Command And Conquer Generals: Zero Hour
Multiplayer/Single Player Guide to Winning FAQ
Version 1.0

Note: All the Special Abilities of All 9 Generals are Listed in the Units
Section

-Contents
 -Version History
 -The Units
  -The Generals' Units
 -The Structures 4
  -The Generals' Structures
 -The Generals Abilities 5
 -Tactics 6
  -The Generals' Tactics
 -Campaign Walkthroughs-----> Not yet done
  -USA
  -GLA
  -China
 -Challenge Tips-------> Not yet done
  -Beating Townes
  -Beating Alexis
  -Beating Granger
  -Beating Thrax
  -Beating Passad
  -Beating Twai
  -Beating Tao
 -Newbie Tips------> To Be Completed Soon

-Version History
 -This is Version 1.0.  It's missing walkthroughs for GLA HARD campaign and
China HARD Campaign.  Challenge Tips is also empty.  Newbie Tips is also Empty.

Zero Hour Target Unit Evaluation

The threat evaluation sets priorities for targets you encounter on the
battlefield.  The ratings are out of 10 and higher means you should expend more
effort in their destruction.  Always eliminate more threatening targets first,
if at all possible.  (Note: Higher rating does not always mean that the target
is more threatening.  It just means that it's something you want to destroy, be
it dangerous or not.)

-Standard USA

Ranger:  3
Strong against other infantry, but otherwise weak.  It's also very inexpensive
and USA plays can get them for free when a building is destroyed or from a
paradrop.  These get a level 3 rating because flashbangs can kill large groups
of infantry quickly and they can clear out buildings.
Price: $225
Special Abilities: Flash Bang and Capture (Both require Upgrades)
Upgrades: Advanced Training, Capture and Flash Bang, Chemical Suits

Missile Defender:  6
Extremely strong against vehicles because of laser lock.  When using laser lock.
they can outrange all non-artillery units.  These are often used in groups to be
more effective.
Price: $300
Special Abilities: Laser Lock
Upgrades: Advanced Training, Chemical Suits

Pathfinder: 5
These PWN all infantry, but only infantry.  They are stealthed and have long
ranges, so they can be hard to find.  But you should have too many infantry
standing around anyways.
Price: $600 + General's Promotion (level 3)
Special Abilities: Is stealthed while firing and while still.  Is not stealthed
while moving.
Upgrades:  Advanced Training, chemical suits

Col. Burton: 10
Col. Burton is extremely dangerous.  He levels up quickly and can destroy
buildings, units, and infantry very quickly.  He is also stealthed.  If you find
one in your base, kill him at all costs.  Nothing short of a troop crawler,
sniper, or pack of scorpions can kill Burton.
Cost: $1500
Special Abilities:  Timed C4 (20 second timer) and Remote C4
Upgrades: Advanced Training, chemical suits

Ambulance:  2
These are rarely encountered.  They do not carry weapons and are very weak
support vehicles.  They are also easily replaced by your opponent.  The only
reason they get above a 1 is because they can be used to quickly and effectively
kill enemy infantry when a pathfinder is unavailable.  They are speedy enough
and armored enough to run over infantry.
Price: $600
Special Abilities: Can Clear area of toxins, heals infantry that are within it,
Carries up to 3 infantry
Upgrades: S/B/H Drones

Humvee:  7
These are commonly filled with infantry that can shoot out of it.  This unit is
also very fast.  It gets a high threat level only because it's expensive and can
easily be destroyed.  It is not actually very dangerous.  3 scorpions, 2 gatts,
or 3 mds (with laser lock) can easily destroy rockvee.
Price: $700
Special Abilities:  Can garrison 5 infantry that can fire out of it
Upgrades: S/B/H Drones, Advanced Training, TOW missile (enables humvees to
attack aircraft)

Crusader:  6
These are high quality, high performance tanks.  They are good targets, but
fairly tough to beat.  Rocket infantry (garrisoned or not) and Overlords (or
scorpions with rockets) are your best bets at destroying these effectively.
Artillery also works pretty well.
Cost: $900
Special Abilities: None
Upgrades: S/B/H Drones, Advanced Training, Composite Armor

Sentry Drone:  4
Extremely weak and extremely expensive.  Kill these when they show up, but
chances are your enemy won't use too many of them.
Cost: $800
Special Abilities:  Is stealthed when still and not firing.  Can Detect Stealth
Upgrades:  Gun

Tomahawk: 9
These are almost always used in groups of 3 or more.  These, paired with search
and destroy battle plan, can be virtually impossible to destroy with land units.
Use aircraft to kill these if at all possible.
Price: $1200
Special Abilities: None
Upgrades: S/B/H Drones, Advanced Training

Microwave Tank: 1
I have yet to see these used by any player.  They are cheap, but also very
useless.  They only disable buildings for as long as they fire at the target
buildings and they can only damage infantry within a small proximity when it is
not firing.  (You'll see a faint yellow circle around the microwave tank.)  If
you see one on the battlefield, you may as well just ignore it.
Price: $800
Special Abilities: Can disable any enemy structure from afar.  Kills infantry
within a certain radius of the unit.
Upgrades: Upgrades: S/B/H Drones, Advanced Training

Paladin:  7
This is exactly like a crusader except for 2 differences.  First, it has a laser
that can shoot down rockets at about the rate a tank hunter can shoot them.
(Order 2 tanks hunters to shoot it and the paladin will take damage.)  Second,
Paladins cost more, making them better targets.
Price: $1100
Special Abilities:  Can shoot down missiles/rockets with point laser defense
Upgrades: S/B/H Drones, Advanced Training, Composite Armor

Avenger: 8
These rape aircraft.  If you aren't using aircraft, then you can ignore these.
But you should probably kill them if you get the chance because they are hard to
replace at $2000 apiece.
Price: $2000
Special Abilities: Laser 1 rapes aircraft, laser 2 is a laser point defense,
laser 3 designates ground target increasing the firing rate of nearby units
firing at that target
Upgrades: S/B/H Drones, Advanced Training, Composite Armor

Raptor: 7
These can kill most tanks and infantry with one group of missiles.  They have
weak armor and are expensive so they can be killed rather easily.  Chances are
your enemy won't ever use normal raptors, because if they liked aircraft, they'd
probably use Granger instead.
Price: $1400
Special Abilities: None
Upgrades: ElectricalCounterMeasures, Laser Missiles, Advanced Training

Comanche: 4
Very Expensive and VERY easy to kill.  These are so easy to kill it's
ridiculous.  But they do have heavy firepower; so if you don't have any AA
around, watch out.
Special Abilities: Rocket Pods (if upgrade is purchased)
Upgrades: Rocket Pods, Advanced Training

Aurora Bomber: 9
Any amount of AA will kill these, but only on the return trip.  They make
extremely good targets, costing $2500 each.  But they do have some heavy bombs,
too, and 2 can kill even an overlord.
Special Abilities: Impervious to all attacks only when ordered to attack
Upgrades: ElectricalCounterMeasures, Advanced Training

Stealth Fighter:  6
These aren't used much, even by Granger fans.  This is due to their low
versatility.  They can destroy enemy base defenses, but only enemy base
defenses.  They do make good targets, however, because they cost $1600 each.
Cost: $1600 + General Promotion (level 1)
Special Abilities: Stealthed while not firing (even stealthed on airstrip)
Upgrades: Bunker Buster, Laser Missiles, ElectricalCounterMeasures, Advanced
Training

Chinook:  10
The best target out there, the Chinook is the godfather of helpless targets.
Completely unarmed, the Chinook is expensive and is a necessary part of any
functional USA economy.  As a bonus, these things occasionally carry units in
them, too.  Anything in a Chinook dies along with the Chinook when it's shot
down.*
Price: $1200
Special Abilities: Can Transport 8 slots of units: Dozers take 5, vehicles take
3, infantry take 1
Upgrades: None

*There is a known exception to this.  If you fill 2 technicals with terrorists
and put those technicals in the Chinook, than put two more terrorists in the
Chinook, 4 terrorists will survive if the Chinook is destroyed.  They will have
about 50% health.

Scout Drone: 1
These are extremely cheap upgrades that are applicable to all USA vehicles.
They greater increase sight range and allow that unit to detect stealth.  They
get a low target priority because they are readily replaceable.
Cost: $100
Special Abilities: Detects stealth, has high vision range
Upgrades: Drone Armor

Battle Drone: 2
These drones repair the host unit and use a weak machine gun to assist the host
unit in attacks. Although useful in certain situations with small numbers of
units, you don't want to apply these to any large number of tanks.  At $300
apiece, you're better off buying MDs if you need supplementary firepower.
Cost: $300
Special Abilities: Repairs Host when host is damaged and not moving, assists
host unit in attacks
Upgrades: Drone Armor

Hellfire Drone: 4
For a drone, these are expensive.  They have high firepower, but they don't seem
to shoot very often, making me question their usefulness.  However, they do
appear to be strikingly effective against infantry.  They get a high rating
because they are easy to shoot down and very expensive.
Cost: $500
Special Abilities:  Fires a hellfire missile at enemies near to the host unit.
Upgrades: Drone Armor

Dozer: 7
Excellent Target.  This is how USA builds all structures.  It has weak armor and
is easily killed.  USA needs these more than the other factions because defense
structures play an important role in USA defense.
Cost: $1000
Special Abilities: Builds all structures, clears mines, repairs structures for
free
Upgrades: None

Pilot: 3
These appear when promoted USA planes, helicopters, or vehicles are destroyed.
They carry the veterancy of whatever unit was lost.  They can be ordered into
another vehicle or plane.  Upon entering, the plane or vehicle receives the
pilot's veterancy and it is added to the total.  Veterancy adds a lot of
firepower to units, so pilots can really make a difference in battle.  However,
they get a low priority rating because a lot of micromanagement is required to
use them properly.  Most players don't do manage them well enough to be a real
threat.  Note: 3 chevrons is the highest attainable veterency, under any
circumstances.
Cost: N/A
Special Abilities: Veterancy Transfer
Upgrades: None

-Granger (Air Force General):
Cannot build crusaders or paladins
Carpet-bombing becomes available once strategy center is built
All Aircraft have point laser defense, all are cheaper, Stealth fighter does not
require use of a general's point

King Raptor: 8
These are highly dangerous and impervious rocket attacks.  They also detect
stealth.  Defense against these is a must.  Note:  They also detect stealth when
flying.
Price: $1100
Special Abilities: Laser Point Defense, can detect stealth while flying
Upgrades: Laser Missiles, ElectricalCounterMeasures, Advanced Training

Comanche: 10
Extremely dangerous in the hands of Granger.  These are cheap and can be
stealthed.  BEWARE OF HIT AND RUN ATTACKS BY STEALTH COMMANCHES.  Destroy these
at all costs so that Granger does not even consider building more.  (Granger's
Comanches also appear to have more armor than standard versions.)
Price: $1200
Special Abilities: Stealthed while not firing (Requires Upgrade), rocket pods
(requires upgrade), laser point defense
Upgrades: Rocket Pods, Comanche Stealth Upgrade, Advanced Training


-Townes (Laser General):
Laser tank replaces Crusader and paladin
Laser Tower replaces Patriot
Tomahawk is not available
Avengers Cost $500 less

Laser Tank: 6
These are exactly like normal crusader tanks, but they do slightly more damage
to vehicles and way less damage to infantry.
Price: $900
Special Abilities: Becomes inactive if Base Power is low
Upgrades: S/B/H Drones, Advanced Training, Composite Armor


-Alexis (Super Weapon General):
All Vehicles are more expensive
Particle Cannon costs $2500 less
Control rods provide +15 power instead of only +5
Patriots cost $900
Patriots do less damage, but stun any vehicles or aircraft they hit
Stunned aircraft (B52s, B2s, and Supply planes excluded) die immediately once
stunned by an EMP missile

Alpha Aurora:  7
These are weaker and less expensive than normal auroras.  Although you should
try and destroy them, you won't suffer much even if you don't.  Their mini Fuel
Air Bombs are pretty strong, but cannot hit fast moving targets.
Cost: $2000
Special Abilities: Is impervious when ordered to attack
Upgrades: ElectricalCounterMeasures, Advanced Training



Standard GLA:

Rebel: 1
Easy to kill, easy to replace.  If they are capturing one of your structures (or
a neutral one), then run them over.  If not, don't bother.
Cost: $150
Special Abilities: Capture and Stealth (Both require upgrades)
Upgrades: AP Bullets, Stealth Rebel, Capture

RPG Trooper: 3
Good against tanks, better when garrisoned.  Any standard infantry units or
light vehicle will PWN these little guys.  Flash bangs, toxin tractors, flame
tanks, or simple artillery will remove them from structures.
Cost: $300 (two come free with tunnel)
Special Abilities: None
Upgrades: AP Rockets

Hijacker:  4
You won't encounter normal hijackers much because they are weak, slow,
expensive, and so ineffective it's funny.  They can steal vehicles, in theory,
but aren't very good at it.
Cost: $400 + Generals point (level 3)
Special Abilities: Stealthed while not moving, Can capture Enemy Vehicles (in
theory)
Upgrades: None

Terrorist: 7
These are very cheap but have VERY high firepower; 1 can easily kill 3 tanks.
It's easy to kill these, but painful if you don't.
Cost: $200
Special Abilities: 'One time use' units.  In order to attack, they have to right
next to the target... and they die along with it.
Upgrades: None


Angry Mob: 10
*ANGRY MOBS ARE THE MOST DANGEROUS UNITS IN THE GAME.*
If you ever see one, kill it quickly.  I gave it a 10 for a reason.  Nothing can
do more damage to more things faster than an Angry Mob.  The mob puts even the
nuke cannon to shame.  These units rape all non-aircraft units.  Use flash
bangs, Quad guns, gatt tanks, or other mobs to dispose of them.
Cost: $800
Special Abilities: Unlike other infantry, these cannot garrison structures or
occupy tunnels or vehicles
Upgrades: AK-47

Jarmell Kell: 9
You won't see him until he's sniped one of you vehicles.  If you don't kill him
fast, he'll snipe the rest of your tanks and use them against you.  The good
news is that unless he's being micromanaged by the enemy commander, he will
continue to fire at enemy units after he's sniped one of your tanks.  This makes
him easy to spot and eliminate.  Just be sure that he is, in fact, killed before
you direct your attentions elsewhere.
Cost: $1500
Special Abilities: Can snipe out Drivers making enemy units capturable to any
infantry unit, is stealthed while not firing.
Upgrades: AP Bullets

Saboteur: 8
It's a Col Burton without a gun.  Not nearly as dangerous to you troops, but
these can kill your base pretty easily.  A tactic that is used is to drop them
in bases using technicals.  (Of course, RPG troopers will accompany the
saboteur, as to trick the player into thinking that the RPG troopers were the
intended attack.  They will then not think to expect a saboteur.)
Cost: $800
Special Abilities: Remote C4, Timed C4 (20 second timer), and is stealthed while
not using other abilities
Upgrades: None

Scorpion: 4
Strong and cheap.  These are most often used en masse, and for good reason.
Nothing short of a Nuke cannon of a horde of paladins can beat a swarm of
Scorpions.  Also, this is the most upgradeable unit in the game.  (Note:  When
using these, always have the scorpion rocket.  It effectively increases their
firepower by 200%.)
Cost: $600
Special Abilities: None
Upgrades: Scorpion Rocket, Toxin Shells, Anthrax Beta (if toxin shells are
purchased), AP Rockets (if rocket is purchased), Junk Repair

Technical: non-upgraded: 2
           upgraded: 8
These are rarely used alone.  RPG troops or Terrorists are almost always
concealed inside.  If a technical manages to scavenge 2 wrecks, watch out.  Its
weapon becomes extremely powerful, effective against infantry and tanks.
Aircraft or gattling tanks are required to eliminate upgraded technicals.
Cost: $500
Special Abilities: Can transport 5 infantry units quickly
Upgrades: Junk Repair

Radar Vans: 7
Not at all dangerous, but they make a great target.  Why?  Because most players
only build one... which is a bad idea because they are extremely cheap.  They
provide the GLA player with radar and detect stealth.  They can also reveal
terrain when the appropriate upgrade is purchased.
Cost: $500
Special Abilities: Is unarmed, but can detect stealth
Upgrades: Radar Scan (allows scanning of any area on the map), Junk Repair

Quad Cannon: 6
These are great targets because of their weak armor.  They are also the only
effective AA that GLA has.  Granger players should definitely keep that in mind.
Cost: $700
Special Abilities: None
Upgrades: Junk Repair

Combat Cycle: 5
Overpriced and weak.  They can host terrorists if the GLA player wants them too,
so just be careful.
Cost: $550
Special Abilities: Any infantry unit can ride it.  It takes on all standard
abilities of that unit.
Upgrades: Junk Repair

Toxin Tractor: 6
Personally, these are my favorite targets because they are fun to shoot at.
They aren't dangerous and they aren't expensive, but they die easily.  If you
can get them into the enemy base, use their toxin spray.  The effect lasts a
long time.  Also, these are fairly resistant to rocket attacks, but especially
weak to tank rounds.
Cost: $600
Special Abilities: Toxin Spray
Upgrades: Junk Repair, Anthrax Beta

Rocket Buggy: 8
These have high firepower and long range.  They are also fast.  You'll want to
kill them because of this.  They have virtually no armor, so it's not very hard
to do so.  Try using aircraft.
Cost: $900
Special Abilities: None
Upgrades: Junk Repair, AP Rockets, Buggy Ammo

Bomb Truck: 10
If you ever see one of these, it's 2 seconds away from killing half your army.
Take these out at all costs.  Note:  Unlike the terrorist, bomb trucks explode
even if they are destroyed.  Act accordingly.
Cost: $1200
Special Abilities: Can disguise as ANY vehicle.  Be as creative with this as you
can.
Upgrades: Bio Bomb (Affects only truck it's bought on), High Explosive bomb
(only affects truck it's bought on), Junk Repair

Scud Launcher:  8
These artillery units boast very powerful missiles.  The anthrax warhead is
pathetically weak, but the high explosive warhead does almost as much damage as
the nuke cannon.  The scud launcher is, for the most part, like the nuke canon:
it just trades some firepower for speed.  It works really well in conjunction
with tunnel networks.
Cost: $1200 + generals point (level 1)
Special Abilities:  Anthrax Warhead
Upgrades: Junk Repair, Anthrax Beta

Battle Bus:  7
These are fairly well armored and rather speedy for a heavy vehicle.  Load them
with 5 RPG troops and you can expect this to destroy most tanks.  Just be sure
to watch out for artillery, though, seeing as you probably don't wan to lose
your $2500 investment.
Cost: $1000
Special Abilities: Can hold 5 infantry that can fire from within it, forms an
immobile bunker when destroyed

Marauder Tanks: 6
This is GLA's version of the crusader.  It is there to give GLA a way to destroy
paladins.  These are cheaper and weaker than the crusader, but still comparable
in most aspects.  One thing it can't do is fire while moving because its turret
is fixed.
Cost: $800 + Generals Point (level 1)
Special Abilities: None
Upgrades: Toxin Shells, Anthrax Beta (if toxin shells are purchased), Junk
Repair

Worker: 3
These are extremely cheap and extremely replaceable because they cost only $200
and cab be trained by two different structures.  However, they are also
extremely necessary: They build all GLA structures and gather supplies.  Hence,
a 3 is warranted.  Note:  You can prevent construction of a structure simply by
running these over.  Many USA and china players retreat their dozers when they
see a worker building a tunnel.  Don't, just run the little guy over instead.
Cost: $200
Special Abilities: Builds all GLA structures, clears mines, collects supplies,
repairs buildings free of charge
Upgrades: Shoes

-Demo: Demolitions General:
Standard Units (Rocket buggy, Scorpion, Quad cannon) cost a more
Terrorists do more damage
Bomb trucks are cheaper
All toxin upgrades are unavailable.
Scuds and scud storms only use explosives.
This general cannot utilize Stealth (except Jarmell Kell)
If a certain upgrade is purchased, all units gain the ability to self-destruct
Jarmell Kell can place explosives like the saboteur and retains all his other
abilities
Attack cycles come with terrorists instead of rebels

Attack cycle: 7
Same as other generals' attack cycles, except his are more likely to have
terrorist riders.  Just be sure to take them out before they get too close.
Cost: $550
Special Abilities: Same as terrorist, but fast
Upgrades: Can utilize and infantry and use it's primary weapon abilities

-Thrax: Toxin General:
Standard Units (Rocket buggy, Scorpion, Quad cannon) cost a more
Scorpion and Marauder start with toxin shells
Begins with anthrax Beta
Scud launcher can only fire anthrax warheads
Most rocket attacks contain anthrax
Excluding Jarmell, all stealth capabilities are not available

Scud launcher: 4
Dr. Thrax's scud launcher is extremely weak.  Try as it might, it can't do much
damage to structures or heavy vehicles.  It will, however, completely own
infantry.  Act accordingly.
Cost: $1200 + Generals point (level 1)

-Passad: Stealth General:
All structures can upgrade with camo netting
Rebels are camouflaged at start
All base defenses are camouflaged
Hijacker is available at start
Hijacker costs more
Hijacker is stealthed while moving
GPS scrambler is available at level three
GPS scrambler recharges faster
Scud launcher, Scorpion tank, and Marauder tank are not available

Workers: 5
Passad's workers get a level 5 rating because you need to pay more attention to
them. They are stealthed when collecting supplies (if netting is bought at
stash) and can build defenses that are stealthed while being built.  Also, if
you see a worker (or two RPG troops) standing around, assume there is a defense
structure nearby.
Cost: $200
Special abilities: Build's Passad's stealthy structures
Upgrades: Shoes

-Standard China:

Red Guard: 2
These are weak infantry. However, they are cheap, get a horde bonus, and cant
take on rebels and win.  One thing to remember is that they always come in
pairs.  If you find one alone, it's probably a scout.  Search for a kill the
other because you want to deprive china of all information.
Cost: $300 (for a pair)
Special abilities: Horde bonus in groups of 5 or more, capture (with upgrade)
Upgrades: Nationalism, capture

Tank Hunter: 3
Like an RPG trooper, but it gets a horde bonus.  It also has a neat little bomb
attack, but one shot from it's gun does more damage.  Don't even bother with the
TNT.
Cost: $300
Special abilities: Horde bonus, TNT attack
Upgrades: Nationalism

Hacker: 7
These provide money for china, are easy to kill, and are expensive.  Kill these
wherever and whenever you find hem.  It shouldn't be too hard because they are
completely defenseless and rather slow to undeploy.
Cost: $625
Special Abilities: can disable enemy buildings (like the microwave tank, but it
doesn't work on defenses), can also hack money at $5 every 2 seconds.
Upgrades:  I'm told it hacks faster when in the internet center. It doesn't
appear to, though.

Black Lotus: 9
She can capture an entire base pretty quickly.  However, ZH has a ton of stealth
detecting units, so lotus' is now a lot less useful. But if she's in your base,
get her out quickly.  She's the only unit that can remove your HQ quickly and
easily and within 10 seconds.
Cost: $1500
Special abilities: Can detect stealth, Stealthed when not using following
abilities, can hack $1000 (or up to) from enemy supply center, can capture enemy
buildings, can disable enemy vehicles
Upgrades: None

Battlemaster Tank: 5
Nothing too special about this thing.  As far as tanks go, this is sub-standard.
It can hold its own in a fight, but it's certainly not extraordinary.
Cost: $800
Special Abilities: Horde Bonus
Upgrades: Nuclear Tanks, Uranium Shells, Nationalism

Troop Crawler: 8
These things are weak, expensive, and they die quickly.  That's why they make
great targets.  They also detect stealth and hold up to 8 infantry.  They are
also rather fast.  Lastly, they are extremely good at killing hero units.  Not
even elite Burton can take out a troop crawler and all 8 infantry inside.
Cost: $400
Special Abilities: Detects stealth, comes with 8 Red Guard
Upgrades: None

Gattling Tank: 7
My favorite unit of all time.  This is extremely virile and extremely useful, so
if you're fighting a china player, you are going to see a lot of these through
out the game. They own aircraft and infantry, but are pretty weak against tanks.
Cost: $800
Special Abilities: Fires slowly for first 6 shots
Upgrades: Chain gun

Dragon Tank: 6
These are pretty weak, but they do rape structures and light vehicles if they
can get close enough.  They, like the toxin tractor, have a resistance to rocket
attacks, but take extra damage from tank rounds.
Cost: $800
Special Abilities: Clears out Infantry from buildings in one shot, can create a
wall of fire
Upgrades: Black Napalm

Inferno Cannon: 5
These can kill infantry, but are weak against everything else.  They are also
very slow and very easily destroyed.  They are also expensive, warranting the
rating of 5.
Cost: $900
Special Abilities: Creates firestorm in large groups
Upgrades: Black Napalm

Listening Outpost:  7
These are pretty expensive and pretty weak.  Watch out, though, because they
come with 2 tank hunters which can tear apart tanks.  The outposts themselves
are fairly fragile, but have a high resistance to anti-infantry fire.
Cost: $900
Special Abilities: Comes with 2 tank hunters that can fire from within it,
detects stealth, is stealthed when still and not firing
Upgrades: None

Overlords: 9
It takes a lot to stop these bad boys.  They have incredibly tough armor and
high firepower against everything (even infantry).  If you see these attacking
your base, you'll want them dead, fast.  Overlords can be destroyed by other
tanks, but it is grossly inefficient to try t hat.  Overlords have a high
resistance to all rocket and tank round attacks.  They are weak, however, to all
forms of artillery and to aerial attacks.
Cost: $2000
Special Abilities: Can transport up to 5 infantry that can fire out of it (when
equipped with bunker), can detect stealth (when equipped with gattling gun)
Upgrades: Bunker (affects only target tank), Gattling gun (affects only target
tank), Propaganda Tower (affects only target tank), Nuclear Tanks, Uranium
Shells, Subliminal Messaging, Chain gun Upgrade (if gattling gun is bought)

ECM Tank: 4
These are only really a threat if you are china facing china.  Every vehicle
costs the same as this tank or less (except the paladin and the overlord) so
using one tank to paralyze another really won't alter the course of the battle
in any way (unless it's overlords vs. overlords).
Cost: $900
Special Abilities: Can disable and enemy vehicle, Rocket attacks made within
it's range are often thrown off course
Upgrades: None

Nuke Cannon: 10
The mother of all artillery, these things have incredibly high offensive
firepower at long range.  However, they are slow and need to deploy before
firing and have to redeploy between every shot when on guard mode.  They also
have very weak armor.  You should consider these prime targets at all times and
regardless of all other circumstances.
Cost: $1600 + Generals Point (level 1)
Special Abilities: Can fire neutron shells that clear garrisoned buildings and
clears vehicles of their drivers
Upgrades: Neutron Shells.

Mig: 7
Not all it's cracked up to be, the mig is fairly weak as far as aircraft go.  It
can make a firestorm, which is impressive, but only in groups of four or more.
They make great targets because they are easy to shoot down with bullet weapons.
(Rocket attacks aren't very effective, aside from the EMP and standard Patriot.)
Cost: $1200
Special Abilities: Creates firestorm in groups of 4 or more
Upgrades: Black Napalm, Mig Armor

Helix 2: 8
Like the Comanche, but a little less fragile, and a little more expensive.  It
can transport 5 slots of units.  It can also upgrade with napalm bombs and one
of the following: bunkers, gattling guns, Propaganda towers.  The bunker, gatt
gun, and prop tower have the same effect on the helix as they do on the
overlord, only the helix gatt can't fire on air units.
Cost: $1750
Special Abilities: Can transport up to 5 slots of units that can fire out of it
(when equipped with bunker), can detect stealth (when equipped with gattling
gun), can drop napalm bombs to create a firestorm (when upgrade is purchased for
that particular helix)
Upgrades: Bunker (affects only target helix), Gattling gun (affects only target
helix), Propaganda Tower (affects only target helix),  Subliminal Messaging,
Chain gun Upgrade (if gattling gun is bought), Black Napalm (if bomb drop is
bought), Bomb Drop (affects only target Helix)

Supply Truck: 6
These are cool because they are the only supply gatherers that can defend
themselves.  (They can run over infantry!)  They have fairly weak armor, but are
pretty cheap to replace.
Cost: $600
Special Abilities: None
Upgrades: None

Dozer: 7
Excellent target.  It has weak armor and can be easily killed.  It also requires
$1000 to replace.  (This is the same as the USA dozer, but it has tracks instead
of tires, which affects only its ability to turn.)
Cost: $1000
Special Abilities: Builds all Chinese Structures, can repair all structures for
free
Upgrades: None

-Anvil: Infantry General
Minigunner replaces Red Guard
Assault Troop Crawler Replaces Troop Crawler
Attack Outpost Replaces Listening Outpost
Assault Helix Replaces Helix
Cannot build Overlords, Battlemasters, of Gattling tanks
Inferno cannons, and dragon tanks all cost more
All infantry start out as veterans
Can paradrop 5, 10, or 15 mingunners as a general ability (level 3)
Super Hackers Replace Hackers
Super Black Lotus Replaces Black Lotus
Fortified Bunker Replaces Bunker
Has nationalism upgrade at start
Patriotism Upgrade is Available at the Propaganda Center

Minigunner: 6
Easy to kill and expensive.  It's good against aircraft and other vehicles, but
not so good against light vehicles or tanks.
Cost: $350
Special Abilities: Fires really slowly at first, horde bonus
Upgrades: Patriotism, chain gun (I assume)

Super Hacker: 7
If you can find them, kill them.  They are normal hackers except they have
lotus' vehicle hack and are stealthed while not hacking structures or vehicles.
Cost: $625
Special Abilities: Can hack cash, vehicles, and structures.  Just not at the
same time.  Is stealthed while not hacking structures or vehicles
Upgrades: None

Super Lotus: 10
Like normal lotus, but she hacks faster.  Be aware of that.
Cost: $1500
Special Abilities: Vehicle hack, structure capture hack, supply center money
hack, is stealthed while not using an ability
Upgrades: None

Assault Troop Crawler: 7
This is a strange vehicle.  It costs a ton, comes with 8 minigunners, has a
propaganda tower built in (it does not affect itself), infantry can fire out of
it, and it detects stealth.  It also seems to have a little more armor than your
normal crawler.  You'll see these when fighting anvil, be sure to knock them out
because they are very costly to replace.
Cost: $2400
Special Abilities: Can hold 8 infantry that can fire out of it, infantry survive
(at 50% health) when it dies, it can detect stealth, has a built in propaganda
tower (does not affect itself)
Upgrades: None

Attack Outpost: 8
Remarkably Dangerous, these thing can cause a lot of hurt pretty quickly.  They
are resistant to anti-infantry attacks, but weak against anti tank attacks.
Paladins, mobs, overlords, or any kind of artillery are probably the best way to
destroy these.  Gattling weapons and quad guns will have almost no effect.
Cost: $1000
Special Abilities: Comes with 4 tank hunters, can hold up to 10 infantry that
can fire out of it, stealthed while not moving or firing, can detect stealth
Upgrades: None

Assault Helix:  11
The only unit to get 11 on a scale of 10.  These things are down right dangerous
when equipped with 8 tank hunters.  They can destroy anything very quickly:
Infantry, tanks, other aircraft, all strucutres.  Nothing canwithstand the
immense firepower of a fully loaded assualt helix.  Should you ever encounter
one, kill it fast.  Kill it NOW.  If that thing gets anywhere near you, you will
get pulverized.  Nothing short of a large group of MDs (LASER LOCK), Gattling
tanks, or a quads will stop these.  Rocket troops, rocket tanks, patriot
missile, sentry guns, etc all die to the massive asshault helix with its
incredible armor and extensive firepower.  BEWARE OF THE ASSHUALT HELIX. Note:
The assault helix  cannot transport vehicles nor can it host any upgrade other
than the bunker.  It comes equuipped wtih a bunker from the start.
Cost: $1500
Special Abilities: Can carry 8 infantry that can fire out of it
Upgrades: Bomb Drop (only affects target helix), black napalm (if bomb drop is
purchased)

-Tao: Nuke General
Nuke Cannon is available to him without the cost of a generals point
Advanced Nuke Plant replaced Nuke Plant
Overlord and Battlemaster start out with nuclear tank and uranium shells upgrade
Battlemaster looks kind of funny
Battlemaster an Overlord leave radiation with their shots
Nuke launcher costs $500 less
Carpet Nuke bombing replaces Carpet Bombing
Gains Isotope stability upgrade at Nuke Silo
Migs can be upgraded with tacticle nukes Available at nuke silo

-Twai: Tank General
Cannot build nuke cannons or inferno cannons
All tanks cost $100 less
Overlord is replaced with Emporer
All tanks built as veterans
All aircraft cost more
Can drop 1, 2, or 4 tanks with generals ability (level 3)
Gains Battlemaster autoloader upgrade at propganda center

Emperor Tank: 9
Not really any better than your average Overlord Tank.  Sure, it's a bit
stronger, a bit cheaper, and starts out with prop tower and veterancy, but
subliminal messaging doesn't affect it and it is just as suceptable to artillery
as standard overlords.  It's still and overlord and is very strong.
Cost: $1900
Special Abilities: Comes with built in ptop tower, can detect stealth (with gatt
gun upgrade), is not affected by sublminal messaging upgrade
Upgrades: Chain gun (if it has gattling gun upgrade), gattling gun (affects only
target tank), uranium shells, nuclear tanks

-The Structures

Note: All structures can be sold for half their value at any time.  Only if the
selling sequence is complete will the money be paid.

 -Standard USA
Note: All USA structures (firebase excluded) leave behind rangers when
destroyed.

Cold Fusion Reactor:
This provides power for the USA base.  It's costly, weak, and important to USA
base defense.  Keep these things protected.
Cost: $500
What it does: Provides 5 power.  Control Rod upgrades cost $500 and add another
5 power

Barracks:
Trains soldiers.  It's cheap, has fair armor, and if trains the extremely
effective MD.  It's good to have around.
Cost: $500
What it does: Trains Soldiers and hosts Flash Bang and Capture Upgrades, also
heals soldiers

Command Center:
Heavily armored, this is tough to destroy.  When it does die, it leaves behind
nearly 20 rangers; nearly a small army.
Cost: $2000
What it does: Provide Radar, satilite, builds dozers, alows use of generals
abilities.  Radar goes out if there's low power

Fire Base:
Heavy firepower, but weak armor.  This is a pretty good defense, though.  Just
don't use it alone.
Cost: $1000
What it does: Base defense that can garrison 4 infantry, runs withour power

Patriot Missile:
Heavy firepower.  This will stop just about any early units, including infantry.
Cost: $1000 + 3 power
What it does: Detects stealth and makes a good anti-tank, anti-infantry, and
anti-aircraft defense.

Supply Center:
Expensive and defenseless.  Comes with one Chinook.
Cost: $2000 + 1 power
What it does: Works with Chinooks to cather supplies.  It also obuilds chinooks.

Air Field:
Large and fairly well armored.  People love to attack these, though, because
they are often full of helpless planes.
Cost: $1000 + 1 power
What it does: Builds/rearms/repairs planes, builds/repairs commanches, repairs
chinooks and hosts the following upgrades: Rocket Pods, ECM, Laser Missiles,
Bunker Buster

War Factory:
Builds all USA vehicles. (except dozers)  Protect this because vehicles are very
important.
Cost: $2000 + 1 power
What it does: Builds /repairs all USA vehicles, hosts Sentry Drone Gun and TOW
missile Upgrade

Strategy Center:
USA tech building.  Protect this really cool building.
Cost: $2500 + 2 power
What it does: Allows construction of Aurora, Tomahawk and Col Burton, Enables
+20% shot power or +20% shot range or +10 armor to all your units and
structures, hosts a bunch of upgrades: Basic Training, Composite Armor, Chemical
Suits, Supply Lines, Drone Armor.  Also can be used to spy on the enemy.

Supply Drop Zone:
The USA alternate way of making money.
Cost: $2500 + 4 power
What it does: Every 2 minutes, a supply plane comes and drops $1500 onto the
supply drop zone and adds it to your total funds.

Particle Cannon:
The USA super weapon.  This is really very good.  It can kill anything (except
super weapons and Comand Centers) but it can be hard to kill aircraft with.
Note: The beam can be controlled to move after initial firing.
Cost: $5000 + 10 power
What it does: Kills things with an unstoppable beam of light.  4 minute
countdown

-Granger:

All his Structures are the same.

-Townes:

Laser Turret: (Replaces Patriot)
Townes has his own defense structure.  He must feel proud.  This thing is pretty
good, actually, being able to effectively kill all forms of enemy units.
Cost: $1000 + 3 power
What it does: All-round Base Defense

-Alexis:

EMP Patriot: (Replaces Patriot)
Like the normal patriot, but it does less damage and stuns vehicles and air
units.  Any stunned air unit dies instantly (supply planes and bombers are
except).
Cost: $900 + 3 power

 -Standard GLA

Note: ALL GLA structures leave Holes when destroyed.  The holes will rebuild the
structures if they holes are not destroyed.

Note: The worker can build fake GLA structures.  Fake structures do not function
as normal structures; they just look like normal ones.  They can be ordered to
self destruct or (for a price) upgrade to the real version of the structure.

Supply Center:
Nothing special here.  Comes with 1 worker.
Cost: $1500
What it does: Collects supplies with workers, trains workers

Barracks:
Again, nothing special.
Cost: $500
What it does: Trains GLA soldiers.  Hosts Capture Upgrade.

Command Center:
The biggest GLA Structure.  It has a ton of armor, but is unnecessary to GLA
early on.  You might consider selling it for the extra $1000.
Cost: $2000
What it does: Trains workers, hosts generals abilities

Arms Dealer:
Weak and expensive yet 100% criushal.  Protect this because it is even more
important than your HQ.
Cost: $2500
What it does: Builds all GLA vehicles.  Hosts Scorpion Rocket upgrade.

Tunnel Entrance:
Cute little base defense.  It doesn't put up much of a fight, but it's useful
none the less.  It comes with 2 free RPG troops when built.  Detects stealth.
Cost: $800
What it does: Base defense.  You can put up to 8 units into your tunnel network
at once.  They can use tunnel entrances to exit or enter the network.  While
inside the tunnel network, all units heal.  Can equip itself with camo netting.

Stinger Site:
Crappy AA.  However, it can stop most early rushes.  It's like 3 RPG troops that
can detect stealth and regenerate.  Not too shabby, really.
Cost: $900
What it does: Stops vehicles, infantry, and aircraft with varying effiecietcy.
Detects stealth.  Can equip itself with camo netting.

Demo Trap:
These things are really cool and much more useful than people think.  Kind of
expensive, though.
Cost: $400
What it does:  You build it.  It stealths itself.  If enemies come near, it
detonantes and the enemies die.

Palace:
The GLA tech strucutre.  It doubles as a powerful defense.
Cost: $2500
What it does: Allows construction of buggy, scud storm, jarmell kell, angry mob,
battle bus, scud launcher.  Can hold 5 troops that can shoot from it.  Hosts
Fortification, camoflauge, toxin shells, arm the mob, and anthrax beta upgrades.

Black Market:
The GLA alternative money source.
Cost: $2500
What it does: Give the player $20 every 2 seconds and hosts the following
upgrades: worker shoes, AP rockets, AP bullets, Junk repair, Buggy Ammo

Scud Storm:
GLA's super weapon.  This is also the strongest super weapon in the game,
although it has a long firing delay (missiles hit targeted area 10 seconds after
you target the area).
Cost: $5000
What it does: Indiscriminately kills all units and most structures withing the
targeted area.  Leaves behind a nasty toxin cloud.  5 minute count down
-Demo:

All of Demo's structures are the same.

-Thrax:

Toxin Tunnel:
Exactly like a normal tunnel entrace except it has better firepower.
Cost:$800
What it does: Base defense.  You can put up to 8 units into your tunnel network
at once.  They can use tunnel entrances to exit or enter the network.  While
inside the tunnel network, all units heal.

-Passad

All of Passad's Structures can upgrade with Camo netting.  Tunnel entrace and
Stinger site get it for free when they are built.

 -Standard China

Note: All china structure can upgrade with mines for $600.  These mies are
stealthed and appear all around the structure.  They regerate a short time after
being destroyed, detonated, or disamred.  They remain if the structure is
destroyed but are lost if the structure is sold.  When a structure is capture,
the mines are captured along with it.
Note: Any structure upgraded with mines can upgrade wtih nuetron mines.  These
are exactly like normal mines iin very way except they are blue and they kill
the drivers of vehicles on contact leaving the vehicles open for capturing by
infantry.

Nuclear Reactor:
Provides poweer to chinese bases.  It's also pretty cheap and well armored.  One
of these will power one chinese base.  A second will power a nuke launcher.  If
ever you're short on power, put it into overload until you can get another
reactor built.
Cost: $1000
What it does: Provides +10 power, explodes when destroyed, can be overloaded to
produce an extra +5 power.  This quickly damages the reactor.

Gattling Gun:
China's Primary Base defenses.  Detects stealth units and rapes aircraft and
infantry.  However, it would be unwise to build too many of these because the
tank version is cheaper and just as strong.
Cost: $1200 + 3 power
What it does:  Detects stealth, rapes infantry and aircraft, can shoot down
artillery missiles (in theory)

Barracks:
Trains all chinese infantry.  Has weak armor, but it's absolutley necessary
because it lets you respond quickly to problems at your base.
Cost: $500
What it does: Trains infantry, hosts capture upgrade

Command Center:
This tough structure is absolutley necessary to china.  It builds dozers, hosts
radar upgrade, and it allows use of Generals abilities.  Radar goes offline if
there is low power.
Cost:  $2000 + $500 for radar
What it does: Builds Dozers, hosts radar upgrade, allows for use of generals
abilities

Bunker:
These are excellent base defenses, even if you don't put things in them.  They
make great cannon fodder and enemies love to shoot them.  Of course, you can
also garrison up to 5 infantry inside of them, should you want them to return
fire.
Cost: $400
What it does: Base Defense, can hold up to 5 infantry that can shoot from it

Supply Center:
Build these if you want cash or a war factory.  They're weakly armored and
enemies love to shoot them, so what out.  It comes with 1 supply trucks when
built.
Cost: $1500 + 1 power
What it does: Uses supply trucks to cellect supplies, builds supply trucks

Air Field:
A large airfield.  Has comparatively weak armor.
Cost: $1000 + 1 power
What it does: Build/repairs/rearms migs, builds/repairs helixes, hosts mig Armor
upgrade

War Factory:
The heart and soul of the chinese base and the only structure more important
than the HQ.  It also has weak armor so you'd better protect it while you pump
out your vehicles.
Cost: $2000 + 1 power
What it does: Builds chinese vehicles, repairs all chinese vehicles, hosts chain
gun upgrade and black napalm

Propaganda Center:
The chinese Tech structure.  Build it to access the overlord, the hacker, black
lotus, and the artillery units.  It has very little armor and is almot
completely defenseless.  China needs it's technology, so if you're under heavy
attack constantly, try building two of these.
Cost: $2000 + 3 power
What it does: China's tech structure, hosts nationalism and subliminal Messaging
upgrades

Internet Center:
Honestly, I don't build these.  However, they do allow china some valueble intel
(at a price) and they can garrison hackers to make them hack faster
(supposedly).
Cost: $2500 + ? power
What it does: Garrisions up to 10 hackers to make them hack faster, hosts
sailite hacks 1 and 2

Propaganda Tower:
Build these wherever you think you'll have a lot of units.  For a tozer made
almost entirely of wood, they have some pretty fair armor.
Cost: $500 + 1 power
What it does: Increases ROF and regenerates health of all allied units in close
proximity

Nuclear Missile:
Chin's super weapon.  The weakest of the three, but still remarkably strong.  It
will kill all units withing it's range (except overlords) and most structures.
It also leaves a lot of radiation behind, too.  However, it hits the target area
almost immediatly, making it an excellent choice for killing entire enemy
divisions quickly.
Cost: $5000 + 10 power
What it does: Destroys all units and most structures in a large area and leaves
behind radiation.  Countdown: 6 minutes

-The Generals Abilities (on a scale of 1 to 5 in worthyness

 -Standard USA

  -Level 1:

Paladin: Level 1
Allows you to purchase and use the paladin tank.  This is worth it if you're
fighting GLA.  But otherwise, you should use the crusader instead.
Rating: 2

Stealth Fighter: Level 1
Let's you purchase and use the stealth fighter.  This is pretty lame considering
that it's only good at killing base defenses.
Rating: 1

Spy Drone: Level 1
Allows you to place a camoflagued scout drone anywhere on the map every 90
seconds.  This is excellent.  Charge time: 90 seconds
Rating: 5

  -Level 2:

Pathfinder: Level 1
Allows you to train the pathfinder unit.  This guy owns infantry, but only
infantry.  Use your better judgement for this one.
Rating: 3

Paradrop: Level 1
Allows you to drop 5 rangers anywhere on the map provided that the plane
carrying them makes it.  Always get at least level one.  You'll never know when
you'll need some emergancy reinforcements.  Beside, it's also really cool.  4
minutes charge time.
Rating: 5

Paradrop: Level 2
Drops 10 rangers anywhere on the map.  If you want more rangers, go for it.  But
in real game scenarious, 10 won't help you out much more than 5 will.  4 minute
charge time.
Rating: 2

Paradrop: Level 3
Drops 20 rangers anywhere on the map.  Uses 2 planes to do it.  If you want to
be able to deliver a small army by air, go for it.   But you only have limited
generals points, so you might want and A10 airstrike instead.  4 minute charge
time.
Rating: 2

A10 Airstrike: Level 1
Orders an A10 surface strike aircraft to attack the target area.  The A10 is
pretty resistant to AA fire, too.  Always have at least level 1 because even
level 1 is really strong.  4 minute charge time.
Rating: 5

A10 Airstrike: Level 2
Like level 1, but 2 A10's attack instead of 1.  The area of effect is just the
same, but it does more damage.  Useful against structures.  4 minute Charge
time.
Rating: 3

A10 Airstrike: Level 3
Like level 2, but 3 A10's come instead of 2.  ARea of effect is the same but
damage is increased.  Useful when you are trying to destroy super weapons.  4
minute charge time.
Rating: 3

Emergency Repair: Level 1
Repairs all allied vehicles in a small area by a small amount.  4 minute charge
time.
Rating: 2

Emergency Repair: Level 2
Like level 1, but it repairs a little more.  4 minute charge time.
Rating: 1

Emergency Repair: Level 3
Like level 2, but it repairs a little more.  4 minute charge time.
Rating: 1

  -Level 5:

Fuel Air Bomb: Level 1
B-52 drops a huge bomb onto a target.  Pulverises group of units and structures.
Use it in conjunction with level 3 A10 airstrike to destroy super weapons.  Can
be upgraded to a MOAB which does nearly as much damage as the china super
weapon.
Rating: 5

Leaflet Drop: Level 1
A B-52 drops paper onto your enemies.  All units/structures in affected area
became inoperable.  for a level 5 abilities, this sucks.
Rating: 2

Spectre Gunship: level 1
Calls in a spectre gunship to fly around is a circle for awhile shooting things.
Damage is high, but concentrated so manuel targeting with the aircraft in
necessary for it to be truely powerful.  Charge Time: 5 minutes.
Rating: 4

Note on Alexis/Granger:
Spectre gunship is available at level 3 (levels 1 and 2) and level 5 (levels 3).
It can hang around for 10, 20, or 30 seconds, depending on how many General's
points you spend.
Rating: 3

  -GLA General Abilities

   -Level 1

Scud Launcher: Level 1
Allows you to buy the scud launcher.  Way better than the rocket buggy, this is
a unit you want to have around.  It isn't truely necessary, but it does help.
Rating: 3

Maruader Tank: Level 1
Lets you build the marauder.  Only really useful against USA, this is an
otherwise standard tank.  There's nothing special about it that warrants
spending a general's point.
Rating: 2

Technical Veterancy: Level 1
All technicals  you build are built as veterans.  Technicals are weak and so are
veteran technicals.  If you want to techincal rush, than sure, use this.
Otherwise, don't bother.
Rating:  1

   -Level 3

Hijacker:  Level 1
Let's you train the Hijacker.  Only Passad's Hijackers are really useful, and he
gets them from the start.  Don't bother with this.
Rating: 1

Rebel Ambush: Level 1
A group of 4 rebels magically appears anywhere on the map.  For lack of a better
or stronger Generals ability, this is worth getting.
Rating: 5

Rebel Ambush: Level 2
A group of 8 rebels magically appears on the map.  8 is much better than 4, so
go for it.
Rating: 4

Rebel Ambush: Level 3
A group of 16 rebels magically appears on the map.  16 is much better than 8, so
go for it.
Rating: 4

Cash Bounty: Level 1
Every time you kill an enem, you get 5% of its value added to your money supply.
This is great in large battles.
Rating: 3

Cash Bounty: Level 2
Same as level 1, but you get 10% instead.  This makes it even more useful.
Rating: 4

Cash Bounty: Level 3
Same as level 2, but you get an entire 20%.  If you're doing any damage at all
to the enemy, this will really increase your income!  Definitely worth it!
Rating: 5

Emergency Repair: Level 1
Repairs all allied vehicles in a small area by a small amount.  4 minute charge
time.
Rating: 2

Emergency Repair: Level 2
Like level 1, but it repairs a little more.  4 minute charge time.
Rating: 1

Emergency Repair: Level 3
Like level 2, but it repairs a little more.  4 minute charge time.
Rating: 1

   -Level 5

Anthrax Bomb:
A GLA supply plane drops a large bomb anywhere on the map.  IT does some fair
damage initially, but the toxins hang around and do heavy damage to all ground
vehicles, and kill all infantry in the proximity.  It still lacks any major
destructive power, however.
Rating: 4

Sneak Attack:
A, unarmed tunnel entrace appears anywhere on the map and takes about 2 seconds
to build.  It then releases all the unit you have in your tunnel network at that
time.  Depending on the situation, thic can be either extremely useful or
extremly weak and a waste of your generals point.  You'll have to be creative to
make the best use of this, I can guarentee you that.
Rating: 4

GPS Scrambler:
Allows you to perminently camoflauge a small group of your units.  Extremely
useful when used on artillery units, bomb trucks, or other things that do a lot
of damage in a short period of time.
Rating: 5

Note: No GLA Generals get any special generals  abilities, but a few can't use
normal abilities.

  -Standard China:

   -Level 1:

Red Guard Training: Level 1
Allows all red guard to be built as veterans.  Veterancy only appears to improve
offensive and defencive strength by about 10%, so on a unit as weak as the red
guard, it might be wasted.  Red guard are used a lot, however, so if you like
it, go for it.
Rating: 3

Artillery Training: Level 1
Allows all nuke and inferno cannons to be built as veterans.  Infernos suck, and
you only use nuke cannon in small numbers, so this is an extremely useless
ability.
Rating: 1

Nuke Cannon: Level 1
Allows you to build nuke cannons.  This is china's only compitent artillery, so
I suggest getting this immediately.  The only reason I gave this a 4 and not a 5
is because there are some games in which I simply do not use nuke cannons
because I do not need to.  But if the need comes up, you don't want to be left
without it.
Rating: 4

   -Level 3:

Artillery Barrage: Level 1
Allows you to fire 12 rounds anywhere on the map.  Always good to have an
unstoppabable attack.  Good against units, but weak against structures.  And all
players can hear it when it's launched and all players can see it on their radar
(if the terrain is revealed) and it always fires from the corner farthest from
it's target area.
Rating: 4

Artillery Barrage: Level 2
Like level 1, but a little stronger.
Rating: 3

Artillery Barrage: Level 3
Like level 2, but a whole lot stronger.  This can actually take out large
structures and hordes of units.  If you buy level 1, you may as well buy level
5.
Rating: 5

Cash Hack: Levels 1-3
You shouldn't even bother with this.  You need intel to use it and you won't
even get the money if your enemy doesn't have it.  China has too many other good
Abilities for you to waste limited points on this.
Rating: 1

Emergency Repair: Level 1
Repairs all allied vehicles in a small area by a small amount.  4 minute charge
time.
Rating: 2

Emergency Repair: Level 2
Like level 1, but it repairs a little more.  4 minute charge time.
Rating: 1

Emergency Repair: Level 3
Like level 2, but it repairs a little more.  4 minute charge time.
Rating: 1

Frenzy: Level 1
Gives all units in a small area a +10% boost for 10 seconds.  Kind of weak, but
it's okay.
Rating: 2

Frenzy: Level 2
20% boost for 20 seconds.  Getting better.
Rating: 3

Frenzy: Level 3
30% boost for 30 seconds.  That's better.  It's expensive for 3 generals points,
but I think you'll find it quite useful in times of need.
Rating: 4

Carpet Bombing: Level 1
A powerful bomber drops a line of bombs onto the target area ever 150 seconds.
This is an excellent ability.
Rating: 5

Cluster Mines: Level 1
Drops a bunch of normal mines (by plane) to cover a small area.  With more
options available to china in ZH than in the original, this is significantly
less useful.  Still good as a last resort if your base in under attack.
Rating: 3

   -Level 5:

EMP Pulse Bomb: Level 1
A plane drops an EMP bomb onto the target area freezying all aircraft, vehicles
and structures in a large area.  All air units die, by the way.  This is
extremely useful for attacking enemy bases or if you're being attacked.  (Just
be sure it doesn't hit your forces.)
Rating: 4

Tao Note:  He gets carpet nuke bombing instead of nuke bombing.  It appares to
be effectively the same in every way, however, doing only slightly more damage.

Anvil Note:  He can paradrop 5, 10, or 15 minigunners (by plane) anywhere on the
map.  Extremely useful.
Rating: 4

Anvil Note:  Because all his infantry start out as veteran, red guard training
turns his minigunners elite.

Twai Note:  Because all his tanks start out as veterans, he gets battlemaster
training instead of red guard training which lets him build elite battlemasters.
Rating: 4

-Tactics:

 -Standard USA:

Rockvee Rush: Strong
Requirement: Speed
Affect on Economy: Weakens Economy Early On
Generals Who can do it: All
Generals Abilities that Help: Scout Drone
Upgrades that Help: TOW missile
Execution:  Early on, as soon as the game starts, tech up to a war factory and
buy 3 humvees.  Fill thems with about 7 MDs and send them off to the enemy base.
Once there, deploy the troops.  Laser lock all enemy vehicles and aircraft and
use the humvees to fend off enemy infantry.
Objective:  Take out the resource carriers, the supply depot, the war factory,
and anything else you can get.
How to Stop it: Build a base defense or two, or

Standard Attack: Medium-Strong
Requirement: Force
Affect On Economy: Small
Generals Who Can Do it: Standard USA only
General's Abilities that help: A10 Airstrike and FAB.  Paratroopers can help too
Upgrades that help: Search and Destroy, Advanced Training, Composite Armor
Excecution: Make a large group of tanks, a large group of tomahawkes, and a
small group of avengers.  Use avengers of air cover and use tomahawks as you
main firepower.  Take out tanks and base defenses and infantry along the way.
If enemy armor is incoming, retreat your tomahawks and use your crusaders to
stop the enemy armor while tomahawks continue firing at the enemy units.
Objective: Destruction of all enemy units, then all enemy base defense
structures, and finally all enemy structures in a given area.
How to Stop it:  Aircraft can kill the tomahawk and armor can kill the tanks.
Or, if you have one, use a superweapon to stop it.

Chinook Rush: Medium
Requirement: Speed
Affect on Economy: Crippling
Genearals Who can do it: All
Upgrades that help: Flash Bangs
Generals abilities that help: Scout Drone
Execution: Train a ton of rangers and MDs ASAP.  As soon as you have your supply
center up, put all those infantry into it and deploy the troops at the enemy
base.
Objective: Taking out resource structures
How to stop it: Have a lot of infantry around, or use a vehicle to run them over
Variant: Put a dozer in with 3 infantry (instead of 8 infantry) and build a
patriot missile at their base

  -Granger:

Stealth Comanche PWNAGE: Strong
Requirement: Steady Income
Affect on Economy: Small
Upgrades that help: Rocket Pods, Stealth Comanche Upgrades
General's abilities that help:  Scout Drone and anything that can kill enemy AA
Execution: Build as many stealthed commanches as you can and consistanly hit and
run the enemy base, enemy expansions, and enemy tank units.  When you get rocket
pods, also start going after enemy AA.  REMEMBER: HIT AND RUN.  Use up all your
commanche missile on the target, destroy it, and LEAVE IMMEDIATELY.  When your
commanches have reloaded, attack a different enemy position from a different
angle.
How to stop it: Tons of stealth detection units and even more AA.
Special Note:  If the enemy harasses you with aircraft, use your king raptors to
take them out!
Objective:  Slowly chip away at enemy base, enemy economy, and enemy moral
eventually causing them to surrender or be defeated.

  -Alexis:

No affective Strategies have been found for her.  Presumably, you're supposed to
turtle.  But there's no way for her to defend 2 supply docks.  And if she only
defends one, it turns into a battle of attrition and nothing more.

Note:  Lots of Alexis Players Rockvee rush.  It costs more for her to do so, but
it does grant an element of surprise.


 -Townes:

He fights just like normal USA, only he has better and cheaper AA.

  -Standard GLA:

Scorpion Swarm:  Very Strong
Requirement: Mass production abilities and seady income
Affect on Economy: Small
Generals who can do it: All but Passad
Upgrades that help: All upgrades that affect the scorpion
General's abilities that help: Emergancy Repair
Execution: Build as many Scorpions with rockets as you possibly can.  Overwhelm
the enemy with shear numbers.
How to Stop it: Hordes of Paladins or strong Artillery.  Garrison buildings seem
to help.
Objective:  Complete destruction of the enemy.

Technical Rush: Medium
Requirement: Speed
Affect on Economy: Negligible
Generals who can do it: All
Upgrades that Help: Technical Veterancy
Execution:  Build a technical ealry on and fill it with 5 RPG troops.  Send it
at the enemy base.
Objective:  Do as much damage to early enemy economy as you can.
How to stop it: Any light vehicle, flash bangs, toxin tractors, and dragon tanks
Variant: Use 2 techincals and 10 RPG troops
Variant 2:  Use 2 technicals, 3 RPGs troops, 2 rebels, and 2 workers.  Build
tunnels networks at the enemy base to secure a position there.

Scud Hit and Run: Strong
Requirment: Heavy Micromanagement + Scud launcher + tunnel
Affect on economy: Negligible
Generals who can do it: Standard and Demo
Upgrades that help: None
Generals Abilities that help: None
Execution: Build a palace and put 5 RPG troops in it.  Next to that, put a
tunnel entrace.  Put 2 scuds into the entrance.  When enemies come, release the
scuds onto the enemy and quickly retreat back into the hole.
Objective: Defense Against late game attacks
How to stop it: Nuke cannons, Aircraft, Search and Destroy, Generals
abilities/Super Weapons
Variant: Use bomb trucks to chase the enemy as they retreat from the scuds.  Hit
them while their backs are turned.

  -Thrax:

No effective strategies have been found for Dr. Thrax.

  -Passad:

Stealthy Expansion:  Strong
Affect on Economy: Small
Requirements: None
Upgrades that can help: Camo Netting
Generals abilities that can help: GPS Scrambler
Execution:  Keep your main base completely unstealthed, but completely stealth
all of your expansions and additional supply docks.  Then, build a stealthed
production facility (that is, 2 arms dealers in the middle of nowhere), and pump
out Quad guns until you eventually have enough to attack anad cripple the enemy.
How to stop it:  Keep a lot of tanks and a lot of stealth detection units on
hand.  Don't have tanks?  Try base defenses then.
Objective:  Crippling surprise attack against the enemy while ensuring your own
economical safety
Variant:  Sneak attack tunnel can be used instead of simply rolling the Quads
into the enemy base.  However, all players hear an announcement when the 'sneak'
attack tunnel is used.

  -Demo:

Cycle Rush: Medium
Affect on Economy: Small
Requirements: Speed
Upgrades that can Help: None
Generals ablities that can help: None
Execution: Build an ARms dealer fast and use Terroist cycles to attack enemy
UNITS.  They are ineffective against structures but strong against units.
How to stop it:  Any Rapid fire weapon or base defense
Objective: Destroying enemy units
Variant:  Tech up and use bomb trucks instead

  -Standard China:

Gatt Rush: Very Strong
Affect on economy: Negligible
Requirements:  Speed and micromanagement
Upgrades that help: Chain gun (it's too expensive so don't bother)
General's abilities that help: None
Generals who can do it: All but Anvil
Execution:  Use your gatts to manuever around all enemy oppositiona and kill
infantry and supply units.  Send 2 gatts to the enemy base and 1 to each
expansion
Objective:  Crippling enemy Economy
How to stop it:  Scorpions, MDs with laser lock, or more gatts

Ultimate Rush:  Very Strong
Affect on Economy:  Detrimental
Requirements:  Speed and a strong will
Upgrades that help:  None
General's abilities that help: Reg Guard training
Generals who can do it: All but Anvil
Execution:  Sell your HQ immediately.  Use your doxer to build a reactor, supply
center, war factory and barrcks in that order.  Build 2 battlemasters, 2 dragon
tanks, and 3 gatts.  Train at least 6 tank hunters and 4 red guard.  When you're
ready, send them all at the enemy's main base and crush it.  Then move to crush
all expansions
Objective:  Killing the enemy quickly
How to stop it:  Only Granger, Anvil, Twai, and Passad can stop this attack:
Granger: Commanches
Anvil:  Helixes
Twiaw:  Lodas of gatts and battlemasters
Passad:  Hijackers and RPG Troops
Variants:  If the attack somehow doesn't completey destroy the enemy, tech up
and build overlords and an HQ.

Standard China Attack:  Very Strong
Affect on economy: Small
Requirements:  Technlogy + Nuke Cannon
Upgrades that help:  Subliminal Messaging and others
Generals abilities that help:  Artillery and Carpet bombs
Generals who Can do it: Tao and normal China
Execution:  2-3 Overlords with propaganda towers, backed up by lotus, tank
hunters, gattling tanks and 1-2 nuke cannons.  Send them at the enemys base.
Use Nuke cannons to destroy enemy units and base defenses.  Use other units to
kill everything else.
Objective:  Getting ride of an enemy base
How to Stop it:  Search and destroy tomahawks, nuke cannons, or hit and run Scud
attacks
Variants:  Include a mig airstrike if you expect enemy artillery to be a
problem.

  -Tao:

Note:  All standard China tactics can be done by Tao.  Tao simply does them
better because of his enhanced units.

  -Twai:

Note:  He has no strategies specific to him.  However, he rushes and gatt ruches
very well.

  -Anvil:

Helix PWNAGE asshault:  Extremely Strong
Affect on Economy: Large
Requirments: None
Upgrades that can help: None
Generals abilities that can help:  Frenzy or Minigunner training
Execution:  Build an Airfield and barracks ASAP.  Build a helix and train 8
rocket troops.  Put the troop into the helix and send it at the enemy.
How to stop it:  Use King Raptors, Large groups of MD and laser lock, or tons
and tons of quad cannons
Objective:  Complete and total destruction of the enemy in record time.
Variant:  If the enemy is prepared for the attack, which is rare, hit and run
from the enemy and slowly build up and army of attack  dragon tanks.  Then, send
them to attack and overwhelm the enemy AA.  Afterall, enemy AA can'ct stop a
horde of dragon tanks.

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