unfair
comparisons due to neglecting some facts. As I have put all facts into
account, I really cannot have made any bias towards any sides.

From all the 50 or so letters complaint I received, I decided to listen
to less than 5 of them. Why? As only 5 of them could follow the rules stated
above. So, you MUST take those points into consideration, or else, don't
expect me to listen to you.

Game Help:
If you have read my guide and did not understand something, feel free to
ask, but please do not do this too often, as my e-mail account has other
uses.

You may have wondered why I put this section up. This is a new
"Anti-disturbance" ordinance I set up for my own use, in order to minimize
all those annoying and insulting things I receive. In fact, during
September alone, I received at least a hundred of mail concerning my Side
Comparison Guide, and I am now to make sure this will never ever happen
again.

Thank you for your cooperation.

Yours,
Lo Kai Yan Alasdair, kylohk. (Kai Yan Lo From Hong Kong)

---------------------------------------
Appendix II. Letters from Readers [A2]
---------------------------------------
This section basically shows some of the letters I received from Readers
of this guide. They are free to express their opinions, AS LONG AS THEY
FOLLOW THE INSTRUCTIONS STATED IN THE FEEDBACK INFORMATION.

A letter written from a Swede called Calle Nord dated 22 March, 2004:
Hi!

First & foremost, thank you for a (mostly) well-written strategy guide.
My name is Calle Nord and I live in Sweden. I have thoroughly searched
the internet for a strategy guide that will help me with my problem and
your guide is the only I've found that deals with my problem.

I've got a huge problem with the 'China 3' Campaign in Zero Hour - the
one in Coburg, Germany where you are supposed to destroy GLA Statues with
a constantly falling 'International Opinion' meter. I play at HARD and
I will go berserk soon if I don't get by it!!(1)

Now the thing in your guide is that you're quite scarce with information:
"Build a reasonable sized tank hoard..." What's reasonable? 10? 20? 50?
(2)I really don't know. Later you say something like "...then hurry and
destroy the stinger sites and then destroy the statue..." Sure, sounds
like a piece of cake. Only problem is that when I tried that I got overrun
by SCUD Launchers, Scorpion Tanks and Rocket Buggies.

Furthermore, which is the best way to attack the main base? From the left
or right? How many War Factories do you use? I'm also having problems with
SCUD Launchers crushing my attack forces. They're nearly always backed
up by Maruaders/Scorpions/Quad Cannons so quick hit'n'runs with for
example Gattling Tanks don't work. Any pointers? (3)

I'd really appreciate a 'reasonably' ;) detailed walkthrough how to
complete this mission. Otherwise, I'll probably strangle someone with the
cord to my keyboard.

Respectfully, Calle Nord

My Answers:
(1) Don't worry, you are not alone. There are plenty of people out there
that go nuts because of this mission, particularly after EA decided to
remove the Carper Bombing General Ability in the Version 1.01 patch!!!

(2) Reasonable sized refers to as many as possible as time permits. I myself
recommend building 20 Battlemasters, separate them into 2 groups and attack
each statue from 2 different sides. Then it is much harder for the Stinger
Sites, SCUD Launchers to deal too much damage. Just keep the tanks spread
apart!

(3) All the SCUD Launchers and Rocket Buggies seem to be coming from the
GLA forward base to the far east. Destroy that to weaken their resistance.
Another pointer is to SAVE OFTEN! As for the main base, I recommend going
from the west. As the East side is often lined with Demo Traps, which takes
a while to clear. While the west side only has Stinger Sites and a few
production buildings that can be easily spotted and taken out.

This is a letter written by a person who would be known as Raptor11790:

It's me again and I found something out in the game that I think you missed.

But don't feel bad as it took me since last January to find it out. You
missed one GLA salvaging unit, the Scorpion. At first it is hard to notice
but for the first upgrade its barrel gets a colored thing on the end. The
final upgrade is only present if you get the Scorpion Rocket upgrade as
the Scorpion gains another rocket. That's twice the destructive power!(1)

I also noticed that for the Quad-Cannon salvage upgrades that the upgrades
make it shoot a lot faster. And I noticed something to do when playing
as Ace, if your aircraft's come upon a lone Patriot or EMP Patriot they
should always be in groups of two or more so none of the missiles get through.
Oh well I think that's all for now.

And could you please give me your opinion on the best way to beat "The
Anvil" and "Clear Stone" when you are playing against them and they are
set on the easy computer setting? (2) Please contact me in maybe 2 to 5
days? Where and when I am now is California, USA and it is 4/21/04, the
day right after the Columbine shooting 5th anniversary.(3)

I am asking you to contact me later as my parents probably won't let me
play my C&C Generals game as my father caught me playing my game late at
night. (4) By the way, have you heard of a US collage called IPOLY? Even
though I am just about to finish the 8th grade, I might be going to a high
school program at the collage for kids who are smart but their grades don't
necessarily reflect that. Please tell me what you think about the collage
thing bye! (5)

My Answers:
(1) Tip! Salvage Preferences
When ever you destroy enemy vehicles, always salvage them to units in this
order:
Marauder Tanks > Quad Cannons > Techicals > Other units
Notice that I have put other units, including Scorpions in the lowest
priority. This is because, Scorpions can easily be built enmasse and
overrun the enemies completely even with only one rocket, and you are not
likely to pit only 1 Scorpion Tank against the enemy. I know that Toxin
Tractors, SCUD Launchers and even Battle Buses can Salvage! The Toxin
Tractor gets to have some better looking chemical sprayers, the SCUD
Launcher has a frame to hold up the missile, while the Battle Bus has a
better looking bonnet!

(2) There is no possibility for you to encounter General Anvil Shin Fai
in Generals Challenge. However, when you face General Clear Stone, he would
have a nuke all ready for you (12 minute timer) while you are building
your base. So, if you are playing as the USA generals, fast tech (tech
up quickly) to Aurora Bombers and use them to destroy the Missile Silo.
If you are using a Chinese General, train Black Lotus, sneak in and capture
the Missile Silo. If you are using a GLA General, take advantage of the
fact that the Nuke cannot destroy GLA structures along with their holes.
So you can sneak a worker or two somewhere and build a secondary base.
Then Clear Stone would have two bases to target, and when one is down,
the other can still be up.

(3) Well, I never knew that the Columbine High School is in California.
But still, this provides a 16 hour time difference between China and
California!

(4) My younger cousin (not older one) in the UK got banned from his
Playstation 2 because he spent all day and night playing Final Fantasy
X. At first my Aunt did not mind, but when he answered 7 + 5 = 2 in his
Maths homework, my Aunt smashed his controllers and memory cards, saying
"Now, if you want to play, you cannot!" So, despite how bright you think
you are DO NOT be addicted to video games. IT WILL RUIN YOUR LIFE! (LIKE
TAKING DRUGS) In fact, the first version of my Side Comparison Guide got
some people so mad as it is not based on online games. One GameFaqs board
user, GamerEX held a petition to have my guide removed "as it is based
on opinions and fluff." I changed my guide, a bit to please them, and when
I apologized, a lot of those people still continued to harass me in the
message boards saying things like, "The goal of Generals is to play online,
there is no way a guide can be near average if it is not based on online
play. You will be surprised about the number of people who stay up late
at night." Well, I must say that statement is a big preference insult to
me. This is because a man can do whatever he likes, if you insult someone
if he has different preferences, then you are most likely uncivilized as
you have no mutual respect to other people. Of course, this scenario is
what made me add a Feedback Information section on all the newest guides
I write!

(5) It is true that the Americans are despising the SAT examination system,
but still, some system is required to assess the students. I am not sure
the definition of a High School student in the US. But anyway, I think
that the Hong Kong education system is more exam oriented. I have just
survived the HKCE Examinations last year with 6As, 2Bs and 2Ds, and now
I will have to take another one called the A-Level Examinations next year
to get to the university! (I myself plan to go to the UK to study engineering
anyway, for your information.)

--------------------------------------------
Appendix III. A Comparison of the Sides [A3]
--------------------------------------------
In Command and Conquer: Generals Zero Hour, there is more than one side.
This time, there are 3! USA, GLA and China. As usual, each side has its
own strong points and weak points, and now, I will just give some guidelines
on which side is good at what, and hopefully, will give you an idea of
which side suits your style of playing.

*****INFANTRY*****
Rifle Infantry:

USA: Ranger
The US Ranger is the most expensive of the lot, however, they are the only
rifle infantry in this game who can use 2 weapons, the Assault Rifle and
the Flashbang Grenades. The Flashbang Grenades are particularly effective
in clearing large structures and dealing with angry mobs.

GLA: Rebel
The GLA Rebel is all the terrorist organization can offer, and fires a
regular rifle. That's it. The camouflage and Armor Piercing Bullet upgrade
gives them some help, though.

To use a booby trap:
To use a Booby Trap, click the button, and then click on the building that
you intend to place the trap on. It's like a mine. Anyone who gets too
close will be blown up. Of course, Construction Dozers and Workers can
remove them without them exploding.

China: Red Guard
The Chinese Red Guard is certainly the best rifle infantry of the 3 sides.
Although they cost 300 in the barracks, every time, 2 Red Guards will emerge
instead of one. Therefore, it is possible to queue 18 Red Guards at once
in the Barracks. Red Guards can also be produced en masse by building a
troop crawler, which comes with 8 of them! However, the most important
feature is the horde effect. Red Guards tend to fire about 25% faster if
there are 5 of them together. They fire another 25% faster with the
nationalism upgrade.

Supplementary Information: (Reference: Microsoft Encarta)
Red Guards (China), self-proclaimed militant groups of high school and
university students loyal to Chinese leader Mao Zedong, particularly
prominent during the early stages of the Cultural Revolution. The Red
Guards carried out Mao's directives to attack elitist elements of society.
In the chaos that ensued, violence and destruction occurred throughout
China, thousands died, and millions were imprisoned or exiled.

In 1966 Mao launched the Cultural Revolution, intending to purge his
opponents from office and revolutionize Chinese society. Mao's faction,
principally the Gang of Four led by Mao's wife Jiang Qing, appealed directly
to China's youth through posters, newspaper editorials, and speeches. They
urged students to attack "reactionary" authority figures, including
teachers and Communist Party administrators. In June 1966 high school
students in Beijing began forming groups called the Red Guards. When Mao
voiced his approval of these groups, high school and university students
around the country quickly formed other bands of Red Guards. In August
Mao addressed millions of Red Guards in Beijing's Tiananmen Square. Urged
to destroy any aspects of old, elitist, or foreign culture, students broke
into homes, vandalized cultural relics, and physically attacked teachers,
artists, and Communist Party leaders.

Lack of direction and overzealous revolutionary fervour led to violence
between various Red Guard groups. Factions formed, with each group
proclaiming itself more loyal to Mao than the other, and often signifying
their loyalty by waving the "little red book" of Mao's thoughts. In 1967
the Chinese army was called in to restore order, and violent clashes took
place between Red Guards and soldiers, resulting in thousands of deaths.
In 1969 the government ordered many people aged 16 to 19 to leave major
cities and go to the countryside, effectively dampening the Red Guard
movement. Many of these people remained in the countryside until the late
1970s.

Comparison:

Factor: Special Abilities

Rangers are just so powerful with their flashbang grenades, and can destroy
hoards of enemy infantry with ease. Rebels are second, as the camouflage
ability can allow them to perform unexpected sneak attacks. Red Guards
are the worst, as they really have no strategy except an increased rate
of fire in large groups.

Rangers > Rebels > Red Guards

Score:
USA: 2 GLA: 1 China: 0

Value for money:

Ranger:
Cost: $225
Flashbang Upgrade: $1000
For a Rifle Infantry that has 2 functions, it is definitely worth paying
$225 for this as it costs $112.5 for each function. Another good thing
is that a flash bang upgrade is definitely cheap and should be researched
as soon as possible.

Value for money: Excellent

Rebel:
Cost: $150
Camouflage Upgrade: $2000
Booby Trap Upgrade: $1000
The Rebel is like the Ranger, it has 2 functions, a normal assault one
and a special one. Besides, they can be camouflaged, and the Booby Trap
upgrade is also cheap. However, the Booby Trap is not as effective, as
you can only place them on buildings. So, it is a good value for money.

Value for money: Good

Red Guard;
Cost: $300 for 2
Nationalism Upgrade: $2000
Although the average price of a red guard is $150, you can produce them
en-masse, as one button yields 2 Red Guard. But compared to the other 2
rifle infantry, it is only a fair value for money.

Value for money: Fair

Conclusion about Rifle Infantry:
As all 3 rifle infantries seem to be good at something, USA for quick
demolition of garrisoned structures, GLA for sneak attacks, and China for
brute force horde attacks.

Rocket Infantry:

USA: Missile Defender
The US Missile Defender is just a person with armed with a high tech Rocket
Launcher. They laser sights improve their rate of fire, and that's about
it.

To use the Laser Missile:
Click the Laser Missile Button, and then click on your target. The Missile
Defender will focus on the target with a laser, and then, wow wow wow wow
wow! They fire their rockets in an insane speed, similar to the speed of
Tank Hunters with their hoard effects. I found out about this when I head
some Tank Hunters fight some Missile Defenders head to head. (In case you
wondered how I fight missile defenders with tank hunters who use the laser
missiles, I was playing against the computer, and it obviously cheated.)

GLA: RPG Trooper
The RPG Trooper is just like the missile defender, but without the laser
sight. However, they can be given free of charge whenever you build a tunnel
network. So it is a little bit more worth it. They can use Armor Piercing
Rockets later on.

China: Tank Hunter
The Tank Hunter has the horde effect, nationalism and a TNT attack! Apart
from this, they now can be deployed in 2s by means of building listening
outposts. This gives them all the protection they need. In my opinion,
the TNT attack is effective against tanks like the Scorpion or Paladin,
as they can kill your infantry very quickly if they stand still in one
spot. (By means of Scorpion Rocket and Lasers.) DO NOT USE THE TNT ATTACK
when there is a better alternative though.

To use the TNT Attack:
If you really want to use the TNT attack against, say a Paladin tank or
Scorpion Tank, click on the TNT Attack button, and click on your desired
target. The Tank Hunter will go to the vehicle and plant the explosive.
Note that this is a contact attack. That is, it will work as soon as your
Tank Hunter comes in contact with the tank, or vice versa. So even if the
enemy tank manages to squish your Tank Hunter, it will be not before the
charge is placed.

Comparison:

Factor: Rate of Fire

After close observation of the Laser Missile ability of the Missile
Defender, I have concluded that the Laser Missile causes the Missile
Defender to fire about 25% faster. This is the same speed as the Tank Hunter
with the Hoard Effect. However, the slight delay in targeting the enemy,
and there can already be a problem, and besides, the laser missile cannot
be used in buildings or Humvees, so they are tied.

Missile Defenders = Tank Hunters > RPG Troopers

Score:
USA: 1 GLA: 0 China: 1

Value for money:

Missile Defender:
Cost: $300

That's right, the Missile Defender is just a $300 man with a missile, which
requires you to manually target tanks and only tanks to increase they rate
of fire towards them. Yawn...

Value for money: Fair

RPG Trooper:
Cost: $300
Armor Piercing Rockets upgrade: $2000

Again, the RPG Trooper costs $300, and their attack power can be upgraded.
This makes them a good value for money.

Value for money: Good

Tank Hunter:
Cost: $300
Nationalism Upgrade: $2000
The Tank Hunter also costs $300, but comes with the ability to automatically
fire faster at ANY type of enemy due to the Hoard Effect when in groups
of 5 or more, compared to the Missile Defender, which can only manually
fire faster at vehicles. The Nationalism upgrade makes them even faster,
and is good for fighting tanks! Of course, if the enemy uses tanks like
Paladins and Scorpions, there is always the TNT Attack to take them out
before they kill you.

Value for money: Excellent

Conclusion:
Rocket Infantry are well, rocket infantry, they are effective against
vehicles, but need all the protection they can get. Consider hiding them
in battle buses, humvees or listening outposts. Of course, the usual build
them in quantity clause applies. Note that the Laser Missile can only be
used against tanks and vehicles. So, don't even think about clicking that
button when you are confronted by infantry. In fact, run away!

Advanced Rifle Wielding Infantry:

USA: Pathfinder
The US Pathfinder is like a "stealth nun with a sniper rifle" (actually,
it is some kind of camouflage suit for those jungle operations.). His
ability to garrison buildings without detection really helps to kill large
numbers of enemy infantry from a long range!

GLA: Angry Mob
GLA Angry Mobs may be one of the comic relieves in the game. A mob first
attacks with simple rifles, and later can be armed with AK-47s. They are
effective against any unit that do not have anti-infantry weapons. When
a member of a mob is killed, a new one respawns by "mitotic cell division".
However, beware of the following, as they can kill you in a second or 2,
flashbangs, flame, toxic substances.

China: None
China does not have any other infantry units that can use rifles better
than the Red Guard.

Comparison:

Factor: Attack Power, Range, Vulnerability

The Stealth Nun is good for vaporizing infantry from a range. While, the
Angry Mob is good at destroying vehicles AND infantry from a close range.
So, no conclusion can be drawn because there is more than one variable
(Range and Attack Power) to be taken into consideration.

Pathfinders = Angry Mobs > None

Score:
USA: 1 GLA: 1 China: 0

Value for money:

Pathfinder:
Cost: $600
The Pathfinder costs $600, and that is all you need to take out a large
hoard of infantry! In fact the kill ratio is about 1 to 20 or even higher
when used properly. So, well, it is an excellent value for money!

Value for money: Excellent

Angry Mob:
Cost: $800
Arm the Mob: $1000
An Angry Mob has 10 Mobsters, that makes it $80 per mobster! This is
basically an effective way to train units, as you only required to press
a button once to send 10 people out. The Arm the Mob upgrade is very cheap.
So, always upgrade them before sending your Mobs in!

Value for money: Excellent

Conclusion:
The Stealth Nun is not always stealthy, they have a tendeny to reveal
themselves when moving, so be careful. AS for the Angry Mobs, my cousin
in the UK has a nasty trick, he likes to build about 20 of them, and rush
to the opponent's base and make a riot! As they are moving, they are upgraded
with AK 47s for everyone! Hooray!

Vehicle Entrants:

USA: Pilot
When an armored or air unit with veterancy is destroyed, a pilot will jump
out. Now, you can send him into another friendly unit, to apply the
veterancy.

To apply veterancy:
Select your pilot, and then on the unit you intend to apply his experience
to.

GLA: Hijacker
The Hijacker steals vehicles from the enemies, that's all, however, they
can easily be detected, and can be killed very quickly, so it's not worth
it.

China: None
China has no unit that can steal vehicles or enter vehicles that are not
armored carriers.

Comparison:

Factor: Ease of use

It is obviously easier to get a Pilot inside one of your own vehicles than
to get a Hijacker inside an enemy's vehicle. And, Pilots are free!

So, the result is obvious.

Pilots > Hijackers > Nothing

Score:
USA: 2 GLA: 1 China: 0

Value for money:

Hijacker:
Cost: $400
Although a hijacker is cheap, you probably need to build lots of them in
order to be able to steal one vehicle. So, it's really not worth the money
or that General Point.

Value for money: Poor

Conclusion:
The Pilot is always useful for people who like to apply quick veterancy.
As for the Hijacker, I suggest you train them in quantity to ensure success.

Demolitions:

USA: Ranger Flash Bang Grenades
The role of the Grenadier is given to the ordinary US Ranger, which can
use the Flashbang Grenades to clear garrisoned structures. The Grenades
can also be used against enemy infantry, just like the grenades in the
old days. But still, EA got the name of the Grenade wrong, flashbangs stun,
not kill, so they should be using Frag Grenades instead. It does no damage
to vehicles.

To use Flashbang Grenades:
Click on the Flashbang Grenade button and here you go! Just remember to
switch back to the Assault Rifle when tanks come.

GLA: Terrorist
The GLA can use suicide bombers to destroy incoming enemy tanks. The
Terrorist can also make use of civilian cars to increase their speed.
However, attentive players can easily stop them. So, I suggest you train
them in quantity, which wastes money.

To become a car bomber:
Just select your Terrorist, and move your mouse cursor over a civilan
vehicle until a Red "Enter" arrow appears. Then click. The Terrorist will
then get into the car and you can use it to blow things up!

China: Tank Hunter TNT Attack
Tank Hunters now play the roles of Crazy Ivans as well. When your Tank
Hunter is cornered by a tank (particularly scorpion or paladins), feel
free to use his TNT attack on the tank. A TNT charge will be placed on
the vehicle, and will detonate in 10 seconds, most likely destroying it.
I have managed to pull it off several times. The TNT Attack can be used
against enemy buildings as well. It is even better than the Terrorists,
as you may be able to re-use this attack again and again.

To use the TNT Attack:
If you really want to use the TNT attack against, say a Paladin tank or
Scorpion Tank, click on the TNT Attack button, and click on your desired
target. The Tank Hunter will go to the vehicle and plant the explosive.
Note that this is a contact attack. That is, it will work as soon as your
Tank Hunter come in contact with the tank, or vice versa. So even if the
enemy tank manages to squish your Tank Hunter, it will be not before the
charge is placed.

Comparison:

Factor: Explosive bias

The former is effective in blowing away infantry, while the latter 2 are
effective in blowing away tanks. So, again, I cannot give a score for any
sides, as no direct comparison can be made.

So:
Ranger Flashbang Grenades = Terrorists = Tank Hunter TNT Attack

Score:
No Score given

Conclusion:
The Ranger Flash Bang Grenades are excellent in killing large groups of
infantry, particularly Angry Mobs. Terrorists are again to be built in
quantity to ensure success. Although the Tank Hunter's TNT attacks might
be useless at times, always use them if you do not want them to attack
while standing still. That's all I have to say. It's hard to visualize
the picture.

Value for money:

Terrorist:
Cost: $200
There is no need to say anything about it. The Terrorist is annoying, and
you only have to pay $200! Excellent value indeed!

Value for money: Excellent

Electronics:

USA: None
THE USA does not have any infantry units specializing in manipulating
electronic devices.

GLA: Saboteur
This is again, like the spy of Red Alert 2. The Saboteur is stealthy, and
disables buildings by entering them. They can climb over cliffs.

China: Hacker
The spies of Red Alert 2 have been replaced by Hackers. Hackers have an
ability to disable enemy buildings with a powerful computer virus. This
is true even for enemy buildings that do not require power to run! So,
if you can transport a group of Hackers past enemy defenses, you can easily
cause a lot of chaos in the enemy base!

To Hack the Internet:
Click the Hack Internet button and the Hacker will start stealing money
at the rate of $5 per beep. It takes a few seconds to connect to the Internet,
though.

Comparison:

Factor: Ease of use

It is obviously easier to send a Saboteur inside an enemy base than to
send a lone hacker in! After all, Hackers are nerds, and are those guys
who are bad in PE!

Saboteur > Hacker

Score:
USA: 0 GLA: 2 China: 1

Value for money:

Saboteur:
Cost: $700
For a use once and discard unit like the Saboteur, charging $700 for it
isn't going to work. Hmph! It's just not worth it.

Value for money: Poor

Hacker:
Cost: $625
For an infinite supply gatherer as well as a person who can disable
buildings from a range, paying $625 is definitely more worth it as you
can train these guys in quantity for your use, and they are not completely
useless.

Value for money: Excellent

Conclusion:
The Saboteur is useful if your enemy seems to have forgotten to place base
defenses near the mountains around his base. China can counter them by
placing mines around their structures. As for the Hacker, they disable
buildings from a range. But they have to stay there for some time. So,
use them for your needs.

Hero Units:

USA: Colonel Burton
The United States do not have to rely on that arrogant Tanya Adams anymore.
Instead, we have Colonel Burton, the man with the most tricks up his sleeve.
Colonel Burton's rifle can make a quick work of enemy armor and infantry
units. His knife, can kill enemy infantry without being seen. His Demo
Charges can be activated by a timer or by remote. Burton can climb over
steep hills into the enemy base!

To use the Knife Attack:
Click the Knife Attack button and then click the enemy infantry unit you
want to use it on.

To use the Timed Demo Charge:
Click on the Timed Demo Charge button and then click on the building you
intend to use it on. Colonel Burton will then go over to the building,
and tinker with his bomb for a while before the bomb is placed. The timer
is set to 20 seconds, plenty of time for you to get away.

To use the Remote Demo Charge:
The same steps apply for Remote Demo Charge, only that you can detonate
them at will. To detonate the charge, click the Detonate Charges button,
and beep! BOOM!

GLA: Jarmen Kell
This mercenary is just a sniper with the capability to periodically kill
the drivers inside the vehicles. That's it. Unfortunately, he cannot do
it more frequently, otherwise, it's not worth coughing up $1500. But still,
Jarmen Kell is excellent in, destroying fire bases. You will see what I
mean.

To kill drivers inside vehicles:
Click the sniper attack button and then click on the vehicle you intend
to get rid of. Then a single shot will be fired, and the vehicle will lose
its side.

China: Black Lotus
China's secret agent has no self defenses, but she can capture buildings
faster than other Red Guards, as she does not need to recharge. She also
can steal money from enemy supply centers, $1000 at a time. She can disable
enemy vehicles too, but make sure you are up against one at a time. The
bottom line is, if you can sneak Black Lotus past enemy defenses, you can
capture a lot of their buildings before they can even react.

To Cash Hack:
To steal money from enemy supply centers, click the Cash Hack button and
then click the target you intend to steal money from. Black Lotus can steal
money from a range, and can gain veterancy by doing so.

Conclusion:

Factor: Significance of Special Ability

Colonel Burton is definitely the one with the highest flexibility, with
his all rounded attack abilities. Jarmen Kell's signature ability, the
Sniper Attack, is not frequent enough, and definitely is not worth being
a Hero Unit. Black Lotus, although she has no weapons to defend herself,
can make a difference if you want to sabotage their base in emergencies.
After all, it only takes 7-9 beeps for her to capture a building, while
it takes the average Rifle Infantry more than 20 to do so!

So:
Colonel Burton > Black Lotus > Jarmen Kell

Score:
USA: 2 GLA: 0 China: 1

Value for money:

Colonel Burton:
For a unit that practically has everything,(a Swiss army man in fact),
paying $1500 is certainly worth it, as it is just like a destruction starter
kit all hauled up in one person.

Value for money: Excellent

Jarmen Kell:
For a person who can only snipe a vehicle once in a while, $1500 really
is a ludicrously high amount. But that's all GLA have in their hero's
department. Sigh... Life is cruel.

Value for money: Bad

Black Lotus:
Although Black Lotus cannot defend herself well, those abilities really
are perfect power tools to use against the enemy, particularly if you sneak
in from an obscure corner. The cash hack lands you more and more money,
as that is how you let her gain veterancy.

Value for money: Good

Conclusion:
It's a pity that you cannot train heroes in quantity, Colonel Burton is
particularly powerful. He has the most tricks up his sleeve. I just love
to see him stabbing enemy units to death! As for Jarmen Kell, you should
snipe a vehicle and retreat to a safe spot every time, as if you get to
close, you can easily get detected and killed. As for Black Lotus, feel
free to sneak her into the enemy's base via a Helix to a relatively
undefended area. Then you can confuse the enemy as you capture their
buildings.

*****ARMORED VEHICLES*****
Main Battle Tank:

USA: Crusader Tank
The Crusader Tank of the US is the most high tech Tank in the game. Being
a US unit, it can have drones installed above it. Unfortunately, the drones
can be easily shot down by enemy defenses. However, their armor can be
upgraded by composite armor. So, it is quite good actually.

To upgrade your tank with drones:
Simply click the drone you want to be installed on the tank and then you
can wait. Note that you cannot have more than 1 drone installed at once.

GLA: Scorpion Tank
The Scorpion Tank is the light tank of the GLA. Being the light tank, it
has rather light armor. As they are built to hit and run, the Scorpion
Tank is not so suited to direct, full scale battles, that are the bane
of the C&C series. The Scorpion Rocket Upgrade gives them a slight balance
though. This is particularly true when I tested one of these tanks against
a battlemaster or crusader. Even with the rocket, the scorpion will lose
on one to one combat. So, build 50+ of these.

China: Battlemaster Tank
China's Battlemaster Tank is slightly cheaper than the Crusader Tank,
therefore, with a slightly weaker armor than them. However, their benefits
are better than the Crusader. For one, they can make use of the Horde Effect
to fire faster and can go even faster with nationalism inspired; secondly,
their speed and attack power can be increased by 25% with the Uranium Shells
and Nuclear Tank upgrade from the Nuclear Missile Silo. So that makes them
more powerful.

Supplementary Information on the Type 98 Main Battle Tank (It looks the
most like the Battlemaster): (Reference: Sinodefence)

The Type 98 is the latest development of China's main battle tanks. (MBTs)
This new prototype has an increase in firepower, mobility and protection
compared with previous models. The tank was first revealed to the public
in October 1999, and is reported to have entered service with the PLA in
a small number for operational test and evaluation before the design is
finalized. An improved variant of the tank makes use of a new explosive
reaction armor and the Leopard 2 A6-style additional reinforcement to the
turret frontal armour with externally mounted add-on armour modules.
The Type 98 is the latest derivative of the Type 90 main battle tank (MBT)
family. It is also the of officially certified version of China's third
generation MBT programme, and had been undergoing continuous research and
development for fifteen years since the eighties. The Chinese third
generation MBT is known to have suffered certain technical difficulties
in the early 1990s. The scheduled date of commissioning was postponed
several times, until the initial approval certificate of the Type 98 was
issued in 1998.

The Type 98 was first revealed to the public in the national day parade
on 1 Oct 1999. A small number of the initial production model is in service
with the Army for initial evaluations and tests. It is expected that the
final production model of the Type 98 will join the service before 2004,
depending on progress of the final modification work.

The original design target of the Chinese third generation MBT was as a
counter to the Soviet T-72 main battle tank, but the changing requirements
shifted the development to make the tank much more complex than before.
The later design criteria of the Type 98 were aiming at matching the U.S.
M1A1 Abrams, while certain aspects of the actual performance of the Type
98 are catching up with the standard of the M1A2.

It is surprising that China has developed two MBTs, the Type 88C/96 and
the Type 98, with similar performance at the same time. Although the Type
96 was regarded as the second generation MBT, while the Type 98 as the
third generation MBT, they are comparable in term of general performance
and technology. One possible explanation is that the Type 98 will be
equipped by the most elite units in a relatively small number, while the
Type 96, with less sophisticated technology and therefore cheaper unit
price, will replace the bulk of Type 59/69 in current service.
The layout of the Type 98 is conventional, was to a certain extent,
influenced by the Soviet Tank designs. The driver's compartment is at the
front, with fighting compartment/turret in the centre, and the power pack
in the rear. The complete powerpack assembly can be removed in around 30~40
minutes and in field conditions. Suspension is of the conventional torsion
bar type and there are six rubber-tyred roadwheels on each side, with the
drive sprocket at the back of the tank.

The Type 98 MBT's turret is slightly larger than that of the Type 90, which
has resulted in a gap between turret and the hull in the front. The advantage
is that more ammunition can be loaded at once. However, there is a major
disadvantage in the battle as the whole turret might be blown off if the
gap is hit.

In addition, the Type 98 also lacks designs often found on Western MBTs
to minimize the damage in case a HEAT shell hits the tank and penetrates
it. Some designs include the armor bulkheads to separate the crew
compartment from the fuel tanks and rounds, as well as the top panels
designed to blow outwards in case of explosion. This could lead to low
survivability in modern combat field according to what some tank divisions
experienced in the 1991 Gulf War.

The main weapon of the Type 98 MBT is a fully-stabilized 125 mm 50-calibre
smoothbore gun with an autoloader (Hence no loaders are needed). Although
early reports indicated the cannon was a licensed copy of the Russian 2A46,
it is actually an indigenous design derived from the Chinese 120 mm
smoothbore gun technology.

The Type 98 Main Battle Tank has a wide variety of ammo, including armor
piercing fin stabilized discarding sabot rounds (APFSDS), high explosive
anti-tank rounds (HEAT), and high explosive fragmentation (HE-FRAG)
projectiles. China has also manufactured Russian A-11 laser guided
anti-tank missile (ATGM) to be fired by the 125 mm gun. In addition, the
Chinese have also experimentally developed depleted uranium rounds for
their tanks and it may be available to the Type 98. (That's what they meant
by the depleted Uranium Shells from the Nuclear Missile Silo in the game.)
Fire accuracy is attained by the laser rangefinder, wind sensor, ballistic
computer, and thermal barrel sleeve. Dual axis stabilization ensures
effective firing on the move. The commander of the tank can make use of
up to six periscopes and a stabilized panoramic sight. Both the commander
and gunner have roof-mounted stabilized sights equipped with day/thermal
vision, a laser rangefinder and an auto tracker facility. The commander
has a display showing the gunner's thermal sight, enabling the commander
to fire the main gun.

The Type 98 is also equipped with a computerized onboard information
processing system, which can collect information from vehicle navigation
(Inertia/GPS), observation systems and sensors, process it in the computer
and display it on the commander's display, giving it the ability of
real-time command and beyond-vision-range target engaging.
Secondary weapons include a 7.62 mm coaxial machine gun and a 12.7 mm air
defense machine gun mounted on the commander's cupola. 76-mm Type 84
five-barrel smoke grenade launchers are mounted on each side of the turret.
The turret and hull are of all-welded steel amour construction. A layer
of composite armor has been added to the front arc. The armor package is
of modular design, enabling damaged sections to be replaced or upgrades
installed throughout service life. Explosive reactive armor (ERA) can be
fitted if required.

The Type 98 features a JD-3 integrated laser rangefinder / warning /
self-defense device. Unlike contemporary Russian active tank self-defense
systems like Drozd, Drozd-2, and Arena, which launch projectiles to disable
or "shoot-down" incoming anti-tank missiles and projectiles, the Chinese
system apparently uses a high-powered laser to directly attack the enemy
weapon's optics and gunner. (Similar to the Paladin Tank)
The system includes what appears to be a laser warning receiver (LWR -
the dome-shaped device on the turret roof behind the commander's position),
that warns the crew that their tank is being illuminated by an enemy
range-finding or weapon-guidance laser. The turret of the tank can then
be traversed to face the direction of the enemy threat, and the laser
self-defence weapon (LSDW - the box-shaped device on the turret roof behind
the gunner's position), can be employed against the source of the enemy
laser.

The procedure of the laser weapon would first use a low-powered beam to
locate the optics of the enemy weapon. Once the enemy weapon was located,
the power level of the laser would be increased rapidly. Such an attack
would disable the guidance optics of the enemy weapon and blind the enemy
gunner.

The available photos of the Type 98 have also confirmed that the laser
weapon can be elevated to a higher angle than the tank's main gun,
indicating that the type 98 Main Battle Tank has the ability to shoot down
enemy helicopters. In addition, the laser device could also be used for
communications between friend tanks.

The Type 98 is powered by a liquid cooled, turbocharged 1,200 hp diesel
derived from Germany WD396 diesel technology. At its current battle weight
of 52 tons, this gives a power-to-weight ratio of about 23 hp/ton.

-----------------------------------------------
Specifications of the Type 98 Main Battle Tank
-----------------------------------------------
Crew: 3

Weight: 50 tons

Engine: 1,200 hp liquid cooled diesel

Transmission: Mechanical, planetary

Track: Metallic with RMSh, with rubber-tyred road wheels

Suspension: Torsion bar

Radio: Receive/transmit, telephone, laser communications

Dimension: Length: 11.00 m; Height: 2.00 m; Width: 3.40 m

Ground Pressure: N/A

Cruising Range: 450 km, or 600 km with external tanks

Speed: Max road 65 km/h; max off-road 47 km/h; average cross-country 35
km/h; max swim N/A

Fording Depths: 5 m with snorkel

Main Gun: Indigenous 125 mm smoothbore

Rate of Fire: 8 rounds/min

Elevation/Depression: N/A

Auxiliary Weapon: One coaxial 7.62 mm machine gun; one 12.7 mm air-defence
machine gun

Fire Control: Laser rangefinder input, onboard computer, wind sensor, and
control panel

Comparison:

Factor: Group attack power (>=5)

First I resorted to one to one combat. The Scorpion Tank, even if upgraded
to Scorpion Rocket and the rest, cannot beat the Crusader or Battlemaster
Tank. When it comes between the Crusader and the Battlemaster. The Crusader
won marginally.

However, when we take the Crusader and Battlemaster on a 8 to 8 combat,
the Battlemasters won because they had the hoard effect to help them fire
faster. As most people would build a large hoard of tanks. I come up with
the following conclusion:

Battlemaster Tank > Crusader Tank > Scorpion Tank

Value for money:

Crusader Tank:
Cost: $900
Composite Armor Upgrade: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

The Crusader has a slightly heavier armor than the Battlemaster Tank and
costs $100 more. That's not so worth it. Besides, those drones are far
too vulnerable and can be easily shot down. It's not a good value for money
actually, if you charge that much for a main battle tank.

Value for money: Bad

Submitter's Opinion! Marcus Wong's Opinion
The crusader tank should be considered a fair value of money since it's
a tradition for EA to give at least one of the tanks in C&C a cost of $900.
(Remember the Rhino tanks from RA2 and RA.)

Either way, there is a negative review for Generals which is more special
and ridiculous than the other negative reviews. you can find it at the
reviews section at the original Generals. The review is titled 'Command
& Throw Up' and the rating is only 4/10.Pls post your thinking about that
review.

My answer:
I was judging the value of money of the Crusader Tank for a Medium Tank,
this is because the Medium Tank does not classify as a Heavy Tank, the
Paladin Tank does. For your information, the Medium Tank and all its
equivalents (Titans, Tick Tanks) all cost $800, but this one costs $900!
I know that the Heavy Tank costs $950, but as the Crusader Tank is not
a Heavy Tank, I still consider it to be a bad value of money.

As for that negative review, I think this guy is trying to focus on the
bad sides of the game. He is right about certain aspects of the graphics,
as EA did not put a lot of detail into the soldiers, as all soldiers, even
when viewed close up don't look like human at all! I think he must be from
Taiwan, as the $1250 he paid for the game must be in NT$, and the NT$ is
much smaller in value compared with the HK$. (Maybe it is a quarter so
so of the value.)

Scorpion Tank:
Cost: $600
Scorpion Rocket Upgrade: $1000
Toxin Shells Upgrade: $1000
Armor Piercing Rocket Upgrade: $1000

It is obvious really, that for such a cheap price, you can already purchase
such a vehicle with decent stopping power. Be sure to upgrade them ASAP
with those Rockets, as they can make a large difference.

Value for money: Excellent

Battlemaster Tank:
Cost: $800
Nationalism Upgrade: $2000
Uranium Shells Upgrade: $2500
Nuclear Tank Upgrade: $2000

Battlemasters ARE to be built in quantity, as they fire much faster when
doing so. This square $800 is very good when all of their potential benefits
are concerned. Although many of China's units may look expensive, they
will pay off eventually, as there are lot of features to be explored.

Value for Money: Good

Score:
USA: 1 GLA: 0 China: 2

Conclusion:
I never use Main Battle Tanks myself, so I cannot really comment on any
of them. So, my only tip for these 3 units is to attack in a larger number
than your enemy's. Build in quantity, about 50+, this is another reason
I dislike multiplayer, in fact, if I were the game host, I would set up
a rule that limits the number of tanks used at a time to a maximum of 30.

Armored Personnel Carriers:

USA: Humvee
The standard troop transport of the US is here. Equipped with Gun-Ports,
infantry units inside can fire at the enemy. The Humvee can also be equipped
with a TOW Missile to attack armored targets. There is a catch though,
if the Humvee is destroyed, the infantry inside will all die! Just a pity
it does not come packaged with missile defenders.

GLA: Technical, Battle Bus, Combat Cycle
GLA Technical Trucks again carry 5 infantry units. Only that it has no
gun ports. Its armor is just so weak. Although it can perform salvage runs
on defeated armored units, and can make use of Armor Piercing Bullets,
it really cannot help them much. The slow and steady battle bus is a
different story, the infantry inside can fire out of the gun ports inside
the bus. And after it blows up, the battle bus becomes a bunker of sorts,
and the infantry continue to fire inside until it blows up the second time.
Note that the bus' passengers cannot fire at any specific target, and that
is a problem. The combat cycle has one infantry inside, and that infantry
can fire at the enemies. Unfortunately, this vehicle makes the infantry
more vulnerable to tanks, as tanks are effective against vehicles. And
when it explodes, the infantry unit is sent flying! You may need at least
20 of these to make a stand. You can use it as a suicide unit if the passenger
is a terrorist, but, it can never be as economical as the troop crawler.

China: Troop Crawler
The Troop Crawler is the most expensive of the lot, at $1400, but there
is a reason behind, it is because it comes with 8 Red Guard! So, it actually
costs $200! The Troop Crawler is also equipped with Stealth Detection.
So, which means, we have a decent stealth detector that can be produced
en-masse! So, really, "They can't hide from me."

Supplementary Information on the Type 92/90 Wheeled Armored Fighting
Vehicle (The Troop Crawler is a 8x8 8 wheeled variant of this vehicle):
(Reference: Sinodefence)
The Type 92/90 is officially designated as Type 92 or Type 90 by the People's
Liberation Army, and it is designated as WZ551 by the manufacturer. The
Type 92/90 is contracted by NORINCO.

The Type 92 (ZSL) Infantry Fighting Vehicle has entered service in 1996,
and the Type 92A Armored Personnel Carrier has entered service in 1997.
By early 2004, 2 mechanized infantry divisions, 4 mechanized infantry
brigades and 3 battalions of the PLA have been equipped with the Type 92,
with a total of around 1200 vehicles being used.

The Type 90 belongs to a large family of armored fighting vehicles with
a 6-wheel chassis. (Also known as the 6x6 configuration). There are
variants with 4 wheels and some with 8 wheels. (The Troop Crawler must
be one of its 8 wheeled variants.) Different variants are used for different
purposes. The Type 90 was first revealed in 1986, and it is based on the
chassis of the Tiema XC2200 6 wheeled heavy duty truck, which made use
of German Mercedes Benz truck designs. The Type 90 has been used by the
PLA ground force since the early 1990s, and it was further developed to
over 10 variants including Armored Personnel Carriers, Infantry Fighting
Vehicles (IFVs), self-propelled artillery, anti-rioting vehicles, combat
support vehicles, command posts and field ambulances.

The main variant of the Type 90 has a weight of 15.3 tonnes. Each unit
is served by 3 crew. Which are the driver, commander and the gunner. Each
Type 90 can carry up to 9 infantry soldiers in its troop compartment and
it is fitted with fire suppression and centralized nuclear biological
chemical (NBC) protection systems. This vehicle can also be used in water.

The PLA is transforming its conventional motorized infantry units into
mechanized infantry troops with rapid reaction capabilities. The Type 90
series of transports are ideal for these newly trained troops. The 54th
Group Army in the Jinan Military Region is the first infantry unit to be
equipped with the Type 90. Units deployed in Xinjiang, Tibet and the Beijing
Military Region have also been served. More vehicles in this large family
are expected to be delivered to the PLA in the future. The variant currently
in service is designated as the Type 92.

Now, as I said earlier, the Type 90/92 has many variants. The first is
the type 92 (ZSL92) IFV, with a 6x6 chassis. This project was in response
to the PLA's requirements for a new 6 wheeled IFV in April 1987. It is
the formal production variant of the Type 90/WZ551. A 30,000km's length
of road tests have been carried out in the following years, and the vehicle
received its design certificate in June 1994, and entered service in the
following year.

NORINCO also had plans to export some variants including the NGV-1 IFV.
This is another 6 wheeled vehicle, and has a French designed one-man Giat
DRAGAR 25mm cannon turret, with stabilized sight and night vision equipment.
There is an extra weapon which is a 7.62mm machine gun.

Another variant is the WZ901 Armored Rioting Vehicle. Other variants
include:
WZ554 self-propelled twin-23mm antiaircraft artillery guns, 6X6
WZ551D DK-9 (PL-9) air defence missile system, 6X6
WZ901F (Type 86) patrol vehicle, 6X6
WZ91 anti-tank guided missile launch vehicle, 4X4
Long-hull APC, 8X8
120mm Self-Propelled Mortar-Howitzer, 6X6
Armored recovery vehicle (ARV), 6X6
Armored ambulance, 6X6

The hull of the Type 90 is made up of three different parts: the driver
compartment in the front, the powerpack compartment in the middle left,
and the troop compartment in the rear. The fully amphibious Type 90 is
equipped to carry 12 personnel: commander, driver, gunner and nine troops.
There are six firing ports in the vehicle hull, three on each side of the
vehicle. Communications equipments include a VRC-83 radio set and VIC-83
telephone.

The Type 92 IFV is fitted with a one-man 25mm cannon turret and a coaxial
7.62mm Type 59 machine gun. The 25mm gun has a full 360 degree traverse
with an elevation of between 8 and 55 degrees to the horizontal. Up to
400 rounds can be loaded into the 25mm gun, with an additional 120 HE
(High-Explosive) rounds and 80 AP (Armor-Piercing) rounds carried in the
turret. The 25 mm gun can fire single, 3-round bursts, or 5-round bursts.
The max rate of fire is 100 rounds per minute to 200 rounds per minute.

The 7.62mm machine gun has 1,000 rounds. There are eight smoke grenade
launchers, four fitted either side of the main gun.

The Type 90 is fitted with NBC (nuclear, biological, chemical) protection
system and automatic firefighting system. Armor protection against 7.62mm
caliber weapon systems is provided all around the vehicle.

The Type 90 is powered by a German-designed BF8L413F 4-stroke, 8-cylinder,
turbo-charged, air-cooled diesel engine with a standard power of 235kW
(320hp) at 2,500r/min.

The vehicle has 9 forward and 1 reverse gears, with mechanical gear box,
power assisted steering and independent suspensions. Its central
inflating system can adjust the tire pressure according to road conditions.
The tires can support the vehicle to travel 100km at a speed of 30km/h
after being damaged. In addition, the vehicle is fitted with two propellers
for swimming.

The vehicle is capable of a maximum speed of 85km/h on paved road and 8km/h
when afloat. The capacity of the fuel tank was increased by 90 liter to
fulfill the PLA's requirement for a fuel endurance range of 600 to 800km.

-------------------------------------------------------
Specifications of the Type 92 Armored Fighting Vehicle
-------------------------------------------------------
Crew: 12 (3+9)
Type: Wheeled, armored, amphibious
Weight: 12.5 tonnes
Engine: 320hp BF8L413F 4-stroke, 8-cylinder, turbo-charged, air-cooled
diesel
Transmission: Mechanical
Suspension: Independent
Radio: VRC-83 radio set; VIC-83 telephone
Dimension: Length: 6.63m; Height: 2.8m; Width: 2.8m
Cruising Range: 600~800km
Speed: Max road 85km/h; max off-road N/A; max swim 8km/h
Main Gun: 25mm (IFV variant), or 12.7mm (APC variant)
Rate of Fire: (IFV) 100~200 rounds/min
Elevation/Depression: (IFV) 8 degrees to 55 degrees
Auxiliary Weapon: (IFV) One coaxial 7.62 mm machine gun

Comparison:
When it comes to Transports, we will have to consider flexibility.

The Humvee is the most flexible, due to the gun ports, allowing for Missile
Defenders and Pathfinders to fire out.

The Technical is not flexible, as they can be easily be stopped and the
passengers killed soon after. The Battle Bus again works like the Humvee,
but you cannot specifically target anything. As for the Combat Cycle, any
infantry except Angry Mobs can ride it. So, you can use it to offer some
protection to individual infantry units.

The Chinese Troop Crawler may be inflexible, but it comes packaged with
Red Guard, and holds just as much as the Battle Bus, so it is a good way
to train large numbers of infantry en masse.

Humvees > Battle Buses = Combat Cycles = Troop Crawlers > Technicals

Score:
USA: 2 GLA: 2 China: 1

Value for Money:

Humvee:
Cost: $700
TOW Missile Upgrade: $1000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

It is the tradition of the Command and Conquer Series to charge this amount
for a Humvee. Enough said.

Value for Money: Fair

Techinical:
Cost: $500
Armor Piercing Bullet Upgrade: $2000

Technicals are like Humvees in many aspects, but they can upgrade their
guns by salvaging. But still, it is only a fair value for money.

Value for money: Fair

Battle Bus:
Cost: $800

Battle Bus costs $800, and comes with no attack power on its own, but it
is a bit more armored than the technical, and won't be destroyed immediately
when its HP drops to zero, so it is quite worth it if you want to give
your infantry protection.

Value for money: Good

Combat Cycle:
Cost: $550
Cost of bundled Rebel: $150
Actual Price = Cost - Cost of bundled Rebel = $400

A combat cycle is ridden by a Rebel at the start, so we can consider the
cycle to be cheaper than it actually is. In fact, I am using the "method
of difference" to determine the actual price of units with other units
bundled in. this method has been used by the Hong Kong Consumer Council
to compare the prices of goods. So, to conclude, the Combat Cycle is an
excellent value for money.

Value for Money: Excellent

Troop Crawler:
Cost: $1400
Cost of bundled Red Guards: $1200
Actual Price = Cost - Cost of bundled Red Guards = $1200

Again, the method of difference applies. You will pleased that the Troop
Crawler itself costs only $200! This is one of the ways you can train Red
Guards en masse. An excellent value for money indeed!

Value for money: Excellent

Conclusion:
Yes, it is best to load a Humvee with a pathfinder or 2, as it make them
better at the task at hand. I can make no safety guarantees against air
strikes if you hide Missile Defenders inside, as units like Raptors and
MiGs fire so many missiles at them, and it can blow the entire thing up
in no time. Most people prefer to load 1 pathfinder and 4 missile defenders
in their humvees but I prefer the 2, 3 combination, as you cannot be too
careful.

Anti-air, Anti-infantry units:

USA: Avenger
The US has come up with a new laser unit. The avenger, its laser can be
used to shoot down incoming missiles and aircraft, its designator also
allows your units to hit them faster and with more success. The laser of
the Avenger cannot be used to kill ground units by itself, while you can
send it a large number of quad cannons or gattling tanks in and cause
tremendous damage, you can't do so with Avengers. It's just not worth
coughing up $2000 to buy one of these vehicles if they can only attack
air targets. Unfortunately, that's all the US has to effectively down
aircraft. Life is tough, isn't it?

GLA: Quad Cannon
The GLA Quad Cannon is like a technical in many aspects, but it carries
4 heavy machines guns, instead of one. It can use the scraps of defeated
vehicles to upgrade its own guns, which is a good sign. It can acquire
armor piercing bullets for an additional 25% damage, making it better for
the task at hand.

China: Gatling Tank
The Chinese Gatling Tank fires very fast already, but will fire faster
and faster, when you hear the driver say, "Spin them up!". They can fire
25% faster, causing 25% more damage at once. The Gattling Tanks have better
armor, and can defeat a Quad Cannon in one to one combat.

Comparison:

Factor: Attack Power and Armor

All the 3 can attack air units effectively, but the Avenger cannot damage
ground units on its own while the other 2 can. The Gattling Tank is firing
very fast already, and fires even faster in one more second. So, they can
reach their full potential without picking up salvage like the Quad Cannons.
Besides, the Gattling Cannon has more armor than the Quad Cannons, and
can survive the enemies' attacks better.

Gattling Tanks > Quad Cannons > Avengers

Score:
USA: 0 GLA: 1 China: 2

Value for Money:

Avenger:
Cost: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

Sure, the Avenger is effective against air units and missiles, and
unfortunately, that's the only good thing about it. When facing ground
units, they can only designate the target to allow other units to fire
faster and more effectively at it, and they actually give it such a
ludicrous price! Life is tough... sigh...

Value for money: Poor

Quad Cannon:
Cost: $700
Armor Piercing Bullet Upgrade: $2000

This is the price that an anti-air, anti infantry unit should be sold.
Enough said. Good quality, good value.

Value for money: Good

Gattling Tank:
Cost: $800
Chain Gun Upgrade: $1500

Again, ditto, this extra $100 is there because the Gattling Tank has better
armor and attack power.

Value for money: Good

Conclusion:
Wouldn't it hurt EA if they allow the Avengers to hit ground targets
directly as well? If not, I suggest they should lower the price of these
things. There are nothing wrong with Quad Cannons nor Gattling Tanks though,
if you are playing against USA, feel free to build them in quantity around
your base. It will discourage those A-10 Strikes and Fuel Air Bombs.

Spray Action Units:

USA: Ambulance
All the Ambulance does is to spray detoxifying foam, that clears radiation
and chemical toxins. That's it. It is not equipped to kill.

GLA: Toxin Tractor
That's right, GLA really likes to make use of Chemical Weapons. The toxin
tractor sprays a continuous stream of toxins that can render large infantry
divisions into green 'n' blue salamander men in no time. It can also
contaminate large areas of land when standing. It is resistant to rockets,
making it effective in its task of clearing garrisoned buildings. It can
be 25% more disgusting with the Anthrax Beta upgrade installed.

To Contaminate an area:
Click the Contaminate button and then click on the area you intend to spread
your chemicals. "Run through the sprinkler!"

China: Dragon Tank
The Dragon Tank is China's flame tank, its flame has a large sweeping effect,
that can render both infantry and vehicles into charcoal in no time. It
can make use of Black Napalm to spew a blue flame, which causes 25% more
damage. Like the toxin tractor, it is effective in clearing occupied
civilian buildings, as they are resistant to rockets.

To Build a Fire Wall:
Click on the Fire Wall Button, and click on the area you intend to sweep
out your flames. "The Dragon awakes!" You can only gain veterancy with
this attack if the enemy is in contact with your flame jet when they are
destroyed.

Comparison:

Factor: Armor, Effective against

Again, the Ambulance cannot attack anyone directly without the help of
drones, so a 0 is what it gets.

Both are effective against infantry garrisoned in structures and outside
structures, but the Dragon Tank is effective against buildings as well.
Its flame wall is obviously more lethal than the Contaminate ability, as
it works better against tanks. Another thing is that, the Dragon Tank has
heavier armor than the Toxin Tractor, and can withstand more punishment.

Dragon Tanks > Toxin Tractors > Ambulances

Score:
USA: 0 GLA: 1 China: 2

Value for money:

Ambulance:
Cost: $600
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

What's the point of having a unit that can ONLY heal infantry units? And
you charge it more than a Humvee? Sure, it can clear toxic foam, but what's
the point, after all, the radiation or chemicals will fade away after a
while.

Value for money: Bad

Toxin Tractor:
Cost: $600
Anthrax Beta Upgrade: $2500
These tractors are so effective against infantry that, if used properly,
can achieve a 1 to 30 kill ratio or even higher. So, excellent quality,
excellent value!

Value for money: Excellent

Dragon Tank:
Cost: $800
Black Napalm Upgrade: $2000
Ditto, ditto, ditto. Again, they cost $200 more as they have better armor
and attack power.

Value for money: Excellent

Conclusion:
The former unit is a mess cleaner, while the latter 2 units are mess creators.
Unfortunately, it is the tidy person in society who gets abused and
tormented by those mess creators. There is one thing though, if your enemy
likes to use terrorists, and has placed them too close to the other units,
feel free to target him, he will explode, and will take other units around
him with him! As for the Toxin Tractors, just squirt, and enjoy! If you
are the person who likes to make extensive use of such things, play as
Dr. Thrax!

Advanced Battle Tanks:

USA: Paladin Tank
The Paladin is a tank with heavier armor. It can use a laser to stop incoming
missiles, regardless of how big they are. They can upgrade their armor
with composite armor, as usual. Their high price really is a draw back.
But still, their ability to stop missiles is decent.

GLA: Marauder Tank
"What can I say? I'm a taker." The Marauder Tank is the third in the line
of salvaging units as far as the GLA is concerned. The Marauder Tank is
cheap, has decent armor, and can eventually upgrade to 2 cannons! That's
is definitely cool. So, always use a General point to be able to build
this unit.

China: Overlord Tank
The Overlord Tank is the ultimate example of China's brute force. Although
very expensive at $2000, it has super heavy armor, and very powerful cannons.
It is fully customizable to have a gattling cannon, speaker tower or a
bunker mounted on its turret. That's not all, it can crush tanks, and it
can be upgraded to Uranium Shells and Nuclear Tank at the Nuclear Missile
Silo.

To upgrade your Overlord with a peripheral:
Simply click on the type of upgrade you want to give to the Overlord. Note
that this peripheral is permanent, so always think twice before deciding.

Comparison:

Factor: Attack Power, Flexibility

To compare these units, I used the "Kill Ratio" method.

After some testing, I found that 1 fully upgraded Overlord can destroy
3-4 Paladins, and 3-5 Marauders (No Salvage).

As for flexibility, I think Overlord Tanks are the best, as they can be
customized with 1 of 3 peripherals to suit their needs. For instance, if
you upgrade them with a Gattling Cannon, it becomes a anti-air and anti
infantry platform. If you upgrade them with a Bunker, it becomes a Humvee
like troop transport. If you upgrade it with a Speaker Tower, it becomes
a mobile healer! The Marauder Tank is also customizable, as it can upgrade
itself to up to 2 cannons eventually by picking up the scraps of defeated
enemies. However, the Paladin Tank is not flexible at all, and its laser
is not that effective against rockets, particularly if the enemy
continuously sends rocket troops against you in quantity.

Overlord Tanks > Marauder Tanks > Paladin Tanks

Value for money:

Paladin Tank:
Cost: $1100
Composite Armor Upgrade: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

These tanks are not much stronger than Crusader Tanks, and have the same
attack power, only with the extra ability to use a laser to zap incoming
missiles and infantry. That's it. Still, EA should not charge that much
for a tank like this.
Value for Money: Bad

Marauder Tank:
Cost: $800
Toxin Shell Upgrade: $800

For a salvaging unit, charging a Marauder for $800 only really rocks! That's
all I can say.
Value for money: Excellent

Overlord Tank:
Cost: $2000
Uranium Shell Upgrade: $2500
Nuclear Tank Upgrade: $2000
Overlord Bunker: $400
Overlord Propaganda Tower: $500
Overlord Gattling Cannon: $1200

It is only natural that EA decided to charge this extremely powerful and
all rounded unit $2000. Otherwise, many C&C fans will gripe to EA for this.
But still, by simple experiment, I found that the Overlord has a very high
kill ratio against all other weaker tanks. So, it is really worth it.
Value for money: Good

Score:
USA: 0 GLA: 1 China: 2

Conclusion:
After my experiences in USA Mission 4, or is it 3? I have concluded that
for every rocket infantry your enemy has, you have to build 1 Paladin Tank
to ensure that no rockets hit. While it's 2 for Scud Launchers or Tomahawks.
I always enjoyed using Marauder Tanks, as they are one of those good against
everything units in the game. Their Toxin Shells can easily turn infantry
into Salamander men! The Overlord Tank is for the people who have "taste"
as they have 3 different peripherals to be installed!

Intelligence Units:

USA: Sentry Drone
The new sentry drone is stealthy, and can detect stealth. It can be upgraded
with machine guns to make it more powerful, but this unit is pathetic,
as it cannot gain veterancy. When I used these in USA Mission 1 in Zero
Hour, they were practically the first to die.

GLA: Radar Van
Not only that the Radar Van provides Radar, it can use the Radar Scan to
spy on enemies. So, you can virtually abuse the radar scan by building
these little vans in quantity! Unfortunately they have no weapons
themselves and cannot be used in attacks.

China: Listening Outpost
This van is stealthy when stationary. So, you can leave it in one spot
to keep it revealed without getting detected by non stealth detectors.
It itself is a stealth detector. Unlike the Radar Van, this unit is not
defenseless, as it comes with 2 Tank Hunters that fire from inside it.
So, it actually costs $200, like the Troop Crawler.

Comparison:

Factor: Self Defense Abilities, Flexibility

The Radar Van has no direct offensive power, so I give that a 0.

Both the Sentry Drone and the Listening Outpost can attack the enemies.
However, Listening Outposts can give their passengers veterancy when they
destroy enough targets, while the Sentry Drone cannot. Another thing is
that, if you load a Listening Outpost with 2 Red Guards, it can do
considerable damage to infantry units, while the Sentry Drone is stuck
with its machine gun.

Listening Outpost > Sentry Drone > Radar Van

Value for money:

Sentry Drone:
Cost: $800

You charge THAT much for a simple scouting unit? That's too much, really.
Value for money: Bad

Radar Van:
Cost: $800
Radar Scan Upgrade: $1000

Take note that you can use your Radar Scan once for every Radar Van you
have. As they are just soooo cheap, feel free to abuse the Radar Scan by
building 30 Radar Vans. Then you can have 1 Radar Scan per second!
Value for Money: Excellent

Listening Outpost:
Cost: $800
Cost of Bundled Tank Hunters: $600
Actual Cost: Cost - Cost of Bundled Tank Hunters: $200

Again, the method of difference applies. The reason why there are no Chinese
vehicles selling cheaper than $800 is because the ones that are cheap come
bundled in with other units. Consider it as a bonus.
Value for money: Excellent

Score:
USA: 1 GLA: 0 China: 2

Conclusion:
If there is one think I do not like in Command and Conquer: Generals are
units that cannot gain veterancy. As they cannot build up experience, the
player's incentive to keep them alive for as long as possible drops. As
for the Radar Vans, always build them in quantity! You can always abuse
the Scan by building 10 or so. I learnt it in GLA Mission 2. Just keep
them separated far enough, in case the enemy decides to attack them with
a superweapon or 2. The listening outpost is just like the troop crawler,
if you like to produce tank Hunters en-masse, you can just continuously
build these. Place them in places where the enemy like to send in their
fighters from, then you can detect them before they can get close. Radar
Vans make good stealth unit squishers, so if someone sends stealth infantry
units in, send in your Van to detect and squish them! (I heard this from
a message board, it may be true, or maybe not. Don't blame me if this is
false.)

Electronic Units:

USA: Microwave Tank
The US Microwave Tank, well, fires a microwave beam that can disable, not
destroy enemy structures, its beam can also hurt enemy infantry. The
Microwave Tank can cook infantry inside buildings.

GLA: None
Do you expect GLA to have such high tech units?

China: ECM Tank
The electromagnetic countermeasures tank fires a beam that can disable
enemy vehicles, and disrupt rocket and missile attacks, making them miss
their target. It can really be a lifesaver if your enemy uses so many rocket
units, as the ECM Tank's magnetic field causes more than 80% of the rockets
to miss.

Comparison:

Factor: Special Ability

Both the Microwave Tank and the ECM Tank can disable different things.
But as they are different things, no conclusion can be drawn.

Microwave Tanks = ECM Tanks > None

Value for money:

Microwave Tank:
Cost: $800
Composite Armor Upgrade: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

For an "HBM Vehicle", charging $800 for such a unit ain't too shabby. In
fact, I really could not care less how much such units cost. As long as
it is at $800 or less, I won't mind at all.

Value for money: Fair

ECM Tank
Cost: $800

Paying $800 to stop those annoying Rocket Buggy rockets, Raptor missiles,
Tomahawk Missiles, Rocket Propelled Grenades, Stealth Fighter missiles,
Comanche hellfire missiles or to disable tanks ain't to shabby either.

Value for money: Fair

Score:
USA: 1 GLA: 0 China: 1

Conclusion:
This is one type of unit that I do not care much about, as they have no
real direct offensive power. However, the Microwave Tank can well, bake
the infantry garrisoned inside buildings, just set it to high power to
ensure the meat is well done! Ha ha ha! As for the ECM tank, build them
as countermeasures to the enemies' missile attacks.

Standard Long Range Units:

USA: Tomahawk Missile
USA's Long Range ballistic is here. The Tomahawk Missile has a very long
range, and its missile has a tendency to lock onto the enemy, so it seldom
misses. However, air defenses can easily stop the missile, so build at
least 2 or 3 for a better effect.

GLA: Rocket Buggy
The Rocket Buggy is there to buzz around like flies and annoy you. They
fire 6 or 12 rockets at a time, before having to reload. That's their problem.
If they were to fire continuously, then they can be a real threat. When
you use such units, make sure you keep your distance, as it has practically
no armor.

China: Inferno Cannon
China does not make use of any rockets or missiles, instead, they make
use of Artillery! The Inferno Cannon flies napalm shells over long range.
As it is a shell, it cannot be stopped by anything. The impact damage is
collateral, as the units will continue to take damage from the flames.
It is most effective, when used in large groups, as a lovely little bonfire
will be made, incinerating anything in its path.

Supplementary information on the PLZ 155mm Howitzer (Inferno Cannon):
(Reference: Sinodefence)
The PLZ-45 (also known as Type 88) 155 mm, 45 caliber self-propelled
howitzer (categorized as gun-howitzer by the PLA) was developed by NORINCO
in the early 1990s for the international market. The system was jointly
developed by the 123 Factory, 127 Factory, 674 Factory and Beijing
University of Science and Technology based on the Type 89 (PLL-01) towed
155 mm/45 caliber gun-howitzer.

In 1997, the PLZ-45 surprisingly defeated US and Europe competitors to
win the contract to provide Kuwaiti Army with a battalion of 72 units of
self-propelled artillery systems. This sale was a particularly convincing
assessment of the howitzer's capabilities since the Kuwaiti Army has the
budget to purchase nearly whatever it wants. A battalion of howitzers were
then delivered to the Kuwait along with a full package of support, command
and control, forward observer, and radar vehicles. In 2001, the Kuwaitis
ordered an additional 74 howitzers from China as it performed surprisingly
well with the Kuwaiti army.

Despite being a successful design, the PLZ-45 did not enter service with
the PLA. The limitations of using foreign military GPS signal and expensive
unit costs were the main problems involved when using the PLZ-45. However,
since the PLA is still debating whether to replace the Soviet 152 mm
howitzer by the new 155 mm/45 caliber system, there is a chance that the
PLZ-45 or a similar design may enter service with the PLA in the future.

The PLZ-45 may well be one of the most potent weapons of Chinese designs.
The PLZ-45 combines a new chassis with the powerful 45-calibre Type 89
(WA-021) 155 mm howitzer. The artillery can fire 4 to 5 rounds in each
minute. The PLZ-45 Howitzer can carry up to 30 shells. They include NATO
HE, RAP, illumination, smoke, chemical, guided, DPICM, FASCAM, and ERFB-BB,
(I wonder whether they will fire napalm shells) and the maximum fire range
is 24 km (HE) to 39 km (ERFB-BB). Secondary armament consists of a 12.7
mm W-85 anti-aircraft machine gun mounted on the roof, and two sets of
four-barrel smoke grenade launchers are mounted on the turret's side.

The PLZ-45's chassis was derived from the Type 80 main battle tank. The
combat weight is 32 tons. The power pack is a 525 hp liquid cooled diesel
engine, giving a maximum road speed of 65 km/h and a cruising range of
450 km. The artillery is operated by five crewmembers. The compartment
is equipped with an anti-NBC protection, explosion detection, fire
suppression, and GPS navigation system. In addition, howitzers sold to
Kuwaitis Army are also fitted with air conditioners for operating in the
desert environment.

Each PLZ-45 battalion consists of 1~2 command and control vehicles, 3
observation and reconnaissance vehicles, 1 target correction radar, 1
weather radar, 1 repairing workshop vehicle, 1 potable cabin for repairing
and testing, as well as three howitzer companies. Each company has one
observation and reconnaissance vehicle, 6~8 howitzers, and 6~8 ammunition
transport/reloading vehicles. Each howitzer is supported by an ammunition
vehicle, which can carry 90 rounds and reload the howitzer at a speed of
6~8 rounds/min.

-----------------------------------------
Specifications of the PLZ 155mm Howitzer
-----------------------------------------
(Chassis)
Crew: 5
Weight: 32 ton
Power Pack: 520 hp turbocharged diesel
Transmission: N/A
Power to Weight Ratio: 16.25 hp/ton
Speed: 56 km/h
Road Range: 450 km
Anti-NBC: Collective
Fire-Supression System: Yes

(Gun)
Caliber: 155 mm
Barrel Length: 45 caliber
Barrel Life: 2,500 firings
Maximum Firing Range: (High Explosive or HE): 24 km; (Extended Range Full
Bore, or ERFB) 30 km; (Extended Range Full Bore, Hollow Base, Base Bleed,
or ERFB-HB-BB) 39 km
Rate of Fire: intense 4~5 rounds/min; sustained 2 rounds/min
Loading system: semi-automatic
Fire Control: Direct or indirect firing with electro-optical sighting
system for day/night operations; onboard computer; GPS
Second Weapon: 12.7 mm anti-aircraft machine gun
Smoke Grenade: Two sets of 4-barrel launchers

Comparison:

Factor: Firing speed and accuracy

The USA Tomahawk Missile really is dashing. Their missiles never miss when
vehicles are targeted, but can be shot down by base defenses. The Rocket
Buggy is fast and annoying, but their rockets can easily be stopped by
Paladin Tanks, Avengers or ECM Tanks. Although the Inferno Cannon is
slightly slower, its shells cannot be stopped by anything.

Tomahawk Missile > Rocket Buggy > Inferno Cannon
Score:
USA: 2 GLA: 1 China: 0

Value for money:

Tomahawk Missile:
Cost: $1200
Composite Armor Upgrade: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

For an accurate long range ballistic unit, the Tomahawk Missile is just
evenly priced. As it is the USA army's one and only one long range unit,
you better rely on them. Still, it's a good value for money.

Value for money: Good

Rocket Buggy:
Cost: $900
Armor Piercing Rocket Upgrade: $2000
Buggy Ammo Upgrade: $1000

The Rocket Buggy is built to hit and run. With so many rockets coming at
once, advancing tank hoards can easily be weakened, provided that your
Buggies retreat fast enough, or if the enemy decides not to use any Paladin
Tanks, Avengers or ECM Tanks.

Value for money: Good

Inferno Cannon:
Cost: $900
Black Napalm Upgrade: $2000

The Inferno cannon has the same price as the Rocket Buggy, but attacks
in a slightly different manner. The shell has a considerable area effect,
so if you fire at a large hoard of incoming infantry, it can be guaranteed
that at least some of them will be hit, and will eventually burn to death.
Again, build these in quantity to make use of the Firestorm! Again, a good
value for money.

Value for money: Good

Conclusion:
The reason why I put Tomahawk Missiles in this category is that the missile
has very little area damage in fact. As they cannot see further than their
actual range, always upgrade it with a scout drone or 2. If you like to
use them, consider using Search and Destroy or Bombardment in the Strategy
Center. As for Rocket Buggies, I think EA should program them to fire
continuously, then they can really be worth the money, as I do not like
to manually order units to run around, to avoid the advancing tanks. I
think that EA has programmed the Inferno Cannon so as to encourage you
to build them in quantity, due to the fire storm. The shells cannot be
stopped by anything, and can be a real plus if your enemy likes to use
Paladin Tanks and Avengers.

Advanced Long Range Units:

USA: None
USA has to stick to Tomahawk Missiles for long range ballistic combat.

GLA: Scud Launcher
The V3 Launchers of Red Alert 2 are now replaced with Scud Launchers. They
fire 2 types of rounds. A high-explosive warhead that does a lot of
explosive damage, and an Anthrax warhead, which does less damage, and
leaves behind a large cloud of Anthrax on the ground, turning people into
Salamander Men. The Anthrax Warhead can be upgraded with Anthrax Beta for
25% more damage. The only weakness is that the missiles may be stopped
by anti-air defenses, although it occurs not so often.

To switch the type of Warhead used:
Simply click the button corresponding to the type of Warhead (High
Explosive, Anthrax) you would like to use.

China: Nuke Cannon
Yes, the ultimate Artillery is here. The Nuke Cannon fires nuclear shells
over long distances, and causes a little nuclear explosion, that can
destroy several tanks at once! The thing that gives it an extra point over
the Scud Launcher is that the shells cannot be stopped in mid-air. Another
thing, the Nuke Cannon can be upgraded to fire neutron shells. These shells
vaporize infantry, and can kill the drivers inside vehicles, making them
available for capture. So, if your opponent sends in a large number of
tanks, use this.

To switch the type of Shell used:
Simply click the button corresponding to the type of Shell (Nuclear,
Neutron) you would like to use.

Comparison:
Factor: Attack Power, whether the projectile can reach its target

The SCUD Launcher can either deliver chemicals or cause a big explosion,
but not at once, while the Nuke Cannon can. Its new Neutron Shells can
effectively stop Tank Rushes to your base and clear garrisoned structures.
Although both of these units need time to set up, the time difference is
negligible. Anyway, the SCUD can be stopped while the shells cannot.

Nuke Cannon > SCUD Launcher

Submitter's Opinion! Marcus Wong's Opinion
I think nuke cannons should be a tie with SCUDs because they are just SO
SLOOOOOW its totally ridiculous. It's range is not long enough for
something that's so huge and bulky. Their deploy time is also incredibly
long. Worst of all, you can't even put it in a Helix/Chinook for quick
transporting. As a result, it's near impossible to send nuke cannons to
your enemy's base, unless his base is right next to you which rarely happens.
The only thing good about the nuke cannons is it's firepower and neutron
shells, but that is simply not worth $1600. It's considered a bad value
of money. So therefore, China's artillery is the worst, despite firing
unstoppable shells. (the inferno cannon is even more pathetic than the
nuke cannon except more worth the money.)

My answer:
OK, I don't think their deployment time is much longer than the time it
takes for the SCUD Missile to be raised for launch, so it is not that
pathetic really. The NOD Artillery in Command and Conquer: Tiberian Sun
is very similar in this respect. Of course, it was TOO powerful back then,
so by the time the Firestorm Expansion Pack was released, the Artillery's
accuracy was really toned down! Anyway, under your view, China would
receive a point deduction of 1 point, but that would have no leverage on
the final score.

The Neutron Shell really is not that useless. ALL garrisoned buildings
will be cleared if one Neutron Shell hits. (Even Palaces, Internet Centers
and Bunkers!) I do not find it that hard to bring my Nuke Cannons to my
enemy's base! GLA also has this logistical problem with the their SCUD
Launcher, as the best they can do is to use Sneak Attacks to build a Tunnel
Network quickly. Besides, if you want to send Artillery to an enemy's base,
you ought to control the land around his base beforehand. Like, say, keep
the enemy base busy for a while before you slip your Nuke Cannons from
behind unnoticed.

Value for money:

SCUD Launcher:
Cost: $1200
Anthrax Beta Upgrade: $2500

For a unit that works with the same principle as the Tomahawk Missile,
I can only say that this unit is worthwhile investment when it comes to
heavy base assault.

Value for money: Good

Score:
USA: 0 GLA: 1 China: 2

Nuke Cannon:
Cost: $1600
Neutron Shell Upgrade: $2000

What can I say? This unit is just so powerful and explosive, and then it
has 2 uses, to blow things up, or to neutralize vehicles. As it is just
as powerful or even more powerful than the SCUD Launcher, and the shell
can be stopped. Charging $1600 for one is just reasonable.

Value for money: Fair

Conclusion:
Always build an even number of Scud Launchers in a base attack, one half
will be armed with High Explosive Warheads, while the other half uses the
Anthrax Warheads. Then, it can be guaranteed that both infantry and
vehicles can take considerable damage. The same goes for garrisoned
buildings, and USA base buildings, you can destroy their buildings, then
laugh as their infantry turn into blue salamander men! The Nuke Cannon's
new neutron shells can really help them against annoying tanks. Let's say
you are in a showdown with one Nuke cannon and a Troop Crawler full of
infantry versus an enemy army with Many Paladins and Tomahawks and Missile
Defenders, although the Tomahawks have a head start in the firing, there
is a delay before the missiles hit. That way, there is time for the Cannon
to launch 1 neutron shell, this shell is enough. Once it hits, all their
infantry will be vaporized, so will the drivers inside their vehicles.
Then you can simply send your Red Guards in to steal their vehicles, when
your enemy is preparing to counter your attack team, 1 shell can make all
the difference. The neutron shell can also atomize the infantry hiding
inside buildings! Including Bunkers and Palaces! So, use it as an
alternative to the Dragon tank if you do not want to get real close.

Suicidal Units:

USA, China: None
The US and China do not use bomb trucks.

GLA: Bomb Truck
The Demolition Trucks are now replaced with Bomb Trucks. A Bomb Truck can
be customized to carry Bio-Bombs and High-Explosive Bombs to upgrade their
effects. They can also be disguised as an enemy unit to fool them. However,
enemy base defenses are not tricked by them though. Anyway, it is a force
to be reckoned with, if you want to clear enemy base defenses in a flash.
Another mean trick is to perform a Sneak Attack on your enemies' base,
and then unload your Bomb Trucks on them!

Score: 1

To upgrade your Bomb Truck:
Click on the button corresponding to the upgrade you would like to use.
You will know when it is ready when you hear "BioBomb loaded" and so on.

To disguise as a vehicle:
Click the Disguise as Vehicle button, and click on the unit you would like
to disguise it as. You can always disguise your Bomb Truck as something
weak, like a technical, and the opponent WILL be shocked when he finds
out how a Technical can explode like that.

*****AIR UNITS*****
GLA: No Air Units
GLA does not use Air Units, how sad.

Main Fighter:

USA: Raptor
The US Raptor fires 4 missiles each to their targets, and can be used to
guard the air. Their attack power can be increased by 25% by the Laser
Missiles. They can develop countermeasures against anti-aircraft units,
but what use does it have if there are just so many of them lying around?

Supplementary Information: (Reference: Jane's)
In the early 1980s the USAF began the Advance Tactical Fighter programme,
incorporating stealth technology and supercruise (supersonic cruise
without afterburning), as a replacement for the F-15C Eagle. A
Lockheed/General Dynamics/ Boeing YF-22A prototype first flew on 26
September 1990, and won the development contract over the Northrop YF-23A
in 1991. The first EMD F-22A flew on 7 September 1997, and EMD aircraft
have since demonstrated supercruise at more than Mach 1.5 and
thrust-vectoring at high AoA. Cold War requirements for 750 aircraft have
been reduced to 339 F-22As, with the first planned to enter service in
2005.

The Raptor design trades off stealth with agility, to produce a genuine
fighter, as opposed to a low-observable bomb deliver like the F-117A. The
thrust/weight ratio of 1.2 and triplex digital FBW controls gave good
maneuverability, but 'first look, first shot, first kill' capability means
opponents will rarely detect the F-22 before they have been targeted and
hit by BVR AAMs. The Raptors has three internal weapons bays, with two
Sidewinder AAMs stored outboard of the intake ducts, and up to six AIM-120
radar-guided AMRAAMs or two GBU-32 JDAM 1000 PGMs in a ventral bay. Other
stealth features include antennas located in leading or trailing edges
of wings and fins, and internal sensors, including the AN/APG-77 AESA radar.
Highly integrated avionics with a Common Integrate Processor (CIP) will
provide a next-generation operation environment.

-----------------------------------
Specifications of the F-22A Raptor
-----------------------------------
Powerplant: two 156kN (35000 lb st) Pratt & Whitney F119-PW-100 thrust
vectoring afterburning turbofans

Dimensions: length 18.92m (62ft 1 in); height 5.02m (16ft 5 in); wing span
13.56m (44ft 6 in)

Weights (estimated): empty 14,385 kg (31,670 lb); MTOW 27,216 kg (60,000
lb)

Performance: max level speed (in supercruise) Mach 1.58, at 9,150m
(30,000ft) (with afterburning) Mach 1.7, at sea level 1,482 km/h (921 mph);
service ceiling 15,240m (50,000 ft)

Armament: one M61A2 20mm gun with 480 rds; two AIM-0 AAMs and up to six
AIM-120 AMRAAMs or two JDAM 1000 PGMs in internal bays; four underwing
stores stations, each cleared for a 2,268kg (5000lb) payload

China: MiG
The Chinese MiGs have 2 napalm missiles, but they are more powerful, as
they have the tendency to generate firestorms, if all 8 missiles hit their
target. The Chinese MiGs are cheaper than Raptors, and both their armor
and attack power can be upgraded.

Supplementary Information: (Reference: Jane's)
The USSR's MFI (multifunctional front-line fighter) program began in 1983,
to develop a fighter to replace both the MiG-29 and Su-27 in Frontal
Aviation service and compete with the Eurofighter, Rafale and F-22. The
end of the Cold War detailed much-needed funds, but development continued
slowly, with the MiG 1.44 demonstrator/airworthy prototype completed in
1991 (after selevtion over a competing design from Yakolev).
Flight-cleared engines were not available, however, and by the late 1990s
the Western Press were suggesting the 1.44 was a mock up or a fake. But
the 1.44 finally made its first (18 minute) flight on 29 February 2000.

The 1.44 is a twin fin delta-canard design, with large movable foreplanes
and widely-space twin tailfins. It has some stealth features, including
sharply-raked straight-edged engine intakes, but a production aircraft
could employ Kehdysh Research Centre's 'plasma cloud" stealth system,
which reputedly reduces BCS by dissipating electromagnetic waves. Earlier
plans included thrust-vectoring power plants, but the prototype 1.44
mounts two Staurn/Lyullka AL-41F engines with ceramic-coated interior
nozzle petals. Other features include supercruise (sustained supersonic
flights without afterburners), a wide use of composite materials, and a
large internal fuel capacity. The original NO-14 weapon system has
apparently been cancelled, and the future of the MiG 1.42 planned
production version in uncertain.

-----------------------------------------
Estimated Specifications of the MiG 1.44
-----------------------------------------
Powerplant: two 175mN (39,350 lb st) Saturn/Lyulka AL-41F afterburning
turbofans

Dimensions: length 22.83m (74ft 10in); height 5.72m (18ft 9in); wing span
17.36m (55ft 10in)

Weights: normal take-off 30,000kg (68,138lb); MTOW 35,000kg (77,161lb)

Performance: max level speed at high altitude (2,500 km/h (1,553 mph));
max level speed in suprecruise Mach 1.6-1.8 (1,700 km/h (1,058 mph));
service ceiling 20,000m (65,620 ft)

Armament: one GSh-30-1.30mm cannon, internal weapon bay and possibly two
or more underwing hardpoints for AAMs, ASMs and bombs

Comparison:

Factor: Armor Protection

Both have an attack upgrade, but their defensive upgrade works differently,
the Countermeasures decrease the chance for missiles to hit them, but not
machine gun fire. So, if your enemy makes use of Avengers, Quad Cannons
or Gattling Tanks, it would not make much of a difference. The MiG armor
gives extra 25% protection to anything, so that is more worth it. Their
firestorm is really lethal.

MiG > Raptor

Value for money:

Raptor:
Cost: $1400
Laser Missile Upgrade: $1500
Countermeasures Upgrade: $2000

For an aircraft like the Raptor, I really cannot comment on its price,
as it is just the tradition for C&C programmers to charge between $1200
and $1500 for jet planes.

Value for money: Fair

MiG:
Cost: $1200
Black Napalm Upgrade: $2000
MiG Armor Upgrade: $1000

Again, ditto. I really cannot comment on its price, as it is just the
tradition for C&C programmers to charge between $1200 and $1500 for jet
planes.

Value for money: Fair

Score:
USA: 0 China: 1

Conclusion:
The Raptor and MiG both have the same abilities, that is, guard air and
air patrol. Regardless of whatever you use, it is always wise to leave
a stock of about 4 of these fighters in your base to help weaken the enemies'
advance.

Attack Helicopter:

USA: Comanche
The Comanche helicopter attacks with their 4 missiles, and their 20mm
cannon. When it runs out of ammo, it reloads very quickly, and can continue
to annoy the enemy until they use their anti-aircraft units. Its rocket
pods can flatten a large area of enemies.

To use your Rocket Pods:
Click the Rocket Pods button and then click on the area you would like
to use it on. This ability requires a short recharge time.

Supplementary Information: (Reference: Jane's)
The futuristic RAH-66 Comanche won the US Army competition in the early
1980s for a reconnaissance/attack/air combat helicopter replacement for
thousands of AH-1, OH-6, OH-58 and UH-1s. The prototype first flew on 4
January 1986, but funding cuts have slowed development, with current plans
calling for testing of only the two existing prototypes through 2004. The
first of 13 preproduction aircraft (the third Comanche) is not due to fly
until April 2004. (This will not happen, as the US has cancelled the
Comanche project.)

Composites make up a large proportion of the Comanche's airframe, with
a five-blade main rotor and eight-blade fan-in-fin rotor. The Comanche
is the first 'stealth' helicopter, designed to have a radar cross-section
smaller than that of a Hellfire missile. Frontal RCS is reportedly 360
times smaller than the AH-64 Apache, with one-quarter the IR emissions
and one-sixth the forward noise signature. Each cockpit, with pilot in
front, has four large MFDs to display FLIR/TV data, a moving map, and
tactical situations. Night operations are aided by navigation and
targeting FLIRs and a laser designator, housed in a nose-mounted sensor
turret. Missile launch in adverse weather will be enhanced by a version
of the Apache Longbow radar. Comanche avionics have been designed for
compatibility with the F-22A Raptor fighter.

Behind the retractable main landing gear, a pair of side-opening weapons
bays can each house three Hellfire ATGMs or six Stinger AAMs. Immediately
above these bays, optional stub-wings can carry a further four Hellfires
or eight Stingers.

-------------------------------
Specifications of the Comanche
-------------------------------
Powerplant: two 1,165 kW (1,563 shp) LHTEC T800-LHT-801 turboshafts

Dimensions: length 13.20m (43ft 3in); height over tailplane 3.37m (11ft);
width 2.04m (6ft 8in); main rotor diameter 12.19m (40ft)

Weights: empty 4,06kg (8,951lb); MTOW 7,896 kg (17,408lb)

Performance (at 1,220m (4,000ft)): max level (dash) speed 319km/h (198mph);
endurance 2h 30min

Armament: one GE/GIAT three-barrel 20mm undernose cannon with 320-500 rds;
up to 2,296kg (5,062lb) of 10 hellfire ATGMs, 14 Stinger AAMs and two 1,741l
(383gal) auxiliary fuel tanks

China: Helix
The Helix Helicopter uses the same weapon as the Comanche at the beginning,
useless? No! The Helix is the Overlord of the sky! It again is fully
customizable to carry a Bunker, Speaker Tower or a Gattling Cannon on it!
If you install the bunker, and load it with Tank Hunters, the effects are
the same as a Comanche that fires missiles continuously, without having
to reload, such a combination can single handedly take out 2-3 Quad Cannons
and still have considerable breathing space! The Gattling Cannon can detect
stealthy units, and can down aircraft, just like the tank hunters inside
the bunkers. The speaker tower of course, heals your units within its range
continuously. To get the best of all 3 worlds, build 3 of these and upgrade
them with 3 different peripherals. Finally, their napalm bomb is well,
firestorm in a can, and they can drop it again and again continuously,
just like those Kirov Airships.

To upgrade your Helix with a peripheral:
Simply click on the Peripheral you would like to install on your Helix.
These upgrades are again, permanent. So make up your mind beforehand.

To use the Napalm Bomb:
First click on the orange Napalm Bomb button to arm your Helix with it.
It costs $800. Then, when it is loaded. Wait for it to charge up. Then
click on the Green Napalm Bomb button and then click the area you intend
to use it on. The Helix will then go over to the target area and drop it
down "like a ton of bricks"!

Comparison:

Factor: Armor, Flexibility

The Helix is definitely more flexible than the Comanche, and they CAN engage
air units with the proper upgrades. (eg. Bunker full of Tank Hunters, or
Gattling Cannon Upgrade). Its armor is heavier than the comanches, and
makes them better for their task in hand.

Helix > Comanche

Score:
USA: 0 China: 1

Value for money:

Comanche:
Cost: $1500
Rocket Pod Upgrade: $1000
Countermeasures Upgrade: $2000

Again, as long as the cost of an aircraft falls between the $1000-$1500
range, it is a fair value for money. As this is just tradition.

Value for money: Fair

Helix:
Cost: $1500
Napalm Bomb: $800
Helix Bunker: $400
Helix Propaganda Tower: $500
Helix Gattling Cannon: $1200

For such a heavy and powerful helicopter, charging $1500 and ONLY $1500
for it is very cheap in fact. A good bargain indeed!

Value for money: Good

Conclusion:
Comanches are my favorite USA air unit, as they just like to buzz around
and annoy the enemy. Their Rocket Pods can help if your base is being
attacked by a large numbers of units that are grouped very closely together.
Of course, their rocket pods are useful if your opponent sends a slab of
tanks towards your base. Make sure you target the area you expect the tanks
to roll to in the next second, as there is a short delay in the unloading.
As for the Helix, they have both offensive and defensive capabilities,
and tend to be effective against everything if you upgrade them with all
peripherals. As a base defense, load a Helix full of Tank Hunters and
upgrade it with a Bunker.

Additional Air Units:

USA: Stealth Fighter, Aurora Bomber
The Stealth Fighter is like the Raptor, only that it can remain undetected
until the moment before it fires, so it is good against enemy base defenses.
Its bunker buster upgrade can help it damage infantry garrisoned in Bunkers.
The Aurora Bomber is a super-sonic aircraft, and can easily evade
anti-aircraft defenses until it delivers its bomb. Only then it slows down.
Enough said.

Supplementary Information on the Lockheed Martin F-117A Nighthawk
(Reference: Jane's)
Popularly known as the 'Stealth Fighter', the F-117A Nighthawk is a
precision attack aircraft designed to be nearly invisible to radar.
Development began in the 1970s with the 'Have Blue' design study, and the
first FSD prototype flew on 18 June 1981. Five FSD F-117s were built,
followed by 54 production standard F-117As. Constructed primarily of
aluminium, the F-117A's fuselage comprises flat panel 'facets' mounted
on the aircraft's subframe, their purpose being to reflect radar energy
away from the transmitter, eliminating a viable 'return'. All surfaces
are coated with various RAMs, and all doors and panels have serrated edges
to further minimize radar reflection. Grid Covers on the intakes and the
use of narrow-slot 'platypus' exhausts surrounded by heat-absorbing tiles
reduce the IR signature.

Ahead of the flat plane five piece cockpit glazing is a FLIR sensor,
recessed in a mesh covered housing. In the forward starboard underfuselage
is a retractable IR sensor and laser designator, used with the two LGBs
carried in the internal weapons bay. This modest weapons load is testimony
to the accuracy of the Stealth Fighter F-117As flew just 2% of combat
sorties during the Gulf War, but accounted for 40% of the strategic targets
attacked.

Unfortunately, poor tactics contributed to the first Stealth Fighter loss,
when an F-117A was shot down by a radar-guided missile over Kosovo in 1999.
Current USAF plans include navigation and targeting system upgrades, with
service to continue beyond 2015.

--------------------------------------
Specifications of the Stealth Fighter
--------------------------------------
Powerplant: two 48.0 kN (10,900lb st) Gneral Electric F404-GE-F1D2
non-afterburning turbofans

Dimensions: length 20.08m (65ft 11in); height 3.78m (12ft 5in); wing span
13.20m (43ft 4in)

Weights: empty (estimated) 13,381kg (29,500lb); MTOW 23,814kg (52,500lb)

Performance: max level speed 1,040km/h (646 mph); mission radius
(unrefuelled with 2,268kg (5,000 lb) weapon load) 1,056km (656 miles)

Armament: up to 2,268kg (5,000lb) of GBU-10 Paveway II/GBU-27 PAveway III
LGBs

Value for money:

Stealth Fighter:
Cost: $1600
Laser Missile Upgrade: $1500
Bunker Buster Upgrade: $1000

Sigh... I was expecting the Stealth Fighter to be even more powerful than
the Raptor, but in fact, it is only effective against base defenses, as
it is stealthy. Although it can clear garrisoned structures with its Bunker
Buster Upgrade, it is not worth coughing up $1600 for such a plane.

Value for money: Bad

Aurora Bomber:
Cost: $2500

For a plane that is invincible during its bombing run, and as frail as
a paper aeroplane during its return, $2500 is a reasonable price. After
all, if EA were to charge it less, many people will complain that the USA
is being far too unbalanced. As they are so difficult to replace, only
use these planes when you have a superweapon to destroy.

Value for money: Fair

Score: 2

*****BASE DEFENSES*****
Basic Base Defense:

USA: Patriot Missile
The Patriot Missile now can fire a volley of 4 missiles at both air or
ground units. Being the high tech defense it is, it can signal other missile
emplacements to open fire on the target. Too bad that the missiles are
rather inaccurate towards infantry, so watch out for terrorists and Tank
Hunters who will drop TNT in.

GLA: Stinger Site
Stinger sites are just like Patriot Missiles, only that they have 3 people
inside that fire stinger missiles at the enemy. This defence structure
has more weaknesses, as the 3 men inside can easily be killed by snipers,
flame units or simple rifle fire. They can also be camouflaged, but it
really can't help them much. Particularly if a scout has seen them.

China: Gattling Cannon
The Gattling Cannon is definitely the most reliable structure, as the
bullets that continuously fly out are so accurate, and they tend to spin
faster and faster, causing more and more damage to the enemies. As they
can be built in quantity, a base can easily be secured.

Comparison:

Factor: Accuracy, Efficiency, Ability for the Projectile to reach target

The Patriot Missile has this relay system which informs other missile
batteries to fire at the target. This makes them effective against aircraft,
but not as much against land units. Their inaccuracy is a big problem.
Particularly if the enemy uses some Avengers or ECM Tanks to deflect your
missiles.

The Stinger Sites have the same problems of the Patriot Missile - Inaccuracy.
However, as they can be camouflaged, this is just great as the enemy will
have a hard time guessing the position of your turrets. However, it's no
use if a scout has already seen your sites.

The Gattling Cannon NEVER misses, in spite of its lower damage towards
vehicles, but can make a great difference if the enemy likes to use ECM
Tanks or Avengers. All the 3 structures above require garrisonable base
defenses to support them still.

Gattling Cannon > Patriot Missile > Stinger Site

Value for money:

Patriot Missile:
Cost: $1000

The Patriot Missile is sort of effective against tanks. But they are just
so inaccurate against infantry units. There are many times when I got blown
up by terrorists because those missiles cannot hit them in time. But still,
it is a reasonable value for money, as it is the tradition of C&C programmers
to charge $1000 for such defense buildings.

Value for money: Fair

Stinger Site:
Cost: $900
Armor Piercing Rocket Upgrade: $2000
Camo Netting Upgrade: $900

The Stinger Site may be cheap, but that is because it takes much more space
than the other 2 basic base defenses. But still, as long as it is cheap,
it can be quantity and of course, consider building these sites in a circle,
or any other regular polygons, then attacks from all sides can be covered.

Value for money: Good

Gattling Cannon:
Cost: $1200
Chain Gun Upgrade: $1500

This defense may sound expensive, but it is because of its accurate and
never miss property. While planes and Malcolm "Ace" Granger can easily
avoid the missiles of those other defenses using their countermeasures
and laser point defense systems, there is no escape from the Gattling Cannon.
Besides, this weapon can render infantry into mince meat in no time. As
you can leave the tanks to the Bunkers with Tank Hunters, this is also
a good value for money indeed.
Value for money: Good

USA: 1 GLA: 0 China: 2

Conclusion:
It's a pity that the programmers of this game do not create a base defense
structure of comparable attacking power to the Obelisk of Light. All of
these 3 structures are not to be used alone. Prepare to secure them with
other support units. Note that if your opponent installs drones on your
tanks, these defenses will target them first. So, always make your turrets
fire at the tanks first by manually targeting the enemy.

Garrisonable Base Defenses:

USA: Fire Base
USA has this new unpowered structure that has a 155mm Artillery platform
to Damage Tanks. 4 infantry units can garrison inside at once to fire at
the enemy. However, there are many weaknesses, first this structure is
extremely vulnerable to Jarmen Kell and Artillery. Once, in US Mission
3, this Scud Launcher fired its explosive shell at the base, and all the
infantry died! The same goes for Jarmen Kell, as he can destroy this
structure in 3-4 shots! Same goes for Nuke Cannons, and Inferno Cannons.
Finally, the artillery does not do enough damage to Scorpion Tanks! So,
to conclude, you must group these with Patriot Missiles.

GLA: Tunnel Network
The GLA Tunnel Network can hide up to 10 units, armored or infantry inside
at once, and can repair them to full health inside. It comes with 2 RPG
Troopers, so it only costs $200. Although the gun port mounted on the tunnel
causes minimal damage, you can always ambush attackers from inside the
tunnel network. It can be camouflaged. Their tunnel sneak attacks can also
surprise the enemy.

China: Battle Bunker
The Chinese Battle Bunker houses up to 5 infantry at once. Now you see
the point, whenever you use Battle Bunkers filled with Tank Hunters in
conjunction with Gattling Cannons, a practically unbreachable defense
line can be formed. It can be mined.

Comparison:

Factor: Protection

The infantry units hiding inside Fire Bases are just far too vulnerable.
While the units inside Tunnel Networks are more or less protected.
Protection is the most important factor in this comparison.

Tunnel Networks = Battle Bunkers > Fire Bases

Value for money:

Fire Base:
Cost: $1000

In my opinion, the power of the Fire Base itself is not high enough, and
is still inaccurate towards infantry units. Besides, the Missile Defenders
and pathfinders that you garrison inside are not protected enough. One
single SCUD or artillery shell can kill them all. So, it is obviously
overpriced.

Value for money: Poor

Tunnel Network:
Cost: $500
Camo Netting Upgrade: $900

I can only use one word to describe the value for money of this structure:
Excellent. After all, it builds so fast, and can be camouflaged!

Value for money: Excellent

Battle Bunker:
Cost: $400

I will also use one word to describe the value for money of this structure:
Ditto. In fact, it is very cheap for a garrisonable structure that cannot
be cleared by normal means.

Value for money: Excellent

Score:
USA: 0 GLA: 1 China: 1

Conclusion:
Again, these structures are not to be used alone, always pair them up with
the basic base defense structure to ensure good security.

Traps:

USA: None
The US lacks mines or bombs or any sort.

GLA: Demo Trap
That's right, the GLA has the ability to place barrels filled with dynamite
that explodes when someone gets near it. At $400, it is perfect for
providing choke point security. This Demo Trap is effective against most
Tanks, if your enemy likes to use tank rushes, you should place them in
strategic areas to increase chances of success.

To switch from proximity detection mode to manual detonation mode:
Click the Manual Detonation button on the Demo Trap to switch to Manual
Detonation Mode. Then to detonate it, click on the Detonate Now button.
This is useful if you want to reserve your trap for stronger units like
Overlord Tanks.

China: Land Mines and Neutron Mines
All Chinese Structures can be fitted with mines surrounding it to protect
enemies from getting too close. Each building can be mined once, but those
mines reappear after a while by mitotic cell division! The Neutron Mines
vaporize or I should say, atomize annoying infantry and Saboteurs, and
can again, kill the drivers inside vehicles.

To mine your structures:
Click on the Land Mines button and wait a while. Mines will be laid. It
costs $600. Then to upgrade to Neutron Mines, click on the Neutron Mines
button. It costs another $500.

Comparison:

Factor: Explosive bias

For Traps, the attack damage is the most important. So, those Demo Traps
come out as the winner. No need to visualize the picture to you. Although
Neutron Mines can neutralize drivers inside vehicles, most vehicles will
be destroyed by the time it gets to your mines.

Demo Traps > Land Mines and Neutron Mines

Value for money:

Demo Trap:
Cost: $400

Ladies and gentlemen, we now have the all out surprise solution to Tank
Rushes coming at $400 each! An excellent value of money! Buy it!

Value for money: Excellent

Land Mines and Neutron Mines:
Cost: $600 for Land Mines and $500 for Neutron Mines

These are relatively expensive for traps, however, it is good that these
things can respawn indefinitely, and hence can be a good value for money
if you are playing as GLA and they like to use Saboteurs or Terrorists.

Value for money: Good

Score:
USA: 0 GLA: 2 China: 1

Conclusion:
The Demo Trap provides choke point security, only if your worker can reach
the building site. This is an active defensive structure, as you have to
make the worker unit build them manually one by one. But still, it is rather
amusing to see those units move over the trap and beep beep beep! Boom!
And they all fall down! AS for the Neutron Mines, vehicle stealers rejoice!
Any vehicle that gets too close to your structure will lose control of
the vehicle, as the driver is dead. You know the drill, steal them!

Fake Structures:

GLA: Fake/Real Structures
Yes! The GLA can build fake structures to divert the enemy. These structures
can be detonated as a trap, or can be upgraded to a real structure!

Value for money:
Cost: $625
Upgrade to Real Structure: Actual Cost of Structure - $625

No comment here, after all, if you upgrade it to a real structure, you
will just wind up paying the entire price of the building.

Value for money: Fair

Score: 1

To upgrade to a Real Structure:
To upgrade your Fake Structure to a real Structure, click on the Upgrade
to Real Structure Button. The cost = Cost of Real Structure - Cost of Fake
Structure.

*****BASE INFRASTRUCTURE*****
Standard Resource Gatherer:

USA: Chinook
The American Chinook Transport Helicopter allows for quick transport of
supplies to your base. In fact, it can carry $600 at once. After you upgrade
it to have supply lines, it can carry 10% more. It can also carry 8 infantry
alone or 2 vehicles and 2 infantry units at once. Apart form this, it can
combat drop into enemy garrisoned buildings to clear them out. So, the
Chinook really is the best.

To perform a Combat Drop:
Load your Chinook full of Rangers, and then click on the combat drop button.
Then click on the structure you intend to take over. "Have fun, boys."

GLA: Worker
The GLA is the slowest resource collector of the lot, and is overpriced
at $200. The Worker also has to double as the builder, so be sure to build
a lot of them. Their new worker shoe upgrade is not going to help them
a lot. Their extremely low HP makes them the worst.

China: Supply Truck
Being half the price of a Chinook, the Supply Truck can collect half as
much as the Chinook at once. But they are better than the workers though.

Comparison:

Factor: Efficiency

Supplies collected per unit price:
Chinook: 660/1200= 0.55 per $
Supply Truck: 300/600 = 0.50 per $
Worker: 75/200 = 0.375 per $

It is obvious, really, which unit is the most worth it.

Chinook > Supply Truck > Worker

Score:
USA: 2 GLA: 0 China: 1

Conclusion:
Although the Chinook does not get close to the anti-air defenses, the anti
air units get to it! So! When your Chinook is going to fly to a hostile
territory to collect resources, "adult supervision" is required! Heh heh!
For Workers and Supply Trucks, always build your supply centers right next
to the docks for quick collection.

Power Plants:

USA: Cold Fusion Reactor
Very expensive, very uneconomical for a superpower like the US. Only 5
units of power for $800! Although it can make use of more control rods
for $500 (After patch), it can never be as cost effective as the Chinese
one.

To upgrade to make use of Control Rods:
Click on the Control Rods button to upgrade your Cold Fusion Reactor. It
takes some time to do so.

GLA: No Power Plant
The GLA does not need electricity to run! Ha ha!

China: Nuclear Reactor
This time, we get 10 units of power for $1000. Much more cost effective
than the US. Who cares if the plant explodes?

To Overcharge your Nuclear Reactor:
Sometimes, when your base receives a power cut unexpectedly, click on a
Nuclear Reactor and then click on the Overcharge Button. That Nuclear
Reactor will then generate 5 more units of power. Just remember to stop
the overcharge when power is restored. Otherwise, guys, there is going
to be a meltdown!

Comparison:

Factor: Efficiency

Cost per unit power:
USA: $130
GLA: $0
China: $100

Again, the result is obvious.

No Power Plant > Nuclear Reactor > Cold Fusion Reactor

Score:
USA: 0 GLA: 2 China: 1

Conclusion:
It's amazing that the USA, being the superpower it is, is not so resourceful
when it comes to power. Their cost per unit power is $130, while it is
$100 for China. In case of urgent power shortages, always Overcharge your
Nuclear Reactors to keep your super weapons running etc. until enough power
plants have been rebuilt. Although GLA does not require power to run, it
is always wise to capture power plants, as power speeds up their production
capabilities.

Infinite Supply Gatherer:

USA: Supply Drop Zone
The USA Supply Drop Zone receives air drops of supplies every 2 minutes.
That's too long! Besides, it takes too much power to run, and the supply
plane can easily be shot down.

GLA: Black Market
The Black Market costs $2500, and gives out $20 every "beep". It is more
useful than the US Drop Zone, as it gives the GLA access to many upgrades
that improve their units' attack power by 25%, that is, the Armor Piercing
Bullets and Armor Piercing Rockets.

China: Hacking the Internet with Hacker inside the Internet Center
Each Hacker costs $625, and gives out $5 with each beep. It may seem that
its value is the same as the black market, but no! Hackers can gain veterancy,
and eventually get $10 with every beep! Besides, Hackers can move around,
but the Black market cannot! Heh heh. The new Internet Center can offer
protection to the hackers from Rebel Ambushes! Their beeps seem to go faster
inside. So, well, it's the best.

Comparison:

Factor: Frequency, Armor, Amount given, etc...

Frequency:
Supply Drop Zone: 2:00 minutes
Black Market = Beep
Hackers in Internet Center = Multiple Beeps. Increases with number of
Hackers inside.

Armor:
Supply Drop Zone: Weak
Black Market: Weak, but can rebuild from hole
Internet Center: Can withstand a Particle Cannon

Amount Given:
Supply Drop Zone: $1500
Black Market: $20
Hacker: $5 --> $6 --> $8 --> $10

Other Noticeable Features:
Supply Drop Zone: Crates dropped sometimes may miss the drop zone,
requiring units to manually collect them. This is more likely if you build
your drop zone on the edge of the map.
Black Market: Can provide important upgrades like the Armor Piercing
Bullets, Armor Piercing Rockets, Junk Repair, Buggy Ammo and Radar Scan.
Internet Center: Provides China with intelligence capabilities, that was
once their weakness. Satellite 1 reveals the areas around each of your
opponents' command center permanently, Satellite Hack 2 intermittently
reveals all areas that your opponents' can see, much like the Intelligence
Option in the US Command Center.

There are just far too many factors to compare them with. Such as frequency,
amount per run, protection and so on. But when we take some of them into
account, I arrive at this conclusion.

Hackers in Internet Center > Black Market > Supply Drop Zone

Score:
USA: 0 GLA: 1 China: 2

Conclusion:
Regardless of what type of gatherer you are using, always build in quantity.
Enough said. Note that the Internet Center can only be built once, so,
you can always have a group of Hackers hack the internet in another obscure
area of your base.

*****GENERAL ABILITIES AND SUPER WEAPONS*****
Infantry Dispensing Ability:

USA: Paratroopers
The US can send up to 20 Rangers into the enemy base via airdrop.
Unfortunately, the transport planes tend to have very little armor, and
the Rangers are always scattered too much when they land.

GLA: Ambush
The GLA can make up to 16 Rebels appear out of nowhere in the selected
area. This is much better, as there is no defense against it, and when
you have researched into camouflage upgrade, the Rebels won't be spotted
if you do not use stealth detection.

China: None
In spite of its huge population, China does not have an ability to dispense
Red Guards in an instant.

To use these abilities:
Click on the button on the side bar, and then click on the target area.

Conclusion:
There is no defense against ambushes, the only way to deal with it is to
randomly place base defenses deep inside your base. To prevent those
paradrops, always build those anti air units in quantity!

Cash Obtaining Ability:
USA: None
The US lacks ability to steal cash or obtain cash in their generals'
abilities.

GLA: Cash Bounty
The GLA can earn up to 20% of the enemy units' value when they kill. This
is great, as not only you can get large sums of cash just by fighting,
you can know who made the kill, as the money will appear on the vehicle
who killed.

China: Cash Hack
The Chinese can steal up to $4000 from enemy supply centers. But who needs
it? Especially Black Lotus can cash hack, and the Hackers can hack the
internet for money.

To use Cash Hack:
Click on the button on the sidebar, and then click on the enemy supply
center or supply stash you want to steal money from. Note that you must
be able to see it (ie. Not in Fog of War) before you can use it.

Conclusion:
With the Cash Bounty ability, you can become a paid to kill General! This
is useful in the late game, when resources are almost exhausted. But please
note that your Command Center must be standing in order to take advantage
of it.

Quick Bombardment Ability:
USA: A-10 Strike
The A-10 Thunderbolts from the first Command and Conquer are finally back.
The US can send up to 3 of them at once to create massive damage.
Unfortunately, the A-10 are vulnerable to anti-aircraft fire, and cannot
hit targets too far in the base, particularly the enemy has many
anti-aircraft measures in use.

Supplementary Information on the A-10 Thunderbolt II (Reference: Jane's)
Nicknamed the 'warthog', the A-10A evolved from USAF experience in the
Vietnam War, which highlighted the need for a new close support aircraft
with anti-tank capability.

The first Fairchild YA-10A flew on 10 May 1972, with Fairchild's design
sacrificing sleekness for survivability and operational effectiveness.
The low-set larger-area wing gives extremely good low-speed
maneuverability over the battlefield, while the two TF-34-GE-100
turbofans are housed in separate external pods toward the rear of the
fuselage, using the wings and twin finned protection versus small arms
and cannon at low altitudes, the pilot sits in a titanium 'bathtub'
extending to the 1,174 round ammunition tank for the A-10's most fearsome
weapon, its nose mounted 30mm seven barrel rotary cannon capable of firing
armor piercing depleted uranium shells at 2,100 or 4,200 rpm. A Pave Penny
seeker allows the pilot to spot target 'painted' by other lasers, and the
Warthog can carry up to 7,258kg (16,000lb) of additional ordnance on eight
underwing and three underfuselage hardpoints.

A total of 721 A-10As entered service with the USAF, making a spectacular
contribution to the Gulf War of 1991. A small number have been redesigned
OA-10As for use in the FAC role. After almost being retired in the 190s,
the USAF now plans to operate about 400 A-10s for anther 30 years, and
is looking to replace the current engines, and develop structural and
avionics upgrades.

-------------------------------------------------------------
Specifications for the Northrop Grumman A-10A Thunderbolt II
-------------------------------------------------------------
Powerplant: two 40.32kN (9,065 lb st) General Electric TF34-GE-100
non-afterburning turbofans

Dimensions: length 16.26m (53ft 4in); height 4.47m (14ft 8in); wing span
17.53m (57ft 6in)

Weights: empty, equipped 11,321kg (24,959lb); MTOW 22,680kg (50,000lb)

Performance: max level speed at sea level 706 km/h (439mph); max rate of
climb at sea level 1,828m (6,000ft)/min

Armament: one GAU-8/A 30mm cannon with 1,174 rds; up to 7,258 kg (16,000lb)
of ordnance including AGM-65 Maverick ASMs, LGBs, free-fall bombs, ECM
pods, AIM-9 AAMs and auxiliary fuel tanks

GLA: None
The GLA does not have an ability to quickly bombard the enemies' base.

China: Artillery Barrage, Carpet Bomb, Cluster Mines
The Chinese has the ability to fire up to 36 Artillery Shells anywhere
in the map. The good thing is, it has no defenses against it, and can hit
very far into the enemy base. So, once you hear the sound, get ready to
say your prayers! I don't think I have to state what the Carpet Bomb does,
but its area of effect is greater in Zero Hour. The Cluster Mines can mine
any area of the field.

To use these abilities:
Click the button on the sidebar, and then click on the target area. That
area will be temporarily revealed, allowing you to see the fireworks!

Conclusion:
All these abilities are in a send in and forget basis. No need to explain.
For your information, A-10 Strike (assuming that all 3 jets reach their
target) with Particle Cannon or Artillery Barrage with Nuclear Missile
can destroy any superweapon structure. Keep this in mind. Command Centers
are built to withstand such attacks, so never target them with these
abilities, as they are an absolute waste of time.

5 Star General Bombing Ability:

USA: Fuel Air Bomb, Leaflet Drop, Scepter Gunship
What can I say? A Boeing B-52 Stratofortress will be sent in out of no
where, and drop a very explosive fuel air-bomb into the target. Destruction
guaranteed. The MOAB upgrade helps them more and more! The Leaflet drop
temporarily disables enemy units, while, the Scepter Gunship circles
around the target, and cuts down the enemy with its guns. A great Arsenal
indeed!

Supplementary Information for the Boeing B-52 Stratofortress: (Reference:
Jane's)
Originally conceived as a turboprop replacement for Boeing's B-50, the
B-52 Stratofortress emerged in 1952 powered by J57 turbojets. Adopting
the shoulder-mounted wing, tandem mainwheel landing gear and dual podded
engine configuration of the company's B-47 Stratojet, the XB-52 prototype
first flew on 15 April 1952. Production models ran from the B-52A to the
B-52H, with final production ending in the 1960s. Today, only 76 B-52Hs
remain in service, but the USAF bomber master plan has them serving until
2034, when these aging 'BUFF's will be 70 years old!

The B-52H has evolved into a long-range stand-off cruise missile carrier,
with a typical load of six AGM 86B ALCMs on each wing pylon and eight on
an internal rotary launcher. It could also carry 50,000lb of free-fall
bombs. A strengthened airframe on the B-52H allows low-level operations
and the four 12.7mm tail guns have been replaced with a six barrel 20mm
radar-directed Vulcan cannon.

The USAF plans continuing updates to keep the B-52 current. ECM
improvements were funded in 2000, with a datalink and weapons databus
upgrade planned for 2006-2010. An in-flight mission replanning capability
is schedules for 2015. There has also been talk for several years of
replacing the eight TF33 turbofans with four 192.16kN (43,200 lb st) Rolls
Royce RD211-535E4s, to increase thrust, reduce fuel consumption and
improve reliability.

----------------------------
Specifications of the B-52H
----------------------------
Powerplant: eight 75.62kN (17,000 lb st) Pratt and Whitney TF33-P-3
turbofans

Dimensions: length 49.05m (160ft 11in); height 12.40m (40ft 8in); wing
span 56.39m (185ft)

Weights: MTOW 229,088kg (505,000lb)

Performance: cruising speed at high altitude 819 km/h (509mph);
penetration speed at low altitude 652-676 km/h (405-420mph); service
ceiling 16,785m (55,000ft); range 16,093km (10,000 miles)

Armament: one Vulcan 20mm six-barrel cannon in tail turret; up to 22,680
kg (50,000 lb) of AGM-86C ALCMs, B61/83 nuclear weapons and AGM-142 Have
Nap PGMs, or 51 x 340kg (750lb)/454kg (1,000lb) conventional bombs.

Supplementary Information on the Northrop Grumman B-2A Spirit: (Reference:
Jane's)
Revealed on 22 November 1988, the B-2A Spirit low-observable stealth
strategic bomber was the result of a classified USAF programme begun in
1978 for a new Advanced Technology Bomber, intended to penetrate deep into
Soviet airspace. The first of six prototypes (AV-1 to AV-6) made its maiden
flight on 17 July 1989, and the 'Stealth Bomber' was declared operational
in April 1997. The Air Force originally planned to buy 132 B-2s, but
production ended in 1997 after 21 aircraft. Each cost more than $2 Billion.

The B-2A is a blended flying wing with straight leading edges and a
'sawtooth' trailing edge. A centrebody smoothly contoured into the upper
wing surfaces contains the two man crew compartment and two weapons bays,
while the low-observable contouring extends to the engine bays, each hosing
two F118-GE-110 non-afterburning turbofans. The engine exhausts are
positioned well forward of the wind trailing edge, helping to reduce the
heat-signature available to enemy IR sensors. Internal rotary launcher\s
can carry a weapons load of up to 22,680 kb (50,000 lb) of nuclear and
conventional weapons.

Six B-2As saw their first combat service over Kosovo in 1999, dropping
more than 454,000 kg of GPS-guided munitions, mainly JDAMs. All missions
were flown from Whiteman AFB in the US, as the stealthy B02 requires special
servicing and maintenance that makes overseas basing difficult. All 21
B-2s are to be upgraded to Block 30 standard by 2000.

--------------------------------------------
Specifications of the Northrop Grumman B-2A
--------------------------------------------
Powerplant: four 84.5 kN (19,000 lb st) General Electric F118-GE-110 non
afterburning turbofans

Dimensions: length 21.03m (69ft); height 5.18m (17ft); wing span 52.43m
(172ft)

Weights: empty 45,360kg (100,000 lb); MTOW 170,550kg (376,000lb)

Performance: max level speed at high altitude 764 km/h (475mph); service
ceiling 15,240m (50,000ft); range at MTOW with 16,919kg (37,300lb) warload
11,667km (7,260mi); range with one aerial refueling 18,520km (11,508
miles)

Armamaent: up to 22,680 kg (50,000 lb) including up to 16 AGM-129-ACMs,
16 AGM-131 SRAM IIs, 16 B61/B83 free fall nuclear bombs, 50 Mk 82 454 kg
(1,00lb) or 16 Mk 84 906kg (2,000lb) bobs, 36 M117 340.5kg (750lb)
fire-bombs, 36 cluster bombs and 50 Mk 36 454kg (1,000lb) sea mines

GLA: Anthrax Bomb
A plane drops a bomb with a little explosiveness into the selected target.
The Anthrax Produced is only effective if there are enemies in the area.
Otherwise, it is useless.

China: EMP Bomb
The Chinese have the ability to drop a bomb which transmits an
electromagnetic pulse in a very large area, disabling any vehicle and
structure in its radius in a considerable amount of time. Always coordinate
this attack with an air-strike or tank rush. You'll see what I mean.

Conclusion:
Again, fire and forget, that's all I can say. I think the MOAB is the
funniest, they call it the Mother of All Bombs! Why? Why not the Father
of All Bombs, Brother of All Bombs or Sister of All Bombs?

To use these abilities:
Click the button on the sidebar, and then click on the target area. That
area will be temporarily revealed, allowing you to see the fireworks!

5-Star Sneak Attack Abilities:

GLA: Sneak Attack, GPS Scrambler
The GLA Sneak Attack enables you to place a tunnel network anywhere on
the map! Great for sneak attacks. The GPS Scrambler makes an area of your
units invisible for a short period of time. Again, a very effective attack
ability. Prince Kossad has this ability right at the start.

To use the Sneak Attack:
Click on the button on your sidebar, and then click on the position where
you want to place the tunnel. You can adjust the direction of which the
Tunnel Network is facing. Again, the position of placement must not be
in a fog of war.

3-Star Morale Boosting Ability

China: Frenzy
China has this new ability that can cause a large number of their units
frenzy, and attack with up to 30% more damage for 30 seconds! Now, you
really can have brute force!

Super Weapon:

USA: Particle Cannon
The Americans have the ability to beam highly charged particles to attack
the enemy. That's not all, you can control the beam as it spreads havoc.
It is the only super weapon that can destroy GLA structures with their
holes. Unfortunately, it does not collateral damage in form of chemicals
or radiation. So it is not so good, if you want to coordinate your attack
with a second land attack.

GLA: Scud Storm
The GLA has the ability to fire a volley of 9 Scud Missiles into the enemies'
base. The Scuds are filled with chemicals, and can cause a lot of damage
to the survivors of the blast. However, it can destroy the GLA buildings
but not with their holes. So that's a problem. However, it is better than
the Particle Cannon, as the chemicals that come out can really "clean"
an area of the enemy's base, allowing you to follow up with a large scale
conventional attack.

China: Nuclear Missile
The Nuclear Missile is back from Red Alert. Like the Scud Storm, it can
clear a large part of the enemy's base in one single blast, with its
radiation and all. But wait, there's more! You can use the Nuclear Missile
Silo to provide Uranium Shells for your Main Battle Tanks, and also upgrade
your tanks with Nuclear Reactors inside to increase their speed by 25%.
A new addition is the Neutron Shell upgrade to the Nuke Cannons. So it
is more useful.

Comparison:
The Superweapons topic is extremely controversial. It has been debated
around about which one is the best. So, I can only compare them based on
how I use it.

Usually, when I play a skirmish game or a multiplayer game, I will simply
use the "contain and destroy" method. I usually blockade the opponent in
his own base slowly, and then send in a small task force to finish them
off. That's right, I use superweapons the same way I use a breaching charge
in Rainbow Six. That is, I will target the area of his base with the most
units and/ or structures, and while they are confused, I will send my units
in for the kill. Also, I have the policy of limiting the superweapons used
in a game to one and only one, so that's the purpose of my superweapon.
It does not matter which one you use. It is just as effective.

Therefore:

Particle Cannon = SCUD Storm = Nuclear Missile

Score:
USA: 0 GLA: 0 China: 0

Conclusion:
Using super weapons is not a way to win a battle, they are there to assist
you, so regardless of what weapon you use, always have a large tank horde
or something like that on standby, then you can really do a lot of damage
to the base. Because the 3 super weapons have different attack potentials,
the count-down timer for the Particle Cannon is 4 minutes, that of the
Scud Storm is 5 minutes, and that of the Nuclear Missile is 6 minutes.
USA and China can take advantage of those super weapons if they can
coordinate them with an A-10 Strike or an Artillery Barrage. However, if
I were the game host, I will choose to limit the superweapons, as extensive
use of superweapons take out all the sport out of this game.

*****FINAL OVERALL CONCLUSION*****
Infantry:

Hot Units:

USA: Rangers, Missile Defenders, Pathfinders and Colonel Burton

GLA: Rebels, Angry Mobs, Jarmen Kell

China: Hackers, Black Lotus

Score:
USA: 8 GLA: 5 China: 3
Winner: USA

USA has the most number of utility units as far as infantry units are
concerned. The Pilot really can reapply veterancy, they can really help
those vehicles in battle. GLA has the largest number of units to choose
from, that's good for those people who have "taste". China may have lagged
behind, but attack in quantity, and it can make all the difference, as
they have the horde effect.

Armored Units:

Hot Units:

USA: Paladin Tank, Humvees, Tomahawk Missiles and Microwave Tanks

GLA: Attack Cycles, Scorpion Tanks, Marauder Tanks, Rocket Buggies, Scud
Launchers and Bomb Trucks

China: Battlemaster Tanks, Dragon Tanks, Troop Crawlers, Listening
Outposts, ECM Tanks, Inferno Cannons, Nuke Cannons and Overlord Tanks

Score:
USA: 7 GLA: 8 China: 14
Winner: China

USA is definitely the side which requires you to make use of almost every
single unit in their armored unit arsenal to assault the enemy's base.
Such arrangements are too inconvenient. However, their microwave tanks
really are hot! If your enemy garrisons snipers inside buildings, rangers
can be killed easily, while they cannot do anything but watch as your
Microwave Tank goes in and dings them to death! It is different for GLA
and China, as they both have all rounded Advanced Battle Tanks. The reason
why I let the combat cycle to be a hot unit instead of the technicals,
as terrorist-bikers are much faster then techinicals holding terrorists.
Regardless of which side you use, the artillery units are ALWAYS hot! Just
distract the opponents' units with your tanks while the artillery fires
from behind! China's listening outposts and troop crawlers can really help
if you want your transports bundled up with free infantry, just like Happy
Meals! (The McDonald's in Hong Kong are still cheap, by the way.)

Air Units:

Hot Units:

USA: Raptors, Stealth Fighters, Comanches and Aurora Bombers

GLA: None

China: MiGs and Helices

Score:
USA: 2 GLA: 0 China: 2
Tied at First Place: USA and China

Regardless of which side you choose, their air force is hot! Of course,
USA is the hottest! The new Helix Helicopter has really given China the
ability to control the sky! This is particularly true if you upgrade with
Gattling Cannons or Bunkers filled with Rocket Infantry, most aircraft
will be downed in no time! USA wins, as they have 4 units, while China
has only 2! USA is the side for people who like to rely on air units, build
about 20 planes, and the enemy should have a hard time getting near your
base. Of course, if you are GLA or China, you should always target your
superweapons towards their airfields, and only attack while they are out
on a raid.

Base Defenses:

Hot Stuff:

USA: Fire Base

GLA: Demo Traps, Tunnel Networks, Fake Structures

China: Gattling Cannons, Bunkers, Neutron Mines

Score:
USA: 1 GLA: 4 China: 4
Tied at First Place: GLA and China

The GLA and China are ahead in the base defense department. Concerning
Demo Traps, do not build them too close to your own structures, otherwise,
when the enemy gets to it, "beep beep beep" BOOM! One structure reduced
to a hole! China retains the old Command and Conquer Tradition of "build
10 turrets and you will be safe" tradition. The Gattling Cannons and Bunkers,
when used in conjunction can prove extremely difficult to breach. As for
USA, well, "Beware Patriot Batteries, they are dangerous!" I think not.
So be prepared to guard the area surrounding your base with Comanches and
the like.

Base Infrastructure:

Hot Stuff:

USA: Chinooks, Supply Drop Zones

GLA: The ability to run without electricity, Black Markets

China: Nuclear Reactors, Internet Center

Score:
USA: 2 GLA: 3 China: 4
Winner: China

The Base Infrastructure department is balanced enough. Enough said.
However, USA is the least resourceful, due to the ludicrously high priced
power plants.

Super Weapons and Generals Abilities:

Because different General's abilities have different uses, it is difficult
to judge them. As I said before, extensive use of superweapons take the
sport out of the game, so I recommend limiting the number of superweapons
to 1 and only 1.

Notice that I did not give any score for the General Abilities and
Superweapons, as you cannot use all of them at once, after all, you only
have 7 points to use.

My recommended Generals Abilities are as follows:

USA:
Paladin Tank (1 point)
Pathfinder (1 point)
A10 Strike Level 3 (3 points)
Fuel Air Bomb (1 point)
Specter Gunship (1 point)

GLA:
Scud Launcher (1 point)
Marauder Tank (1 point)
Rebel Ambush Level 3* (3 points)
Cash Bounty Level 3* (3 points)
Sneak Attack (1 point)
GPS Scrambler (1 point)
* = optional abilities

China:
Nuke Cannon (1 point)
Artillery Barrage Level 3 (3 points)
Artillery Training* (1 point)
Carpet Bomb* (1 point)
Cluster Mines* (1 point)
Frenzy Level 2* (2 points) or 3* (3 points)
* = optional abilities

*****THE 9 TALENTED GENERALS*****

*****USA SUPERWEAPON GENERAL: ALEXIS ALEXANDER*****
Short Biography:
A logistics staffer during the second Korean War, Alexander attracted the
notice of her superiors with her ability to acquire just about everything.
Alexander parlayed that ability into a scholarship and a long and
distinguished career in the Marines. To protect supply lines during the
First GLA Conflict, Alexander developed a tiered scheme of defenses that
did not allow a single strike on any of her supply columns. While hardly
efficient in her use of resources, General Alexander makes defense and
resource acquisition priorities in the early phases of conflict. The
General's army takes to the offensive only when she has superior offensive
only when she has superior offensive firepower that cannot be touched by
counter attack.

Analysis:
Apparently, General Alexander used to be an excellent intelligence officer
during the Second Korean War. She makes use of heavy defenses and is
inefficient in using resources. She attacks only when she is sufficiently
defended, and that can be a problem.

*****USA AIRFORCE GENERAL: MALCOLM "ACE" GRANGER*****
Short Biography:
The son of an Iowa crop duster, General Malcolm Granger's flying career
began when he borrowed his father's biplane to go to the state fair in
Kansas City. As a lieutenant in the First Iraq War, Granger earned his
first notices for knocking out four SAM sites in a single afternoon. As
he moved up the Air Force ranks, Granger earned a reputation for advancing
the role of fighting aircraft in the US military. Even-tempered yet
uncompromising, Granger has developed novel techniques in fuel management
and resource deployment during air superiority operations. Those
techniques have been used with success in Iraq, Afghanistan, and other
theaters. His squadrons are kwon for precision execution and a strong will
to complete the mission.

Analysis:
Malcolm Granger is known as "Ace" because he is a natural flyer. In fact,
what he did when he was kid was extremely similar to what the two main
characters in the movie Pearl Harbor did when they were kids. (Borrowed
one of the character's father's biplane for a spin.) He must have an
obsession with air units, and he actually could destroy 4 SAM Sites in
one day during the first Iraq War (Is that the Gulf War?)

Of course, with his research in different aircraft, he has made even more
enhanced aircraft, and of course, with better resource management
abilities, all aircraft can be bought cheap!

*****USA LASER GENERAL: GENERAL "PINPOINT" TOWNES*****
Short Biography:
An early champion of laser technology in the USA Arms Forces, "Pinpoint"
Townes developed comprehensive offense and defensive strategies around
laser-based weapons. Townes received an appointment to the U.S. Army War
College in 2008 to teach his theories. However, Townes found academic life
too slow and returned to a battlefield command in 2010. Relying on
inexpensive, powerful laser technology throughout his forces and his
unique knowledge of its strengths and weaknesses. General Townes has
consistently received superior marks during war games and live-fire
actions. This four star general continues to push the technology envelope
in harnessing energy and improving power efficiency, and the Army is
counting heavily on him.

Analysis:
General Townes has got to be the most high tech general of the 3 USA Talented
Generals. He just so relies on lasers, and he originally was appointed
to be a professor in the Army College to teach how powerful lasers can
be. However, he is a person who loves action, and hence left the college
2 years later to command his armies again. Of course, lasers require a
lot of power and hence he will try his best to make the most efficient
use of power to improve his laser technology!

This guy really is an addict on his lasers. In fact, when I played against
him in Generals Challenge, he practically mentioned the word laser over
20 times! Vanity, thy name is Townes.

*****GLA TOXIN GENERAL: DR. THRAX*****
Short Biography:
Little is known about the GLA associate codenamed, "Dr. Thrax". While
background intelligence indicates that he received training as an
immunologist in Jordan, he left academics in 1995 and disappeared into
a GLA controlled ghetto in Cairo. For the past twenty years, he has produced
chemical and biological weapons for terrorist organizations across the
globe, including the GLA. Recent eavesdropping on cell phone traffic
indicates that Dr. Thrax has become more involved in day-to-day operations
of the GLA. He has scattered labs across Asia and the Middle East, where
low-cost WMDs are produced and distributed to local terror cells. A
cautious and scientific personality, Dr. Thrax never sleeps in the same
bed two nights in a row and undergoes frequent cosmetic surgery to alter
his appearance.

Analysis:
Being an excellent Chemistry student, I have got to admit that this GLA
general is one of my favorites. I believed he originally intended to help
people to be immune to diseases, but for some strange reason, he went into
the dark side in 1995, and started to produce chemical and biological
weapons instead of using his knowledge to do good things for mankind. Anyway,
everything about this man is either chemical and biological. For more
information about this guy, you can read about it in the guide for USA
Mission 5 in my strategy guide of this game.

If you beat Dr. Thrax in General's Challenge mode, you can see what Dr.
Thrax really looks like under that veil. He looks rather handsome for a
man who frequently undergoes plastic surgery. Well, at least he is more
handsome than Michael Jackson.

*****GLA DEMOLITIONS GENERAL: GENERAL RODALL "DEMO" JUHZIZ*****
Short Biography:
This bomb maker if Middle Eastern ancestry is responsible for some of the
most devastating attacks of the twenty first century. General Juhziz and
his organization have been tied to both the attack on the US embassy in
Cairo and the sinking of the USS Nelsen in 2012. Such bold strikes have
drawn more supporters to his side, including bombers from many nations
willing to sacrifice their lives for the causes of the GLA. General Juhziz
lost the use of a hand in a bomb making accident and rarely speaks to anyone
outside of his own organization.

Analysis:
Bombs, bombs and even more bombs! This is what General Rodall Juhziz is
all about. Of course, as bombs are such effective weapons for terrorists,
Rodall Juhziz really has done a good job at blowing up a US Embassy and
the USS Nelsen. It's amazing that these strikes will make so many people
willing to enlist as terrorists to sacrifice their lives for "the effort".
Of course, bomb making is a dangerous business, and this clumsy oaf blew
up so many people and yet could not take care of himself! In fact, he got
one hand blown off in an accident!

Short Biography:
Prince Kassad has cut a dashing figure across Middle Eastern politics and
a violent one in the underworld. This charismatic tribal leader has
organized spies and assassins to do his bidding. Prince Kassad has been
paid millions for assassinations, hijackings and beatings in the street.
For a three-year stretch beginning in 2008, it is believed that no
terrorists action was taken on the shores of the Mediterranean Sea without
his involvement or blessing. A clever administrator of a serpentine
organization, he has never been directly tied to any criminal activity,
yet bad things continue to happen to individuals and forces that that stand
in his way.

Analysis:
"Woman in bikini: Who are you?
Prince Kassad: Kassad, James Kassad. To exercise control, 007 here. I will
report in an hour.
Woman: (Holds up her champagne filled glass) Won't you join me?
Prince Kassad: Better make that two."
That's right folks, the most handsome general Prince Kassad is in the house!
Prince Kassad is the only GLA General that has been involved in politics.
He is also a leader of a spy organization that offers to have the requested
person killed for several million dollars at a time. Like many clever
leaders, nothing links him directly to any trouble, and yet, he's as smooth
as James Bond. Of course, all spies must be stealthy, otherwise, they won't
be called spies, right?

*****CHINESE INFANTRY GENERAL: "ANVIL" SHIN FAI*****
Short Biography:
On the battlefield, China's greatest resource is the millions of
individuals in uniform, and General Shin has staked a career in them. Known
to his troopers as the Anvil, General Shin can mobilize four divisions
in twenty-four hours thanks to a streamlined and sometimes brutal command
structure. Discipline is very strong with General Shin, and officers and
infantry who can maintain it are rewarded. The general has developed
advanced field training programs for the Red Guard and the elite operatives.
Military analysts credit the speed and professionalism of General Shin's
peacekeeping units with preventing the Taiwan Conflict of 2009 from
becoming a global war. This divisions feature several weapons and transport
systems unique in the People's Liberation Army.

Analysis:
It is true that China has the world's largest army, and this General Shin
Fai is really one of those "back-to-basics" Generals. After all, the
infantry units are one of the many "basic" units of an army, and General
Shin Fai has decided to focus on nothing else but this division of the
army. With such a large army coming, he can easily squash even the mightiest
of giants with a horde of ants! Don't underestimate his enhanced soldiers,
or you really WILL regret it!

As for the Taiwan Conflict of 2009, I don't think it will happen at all.
Besides, even if happens, why will it turn into a global war? His transport
systems are VERY powerful. That's true.

*****CHINESE TANK GENERAL: GENERAL TA HUN KWAI*****
Short Biography:
General Ta Hun Kwai is convinced that the People's Liberation Army will
see its greatest success through the viewholes of its tank divisions. A
disciple of Soviet tank tactics of the Cold War, General Ta has produced
technical papers on various modifications on them. He has initiated
techniques to reduce the costs of tank production and has sponsored the
Emperor program, whose first tanks rolled off the assembly line in 2013.
Considered part of the old guard in the PLA hierarchy, General Ta
nevertheless continues to roll up victory after victory in battle.

Analysis:
Short Translation: Ta Hun Kwai = He is very fast
Another "back-to-basics" General of China, General "He is very fast" loves
to focus on the basic attacking unit of his army, which are the tanks.
Of course, being a tank fan, he has taken a lot of time to make various
improvements on his tanks. His War Factories are hence more efficient in
tank production. Being the tank disciple that he is, he has created a new
prototype tank, called the Emperor Tank, which has started to come in
service in the year 2013. With so many cheap and reliable tanks, General
Ta Hun Kwai can really be a powerful brute force general.

By the way, this guy really has the looks of a big bully, and has this
silly grin that drives me laughing. It's always about "Tanks, build more
Tanks!" With such expressions, I am sure that he can star in a Shakespearean
play. "A tank! A tank! My kingdom for a tank!"

*****CHINESE NUKE GENERAL: GENERAL TSING SHI TAO*****
Short Biography:
General Tsing gets what he wants, at any cost. Impatient to a fault, General
Tsing relies heavily on nuclear technology on the battlefield.
Unfortunately, there have been several terrible accidents. While General
Tsing was the responsible officer during the Mudanjiang Disaster of 2007,
his considerable talents saved his career. General Tsing believes such
trials and errors are part of the development process. His divisions are
beginning to see the results of his convictions, as a prototype of an
Advanced Nuclear Reactor has produced better results. Programs to develop
tactical nukes and to promote stability in radioactive isotopes are
producing better safety records, which will be well-received by his troops.

Analysis:
Short Translation: Tsing Shi Tao = Clear Stone
On the surface, General Tsing Shi Tao looks like a stubborn old git who
only likes things to go his way. But actually, he is a person with a kind
heart. In fact, he loves to share! He has a lot of gifts, nuclear gifts
to give you, and his generosity is limitless! Of course, it is always
dangerous to play with fire, not to mention radioactive substances. The
Clear Stone has caused a horrible accident in 2007, but however, since
he is so talented, the People's Liberation Army has decided not to give
him the sack.

As an excellent Physics student, I must say I really love General Tsing
Shi Tao. To be a successful scientist, one must try endlessly until he
gets a good result. In fact, after a lot of hard work, he has begun to
reap the fruits of his labor, and a lot of things became more efficient
because of... Nuclear Energy!

 
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