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C&C Generals/Zero Hour FAQ/Walkthrough
For the PC
By Raining Metal (Boocatcher5@hotmail.com)
Version 1.05
===================
>Table of Contents<
===================
1.0 Introduction
1.1 Version History
2.0 Basics
2.1 Factions
2.2 Units
2.3 Structures
2.4 Upgrades
2.5 General Abilities
2.6 Specialist Generals (ZH Only)
3.00 First Campaign Walkthrough
3.10 China First Campaign
3.11 China 1 "The Dragon Awakes"
3.12 China 2 "Hong Kong Crisis"
3.13 China 3 "A Flood Of Violence"
3.14 China 4 "Broken Alliances"
3.15 China 5 "Scorched Earth"
3.16 China 6 "Dead In Their Tracks"
3.17 China 7 "Nuclear Winter"
-------------------------------------------------------------------------------
3.20 GLA First Campaign
3.21 GLA 1 "Black Rain"
3.22 GLA 2 "Grand Theft Phsyco"
3.23 GLA 3 "True Crime: Astana City"
3.24 GLA 4 "Down From The Skies"
3.25 GLA 5 "Toxin Trade"
3.26 GLA 6 "Rebel Rebellion"
3.27 GLA 7 "Dark Destruction"
-------------------------------------------------------------------------------
3.30 USA First Campaign
3.31 USA 1 "Final Justice"
3.32 USA 2 "Treasure Hunt"
3.33 USA 3 "Guardian Angel"
3.34 USA 4 "Stormbringer"
3.35 USA 5 "Blue Eagle"
3.36 USA 6 "Desperate Union"
3.37 USA 7 "Last Call"
4.00 Second Campaign Walkthrough (ZH Only)
4.10 USA Second Campaign
4.11 USA 1 "Global Security"
4.12 USA 2 "Defending The Docks"
4.13 USA 3 "Snow Fall"
4.14 USA 4 "Black Gold"
4.15 USA 5 "Area Fifty-Two"
-------------------------------------------------------------------------------
4.20 GLA Second Campaign
4.21 GLA 1 "The Great Escape"
4.22 GLA 2 "Hidden Agenda"
4.23 GLA 3 "On The Waterfront"
4.24 GLA 4 "Jarmen Kell And The Forty Theives"
4.25 GLA 5 "Sneak Attack"
-------------------------------------------------------------------------------
4.30 China Second Campaign
4.31 China 1 "The Dragon Unleashed"
4.32 China 2 "Defending The Fire"
4.33 China 3 "Liberation"
4.34 China 4 "Burning Skies"
4.35 China 5 "The Dragon's Destiny"
5.0 General's Challenge Campaign (ZH Only)
5.1 Air Force Granger
5.2 Tank Kwai
5.3 Toxin Thrax
5.4 Laser Townes
5.5 Nuclear Tao
5.6 Stealth Kassad
5.7 SW Alexander
5.8 Boss Leang
6.0 Multiplayer
6.1 Skirmish
6.2 LAN
6.3 Online
6.4 Honors
7.0 And The Rest!
7.1 F.A.Q.
7.2 Email Guide
7.3 Credits
7.4 Legal Disclaimer
To search for the section wanted in this Guide, Highlight the Number beside the
subject (Such as 3.3) and press Ctrl + C, then F, and then V. This will
activate a finding system to look for the text put in (in this case, a number
with a decimal) and simply click “Next”.
==================
1.0 >Introduction<
==================
Hello readers! Raining Metal goes RTS! I've made this guide because I loved the
C&C Series so much, and this is one of the best RTSes ever. Now let's go to the
guide, shall we?
---------------------
1.1 >Version History<
---------------------
Version 1.05
Added an alternate strategy for "Blue Eagle" by Proto. Added Taylor Carmichael
to the credits (how sheepish of me).
-------------------------------------------------------------------------------
Version 1.04
Added another tip for "Rebel Rebellion" by N00bKefka.
-------------------------------------------------------------------------------
Version 1.03
Added a tip for "Rebel Rebellion" by Natanz Loetawan.
-------------------------------------------------------------------------------
Version 1.02
Added tips for getting the "Ultimate Honor" by Lukas "Nox" Diem.
-------------------------------------------------------------------------------
Version 1.01
Added a few hints by Ricci Santiago.
-------------------------------------------------------------------------------
Version 1.00
Added minor information on LAN and Online Multiplayer, and added contributions
sent by John "pro_gamerz_93" Livingston.
-------------------------------------------------------------------------------
Version 0.98
General tips available for the last Chinese mission in its first campaign by
Taylor Carmichael.
-------------------------------------------------------------------------------
Version 0.95
The initial release. I just need a Walkthrough on the last Chinese mission in
its first Campaign and some information on LAN and Online multiplayer.
============
2.0 >Basics<
============
Here are the basics for the everyday RTS, as well as some specific hints for
this game.
-There's always a certain supply called money. This is used to build Structures
and make units and purchase upgrades. The second, called Power, is to maintain
a steady amount of electricity for many Structures. If the Power demand is
higher than what's available, the radar will go out, and some defenses will be
powered down!
-Usually, there's some Tech Structures in the map. If they are captured, the
owning side gets their reward. Each type of Tech Structure has its own
function. Other neutral Structures can be garrisoned by Infantry.
-Combat units will gain experience whenever they kill an enemy. Once they reach
the next level, they receive a gold stripe. One stripe (Veteran) increases
their firing rate. Two stripes (Elite) allow them to automatically heal. Three
stripes (Heroic) increase their damage. Generals can also acheive advanced
ranks. Whenever they get promoted, they earn another point (Rank 5 awards 3
points). Generals can only get certain abilities at certain ranks.
-Sometimes, there's a Black Shroud covering unexplored terrain. If a friendly
unit goes towards it, the Shroud will unwind and reveal more of the map. If a
unit leaves the area, then that part of the map will be covered by a lighter
fog, called "The Fog Of War". This shows Buildings and terrain, but hides
units.
-Units can Guard, Attack-Move, or use other special abilities. Guarding makes
them guard the area from enemies, including hostile Structures. Attack-Move
makes the unit move to the area, as well as attacking other targets on the way.
-Each side has a Super Weapon, and each has a certain recharge timer. Once it
reaches zero, it can be used. If the power is low, then Particle Cannon and
Nuclear Missile Silo timers will freeze.
-When wounded or damaged, units can enter Barrackses, War Factories/Arms
Dealers, and Air Fields to heal themselves at their respective Structures. Even
Worker units can heal themselves!
--------------
2.1 >Factions<
--------------
There are three sides in the game, each one having its strengths and
weaknesses.
-------------
United States
-------------
The USA are the most versitalle army of the three. They are also the most high-
tech. Along with those, no other faction can match the USA in airpower. The USA
excels in quality with the most balanced kind of units. However, with a slow
moving economy, casualties for the USA will be more serious and costly. It
takes a lot of money to keep America functioning.
-----
China
-----
Chinese armies are very powerful with straightforward brute force, and can
produce their units in large numbers. Their Aircraft is made of the essentials
in that category, and the Dragon provides plenty of ways to produce Infantry.
Unfortunately for them, the Chinese Empire lacks speedy units, which can hamper
their scouting abilities, and can be rushed by other armies.
-----------------
Global Liberation
-----------------
The Global Liberation Army, or the GLA are very resourceful and can gain money
from almost anything! They make use of what's left of their victims, and use
biological weapons, suicide bombers, and stealthy spies to outdo their
oppresors. None of their buildings require power either. The vulnerable side of
this faction is that their units initially come in poor quality, and do not
have the use of Aircraft.
-----------
2.2 >Units<
-----------
Units are what attack other enemy units and Structures. They are vital to,
well, everything! Note that most Aircraft will need to return to a friendly
Air Field to restock on its weapons. Some Helicopter-based Aircraft, like the
Comanche, do not need to return to an Air Field unless for repairs.
Infantry can be run over by all vehicles.
-------------
United States
-------------
All USA Armor (except for the Dozer) can use up to one Drone for extra support.
They are usually the first targets for Anti-Aircraft attacks, and can be used
to draw fire away.
*******
*Dozer*
*******
Class: Armor.
Purpose: Build Structures, Remove Mines.
Role: Worker.
Weapon Type: None.
Good Versus: None.
Bad Versus: Armor, Aircraft.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $1000.
Requires: Available At Start.
Upgrades: None.
Games: Both.
Overall: Excellent.
Dozers are vital to building a base. Dozers can also remove Mines, Demo, and
Booby Traps.
********
*Ranger*
********
Class: Infantry.
Purpose: Anti-Infantry, Clear Garrisoned Structures, Capture Buildings.
Role: Main Infantry.
Weapon Type: Bullet, Grenade.
Good Versus: Infantry, Garrisoned Buildings.
Bad Versus: Armor, Defenses, Aircraft.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $225.
Requires: Available At Start.
Upgrades: Flash Bangs, Chemical Suits, Capture Building, Advanced Training.
Games: Both.
Overall: Excellent.
Rangers are the main Infantry for the USA. They have the best quality over the
other types of main Infantry. Along with good training, they can also use Flash
Bangs to fire from a longer range and can clear out Fortified Structures.
******************
*Missile Defender*
******************
Class: Infantry.
Purpose: Anti-Armor, Anti-Aircraft.
Role: Secondary Infantry.
Weapon Type: Rocket.
Good Versus: Armor, Aircraft.
Bad Versus: Infantry, Defenses.
Armor: Medium.
Speed: Slow.
Stealth: No.
Cost: $300.
Requires: Available At Start.
Upgrades: Chemical Suits, Advanced Training.
Games: Both.
Overall: Good.
Missile Defenders are the secondary Infantry for the American Army. Of the
three Rocket Infantry, this one is the most effective against tanks, as they
can use laser sights to fire at Tanks faster.
*******
*Pilot*
*******
Class: Infantry.
Role: Veterancy Transfer.
Weapon Type: None.
Good Versus: None.
Bad Versus: Everything.
Armor: Low.
Speed: Medium.
Stealth: No.
Cost: N/A.
Requires: N/A.
Upgrades: None.
Games: Both.
Overall: N/A.
When experienced USA Armor or Aircraft is destroyed, a Pilot escapes and can be
used to enter a vehicle to make use of his veterancy.
************
*Pathfinder*
************
Class: Infantry.
Purpose: Anti-Infantry, Scout.
Role: Special Infantry, Detector.
Weapon Type: Sniper.
Good Versus: Infantry.
Bad Versus: Armor, Defenses, Detectors, Aircraft.
Armor: Medium.
Speed: Fast.
Stealth: When Passive.
Cost: $800.
Requires: General's Ability.
Upgrades: Chemical Suits, Advanced Training.
Games: Both.
Overall: Good.
A Pathfinder, when stationary, can be a lethal Infantry killer. Because he can
detect stealth as well as being stealthed, he can be essential for the USA
defenses, especially when inside a Fire Base. The can also make good scouts.
*************
*Col. Burton*
*************
Class: Infantry.
Purpose: Anti-Infantry, Base Infiltration.
Role: Hero.
Weapon Type: Bullet, Explosive.
Good Versus: Infantry, Armor, Structures.
Bad Versus: Aircraft, Defenses.
Armor: High.
Speed: Medium.
Stealth: Yes.
Cost: $1500.
Requires: Strategy Center.
Upgrades: Chemical Suits, Advanced Training.
Games: Both.
Overall: Excellent.
The average hero belongs to the USA in the form of Burton. Like James Bond, he
can kill Infantry very fast with his machine gun, which can also be effective
against Armor. Burton can also plant explosives on Armor and Structures.
Lastly, he can assassinate an enemy soldier with his knife. Burton will lose
his cover when he fires his gun or plants an explosive.
**********
*Crusader*
**********
Class: Armor.
Purpose: Anti-Armor.
Role: Main Armor.
Weapon Type: Shell.
Good Versus: Armor, Structures.
Bad Versus: Infantry, Defenses, Aircraft.
Armor: High.
Speed: Medium.
Stealth: No.
Cost: $900.
Requires: Available At Start.
Upgrades: Composite Armor, Drone Armor, Advanced Training.
Games: Both.
Overall: Good.
The USA Crusader can outdo its counterparts, and can do the most damage as well
as taking a lot of it. Crusaders in high numbers can be lethal.
********
*Humvee*
********
Class: Armor.
Purpose: Anti-Infantry.
Role: Secondary Armor, Transport.
Weapon Type: Bullet, Rocket, Infantry.
Good Versus: Infantry.
Bad Versus: Armor, Defenses, Aircraft.
Armor: Medium.
Speed: Fast.
Stealth: No.
Cost: $700.
Requires: Available At Start.
Upgrades: TOW Missile, Drone Armor, Advanced Training.
Games: Both.
Overall: Good.
These fast vehicles can carry up to five Infantry and they can shoot out of it.
Along with them, the Humvee carries a mounted gun, which is best used on
Infantry. With the TOW Missile, it can also do some damage to Armor and
Aircraft.
***********
*Ambulance*
***********
Class: Armor.
Purpose: Heal Infantry.
Role: Savior, Transport.
Weapon Type: Anti-Biological, Heal.
Good Versus: None.
Bad Versus: Everything.
Armor: Low.
Speed: Medium.
Stealth: No.
Cost: $600.
Requires: Available At Start.
Upgrades: Drone Armor.
Games: Both.
Overall: Poor.
An Ambulance is mainly used to heal up to three Infantry inside, and to clear
out biological messes. This unit should not be purchased because the Barracks
does the job and Humvees can also carry Infantry.
**************
*Sentry Drone*
**************
Class: Armor.
Purpose: Scout, Anti-Infantry.
Role: Detector.
Weapon Type: Bullet.
Good Versus: Infantry.
Bad Versus: Armor, Defenses, Aircraft.
Armor: Low.
Speed: Medium.
Stealth: When Passive.
Cost: $800.
Requires: Available At Start.
Upgrades: Sentry Drone Gun, Advanced Training.
Games: Zero Hour Only.
Overall: Fair.
Sentry Drones is much like the Pathfinder, except that it requires an upgrade
to fend for itself. It can also be good for defending camps and scouting out
areas.
*********
*Avenger*
*********
Class: Armor.
Purpose: Anti-Aircraft.
Role: Support, Savior.
Weapon Type: High-Tech.
Good Versus: Aircraft, Rockets.
Bad Versus: Armor, Infantry.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $2000.
Requires: Available At Start.
Upgrades: Drone Armor, Advanced Training.
Games: Zero Hour Only.
Overall: Fair.
Avengers are the only "instant" Anti-Air weapon for the USA, and they can do
that job well. The other function is that it points a laser at its target,
allowing other units attacking that target fire faster. The extra feature is
the small laser, which can destroy enemy rockets.
******************
*Tomahawk Missile*
******************
Class: Armor.
Purpose: Anti-Defense.
Role: Artillery.
Weapon Type: Missile.
Good Versus: Defenses, Structures.
Bad Versus: Armor, Infantry, Aircraft.
Armor: Low.
Speed: Slow.
Stealth: No.
Cost: $1200.
Requires: Strategy Center.
Upgrades: Drone Armor, Advanced Training.
Games: Both.
Overall: Good.
Tomahawk Missiles are the main Artillery for this faction. They launch a
missile that can do extreme damage. It is vulnerable to close targets and
should be protected by other units.
****************
*Microwave Tank*
****************
Class: Armor.
Purpose: Anti-Defense.
Role: Artillery.
Weapon Type: High-Tech.
Good Versus: Defenses, Structures.
Bad Versus: Armor, Aircraft.
Armor: Medium.
Speed: Slow.
Stealth: No.
Cost: $800.
Requires: Strategy Center.
Upgrades: Drone Armor.
Games: Zero Hour Only.
Overall: Good.
An alternative to Artillery is the Microwave Tank. Its beam can disable a
structure, primarily defenses, and can allow other units to attack it without
harm. Infantry can get killed in its microwave field.
**************
*Paladin Tank*
**************
Class: Armor.
Purpose: Anti-Armor.
Role: Ultimate Armor, Savior.
Weapon Type: Shell.
Good Versus: Armor, Infantry, Structures.
Bad Versus: Aircraft, Defenses.
Armor: High.
Speed: Medium.
Stealth: No.
Cost: $1100.
Requires: General's Ability.
Upgrades: Composite Armor, Drone Armor, Advanced Training.
Games: Both.
Overall: Good.
These tanks are powerful and can deal and take more damage than the Crusader.
With a laser, it can blind Infantry and destroy Missiles like the Avenger. With
those features, they can make great tank leaders.
*********
*Chinook*
*********
Class: Aircraft.
Purpose: Money Maker.
Role: Worker, Transport.
Weapon Type: Infantry.
Good Versus: Garrisoned Buildings.
Bad Versus: Aircraft, Defenses.
Armor: Low.
Speed: Fast.
Stealth: No.
Cost: $1200.
Requires: Available At Start.
Upgrades: Countermeasures.
Games: Both.
Overall: Excellent.
Chinooks are the supply gatherer of the USA. Although costly, they are the most
in quality, because not only do they gather the most resources, they can
transport units and can drop Rangers into Garrisoned Buildings, clearing them
out entirely. Up to eight Infantry's space can be inside a Chinook. Two of
these helicopters should be used for each supply area. Collects $600 per trip.
********
*Raptor*
********
Class: Aircraft.
Purpose: Anti-Armor, Anti-Aircraft.
Role: Main Aircraft.
Weapon Type: Rocket.
Good Versus: Armor, Defenses, Aircraft.
Bad Versus: Infantry.
Armor: Low.
Speed: Fast.
Stealth: No.
Cost: $1400.
Requires: Available At Start.
Upgrades: Laser Missiles, Countermeasures, Advanced Training.
Games: Both.
Overall: Good.
Raptors make up most of the Air Force for the USA. They carry four rockets to
fire at, and can shoot them at any target. For this reason, they should be used
to defend against other Aircraft.
**********
*Comanche*
**********
Class: Aircraft.
Purpose: Anti-Infantry, Anti-Armor.
Role: Secondary Aircraft.
Weapon Type: Bullet, Rocket.
Good Versus: Infantry, Armor.
Bad Versus: Defenses, Aircraft.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $1200.
Requires: Available At Start.
Upgrades: Rocket Pods, Advanced Training.
Games: Both.
Overall: Excellent.
I simply adore Helicopters. Comanches are basic versions, with a mounted gun to
shoot at Infantry and can carry up to four auto-reloadable rockets. They can
also fire a salvo of rockets at a selected area.
***************
*Aurora Bomber*
***************
Class: Aircraft.
Purpose: Anti-Defense.
Role: Artillery.
Weapon Type: Bomb.
Good Versus: Defenses, Structures.
Bad Versus: Infantry, Aircraft.
Armor: Medium.
Speed: Very Fast.
Stealth: No.
Cost: $2500.
Requires: Strategy Center.
Upgrades: Countermeasures, Advanced Training.
Games: Both.
Overall: Excellent.
Just two Aurora Bombers can destroy an average building (three for GLA
Structures)! Because they are made for base assault, their bombs could miss
Armor. At first, they fly so fast, that they are invulnerable to Anti-Air
weapons! When they drop the delivery, they return to normal speed.
*****************
*Stealth Fighter*
*****************
Class: Aircraft.
Purpose: Anti-Defense, Anti-Armor, Anti-Aircraft.
Role: Special Aircraft.
Weapon Type: Rocket.
Good Versus: Defenses, Armor, Garrisoned Buildings.
Bad Versus: Infantry.
Armor: Medium.
Speed: Fast.
Stealth: Yes.
Cost: $1600.
Requires: General's Ability.
Upgrades: Bunker Busters, Laser Missiles, Countermeasures, Advanced Training.
Games: Both.
Overall: Good.
Stealth Fighters are safe ways to destory Defenses, including Garrisoned
Structures. They carry two rockets to fire with. The bad news is that they
require a General's Ability to be made, decreasing their frequency of use.
-----
China
-----
Red Guards, Tank Hunters, and BattleMasters benifit from the Horde Effect,
which increases their firing rate. Available when in groups of five or more.
*******
*Dozer*
*******
Class: Armor.
Purpose: Build Structures, Remove Mines.
Role: Worker.
Weapon Type: None.
Good Versus: None.
Bad Versus: Armor, Aircraft.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $1000.
Requires: Available At Start.
Upgrades: None.
Games: Both.
Overall: Excellent.
Like the USA Dozer, the Chinese version can build Structures and clear mines.
***********
*Red Guard*
***********
Class: Infantry.
Purpose: Anti-Infantry, Capture Buildings.
Role: Main Infantry.
Weapon Type: Bullet.
Good Versus: Infantry.
Bad Versus: Armor, Defenses, Aircraft.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $300.
Requires: Available At Start.
Upgrades: Nationalism, Capture Building.
Games: Both.
Overall: Good.
Red Guards are the main Infantry for China. Because they are best used in
groups, a pair is produced at each Barracks and eight can also be produced in
created Troop Crawlers.
*************
*Tank Hunter*
*************
Class: Infantry.
Purpose: Anti-Armor, Anti-Aircraft.
Role: Secondary Infantry.
Weapon Type: Rocket, Explosive.
Good Versus: Armor, Aircraft, Structures.
Bad Versus: Infantry.
Armor: Medium.
Speed: Slow.
Stealth: No.
Cost: $300.
Requires: Available At Start.
Upgrades: None.
Games: Both.
Overall: Good.
China uses the Tank Hunter as the Rocket Infantry. They work well in groups
and, because of their TNT attack, are the best of the three on Structures.
********
*Hacker*
********
Class: Infantry.
Purpose: Money Making, Base Infiltration.
Role: Worker, Special Infantry.
Weapon Type: High-Tech.
Good Versus: Structures.
Bad Versus: Infantry, Armor, Aircraft.
Armor: Low.
Speed: Medium.
Stealth: No.
Cost: $625.
Requires: Propaganda Center.
Upgrades: None.
Games: Both.
Overall: Good.
Hackers can supply a superb amount of money with their laptops. Along with
that, they can disable Structures, but sadly, this cannot apply to Defenses,
but it does work on Bombardment Strategy Centers and Garrisoned Palaces.
*************
*Black Lotus*
*************
Class: Infantry.
Purpose: Capture Buildings, Anti-Armor, Base Infiltration.
Role: Hero.
Weapon Type: High-Tech.
Good Versus: Structures, Armor.
Bad Versus: Infantry, Aircraft.
Armor: Medium.
Speed: Medium.
Stealth: Yes.
Cost: $1500.
Requires: Propaganda Center.
Upgrades: None.
Games: Both.
Overall: Good.
The Chinese Hero is Black Lotus, an agent who can Capture Buildings quickly and
from a range. She can also power down Armor for a short period of time, and can
steal $1000 from an enemy Supply Building. Because she is revealed when using
her tools, she should have some cover while doing so. Her Capture Building
ability does not need to recharge.
**************
*Supply Truck*
**************
Class: Armor.
Purpose: Money Making.
Role: Worker.
Weapon Type: None.
Good Versus: None.
Bad Versus: Armor, Aircraft.
Armor: Low.
Speed: Medium.
Stealth: No.
Cost: $600.
Requires: Available At Start.
Upgrades: None.
Games: Both.
Overall: Good.
Supply Trucks are used for gathering supplies, and little else. About two or
three should be sent to each Supply Dock. Collects $300 per trip.
**************
*BattleMaster*
**************
Class: Armor.
Purpose: Anti-Armor.
Role: Main Armor.
Weapon Type: Shell.
Good Versus: Armor, Structures.
Bad Versus: Infantry, Defenses, Aircraft.
Armor: High.
Speed: Medium.
Stealth: No.
Cost: $800.
Requires: Available At Start.
Upgrades: Uranium Shells, Nuclear Tanks, Nationalism.
Games: Both.
Overall: Good.
China's BattleMasters make up most of China's Armor. In groups, they can be
powerful, and they are versitalle and flexible.
***************
*Gattling Tank*
***************
Class: Armor.
Purpose: Anti-Infantry, Anti-Aircraft.
Role: Secondary Armor.
Weapon Type: Bullet.
Good Versus: Infantry, Aircraft.
Bad Versus: Armor, Defenses.
Armor: Medium.
Speed: Fast.
Stealth: No.
Cost: $800.
Requires: Available At Start.
Upgrades: Chain Guns.
Games: Both.
Overall: Good.
Gattling Tanks can be very lethal to Infantry and Aircraft, because their
weapons are highly accurate, and spin faster overtime. Gattling Tanks can also
be effective against light targets.
*************
*Dragon Tank*
*************
Class: Armor.
Purpose: Anti-Infantry, Clear Garrisoned Structures.
Role: Secondary Armor.
Weapon Type: Fire.
Good Versus: Infantry, Garrisoned Buildings.
Bad Versus: Aircraft.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $800.
Requires: Available At Start.
Upgrades: Black Napalm.
Games: Both.
Overall: Good.
Dragon Tanks can be a nightmare to Infantry, even in buildings! The Dragon Tank
tops over the Toxin Tractor because Fire is more accurate than Anthrax. It can
also make a wall of fire.
***************
*Troop Crawler*
***************
Class: Armor.
Purpose: Scout.
Role: Transport, Detector, Savior.
Weapon Type: Infantry.
Good Versus: Varies.
Bad Versus: Armor, Aircraft, Defenses.
Armor: High.
Speed: Medium.
Stealth: No.
Cost: $1200.
Requires: Available At Start.
Upgrades: None.
Games: Both.
Overall: Fair.
Troop Crawlers can hold up to eight Infantry and can unreveal enemy Stealth.
Good for scouting out areas. Eight Red Guards are inside when made. Inside,
Infantry can be healed.
*******************
*Listening Outpost*
*******************
Class: Armor.
Purpose: Scout.
Role: Detector, Base Infiltration.
Weapon Type: Infantry.
Good Versus: Varies.
Bad Versus: Armor, Aircraft, Defenses.
Armor: Medium.
Speed: Medium.
Stealth: When Passive.
Cost: $800.
Requires: Available At Start.
Upgrades: None.
Games: Zero Hour Only.
Overall: Fair.
These RV-Like stations can also Detect Stealth, as well as knowing what enemy
units nearby are going to do. The pair of Infantry inside can shoot out of it,
making it a good Defense as well.
****************
*Inferno Cannon*
****************
Class: Armor.
Purpose: Anti-Defense, Anti-Infantry.
Role: Artillery.
Weapon Type: Bomb, Fire.
Good Versus: Defenses, Infantry.
Bad Versus: Armor, Aircraft.
Armor: Low.
Speed: Slow.
Stealth: No.
Cost: $900.
Requires: Propaganda Center.
Upgrades: Black Napalm.
Games: Both.
Overall: Good.
Inferno Cannons launch Firey bombs onto their targets, and in groups, they can
do some damage, especially against Stinger Sites.
**********
*ECM Tank*
**********
Class: Armor.
Purpose: Anti-Armor.
Role: Savior.
Weapon Type: High-Tech.
Good Versus: Armor, Rockets.
Bad Versus: Defenses.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $800
Requires: Propaganda Center.
Upgrades: None.
Games: Zero Hour Only.
Overall: Fair.
ECM Tanks are used for intercepting enemy Rockets and making them miss with
their satellite dish. The dish can also disable Armor. Because of these
features, they are the perfect countermeasure against Rocket Buggies. They make
good defenders and when some Artillery comes, have the ECM Tank power it down
so other units can smash it.
*************
*Nuke Cannon*
*************
Class: Armor.
Purpose: Anti-Defense, Anti-Armor, Anti-Infantry.
Role: Artillery.
Weapon Type: Bomb.
Good Versus: Defenses, Armor, Infantry.
Bad Versus: Aircraft.
Armor: Medium.
Speed: Slow.
Stealth: No.
Cost: $1600.
Requires: Propaganda Center, General's Ability.
Upgrades: Neutron Shells.
Games: Both.
Overall: Excellent.
The Nuke Cannons are the best Artillery in the game! Not only is its attack
impervious, they can be upgraded to kill Infantry and Drivers of Armor,
allowing friendly Infantry to capture the vehicles.
**********
*Overlord*
**********
Class: Armor.
Purpose: Anti-Armor, Anti-Infantry, Anti-Air, Heal Units.
Role: Ultimate Armor.
Weapon Type: Shell, Bullet, Infantry, Heal.
Good Versus: Armor, Infantry, Aircraft.
Bad Versus: Defenses.
Armor: Very High.
Speed: Slow.
Stealth: No.
Cost: $2000.
Requires: Propaganda Center.
Upgrades: Uranium Shells, Nuclear Tanks, Bunker, Gattling Cannon, Speaker
Tower, Chain Guns, Subliminal Messaging.
Games: Both.
Overall: Excellent.
The decendant of the Mammoth Tank is, of course, the best Tank in the game.
Along with a twin cannon, it can also upgrade to have a defense on its turret.
Good mixtures of Overlords have 75% with Gattling Cannons, 25% with Speaker
Towers.
*****
*MIG*
*****
Class: Aircraft.
Purpose: Anti-Infantry, Anti-Aircraft.
Role: Main Aircraft.
Weapon Type: Rocket, Fire.
Good Versus: Infantry, Aircraft.
Bad Versus: Defenses.
Armor: Low.
Speed: Fast.
Stealth: No.
Cost: $1200.
Requires: Available At Start.
Upgrades: MIG Armor, Black Napalm.
Games: Both.
Overall: Good.
MIGs are the basic Chinese Aircraft. They carry two rockets that contain fire,
which can be effective against Infantry and Stinger Sites. A group of four can
make the firestorm effect.
*******
*Helix*
*******
Class: Aircraft.
Purpose: Anti-Infantry, Anti-Armor.
Role: Secondary Aircraft, Transport.
Weapon Type: Bullet, Infantry.
Good Versus: Infantry, Armor.
Bad Versus: Aircraft, Defenses.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $1500.
Requires: Available At Start.
Upgrades: Napalm Bomb, Bunker, Gattling Cannon, Speaker Tower, Black Napalm,
Chain Guns, Subliminal Messaging.
Games: Zero Hour Only.
Overall: Excellent.
The Helix can be effective against Infantry, and when upgraded, dangerous
against Armor as well. It can carry up to five Infantry's space, or one Dozer
inside. It is vulnerable to other Aircraft and Defenses.
-----------------
Global Liberation
-----------------
When enemy Armor is destroyed, they leave some parts. For the true and native
GLA Generals, their units can use it to upgrade its stats. For some, it allows
new kinds of attacks, and for others, it simply increases its armor and power.
Units that cannot salvage these parts will only sell them for some cash. In the
original game, only Technicals, Quad Cannons, and Marauder Tanks can make
different uses of these advantages. Up to two "ranks" can be achieved from
these special resources.
********
*Worker*
********
Class: Infantry.
Purpose: Build Structures, Money Maker, Remove Mines.
Role: Worker.
Weapon Type: None.
Good Versus: None.
Bad Versus: Infantry, Armor, Aircraft.
Armor: Low.
Speed: Medium.
Stealth: No.
Cost: $200.
Requires: Available At Start.
Upgrades: Worker Shoes.
Games: Both.
Overall: Excellent.
Workers are cheaper, but more vulnerable versions of Dozers. They cost less and
can be upgraded, but can also be run over.
*******
*Rebel*
*******
Class: Infantry.
Purpose: Anti-Infantry, Capture Buildings.
Role: Main Infantry.
Weapon Type: Bullet, Explosive.
Good Versus: Infantry.
Bad Versus: Armor, Defenses, Aircraft.
Armor: Medium.
Speed: Medium.
Stealth: Requires Camoflauge.
Cost: $150.
Requires: Available At Start.
Upgrades: Camoflauge, Booby Trap, AP Bullets, Capture Building.
Games: Both.
Overall: Good.
Rebels are quickly trained Infantry that can use stealth tactics. Other special
abilities is to Capture Buildings and place Booby Traps on Friendly Structures.
They are only trained one at a time, and have only basic training, so use them
wisely.
*************
*RPG Trooper*
*************
Class: Infantry.
Purpose: Anti-Armor, Anti-Aircraft.
Role: Secondary Infantry.
Weapon Type: Rocket.
Good Versus: Armor, Aircraft.
Bad Versus: Infantry, Defenses, Aircraft.
Armor: Medium.
Speed: Slow.
Stealth: No.
Cost: $300.
Requires: Available At Start.
Upgrades: AP Rockets.
Games: Both.
Overall: Good.
RPG Troopers are the GLA's Rocket Infantry. Because of their basic versitallity
and their AP upgrade, they fend the best out of the three on Aircraft. When a
Tunnel Network is built, two of these men are automatically trained.
***********
*Terrorist*
***********
Class: Infantry.
Purpose: Anti-Armor, Anti-Structure.
Role: Secondary Infantry.
Weapon Type: Explosive.
Good Versus: Armor, Infantry, Structures.
Bad Versus: Defenses, Aircraft.
Armor: Low.
Speed: Medium.
Stealth: No.
Cost: $200.
Requires: Available At Start.
Upgrades: None.
Games: Both.
Overall: Good.
Some crazy GLA volunteers will die for their cause, with explosives. When they
reach their target, they blow up. Terrorists can also drive regular cars, which
can increase their speed dramatically.
**********
*Saboteur*
**********
Class: Infantry.
Purpose: Base Infiltration.
Role: Special Infantry.
Weapon Type: Entry.
Good Versus: Structures.
Bad Versus: Detectors, Armor, Defenses.
Armor: Low.
Speed: Medium.
Stealth: Yes.
Cost: $800.
Requires: Available At Start.
Upgrades: None.
Games: Zero Hour Only.
Overall: Poor.
Saboteurs are for infiltrating bases. When they enter most Structures, the
Building is disabled for a period of time. When they enter a Supply Building,
they steal $1000. When they enter a Command Center or a Super Weapon, their
ability timer is reset. They cannot disable Defenses, and are practically
useless.
**********
*Hijacker*
**********
Class: Infantry.
Purpose: Anti-Armor.
Role: Special Infantry.
Weapon Type: Entry.
Good Versus: Armor.
Bad Versus: Infantry, Defenses, Aircraft.
Armor: Medium.
Speed: Medium.
Stealth: When Passive.
Cost: $400.
Requires: Palace, General's Ability.
Upgrades: None.
Games: Both.
Overall: Poor.
GLA Hijackers are only used to capture Armor. They are stealthed only when
stationary, so it is hard to catch a vehicle with this unit. They require a
General's Ability, and they must enter a vehicle to capture it, so don't even
bother using this unit, because Jarmen Kell's method of capturing Armor is MUCH
safer.
***********
*Angry Mob*
***********
Class: Infantry.
Purpose: Anti-Infantry, Anti-Structure.
Role: Special Infantry.
Weapon Type: Bullet, Grenade.
Good Versus: Infantry, Structures.
Bad Versus: Armor, Defenses.
Armor: Low.
Speed: Medium.
Stealth: No.
Cost: $800.
Requires: Palace.
Upgrades: Arm The Mob.
Games: Both.
Overall: Good.
Angry Mobs are very special units. They are signed up at the Barracks, but
unlike standard Infantry, they come in groups. If some members die, they will
eventually be replaced. When trained, they start as a group of five and grow
quickly. Most of the members are armed with pistols while some others throw
homemade grenades (Hey! That rhymes!). When given weapons with the GLA seal of
quality, their standard attacks are increased dramatically. Don't have them
assault Defenses, and have them avoid Gattling weapons at all costs. The other
con of this unit is that the group cannot enter Structures and other Units,
impairing their mobility.
*************
*Jarmen Kell*
*************
Class: Infantry.
Purpose: Anti-Infantry, Anti-Armor.
Role: Hero.
Weapon Type: Sniper.
Good Versus: Infantry, Armor.
Bad Versus: Defenses, Aircraft.
Armor: Medium.
Speed: Medium.
Stealth: Yes.
Cost: $1500.
Requires: Palace.
Upgrades: AP Bullets.
Games: Both.
Overall: Good.
Jarmen Kell is the GLA's best method of capturing Armor. Along with picking off
Infantry, he can also assassinate drivers out of Armor, allowing Infantry to
capture them, much like the Neutron Nuke Cannon. When upgraded with the AP
Bullets, he can fire faster.
***********
*Radar Van*
***********
Class: Armor.
Purpose: Provide Radar, Scout.
Role: Worker, Detector.
Weapon Type: None.
Good Versus: None.
Bad Versus: Everything.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $500.
Requires: Available At Start.
Upgrades: Radar Scan, Junk Repair.
Games: Both.
Overall: Excellent.
This vehicle provides the GLA with a standard radar. If the power is low, the
radar will still function thanks to this unit. It can also scan a certain
portion of the map, like the USA Command Center. Its equipment allows it to
detect stealth easily. Keep it at safe places unless needed for scouting.
**********
*Scorpion*
**********
Class: Armor.
Purpose: Anti-Armor, Anti-Structure.
Role: Main Armor.
Weapon Type: Shell, Missile, Biological.
Good Versus: Armor, Infantry.
Bad Versus: Defenses, Aircraft.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $600.
Requires: Available At Start.
Upgrades: Scorpion Rocket, Toxin Shells, Junk Repair, Anthrax Beta.
Games: Both.
Overall: Good.
GLA Scorpion Tanks are initially poor compared to the other main tanks, so it
needs to be upgraded fast. With the Scorpion Rocket, it can do some damage to
Armor and groups of Infantry. With Toxin Shells, it can be somewhat effective
against Infantry. In Zero Hour, if they collect two piles of parts, they earn
a second Rocket, if available.
***********
*Technical*
***********
Class: Armor.
Purpose: Anti-Infantry.
Role: Secondary Armor, Transport.
Weapon Type: Bullet, Shell, Rocket, Infantry.
Good Versus: Infantry.
Bad Versus: Armor, Defenses, Aircraft.
Armor: Low.
Speed: Fast.
Stealth: No.
Cost: $500.
Requires: Available At Start.
Upgrades: AP Bullets, Junk Repair.
Games: Both.
Overall: Fair.
Armed Trucks are the main sort of transport for the GLA. The Infantry inside
cannot fire out, and they have no TOW Missile, making Humvees superior to them.
They can salvage items. The first upgrade gives them a shell-firing turret,
allowing them to fend off Armor better (but still not good enough). The second
allows them to shoot at Aircraft with their rockets.
**************
*Combat Cycle*
**************
Class: Armor/Infantry.
Purpose: Varies.
Role: Varies.
Weapon Type: Varies.
Good Versus: Varies.
Bad Versus: Defenses, Aircraft.
Armor: Very Low.
Speed: Very Fast.
Stealth: Varies.
Cost: $500.
Requires: Available At Start.
Upgrades: Varies, Junk Repair.
Games: Zero Hour Only.
Overall: Good.
Cycles can arm any kind of GLA Infantry. Their weapons are duplicated onto
their bike, so having a Terrorist drive one of these can make it a quick
suicide vehicle. Even Jarmen Kell can snipe on it, even able to use his trump
ability!
*************
*Quad Cannon*
*************
Class: Armor.
Purpose: Anti-Infantry, Anti-Aircraft.
Role: Secondary Armor, Support.
Weapon Type: Bullet.
Good Versus: Infantry, Aircraft.
Bad Versus: Armor, Defenses.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $700.
Requires: Available At Start.
Upgrades: AP Bullets, Junk Repair.
Games: Both.
Overall: Good.
A Truck with a Bullet Turret mounted on its large platform, the Quad Cannon can
kill Infantry and smash Aircraft with ease. It is the GLA version of the
Chinese Gattling Tank, only with a steadier rate of fire. It can also make use
of remains of destroyed Armor.
***************
*Toxin Tractor*
***************
Class: Armor.
Purpose: Anti-Infantry, Clear Garrisoned Structures.
Role: Special Armor.
Weapon Type: Biological.
Good Versus: Infantry, Garrisoned Buildings.
Bad Versus: Armor, Defenses, Aircraft.
Armor: Medium.
Speed: Medium.
Stealth: No.
Cost: $600.
Requires: Available At Start.
Upgrades: Antrhax Beta, Junk Repair.
Games: Both.
Overall: Fair.
Toxin Tractors spew out Anthrax at Infantry. Their chemicals even work on
Garrisoned Buildings! They can also contaminate an area with toxins. The Toxin
Tractor should only be chosen over the Quad Cannon in City regions.
**************
*Rocket Buggy*
**************
Class: Armor.
Purpose: Anti-Defense, Anti-Structure.
Role: Artillery.
Weapon Type: Rocket.
Good Versus: Defenses.
Bad Versus: Infantry, Aircraft.
Armor: Very Low.
Speed: Fast.
Stealth: No.
Cost: $900.
Requires: Palace.
Upgrades: Buggy Ammo, AP Rockets, Junk Repair.
Games: Both.
Overall: Good.
Rocket Buggies can easily annoy its opponents. With a long range, it can fire
at Defenses safely, but can easily be destroyed by gunfire. With the Buggy
Ammo, their barage is increased.
************
*Bomb Truck*
************
Class: Armor.
Purpose: Anti-Armor, Anti-Structure.
Role: Special Armor.
Weapon Type: Explosive, Biological.
Good Versus: Armor, Structures.
Bad Versus: Defenses, Aircraft.
Armor: High.
Speed: Medium.
Stealth: Disguise.
Cost: $1200.
Requires: Palace.
Upgrades: High Explosive Bomb, Bio Bomb, Junk Repair, Anthrax Beta.
Games: Both.
Overall: Good.
Another suicidal unit is this one. Armed with bombs, the Truck can detonate
itself and near enemy units and Structures. If it needs to assault a Defense,
it needs to be lightning quick. A disguise can be used on it and make a nasty
suprise, although Detectors will not fall for the prank. It can be upgraded to
deal more damage and leave something at the aftermath.
************
*Battle Bus*
************
Class: Armor.
Purpose: Infantry Protection.
Role: Special Armor, Transport.
Weapon Type: Infantry.
Good Versus: Varies.
Bad Versus: Defenses, Aircraft.
Armor: High.
Speed: Medium.
Stealth: No.
Cost: $1000.
Requires: Palace.
Upgrades: Junk Repair.
Games: Zero Hour Only.
Overall: Good.
A Battle Bus can hold up to eight Infantry, and they can shoot out of it. When
destroyed, it can last a little longer for the Infantry to escape until it is
destroyed for the second time. When smashed for the first time, it can no
longer move. With RPG Troopers inside, it can be a good substitute for tanks.
***************
*SCUD Launcher*
***************
Class: Armor.
Purpose: Anti-Defense, Anti-Structure.
Role: Artillery.
Weapon Type: Missile, Biological.
Good Versus: Defenses, Structures.
Bad Versus: Armor, Aircraft.
Armor: Low.
Speed: Slow.
Stealth: No.
Cost: $1200.
Requires: Palace, General's Ability.
Upgrades: Anthrax Beta, Junk Repair.
Games: Both.
Overall: Good.
SCUD Launchers are the true Artillery for the GLA. Much like Tomahawks, they
launch a Missile to their targets. The Missiles do more damage and leave behind
Anthrax. The Missile can be ajusted to contain more Anthrax alone.
**********
*Marauder*
**********
Class: Armor.
Purpose: Anti-Armor, Anti-Structure.
Role: Ultimate Armor.
Weapon Type: Shell, Biological.
Good Versus: Armor, Infantry.
Bad Versus: Defenses, Aircraft.
Armor: High.
Speed: Medium.
Stealth: No.
Cost: $800.
Requires: General's Ability.
Upgrades: Toxin Shells, Junk Repair, Anthrax Beta.
Games: Both.
Overall: Good.
Although the weakest of the Ultimate Tanks, the Marauder is the most
resourceful. It costs the least and can salvage parts. It can also upgrade to
have Anthrax included with its shells, and when it gains a second pile of
parts, it gains a second barrel. There are still reasons why the Scorpion
should be chosen over the Marauder. The Marauder's turret cannot move, making
it vulnerable when mobile. It does not have the use of the Scorpion Rocket
either.
----------------
2.3 >Structures<
----------------
Structures all have at least one purpose. Some only allow one of them to be
built while others should be used in number. All three sides can make a Command
Center, a Barracks, a Supply Center/Stash, a War Factory/Arms Dealer, and a
Super Weapon.
-------------
United States
-------------
When a USA Structure is destroyed, Rangers are evacuated. Bigger and more
costly Structures release more Rangers.
****************
*Command Center*
****************
Type: Production, Ability.
Utility: Radar Scan.
Armor: High.
Size: Large.
Cost: $2000.
Power Consumption: None.
Stealth: No.
Requires: Available At Start.
Upgrades Used: None.
Upgrades Available: None.
Games: Both.
The USA Command Center always starts with a Radar and can scan a certain area
of the map.
*********************
*Cold Fusion Reactor*
*********************
Type: Power Plant.
Utility: None.
Armor: Medium.
Size: Small.
Cost: $800.
Power Consumption: Provides 5, 10 When Upgraded.
Stealth: No.
Requires: Available At Start.
Upgrades Used: Control Rods.
Upgrades Available: Control Rods.
Games: Both.
Cold Fusion Reactors are the basic power plant. They can be upgraded to double
their power input.
**********
*Barracks*
**********
Type: Production.
Utility: Heal.
Armor: Medium.
Size: Medium.
Cost: $600.
Power Consumption: None.
Stealth: No.
Requires: Available At Start.
Upgrades Used: None.
Upgrades Available: Flash Bangs, Capture Building.
Games: Both.
The USA Barracks can produce its best Infantry, as well as upgrading their
Rangers to use Flash Bang Grenades.
***************
*Supply Center*
***************
Type: Money Making.
Utility: None.
Armor: Medium.
Size: Medium.
Cost: $2000.
Power Consumption: 1.
Stealth: No.
Requires: Cold Fusion Reactors.
Upgrades Used: Supply Lines.
Upgrades Available: None.
Games: Both.
American Supply Centers not only produce the highest quality Supply Gatherer,
the Supply Lines upgrade can increase its efficency.
*****************
*Patriot Missile*
*****************
Type: Defense.
Utility: Rocket, Detector.
Armor: Medium.
Size: Tiny.
Cost: $1000.
Power Consumption: 3.
Stealth: No.
Requires: Cold Fusion Reactor.
Upgrades Used: None.
Upgrades Available: None.
Games: Both.
The Patriot Missile is the main Defense for the American Base. They launch
salvos of Rockets against their targets, making them good against Armor and
Aircraft. If one of the systems detect an enemy, a nearby system will be
alerted and will start shooting at the target.
***********
*Fire Base*
***********
Type: Defense.
Utility: Bomb, Infantry.
Armor: Medium.
Size: Small.
Cost: $1000.
Power Consumption: None.
Stealth: No.
Requires: Cold Fusion Reactor.
Upgrades Used: None.
Upgrades Available: None.
Games: Zero Hour Only.
The Fire Base is the newer USA Defense. Along with an enormous turret, the
building can garrison up to four Infantry. Although exposed, they can shoot
faster inside. The best Infantry to be inside the Fire Base is the Pathfinder.
Not only does he remain stealthed when inside, he makes the best Anti-Infantry
Defense for the USA.
*************
*War Factory*
*************
Type: Production.
Utility: Heal.
Armor: Medium.
Size: Large.
Cost: $2000.
Power Consumption: 1.
Stealth: No.
Requires: Supply Center.
Upgrades Used: None.
Upgrades Available: TOW Missile, Sentry Drone Gun.
Games: Both.
The "Blue" War Factory creates the least units of the three, but at the best of
quality. Inside, the TOW Missile and Sentry Gun upgrades can be researched.
***********
*Air Field*
***********
Type: Production.
Utility: Heal.
Armor: Medium.
Size: Very Large.
Cost: $1000.
Power Consumption: 1.
Stealth: No.
Requires: Supply Center.
Upgrades Used: None.
Upgrades Available: Laser Missiles, Rocket Pods, Countermeasures, Bunker
Busters.
Games: Both.
No other side can match the USA in Air Power. Four types of Aircraft (minus the
Chinook) can be created at this Structure, as well as repairing them.
*****************
*Strategy Center*
*****************
Type: Store, Defense, Ability.
Utility: Radar Scan, Bomb, Detector.
Armor: High/Very High.
Size: Large.
Cost: $2500.
Power Consumption: 2.
Stealth: No.
Requires: War Factory/Air Field.
Upgrades Used: None.
Upgrades Available: Advanced Training, Composite Armor, Drone Armor, Chemical
Suits, Supply Lines.
Games: Both.
The Strategy Center can do many things. When in "Bombardment" Mode, it uses an
Artillery Cannon that shoots at intruders and increases Unit Damage. When in
"Hold The Line" Mode, its Armor doubles and increases Unit Armor. When in
"Search & Destroy" Mode, it makes a radar dish that detects stealth and
increases Unit Sights. The Intelligence ability allows the player to see what
other players see. Only one Strategy Center can be built at a time.
******************
*Supply Drop Zone*
******************
Type: Money Making.
Utility: Drop.
Armor: Medium.
Size: Small.
Cost: $2500.
Power Consumption: 4.
Stealth: No.
Requires: Strategy Center.
Upgrades Used: Supply Lines.
Upgrades Available: None.
Games: Both.
The Supply Drop Zone provides some cash every few minutes. Although power
consuming, the reward pays off easily. Nothing can stop the delivery plane
because it comes from the nearest and safest edge of the map!
****************
*Detention Camp*
****************
Type: Ability.
Utility: Radar Scan.
Armor: High.
Size: Large.
Cost: $1000.
Power Consumption: None.
Stealth: No.
Requires: Strategy Center.
Upgrades Used: None.
Upgrades Available: None.
Games: Original Game Only.
The Detention Center only uses the Intellegence ability, which was switched
over to the Strategy Center in Zero Hour. Only one Detention Camp can be built
at a time.
*****************
*Particle Cannon*
*****************
Type: Super Weapon.
Utility: High-Tech, Fire.
Armor: Very High.
Size: Medium.
Cost: $5000.
Power Consumption: 10.
Stealth: No.
Requires: Strategy Center.
Upgrades Used: None.
Upgrades Available: None.
Games: Both.
The tribute to the Ion Cannon is the smallest of the Super Weapons, along with
being the weakest. However, it recharges quickly, and it can be manually
controlled.
-----
China
-----
Every Chinese Structure can equip itself with mines. In Zero Hour, those mines
can be upgraded to Neutron Mines.
****************
*Command Center*
****************
Type: Production, Ability.
Utility: None.
Armor: High.
Size: Large.
Cost: $2000.
Power Consumption: None.
Stealth: No.
Requires: Available At Start.
Upgrades Used: Radar, Land Mines, Neutron Mines.
Upgrades Available: Radar, Land Mines, Neutron Mines.
Games: Both.
The HeadQuarters of the Dragon does not start with a radar, but can be upgraded
to provide one.
*****************
*Nuclear Reactor*
*****************
Type: Power Plant.
Utility: Biological.
Armor: Medium.
Size: Small.
Cost: $1000.
Power Consumption: Provides 10, 15 in Overcharge Mode.
Stealth: No.
Requires: Available At Start.
Upgrades Used: Land Mines, Neutron Mines.
Upgrades Available: Land Mines, Neutron Mines.
Games: Both.
Nuclear Reactors start out with 10 power input. They can provide 5 more in
Overcharge Mode. However, they can explode when destroyed and in Overcharge,
the Reactor is gradually damaged. Only use Overcharge when extra power is
needed until another Reactor is built.
**********
*Barracks*
**********
Type: Production.
Utility: Heal.
Armor: Medium.
Size: Medium.
Cost: $500.
Power Consumption: None.
Stealth: No.
Requires: Available At Start.
Upgrades Used: Land Mines, Neutron Mines.
Upgrades Available: Capture Building, Land Mines, Neutron Mines.
Games: Both.
The Chinese Barracks can produce Infantry in large numbers and can create
secret agents to infiltrate Bases.
********
*Bunker*
********
Type: Defense.
Utility: Infantry.
Armor: Medium.
Size: Small.
Cost: $400.
Power Consumption: None.
Stealth: No.
Requires: Barracks.
Upgrades Used: Land Mines, Neutron Mines.
Upgrades Available: Land Mines, Neutron Mines.
Games: Both.
Bunkers can hold up to five Infantry that can shoot out. A good Bunker is near
a Gattling Cannon and is filled with Tank Hunters.
***************
*Supply Center*
***************
Type: Money Making.
Utility: None.
Armor: Medium.
Size: Medium.
Cost: $2000.
Power Consumption: 1.
Stealth: No.
Requires: Nuclear Reactor.
Upgrades Used: Land Mines, Neutron Mines.
Upgrades Available: Land Mines, Neutron Mines.
Games: Both.
This Supply Center creates Supply Trucks and can be surrounded by mines.
*****************
*Gattling Cannon*
*****************
Type: Defense.
Utility: Bullet.
Armor: Medium.
Size: Tiny.
Cost: $1200.
Power Consumption: 3.
Stealth: No.
Requires: Nuclear Reactor.
Upgrades Used: Chain Guns, Land Mines, Neutron Mines.
Upgrades Available: Land Mines, Neutron Mines.
Games: Both.
The Gattling Cannon is a lethal Infantry stopper. It can also destroy light
Armor quite quickly. The Chain Guns Upgrade makes it even more fearful.
*************
*War Factory*
*************
Type: Production.
Utility: Heal.
Armor: Medium.
Size: Large.
Cost: $2000.
Power Consumption: 1.
Stealth: No.
Requires: Supply Center.
Upgrades Used: Land Mines, Neutron Mines.
Upgrades Available: Chain Guns, Black Napalm, Land Mines, Neutron Mines.
Games: Both.
Chinese War Factories produce their Armor in great numbers. With a high
production rate, the manpower inside is nearly infinite. The Chain Guns and
Black Napalm Upgrades can be researched here.
***********
*Air Field*
***********
Type: Production.
Utility: Heal.
Armor: Medium.
Size: Large.
Cost: $1000.
Power Consumption: 1.
Stealth: No.
Requires: Supply Center.
Upgrades Used: Land Mines, Neutron Mines.
Upgrades Available: MIG Armor, Land Mines, Neutron Mines.
Games: Both.
The Chinese also have some Aircraft for use. MIGs secure the skies while
Helixes can wreck havoc on Ground Units. In Zero Hour, a helicopter pad is
added for the Helix.
*****************
*Internet Center*
*****************
Type: Money Making, Ability.
Utility: Radar Scan.
Armor: High.
Size: Medium.
Cost: $2500.
Power Consumption: None.
Stealth: No.
Requires: War Factory.
Upgrades Used: Satellite Hack 1, Satellite Hack 2, Land Mines, Neutron Mines.
Upgrades Available: Satellite Hack 1, Satellite Hack 2, Land Mines, Neutron
Mines.
Games: Zero Hour Only.
The special building that can produce infinite money for the Chinese is the
Internet Center. Hackers can enter inside and will make money faster then
outside. The Center can also support up to three radars, the first two
revealing all Command Centers, the third allowing the player to see what the
enemy sees for a short period of time, like the Intelligence Ability. Only one
of these can be built at a time.
*******************
*Propaganda Center*
*******************
Type: Store.
Utility: None.
Armor: High.
Size: Medium.
Cost: $2000.
Power Consumption: 2.
Stealth: No.
Requires: War Factory.
Upgrades Used: Land Mines, Neutron Mines.
Upgrades Available: Nationalism, Subliminal Messaging, Land Mines, Neutron
Mines.
Games: Both.
The Propaganda Center can raise the spirits of the Chinese Troops with its
upgrades. No defence is featured with this Structure, but it is the cheapest.
***************
*Speaker Tower*
***************
Type: Defense.
Utility: Heal.
Armor: Low.
Size: Tiny.
Cost: $500.
Power Consumption: 1.
Stealth: No.
Requires: Propaganda Center.
Upgrades Used: Subliminal Messaging, Land Mines, Neutron Mines.
Upgrades Available: Land Mines, Neutron Mines.
Games: Both.
The Speaker Tower can heal friendly units with its morale. Its effectiveness
can be upgraded further with Subliminal Messaging.
**********************
*Nuclear Missile Silo*
**********************
Type: Super Weapon, Store.
Utility: Explosive, Biological.
Armor: Very High.
Size: Large.
Cost: $5000.
Power Consumption: 10.
Stealth: No.
Requires: Propaganda Center.
Upgrades Used: Land Mines, Neutron Mines.
Upgrades Available: Uranium Shells, Nuclear Tanks, Neutron Shells, Land Mines,
Neutron Mines.
Games: Both.
The Nuclear Missile Silo, like the Russian version in the Red Alert Series,
launches a massive missile towards an area. It can destroy Medium armored
Structures and heavily damage stronger ones, though it is not very effective
against GLA Structures. Lots of upgrades can be made here.
-----------------
Global Liberation
-----------------
If a GLA Structure is destroyed, it will leave a lightly armored hole. If the
hole is not destroyed, it will repair itself until it becomes the Structure it
once was. This does not apply to Defenses and the Demo Trap. All GLA Structures
do not require power, and if the GLA has a stolen power source, production will
increase in speed.
****************
*Command Center*
****************
Type: Production, Ability.
Utility: None.
Armor: High.
Size: Large.
Cost: $2000.
Power Consumption: None.
Stealth: No.
Requires: Available At Start.
Upgrades Used: Fortified Structure.
Upgrades Available: None.
Games: Both.
The GLA Command Center does not start with a Radar, nor will it ever have one.
Because of this, it is the least of the Command Centers, but it produces
Workers, a unit that has a double purpose. It also comes with a free hole!
**********
*Barracks*
**********
Type: Production.
Utility: Heal.
Armor: Medium.
Size: Medium.
Cost: $500.
Power Consumption: None.
Stealth: No.
Requires: Available At Start.
Upgrades Used: Fortified Structure.
Upgrades Available: Booby Trap, Capture Building.
Games: Both.
Lots of GLA Infantry can be trained here. Although the Infantry come with
little training, they have enough spirit to do their best.
**************
*Supply Stash*
**************
Type: Money Making.
Utility: None.
Armor: Medium.
Size: Medium.
Cost: $1500.
Power Consumption: None.
Stealth: No.
Requires: Available At Start.
Upgrades Used: Fortified Structure.
Upgrades Available: None.
Games: Both.
The Supply Stash is available early, and the GLA should make some Workers
collect their funds quickly. The Workers can be run over, so have some Defenses
fend of some Armor.
****************
*Tunnel Network*
****************
Type: Defense.
Utility: Bullet.
Armor: Medium.
Size: Small.
Cost: $800.
Power Consumption: None.
Stealth: Requires Camo Netting.
Requires: Barracks.
Upgrades Used: Camo Netting.
Upgrades Available: Camo Netting.
Games: Both.
The Tunnel Network starts out with a Turret and two free RPG Troopers. Up to
eight units can enter the whole network (regardless of their size)! When they
enter, they can exit out another structure like this one! In Zero Hour, it can
be camoflauged for suprise attacks, and the Sneak Attack Structure is also
connected to the Network.
**************
*Stinger Site*
**************
Type: Defense.
Utility: Rocket.
Armor: Medium.
Size: Small.
Cost: $900.
Power Consumption: None.
Stealth: Requires Camo Netting.
Requires: Barracks.
Upgrades Used: Camo Netting.
Upgrades Available: Camo Netting.
Games: Both.
The Stinger Site is much like the Patriot Missile, but cheaper and does not
consume any electricity. The biggest downside of this though, is the fact that
the three Infantry inside are vulnerable to fire, snipers, biological waste,
and regular bullets. If all three men are dispatched, the Site will be
defenseless, so have more than one defending a compound. The other downsides
are that it's bigger than the Patriot and that it cannot alert other Sites.
*************
*Arms Dealer*
*************
Type: Production.
Utility: Heal.
Armor: Medium.
Size: Large.
Cost: $2500.
Power Consumption: None.
Sealth: No.
Requires: Supply Stash.
Upgrades Used: Fortified Structure.
Upgrades Available: Scorpion Rocket.
Games: Both.
The Arms Dealer is costly, but it can produce a variety of Armor. The GLA Armor
division can salvage parts from their victims.
***********
*Demo Trap*
***********
Type: Defense.
Utility: Explosive.
Armor: Very Low.
Size: Tiny.
Cost: $400.
Power Consumption: None.
Stealth: Yes.
Requires: Arms Dealer.
Upgrades Used: None.
Upgrades Available: None.
Games: Both.
The Demo Trap is an explosive waiting for its victims. When an enemy unit comes
by, it detonates. It can also manually detonate.
********
*Palace*
********
Type: Store, Defense.
Utility: Infantry.
Armor: High.
Size: Large.
Cost: $2500.
Power Consumption: None.
Stealth: No.
Requires: Arms Dealer.
Upgrades Used: Fortified Structure.
Upgrades Available: Camoflauge, Toxin Shells, Anthrax Beta, Amr The Mob,
Fortified Structure.
Games: Both.
The Palace itself is defenseless, but it can garrison up to five Infantry,
allowing it to protect itself. Lots of upgrades can be purchased here.
**************
*Black Market*
**************
Type: Store, Money Making.
Utility: None.
Armor: Medium.
Size: Medium.
Cost: $2500.
Power Consumption: None.
Stealth: No.
Requires: Palace.
Upgrades Used: Fortified Structure.
Upgrades Available: AP Bullets, AP Rockets, Radar Scan, Buggy Ammo, Junk
Repair, Worker Shoes.
Games: Both.
Black Markets can sell products to other people, collecting $20 for a short
period. There are lots of upgrades to be bought, and in groups, these can
supply the GLA quite a source of money.
*********************
*SCUD Storm Platform*
*********************
Type: Super Weapon.
Utility: Missile, Biological.
Armor: Very High.
Size: Very Large.
Cost: $5000.
Power Consumption: None.
Stealth: No.
Requires: Palace.
Upgrades Used: Anthrax Beta, Fortified Structure.
Upgrades Available: None.
Games: Both.
The SCUD Storm consists of nine deadly SCUD Missiles launched at an area.
Although it does not require power, it requires a LOT of space. It is the
newest of the Super Weapons, and is quite versitalle.
*****************
*Fake Structures*
*****************
Type: Other.
Utility: Explosive.
Armor: Low.
Size: Varies.
Cost: Varies.
Power Consumption: None.
Stealth: No.
Requires: Varies.
Upgrades Used: Upgrade To Real Structure.
Upgrades Available: Upgrade To Real Structure.
Games: Zero Hour Only.
Don't bother wasting precious money on this junk, unless the junk will become
upgraded. The Decoys can be detonated, and they can imitate some GLA
Structures.
---------------
Tech Structures
---------------
Neutral Structures can be either garrisoned in or they can be captured. This is
the list of all of the Tech Structures. Unlike standard Structures, Tech and
garrisoning buildings leave remains. They are displayed with a flag coloured
yellow and has a wrench for a design.
*************
*Oil Derrick*
*************
Purpose: Produces money.
Games: Both.
The first side who captures an Oil Derrick earns $1000. From there on, the
Derrick produces $200 from time to time.
***************
*Fuel Refinery*
***************
Purpose: Armor and Aircraft will cost less to produce.
Games: Both.
Fuel Refineries should be captured by Armor and Aircraft fans first. It reduces
the cost of Armor and Aircraft, which can be quite a benefit.
**********
*Hospital*
**********
Purpose: Heals user's Infantry.
Games: Both.
The Hospital can heal Infantry, regardless of their location on the map.
************
*Repair Bay*
************
Purpose: Heals user's Armor.
Games: Zero Hour Only.
The Repair Bay can heal Armor, regardless of their location on the map.
********************
*Artillery Platform*
********************
Purpose: Defense.
Games: Zero Hour Only.
The Artillery Platform can fire bombs at Ground Units, much like the American
Fire Base.
*******************
*Reinforcement Pad*
*******************
Purpose: Gives Armor every two minutes.
Games: Zero Hour Only.
This is the most valuable Tech Structure there is! Every two minutes, a plane
drops off a Tank, but the vehicle might vary for some Special Generals.
--------------
2.4 >Upgrades<
--------------
Upgrades improve performances of other units and Structures, or they can give
them new abilities!
******************
*Capture Building*
******************
Type: Unit Upgrade.
Enables: New Ability.
Purchased At: A Barracks.
Applies To: Rangers, Red Guards, Rebels.
Cost: $1000.
Games: Both.
Description: Allows soldiers to capture buildings.
Overall: Excellent.
Each side can capture Structures with its main Infantry unit. The soldier will
need to get up close to capture the building, and it takes a short period of
time to do so. Defenses and holes cannot be captured.
-------------
United States
-------------
Drone additions are the first target of Anti-Air units. Have the Drones cover
the Aircraft from Anti-Air fire.
*************
*Scout Drone*
*************
Type: Unit Upgrade.
Enables: Extra Unit.
Purchased At: All Armor except for Dozers.
Applies To: All Armor except for Dozers.
Cost: $150.
Games: Both.
Description: The Armor uses a Drone that Detects Stealth.
Overall: Fair.
The Scout Drone is one of the few ways to Detect Stealth for the USA. Only one
Drone can be built for each vehicle.
**************
*Battle Drone*
**************
Type: Unit Upgrade.
Enables: Extra Unit.
Purchased At: All Armor except for Dozers.
Applies To: All Armor except for Dozers.
Cost: $200.
Games: Both.
Description: The Armor uses a Drone that shoots bullets and fixes the Armor.
Overall: Good.
Battle Drones can be effective against Infantry and it can also repair the
Armor. Only one Drone can be built for each vehicle.
****************
*Hellfire Drone*
****************
Type: Unit Upgrade.
Enables: Extra Unit.
Purchased At: All Armor except for Dozers.
Applies To: All Armor except for Dozers.
Cost: $300.
Games: Zero Hour Only.
Description: The Armor uses a Drone that shoots Rockets.
Overall: Good.
The Hellfire Drone can be a support unit against enemy Armor. Although it has
a stronger attack than the Battle Drone, it is costly and cannot repair. Only
one Drone can be built for each vehicle.
**************
*Control Rods*
**************
Type: Structure Upgrade.
Enables: Improved Symptoms.
Purchased At: Cold Fusion Reactors.
Applies To: Cold Fusion Reactors.
Cost: $500.
Games: Both.
Description: Doubles the power input by the CF Reactor.
Overall: Excellent.
This is a way to increase power without having to build more reactors! If
possible, try to upgrade every CF Reactor with this.
*************
*Flash Bangs*
*************
Type: Unit Upgrade.
Enables: New Ability.
Purchased At: A Barracks.
Applies To: Rangers.
Cost: $800.
Games: Both.
Description: Allows Rangers to shoot Flash Bang Grenades.
Overall: Good.
The USA's method of cleaning out Garrisoned Structures is this. Rangers can use
Flash Bangs to clear out cities and villages, as well as a secondary weapon
with increased range.
*************
*TOW Missile*
*************
Type: Unit Upgrade.
Enables: Extra Weapon.
Purchased At: A War Factory.
Applies To: Humvees.
Cost: $800.
Games: Both.
Description: Humvees can fire rockets.
Overall: Good.
Humvees with this upgrade can fire rockets, making them fare slightly better
against Armor and possibly Aircraft.
******************
*Sentry Drone Gun*
******************
Type: Unit Upgrade.
Enables: Extra Weapon.
Purchased At: A War Factory.
Applies To: Sentry Drones.
Cost: $1000.
Games: Zero Hour Only.
Description: Gives the Sentry Drones a gun.
Overall: Excellent.
With the gun, Sentry Drones can become from Scouts to Defensive Units! If
Sentry Drones are being used, don't miss out on this upgrade.
****************
*Laser Missiles*
****************
Type: Unit Upgrade.
Enables: Improved Offense.
Purchased At: An Air Field.
Applies To: Raptors, Stealth Fighters.
Cost: $1500.
Games: Both.
Description: Increases Jet Rockets by %25.
Overall: Good.
Raptor and Stealth Fighter fans should invest in this upgrade. Increased damage
means increased fun!
*************
*Rocket Pods*
*************
Type: Unit Upgrade.
Enables: New Ability.
Purchased At: An Air Field.
Applies To: Comanches.
Cost: $800.
Games: Both.
Description: Allows Comanches to fire a barage of rockets on an area.
Overall: Excellent.
Comanches can fire lots of rockets onto an area, decimating anything that comes
through, making the unit even more valuable.
*****************
*Countermeasures*
*****************
Type: Unit Upgrade.
Enables: Improved Defense.
Purchased At: An Air Field.
Applies To: All Aircraft.
Cost: $1000.
Games: Zero Hour Only.
Description: Some Rockets will miss USA Aircraft.
Overall: Excellent.
The USA is vulnerable because of its high dependency on Aircraft. This upgrade
can ensure better that the Aircraft make it safely back to base.
****************
*Bunker Busters*
****************
Type: Unit Upgrade.
Enables: Improved Offense.
Purchased At: An Air Field.
Applies To: Stealth Fighters.
Cost: $1500.
Games: Zero Hour Only.
Description: Stealth Fighters can clear Garrisoned Buildings.
Overall: Good.
The Bunker Busters is capable of killing any Infantry inside a Garrisoned
Building, or clearing out a whole Tunnel Network!
*******************
*Advanced Training*
*******************
Type: Unit Upgrade.
Enables: Improved Symptoms.
Purchased At: The Strategy Center.
Applies To: All Combat Units.
Cost: $1500.
Games: Both.
Description: All Combat Units gain experience twice as fast.
Overall: Excellent.
With an upgrade that applies to everything useful, there's no reason NOT to buy
this product!
*****************
*Composite Armor*
*****************
Type: Unit Upgrade.
Enables: Improved Defense.
Purchased At: The Strategy Center.
Applies To: Crusaders, Paladins.
Cost: $2000.
Games: Both.
Description: Increases Tank Armor by %25.
Overall: Good.
Composite Armor allows Tanks to take a lot of punishment.
*************
*Drone Armor*
*************
Type: Unit Upgrade.
Enables: Improved Defense.
Purchased At: The Strategy Center.
Applies To: Drones.
Cost: $500.
Games: Both.
Description: Increases Drone Armor by %25.
Overall: Fair.
Drones don't last very long. This makes them live longer for a little bit.
****************
*Chemical Suits*
****************
Type: Unit Upgrade.
Enables: Improved Symptoms.
Purchased At: The Strategy Center.
Applies To: All Infantry except for Pilots.
Cost: $1000.
Games: Zero Hour Only.
Description: USA Infantry are less vulnerable to biological attacks.
Overall: Good.
USA Infantry can be protected by the suits from Anthrax, Radiation, or
Microwave messes. They are not invulnerable though, but they can last longer
against those kind of attacks.
**************
*Supply Lines*
**************
Type: Unit/Structure Upgrade.
Enables: Improved Symptoms.
Purchased At: The Strategy Center.
Applies To: Chinooks, Supply Centers, Supply Drop Zones.
Cost: $800.
Games: Zero Hour Only.
Description: Increases Money earned by %10.
Overall: Excellent.
The USA economy is slow, so this upgrade should be purchased. Money gathered
by Chinooks, at USA Supply Centers, and at Supply Drop Zones is increased.
******
*MOAB*
******
Type: General's Ability Upgrade.
Enables: Improved Offense.
Purchased At: The Strategy Center.
Applies To: The Fuel Air Bomb.
Cost: $4000.
Games: Zero Hour Only.
Description: The Fuel Air Bomb is instant and does more damage.
Overall: Excellent.
Although costly, the upgrade is worth the troubles. The regular old FAB is slow
and its targets could escape for a few seconds. This upgrade cures the problem
as well as making the bomb stonger. The bomb is dropped by a stealth bomber
instead of a golden plane.
-----
China
-----
************
*Land Mines*
************
Type: Structure Upgrade.
Enables: Extra Weapon.
Purchased At: All Structures.
Applies To: All Structures.
Cost: $600.
Games: Both.
Description: Structure is secured by Land Mines.
Overall: Fair.
Land Mines can protect Chinese Structures from attacks and capture.
***************
*Neutron Mines*
***************
Type: Structure Upgrade.
Enables: Extra Weapon.
Purchased At: All Structures.
Applies To: All Structures.
Cost: $500.
Games: Zero Hour Only.
Description: Turns the Land Mines into Neutron Mines.
Overall: Good.
The Land Mines can be turned into Neutron Mines, which explode on impact,
killing Infantry and drivers of Armor. Then friendly Infantry can capture the
Armor.
************
*Chain Guns*
************
Type: Unit/Stucture Upgrade.
Enables: Improved Offense.
Purchased At: A War Factory.
Applies To: Gattling Tanks, Gattling Cannons, Gattling Overlords and Helixes.
Cost: $1500.
Games: Both.
Description: Increases Gattling power by %25.
Overall: Good.
Gattling Guns can be even more devastating with this upgrade.
**************
*Black Napalm*
**************
Type: Unit Upgrade.
Enables: Improved Offense.
Purchased At: A War Factory.
Applies To: Dragon Tanks, Inferno Cannons, MIGs, Helixes.
Cost: $2000.
Games: Both.
Description: Increases Fire damage by %25.
Overall: Good.
Black Napalm increases Fire by the Dragon as well as changing it form Red &
Orange to Purple & Blue.
***********
*MIG Armor*
***********
Type: Unit Upgrade.
Enables: Improved Defense.
Purchased At: An Air Field.
Applies To: MIGs.
Cost: $1000.
Games: Both.
Description: Increases MIG armor by %25.
Overall: Excellent.
MIG fighters are vulnerable to Anti-Aircraft fire, so this upgrade allows them
to take more damage.
*************
*Nationalism*
*************
Type: Unit Upgrade.
Enables: Improved Symptoms.
Purchased At: A Propaganda Center.
Applies To: Red Guards, Tank Hunters, BattleMasters.
Cost: $2000.
Games: Both.
Description: Increases the Horde Effect by %25.
Overall: Good.
Basic units in numbers are more powerful thanks to this improvement.
**********************
*Subliminal Messaging*
**********************
Type: Unit/Structure Upgrade.
Enables: Improved Symptoms.
Purchased At: A Propaganda Center.
Applies To: Speaker Towers, Tower Overlords and Helixes.
Cost: $500.
Games: Both.
Description: Increases Speaker Tower healing by %25.
Overall: Good.
Subliminal Messages in Speaker Towers can encourage units nearby to heal much
faster!
******************
*Satellite Hack 1*
******************
Type: Structure Upgrade.
Enables: New Ability.
Purchased At: The Internet Center.
Applies To: The Internet Center.
Cost: $1000.
Games: Zero Hour Only.
Description: Reveals all Command Centers.
Overall: Good.
There's two ranks of Satellite Hack. The first reveals all of the Command
Centers on the map.
******************
*Satellite Hack 2*
******************
Type: Structure Upgrade.
Enables: New Ability.
Purchased At: The Internet Center.
Applies To: The Internet Center.
Cost: $2500.
Games: Zero Hour Only.
Description: Reveals what the enemy sees for a short period of time.
Overall: Excellent.
The second rank is much like the USA Intellegence Ability, only that it's done
automatically.
****************
*Uranium Shells*
****************
Type: Unit Upgrade.
Enables: Improved Offense.
Purchased At: A Nuclear Missile Silo.
Applies To: BattleMasters, Overlords.
Cost: $2500.
Games: Both.
Description: Increases Shell damage by %25.
Overall: Excellent.
The Uranium Shells Upgrade can increase the effectiveness of tanks.
***************
*Nuclear Tanks*
***************
Type: Unit Upgrade.
Enables: Improved Symptoms.
Purchased At: A Nuclear Missile Silo.
Applies To: BattleMasters, Overlords.
Cost: $2000.
Games: Both.
Description: Increases Tank speed.
Overall: Good.
The Chinese Empire is a slow and ponderous army, so this upgrade could prove
useful. However, when destroyed, tanks will explode in a cloud of Nuclear
Waste.
****************
*Neutron Shells*
****************
Type: Unit Upgrade.
Enables: New Ability.
Purchased At: A Nuclear Missile Silo.
Applies To: Nuke Cannons.
Cost: $2500.
Games: Zero Hour Only.
Description: Allows Nuke Cannons to fire Neutron Bombs.
Overall: Excellent.
Nuke Cannons can fire Neutron Shells, which can kill Infantry and neutralize
Armor. The Armor can then be captured by friendly Infantry. This is one of the
best Upgrades available, so don't miss it!
********
*Bunker*
********
Type: Unit Upgrade.
Enables: Extra Weapon.
Purchased At: Overlords and Helixes.
Applies To: Overlords and Helixes.
Cost: $400.
Games: Both.
Description: Gives the Overlord/Helix a Bunker.
Overall: Poor.
A Bunker can be attached to the Overlord/Helix. There are better upgrades than
this, so don't waste the money on this.
*****************
*Gattling Cannon*
*****************
Type: Unit Upgrade.
Enables: Extra Weapon.
Purchased At: Overlords and Helixes.
Applies To: Overlords and Helixes.
Cost: $1200.
Games: Both.
Description: Gives the Overlord/Helix a Gattling Cannon.
Overall: Excellent.
Now this is more like it! This is what makes Overlords effective against almost
anything! Helixes should get this upgrade too, as it increases its firepower.
***************
*Speaker Tower*
***************
Type: Unit Upgrade.
Enables: Extra Ability.
Purchased At: Overlords and Helixes.
Applies To: Overlords and Helixes.
Cost: $500.
Games: Both.
Description: Gives the Overlord/Helix a Speaker Tower.
Overall: Good.
A few Overlords and Helixes in large groups should be equiped with this. They
can heal nearby units, which is a good thing.
*************
*Napalm Bomb*
*************
Type: Unit Upgrade.
Enables: Extra Ability.
Purchased At: Helixes.
Applies To: Helixes.
Cost: $800.
Games: Zero Hour Only.
Description: Allows Helixes to drop a Fire Bomb.
Overall: Good.
Helixes are armed with only bullets. This upgrade can make them effective
against Armor and Structures too!
-----------------
Global Liberation
-----------------
************
*Booby Trap*
************
Type: Unit Upgrade.
Enables: Extra Ability.
Purchased At: A Barracks.
Applies To: Rebels.
Cost: $1000.
Games: Zero Hour Only.
Description: Allows Rebels to plant Booby Traps on friendly Structures.
Overall: Poor.
Booby Traps detonate when enemies attempt to capture or garrison them. Don't
waste money on this rip-off, because this will never happen in the hands of a
professional.
**************
*Camo Netting*
**************
Type: Structure Upgrade.
Enables: Improved Symptoms.
Purchased At: Tunnel Networks and Stinger Sites.
Applies To: Tunnel Networks and Stinger Sites.
Cost: $800.
Games: Zero Hour Only.
Description: Makes Tunnel Networks and Stinger Sites stealthed.
Overall: Fair.
A cloaked Tunnel Network can make a big suprise attack to enemy installations
while the Upgrade allows the three men in Stinger Sites to have the first
strike, unless, of course, detected or attacked by Artillery.
*****************
*Scorpion Rocket*
*****************
Type: Unit Upgrade.
Enables: Extra Weapon.
Purchased At: An Arms Dealer.
Applies To: Scorpions.
Cost: $1000.
Games: Both.
Description: Allows Scorpions to fire Missiles.
Overall: Good.
The Scorpion Rocket can damage Armor and Infantry quickly, making the Scorpion
more effective.
************
*Camoflauge*
************
Type: Unit Upgrade.
Enables: Improved Symptoms.
Purchased At: A Palace.
Applies To: Rebels.
Cost: $2000.
Games: Both.
Description: Allows Rebels to be stealthed.
Overall: Good.
Rebels can be hidden in the terrain with this upgrade. Mixes well with the
Rebel Ambush.
**************
*Toxin Shells*
**************
Type: Unit Upgrade.
Enables: Improved Offense.
Purchased At: A Palace.
Applies To: Scorpions, Marauders.
Cost: $1000.
Games: Both.
Description: Shells fired by tanks leave behind Anthrax.
Overall: Good.
Toxin Shells allow tanks to be effective against Infantry.
**************
*Anthrax Beta*
**************
Type: Unit/Structure/General's Ability Upgrade.
Enables: Improved Offense.
Purchased At: A Palace.
Applies To: Toxin Tractors, SCUD Launchers, SCUD Storm, Scorpions, Marauders,
Bomb Trucks.
Cost: $2500.
Games: Both.
Description: Increases Anthrax damage by %25.
Overall: Good.
Anthrax Beta is stronger than the original, and it is now blue instead of
green.
*************
*Arm The Mob*
*************
Type: Unit Upgrade.
Enables: Improved Offense.
Purchased At: A Palace.
Applies To: Angry Mobs.
Cost: $1000.
Games: Both.
Description: Gives the Angry Mobs better guns.
Overall: Good.
Giving Angry Mobs offical weapons allows them to stand a better chance against
Armor.
*********************
*Fortified Structure*
*********************
Type: Structure Upgrade.
Enables: Improved Defense.
Purchased At: A Palace.
Applies To: All Structures except for Defenses.
Cost: $1000.
Games: Zero Hour Only.
Description: Increases Structure armor.
Overall: Good.
Fortified GLA Buildings can withstand a lot of damage, and can survive for
quite a while.
************
*AP Bullets*
************
Type: Unit Upgrade.
Enables: Improved Offense.
Purchased At: A Black Market.
Applies To: Rebels, Jarmen Kell, Technicals, Quad Cannons.
Cost: $2000.
Games: Both.
Description: Increases Bullet damage by %25.
Overall: Good.
All bullets can do more damage with this purchased. Jarmen Kell can also fire
faster with his rifle.
************
*AP Rockets*
************
Type: Unit Upgrade.
Enables: Improved Offense.
Purchased At: A Black Market.
Applies To: RPG Troopers, Rocket Buggies.
Cost: $2000.
Games: Both.
Description: Increases Rocket damage by %25.
Overall: Good.
Rockets can do more damage, meaning bad news for Aircraft and Armor.
************
*Radar Scan*
************
Type: Unit Upgrade.
Enables: New Ability.
Purchased At: A Black Market.
Applies To: Radar Vans.
Cost: $500.
Games: Both.
Description: Allows Radar Vans to scan an area of the map.
Overall: Good.
The GLA can improve their Radar capabilities with this upgrade. They can scan
areas of the map, giving a reason why multiple Vans should be made.
************
*Buggy Ammo*
************
Type: Unit Upgrade.
Enables: Increased Offense.
Purchased At: A Black Market.
Applies To: Rocket Buggies.
Cost: $1200.
Games: Both.
Description: Allows Rocket Buggies to fire more Rockets.
Overall: Good.
An upgrade like this can seriously drive opponents nuts! The Rocket capacity is
more than doubled for Rocket Buggies, and Rocket Buggies without the Upgrade
alone can annoy opponents!
*************
*Junk Repair*
*************
Type: Unit Upgrade.
Enables: Improved Symptoms.
Purchased At: A Black Market.
Applies To: All Armor.
Cost: $2000.
Games: Both.
Description: All GLA Armor will repair themselves over time.
Overall: Excellent.
GLA Armor will not last long against other threats alone, so this upgrade can
have them recover when they are not attacking.
**************
*Worker Shoes*
**************
Type: Unit Upgrade.
Enables: Improved Symptoms.
Purchased At: A Black Market.
Applies To: Workers.
Cost: $1000.
Games: Zero Hour Only.
Description: Workers will run faster.
Overall: Good.
Barefooted Workers are slow because their feet will hurt on pavement and other
such terrain. Shoes allows them to go faster and can speed up production.
***************************
*Upgrade To Real Structure*
***************************
Type: Structure Upgrade.
Enables: Improved Symptoms.
Purchased At: Fake Structures.
Applies To: Fake Structures.
Cost: Varies.
Games: Zero Hour Only.
Description: Upgrades Fake Structures into real Structures.
Overall: Poor.
There's really no point in getting Fake Structures in the first place.
-----------------------
2.5 >General Abilities<
-----------------------
General Abilities are purchased from the General's Window. Each time one of the
player's units destroy an enemy's, the player gets some experience. When the
player becomes promoted, another point will be earned (3 points for 5 Stars).
Each of these abilities cost 1 point, and upgrading the ability to the next
Rank will also cost a point.
******************
*Emergency Repair*
******************
Type: Action.
Available At: 3 Stars.
Ranks: 3.
Deployed At: The Command Center.
Games: Both.
Description: Quickly fixes Armor and Aircraft.
Overall: Fair.
Emergency Repairs can help struggling Armor survive against harsh attacks.
-------------
United States
-------------
*********
*Paladin*
*********
Type: Enabling.
Available At: 1 Star.
Ranks: 1.
Deployed At: War Factories.
Games: Both.
Description: Allows Paladin Tanks to be produced.
Overall: Good.
Paladin Tanks are the prime Armor for the USA, so it's a good idea to spend the
first point on this treasure.
*****************
*Stealth Fighter*
*****************
Type: Enabling.
Available At: 1 Star.
Ranks: 1.
Deployed At: Air Fields.
Games: Both.
Description: Allows Stealth Fighters to be produced.
Overall: Fair.
The Stealth Fighter is special Aircraft for assaulting bases. However, it costs
a point, and there's many abilities for the USA General to choose, so this
should only be chosen if Aircraft is the main attack force or if the Paladin is
unavailable.
***********
*Spy Drone*
***********
Type: Action.
Available At: 1 Star.
Ranks: 1.
Deployed At: The Command Center.
Games: Both.
Description: Spy Drones can be placed in an area and can detect Stealth.
Overall: Poor.
The Spy Drone can overlook an enemy base. Don't waste a precious General's
point on this, because it is hardly worth it.
************
*Pathfinder*
************
Type: Enabling.
Available At: 3 Stars.
Ranks: 1.
Deployed At: Barrackes.
Games: Both.
Description: Allows Pathfinders to be trained.
Overall: Good.
Pathfinders are the Anti-Infantry Defense for the USA. A point is worth
spending for this, because otherwise, Rangers will need to defend the base, and
they can be shot and detected from a distance.
***********
*Para Drop*
***********
Type: Action.
Available At: 3 Stars.
Ranks: 3.
Deployed At: The Command Center.
Games: Both.
Description: Drops Rangers onto an area.
Overall: Excellent.
Now this is more like it! The traditional Para Drop sends Rangers to help. The
higher the rank, the more Rangers will be dropped.
************
*Air Strike*
************
Type: Action.
Available At: 3 Stars.
Ranks: 3.
Deployed At: The Command Center.
Games: Both.
Description: A10s will attack an area.
Overall: Excellent.
The Air Strike is the standard assault Ability. One A10 will destroy a medium-
armored Structure, two can destroy a GLA Structure, and three can heavily
damage a strong Structure! The rank indicates how many A10s will be used in one
strike.
***************
*Fuel Air Bomb*
***************
Type: Action.
Available At: 5 Stars.
Ranks: 1.
Deployed At: The Command Center.
Games: Both.
Description: A Plane will drop a Bomb. The Bomb will explode.
Overall: Excellent.
The FAB is the ultimate Ability. A plane will drop a HUGE bomb, and it can do
massive damage. When dropped, it takes a second or two to explode on impact.
The FAB can be upgraded to be the MOAB.
**************
*Leaflet Drop*
**************
Type: Action.
Available At: 5 Stars.
Ranks: 1.
Deployed At: The Command Center.
Games: Zero Hour Only.
Description: A Plane will drop a Bomb. The Bomb disables units.
Overall: Fair.
The bomb from this ability will disable every unit in the area for a LONG time,
allowing units to get past them. If the USA has other technologies, such as the
Chinese Nuke Cannon with the Neutron shells or a rouge Jarmen Kell, disabled
vehicles can be easier to capture in a way.
*****************
*Spectre Gunship*
*****************
Type: Action.
Available At: 5 Stars.
Ranks: 1.
Deployed At: The Command Center.
Games: Zero Hour Only.
Description: A Plane will attack a certain area and can be controlled.
Overall: Good.
The Spectre Gunship is a very fast plane! Like the Particle Cannon, it can
shoot different targets as long as its in range and uses Bullets AND Shells!
-----
China
-----
********************
*Red Guard Training*
********************
Type: Improvement.
Available At: 1 Star.
Ranks: 1.
Deployed At: Barrackses.
Games: Both.
Description: Red Guards start out as Veterans.
Overall: Fair.
Red Guards can have enriched training with this ability. Use it if Red Guards
are being frequently used.
*************
*Nuke Cannon*
*************
Type: Enabling.
Available At: 1 Star.
Ranks: 1.
Deployed At: War Factories.
Games: Both.
Description: Allows Nuke Cannons to be produced.
Overall: Excellent.
Nuke Cannons are the best Artillery in the game. ALWAYS spend a point for this
if possible.
********************
*Artillery Training*
********************
Type: Improvement.
Available At: 1 Star.
Ranks: 1.
Deployed At: War Factories.
Games: Both.
Description: Inferno and Nuke Cannons start out as Veterans.
Overall: Fair.
Artillery fans can invest a point in this one, as Chinese Artillery is superb.
***************
*Cluster Mines*
***************
Type: Action.
Available At: 3 Stars.
Ranks: 1.
Deployed At: The Command Center.
Games: Both.
Description: A Plane drops a circle of mines on an area.
Overall: Good.
Cluster Mines are much like Land Mines, except they can detonate anywhere! Best
placed on choke-points or on Production Structures.
***************
*Carpet Bomber*
***************
Type: Action.
Available At: 3 Stars.
Ranks: 1.
Deployed At: The Command Center.
Games: Zero Hour Only.
Description: A Plane drops a volley of Bombs.
Overall: Good.
The Carpet Bomber can wreck havoc on enemy bases. Although innaccurate, it can
be quite deadly on Defenses.
*******************
*Artillery Barrage*
*******************
Type: Action.
Available At: 3 Stars.
Ranks: 3.
Deployed At: The Command Center.
Games: Both.
Description: Shells bombard an area.
Overall: Excellent.
Nothing can stop this Ability! Shells strike an area mercilessly, which can
safely destroy Defensive Structures. While not as powerful as the Air Strike,
nor as accurate, it cannot be stopped whatsoever.
***********
*Cash Hack*
***********
Type: Action.
Available At: 3 Stars.
Ranks: 3.
Deployed At: The Command Center.
Games: Both.
Description: Steals $1000 to $4000 from a Supply Center/Stash.
Overall: Poor.
Because the Fog of War needs to be removed from the Supply building, this is
the worst Ability in the game. Valuable points should not be wasted on little
amounts of money that is seldom available.
********
*Frenzy*
********
Type: Action.
Available At: 3 Stars.
Ranks: 3.
Deployed At: The Command Center.
Games: Zero Hour Only.
Description: Increases the Armor and Strength of units.
Overall: Fair.
The Frenzy can make units stronger for a short period of time, which can be
useful in heavy assaults. The higher the rank, the longer it will last.
**********
*EMP Bomb*
**********
Type: Action.
Available At: 5 Stars.
Ranks: 1.
Deployed At: The Command Center.
Games: Both.
Description: A plane drops a bomb. The bomb disables Structures.
Overall: Fair.
EMP weapons can power down Structures, including Defenses. This can be helpful
for those who don't have the use of Artillery.
-----------------
Global Liberation
-----------------
***************
*SCUD Launcher*
***************
Type: Enabling.
Available At: 1 Star.
Ranks: 1.
Deployed At: Arms Dealers.
Games: Both.
Description: Allows SCUD Launchers to be produced.
Overall: Excellent.
When available, ALWAYS spend a point on this. The SCUD Launcher is the GLA's
best hope of blowing up Defenses from a safe distance.
**********
*Marauder*
**********
Type: Enabling.
Available At: 1 Star.
Ranks: 1.
Deployed At: Arms Dealers.
Games: Both.
Description: Allows Marauders to be produced.
Overall: Good.
Marauders should also be enabled as soon as possible. They are the Scorpions'
superiors in most categories, although missing out on them is less significant
than missing the SCUD Launcher.
********************
*Technical Training*
********************
Type: Improvement.
Available At: 1 Star.
Ranks: 1.
Deployed At: Arms Dealers.
Games: Both.
Description: Technicals start out as Veterans.
Overall: Poor.
Quad Cannons are almost always chosen over Technicals, making this ability
practically obsolete.
**********
*Hijacker*
**********
Type: Enabling.
Available At: 3 Stars.
Ranks: 1.
Deployed At: Barrackses.
Games: Both.
Description: Allows Hijackers to be trained.
Overall: Poor.
Jarmen Kell already has a way of taking Armor, and Hijacker methods are VERY
unsafe.
**************
*Rebel Ambush*
**************
Type: Action.
Available At: 3 Stars.
Ranks: 3.
Deployed At: The Command Center.
Games: Both.
Description: Rebels suddenly appear instantly.
Overall: Excellent.
Like the USA Para Drop, this can provide reinforcements for the cause. Unlike
it though, less Rebels will come, but it is instant, for good suprise attacks.
Works well with the Camoflauge Upgrade.
*************
*Cash Bounty*
*************
Type: Automatic.
Available At: 3 Stars.
Ranks: 3.
Deployed At: N/A.
Games: Both.
Description: Units destroyed leave money.
Overall: Good.
The GLA tries everything to get some cash, even if the solution is in the form
of a General's Ability. Victims destroyed leave a certain percentage of cash of
its value. The money is automatically gathered.
**************
*Anthrax Bomb*
**************
Type: Action.
Available At: 5 Stars.
Ranks: 1.
Deployed At: The Command Center.
Games: Both.
Description: A plane drops a bomb. The bomb explodes in a huge cloud of Toxin.
Overall: Good.
The Anthrax Bomb is a quick way of clearing out an area of weak enemies. Toxin
upgrades can improve the Bomb's effectiveness.
**************
*Sneak Attack*
**************
Type: Action.
Available At: 5 Stars.
Ranks: 1.
Deployed At: The Command Center.
Games: Zero Hour Only.
Description: An unarmed Tunnel Network appears and deploys.
Overall: Excellent.
This is the GLA's only way of getting around harsh terrain. A hole pops up from
the ground and is connected to the Tunnel Network. It takes a long time to
deploy, but once it is up, it's worth it!
***************
*GPS Scrambler*
***************
Type: Action.
Available At: 5 Stars.
Ranks: 1.
Deployed At: The Command Center.
Games: Zero Hour Only.
Description: Makes the units in the area stealthed permanently.
Overall: Good.
The GPS Scrambler can make units stealthed until no longer passive, but then
turned back once they are. Any type of unit, except for ferocious Mobs, can be
stealthed this way.
-------------------------
2.6 >Specialist Generals<
-------------------------
In Zero Hour, three Generals for each side specialize in a certain strength of
that side. Although some standard units won't be available to those Generals,
they make use of special units and other things that cannot be used elsewhere
in the game!
-------------
United States
-------------
--------------------
Malcom "Ace" Granger
--------------------
General Granger specializes in Aircraft.
-----
Units
-----
*************
*King Raptor*
*************
Replaces: Raptor.
Changes: Holds six Rockets instead of four. Can detect stealth.
Cost: $1100.
The ultimate fighter of the sky can decimate key Structures in groups and can
terrorise opposing Aircraft.
****************
*Combat Chinook*
****************
Replaces: None.
Changes: Infantry inside can shoot out.
Cost: $1200.
The special cousin of the Chinook can do its normal duties, or it can hold up
to eight Infantry that can shoot out of its ports. Combat Chinooks can be
produced at Supply Centers once a War Factory is constructed.
--------
Upgrades
--------
******************
*Stealth Comanche*
******************
Replaces: None.
Type: Unit Upgrade.
Enables: Improved Symptoms.
Purchased At: An Air Field.
Applies To: Comanches.
Cost: $500.
Description: Allows Comanches to be Stealthed until attacking.
Comanches can ambush enemy convoys more easily when this Upgrade is purchased.
-----------------
General Abilities
-----------------
***************
*Carpet Bomber*
***************
Type: Action.
Replaces: None.
Deployed At: The Strategy Center.
Available At: 1 Star.
Ranks: 1.
Changes: Like the Chinese Carpet Bomber, except dropped by a Stealth Bomber.
Granger's Carpet Bomber can be available earlier and can harass bases.
-------------
Modifications
-------------
Pros:
-Stealth Fighters are available at start.
-Aircraft cost less to produce.
-All Aircraft can use lasers to destroy enemy Rockets.
-Spectre Gunship is available at 3 Stars, instead of 5 Stars, and comes in 3
ranks.
Cons:
-Crusader Tanks are unavailable.
-Paladin Tanks are unavailable.
-Some Armor cost more to produce.
Granger's tactics are almost soley based on using his Aircraft. Because of
this, he needs to create a lot of Air Fields and requires lots of space in his
base. Almost all of his Aircraft can be protected against Anti-Air Rockets.
Without Tanks, he needs to rely on Infantry and Humvees for his ground forces.
Units that come at his Reinforcement Pads are Humvees.
The Air Force General requires lots of Air Fields, so target them first. The
only Aircraft that don't truly need them are his helicopters. His Aircraft is
nearly invulnerable to Rockets, unless there are plenty to waste. Therefore,
use Gattling weapons, Quad Cannons, or Lasers to bring them down quickly.
Avoid using Aircraft against him, because his Aircraft will simply prevail, so
use ground forces to assault his base.
Granger is a bit aged, but not in his spirit. He is very quirky, witty, and can
act very youthful dispite his age, and likes to tease his opponents when they
have problems, especially when they have trouble getting across terrain.
----------------
Alexis Alexander
----------------
The female General prefers to use massive weapons rather than units to complete
her tasks.
----------
Structures
----------
*********************
*EMP Patriot Missile*
*********************
Replaces: Patriot Missile.
Changes: Rockets emit EMP disabling system.
Cost: $900.
Not only improved Patriot Defenses cost less, but they can disable any Armor
that their Rockets touch and can destroy Aircraft instantly! Their only
weakness is, as usual, Infantry.
-----
Units
-----
*********************
*Aurora Alpha Bomber*
*********************
Replaces: Aurora Bomber.
Changes: Drops a small Fuel Air Bomb.
Cost: $2000.
Alpha Bombers can deal more damage with their crazy bombs, but the bombs, like
the ultimate FAB, requires time to blow up.
--------
Upgrades
--------
***********************
*Advanced Control Rods*
***********************
Replaces: Control Rods.
Type: Structure Upgrade.
Enables: Improved Symptoms.
Purchased At: Cold Fusion Reactors.
Applies To: Cold Fusion Reactors.
Cost: $900.
Description: Increases Cold Fusion Reactor power output by %300.
Advanced Control Rods can increase power very quickly.
-------------
Modifications
-------------
Pros:
-Particle Cannons cost %50 less to produce.
-Col. Burton costs less to train.
-Spectre Gunship is available at 3 Stars, instead of 5 Stars, and comes in 3
ranks.
-Leaflet Drop is available at 3 Stars, instead of 5 Stars.
Cons:
-Crusader Tanks are unavailable.
-Paladin Tanks are unavailable.
-Most Armor cost more to produce.
-Comanches cost more to produce.
General Alexander doesn't use units, but instead, uses crazy weapons to defeat
her opponents. Her EMP Patriots are mainly for defending her base, as she
relies heavily on it. The Advanced Control Rods supply for the EMP Patriots,
so she relies on them very heavily as well. She hardly uses ground forces, if
ever. Her reinforcement unit are Tomahawk Missiles.
Alexander relies on her CF Reactors, so destroying many of them can make her
vulnerable to assaults. Her EMP Patriots should not be attacked by Aircraft,
unless they have to. Destroying her key Structures could put her into defeat.
The Super Weapon General acts like a girl, teasing her challengers when she
wins and spouts when she looses. She also expects to win every time, and when
she doesn't, she can get mad! Also, she prefers to take her time and mocks
whoever tends to rush.
-----------------------
Jason "Pinpoint" Townes
-----------------------
Townes is a Laser fan, and most of his army uses deadly Laser weapons.
----------
Structures
----------
**************
*Laser Turret*
**************
Replaces: Patriot Missile.
Changes: Fires Lasers instead of Rockets. Requires 5 power instead of 3.
Cost: $1000.
Laser Turrets can easily down any Aircraft, can be a threat to Tanks, and even
has the accuracy to kill Infantry alone!
-----
Units
-----
****************
*Laser Crusader*
****************
Replaces: Crusader/Paladin.
Changes: Fires Lasers instead of shells, requires 1 power each.
Cost: $900.
Laser Crusaders have more accurate weapons, but each of them requires 1 power.
If the power is out, they are disabled until the power is up and running again.
-------------
Modifications
-------------
Pros:
-Avengers cost less to produce.
-Cold Fusion Reactors generate more power.
Cons:
-Tomahawk Missiles are unavailable.
General Townes is the most versitalle USA General, mainly because he can make
Tanks, but he does not have significant losses from the lack of Tomahawks (as
they can be replaced by Microwave Tanks). With his Laser Turrets and cheaper
Avengers, he is a master of Defense. His main battle unit is his trusty Laser
Crusader.
Because of his high dependency on his Reactors, Townes is vulnerable when his
Power is out. He also often crowds his base with power plants, so target them.
Once his power is low, he will be a sitting duck against an assault.
Townes is so obsessed with his specialty, he even enjoys saying the word laser.
He usually plans ahead before he faces against his opponent and usually gets
confused when things don't work out, even though he practiced often.
-----
China
-----
----------------
"Anvil" Shin Fai
----------------
Fai uses his massive army of Infantry to attack his oppossors.
----------
Structures
----------
******************
*Fortified Bunker*
******************
Replaces: Bunker.
Changes: Can hold 10 Infantry, starts with Land Mines.
Cost: $400.
The Fortified Bunker can be an effective Defense in many cases, more durable
and spacious than the original.
-----
Units
-----
************
*MiniGunner*
************
Replaces: Red Guard.
Changes: Automatic fire, able to shoot Aircraft, only trained one at a time.
Cost: $350.
The MiniGunner is one of the most dangerous threats to Aircraft, including
Granger's. Alone, a small group of Infantry or a single plane could be
destroyed by this advanced soldier, while in groups, can mow down Armor as
well.
**************
*Super Hacker*
**************
Replaces: Hacker.
Changes: Can disable Armor.
Cost: $625.
Expert Hackers have enriched training from Black Lotus, and can defend
themselves against Armor to escape.
*************
*Super Lotus*
*************
Replaces: Black Lotus.
Changes: Regular improvements.
Cost: $1500.
Fai's Hero is capable of capturing a Structure in just a few seconds! She can
also do her abilities faster too.
*************************
*Assault Troop Transport*
*************************
Replaces: Troop Crawler.
Changes: Infantry inside can shoot out.
Cost: $2400.
Although costly, the Assault Troop Transport can be a fearful assault unit. Its
Infantry can shoot out, making a fully loaded Assault Crawler very dangerous.
****************
*Attack Outpost*
****************
Replaces: Listening Outpost.
Changes: Can hold 8 Infantry, starts with 3 Tank Hunters.
Cost: $1000.
The Attack Outpost has extended capacity, and acts much like the Assault Troop
Transport, only with slightly less Armor but cheaper cost.
***************
*Assault Helix*
***************
Replaces: Helix.
Changes: Can only upgrade with a Fortified Bunker, can hold 8 Infantry space.
Cost: $1500.
The Assault Helix may only use the Bunker (with the Bomb), but it can have
extended space.
--------
Upgrades
--------
************
*Patriotism*
************
Replaces: Nationalism.
Type: Unit Upgrade.
Enables: Improved Symptoms.
Purchased At: A Propaganda Center.
Applies To: MiniGunners, Tank Hunters.
Cost: $2000.
Description: Increases Horde Effect by another %25.
Even more spirit can be put into common units with this upgrade. Note that this
can also to apply to BattleMasters.
-----------------
General Abilities
-----------------
*********************
*MiniGunner Training*
*********************
Type: Improvement.
Replaces: Red Guard Training.
Deployed At: Barrackes.
Available At: 1 Star.
Ranks: 1.
Changes: MiniGunners start out as Elites.
Even more training can be given to MiniGunners.
***********
*Para Drop*
***********
Type: Action.
Replaces: None.
Deployed At: The Command Center.
Available At: 3 Stars.
Ranks: 3.
Changes: Drops MiniGunners instead of Rangers.
Chinese Para Drops can increase hordes of Infantry further.
-------------
Modifications
-------------
Pros:
-Nationalism Upgrade is available at start.
-All Infantry start as Veterans.
-The first Rank of Frenzy is available at 1 Star, instead of 3 Stars.
-Horde Effect is increased.
Cons:
-BattleMasters are unavailable.
-Gattling Tanks are unavailable.
-Overlords are unavailable.
General Fai uses massive amounts of Infantry for battle, as well as many
utilities for them. Most of his army is Anti-Aircraft, which is effective
against any kind of Aircraft. Assault Transports are his assault unit.
Fai's main weakness is that most of his stuff is costly, and requires numbers
to produce. Big Infantry killers, such as biological weapons, can reduce his
forces to dust, and Super Weapons can inflict some damage to his economy.
The Anvil prefers to use big numbers of his units and laughs at small ones. He
also has faith in his soldiers, implying that a group of his Infantry can do
lots to a Tank. Fai has a knack for encouraging people to join his side.
-------------
Tsing Shi Tao
-------------
Tao is known to use nuclear weapons, which can do many things...
----------
Structures
----------
**************************
*Advanced Nuclear Reactor*
**************************
Replaces: Nuclear Reactor.
Changes: Provides 18 power instead of 10.
Cost: $1200.
Advanced Nuclear capabilities allows Nuke Reactors to generate more power
input.
--------
Upgrades
--------
*******************
*Isotope Stability*
*******************
Replaces: None.
Type: Unit Upgrade.
Enables: Improved Symptoms.
Purchased At: A Propaganda Center.
Applies To: BattleMasters, Overlords.
Cost: $2000.
Description: BattleMasters and Overlords will not explode when destroyed.
Because of the dangers of using Nuclear fuel for Tanks, this upgrade can
provide safety for the units that stay near them.
*******************
*Tactical Nuke MIG*
*******************
Replaces: None.
Type: Unit Upgrade.
Enables: Improved Offense.
Purchased At: A Nuclear Missile Silo.
Applies To: MIGs.
Cost: $2000.
Description: MIGs will use MUCH stronger Nuclear Rockets.
MIGs armed with ultimate Nuclear Rockets can devastate bases in groups, so try
to purchase this upgrade early!
**************
*Nuclear Bomb*
**************
Replaces: Napalm Bomb.
Type: Unit Upgrade.
Enables: Extra Ability.
Purchased At: Helixes.
Applies To: Helixes.
Cost: $800.
Description: Helixes can drop Nuclear Bombs.
Helix Bombs can be even more damaging!
-----------------
General Abilities
-----------------
*************
*Nuke Bomber*
*************
Type: Action.
Replaces: Carpet Bomer.
Deployed At: The Command Center.
Available At: 3 Stars.
Ranks: 1.
Changes: Carpet Bomber drops Nuclear Bombs.
The Nuke Carpet Bomber can send Infantry and even Armor flying high!
-------------
Modifications
-------------
Pros:
-Nuke Cannons are available at start.
-Uranium Shells and Nuclear Tanks Upgrades are available at start.
-Nuclear Missiles cost less to produce.
-Tank Shells leave behind Nuclear residue.
Cons:
-Infantry cost more to train.
-Aircraft cost more to produce.
General Tao (not the chicken cook) is the most balanced General in the game,
mainly due to the fact that he can use every Chinese Unit. His Nuclear arsenal
is equally deadly, and the mess he leaves behind can do a lot of things. With
better Nuclear Reactors, maintaining a base should not be a problem to him.
As usual, his modified BattleMaster is his main unit.
Tao may be have no gaps in his units, but he still has a certain weakness. His
strength all relies on later technology, so if he is rushed, he might not be
able to reach that stage.
Shi Tao "The Nuke", easily maintains his anger, but can be upset when his silos
become leveled. He doesn't mind messes, or at least his own. Tao is also a
generous person, but, alas, in a negative way.
-----------
Ta Hun Kwai
-----------
Kwai perfers to use his Tanks to roll over his opponents.
-----
Units
-----
******************
*Emperor Overlord*
******************
Replaces: Overlord.
Changes: Starts with a Speaker Tower and can use a Gattling Cannon. Cannot use
a Bunker.
Cost: $1800.
Emperors can do wonders. They can both save other units while massacring enemy
ones. They are the backbone of Kwai's assault force.
--------
Upgrades
--------
*************
*Autoloaders*
*************
Replaces: None.
Type: Unit Upgrade.
Enables: Improved Offense.
Purchased At: A Propaganda Center.
Applies To: BattleMasters.
Cost: $2500.
Description: BattleMasters can shoot three shells in one volley.
BattleMasters can shoot much faster when this Upgrade is researched. This
allows BattleMasters to finish off their enemies quickly.
-----------------
General Abilities
-----------------
***********************
*BattleMaster Training*
***********************
Type: Improvement.
Replaces: None.
Deployed At: War Factories.
Available At: 1 Star.
Ranks: 1.
Changes: BattleMasters start out as Elites.
The BattleMaster Tank can start out as a powerful and improved version.
***********
*Tank Drop*
***********
Type: Action.
Replaces: None.
Deployed At: The Command Center.
Available At: 3 Stars.
Ranks: 3.
Changes: BattleMasters can be dropped.
1, 2, or 4 BattleMaster Tanks can be deployed at a certain location.
-------------
Modifications
-------------
Pros:
-Armor cost less to produce.
-All Armor start as Veterans.
Cons:
-Inferno Cannons are unavailable.
-Nuke Cannons are unavailable.
-Infantry cost more to train.
-Aircraft cost more to produce.
-Carpet Bomber is available at 5 Stars, instead of 3 Stars.
Kwai uses Armor and little else to achieve sucess. Because of the total lack of
Artillery, and the extended cost of Infantry and Aircraft, he needs to use
large amounts of Armor to assault bases. His Armor cost less to produce,
allowing to build any vehicle quickly! The common BattleMaster is his Tech
Armor.
General Kwai's main weakness is his main dependency on Armor. If all of his War
Factories are destroyed and cannot be replaced, his strength will be inactive.
Kwai often laughs at his own jokes, even more when the subject is about Armor.
He gets more angry when his War Factories get destroyed more than when his
Command Center does. Also, he thinks that other types of Armor is inferrior
compared to his.
Here's a way to guarantee victory sent in by John "pro_gamerz_93" Livingston:
"1. Directly after starting, build 4 Construction Dozers ( ozers from now on)
at the Command Center and upgrade the Radar as well. At the General's Power
tab, pick Battlemaster Elite Training.
2. Use the first Dozer to build a Nuclear Reactor to supply power. Build more
if necessary.
3. Use the second Dozer to build a Barracks. Build these nearby Supply Docks to
provide soldiers . After all, you'll need to defend your supply lines, right?
4. By now, the Nuclear Reactor should've finished construction. Use that Dozer
to build a Supply Center. Expand your base if the need arises.
5. Use the third Dozer to build another Nuke Reactor.
6. After your Supply Center has finished construction, reinforce it with
Bunkers and Gattling Cannons. A good combination is a Gattling Cannon for every
2 Bunkers built. At the same time, use ALL Dozers to build at least 4 War
Factories. Leave a Dozer to guard your primary defenses. At this point, build
more Dozers to keep up with production.
7. When your War Factories are finished, crank out at least 10 Battlemasters,
10 Gattling Tanks and 10 Dragon Tanks . Build more just to be safe. Continue
base construction as you do this. Also, research Chain Guns and Black Napalm
upgrades.
8. Now, separate your tanks into 3 teams. Team 1 will be your Battlemasters,
Team 2 consists of Gattling Tanks and Team 3 are your Dragon Tanks. Move them
nearby the enemy base and put Team 1 and 2 on standby . Now, do as instructed
below :-
A ) Torch the enemy defensive lines with Team 3 . Destroy ALL of them.
B ) Direct Team 1 and 2 into the base and basically OBLITERATE every single
structure you can see. And, you're done!
C ) If there is more than one base, repeat steps A and B.
And, there you go ! 8 simple steps to OWN your enemies. Just remember, this
strategy is harder to perform if you're facing a Human enemy because they're
smart enough to build A TON of defenses early on to prevent rushes like this.
Good luck trying to rush your opponents!"
The first seven steps are also an effective strategy to get the Tank Honor.
-----------------
Global Liberation
-----------------
---------
Dr. Thrax
---------
The Toxins Doctor enjoys to use his chemicals to sadistically defeat his
enemies.
----------
Structures
----------
***************
*Toxin Network*
***************
Replaces: Tunnel Network.
Changes: Fires Anthrax instead of Bullets.
Cost: $800.
The Toxin Network is even more fearful to Infantry, thanks to its Toxin pump.
Its range and accuracy are decreased though, and is not as effective against
Armor as the original.
-----
Units
-----
*************
*Toxin Rebel*
*************
Replaces: Rebel.
Changes: Fires Anthrax instead of Bullets.
Cost: $150.
Toxin soldiers can be a greater threat to Infantry. Like the Toxin Network,
their range and accuracy are decreased.
*****************
*Toxin Terrorist*
*****************
Replaces: Terrorist.
Changes: Leaves behind some Anthrax residue.
Cost: $200.
Terrorists can be slightly more efficient in Dr. Thrax's army.
--------
Upgrades
--------
***************
*Anthrax Gamma*
***************
Replaces: Anthrax Beta.
Type: Unit/Structure Upgrade.
Enables: Improved Offense.
Purchased At: A Palace.
Applies To: Toxin Rebels, Toxin Terrorists, Toxin Tractors, SCUD Launchers,
Toxin Networks, SCUD Storms, Scorpions, Marauders, Bomb Trucks.
Cost: $2500.
Description: Increases Anthrax damage by another %25.
Anthrax Gamma turns Toxins from Blue to Purple!
-------------
Modifications
-------------
Pros:
-Toxin Shells Upgrade is available at start.
-Anthrax Beta Upgrade is available at start.
-Rockets are Toxin-Tipped.
Cons:
-Units, Upgrades, or Abilities that make use of Stealth are unavailable, except
for Jarmen Kell.
-High Explosive Bomb for Bomb Trucks is unavailable.
-Most Armor cost more to produce.
Dr. Thrax's army, predictably, uses Toxins for a primary weapon. Because of
this, he can mow down Infantry very easily, and his Anthrax can also, when
powerful and concentrated enough, threaten the existence of Armor! His main
Armor is the Scorpion Tank.
Thrax's vulnerable part is where he lacks stealth the most and uses too much
Anthrax instead of base weapons, where he gets weak on Armor. Aircraft can be
mostly unaffected by his strength, leaving him to only use regular units to
deal with them.
The Toxin Doctor has become insane. He laughs a lot and likes to deliver his
nasty oose of madness. Dr. Thrax dismisses everything that he looses and
concentrates on a sadistic way to deal with his opponents.
--------------------
Rodall "Demo" Juhziz
--------------------
Juhziz likes to use explosives and other volitale things to achieve victory.
----------
Structures
----------
********************
*Advanced Demo Trap*
********************
Replaces: Demo Trap.
Changes: Regular improvements.
Cost: $200.
Advanced Traps can be created faster, and can do more damage, allowing Juhziz
to secure his base quickly.
-----
Units
-----
***********
*Demo Kell*
***********
Replaces: Jarmen Kell.
Changes: Jarmen Kell can now plant Remote or Timed Demo charges.
Cost: $1500.
It seems that Jarmen Kell has stolen a few weapons from Col. Burton, and now
knows how to use his own. Like Burton, he can plant explosives on Structures,
allowing him to be a danger to Structures as well as Infantry and lonely Armor.
--------
Upgrades
--------
*********
*Suicide*
*********
Replaces: None.
Type: Unit Upgrade.
Enables: New Ability.
Purchased At: A Palace.
Applies To: Every Unit except for Angry Mobs.
Cost: $2000.
Description: Units are able to detonate themselves like Terrorists.
Every unit can do the damage like Terrorists with this Upgrade.
-------------
Modifications
-------------
Pros:
-Booby Trap Upgrade is available at start.
-Bomb Trucks cost less to produce.
-Terrorists do more damage.
-When Combat Cycles are created, they start with a Terrorist.
Cons:
-Units, Upgrades, or Abilities that make use of Stealth are unavailable, except
for Jarmen Kell.
-Anthrax Upgrades are unavailable. SCUD Missiles use explosives only.
-All unmentioned Armor cost more to produce.
Juhziz prefers to finish off his foes with quick explosive strikes. Even though
he seldom uses, let alone pays attention to Anthrax weapons, his SCUD Missiles
can do more damage, with the SCUD Storm capable of taking out a Superweapon in
one strike! Most of his units can detonate on command, allowing loiterers to be
used. Pairs of Combat Cycles come at his Reinforcement Pads.
Juhziz's weakness is that most of his units can be wasted, and he needs to make
more. Not much can stop his forces, but his economy is vulnerable to his own
recklessness. Aircraft can also safely attack his base without having to get
blown up by a Terrorist.
The Demo General likes to scare his opponents, much about his own explosive
addiction. His bases are always secure, and if he loses any bombs, he can
easily replace them with little worry. He also started to talk about deliveries
lately...
-------------
Prince Kassad
-------------
The Stealth master likes to sneak up on enemy bases and suprise enemy troops.
-------------
Modifications
-------------
Pros:
-Hijackers are available at start.
-Camoflauge Upgrade is available at start.
-Camo Netting Upgrade is available to Defenses at start.
-Camo Netting Upgrade applies to ALL Structures.
-GPS Scrambler is available at 3 Stars, instead of 5 Stars.
-GPS Scrambler recharges faster.
-Once Camo Netting is purchased at a Supply Stash, Workers there will be
stealthed when gathering supplies.
Cons:
-Scorpion Tanks are unavailable.
-Marauder Tanks are unavailable.
-SCUD Launchers are unavailable.
Prince Kassad's arsenal is special because he is the only special General who
makes use of Stealth. He does it at a great cost though, lacking both Tanks AND
superior Artillery. Because of those, he must rely on Quad Cannons, Battle
Buses, and Rocket Buggies to be his main battle units. Despite those, he is a
strong player at Defense, and he should make use of his strength to make up for
his losses. Due to the fact that every one of his Structures can be
camoflauged, he can keep his SCUD Storms hidden from his enemies. His
reinforcement unit is the Technical.
Kassad's obvious weakness is the lack of strong units. Detectors can spot his
traps, and Artillery can reveal them even further. Be aware of suprises while
facing this General, because he can be prepared for anything!
The Prince is a surly, sneaky, yet calm leader, and likes to scare his
opponents. He continues to worry his enemies when they pass a supposedly
unguarded area, and thinks that his soldiers are invulnerable as well as
invisible.
=================================
3.00 >First Campaign Walkthrough<
=================================
This guide assumes that the Original Generals is being used. This campaign is
only available in the original game. Also, in different campaigns, experience
is carried over to the next mission, and those points can be spent. Sometimes,
the availablility of some abilities change. The Fun Factor meter is a scale of
1 (Boring) to 10 (Great Fun!).
===========================
3.10 >China First Campaign<
===========================
The story actually begins at the Tutorial level, then it comes here.
----------------------------------
3.11 >China 1 "The Dragon Awakes"<
----------------------------------
Location: Beijing, China.
Difficulty: Easy.
Fun Factor: 5.
Objectives:
-Secure the City.
-Destroy the Nuclear Warhead Storage Building.
Notes: Red Guards, BattleMasters, and Dragon Tanks are introduced. Tank
Hunters, Troop Crawlers, and Overlords can also be used. Inferno Cannons make
a cameo.
Overview: At a military parade in Beijing is rudely interrupted by GLA
Terrorists. The Chinese army manages to defend themselves, until a GLA Nuclear
warhead detonates at the center, destroying many buildings. The Chinese army is
now at full alert, and want to get their "Vendetta"...
Opinion: This is the Chinese introduction mission, and boy, is it ever easy!
There are a few secrets here, and even on Brutal Difficulty, this one should be
a breeze!
In the General's Window, select:
-Red Guard Training.
-Emergency Repair.
The mission starts at the Chinese Base. Right now, it is under attack by car
bombs, so have the Red Guards and the three Dragon Tanks "Guard" the area so
that they will attack the pair of cars automatically. Otherwise, the Bunkers
and the Infantry inside are doomed to a fatal demise. Advance across the road,
attacking the Technicals along the way, and five BattleMasters will come. The
warhead did not destroy ALL of the parade, and there are still more survivors.
At the southwest corner of the city, there's a pair of Overlords that can be
used early in the campaign. Search the southeast corner of the Tiananmen Square
to find more BattleMasters and Dragon Tanks. When ready, assault the Tunnel
Network to secure the bridge, then cross it. A squad of MIGs will decimate an
incoming GLA convoy.
The final task is to destroy the Nuke Bunker, so that the GLA will have no more
control of Nuclear weapons. There are two paths leading to it, the main one
guarded with Infantry and some Scorpion Tanks and Technicals. For an extra
challenge, have the Red Guards and the Overlords assault the front door while
the other Tanks sneak up on the back! For an even further challenge, use Red
Guards only!
---------------------------------
3.12 >China 2 "Hong Kong Crisis"<
---------------------------------
Location: Hong Kong, China.
Difficulty: Easy.
Fun Factor: 4.
Objectives:
-Establish a base.
-Neutralize the Toxin Outpost.
-Destroy the Convention Center and its attached buildings.
Notes: Tank Hunters and Gattling Tanks are introduced. Overlords make a cameo.
Overview: The next GLA Terrorist Cell is located in Hong Kong, in the
Convention Center. Chinese intel says that lots of Suicide Bombers, as well as
Toxin weapons are being created there. The Chinese army sent in a massive
assault squad, but a GLA bomb was attached to the bridge, killing %90 percent
of the army, the front units being the alive ones.
Opinion: In Hong Kong, it is a crowded city. Gattling weapons can be useful
here, as lots of Infantry will be sent by the enemy.
In the General's Window, select:
-Red Guard Training.
-Artillery Barage.
-Emergency Repair.
Build a Command Center with the first Dozer and a Nuclear Reactor with the
second. The only space available is in the soccer field. Build a base with
Defenses at both roads, the Bunkers being filled with Tank Hunters. Build
some Gattling Tanks, BattleMasters, and a few more Red Guards to attack the
Toxin Facility. Have the BattleMasters fend off the Tractors, the Gattling
Tanks mow down any Infantry or Car Bombs, and have the Red Guards capture the
Arms Dealer, the Refinery, and the Anthrax Bunker, then secure some Defenses
around it. Make a Technical or two and send them back to the main base. Once
ready, explore the southeast area of the base. A ferry is willing to drop off
some Chinese forces to ambush the GLA base. Fill the Technicals up with
Infantry and send them in! For the main entrance, have the Gattling Tanks clear
the Rebels and Terrorists, and the BattleMasters to destroy the Convention
Center. Sometimes, a train drops off Red Guards, so make use of them.
------------------------------------
3.13 >China 3 "A Flood Of Violence"<
------------------------------------
Location: Three Gorges Dam, China.
Difficulty: Medium.
Fun Factor: 6.
Objectives:
-Destroy the Dam.
-Establish a Base.
-Destroy the GLA Base.
Notes: Black Lotus, Troop Crawlers, and MIGs are introduced.
Overview: Recently, the GLA have invaded the Three Gorges Dam area, and are
threating the Chinese forces. The GLA have assaulted a Chinese Base, and the
remaining forces are in full retreat. The only way to hold off the GLA
attackers long enough to rebuild the base is to destroy the Dam.
Opinion: Aircraft can be important in this mission. There are many GLA units
to attack, and they come in pretty frequently.
In the General's Window, select:
-Artillery Barage.
-Cluster Mines.
-Emergency Repair.
For the time being, have the Tank Hunters inside the Bunker, the Dozer build a
Command Center, Black Lotus explore the western portion of the map, and the
rest of the troops target the Dam. Once the Dam is broken, it will destroy the
bridge and the lower portion of the GLA Base.
Because the Dam is destroyed, the water level on the upper side is dropping,
and eventually, units will be able to cross it. When Lotus discovers a few tech
Buildings at the northwestern corner, have her Capture them and the Dozer. The
Dozers should now build the rest of the Base, and make some Defenses at the new
"passage". Make some Airfields, fill them up with MIGs, and Barage the prepared
GLA forces at the other end of the river. Also, put some Cluster Mines at the
point with three Scorpion Tanks.
Once the water is low enough, the GLA will fall into the trap! From here on,
have the MIGs constantly raiding the Base while the ground troops attack the
main door. The GLA supply source is away from their base, so cutting them off
from it can be ideal.
---------------------------------
3.14 >China 4 "Broken Alliances&quo