Side Comparison Guide by kylohk

Version: 4.2 | Updated: 03/31/05 | Printable Version

Command & Conquer: Generals Side Comparison Guide by Alasdair Lo
System: PC, CD-ROM
Date: 31 March, 2005
Version 4.2
Contents [Search Key]
1. Introduction [GCP1]
2. Updates [GCP2]
---a. Patch V1.03 Information [GCP2A]
3. Disclaimer [GCP3]
4. More about the New Scoring System [GCP4]
5. The Sides [GCP5]
6. Infantry [GCP6]
---a. Rifle Infantry [GCP6A]
---b. Rocket Infantry [GCP6B]
---c. Advanced Infantry [GCP6C]
---d. Motorists [GCP6D]
---e. Demolitions [GCP6E]
---f. Electronics [GCP6F]
---g. Hero Units [GCP6G]
7. Armored Units [GCP7]
---a. Main Battle Tank [GCP7A]
---b. Troop Transports [GCP7B]
---c. Anti-air, Anti-infantry Vehicles [GCP7C]
---d. Spray Action Units [GCP7D]
---e. Intelligence Units [GCP7E]
---f. Electronic Units [GCP7F]
---g. Standard Long Range Units [GCP7G]
---h. Advanced Long Range Units [GCP7H]
---i. Suicidal Units [GCP7I]
---j. Advanced Battle Tank [GCP7J]
8. Air Units [GCP8]
---a. Main Fighter [GCP8A]
---b. Attack Helicopter [GCP8B]
---c. Additional Air Units [GCP8C]
9. Base Defenses [GCP9]
---a. Basic Base Defense [GCP9A]
---b. Garrisonable Base Defenses [GCP9B]
---c. Traps [GCP9C]
---d. Fake Structures [GCP9D]
10. Base Infrastructure [GCP10]
---a. Standard Resource Gatherer [GCP10A]
---b. Power Supply [GCP10B]
---c. Infinite Resource Gather [GCP10C]
---d. Radar and Intelligence [GCP10D]
11. Super Weapons and Generals Abilities [GCP11]
12. Final Overall Comparison [GCP12]
13. About the Talented Generals [GCP13]
14. Conclusion [GCP14]
Appendix I. Feedback Information [A1]
Appendix II. Letters from Readers. [A2]

1. Introduction [GCP1]
Command & Conquer: Generals is the newest installment of the world famous 
real time strategy Command & Conquer series. As usual, there is more than 
one side. This time, there are 3! USA, GLA and China. As usual, each side 
has its own strong points and weak points, and now, I will just give some 
guidelines on which side is good at what, and hopefully, will give you 
an idea of which side suits your style of playing. The guide now includes 
comparison of units that appear in Zero Hour now.

2. Updates [GCP2]
Version 4.2:
Made a slight update to the General Ability section, cause I am just a 
bit bored.

Version 4.1:
Added the supplementary information for the A-10A Thunderbolt, with 
reference to the Jane's Combat Aircraft Guide.

Version 4.0:
Added supplementary information about the Troop Crawler, with reference 
to Sinodefence.

Version 3.9:
Added supplementary information about the Battlemaster Tank and the 
Inferno Cannon, with reference to Sinodefence.

Version 3.8:
Added some supplementary information about the Boeing B-52 Stratofortress 
and the Northrop Grumman B-2A Spirit with reference to Jane's Combat 
Aircraft Guide, and added supplementary information on the Red Guard with 
reference from Microsoft Encarta.

Version 3.7:
Added some supplementary information about the Comanche and Stealth 
Fighter, with reference to the Jane's Combat Aircraft Guide.

Version 3.6:
Added some supplementary information about the Raptor and MiG, with 
reference from the Jane's Combat Aircraft Guide.

Version 3.5:
Answered a newly submitted question from someone who would be known as 
Black Scorpion.

Version 3.4:
Added a new section called letters from readers at the end.

Version 3.3:
Added information on General Tsing Shi Tao.

Version 3.2:
Added Information on General Ta Hun Kwai.

Version 3.1:
Added Information on General "Anvil" Shin Fai.

Version 3.0:
Added information on Prince Kassad.

Version 2.9:
Added information on General Rodall "Demo" Juhziz. 

Version 2.8:
Added information on Dr. Thrax.

Version 2.7:
Added information on General "Pinpoint" Townes.

Version 2.6:
Added information on Malcolm "Ace" Granger.

Version 2.5:
Started comparing the Talented Generals.

Version 2.4:
Added the price of each unit, if any. I also judged which units are a good 
value for money. After all, I got a B for Economics in last year's Hong 
Kong public examination.

Version 2.3:
Changed some of the comparison data in the guide, as some reasons are too 

Version 2.2:
Reinstated the scoring system. Added an extra chapter to explain the 
scoring system, so people would not be misled by my new scores.

Version 2.1:
Added some tips here and there on how to use this ability and so on.

Version 2.0:
Fixed some problems with the punctuation marks.

Version 1.9:
Decided to retain the original name. Fixed a few more mistakes in the 
individual unit comparisons. Decided to abandon the scoring system 
altogether. Instead, I will just say which side is good at what.

Version 1.8:
Changed the name of the guide to Offline Side Comparison Guide.

Version 1.7:
Fixed some typos in the Technical and Marauders.

Version 1.6:
Revised the scoring system, and instead of giving each unit a score, I 
just give a conclusion for each type of unit.

Version 1.5:
Again, readjusted the scoring systems, so that the point difference between 
GLA and China are narrowed. Added some additional pointers in the Final 
Overall Comparison Section. Fixed the typo that China has a population 
of 13 billion, as it only has 1.3 billion! Added a new type of scoring 
method, called Score by Category.

Version 1.4:
Fixed some formatting problems. Adjusted the score of GLA and China so 
they are closer to each other, as I did not have the technicals and battle 
buses enough points.

Version 1.3:
Added Zero Hour Expansion Units.

Version 1.2:
Fixed some problems with the punctuation marks.

Version 1.1:
Added a disclaimer section for the comparison.

a. Patch V1.03 Information [GCP2A]
Recently, EA released a new patch which upgrades the game to Version 1.03. 
Read this carefully, as it caused me to readjust the scores in several 
places. At the same time, it gave me even MORE justification to stick with 
several scores which have been debated by some readers. Hee hee. Oh, and 
my comments about some of the changes are enclosed in parentheses.

Command & Conquer(tm) Generals Zero Hour


2003 Electronic Arts Inc. All rights reserved.

For latest news and updates visit GENERALS.EA.COM

- - Incoming transmission - -

Several of our loyal supporters have passed along intelligence that has 
allowed the Generals Intelligence Agency to uncover and repair several 
glitches in your Zero Hour tactical software.  Your software has been 
updated accordingly.

Good luck.

Generals Intelligence Agency

- - End transmission - -

Version 1.03 February, 2005

1. COMMAND CENTER CRASH- fixed the crash that would occur when upgrading 
a fake GLA command center.

2. GARRISONED BUNKER CRASH- fixed the crash that would occur when a stealth 
bomber attacked a garrisoned bunker or palace.

* Scud Storm (All GLA Generals)
* Firebase (all USA Generals)
* Gattling Tower (all China Generals)
* Patriot Missile (all USA Generals)
* Tunnel Network (Stealth and Demolition Generals)

4. WORKERS STOPPING- fixed the problem that would cause GLA workers to 
stop gathering resources when buying the Fortified Building Upgrade.

5. GLA CAPTURING OPPONENT COMMAND CENTER- fixed an issue that caused the 
user's general powers to become un-clickable after he captured an opponent 
command center.

6. COLONEL BURTON- fixed the bug where he could destroy aircraft by 
knife-attack. (Wow, I never knew he could do that in earlier versions.)

7. TANK HUNTER- his explosives no longer disappear when he dies. Instead, 
they explode. (Good, so Tank Hunters can also act as suicide soldiers.)

8. SENTRY DRONES- no longer automatically engage on enemy units when 
stealthy. (How sad, so you can't render these things in a place and forget 
stance. More justification to give Sentry Drones a 0!)

9. USA AIR FORCE GENERAL- the rangers are now specific to the faction, 
rather than being the default USA rangers. (What are they talking about? 
Better play and find out.)

10.  COMANCHES- now get the red rocket trails when they achieve heroic 

11.  TEXT CHANGES- the tooltip for the Laser Defense Turret now indicates   
the correct power usage.

12.  TOXIN GENERAL- Anthrax bomb now has Gamma toxin by default. (So, 
Purple is in, Blue is out!)

13.  BOMB TRUCK DISGUISED AS AVENGER- now uses the correct Avenger Model.

14.  ADDED NEW MAPS! (Really?)


a. RAPTOR & STEALTH FIGHTER- fixed the laser missile upgrade.

b. PILOT- displays upgrade cameos for chemical suits and advanced training.

i. Blades no longer collide with anything.
ii. Rocket pod instant damage speed removed.

i. No longer takes damage from flashbangs.

e. HUMVEE- transported units can now directly target air units.

f. TOMAHAWK- now drop salvage crate when destroyed by GLA.

g. SCOUT DRONE- Reduced effects of armor upgrade from 50% to 25%.

h. HELLFIRE DRONE- Reduced effects of armor upgrade from 50% to 25%.

i. SPY DRONE- now displays the upgrade cameo for drone armor.

j. FIREBASE- Armor adjusted to be vulnerable to snipers and immune to melee 
and laser damage.

i. Benefits from drone armor upgrade granting 25% bonus.

i. Laser turret no longer has sight range.
ii. Composite armor upgrade has been removed. (I'll say, Avengers ARE NOT 
TANKS at all!)
iii. Now displays cameo for hellfire drone.
iv. Damage received vs. jet missiles improved from 30% to 23%.
v. Fixed the bug where the map would become slightly uncovered when building 
an avenger.
vi. Locomotor has been corrected.

m. BATTLE DRONE- Increased vehicle repair rate from 5 to 10 points per 

n. FLASHBANGS- increased primary damage from 25 to 35. (Cool! Now, Rangers 
can be real infantry killers.)

o. SPECTRE GUNSHIP- level 1 hit points decreased from 1000 to 600.


a. SPECTRE GUNSHIP- now grants less experience when killed.

b. POWER PLANT- now displays upgrade cameo for control rods.

c. SUPPLY DROP ZONE- now displays upgrade cameo for supply lines.

d. PALADIN- now displays the upgrade cameo for hellfire drone.


a. COMANCHE- now displays upgrade for stealth upgrade. 

b. POWER PLANT- now displays upgrade cameo for control rods.

c. SUPPLY CENTER- now displays upgrade cameo for supply lines.

d. SUPPLY DROP ZONE- - now displays upgrade cameo for supply lines.

e. CHINOOK- build time increased from 15 to 25 seconds.

f. KING RAPTOR- laser guided missile only increased damage by 12% rather 
than 25% for the other factions.

g. AURORA- (That's what Air Force Generals should have!)
i. Bomb damage increased from 900 to 1000. 
ii. Bomb damage radius increased from 70 to 100.

h. CARPET BOMBER- now has to be activated in the general experience menu 
(Level 1 experience point). Is deployed from the Strategy Center.


a. LASER DEFENSE TURRET- correct number of Rangers appear when destroyed.


i. New unique model. (Good grief, now there may be a glimmer of hope when 
your opponent has her base fully fortified.)
ii. Secondary attack damage decreased from 1000 to 900. 
iii. Secondary attack range decreased from 100 to 70.

b. BATTLE DRONE- reduced drone armor upgrade from 50% to 25%.

c. PATRIOT BATTERY- now spawns rangers when destroyed.

i. Damage reduced from 1000 to 900.
ii. Damage radius reduced from 100 to 70.

e. Avenger- 
i. Now available without the Strategy Center.
ii. Decreased price from 2400 to 2000.


a. PROPAGANDA TOWER- now displays the upgrade cameo for subliminal 

b. INTERNET CENTER- now displays the upgrade cameo for satellite hack 1 
and 2.

c. GATTLING TANK- experience required to level up is more spread out (gets 
to level 2 sooner and to level 3 later). (Cool, now, Gattling Tanks can 
be real killers.)

i. It only takes three shots to trigger a napalm firestorm (down from six). 
(This improvement really makes them more powerful, now, it's not that hard 
to bring 3 Infernos together, right?)

i. Now inflicts burning death instead of explosion death. (Oh, that sounds 
ii. Range reduced from 320 to 300.


a. HELIX- now displays upgrade cameo for black napalm.

b. INFERNO CANNON- Speed increased from 20 to 30. (Great!)


i. Now displays upgrade cameo for capture building.
ii. Reduced price from 400 to 350.
iii. Range reduced from 125 to 115.

i. Decreased heal rate to 2% (non-upgraded) and 4% (upgraded).
ii. Now displays the upgrade cameo for subliminal messaging.

i. Now displays the upgrade cameo for subliminal messaging
ii. Decreased slots from 10 to 8. (Sad.)
iii. Decreased included Tank Hunters from 4 to 3. 
iv. Decreased health from 350 to 300
v. Decreased heal rate to 1% (non-upgraded) and 2% (upgraded).

i. Decreased health from 300 to 265.
ii. Can now build special bunker and drop napalm bombs.


i. Changed ambient sound to toxic ambient sound.
ii. Reduced health from 120 to 100 allowing medics to clean them up faster.
iii. Increased lifetime from 2.5 seconds to 10 seconds.
iv. Now uses toxic FX on death.
v. Reduced geometry radius from 10 to 6. 
vi. Damage radius is now smaller.

b. HELIX- now displays upgrade cameo for nuke bomb. 

c. MIG- removed upgrade cameo for black napalm, since it is not available.

d. BATTLEMASTER- now displays upgrade cameo for isotope stability.

e. CARPET BOMB- delay increased from 2:30 to 3:00.

f. TROOPCRAWLER- Now contains the Tank General Red Guard rather than base 


i. Increased price from 1200 to 1400.
ii. Now contains the Tank General Red Guard rather than base China.

b. GATTLING TANK- evened out the experience points needed to level up.


i. Now 50% more resistant to fire damage.
ii. Damage with the AP upgrade is now sequentially higher after each weapon 
crate upgrade. Previously, damage was slightly reduced after the second 

b. ALL BUILDINGS- now display upgrade cameo for fortified structure (when 

c. SCUD LAUNCHER- now drops salvage crate when destroyed by GLA.

d. RADAR VAN- stealth detection range increased from 200 to 250. (Much 

i. Transported units can directly target air units.
ii. Decreased speed from 75 to 70.

f. SCUD MISSILES- Can now do damage to structures (What do they mean? I 
thought SCUDs always can damage structure.)

g. MARAUDER- weapon range increased from 150 to 170. (Nice, this gives 
more justification to rate it above the Paladin.)

i. Cannon (salvage upgrade) damage now has different properties.
ii. Machine gun damage reduced from 15 to 10.
iii. Damage increases when purchasing AP Bullets after the second salvage 

i. HIJACKER- can no longer capture the battle bus, when occupied. (How 
unrealistic. After all, real hijackers hijack planes full of people.)


a. SCUD STORM, SCORPION- now displays upgrade cameo for Anthrax Beta.

b. REBEL- now displays upgrade cameo for Booby Traps.

c. BOMB TRUCK- now displays upgrade cameo for Anthrax Beta.

d. TECHNICAL- increased build time from 3 to 5.

e. SABOTEUR- now available in barracks after the war factory is built.

f. TUNNEL NETWORK- damage caused by gun increased from 10 to 15.

i. Armor increased from 430 to 500. 
ii. Weapon range increased from 150 to 170. 


a. Most units that can commit suicide only explode when committing suicide 
and not when they are destroyed. (This makes things much fairer, so, you 
cannot just charge a couple of Technicals into an Overlord and make them 
kill you just to blow it up.)

i. Increased build time from 3 to 5 seconds.
ii. With the demolition upgrade, the technical can only explode by manual 

c. TERRORIST- the explosion power increased. (That's the spirit!)

d. TUNNEL NETWORK- damage caused by gun increased from 10 to 15.

i. Health increased from 430 to 500. 
ii. Weapon range increased from 150 to 170. 

f. JARMEN KELL- can no longer detect stealthed units. (This sucks.)


a. ANTHRAX GAMMA UPGRADE- price increased from 1000 to 1500. (I guess the 
in things cost more in life. Because of higher demand!)

b. RPGs- the effect of gamma upgrade has been reduced.

c. TECHNICAL- increased build time from 3 to 5.

i. Health increased from 430 to 500. 
ii. Weapon range increased from 150 to 170. 


a. TECHNICAL- increased build time from 3 to 5.

b. TUNNEL NETWORK- damage caused by gun increased from 10 to 15.

c. SABOTEUR- now available in barracks after the war factory is built.

3. Disclaimer [GCP3]
I must say, for real time strategy games like C&C, people will always argue 
about which side is better. So, before we begin, I must stress that this 
guide is based on MY (I must stress this) own views. As OPINIONS ARE NOT 
EQUAL TO FACTS, do not send in e-mail saying that I am a liar or whatever, 
as my eyes do not fool me.

The definition of offline games: Single Player Missions, Multiplayer 
Skirmishes and LAN games, all of these 3 games do not need any internet 
connection to be played. So, they are offline games.

The comparisons are based on many factors, such as attack power, rate of 
fire, their speed, their armor, their ease of deployment and so on. Each 
factor is given a different weight, of course, different types of units 
have different weights on their factors, more instance, for rifle infantry, 
deployment speed and rate of fire are 2 important things, so I give them 
a better weighting than attack power. 

For each unit, I will now tell you which factors I compare them by which 
factors. Sometimes, I will determine which unit is better by performing 
a test run with each unit while I play an online game with my best friend. 
So, all those scores are BASED ON MY OWN OBSERVATIONS. So, as my Pure 
Mathematics Algebra Teacher likes to say when he spots a student cheating, 

So, in conclusion, it is just normal for readers to disagree with this 
guide, and if you have any opinions, feel free to e-mail me and express 
it. Please express yourself in a more polite manner, or I will regard that 
as flame, and delete. Of course, a unit of a side maybe weaker than another 
sides' but if you attack in quantity, you should always win! So, always 
play all 3 sides for maximum enjoyment!

4. More about the New Scoring System [GCP4]
For each unit, I will now tell you which factors I compare them by. Sometimes, 
I will determine which unit is better by performing a test run with each 
unit while I play an online game with my best friend. So, all those scores 
are BASED ON MY OWN OBSERVATIONS. So, as my Pure Mathematics Algebra Teacher 
likes to say when he spots a student cheating, "DON'T ARGUE WITH MY 

Some factors compared include:
Attack Power
Special Abilities

Note that price is not considered at all. After all, if you are so stripped 
of cash, could you buy anything?

Another rule I make when comparing units is that. If some units in the 
same category have attack capabilities, while the other has not. I will 
automatically give the unit without any attack power a 0.

Although there must be a winner in the final score. Having the highest 
score DOES NOT imply that side is the strongest. It just implies that side 
is all rounded. So, no more e-mails about how biased I am towards a side. 

As you can see, I have included the price of each unit. I also have made 
comments on which units are a good value for your money, and which are 
not worth it. Note that the score of each unit is INDEPENDENT of its value 
for money. There are in total 5 different price ratings for the units. 
They are:


OF course, again, I judge their value for money from MY observations while 

5. The Sides [GCP5]
The United States of America is definitely the side with the most high 
tech units. Many units can make use of many technologies to boost their 
attack ability. The air power of the United States is something to be 
reckoned with, as they have 4 different air units, suited for various tasks! 
In fact, a lot of units in reality appeared in the US arsenal.

GLA: (Green is my favorite color, tee hee hee.)
The Global Liberation Army is a multi-national terrorist organization 
based in Kazakhstan. They are practically the most cunning and most 
resourceful side in the game. 3 of their units can upgrade their own weapons 
by picking up the scraps of the enemies they have defeated. Using the Palace 
and the Black Market, they can acquire many important upgrades and funds, 
which come from the darkest corners of the globe. Of course, these 
terrorists have a lot of nasty tricks up their sleeves, as you can see 

China: (That's where I live, heh heh heh.)
The People's Republic of China is certainly becoming more and more powerful 
these days. With a population of about 1.3 billion, China certainly has 
a very large army. In fact, many of China's units become more powerful, 
when used in large groups! The good thing is, certain Chinese units can 
be produced en masse in a blink of an eye, and can literally like, squash 
an elephant with a horde of ants! I find it quite amusing that people used 
to criticize (or I should say, flame to hell) the earlier versions of this 
guide, saying that I am biased towards China because I live in China. You 
better not do it again, or I will just treat you as racist.

6. Infantry [GCP6]
Infantry Units are the standard troops of the army. They are all trained 
in barracks of the 3 sides, and all of them are vulnerable to machine gun 
fire. Standard troops, like in wars in the real world die the most often, 
so expect sacrifices even when using a large group.

a. Rifle Infantry [GCP6A]
USA: Ranger	
The US Ranger is the most expensive of the lot, however, they are the only 
rifle infantry in this game who can use 2 weapons, the Assault Rifle and 
the Flashbang Grenades. The Flashbang Grenades are particularly effective 
in clearing large structures and dealing with angry mobs.

GLA: Rebel	
The GLA Rebel is all the terrorist organization can offer, and fires a 
regular rifle. That's it. The camouflage and Armor Piercing Bullet upgrade 
gives them some help, though. Besides that, they can just "materialize" 
in on the enemy base with the Rebel Ambush Feature! (Up to 16 at a time.)

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

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

Supplementary Information: (Reference: Microsoft Encarta)
Red Guards (China), self-proclaimed militant groups of high school and 
university students loyal to Chinese leader Mao Zedong, particularly 
prominent during the early stages of the Cultural Revolution. The Red 
Guards carried out Mao's directives to attack elitist elements of society. 
In the chaos that ensued, violence and destruction occurred throughout 
China, thousands died, and millions were imprisoned or exiled.

In 1966 Mao launched the Cultural Revolution, intending to purge his 
opponents from office and revolutionize Chinese society. Mao's faction, 
principally the Gang of Four led by Mao's wife Jiang Qing, appealed directly 
to China's youth through posters, newspaper editorials, and speeches. They 
urged students to attack "reactionary" authority figures, including 
teachers and Communist Party administrators. In June 1966 high school 
students in Beijing began forming groups called the Red Guards. When Mao 
voiced his approval of these groups, high school and university students 
around the country quickly formed other bands of Red Guards. In August 
Mao addressed millions of Red Guards in Beijing's Tiananmen Square. Urged 
to destroy any aspects of old, elitist, or foreign culture, students broke 
into homes, vandalized cultural relics, and physically attacked teachers, 
artists, and Communist Party leaders.

Lack of direction and overzealous revolutionary fervour led to violence 
between various Red Guard groups. Factions formed, with each group 
proclaiming itself more loyal to Mao than the other, and often signifying 
their loyalty by waving the "little red book" of Mao's thoughts. In 1967 
the Chinese army was called in to restore order, and violent clashes took 
place between Red Guards and soldiers, resulting in thousands of deaths. 
In 1969 the government ordered many people aged 16 to 19 to leave major 
cities and go to the countryside, effectively dampening the Red Guard 
movement. Many of these people remained in the countryside until the late 


Factor: Special Abilities

Rangers are just so powerful with their flashbang grenades, and can destroy 
hoards of enemy infantry with ease. Rebels are second, as the camouflage 
ability can allow them to perform unexpected sneak attacks. Red Guards 
are the worst, as they really have no strategy except an increased rate 
of fire in large groups.

Rangers > Rebels > Red Guards

USA: 2 GLA: 1 China: 0

Value for money:

Cost: $225
Flashbang Upgrade: $1000
For a Rifle Infantry that has 2 functions, it is definitely worth paying 
$225 for this as it costs $112.5 for each function. Another good thing 
is that a flash bang upgrade is definitely cheap and should be researched 
as soon as possible.

Value for money: Excellent

Cost: $150
Camouflage Upgrade: $2000
Booby Trap Upgrade: $1000
Armor Piercing Bullet Upgrade: $2500
The Rebel is like the Ranger, it has 2 functions, a normal assault one 
and a special one. Besides, they can be camouflaged, and the Booby Trap 
upgrade is also cheap. However, the Booby Trap is not as effective, as 
you can only place them on buildings. So, it is a good value for money.

Value for money: Good

Red Guard:
Cost: $300 for 2
Nationalism Upgrade: $2000
Although the average price of a red guard is $150, you can produce them 
en-masse, as one button yields 2 Red Guard. But compared to the other 2 
rifle infantry, it is only a fair value for money.

Value for money: Fair

Conclusion about Rifle Infantry:
As all 3 rifle infantries seem to be good at something, USA for quick 
demolition of garrisoned structures, GLA for sneak attacks, and China for 
brute force horde attacks.

b. Rocket Infantry [GCP6B]
USA: Missile Defender
The US Missile Defender is just a person with armed with a high tech Rocket 
Launcher. They laser sights improve their rate of fire slightly faster 
than the Tank Hunters influenced by the Horde Effect, and that's about 

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

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

China: Tank Hunter
The Tank Hunter has the horde effect, nationalism and a TNT attack! Apart 
from this, they now can be deployed in 2s by means of building listening 
outposts. This gives them all the protection they need. In my opinion, 
the TNT attack is effective against tanks like the Scorpion or Paladin, 
as they can kill your infantry very quickly if they stand still in one 
spot. (By means of Scorpion Rocket and Lasers.)

I used to say that TNT Attack should be used as a last resort. But since 
the newest Version 1.03 update allowed any charges planted to explode 
immediately instead of disappearing after the death of the Tank Hunter, 
I find them to be much better bombers! So, feel free to use the TNT when 
things are tough. You may live, or may not, but the bomb WILL always explode.

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


Factor: Rate of Fire

After close observation of the Laser Missile ability of the Missile 
Defender, I have concluded that the Laser Missile causes the Missile 
Defender to fire about 25% faster. This is the same speed as the Tank Hunter 
with the Hoard Effect. However, it seems that the Laser Missile also 
provides an enhanced range of fire, and won't allow the target to escape 
so easily. My final word therefore is as follows.

Missile Defenders > Tank Hunters > RPG Troopers

USA: 2 GLA: 0 China: 1

Value for money:

Missile Defender:
Cost: $300

That's right, the Missile Defender is just a $300 man with a missile, which 
requires you to manually target tanks and only tanks to increase they rate 
of fire towards them. Yawn...

Value for money: Fair

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

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

Value for money: Good

Tank Hunter:
Cost: $300
Nationalism Upgrade: $2000
The Tank Hunter also costs $300, but comes with the ability to automatically 
fire faster at ANY type of enemy due to the Hoard Effect when in groups 
of 5 or more, compared to the Missile Defender, which can only manually 
fire faster at vehicles. The Nationalism upgrade makes them even faster, 
and is good for fighting tanks! Of course, if the enemy uses tanks like 
Paladins and Scorpions, there is always the TNT Attack to take them out 
before they kill you.

Value for money: Excellent

Rocket Infantry are well, rocket infantry, they are effective against 
vehicles, but need all the protection they can get. Consider hiding them 
in battle buses, humvees or listening outposts. Of course, the usual build 
them in quantity clause applies. Note that the Laser Missile can only be 
used against tanks and vehicles. So, don't even think about clicking that 
button when you are confronted by infantry. In fact, run away!

c. Advanced Infantry [GCP6C]
USA: Pathfinder
The US Pathfinder is like a "stealth nun with a sniper rifle" (actually, 
it is some kind of camouflage suit for those jungle operations.). His 
ability to garrison buildings without detection really helps to kill large 
numbers of enemy infantry from a long range!

GLA: Angry Mob
GLA Angry Mobs may be one of the comic relieves in the game. A mob first 
attacks with simple rifles, and later can be armed with AK-47s. They are 
effective against any unit that do not have anti-infantry weapons. When 
a member of a mob is killed, a new one respawns by "mitotic cell division". 
However, beware of the following, as they can kill you in a second or 2, 
flashbangs, flame, toxic substances. That is one part which I hate, after 
all, even if something's super effective against another Pokemon, he won't 
faint in one hit if the two are at the same level.

China: None
China does not have any other infantry units that can use rifles better 
than the Red Guard.


Factor: Attack Power, Range, Vulnerability

The Stealth Nun is good for vaporizing infantry from a range. While, the 
Angry Mob is good at destroying vehicles AND infantry from a close range. 
The main problem is, that the latter are much more vulnerable to their 
weaknesses than the former. So, Pathfinders get to be first!

Pathfinders > Angry Mobs > None

USA: 2 GLA: 1 China: 0

Value for money:

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

Value for money: Excellent

Angry Mob:
Cost: $800
Arm the Mob: $1000
An Angry Mob has 10 Mobsters that makes it $80 per mobster! This is basically 
an effective way to train units, as you only required to press a button 
once to send 10 people out. The Arm the Mob upgrade is very cheap. So, 
always upgrade them before sending your Mobs in!

Value for money: Excellent

The Stealth Nun is not always stealthy, they have a tendency to reveal 
themselves when moving, so be careful. As for the Angry Mobs, my cousin 
in the UK has a nasty trick, he likes to build about 20 of them, and rush 
to the opponent's base and make a riot! As they are moving, they are upgraded 
with AK 47s for everyone! Hooray!

d. Motorists [GCP6D]
USA: Pilot
When an armored or air unit with veterancy is destroyed, a pilot will jump 
out. Now, you can send him into another friendly unit, to apply the 

To apply veterancy:
Select your pilot, and then on the unit you intend to apply his experience 

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

China: None
China has no unit that can steal vehicles or enter vehicles that are not 
armored carriers.


Factor: Ease of use

It is obviously easier to get a Pilot inside one of your own vehicles than 
to get a Hijacker inside an enemy's vehicle. And, Pilots are free!

So, the result is obvious.

Pilots > Hijackers > Nothing

USA: 2 GLA: 1 China: 0

Value for money:

Cost: $400
Although a hijacker is cheap, you probably need to build lots of them in 
order to be able to steal one vehicle. So, it's really not worth the money 
or that General Point.

Value for money: Poor

The Pilot is always useful for people who like to apply quick veterancy. 
As for the Hijacker, I suggest you train them in quantity to ensure success. 
Besides, only go after the really expensive ones!

e. Demolitions [GCP6E]
USA: Ranger Flash Bang Grenades
The role of the Grenadier is given to the ordinary US Ranger, which can 
use the Flashbang Grenades to clear garrisoned structures. The Grenades 
can also be used against enemy infantry, just like the grenades in the 
old days. But still, EA got the name of the Grenade wrong, flashbangs stun, 
not kill, so they should be using Frag Grenades instead. It does no damage 
to vehicles. But still, EA has recently increased the grenades' damage, 
so it's much nicer.

To use Flashbang Grenades:
Click on the Flashbang Grenade button and here you go! Just remember to 
switch back to the Assault Rifle when tanks come.

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

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

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

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


Factor: Explosive bias, Ease of Use

The former is effective in blowing away infantry, while the latter 2 are 
effective in blowing away tanks. So, again, I cannot give a score for any 
sides, as no direct comparison can be made. But still, Flashbangs are the 
easiest to use, so a bonus is awarded to them. At the same time, it has 
been made much easier to use the TNT Attack (thanks to Version 1.03 update.), 
and since it can be used again and again, the TNT Attack has another 
advantage compared to terrorists.

Ranger Flashbang Grenades > Tank Hunter TNT Attack > Terrorists

USA: 2 GLA: 0 China: 1

The Ranger Flash Bang Grenades are excellent in killing large groups of 
infantry, particularly Angry Mobs. Terrorists are again to be built in 
quantity to ensure success. Although the Tank Hunter's TNT attacks might 
be useless at times, always use them if you do not want them to attack 
while standing still. That's all I have to say. It's hard to visualize 
the picture.

Value for money:

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

Value for money: Excellent

f. Electronics [GCP6F]
USA: None
THE USA does not have any infantry units specializing in manipulating 
electronic devices.

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

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

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


Factor: Ease of use

As long as the enemy has their defenses up, it would be a bit too difficult 
to either slip hackers or saboteurs in. But still, Saboteurs are easily 
trainable. (War Factory is needed only now.)

Saboteur > Hacker

USA: 0 GLA: 2 China: 1

Value for money:

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

Value for money: Poor

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

Value for money: Excellent

The Saboteur is useful if your enemy seems to have forgotten to place base 
defenses near the mountains around his base. China can counter them by 
placing mines around their structures. As for the Hacker, they disable 
buildings from a range. But they have to stay there for some time. So, 
use them for your needs.

g. Hero Units [GCP6G]
USA: Colonel Burton
The United States do not have to rely on that arrogant Tanya Adams anymore. 
Instead, we have Colonel Burton, the man with the most tricks up his sleeve. 
Colonel Burton's rifle can make a quick work of enemy armor and infantry 
units. His knife, can kill enemy infantry without being seen. His Demo 
Charges can be activated by a timer or by remote. Burton can climb over 
steep hills into the enemy base!

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

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

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

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

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

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

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


Factor: Significance of Special Ability

Colonel Burton is definitely the one with the highest flexibility, with 
his all rounded attack abilities. Jarmen Kell's signature ability, the 
Sniper Attack, is not frequent enough, and definitely is not worth being 
a Hero Unit. Black Lotus, although she has no weapons to defend herself, 
can make a difference if you want to sabotage their base in emergencies. 
After all, it only takes 7-9 beeps for her to capture a building, while 
it takes the average Rifle Infantry more than 20 to do so!

Colonel Burton > Black Lotus > Jarmen Kell

USA: 2 GLA: 0 China: 1

Value for money:

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

Value for money: Excellent

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

Value for money: Bad

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

Value for money: Good

It's a pity that you cannot train heroes in quantity, Colonel Burton is 
particularly powerful. He has the most tricks up his sleeve. I just love 
to see him stabbing enemy units to death! As for Jarmen Kell, you should 
snipe a vehicle and retreat to a safe spot every time, as if you get to 
close, you can easily get detected and killed. As for Black Lotus, feel 
free to sneak her into the enemy's base via a Helix to a relatively 
undefended area. Then you can confuse the enemy as you capture their 

7. Armored Units [GCP7]
All armored units are trained in the War Factories, or for GLA, as they 
have a rather secretive organization, from their Arms Dealers. You can 
build tanks, transport vehicles and long range vehicles as well. Some 
intelligence and suicidal units are available too. These units tend to 
have a higher kill ratio, due to their tough armor, but all of them are 
vulnerable to rockets and enemy artillery.

a. Main Battle Tank [GCP7A]
USA: Crusader Tank
The Crusader Tank of the US is the most high tech Tank in the game. Being 
a US unit, it can have drones installed above it. Unfortunately, the drones 
can be easily shot down by enemy defenses. However, their armor can be 
upgraded by composite armor. So, it is quite good actually.

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

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

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

Supplementary Information on the Type 98 Main Battle Tank (It looks the 
most like the Battlemaster): (Reference: Sinodefence)

The Type 98 is the latest development of China's main battle tanks. (MBTs) 
This new prototype has an increase in firepower, mobility and protection 
compared with previous models. The tank was first revealed to the public 
in October 1999, and is reported to have entered service with the PLA in 
a small number for operational test and evaluation before the design is 
finalized. An improved variant of the tank makes use of a new explosive 
reaction armor and the Leopard 2 A6-style additional reinforcement to the 
turret frontal armour with externally mounted add-on armour modules.
The Type 98 is the latest derivative of the Type 90 main battle tank (MBT) 
family. It is also the of officially certified version of China's third 
generation MBT programme, and had been undergoing continuous research and 
development for fifteen years since the eighties. The Chinese third 
generation MBT is known to have suffered certain technical difficulties 
in the early 1990s. The scheduled date of commissioning was postponed 
several times, until the initial approval certificate of the Type 98 was 
issued in 1998.

The Type 98 was first revealed to the public in the national day parade 
on 1 Oct 1999. A small number of the initial production model is in service 
with the Army for initial evaluations and tests. It is expected that the 
final production model of the Type 98 will join the service before 2004, 
depending on progress of the final modification work.

The original design target of the Chinese third generation MBT was as a 
counter to the Soviet T-72 main battle tank, but the changing requirements 
shifted the development to make the tank much more complex than before. 
The later design criteria of the Type 98 were aiming at matching the U.S. 
M1A1 Abrams, while certain aspects of the actual performance of the Type 
98 are catching up with the standard of the M1A2.

It is surprising that China has developed two MBTs, the Type 88C/96 and 
the Type 98, with similar performance at the same time. Although the Type 
96 was regarded as the second generation MBT, while the Type 98 as the 
third generation MBT, they are comparable in term of general performance 
and technology. One possible explanation is that the Type 98 will be 
equipped by the most elite units in a relatively small number, while the 
Type 96, with less sophisticated technology and therefore cheaper unit 
price, will replace the bulk of Type 59/69 in current service.
The layout of the Type 98 is conventional, was to a certain extent, 
influenced by the Soviet Tank designs. The driver's compartment is at the 
front, with fighting compartment/turret in the centre, and the power pack 
in the rear. The complete powerpack assembly can be removed in around 30~40 
minutes and in field conditions. Suspension is of the conventional torsion 
bar type and there are six rubber-tyred roadwheels on each side, with the 
drive sprocket at the back of the tank.

The Type 98 MBT's turret is slightly larger than that of the Type 90, which 
has resulted in a gap between turret and the hull in the front. The advantage 
is that more ammunition can be loaded at once. However, there is a major 
disadvantage in the battle as the whole turret might be blown off if the 
gap is hit.

In addition, the Type 98 also lacks designs often found on Western MBTs 
to minimize the damage in case a HEAT shell hits the tank and penetrates 
it. Some designs include the armor bulkheads to separate the crew 
compartment from the fuel tanks and rounds, as well as the top panels 
designed to blow outwards in case of explosion. This could lead to low 
survivability in modern combat field according to what some tank divisions 
experienced in the 1991 Gulf War.

The main weapon of the Type 98 MBT is a fully-stabilized 125 mm 50-calibre 
smoothbore gun with an autoloader (Hence no loaders are needed). Although 
early reports indicated the cannon was a licensed copy of the Russian 2A46, 
it is actually an indigenous design derived from the Chinese 120 mm 
smoothbore gun technology.

The Type 98 Main Battle Tank has a wide variety of ammo, including armor 
piercing fin stabilized discarding sabot rounds (APFSDS), high explosive 
anti-tank rounds (HEAT), and high explosive fragmentation (HE-FRAG) 
projectiles. China has also manufactured Russian A-11 laser guided 
anti-tank missile (ATGM) to be fired by the 125 mm gun. In addition, the 
Chinese have also experimentally developed depleted uranium rounds for 
their tanks and it may be available to the Type 98. (That's what they meant 
by the depleted Uranium Shells from the Nuclear Missile Silo in the game.)
Fire accuracy is attained by the laser rangefinder, wind sensor, ballistic 
computer, and thermal barrel sleeve. Dual axis stabilization ensures 
effective firing on the move. The commander of the tank can make use of 
up to six periscopes and a stabilized panoramic sight. Both the commander 
and gunner have roof-mounted stabilized sights equipped with day/thermal 
vision, a laser rangefinder and an auto tracker facility. The commander 
has a display showing the gunner's thermal sight, enabling the commander 
to fire the main gun.

The Type 98 is also equipped with a computerized onboard information 
processing system, which can collect information from vehicle navigation 
(Inertia/GPS), observation systems and sensors, process it in the computer 
and display it on the commander's display, giving it the ability of 
real-time command and beyond-vision-range target engaging.
Secondary weapons include a 7.62 mm coaxial machine gun and a 12.7 mm air 
defense machine gun mounted on the commander's cupola. 76-mm Type 84 
five-barrel smoke grenade launchers are mounted on each side of the turret.
The turret and hull are of all-welded steel amour construction. A layer 
of composite armor has been added to the front arc. The armor package is 
of modular design, enabling damaged sections to be replaced or upgrades 
installed throughout service life. Explosive reactive armor (ERA) can be 
fitted if required.

The Type 98 features a JD-3 integrated laser rangefinder / warning / 
self-defense device. Unlike contemporary Russian active tank self-defense 
systems like Drozd, Drozd-2, and Arena, which launch projectiles to disable 
or "shoot-down" incoming anti-tank missiles and projectiles, the Chinese 
system apparently uses a high-powered laser to directly attack the enemy 
weapon's optics and gunner. (Similar to the Paladin Tank)
The system includes what appears to be a laser warning receiver (LWR - 
the dome-shaped device on the turret roof behind the commander's position), 
that warns the crew that their tank is being illuminated by an enemy 
range-finding or weapon-guidance laser. The turret of the tank can then 
be traversed to face the direction of the enemy threat, and the laser 
self-defence weapon (LSDW - the box-shaped device on the turret roof behind 
the gunner's position), can be employed against the source of the enemy 

The procedure of the laser weapon would first use a low-powered beam to 
locate the optics of the enemy weapon. Once the enemy weapon was located, 
the power level of the laser would be increased rapidly. Such an attack 
would disable the guidance optics of the enemy weapon and blind the enemy 

The available photos of the Type 98 have also confirmed that the laser 
weapon can be elevated to a higher angle than the tank's main gun, 
indicating that the type 98 Main Battle Tank has the ability to shoot down 
enemy helicopters. In addition, the laser device could also be used for 
communications between friend tanks.

The Type 98 is powered by a liquid cooled, turbocharged 1,200 hp diesel 
derived from Germany WD396 diesel technology. At its current battle weight 
of 52 tons, this gives a power-to-weight ratio of about 23 hp/ton.

Specifications of the Type 98 Main Battle Tank
Crew: 3 
Weight: 50 tons
Engine: 1,200 hp liquid cooled diesel
Transmission: Mechanical, planetary
Track: Metallic with RMSh, with rubber-tyred road wheels
Suspension: Torsion bar
Radio: Receive/transmit, telephone, laser communications
Dimension: Length: 11.00 m; Height: 2.00 m; Width: 3.40 m
Ground Pressure: N/A
Cruising Range: 450 km, or 600 km with external tanks
Speed: Max road 65 km/h; max off-road 47 km/h; average cross-country 35 
km/h; max swim N/A
Fording Depths: 5 m with snorkel
Main Gun: Indigenous 125 mm smoothbore 
Rate of Fire: 8 rounds/min 
Elevation/Depression: N/A
Auxiliary Weapon: One coaxial 7.62 mm machine gun; one 12.7 mm air-defence 
machine gun
Fire Control: Laser rangefinder input, onboard computer, wind sensor, and 
control panel


Factor: Group attack power (>=5)

First I resorted to one to one combat. The Scorpion Tank, even if upgraded 
to Scorpion Rocket and the rest, cannot beat the Crusader or Battlemaster 
Tank. When it comes between the Crusader and the Battlemaster. The Crusader 
won marginally.

However, when we take the Crusader and Battlemaster on a 8 to 8 combat, 
the Battlemasters won because they had the hoard effect to help them fire 
faster. As most people would build a large hoard of tanks. I come up with 
the following conclusion:

Battlemaster Tank > Crusader Tank > Scorpion Tank

Value for money:

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

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

Value for money: Bad

Submitter's Opinion! Marcus Wong's Opinion
The crusader tank should be considered a fair value of money since it's 
a tradition for EA to give at least one of the tanks in C&C a cost of $900. 
(Remember the Rhino tanks from RA2 and RA.)

Either way, there is a negative review for Generals which is more special 
and ridiculous than the other negative reviews. you can find it at the 
reviews section at the original Generals. The review is titled 'Command 
& Throw Up' and the rating is only 4/10.Pls post your thinking about that 

My answer: 
I was judging the value of money of the Crusader Tank for a Medium Tank, 
this is because the Medium Tank does not classify as a Heavy Tank, the 
Paladin Tank does. For your information, the Medium Tank and all its 
equivalents (Titans, Tick Tanks) all cost $800, but this one costs $900! 
I know that the Heavy Tank costs $950, but as the Crusader Tank is not 
a Heavy Tank, I still consider it to be a bad value of money.

As for that negative review, I think this guy is trying to focus on the 
bad sides of the game. He is right about certain aspects of the graphics, 
as EA did not put a lot of detail into the soldiers, as all soldiers, even 
when viewed close up don't look like human at all! I think he must be from 
Taiwan, as the $1250 he paid for the game must be in NT$, and the NT$ is 
much smaller in value compared with the HK$. (Maybe it is a quarter so 
so of the value.)

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

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

Value for money: Excellent

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

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

USA: 1 GLA: 0 China: 2

I never use Main Battle Tanks myself, so I cannot really comment on any 
of them. So, my only tip for these 3 units is to attack in a larger number 
than your enemy's. Build in quantity, about 50+, this is another reason 
I dislike multiplayer, in fact, if I were the game host, I would set up 
a rule that limits the number of tanks used at a time to a maximum of 30.

b. Troop Transports [GCP7B]
USA: Humvee
The standard troop transport of the US is here. Equipped with Gun-Ports, 
infantry units inside can fire at the enemy. The Humvee can also be equipped 
with a TOW Missile to attack armored targets. There is a catch though, 
if the Humvee is destroyed, the infantry inside will all die! Just a pity 
it does not come packaged with missile defenders.

GLA: Technical, Battle Bus, Combat Cycle
GLA Technical Trucks again carry 5 infantry units. Only that it has no 
gun ports. Its armor is just so weak. Although it can perform salvage runs 
on defeated armored units, and can make use of Armor Piercing Bullets, 
it really cannot help them much. The slow and steady battle bus is a 
different story, the infantry inside can fire out of the gun ports inside 
the bus. And after it blows up, the battle bus becomes a bunker of sorts, 
and the infantry continue to fire inside until it blows up the second time. 
Note that the bus' passengers cannot fire at any specific target, and that 
is a problem. The combat cycle has one infantry inside, and that infantry 
can fire at the enemies. Unfortunately, this vehicle makes the infantry 
more vulnerable to tanks, as tanks are effective against vehicles. And 
when it explodes, the infantry unit is sent flying! You may need at least 
20 of these to make a stand. You can use it as a suicide unit if the passenger 
is a terrorist, but, it can never be as economical as the troop crawler.

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

Supplementary Information on the Type 92/90 Wheeled Armored Fighting 
Vehicle (The Troop Crawler is a 8x8 8 wheeled variant of this vehicle):
(Reference: Sinodefence)
The Type 92/90 is officially designated as Type 92 or Type 90 by the People's 
Liberation Army, and it is designated as WZ551 by the manufacturer. The 
Type 92/90 is contracted by NORINCO.

The Type 92 (ZSL) Infantry Fighting Vehicle has entered service in 1996, 
and the Type 92A Armored Personnel Carrier has entered service in 1997. 
By early 2004, 2 mechanized infantry divisions, 4 mechanized infantry 
brigades and 3 battalions of the PLA have been equipped with the Type 92, 
with a total of around 1200 vehicles being used.

The Type 90 belongs to a large family of armored fighting vehicles with 
a 6-wheel chassis. (Also known as the 6x6 configuration). There are 
variants with 4 wheels and some with 8 wheels. (The Troop Crawler must 
be one of its 8 wheeled variants.) Different variants are used for different 
purposes. The Type 90 was first revealed in 1986, and it is based on the 
chassis of the Tiema XC2200 6 wheeled heavy duty truck, which made use 
of German Mercedes Benz truck designs. The Type 90 has been used by the 
PLA ground force since the early 1990s, and it was further developed to 
over 10 variants including Armored Personnel Carriers, Infantry Fighting 
Vehicles (IFVs), self-propelled artillery, anti-rioting vehicles, combat 
support vehicles, command posts and field ambulances.

The main variant of the Type 90 has a weight of 15.3 tonnes. Each unit 
is served by 3 crew. Which are the driver, commander and the gunner. Each 
Type 90 can carry up to 9 infantry soldiers in its troop compartment and 
it is fitted with fire suppression and centralized nuclear biological 
chemical (NBC) protection systems. This vehicle can also be used in water.

The PLA is transforming its conventional motorized infantry units into 
mechanized infantry troops with rapid reaction capabilities. The Type 90 
series of transports are ideal for these newly trained troops. The 54th 
Group Army in the Jinan Military Region is the first infantry unit to be 
equipped with the Type 90. Units deployed in Xinjiang, Tibet and the Beijing 
Military Region have also been served. More vehicles in this large family 
are expected to be delivered to the PLA in the future. The variant currently 
in service is designated as the Type 92.

Now, as I said earlier, the Type 90/92 has many variants. The first is 
the type 92 (ZSL92) IFV, with a 6x6 chassis. This project was in response 
to the PLA's requirements for a new 6 wheeled IFV in April 1987. It is 
the formal production variant of the Type 90/WZ551. A 30,000km's length 
of road tests have been carried out in the following years, and the vehicle 
received its design certificate in June 1994, and entered service in the 
following year.

NORINCO also had plans to export some variants including the NGV-1 IFV. 
This is another 6 wheeled vehicle, and has a French designed one-man Giat 
DRAGAR 25mm cannon turret, with stabilized sight and night vision equipment. 
There is an extra weapon which is a 7.62mm machine gun.

Another variant is the WZ901 Armored Rioting Vehicle. Other variants 
WZ554 self-propelled twin-23mm antiaircraft artillery guns, 6X6 
WZ551D DK-9 (PL-9) air defence missile system, 6X6 
WZ901F (Type 86) patrol vehicle, 6X6 
WZ91 anti-tank guided missile launch vehicle, 4X4 
Long-hull APC, 8X8 
120mm Self-Propelled Mortar-Howitzer, 6X6 
Armored recovery vehicle (ARV), 6X6 
Armored ambulance, 6X6 

The hull of the Type 90 is made up of three different parts: the driver 
compartment in the front, the powerpack compartment in the middle left, 
and the troop compartment in the rear. The fully amphibious Type 90 is 
equipped to carry 12 personnel: commander, driver, gunner and nine troops. 
There are six firing ports in the vehicle hull, three on each side of the 
vehicle. Communications equipments include a VRC-83 radio set and VIC-83 

The Type 92 IFV is fitted with a one-man 25mm cannon turret and a coaxial 
7.62mm Type 59 machine gun. The 25mm gun has a full 360 degree traverse 
with an elevation of between 8 and 55 degrees to the horizontal. Up to 
400 rounds can be loaded into the 25mm gun, with an additional 120 HE 
(High-Explosive) rounds and 80 AP (Armor-Piercing) rounds carried in the 
turret. The 25 mm gun can fire single, 3-round bursts, or 5-round bursts. 
The max rate of fire is 100 rounds per minute to 200 rounds per minute.

The 7.62mm machine gun has 1,000 rounds. There are eight smoke grenade 
launchers, four fitted either side of the main gun.

The Type 90 is fitted with NBC (nuclear, biological, chemical) protection 
system and automatic firefighting system. Armor protection against 7.62mm 
caliber weapon systems is provided all around the vehicle.

The Type 90 is powered by a German-designed BF8L413F 4-stroke, 8-cylinder, 
turbo-charged, air-cooled diesel engine with a standard power of 235kW 
(320hp) at 2,500r/min. 

The vehicle has 9 forward and 1 reverse gears, with mechanical gear box, 
power assisted steering and independent suspensions. Its central 
inflating system can adjust the tire pressure according to road conditions. 
The tires can support the vehicle to travel 100km at a speed of 30km/h 
after being damaged. In addition, the vehicle is fitted with two propellers 
for swimming.

The vehicle is capable of a maximum speed of 85km/h on paved road and 8km/h 
when afloat. The capacity of the fuel tank was increased by 90 liter to 
fulfill the PLA's requirement for a fuel endurance range of 600 to 800km.

Specifications of the Type 92 Armored Fighting Vehicle
Crew: 12 (3+9) 
Type: Wheeled, armored, amphibious 
Weight: 12.5 tonnes 
Engine: 320hp BF8L413F 4-stroke, 8-cylinder, turbo-charged, air-cooled 
Transmission: Mechanical 
Suspension: Independent 
Radio: VRC-83 radio set; VIC-83 telephone 
Dimension: Length: 6.63m; Height: 2.8m; Width: 2.8m  
Cruising Range: 600~800km 
Speed: Max road 85km/h; max off-road N/A; max swim 8km/h 
Main Gun: 25mm (IFV variant), or 12.7mm (APC variant) 
Rate of Fire: (IFV) 100~200 rounds/min 
Elevation/Depression: (IFV) 8 degrees to 55 degrees 
Auxiliary Weapon: (IFV) One coaxial 7.62 mm machine gun

When it comes to Transports, we will have to consider flexibility.

The Humvee is the most flexible, due to the gun ports, allowing for Missile 
Defenders and Pathfinders to fire out.

The Technical is not flexible, as they can be easily be stopped and the 
passengers killed soon after. The Battle Bus again works like the Humvee, 
but you cannot specifically target anything. As for the Combat Cycle, any 
infantry except Angry Mobs can ride it. So, you can use it to offer some 
protection to individual infantry units.

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

Humvees > Battle Buses = Combat Cycles = Troop Crawlers > Technicals

USA: 2 GLA: 2 (1 for Battle Bus and 1 for Combat Cycle) China: 1

Value for Money:

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

It is the tradition of the Command and Conquer Series to charge this amount 
for a Humvee. Enough said.

Value for Money: Fair

Cost: $500
Armor Piercing Bullet Upgrade: $2000

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

Value for money: Fair

Battle Bus:
Cost: $800

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

Value for money: Good

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

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

Value for Money: Excellent

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

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

Value for money: Excellent

Yes, it is best to load a Humvee with a pathfinder or 2, as it make them 
better at the task at hand. I can make no safety guarantees against air 
strikes if you hide Missile Defenders inside, as units like Raptors and 
MiGs fire so many missiles at them, and it can blow the entire thing up 
in no time. Most people prefer to load 1 pathfinder and 4 missile defenders 
in their humvees but I prefer the 2, 3 combination, as you cannot be too 

c. Anti-air, Anti-infantry Vehicles [GCP7C]
USA: Avenger
The US has come up with a new laser unit. The avenger, its laser can be 
used to shoot down incoming missiles and aircraft, its designator also 
allows your units to hit them faster and with more success. The laser of 
the Avenger cannot be used to kill ground units by itself, while you can 
send it a large number of quad cannons or gattling tanks in and cause 
tremendous damage, you can't do so with Avengers. It's just not worth 
coughing up $2000 to buy one of these vehicles if they can only attack 
air targets. Unfortunately, that's all the US has to effectively down 
aircraft. Life is tough, isn't it?

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

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


Factor: Attack Power and Armor

All the 3 can attack air units effectively, but the Avenger cannot damage 
ground units on its own while the other 2 can. The Gattling Tank is firing 
very fast already, and fires even faster in one more second. So, they can 
reach their full potential without picking up salvage like the Quad Cannons. 
Besides, the Gattling Cannon has more armor than the Quad Cannons, and 
can survive the enemies' attacks better.

Gattling Tanks > Quad Cannons > Avengers

USA: 0 GLA: 1 China: 2

Value for Money:

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

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

Value for money: Poor

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

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

Value for money: Good

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

Again, ditto, this extra $100 is there because the Gattling Tank has better 
armor and attack power.

Value for money: Good

Wouldn't it hurt EA if they allow the Avengers to hit ground targets 
directly as well? If not, I suggest they should lower the price of these 
things. There are nothing wrong with Quad Cannons nor Gattling Tanks though, 
if you are playing against USA, feel free to build them in quantity around 
your base. It will discourage those A-10 Strikes and Fuel Air Bombs.

d. Spray Action Units [GCP7D]
USA: Ambulance
All the Ambulance does is to spray detoxifying foam, that clears radiation 
and chemical toxins. That's it. It is not equipped to kill.

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

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

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

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


Factor: Armor, Effective against

Again, the Ambulance cannot attack anyone directly without the help of 
drones, so a 0 is what it gets.

Both are effective against infantry garrisoned in structures and outside 
structures, but the Dragon Tank is effective against buildings as well. 
Its flame wall is obviously more lethal than the Contaminate ability, as 
it works better against tanks. Another thing is that, the Dragon Tank has 
heavier armor than the Toxin Tractor, and can withstand more punishment.

Dragon Tanks > Toxin Tractors > Ambulances

USA: 0 GLA: 1 China: 2

Value for money:

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

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

Value for money: Bad

Toxin Tractor:
Cost: $600
Anthrax Beta Upgrade: $2500
These tractors are so effective against infantry that, if used properly, 
can achieve a 1 to 30 kill ratio or even higher. So, excellent quality, 
excellent value!

Value for money: Excellent

Dragon Tank:
Cost: $800
Black Napalm Upgrade: $2000
Ditto, ditto, ditto. Again, they cost $200 more as they have better armor 
and attack power.

Value for money: Excellent

The former unit is a mess cleaner, while the latter 2 units are mess creators. 
Unfortunately, it is the tidy person in society who gets abused and 
tormented by those mess creators. There is one thing though, if your enemy 
likes to use terrorists, and has placed them too close to the other units, 
feel free to target him, he will explode, and will take other units around 
him with him! As for the Toxin Tractors, just squirt, and enjoy! If you 
are the person who likes to make extensive use of such things, play as 
Dr. Thrax!

e. Intelligence Units [GCP7E]
USA: Sentry Drone
The new sentry drone is stealthy, and can detect stealth. It can be upgraded 
with machine guns to make it more powerful, but this unit is pathetic, 
as it cannot gain veterancy. When I used these in USA Mission 1 in Zero 
Hour, they were practically the first to die.

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

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


Factor: Self Defense Abilities, Flexibility

The Radar Van has no direct offensive power, so I give that a 0.

Both the Sentry Drone and the Listening Outpost can attack the enemies. 
However, Listening Outposts can give their passengers veterancy when they 
destroy enough targets, while the Sentry Drone cannot. Another thing is 
that, if you load a Listening Outpost with 2 Red Guards, it can do 
considerable damage to infantry units, while the Sentry Drone is stuck 
with its machine gun.

Listening Outpost > Sentry Drone > Radar Van

Value for money:

Sentry Drone:
Cost: $800

You charge THAT much for a simple scouting unit? That's too much, really.
Value for money: Bad

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

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

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

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

USA: 1 GLA: 0 China: 2

If there is one think I do not like in Command and Conquer: Generals are 
units that cannot gain veterancy. As they cannot build up experience, the 
player's incentive to keep them alive for as long as possible drops. As 
for the Radar Vans, always build them in quantity! You can always abuse 
the Scan by building 10 or so. I learnt it in GLA Mission 2. Just keep 
them separated far enough, in case the enemy decides to attack them with 
a superweapon or 2. The listening outpost is just like the troop crawler, 
if you like to produce tank Hunters en-masse, you can just continuously 
build these. Place them in places where the enemy like to send in their 
fighters from, then you can detect them before they can get close. Radar 
Vans make good stealth unit squishers, so if someone sends stealth infantry 
units in, send in your Van to detect and squish them! (I heard this from 
a message board, it may be true, or maybe not. Don't blame me if this is 

f. Electronic Units [GCP7F]
USA: Microwave Tank
The US Microwave Tank, well, fires a microwave beam that can disable, not 
destroy enemy structures, its beam can also hurt enemy infantry. The 
Microwave Tank can cook infantry inside buildings.

GLA: None
Do you expect GLA to have such high tech units?

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


Factor: Special Ability

Both the Microwave Tank and the ECM Tank can disable different things. 
But as they are different things, no conclusion can be drawn.

Microwave Tanks = ECM Tanks > None

Value for money:

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

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

Value for money: Fair

ECM Tank
Cost: $800

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

Value for money: Fair

USA: 1 GLA: 0 China: 1

This is one type of unit that I do not care much about, as they have no 
real direct offensive power. However, the Microwave Tank can well, bake 
the infantry garrisoned inside buildings, just set it to high power to 
ensure the meat is well done! Ha ha ha! As for the ECM tank, build them 
as countermeasures to the enemies' missile attacks.

g. Standard Long Range Units [GCP7G]
USA: Tomahawk Missile
USA's Long Range ballistic is here. The Tomahawk Missile has a very long 
range, and its missile has a tendency to lock onto the enemy, so it seldom 
misses. However, air defenses can easily stop the missile, so build at 
least 2 or 3 for a better effect.

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

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

Supplementary information on the PLZ 155mm Howitzer (Inferno Cannon): 
(Reference: Sinodefence)
The PLZ-45 (also known as Type 88) 155 mm, 45 caliber self-propelled 
howitzer (categorized as gun-howitzer by the PLA) was developed by NORINCO 
in the early 1990s for the international market. The system was jointly 
developed by the 123 Factory, 127 Factory, 674 Factory and Beijing 
University of Science and Technology based on the Type 89 (PLL-01) towed 
155 mm/45 caliber gun-howitzer. 

In 1997, the PLZ-45 surprisingly defeated US and Europe competitors to 
win the contract to provide Kuwaiti Army with a battalion of 72 units of 
self-propelled artillery systems. This sale was a particularly convincing 
assessment of the howitzer's capabilities since the Kuwaiti Army has the 
budget to purchase nearly whatever it wants. A battalion of howitzers were 
then delivered to the Kuwait along with a full package of support, command 
and control, forward observer, and radar vehicles. In 2001, the Kuwaitis 
ordered an additional 74 howitzers from China as it performed surprisingly 
well with the Kuwaiti army.

Despite being a successful design, the PLZ-45 did not enter service with 
the PLA. The limitations of using foreign military GPS signal and expensive 
unit costs were the main problems involved when using the PLZ-45. However, 
since the PLA is still debating whether to replace the Soviet 152 mm 
howitzer by the new 155 mm/45 caliber system, there is a chance that the 
PLZ-45 or a similar design may enter service with the PLA in the future. 

The PLZ-45 may well be one of the most potent weapons of Chinese designs. 
The PLZ-45 combines a new chassis with the powerful 45-calibre Type 89 
(WA-021) 155 mm howitzer. The artillery can fire 4 to 5 rounds in each 
minute. The PLZ-45 Howitzer can carry up to 30 shells. They include NATO 
HE, RAP, illumination, smoke, chemical, guided, DPICM, FASCAM, and ERFB-BB, 
(I wonder whether they will fire napalm shells) and the maximum fire range 
is 24 km (HE) to 39 km (ERFB-BB). Secondary armament consists of a 12.7 
mm W-85 anti-aircraft machine gun mounted on the roof, and two sets of 
four-barrel smoke grenade launchers are mounted on the turret's side. 

The PLZ-45's chassis was derived from the Type 80 main battle tank. The 
combat weight is 32 tons. The power pack is a 525 hp liquid cooled diesel 
engine, giving a maximum road speed of 65 km/h and a cruising range of 
450 km. The artillery is operated by five crewmembers. The compartment 
is equipped with an anti-NBC protection, explosion detection, fire 
suppression, and GPS navigation system. In addition, howitzers sold to 
Kuwaitis Army are also fitted with air conditioners for operating in the 
desert environment.

Each PLZ-45 battalion consists of 1~2 command and control vehicles, 3 
observation and reconnaissance vehicles, 1 target correction radar, 1 
weather radar, 1 repairing workshop vehicle, 1 potable cabin for repairing 
and testing, as well as three howitzer companies. Each company has one 
observation and reconnaissance vehicle, 6~8 howitzers, and 6~8 ammunition 
transport/reloading vehicles. Each howitzer is supported by an ammunition 
vehicle, which can carry 90 rounds and reload the howitzer at a speed of 
6~8 rounds/min.

Specifications of the PLZ 155mm Howitzer
Crew: 5  
Weight: 32 ton 
Power Pack: 520 hp turbocharged diesel 
Transmission: N/A 
Power to Weight Ratio: 16.25 hp/ton  
Speed: 56 km/h 
Road Range: 450 km 
Anti-NBC: Collective 
Fire-Supression System: Yes

Caliber: 155 mm  
Barrel Length: 45 caliber  
Barrel Life: 2,500 firings  
Maximum Firing Range: (High Explosive or HE): 24 km; (Extended Range Full 
Bore, or ERFB) 30 km; (Extended Range Full Bore, Hollow Base, Base Bleed, 
or ERFB-HB-BB) 39 km 
Rate of Fire: intense 4~5 rounds/min; sustained 2 rounds/min 
Loading system: semi-automatic 
Fire Control: Direct or indirect firing with electro-optical sighting 
system for day/night operations; onboard computer; GPS 
Second Weapon: 12.7 mm anti-aircraft machine gun 
Smoke Grenade: Two sets of 4-barrel launchers


Factor: Firing speed and accuracy

The USA Tomahawk Missile really is dashing. Their missiles never miss when 
vehicles are targeted, but can be shot down by base defenses. The Rocket 
Buggy is fast and annoying, but their rockets can easily be stopped by 
Paladin Tanks, Avengers or ECM Tanks. Although the Inferno Cannon is 
slightly slower, its shells cannot be stopped by anything. 

I used to give Inferno Cannon a 0, but since the newest update increased 
the speed of the Inferno Cannon and allowed a Firestorm to be generated 
with ONLY 3 Infernos! Which means, once the shells hit, it would be rather 
late to run, as the fire will burn anything within it, and it does occupy 
a large area! I feel that it is necessary to give the Inferno a better 

Tomahawk Missile > Inferno Cannon > Rocket Buggy
USA: 2 GLA: 0 China: 1

Value for money:

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

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

Value for money: Good

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

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

Value for money: Good

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

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

Value for money: Good

The reason why I put Tomahawk Missiles in this category is that the missile 
has very little area damage in fact. As they cannot see further than their 
actual range, always upgrade it with a scout drone or 2. If you like to 
use them, consider using Search and Destroy or Bombardment in the Strategy 
Center. As for Rocket Buggies, I think EA should program them to fire 
continuously, then they can really be worth the money, as I do not like 
to manually order units to run around, to avoid the advancing tanks. I 
think that EA has programmed the Inferno Cannon so as to encourage you 
to build them in quantity, due to the fire storm. The shells cannot be 
stopped by anything, and can be a real plus if your enemy likes to use 
Paladin Tanks and Avengers.

h. Advanced Long Range Units [GCP7H]
USA: None
USA has to stick to Tomahawk Missiles for long range ballistic combat.

GLA: Scud Launcher
The V3 Launchers of Red Alert 2 are now replaced with Scud Launchers. They 
fire 2 types of rounds. A high-explosive warhead that does a lot of 
explosive damage, and an Anthrax warhead, which does less damage, and 
leaves behind a large cloud of Anthrax on the ground, turning people into 
Salamander Men. The Anthrax Warhead can be upgraded with Anthrax Beta for 
25% more damage. The only weakness is that the missiles may be stopped 
by anti-air defenses, although it occurs not so often.

To switch the type of Warhead used:
Simply click the button corresponding to the type of Warhead (High 
Explosive, Anthrax) you would like to use.

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

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

Factor: Attack Power, whether the projectile can reach its target

The SCUD Launcher can either deliver chemicals or cause a big explosion, 
but not at once, while the Nuke Cannon can. Its new Neutron Shells can 
effectively stop Tank Rushes to your base and clear garrisoned structures. 
Although both of these units need time to set up, the time difference is 
negligible. Anyway, the SCUD can be stopped while the shells cannot.

Nuke Cannon > SCUD Launcher

Submitter's Opinion! Marcus Wong's Opinion
I think nuke cannons should be a tie with SCUDs because they are just SO 
SLOOOOOW its totally ridiculous. It's range is not long enough for 
something that's so huge and bulky. Their deploy time is also incredibly 
long. Worst of all, you can't even put it in a Helix/Chinook for quick 
transporting. As a result, it's near impossible to send nuke cannons to 
your enemy's base, unless his base is right next to you which rarely happens. 
The only thing good about the nuke cannons is it's firepower and neutron 
shells, but that is simply not worth $1600. It's considered a bad value 
of money. So therefore, China's artillery is the worst, despite firing 
unstoppable shells. (the inferno cannon is even more pathetic than the 
nuke cannon except more worth the money.)

My answer:
OK, I don't think their deployment time is much longer than the time it 
takes for the SCUD Missile to be raised for launch, so it is not that 
pathetic really. The NOD Artillery in Command and Conquer: Tiberian Sun 
is very similar in this respect. Of course, it was TOO powerful back then, 
so by the time the Firestorm Expansion Pack was released, the Artillery's 
accuracy was really toned down! Anyway, under your view, China would 
receive a point deduction of 1 point, but that would have no leverage on 
the final score.

The Neutron Shell really is not that useless. ALL garrisoned buildings 
will be cleared if one Neutron Shell hits. (Even Palaces, Internet Centers 
and Bunkers!) I do not find it that hard to bring my Nuke Cannons to my 
enemy's base! GLA also has this logistical problem with the their SCUD 
Launcher, as the best they can do is to use Sneak Attacks to build a Tunnel 
Network quickly. Besides, if you want to send Artillery to an enemy's base, 
you ought to control the land around his base beforehand. Like, say, keep 
the enemy base busy for a while before you slip your Nuke Cannons from 
behind unnoticed.

Value for money:

SCUD Launcher:
Cost: $1200
Anthrax Beta Upgrade: $2500

For a unit that works with the same principle as the Tomahawk Missile, 
I can only say that this unit is worthwhile investment when it comes to 
heavy base assault.

Value for money: Good

USA: 0 GLA: 1 China: 2

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

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

Value for money: Fair

Always build an even number of Scud Launchers in a base attack, one half 
will be armed with High Explosive Warheads, while the other half uses the 
Anthrax Warheads. Then, it can be guaranteed that both infantry and 
vehicles can take considerable damage. The same goes for garrisoned 
buildings, and USA base buildings, you can destroy their buildings, then 
laugh as their infantry turn into blue salamander men! The Nuke Cannon's 
new neutron shells can really help them against annoying tanks. Let's say 
you are in a showdown with one Nuke cannon and a Troop Crawler full of 
infantry versus an enemy army with Many Paladins and Tomahawks and Missile 
Defenders, although the Tomahawks have a head start in the firing, there 
is a delay before the missiles hit. That way, there is time for the Cannon 
to launch 1 neutron shell, this shell is enough. Once it hits, all their 
infantry will be vaporized, so will the drivers inside their vehicles. 
Then you can simply send your Red Guards in to steal their vehicles, when 
your enemy is preparing to counter your attack team, 1 shell can make all 
the difference. The neutron shell can also atomize the infantry hiding 
inside buildings! Including Bunkers and Palaces! So, use it as an 
alternative to the Dragon tank if you do not want to get real close.

i. Suicidal Units [GCP7I]
USA, China: None
The US and China do not use bomb trucks.

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

Value for money:
1000 for pure explosive action that is definitely 5 times more than that 
of a Terrorist really is good.

Value for Money: Good

Score: 1

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

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

j. Advanced Battle Tanks [GCP7J]
USA: Paladin Tank
The Paladin is a tank with heavier armor. It can use a laser to stop incoming 
missiles, regardless of how big they are. They can upgrade their armor 
with composite armor, as usual. Their high price really is a draw back. 
But still, their ability to stop missiles is decent.

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

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

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


Factor: Attack Power, Flexibility

To compare these units, I used the "Kill Ratio" method.

After some testing, I found that 1 fully upgraded Overlord can destroy 
3-4 Paladins, and 3-5 Marauders (No Salvage).

As for flexibility, I think Overlord Tanks are the best, as they can be 
customized with 1 of 3 peripherals to suit their needs. For instance, if 
you upgrade them with a Gattling Cannon, it becomes a anti-air and anti 
infantry platform. If you upgrade them with a Bunker, it becomes a Humvee 
like troop transport. If you upgrade it with a Speaker Tower, it becomes 
a mobile healer! The Marauder Tank is also customizable, as it can upgrade 
itself to up to 2 cannons eventually by picking up the scraps of defeated 
enemies. Now, it is just as armored as the Paladin due to the update. However, 
the Paladin Tank is not flexible at all, and its laser is not that effective 
against rockets, particularly if the enemy continuously sends rocket 
troops against you in quantity.

Overlord Tanks > Marauder Tanks > Paladin Tanks

Value for money:

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

These tanks are not much stronger than Crusader Tanks, and have the same 
attack power, only with the extra ability to use a laser to zap incoming 
missiles and infantry. That's it. Still, EA should not charge that much 
for a tank like this. At least give us 2 cannons!
Value for Money: Bad

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

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

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

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

USA: 0 GLA: 1 China: 2

After my experiences in USA Mission 4, or is it 3? I have concluded that 
for every rocket infantry your enemy has, you have to build 1 Paladin Tank 
to ensure that no rockets hit. While it's 2 for Scud Launchers or Tomahawks. 
I always enjoyed using Marauder Tanks, as they are one of those good against 
everything units in the game. Their Toxin Shells can easily turn infantry 
into Salamander men! The Overlord Tank is for the people who have "taste" 
as they have 3 different peripherals to be installed!

8. Air Units [GCP8]
If you are playing as the USA or China, you get access to air units. To 
build air units, you have to construct an Airfield. Each Airfield houses 
4 jet crafts, and they must be kept there so that the planes can land. 
Helicopters however, can stay in the air for an indefinite amount of time. 
If you play as GLA, then sorry, no air units for you!

GLA: No Air Units
GLA does not use Air Units, how sad.
Score: 0

a. Main Fighter [GCP8A]
USA: Raptor
The US Raptor fires 4 missiles each to their targets, and can be used to 
guard the air. Their attack power can be increased by 25% by the Laser 
Missiles. They can develop countermeasures against anti-aircraft units, 
but what use does it have if there are just so many of them lying around?

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

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

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

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

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

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

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

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

Supplementary Information: (Reference: Jane's)
The USSR's MFI (multifunctional front-line fighter) program began in 1983, 
to develop a fighter to replace both the MiG-29 and Su-27 in Frontal 
Aviation service and compete with the Eurofighter, Rafale and F-22. The 
end of the Cold War detailed much-needed funds, but development continued 
slowly, with the MiG 1.44 demonstrator/airworthy prototype completed in 
1991 (after selection over a competing design from Yakolev).

Flight-cleared engines were not available, however, and by the late 1990s 
the Western Press were suggesting the 1.44 was a mock up or a fake. But 
the 1.44 finally made its first (18 minute) flight on 29 February 2000.

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

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

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

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

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

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


Factor: Armor Protection

Both have an attack upgrade, but their defensive upgrade works differently, 
the Countermeasures decrease the chance for missiles to hit them, but not 
machine gun fire. So, if your enemy makes use of Avengers, Quad Cannons 
or Gattling Tanks, it would not make much of a difference. The MiG armor 
gives extra 25% protection to anything, so that is more worth it. Their 
firestorm is really lethal.

MiG > Raptor

Value for money:

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

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

Value for money: Fair

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

Again, ditto. I really cannot comment on its price, as it is just the 
tradition for C&C programmers to charge between $1200 and $1500 for jet 

Value for money: Fair

USA: 0 China: 1

The Raptor and MiG both have the same abilities, that is, guard air and 
air patrol. Regardless of whatever you use, it is always wise to leave 
a stock of about 4 of these fighters in your base to help weaken the enemies' 

b. Attack Helicopter [GCP8B]
USA: Comanche
The Comanche helicopter attacks with their 4 missiles, and their 20mm 
cannon. When it runs out of ammo, it reloads very quickly, and can continue 
to annoy the enemy until they use their anti-aircraft units. Its rocket 
pods can flatten a large area of enemies.

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

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

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

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

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

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

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

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

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

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

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

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


Factor: Armor, Flexibility

The Helix is definitely more flexible than the Comanche, and they CAN engage 
air units with the proper upgrades. (eg. Bunker full of Tank Hunters, or 
Gattling Cannon Upgrade). Its armor is heavier than the comanches, and 
makes them better for their task in hand.

Helix > Comanche

USA: 0 China: 1

Value for money:

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

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

Value for money: Fair

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

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

Value for money: Good

Comanches are my favorite USA air unit, as they just like to buzz around 
and annoy the enemy. Their Rocket Pods can help if your base is being 
attacked by a large numbers of units that are grouped very closely together. 
Of course, their rocket pods are useful if your opponent sends a slab of 
tanks towards your base. Make sure you target the area you expect the tanks 
to roll to in the next second, as there is a short delay in the unloading. 
As for the Helix, they have both offensive and defensive capabilities, 
and tend to be effective against everything if you upgrade them with all 
peripherals. As a base defense, load a Helix full of Tank Hunters and 
upgrade it with a Bunker.

c. Additional Air Units [GCP8C]
USA: Stealth Fighter, Aurora Bomber
The Stealth Fighter is like the Raptor, only that it can remain undetected 
until the moment before it fires, so it is good against enemy base defenses. 
Its bunker buster upgrade can help it damage infantry garrisoned in Bunkers. 
The Aurora Bomber is a super-sonic aircraft, and can easily evade 
anti-aircraft defenses until it delivers its bomb. Only then it slows down. 
Enough said.

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

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

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

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

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

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

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

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

Value for money:

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

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

Value for money: Bad

Aurora Bomber:
Cost: $2500

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

Value for money: Fair

Score: 2 (1 for each air unit)

9. Base Defenses [GCP9]
Base Defenses are what protects your base from attack while you are away 
attacking. The choice of defenses is richer in Command and Conquer: 
Generals Zero Hour, since in the earlier Command and Conquer games, each 
side only gets a cheap one and a powerful one.

a. Basic Base Defense [GCP9A]
USA: Patriot Missile
The Patriot Missile now can fire a volley of 4 missiles at both air or 
ground units. Being the high tech defense it is, it can signal other missile 
emplacements to open fire on the target. Too bad that the missiles are 
rather inaccurate towards infantry, so watch out for terrorists and Tank 
Hunters who will drop TNT in.

GLA: Stinger Site
Stinger sites are just like Patriot Missiles, only that they have 3 people 
inside that fire stinger missiles at the enemy. This defence structure 
has more weaknesses, as the 3 men inside can easily be killed by snipers, 
flame units or simple rifle fire. They can also be camouflaged, but it 
really can't help them much. Particularly if a scout has seen them.

China: Gattling Cannon
The Gattling Cannon is definitely the most reliable structure, as the 
bullets that continuously fly out are so accurate, and they tend to spin 
faster and faster, causing more and more damage to the enemies. As they 
can be built in quantity, a base can easily be secured.


Factor: Accuracy, Efficiency, Ability for the Projectile to reach target

The Patriot Missile has this relay system which informs other missile 
batteries to fire at the target. This makes them effective against aircraft, 
but not as much against land units. Their inaccuracy is a big problem. 
Particularly if the enemy uses some Avengers or ECM Tanks to deflect your 

The Stinger Sites have the same problems of the Patriot Missile - Inaccuracy. 
However, as they can be camouflaged, this is just great as the enemy will 
have a hard time guessing the position of your turrets. However, it's no 
use if a scout has already seen your sites.

The Gattling Cannon NEVER misses, in spite of its lower damage towards 
vehicles, but can make a great difference if the enemy likes to use ECM 
Tanks or Avengers. All the 3 structures above require garrisonable base 
defenses to support them still.

Gattling Cannon > Patriot Missile > Stinger Site

Value for money:

Patriot Missile:
Cost: $1000

The Patriot Missile is sort of effective against tanks. But they are just 
so inaccurate against infantry units. There are many times when I got blown 
up by terrorists because those missiles cannot hit them in time. But still, 
it is a reasonable value for money, as it is the tradition of C&C programmers 
to charge $1000 for such defense buildings.

Value for money: Fair

Stinger Site:
Cost: $900
Armor Piercing Rocket Upgrade: $2000
Camo Netting Upgrade: $900

The Stinger Site may be cheap, but that is because it takes much more space 
than the other 2 basic base defenses. But still, as long as it is cheap, 
it can be quantity and of course, consider building these sites in a circle, 
or any other regular polygons, then attacks from all sides can be covered.

Value for money: Good

Gattling Cannon:
Cost: $1200
Chain Gun Upgrade: $1500

This defense may sound expensive, but it is because of its accurate and 
never miss property. While planes and Malcolm "Ace" Granger can easily 
avoid the missiles of those other defenses using their countermeasures 
and laser point defense systems, there is no escape from the Gattling Cannon. 
Besides, this weapon can render infantry into mince meat in no time. As 
you can leave the tanks to the Bunkers with Tank Hunters, this is also 
a good value for money indeed.
Value for money: Good

USA: 1 GLA: 0 China: 2

It's a pity that the programmers of this game do not create a base defense 
structure of comparable attacking power to the Obelisk of Light. All of 
these 3 structures are not to be used alone. Prepare to secure them with 
other support units. Note that if your opponent installs drones on your 
tanks, these defenses will target them first. So, always make your turrets 
fire at the tanks first by manually targeting the enemy.

b. Garrisonable Base Defenses [GCP9B]
USA: Fire Base
USA has this new unpowered structure that has a 155mm Artillery platform 
to Damage Tanks. 4 infantry units can garrison inside at once to fire at 
the enemy. However, there are many weaknesses, first this structure is 
extremely vulnerable to Jarmen Kell and Artillery. Once, in US Mission 
3, this Scud Launcher fired its explosive shell at the base, and all the 
infantry died! The same goes for Jarmen Kell, as he can destroy this 
structure in 3-4 shots! Same goes for Nuke Cannons, and Inferno Cannons.  
Finally, the artillery does not do enough damage to Scorpion Tanks! So, 
to conclude, you must group these with Patriot Missiles.

GLA: Tunnel Network
The GLA Tunnel Network can hide up to 10 units, armored or infantry inside 
at once, and can repair them to full health inside. It comes with 2 RPG 
Troopers, so it only costs $200. Although the gun port mounted on the tunnel 
causes minimal damage, you can always ambush attackers from inside the 
tunnel network. It can be camouflaged. Their tunnel sneak attacks can also 
surprise the enemy.

China: Battle Bunker
The Chinese Battle Bunker houses up to 5 infantry at once. Now you see 
the point, whenever you use Battle Bunkers filled with Tank Hunters in 
conjunction with Gattling Cannons, a practically unbreachable defense 
line can be formed. It can be mined.


Factor: Protection, Attack Capability

The infantry units hiding inside Fire Bases are just far too vulnerable. 
While the units inside Tunnel Networks are more or less protected. 
Protection is the most important factor in this comparison. Now, it is 
time to compare the attack capabilities of the two. Tunnel Networks rely 
on the player to manually evacuate the troops inside to attack, and that 
the entire network can only hold 10 units. Bunkers on the other hand, are 
attack defense structures, and you can build as many and stuff them with 
as many troops as you like. So, I decide to revise the score here.

Battle Bunkers > Tunnel Networks > Fire Bases

Value for money:

Fire Base:
Cost: $1000

In my opinion, the power of the Fire Base itself is not high enough, and 
is still inaccurate towards infantry units. Besides, the Missile Defenders 
and pathfinders that you garrison inside are not protected enough. One 
single SCUD or artillery shell can kill them all. So, it is obviously 

Value for money: Poor

Tunnel Network:
Cost: $500
Camo Netting Upgrade: $900

I can only use one word to describe the value for money of this structure: 
Excellent. After all, it builds so fast, and can be camouflaged!

Value for money: Excellent

Battle Bunker:
Cost: $400

I will also use one word to describe the value for money of this structure: 
Ditto. In fact, it is very cheap for a garrisonable structure that cannot 
be cleared by normal means.

Value for money: Excellent

USA: 0 GLA: 1 China: 2

Again, these structures are not to be used alone, always pair them up with 
the basic base defense structure to ensure good security.

c. Traps [GCP9C]
USA: None
The US lacks mines or bombs or any sort.

GLA: Demo Trap
That's right, the GLA has the ability to place barrels filled with dynamite 
that explodes when someone gets near it. At $400, it is perfect for 
providing choke point security. This Demo Trap is effective against most 
Tanks, if your enemy likes to use tank rushes, you should place them in 
strategic areas to increase chances of success.

To switch from proximity detection mode to manual detonation mode:
Click the Manual Detonation button on the Demo Trap to switch to Manual 
Detonation Mode. Then to detonate it, click on the Detonate Now button. 
This is useful if you want to reserve your trap for stronger units like 
Overlord Tanks.

China: Land Mines and Neutron Mines
All Chinese Structures can be fitted with mines surrounding it to protect 
enemies from getting too close. Each building can be mined once, but those 
mines reappear after a while by mitotic cell division! The Neutron Mines 
vaporize or I should say, atomize annoying infantry and Saboteurs, and 
can again, kill the drivers inside vehicles.

To mine your structures:
Click on the Land Mines button and wait a while. Mines will be laid. It 
costs $600. Then to upgrade to Neutron Mines, click on the Neutron Mines 
button. It costs another $500.


Factor: Explosive bias

For Traps, the attack damage is the most important. So, those Demo Traps 
come out as the winner. No need to visualize the picture to you. Although 
Neutron Mines can neutralize drivers inside vehicles, most vehicles will 
be destroyed by the time it gets to your mines.

Demo Traps > Land Mines and Neutron Mines

Value for money:

Demo Trap:
Cost: $400

Ladies and gentlemen, we now have the all out surprise solution to Tank 
Rushes coming at $400 each! An excellent value of money! Buy it!

Value for money: Excellent

Land Mines and Neutron Mines:
Cost: $600 for Land Mines and $500 for Neutron Mines

These are relatively expensive for traps, however, it is good that these 
things can respawn indefinitely, and hence can be a good value for money 
if you are playing as GLA and they like to use Saboteurs or Terrorists.

Value for money: Good

USA: 0 GLA: 2 China: 1

The Demo Trap provides choke point security, only if your worker can reach 
the building site. This is an active defensive structure, as you have to 
make the worker unit build them manually one by one. But still, it is rather 
amusing to see those units move over the trap and beep beep beep! Boom! 
And they all fall down! AS for the Neutron Mines, vehicle stealers rejoice! 
Any vehicle that gets too close to your structure will lose control of 
the vehicle, as the driver is dead. You know the drill, steal them!

d. Fake Structures [GCP9D]
GLA: Fake/Real Structures
Yes! The GLA can build fake structures to divert the enemy. These structures 
can be detonated as a trap, or can be upgraded to a real structure!

Value for money:
Cost: $625
Upgrade to Real Structure: Actual Cost of Structure - $625

No comment here, after all, if you upgrade it to a real structure, you 
will just wind up paying the entire price of the building.

Value for money: Fair

Score: 1

To upgrade to a Real Structure:
To upgrade your Fake Structure to a real Structure, click on the Upgrade 
to Real Structure Button. The cost = Cost of Real Structure - Cost of Fake 

10. Base Infrastructure
Every organized base has units divided to perform different tasks. Some 
are responsible for collecting supplies to earn cash, and some are used 
to provide power, and some to gather intelligence abilities. A strong side 
is one which is efficient in all of the above.

a. Standard Resource Gatherer [GCP10A]
USA: Chinook
The American Chinook Transport Helicopter allows for quick transport of 
supplies to your base. In fact, it can carry $600 at once. After you upgrade 
it to have supply lines, it can carry 10% more. It can also carry 8 infantry 
alone or 2 vehicles and 2 infantry units at once. Apart form this, it can 
combat drop into enemy garrisoned buildings to clear them out. So, the 
Chinook really is the best.

To perform a Combat Drop:
Load your Chinook full of Rangers, and then click on the combat drop button. 
Then click on the structure you intend to take over. "Have fun, boys."

GLA: Worker
The GLA is the slowest resource collector of the lot, and is overpriced 
at $200. The Worker also has to double as the builder, so be sure to build 
a lot of them. Their new worker shoe upgrade is not going to help them 
a lot. Their extremely low HP makes them the worst.

China: Supply Truck
Being half the price of a Chinook, the Supply Truck can collect half as 
much as the Chinook at once. But they are better than the workers though.


Factor: Efficiency

Supplies collected per unit price:
Chinook: 660/1200= 0.55 per $
Supply Truck: 300/600 = 0.50 per $
Worker: 75/200 = 0.375 per $

It is obvious, really, which unit is the most worth it.

Chinook > Supply Truck > Worker

USA: 2 GLA: 0 China: 1

Although the Chinook does not get close to the anti-air defenses, the anti 
air units get to it! So! When your Chinook is going to fly to a hostile 
territory to collect resources, "adult supervision" is required! Heh heh! 
For Workers and Supply Trucks, always build your supply centers right next 
to the docks for quick collection.

b. Power Supply [GCP9B]
USA: Cold Fusion Reactor
Very expensive, very uneconomical for a superpower like the US. Only 5 
units of power for $800! Although it can make use of more control rods 
for $500 (After patch), it can never be as cost effective as the Chinese 
one. I think I know why the world is so mad at Bush for rejecting the Kyoto 
Protocol now!

To upgrade to make use of Control Rods:
Click on the Control Rods button to upgrade your Cold Fusion Reactor. It 
takes some time to do so.

GLA: No Power Plant
The GLA does not need electricity to run! Ha ha!

China: Nuclear Reactor
This time, we get 10 units of power for $1000. Much more cost effective 
than the US. Who cares if the plant explodes?

To Overcharge your Nuclear Reactor:
Sometimes, when your base receives a power cut unexpectedly, click on a 
Nuclear Reactor and then click on the Overcharge Button. That Nuclear 
Reactor will then generate 5 more units of power. Just remember to stop 
the overcharge when power is restored. Otherwise, guys, there is going 
to be a meltdown!


Factor: Efficiency

Cost per unit power:
USA: $130
GLA: $0
China: $100

Again, the result is obvious.

No Power Plant > Nuclear Reactor > Cold Fusion Reactor

USA: 0 GLA: 2 China: 1

It's amazing that the USA, being the superpower it is, is not so resourceful 
when it comes to power. Their cost per unit power is $130, while it is 
$100 for China. In case of urgent power shortages, always Overcharge your 
Nuclear Reactors to keep your super weapons running etc. until enough power 
plants have been rebuilt. Although GLA does not require power to run, it 
is always wise to capture power plants, as power speeds up their production 

c. Infinite Supply Gatherer [GCP9C]
USA: Supply Drop Zone
The USA Supply Drop Zone receives air drops of supplies every 2 minutes. 
That's too long! Besides, it takes too much power to run, and the supply 
plane can easily be shot down.

GLA: Black Market
The Black Market costs $2500, and gives out $20 every "beep". It is more 
useful than the US Drop Zone, as it gives the GLA access to many upgrades 
that improve their units' attack power by 25%, that is, the Armor Piercing 
Bullets and Armor Piercing Rockets.

China: Hacking the Internet with Hacker inside the Internet Center
Each Hacker costs $625, and gives out $5 with each beep. It may seem that 
its value is the same as the black market, but no! Hackers can gain veterancy, 
and eventually get $10 with every beep! Besides, Hackers can move around, 
but the Black market cannot! Heh heh. The new Internet Center can offer 
protection to the hackers from Rebel Ambushes! Their beeps seem to go faster 
inside. So, well, it's the best.


Factor: Frequency, Armor, Amount given, etc...

Supply Drop Zone: 2 minutes
Black Market = Beep
Hackers in Internet Center = Multiple Beeps. Increases with number of 
Hackers inside.

Supply Drop Zone: Weak
Black Market: Weak, but can rebuild from hole
Internet Center: Can withstand a Particle Cannon

Amount Given:
Supply Drop Zone: $1500
Black Market: $20
Hacker: $5 --> $6 --> $8 --> $10

Other Noticeable Features:
Supply Drop Zone: Crates dropped sometimes may miss the drop zone, 
requiring units to manually collect them. This is more likely if you build 
your drop zone on the edge of the map.

Black Market: Can provide important upgrades like the Armor Piercing 
Bullets, Armor Piercing Rockets, Junk Repair, Buggy Ammo and Radar Scan.

Internet Center: Provides China with intelligence capabilities, that was 
once their weakness. Satellite 1 reveals the areas around each of your 
opponents' command center permanently, Satellite Hack 2 intermittently 
reveals all areas that your opponents' can see, much like the Intelligence 
Option in the US Command Center.

There are just far too many factors to compare them with. Such as frequency, 
amount per run, protection and so on. But when we take some of them into 
account, I arrive at this conclusion.

Hackers in Internet Center > Black Market > Supply Drop Zone

USA: 0 GLA: 1 China: 2

Regardless of what type of gatherer you are using, always build in quantity. 
Enough said. Note that the Internet Center can only be built once, so, 
you can always have a group of Hackers hack the internet in another obscure 
area of your base.

d. Radar and Intelligence [GCP10D]
The Americans have Radar right off the bat with their Command Center, and 
are presented with the Spy Satellite, which can reveal a large piece of 
land in the Fog of War, and can be used every minute. They also have the 
Intelligence ability deployable in the Strategy Center, and reveals the 
ENTIRE MAP every 5 minutes. If you can spare a General Point, you can also 
get a Spy Drone, allowing you to consistently spy on your enemy, 
particularly useful in the start of a match.

GLA has to rely on its Radar Vans, built in the Arms Dealer for 500 credits. 
The Radar Scan is available as a counterpart to the Spy Satellite. The 
problem is that it is available a little too late at the Black Market, 
and it reveals rather little land at a time. (in spite of its 30 second 
prepping time.) The only redeeming feature is that you can abuse the Radar 
Scan by building multiple Radar Vans.

China only has to upgrade their Command Center to make use of Radar. All 
Intelligence activities are then conducted in the Internet Center, which 
PERMANENTLY reveals all land around all the Command Centers once Satellite 
Hack 1 is in use. Once Satellite Hack 2 is in use, you can intermittently 
SEE ALL LAND the enemy see! All of these perks cost only 4000 credits in 

By comparison: USA > China > GLA

USA: 2 GLA: 0 China: 1

11. Superweapons and Generals Abilities [GCP11]
Infantry Dispensing Ability:

USA: Paratroopers
The US can send up to 20 Rangers into the enemy base via airdrop. 
Unfortunately, the transport planes tend to have very little armor, and 
the Rangers are always scattered too much when they land.

GLA: Ambush
The GLA can make up to 16 Rebels appear out of nowhere in the selected 
area. This is much better, as there is no defense against it, and when 
you have researched into camouflage upgrade, the Rebels won't be spotted 
if you do not use stealth detection.

China: None
In spite of its huge population, China does not have an ability to dispense 
Red Guards in an instant.

To use these abilities:
Click on the button on the side bar, and then click on the target area.

One can be stopped, the other cannot. Now, which is better?

Ambush > Paradrop > None

There is no defense against ambushes, the only way to deal with it is to 
randomly place base defenses deep inside your base. To prevent those 
paradrops, always build those anti air units in quantity!

USA: 1 GLA: 2 China: 0

Cash Obtaining Ability:
USA: None
The US lacks ability to steal cash or obtain cash in their generals' 

GLA: Cash Bounty
The GLA can earn up to 20% of the enemy units' value when they kill. This 
is great, as not only you can get large sums of cash just by fighting, 
you can know who made the kill, as the money will appear on the vehicle 
who killed.

China: Cash Hack
The Chinese can steal up to $4000 from enemy supply centers. But who needs 
it? Especially Black Lotus can cash hack, and the Hackers can hack the 
internet for money.

To use Cash Hack:
Click on the button on the sidebar, and then click on the enemy supply 
center or supply stash you want to steal money from. Note that you must 
be able to see it (ie. Not in Fog of War) before you can use it.

Cash Bounty can raise the incentive of you to kill enemies, and the money 
just comes rolling in, there is no need to wait, or reveal the area around 
the enemy supply center,

Cash Bounty > Cash Hack > None

With the Cash Bounty ability, you can become a paid to kill General! This 
is useful in the late game, when resources are almost exhausted. But please 
note that your Command Center must be standing in order to take advantage 
of it.

USA: 0 GLA: 2 China: 1

Quick Bombardment Ability:
USA: A-10 Strike
The A-10 Thunderbolts from the first Command and Conquer are finally back. 
The US can send up to 3 of them at once to create massive damage. 
Unfortunately, the A-10 are vulnerable to anti-aircraft fire, and cannot 
hit targets too far in the base, particularly the enemy has many 
anti-aircraft measures in use.

Supplementary Information on the A-10 Thunderbolt II (Reference: Jane's)
Nicknamed the 'warthog', the A-10A evolved from USAF experience in the 
Vietnam War, which highlighted the need for a new close support aircraft 
with anti-tank capability.

The first Fairchild YA-10A flew on 10 May 1972, with Fairchild's design 
sacrificing sleekness for survivability and operational effectiveness. 
The low-set larger-area wing gives extremely good low-speed 
maneuverability over the battlefield, while the two TF-34-GE-100 
turbofans are housed in separate external pods toward the rear of the 
fuselage, using the wings and twin finned protection versus small arms 
and cannon at low altitudes, the pilot sits in a titanium 'bathtub' 
extending to the 1,174 round ammunition tank for the A-10's most fearsome 
weapon, its nose mounted 30mm seven barrel rotary cannon capable of firing 
armor piercing depleted uranium shells at 2,100 or 4,200 rpm. A Pave Penny 
seeker allows the pilot to spot target 'painted' by other lasers, and the 
Warthog can carry up to 7,258kg (16,000lb) of additional ordnance on eight 
underwing and three underfuselage hardpoints.

A total of 721 A-10As entered service with the USAF, making a spectacular 
contribution to the Gulf War of 1991. A small number have been redesigned 
OA-10As for use in the FAC role. After almost being retired in the 190s, 
the USAF now plans to operate about 400 A-10s for anther 30 years, and 
is looking to replace the current engines, and develop structural and 
avionics upgrades.

Specifications for the Northrop Grumman A-10A Thunderbolt II
Powerplant: two 40.32kN (9,065 lb st) General Electric TF34-GE-100 
non-afterburning turbofans

Dimensions: length 16.26m (53ft 4in); height 4.47m (14ft 8in); wing span 
17.53m (57ft 6in)

Weights: empty, equipped 11,321kg (24,959lb); MTOW 22,680kg (50,000lb)

Performance: max level speed at sea level 706 km/h (439mph); max rate of 
climb at sea level 1,828m (6,000ft)/min

Armament: one GAU-8/A 30mm cannon with 1,174 rds; up to 7,258 kg (16,000lb) 
of ordnance including AGM-65 Maverick ASMs, LGBs, free-fall bombs, ECM 
pods, AIM-9 AAMs and auxiliary fuel tanks

GLA: None
The GLA does not have an ability to quickly bombard the enemies' base.

China: Artillery Barrage, Carpet Bomb, Cluster Mines
The Chinese has the ability to fire up to 36 Artillery Shells anywhere 
in the map. The good thing is, it has no defenses against it, and can hit 
very far into the enemy base. So, once you hear the sound, get ready to 
say your prayers! I don't think I have to state what the Carpet Bomb does, 
but its area of effect is greater in Zero Hour. The Cluster Mines can mine 
any area of the field.

To use these abilities:
Click the button on the sidebar, and then click on the target area. That 
area will be temporarily revealed, allowing you to see the fireworks!

Artillery Barrage is unstoppable, while A-10 strikes can be. Carpet Bombs 
and Cluster Mines also can be. But at least they are better than GLA, which 
lacks these abilities.

Artillery Barrage > A-10 Strike = Carpet Bomb = Cluster Mines > None

USA: 1 GLA: 0 China: 4 (2 for Artillery Barrage, 1 for Carpet Bomb and 
Cluster Mines each)

All these abilities are in a send in and forget basis. No need to explain. 
For your information, A-10 Strike (assuming that all 3 jets reach their 
target) with Particle Cannon or Artillery Barrage with Nuclear Missile 
can destroy any superweapon structure. Keep this in mind. Command Centers 
are built to withstand such attacks, so never target them with these 
abilities, as they are an absolute waste of time.

5 Star General Bombing Ability:

USA: Fuel Air Bomb, Leaflet Drop, Scepter Gunship 
What can I say? A Boeing B-52 Stratofortress will be sent in out of no 
where, and drop a very explosive fuel air-bomb into the target. Destruction 
guaranteed. The MOAB upgrade helps them more and more! The Leaflet drop 
temporarily disables enemy units, while, the Scepter Gunship circles 
around the target, and cuts down the enemy with its guns. A great Arsenal 

Supplementary Information for the Boeing B-52 Stratofortress: (Reference: 
Originally conceived as a turboprop replacement for Boeing's B-50, the 
B-52 Stratofortress emerged in 1952 powered by J57 turbojets. Adopting 
the shoulder-mounted wing, tandem mainwheel landing gear and dual podded 
engine configuration of the company's B-47 Stratojet, the XB-52 prototype 
first flew on 15 April 1952. Production models ran from the B-52A to the 
B-52H, with final production ending in the 1960s. Today, only 76 B-52Hs 
remain in service, but the USAF bomber master plan has them serving until 
2034, when these aging 'BUFF's will be 70 years old!

The B-52H has evolved into a long-range stand-off cruise missile carrier, 
with a typical load of six AGM 86B ALCMs on each wing pylon and eight on 
an internal rotary launcher. It could also carry 50,000lb of free-fall 
bombs. A strengthened airframe on the B-52H allows low-level operations 
and the four 12.7mm tail guns have been replaced with a six barrel 20mm 
radar-directed Vulcan cannon.

The USAF plans continuing updates to keep the B-52 current. ECM 
improvements were funded in 2000, with a datalink and weapons databus 
upgrade planned for 2006-2010. An in-flight mission replanning capability 
is schedules for 2015. There has also been talk for several years of 
replacing the eight TF33 turbofans with four 192.16kN (43,200 lb st) Rolls 
Royce RD211-535E4s, to increase thrust, reduce fuel consumption and 
improve reliability.

Specifications of the B-52H
Powerplant: eight 75.62kN (17,000 lb st) Pratt and Whitney TF33-P-3 

Dimensions: length 49.05m (160ft 11in); height 12.40m (40ft 8in); wing 
span 56.39m (185ft)

Weights: MTOW 229,088kg (505,000lb)

Performance: cruising speed at high altitude 819 km/h (509mph); 
penetration speed at low altitude 652-676 km/h (405-420mph); service 
ceiling 16,785m (55,000ft); range 16,093km (10,000 miles)

Armament: one Vulcan 20mm six-barrel cannon in tail turret; up to 22,680 
kg (50,000 lb) of AGM-86C ALCMs, B61/83 nuclear weapons and AGM-142 Have 
Nap PGMs, or 51 x 340kg (750lb)/454kg (1,000lb) conventional bombs.

Supplementary Information on the Northrop Grumman B-2A Spirit: (Reference: 
Revealed on 22 November 1988, the B-2A Spirit low-observable stealth 
strategic bomber was the result of a classified USAF programme begun in 
1978 for a new Advanced Technology Bomber, intended to penetrate deep into 
Soviet airspace. The first of six prototypes (AV-1 to AV-6) made its maiden 
flight on 17 July 1989, and the 'Stealth Bomber' was declared operational 
in April 1997. The Air Force originally planned to buy 132 B-2s, but 
production ended in 1997 after 21 aircraft. Each cost more than $2 Billion.

The B-2A is a blended flying wing with straight leading edges and a 
'sawtooth' trailing edge. A centrebody smoothly contoured into the upper 
wing surfaces contains the two man crew compartment and two weapons bays, 
while the low-observable contouring extends to the engine bays, each hosing 
two F118-GE-110 non-afterburning turbofans. The engine exhausts are 
positioned well forward of the wind trailing edge, helping to reduce the 
heat-signature available to enemy IR sensors. Internal rotary launcher\s 
can carry a weapons load of up to 22,680 kb (50,000 lb) of nuclear and 
conventional weapons.

Six B-2As saw their first combat service over Kosovo in 1999, dropping 
more than 454,000 kg of GPS-guided munitions, mainly JDAMs. All missions 
were flown from Whiteman AFB in the US, as the stealthy B02 requires special 
servicing and maintenance that makes overseas basing difficult. All 21 
B-2s are to be upgraded to Block 30 standard by 2000.

Specifications of the Northrop Grumman B-2A
Powerplant: four 84.5 kN (19,000 lb st) General Electric F118-GE-110 non 
afterburning turbofans

Dimensions: length 21.03m (69ft); height 5.18m (17ft); wing span 52.43m 

Weights: empty 45,360kg (100,000 lb); MTOW 170,550kg (376,000lb)

Performance: max level speed at high altitude 764 km/h (475mph); service 
ceiling 15,240m (50,000ft); range at MTOW with 16,919kg (37,300lb) warload 
11,667km (7,260mi); range with one aerial refueling 18,520km (11,508 

Armamaent: up to 22,680 kg (50,000 lb) including up to 16 AGM-129-ACMs, 
16 AGM-131 SRAM IIs, 16 B61/B83 free fall nuclear bombs, 50 Mk 82 454 kg 
(1,00lb) or 16 Mk 84 906kg (2,000lb) bobs, 36 M117 340.5kg (750lb) 
fire-bombs, 36 cluster bombs and 50 Mk 36 454kg (1,000lb) sea mines

GLA: Anthrax Bomb
A plane drops a bomb with a little explosiveness into the selected target. 
The Anthrax Produced is only effective if there are enemies in the area. 
Otherwise, it is useless.

China: EMP Bomb
The Chinese have the ability to drop a bomb which transmits an 
electromagnetic pulse in a very large area, disabling any vehicle and 
structure in its radius in a considerable amount of time. Always coordinate 
this attack with an air-strike or tank rush. You'll see what I mean.

To use these abilities:
Click the button on the sidebar, and then click on the target area. That 
area will be temporarily revealed, allowing you to see the fireworks!

The Fuel Air Bomb is the best of all these abilities, because of its high 
damage potential. Scepter Gunship is good, but the problem is that manual 
targeting is required to achieve the maximum effect. The Anthrax Bomb is 
also cool, because of its ability to dissolve even armored units in a jiffy. 
The sole redeeming feature preventing the EMP bomb is that it can disable 
buildings. Meanwhile, the Leaflet Drop and deserves a zero, as these 
disabling drops take too long to arrive, and the enemies most likely would 
be out of place when they come.

Again, fire and forget, that's all I can say. I think the MOAB is the 
funniest, they call it the Mother of All Bombs! Why? Why not the Father 
of All Bombs, Brother of All Bombs or Sister of All Bombs?

NOTE: The above is just a lame joke. I KNOW THAT MOAB stands for Massive 
Ordnance Air Burst. I am saying this because I received many e-mails, even 
one from someone claiming to be a US Army Detonations Expert of what it 
really is.

USA: 3 (2 for the Fuel Air Bomb, 1 for the Scepter Gunship) 
GLA: 1 China: 1

5-Star Sneak Attack Abilities:

GLA: Sneak Attack, GPS Scrambler
The GLA Sneak Attack enables you to place a tunnel network anywhere on 
the map! Great for sneak attacks. The GPS Scrambler makes an area of your 
units invisible for a short period of time. Again, a very effective attack 
ability. Prince Kossad has this ability right at the start.

To use the Sneak Attack:
Click on the button on your sidebar, and then click on the position where 
you want to place the tunnel. You can adjust the direction of which the 
Tunnel Network is facing. Again, the position of placement must not be 
in a fog of war.

GLA: 2

3-Star Morale Boosting Ability

China: Frenzy
China has this new ability that can cause a large number of their units 
frenzy, and attack with up to 30% more damage for 30 seconds! Now, you 
really can have brute force!

China: 1

Super Weapon:

USA: Particle Cannon
The Americans have the ability to beam highly charged particles to attack 
the enemy. That's not all, you can control the beam as it spreads havoc. 
It is the only super weapon that can destroy GLA structures with their 
holes. Unfortunately, it does not collateral damage in form of chemicals 
or radiation. So it is not so good, if you want to coordinate your attack 
with a second land attack.

GLA: Scud Storm
The GLA has the ability to fire a volley of 9 Scud Missiles into the enemies' 
base. The Scuds are filled with chemicals, and can cause a lot of damage 
to the survivors of the blast. However, it can destroy the GLA buildings 
but not with their holes. So that's a problem. However, it is better than 
the Particle Cannon, as the chemicals that come out can really "clean" 
an area of the enemy's base, allowing you to follow up with a large scale 
conventional attack.

China: Nuclear Missile
The Nuclear Missile is back from Red Alert. Like the Scud Storm, it can 
clear a large part of the enemy's base in one single blast, with its 
radiation and all. But wait, there's more! You can use the Nuclear Missile 
Silo to provide Uranium Shells for your Main Battle Tanks, and also upgrade 
your tanks with Nuclear Reactors inside to increase their speed by 25%. 
A new addition is the Neutron Shell upgrade to the Nuke Cannons. So it 
is more useful.

The Superweapons topic is extremely controversial. It has been debated 
around about which one is the best. But still, I will do it anyway, but 
will have the shotgun ready in case some radicals who disagree come flaming 
in. (Hee hee.)

The Particle Cannon's recharge time is shortest at 4 minutes, but what 
I don't like is that you need to control it manually, so it is hard to 
coordinate multiple Particle Cannons at the same time.

GLA's SCUD Storm DOES not require power and is the most durable of the 
three. It's a fire and forget type of thing, this is why I think this is 
the best, in spite of its 5 minute prepping time.

China's nuke is the slowest of all, but equal damage is dished out to 
anything within its radius, and since one nuke drops, there is basically 
no time for the people inside the area to move out of the way.

Having analyzed these factors, I think the SCUD Storm still has an edge 
over the other 2.


SCUD Storm > Particle Cannon = Nuclear Missile

USA: 0 GLA: 1 China: 0

Using super weapons is not a way to win a battle, they are there to assist 
you, so regardless of what weapon you use, always have a large tank horde 
or something like that on standby, then you can really do a lot of damage 
to the base. Because the 3 super weapons have different attack potentials, 
the count-down timer for the Particle Cannon is 4 minutes, that of the 
Scud Storm is 5 minutes, and that of the Nuclear Missile is 6 minutes. 
USA and China can take advantage of those super weapons if they can 
coordinate them with an A-10 Strike or an Artillery Barrage. However, if 
I were the game host, I will choose to limit the superweapons, as extensive 
use of superweapons take out all the sport out of this game.

12. Final Overall Comparison [GCP12]

Hot Units:

USA: Rangers, Missile Defenders, Pathfinders and Colonel Burton
GLA: Rebels, Angry Mobs, Jarmen Kell
China: Hackers, Black Lotus

USA: 12 GLA: 5 China: 4
Winner: USA

USA has the most number of utility units as far as infantry units are 
concerned. The Pilot really can reapply veterancy, they can really help 
those vehicles in battle. GLA has the largest number of units to choose 
from, that's good for those people who have "taste". China may have lagged 
behind, but attack in quantity, and it can make all the difference, as 
they have the horde effect. USA tends to be a big winner in the Infantry 
section. I wonder if they can be just as good in other features.

Armored Units:

Hot Units:

USA: Paladin Tank, Humvees, Tomahawk Missiles and Microwave Tanks
GLA: Attack Cycles, Scorpion Tanks, Marauder Tanks, Rocket Buggies, Scud 
Launchers and Bomb Trucks
China: Battlemaster Tanks, Dragon Tanks, Troop Crawlers, Listening 
Outposts, ECM Tanks, Inferno Cannons, Nuke Cannons and Overlord Tanks

USA: 7 GLA: 7 China: 15
Winner: China

USA is definitely the side which requires you to make use of almost every 
single unit in their armored unit arsenal to assault the enemy's base. 
Such arrangements are too inconvenient. However, their microwave tanks 
really are hot! If your enemy garrisons snipers inside buildings, rangers 
can be killed easily, while they cannot do anything but watch as your 
Microwave Tank goes in and dings them to death! It is different for GLA 
and China, as they both have all rounded Advanced Battle Tanks. The reason 
why I let the combat cycle to be a hot unit instead of the technicals, 
as terrorist-bikers are much faster then techinicals holding terrorists. 
Regardless of which side you use, the artillery units are ALWAYS hot! Just 
distract the opponents' units with your tanks while the artillery fires 
from behind! China's listening outposts and troop crawlers can really help 
if you want your transports bundled up with free infantry, just like Happy 
Meals! (The McDonald's in Hong Kong are still cheap, by the way.)

Air Units:

Hot Units:

USA: Raptors, Stealth Fighters, Comanches and Aurora Bombers
GLA: None
China: MiGs and Helices

USA: 2 GLA: 0 China: 2
Tied at First Place: USA and China

Regardless of which side you choose, their air force is hot! Of course, 
USA is the hottest! The new Helix Helicopter has really given China the 
ability to control the sky! This is particularly true if you upgrade with 
Gattling Cannons or Bunkers filled with Rocket Infantry, most aircraft 
will be downed in no time! USA wins, as they have 4 units, while China 
has only 2! USA is the side for people who like to rely on air units, build 
about 20 planes, and the enemy should have a hard time getting near your 
base. Of course, if you are GLA or China, you should always target your 
superweapons towards their airfields, and only attack while they are out 
on a raid.

Base Defenses:

Hot Stuff:
USA: Fire Base
GLA: Demo Traps, Tunnel Networks, Fake Structures
China: Gattling Cannons, Bunkers, Neutron Mines

USA: 1 GLA: 4 China: 5
Winner: China

The GLA and China are ahead in the base defense department. Concerning 
Demo Traps, do not build them too close to your own structures, otherwise, 
when the enemy gets to it, "beep beep beep" BOOM! One structure reduced 
to a hole! China retains the old Command and Conquer Tradition of "build 
10 turrets and you will be safe" tradition. The Gattling Cannons and Bunkers, 
when used in conjunction can prove extremely difficult to breach. As for 
USA, well, "Beware Patriot Batteries, they are dangerous!" I think not. 
So be prepared to guard the area surrounding your base with Comanches and 
the like.
Base Infrastructure:

Hot Stuff:
USA: Chinooks, Supply Drop Zones
GLA: The ability to run without electricity, Black Markets
China: Nuclear Reactors, Internet Center

USA: 4 GLA: 3 China: 5
Winner: China

The Base Infrastructure department is balanced enough. Enough said. Having 
compared the intelligence abilities, I find USA to not be that bad here 
after all.

Super Weapons and Generals Abilities:

USA: 5 GLA: 8 China: 7
Winner: GLA

The style of each side can be seen from the General Abilities, that's for 
sure. USA is addicted to high-tech advanced strategy and the usage of planes. 
GLA loves sneaky underhanded tactics and various methods of sabotage. China 
relies on pure brute force, and bombs, bombs and bombs!

As I said before, extensive use of superweapons take the sport out of the 
game, so I recommend limiting the number of superweapons to 1 and only 
1. (Of course, if your enemy is being too slow, you can use superweapons 
as a psychological device.)

My recommended Generals Abilities are as follows:

Paladin Tank (1 point)
Pathfinder (1 point)
A10 Strike Level 3 (3 points)
Fuel Air Bomb (1 point)
Specter Gunship (1 point)

Scud Launcher (1 point)
Marauder Tank (1 point)
Rebel Ambush Level 3* (3 points)
Cash Bounty Level 3* (3 points)
Sneak Attack (1 point)
GPS Scrambler (1 point)
* = optional abilities

Nuke Cannon (1 point)
Artillery Barrage Level 3 (3 points)
Artillery Training* (1 point)
Carpet Bomb* (1 point)
Cluster Mines* (1 point)
Frenzy Level 2* (2 points) or 3* (3 points)
* = optional abilities

13. About the Talented Generals [GCP13]
As you can see, one of the new features of Command and Conquer: Zero Hour 
are the inclusion of 9 new Generals who are talented in different fields 
of battle. There are 3 Generals in each side, and this section will compare 
their different features and special abilities.

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


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

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

Special properties of her army:

EMP Patriot System:
Instead of using normal Patriot Missiles, Alexis Alexander will use 
missiles that deliver an Electromagnetic Pulse to the enemy. Any vehicles 
that get hit are disabled for a short period of time, while aircraft are 
downed instantly. This helps make up for her lack in attacking units, 
however, they are still hot targets for Enemy Artillery.
Points awarded: +1

Advanced Control Rods:
Now, by paying an extra $500, you get 15 units of power instead of the 
usual 5! That's what a super weapon general needs. Otherwise, how could 
she have powered up her particle cannons?
Points awarded: +1

All vehicles and aircraft cost more to produce:
Ugh! This is one thing that severely weakens Alexis Alexander! All vehicles 
cost significantly more than the standard USA, and the Avenger costs $2400 
a piece! That's ludicrous I tell you! No wonder Alexis is hardly efficient 
in her use of resources!
Points deducted: -4

Particle Cannons cost only $2500:
What would a superweapon general do without superweapons? Now, as Particle 
Cannons are selling at only $2500, they can build as many as there are 
supply drop zones in her base! For some strange reason, the particle cannons 
fire a pink beam, instead of a blue one. I have no idea why.
Points awarded: +2

Main Battle Tanks are not available:
Another problem with the USA Talented Generals is that they are FAR TOO 
SPECIALIZED IN THEIR FIELDS while they are severely weak at other fields. 
What can she do without those tanks? This means that the basic attacking 
units on her side are humvees loaded with Missile Defenders, and I am sure 
that this is hardly worth it.
Points deducted: -2

Aurora Alpha Bombers replace Aurora Bombers:
As she is a Super Weapon General, Alexis Alexander's auroras really have 
to be highly explosive! Instead of using regular bombs, they use Fuel Air 
Bombs! The initial explosion is like that of a normal Aurora's bomb, but 
then, it will be followed by a "shock" blast that is even more damage and 
has 1.5 times the radius of a Nuke Cannon shell! Very, very lethal indeed. 
I guess the whole point of introducing this unit, is to encourage people 
to play as Alexis Alexander, as everything else is extremely weak for her! 
Points awarded: +3

Net Score Change: +1
Score: 20 + 1 = 21

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

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

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

Special properties of his squadron:

King Raptor replaces normal Raptors:
The King Raptor REALLY is an enhanced version of the Raptor! Instead of 
just having 4 missiles, they have 6! The missiles are golden in color and 
pack a bigger punch. Besides, these Raptors seem to be better armored, 
cool! Build these in quantity and get the Air Wing Honor!
Points awarded: +3

Laser Point Defenses included in all Aircraft:
With Laser Point defenses installed in all aircraft, all of these units 
will become Paladin Planes! However, there is no stopping bullet based 
anti-air units, so watch out.
Points awarded: +1

Combat Chinooks:
In addition to normal Chinooks, you can now build Combat Chinooks, which 
are Chinooks with a bunker installed. Hence, infantry units can fire from 
inside, and you can wreck as much havoc as the bunker helices do! Besides, 
they can also collect supplies if you wish, unfortunately, they can't if 
they are loaded.
Points awarded: +2

No Main Battle Tanks are Available:
With such a powerful air force, Malcolm Granger does not need any basic 
ground unit. That's his loss, so you cannot make multi-prong attacks.
Point deducted: -1

Stealth Comanches:
Now, you can upgrade your Comanche helicopters to become invisible. Much 
better for airborne sneak attacks! This is the reason why Comanches will 
replace the Crusader Tank as the basic attacking unit of Granger's side. 
But beware of stationery base defenses, as they can detect your helicopters 
very quickly.
Points awarded: +2

Carpet Bombing is available at the Strategy Center:
If you play as Malcolm "Ace" Granger, all you need to do is to have a Strategy 
Center built in order to make use of Carpet Bombs! The bombs are more intense 
than the China Carpet Bombs, and hence can deal more damage and destruction! 
Points awarded: +2

Stealth Fighter is available at the start:
This really is not so significant, but it is worth awarding a point for 
them. Have fun messing with your opponents' bunkers and tunnel networks!
Point awarded: +1

Net Score Change: +10
Score: 20 + 10 = 30

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

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

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

Bright Properties of his army:

Laser Defense Turrets replace normal Patriot Missiles:
Wow! This really is hot! Instead of those lame missiles that are so 
inaccurate and are able to be stopped by a lot of things, General "Pinpoint" 
Townes has decided to make a more practical approach on things. These lasers 
fire just so quickly and they NEVER miss! Just a pity these things aren't 
as powerful as Obelisks of Light...
Points Awarded: +3

Cold Fusion Reactors give 8 units of power to begin with:
Well, he already has to make his lasers work, and hence, a better power 
output is required. This gives him a slight advantage compared with the 
standard USA army.
Point awarded: +1

Tomahawk Missiles are unavailable:
He's a Laser General, right? Tomahawk Missiles are non-laser weapons. Hence, 
none can be purchased by General Townes. This has got to be the only weakness 
of "Pinpoint" Townes.
Point deducted: -1

Avengers cost less to produce:
Another hot thing about Townes' army is that you get a 25% discount when 
purchasing Avengers. They only cost $1500! Which means you can get USA's 
only answer to air attacks for a much cheaper price. Enjoy.
Points awarded: +2

Laser Tanks replaces all Main Battle Tanks:
Another unique unit of General Townes' army. The laser tank is practically 
a Crusader Tank equipped with a powerful laser. However, power must be 
constantly supplied, or your tanks will all power down and become useless. 
But otherwise, a great tank.
Points awarded: +3

Net Score Change: +8
Score: 20 + 8 = 28

Comparison of all 4 types of USA army:
Malcolm "Ace" Granger > General "Pinpoint" Townes > General Alexis 
Alexander > Standard USA


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

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

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

Chemical Properties of his army:

Toxin Networks replace Tunnel Networks:
Instead of using a simple mounted "click" gun, Dr. Thrax, like General 
"Pinpoint" Townes, has decided to put a more practical approach to things 
in life. This tunnel network has a toxin sprayer similar to that of Toxin 
Tractors. Of course, both infantry and light vehicles will be completely 
dissolved before they know it! In fact, I know many people, especially 
absolute beginners try to use many many workers to build many toxin networks 
in their opponents' base to overwhelm them and get quick wins. This tunnel 
rushing is very annoying to most people, fortunately, I can stop more than 
80% of such attacks now. Meanwhile, EA has decided to deal with this unfair 
practice by significantly increasing the Tunnel Network build times in 
their first update for the game.
Points Awarded: +3

Stinger Site missiles and Rocket Propelled Grenades become chemical:
That's right, you chemical people out there, the good Doctor has prepared 
his medicine into lovely little rocket powered pills! It is guaranteed 
to cure any disease that threatens the health of your base, including the 
tank virus and infantry bacteria! Enjoy!
Points awarded: +2

Toxin Rebels replace normal Rebels:
That's right, you now have some trooper that acts somewhat like the 
flamethrowers of the original Red Alert, except they are Chem Warriors. 
They are practically effective against anything that they can attack, 
except buildings, but that's what their Capture Building abilities are 
used against, right?
Points awarded: +2

Toxin Terrorist replaces normal Terrorists:
The Toxin Terrorist is the same as the standard GLA Terrorist, but unlike 
the Terrorist he explodes in a cloud of toxin. However, the damage done 
is not weakened, which makes them slightly better.
Point awarded: +1

Bomb Trucks can only be upgraded with the Bio Bomb:
This is one weakness of the Doctor's army. Then, their Bomb Trucks cannot 
pack as much of a punch than other GLA armies. But powerful nonetheless.
Point deducted: -1

Tanks start with Toxin Shells:
Yay! That's $1000 saved so that you can get your Scorpion Tanks to poison 
the enemy right from the start. I am sure you will have a lot of fun with 
these things.
Point awarded: +2

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

All Chemical Weapons start as Anthrax Beta and can be upgraded to Anthrax 
The good old Doctor has the 25% attack bonus for his chemical weapons, 
and now, he only has to pay $1000 more at the palace to make use of another 
25% attack bonus! Yummy, tasty...
Points awarded: +3

Net Score Change: +12
Score: 20 + 12 = 32

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

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

Special Properties of his bombers:
Demo Traps are enhanced to Advanced Demo Traps:
Whoopee! Introducing the new Advanced Demo Trap: with more dynamite, more 
explosiveness and more damage! Wait, there's more! It comes cheaper than 
the normal Demo Trap! Coming from a worker near you. DISCLAIMER: WE ARE 
Point awarded: +1

With this upgrade, ALL of your units and structures become suicide soldiers. 
When they are killed, they explode, dealing similar damage to that of a 
terrorist to anything that is too close to the unit. Besides, each unit 
can blow themselves up when commanded. So, really, every unit is a 
Points awarded: +2

Booby Trap upgrade is available at the start:
Now, your Rebels can plant their booby traps anywhere right at the start. 
As simple as that.
Point awarded: +1

Terrorists do more damage, and they come with combat cycles at the start:
What could be better? This is one of the best improvements in the game! 
Now, you can just click on the Combat Cycle button at the Arms Dealer a 
few times, and many turbo charged terrorists can spring out! As they deal 
more damage, these guys are really going to strike fear into the hearts 
of many C&C Players!
Points awarded: +4

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

Jarmen Kell is now a professional bomber:
If you play as General Rodall "Demo:" Juhziz, Jarmen Kell basically will 
become Colonel Kell. This is because, he gets to plant timed demo charges 
and remote demo charges against buildings! Well, "I have something to give 
Points awarded: +2

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

Net Score change: +12
Score: 20 + 12 = 32

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

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

Special Properties of his Agency:
All structures can be camouflaged using Camo Netting:
He is a stealthy general, right? Now, not only his base defenses are 
camouflaged to begin with, all other structures can become invisible to 
the enemy! Then, when you build a second base somewhere else, people will 
have a hard time finding you! However, Camo Netting isn't cheap, so you 
had better have lots of money! Besides, camouflaging the Supply Stash will 
hide your workers while they are collecting supplies. Safety first!
Points awarded: +3

All Rebels are camouflaged to begin with:
Now, it can be guaranteed that your Rebels will not be disturbed while 
they are going towards oil derricks or whatever they are going to capture. 
The element of surprise is sometimes what separates clean destruction from 
all out battles of attrition.
Point awarded: +1

Hijackers are available at the start:
Now, you can have a lot of pleasure stealing the enemies' vehicles! Enjoy! 
This is important as Prince Kassad, being secretive can't afford to make 
use of tanks.
Point awarded: +1

GPS Scrambler is available at Level 3, and recharges faster:
With James Kassad, you can cloak your units much earlier and more frequently. 
However, your opponents will be informed when you use GPS Scramble, so 
you still have to be careful not to be noticed.
Point awarded: +1

Prince Kassad does not have the use of Tanks or the Scud Launcher:
This is Prince Kassad's one and only weakness. This means that if you play 
as Prince Kassad, you must make use of frequent sneaky attacks with Quad 
Cannons in the lead, Rocket Buggies in the rear. If the enemy sends a large 
battalion of tanks with Stealth Detectors against you, you are toast. But 
still, this disadvantage is slightly offset by the use of Hijackers.
Points deducted: -2

Net Score Change: +4
Score: 20 + 4 = 24

Comparison of all 4 types of GLA armies:
Dr. Thrax = General Rodall "Demo" Juhziz > Prince Kassad > Standard GLA 


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

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

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

Special Properties of his Regiment:
All infantry units start at the Veteran Level:
Running advanced field training programs for his soldiers really helps! 
The Anvil's soldiers all begin at Veteran Level, even Hackers and Black 
Lotus! Besides, Minigunners can be made to come out of the barracks as 
elite soldiers. What could be better?
Points awarded: +2

Minigunners replace normal Red Guards:
Instead of using a simple bolt action rifle, the Minigunner uses a minigun, 
simple as that. Of course, a minigun has a rotating barrel and will spin 
faster and faster with time, just like a gattling gun. Although you can 
only train one with one click of a button for $350, the really are worth 
getting. Particularly they CAN target air units as well.
Points awarded: +2

Fortified Bunkers replace normal Battle Bunkers:
The Fortified Bunker holds twice as many men as the normal Bunker. That 
is, 10! Besides, it is already mined to prevent people from sneaking over. 
However, they still have the weaknesses of normal Bunkers. That is, one 
Neutron Shell or Bunker Buster bomb will kill EVERYONE inside the bunker.
Point awarded: +1

All Minigunners and Tank Hunters are trained to be nationalistic to begin 
with, and can be made to be patriotic:
The Anvil's soldiers are trained to love their country. So, when 5 of them 
are grouped together, you see a red star with a golden ring surrounding 
the soldier, that means, they will fire 1.25*1.25 times faster! When the 
Patriotism upgrade is researched, an additional white star appears beneath 
the red star, and the soldiers will fire another 25% faster! Loving one's 
country does work wonders!
Points awarded: +2

Hackers are now Super Hackers, and Black Lotus is now Super Lotus:
Remember that "Anvil" Shin Fai has developed advanced training programs 
for his operatives? And hence, hackers are now... Super! They are now stealth, 
and can hack into the Internet much quicker than before, and can disable 
enemy vehicles. Being a superwoman, Super Lotus can capture buildings, 
steal money and disable vehicles faster too.
Points awarded: +3

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

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

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

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

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

Points awarded: +6

Battlemaster Tanks, Gattling Tanks and Overlord Tanks are all unavailable:
This is probably the only weakness of the great Anvil. However, the lack 
of tanks is offset by the attack outposts and Assault Troop Transports, 
if you use them wisely, of course.
Points deducted: -2

Net Score Change: +14

Score: 27 + 14 = 41

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

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

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

Special Properties of his Battalion:
All infantry units and aircraft are ludicrously overpriced:
Ta Shi Yi Ge Tan Ke Zhang Jun! He is a Tank General! General Ta excels 
in building tanks, and yet he cannot train infantry and aircraft well! 
Imagine, Red Guards and Tank Hunters cost $375, a Hacker costs $780 and 
Black Lotus costs $1875! This will be a big problem in later stages of 
the game, particularly if you need infinite supply gatherers. Hence, you 
must train Hackers as soon as possible when you have the money to make 
up for the loss.
Points Deducted: -2

All Tanks start at Veteran Level, and Battlemaster Tanks can be made to 
come out of the War Factory as Elite units:
General Ta has focused exclusively in training the crew of his tanks. 
Therefore, each tank will already have some hands on experience to begin 
with. His Battlemaster Tank crews can attend an "intensive summer course" 
so that they can become elite tank crew to start with. The tuition fee 
is, well, 1 General Point.
Points awarded: +3

All Tanks cost $100 less, and Troop Crawlers cost $200 less:
Being the Tank General that he is, General Ta Hun Kwai has improved the 
efficiencies of his war factories, and hence it takes fewer raw materials, 
steel and miscellaneous ingredients to cook his tanks up. Even the troop 
crawlers cost only $1200! This means, you can train Red Guards more 
efficiently by building a Troop Crawler instead of training them in the 
Points awarded: +3

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

No Artillery Units are available:
The problem with General Ta Hun Kwai is that, his attacks are powerful, 
but lacks range! What can he do if both the Inferno Cannons and Nuke Cannons 
are unavailable? Then, he would have to force his tanks straight into the 
enemy guns!
Points deducted: -4 

Emperor Overlord Tanks replace normal Overlord Tanks:
Oh Boy! It's a big one! It's a big one! These new prototype Emperor Tanks 
come with a speaker tower on its back, and can have an additional Gattling 
Cannon added for anti-infantry purposes. Just a pity that they cannot have 
a Bunker mounted on its back as well. I guess it's just the consequence 
of General Ta's neglect on infantry units. When you see a lot of these 
coming towards your base, you may have to consider pitting as much artillery 
you have against them.
Points awarded: +4

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

Net Score Change: +10

Score: 27 + 10 = 37

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

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

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

Atomic Structure of his army:
Advanced Nuclear Reactor replaces normal Nuclear Reactors:
As usual, for power plants, we have to consider efficiency.
Power Supplied: 18 Units
Cost: $1200
Cost per unit Power: $66.6 recurring decimal
This is like having a 33.3 recurring decimal % discount on buying power. 
Very efficient indeed! When you overcharge a Advanced Nuclear Reactor, 
you get, that's right... 27 units of power!
Points awarded: +2

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

That is to say, if one of General Tsing Shi Tao's tanks is destroyed in 
the middle of a large battalion of troops, the explosion can potentially 
damage or destroy those around them! With the Isotope Stability upgrade, 
the Clear Stone's tanks will have much more stable nuclear reactors, and 
will explode just like any normal tank does, and of course, will not blow 
up neighboring units! Safety First! Go for Stable Isotopes!
Points awarded: +3

Nuke Cannon is available right at the start:
This is one good modification to the standard Chinese army that sort of 
makes it a direct enhanced version of it. With the Nuke Cannon available 
at the start, a General Point is saved, then, you can use that for something 
more constructive, like the Frenzy!
Points awarded: +2

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

Helices drop Nuclear Bombs instead of Napalm Bombs:
This is relatively a small improvement, but it will give General Tsing 
Shi Tao some help in destroying tanks using the Helix.
Point awarded: +1

MiGs can be upgraded to fire tactical nuclear missiles:
Whoopee! By constructing a Nuclear Missile Silo, you can purchase these 
handy-dandy tactical nukes into your MiG fighters! These missiles have 
the power of a Nuke Cannon shell, and can destroy even the mightiest of 
tanks in a couple of blasts! Destruction guaranteed.
Points awarded: +3

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

Nuclear Missile Silos cost $500 less:
As General Tsing Shi Tao, he gets a 10% discount on building Nuclear 
Missiles! Hmm... Interesting...
Point awarded: +1

Net Score Change: +18

Score: 27 + 18 = 45

Comparison of all 4 types of Chinese armies:
General Tsing Shi Tao > General "Anvil" Shin Fai > General Ta Hun Kwai 
> Standard Chinese Army

14. Conclusion [GCP14]
Final Score:
USA: 31 GLA: 25 China: 38
All Rounded Side: China

Final Scores of the Talented USA Generals:
General Alexis Alexander: 26
General Malcolm "Ace" Granger: 36
General Pinpoint Townes: 34
Most Talented USA General: General Malcolm "Ace" Granger

Final Scores of the Talented GLA Generals:
Dr. Thrax: 39
General Rodall "Demo" Juhziz: 39
Prince Kassad: 31

Tie Breaker goes to: Dr. Thrax
Most Talented GLA General: Dr. Thrax

Final Scores of the Talented Chinese Generals:
General "Anvil" Shin Fai: 48
General Ta Hun Kwai: 44
General Tsing Shi Tao: 52
Most Talented Chinese General: General Tsing Shi Tao

What each side is good at:

USA: Infantry Attacks, Air Power
GLA: Sneaky Attacks, Suicidal Attacks, "Waste not, want not!"
China: Brute Force through large scale deployment of armored units and 
infantry, robust defenses, decent air force

USA is good at Infantry and Air Units. So that's where USA players should 
rely on. GLA is decent for sneak attacks, so use more sneak attacks. China 
is the best in armored units and base defense, so it is the side for people 
who like brute force. China has a little of everything, and it is decent 
for players who do not want to rely on just one type of unit, and is my 
personal favorite.

Note that for the final score, if you take the maximum possible errors 
in account (+/- 5), the difference in score is negligible. So, really the 
game is quite balanced.

Again, you can read this guide, print it out if you want it to read it 
in bed or whatever, just don't copy it! That's all! See Ya!

This guide is intended to be published in GameFAQs at the moment. If someone 
else wants to publish it, they must contact me through e-mail.

Appendix I: Feedback Information [A1]
Since the publishing of the original version of this guide, I decided that 
I must make some new rules for those people who want to give me a feedback 
about my guides. All future strategy guides will have this section. If 
the following rules are not observed, I will just consider your e-mail 
to be spam mail or flame mail, and I will delete it without reading it, 
and will blacklist your e-mail address.

For publishing permission:
I usually will allow people to publish my guides on their websites as long 
as they ask for permission. That's it. Although I do not have a lawyer 
to sue anyone if they do it without my permission, I expect everyone to 
have self discipline about these things.

Feedback Concerning Mistakes: (THIS IS THE MOST IMPORTANT PART, LISTEN 
As I am a human, and we are all humans, we all make mistakes. Nobody is 
perfect. If I had made any mistakes in my guide, feel free to e-mail me. 
But however, you must follow these rules. I have typed out some bad examples 
with each rule, and they are from some of the e-mail I received by people 
who are dissatisfied by my original Command and Conquer: Generals side 
comparison guide.

You must:
Be polite, as I will take these feedback letters as seriously as formal 
letters, and you should specify the version number of my guide, then I 
can check my guide out. However, it need not be as formal as business letters, 
after all it is only a game. You should also present yourself clearly, 
I won't even think about anything that I cannot understand at the first 
glance, as I am a busy person.

For example,"I enjoyed reading your guide, but disagreed with you on some 
points." From a person called Alex Shikh or "I agree with you that China 
is the strongest factions, but it is not much stronger than the other 2." 
From Ives Gobau And so on.

You must not:
Say any foul language and offend me. 

For example, "Your guide was ********, full of lies and biased opinions." 
From K Truin. You are not going to make me listen by saying rude words 
to me, you will only give me the impression that you are either uneducated 
or have low EQ.

Conduct any surveys about how good my guide is and give it to me, as I 
could not care less about your so-called surveys. 

For example, "I have conducted a survey about your guide and over 90% said 
that it was a trashy tabloid." From Frozak.

Start a petition to have my guide removed. 

Before, I was worried about this annoying "Petition: FAQ Removal" board 
made by a certain person called GamerEX. That is, "I would like to start 
the petition to have kylohk's Command and Conquer: Generals Side Comparison 
Guide as it is based on opinions and fluff." When I was asked by IGN to 
publish my Side Comparison Guide on their site, I told the sender about 
my worries, and he assured me that I can stick with my own ways and need 
not listen to angry letter up. So, that's what, if you make any rash moves 
like organizing petitions, I really won't bother to negotiate with you.

Finally, you must not say anything I consider to be racist. 

For example, "You mentioned that you live in China that is obvious, 
considering your bias towards this side, etc..." "I am afraid that your living 
in China has blinded your judgment so much." From someone I could not 
remember his name. So, what are you trying to say, say that us Chinese 
are all idiots? Besides, the word bias is used to describe unfair 
comparisons due to neglecting some facts. As I have put all facts into 
account, I really cannot have made any bias towards any sides.

From all the 50 or so letters complaint I received, I decided to listen 
to less than 5 of them. Why? As only 5 of them could follow the rules stated 
above. So, you MUST take those points into consideration, or else, don't 
expect me to listen to you.

Game Help:
If you have read my guide and did not understand something, feel free to 
ask, but please do not do this too often, as my e-mail account has other 

You may have wondered why I put this section up. This is a new 
"Anti-disturbance" ordinance I set up for my own use, in order to minimize 
all those annoying and insulting things I receive. In fact, during 
September alone, I received at least a hundred of mail concerning my Side 
Comparison Guide, and I am now to make sure this will never ever happen 

Thank you for your cooperation.

Lo Kai Yan Alasdair, kylohk. (Kai Yan Lo From Hong Kong)

Appendix II. Letters from Readers [A2]
This section basically shows some of the letters I received from Readers 
of this guide. They are free to express their opinions, AS LONG AS THEY 

A letter from someone called Marcus Wong, dated 15 March, 2004
I enjoy reading your guide,but i have to disagree with certain things in 
your guide:

1. Avengers are excellent AA. They easily own all aircraft,and also even 
if it doesn't destroy them it will at least stop the missiles from coming 
in. Their high price is a really big problem though. (1)
2. Supply Drop Zones are the best infinite supply gatherers in the game. 
1500 every 2 minutes is pretty worth the waiting. Also, you said the supply 
plane can be shot down easily. Sure, it's true, but only after it drops 
the supplies. It will always make it to the drop zones unless you put it 
in the center of the map. The problem though, is that there is a 100% chance 
of losing that plane after dropping the supplies (unless the enemy base 
is destroyed). (2)
3. You made some mistakes in your FAQ. Humvees actually cost $700 and sentry 
drones cost $800. (3)
4. Fire bases are good at stopping tank rushes and should be considered 
good value of money. Always build them in groups to stop even the best 
tank rushes. Also, the infantry you garrison in the fire bases are quite 
safe, since they are immune to tank shells. (4)
5. Rebels should be considered excellent value of money since they're 
extremely cheap and you can upgrade their firepower (Armor piercing 
6. Red guard should be considered good value of money. (5)
7. Raptors and Migs are at a tie. (6)
8. Paladins and Marauders are at a tie too. (6)
9. Crusaders are better than standard China`s battlemasters but no better 
than Tao`s or Kwai`s battlemasters.

Thats all.
PS this is my first email ever sent so don't shoot me if I offended you 
in any way. :P

My Comments:
(1) As you can see, I compared the Avenger with the Quad Cannon and Gattling 
Cannon. What have those two had in common that the Avenger does not? The 
ability o attack ground units! I know that it is such a highly specialized 
unit in downing aircraft and missiles, but why charge it $2000, and not 
allow it to hit ground units?

(2) It is also possible to build Supply Drop Zones in a way so that their 
times are out of phase with each other, and supplies are dropped much 
frequently, but it is very difficult to manually time their constructions 
so this happens.

(3) OK, I will fix that typo right away. Of course, the Sentry Drone's 
value for money will ALSO be lowered to Bad!

(4) You can build them in quantity all you want, but how much space is 
it going to take, besides, they are still vulnerable to fast moving aircraft 
even if you garrison troops inside. Of course, if your opponent's tanks 
use Toxin Shells, one or two hits will generate enough poison to kill the 
ones in the front off. One artillery shell or SCUD will kill everyone 

(5) If they charge these units for $100 each like in the first Command 
and Conquer game, then I will consider this.

(6) If I take your views into account at this point, then China will 
experience a point deduction of 2, while GLA experiences a point deduction 
of 1. Then China will still be the most all rounded, and GLA would appear 
to be the least all rounded. But still, the scoring really is dependent 
on how you look at things in this game. So, there really are an infinite 
number of opinions possible.

A second letter from Marcus Wong, dated 19 March, 2004.

Now, about the crusader tank. I think it's reasonable for EA to charge 
it $900 because it has a lot (not slightly) more armour than the 
battlemaster tank. I checked the INIZH.big file in the Zero Hour directory. 
The Crusader tank has 480 health points, while battlemasters only have 
400 health points. Crusader tanks have 80 more health points, and each 
health point costs 0.8 dollars more. (1) Also, with composite armour, its 
armour becomes heavier. (2) What's more, its firepower can be increased 
for FREE using bombardment strategy plan from Strategy Center (I always 
choose bombardment plan). (3) Isn't that worth it?

I think crusaders are better than battlemasters. I never ever find the 
horde bonus on battlemasters useful. (4) While on the move, the 
battlemasters will separate themselves from each other very easily, and 
thus losing the courage from destroying the enemy faster. Also, in a forum, 
I held a poll, and in the end more people voted the Crusader as the best 
MBT. (5) So therefore, Crusaders in fact should be a fair value of money.

Finally, Crusader tanks are only better over standard China`s battlemaster. 
It cannot, however, compete with Kwai`s or Tao`s battlemasters since they 
are special versions.

Anyway I must say I enjoy your humour, keep it up.

My Comments:
(1) A Crusader Tank takes 8 Crusader Tank Shells to destroy, while a 
Battlemaster Tank takes 7. So, even with an 80 HP difference, I really 
still consider that to be not very significant.

(2) Sure, at the same time, with Uranium Shells, Chinese Battlemaster Tanks 
have 25% increased firepower. Such bonuses will sort of cancel each other 

(3) Some people like to use Search and Destroy Strategy, while others use 
Hold the Line. However, a USA Crusader Tank cannot make use of all 3 
strategies to boost their powers, so I will not put the strategies in to 

(4) To make the best use of Battlemaster Tanks, arrange them so they can 
all fire at the target at once. Besides, to be exact, a Battlemaster Tank 
gets a 25% rate of fire boost due to the hoard effect. It gets another 
25% boost due to Nationalism Upgrade. If you have a Speaker Tower nearby, 
another 25% rate of fire boost is granted to all units affected by it, 
even those that do not have hoard effect. And, if you play as General Anvil 
Shin Fai, then he gets another 25% rate of fire boost on his infantry (No 
Battlemaster Tanks) with the Patriotism Upgrade. But still, it's about 
everyone's observations in this matter, and I respect your opinion.

(5) Democracy cannot solve everything here. There are some forums whose 
majority favour the Scorpion Tank, while others favour the Battlemasters. 
So, well, that's why I really could not care less about any surveys held.

This is a letter written by a person who would be known as Raptor11790:

It's me again and I found something out in the game that I think you missed. 

But don't feel bad as it took me since last January to find it out. You 
missed one GLA salvaging unit, the Scorpion. At first it is hard to notice 
but for the first upgrade its barrel gets a colored thing on the end. The 
final upgrade is only present if you get the Scorpion Rocket upgrade as 
the Scorpion gains another rocket. That's twice the destructive power!(1) 

I also noticed that for the Quad-Cannon salvage upgrades that the upgrades 
make it shoot a lot faster. And I noticed something to do when playing 
as Ace, if your aircraft's come upon a lone Patriot or EMP Patriot they 
should always be in groups of two or more so none of the missiles get through. 
Oh well I think that's all for now.

And could you please give me your opinion on the best way to beat "The 
Anvil" and "Clear Stone" when you are playing against them and they are 
set on the easy computer setting? (2) Please contact me in maybe 2 to 5 
days? Where and when I am now is California, USA and it is 4/21/04, the 
day right after the Columbine shooting 5th anniversary.(3) 

I am asking you to contact me later as my parents probably won't let me 
play my C&C Generals game as my father caught me playing my game late at 
night. (4) By the way, have you heard of a US collage called IPOLY? Even 
though I am just about to finish the 8th grade, I might be going to a high 
school program at the collage for kids who are smart but their grades don't 
necessarily reflect that. Please tell me what you think about the collage 
thing bye! (5)

My Answers:
(1) Tip! Salvage Preferences
When ever you destroy enemy vehicles, always salvage them to units in this 
Marauder Tanks > Quad Cannons > Techicals > Other units
Notice that I have put other units, including Scorpions in the lowest 
priority. This is because, Scorpions can easily be built enmasse and 
overrun the enemies completely even with only one rocket, and you are not 
likely to pit only 1 Scorpion Tank against the enemy. I know that Toxin 
Tractors, SCUD Launchers and even Battle Buses can Salvage! The Toxin 
Tractor gets to have some better looking chemical sprayers, the SCUD 
Launcher has a frame to hold up the missile, while the Battle Bus has a 
better looking bonnet!

(2) There is no possibility for you to encounter General Anvil Shin Fai 
in Generals Challenge. However, when you face General Clear Stone, he would 
have a nuke all ready for you (12 minute timer) while you are building 
your base. So, if you are playing as the USA generals, fast tech (tech 
up quickly) to Aurora Bombers and use them to destroy the Missile Silo. 
If you are using a Chinese General, train Black Lotus, sneak in and capture 
the Missile Silo. If you are using a GLA General, take advantage of the 
fact that the Nuke cannot destroy GLA structures along with their holes. 
So you can sneak a worker or two somewhere and build a secondary base. 
Then Clear Stone would have two bases to target, and when one is down, 
the other can still be up.

(3) Well, I never knew that the Columbine High School is in California. 
But still, this provides a 16 hour time difference between China and 

(4) My younger cousin (not older one) in the UK got banned from his 
Playstation 2 because he spent all day and night playing Final Fantasy 
X. At first my Aunt did not mind, but when he answered 7 + 5 = 2 in his 
Maths homework, my Aunt smashed his controllers and memory cards, saying 
"Now, if you want to play, you cannot!" So, despite how bright you think 
you are DO NOT be addicted to video games. IT WILL RUIN YOUR LIFE! (LIKE 
TAKING DRUGS) In fact, the first version of my Side Comparison Guide got 
some people so mad as it is not based on online games. One GameFaqs board 
user, GamerEX held a petition to have my guide removed "as it is based 
on opinions and fluff." I changed my guide, a bit to please them, and when 
I apologized, a lot of those people still continued to harass me in the 
message boards saying things like, "The goal of Generals is to play online, 
there is no way a guide can be near average if it is not based on online 
play. You will be surprised about the number of people who stay up late 
at night." Well, I must say that statement is a big preference insult to 
me. This is because a man can do whatever he likes, if you insult someone 
if he has different preferences, then you are most likely uncivilized as 
you have no mutual respect to other people. Of course, this scenario is 
what made me add a Feedback Information section on all the newest guides 
I write!

(5) It is true that the Americans are despising the SAT examination system, 
but still, some system is required to assess the students. I am not sure 
the definition of a High School student in the US. But anyway, I think 
that the Hong Kong education system is more exam oriented. I have just 
survived the HKCE Examinations last year with 6As, 2Bs and 2Ds, and now 
I will have to take another one called the A-Level Examinations next year 
to get to the university! (I myself plan to go to the UK to study engineering 
anyway, for your information.)

Here's a letter from someone known as Black Scorpion, here is the original 
version of his e-mail, so I will just write a corrected version of the 
letter, so to make it easier for anyone else to read.

Original Version:
i am not too godd at english but i want to ask you some question.
i am confused about which team is the best.
if i use USA, i only can attack the enemy with my air force because USA 
doesnt has good tank to attack. only use humvee???? you know, humvee is 
weak when it battle againsts tank. if i use the infantry, it looks like 
it will take a long time to defeat the enemy
if i use CHINA, i afraid my money wont be enough 'cause the hacker is too 
weak. if my enemy use their super weapon and attack my hacker, they will 
be dead easily and it will cost a lot of money to build them again.  and 
if my enemy use scud launcher or tomahawk to attack me from the distance 
what can i do? you know, helix is too slow
if i use GLA, i afraid my defence is very weak because GLA's base defence 
eat a lot of areas(not like gatling gun or others). but i like GLA because 
it is easy to attack my enemy i can use my cycle+terrorist to crash my 
enemy defence. but if my enemy use nuke cannon or tomahawk to attack me 
from the distance, what can i do?
just watch them attack my defence????
please give me the solution for that three questions.....
by the way.. i like you guide and i have read it.

Corrected version:
I am not too good at English but I want to ask you some questions. I am 
confused about which team is the best.

If I use USA, I only can attack the enemy with my air force because USA 
doesn't have good tanks to attack. (1) Should I only use Humvees???? (2) 
You know, Humvees are weak when they battle against tanks. Id I use the 
infantry, it looks like it will take a long time to defeat the enemy. (3)
If I use CHINA, I am afraid that my money won't be enough 'cause the hackers 
are too weak. If my enemy uses their super weapon and attack my hackers, 
they will be dead easily and it will cost a lot of money to build them 
again. (4) And if my enemy use scud launcher or tomahawk to attack me from 
the distance what can I do? You know, helix is too slow. (5)
If I use GLA, I afraid my defense is very weak because GLA's base defenses 
eat a lot of areas (not like gatling gun or others) (6) .But I like GLA 
because it is easy to attack my enemy as I can use my cycles with terrorists 
to crash my enemy defenses. But if my enemy use Nuke cannon or Tomahawk 
to attack me from the distance, what can I do? Just watch them attack my 
defenses???? (7)
Please give me the solution for that three questions.....
By the way.. I like you guide and I have read it.


My Answers:
(1) If you play as regular USA, you get to use Crusader Tanks and Paladin 
Tanks, if you play as General "Pinpoint" Townes, you get to use the Laser 
Tank, which is more powerful than the Crusader Tank. Use the Composite 
Armor to upgrade their armor, and use the Bombardment Battle Strategy to 
improve their attack power.

(2) If you are playing as General Malcolm "Ace" Granger, or General Alexis 
Alexander, then I would say yes, as they cannot use tanks.

(3) Consider loading your Humvees with missile defenders inside. Then the 
Missile Defenders can fire out from the gun ports of the Humvee, and hence 
are more protected. Just make sure you evacuate all troops before your 
Humvee explodes, or else, the people inside will be killed.

(4) You can garrison up to 8 Hackers inside an Internet Center. This 
structure is very strong, and can survive a Particle Cannon hit, that can 
protect at least 8 of your Hackers. Besides, Hackers have a tendency to 
hack faster when they are inside the Internet Center, and they CAN GAIN 
VETERANCY, so they become stronger as time passes.

(5) To make a good base defense structure with a Helix, upgrade it with 
a Bunker and load it full of Tank Hunters, then position it just behind 
your base defenses, then you can quickly send it to destroy the enemy long 
range units.

(6) This is true, so build Demo Traps a bit outside your Stinger Sites 
and this can help weaken the enemy's attacks. Besides, garrison units 
inside your Tunnel Networks, and send them out after the enemy when they 
are coming close.

(7) Have a couple of Scorpion Tanks on standby, and when the long range 
weapons come, send them out after them. As they are so slow, destroying 
them will not be a problem.