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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Version 2.2:
Added a new Submitter's tip.

Version 2.1:
Added a new Submitter's tip.

Version 2.0:
Added a new Submitter's tip.

Version 1.9:
Added Appendix I: Feedback Information

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

Version 1.7:
Corrected some silly mistakes.

Version 1.6:
Added a chapter called More Tips.

Version 1.5:
Added Chapter 3: The Sides

Version 1.4:
Added Chinese Missions 3-5.

Version 1.3:
Added Chinese Missions 1 and 2.

Version 1.2:
Completed the GLA Campaign.

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

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

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

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

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

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

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

--------------
Ranger
--------------
Cost: $225
Flashbang Upgrade: $1000
	
The US Ranger is the most expensive of the lot, however, they are the only 
rifle infantry in this game who can use 2 weapons, the Assault Rifle and 
the Flashbang Grenades. The Flashbang Grenades are particularly effective 
in clearing large structures and dealing with angry mobs.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Factions:
Friends:
Blue: USA

Enemies:
Green: GLA

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

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

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

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

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

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

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

Factions:
Friends:
Blue: USA

Enemies:
Green: GLA

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

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

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

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

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

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

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

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

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

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

Factions:
Friends:
Blue: USA
Red: China

Enemies:
Green: GLA

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

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

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

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

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

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

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

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

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

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

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

Factions:
Friends:
Blue: USA

Enemies:
Yellow: Misguided civilian population
Green: GLA

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

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

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

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

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

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

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

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

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

Submitter's Question! Mas Adi Ismail's question
Original Version:
General!!! 
 
I have being following your tips and hints on the CnCGenerals series... 
and it succeed though something I have difficulty to actually follow your 
strategy (maybe because different level of Gaming) 
 
Currently I am playing CnCG Zero Hour (USA) on Mission 4: Black Gold (if 
you could remember) on Hard / Brutal Mode, I found out (after trying several 
times over a week) your published strategy is hard to follow. Now my "units" 
are stranded on the battlefield and surrounded by angry mob.  
 
Do you have any other strategy applicable for this level. 
 
FYI, the game start with only 2 oilfield on the ground my units have landed, 
+ 9500 cash to spent.. if I'm not mistaken.. 
 
Appreciate it if you could give me a good advise on how to win this 
I-m-possible mission.. 
 
;] thanks

Corrected Version:
General!!! 
 
I have been following your tips and hints on the CnCGenerals series... 
and I succeeded though sometimes I have difficulty actually following your 
strategies (maybe because different level of Gaming) 
 
Currently I am playing CnCG Zero Hour (USA) on Mission 4: Black Gold (if 
you could remember) on Hard / Brutal Mode, I found out (after trying several 
times over a week) your published strategy is hard to follow. Now my "units" 
are stranded on the battlefield and surrounded by angry mobs.  
 
Do you have any other strategies applicable for this level? 
 
FYI, the game start with only 2 oilfield on the ground my units have landed, 
+ 9500 cash to spend.. if I'm not mistaken.. 
 
Appreciate it if you could give me some good advice on how to win this 
I-m-possible mission.. 
 
;] thanks

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

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

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

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

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

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

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

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

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

Paladin Tank
Level-3 A-10 Strike

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

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

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

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

Scout Drone
Level 2 Paradrop

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

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

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

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

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

Factions:
Friends:
Blue: USA
Brown: GLA Rebels

Enemies:
Green: Dr. Thrax

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

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

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

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

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

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

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

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

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

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

Enemies:
Blue: USA

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

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

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

Move southeast, engaging the enemies on the way.

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

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

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

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

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

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

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

Factions:
Friends: 
Green: GLA

Enemies:
Brown: Prince Kassad

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Factions:
Friends:
Green: GLA

Enemies:
Blue: USA

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

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

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

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

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

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

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

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

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

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

Factions:
Friends:
Green: GLA

Enemies:
Blue: USA

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

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

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

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

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

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

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

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

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

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

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

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

Factions:
Friends:
Green: GLA
Orange: GLA POWs

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

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

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

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

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

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

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

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

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

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

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

Factions:
Friends:
Red: China

Enemies:
Green: GLA

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

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

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

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

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

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

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

Enemies:
Green: GLA

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

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

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

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

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

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

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

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

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

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

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

Factions:
Friends:
Red: China

Enemies:
Green: GLA

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

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

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

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

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

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

Factions:
Friends:
Red: China

Enemies:
Green: GLA

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Factions:
Friends:
Red: China

Enemies:
Green: GLA

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Special properties of her army:

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

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

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

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

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

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

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

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

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

Special properties of his squadron:

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

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

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

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

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

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

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

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

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

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

Bright Properties of his army:

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

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

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

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

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

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

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

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

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

Chemical Properties of his army:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Step 3: Attack and destroy northwestern base
With the SCUD Storm taken care of, it is time to counterattack. Send you 
troops up the hill from the mountain pass. Build maybe 3-4 Overlord Tanks 
and have another 3 Nuke Cannons behind them to give support. Bring ECM 
tanks to lower the accuracy of his missiles. Use the Nuke Cannons to destroy 
the defenses while your Overlord Tanks destroy everything else. It is not 
hard to locate their Demo Traps and other stealthy structures, provided 
that you will have at least one Overlord Tank with a Gattling Cannon.
 
Step 4: Attack and destroy southwestern base
Now that you have destroyed the northwestern base of Prince Kassad, it 
is time to finish off the main base in the southwest. I can tell that it 
is the main base as Jarmen Kell is guarding it. Send you troops back to 
the mountain pass, and this time go southwest. You know what to do. I know 
that you will be expecting more units, but resistance is not much heavier 
than the northwest, as all of them are cannon fodder for your Nuke Cannons! 
However, you should watch out for all those Demo Traps in the way. Before 
sending your units, in, I suggest you launch a Nuclear Missile through 
the base once before you attack. Then you can know where all the buildings 
are in the first place before you strike. Another thing to be aware of 
is his Palace. It is loaded with RPG Troopers. Otherwise, you would have 
beaten Prince Kassad!

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

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

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

Step 3: Attack and destroy northwestern base
With the SCUD Storm taken care of, it is time to counterattack. Send you 
troops up the hill from the mountain pass. Build maybe 3-4 Emperor Tanks 
and have another 3 Nuke Cannons behind them to give support. Bring ECM 
tanks to lower the accuracy of his missiles. Send the Emperor Tanks straight 
into the fire while the ECM lowers the damage dealt to the Emperors by 
missiles. It is not hard to locate their Demo Traps and other stealthy 
structures, provided that you will have at least one Emperor Tank with 
a Gattling Cannon.
 
Step 4: Attack and destroy southwestern base
Now that you have destroyed the northwestern base of Prince Kassad, it 
is time to finish off the main base in the southwest. I can tell that it 
is the main base as Jarmen Kell is guarding it. Send you troops back to 
the mountain pass, and this time go southwest. You know what to do. I know 
that you will be expecting more units, but resistance is not much heavier 
than the northwest, as all of them are cannon fodder for your Nuke Cannons! 
If you are worried that Jarmen Kell can kill the drivers inside your tanks, 
send a Troop Crawler over with you and then you can send them in as soon 
as one Emperor Tank is shot. However, you should watch out for all those 
Demo Traps in the way. Before sending your units, in, I suggest you launch 
a Nuclear Missile through the base once before you attack. Then you can 
know where all the buildings are in the first place before you strike. 
Another thing to be aware of is his Palace. It is loaded with RPG Troopers. 
Otherwise, you would have beaten Prince Kassad!

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

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

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

Step 3: Attack and destroy northwestern base
With the SCUD Storm taken care of, it is time to counterattack. Send you 
troops up the hill from the mountain pass. Build maybe 3-4 Overlord Tanks 
and have another 3 Nuke Cannons behind them to give support. Bring ECM 
tanks to lower the accuracy of his missiles. Use the Nuke Cannons to destroy 
the defenses while your Overlord Tanks destroy everything else. It is not 
hard to locate their Demo Traps and other stealthy structures, provided 
that you will have at least one Overlord Tank with a Gattling Cannon.
 
Step 4: Attack and destroy southwestern base
Now that you have destroyed the northwestern base of Prince Kassad, it 
is time to finish off the main base in the southwest. I can tell that it 
is the main base as Jarmen Kell is guarding it. Send you troops back to 
the mountain pass, and this time go southwest. You know what to do. I know 
that you will be expecting more units, but resistance is not much heavier 
than the northwest, as all of them are cannon fodder for your Nuke Cannons! 
If you are worried that Jarmen Kell can kill the drivers inside your tanks, 
send a Troop Crawler over with you and then you can send them in as soon 
as one Overlord Tank is shot. However, you should watch out for all those 
Demo Traps in the way. Before sending your units, in, I suggest you launch 
a Nuclear Missile through the base once before you attack. Then you can 
know where all the buildings are in the first place before you strike. 
Another thing to be aware of is his Palace. It is loaded with RPG Troopers. 
Otherwise, you would have beaten Prince Kassad!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Step 2: Build Particle Cannon and prepare for any Nuclear Missiles 
(Optional Step)
I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and 
they can be a threat to your base. Therefore, it is better to be safe than 
sorry. Save up money and try to build a SCUD Storm as soon as possible. 
If you are quickly enough, you may have built it before his Nuclear Missile 
Silo is completed. As long as construction is completed with 5 minutes 
or more left on the timer you would be OK. Use the Radar Scan to reveal 
the Nuclear Missile Silo, and then launch the SCUD Storm onto it, then 
you can Ambush the Missile Silo with 16 stealthy rebels and try to capture 
it! Then sell it for the cash bonus!
 
Step 3: Control the no-man's land around the fields
I know, tanks are land based units, and how do you stop the endless 
annoyances of those treaded enemies? Simple, take away their land and they 
are nothing. Therefore, like in General "Pinpoint" Townes' case, map 
dominance is the key to your success I this match. For your information, 
there is a Tech Reinforcement Pad in the northwest and two Oil Derricks 
to the east, Send you troops over there, capture the buildings and defend 
them carefully! This is because, General Ta Hwun Kwai's tank battalions 
like to focus on your distant outposts before they attack your main base! 
Therefore, it would always be wise to guard them with forces to hold them 
back. A large battalion of Quad Cannons with several Stinger Sites and 
Rocket Buggies should do the trick. Besides, if I had remembered correctly, 
a Quad Cannon will be airdropped at your disposal ever 2 minutes of game 
time (not actual time) to assist you in your cause, so it is always wise 
to control them before your main assault.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Step 2: Destroy the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done 
to your base. Or, make him pay for the psychological trauma that you have 
experienced due to fears that the Nuclear Missile might hit your base! 
Now, it is time to build 4 Aurora Bombers, so that they fill up the entire 
Airfield. Now, you do have the privilege of being able to see the Nuclear 
Missile Silo is! Set your Battle Strategy to Bombardment Mode. Now, send 
your 4 Aurora Bombers on their unstoppable bombing run to take out the 
Nuclear Missile Silo! Use an A-10 Strike to finish it off! Now, with the 
Nuclear Missile Silo gone, you can fight on a more even basis. (All other 
nuclear missile silos are inactive, and they won't work.)

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

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

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

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

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

*****PLAYING AS DR. THRAX*****
Step 1: Build your base and prepare for the worst
Yes, let the fighting begin in earnest, so let's begin, shall we? Yes, 
I know, it is up to the basic base construction rules again and again. 
Yes, build a Barracks, a Supply Stash with 6 workers, an Arms Dealer and 
all the what not. Be prepared to build Toxin Networks and Stinger Sites 
to hold off any infantry or tanks that may come your way. Not long after 
you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready 
for you!" Oh dear, it seems that one of General Clear Stone's Nuclear 
Missile Silos have been automatically primed, and you have about 10 minutes 
before it is launched against you! And, he loves to give you the gifts. 
Now, if you are feeling rather confident of yourself, proceed to Step 2. 
Otherwise (Most likely), continue reading Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular 
sight, would it? Therefore, when building your structures, build them as 
far apart as possible! Try to save up, build a Palace as quickly as possible, 
and quickly research the Fortified Structure upgrade. It increases the 
armor of your buildings. (Yes, I know, it won't be much help when a Nuke 
hits, but at least those that are further away from the center of the 
explosion will have a higher chance of surviving. It is still a pain to 
wait for your buildings to rebuild from the GLA Holes.) Now, if you need 
to build some Black Markets. If you are quickly enough, the nuke would 
not have hit. Otherwise, be prepared to rebuild any building the Nuke would 
have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will 
have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done 
to your base. Or, make him pay for the psychological trauma that you have 
experienced due to fears that the Nuclear Missile might hit your base! 
Now, it is time to build a strike team! I suggest about 10 Scorpion Tanks 
and maybe 3-4 Rocket Buggies that are upgraded to the max. Now, move 
northeast, and go through the small town, watching out for the radiation. 
Then the nuclear missile should be clearly visible to the northeast of 
the town, and you can open fire. Hurry up and you should be able to destroy 
the Nuclear Missile Silo before they can react. (Rather difficult, really.) 
Now, with the Nuclear Missile Silo gone, you can fight on a more even basis. 
(All other nuclear missile silos are inactive, and they won't work.)

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

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to fight back, however, 
if you linger around for too long after you have destroyed the Nuclear 
Missile Silo, their tanks and infantry will swoop upon your units and 
destroy you. Therefore, I suggest you pick on his outpost to the east first. 
Therefore, send your units to the east and around the mountain range while 
avoiding all the units that are in hot pursuit of you. (If your attack 
force is destroyed, then build a new horde of Scorpion Tanks, Rocket Buggies, 
SCUD Launchers and Quad Cannons and move them to the outpost there.)

You will find a small outpost with some Advanced Nuclear Reactors, Barracks 
and two inactive Nuclear Missile Silos guarded by Gattling Cannons and 
some garrisoned towers. Use your long range units, to destroy the Gattling 
Cannons, while your SCUD Launchers destroy the garrisoned towers and watch 
the people inside get out and be transformed into salamander men! When 
you have entered the outpost, you will be told that you can look at his 
Nuclear Missiles, but you cannot touch! I know that you may be tempted 
to capture the nuclear missile silos, but don't bother, as they will simply 
explode instead of allowing you to have them. Therefore, simply destroy 
everything and this step would be considered completed.

Step 4: Attack his main base from the east
It is time to finish him once and for all. Go back to the eastern entrance 
of General Clear Stone's base. Ready your troops However, this base assault 
is not going to be easy. If you have used a Radar Scan to have a look inside 
the base, you will find lots of infantry and several Overlord Tanks guarding 
the base! Therefore, I suggest you unseat them a bit using a SCUD Storm 
and an Anthrax Bomb you let your units get anywhere near the base! After 
they are gone, you can send your SCUD Launchers in to remove the Gattling 
Cannons, and you can go in and let lose the dogs of war. (Better safe than 
sorry, build an additional 20 Scorpion Tanks to help you. I am assuming 
that you have enough money.)

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

*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****
Step 1: Build your base and prepare for the worst
Yes, let the fighting begin in earnest, so let's begin, shall we? Yes, 
I know, it is up to the basic base construction rules again and again. 
Yes, build a Barracks, a Supply Stash with 6 workers, an Arms Dealer and 
all the what not. Be prepared to build Tunnel Networks and Stinger Sites 
to hold off any infantry or tanks that may come your way. Not long after 
you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready 
for you!" Oh dear, it seems that one of General Clear Stone's Nuclear 
Missile Silos have been automatically primed, and you have about 10 minutes 
before it is launched against you! And, he loves to give you the gifts. 
Now, if you are feeling rather confident of yourself, proceed to Step 2. 
Otherwise (Most likely), continue reading Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular 
sight, would it? Therefore, when building your structures, build them as 
far apart as possible! Try to save up, build a Palace as quickly as possible, 
and quickly research the Fortified Structure upgrade. It increases the 
armor of your buildings. (Yes, I know, it won't be much help when a Nuke 
hits, but at least those that are further away from the center of the 
explosion will have a higher chance of surviving. It is still a pain to 
wait for your buildings to rebuild from the GLA Holes.) Now, if you need 
to build some Black Markets. If you are quickly enough, the nuke would 
not have hit. Otherwise, be prepared to rebuild any building the Nuke would 
have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will 
have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done 
to your base. Or, make him pay for the psychological trauma that you have 
experienced due to fears that the Nuclear Missile might hit your base! 
Now, it is time to build a strike team! I suggest about 10 Scorpion Tanks 
and maybe 3-4 Rocket Buggies that are upgraded to the max. Now, move 
northeast, and go through the small town, watching out for the radiation. 
Then the nuclear missile should be clearly visible to the northeast of 
the town, and you can open fire. Hurry up and you should be able to destroy 
the Nuclear Missile Silo before they can react. (Rather difficult, really.) 
Now, with the Nuclear Missile Silo gone, you can fight on a more even basis. 
(All other nuclear missile silos are inactive, and they won't work.)

A second method is to make use of the Level 3 Rebel Ambush. Ambush the 
Nuclear Missile, and have your Rebels open fire on it. Make sure that you 
have the Suicide Upgrade in effect. Therefore, if someone does intervene, 
your Rebel will explode and hit the Nuclear Missile Silo!

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

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to fight back, however, 
if you linger around for too long after you have destroyed the Nuclear 
Missile Silo, their tanks and infantry will swoop upon your units and 
destroy you. Therefore, I suggest you pick on his outpost to the east first. 
Therefore, send your units to the east and around the mountain range while 
avoiding all the units that are in hot pursuit of you. (If your attack 
force is destroyed, then build a new horde of Scorpion Tanks, Rocket Buggies, 
SCUD Launchers and Quad Cannons and move them to the outpost there.)

You will find a small outpost with some Advanced Nuclear Reactors, Barracks 
and two inactive Nuclear Missile Silos guarded by Gattling Cannons and 
some garrisoned towers. Use your long range units, to destroy the Gattling 
Cannons, while your SCUD Launchers destroy the garrisoned towers! When 
you have entered the outpost, you will be told that you can look at his 
Nuclear Missiles, but you cannot touch! I know that you may be tempted 
to capture the nuclear missile silos, but don't bother, as they will simply 
explode instead of allowing you to have them. Therefore, simply destroy 
everything and this step would be considered completed.

Step 4: Attack his main base from the east
It is time to finish him once and for all. Go back to the eastern entrance 
of General Clear Stone's base. Ready your troops However, this base assault 
is not going to be easy. If you have used a Radar Scan to have a look inside 
the base, you will find lots of infantry and several Overlord Tanks guarding 
the base! Therefore, I suggest you unseat them a bit using a SCUD Storm 
and an Anthrax Bomb you let your units get anywhere near the base! After 
they are gone, you can send your SCUD Launchers in to remove the Gattling 
Cannons, and you can go in and let lose the dogs of war. (Better safe than 
sorry, build an additional 20 Scorpion Tanks to help you. I am assuming 
that you have enough money.) Sending in terrorist Combat Bikes also works 
wonders too!

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

*****PLAYING AS PRINCE KASSAD*****
Step 1: Build your base and prepare for the worst
Yes, let the fighting begin in earnest, so let's begin, shall we? Yes, 
I know, it is up to the basic base construction rules again and again. 
Yes, build a Barracks, a Supply Stash with 6 workers, an Arms Dealer and 
all the what not. Be prepared to build Tunnel Networks and Stinger Sites 
to hold off any infantry or tanks that may come your way. Not long after 
you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready 
for you!" Oh dear, it seems that one of General Clear Stone's Nuclear 
Missile Silos have been automatically primed, and you have about 10 minutes 
before it is launched against you! And, he loves to give you the gifts. 
Now, if you are feeling rather confident of yourself, proceed to Step 2. 
Otherwise (Most likely), continue reading Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular 
sight, would it? Therefore, when building your structures, build them as 
far apart as possible! Try to save up, build a Palace as quickly as possible, 
and quickly research the Fortified Structure upgrade. It increases the 
armor of your buildings. (Yes, I know, it won't be much help when a Nuke 
hits, but at least those that are further away from the center of the 
explosion will have a higher chance of surviving. It is still a pain to 
wait for your buildings to rebuild from the GLA Holes.) Now, if you need 
to build some Black Markets. If you are quickly enough, the nuke would 
not have hit. Otherwise, be prepared to rebuild any building the Nuke would 
have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will 
have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done 
to your base. Or, make him pay for the psychological trauma that you have 
experienced due to fears that the Nuclear Missile might hit your base! 
Now, it is time to build a strike team! I suggest about 12 Quad Cannons 
and maybe 4-5 Rocket Buggies that are upgraded to the max. Now, move 
northeast, and go through the small town, watching out for the radiation. 
Then the nuclear missile should be clearly visible to the northeast of 
the town, and you can open fire. Hurry up and you should be able to destroy 
the Nuclear Missile Silo before they can react. (Rather difficult, really.) 
Now, with the Nuclear Missile Silo gone, you can fight on a more even basis. 
(All other nuclear missile silos are inactive, and they won't work.)

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

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to fight back, however, 
if you linger around for too long after you have destroyed the Nuclear 
Missile Silo, their tanks and infantry will swoop upon your units and 
destroy you. Therefore, I suggest you pick on his outpost to the east first. 
Therefore, send your units to the east and around the mountain range while 
avoiding all the units that are in hot pursuit of you. (If your attack 
force is destroyed, then build a new horde of Rocket Buggies and Quad 
Cannons and move them to the outpost there.)

You will find a small outpost with some Advanced Nuclear Reactors, Barracks 
and two inactive Nuclear Missile Silos guarded by Gattling Cannons and 
some garrisoned towers. Use your long range units, to destroy the Gattling 
Cannons and the garrisoned towers! When you have entered the outpost, you 
will be told that you can look at his Nuclear Missiles, but you cannot 
touch! I know that you may be tempted to capture the nuclear missile silos, 
but don't bother, as they will simply explode instead of allowing you to 
have them. Therefore, simply destroy everything and this step would be 
considered completed.

Step 4: Attack his main base from the east
It is time to finish him once and for all. Go back to the eastern entrance 
of General Clear Stone's base. Ready your troops However, this base assault 
is not going to be easy. If you have used a Radar Scan to have a look inside 
the base, you will find lots of infantry and several Overlord Tanks guarding 
the base! Therefore, I suggest you unseat them a bit using a SCUD Storm 
and an Anthrax Bomb you let your units get anywhere near the base! After 
they are gone, you can send your SCUD Launchers in to remove the Gattling 
Cannons, and you can go in and let lose the dogs of war. (Better safe than 
sorry, build an additional 20 Quad Cannons to help you. I am assuming that 
you have enough money.) Sending in terrorist Combat Bikes also works 
wonders too!

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

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

As you can see, a Nuke hitting your base would not prove to be a spectacular 
sight, would it? Therefore, when building your structures, build them as 
far apart as possible! Try to save up, build a Propaganda Center as quickly 
as possible, also build an Internet Center, and fill it up with as many 
Super Hackers as possible, then train Super Lotus. Now, let's go on to 
Step 2. (If the Nuke hits, you will have 10 more minutes to initiate the 
next step.)

Step 2: Capture the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done 
to your base. Or, make him pay for the psychological trauma that you have 
experienced due to fears that the Nuclear Missile might hit your base! 
Now, it is time to send Super Lotus into his base. Try to sneak around 
his defenses, and watch out for all the radiation on the round, as they 
can harm Black Lotus, then sneak over to the Nuclear Silo and capture it 
from across the wall. The nuclear silo should explode. Now, with the Nuclear 
Missile Silo gone, you can fight on a more even basis. (All other nuclear 
missile silos are inactive, and they won't work.)

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

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to counter attack! 
Send some Assault Troop Crawlers, Attack Outposts and Assault Helices (load 
them up) over to the northeast, past the plain with Nuke Cannons deployed 
and destroy the Nuke Cannons, then back at some, build some Dragon Tanks 
and ECM Tanks. Then send them to the empty plain where your transports 
are stationed. Use the Dragon Tanks to cook all the infantry inside 
garrisoned structures and then you can continue to move on to the northeast 
part of the map.

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

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

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

*****PLAYING AS GENERAL TA HWUN KWAI*****
Step 1: Build your base and prepare for the worst
Yes, let the fighting begin in earnest, so let's begin, shall we? Yes, 
I know, it is up to the basic base construction rules again and again. 
Yes, build Nuclear Reactors, a Supply Center with two Supply Trucks, a 
barracks, a War Factory and at least one Airfield. Be prepared to build 
Gattling Cannons and some Tanks to hold off any infantry or tanks that 
may come your way. Not long after you begin, tea is ready! Actually no, 
"Hey look! I have a nuke all ready for you!" Oh dear, it seems that one 
of General Clear Stone's Nuclear Missile Silos have been automatically 
primed, and you have about 10 minutes before it is launched against you! 
And, he loves to give you the gifts. Now, if you are feeling rather confident 
of yourself, proceed to Step 2. Otherwise (Most likely), continue reading 
Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular 
sight, would it? Therefore, when building your structures, build them as 
far apart as possible! Try to save up, build a Propaganda Center as quickly 
as possible, also build an Internet Center, and fill it up with as many 
Hackers as possible, then train Black Lotus. Now, let's go on to Step 2. 
(If the Nuke hits, you will have 10 more minutes to initiate the next step.)

Step 2: Capture the Nuclear Missile Silo
Now, it is time to pay back for the damages General Clear Stone have done 
to your base. Or, make him pay for the psychological trauma that you have 
experienced due to fears that the Nuclear Missile might hit your base! 
Now, it is time to send Black Lotus into his base. Try to sneak around 
his defenses, and watch out for all the radiation on the round, as they 
can harm Black Lotus, then sneak over to the Nuclear Silom and capture 
it from across the wall. The nuclear silo should explode. Now, with the 
Nuclear Missile Silo gone, you can fight on a more even basis. (All other 
nuclear missile silos are inactive, and they won't work.)

Of course, prevention is always better than cure, as you cannot afford 
to be caught off guard when General Clear Stone rebuilds his Nuclear Missile 
Silo. Therefore, build your own Particle Cannon and let it warm up. Now, 
whenever General Clear Stone decides to rebuild his Nuclear Missile, you 
can make him pay for it!

Step 3: Destroy his eastern outpost
With his nuclear missile silo gone, it is time for you to counter attack! 
Send some Battlemaster Tanks over to the northeast, past the plain with 
Nuke Cannons deployed and destroy the Nuke Cannons, then back at some, 
build some Flame Tanks and ECM Tanks. Then send them to the empty plain 
where your Battlemaster Tanks are stationed. Use the Dragon Tanks to cook 
all the infantry inside garrisoned structures and then you can continue 
to move on to the northeast part of the map

You will find a small outpost with some Advanced Nuclear Reactors, Barracks 
and two inactive Nuclear Missile Silos guarded by Gattling Cannons and 
some garrisoned towers. Again, use the Dragon Tanks to ding the people 
inside to death, and then you can send your battlemaster tanks in to destroy 
all the Gattling Cannons. When you have entered the outpost, you will be 
told that you can look at his Nuclear Missiles, but you cannot touch! I 
know that you may be tempted to capture the nuclear missile silos, but 
don't bother, as they will simply explode instead of allowing you to have 
them. Therefore, simply destroy everything and this step would be 
considered completed.

Step 4: Attack his main base from the east
It is time to finish him once and for all. Go west from this outpost and 
go around a mountain range. You will be at the eastern entrance of General 
Clear Stone's base. However, this base assault is not going to be easy. 
If you have used a Satellite Hack II to have a look inside the base, you 
will find lots of infantry and several Overlord Tanks guarding the base! 
Therefore, I suggest you unseat them a bit using a Nuclear Missile or an 
Artillery Barrage before you let your units get anywhere near the base! 
After they are gone, you can send your Emperor Tanks in to remove the 
Gattling Cannons, and you can go in and let lose the dogs of war. (Better 
safe than sorry, build an additional 20 Battlemaster Tanks to help you. 
I am assuming that you have enough money.)

Having beaten him, General Clear Stone would look a bit worried, and he 
will say, "I more nuke and I would have reduced you to dust." I guess that 
is midlife crisis for you!

---------------------------------------------------
h. Chinese Dragon General: General Leang [CCGZH8H]
---------------------------------------------------
In the loading screen, you will get a glimpse of the final General, General 
Leang. So, General Ta Hwun Kwai was right about the final General being 
a Tigress, as she is a woman! She asks, "Why do you run towards your own 
demise?" Then, as you watch the opening cutscene, you will find that you 
are somewhere in Tibet, China. Your tank battalion moves forwards, and 
reaches a gate with some statues of ancient Chinese soldiers. You hear 
General Leang's voice. "Leave this place before you anger me!" She warns, 
but your battalion ignores her warning, and suddenly, a particle beam cuts 
through your units in front, a Scud Storm is then launched at your tanks 
in the middle, and a nuke pulverizes the ones in the rear! "In the end, 
all fall before me!" Then, you will be notified that capturing her weapon 
storage bunkers can reset the timers on all of General Leang's superweapons. 
Then you are left to play. Notice that she has a Scud Storm, a Particle 
Cannon and a Nuclear Missile Silo all ready for you, and you have 15 minutes 
before they are ready! Let's fight!

*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****
Step 1: Build your base and control the southern edge of the map
Now, there is no time to lose. You must act quickly. First, build a Nuclear 
Reactor and a Supply Center with 2 Supply Trucks. Then, build a barracks, 
train 2 Minigunners and research the Capture Building Upgrade. Have them 
capture the oil derrick on this island. Then, build a War Factory. Pump 
out some Dragon Tanks and Attack Outposts and send them across the river. 
You will notice that there are several Bunkers loaded full of troops. Send 
your Dragon Tanks to burn the infantry inside. Make sure that the tank 
is facing the correct direction, or you will not hit the bunkers. With 
the bunkers cleared, send you troops to the mountain pass to the north 
and have them guard the area against any Paladin Tanks or any other enemies 
that they will send into your base. At the meantime, have some Attack 
Outposts and Assault Troop Transports guard your base as General Leang 
may send a Sneak Attack any time.

Now that you have secured the mountain pass, it is time to expand to the 
supply depot your tanks have just passed. Build a second Supply Center, 
War Factory, a Propaganda Center, an Internet Center as quickly as possible. 
(Defend them with a line of Gattling Cannons to the north as MiGs will 
be used from time to time against you) Notice those crates to the south? 
They are worth $1000 each, so collect them all and you can have more funds 
to use. The Internet Center can be placed inside your main base if you 
have room. Otherwise, build it at your auxiliary base. Fill it with Super 
Hackers on the double, and train Super Lotus (or corrupt one into serving 
you, as General Leang says). You will understand later. Have her capture 
the second Oil Derrick to the north for now.

Step 2: Secure the land around the first Bunker
Now, as you have the technology, build a couple of Attack Outposts, Assault 
Helices fully loaded assisted with Inferno Cannons (or Nuke Cannons). Then, 
move north, and shell and burn all the infantry units guarding the Bunker. 
Good. You now have secured this Bunker. But do not capture it with Super 
Louts until the timers are just about to tick to zero, or you will not 
gain too much time. (By the time I reached the Bunker here, there were 
still about 5 minutes left, so I waited for another 4 minutes before I 
captured it) Otherwise, move on to the next step.

Step 3: Secure the land around the second Bunker
As you may notice, the second bunker. (The Particle Cannon Bunker) is 
directly to the north of the Scud Storm. It is guarded by 4 Overlord Tanks. 
Therefore, I suggest you build another War Factory, guarded by Gattling 
Cannons to stop those MiGs and the occasional Helix loaded with Tank Hunters! 
Then, build a couple of Nuke Cannons (upgraded with Neutron Shells from 
a Nuke Silo. You will understand why later) supported by Attack Outposts 
and ECM Tanks in the front. Then, send them to the north of the Mountain 
Pass. You will notice that there is a Bunker filled with troops by the 
bridge. Fire one single neutron shell at the Bunker and the people inside 
will be vaporized.

Then, continue to move north, until the enemy Overlord Tanks are just in 
sight. It is best that you do not try to attract their attention. Therefore, 
fire Neutron Shells at the Overlord Tanks to neutralize them once and for 
all, and be careful as you approach the lone tunnel network, or you will 
be ambushed by the units inside. Therefore, I suggest you play safe, and 
fire another Neutron Shell at the Tunnel Network. The units inside, 
infantry and tanks will be vaporized, and they will all be ejected from 
the tunnel and explode. Then, you can move the Outposts and Artillery in 
to destroy the Tunnel Network. With it gone, this area is secured. Send 
Super Lotus in to capture the Tech Reinforcement Pad, and build an 
additional Supply Center and several Gattling Cannons around the supply 
dock. Now, you can have Super Lotus on standby to capture this bunker when 
the timer is almost gone down to zero. (What does that bunker store anyway? 
Excess photons of light, or something?) Proceed to the next step.

Step 3: Build an expeditionary force and cross the bridge next to the 
Particle Beam bunker and secure the land around the final Bunker.
Now, as the title says, build maybe 10 more Attack Outposts with Nuke 
Cannons and ECMs for support and send them across the bridge west of the 
particle beam bunker. You will encounter some token resistance with a 
couple of Tank Hunters, Paladin Tanks and Dragon Tanks, and what's up with 
that? Just blow the life out of them and you will be fine! You will notice 
that there is yet another Tunnel Network to the west by the Nuclear Weapons 
Bunker, and don't worry, there is no one there now that you have cleaned 
it out one moment ago. Congrats, there is very little resistance here and 
the final bunker is in your hands. Notice that bridge leading north? That 
bridge is the only way into and out of the base of General Leang! Therefore, 
I would recommend you to build a line of Gattling Cannons and yet another 
War Factory to build more units for the final assault.

Note: You may wonder why I did not ask to send units across the bridge 
to the east of the mountain pass. Yes, I know. There is another bridge 
on the other side, but for some reason, when I ordered my units to cross 
to the other side, they just did a U-turn and went back to the bridge by 
the Particle Beam Bunker to cross. Maybe it is due to the Chinese gate 
that is blocking the way.

Step 4: Perform a final attack on the base
Now that you have secured the exit and entrance of the base, it is time 
to finish General Leang off once and for all. If you are quickly enough, 
you may still have about 8 minutes left on her superweapon timer, with 
still one Bunker to be captured. Now, build maybe 8 Overlord Tanks, upgrade 
half with Speaker Towers and half with Gattling Cannons. Then, build some 
ECM Tanks and Nuke Cannons for support. Have Satellite Hack 2 upgraded 
from the Command Center. Then, you can send them in. To unsettle their 
frontal defenses, you can drop a Nuclear Bomb at the first group of 
buildings you find across the bridge, then use a neutron shell to take 
out the units garrisoned inside the Bunker. Then send your Overlord Tanks 
in. Now, you will have to be very careful around here. There is a long 
line of Patriot Missile systems on the ridge to the north, and you will 
suddenly find yourself underfire from all directions if you are not 
prepared. Therefore, you should use the Nuke Cannons to carefully destroy 
them all from a range before you move in.

By the way, notice that there is a large push cut and trimmed in the shape 
of the Chinese letter tiger. I wonder how such bushes can grow in such 
cold conditions. Anyway, with the Patriots gone, you should divide your 
Attack Outpsots into two groups of 8. One will move up the staircase, while 
the other will go east. Have these two groups destroy everything in their 
path now. Once the one reaches the first Command Center, have them stay 
there. Same goes for the other group once they have destroyed the two 
Airfields on their side. This is to prevent any of her construction dozers 
from reaching those areas and rebuilding the things that you have destroyed. 
It is very annoying, and they rebuild so quickly.

While they are standing their ground, send your Nuke Cannons up the stairs 
and start to shell everything that they find. Do you get my point? To make 
them more stronger to begin with, make use of the Artillery Training General 
Ability. Anyway, with such destructive power, very few things can resist 
your Nuke Cannons before it is too late, particularly they have their adult 
supervision, which are the Overlord Tanks around. If you have trouble 
destroying the Superweapons, use Black Lotus to capture the Nuclear Weapon 
Bunker to allow for more time for you to destroy them. For your information, 
the Nuclear Missile Silo is in the far west of the base, the Scud Storm 
in the center, and the Particle Cannon in the far east. Now, just destroy 
them, along with every other production structure General Leang has and 
the final level of the Generals Challenge will be complete! Finally!

When you beat her, the camera will be focused on the patch of grass with 
the bushes trimmed in the shape of the Chinese character "Tiger". Then, 
General Leang will admit defeat. In the victory screen, General Leang will 
say that it was a very good competition, and if you have time, challenge 
her again. WHAT? A competition? What kind of sport involves so many lives 
being lost and so many vehicles being destroyed? War is not a sport, I 
tell you. It is a matter of life and death! Anyway, congratulations, as 
you have officially beaten the General's Challenge Mode!

*****PLAYING AS GENERAL TA HWUN KWAI*****
Step 1: Build your base and control the southern edge of the map
Now, there is no time to lose. You must act quickly. First, build a Nuclear 
Reactor and a Supply Center with 2 Supply Trucks. Then, build a barracks, 
train 2 Red Guards and research the Capture Building Upgrade. Have them 
capture the oil derrick on this island. Then, build a War Factory. Pump 
out some Dragon Tanks and Battlemaster Tanks and send them across the river. 
You will notice that there are several Bunkers loaded full of troops. Send 
your Dragon Tanks to burn the infantry inside. Make sure that the tank 
is facing the correct direction, or you will not hit the bunkers. With 
the bunkers cleared, send you troops to the mountain pass to the north 
and have them guard the area against any Paladin Tanks or any other enemies 
that they will send into your base. At the meantime, have some Battlemasters 
guard your base as General Leang may send a Sneak Attack any time.

Now that you have secured the mountain pass, it is time to expand to the 
supply depot your tanks have just passed. Build a second Supply Center, 
War Factory, a Propaganda Center, an Internet Center as quickly as possible. 
(Defend them with a line of Gattling Cannons to the north as MiGs will 
be used from time to time against you) Notice those crates to the south? 
They are worth $1000 each, so collect them all and you can have more funds 
to use. The Internet Center can be placed inside your main base if you 
have room. Otherwise, build it at your auxiliary base. Fill it with Hackers 
on the double, and train Black Lotus (or corrupt one into serving you, 
as General Leang says). You will understand later. Have her capture the 
second Oil Derrick to the north for now.

Step 2: Secure the land around the first Bunker
Now, as you have the technology, build a couple of Emperor Tanks, Dragon 
Tanks assisted with ECM Tanks and Battlemaster Tanks. Also research the 
Autoloader Upgrade from the Propaganda Center to allow your Battlemasters 
have a trebled rate of fire. Then, move north, and burn all the infantry 
units guarding the Bunker. Good. You now have secured this Bunker. But 
do not capture it with Black Lotus until the timers are just about to tick 
to zero, or you will not gain too much time. (By the time I reached the 
Bunker here, there were still about 5 minutes left, so I waited for another 
4 minutes before I captured it) Otherwise, move on to the next step.

Step 3: Secure the land around the second Bunker
As you may notice, the second bunker. (The Particle Cannon Bunker) is 
directly to the north of the Scud Storm. It is guarded by 4 Overlord Tanks. 
Therefore, I suggest you build another War Factory, guarded by Gattling 
Cannons to stop those MiGs and the occasional Helix loaded with Tank Hunters! 
Then, build a couple of Nuke Cannons (upgraded with Neutron Shells from 
a Nuke Silo. You will understand why later) supported by Overlord Tanks 
and ECM Tanks in the front. Then, send them to the north of the Mountain 
Pass. You will notice that there is a Bunker filled with troops by the 
bridge. Send a Dragon Tank, along with an ECM Tank to disrupt the missiles, 
and then fry the units inside.

Then, continue to move north, until the enemy Overlord Tanks are just in 
sight. Unfortunately due to the lack of Artillery, General Ta Hwun Kwai 
has to rush in without any elements of surprise. Therefore, you should 
build more tanks before rushing. Units will pop out of the tunnel network 
to engage you, so look out for them as well. It will be a tough battle, 
but you should win. Then, you can move the Emperor Tanks in to destroy 
the Tunnel Network. With it gone, this area is secured. Send Black Lotus 
in to capture the Tech Reinforcement Pad, and build an additional Supply 
Center and several Gattling Cannons around the supply dock. Now, you can 
have Black Lotus on standby to capture this bunker when the timer is almost 
gone down to zero. (What does that bunker store anyway? Excess photons 
of light, or something?) Proceed to the next step.

Step 3: Build an expeditionary force and cross the bridge next to the 
Particle Beam bunker and secure the land around the final Bunker.
Now, as the title says, build maybe 2 more Emperor Tanks with Battlemaster 
Tanks and ECMs for support and send them across the bridge west of the 
particle beam bunker. You will encounter some token resistance with a 
couple of Tank Hunters, Paladin Tanks and Dragon Tanks, and what's up with 
that? Just blow the life out of them and you will be fine! You will notice 
that there is yet another Tunnel Network to the west by the Nuclear Weapons 
Bunker, and don't worry, there is no one there now that you have cleaned 
it out one moment ago. Congrats, there is very little resistance here and 
the final bunker is in your hands. Notice that bridge leading north? That 
bridge is the only way into and out of the base of General Leang! Therefore, 
I would recommend you to build a line of Gattling Cannons and yet another 
War Factory to build more units for the final assault.

Note: You may wonder why I did not ask to send units across the bridge 
to the east of the mountain pass. Yes, I know. There is another bridge 
on the other side, but for some reason, when I ordered my units to cross 
to the other side, they just did a U-turn and went back to the bridge by 
the Particle Beam Bunker to cross. Maybe it is due to the Chinese gate 
that is blocking the way.

Step 4: Perform a final attack on the base
Now that you have secured the exit and entrance of the base, it is time 
to finish General Leang off once and for all. If you are quickly enough, 
you may still have about 8 minutes left on her superweapon timer, with 
still one Bunker to be captured. Now, build maybe 8 Overlord Tanks, upgrade 
half with Speaker Towers and half with Gattling Cannons. Then, build some 
ECM Tanks and Nuke Cannons for support. Have Satellite Hack 2 upgraded 
from the Command Center. Then, you can send them in. To unsettle their 
frontal defenses, you can drop a Nuclear Bomb at the first group of 
buildings you find across the bridge, then use a neutron shell to take 
out the units garrisoned inside the Bunker. Then send your Overlord Tanks 
in. Now, you will have to be very careful around here. There is a long 
line of Patriot Missile systems on the ridge to the north, and you will 
suddenly find yourself underfire from all directions if you are not 
prepared. Therefore, you should use ECM Tanks to disrupt all missiles that 
attempt to hit you while you are at it.

By the way, notice that there is a large push cut and trimmed in the shape 
of the Chinese letter tiger. I wonder how such bushes can grow in such 
cold conditions. Anyway, with the Patriots gone, you should divide your 
Emperor Tanks into two groups of 4. One will move up the staircase, while 
the other will go east. Have these two groups destroy everything in their 
path now. Once the one reaches the first Command Center, have them stay 
there. Same goes for the other group once they have destroyed the two 
Airfields on their side. This is to prevent any of her construction dozers 
from reaching those areas and rebuilding the things that you have destroyed. 
It is very annoying, and they rebuild so quickly.

While they are standing their ground, send your Battlemaster up the stairs 
and start to shell everything that they find. Do you get my point? To make 
them more stronger to begin with, make use of the Battlemaster Training 
General Ability. Anyway, with such destructive power, very few things can 
resist your Battlemasters before it is too late, particularly they have 
their triple shot autoloaders in use. If you have trouble destroying the 
Superweapons, use Black Lotus to capture the Nuclear Weapon Bunker to allow 
for more time for you to destroy them. For your information, the Nuclear 
Missile Silo is in the far west of the base, the Scud Storm in the center, 
and the Particle Cannon in the far east. Now, just destroy them, along 
with every other production structure General Leang has and the final level 
of the Generals Challenge will be complete! Finally!

When you beat her, the camera will be focused on the patch of grass with 
the bushes trimmed in the shape of the Chinese character "Tiger". Then, 
General Leang will admit defeat. In the victory screen, General Leang will 
say that it was a very good competition, and if you have time, challenge 
her again. WHAT? A competition? What kind of sport involves so many lives 
being lost and so many vehicles being destroyed? War is not a sport, I 
tell you. It is a matter of life and death! Anyway, congratulations, as 
you have officially beaten the General's Challenge Mode!

*****PLAYING AS GENERAL CLEAR STONE*****
Step 1: Build your base and control the southern edge of the map
Now, there is no time to lose. You must act quickly. First, build an Advanced 
Nuclear Reactor and a Supply Center with 2 Supply Trucks. Then, build a 
barracks, train 2 Red Guards and research the Capture Building Upgrade. 
Have them capture the oil derrick on this island. Then, build a War Factory. 
Pump out some Dragon Tanks and Battlemaster Tanks and send them across 
the river. You will notice that there are several Bunkers loaded full of 
troops. Send your Dragon Tanks to burn the infantry inside. Make sure that 
the tank is facing the correct direction, or you will not hit the bunkers. 
With the bunkers cleared, send you troops to the mountain pass to the north 
and have them guard the area against any Paladin Tanks or any other enemies 
that they will send into your base. At the meantime, have some Battlemasters 
guard your base as General Leang may send a Sneak Attack any time.

Now that you have secured the mountain pass, it is time to expand to the 
supply depot your tanks have just passed. Build a second Supply Center, 
War Factory, a Propaganda Center, an Internet Center as quickly as possible. 
(Defend them with a line of Gattling Cannons to the north as MiGs will 
be used from time to time against you) Notice those crates to the south? 
They are worth $1000 each, so collect them all and you can have more funds 
to use. The Internet Center can be placed inside your main base if you 
have room. Otherwise, build it at your auxiliary base. Fill it with Hackers 
on the double, and train Black Lotus (or corrupt one into serving you, 
as General Leang says). You will understand later. Have her capture the 
second Oil Derrick to the north for now.

Step 2: Secure the land around the first Bunker
Now, as you have the technology, build a couple of Overlord Tanks assisted 
with Inferno Cannons (or Nuke Cannons). Also research Isotope Stability 
from the Propaganda Center to avoid any nasty explosions that may occur 
if your tanks are destroyed. Then, move north, and shell and burn all the 
infantry units guarding the Bunker. Good. You now have secured this Bunker. 
But do not capture it with Black Louts until the timers are just about 
to tick to zero, or you will not gain too much time. (By the time I reached 
the Bunker here, there were still about 5 minutes left, so I waited for 
another 4 minutes before I captured it) Otherwise, move on to the next 
step.

Step 3: Secure the land around the second Bunker
As you may notice, the second bunker. (The Particle Cannon Bunker) is 
directly to the north of the Scud Storm. It is guarded by 4 Overlord Tanks. 
Therefore, I suggest you build another War Factory, guarded by Gattling 
Cannons to stop those MiGs and the occasional Helix loaded with Tank Hunters! 
Then, build a couple of Nuke Cannons (upgraded with Neutron Shells from 
a Nuke Silo. You will understand why later) supported by Overlord Tanks 
and ECM Tanks in the front. Then, send them to the north of the Mountain 
Pass. You will notice that there is a Bunker filled with troops by the 
bridge. Fire one single neutron shell at the Bunker and the people inside 
will be vaporized.

Then, continue to move north, until the enemy Overlord Tanks are just in 
sight. It is best that you do not try to attract their attention. Therefore, 
fire Neutron Shells at the Overlord Tanks to neutralize them once and for 
all, and be careful as you approach the lone tunnel network, or you will 
be ambushed by the units inside. Therefore, I suggest you play safe, and 
fire another Neutron Shell at the Tunnel Network. The units inside, 
infantry and tanks will be vaporized, and they will all be ejected from 
the tunnel and explode. Then, you can move the Overlord Tanks in to destroy 
the Tunnel Network. With it gone, this area is secured. Send Black Lotus 
in to capture the Tech Reinforcement Pad, and build an additional Supply 
Center and several Gattling Cannons around the supply dock. Now, you can 
have Black Lotus on standby to capture this bunker when the timer is almost 
gone down to zero. (What does that bunker store anyway? Excess photons 
of light, or something?) Proceed to the next step.

Step 3: Build an expeditionary force and cross the bridge next to the 
Particle Beam bunker and secure the land around the final Bunker.
Now, as the title says, build maybe 2 more Overlord Tanks with Nuke Cannons 
and ECMs for support and send them across the bridge west of the particle 
beam bunker. You will encounter some token resistance with a couple of 
Tank Hunters, Paladin Tanks and Dragon Tanks, and what's up with that? 
Just blow the life out of them and you will be fine! You will notice that 
there is yet another Tunnel Network to the west by the Nuclear Weapons 
Bunker, and don't worry, there is no one there now that you have cleaned 
it out one moment ago. Congrats, there is very little resistance here and 
the final bunker is in your hands. Notice that bridge leading north? That 
bridge is the only way into and out of the base of General Leang! Therefore, 
I would recommend you to build a line of Gattling Cannons and yet another 
War Factory to build more units for the final assault.

Note: You may wonder why I did not ask to send units across the bridge 
to the east of the mountain pass. Yes, I know. There is another bridge 
on the other side, but for some reason, when I ordered my units to cross 
to the other side, they just did a U-turn and went back to the bridge by 
the Particle Beam Bunker to cross. Maybe it is due to the Chinese gate 
that is blocking the way.

Step 4: Perform a final attack on the base
Now that you have secured the exit and entrance of the base, it is time 
to finish General Leang off once and for all. If you are quickly enough, 
you may still have about 8 minutes left on her superweapon timer, with 
still one Bunker to be captured. Now, build maybe 8 Overlord Tanks, upgrade 
half with Speaker Towers and half with Gattling Cannons. Then, build some 
ECM Tanks and Nuke Cannons for support. Have Satellite Hack 2 upgraded 
from the Command Center. Then, you can send them in. To unsettle their 
frontal defenses, you can drop a Nuclear Bomb at the first group of 
buildings you find across the bridge, then use a neutron shell to take 
out the units garrisoned inside the Bunker. Then send your Overlord Tanks 
in. Now, you will have to be very careful around here. There is a long 
line of Patriot Missile systems on the ridge to the north, and you will 
suddenly find yourself underfire from all directions if you are not 
prepared. Therefore, you should use the Nuke Cannons to carefully destroy 
them all from a range before you move in.

By the way, notice that there is a large push cut and trimmed in the shape 
of the Chinese letter tiger. I wonder how such bushes can grow in such 
cold conditions. Anyway, with the Patriots gone, you should divide your 
Overlord Tanks into two groups of 4. One will move up the staircase, while 
the other will go east. Have these two groups destroy everything in their 
path now. Once the one reaches the first Command Center, have them stay 
there. Same goes for the other group once they have destroyed the two 
Airfields on their side. This is to prevent any of her construction dozers 
from reaching those areas and rebuilding the things that you have destroyed. 
It is very annoying, and they rebuild so quickly.

While they are standing their ground, send your Nuke Cannons up the stairs 
and start to shell everything that they find. Do you get my point? To make 
them more stronger to begin with, make use of the Artillery Training General 
Ability. Anyway, with such destructive power, very few things can resist 
your Nuke Cannons before it is too late, particularly they have their adult 
supervision, which are the Overlord Tanks around. If you have trouble 
destroying the Superweapons, use Black Lotus to capture the Nuclear Weapon 
Bunker to allow for more time for you to destroy them. For your information, 
the Nuclear Missile Silo is in the far west of the base, the Scud Storm 
in the center, and the Particle Cannon in the far east. Now, just destroy 
them, along with every other production structure General Leang has and 
the final level of the Generals Challenge will be complete! Finally!

When you beat her, the camera will be focused on the patch of grass with 
the bushes trimmed in the shape of the Chinese character "Tiger". Then, 
General Leang will admit defeat. In the victory screen, General Leang will 
say that it was a very good competition, and if you have time, challenge 
her again. WHAT? A competition? What kind of sport involves so many lives 
being lost and so many vehicles being destroyed? War is not a sport, I 
tell you. It is a matter of life and death! Anyway, congratulations, as 
you have officially beaten the General's Challenge Mode!

----------------------
9. More Tips [CCGZH9]
----------------------
The Money Collector:
Each side has an infinite supply gatherer that generates money every now 
and then. If you want to earn more money in the same amount of time. Build 
those gatherers in quantity. Make sure you build them between each money 
collection, then, there will almost always money flowing into your pockets.

Clearing Garrisoned Buildings:
Each side has more ways to clear units from garrisoned structures. The 
methods and priorities are listed below:

USA: Stealth Fighter > Microwave Tank > Combat Drop > Flashbang Grenade
China: Nuke Cannon with Neutron Shells > Dragon Tanks
GLA: Toxin Tractors

Submitters Tips! Low Wei Shyong's Tips
In general,
1)It's good to have base defenses near the command centre, the supply centre 
and the superweapon. At least 1 gattling cannon or equivalent. To prevent
against sneak attack by Commanches, Helices, Heroes, auroras. 

2)Get multiple supplies ASAP e.g. oil derricks, supply stashes. Vital to 
keep pumping out units and attaining a high tech tree.

3)Keep a fast-reacting force e.g. a few commanche, MiGs, gattling tanks 
to prevent black lotus/Burton/Rebel attack.

4)Build structures relatively spaced out to minimize effect of 
superweapons.

5)Always try to coordinate your attacks with the carpet bombing, specter 
gunship etc. They draw fire away from your attacking force.

6)In multiplayer games, one should not over-emphasize on base defenses 
unless one is planning to destroy the enemies with just superweapons. Base 
defenses are immobile and cost as much money and time to build. Why
not building a force which is mobile which can act both as offensive and 
defensive? Additional point is the units can gain veterancy as the game 
progresses.

5)It's better to take the game to the opponent's base. Make them spend 
time and money building defenses and all you have to do is to puncture 
their base at a particular weak point and let hell run loose.
Offence is the best defense in strategic games sometimes.

USA strategy,
1)The spy drone general's promotion is very important. Many players often 
fail to notice that. Spy drones are stealthy and can be used to check on 
the opponents, monitor vital passages, put it in own base to spot stealth 
units e.g. Lotus. It's runned by timer, meaning one can place multiple 
spy drones.

2)No. of Auroras required to destroy:
Power plant-2
Barracks-1
Prop Centre-1
Supply centre-2
War Fac-2
Com Centre-5
Superweapon-5
Gattling cannon(or equivalent)-2
Chinese bunkers-not tested
Stategic centre-not tested
Palace-not tested
Black market-not tested

If the opponent defends his base at particular locations and not within 
his base much, one can try using the Aurora strike. 2 airfields of them, 
group them in singles or 2s. 1st run can take out base defenses and defending 
units. 2nd run, the unit-producing buildings, then the other structures.
He will never know what hit him. =)

3)Diversity is the key for the USA. Always try to make a force with a mixture 
of filled up humvees(3MD+1PP+1R), Paladins, Avengers, Tomahawks,
and a few Commanches. The force need not be big. Once I had a force with 
2 Paladins, 2 Avengers, 2 Humvees,2 Tomahawks and 2 Commanches. Managed 
to take out 100+ Hard army units without much loss.

4)When using Air Force General, can try using the Attack Chinooks + Stealth 
Commanches. When en mass and after spotting the enemy base well should 
bring it down easily. Does not work well against Superweapon General's 
EMP patriot at all.

5)Can Burton swim? Don't think so. But he sure can climb. Have you seen 
him slide down a slope before? Looks really cool.

6)Keep a few Pathfinders in the base spaced out and especially near 
important structures. They can take out Lotus/Burton/Rebels.

China strategy:
Currently, my favorites are Nuke and Tank Generals. Nuke General is 
basically the same as China normal. But it comes with Nuke cannons without 
using a general's promotion. Its MiGs have tactical nukes, Helices have 
nuke drop, BM and OL come with uranium shell upgrades, Nukes are 500 bucks 
cheaper... so they are pretty cool to use. Tank general. The Emperor Tanks, 
when used effectively, can be the most awesome force in the game. If an 
Emperor tank is not completely destroyed, it comes bask with full hp and 
with a vengeance. Excellent for both offence and defense. Usually 3-4
are required to take out a base once the defense is breached. Only things 
to worry about are laser-guided missile defenders, garrisoned rocket 
troops in bunkers/civilian buildings. And though Emperor tanks are strong, 
it would be foolish to throw them straight into enemy base defenses.

Black Lotus: 
1) Can be used to spot stealthy units.
 
2) Black Lotus + Helix-Overload drop is extremely lethal.
 
3) Sometimes, when capturing buildings, try to put Lotus as close to the 
building as possible, hiding her behind the walls. Opponent can only see 
a blinking building and will waste time look for her.
 
4) Haven't tried Superhacker-Lotus-Helix drop, a friend
told me it's pretty good too.

GLA-I am not so good with them. But kind of know their strengths and 
weaknesses.

Phew... I am tired after typing out so much. Hope you didn't get too tired 
reading them. Many of the stuff you probably know. And I appreciate your 
advice very much.

With that, I shall end here. Wishing you health, success in your studies 
and happy gaming.

Yours sincerely,
Low Wei Shyong.

Submitter's Tip! Yan Chiaw Bong's tip
Hello!  I played C&C Generals and Zero hours and I like the game very much.  
I also like the strategy guide you've provided, Good Job!!  They are very
interesting and does help a lot on my online gaming (unless I met someone 
more expert than me)  :)

The side I played the most is China.  I'm agree with you that Nuke Generals 
is like the upgraded edition of Normal China army.  The Air Force Generals 
are pretty cool too which loaded with 6 instead of 4 missiles.

Anyway, I would like to share my strategy with you.  I don't know it's 
a good strategy but just feel like sharing it.  

Normally, I'll build 2 gattling guns and 2 bunkers (with 5 rockets soldiers 
garrisoned each bunkers) for my base defense.  Later I'll built 2 more 
Nuke Warheads to against any tanks or units that are approaching my base.  

Airfield will be my next option to build to protect my Nuke Warheads from 
being destroyed by either Scud Launcher or Air Force.  I usually place 
the MiGs for air defenses since my Nuke Warheads are ready for ground 
attack.

For Online gaming, sometimes the Host don't allow SW (Super Weapons) so 
all players are not allowed to built unless for Tech.  

I found China was pretty good at defense.  I tried to use Air force Generals.  
It helps me to earn my Generals Point pretty easily because it's good on
offence but if somebody play rush, I probably will be finish, unless I've 
few Commaches for defenses.

Anyway, that's what I'm going to say.  It's getting late over here.  I 
wish you all the best in your study and good health and be aggressive in 
gaming.

Peace!!  

Submitter's Tip! Raptor11790's tip
I saw that you posted my latest letter to you on your guide, thanks! Did 
you know that the reason those two students picked that day to shoot up 
there school was that 4/20 is Hitler's birthday? They think he MIGHT be 
a small fraction Jewish. And about that school system thing grades 9-13 
are considered high school but this place is international and project 
oriented which I think is good because that means less daily homework and 
more projects. I also found that Ace does have one tank, the Microwave 
Tank and it does get affected by the Composite Armer upgrade. To do that 
Hacker Farm guide I will send it to you in pieces in order okay? Well, 
here is the first part.
 
The Hacker Farm
    A lot of people don't know what a Hacker Farm is. To put it simply 
it is just a bunch of Hackers hacking money for you in a big group. This 
guide thingy will share tips, do's and don'ts, ideas, and some suggested 
units for Hackers.
 
Tips
- The Internet Center is a bit like the Hacker Capital, so keep it defended 
in your base but don't worry about super weapons as it is pretty strong.
- Don't worry a lot if you are running low on cash when you first start 
the farm, give it about ten min. to start to work. 
- Never leave a farm unattended as spies could compromise its secrecy. 
- Build a few so in case one is burned to the ground you still have a source 
of income. 
- Before you try this on the Internet practice it on a skirmish game, it's 
okay to play alone while practice it so you might want to just concentrate 
on it.
-  Always think about where to put it, what to defend it with, and other 
things.
- If you have some free time try to think like an enemy desperate on shutting 
down your economy.
- Remember that this is just a game.

Do's
    -Keep guards in and around Hacker area
    -Put Hacker Farm in a remote corner or area of no strategically value
    -Keep enemy occupied so he/her doesn't have enough time to discover 
Hackers
    -Keep Internet Center tucked away deeply in base
    -Wait a while for funds to kick in
    -Go over basics every so often
    -Try new ideas such as mobile Hacker Farms
    -Build a couple extra Hacker Farms in case main gets destroyed
    -Make Hacker Farms main source of income instead of Supply Piles
    -Always have an extra amount of cash just in case
 
Don'ts
    -Leave Hacker Farms unattended
    -Always use same ideas
    -Putting Hacker Farm close to the action
    -Rely on Supply Piles the most
    -Not keeping an eye out for supplies
    -Putting Hacker Farm right next to non-depleted Supply Pile(s)
    -Sending angry mail to Kylohk instead of Raptor
    -Using all available money for more unneeded stuff
    -Not using any money for stuff
    -Somehow giving off Hacker Farm location(s)
    -Not going over Hacker Farm basics often
    -Getting addicted to game

It is me again. I think that the first salvage upgrade makes tanks fire 
faster, I know that for the Marauder at least. A tip for when you are playing 
against an easy computer in skirmish is that if you are playing against 
a U.S. force is that if you are Ace use Comanches as the main part of your 
defense as your enemy has only one anti air unit, the Missile Defender, 
but this can be eliminated without a threat if you get the Stealth Commanche 
upgrade and then use your Comanches to attack them from their back. But 
hey, all is fair in love and war. When playing as Anvil I always get the 
Mini-Gunner Elite Training as if they get damaged they will heal themselves 
without the need of a Speaker Tower. By the way when I asked you about 
how you defeat Anvil and Clear Stone on easy mode I meant on Skirmish. 
But your tip on Clear Stone was pretty helpful for Generals Challenge and 
I agree with you that there shouldn't be super weapons. I only build them 
to destroy my enemy's super weapons so mine are more defensive. The only 
other time I use them is to clean out the base before my forces come in. 
I think you should stress capturing tech. buildings a little more as 
countless times all my funding for war has come from Oil Derricks.

Hacker Groups
 
6 Hackers = 1  Pod
 
9 Hackers = 1 Subdivision
 
10 Hackers = 1 Cell
 
18 Hackers = 1 Division or 2 Subdivisions
 
20 Hackers = 1 Dipod or 2 Pods
 
27 Hackers = 1 Ton or 3 Subdivisions
 
    Anything above go ahead and make up your own names but please share 
with others.

These group units are only suggested. If you for some reason are upset 
about it please contact Raptor 11790@ not the author of the FAQ this is 
posted on Kylohk. Please do not use profanity or anything rude in the 
letter.

Submitter's Tip! Tahir Talpur's Tip
Hello friend,
 
My name is Tahir Talpur, and i am citizen of Pakistan. I go through your 
guide, it is good and interesting, i have few tips i find useful when playing 
GENERALS or GENERALS ZH. I want you to take a look at them, if you find 
them useful add them in your guide.
 
1ST TIP
 
This tip is very useful if you are playing as USA against GLA. As you 
know there are many civilian buildings located on the map, each building 
can carry 10 soldiers max. Now all you have to do is to locate a good building, 
which is good against enemy, now train 9 ROCKET SOLDIERS and 1 PATHFINDER 
from barracks and 1 AVENGER from war factory, it cost you a bit but also 
worth a while. Take your 10 soldiers and garrison them in that building, 
after that place that avenger behind that building.
 
Now how it works, the 9 rocket soldiers will take care of all incoming 
enemy heavy vehicles, like SCORPION TANKS, QUAD CANNON etc and the 1 
pathfinder will take care of all incoming infantry and offcourse AVENGER 
can take care of all incoming long range missiles like SCUDS, this building 
is really useful when you are playing against HARD ARMY but it will not 
work against CHINA because it has NUKE CANNON with NEUTRON SHELL real 
dangerous for soldiers.
  
2ND TIP
 
PATHFINDERS are a real danger for GLA, as you know that GLA has no proper 
base defences like CHINA and USA has Gattling Cannons and EMP Launchers, 
GLA deploy stinger sites, in which there are three rocket soldiers standing 
fires rockets on incoming enemies, so you just train your 2 or 3 pathfinders, 
and take them towards GLA base, they can shoot down the rocket soldiers 
inside the stinger site, then the stinger site is nothing but a piece of 
cake, then take your tanks or any other vehicles to destroy these sites, 
they offer no resistance.
 
That's all for now, I will mail more tips if when I find.
Thanks

MORE TIPS COMING SOON!

-------------------------
10. Conclusion [CCGZH10]
-------------------------
That's all, for now. I am rather busy at school, but still, the campaigns 
for the standard USA, GLA and Chinese armies are complete. As time allows, 
I can also add the strategies for the Generals Challenge Campaign.

Again, you can read this guide, print it out if you want it to read it 
in bed or whatever, just don't copy it! That's all! See Ya!

This guide is intended to be published in GameFAQs and only GameFAQs, any 
requests from other websites to publish this guide will be rejected from 
now on. However, the websites that have published my guide before I wrote 
this can still publish the guide, provided that it is at Version 4.1 or 
before.

--------------------------------------
Appendix I: Feedback Information [A1]
--------------------------------------
Since the publishing of the original version of my Command and Conquer: 
Generals Side Comparison Guide, I have decided that I must make some new 
rules for those people who want to give me a feedback about my guides. 
All future strategy guides will have this section. If the following rules 
are not observed, I will just consider your e-mail to be spam mail or flame 
mail, and I will delete it without reading it, and will blacklist your 
e-mail address.

For publishing permission:
I used to allow people to publish my guides on their websites as long as 
they ask for permission. However, I will now ignore all the requests for 
this guide to be posted on other websites due to the fact that I am updating 
it consistently, and only Gamefaqs can receive the most updated version 
of this guide. Besides, having only one site host my work can help in 
creating efficiency, as there will be many stray versions of my guide in 
the internet and stuff, and it will make things very difficult to the 
readers. Although I do not have a lawyer to sue anyone if they do it without 
my permission, I expect everyone to have self discipline about these 
things.

Concerning the submission of your own tips:
I am always ready to accept tips from readers in order to add more flavor 
to my guide. However, you must read my guide thoroughly first, and make 
sure that your tip has not been listed in my guide. Otherwise, it would 
be a waste of your time or my time.

Feedback Concerning Mistakes: (THIS IS THE MOST IMPORTANT PART, LISTEN 
UP)

As I am a human, and we are all humans, we all make mistakes. Nobody is 
perfect. If I had made any mistakes in my guide, feel free to e-mail me. 
But however, you must follow these rules. I have typed out some bad examples 
with each rule, and they are from some of the e-mail I received by people 
who are dissatisfied by my original Command and Conquer: Generals side 
comparison guide.

You must:
Be polite, as I will take these feedback letters as seriously as formal 
letters, and you should specify the version number of my guide, then I 
can check my guide out. However, it need not be as formal as business letters, 
after all it is only a game. You should also present yourself clearly, 
I won't even think about anything that I cannot understand at the first 
glance, as I am a busy person.

For example, "I enjoyed reading your guide, but disagreed with you on some 
points." From a person called Alex Shikh or "I agree with you that China 
is the strongest factions, but it is not much stronger than the other 2." 
From Ives Gobau And so on.

You must not:
Say any foul language and offend me. 

For example, "Your guide was ********, full of lies and biased opinions." 
From K Truin. You are not going to make me listen by saying rude words 
to me, you will only give me the impression that you are either uneducated 
or have low EQ.

Conduct any surveys about how good my guide is and give it to me, as I 
could not care less about your so-called surveys. 

For example, "I have conducted a survey about your guide and over 90% said 
that it was a trashy tabloid." From Frozak.

Start a petition to have my guide removed. 

Before, I was worried about this annoying "Petition: FAQ Removal" board 
made by a certain person called GamerEX. That is, "I would like to start 
the petition to have kylohk's Command and Conquer: Generals Side Comparison 
Guide as it is based on opinions and fluff." When I was asked by IGN to 
publish my Side Comparison Guide on their site, I told the sender about 
my worries, and he assured me that I can stick with my own ways and need 
not listen to angry letter up. So, that's what, if you make any rash moves 
like organizing petitions, I really won't bother to negotiate with you.

Finally, you must not say anything I consider to be racist. 

For example, "You mentioned that you live in China that is obvious, 
considering your bias towards this side, etc..." "I am afraid that your living 
in China has blinded your judgment so much." From someone I could not 
remember his name. So, what are you trying to say, say that us Chinese 
are all idiots? Besides, the word bias is used to describe unfair 
comparisons due to neglecting some facts. As I have put all facts into 
account, I really cannot have made any bias towards any sides.

From all the 50 or so letters complaint I received, I decided to listen 
to less than 5 of them. Why? As only 5 of them could follow the rules stated 
above. So, you MUST take those points into consideration, or else, don't 
expect me to listen to you.

Game Help:
If you have read my guide and did not understand something, feel free to 
ask, but please do not do this too often, as my e-mail account has other 
uses.

You may have wondered why I put this section up. This is a new 
"Anti-disturbance" ordinance I set up for my own use, in order to minimize 
all those annoying and insulting things I receive. In fact, during 
September alone, I received at least a hundred of mail concerning my Side 
Comparison Guide, and I am now to make sure this will never ever happen 
again.

Thank you for your cooperation.

Yours,
Lo Kai Yan Alasdair, kylohk. (Kai Yan Lo From Hong Kong)

---------------------------------------
Appendix II. Letters from Readers [A2]
---------------------------------------
This section basically shows some of the letters I received from Readers 
of this guide. They are free to express their opinions, AS LONG AS THEY 
FOLLOW THE INSTRUCTIONS STATED IN THE FEEDBACK INFORMATION.

A letter written from a Swede called Calle Nord dated 22 March, 2004:
Hi!

First & foremost, thank you for a (mostly) well-written strategy guide. 
My name is Calle Nord and I live in Sweden. I have thoroughly searched 
the internet for a strategy guide that will help me with my problem and 
your guide is the only I've found that deals with my problem.

I've got a huge problem with the 'China 3' Campaign in Zero Hour - the 
one in Coburg, Germany where you are supposed to destroy GLA Statues with 
a  constantly falling 'International Opinion' meter. I play at HARD and 
I will go berserk soon if I don't get by it!!(1)

Now the thing in your guide is that you're quite scarce with information: 
"Build a reasonable sized tank hoard..." What's reasonable? 10? 20? 50? 
(2)I really don't know. Later you say something like "...then hurry and 
destroy the stinger sites and then destroy the statue..." Sure, sounds 
like a piece of cake. Only problem is that when I tried that I got overrun 
by SCUD Launchers, Scorpion Tanks and Rocket Buggies.

Furthermore, which is the best way to attack the main base? From the left 
or right? How many War Factories do you use? I'm also having problems with 
SCUD Launchers crushing my attack forces. They're nearly always backed 
up by Maruaders/Scorpions/Quad Cannons so quick hit'n'runs with for 
example Gattling Tanks don't work. Any pointers? (3)

I'd really appreciate a 'reasonably' ;) detailed walkthrough how to 
complete this mission. Otherwise, I'll probably strangle someone with the 
cord to my keyboard.

Respectfully, Calle Nord

My Answers:
(1) Don't worry, you are not alone. There are plenty of people out there 
that go nuts because of this mission, particularly after EA decided to 
remove the Carper Bombing General Ability in the Version 1.01 patch!!!

(2) Reasonable sized refers to as many as possible as time permits. I myself 
recommend building 20 Battlemasters, separate them into 2 groups and attack 
each statue from 2 different sides. Then it is much harder for the Stinger 
Sites, SCUD Launchers to deal too much damage. Just keep the tanks spread 
apart!

(3) All the SCUD Launchers and Rocket Buggies seem to be coming from the 
GLA forward base to the far east. Destroy that to weaken their resistance. 
Another pointer is to SAVE OFTEN! As for the main base, I recommend going 
from the west. As the East side is often lined with Demo Traps, which takes 
a while to clear. While the west side only has Stinger Sites and a few 
production buildings that can be easily spotted and taken out.

This is a letter written by a person who would be known as Raptor11790:

It's me again and I found something out in the game that I think you missed. 

But don't feel bad as it took me since last January to find it out. You 
missed one GLA salvaging unit, the Scorpion. At first it is hard to notice 
but for the first upgrade its barrel gets a colored thing on the end. The 
final upgrade is only present if you get the Scorpion Rocket upgrade as 
the Scorpion gains another rocket. That's twice the destructive power!(1) 

I also noticed that for the Quad-Cannon salvage upgrades that the upgrades 
make it shoot a lot faster. And I noticed something to do when playing 
as Ace, if your aircraft's come upon a lone Patriot or EMP Patriot they 
should always be in groups of two or more so none of the missiles get through. 
Oh well I think that's all for now.

And could you please give me your opinion on the best way to beat "The 
Anvil" and "Clear Stone" when you are playing against them and they are 
set on the easy computer setting? (2) Please contact me in maybe 2 to 5 
days? Where and when I am now is California, USA and it is 4/21/04, the 
day right after the Columbine shooting 5th anniversary.(3) 

I am asking you to contact me later as my parents probably won't let me 
play my C&C Generals game as my father caught me playing my game late at 
night. (4) By the way, have you heard of a US collage called IPOLY? Even 
though I am just about to finish the 8th grade, I might be going to a high 
school program at the collage for kids who are smart but their grades don't 
necessarily reflect that. Please tell me what you think about the collage 
thing bye! (5)

My Answers:
(1) Tip! Salvage Preferences
When ever you destroy enemy vehicles, always salvage them to units in this 
order:
Marauder Tanks > Quad Cannons > Techicals > Other units
Notice that I have put other units, including Scorpions in the lowest 
priority. This is because, Scorpions can easily be built enmasse and 
overrun the enemies completely even with only one rocket, and you are not 
likely to pit only 1 Scorpion Tank against the enemy. I know that Toxin 
Tractors, SCUD Launchers and even Battle Buses can Salvage! The Toxin 
Tractor gets to have some better looking chemical sprayers, the SCUD 
Launcher has a frame to hold up the missile, while the Battle Bus has a 
better looking bonnet!

(2) There is no possibility for you to encounter General Anvil Shin Fai 
in Generals Challenge. However, when you face General Clear Stone, he would 
have a nuke all ready for you (12 minute timer) while you are building 
your base. So, if you are playing as the USA generals, fast tech (tech 
up quickly) to Aurora Bombers and use them to destroy the Missile Silo. 
If you are using a Chinese General, train Black Lotus, sneak in and capture 
the Missile Silo. If you are using a GLA General, take advantage of the 
fact that the Nuke cannot destroy GLA structures along with their holes. 
So you can sneak a worker or two somewhere and build a secondary base. 
Then Clear Stone would have two bases to target, and when one is down, 
the other can still be up.

(3) Well, I never knew that the Columbine High School is in California. 
But still, this provides a 16 hour time difference between China and 
California!

(4) My younger cousin (not older one) in the UK got banned from his 
Playstation 2 because he spent all day and night playing Final Fantasy 
X. At first my Aunt did not mind, but when he answered 7 + 5 = 2 in his 
Maths homework, my Aunt smashed his controllers and memory cards, saying 
"Now, if you want to play, you cannot!" So, despite how bright you think 
you are DO NOT be addicted to video games. IT WILL RUIN YOUR LIFE! (LIKE 
TAKING DRUGS) In fact, the first version of my Side Comparison Guide got 
some people so mad as it is not based on online games. One GameFaqs board 
user, GamerEX held a petition to have my guide removed "as it is based 
on opinions and fluff." I changed my guide, a bit to please them, and when 
I apologized, a lot of those people still continued to harass me in the 
message boards saying things like, "The goal of Generals is to play online, 
there is no way a guide can be near average if it is not based on online 
play. You will be surprised about the number of people who stay up late 
at night." Well, I must say that statement is a big preference insult to 
me. This is because a man can do whatever he likes, if you insult someone 
if he has different preferences, then you are most likely uncivilized as 
you have no mutual respect to other people. Of course, this scenario is 
what made me add a Feedback Information section on all the newest guides 
I write!

(5) It is true that the Americans are despising the SAT examination system, 
but still, some system is required to assess the students. I am not sure 
the definition of a High School student in the US. But anyway, I think 
that the Hong Kong education system is more exam oriented. I have just 
survived the HKCE Examinations last year with 6As, 2Bs and 2Ds, and now 
I will have to take another one called the A-Level Examinations next year 
to get to the university! (I myself plan to go to the UK to study engineering 
anyway, for your information.)

--------------------------------------------
Appendix III. A Comparison of the Sides [A3]
--------------------------------------------
In Command and Conquer: Generals Zero Hour, there is more than one side. 
This time, there are 3! USA, GLA and China. As usual, each side has its 
own strong points and weak points, and now, I will just give some guidelines 
on which side is good at what, and hopefully, will give you an idea of 
which side suits your style of playing. 

*****INFANTRY*****
Rifle Infantry:

USA: Ranger	
The US Ranger is the most expensive of the lot, however, they are the only 
rifle infantry in this game who can use 2 weapons, the Assault Rifle and 
the Flashbang Grenades. The Flashbang Grenades are particularly effective 
in clearing large structures and dealing with angry mobs.

GLA: Rebel	
The GLA Rebel is all the terrorist organization can offer, and fires a 
regular rifle. That's it. The camouflage and Armor Piercing Bullet upgrade 
gives them some help, though.

To use a booby trap:
To use a Booby Trap, click the button, and then click on the building that 
you intend to place the trap on. It's like a mine. Anyone who gets too 
close will be blown up. Of course, Construction Dozers and Workers can 
remove them without them exploding.

China: Red Guard
The Chinese Red Guard is certainly the best rifle infantry of the 3 sides. 
Although they cost 300 in the barracks, every time, 2 Red Guards will emerge 
instead of one. Therefore, it is possible to queue 18 Red Guards at once 
in the Barracks. Red Guards can also be produced en masse by building a 
troop crawler, which comes with 8 of them! However, the most important 
feature is the horde effect. Red Guards tend to fire about 25% faster if 
there are 5 of them together. They fire another 25% faster with the 
nationalism upgrade.

Supplementary Information: (Reference: Microsoft Encarta)
Red Guards (China), self-proclaimed militant groups of high school and 
university students loyal to Chinese leader Mao Zedong, particularly 
prominent during the early stages of the Cultural Revolution. The Red 
Guards carried out Mao's directives to attack elitist elements of society. 
In the chaos that ensued, violence and destruction occurred throughout 
China, thousands died, and millions were imprisoned or exiled.

In 1966 Mao launched the Cultural Revolution, intending to purge his 
opponents from office and revolutionize Chinese society. Mao's faction, 
principally the Gang of Four led by Mao's wife Jiang Qing, appealed directly 
to China's youth through posters, newspaper editorials, and speeches. They 
urged students to attack "reactionary" authority figures, including 
teachers and Communist Party administrators. In June 1966 high school 
students in Beijing began forming groups called the Red Guards. When Mao 
voiced his approval of these groups, high school and university students 
around the country quickly formed other bands of Red Guards. In August 
Mao addressed millions of Red Guards in Beijing's Tiananmen Square. Urged 
to destroy any aspects of old, elitist, or foreign culture, students broke 
into homes, vandalized cultural relics, and physically attacked teachers, 
artists, and Communist Party leaders.

Lack of direction and overzealous revolutionary fervour led to violence 
between various Red Guard groups. Factions formed, with each group 
proclaiming itself more loyal to Mao than the other, and often signifying 
their loyalty by waving the "little red book" of Mao's thoughts. In 1967 
the Chinese army was called in to restore order, and violent clashes took 
place between Red Guards and soldiers, resulting in thousands of deaths. 
In 1969 the government ordered many people aged 16 to 19 to leave major 
cities and go to the countryside, effectively dampening the Red Guard 
movement. Many of these people remained in the countryside until the late 
1970s.

Comparison:

Factor: Special Abilities

Rangers are just so powerful with their flashbang grenades, and can destroy 
hoards of enemy infantry with ease. Rebels are second, as the camouflage 
ability can allow them to perform unexpected sneak attacks. Red Guards 
are the worst, as they really have no strategy except an increased rate 
of fire in large groups.

Rangers > Rebels > Red Guards

Score:
USA: 2 GLA: 1 China: 0

Value for money:

Ranger:
Cost: $225
Flashbang Upgrade: $1000
For a Rifle Infantry that has 2 functions, it is definitely worth paying 
$225 for this as it costs $112.5 for each function. Another good thing 
is that a flash bang upgrade is definitely cheap and should be researched 
as soon as possible.

Value for money: Excellent

Rebel:
Cost: $150
Camouflage Upgrade: $2000
Booby Trap Upgrade: $1000
The Rebel is like the Ranger, it has 2 functions, a normal assault one 
and a special one. Besides, they can be camouflaged, and the Booby Trap 
upgrade is also cheap. However, the Booby Trap is not as effective, as 
you can only place them on buildings. So, it is a good value for money.

Value for money: Good

Red Guard;
Cost: $300 for 2
Nationalism Upgrade: $2000
Although the average price of a red guard is $150, you can produce them 
en-masse, as one button yields 2 Red Guard. But compared to the other 2 
rifle infantry, it is only a fair value for money.

Value for money: Fair

Conclusion about Rifle Infantry:
As all 3 rifle infantries seem to be good at something, USA for quick 
demolition of garrisoned structures, GLA for sneak attacks, and China for 
brute force horde attacks.

Rocket Infantry:

USA: Missile Defender
The US Missile Defender is just a person with armed with a high tech Rocket 
Launcher. They laser sights improve their rate of fire, and that's about 
it. 

To use the Laser Missile:
Click the Laser Missile Button, and then click on your target. The Missile 
Defender will focus on the target with a laser, and then, wow wow wow wow 
wow! They fire their rockets in an insane speed, similar to the speed of 
Tank Hunters with their hoard effects. I found out about this when I head 
some Tank Hunters fight some Missile Defenders head to head. (In case you 
wondered how I fight missile defenders with tank hunters who use the laser 
missiles, I was playing against the computer, and it obviously cheated.)

GLA: RPG Trooper
The RPG Trooper is just like the missile defender, but without the laser 
sight. However, they can be given free of charge whenever you build a tunnel 
network. So it is a little bit more worth it. They can use Armor Piercing 
Rockets later on.

China: Tank Hunter
The Tank Hunter has the horde effect, nationalism and a TNT attack! Apart 
from this, they now can be deployed in 2s by means of building listening 
outposts. This gives them all the protection they need. In my opinion, 
the TNT attack is effective against tanks like the Scorpion or Paladin, 
as they can kill your infantry very quickly if they stand still in one 
spot. (By means of Scorpion Rocket and Lasers.) DO NOT USE THE TNT ATTACK 
when there is a better alternative though.

To use the TNT Attack:
If you really want to use the TNT attack against, say a Paladin tank or 
Scorpion Tank, click on the TNT Attack button, and click on your desired 
target. The Tank Hunter will go to the vehicle and plant the explosive. 
Note that this is a contact attack. That is, it will work as soon as your 
Tank Hunter comes in contact with the tank, or vice versa. So even if the 
enemy tank manages to squish your Tank Hunter, it will be not before the 
charge is placed.

Comparison:

Factor: Rate of Fire

After close observation of the Laser Missile ability of the Missile 
Defender, I have concluded that the Laser Missile causes the Missile 
Defender to fire about 25% faster. This is the same speed as the Tank Hunter 
with the Hoard Effect. However, the slight delay in targeting the enemy, 
and there can already be a problem, and besides, the laser missile cannot 
be used in buildings or Humvees, so they are tied.

Missile Defenders = Tank Hunters > RPG Troopers

Score:
USA: 1 GLA: 0 China: 1

Value for money:

Missile Defender:
Cost: $300

That's right, the Missile Defender is just a $300 man with a missile, which 
requires you to manually target tanks and only tanks to increase they rate 
of fire towards them. Yawn...

Value for money: Fair

RPG Trooper:
Cost: $300
Armor Piercing Rockets upgrade: $2000

Again, the RPG Trooper costs $300, and their attack power can be upgraded. 
This makes them a good value for money.

Value for money: Good

Tank Hunter:
Cost: $300
Nationalism Upgrade: $2000
The Tank Hunter also costs $300, but comes with the ability to automatically 
fire faster at ANY type of enemy due to the Hoard Effect when in groups 
of 5 or more, compared to the Missile Defender, which can only manually 
fire faster at vehicles. The Nationalism upgrade makes them even faster, 
and is good for fighting tanks! Of course, if the enemy uses tanks like 
Paladins and Scorpions, there is always the TNT Attack to take them out 
before they kill you.

Value for money: Excellent

Conclusion:
Rocket Infantry are well, rocket infantry, they are effective against 
vehicles, but need all the protection they can get. Consider hiding them 
in battle buses, humvees or listening outposts. Of course, the usual build 
them in quantity clause applies. Note that the Laser Missile can only be 
used against tanks and vehicles. So, don't even think about clicking that 
button when you are confronted by infantry. In fact, run away!

Advanced Rifle Wielding Infantry:

USA: Pathfinder
The US Pathfinder is like a "stealth nun with a sniper rifle" (actually, 
it is some kind of camouflage suit for those jungle operations.). His 
ability to garrison buildings without detection really helps to kill large 
numbers of enemy infantry from a long range!

GLA: Angry Mob
GLA Angry Mobs may be one of the comic relieves in the game. A mob first 
attacks with simple rifles, and later can be armed with AK-47s. They are 
effective against any unit that do not have anti-infantry weapons. When 
a member of a mob is killed, a new one respawns by "mitotic cell division". 
However, beware of the following, as they can kill you in a second or 2, 
flashbangs, flame, toxic substances.

China: None
China does not have any other infantry units that can use rifles better 
than the Red Guard.

Comparison:

Factor: Attack Power, Range, Vulnerability

The Stealth Nun is good for vaporizing infantry from a range. While, the 
Angry Mob is good at destroying vehicles AND infantry from a close range. 
So, no conclusion can be drawn because there is more than one variable 
(Range and Attack Power) to be taken into consideration.

Pathfinders = Angry Mobs > None

Score:
USA: 1 GLA: 1 China: 0

Value for money:

Pathfinder:
Cost: $600
The Pathfinder costs $600, and that is all you need to take out a large 
hoard of infantry! In fact the kill ratio is about 1 to 20 or even higher 
when used properly. So, well, it is an excellent value for money!

Value for money: Excellent

Angry Mob:
Cost: $800
Arm the Mob: $1000
An Angry Mob has 10 Mobsters, that makes it $80 per mobster! This is 
basically an effective way to train units, as you only required to press 
a button once to send 10 people out. The Arm the Mob upgrade is very cheap. 
So, always upgrade them before sending your Mobs in!

Value for money: Excellent

Conclusion:
The Stealth Nun is not always stealthy, they have a tendeny to reveal 
themselves when moving, so be careful. AS for the Angry Mobs, my cousin 
in the UK has a nasty trick, he likes to build about 20 of them, and rush 
to the opponent's base and make a riot! As they are moving, they are upgraded 
with AK 47s for everyone! Hooray!

Vehicle Entrants:

USA: Pilot
When an armored or air unit with veterancy is destroyed, a pilot will jump 
out. Now, you can send him into another friendly unit, to apply the 
veterancy.

To apply veterancy:
Select your pilot, and then on the unit you intend to apply his experience 
to.

GLA: Hijacker
The Hijacker steals vehicles from the enemies, that's all, however, they 
can easily be detected, and can be killed very quickly, so it's not worth 
it.

China: None
China has no unit that can steal vehicles or enter vehicles that are not 
armored carriers.

Comparison:

Factor: Ease of use

It is obviously easier to get a Pilot inside one of your own vehicles than 
to get a Hijacker inside an enemy's vehicle. And, Pilots are free!

So, the result is obvious.

Pilots > Hijackers > Nothing

Score:
USA: 2 GLA: 1 China: 0

Value for money:

Hijacker:
Cost: $400
Although a hijacker is cheap, you probably need to build lots of them in 
order to be able to steal one vehicle. So, it's really not worth the money 
or that General Point.

Value for money: Poor

Conclusion:
The Pilot is always useful for people who like to apply quick veterancy. 
As for the Hijacker, I suggest you train them in quantity to ensure success.

Demolitions:

USA: Ranger Flash Bang Grenades
The role of the Grenadier is given to the ordinary US Ranger, which can 
use the Flashbang Grenades to clear garrisoned structures. The Grenades 
can also be used against enemy infantry, just like the grenades in the 
old days. But still, EA got the name of the Grenade wrong, flashbangs stun, 
not kill, so they should be using Frag Grenades instead. It does no damage 
to vehicles.

To use Flashbang Grenades:
Click on the Flashbang Grenade button and here you go! Just remember to 
switch back to the Assault Rifle when tanks come.

GLA: Terrorist
The GLA can use suicide bombers to destroy incoming enemy tanks. The 
Terrorist can also make use of civilian cars to increase their speed. 
However, attentive players can easily stop them. So, I suggest you train 
them in quantity, which wastes money.

To become a car bomber:
Just select your Terrorist, and move your mouse cursor over a civilan 
vehicle until a Red "Enter" arrow appears. Then click. The Terrorist will 
then get into the car and you can use it to blow things up!

China: Tank Hunter TNT Attack
Tank Hunters now play the roles of Crazy Ivans as well. When your Tank 
Hunter is cornered by a tank (particularly scorpion or paladins), feel 
free to use his TNT attack on the tank. A TNT charge will be placed on 
the vehicle, and will detonate in 10 seconds, most likely destroying it. 
I have managed to pull it off several times. The TNT Attack can be used 
against enemy buildings as well. It is even better than the Terrorists, 
as you may be able to re-use this attack again and again.

To use the TNT Attack:
If you really want to use the TNT attack against, say a Paladin tank or 
Scorpion Tank, click on the TNT Attack button, and click on your desired 
target. The Tank Hunter will go to the vehicle and plant the explosive. 
Note that this is a contact attack. That is, it will work as soon as your 
Tank Hunter come in contact with the tank, or vice versa. So even if the 
enemy tank manages to squish your Tank Hunter, it will be not before the 
charge is placed.

Comparison:

Factor: Explosive bias

The former is effective in blowing away infantry, while the latter 2 are 
effective in blowing away tanks. So, again, I cannot give a score for any 
sides, as no direct comparison can be made.

So:
Ranger Flashbang Grenades = Terrorists = Tank Hunter TNT Attack

Score:
No Score given

Conclusion:
The Ranger Flash Bang Grenades are excellent in killing large groups of 
infantry, particularly Angry Mobs. Terrorists are again to be built in 
quantity to ensure success. Although the Tank Hunter's TNT attacks might 
be useless at times, always use them if you do not want them to attack 
while standing still. That's all I have to say. It's hard to visualize 
the picture.

Value for money:

Terrorist:
Cost: $200
There is no need to say anything about it. The Terrorist is annoying, and 
you only have to pay $200! Excellent value indeed!

Value for money: Excellent

Electronics:

USA: None
THE USA does not have any infantry units specializing in manipulating 
electronic devices.

GLA: Saboteur
This is again, like the spy of Red Alert 2. The Saboteur is stealthy, and 
disables buildings by entering them. They can climb over cliffs.

China: Hacker
The spies of Red Alert 2 have been replaced by Hackers. Hackers have an 
ability to disable enemy buildings with a powerful computer virus. This 
is true even for enemy buildings that do not require power to run! So, 
if you can transport a group of Hackers past enemy defenses, you can easily 
cause a lot of chaos in the enemy base!

To Hack the Internet:
Click the Hack Internet button and the Hacker will start stealing money 
at the rate of $5 per beep. It takes a few seconds to connect to the Internet, 
though.

Comparison:

Factor: Ease of use

It is obviously easier to send a Saboteur inside an enemy base than to 
send a lone hacker in! After all, Hackers are nerds, and are those guys 
who are bad in PE!

Saboteur > Hacker

Score:
USA: 0 GLA: 2 China: 1

Value for money:

Saboteur:
Cost: $700
For a use once and discard unit like the Saboteur, charging $700 for it 
isn't going to work. Hmph! It's just not worth it.

Value for money: Poor

Hacker:
Cost: $625
For an infinite supply gatherer as well as a person who can disable 
buildings from a range, paying $625 is definitely more worth it as you 
can train these guys in quantity for your use, and they are not completely 
useless.

Value for money: Excellent

Conclusion:
The Saboteur is useful if your enemy seems to have forgotten to place base 
defenses near the mountains around his base. China can counter them by 
placing mines around their structures. As for the Hacker, they disable 
buildings from a range. But they have to stay there for some time. So, 
use them for your needs.

Hero Units:

USA: Colonel Burton
The United States do not have to rely on that arrogant Tanya Adams anymore. 
Instead, we have Colonel Burton, the man with the most tricks up his sleeve. 
Colonel Burton's rifle can make a quick work of enemy armor and infantry 
units. His knife, can kill enemy infantry without being seen. His Demo 
Charges can be activated by a timer or by remote. Burton can climb over 
steep hills into the enemy base!

To use the Knife Attack:
Click the Knife Attack button and then click the enemy infantry unit you 
want to use it on.

To use the Timed Demo Charge:
Click on the Timed Demo Charge button and then click on the building you 
intend to use it on. Colonel Burton will then go over to the building, 
and tinker with his bomb for a while before the bomb is placed. The timer 
is set to 20 seconds, plenty of time for you to get away.

To use the Remote Demo Charge:
The same steps apply for Remote Demo Charge, only that you can detonate 
them at will. To detonate the charge, click the Detonate Charges button, 
and beep! BOOM!

GLA: Jarmen Kell
This mercenary is just a sniper with the capability to periodically kill 
the drivers inside the vehicles. That's it. Unfortunately, he cannot do 
it more frequently, otherwise, it's not worth coughing up $1500. But still, 
Jarmen Kell is excellent in, destroying fire bases. You will see what I 
mean.

To kill drivers inside vehicles:
Click the sniper attack button and then click on the vehicle you intend 
to get rid of. Then a single shot will be fired, and the vehicle will lose 
its side.

China: Black Lotus
China's secret agent has no self defenses, but she can capture buildings 
faster than other Red Guards, as she does not need to recharge. She also 
can steal money from enemy supply centers, $1000 at a time. She can disable 
enemy vehicles too, but make sure you are up against one at a time. The 
bottom line is, if you can sneak Black Lotus past enemy defenses, you can 
capture a lot of their buildings before they can even react.

To Cash Hack:
To steal money from enemy supply centers, click the Cash Hack button and 
then click the target you intend to steal money from. Black Lotus can steal 
money from a range, and can gain veterancy by doing so.

Conclusion:

Factor: Significance of Special Ability

Colonel Burton is definitely the one with the highest flexibility, with 
his all rounded attack abilities. Jarmen Kell's signature ability, the 
Sniper Attack, is not frequent enough, and definitely is not worth being 
a Hero Unit. Black Lotus, although she has no weapons to defend herself, 
can make a difference if you want to sabotage their base in emergencies. 
After all, it only takes 7-9 beeps for her to capture a building, while 
it takes the average Rifle Infantry more than 20 to do so!

So:
Colonel Burton > Black Lotus > Jarmen Kell

Score:
USA: 2 GLA: 0 China: 1

Value for money:

Colonel Burton:
For a unit that practically has everything,(a Swiss army man in fact), 
paying $1500 is certainly worth it, as it is just like a destruction starter 
kit all hauled up in one person.

Value for money: Excellent

Jarmen Kell:
For a person who can only snipe a vehicle once in a while, $1500 really 
is a ludicrously high amount. But that's all GLA have in their hero's 
department. Sigh... Life is cruel.

Value for money: Bad

Black Lotus:
Although Black Lotus cannot defend herself well, those abilities really 
are perfect power tools to use against the enemy, particularly if you sneak 
in from an obscure corner. The cash hack lands you more and more money, 
as that is how you let her gain veterancy.

Value for money: Good

Conclusion:
It's a pity that you cannot train heroes in quantity, Colonel Burton is 
particularly powerful. He has the most tricks up his sleeve. I just love 
to see him stabbing enemy units to death! As for Jarmen Kell, you should 
snipe a vehicle and retreat to a safe spot every time, as if you get to 
close, you can easily get detected and killed. As for Black Lotus, feel 
free to sneak her into the enemy's base via a Helix to a relatively 
undefended area. Then you can confuse the enemy as you capture their 
buildings.

*****ARMORED VEHICLES*****
Main Battle Tank:

USA: Crusader Tank
The Crusader Tank of the US is the most high tech Tank in the game. Being 
a US unit, it can have drones installed above it. Unfortunately, the drones 
can be easily shot down by enemy defenses. However, their armor can be 
upgraded by composite armor. So, it is quite good actually.

To upgrade your tank with drones:
Simply click the drone you want to be installed on the tank and then you 
can wait. Note that you cannot have more than 1 drone installed at once.

GLA: Scorpion Tank
The Scorpion Tank is the light tank of the GLA. Being the light tank, it 
has rather light armor. As they are built to hit and run, the Scorpion 
Tank is not so suited to direct, full scale battles, that are the bane 
of the C&C series. The Scorpion Rocket Upgrade gives them a slight balance 
though. This is particularly true when I tested one of these tanks against 
a battlemaster or crusader. Even with the rocket, the scorpion will lose 
on one to one combat. So, build 50+ of these.

China: Battlemaster Tank
China's Battlemaster Tank is slightly cheaper than the Crusader Tank, 
therefore, with a slightly weaker armor than them. However, their benefits 
are better than the Crusader. For one, they can make use of the Horde Effect 
to fire faster and can go even faster with nationalism inspired; secondly, 
their speed and attack power can be increased by 25% with the Uranium Shells 
and Nuclear Tank upgrade from the Nuclear Missile Silo. So that makes them 
more powerful.

Supplementary Information on the Type 98 Main Battle Tank (It looks the 
most like the Battlemaster): (Reference: Sinodefence)

The Type 98 is the latest development of China's main battle tanks. (MBTs) 
This new prototype has an increase in firepower, mobility and protection 
compared with previous models. The tank was first revealed to the public 
in October 1999, and is reported to have entered service with the PLA in 
a small number for operational test and evaluation before the design is 
finalized. An improved variant of the tank makes use of a new explosive 
reaction armor and the Leopard 2 A6-style additional reinforcement to the 
turret frontal armour with externally mounted add-on armour modules.
The Type 98 is the latest derivative of the Type 90 main battle tank (MBT) 
family. It is also the of officially certified version of China's third 
generation MBT programme, and had been undergoing continuous research and 
development for fifteen years since the eighties. The Chinese third 
generation MBT is known to have suffered certain technical difficulties 
in the early 1990s. The scheduled date of commissioning was postponed 
several times, until the initial approval certificate of the Type 98 was 
issued in 1998.

The Type 98 was first revealed to the public in the national day parade 
on 1 Oct 1999. A small number of the initial production model is in service 
with the Army for initial evaluations and tests. It is expected that the 
final production model of the Type 98 will join the service before 2004, 
depending on progress of the final modification work.

The original design target of the Chinese third generation MBT was as a 
counter to the Soviet T-72 main battle tank, but the changing requirements 
shifted the development to make the tank much more complex than before. 
The later design criteria of the Type 98 were aiming at matching the U.S. 
M1A1 Abrams, while certain aspects of the actual performance of the Type 
98 are catching up with the standard of the M1A2.

It is surprising that China has developed two MBTs, the Type 88C/96 and 
the Type 98, with similar performance at the same time. Although the Type 
96 was regarded as the second generation MBT, while the Type 98 as the 
third generation MBT, they are comparable in term of general performance 
and technology. One possible explanation is that the Type 98 will be 
equipped by the most elite units in a relatively small number, while the 
Type 96, with less sophisticated technology and therefore cheaper unit 
price, will replace the bulk of Type 59/69 in current service.
The layout of the Type 98 is conventional, was to a certain extent, 
influenced by the Soviet Tank designs. The driver's compartment is at the 
front, with fighting compartment/turret in the centre, and the power pack 
in the rear. The complete powerpack assembly can be removed in around 30~40 
minutes and in field conditions. Suspension is of the conventional torsion 
bar type and there are six rubber-tyred roadwheels on each side, with the 
drive sprocket at the back of the tank.

The Type 98 MBT's turret is slightly larger than that of the Type 90, which 
has resulted in a gap between turret and the hull in the front. The advantage 
is that more ammunition can be loaded at once. However, there is a major 
disadvantage in the battle as the whole turret might be blown off if the 
gap is hit.

In addition, the Type 98 also lacks designs often found on Western MBTs 
to minimize the damage in case a HEAT shell hits the tank and penetrates 
it. Some designs include the armor bulkheads to separate the crew 
compartment from the fuel tanks and rounds, as well as the top panels 
designed to blow outwards in case of explosion. This could lead to low 
survivability in modern combat field according to what some tank divisions 
experienced in the 1991 Gulf War.

The main weapon of the Type 98 MBT is a fully-stabilized 125 mm 50-calibre 
smoothbore gun with an autoloader (Hence no loaders are needed). Although 
early reports indicated the cannon was a licensed copy of the Russian 2A46, 
it is actually an indigenous design derived from the Chinese 120 mm 
smoothbore gun technology.

The Type 98 Main Battle Tank has a wide variety of ammo, including armor 
piercing fin stabilized discarding sabot rounds (APFSDS), high explosive 
anti-tank rounds (HEAT), and high explosive fragmentation (HE-FRAG) 
projectiles. China has also manufactured Russian A-11 laser guided 
anti-tank missile (ATGM) to be fired by the 125 mm gun. In addition, the 
Chinese have also experimentally developed depleted uranium rounds for 
their tanks and it may be available to the Type 98. (That's what they meant 
by the depleted Uranium Shells from the Nuclear Missile Silo in the game.)
Fire accuracy is attained by the laser rangefinder, wind sensor, ballistic 
computer, and thermal barrel sleeve. Dual axis stabilization ensures 
effective firing on the move. The commander of the tank can make use of 
up to six periscopes and a stabilized panoramic sight. Both the commander 
and gunner have roof-mounted stabilized sights equipped with day/thermal 
vision, a laser rangefinder and an auto tracker facility. The commander 
has a display showing the gunner's thermal sight, enabling the commander 
to fire the main gun.

The Type 98 is also equipped with a computerized onboard information 
processing system, which can collect information from vehicle navigation 
(Inertia/GPS), observation systems and sensors, process it in the computer 
and display it on the commander's display, giving it the ability of 
real-time command and beyond-vision-range target engaging.
Secondary weapons include a 7.62 mm coaxial machine gun and a 12.7 mm air 
defense machine gun mounted on the commander's cupola. 76-mm Type 84 
five-barrel smoke grenade launchers are mounted on each side of the turret.
The turret and hull are of all-welded steel amour construction. A layer 
of composite armor has been added to the front arc. The armor package is 
of modular design, enabling damaged sections to be replaced or upgrades 
installed throughout service life. Explosive reactive armor (ERA) can be 
fitted if required.

The Type 98 features a JD-3 integrated laser rangefinder / warning / 
self-defense device. Unlike contemporary Russian active tank self-defense 
systems like Drozd, Drozd-2, and Arena, which launch projectiles to disable 
or "shoot-down" incoming anti-tank missiles and projectiles, the Chinese 
system apparently uses a high-powered laser to directly attack the enemy 
weapon's optics and gunner. (Similar to the Paladin Tank)
The system includes what appears to be a laser warning receiver (LWR - 
the dome-shaped device on the turret roof behind the commander's position), 
that warns the crew that their tank is being illuminated by an enemy 
range-finding or weapon-guidance laser. The turret of the tank can then 
be traversed to face the direction of the enemy threat, and the laser 
self-defence weapon (LSDW - the box-shaped device on the turret roof behind 
the gunner's position), can be employed against the source of the enemy 
laser. 

The procedure of the laser weapon would first use a low-powered beam to 
locate the optics of the enemy weapon. Once the enemy weapon was located, 
the power level of the laser would be increased rapidly. Such an attack 
would disable the guidance optics of the enemy weapon and blind the enemy 
gunner.

The available photos of the Type 98 have also confirmed that the laser 
weapon can be elevated to a higher angle than the tank's main gun, 
indicating that the type 98 Main Battle Tank has the ability to shoot down 
enemy helicopters. In addition, the laser device could also be used for 
communications between friend tanks.

The Type 98 is powered by a liquid cooled, turbocharged 1,200 hp diesel 
derived from Germany WD396 diesel technology. At its current battle weight 
of 52 tons, this gives a power-to-weight ratio of about 23 hp/ton.

-----------------------------------------------
Specifications of the Type 98 Main Battle Tank
-----------------------------------------------
Crew: 3 
 
Weight: 50 tons
 
Engine: 1,200 hp liquid cooled diesel
 
Transmission: Mechanical, planetary
 
Track: Metallic with RMSh, with rubber-tyred road wheels
 
Suspension: Torsion bar
 
Radio: Receive/transmit, telephone, laser communications
 
Dimension: Length: 11.00 m; Height: 2.00 m; Width: 3.40 m
 
Ground Pressure: N/A
 
Cruising Range: 450 km, or 600 km with external tanks
 
Speed: Max road 65 km/h; max off-road 47 km/h; average cross-country 35 
km/h; max swim N/A
 
Fording Depths: 5 m with snorkel
 
Main Gun: Indigenous 125 mm smoothbore 
 
Rate of Fire: 8 rounds/min 
 
Elevation/Depression: N/A
 
Auxiliary Weapon: One coaxial 7.62 mm machine gun; one 12.7 mm air-defence 
machine gun
 
Fire Control: Laser rangefinder input, onboard computer, wind sensor, and 
control panel

Comparison:

Factor: Group attack power (>=5)

First I resorted to one to one combat. The Scorpion Tank, even if upgraded 
to Scorpion Rocket and the rest, cannot beat the Crusader or Battlemaster 
Tank. When it comes between the Crusader and the Battlemaster. The Crusader 
won marginally.

However, when we take the Crusader and Battlemaster on a 8 to 8 combat, 
the Battlemasters won because they had the hoard effect to help them fire 
faster. As most people would build a large hoard of tanks. I come up with 
the following conclusion:

Battlemaster Tank > Crusader Tank > Scorpion Tank

Value for money:

Crusader Tank:
Cost: $900
Composite Armor Upgrade: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

The Crusader has a slightly heavier armor than the Battlemaster Tank and 
costs $100 more. That's not so worth it. Besides, those drones are far 
too vulnerable and can be easily shot down. It's not a good value for money 
actually, if you charge that much for a main battle tank.

Value for money: Bad

Submitter's Opinion! Marcus Wong's Opinion
The crusader tank should be considered a fair value of money since it's 
a tradition for EA to give at least one of the tanks in C&C a cost of $900. 
(Remember the Rhino tanks from RA2 and RA.)

Either way, there is a negative review for Generals which is more special 
and ridiculous than the other negative reviews. you can find it at the 
reviews section at the original Generals. The review is titled 'Command 
& Throw Up' and the rating is only 4/10.Pls post your thinking about that 
review.

My answer: 
I was judging the value of money of the Crusader Tank for a Medium Tank, 
this is because the Medium Tank does not classify as a Heavy Tank, the 
Paladin Tank does. For your information, the Medium Tank and all its 
equivalents (Titans, Tick Tanks) all cost $800, but this one costs $900! 
I know that the Heavy Tank costs $950, but as the Crusader Tank is not 
a Heavy Tank, I still consider it to be a bad value of money.

As for that negative review, I think this guy is trying to focus on the 
bad sides of the game. He is right about certain aspects of the graphics, 
as EA did not put a lot of detail into the soldiers, as all soldiers, even 
when viewed close up don't look like human at all! I think he must be from 
Taiwan, as the $1250 he paid for the game must be in NT$, and the NT$ is 
much smaller in value compared with the HK$. (Maybe it is a quarter so 
so of the value.)

Scorpion Tank: 
Cost: $600
Scorpion Rocket Upgrade: $1000
Toxin Shells Upgrade: $1000
Armor Piercing Rocket Upgrade: $1000

It is obvious really, that for such a cheap price, you can already purchase 
such a vehicle with decent stopping power. Be sure to upgrade them ASAP 
with those Rockets, as they can make a large difference.

Value for money: Excellent

Battlemaster Tank:
Cost: $800
Nationalism Upgrade: $2000
Uranium Shells Upgrade: $2500
Nuclear Tank Upgrade: $2000

Battlemasters ARE to be built in quantity, as they fire much faster when 
doing so. This square $800 is very good when all of their potential benefits 
are concerned. Although many of China's units may look expensive, they 
will pay off eventually, as there are lot of features to be explored.
 
Value for Money: Good

Score:
USA: 1 GLA: 0 China: 2

Conclusion:
I never use Main Battle Tanks myself, so I cannot really comment on any 
of them. So, my only tip for these 3 units is to attack in a larger number 
than your enemy's. Build in quantity, about 50+, this is another reason 
I dislike multiplayer, in fact, if I were the game host, I would set up 
a rule that limits the number of tanks used at a time to a maximum of 30.

Armored Personnel Carriers:

USA: Humvee
The standard troop transport of the US is here. Equipped with Gun-Ports, 
infantry units inside can fire at the enemy. The Humvee can also be equipped 
with a TOW Missile to attack armored targets. There is a catch though, 
if the Humvee is destroyed, the infantry inside will all die! Just a pity 
it does not come packaged with missile defenders.

GLA: Technical, Battle Bus, Combat Cycle
GLA Technical Trucks again carry 5 infantry units. Only that it has no 
gun ports. Its armor is just so weak. Although it can perform salvage runs 
on defeated armored units, and can make use of Armor Piercing Bullets, 
it really cannot help them much. The slow and steady battle bus is a 
different story, the infantry inside can fire out of the gun ports inside 
the bus. And after it blows up, the battle bus becomes a bunker of sorts, 
and the infantry continue to fire inside until it blows up the second time. 
Note that the bus' passengers cannot fire at any specific target, and that 
is a problem. The combat cycle has one infantry inside, and that infantry 
can fire at the enemies. Unfortunately, this vehicle makes the infantry 
more vulnerable to tanks, as tanks are effective against vehicles. And 
when it explodes, the infantry unit is sent flying! You may need at least 
20 of these to make a stand. You can use it as a suicide unit if the passenger 
is a terrorist, but, it can never be as economical as the troop crawler.

China: Troop Crawler
The Troop Crawler is the most expensive of the lot, at $1400, but there 
is a reason behind, it is because it comes with 8 Red Guard! So, it actually 
costs $200! The Troop Crawler is also equipped with Stealth Detection. 
So, which means, we have a decent stealth detector that can be produced 
en-masse! So, really, "They can't hide from me."

Supplementary Information on the Type 92/90 Wheeled Armored Fighting 
Vehicle (The Troop Crawler is a 8x8 8 wheeled variant of this vehicle):
(Reference: Sinodefence)
The Type 92/90 is officially designated as Type 92 or Type 90 by the People's 
Liberation Army, and it is designated as WZ551 by the manufacturer. The 
Type 92/90 is contracted by NORINCO.

The Type 92 (ZSL) Infantry Fighting Vehicle has entered service in 1996, 
and the Type 92A Armored Personnel Carrier has entered service in 1997. 
By early 2004, 2 mechanized infantry divisions, 4 mechanized infantry 
brigades and 3 battalions of the PLA have been equipped with the Type 92, 
with a total of around 1200 vehicles being used.

The Type 90 belongs to a large family of armored fighting vehicles with 
a 6-wheel chassis. (Also known as the 6x6 configuration). There are 
variants with 4 wheels and some with 8 wheels. (The Troop Crawler must 
be one of its 8 wheeled variants.) Different variants are used for different 
purposes. The Type 90 was first revealed in 1986, and it is based on the 
chassis of the Tiema XC2200 6 wheeled heavy duty truck, which made use 
of German Mercedes Benz truck designs. The Type 90 has been used by the 
PLA ground force since the early 1990s, and it was further developed to 
over 10 variants including Armored Personnel Carriers, Infantry Fighting 
Vehicles (IFVs), self-propelled artillery, anti-rioting vehicles, combat 
support vehicles, command posts and field ambulances.

The main variant of the Type 90 has a weight of 15.3 tonnes. Each unit 
is served by 3 crew. Which are the driver, commander and the gunner. Each 
Type 90 can carry up to 9 infantry soldiers in its troop compartment and 
it is fitted with fire suppression and centralized nuclear biological 
chemical (NBC) protection systems. This vehicle can also be used in water.

The PLA is transforming its conventional motorized infantry units into 
mechanized infantry troops with rapid reaction capabilities. The Type 90 
series of transports are ideal for these newly trained troops. The 54th 
Group Army in the Jinan Military Region is the first infantry unit to be 
equipped with the Type 90. Units deployed in Xinjiang, Tibet and the Beijing 
Military Region have also been served. More vehicles in this large family 
are expected to be delivered to the PLA in the future. The variant currently 
in service is designated as the Type 92.

Now, as I said earlier, the Type 90/92 has many variants. The first is 
the type 92 (ZSL92) IFV, with a 6x6 chassis. This project was in response 
to the PLA's requirements for a new 6 wheeled IFV in April 1987. It is 
the formal production variant of the Type 90/WZ551. A 30,000km's length 
of road tests have been carried out in the following years, and the vehicle 
received its design certificate in June 1994, and entered service in the 
following year.

NORINCO also had plans to export some variants including the NGV-1 IFV. 
This is another 6 wheeled vehicle, and has a French designed one-man Giat 
DRAGAR 25mm cannon turret, with stabilized sight and night vision equipment. 
There is an extra weapon which is a 7.62mm machine gun.

Another variant is the WZ901 Armored Rioting Vehicle. Other variants 
include:
WZ554 self-propelled twin-23mm antiaircraft artillery guns, 6X6 
WZ551D DK-9 (PL-9) air defence missile system, 6X6 
WZ901F (Type 86) patrol vehicle, 6X6 
WZ91 anti-tank guided missile launch vehicle, 4X4 
Long-hull APC, 8X8 
120mm Self-Propelled Mortar-Howitzer, 6X6 
Armored recovery vehicle (ARV), 6X6 
Armored ambulance, 6X6 

The hull of the Type 90 is made up of three different parts: the driver 
compartment in the front, the powerpack compartment in the middle left, 
and the troop compartment in the rear. The fully amphibious Type 90 is 
equipped to carry 12 personnel: commander, driver, gunner and nine troops. 
There are six firing ports in the vehicle hull, three on each side of the 
vehicle. Communications equipments include a VRC-83 radio set and VIC-83 
telephone.

The Type 92 IFV is fitted with a one-man 25mm cannon turret and a coaxial 
7.62mm Type 59 machine gun. The 25mm gun has a full 360 degree traverse 
with an elevation of between 8 and 55 degrees to the horizontal. Up to 
400 rounds can be loaded into the 25mm gun, with an additional 120 HE 
(High-Explosive) rounds and 80 AP (Armor-Piercing) rounds carried in the 
turret. The 25 mm gun can fire single, 3-round bursts, or 5-round bursts. 
The max rate of fire is 100 rounds per minute to 200 rounds per minute.

The 7.62mm machine gun has 1,000 rounds. There are eight smoke grenade 
launchers, four fitted either side of the main gun.

The Type 90 is fitted with NBC (nuclear, biological, chemical) protection 
system and automatic firefighting system. Armor protection against 7.62mm 
caliber weapon systems is provided all around the vehicle.

The Type 90 is powered by a German-designed BF8L413F 4-stroke, 8-cylinder, 
turbo-charged, air-cooled diesel engine with a standard power of 235kW 
(320hp) at 2,500r/min. 

The vehicle has 9 forward and 1 reverse gears, with mechanical gear box, 
power assisted steering and independent suspensions. Its central 
inflating system can adjust the tire pressure according to road conditions. 
The tires can support the vehicle to travel 100km at a speed of 30km/h 
after being damaged. In addition, the vehicle is fitted with two propellers 
for swimming.

The vehicle is capable of a maximum speed of 85km/h on paved road and 8km/h 
when afloat. The capacity of the fuel tank was increased by 90 liter to 
fulfill the PLA's requirement for a fuel endurance range of 600 to 800km.

-------------------------------------------------------
Specifications of the Type 92 Armored Fighting Vehicle
-------------------------------------------------------
Crew: 12 (3+9) 
Type: Wheeled, armored, amphibious 
Weight: 12.5 tonnes 
Engine: 320hp BF8L413F 4-stroke, 8-cylinder, turbo-charged, air-cooled 
diesel 
Transmission: Mechanical 
Suspension: Independent 
Radio: VRC-83 radio set; VIC-83 telephone 
Dimension: Length: 6.63m; Height: 2.8m; Width: 2.8m  
Cruising Range: 600~800km 
Speed: Max road 85km/h; max off-road N/A; max swim 8km/h 
Main Gun: 25mm (IFV variant), or 12.7mm (APC variant) 
Rate of Fire: (IFV) 100~200 rounds/min 
Elevation/Depression: (IFV) 8 degrees to 55 degrees 
Auxiliary Weapon: (IFV) One coaxial 7.62 mm machine gun

Comparison:
When it comes to Transports, we will have to consider flexibility.

The Humvee is the most flexible, due to the gun ports, allowing for Missile 
Defenders and Pathfinders to fire out.

The Technical is not flexible, as they can be easily be stopped and the 
passengers killed soon after. The Battle Bus again works like the Humvee, 
but you cannot specifically target anything. As for the Combat Cycle, any 
infantry except Angry Mobs can ride it. So, you can use it to offer some 
protection to individual infantry units.

The Chinese Troop Crawler may be inflexible, but it comes packaged with 
Red Guard, and holds just as much as the Battle Bus, so it is a good way 
to train large numbers of infantry en masse.

Humvees > Battle Buses = Combat Cycles = Troop Crawlers > Technicals

Score:
USA: 2 GLA: 2 China: 1

Value for Money:

Humvee:
Cost: $700
TOW Missile Upgrade: $1000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

It is the tradition of the Command and Conquer Series to charge this amount 
for a Humvee. Enough said.

Value for Money: Fair

Techinical:
Cost: $500
Armor Piercing Bullet Upgrade: $2000

Technicals are like Humvees in many aspects, but they can upgrade their 
guns by salvaging. But still, it is only a fair value for money.

Value for money: Fair

Battle Bus:
Cost: $800

Battle Bus costs $800, and comes with no attack power on its own, but it 
is a bit more armored than the technical, and won't be destroyed immediately 
when its HP drops to zero, so it is quite worth it if you want to give 
your infantry protection.

Value for money: Good

Combat Cycle:
Cost: $550
Cost of bundled Rebel: $150
Actual Price = Cost - Cost of bundled Rebel = $400

A combat cycle is ridden by a Rebel at the start, so we can consider the 
cycle to be cheaper than it actually is. In fact, I am using the "method 
of difference" to determine the actual price of units with other units 
bundled in. this method has been used by the Hong Kong Consumer Council 
to compare the prices of goods. So, to conclude, the Combat Cycle is an 
excellent value for money.

Value for Money: Excellent

Troop Crawler:
Cost: $1400
Cost of bundled Red Guards: $1200
Actual Price = Cost - Cost of bundled Red Guards = $1200

Again, the method of difference applies. You will pleased that the Troop 
Crawler itself costs only $200! This is one of the ways you can train Red 
Guards en masse. An excellent value for money indeed!

Value for money: Excellent

Conclusion:
Yes, it is best to load a Humvee with a pathfinder or 2, as it make them 
better at the task at hand. I can make no safety guarantees against air 
strikes if you hide Missile Defenders inside, as units like Raptors and 
MiGs fire so many missiles at them, and it can blow the entire thing up 
in no time. Most people prefer to load 1 pathfinder and 4 missile defenders 
in their humvees but I prefer the 2, 3 combination, as you cannot be too 
careful.

Anti-air, Anti-infantry units:

USA: Avenger
The US has come up with a new laser unit. The avenger, its laser can be 
used to shoot down incoming missiles and aircraft, its designator also 
allows your units to hit them faster and with more success. The laser of 
the Avenger cannot be used to kill ground units by itself, while you can 
send it a large number of quad cannons or gattling tanks in and cause 
tremendous damage, you can't do so with Avengers. It's just not worth 
coughing up $2000 to buy one of these vehicles if they can only attack 
air targets. Unfortunately, that's all the US has to effectively down 
aircraft. Life is tough, isn't it?

GLA: Quad Cannon
The GLA Quad Cannon is like a technical in many aspects, but it carries 
4 heavy machines guns, instead of one. It can use the scraps of defeated 
vehicles to upgrade its own guns, which is a good sign. It can acquire 
armor piercing bullets for an additional 25% damage, making it better for 
the task at hand.

China: Gatling Tank
The Chinese Gatling Tank fires very fast already, but will fire faster 
and faster, when you hear the driver say, "Spin them up!". They can fire 
25% faster, causing 25% more damage at once. The Gattling Tanks have better 
armor, and can defeat a Quad Cannon in one to one combat.

Comparison:

Factor: Attack Power and Armor

All the 3 can attack air units effectively, but the Avenger cannot damage 
ground units on its own while the other 2 can. The Gattling Tank is firing 
very fast already, and fires even faster in one more second. So, they can 
reach their full potential without picking up salvage like the Quad Cannons. 
Besides, the Gattling Cannon has more armor than the Quad Cannons, and 
can survive the enemies' attacks better.

Gattling Tanks > Quad Cannons > Avengers

Score:
USA: 0 GLA: 1 China: 2

Value for Money:

Avenger:
Cost: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

Sure, the Avenger is effective against air units and missiles, and 
unfortunately, that's the only good thing about it. When facing ground 
units, they can only designate the target to allow other units to fire 
faster and more effectively at it, and they actually give it such a 
ludicrous price! Life is tough... sigh...

Value for money: Poor

Quad Cannon:
Cost: $700
Armor Piercing Bullet Upgrade: $2000

This is the price that an anti-air, anti infantry unit should be sold. 
Enough said. Good quality, good value.

Value for money: Good

Gattling Tank:
Cost: $800
Chain Gun Upgrade: $1500

Again, ditto, this extra $100 is there because the Gattling Tank has better 
armor and attack power.

Value for money: Good

Conclusion:
Wouldn't it hurt EA if they allow the Avengers to hit ground targets 
directly as well? If not, I suggest they should lower the price of these 
things. There are nothing wrong with Quad Cannons nor Gattling Tanks though, 
if you are playing against USA, feel free to build them in quantity around 
your base. It will discourage those A-10 Strikes and Fuel Air Bombs.

Spray Action Units:

USA: Ambulance
All the Ambulance does is to spray detoxifying foam, that clears radiation 
and chemical toxins. That's it. It is not equipped to kill.

GLA: Toxin Tractor
That's right, GLA really likes to make use of Chemical Weapons. The toxin 
tractor sprays a continuous stream of toxins that can render large infantry 
divisions into green 'n' blue salamander men in no time. It can also 
contaminate large areas of land when standing. It is resistant to rockets, 
making it effective in its task of clearing garrisoned buildings. It can 
be 25% more disgusting with the Anthrax Beta upgrade installed.

To Contaminate an area:
Click the Contaminate button and then click on the area you intend to spread 
your chemicals. "Run through the sprinkler!"

China: Dragon Tank
The Dragon Tank is China's flame tank, its flame has a large sweeping effect, 
that can render both infantry and vehicles into charcoal in no time. It 
can make use of Black Napalm to spew a blue flame, which causes 25% more 
damage. Like the toxin tractor, it is effective in clearing occupied 
civilian buildings, as they are resistant to rockets. 

To Build a Fire Wall:
Click on the Fire Wall Button, and click on the area you intend to sweep 
out your flames. "The Dragon awakes!" You can only gain veterancy with 
this attack if the enemy is in contact with your flame jet when they are 
destroyed.

Comparison:

Factor: Armor, Effective against

Again, the Ambulance cannot attack anyone directly without the help of 
drones, so a 0 is what it gets.

Both are effective against infantry garrisoned in structures and outside 
structures, but the Dragon Tank is effective against buildings as well. 
Its flame wall is obviously more lethal than the Contaminate ability, as 
it works better against tanks. Another thing is that, the Dragon Tank has 
heavier armor than the Toxin Tractor, and can withstand more punishment.

Dragon Tanks > Toxin Tractors > Ambulances

Score:
USA: 0 GLA: 1 China: 2

Value for money:

Ambulance:
Cost: $600
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

What's the point of having a unit that can ONLY heal infantry units? And 
you charge it more than a Humvee? Sure, it can clear toxic foam, but what's 
the point, after all, the radiation or chemicals will fade away after a 
while.

Value for money: Bad

Toxin Tractor:
Cost: $600
Anthrax Beta Upgrade: $2500
These tractors are so effective against infantry that, if used properly, 
can achieve a 1 to 30 kill ratio or even higher. So, excellent quality, 
excellent value!

Value for money: Excellent

Dragon Tank:
Cost: $800
Black Napalm Upgrade: $2000
Ditto, ditto, ditto. Again, they cost $200 more as they have better armor 
and attack power.

Value for money: Excellent

Conclusion:
The former unit is a mess cleaner, while the latter 2 units are mess creators. 
Unfortunately, it is the tidy person in society who gets abused and 
tormented by those mess creators. There is one thing though, if your enemy 
likes to use terrorists, and has placed them too close to the other units, 
feel free to target him, he will explode, and will take other units around 
him with him! As for the Toxin Tractors, just squirt, and enjoy! If you 
are the person who likes to make extensive use of such things, play as 
Dr. Thrax!

Advanced Battle Tanks:

USA: Paladin Tank
The Paladin is a tank with heavier armor. It can use a laser to stop incoming 
missiles, regardless of how big they are. They can upgrade their armor 
with composite armor, as usual. Their high price really is a draw back. 
But still, their ability to stop missiles is decent.

GLA: Marauder Tank
"What can I say? I'm a taker." The Marauder Tank is the third in the line 
of salvaging units as far as the GLA is concerned. The Marauder Tank is 
cheap, has decent armor, and can eventually upgrade to 2 cannons! That's 
is definitely cool. So, always use a General point to be able to build 
this unit.

China: Overlord Tank
The Overlord Tank is the ultimate example of China's brute force. Although 
very expensive at $2000, it has super heavy armor, and very powerful cannons. 
It is fully customizable to have a gattling cannon, speaker tower or a 
bunker mounted on its turret. That's not all, it can crush tanks, and it 
can be upgraded to Uranium Shells and Nuclear Tank at the Nuclear Missile 
Silo.

To upgrade your Overlord with a peripheral:
Simply click on the type of upgrade you want to give to the Overlord. Note 
that this peripheral is permanent, so always think twice before deciding.

Comparison:

Factor: Attack Power, Flexibility

To compare these units, I used the "Kill Ratio" method.

After some testing, I found that 1 fully upgraded Overlord can destroy 
3-4 Paladins, and 3-5 Marauders (No Salvage).

As for flexibility, I think Overlord Tanks are the best, as they can be 
customized with 1 of 3 peripherals to suit their needs. For instance, if 
you upgrade them with a Gattling Cannon, it becomes a anti-air and anti 
infantry platform. If you upgrade them with a Bunker, it becomes a Humvee 
like troop transport. If you upgrade it with a Speaker Tower, it becomes 
a mobile healer! The Marauder Tank is also customizable, as it can upgrade 
itself to up to 2 cannons eventually by picking up the scraps of defeated 
enemies. However, the Paladin Tank is not flexible at all, and its laser 
is not that effective against rockets, particularly if the enemy 
continuously sends rocket troops against you in quantity.

Overlord Tanks > Marauder Tanks > Paladin Tanks

Value for money:

Paladin Tank:
Cost: $1100
Composite Armor Upgrade: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

These tanks are not much stronger than Crusader Tanks, and have the same 
attack power, only with the extra ability to use a laser to zap incoming 
missiles and infantry. That's it. Still, EA should not charge that much 
for a tank like this.
Value for Money: Bad

Marauder Tank:
Cost: $800
Toxin Shell Upgrade: $800

For a salvaging unit, charging a Marauder for $800 only really rocks! That's 
all I can say.
Value for money: Excellent

Overlord Tank:
Cost: $2000
Uranium Shell Upgrade: $2500
Nuclear Tank Upgrade: $2000
Overlord Bunker: $400
Overlord Propaganda Tower: $500
Overlord Gattling Cannon: $1200

It is only natural that EA decided to charge this extremely powerful and 
all rounded unit $2000. Otherwise, many C&C fans will gripe to EA for this. 
But still, by simple experiment, I found that the Overlord has a very high 
kill ratio against all other weaker tanks. So, it is really worth it.
Value for money: Good

Score:
USA: 0 GLA: 1 China: 2

Conclusion:
After my experiences in USA Mission 4, or is it 3? I have concluded that 
for every rocket infantry your enemy has, you have to build 1 Paladin Tank 
to ensure that no rockets hit. While it's 2 for Scud Launchers or Tomahawks. 
I always enjoyed using Marauder Tanks, as they are one of those good against 
everything units in the game. Their Toxin Shells can easily turn infantry 
into Salamander men! The Overlord Tank is for the people who have "taste" 
as they have 3 different peripherals to be installed!

Intelligence Units:

USA: Sentry Drone
The new sentry drone is stealthy, and can detect stealth. It can be upgraded 
with machine guns to make it more powerful, but this unit is pathetic, 
as it cannot gain veterancy. When I used these in USA Mission 1 in Zero 
Hour, they were practically the first to die.

GLA: Radar Van
Not only that the Radar Van provides Radar, it can use the Radar Scan to 
spy on enemies. So, you can virtually abuse the radar scan by building 
these little vans in quantity! Unfortunately they have no weapons 
themselves and cannot be used in attacks.

China: Listening Outpost
This van is stealthy when stationary. So, you can leave it in one spot 
to keep it revealed without getting detected by non stealth detectors. 
It itself is a stealth detector. Unlike the Radar Van, this unit is not 
defenseless, as it comes with 2 Tank Hunters that fire from inside it. 
So, it actually costs $200, like the Troop Crawler.

Comparison:

Factor: Self Defense Abilities, Flexibility

The Radar Van has no direct offensive power, so I give that a 0.

Both the Sentry Drone and the Listening Outpost can attack the enemies. 
However, Listening Outposts can give their passengers veterancy when they 
destroy enough targets, while the Sentry Drone cannot. Another thing is 
that, if you load a Listening Outpost with 2 Red Guards, it can do 
considerable damage to infantry units, while the Sentry Drone is stuck 
with its machine gun.

Listening Outpost > Sentry Drone > Radar Van

Value for money:

Sentry Drone:
Cost: $800

You charge THAT much for a simple scouting unit? That's too much, really.
Value for money: Bad

Radar Van:
Cost: $800
Radar Scan Upgrade: $1000

Take note that you can use your Radar Scan once for every Radar Van you 
have. As they are just soooo cheap, feel free to abuse the Radar Scan by 
building 30 Radar Vans. Then you can have 1 Radar Scan per second!
Value for Money: Excellent

Listening Outpost:
Cost: $800
Cost of Bundled Tank Hunters: $600
Actual Cost: Cost - Cost of Bundled Tank Hunters: $200

Again, the method of difference applies. The reason why there are no Chinese 
vehicles selling cheaper than $800 is because the ones that are cheap come 
bundled in with other units. Consider it as a bonus.
Value for money: Excellent

Score:
USA: 1 GLA: 0 China: 2

Conclusion:
If there is one think I do not like in Command and Conquer: Generals are 
units that cannot gain veterancy. As they cannot build up experience, the 
player's incentive to keep them alive for as long as possible drops. As 
for the Radar Vans, always build them in quantity! You can always abuse 
the Scan by building 10 or so. I learnt it in GLA Mission 2. Just keep 
them separated far enough, in case the enemy decides to attack them with 
a superweapon or 2. The listening outpost is just like the troop crawler, 
if you like to produce tank Hunters en-masse, you can just continuously 
build these. Place them in places where the enemy like to send in their 
fighters from, then you can detect them before they can get close. Radar 
Vans make good stealth unit squishers, so if someone sends stealth infantry 
units in, send in your Van to detect and squish them! (I heard this from 
a message board, it may be true, or maybe not. Don't blame me if this is 
false.)

Electronic Units:

USA: Microwave Tank
The US Microwave Tank, well, fires a microwave beam that can disable, not 
destroy enemy structures, its beam can also hurt enemy infantry. The 
Microwave Tank can cook infantry inside buildings.

GLA: None
Do you expect GLA to have such high tech units?

China: ECM Tank
The electromagnetic countermeasures tank fires a beam that can disable 
enemy vehicles, and disrupt rocket and missile attacks, making them miss 
their target. It can really be a lifesaver if your enemy uses so many rocket 
units, as the ECM Tank's magnetic field causes more than 80% of the rockets 
to miss.

Comparison:

Factor: Special Ability

Both the Microwave Tank and the ECM Tank can disable different things. 
But as they are different things, no conclusion can be drawn.

Microwave Tanks = ECM Tanks > None

Value for money:

Microwave Tank:
Cost: $800
Composite Armor Upgrade: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

For an "HBM Vehicle", charging $800 for such a unit ain't too shabby. In 
fact, I really could not care less how much such units cost. As long as 
it is at $800 or less, I won't mind at all.

Value for money: Fair

ECM Tank
Cost: $800

Paying $800 to stop those annoying Rocket Buggy rockets, Raptor missiles, 
Tomahawk Missiles, Rocket Propelled Grenades, Stealth Fighter missiles, 
Comanche hellfire missiles or to disable tanks ain't to shabby either.

Value for money: Fair

Score:
USA: 1 GLA: 0 China: 1

Conclusion:
This is one type of unit that I do not care much about, as they have no 
real direct offensive power. However, the Microwave Tank can well, bake 
the infantry garrisoned inside buildings, just set it to high power to 
ensure the meat is well done! Ha ha ha! As for the ECM tank, build them 
as countermeasures to the enemies' missile attacks.

Standard Long Range Units:

USA: Tomahawk Missile
USA's Long Range ballistic is here. The Tomahawk Missile has a very long 
range, and its missile has a tendency to lock onto the enemy, so it seldom 
misses. However, air defenses can easily stop the missile, so build at 
least 2 or 3 for a better effect.

GLA: Rocket Buggy
The Rocket Buggy is there to buzz around like flies and annoy you. They 
fire 6 or 12 rockets at a time, before having to reload. That's their problem. 
If they were to fire continuously, then they can be a real threat. When 
you use such units, make sure you keep your distance, as it has practically 
no armor.

China: Inferno Cannon
China does not make use of any rockets or missiles, instead, they make 
use of Artillery! The Inferno Cannon flies napalm shells over long range. 
As it is a shell, it cannot be stopped by anything. The impact damage is 
collateral, as the units will continue to take damage from the flames. 
It is most effective, when used in large groups, as a lovely little bonfire 
will be made, incinerating anything in its path.

Supplementary information on the PLZ 155mm Howitzer (Inferno Cannon): 
(Reference: Sinodefence)
The PLZ-45 (also known as Type 88) 155 mm, 45 caliber self-propelled 
howitzer (categorized as gun-howitzer by the PLA) was developed by NORINCO 
in the early 1990s for the international market. The system was jointly 
developed by the 123 Factory, 127 Factory, 674 Factory and Beijing 
University of Science and Technology based on the Type 89 (PLL-01) towed 
155 mm/45 caliber gun-howitzer. 

In 1997, the PLZ-45 surprisingly defeated US and Europe competitors to 
win the contract to provide Kuwaiti Army with a battalion of 72 units of 
self-propelled artillery systems. This sale was a particularly convincing 
assessment of the howitzer's capabilities since the Kuwaiti Army has the 
budget to purchase nearly whatever it wants. A battalion of howitzers were 
then delivered to the Kuwait along with a full package of support, command 
and control, forward observer, and radar vehicles. In 2001, the Kuwaitis 
ordered an additional 74 howitzers from China as it performed surprisingly 
well with the Kuwaiti army.

Despite being a successful design, the PLZ-45 did not enter service with 
the PLA. The limitations of using foreign military GPS signal and expensive 
unit costs were the main problems involved when using the PLZ-45. However, 
since the PLA is still debating whether to replace the Soviet 152 mm 
howitzer by the new 155 mm/45 caliber system, there is a chance that the 
PLZ-45 or a similar design may enter service with the PLA in the future. 

The PLZ-45 may well be one of the most potent weapons of Chinese designs. 
The PLZ-45 combines a new chassis with the powerful 45-calibre Type 89 
(WA-021) 155 mm howitzer. The artillery can fire 4 to 5 rounds in each 
minute. The PLZ-45 Howitzer can carry up to 30 shells. They include NATO 
HE, RAP, illumination, smoke, chemical, guided, DPICM, FASCAM, and ERFB-BB, 
(I wonder whether they will fire napalm shells) and the maximum fire range 
is 24 km (HE) to 39 km (ERFB-BB). Secondary armament consists of a 12.7 
mm W-85 anti-aircraft machine gun mounted on the roof, and two sets of 
four-barrel smoke grenade launchers are mounted on the turret's side. 

The PLZ-45's chassis was derived from the Type 80 main battle tank. The 
combat weight is 32 tons. The power pack is a 525 hp liquid cooled diesel 
engine, giving a maximum road speed of 65 km/h and a cruising range of 
450 km. The artillery is operated by five crewmembers. The compartment 
is equipped with an anti-NBC protection, explosion detection, fire 
suppression, and GPS navigation system. In addition, howitzers sold to 
Kuwaitis Army are also fitted with air conditioners for operating in the 
desert environment.

Each PLZ-45 battalion consists of 1~2 command and control vehicles, 3 
observation and reconnaissance vehicles, 1 target correction radar, 1 
weather radar, 1 repairing workshop vehicle, 1 potable cabin for repairing 
and testing, as well as three howitzer companies. Each company has one 
observation and reconnaissance vehicle, 6~8 howitzers, and 6~8 ammunition 
transport/reloading vehicles. Each howitzer is supported by an ammunition 
vehicle, which can carry 90 rounds and reload the howitzer at a speed of 
6~8 rounds/min.

-----------------------------------------
Specifications of the PLZ 155mm Howitzer
-----------------------------------------
(Chassis)
Crew: 5  
Weight: 32 ton 
Power Pack: 520 hp turbocharged diesel 
Transmission: N/A 
Power to Weight Ratio: 16.25 hp/ton  
Speed: 56 km/h 
Road Range: 450 km 
Anti-NBC: Collective 
Fire-Supression System: Yes

(Gun)
Caliber: 155 mm  
Barrel Length: 45 caliber  
Barrel Life: 2,500 firings  
Maximum Firing Range: (High Explosive or HE): 24 km; (Extended Range Full 
Bore, or ERFB) 30 km; (Extended Range Full Bore, Hollow Base, Base Bleed, 
or ERFB-HB-BB) 39 km 
Rate of Fire: intense 4~5 rounds/min; sustained 2 rounds/min 
Loading system: semi-automatic 
Fire Control: Direct or indirect firing with electro-optical sighting 
system for day/night operations; onboard computer; GPS 
Second Weapon: 12.7 mm anti-aircraft machine gun 
Smoke Grenade: Two sets of 4-barrel launchers

Comparison:

Factor: Firing speed and accuracy

The USA Tomahawk Missile really is dashing. Their missiles never miss when 
vehicles are targeted, but can be shot down by base defenses. The Rocket 
Buggy is fast and annoying, but their rockets can easily be stopped by 
Paladin Tanks, Avengers or ECM Tanks. Although the Inferno Cannon is 
slightly slower, its shells cannot be stopped by anything.

Tomahawk Missile > Rocket Buggy > Inferno Cannon
Score:
USA: 2 GLA: 1 China: 0

Value for money:

Tomahawk Missile:
Cost: $1200
Composite Armor Upgrade: $2000
Scout Drone Upgrade: $100
Battle Drone Upgrade: $300
Hellfire Drone Upgrade: $500

For an accurate long range ballistic unit, the Tomahawk Missile is just 
evenly priced. As it is the USA army's one and only one long range unit, 
you better rely on them. Still, it's a good value for money.

Value for money: Good

Rocket Buggy:
Cost: $900
Armor Piercing Rocket Upgrade: $2000
Buggy Ammo Upgrade: $1000

The Rocket Buggy is built to hit and run. With so many rockets coming at 
once, advancing tank hoards can easily be weakened, provided that your 
Buggies retreat fast enough, or if the enemy decides not to use any Paladin 
Tanks, Avengers or ECM Tanks.

Value for money: Good

Inferno Cannon:
Cost: $900
Black Napalm Upgrade: $2000

The Inferno cannon has the same price as the Rocket Buggy, but attacks 
in a slightly different manner. The shell has a considerable area effect, 
so if you fire at a large hoard of incoming infantry, it can be guaranteed 
that at least some of them will be hit, and will eventually burn to death. 
Again, build these in quantity to make use of the Firestorm! Again, a good 
value for money.

Value for money: Good

Conclusion:
The reason why I put Tomahawk Missiles in this category is that the missile 
has very little area damage in fact. As they cannot see further than their 
actual range, always upgrade it with a scout drone or 2. If you like to 
use them, consider using Search and Destroy or Bombardment in the Strategy 
Center. As for Rocket Buggies, I think EA should program them to fire 
continuously, then they can really be worth the money, as I do not like 
to manually order units to run around, to avoid the advancing tanks. I 
think that EA has programmed the Inferno Cannon so as to encourage you 
to build them in quantity, due to the fire storm. The shells cannot be 
stopped by anything, and can be a real plus if your enemy likes to use 
Paladin Tanks and Avengers.

Advanced Long Range Units:

USA: None
USA has to stick to Tomahawk Missiles for long range ballistic combat.

GLA: Scud Launcher
The V3 Launchers of Red Alert 2 are now replaced with Scud Launchers. They 
fire 2 types of rounds. A high-explosive warhead that does a lot of 
explosive damage, and an Anthrax warhead, which does less damage, and 
leaves behind a large cloud of Anthrax on the ground, turning people into 
Salamander Men. The Anthrax Warhead can be upgraded with Anthrax Beta for 
25% more damage. The only weakness is that the missiles may be stopped 
by anti-air defenses, although it occurs not so often.

To switch the type of Warhead used:
Simply click the button corresponding to the type of Warhead (High 
Explosive, Anthrax) you would like to use.

China: Nuke Cannon
Yes, the ultimate Artillery is here. The Nuke Cannon fires nuclear shells 
over long distances, and causes a little nuclear explosion, that can 
destroy several tanks at once! The thing that gives it an extra point over 
the Scud Launcher is that the shells cannot be stopped in mid-air. Another 
thing, the Nuke Cannon can be upgraded to fire neutron shells. These shells 
vaporize infantry, and can kill the drivers inside vehicles, making them 
available for capture. So, if your opponent sends in a large number of 
tanks, use this.

To switch the type of Shell used:
Simply click the button corresponding to the type of Shell (Nuclear, 
Neutron) you would like to use.

Comparison:
Factor: Attack Power, whether the projectile can reach its target

The SCUD Launcher can either deliver chemicals or cause a big explosion, 
but not at once, while the Nuke Cannon can. Its new Neutron Shells can 
effectively stop Tank Rushes to your base and clear garrisoned structures. 
Although both of these units need time to set up, the time difference is 
negligible. Anyway, the SCUD can be stopped while the shells cannot.

Nuke Cannon > SCUD Launcher

Submitter's Opinion! Marcus Wong's Opinion
I think nuke cannons should be a tie with SCUDs because they are just SO 
SLOOOOOW its totally ridiculous. It's range is not long enough for 
something that's so huge and bulky. Their deploy time is also incredibly 
long. Worst of all, you can't even put it in a Helix/Chinook for quick 
transporting. As a result, it's near impossible to send nuke cannons to 
your enemy's base, unless his base is right next to you which rarely happens. 
The only thing good about the nuke cannons is it's firepower and neutron 
shells, but that is simply not worth $1600. It's considered a bad value 
of money. So therefore, China's artillery is the worst, despite firing 
unstoppable shells. (the inferno cannon is even more pathetic than the 
nuke cannon except more worth the money.)

My answer:
OK, I don't think their deployment time is much longer than the time it 
takes for the SCUD Missile to be raised for launch, so it is not that 
pathetic really. The NOD Artillery in Command and Conquer: Tiberian Sun 
is very similar in this respect. Of course, it was TOO powerful back then, 
so by the time the Firestorm Expansion Pack was released, the Artillery's 
accuracy was really toned down! Anyway, under your view, China would 
receive a point deduction of 1 point, but that would have no leverage on 
the final score.

The Neutron Shell really is not that useless. ALL garrisoned buildings 
will be cleared if one Neutron Shell hits. (Even Palaces, Internet Centers 
and Bunkers!) I do not find it that hard to bring my Nuke Cannons to my 
enemy's base! GLA also has this logistical problem with the their SCUD 
Launcher, as the best they can do is to use Sneak Attacks to build a Tunnel 
Network quickly. Besides, if you want to send Artillery to an enemy's base, 
you ought to control the land around his base beforehand. Like, say, keep 
the enemy base busy for a while before you slip your Nuke Cannons from 
behind unnoticed.

Value for money:

SCUD Launcher:
Cost: $1200
Anthrax Beta Upgrade: $2500

For a unit that works with the same principle as the Tomahawk Missile, 
I can only say that this unit is worthwhile investment when it comes to 
heavy base assault.

Value for money: Good

Score:
USA: 0 GLA: 1 China: 2

Nuke Cannon:
Cost: $1600
Neutron Shell Upgrade: $2000

What can I say? This unit is just so powerful and explosive, and then it 
has 2 uses, to blow things up, or to neutralize vehicles. As it is just 
as powerful or even more powerful than the SCUD Launcher, and the shell 
can be stopped. Charging $1600 for one is just reasonable.

Value for money: Fair

Conclusion:
Always build an even number of Scud Launchers in a base attack, one half 
will be armed with High Explosive Warheads, while the other half uses the 
Anthrax Warheads. Then, it can be guaranteed that both infantry and 
vehicles can take considerable damage. The same goes for garrisoned 
buildings, and USA base buildings, you can destroy their buildings, then 
laugh as their infantry turn into blue salamander men! The Nuke Cannon's 
new neutron shells can really help them against annoying tanks. Let's say 
you are in a showdown with one Nuke cannon and a Troop Crawler full of 
infantry versus an enemy army with Many Paladins and Tomahawks and Missile 
Defenders, although the Tomahawks have a head start in the firing, there 
is a delay before the missiles hit. That way, there is time for the Cannon 
to launch 1 neutron shell, this shell is enough. Once it hits, all their 
infantry will be vaporized, so will the drivers inside their vehicles. 
Then you can simply send your Red Guards in to steal their vehicles, when 
your enemy is preparing to counter your attack team, 1 shell can make all 
the difference. The neutron shell can also atomize the infantry hiding 
inside buildings! Including Bunkers and Palaces! So, use it as an 
alternative to the Dragon tank if you do not want to get real close.

Suicidal Units:

USA, China: None
The US and China do not use bomb trucks.

GLA: Bomb Truck
The Demolition Trucks are now replaced with Bomb Trucks. A Bomb Truck can 
be customized to carry Bio-Bombs and High-Explosive Bombs to upgrade their 
effects. They can also be disguised as an enemy unit to fool them. However, 
enemy base defenses are not tricked by them though. Anyway, it is a force 
to be reckoned with, if you want to clear enemy base defenses in a flash. 
Another mean trick is to perform a Sneak Attack on your enemies' base, 
and then unload your Bomb Trucks on them!

Score: 1

To upgrade your Bomb Truck:
Click on the button corresponding to the upgrade you would like to use. 
You will know when it is ready when you hear "BioBomb loaded" and so on.

To disguise as a vehicle:
Click the Disguise as Vehicle button, and click on the unit you would like 
to disguise it as. You can always disguise your Bomb Truck as something 
weak, like a technical, and the opponent WILL be shocked when he finds 
out how a Technical can explode like that.

*****AIR UNITS*****
GLA: No Air Units
GLA does not use Air Units, how sad.

Main Fighter:

USA: Raptor
The US Raptor fires 4 missiles each to their targets, and can be used to 
guard the air. Their attack power can be increased by 25% by the Laser 
Missiles. They can develop countermeasures against anti-aircraft units, 
but what use does it have if there are just so many of them lying around?

Supplementary Information: (Reference: Jane's)
In the early 1980s the USAF began the Advance Tactical Fighter programme, 
incorporating stealth technology and supercruise (supersonic cruise 
without afterburning), as a replacement for the F-15C Eagle. A 
Lockheed/General Dynamics/ Boeing YF-22A prototype first flew on 26 
September 1990, and won the development contract over the Northrop YF-23A 
in 1991. The first EMD F-22A flew on 7 September 1997, and EMD aircraft 
have since demonstrated supercruise at more than Mach 1.5 and 
thrust-vectoring at high AoA. Cold War requirements for 750 aircraft have 
been reduced to 339 F-22As, with the first planned to enter service in 
2005.

The Raptor design trades off stealth with agility, to produce a genuine 
fighter, as opposed to a low-observable bomb deliver like the F-117A. The 
thrust/weight ratio of 1.2 and triplex digital FBW controls gave good 
maneuverability, but 'first look, first shot, first kill' capability means 
opponents will rarely detect the F-22 before they have been targeted and 
hit by BVR AAMs. The Raptors has three internal weapons bays, with two 
Sidewinder AAMs stored outboard of the intake ducts, and up to six AIM-120 
radar-guided AMRAAMs or two GBU-32 JDAM 1000 PGMs in a ventral bay. Other 
stealth features include antennas located in leading or trailing edges 
of wings and fins, and internal sensors, including the AN/APG-77 AESA radar. 
Highly integrated avionics with a Common Integrate Processor (CIP) will 
provide a next-generation operation environment.

-----------------------------------
Specifications of the F-22A Raptor
-----------------------------------
Powerplant: two 156kN (35000 lb st) Pratt & Whitney F119-PW-100 thrust 
vectoring afterburning turbofans

Dimensions: length 18.92m (62ft 1 in); height 5.02m (16ft 5 in); wing span 
13.56m (44ft 6 in)

Weights (estimated): empty 14,385 kg (31,670 lb); MTOW 27,216 kg (60,000 
lb)

Performance: max level speed (in supercruise) Mach 1.58, at 9,150m 
(30,000ft) (with afterburning) Mach 1.7, at sea level 1,482 km/h (921 mph); 
service ceiling 15,240m (50,000 ft)

Armament: one M61A2 20mm gun with 480 rds; two AIM-0 AAMs and up to six 
AIM-120 AMRAAMs or two JDAM 1000 PGMs in internal bays; four underwing 
stores stations, each cleared for a 2,268kg (5000lb) payload

China: MiG
The Chinese MiGs have 2 napalm missiles, but they are more powerful, as 
they have the tendency to generate firestorms, if all 8 missiles hit their 
target. The Chinese MiGs are cheaper than Raptors, and both their armor 
and attack power can be upgraded.

Supplementary Information: (Reference: Jane's)
The USSR's MFI (multifunctional front-line fighter) program began in 1983, 
to develop a fighter to replace both the MiG-29 and Su-27 in Frontal 
Aviation service and compete with the Eurofighter, Rafale and F-22. The 
end of the Cold War detailed much-needed funds, but development continued 
slowly, with the MiG 1.44 demonstrator/airworthy prototype completed in 
1991 (after selevtion over a competing design from Yakolev). 
Flight-cleared engines were not available, however, and by the late 1990s 
the Western Press were suggesting the 1.44 was a mock up or a fake. But 
the 1.44 finally made its first (18 minute) flight on 29 February 2000.

The 1.44 is a twin fin delta-canard design, with large movable foreplanes 
and widely-space twin tailfins. It has some stealth features, including 
sharply-raked straight-edged engine intakes, but a production aircraft 
could employ Kehdysh Research Centre's 'plasma cloud" stealth system, 
which reputedly reduces BCS by dissipating electromagnetic waves. Earlier 
plans included thrust-vectoring power plants, but the prototype 1.44 
mounts two Staurn/Lyullka AL-41F engines with ceramic-coated interior 
nozzle petals. Other features include supercruise (sustained supersonic 
flights without afterburners), a wide use of composite materials, and a 
large internal fuel capacity. The original NO-14 weapon system has 
apparently been cancelled, and the future of the MiG 1.42 planned 
production version in uncertain.

-----------------------------------------
Estimated Specifications of the MiG 1.44
-----------------------------------------
Powerplant: two 175mN (39,350 lb st) Saturn/Lyulka AL-41F afterburning 
turbofans

Dimensions: length 22.83m (74ft 10in); height 5.72m (18ft 9in); wing span 
17.36m (55ft 10in)

Weights: normal take-off 30,000kg (68,138lb); MTOW 35,000kg (77,161lb)

Performance: max level speed at high altitude (2,500 km/h (1,553 mph)); 
max level speed in suprecruise Mach 1.6-1.8 (1,700 km/h (1,058 mph)); 
service ceiling 20,000m (65,620 ft)

Armament: one GSh-30-1.30mm cannon, internal weapon bay and possibly two 
or more underwing hardpoints for AAMs, ASMs and bombs

Comparison:

Factor: Armor Protection

Both have an attack upgrade, but their defensive upgrade works differently, 
the Countermeasures decrease the chance for missiles to hit them, but not 
machine gun fire. So, if your enemy makes use of Avengers, Quad Cannons 
or Gattling Tanks, it would not make much of a difference. The MiG armor 
gives extra 25% protection to anything, so that is more worth it. Their 
firestorm is really lethal.

MiG > Raptor

Value for money:

Raptor:
Cost: $1400
Laser Missile Upgrade: $1500
Countermeasures Upgrade: $2000

For an aircraft like the Raptor, I really cannot comment on its price, 
as it is just the tradition for C&C programmers to charge between $1200 
and $1500 for jet planes.

Value for money: Fair

MiG:
Cost: $1200
Black Napalm Upgrade: $2000
MiG Armor Upgrade: $1000

Again, ditto. I really cannot comment on its price, as it is just the 
tradition for C&C programmers to charge between $1200 and $1500 for jet 
planes.

Value for money: Fair

Score:
USA: 0 China: 1

Conclusion: 
The Raptor and MiG both have the same abilities, that is, guard air and 
air patrol. Regardless of whatever you use, it is always wise to leave 
a stock of about 4 of these fighters in your base to help weaken the enemies' 
advance.

Attack Helicopter:

USA: Comanche
The Comanche helicopter attacks with their 4 missiles, and their 20mm 
cannon. When it runs out of ammo, it reloads very quickly, and can continue 
to annoy the enemy until they use their anti-aircraft units. Its rocket 
pods can flatten a large area of enemies.

To use your Rocket Pods:
Click the Rocket Pods button and then click on the area you would like 
to use it on. This ability requires a short recharge time.

Supplementary Information: (Reference: Jane's)
The futuristic RAH-66 Comanche won the US Army competition in the early 
1980s for a reconnaissance/attack/air combat helicopter replacement for 
thousands of AH-1, OH-6, OH-58 and UH-1s. The prototype first flew on 4 
January 1986, but funding cuts have slowed development, with current plans 
calling for testing of only the two existing prototypes through 2004. The 
first of 13 preproduction aircraft (the third Comanche) is not due to fly 
until April 2004. (This will not happen, as the US has cancelled the 
Comanche project.)

Composites make up a large proportion of the Comanche's airframe, with 
a five-blade main rotor and eight-blade fan-in-fin rotor. The Comanche 
is the first 'stealth' helicopter, designed to have a radar cross-section 
smaller than that of a Hellfire missile. Frontal RCS is reportedly 360 
times smaller than the AH-64 Apache, with one-quarter the IR emissions 
and one-sixth the forward noise signature. Each cockpit, with pilot in 
front, has four large MFDs to display FLIR/TV data, a moving map, and 
tactical situations. Night operations are aided by navigation and 
targeting FLIRs and a laser designator, housed in a nose-mounted sensor 
turret. Missile launch in adverse weather will be enhanced by a version 
of the Apache Longbow radar. Comanche avionics have been designed for 
compatibility with the F-22A Raptor fighter.

Behind the retractable main landing gear, a pair of side-opening weapons 
bays can each house three Hellfire ATGMs or six Stinger AAMs. Immediately 
above these bays, optional stub-wings can carry a further four Hellfires 
or eight Stingers.

-------------------------------
Specifications of the Comanche
-------------------------------
Powerplant: two 1,165 kW (1,563 shp) LHTEC T800-LHT-801 turboshafts

Dimensions: length 13.20m (43ft 3in); height over tailplane 3.37m (11ft); 
width 2.04m (6ft 8in); main rotor diameter 12.19m (40ft)

Weights: empty 4,06kg (8,951lb); MTOW 7,896 kg (17,408lb)

Performance (at 1,220m (4,000ft)): max level (dash) speed 319km/h (198mph); 
endurance 2h 30min

Armament: one GE/GIAT three-barrel 20mm undernose cannon with 320-500 rds; 
up to 2,296kg (5,062lb) of 10 hellfire ATGMs, 14 Stinger AAMs and two 1,741l 
(383gal) auxiliary fuel tanks

China: Helix
The Helix Helicopter uses the same weapon as the Comanche at the beginning, 
useless? No! The Helix is the Overlord of the sky! It again is fully 
customizable to carry a Bunker, Speaker Tower or a Gattling Cannon on it! 
If you install the bunker, and load it with Tank Hunters, the effects are 
the same as a Comanche that fires missiles continuously, without having 
to reload, such a combination can single handedly take out 2-3 Quad Cannons 
and still have considerable breathing space! The Gattling Cannon can detect 
stealthy units, and can down aircraft, just like the tank hunters inside 
the bunkers. The speaker tower of course, heals your units within its range 
continuously. To get the best of all 3 worlds, build 3 of these and upgrade 
them with 3 different peripherals. Finally, their napalm bomb is well, 
firestorm in a can, and they can drop it again and again continuously, 
just like those Kirov Airships.

To upgrade your Helix with a peripheral:
Simply click on the Peripheral you would like to install on your Helix. 
These upgrades are again, permanent. So make up your mind beforehand.

To use the Napalm Bomb:
First click on the orange Napalm Bomb button to arm your Helix with it. 
It costs $800. Then, when it is loaded. Wait for it to charge up. Then 
click on the Green Napalm Bomb button and then click the area you intend 
to use it on. The Helix will then go over to the target area and drop it 
down "like a ton of bricks"!

Comparison:

Factor: Armor, Flexibility

The Helix is definitely more flexible than the Comanche, and they CAN engage 
air units with the proper upgrades. (eg. Bunker full of Tank Hunters, or 
Gattling Cannon Upgrade). Its armor is heavier than the comanches, and 
makes them better for their task in hand.

Helix > Comanche

Score:
USA: 0 China: 1

Value for money:

Comanche:
Cost: $1500
Rocket Pod Upgrade: $1000
Countermeasures Upgrade: $2000

Again, as long as the cost of an aircraft falls between the $1000-$1500 
range, it is a fair value for money. As this is just tradition.

Value for money: Fair

Helix:
Cost: $1500
Napalm Bomb: $800
Helix Bunker: $400
Helix Propaganda Tower: $500
Helix Gattling Cannon: $1200

For such a heavy and powerful helicopter, charging $1500 and ONLY $1500 
for it is very cheap in fact. A good bargain indeed!

Value for money: Good

Conclusion:
Comanches are my favorite USA air unit, as they just like to buzz around 
and annoy the enemy. Their Rocket Pods can help if your base is being 
attacked by a large numbers of units that are grouped very closely together. 
Of course, their rocket pods are useful if your opponent sends a slab of 
tanks towards your base. Make sure you target the area you expect the tanks 
to roll to in the next second, as there is a short delay in the unloading. 
As for the Helix, they have both offensive and defensive capabilities, 
and tend to be effective against everything if you upgrade them with all 
peripherals. As a base defense, load a Helix full of Tank Hunters and 
upgrade it with a Bunker.

Additional Air Units:

USA: Stealth Fighter, Aurora Bomber
The Stealth Fighter is like the Raptor, only that it can remain undetected 
until the moment before it fires, so it is good against enemy base defenses. 
Its bunker buster upgrade can help it damage infantry garrisoned in Bunkers. 
The Aurora Bomber is a super-sonic aircraft, and can easily evade 
anti-aircraft defenses until it delivers its bomb. Only then it slows down. 
Enough said.

Supplementary Information on the Lockheed Martin F-117A Nighthawk 
(Reference: Jane's)
Popularly known as the 'Stealth Fighter', the F-117A Nighthawk is a 
precision attack aircraft designed to be nearly invisible to radar. 
Development began in the 1970s with the 'Have Blue' design study, and the 
first FSD prototype flew on 18 June 1981. Five FSD F-117s were built, 
followed by 54 production standard F-117As. Constructed primarily of 
aluminium, the F-117A's fuselage comprises flat panel 'facets' mounted 
on the aircraft's subframe, their purpose being to reflect radar energy 
away from the transmitter, eliminating a viable 'return'. All surfaces 
are coated with various RAMs, and all doors and panels have serrated edges 
to further minimize radar reflection. Grid Covers on the intakes and the 
use of narrow-slot 'platypus' exhausts surrounded by heat-absorbing tiles 
reduce the IR signature.

Ahead of the flat plane five piece cockpit glazing is a FLIR sensor, 
recessed in a mesh covered housing. In the forward starboard underfuselage 
is a retractable IR sensor and laser designator, used with the two LGBs 
carried in the internal weapons bay. This modest weapons load is testimony 
to the accuracy of the Stealth Fighter F-117As flew just 2% of combat 
sorties during the Gulf War, but accounted for 40% of the strategic targets 
attacked.

Unfortunately, poor tactics contributed to the first Stealth Fighter loss, 
when an F-117A was shot down by a radar-guided missile over Kosovo in 1999. 
Current USAF plans include navigation and targeting system upgrades, with 
service to continue beyond 2015. 

--------------------------------------
Specifications of the Stealth Fighter
--------------------------------------
Powerplant: two 48.0 kN (10,900lb st) Gneral Electric F404-GE-F1D2 
non-afterburning turbofans

Dimensions: length 20.08m (65ft 11in); height 3.78m (12ft 5in); wing span 
13.20m (43ft 4in)

Weights: empty (estimated) 13,381kg (29,500lb); MTOW 23,814kg (52,500lb) 

Performance: max level speed 1,040km/h (646 mph); mission radius 
(unrefuelled with 2,268kg (5,000 lb) weapon load) 1,056km (656 miles)

Armament: up to 2,268kg (5,000lb) of GBU-10 Paveway II/GBU-27 PAveway III 
LGBs

Value for money:

Stealth Fighter:
Cost: $1600
Laser Missile Upgrade: $1500
Bunker Buster Upgrade: $1000

Sigh... I was expecting the Stealth Fighter to be even more powerful than 
the Raptor, but in fact, it is only effective against base defenses, as 
it is stealthy. Although it can clear garrisoned structures with its Bunker 
Buster Upgrade, it is not worth coughing up $1600 for such a plane.

Value for money: Bad

Aurora Bomber:
Cost: $2500

For a plane that is invincible during its bombing run, and as frail as 
a paper aeroplane during its return, $2500 is a reasonable price. After 
all, if EA were to charge it less, many people will complain that the USA 
is being far too unbalanced. As they are so difficult to replace, only 
use these planes when you have a superweapon to destroy.

Value for money: Fair

Score: 2

*****BASE DEFENSES*****
Basic Base Defense:

USA: Patriot Missile
The Patriot Missile now can fire a volley of 4 missiles at both air or 
ground units. Being the high tech defense it is, it can signal other missile 
emplacements to open fire on the target. Too bad that the missiles are 
rather inaccurate towards infantry, so watch out for terrorists and Tank 
Hunters who will drop TNT in.

GLA: Stinger Site
Stinger sites are just like Patriot Missiles, only that they have 3 people 
inside that fire stinger missiles at the enemy. This defence structure 
has more weaknesses, as the 3 men inside can easily be killed by snipers, 
flame units or simple rifle fire. They can also be camouflaged, but it 
really can't help them much. Particularly if a scout has seen them.

China: Gattling Cannon
The Gattling Cannon is definitely the most reliable structure, as the 
bullets that continuously fly out are so accurate, and they tend to spin 
faster and faster, causing more and more damage to the enemies. As they 
can be built in quantity, a base can easily be secured.

Comparison:

Factor: Accuracy, Efficiency, Ability for the Projectile to reach target

The Patriot Missile has this relay system which informs other missile 
batteries to fire at the target. This makes them effective against aircraft, 
but not as much against land units. Their inaccuracy is a big problem. 
Particularly if the enemy uses some Avengers or ECM Tanks to deflect your 
missiles.

The Stinger Sites have the same problems of the Patriot Missile - Inaccuracy. 
However, as they can be camouflaged, this is just great as the enemy will 
have a hard time guessing the position of your turrets. However, it's no 
use if a scout has already seen your sites.

The Gattling Cannon NEVER misses, in spite of its lower damage towards 
vehicles, but can make a great difference if the enemy likes to use ECM 
Tanks or Avengers. All the 3 structures above require garrisonable base 
defenses to support them still.

Gattling Cannon > Patriot Missile > Stinger Site

Value for money:

Patriot Missile:
Cost: $1000

The Patriot Missile is sort of effective against tanks. But they are just 
so inaccurate against infantry units. There are many times when I got blown 
up by terrorists because those missiles cannot hit them in time. But still, 
it is a reasonable value for money, as it is the tradition of C&C programmers 
to charge $1000 for such defense buildings.

Value for money: Fair

Stinger Site:
Cost: $900
Armor Piercing Rocket Upgrade: $2000
Camo Netting Upgrade: $900

The Stinger Site may be cheap, but that is because it takes much more space 
than the other 2 basic base defenses. But still, as long as it is cheap, 
it can be quantity and of course, consider building these sites in a circle, 
or any other regular polygons, then attacks from all sides can be covered.

Value for money: Good

Gattling Cannon:
Cost: $1200
Chain Gun Upgrade: $1500

This defense may sound expensive, but it is because of its accurate and 
never miss property. While planes and Malcolm "Ace" Granger can easily 
avoid the missiles of those other defenses using their countermeasures 
and laser point defense systems, there is no escape from the Gattling Cannon. 
Besides, this weapon can render infantry into mince meat in no time. As 
you can leave the tanks to the Bunkers with Tank Hunters, this is also 
a good value for money indeed.
Value for money: Good

USA: 1 GLA: 0 China: 2

Conclusion:
It's a pity that the programmers of this game do not create a base defense 
structure of comparable attacking power to the Obelisk of Light. All of 
these 3 structures are not to be used alone. Prepare to secure them with 
other support units. Note that if your opponent installs drones on your 
tanks, these defenses will target them first. So, always make your turrets 
fire at the tanks first by manually targeting the enemy.

Garrisonable Base Defenses:

USA: Fire Base
USA has this new unpowered structure that has a 155mm Artillery platform 
to Damage Tanks. 4 infantry units can garrison inside at once to fire at 
the enemy. However, there are many weaknesses, first this structure is 
extremely vulnerable to Jarmen Kell and Artillery. Once, in US Mission 
3, this Scud Launcher fired its explosive shell at the base, and all the 
infantry died! The same goes for Jarmen Kell, as he can destroy this 
structure in 3-4 shots! Same goes for Nuke Cannons, and Inferno Cannons.  
Finally, the artillery does not do enough damage to Scorpion Tanks! So, 
to conclude, you must group these with Patriot Missiles.

GLA: Tunnel Network
The GLA Tunnel Network can hide up to 10 units, armored or infantry inside 
at once, and can repair them to full health inside. It comes with 2 RPG 
Troopers, so it only costs $200. Although the gun port mounted on the tunnel 
causes minimal damage, you can always ambush attackers from inside the 
tunnel network. It can be camouflaged. Their tunnel sneak attacks can also 
surprise the enemy.

China: Battle Bunker
The Chinese Battle Bunker houses up to 5 infantry at once. Now you see 
the point, whenever you use Battle Bunkers filled with Tank Hunters in 
conjunction with Gattling Cannons, a practically unbreachable defense 
line can be formed. It can be mined.

Comparison:

Factor: Protection

The infantry units hiding inside Fire Bases are just far too vulnerable. 
While the units inside Tunnel Networks are more or less protected. 
Protection is the most important factor in this comparison.

Tunnel Networks = Battle Bunkers > Fire Bases

Value for money:

Fire Base:
Cost: $1000

In my opinion, the power of the Fire Base itself is not high enough, and 
is still inaccurate towards infantry units. Besides, the Missile Defenders 
and pathfinders that you garrison inside are not protected enough. One 
single SCUD or artillery shell can kill them all. So, it is obviously 
overpriced.

Value for money: Poor

Tunnel Network:
Cost: $500
Camo Netting Upgrade: $900

I can only use one word to describe the value for money of this structure: 
Excellent. After all, it builds so fast, and can be camouflaged!

Value for money: Excellent

Battle Bunker:
Cost: $400

I will also use one word to describe the value for money of this structure: 
Ditto. In fact, it is very cheap for a garrisonable structure that cannot 
be cleared by normal means.

Value for money: Excellent

Score:
USA: 0 GLA: 1 China: 1

Conclusion:
Again, these structures are not to be used alone, always pair them up with 
the basic base defense structure to ensure good security.

Traps:

USA: None
The US lacks mines or bombs or any sort.

GLA: Demo Trap
That's right, the GLA has the ability to place barrels filled with dynamite 
that explodes when someone gets near it. At $400, it is perfect for 
providing choke point security. This Demo Trap is effective against most 
Tanks, if your enemy likes to use tank rushes, you should place them in 
strategic areas to increase chances of success.

To switch from proximity detection mode to manual detonation mode:
Click the Manual Detonation button on the Demo Trap to switch to Manual 
Detonation Mode. Then to detonate it, click on the Detonate Now button. 
This is useful if you want to reserve your trap for stronger units like 
Overlord Tanks.

China: Land Mines and Neutron Mines
All Chinese Structures can be fitted with mines surrounding it to protect 
enemies from getting too close. Each building can be mined once, but those 
mines reappear after a while by mitotic cell division! The Neutron Mines 
vaporize or I should say, atomize annoying infantry and Saboteurs, and 
can again, kill the drivers inside vehicles.

To mine your structures:
Click on the Land Mines button and wait a while. Mines will be laid. It 
costs $600. Then to upgrade to Neutron Mines, click on the Neutron Mines 
button. It costs another $500.

Comparison:

Factor: Explosive bias

For Traps, the attack damage is the most important. So, those Demo Traps 
come out as the winner. No need to visualize the picture to you. Although 
Neutron Mines can neutralize drivers inside vehicles, most vehicles will 
be destroyed by the time it gets to your mines.

Demo Traps > Land Mines and Neutron Mines

Value for money:

Demo Trap:
Cost: $400

Ladies and gentlemen, we now have the all out surprise solution to Tank 
Rushes coming at $400 each! An excellent value of money! Buy it!

Value for money: Excellent

Land Mines and Neutron Mines:
Cost: $600 for Land Mines and $500 for Neutron Mines

These are relatively expensive for traps, however, it is good that these 
things can respawn indefinitely, and hence can be a good value for money 
if you are playing as GLA and they like to use Saboteurs or Terrorists.

Value for money: Good

Score:
USA: 0 GLA: 2 China: 1

Conclusion:
The Demo Trap provides choke point security, only if your worker can reach 
the building site. This is an active defensive structure, as you have to 
make the worker unit build them manually one by one. But still, it is rather 
amusing to see those units move over the trap and beep beep beep! Boom! 
And they all fall down! AS for the Neutron Mines, vehicle stealers rejoice! 
Any vehicle that gets too close to your structure will lose control of 
the vehicle, as the driver is dead. You know the drill, steal them!

Fake Structures:

GLA: Fake/Real Structures
Yes! The GLA can build fake structures to divert the enemy. These structures 
can be detonated as a trap, or can be upgraded to a real structure!

Value for money:
Cost: $625
Upgrade to Real Structure: Actual Cost of Structure - $625

No comment here, after all, if you upgrade it to a real structure, you 
will just wind up paying the entire price of the building.

Value for money: Fair

Score: 1

To upgrade to a Real Structure:
To upgrade your Fake Structure to a real Structure, click on the Upgrade 
to Real Structure Button. The cost = Cost of Real Structure - Cost of Fake 
Structure.

*****BASE INFRASTRUCTURE*****
Standard Resource Gatherer:

USA: Chinook
The American Chinook Transport Helicopter allows for quick transport of 
supplies to your base. In fact, it can carry $600 at once. After you upgrade 
it to have supply lines, it can carry 10% more. It can also carry 8 infantry 
alone or 2 vehicles and 2 infantry units at once. Apart form this, it can 
combat drop into enemy garrisoned buildings to clear them out. So, the 
Chinook really is the best.

To perform a Combat Drop:
Load your Chinook full of Rangers, and then click on the combat drop button. 
Then click on the structure you intend to take over. "Have fun, boys."

GLA: Worker
The GLA is the slowest resource collector of the lot, and is overpriced 
at $200. The Worker also has to double as the builder, so be sure to build 
a lot of them. Their new worker shoe upgrade is not going to help them 
a lot. Their extremely low HP makes them the worst.

China: Supply Truck
Being half the price of a Chinook, the Supply Truck can collect half as 
much as the Chinook at once. But they are better than the workers though.

Comparison:

Factor: Efficiency

Supplies collected per unit price:
Chinook: 660/1200= 0.55 per $
Supply Truck: 300/600 = 0.50 per $
Worker: 75/200 = 0.375 per $

It is obvious, really, which unit is the most worth it.

Chinook > Supply Truck > Worker

Score:
USA: 2 GLA: 0 China: 1

Conclusion:
Although the Chinook does not get close to the anti-air defenses, the anti 
air units get to it! So! When your Chinook is going to fly to a hostile 
territory to collect resources, "adult supervision" is required! Heh heh! 
For Workers and Supply Trucks, always build your supply centers right next 
to the docks for quick collection.

Power Plants:

USA: Cold Fusion Reactor
Very expensive, very uneconomical for a superpower like the US. Only 5 
units of power for $800! Although it can make use of more control rods 
for $500 (After patch), it can never be as cost effective as the Chinese 
one.

To upgrade to make use of Control Rods:
Click on the Control Rods button to upgrade your Cold Fusion Reactor. It 
takes some time to do so.

GLA: No Power Plant
The GLA does not need electricity to run! Ha ha!

China: Nuclear Reactor
This time, we get 10 units of power for $1000. Much more cost effective 
than the US. Who cares if the plant explodes?

To Overcharge your Nuclear Reactor:
Sometimes, when your base receives a power cut unexpectedly, click on a 
Nuclear Reactor and then click on the Overcharge Button. That Nuclear 
Reactor will then generate 5 more units of power. Just remember to stop 
the overcharge when power is restored. Otherwise, guys, there is going 
to be a meltdown!

Comparison:

Factor: Efficiency

Cost per unit power:
USA: $130
GLA: $0
China: $100

Again, the result is obvious.

No Power Plant > Nuclear Reactor > Cold Fusion Reactor

Score:
USA: 0 GLA: 2 China: 1

Conclusion:
It's amazing that the USA, being the superpower it is, is not so resourceful 
when it comes to power. Their cost per unit power is $130, while it is 
$100 for China. In case of urgent power shortages, always Overcharge your 
Nuclear Reactors to keep your super weapons running etc. until enough power 
plants have been rebuilt. Although GLA does not require power to run, it 
is always wise to capture power plants, as power speeds up their production 
capabilities.

Infinite Supply Gatherer:

USA: Supply Drop Zone
The USA Supply Drop Zone receives air drops of supplies every 2 minutes. 
That's too long! Besides, it takes too much power to run, and the supply 
plane can easily be shot down.

GLA: Black Market
The Black Market costs $2500, and gives out $20 every "beep". It is more 
useful than the US Drop Zone, as it gives the GLA access to many upgrades 
that improve their units' attack power by 25%, that is, the Armor Piercing 
Bullets and Armor Piercing Rockets.

China: Hacking the Internet with Hacker inside the Internet Center
Each Hacker costs $625, and gives out $5 with each beep. It may seem that 
its value is the same as the black market, but no! Hackers can gain veterancy, 
and eventually get $10 with every beep! Besides, Hackers can move around, 
but the Black market cannot! Heh heh. The new Internet Center can offer 
protection to the hackers from Rebel Ambushes! Their beeps seem to go faster 
inside. So, well, it's the best.

Comparison:

Factor: Frequency, Armor, Amount given, etc...

Frequency:
Supply Drop Zone: 2:00 minutes
Black Market = Beep
Hackers in Internet Center = Multiple Beeps. Increases with number of 
Hackers inside.

Armor:
Supply Drop Zone: Weak
Black Market: Weak, but can rebuild from hole
Internet Center: Can withstand a Particle Cannon

Amount Given:
Supply Drop Zone: $1500
Black Market: $20
Hacker: $5 --> $6 --> $8 --> $10

Other Noticeable Features:
Supply Drop Zone: Crates dropped sometimes may miss the drop zone, 
requiring units to manually collect them. This is more likely if you build 
your drop zone on the edge of the map.
Black Market: Can provide important upgrades like the Armor Piercing 
Bullets, Armor Piercing Rockets, Junk Repair, Buggy Ammo and Radar Scan.
Internet Center: Provides China with intelligence capabilities, that was 
once their weakness. Satellite 1 reveals the areas around each of your 
opponents' command center permanently, Satellite Hack 2 intermittently 
reveals all areas that your opponents' can see, much like the Intelligence 
Option in the US Command Center.

There are just far too many factors to compare them with. Such as frequency, 
amount per run, protection and so on. But when we take some of them into 
account, I arrive at this conclusion.

Hackers in Internet Center > Black Market > Supply Drop Zone

Score:
USA: 0 GLA: 1 China: 2

Conclusion:
Regardless of what type of gatherer you are using, always build in quantity. 
Enough said. Note that the Internet Center can only be built once, so, 
you can always have a group of Hackers hack the internet in another obscure 
area of your base.

*****GENERAL ABILITIES AND SUPER WEAPONS*****
Infantry Dispensing Ability:

USA: Paratroopers
The US can send up to 20 Rangers into the enemy base via airdrop. 
Unfortunately, the transport planes tend to have very little armor, and 
the Rangers are always scattered too much when they land.

GLA: Ambush
The GLA can make up to 16 Rebels appear out of nowhere in the selected 
area. This is much better, as there is no defense against it, and when 
you have researched into camouflage upgrade, the Rebels won't be spotted 
if you do not use stealth detection.

China: None
In spite of its huge population, China does not have an ability to dispense 
Red Guards in an instant.

To use these abilities:
Click on the button on the side bar, and then click on the target area.

Conclusion:
There is no defense against ambushes, the only way to deal with it is to 
randomly place base defenses deep inside your base. To prevent those 
paradrops, always build those anti air units in quantity!

Cash Obtaining Ability:
USA: None
The US lacks ability to steal cash or obtain cash in their generals' 
abilities.

GLA: Cash Bounty
The GLA can earn up to 20% of the enemy units' value when they kill. This 
is great, as not only you can get large sums of cash just by fighting, 
you can know who made the kill, as the money will appear on the vehicle 
who killed.

China: Cash Hack
The Chinese can steal up to $4000 from enemy supply centers. But who needs 
it? Especially Black Lotus can cash hack, and the Hackers can hack the 
internet for money.

To use Cash Hack:
Click on the button on the sidebar, and then click on the enemy supply 
center or supply stash you want to steal money from. Note that you must 
be able to see it (ie. Not in Fog of War) before you can use it.

Conclusion:
With the Cash Bounty ability, you can become a paid to kill General! This 
is useful in the late game, when resources are almost exhausted. But please 
note that your Command Center must be standing in order to take advantage 
of it.

Quick Bombardment Ability:
USA: A-10 Strike
The A-10 Thunderbolts from the first Command and Conquer are finally back. 
The US can send up to 3 of them at once to create massive damage. 
Unfortunately, the A-10 are vulnerable to anti-aircraft fire, and cannot 
hit targets too far in the base, particularly the enemy has many 
anti-aircraft measures in use.

Supplementary Information on the A-10 Thunderbolt II (Reference: Jane's)
Nicknamed the 'warthog', the A-10A evolved from USAF experience in the 
Vietnam War, which highlighted the need for a new close support aircraft 
with anti-tank capability.

The first Fairchild YA-10A flew on 10 May 1972, with Fairchild's design 
sacrificing sleekness for survivability and operational effectiveness. 
The low-set larger-area wing gives extremely good low-speed 
maneuverability over the battlefield, while the two TF-34-GE-100 
turbofans are housed in separate external pods toward the rear of the 
fuselage, using the wings and twin finned protection versus small arms 
and cannon at low altitudes, the pilot sits in a titanium 'bathtub' 
extending to the 1,174 round ammunition tank for the A-10's most fearsome 
weapon, its nose mounted 30mm seven barrel rotary cannon capable of firing 
armor piercing depleted uranium shells at 2,100 or 4,200 rpm. A Pave Penny 
seeker allows the pilot to spot target 'painted' by other lasers, and the 
Warthog can carry up to 7,258kg (16,000lb) of additional ordnance on eight 
underwing and three underfuselage hardpoints.

A total of 721 A-10As entered service with the USAF, making a spectacular 
contribution to the Gulf War of 1991. A small number have been redesigned 
OA-10As for use in the FAC role. After almost being retired in the 190s, 
the USAF now plans to operate about 400 A-10s for anther 30 years, and 
is looking to replace the current engines, and develop structural and 
avionics upgrades.

-------------------------------------------------------------
Specifications for the Northrop Grumman A-10A Thunderbolt II
-------------------------------------------------------------
Powerplant: two 40.32kN (9,065 lb st) General Electric TF34-GE-100 
non-afterburning turbofans

Dimensions: length 16.26m (53ft 4in); height 4.47m (14ft 8in); wing span 
17.53m (57ft 6in)

Weights: empty, equipped 11,321kg (24,959lb); MTOW 22,680kg (50,000lb)

Performance: max level speed at sea level 706 km/h (439mph); max rate of 
climb at sea level 1,828m (6,000ft)/min

Armament: one GAU-8/A 30mm cannon with 1,174 rds; up to 7,258 kg (16,000lb) 
of ordnance including AGM-65 Maverick ASMs, LGBs, free-fall bombs, ECM 
pods, AIM-9 AAMs and auxiliary fuel tanks

GLA: None
The GLA does not have an ability to quickly bombard the enemies' base.

China: Artillery Barrage, Carpet Bomb, Cluster Mines
The Chinese has the ability to fire up to 36 Artillery Shells anywhere 
in the map. The good thing is, it has no defenses against it, and can hit 
very far into the enemy base. So, once you hear the sound, get ready to 
say your prayers! I don't think I have to state what the Carpet Bomb does, 
but its area of effect is greater in Zero Hour. The Cluster Mines can mine 
any area of the field.

To use these abilities:
Click the button on the sidebar, and then click on the target area. That 
area will be temporarily revealed, allowing you to see the fireworks!

Conclusion:
All these abilities are in a send in and forget basis. No need to explain. 
For your information, A-10 Strike (assuming that all 3 jets reach their 
target) with Particle Cannon or Artillery Barrage with Nuclear Missile 
can destroy any superweapon structure. Keep this in mind. Command Centers 
are built to withstand such attacks, so never target them with these 
abilities, as they are an absolute waste of time.

5 Star General Bombing Ability:

USA: Fuel Air Bomb, Leaflet Drop, Scepter Gunship 
What can I say? A Boeing B-52 Stratofortress will be sent in out of no 
where, and drop a very explosive fuel air-bomb into the target. Destruction 
guaranteed. The MOAB upgrade helps them more and more! The Leaflet drop 
temporarily disables enemy units, while, the Scepter Gunship circles 
around the target, and cuts down the enemy with its guns. A great Arsenal 
indeed!

Supplementary Information for the Boeing B-52 Stratofortress: (Reference: 
Jane's)
Originally conceived as a turboprop replacement for Boeing's B-50, the 
B-52 Stratofortress emerged in 1952 powered by J57 turbojets. Adopting 
the shoulder-mounted wing, tandem mainwheel landing gear and dual podded 
engine configuration of the company's B-47 Stratojet, the XB-52 prototype 
first flew on 15 April 1952. Production models ran from the B-52A to the 
B-52H, with final production ending in the 1960s. Today, only 76 B-52Hs 
remain in service, but the USAF bomber master plan has them serving until 
2034, when these aging 'BUFF's will be 70 years old!

The B-52H has evolved into a long-range stand-off cruise missile carrier, 
with a typical load of six AGM 86B ALCMs on each wing pylon and eight on 
an internal rotary launcher. It could also carry 50,000lb of free-fall 
bombs. A strengthened airframe on the B-52H allows low-level operations 
and the four 12.7mm tail guns have been replaced with a six barrel 20mm 
radar-directed Vulcan cannon.

The USAF plans continuing updates to keep the B-52 current. ECM 
improvements were funded in 2000, with a datalink and weapons databus 
upgrade planned for 2006-2010. An in-flight mission replanning capability 
is schedules for 2015. There has also been talk for several years of 
replacing the eight TF33 turbofans with four 192.16kN (43,200 lb st) Rolls 
Royce RD211-535E4s, to increase thrust, reduce fuel consumption and 
improve reliability.

----------------------------
Specifications of the B-52H
----------------------------
Powerplant: eight 75.62kN (17,000 lb st) Pratt and Whitney TF33-P-3 
turbofans

Dimensions: length 49.05m (160ft 11in); height 12.40m (40ft 8in); wing 
span 56.39m (185ft)

Weights: MTOW 229,088kg (505,000lb)

Performance: cruising speed at high altitude 819 km/h (509mph); 
penetration speed at low altitude 652-676 km/h (405-420mph); service 
ceiling 16,785m (55,000ft); range 16,093km (10,000 miles)

Armament: one Vulcan 20mm six-barrel cannon in tail turret; up to 22,680 
kg (50,000 lb) of AGM-86C ALCMs, B61/83 nuclear weapons and AGM-142 Have 
Nap PGMs, or 51 x 340kg (750lb)/454kg (1,000lb) conventional bombs.

Supplementary Information on the Northrop Grumman B-2A Spirit: (Reference: 
Jane's)
Revealed on 22 November 1988, the B-2A Spirit low-observable stealth 
strategic bomber was the result of a classified USAF programme begun in 
1978 for a new Advanced Technology Bomber, intended to penetrate deep into 
Soviet airspace. The first of six prototypes (AV-1 to AV-6) made its maiden 
flight on 17 July 1989, and the 'Stealth Bomber' was declared operational 
in April 1997. The Air Force originally planned to buy 132 B-2s, but 
production ended in 1997 after 21 aircraft. Each cost more than $2 Billion.

The B-2A is a blended flying wing with straight leading edges and a 
'sawtooth' trailing edge. A centrebody smoothly contoured into the upper 
wing surfaces contains the two man crew compartment and two weapons bays, 
while the low-observable contouring extends to the engine bays, each hosing 
two F118-GE-110 non-afterburning turbofans. The engine exhausts are 
positioned well forward of the wind trailing edge, helping to reduce the 
heat-signature available to enemy IR sensors. Internal rotary launcher\s 
can carry a weapons load of up to 22,680 kb (50,000 lb) of nuclear and 
conventional weapons.

Six B-2As saw their first combat service over Kosovo in 1999, dropping 
more than 454,000 kg of GPS-guided munitions, mainly JDAMs. All missions 
were flown from Whiteman AFB in the US, as the stealthy B02 requires special 
servicing and maintenance that makes overseas basing difficult. All 21 
B-2s are to be upgraded to Block 30 standard by 2000.

--------------------------------------------
Specifications of the Northrop Grumman B-2A
--------------------------------------------
Powerplant: four 84.5 kN (19,000 lb st) General Electric F118-GE-110 non 
afterburning turbofans

Dimensions: length 21.03m (69ft); height 5.18m (17ft); wing span 52.43m 
(172ft)

Weights: empty 45,360kg (100,000 lb); MTOW 170,550kg (376,000lb)

Performance: max level speed at high altitude 764 km/h (475mph); service 
ceiling 15,240m (50,000ft); range at MTOW with 16,919kg (37,300lb) warload 
11,667km (7,260mi); range with one aerial refueling 18,520km (11,508 
miles)

Armamaent: up to 22,680 kg (50,000 lb) including up to 16 AGM-129-ACMs, 
16 AGM-131 SRAM IIs, 16 B61/B83 free fall nuclear bombs, 50 Mk 82 454 kg 
(1,00lb) or 16 Mk 84 906kg (2,000lb) bobs, 36 M117 340.5kg (750lb) 
fire-bombs, 36 cluster bombs and 50 Mk 36 454kg (1,000lb) sea mines

GLA: Anthrax Bomb
A plane drops a bomb with a little explosiveness into the selected target. 
The Anthrax Produced is only effective if there are enemies in the area. 
Otherwise, it is useless.

China: EMP Bomb
The Chinese have the ability to drop a bomb which transmits an 
electromagnetic pulse in a very large area, disabling any vehicle and 
structure in its radius in a considerable amount of time. Always coordinate 
this attack with an air-strike or tank rush. You'll see what I mean.

Conclusion:
Again, fire and forget, that's all I can say. I think the MOAB is the 
funniest, they call it the Mother of All Bombs! Why? Why not the Father 
of All Bombs, Brother of All Bombs or Sister of All Bombs?

To use these abilities:
Click the button on the sidebar, and then click on the target area. That 
area will be temporarily revealed, allowing you to see the fireworks!

5-Star Sneak Attack Abilities:

GLA: Sneak Attack, GPS Scrambler
The GLA Sneak Attack enables you to place a tunnel network anywhere on 
the map! Great for sneak attacks. The GPS Scrambler makes an area of your 
units invisible for a short period of time. Again, a very effective attack 
ability. Prince Kossad has this ability right at the start.

To use the Sneak Attack:
Click on the button on your sidebar, and then click on the position where 
you want to place the tunnel. You can adjust the direction of which the 
Tunnel Network is facing. Again, the position of placement must not be 
in a fog of war.

3-Star Morale Boosting Ability

China: Frenzy
China has this new ability that can cause a large number of their units 
frenzy, and attack with up to 30% more damage for 30 seconds! Now, you 
really can have brute force!

Super Weapon:

USA: Particle Cannon
The Americans have the ability to beam highly charged particles to attack 
the enemy. That's not all, you can control the beam as it spreads havoc. 
It is the only super weapon that can destroy GLA structures with their 
holes. Unfortunately, it does not collateral damage in form of chemicals 
or radiation. So it is not so good, if you want to coordinate your attack 
with a second land attack.

GLA: Scud Storm
The GLA has the ability to fire a volley of 9 Scud Missiles into the enemies' 
base. The Scuds are filled with chemicals, and can cause a lot of damage 
to the survivors of the blast. However, it can destroy the GLA buildings 
but not with their holes. So that's a problem. However, it is better than 
the Particle Cannon, as the chemicals that come out can really "clean" 
an area of the enemy's base, allowing you to follow up with a large scale 
conventional attack.

China: Nuclear Missile
The Nuclear Missile is back from Red Alert. Like the Scud Storm, it can 
clear a large part of the enemy's base in one single blast, with its 
radiation and all. But wait, there's more! You can use the Nuclear Missile 
Silo to provide Uranium Shells for your Main Battle Tanks, and also upgrade 
your tanks with Nuclear Reactors inside to increase their speed by 25%. 
A new addition is the Neutron Shell upgrade to the Nuke Cannons. So it 
is more useful.

Comparison:
The Superweapons topic is extremely controversial. It has been debated 
around about which one is the best. So, I can only compare them based on 
how I use it.

Usually, when I play a skirmish game or a multiplayer game, I will simply 
use the "contain and destroy" method. I usually blockade the opponent in 
his own base slowly, and then send in a small task force to finish them 
off. That's right, I use superweapons the same way I use a breaching charge 
in Rainbow Six. That is, I will target the area of his base with the most 
units and/ or structures, and while they are confused, I will send my units 
in for the kill. Also, I have the policy of limiting the superweapons used 
in a game to one and only one, so that's the purpose of my superweapon. 
It does not matter which one you use. It is just as effective.

Therefore:

Particle Cannon = SCUD Storm = Nuclear Missile

Score:
USA: 0 GLA: 0 China: 0

Conclusion:
Using super weapons is not a way to win a battle, they are there to assist 
you, so regardless of what weapon you use, always have a large tank horde 
or something like that on standby, then you can really do a lot of damage 
to the base. Because the 3 super weapons have different attack potentials, 
the count-down timer for the Particle Cannon is 4 minutes, that of the 
Scud Storm is 5 minutes, and that of the Nuclear Missile is 6 minutes. 
USA and China can take advantage of those super weapons if they can 
coordinate them with an A-10 Strike or an Artillery Barrage. However, if 
I were the game host, I will choose to limit the superweapons, as extensive 
use of superweapons take out all the sport out of this game.

*****FINAL OVERALL CONCLUSION*****
Infantry:

Hot Units:

USA: Rangers, Missile Defenders, Pathfinders and Colonel Burton

GLA: Rebels, Angry Mobs, Jarmen Kell

China: Hackers, Black Lotus

Score:
USA: 8 GLA: 5 China: 3
Winner: USA

USA has the most number of utility units as far as infantry units are 
concerned. The Pilot really can reapply veterancy, they can really help 
those vehicles in battle. GLA has the largest number of units to choose 
from, that's good for those people who have "taste". China may have lagged 
behind, but attack in quantity, and it can make all the difference, as 
they have the horde effect.

Armored Units:

Hot Units:

USA: Paladin Tank, Humvees, Tomahawk Missiles and Microwave Tanks

GLA: Attack Cycles, Scorpion Tanks, Marauder Tanks, Rocket Buggies, Scud 
Launchers and Bomb Trucks

China: Battlemaster Tanks, Dragon Tanks, Troop Crawlers, Listening 
Outposts, ECM Tanks, Inferno Cannons, Nuke Cannons and Overlord Tanks

Score:
USA: 7 GLA: 8 China: 14
Winner: China

USA is definitely the side which requires you to make use of almost every 
single unit in their armored unit arsenal to assault the enemy's base. 
Such arrangements are too inconvenient. However, their microwave tanks 
really are hot! If your enemy garrisons snipers inside buildings, rangers 
can be killed easily, while they cannot do anything but watch as your 
Microwave Tank goes in and dings them to death! It is different for GLA 
and China, as they both have all rounded Advanced Battle Tanks. The reason 
why I let the combat cycle to be a hot unit instead of the technicals, 
as terrorist-bikers are much faster then techinicals holding terrorists. 
Regardless of which side you use, the artillery units are ALWAYS hot! Just 
distract the opponents' units with your tanks while the artillery fires 
from behind! China's listening outposts and troop crawlers can really help 
if you want your transports bundled up with free infantry, just like Happy 
Meals! (The McDonald's in Hong Kong are still cheap, by the way.)

Air Units:

Hot Units:

USA: Raptors, Stealth Fighters, Comanches and Aurora Bombers

GLA: None

China: MiGs and Helices

Score:
USA: 2 GLA: 0 China: 2
Tied at First Place: USA and China

Regardless of which side you choose, their air force is hot! Of course, 
USA is the hottest! The new Helix Helicopter has really given China the 
ability to control the sky! This is particularly true if you upgrade with 
Gattling Cannons or Bunkers filled with Rocket Infantry, most aircraft 
will be downed in no time! USA wins, as they have 4 units, while China 
has only 2! USA is the side for people who like to rely on air units, build 
about 20 planes, and the enemy should have a hard time getting near your 
base. Of course, if you are GLA or China, you should always target your 
superweapons towards their airfields, and only attack while they are out 
on a raid.

Base Defenses:

Hot Stuff:

USA: Fire Base

GLA: Demo Traps, Tunnel Networks, Fake Structures

China: Gattling Cannons, Bunkers, Neutron Mines

Score:
USA: 1 GLA: 4 China: 4
Tied at First Place: GLA and China

The GLA and China are ahead in the base defense department. Concerning 
Demo Traps, do not build them too close to your own structures, otherwise, 
when the enemy gets to it, "beep beep beep" BOOM! One structure reduced 
to a hole! China retains the old Command and Conquer Tradition of "build 
10 turrets and you will be safe" tradition. The Gattling Cannons and Bunkers, 
when used in conjunction can prove extremely difficult to breach. As for 
USA, well, "Beware Patriot Batteries, they are dangerous!" I think not. 
So be prepared to guard the area surrounding your base with Comanches and 
the like.
 
Base Infrastructure:

Hot Stuff:

USA: Chinooks, Supply Drop Zones

GLA: The ability to run without electricity, Black Markets

China: Nuclear Reactors, Internet Center

Score:
USA: 2 GLA: 3 China: 4
Winner: China

The Base Infrastructure department is balanced enough. Enough said. 
However, USA is the least resourceful, due to the ludicrously high priced 
power plants.

Super Weapons and Generals Abilities:

Because different General's abilities have different uses, it is difficult 
to judge them. As I said before, extensive use of superweapons take the 
sport out of the game, so I recommend limiting the number of superweapons 
to 1 and only 1.

Notice that I did not give any score for the General Abilities and 
Superweapons, as you cannot use all of them at once, after all, you only 
have 7 points to use.

My recommended Generals Abilities are as follows:

USA:
Paladin Tank (1 point)
Pathfinder (1 point)
A10 Strike Level 3 (3 points)
Fuel Air Bomb (1 point)
Specter Gunship (1 point)

GLA:
Scud Launcher (1 point)
Marauder Tank (1 point)
Rebel Ambush Level 3* (3 points)
Cash Bounty Level 3* (3 points)
Sneak Attack (1 point)
GPS Scrambler (1 point)
* = optional abilities

China:
Nuke Cannon (1 point)
Artillery Barrage Level 3 (3 points)
Artillery Training* (1 point)
Carpet Bomb* (1 point)
Cluster Mines* (1 point)
Frenzy Level 2* (2 points) or 3* (3 points)
* = optional abilities

*****THE 9 TALENTED GENERALS*****

*****USA SUPERWEAPON GENERAL: ALEXIS ALEXANDER*****
Short Biography:
A logistics staffer during the second Korean War, Alexander attracted the 
notice of her superiors with her ability to acquire just about everything. 
Alexander parlayed that ability into a scholarship and a long and 
distinguished career in the Marines. To protect supply lines during the 
First GLA Conflict, Alexander developed a tiered scheme of defenses that 
did not allow a single strike on any of her supply columns. While hardly 
efficient in her use of resources, General Alexander makes defense and 
resource acquisition priorities in the early phases of conflict. The 
General's army takes to the offensive only when she has superior offensive 
only when she has superior offensive firepower that cannot be touched by 
counter attack.

Analysis:
Apparently, General Alexander used to be an excellent intelligence officer 
during the Second Korean War. She makes use of heavy defenses and is 
inefficient in using resources. She attacks only when she is sufficiently 
defended, and that can be a problem.

*****USA AIRFORCE GENERAL: MALCOLM "ACE" GRANGER*****
Short Biography:
The son of an Iowa crop duster, General Malcolm Granger's flying career 
began when he borrowed his father's biplane to go to the state fair in 
Kansas City. As a lieutenant in the First Iraq War, Granger earned his 
first notices for knocking out four SAM sites in a single afternoon. As 
he moved up the Air Force ranks, Granger earned a reputation for advancing 
the role of fighting aircraft in the US military. Even-tempered yet 
uncompromising, Granger has developed novel techniques in fuel management 
and resource deployment during air superiority operations. Those 
techniques have been used with success in Iraq, Afghanistan, and other 
theaters. His squadrons are kwon for precision execution and a strong will 
to complete the mission.

Analysis:
Malcolm Granger is known as "Ace" because he is a natural flyer. In fact, 
what he did when he was kid was extremely similar to what the two main 
characters in the movie Pearl Harbor did when they were kids. (Borrowed 
one of the character's father's biplane for a spin.) He must have an 
obsession with air units, and he actually could destroy 4 SAM Sites in 
one day during the first Iraq War (Is that the Gulf War?)

Of course, with his research in different aircraft, he has made even more 
enhanced aircraft, and of course, with better resource management 
abilities, all aircraft can be bought cheap!

*****USA LASER GENERAL: GENERAL "PINPOINT" TOWNES*****
Short Biography:
An early champion of laser technology in the USA Arms Forces, "Pinpoint" 
Townes developed comprehensive offense and defensive strategies around 
laser-based weapons. Townes received an appointment to the U.S. Army War 
College in 2008 to teach his theories. However, Townes found academic life 
too slow and returned to a battlefield command in 2010. Relying on 
inexpensive, powerful laser technology throughout his forces and his 
unique knowledge of its strengths and weaknesses. General Townes has 
consistently received superior marks during war games and live-fire 
actions. This four star general continues to push the technology envelope 
in harnessing energy and improving power efficiency, and the Army is 
counting heavily on him.

Analysis:
General Townes has got to be the most high tech general of the 3 USA Talented 
Generals. He just so relies on lasers, and he originally was appointed 
to be a professor in the Army College to teach how powerful lasers can 
be. However, he is a person who loves action, and hence left the college 
2 years later to command his armies again. Of course, lasers require a 
lot of power and hence he will try his best to make the most efficient 
use of power to improve his laser technology!

This guy really is an addict on his lasers. In fact, when I played against 
him in Generals Challenge, he practically mentioned the word laser over 
20 times! Vanity, thy name is Townes.

*****GLA TOXIN GENERAL: DR. THRAX*****
Short Biography: 
Little is known about the GLA associate codenamed, "Dr. Thrax". While 
background intelligence indicates that he received training as an 
immunologist in Jordan, he left academics in 1995 and disappeared into 
a GLA controlled ghetto in Cairo. For the past twenty years, he has produced 
chemical and biological weapons for terrorist organizations across the 
globe, including the GLA. Recent eavesdropping on cell phone traffic 
indicates that Dr. Thrax has become more involved in day-to-day operations 
of the GLA. He has scattered labs across Asia and the Middle East, where 
low-cost WMDs are produced and distributed to local terror cells. A 
cautious and scientific personality, Dr. Thrax never sleeps in the same 
bed two nights in a row and undergoes frequent cosmetic surgery to alter 
his appearance.

Analysis:
Being an excellent Chemistry student, I have got to admit that this GLA 
general is one of my favorites. I believed he originally intended to help 
people to be immune to diseases, but for some strange reason, he went into 
the dark side in 1995, and started to produce chemical and biological 
weapons instead of using his knowledge to do good things for mankind. Anyway, 
everything about this man is either chemical and biological. For more 
information about this guy, you can read about it in the guide for USA 
Mission 5 in my strategy guide of this game.

If you beat Dr. Thrax in General's Challenge mode, you can see what Dr. 
Thrax really looks like under that veil. He looks rather handsome for a 
man who frequently undergoes plastic surgery. Well, at least he is more 
handsome than Michael Jackson.

*****GLA DEMOLITIONS GENERAL: GENERAL RODALL "DEMO" JUHZIZ*****
Short Biography:
This bomb maker if Middle Eastern ancestry is responsible for some of the 
most devastating attacks of the twenty first century. General Juhziz and 
his organization have been tied to both the attack on the US embassy in 
Cairo and the sinking of the USS Nelsen in 2012. Such bold strikes have 
drawn more supporters to his side, including bombers from many nations 
willing to sacrifice their lives for the causes of the GLA. General Juhziz 
lost the use of a hand in a bomb making accident and rarely speaks to anyone 
outside of his own organization.

Analysis:
Bombs, bombs and even more bombs! This is what General Rodall Juhziz is 
all about. Of course, as bombs are such effective weapons for terrorists, 
Rodall Juhziz really has done a good job at blowing up a US Embassy and 
the USS Nelsen. It's amazing that these strikes will make so many people 
willing to enlist as terrorists to sacrifice their lives for "the effort". 
Of course, bomb making is a dangerous business, and this clumsy oaf blew 
up so many people and yet could not take care of himself! In fact, he got 
one hand blown off in an accident!

Short Biography:
Prince Kassad has cut a dashing figure across Middle Eastern politics and 
a violent one in the underworld. This charismatic tribal leader has 
organized spies and assassins to do his bidding. Prince Kassad has been 
paid millions for assassinations, hijackings and beatings in the street. 
For a three-year stretch beginning in 2008, it is believed that no 
terrorists action was taken on the shores of the Mediterranean Sea without 
his involvement or blessing. A clever administrator of a serpentine 
organization, he has never been directly tied to any criminal activity, 
yet bad things continue to happen to individuals and forces that that stand 
in his way.

Analysis:
"Woman in bikini: Who are you?
Prince Kassad: Kassad, James Kassad. To exercise control, 007 here. I will 
report in an hour.
Woman: (Holds up her champagne filled glass) Won't you join me?
Prince Kassad: Better make that two."
That's right folks, the most handsome general Prince Kassad is in the house! 
Prince Kassad is the only GLA General that has been involved in politics. 
He is also a leader of a spy organization that offers to have the requested 
person killed for several million dollars at a time. Like many clever 
leaders, nothing links him directly to any trouble, and yet, he's as smooth 
as James Bond. Of course, all spies must be stealthy, otherwise, they won't 
be called spies, right?

*****CHINESE INFANTRY GENERAL: "ANVIL" SHIN FAI*****
Short Biography:
On the battlefield, China's greatest resource is the millions of 
individuals in uniform, and General Shin has staked a career in them. Known 
to his troopers as the Anvil, General Shin can mobilize four divisions 
in twenty-four hours thanks to a streamlined and sometimes brutal command 
structure. Discipline is very strong with General Shin, and officers and 
infantry who can maintain it are rewarded. The general has developed 
advanced field training programs for the Red Guard and the elite operatives. 
Military analysts credit the speed and professionalism of General Shin's 
peacekeeping units with preventing the Taiwan Conflict of 2009 from 
becoming a global war. This divisions feature several weapons and transport 
systems unique in the People's Liberation Army.

Analysis:
It is true that China has the world's largest army, and this General Shin 
Fai is really one of those "back-to-basics" Generals. After all, the 
infantry units are one of the many "basic" units of an army, and General 
Shin Fai has decided to focus on nothing else but this division of the 
army. With such a large army coming, he can easily squash even the mightiest 
of giants with a horde of ants! Don't underestimate his enhanced soldiers, 
or you really WILL regret it!

As for the Taiwan Conflict of 2009, I don't think it will happen at all. 
Besides, even if happens, why will it turn into a global war? His transport 
systems are VERY powerful. That's true.

*****CHINESE TANK GENERAL: GENERAL TA HUN KWAI*****
Short Biography:
General Ta Hun Kwai is convinced that the People's Liberation Army will 
see its greatest success through the viewholes of its tank divisions. A 
disciple of Soviet tank tactics of the Cold War, General Ta has produced 
technical papers on various modifications on them. He has initiated 
techniques to reduce the costs of tank production and has sponsored the 
Emperor program, whose first tanks rolled off the assembly line in 2013. 
Considered part of the old guard in the PLA hierarchy, General Ta 
nevertheless continues to roll up victory after victory in battle.

Analysis:
Short Translation: Ta Hun Kwai = He is very fast
Another "back-to-basics" General of China, General "He is very fast" loves 
to focus on the basic attacking unit of his army, which are the tanks. 
Of course, being a tank fan, he has taken a lot of time to make various 
improvements on his tanks. His War Factories are hence more efficient in 
tank production. Being the tank disciple that he is, he has created a new 
prototype tank, called the Emperor Tank, which has started to come in 
service in the year 2013. With so many cheap and reliable tanks, General 
Ta Hun Kwai can really be a powerful brute force general.

By the way, this guy really has the looks of a big bully, and has this 
silly grin that drives me laughing. It's always about "Tanks, build more 
Tanks!" With such expressions, I am sure that he can star in a Shakespearean 
play. "A tank! A tank! My kingdom for a tank!"

*****CHINESE NUKE GENERAL: GENERAL TSING SHI TAO*****
Short Biography:
General Tsing gets what he wants, at any cost. Impatient to a fault, General 
Tsing relies heavily on nuclear technology on the battlefield. 
Unfortunately, there have been several terrible accidents. While General 
Tsing was the responsible officer during the Mudanjiang Disaster of 2007, 
his considerable talents saved his career. General Tsing believes such 
trials and errors are part of the development process. His divisions are 
beginning to see the results of his convictions, as a prototype of an 
Advanced Nuclear Reactor has produced better results. Programs to develop 
tactical nukes and to promote stability in radioactive isotopes are 
producing better safety records, which will be well-received by his troops.

Analysis:
Short Translation: Tsing Shi Tao = Clear Stone
On the surface, General Tsing Shi Tao looks like a stubborn old git who 
only likes things to go his way. But actually, he is a person with a kind 
heart. In fact, he loves to share! He has a lot of gifts, nuclear gifts 
to give you, and his generosity is limitless! Of course, it is always 
dangerous to play with fire, not to mention radioactive substances. The 
Clear Stone has caused a horrible accident in 2007, but however, since 
he is so talented, the People's Liberation Army has decided not to give 
him the sack.

As an excellent Physics student, I must say I really love General Tsing 
Shi Tao. To be a successful scientist, one must try endlessly until he 
gets a good result. In fact, after a lot of hard work, he has begun to 
reap the fruits of his labor, and a lot of things became more efficient 
because of... Nuclear Energy!