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    FAQ/Strategy Guide by CDietsch

    Updated: 02/24/03 | Printable Version | Search Guide | Bookmark Guide

    Copyright 2003 Chris Dietsch
    What:Command & Conquer: Generals FAQ
    Who: Chris Dietsch (and people on the GameFAQ message boards)
    When: February 19, 2003
    E-mail with questions/comments are encouraged if you have any. My email is
    jdietsch@attbi.com. Please put something like "Command and Conquer","Generals"
    or "FAQ" in the title, so that I don't delete it.  Typos, grammatical errors
    and anything else of the like are greatly appreciated.
    Version .50
    --------------------------------Table of Contents-----------------------------
    0] Table of Contents
    1] Version History
    2] About Command & Conquer:Generals
       A] Story
       B] What is CCG?
       C] Sides
       D] System Requirements (not that I followed them...)
       E] Modes of play
       F] How is CCG played?
          1) Building
          2) Power
          3) Money
             3a) Power bar (not the food -_-)
             3b) Money bar
          4) Veterancy
       G] Interface
          1) Battle Window
          2) Command Bar
    3] Walkthrough (Coming)
          1) Chinese Campaign
          2) GLA Campaign
          3) USA Campaign
    4] Structures
       A] USA Structures
          1)Structure Upgrades
       B] Chinese Structures
    5] Units
       A] USA Army
          1)Unit Upgrades
       B] Chinese Army
          1)Unit Upgrades
       C] GLA Army
          1)Unit Upgrades
             a) Unit purpose descriptions
    6] Generals Points + Strategy (Coming, Strategy idea thanks to Syphadeus)
    7] Superweapons ( -_- ) (Coming)
    8] Multiplayer/Tips (Developing)
    9] Multiplayer/Skirmish Medals
       A] Skirmish Medals
       B] Multiplayer Medals
    10] Strategies/Tips (Coming)
    11] Thanks to...
    12] Legal Stuff
    -------------------------**1** Version History--------------------------------
    Version .25- February 19, 2003. This is the first version of the guide. I have
    started to do the things in numbers 2 and 3 in the Table of Contents. More
    will come tomorrow. Stopped after US Unit Upgrades.
    Version .40- February 20, 2003. Today I finished allll the units and unit up-
    grades. Coming up next will be the Generals point strategy, then Structures,
    then Superweapons. Also added a few things like the Where Buy for the unit
    upgrades and other stuff.
    Version .45- February 21, 2003. Got a few e-mails that pointed out some dumb
    mistakes that I made doing all the units at once. Let http://www.neoseeker.com,
    http://www.cheatcc.com/, and http://www.planetcnc.com/ use the FAQ. Also fixed
    incorrect spelling of"missle" to "missile". Never would have known that one....
    Also added myfirst Multiplayer Tip from Tory Kean Hau. I would love more of
    these, because I wont be touching MP for awhile. Also did the USA structures
    and the ONE upgrade.
    Version .50- February 22, 2003. Got a ton of fixes from emails, will only
    be doing these tonight as I had a All-State track meet, and Im wiped. A lot
    of thanks to Calvin, for he came up with by far the most things for me to
    work with and helped a ton. Also, the new unit categorization, kudos to him.
    Also added Skirmish Medals, thanks to Crayon! Also, added a new Interface
    YOU!!!! Keep the Emails comin!
    Also, I thought this was pretty funny, an email I got..
    hello Chris Dietsch ,
    i saw your faqs about C&C; Generals and i wonder if you already owned or played
    the game. if you do please give me your CD serial number/ game serial number. i
    really need it.i would be grateful if you would reply to me back.
    thank you.
    ^_^... if your reading,I may have misread it, and you might be asking for it i
    I were already done, but either way, im not giving my key out.
    February 23, 2003. Got an email today, Im wiped after a Monster Jam show....
    it was awesome.. huge headache tho. So im simply adding in the tips I got.
    February 24, 2003. Just did the Chinese structures + upgrades...
    ------------------**2** About Command & Conquer:Generals----------------------
    Welcome to the Command and Conquer Universe!
    The following is taken DIRECTLY from the Command & Conquer:Generals
    (Hereout know as CCG) instruction manual, page 0 (?)*
    "Security Council Sub-Committee (Resolution 1379) on Global Liberation Army
    Report to Security Council: Situation Report (SIT REP) on GLA Activities.
    Distribution CLASSIFIED
    Hotan, China
    For several months, observers have expressed convern over the activities of
    the Global Liberation Army (GLA). A loose federation of freedom fighters and
    terrorists, the GLA has established several strongholds in the republics of
    Central Asia. By distributing forces and leadership across the borders of
    these developing nations, the GLA has thwarted efforts to engage in meaningful
    dialogue. Last year, this group without borders crossed into Western China and
    began building popular support for an independant state in this remote region.
    GLA funding continues to grow from unknown sources, and its leadership remains
    a mystery.
    For the Beijing governemnt, this incursion along its western border could not
    have come at a worse time. The reforms in China's "Modern Way" program have
    produced new civil liberties and excellent growth in Chinese exports,
    particuarly in light manufacturing and agricultural products. Beijing has
    repeatedly stated that these changes are here to stay, a position that
    does not sit well with the GLA.
    Last week, the GLA struck a military depot at Yechung, stole thousands of
    rounds of munitions, and destroyed a nuclear power plant. Dangerous levels of
    radiation have been detected over 100 kilometers downwind. The Chinese
    government is furious and has refused to allow observers to mediate
    discussions with the GLA. Several divisions of the Red Army have established
    positions in the province along major roadways and rivers.
    While the United States continues to provide orbital reconnaissance to the
    Security Council, it has failed to contribute troops to the peacekeeping
    efforts in the region. The Council's refusal to support United States counter-
    terrorist initiatives in the Middle East in recent years has not been
    forgotten. USA military forces have remained in port and on base, venturing
    out only to secure its coastline.
    Scattered intelligence reports arriving from Europe and Asia indicate that the
    GLA has establisged and fundhed sleeper cells to further spread its sphere of
    influence. If China succeeds in forcing out the GLA, it is difficult to
    predict where the group will resurface. The United States would be the logical
    choice to buttress Chinese efforts to contain the GLA, but the United States
    continues to maintain its non-involvement in the clain that eventually the GLA
    will cross paths with USA forces in Asia or elsewhere in the world.
    The sub-committee recommends to the Security Council that it continue to
    maintain an open channel with the GLA, to establish a clear set of boundaries
    for Chniese activiy, and to communicate the need for the USA participation in
    peacekeeping initiatives before the Council loses its influence on the
    --What is Command & Conquer:Generals (CCG)?
    CCG is a Real Time Strategy (RTS) game made by EA. An RTS game is one where
    you do everything, usually in an army or military based setting. In CCG,
    which is unconnected to the Red Alert or Tiberian Sun storylines from
    previous C&C games, You can control either the US, Chinese or GLA armies. The
    3 armies are vastly different, and arguably make up the most balanced CnC game
    to date. There are also 3 different box arts, mainly themes of the 3 different
    sides of the game. Also, if you preordered, you got a special "Officer's Club"
    code, and a few things will be there because you pre-ordered. Someone please
    tell me what exactly you get for being in the Club.
    Whew... there you have it. That is the background information on CCG. That
    intro brings in 3 distinct sides that you will be picking between when you
    play CCG, the USA, China, and the GLA. The USA are the precision, high-tech,
    look before you leap group. The Chinese are the vast, powerful, and relativly
    cheap army that uses its obvious strength to its advantage: power in numbers.
    The GLA are the junkyard dogs of CCG. They make do with what they can, but can
    upgrade their technology with parts from destroyed enemies. The GLA uses crude
    methods, doing whatever it takes to defeat their enemy.
    I will be going over each sides units later, in section 3, the
    structures avaible to each side in section 4, the superweapons in section 5
    and also strategies and tips in the 6 different possible matchups (US v US,
    US v China, US v GLA, China v China China v GLA, and GLA v GLA.)in section 8.
    Also I will have the Generals points section, with tips for different types of
    players for how they should spend their points.
    --System Requirements--
    "Minimum" System Requirements
    Command & Conquer:Generals System Requirements (Taken from CCG box)
    OS: Windows XP/Me/2000/98 (Windows 95/NT not supported)
    CPUT: 800 MHz Intel Pentium III or AMD Athlon processor
    RAM: 128 MB
    CD/DVD-Rom Speed: 8x
    Hard Drive Space: 1.8 GB free hard disk space plus space for saved games,
    Windows swapfile, and DirectX 8.1
    Video: 32MB AGP video card using the Nvidia GeForce2, ATI Radeo 7500 or more
    recent chipset with DirectX 8.1 compatible driver
    Sound: DirectX 8.1 compatible sound card
    Input: Keyboard, Mouse
    Required for Multiplayer
    265 MB RAM (3-8 players). One set of game discs per player. Disc 1 and Disc 2
    cannot be used simultaneously for multiplayer games.
    Internet (2-4 players) 56 Kbps or faster direct Internet connefction
    Internet (5-8 players) Cable, DSL, or a faster direct Internet connection
    Network (2-8 players) TCP/IP compliant network
    1.8 GHz or faster Intel Pentium IV or AMD Athlon processor, 256 MB or more
    RAM, Nvidia GeForce3 or more recent Direct3D capable video card.
    Now dont take these verbatum, because I have a
    P3 600 MHz, 640 Ram GeForce 3 Ti 200 comp, and it runs pretty well.
    --Modes of Play--
    There are 3 main ways to play CCG. There is the single player, consisting of
    3 7-level campaigns, one campaign for each army. There is a skirmish mode with
    up to 7 computer players with any customizable team preference that you want.
    There is also the multiplayer, where you can have up to 8 players.
    --How is CCG Played?--
    CCG is played as if you are the General of the army of the units that you are
    commanding on-screen. There are a few things you must understand to play CCG.
    1) Building(s)
    In CCG, you build buildings by using either a Construction Dozer (USA/China)
    or a Worker (GLA). To build a building, you must have selected the worker unit
    (hereout, worker unit means Worker OR Dozer), and then at the bottom of the
    screen will be pictures of buildings available for you to build. When you hit
    the button of the building you want to build, first you will pick the location
    of where you want the new building. If you want to rotate the building, hold
    down the left mouse button at the area you want it to be built. When you let
    go of the mouse button, the infrastructure will be automatically built, and
    the worker unit will make its way over there, and it will start building. Only
    one worker unit can build a building, not like in previous RTS' where it was
    possible to have many worker units build at once.
    2) Power
    Power. The force that drives all armies. Right? WRONG. The GLA are the odd men
    out in CCG, because for some reason, their buildings dont require power. This
    section will be for the USA and Chinese armies. To supply power for these
    armies, you will need power plants. The USA uses "Cold Fusion Reactors". The
    Chinese use "Nuclear Reactors". The Chinese Nuclear Reactors can be set on
    "Overload" to provide more power, but damage the reactor itself. This is very
    useful for instances when you accidentally go over the power limit, but you
    need your defense structures working until you get a new power plant up.
    3) Money
    Money. The root of all evil. Especially shown in a few GLA missions, money is
    the driving factor of the CNC universe, and no different in CCG. The way money
    is collected for the 3 different armies are very different. For the USA Army,
    the method of collection is Chinook helicopters deployed from the Supply
    Center. The Chinese use Supply Trucks deployed from the Supply Center to pick
    up supplies from the Supply Stash. *Whew!* -_-. The GLA are unique yet again,
    because they use slave labor to collect supplies. The trick is that the amount
    collected is different for each side. The USA gets $600 per trip from the
    Chinooks. The GLA gets a measly $75, but you can send more Workers for a much
    better profit. The Chinese get $300 per truck load.
    3a) Power Bar
    This secion is not about the nutrious snack, but about the bar that shows your
    power needs. This is fairly simple. The green/yellow bar shows how much power
    your power plants are producing at any given time. The triangle at the bottom
    shows how much power your buildings currently require. If the triangle goes to
    the right of the bar, certain buildings (defensive weapons, superweapons) go
    offline. Quickly build a new power plant, or if you are China, put a reactor
    into Overload, meanwhile building a new Nuclear Plant.
    3b) Money Bar
    This is the easiest section. This bar simply shows how much cash you have
    available at any given time. Buy something, watch the amount go down the tube.
    4) Unit Veterancy
    Unit Veterance plays a very large part in CCG. The changes that occur when a,
    say, flame tank,= goes from a "rookie" to a Heroic unit are drastic. There
    are 3 levels of veterancy. They go Veteran, Elite, and Heroic. The Veteran
    status is displayed with a single chevron ( < )near the unit. The Elite status
    is shown with 2 chevrons ( << ). The Heroic status is displayed with 3
    chevrons ( <<< ). Each unit gains many more things when it grows in rank. The
    usual things that are upgraded are unit range, rate of fire, and ability to
    auto-heal for a while.
    --Interface-- (Thanks to Calvin).
    It is vital to understand the CCG interface to succeed in crushing your foes.
    I will break it down into 2 sections, the Command Bar and all of its windows
    and options, and the Battle Window, where you see your units and select them
    and the like
    1) Battle Window
    This is where all the action takes place. Here you see the units, structures,
    and also what is called the "Fog of War" and "Shroud". The Shroud is for
    single player games only. This is eventually peeled back as you explore with
    your units. When your units are no longer in the area, the Fog of War is put in
    place, and this only lets you see what you last saw, and to see what, if
    anything, has changed, you have to go back.
    To control your units, all you have to do is left-click on the unit you want
    to control, and left click somewhere on the Battle Window to have him move
    there. To select many units, hold down the left mouse button to drag a box
    around the units you want to select. Moving them is handled in the same fashion
    as a single unit. To select a structure, simply left click it. Also, you can
    create control groups by having a group selected, and holding Control and then
    pressing a number key. Now you can just hit that number key to select all the
    units you had in the group when you assigned it to the Control Group.
    2) Command Bar
    The Command Bar is where you give all your units and structures commands for
    what to do. You aren't called General for nothing!
    To build a structure with your builder unit, click on the building you want to
    build, money allowing. Now if you move your mouse pointer over the Battle
    Window, you will see a shadow of the building you are going to build. If
    there is something blocking the building, or the terrain is too hilly, you
    will see the shadow in red. If the building is able to be built there, the
    shadow will be white. You cannot build buildings in areas you have not yet
    To order structures to research upgrades, simply left-click on the structure,
    and left-click on the upgrade you want to research.
    To order units to apply certain abilities (the Ranger's Flashbang), select the
    unit, or if all the selected units have the ability, units, and then left click
    the Flashbang icon to switch weapons to the Flashbang. Clicking back on the
    Machine Gun icon will re-equip the Machine gun.
    Next up is the radar. This is a very important piece of hardware. To enable the
    radar, a few things are required. If you are the USA, all you need is a Command
    Center. If you are Chinese, you need to buy the Radar Upgrade for the Command
    Center for $500. If you are the GLA, you need to buy the Radar Van from your
    Arms Dealer. The radar should be watched very closely for enemy troop movements
    across the map, giving you early warning.
    Next is the power and money bars. These have been covered in their respective
    Next is the simple picture of the unit/building selected, possible upgrades
    in gray, and applied/researched upgrades colored in.
    The buttons on the Command Bar are as follows.
    The far-left 3 buttons from top to bottom are the In-Game Menu, the Idle Worker
    selector, and the Generals Communicator.
    -The Menu shows all the vital options including saving/loading a game, options,
    restarting your game, exiting your game, and returning to the game.
    -The Idle Worker button selects and centers the camera on a worker unit that
    currently is doing nothing. Make him collect supplies (GLA) or build something
    if you can.
    -The Generals Communicator is where you see all messages given to you, and
    in blue the current Mission Objectives.
    Off to the right, the 2 big buttons are the Show/Hide toggle, and the Generals
    Ability Menu.
    -The Show/Hide simply shows or hides the entire command bar.
    -The Generals Ability Menu is where you spend your Generals points. As you gain
    higher ranks and are given more points, you unlock the 3 different teirs (1, 3,
    and 5 Star Generals). Be careful, in single player games, only certain amounts
    of experience (used to gain ranks) are available. Spend your points wisely.
    ------------------------------**3** Walkthrough-------------------------------
    Coming Soon!
    PS.... If anyone would be able to tell me what is said before each mission
    somehow, either record the briefing or type it out for me, that would be a
    huge help.
    -------------------------------**4** Structures-------------------------------
    Cant get very far in the game without some of these...
    ----NOTE: As pointed out to me by Calvin, all Defensive structures detect
    stealthed units.
    --USA Structures--
    Command Center
    Cost: 2000
    Requirements: None
    The Command Center is the heart of your base. You build your Dozers from here.
    The Command Center is where you will launch many of your Generals Abilities,
    and also has the Radar cabailities of your base.
    Cost: 600
    Requirements: Command Center
    The Barracks is quite simply where the infantry is trained. _All_ Infantry type
    can come back to the Barracks to get healed. The Flash Bang and Capture
    Building Upgrades are bought here.
    Cold Fusion Reactor
    Cost: 800
    Requirements: Command Center
    The Cold Fusion Reactor is the USA's power plant. The plant produces 5 units of
    power. To get more power, build more or buy the Control Rod Upgrade.
    Supply Center
    Cost: 2000
    Requirements: Cold Fusion Reactor
    The Supply Center is where your Chinooks gather Supplies. Each load is worth
    Patriot Missile System
    Cost: 1000
    Requirements: Cold Fusion Reactor
    The Patriot Missile System is a very useful base defense system. Units can
    be linked together for a network of anti-air and ground units. The Patriot
    is vulnerable to Infantry.
    War Factory
    Cost: 2000
    Requirements: Supply Center
    The War Factory is where you pump out your tanks. It also can repair vehicles.
    Air Field
    Cost: 1000
    Requirements: Supply Center
    The Airfield is where you build up to 4 airplanes at once. You also repair
    your airplanes here, too. The Comanche does not need an Air Field for resupply.
    Strategy Center
    Cost: 2500
    Requirements: War Factory or Air Field
    The Strategy Center is a vital building to the advancement of your troops. It
    lets the most advanced of buildings to be created. Also, you can use on of 3
    battle plans. These are
    *Search and Destroy: This increases all units' sight on the battlefield. Also
    reveals stealth mode.
    *Hold the Line: This improves all the armor of your vehicles. The Strategy
    Center becomes entrenched and is twice as strong.
    *Bombardment: This increases the firepower of all your units, very useful.
    Supply Drop Zone
    Cost: 2500
    Requirements: Strategy Center
    This useful building brings in money periodically by plane. This is the Chinese
    hacker and the GLA Black Market equivalent, which all are needed when the map's
    resources run dry.
    Detention Camp
    Cost: 1000
    Requirements: Strategy Center
    The Detention Camp is where you can use the Intellegence ability, which reveals
    everything the enemy sees for a period of time.
    1) Structure Upgrades
    There is only one structure upgrades for the USA.
    Control Rods
    What Buidling: Cold Fusion Reactor
    Cost: 800
    This upgrade gives the Cold Fusion Reactor 100% more power output.
    --Chinese Structures--
    Command Center
    Cost: 2000
    Requirements: N/A
    The Command Center is the root of the Chinese Tech tree. You can upgrade it
    with a radar and mines. The special Generals abilities are deployed from here.
    Nuclear Reactor
    Cost: 1000
    Requirements: Command Center
    The Nuclear Reactor functions in the same way as the USA Cold Fusion Reactor.
    The only difference is the Nuclear Reactor's ability to Overcharge if you are
    low on power, to provide needed power until you build a new Reactor, but while
    Overcharge is on, the Reactor takes damage.
    Cost: 500
    Requirements: Command Center
    The Barracks is the equivalent of the USA Barracks.
    Supply Center
    Cost: 1500
    Requirements: Nuclear Reactor
    The Supply Center is where the Chinese Supply Trucks drop off their $300 cash
    Cost: 400
    Requirements: Barracks
    A Bunker is a great defensive structures. You can put up to 5 infantry units
    into bunker.
    Gattling Cannon
    Cost: 1200
    Requirements: Nucelar Reactor
    The Gattling Cannon is a stationary Gattling tank. The Cannon is good at AA and
    somewhat AT.
    War Factory
    Cost: 2000
    Requirements: Supply Center
    This Chinese War Factory is identical to the USA War Factory.
    Cost: 1000
    Requirements: Supply Center
    The Airfield is where you can build and store your MiGs.
    Propaganda Center
    Cost: 2000
    Requirements: War Factory
    The Propaganda Center is where the inspiration comes for the Chinese troops.
    Here you buy Nationalistic upgrades for your units that increase moral which
    affects rate of fire and other things.
    Speaker Tower
    Cost: 500
    Requirements: Propaganda Center
    The Speaker Tower is a very helpful structure. Any units within its range auto-
    heal themselves. They also gain an increased rate of fire.
    Nuclear Missile
    Cost: 5000
    Requirements: Propaganda Center
    The Nuclear Missile is the Chinese Superweapon. It takes 6 minutes to arm, but
    when ready, this bad boy will wreak havoc on enemy bases and leaves a radio-
    active ground for a while to come, hurting all units that step inside.
    1) Chinese Structure Upgrades
    What Building: All
    Cost: 500
    Mines are simple defense mechanisms that can be deployed for $500.
    What Building: Command Center
    Cost: 500
    The Radar is a vital upgrade. You can buy it right away, and it activates your
    radar, if you have enough power to support it.
    Subliminal Messaging
    What Building: Propaganda Center
    Cost: 500
    Subliminal Messaging adds 25% to the effect already given by Speaker Towers.
    ----------------------------------**5** Units---------------------------------
    There are a combined total of 46 units in CCG (Thanks Syphadeus). That number
    includes the worker units for each army.
    *The purpose of all the units are from the CCG instruction manual*
    --USA Army Units--
    The US. The Power. The Dominance. These are things that you think of when you
    hear "The United States". These are all displayed thoroughly with the US's
    style of attack and offense.
    From the instruction manual: "The best weapons in the world have "USA" stamped
    on their side. The United States has the most sophisticated arsenal. From its
    well-equipped and expertly trained Rangers to the top-secret Particle Cannon,
    the USA side is rarely caught at a technological disadvantage. However, some
    believe its isolationist policies have softened its war machine. Everyone
    agrees, though, that it costs plenty of money and power to jeep the USA wheels
    moving forward"
    "No side can match the USA advantage in the air. Its Comanches provide
    outstanding close air support (CAS) for ground forces, and its Stealth Fighter
    can deliver heavy ordance deep behing enemy lines"
    Now, onto the units!
    Non-Combat Units:
    Missile Defender
    Colonel Burton
    Aurora Strike Bomber
    Stealth Fighter
    Non-Combat Units
    Construction Dozer
    Purpose: Builder
    Cost: 1000
    Requirements: Command Center
    The Dozer is the vehicle of the USA and Chinese that is used to build all the
    buildings in the Army.
    Purpose: Veterancy Transfer
    Cost: N/A
    The pilot comes out when a titanium-plated vehicle is destroyed. It keeps its
    last vehicle's level of veterancy.  You can put him in a new vehicle to keep
    the veterancy.
    Purpose: Supply Collector, Building raids with Rangers
    Cost: 1200
    Upgrades: N/A
    Requirements: Supply Center
    The Chinook is unique. It collects supplies, $600 at a time, but also can drop
    8 Rangers onto a building to raid it and clear it from enemies garrisoning it.
    Purpose: AI (Anti-Infantry), Urban Terrain Acquisition
    Cost: 225
    Upgrades: Flashbangs, Capture building
    Requirements: Barracks
    The Ranger is the fighting man of the USA. He can put up a good fight against
    other infantries, and even better, can use his Flashbang grenade upgrade to
    clear garrisoned buildings. It is also noteworthy to know that the Ranger can
    only use either his rifle or flashbangs at one time. (Thanks Calvin).
    Missile Defender
    Purpose: AT (Anti-Tank), AA (Anti-Air), Urban Terrain Acquisition
    Cost: 300
    Upgrades: Laser Missile
    Requirement: Barracks
    This is your basic, and ONLY anti-tank infantry. This unit is special, and
    unique to each side. Its cost effectiveness means you can have a lot of them
    to defend against Chinese air strikes (GLA has no air units).
    Purpose: Scout, AI
    Cost: 600
    Upgrades:  N/A
    Requirements: Barracks, General Ability point
    The pathfinder is the utlimate sniper. It has a great range, and a good rate
    of fire. Its greatest advantage is that when the pathfinder is stationary,
    it is cloaked.
    Colonel Burton
    Purpose: Scout, Base Infiltration
    Cost: 1500
    Upgrades: N/A
    Requirements: Barracks, Strategy Center (only one on the field at once).
    Colonel Burton is a Commando. He is extremely effective against infantry units
    He is armed with a sniper rifle, a knife, and demolition charges. Burton is
    also a stealth unit. Also, he can climb cliffs. He has 2 different tupes of
    charges, timed and remote.
    Purpose: Base/Unit Assault, Scout
    Cost: 1400
    Upgrades: N/A
    Requirements: Airfield
    The Raptor is a famous jet fighter. It has great performance and speed, which
    makes it one of the best jets in the world.
    Aurora Strike Bomber
    Purpose: Base Assault
    Cost: 2500
    Upgrades: N/A
    Requirements: Airfield and Strategy Center
    The Aurora Strike Bomber an unbelievably fast jet. On its attack run, it
    at speeds faster than the speed of sound, and nothing can hit it at that
    speed. After it drops its bombs, the jet slows down, leaving it vulnerable.
    Purpose: Base/Unit Assault, Scout
    Cost: 1500
    Upgrades: Rocket Pods
    Requirements: Airfield
    The Comanche is a devastatingly awesome aircraft. It has a 20mm chain gun that
    is extremely effective against infantry, 4 missiles to damage armor also.
    The strength of the Comanche is that it never has to return to the airfield
    to resupply its weapons! Problem is that the Comanche cannot defend against
    other air units, and has to wait for all its rockets to reload before it
    can fire again. (Thanks Calvin).
    Stealth Fighter
    Purpose: Base Assault
    Cost: 1600
    Upgrades: Laser Missiles
    Requirements: Airfield, General Ability point
    The Stealth Fighter does just what you know it does, it is in stealth while in
    flight. It is great against anti-air targets. Its 2 drawbacks are that, it
    takes 2 seconds to lock on to a target. After that, its bombs away, but after
    it releases the bombs, it loses its stealth ability.. sad really...
    Purpose: Clears Toxin, Healer
    Cost: 600
    Upgrades: N/A
    Requirements: War Factory
    The ambulance is what it seems. It can heal infantry units. Its invaluable
    ability is that it can clear poison or radiation that can kill infantry. Also
    uprgradable with Drones. (Thanks Crayon).
    Crusader Tank
    Purpose: Tank/Structure Assault
    Cost: 900
    Upgrades: Scout/Battle Drone, Composite Armor
    Requirements: War Factory
    The Crusader is the American tank. It is a very quick tank and very durable.
    It can use Battle or Scout drones, just like the Humvee.
    Purpose: Transport, Quick Hit Attacks
    Cost: 700
    Upgrades: Scout/Battle Drone, TOW Missile
    Requirements: Humvee
    The Humvee is the American troop crawler. It can carry 5 soldiers at once.
    It is fast, but also not puny. The Humvee allows all people to shoot out the
    windows. It can be upgraded for a Battle or Scout Drone. It also uses TOW anti
    tank missiles.
    Paladin Tank
    Purpose: Tank/Structure Assault
    Cost: 1100
    Upgrades: Scout/Battle Drone, Composite Armor
    Requirements: War Factory, General Ability point
    The Paladin is a high-tech tank. It can auto-target enemy missiles with a laser
    that is very slow. Scout and Battle drones apply.
    Tomahawk Missile
    Purpose: Siege
    Cost: 1200
    Upgrades: Scout/Battle Drone
    Requirements: War Factory, Strategy Center
    The Tomahawk Missile is a ground-to-ground missile. Its strength lies in its
    range. Battle and Scout drones available.
    1) Unit Upgrades
    Advanced Training
    Buy Where: Strategy Center
    Affects What: All Units
    Cost: 1500
    This upgrade makes all your units gain veterancy 2 times as fast as normal.
    Flashbang Grenades
    Buy Where: Barracks
    Affects What: Rangers
    Cost: 800
    The Flashbang is effective against infantry. It is also used to clear out
    Battle/Scout/Drone Armor Drones
    Buy Where: On Tanks + Ambulance Drone Armor at Strategy Center (Thanks Crayon)
    Affects What: Tanks
    Costs: 300/100/500
    These Drones do exactly what they sound like they will. The Battle Drone helps
    in battles, The scout drone Scouts, and the Drone Armor gives 25% more armor
    to the Drones.
    TOW Missile
    Buy Where: War Factory
    Affects What: Humvees
    Cost: 1200
    The TOW Missile is effective against both air and land enemies.
    Composite Armor
    Buy Where: Strategy Center
    Affects What: Crusader and Paladin Tanks
    Cost: 2000
    The Composite Armor increases the armor on the Paladin and Crusader tanks by
    Rocket Pods
    Buy Where: Air Field
    Affects What: Comanche
    Cost: 800
    This upgrade gives the Comanche the ability to launch a barrage of
    rockets upon a target area, quickly devastating it. When used by groups of
    Comanches, this upgrade allows the Comanche to perform surgical strikes
    against supply gatherers, defensive structures, or any ground units that
    can't fire back.
    Laser Missiles
    Buy Where: Air Field
    Affects What: Raptor and Stealth Fighters
    Cost: 1500
    The Laser Missiles allow the Raptor and Stealth Fighters to do 25% more damage.
    *From the instruction manual*
    "The Chinese forces have a resource that cannot be matched: population. Built
    to rely on the pride and nationalism of its people, the Chinese can overwhelm
    the opposition with sheer numbers. Red Guard after Red Guard, Battlemaster
    after Battlemaster, the Chinese war machine wins by attrition. Feuled by a
    strong sense of teamwork, the Red Army is a force for the 21st century"
    "Armed with a simple rifle and adequate training, a Chinese man can be turned
    into a fighting machine for very little cost. Vehicles are cheap, too. However,
    results in the field suggest that quality is not a big concern for Chinese War
    --Chinese Army Units--
    Non-Combat Units:
    Supply Truck
    Red Guard
    Tank Hunter
    Black Lotus
    Troop Crawler
    Nuke Cannon
    Non-Combat Units
    Construction Dozer
    Purpose: Builder
    Cost: 1000
    Requirements: Command Center
    The Chinese Construction Dozer is the same as the USA Construction Dozer.
    Supply Truck
    Purpose: Supply Collector
    Cost: 600
    Upgrades: N/A
    Requirements: Supply Center
    The Supply truck is the basic supply collector. It holds less than the USA
    Red Guard
    Purpose: AI, Urban Terrain Acquisition
    Cost: 300
    Upgrades: Horde Effect bonus when in groups of 5 or more, capture building
    Requirements: Barracks
    The Red Guard is your basic infantry unit. He can capture structures, also.
    When he is close the the enemy, he can use his bayonet.
    Tank Hunter
    Purpose: AT, AI, Urban Terrain Acquisition
    Cost: 300
    Upgrades: N/A
    Requirements: Barracks
    The Tank Hunter is the Chinese anti-tank infantry, like the USA Missile
    Defender. The difference is that the Chinese unit has a TNT Charge attack
    which can be put on a vehicle, disabling it immediatly.
    Purpose: Collect Funds, Neutralize Enemy Structures
    Cost: 625
    Upgrades: N/A
    Requirements: Barracks, Propaganda Center
    The Hacker is a unique unit. The Hacker can use his laptop to disable enemy
    structures, which also affects its dependant units and sructures. Also,
    this is the Chinese "backup" economy, for when the map's funds run out, the
    Hacker can use his ability to steal money from the Internet.
    Black Lotus
    Purpose: Scout, Base Infiltration
    Cost: 1500
    Upgrades: N/A
    Reqiurements: Barracks, Propaganda Center (Only one on the field at once).
    Black Lotus is the utlimate hacker. She has the ability to capture enemy
    structures, disable vehicles, and steal up to $4000 from the enemy supplies.
    She is in stealth all the time, unless using an ability.
    Purpose: Base/Unit Assault, Scout
    Cost: 1000
    Upgrades: MiG Armor, Black Napalm
    Requirements: Airfield
    The MiG is the sole Chinese airforce unit. Each MiG has napalm missiles. A
    of MiGs (4) creates a Firestorm, useful at continuing to damage infantry in the
    Battlemaster Tank
    Purpose: Tank/Structure Assault
    Cost: 800
    Upgrades: Horde Effect in groups, Uranium Shells, Nuclear Tank
    Requirements: War Factory
    The Battlemaster tank is the basic Chinese tank. Versatile and quick, but also
    strong and powerful.
    Inferno Cannon
    Purpose: Siege
    Cost: 900
    Upgrades: Black Napalm
    Requirements: War Factory, Propaganda Center
    This is a long-range artillery cannon, which shoots napalm.
    Dragon Tank
    Purpose: AI, Clear Garrisoned Structures
    Cost: 800
    Upgrades: Black Napalm
    Requirements: War Factory
    The Dragon tank is a very useful weapon. It is extremely effective against
    enemy infantry. Its arguably best ability is to clear a garrisoned structre
    very quickly.
    Troop Crawler
    Purpose: Transport, Detect Stealth
    Cost: 1400
    Upgrades: N/A
    Requirements: War Factory
    The Troop Crawler does exactly what the name says, it... ok.. it dosent crawl
    the toops. It is a troop carrier that can hold up to 8 Red Guards. It can also
    detect enemy stealth units, a very useful characteristic. The Troop Crawlerc
    comes full with 8 Red Guards, also. (Thanks Crayon).
    Overlord Tank
    Purpose: Tank/Structure Assault
    Cost: 2000
    Upgrades: Bunker, Gattling Cannon, or Speaker Tower. Uranium Shells and Nuclear
    Tank also available.
    Requirements: War Factory, Propaganda Center
    This huge tank is the powerhouse of the Chinese Army. Its high price makes up
    for it with its unbelievable power and versatility. It can be upgraded with
    3 different attachements. A bunker for 5 troops, a Gattling cannon, and a
    Speaker Tower.
    Gattling Tank
    Purpose: AI
    Cost: 800
    Upgrades: Chain Gun
    Requirements: War Factory
    The gattling tank is a great anti-infantry unit, well worth the price.
    Nuke Cannon
    Purpose: Siege
    Cost: 1600
    Upgrades: N/A
    Requirements: War Factory, Propaganda Center, Generals Ability point
    This awesomely powerful weapon is expensive, but can pay for itself if used
    effectivly. It takes time for the Nuke Cannon to plant itself in the ground,
    and has a slow rate of fire, but each shell does its job.
    1) Chinese Unit Upgrades
    Uranium Shells
    Buy Where: Nuclear Missile Silo
    Affects What: Battlemaster and Overlord tanks
    Cost: 2500
    This expensive upgrade will pay for itself with all of the destroyed tanks that
    the Overlord and Battlemasters destroy. They increase the firepower of these
    tanks by 25%.
    Nuclear Tanks
    Buy Where: Nuclear Missile Silo
    Affects What: Battlemaster and Overlord tanks
    Cost: 2000
    This also expensive upgrade is invaluable to the strike force of your Army.
    This upgrade increases the speed of your incredibly cumbersome Overlord tanks
    and already speedy Battlemaster tanks. It increases the speed by 25%.
    Black Napalm
    Buy Where: War Factory
    Affects What: Inferno Cannon, Dragon Tank, MiGs
    Cost: 2000
    This upgrade makes the Inferno Cannon, Dragon Tank, and MiGs 25% stronger. As
    many have pointed out to me ( =) ), this effect is useful because it makes the
    MiG Firestorm very, very powerful, making this upgrade worth it. Thanks all!
    Chain Gun
    Buy Where: War Factory
    Affects What: Gattling Tank/Gattling Cannon
    Cost: 1500
    The Chain Gun upgrade is a great upgrade because it increases the max speed
    and damage of the gattling weapons to a point where concentrated fire will mow
    down the enemy infantry. The upgrade increases the speed and damage of Gattling
    weaponry by 25%.
    MiG Armor
    Buy Where: Air Field
    Affects: MiGs (duhhhhhhhhh 0_o)
    Cost: 500
    This simple upgrade increase MiG armor by 25%, invaluable for making those
    attack runs behind enemy lines.
    Buy Where: Propaganda Center
    Affects What: All units affected by Horde effect (Red Guard, Tank Hunter,
    Battlemaster tank)
    Cost: 2000
    This upgrade makes the alredy useful Horde effect even more potent.
    *From the instruction manual*
    "Information has begun to trickle in on the organization and strategies of the
    Global Liberation Army.A loosely aligned network of terror, the GLA prizes
    speed over destructive force. Relying heavily on the dedication of fanatics,
    the GLA sends soldiers into the teeth of its enemies and always has an escape
    route for its hardcore veterans. Built to hit and run, the GLA is poorly suited
    for direct, large-scale battles. Generals of the GLA seek advantages in the
    terrain. Without official backing of any national government, the GLA have
    become expert in making do with whatever is at hand. GLA units have been known
    to scavenge resourcces from the field of battle. Through its network of tunnels
    GLA forces cann appera at locations all over the map. If they are succesful in
    defeating their enemies, GLA units earn money from the cause's unknown backers"
    "The GLA fighting units tend to be lightweight and low-cost. However, the most
    effective of them self-destruct, making a sustained campaign against the enemy
    difficult for GLA to maintain. The GLA has become expert in scavenging weapons
    dated from the Soviet era. Through Arms Dealers and the Black Market, it can
    assemble squads of tanks and Technicals which, when rapidly deployed, can put a
    dagger through unsuspecting enemy defenses.
    --GLA Army Units--
    -----NOTE: All GLA Vehicles are affected by the Junk Repair upgrade-----------
    -----NOTE 2: Details on scavenger upgrades:
    For Quad Cannon and Marauders: 3 Levels of weapon upgrades
    Techinals: Takes weapon of destroyed enemy (Flames, too!)
    All else: Cash or veterancy.
    (All thanks to Calvin). -_-
    Non-Combat Units:
    Radar Van
    RPG Trooper
    Jarmen Kell
    Angry Mob
    Scorpion Tank
    Rocket Buggy
    Toxin Tractor
    Bomb Truck
    Quad Cannon
    SCUD Launcher
    Non-Combat Units:
    Purpose: Builder, Supply Collector
    Cost: 200
    Requirements: Command Conter
    The Worker is the GLA's Construction Dozer. He does the basic building for the
    GLA. He can collect supplies, too. Also, his best feature is the ability to
    remove bombs on a structure.
    Radar Van
    Purpose: Radar, Surveillance
    Cost: 500
    Upgrades: Radar Scan
    Requirements: Arms Dealer
    The Radar Van is the GLA's only way to have radar. The van can be hidden, also.
    Purpose: AI, Urban Terrain Acquisition
    Cost: 150
    Upgrades: AP Bullets, Camoflauge, Capture Building
    Requirements: Barracks
    The Rebel is the basic infantry unit. He carries a rifle, that's it. 0_o.
    RPG Trooper
    Purpose: AT, AI, Urban Terrain Acquisition
    Cost: 300
    Upgrades: AP Rockets
    Requirements: Barracks
    This is the basic anti-tank infantry unit for the GLA.
    Purpose: Anti-Structure (AS), AT
    Cost: 200
    Upgrades: Not really an upgrade, but can capture cars.
    Requirements: Barracks
    The Terrorist is one of the GLA's most fanatic fanatics. He has a lot of C4,
    and not much can stop him. They can commandeer cars for faster assaults.
    Purpose: Anti-Vehicle (AV)
    Cost: 400
    Upgrades: N/A
    Requirements: Palace, Generals Ability point
    The Hijacker does just what it sounds like he does, he hijacks stuff. When not
    moving, he is blended in to the crowd. He can't take Elite or Heroic vehicles.
    Jarmen Kell
    Purpose: Scour, Base Infiltration
    Cost: 1500
    Upgrades: AP Bullets
    Requirements: Palace
    Jarmen Kell is an awesome ally. He is a stealth sniper. He can fire off many
    lethal rounds quickly to dispatch groups of infantry. He has a great ability
    where he can kill the driver of a vehicle, rendering it neutral to Rebels or
    Terrorists to take for their cause.
    Angry Mob
    Purpose: AI, AS
    Cost: 800
    Upgrades: AK-47s "Arm the Mob"
    Requirements: Palace
    The Angry Mob is a bit of a funny, but powerful unit. The Mob starts as 5
    people, but quickly grows. They are very effective against infantry and
    structures, using their molotov cocktails.
    Purpose: Transport, AI
    Cost: 500
    Upgrades: AP Bullets
    Requirements: Arms Dealer
    The Technical is a fast, versatile troop transport. It can hold up to 5 GLA
    Rebels. It has a mounted machine on the back of the truck, which can be
    upgraded by scrap found from enemy carcasses.
    Scorpion Tank
    Purpose: AS, AT
    Cost: 600
    Upgrades: Scorpion Rocket, Toxin Shells
    Requirements: Arms Dealer
    The Scorpion Tank is not the best weapon against heavy weaponry. The tanks are
    fast and not very armored, but for the makeshift GLA, they do whats needed.
    Rocket Buggy
    Purpose: Siege
    Cost: 900
    Upgrades: AP Rockets, Buggy Ammo
    Requirements: Palace
    The Rocket Buggy is an extremely fast and powerful unit. It can zoom right up
    to the enemy, launch all of its powerful rockets, and then zoom away without
    getting caught. It is very useful if used correctly.
    Toxin Tractor
    Purpose: AI, Clear Garrisoned Structures
    Cost: 600
    Upgrades: Anthrax Beta
    Requirements: Arms Dealer
    The Toxin Tractor is a very deadly weapon. The Tractor is extremely effective
    against infantry. You can use an ability to constantly poison the ground. It
    is also very good at clearing enemy structures, like the Chinese Dragon Tank.
    Bomb Truck
    Purpose: AS
    Cost: 1200
    Upgrades: High Explosives, Bio-Weapon.
    Requirements: Palace
    The Bomb Truck is a fearful unit. It can be disguised as an enemy unit, but a
    better strategy is to disguise it as one of your own, and during your attack,
    just send that the disguised Bomb Truck into something and watch the delicious
    Quad Cannon
    Purpose: AA
    Cost: 700
    Upgrades: AP Bullets
    Requirements: Arms Dealer
    The Quad Cannon is the GLA's mobile anti-air unit. It can also attack ground
    units, but are not very effective. This, like the Technicals, can salvage
    upgrades from the field.
    SCUD Launcher
    Purpose: Siege
    Cost: 1200
    Upgrades: Anthrax Beta for Anthrax bomb
    Requirements: Palace
    The SCUD Launcher is a revered weapon. The SCUDs are ground-to-ground, and are
    very effective at that.
    Marauder Tank
    Purpose: AS, AT
    Cost: 800
    Upgrades: Toxin Shells
    Requirements: Arms Dealer, Generals Ability point
    The Marauder is basically a beefed up Scorpion tank. It can also salvage
    upgrades like the Technical and Quad Cannon.
    1) GLA Unit Upgrades
    Buy Where: Palace
    Affects What: Rebels
    Cost: 2000
    Camouflage is a useful ability, it hides Rebels when they are not shooting.
    Arm the Mob
    Buy Where: Palace
    Affects What: Angry Mob (duhhhhhhhhhhh 0_o)
    Cost: 1000
    Arm the Mob gives any Angry Mobs "Ak-47's for all!"
    Armor-Piercing Bullets
    Buy Where: Black Market
    Affects What: Rebel, Technical, Quad Cannon, Jarmen Kell
    Cost: 2000
    AP Bullets are a great, albeit expensive, upgrade. They add 25% more firepower
    to the Rebel, Technical, Quad Cannon, and Jarmen Kell.
    Armor-Piercing Rockets
    Buy Where: Black Market
    Affects What: All Rocket Units (Rocket Buggy, Scorpion Tanks, RPG Trooper)
    Cost: 2000
    The AP Rockets increase all Rocket units effectiveness by 25%.
    Rocket Buggy Ammo
    Buy Where: Black Market
    Affects What: Rocket Buggy (.........)
    Cost: 1200
    The Rocket Buggy Ammo upgrade adds 25% more ammo to one Rocket Bugyy rocket
    Scorpion Rocket
    Buy Where: Arms Dealer
    Affects What: Scorpion Tank (.............)
    Cost: 1000
    The Scorpion Rocket is a very useful upgrade, adding a destructive missile to
    every Scorpion tank.
    Anthrax Beta
    Buy Where: Palace
    Affects What: Toxin Units (Toxin Tractor, SCUD Launcer w/Anthrax bomb, Scorpion
    and Marauder Tanks IF they have Toxin Shells)
    Cost: 2500
    The Anthrax Beta makes all Toxin Units 25% do more damage. (Thanks Crayon).
    Toxin Shells
    Buy Where: Palace
    Affects What: Scorpion and Marauder Tanks
    Cost: 1000
    The Toxin Shells upgrade gives all the shells of the Scorpion and Marauder
    tanks a small amount of Anthrax.
    Bio Bomb/ High Explosive Bomb
    Buy Where: On the Bomb Truck Context window
    Affects What: Bomb Truck
    Cost: 500 apiece
    These 2 upgrades can both be used in tandem, to wreak some utter havoc. The Bio
    Bomb throws some toxins into the blast site. The High Explosive Bomb simply
    doubles (100% more) the explosiveness of the Bomb Trucks blast.
    Junk Repair
    Buy Where: Black Market
    Affects What: All GLA vehicles
    Cost: 2000
    This great ability makes all GLA vehicles auto-repair.
    Radar Scan
    Buy Where: Black Market
    Affects What: Radar Van
    Cost: 500
    The Radar Scan lets the Radar Van scan for stealthed units and reveal selected
    map areas.
    --Unit Purpose Listings--
    Thanks to Calvin with this idea, Im going to explain what I mean by "Purpose"
    on each unit, so here is a rundown of what each one means.
    Builder: A builder is the army's... building unit. It builds all the buildings
    for it. Whew...
    Anti-Infantry: Just as it sounds, this unit is effective at killing infantry.
    Urban Terrain Acquisition: This means the the unit can garrison unoccupied
    Clear Garrisoned Structure: This means that in one way or form (Ranger-drop
    from Chinook w/Flashbangs, or Dragon Tank simply shooting the building), the
    unit can easily clear a garrisoned building from enemy troops.
    Anti-Tank: Also another obvious one, this unit is effective at destroying
    Anti-Air: This means that the unit is good at shooting down enemy air units.
    Anti-Structure: This means that the unit is good at destroying structures
    easily, like the GLA Terrorist.
    Scout: These units mean that they are good at scouting out one way or another,
    with either long range vision, stealth, or a combination of both.
    Base Infiltration: This is up for grabs on how you want to interpert it, but
    basically means is good at destrying a base, or making a way into a base.
    In the case of Colonel Burton for example, he is adept at both.
    Clears Toxin: This is for the Ambulance. What it means is that it has the power
    to clear away toxin on the battlefield with a speical foam, rendering the toxin
    neutralized, and making the ground safe for infantry.
    Healer: Also for the Ambulance. This means that it heals nearby soldiers.
    Transport: This means that the unit can carry a number of units inside of it,
    and carry them across the battlefield. Transport units are usually fairly fast.
    Quick Hit Attacks: I believe this is solely for the Humvee. What it means is
    that it has the speed to move up to a target, let loose some shots, and get
    away with out being hurt much.
    Tank/Structure Assault: This means that the unit (usually another tank) is good
    at destroying not only other tanks, but at damaging structures.
    Siege: This means that the unit has the ability to damage enemy structures,
    usually defensive structures, from outside that unit/structure's range, making
    it a perfect counter to that structure.
    Supply Collector: Quite simple. This unit collects supplies.
    Base assault: This means that somehow the unit is adept at avoiding enemy
    defenses (Stealth Fighter), and attacking enemy bases.
    Unit assault: This means that the unit can attack a unit and usually get away
    Collect Funds: This means the unit has an ability to collect funds,
    somehow making it a profitable unit.
    Detect Stealth: This is obvious, it means the unit can detect stealthed units.
    Veterancy Transfer: This is for the Pilot. What it means is that if the Pilot
    goes from one Heroic, destroyed Titanium-plated vehicle, and put into a new
    rookie vehicle, he upgrades the new vehicle to Heroic.
    --------------------**6** Generals Ability Listing and Strategies-------------
    Coming Soon!
    --------------------------**7** Superweapons----------------------------------
    Coming Soon!
    We have our first tip from Tory Kean Hau.
    **Multiplayer Tips**
    From the clue: there is never enough Supply Drop Zone
    (for USA) & Superweapons. (From Multiplayer
    Tips displayed in generals.ea.com)
    Remember last time, we can only build one(1)
    Superweapon. Now, we build superweapon(s). Every time
    I play online, since the resources are limited, the
    number of oil dericks, supply drop zone & superweapons
    you have will make the difference in the later game.
    Normally, I build at least 2 x Particle Cannons and
    take off their fight force supply buildings (barrack,
    war factory, air field) and force them to approach me.
    This is the time they will face my garrison buildings
    with rochet soldiers, patriot missiles, and I just
    positioned strategically to gain the experience.
    I found most of the player only build one superweapon
    and stay in guard (defend) mode. The is some reason,
    maybe they can't attack the opponent base yet.
    (because of the garrison buildings with rochet
    soldiers, patriot missiles) Since they didn't spend
    their money in "bumping" out tanks (because of the
    losses), why not build one more superweapon?! This
    will scared the opponent and force them not to "camp"
    in the base and try to think the way to destroy the superweapon, opps, sorry,
    **Multiplayer Tips 1**
    --Swarmed by Red Guards--
    When opponents drive in 4 to 5 Troop Crawlers and try
    to rush you with mass red guards. There are 5 x 8=40
    Red Guards and if you try to shoot them one by one
    even with anti-infantry vehicles (example,
    Humvee)though, that is impossible. You can't stop them
    early coz even though you destroy the Troop Crawler,
    the red guards will automatically "pop" out.
    Here are some tactics I used, in Command & Conquer:
    Red Alert 2, it is hard to knock out the infantry with
    the tanks, but now in Generals, you can pratically do
    this, DRIVE THROUGH THEM, it instantly kill them in
    one hit.
    For USA, since Patriot Missiles are not very efficient
    dealing with infantry. Upgrade most of your tanks with
    Battle drones, although it cost, it will help you to
    turn the tide of the battle. Paladins with Battle
    drones upgrade now become merely a anti - infantry
    vehicle too.
    There is one experience I faced in MP game, the
    opponent approached me with 5 Troop Crawlers (40 Red
    guards). In the particular instance, I quickly upgrade
    all my tanks with battle drone (it will take seconds
    only for the upgrading). I destroyed three of them for
    stopping them to approach the heart of the base, which
    is not defended by patriot missile and make it
    difficult for the tanks to kill them. Click all the
    tanks and drive over them, about half of the infantry
    died, actually there is no time for the opponent to
    drag them out. With a few battle drones and Humvees I
    left, I finished them off. And meanwhile, the opponent
    have to change his tactics already.
    **Multiplayer Tips 2**
    --Make use of Comanche--
    Here is the tactic I used, first reactor, barracks,
    and supply centre and then go for air field. Quickly
    "pump" out at least three Comanche with Rockets Pod
    upgrade. Defend your base with Rocket Soldiers before
    you do this. Go for the opponents Supply Dock (depends
    on the map) or the Oil Dericks which is geographically
    near them, try to sneak in. They seldom guard their
    Supply Dock which is "too" near them with anti-air
    units. You can most probably destroy their supply
    center before they react. Then destroy their Oil
    Dericks, they seldom guard their dericks which is far
    from their base with defenses (example, patriot
    missile, gattling cannon). *Beware of those stationary defenses,
    never go
    against them. 4, 5 rocket soldiers is beatable by the
    three Comanches with the
    rockets available. Most probably only one Comanche will get
    down.* When the supply line for your opponents have
    broken down a while and their oil dericks are in fire,
    the task for the Comanche is almost over. The
    objective for the Comanche in this case is for
    sabotaging only. With the uneven economy sources they
    have, you know what to do next, right?!
    **Multiplayer Tips 3**
    --Hero Units--
    There are only 3 stealth-detect vehicles (Tanks with
    scout drone upgrade, Troop Crawler, Radar Van)in
    Command & Conquer: Generals, each for the three sides.
    (if not mistaken) And players seldom produce them for
    the purpose stated above. Make use of the hero units,
    send them to bomb and capture main buildings. You will
    always success for doing the first building (if apply correctly). And, if lucky
    the second building. They will "shock" that you are using hero unit, meanwhile
    they are searching the hero or still finding the solution, you can use the
    time to plan something you cannot do before. *Beware of mines, stationary
    defenses, bunkers, garrisoned buildings that nearby, while you can
    bombing/capturing the building.* I almost success everytime in using Hero unit,
    only two times, one died by hidden mines, another one killed by pathfinder.
    (The pathfinder can notice the hero???? But why the hero cannot notice him?!)
    The main purpose is to sabotage your opponent, and force them to search for
    the hero or build something else to avoid the incident happen again. Then,
    you have "extra time" than the opponent. Have you ever use your hero unit to
     scout their base? Tracking every movement and what your opponents are doing?
    --------------------**9**Multiplayer/Skirmish Medals--------------------------
    Thanks to Crayon, the Skirmish Medals are ready, I need a little more info
    on the Blitz honor, email me for details.
    --Skirmish Medals--
    Chinese Campaign Honor
    How to Obtain: Complete the Chinese campaign on any difficulty.
    GLA Campaign Honor
    How to Obtain: Complete the GLA Campaign on any difficulty.
    USA Campaign Honor
    How to Obtain: Complete the USA Campign on any difficulty.
    Air Wing Honor
    How to Obtain: Build 20 or more Aircraft units. The aircraft units DO NOT
    include helicopters. That means you'll need at least 5 Airfields.
    Battle Tank Honor
    How to Obtain: Simply build 50 or more tanks. Sounds simple, eh?
    Endurance Honor
    How to Obtain: This medal requires exactly what the title implies, endurance.
    To get it, you must beat all the Skirmish mode maps. If you beat them all
    against Normal computers, you get a bronze medal. If you do it against hard, a
    silver medal. Against Brutal (!), you get a gold. Good luck!
    Apocalypse Medal
    How to Obtain: This is a toughie. To get it, I believe you must start as GLA.
    After that, you have to steal each side's builder unit using Jarmen Kell and a
    Rebel or a Hijacker. This means 2 Dozers, a US one and a Chinese one. Now,
    simply build a SCUD Storm, a Particle Cannon, and a Nuclear Missle. Also easier
    said than done, but a sight of beauty when accomplished.
    Blitz Honor
    How to Obtain: You must beat the computer under a certain time to get this
    medal. I believe that if you beat the computer in under 10 minutes, you get
    this medal in bronze (???). This is specualtion, but I believe that if you beat
    the computer in under 5 minutes, you get silver, and dare I say it, if you beat
    the computer in under 3 mintes, you get gold. Confirmation would be greatly
    Streak Honor
    How to Obtain: This is fairly straightforward. If you win 3 matches in a row,
    you get the bronze version of this medal. If you get 10 wins in a row, you get
    the silver. If you get 25 wins in a row, you get the gold!
    --Multiplayer Medals--
    ----------------------------**10**Thanks to...--------------------------------
    This is the section where I will thank people who give me information/tips for
    the FAQ.
    Thanks Syphadeus for # of units in the game, and the Generals skills idea.
    Thanks Crayon, for pointing out a bunch of stuff I missed when doing alllllll
    the units at once. Also, for the Skirmish Medals
    Also Thanks to Don "Gamera" Chan for a spelling mistake I never would have
    caught. Heres his contribution page
    Tory Kean Hau gave me the first few Multiplayer tips. These are strongly
    reccomended since I wont be touching MP for a long time.
    Calvin, for a HUGE number of fixes/tweaks to the guide to make it much better!
    -----------------------------**11** Legal Stuff-------------------------------
    This unofficial Command & Conquer:Generals guide is copyright 2003 Chris
    Dietsch. All rights reserved.
    All rights reserved including the right of reproduction in whole and  in part
    in any form. Command and Conquer, Generals, EA, The EA Logo are all registered
    trademarks of Electronic Arts. The author is in no way affiliated with
    Electronic Arts.  Author's consent is required to post this guide on or in any
    This Guide is written by Chris Dietsch, who holds all copyright for this
    document, in whole or in part, or for profitable use.
    You may download the file  through a  web browser onto  a single computer for
    your  personal, non-commercial  use only.  You may not permit anyone  else to
    modify the file or use it for any  commercial purpose, display, performance,
    sale or rental.  It absolutely cannot be decompiled, disassembled, modified,
    or create derivative works based on the documentation in whole or in part. Do
    not remove any copyrights.
    If you would like to host my guide on your site, simply ask. The list of sites
    that can host this guide are as follows:
    HUGE Thanks to AdenalineSL, I HEAVILY used her Legal section as a basis of
    mine, from her Chrono Cross guide. I hope you don't mind Stephanie! I ain't no