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    Multiplayer FAQ by pi314159

    Version: 1.4 | Updated: 11/01/03 | Printable Version | Search This Guide

    Command And Conquer Generals: Zero Hour
    Multiplayer/Single Player Guide to Winning FAQ
    Version 1.2
    Author: pi314159   (Generals and Zero Hour Accounts: Missile + pissed)
    
    Note: All the Special Abilities of All 9 Generals are Listed in the
    Generals Srength Ratings Section
    
    -Contents
     -Contents
    
     -How to Stop the Tunnel Rush  <---- NEW
    
     -Version History
     -General Strength Ratings  <---- NEW
     -The Units
      -The Generals' Units
     -The Structures
      -The Generals' Structures
     -The Generals Abilities
     -The Upgrades             <---- NEW
     -Tactics
      -The Generals' Tactics
     -Challenge Tips-------> Not yet done
      -Beating Townes
      -Beating Alexis
      -Beating Granger
      -Beating Thrax
      -Beating Kassad
      -Beating Kwai
      -Beating Tao
      -Beating Leang (Boss General)
     -Newbie Tips
     -How to Fight When You're Outnumbered and OutGunned
     -Weird Little Bits of Info
    
    -How to Stop the Tunnel Rush
    Because of this horrible and hidious imbalance in the game, many many
    people are losing to the tunnel rush.  As such, I have created this
    section to let you people know how to stop it.
      -As China:  Dragon tanks are your best freind.  However, you must use
    firewall (fast key is F) in order to beat the tunnels cost-effectively.
      -As USA:  AMBULANCES.  Use ambulances to run over the workers and the RPG
    troops and use S&D tanks to destroy the tunnels from afar.
      -As GLA:  Build your own tunnels.
    
    IMPORTANT: If they are tunnel rushing you, it is essential that you find
    some way to rush them back.  Their base is most likely undefended and
    there's no better way to teach him what for by launching your own attack!
    
    -How to Stop Tunnel-Based Attacks in Mid Game
      -As China: Bunkers should be scattered all around your base.  Don't put
    anything in them until you actually see an attack coming.  You just want
    them there to be available *IF* you need them.
      -As USA: Firebases.  These things out range tunnels and have 100% accuracy
    against vehicles.  Don't put infantry in them, though, ot Jarmen Kell
    will be able to kill them in 4 shots (the FIRE BASES, not just the infantry).
      -As GLA: Stinger Sites are more than enough.  A good group of Quads is
    better, though.  Quads have extremly high firepower (in large groups) against
    infantry and structures.  Use that to your advantage.
    
    
    -Version History
    
     -Version 1.4 Added some last elusive info about Alexis and and more
    to the Challenge Tips Section.  Also, I have added a new section:
    How to Stop the Tunnel Rush.
    
     -Version 1.3 Added Upgrades Section, Added Generals Rating system,
    and I also added more to the Challenge tips section.
    
     -Version 1.2 I've corrected a few last spelling errors and added some
    last missing info.  I has also added Townes under Challenge Tips.
    More will be added soon.  Newbie Tips has also been added.
    Little TidBits of info also added.
    
     -Version 1.1.  I've corrected all of the passad/kassad misspellings and
    added a few missing pieces of information.
    
     -Welcome to Version 1.05.  I have now completely spell checked all 35 pages
    of this document and I am confident that 95% of the spelling and grammatical
    errors have been removed.   I have also begun adding walkthroughs for the USA
    Missions on HARD Mode.  Lastly, a new section has been added:  "How to fight
    when You're Out-numbered and Out-gunned"
    
     -This is Version 1.0.  It's missing walkthroughs for GLA HARD campaign and
    China HARD Campaign.  Challenge Tips is also empty.  Newbie Tips is also
    Empty.
    
    -General Strength Ratings
    
    This is whre I compare and contrast the abilities of the Generals in their
    combat strengths.  These rating are out of 100.  Standard factions will also
    be rated.
    
     -#12: Alexis Alexandra, The USA Super Weapon General: 45/100
    
    All Vehicles and comanches are more expensive
    Col Burton Costs $300 less
    Alpha Aurora Replaces Aurora
    Particle Cannon costs $2500 less
    Control rods provide +15 power instead of only +5
    Cold Fusion Reactors cost $900
    Patriots cost $900
    Patriots do less damage, but stun any vehicles, structures or aircraft they hit
    Stunned aircraft (B52s, B2s, and Supply planes excluded) die immediately once
     stunned by an EMP missile
    
    She is the weakest General of them all.  She can only access weak vehicles and
    weak aircraft yet both cost much more.  EMP patriots, although a useful defence,
    often hits her own structures, paralyzing them.  They are useful for repelling
    rushes but not for much else.  They really aren't much better than standard
    patriots.  Aside from that, all she has is cheaper power and cheaper super
    weapons, but niether of them make for effective attacks because it takes four
    minutes to fire a single shot.
    
    Alexis has a patchy defence and a pathetically weak offence.  That's why she's
    the worst general.
    
     -#11: Dr. Thrax, The GLA Toxin General:  59/100
    
    Standard Units (Rocket buggy, Scorpion, Quad cannon, Battle Bus, Technical)
     all cost more
    Scorpion and Marauder start with toxin shells
    Begins with anthrax Beta
    Scud launcher can only fire anthrax warheads
    Most rocket attacks contain a small amount of anthrax
    Excluding Jarmell, all stealth capabilities are not available
    Toxin Rebel Replaces Rebel
    Demo Traps release toxins when detonated
    
    The Thrax man had a lot of potential, but all of those toxins don't really
    do him any good because they don't pack enough punch to beat enemy vehicles
    and only one general relies on infantry: and his own Dr. Thrax's units.  It
    also doesn't help that Thrax doesn't get any really strong explosives to work
    with; his scud launcher, scud storm, and demo traps all lost explosive power
    in favore of toxins and in turn make Thrax horribly weak.  The only thing
    thrax has going for him is his toxin network, but any artillery or heavy tank
    can kill those no problem.  They make for great tunnel rushes, though.
    
    Thrax has a fair offence because he still gets his tanks, but he's
    otherwise very weak.
    
     -#10: Vanilla China, The Standard China Faction: 64/100
    
    With all the new generals and abilites in Zero Hour, those standard Overlords
    just don't cut it on the battlfield, especially since 2 china generals have
    their own superior versions.  However, Vanilla China is still pretty good
    because of it's relatively strong airforce and solid infantry.
    
    Vanilla China is still good and strong, but a bit too slow to compete in ZH.
    
     -#9: Demo, The GLA Demolitions General: 67/100
    
    Standard Units (Rocket buggy, Scorpion, Quad cannon, technical, battlebus) cost
    more
    Terrorists do more damage
    Bomb trucks are cheaper
    All toxin upgrades are unavailable.
    Scuds and scud storms only use explosives.
    This general cannot utilize Stealth (except Jarmell Kell)
    If a certain upgrade is purchased, all units gain the ability to self-destruct
    Jarmell Kell can place explosives like the saboteur and retains all his other
     abilities
    Attack cycles come with terrorists instead of rebels
    Rebels have booby trap upgrade at start
    
    Like GLA, but with a lot more kick.  Demo has a lot of firepower at his
    disposal but suffers from GLA's weak chasses.  Furthermore, the lack of
    stealth capabailites really hurts Demo.  He's a pretty reliable general,
    however, just not top-notch.
    
    Demo is a good, all-round general.  High firepower for GLA.
    
     -#8: Kwai, The China Tank General: 69/100
    
    Cannot build nuke cannons or inferno cannons
    All tanks cost $100 less (Troop Crawlers cost $200 less)
    Overlord is replaced with Emporer
    All tanks built as veterans
    All Aircraft cost a lot more
    All Infantry cost a lot more
    Can paradrop 1, 2, or 4 tanks with generals ability (level 3)
    Gains Battlemaster autoloader upgrade at propaganda center
    Does not have Cash Hack Generals Ability
    Carpet Bombing Is Avaialable only at Level 5
    BattleMaster Training is avaialable at Level 1
    Emergency Repair (level 1) is available at Level 1
    
    Tanks are strong and fast, but tanks are also easily killind in ZH, hence
    why Kwai is a fairly weak general.  He gets a higher score than Demo only
    because Kwai's early game is remarkably strong.  If the game lasts longer
    than a few minutes, and it often does, Kwai becomes almost helpless.  His tanks
    are cheap, but his infantry and aircraft are so much more expencive that it's
    completely ridiclous.
    
    Kwai: Great early game, Weak Late game.  Enough Said.
    
     -#7: Townes, The USA Laser General: 71/100
    
    Laser tank replaces Crusader and paladin
    Laser Tower replaces Patriot
    Tomahawk is not available
    Avengers Cost $500 less
    Cold Fusion Reactors cost $100 less and provide +8 power
    Control rods provide an additional +8 power
    Laser Tank Requires 1 unit of power
    Laser Tower Requires 5 units of power
    
    This guy is almost exactly like Kwai, but more virsitle.  He doesn't get
    artillery, but his airforce and infantry are strong and can actually help
    off-set his weakness.  Aside from the lack of artillery, Townes' only weakness
    is his reliance on a constant power supply.  However, this weakness
    probably won't mean the difference between victory or defeat.  Lastly, his
    tanks are so strong that it is worth it.
    
    Townes has great attack strength, but he needs to be creative and smart to
    overcome his two weaknesses.
    
     -#6: Vanilla USA, The Standard USA Faction: 75/100
    
    USA has improved a lot since the original Generals and it shows.  Firebases,
    microwave tanks, and the mother of all bombs makes Vanilla USA a force to be
    reckoned with.  Only Weakness is that stuff is rather expencive, but they do
    get of a lot of intel to help make up for it.
    
    Strong Airforce, Strong Artillery, Strong Tanks, Strong Infantry, and
    Great Virsitility makes Vanilla USA a powerful faction in ZH.
    
     -#5: Prince Kassad, The GLA Stealth General: 76/100
    
    All structures can upgrade with camo netting
    Rebels are camouflaged at start
    All base defenses are camouflaged
    Hijacker is available at start
    Hijacker costs more
    Hijacker is stealthed while moving
    GPS scrambler is available at level three
    GPS scrambler recharges faster
    Scud launchers, Scorpion tanks, and Marauder tanks are not available
    
    The stealth general has stealth coming out the ears.  All his structures and
     his units (with GPS scrambler) can become stealthed.  And, although he
    doesn't have and tanks or heavy artillery to work with, he doesn't need it.
      Kassad's only weakness is early game where the enemy has some heavy
    firepower (tanks) and he doesn't.  Hijackers only help a small amount, so
    Kassad is in a bad spot until he can tech up.  Then, Kassad OWNS.
    
    Kassad has a weak early game but a great late game.
    
     -#4: Vanilla GLA, The Standard GLA Faction: 80/100
    
    Like GLA in the original Generals, but much better.  They get strength, speed,
    and stealth all in one neat little package.  Scorpians, scuds, technicals,
    buggys, rebel camo, and camo netting:  Vanilla GLA has everything and
    sacrifices nothing.
    
    GLA has strength, speed, stealth, a great early and excellent late game!
    
     -#3: Granger, The USA Airforce General:  82/100
    
    Combat Chinook is available (Does not replace standard chinook)
    Cannot build crusaders or paladins
    Stealth Comanche Upgrade is available from airstrip
    Carpet-bombing becomes available once strategy center is built
    All Aircraft have point laser defense, all are cheaper
    Stealth fighter does not require use of a general's point
    Humvees, tomahwaks, and ambulances cost a little more
    
    Granger is like standard USA but has a huge firepower boost in the form of the
    King Raptor.  Forget tanks, Granger has all firepower he needs in the skies.
    His aircraft are cheaper and stronger than everyone elses.  So much, even,
    that it's almost unfair that Granger's only weakness is a lack of tanks.
    Other than that, Granger's only problem is micromaagement.
    
    Heavy Micromanagement, but also heavy firepower.  Granger is extremely
    powerful.
    
     -#2: 'Anvil' Fai, The China Infantry General: 88/100
    
    Frenzy (level 1) is available at level 1
    Minigunner replaces Red Guard
    Assault Troop Crawler Replaces Troop Crawler
    Attack Outpost Replaces Listening Outpost
    Assault Helix Replaces Helix
    Cannot build Overlords, Battlemasters, or Gattling tanks
    Inferno cannons, ECM tanks, and dragon tanks all cost more
    All infantry start out as veterans
    Can paradrop 5, 10, or 15 mingunners as a general ability (level 3)
    Super Hackers Replace Hackers
    Super Black Lotus Replaces Black Lotus
    Fortified Bunker Replaces Bunker
    Has nationalism upgrade at start
    Patriotism Upgrade is Available at the Propaganda Center
    
    Anvil has a great early game because of his extremely powerful infantry
    and a great late game because of his strong airforce and strong hackers.  With
    Anvil, it's down right difficult to lose.  The only weakness anvil has
    is that it's hard to take down a combination of King Raptors and Pathfinders,
    but very few Grangers can even last that long.
    
    Anvil: Can only be defeat by Granger or #1, nobody else stands a chance.
    
     -#1: Shin Tao, The China Nuke General: 92/100
    
    Nuke Cannon is available to him without the cost of a generals point
    Advanced Nuke Plant replaces Nuke Plant
    All Aircraft Cost More
    All Infantry Cost More
    Overlord and Battlemaster start out with nuclear tank and uranium shells
     upgrade
    Battlemaster looks kind of funny
    Battlemaster and Overlord leave radiation with their shots
    Nuke launcher costs $500 less
    Carpet Nuke bombing replaces Carpet Bombing
    Gains Isotope stability upgrade at Nuke Silo
    Migs can be upgraded with tactical nukes Available at nuke silo
    Repair (level 1) is avalable at level 1
    
    Everything you could want in a general and more, Tao is one great General.
    Top-Notch tanks, powerful (nuclear) aifrcraft, great artillery, and more
    radiation than you can shake a stick at.  There is nothing that Tao cannot do.
    
    Tao is the strongest General in all of ZH, at least in version 1.0.
    
    
    
    
    -Zero Hour Target Unit Evaluation
    
    The threat evaluation sets priorities for targets you encounter on the
    battlefield.  The ratings are out of 10 and higher means you should expend
    more effort in their destruction.  Always eliminate more threatening targets
    first, if at all possible.  (Note: Higher rating does not always mean that
    the target is more threatening.  It just means that it's something you want
    to destroy, be it dangerous or not.)
    
    -Standard USA
    
    Ranger:  3
    Strong against other infantry, but otherwise weak.  It's also very
    inexpensive and USA plays can get them for free when a building is destroyed
    or from a paradrop.  These get a level 3 rating because flashbangs can kill
    large groups of infantry quickly and they can clear out buildings.
    Price: $225
    Special Abilities: Flash Bang and Capture (Both require Upgrades)
    Upgrades: Advanced Training, Capture and Flash Bang, Chemical Suits
    
    Missile Defender:  6
    Extremely strong against vehicles because of laser lock.  When using laser
    lock. They can outrange all non-artillery units.  These are often used in
    groups to be more effective.
    Price: $300
    Special Abilities: Laser Lock
    Upgrades: Advanced Training, Chemical Suits
    
    Pathfinder: 5
    These PWN all infantry, but only infantry.  They are stealthed and have long
    ranges, so they can be hard to find.  But you should have too many infantry
    standing around anyways.
    Price: $600 + General's Promotion (level 3)
    Special Abilities: Is stealthed while firing and while still.  Is not
    stealthed while moving.  Detects stealth
    Upgrades:  Advanced Training, chemical suits
    
    Col. Burton: 10
    Col. Burton is extremely dangerous.  He levels up quickly and can destroy
    buildings, units, and infantry very quickly.  He is also stealthed.  If you
    find one in your base, kill him at all costs.  Nothing short of a troop
    crawler, sniper, or pack of scorpions can kill Burton.
    Cost: $1500
    Special Abilities:  Timed C4 (20 second timer) and Remote C4
    Upgrades: Advanced Training, chemical suits
    
    Ambulance:  2
    These are rarely encountered.  They do not carry weapons and are very weak
    support vehicles.  They are also easily replaced by your opponent.  The only
    reason they get above a 1 is because they can be used to quickly and
    effectively kill enemy infantry when a pathfinder is unavailable.  They are
    speedy enough and armored enough to run over infantry.
    Price: $600
    Special Abilities: Can Clear area of toxins, heals infantry that are within
    it or near it, Carries up to 3 infantry,
    Upgrades: S/B/H Drones
    
    Humvee:  7
    These are commonly filled with infantry that can shoot out of it.  This unit
    is also very fast.  It gets a high threat level only because it's expensive
    and can easily be destroyed.  It is not actually very dangerous.  3
    scorpions, 2 gatts, or 3 mds (with laser lock) can easily destroy rockvee.
    Price: $700
    Special Abilities:  Can garrison 5 infantry that can fire out of it
    Upgrades: S/B/H Drones, Advanced Training, TOW missile (enables humvees to
    attack aircraft)
    
    Crusader:  6
    These are high quality, high performance tanks.  They are good targets, but
    fairly tough to beat.  Rocket infantry (garrisoned or not) and Overlords (or
    scorpions with rockets) are your best bets at destroying these effectively.
    Artillery also works pretty well.
    Cost: $900
    Special Abilities: None
    Upgrades: S/B/H Drones, Advanced Training, Composite Armor
    
    Sentry Drone:  4
    Extremely weak and extremely expensive.  Kill these when they show up, but
    chances are your enemy won't use too many of them.
    Cost: $800
    Special Abilities:  Is stealthed when still and not firing.  Can Detect
    Stealth
    Upgrades:  Gun
    
    Tomahawk: 9
    These are almost always used in groups of 3 or more.  These, paired with
    search and destroy battle plan, can be virtually impossible to destroy with
    land units.  Use aircraft to kill these if at all possible.
    Price: $1200
    Special Abilities: None
    Upgrades: S/B/H Drones, Advanced Training
    
    Microwave Tank: 2
    I have yet to see these used by any player.  They are cheap, but also very
    useless.  They only disable buildings for as long as they fire at the target
    buildings and they can only damage infantry within a small proximity when it
    is not firing.  (You'll see a faint yellow circle around the microwave
    tank.)  If you see one on the battlefield, you may as well just ignore it.
    Price: $800
    Special Abilities: Can disable any enemy structure from afar.  Kills infantry
    within a certain radius of the unit.
    Upgrades: Upgrades: S/B/H Drones, Advanced Training, composite armor
    
    Paladin:  7
    This is exactly like a crusader except for 2 differences.  First, it has a
    laser that can shoot down rockets at about the rate a tank hunter can shoot
    them.  (Order 2 tanks hunters to shoot it and the paladin will take damage.)
    Second, Paladins cost more, making them better targets.
    Price: $1100
    Special Abilities:  Can shoot down missiles/rockets with point laser defense
    Upgrades: S/B/H Drones, Advanced Training, Composite Armor
    
    Avenger: 8
    These rape aircraft.  If you aren't using aircraft, then you can ignore
    these.  But you should probably kill them if you get the chance because they
    are hard to replace at $2000 apiece.  They also have weak armor.
    Price: $2000
    Special Abilities: Laser 1 rapes aircraft, laser 2 is a laser point defense,
    laser 3 designates ground target increasing the firing rate of nearby units
    firing at that target
    Upgrades: S/B/H Drones, Advanced Training, Composite Armor
    
    Raptor: 7
    These can kill most tanks and infantry with one group of missiles.  They have
    weak armor and are expensive so they can be killed rather easily.  Chances
    are your enemy won't ever use normal raptors, because if they liked aircraft,
    they'd probably use Granger instead.
    Price: $1400
    Special Abilities: None
    Upgrades: CounterMeasures, Laser Missiles, Advanced Training
    
    Comanche: 4
    Very Expensive and VERY easy to kill.  These are so easy to kill it's
    ridiculous.  But they do have heavy firepower; so if you don't have any AA
    around, watch out.
    Special Abilities: Rocket Pods (if upgrade is purchased)
    Upgrades: Rocket Pods, Advanced Training
    
    Aurora Bomber: 9
    Any amount of AA will kill these, but only on the return trip.  They make
    extremely good targets, costing $2500 each.  But they do have some heavy
    bombs, too, and 2 can kill even an overlord.
    Special Abilities: Impervious to all attacks only when ordered to attack
    Upgrades: CounterMeasures, Advanced Training
    
    Stealth Fighter:  6
    These aren't used much, even by Granger fans.  This is due to their low
    versatility.  They can destroy enemy base defenses, but only enemy base
    defenses.  They do make good targets, however, because they cost $1600 each.
    You should be wary if they have bunker busters, though.  See the bunker
    buster upgrade for details.
    Cost: $1600 + General Promotion (level 1)
    Special Abilities: Stealthed while not firing (even stealthed on airstrip)
    Upgrades: Bunker Buster, Laser Missiles, CounterMeasures, Advanced
    Training
    
    Chinook:  10
    The best target out there, the Chinook is the godfather of helpless targets.
    Completely unarmed, the Chinook is expensive and is a necessary part of any
    functional USA economy.  As a bonus, these things occasionally carry units in
    them, too.  Anything in a Chinook dies along with the Chinook when it's shot
    down.*
    Price: $1200
    Special Abilities: Can Transport 8 slots of units: Dozers take 5, vehicles
    take 3, infantry take 1
    Upgrades: None
    
    *There is a known exception to this.  If you fill 2 technicals with
    terrorists and put those technicals in the Chinook, than put two more
    terrorists in the Chinook, 4 terrorists will survive if the Chinook is
    destroyed.  They will have about 50% health.
    
    Scout Drone: 1
    These are extremely cheap upgrades that are applicable to all USA vehicles.
    They greater increase sight range and allow that unit to detect stealth.
    They get a low target priority because they are readily replaceable.
    Cost: $100
    Special Abilities: Detects stealth, has high vision range
    Upgrades: Drone Armor
    
    Battle Drone: 2
    These drones repair the host unit and use a weak machine gun to assist the
    host unit in attacks. Although useful in certain situations with small
    numbers of units, you don't want to apply these to any large number of
    tanks.  At $300 apiece, you're better off buying MDs if you need
    supplementary firepower.
    Cost: $300
    Special Abilities: Repairs Host when host is damaged and not moving, assists
    host unit in attacks
    Upgrades: Drone Armor
    
    Hellfire Drone: 4
    For a drone, these are expensive.  They have high firepower, but they don't
    seem to shoot very often, making me question their usefulness.  However, they
    do appear to be strikingly effective against infantry.  They get a high
    rating because they are easy to shoot down and very expensive.
    Cost: $500
    Special Abilities:  Fires a hellfire missile at enemies near to the host
    unit.
    Upgrades: Drone Armor
    
    Dozer: 7
    Excellent Target.  This is how USA builds all structures.  It has weak armor
    and is easily killed.  USA needs these more than the other factions because
    defense structures play an important role in USA defense.
    Cost: $1000
    Special Abilities: Builds all structures, clears mines, repairs structures
    for free
    Upgrades: None
    
    Pilot: 3
    These appear when promoted USA planes, helicopters, or vehicles are
    destroyed.  They carry the veterancy of whatever unit was lost.  They can be
    ordered into another vehicle or plane.  Upon entering, the plane or vehicle
    receives the pilot's veterancy and it is added to the total.  Veterancy adds
    a lot of firepower to units, so pilots can really make a difference in
    battle.  However, they get a low priority rating because a lot of
    micromanagement is required to use them properly.  Most players don't
    manage them well enough to be a real threat.  Note: 3 chevrons is the highest
    attainable veterency, under any circumstances.
    Cost: N/A
    Special Abilities: Veterancy Transfer
    Upgrades: None
    
    B52 Bomber (StratoFortress): 6
    These deliver Fuel Air Bombs to targets.  They have some pretty tough armor
    and their presence on the battlefield is usually pretty brief, but they
    are worth downing is at all possible.  These always travel to their targets
    in a straight line starting from the part of the edge of the map that is
    closest to the HQ that deployed the generals ability.
    Cost: N/A
    Special Abilities: Drops Fuel Air Bombs, cannot be directly controlled
    Upgrades:  CounterMeasures
    
    USA Supply Plane:  4
    About as fast an armored as the B52 but smaller and less cool looking.
    These deliver paratroopers, leaflets, and supply crates.  They also
    deliver reinforcements to reinforcement pads.  It deploys in the
    same fasion as the B52.
    Cost: N/A
    Special Abilities:  Delivers all USA supplies, soildiers, and reinforcements.
    It is invincible when dropping supplies onto the drop zone.
    Upgrades: CounterMeasures
    
    B2: 10
    Although this is very fast and well armored, you must destroy this if it
    is within your power.  For granger, it carries carpet bombs.  For other
    USA factions (and granger, too) it carries the deadly MOAB ordinance which
    is about as powerful as a chinese nuke.  If this plane survives, it will
    pack on the hurt.
    Cost: N/A
    Special Abilites: Drops carpet bombs in a straight line of MOAB ordinance
    Upgrades: CounterMeasures
    
    Spectre Gunship: 2
    Personally, I don't see these as much of a threat.  They can only fire
    at a limited area for a short period of time and require a lot of
    micromanagement to do any significant damage.  Just move your forces out
    of the circle is orbits and wait 30 seconds and the spectre gunship leaves.
    Also, it has a ton of armor, so you probably wouldn't be able to shoot it
    down even if you tried.
    Cost: N/A
    Special Abilities: Flies to target area, shoots for awhile, then leaves.
    Upgrades: CounterMeasures
    
    -Granger (Air Force General):
    Combat Chinook is available (Does not replace standard chinook)
    Cannot build crusaders or paladins
    Stealth Comanche Upgrade is available from airstrip
    Carpet-bombing becomes available once strategy center is built
    All Aircraft have point laser defense, all are cheaper
    Stealth fighter does not require use of a general's point
    
    Combat Chinook: 9
    The are like regular chinooks (costs a little more), but infantry can fire
    out of them.  They are well armored and very fast and manuverable.  Often
    loaded with lots of MDs, these should be a high priority target, although you
    might have trouble catching them.  Requires the War factory before it can be
    constructed.
    Price:  $1200
    Special Abilities: Laser point defence, can transport 8 slots of units,
    infantry can fire from within it
    Upgrades:  None
    
    King Raptor: 8
    These are highly dangerous and impervious rocket attacks.  They also detect
    stealth.  Defense against these is a must.  Note:  They also detect stealth
    when flying.
    Price: $1100
    Special Abilities: Laser Point Defense, can detect stealth while flying
    Upgrades: Laser Missiles, CounterMeasures, Advanced Training
    
    Comanche: 10
    Extremely dangerous in the hands of Granger.  These are cheap and can be
    stealthed.  BEWARE OF HIT AND RUN ATTACKS BY STEALTH COMMANCHES.  Destroy
    these at all costs so that Granger does not even consider building more.
    (Granger's Comanches also appear to have more armor than standard versions.)
    Price: $1200
    Special Abilities: Stealthed while not firing (Requires Upgrade), rocket pods
    (requires upgrade), laser point defense
    Upgrades: Rocket Pods, Comanche Stealth Upgrade, Advanced Training
    
    
    -Townes (Laser General):
    Laser tank replaces Crusader and paladin
    Laser Tower replaces Patriot
    Tomahawk is not available
    Avengers Cost $500 less
    
    Laser Tank: 6
    These are exactly like normal crusader tanks, but they do slightly more
    damage to vehicles and much less damage to infantry.
    Price: $900
    Special Abilities: Becomes inactive if Base Power is low
    Upgrades: S/B/H Drones, Advanced Training, Composite Armor
    
    
    -Alexis (Super Weapon General):
    All Vehicles are more expensive
    Particle Cannon costs $2500 less
    Control rods provide +15 power instead of only +5
    Cold Fusion Reactors cost $900
    Patriots cost $900
    Patriots do less damage, but stun any vehicles,. structures or aircraft they hit
    Stunned aircraft (B52s, B2s, and Supply planes excluded) die immediately once
     stunned by an EMP missile
    
    Alpha Aurora:  7
    These are weaker and less expensive than normal auroras.  Although you should
    try and destroy them, you won't suffer much even if you don't.  Their mini
    Fuel Air Bombs are pretty strong, but cannot hit fast moving targets.
    Cost: $2000
    Special Abilities: Is impervious when ordered to attack
    Upgrades: CounterMeasures, Advanced Training
    
    
    Standard GLA:
    
    Rebel: 1
    Easy to kill, easy to replace.  If they are capturing one of your structures
    (or a neutral one), then run them over.  If not, don't bother.
    Cost: $150
    Special Abilities: Capture and Stealth (Both require upgrades), can place
    booby trap (with purchase of upgrade)
    Upgrades: AP Bullets, Stealth Rebel, Capture, Booby Trap
    
    RPG Trooper: 3
    Good against tanks, better when garrisoned.  Any standard infantry units or
    light vehicle will PWN these little guys.  Flash bangs, toxin tractors, flame
    tanks, or simple artillery will remove them from structures.
    Cost: $300 (two come free with tunnel)
    Special Abilities: None
    Upgrades: AP Rockets
    
    Hijacker:  4
    You won't encounter normal hijackers much because they are weak, slow,
    expensive, and so ineffective it's funny.  They can steal vehicles, in
    theory, but aren't very good at it.
    Cost: $400 + Generals point (level 3)
    Special Abilities: Stealthed while not moving, Can capture Enemy Vehicles (in
    theory)
    Upgrades: None
    
    Terrorist: 7
    These are very cheap but have VERY high firepower; 1 can easily kill 3
    tanks.  It's easy to kill these, but painful if you don't.
    Cost: $200
    Special Abilities: 'One time use' units.  In order to attack, they have to
    right next to the target... and they die along with it.
    Upgrades: None
    
    
    Angry Mob: 10
    *ANGRY MOBS ARE THE MOST DANGEROUS UNITS IN THE GAME.*
    If you ever see one, kill it quickly.  I gave it a 10 for a reason.  Nothing
    can do more damage to more things faster than an Angry Mob.  The mob puts
    even the nuke cannon to shame.  These units rape all non-aircraft units.  Use
    flash bangs, Quad guns, gatt tanks, or other mobs to dispose of them.
    Cost: $800
    Special Abilities: Unlike other infantry, these cannot garrison structures or
    occupy tunnels or vehicles.  Members of the mob regenerate over time.
    Upgrades: AK-47
    
    Jarmell Kell: 9
    You won't see him until he's sniped one of you vehicles.  If you don't kill
    him fast, he'll snipe the rest of your tanks and use them against you.  The
    good news is that unless he's being micromanaged by the enemy commander, he
    will continue to fire at enemy units after he's sniped one of your tanks.
    This makes him easy to spot and eliminate.  Just be sure that he is, in fact,
    killed before you direct your attentions elsewhere.
    Cost: $1500
    Special Abilities: Can snipe out Drivers making enemy units capturable to any
    infantry unit, is stealthed while not firing.
    Upgrades: AP Bullets
    
    Saboteur: 8
    Saboteurs are unlike other units:  They can infiltrate enemy structures to
    power them down.  Infiltrating the HQ will reset all the timers for the
    opponant's HQ.  It is unarmed, but stealthed.
    Cost: $800
    Special Abilities: Can power down structures by infiltrating them and is
    stealthed
    Upgrades: None
    
    Scorpion: 4
    Strong and cheap.  These are most often used en masse, and for good reason.
    Nothing short of a Nuke cannon of a horde of paladins can beat a swarm of
    Scorpions.  Also, this is the most upgradeable unit in the game.  (Note:
    When using these, always have the scorpion rocket.  It effectively increases
    their firepower by 200%.)
    Cost: $600
    Special Abilities: None
    Upgrades: Scorpion Rocket, Toxin Shells, Anthrax Beta (if toxin shells are
    purchased), AP Rockets (if rocket is purchased), Junk Repair
    
    Technical: non-upgraded: 2
               upgraded: 8
    These are rarely used alone.  RPG troops or Terrorists are almost always
    concealed inside.  If a technical manages to scavenge 2 wrecks, watch out.
    Its weapon becomes extremely powerful, effective against infantry and tanks.
    Aircraft or gattling tanks are required to eliminate upgraded technicals.
    Cost: $500
    Special Abilities: Can transport 5 infantry units quickly, units inside
    will survive if technical is destroyed
    Upgrades: Junk Repair
    
    Radar Vans: 7
    Not at all dangerous, but they make a great target.  Why?  Because most
    players only build one... which is a bad idea because they are extremely
    cheap.  They provide the GLA player with radar and detect stealth.  They can
    also reveal terrain when the appropriate upgrade is purchased.
    Cost: $500
    Special Abilities: Is unarmed, but can detect stealth
    Upgrades: Radar Scan (allows scanning of any area on the map), Junk Repair
    
    Quad Cannon: 6
    These are great targets because of their weak armor.  They are also the only
    effective AA that GLA has.  Granger players should definitely keep that in
    mind.
    Cost: $700
    Special Abilities: None
    Upgrades: Junk Repair
    
    Combat Cycle: 5
    Overpriced and weak.  They can host terrorists if the GLA player wants them
    too, so just be careful.
    Cost: $500
    Special Abilities: Any infantry unit can ride it.  It takes on all standard
    abilities of that unit.
    Upgrades: Junk Repair
    
    Toxin Tractor: 6
    Personally, these are my favorite targets because they are fun to shoot at.
    They aren't dangerous and they aren't expensive, but they die easily.  If you
    can get them into the enemy base, use their toxin spray.  The effect lasts a
    long time.  Also, these are fairly resistant to rocket attacks, but
    especially weak to tank rounds.
    Cost: $600
    Special Abilities: Toxin Spray
    Upgrades: Junk Repair, Anthrax Beta
    
    Rocket Buggy: 8
    These have high firepower and long range.  They are also fast.  You'll want
    to kill them because of this.  They have virtually no armor, so it's not very
    hard to do so.  Try using aircraft.
    Cost: $900
    Special Abilities: None
    Upgrades: Junk Repair, AP Rockets, Buggy Ammo
    
    Bomb Truck: 10
    If you ever see one of these, it's 2 seconds away from killing half your
    army.  Take these out at all costs.  Note:  Unlike the terrorist, bomb trucks
    explode even if they are destroyed.  Act accordingly.
    Cost: $1200
    Special Abilities: Can disguise as ANY vehicle.  Be as creative with this as
    you can.
    Upgrades: Bio Bomb (Affects only truck it's bought on), High Explosive bomb
    (only affects truck it's bought on), Junk Repair, Anthrax Beta
    
    Scud Launcher:  8
    These artillery units boast very powerful missiles.  The anthrax warhead is
    pathetically weak, but the high explosive warhead does almost as much damage
    as the nuke cannon.  The scud launcher is, for the most part, like the nuke
    canon: it just trades some firepower for speed.  It works really well in
    conjunction with tunnel networks.
    Cost: $1200 + generals point (level 1)
    Special Abilities:  Anthrax Warhead
    Upgrades: Junk Repair, Anthrax Beta
    
    Battle Bus:  7
    These are fairly well armored and rather speedy for a heavy vehicle.  Load
    them with 5 RPG troops and you can expect this to destroy most tanks.  Just
    be sure to watch out for artillery, though, seeing as you probably don't want
    to lose your $2500 investment.
    Cost: $900
    Special Abilities: Can hold 8 infantry that can fire from within it, forms an
    immobile bunker when destroyed
    
    Marauder Tanks: 6
    This is GLA's version of the crusader.  It is there to give GLA a way to
    destroy paladins.  These are cheaper and weaker than the crusader, but still
    comparable in most aspects.  One thing it can't do is fire while moving
    because its turret is fixed. Cost: $800 + Generals Point (level 1)
    Special Abilities: None
    Upgrades: Toxin Shells, Anthrax Beta (if toxin shells are purchased), Junk
    Repair
    
    Worker: 3
    These are extremely cheap and extremely replaceable because they cost only
    $200 and can be trained by two different structures.  However, they are also
    extremely necessary: They build all GLA structures and gather supplies.
    Hence, a 3 is warranted.  Note:  You can prevent construction of a structure
    simply by running these over.  Many USA and china players retreat their
    dozers when they see a worker building a tunnel.  Don't, just run the little
    guy over instead.
    Cost: $200
    Special Abilities: Builds all GLA structures, clears mines, collects
    supplies, repairs buildings free of charge
    Upgrades: Shoes
    
    GLA Plane: 5
    An old, rusty supply plane is the only one GLA has.  Drops anthrax bombs
    and reinforcements at the reinforcement pad.
    Cost: N/A
    Special Abilities: Drops reinforcements and anthrax bombs
    Upgrades: Anthrax Beta
    
    -Demo: Demolitions General:
    Standard Units (Rocket buggy, Scorpion, Quad cannon) cost more
    Terrorists do more damage
    Bomb trucks are cheaper
    All toxin upgrades are unavailable.
    Scuds and scud storms only use explosives.
    This general cannot utilize Stealth (except Jarmell Kell)
    If a certain upgrade is purchased, all units gain the ability to self-destruct
    Jarmell Kell can place explosives like Col Burton and retains all his other
     abilities
    Attack cycles come with terrorists instead of rebels
    Rebels have booby trap upgrade at start
    
    Attack cycle: 7
    Same as other generals' attack cycles, except his are more likely to have
    terrorist riders.  Just be sure to take them out before they get too close.
    Cost: $550
    Special Abilities: Same as terrorist, but fast
    Upgrades: Can utilize and infantry and use it's primary weapon abilities
    
    -Thrax: Toxin General:
    Standard Units (Rocket buggy, Scorpion, Quad cannon) cost more
    Scorpion and Marauder start with toxin shells
    Begins with anthrax Beta
    Scud launcher can only fire anthrax warheads
    Most rocket attacks contain a small amount of anthrax
    Excluding Jarmell, all stealth capabilities are not available
    
    Scud launcher: 4
    Dr. Thrax's scud launcher is extremely weak.  Try as it might, it can't do
    much damage to structures or heavy vehicles.  It will, however, completely
    own infantry.  Act accordingly.
    Cost: $1200 + Generals point (level 1)
    
    -Kassad: Stealth General:
    All structures can upgrade with camo netting
    Rebels are camouflaged at start
    All base defenses are camouflaged
    Hijacker is available at start
    Hijacker costs more
    Hijacker is stealthed while moving
    GPS scrambler is available at level three
    GPS scrambler recharges faster
    Scud launchers, Scorpion tanks, and Marauder tanks are not available
    
    Workers: 5
    Kassad's workers get a level 5 rating because you need to pay more attention
    to them. They are stealthed when collecting supplies (if netting is bought at
    stash) and can build defenses that are stealthed while being built.  Also, if
    you see a worker (or two RPG troops) standing around, assume there is a
    defense structure nearby.
    Cost: $200
    Special Abilities: Build's Kassad's stealthy structures
    Upgrades: Shoes
    
    -Standard China:
    
    Red Guard: 2
    These are weak infantry. However, they are cheap, get a horde bonus, and can
    take on rebels and win.  One thing to remember is that they always come in
    pairs.  If you find one alone, it's probably a scout.  Search for and kill
    the other because you want to deprive china of all information.
    Cost: $300 (for a pair)
    Special Abilities: Horde bonus in groups of 5 or more, capture (with upgrade)
    Upgrades: Nationalism, capture
    
    Tank Hunter: 3
    Like an RPG trooper, but it gets a horde bonus.  It also has a neat little
    bomb attack, but one shot from it's gun does more damage.  Don't even bother
    with the TNT.
    Cost: $300
    Special Abilities: Horde bonus, TNT attack
    Upgrades: Nationalism
    
    Hacker: 7
    These provide money for china, are easy to kill, and are expensive.  Kill
    these wherever and whenever you find them.  It shouldn't be too hard because
    they are completely defenseless and rather slow to undeploy.
    Cost: $625
    Special Abilities: Can disable enemy buildings (like the microwave tank, but
    it doesn't work on defenses), can also hack money at $5 every 2 seconds.
    Upgrades:  I'm told it hacks faster when in the internet center. It doesn't
    appear to, though.
    
    Black Lotus: 9
    She can capture an entire base pretty quickly.  However, ZH has a ton of
    stealth detecting units, so lotus' is now a lot less useful. But if she's in
    your base, get her out quickly.  She's the only unit that can remove your HQ
    quickly and easily and within 10 seconds.
    Cost: $1500
    Special abilities: Can detect stealth, Stealthed when not using following
    abilities, can hack $1000 (or up to) from enemy supply center, can capture
    enemy buildings, can disable enemy vehicles
    Upgrades: None
    
    Battlemaster Tank: 5
    Nothing too special about this thing.  As far as tanks go, this is sub-
    standard.  It can hold its own in a fight, but it's certainly not
    extraordinary.
    Cost: $800
    Special Abilities: Horde Bonus
    Upgrades: Nuclear Tanks, Uranium Shells, Nationalism
    
    Troop Crawler: 8
    These things are weak, expensive, and they die quickly.  That's why they make
    great targets.  They also detect stealth and hold up to 8 infantry.  They are
    also rather fast.  Lastly, they are extremely good at killing hero units.
    Not even elite Burton can take out a troop crawler and all 8 infantry inside.
    Cost: $1400
    Special Abilities: Detects stealth, comes with 8 Red Guard
    Upgrades: None
    
    Gattling Tank: 7
    My favorite unit of all time.  This is extremely virsitile and extremely
    useful, so if you're fighting a china player, you are going to see a lot of
    these through out the game. They own aircraft and infantry, but are pretty
    weak against tanks.
    Cost: $800
    Special Abilities: Fires slowly for first 6 shots
    Upgrades: Chain gun
    
    Dragon Tank: 6
    These are pretty weak, but they do rape structures and light vehicles if they
    can get close enough.  They, like the toxin tractor, have a resistance to
    rocket attacks, but take extra damage from tank rounds.
    Cost: $800
    Special Abilities: Clears out Infantry from buildings in one shot, can create
    a wall of fire, immune to fire (migs and infernos still damage it, just less)
    Upgrades: Black Napalm
    
    Inferno Cannon: 5
    These can kill infantry, but are weak against everything else.  They are also
    very slow and very easily destroyed.  They are also expensive, warranting the
    rating of 5.  It does make an okay artillery unit, but only if the nuke
    cannon is unavailable.
    Cost: $900
    Special Abilities: Creates firestorm in large groups
    Upgrades: Black Napalm
    
    Listening Outpost:  7
    These are pretty expensive and pretty weak.  Watch out, though, because they
    come with 2 tank hunters which can tear apart tanks.  The outposts themselves
    are fairly fragile, but have a high resistance to anti-infantry fire.
    Cost: $800
    Special Abilities: Comes with 2 tank hunters that can fire from within it,
    detects stealth, is stealthed when still and not firing
    Upgrades: None
    
    Overlords: 9
    It takes a lot to stop these bad boys.  They have incredibly tough armor and
    high firepower against everything (even infantry).  If you see these
    attacking your base, you'll want them dead, fast.  Overlords can be destroyed
    by other tanks, but it is grossly inefficient to try that.  Overlords have a
    high resistance to all rocket and tank round attacks.  They are weak,
    however, to all forms of artillery and to aerial attacks.
    Cost: $2000
    Special Abilities: Can transport up to 5 infantry that can fire out of it
    (when equipped with bunker), can detect stealth (when equipped with gattling
    gun)
    Upgrades: Bunker (affects only target tank), Gattling gun (affects only
    target tank), Propaganda Tower (affects only target tank), Nuclear Tanks,
    Uranium Shells, Subliminal Messaging, Chain gun Upgrade (if gattling gun is
    bought)
    
    ECM Tank: 4
    These are only really a threat if you are china facing china.  Every vehicle
    costs the same as this tank or less (except the paladin and the overlord) so
    using one tank to paralyze another really won't alter the course of the
    battle in any way (unless it's overlords vs. overlords).
    Cost: $800
    Special Abilities: Can disable an enemy vehicle, Rocket attacks made within
    it's range are often thrown off course
    Upgrades: None
    
    Nuke Cannon: 10
    The mother of all artillery, these things have incredibly high offensive
    firepower at long range.  However, they are slow and need to deploy before
    firing and have to redeploy between every shot when on guard mode.  They also
    have very weak armor.  You should consider these prime targets at all times
    and regardless of all other circumstances.
    Cost: $1600 + Generals Point (level 1)
    Special Abilities: Can fire neutron shells that clear garrisoned buildings
    and clears vehicles of their drivers
    Upgrades: Neutron Shells.
    
    Mig: 7
    Not all it's cracked up to be, the mig is fairly weak as far as aircraft go.
    It can make a firestorm, which is impressive, but only in groups of four or
    more.  They make great targets because they are easy to shoot down with
    bullet weapons.  (Rocket attacks aren't very effective, aside from the EMP
    and standard Patriot.)
    Cost: $1200
    Special Abilities: Creates firestorm in groups of 4 or more
    Upgrades: Black Napalm, Mig Armor
    
    Helix 2: 8
    Like the Comanche, but a little less fragile, and a little more expensive.
    It can transport 5 slots of units.  It can also upgrade with napalm bombs and
    one of the following: bunkers, gattling guns, Propaganda towers.  The bunker,
    gatt gun, and prop tower have the same effect on the helix as they do on the
    overlord, only the helix gatt can't fire on air units.
    Cost: $1500
    Special Abilities: Can transport up to 5 slots of units that can fire out of
    it (when equipped with bunker), can detect stealth (when equipped with
    gattling gun), can drop napalm bombs to create a firestorm (when upgrade is
    purchased for that particular helix)
    Upgrades: Bunker (affects only target helix), Gattling gun (affects only
    target helix), Propaganda Tower (affects only target helix),  Subliminal
    Messaging, Chain gun Upgrade (if gattling gun is bought), Black Napalm (if
    bomb drop is bought), Bomb Drop (affects only target Helix)
    Note:  Two extra wings appear on the helix when the bomb upgrade is built.
    
    
    Supply Truck: 6
    These are cool because they are the only supply gatherers that can defend
    themselves.  (They can run over infantry!)  They have fairly weak armor, but
    are pretty cheap to replace.
    Cost: $600
    Special Abilities: None
    Upgrades: None
    
    Dozer: 7
    Excellent target.  It has weak armor and can be easily killed.  It also
    requires $1000 to replace.  (This is the same as the USA dozer, but it has
    tracks instead of tires, which affects only its ability to turn.)
    Cost: $1000
    Special Abilities: Builds all Chinese Structures, can repair all structures
    for free
    Upgrades: None
    
    China Supply Plane: 5
    These delivers cluster mines, reinforcements, and EMP bombs.  None
    of those are really all too dangerous so these planes aren't all too
    threatening.  These also delivers Anvil's paratroopers.
    Cost: N/A
    Special Abilities: Drops mines, tanks, paratroopers, and EMP bombs
    Upgrades: None
    
    China B52: 8
    This is china's stratofortress.  It is exactly like the USA version,
    only it is slightly modified in appearance.  It always
    carries carpet bombs (for Tao, it carries carpet nukes).
    The B52 Always deploys from the HQ.
    Cost: N/A
    Special Abilites: Drops carpet Bombs for China
    Upgrades: None
    
    
    -Anvil: Infantry General
    Frenzy (level 1) is available at level 1
    Minigunner replaces Red Guard
    Assault Troop Crawler Replaces Troop Crawler
    Attack Outpost Replaces Listening Outpost
    Assault Helix Replaces Helix
    Cannot build Overlords, Battlemasters, or Gattling tanks
    Inferno cannons, ECM tanks, and dragon tanks all cost more
    All infantry start out as veterans
    Can paradrop 5, 10, or 15 mingunners as a general ability (level 3)
    Super Hackers Replace Hackers
    Super Black Lotus Replaces Black Lotus
    Fortified Bunker Replaces Bunker
    Has nationalism upgrade at start
    Patriotism Upgrade is Available at the Propaganda Center
    
    Minigunner: 6
    Easy to kill and expensive.  It's good against aircraft and other vehicles,
    but not so good against light vehicles or tanks.
    Cost: $350
    Special Abilities: Fires really slowly at first, horde bonus
    Upgrades: Patriotism, chain gun
    
    Super Hacker: 7
    If you can find them, kill them.  They are normal hackers except they have
    lotus' vehicle hack and are stealthed while not hacking structures or
    vehicles.
    Cost: $625
    Special Abilities: Can hack cash, vehicles, and structures.  Just not at the
    same time.  Is stealthed while not hacking structures or vehicles
    Upgrades: None
    
    Super Lotus: 10
    Like normal lotus, but she hacks faster.  Be aware of that.
    Cost: $1500
    Special Abilities: Vehicle hack, structure capture hack, supply center money
    hack, is stealthed while not using an ability
    Upgrades: None
    
    Assault Troop Crawler: 7
    This is a strange vehicle.  It costs a ton, comes with 8 minigunners, has a
    propaganda tower built in (it does not affect itself), infantry can fire out
    of it, and it detects stealth.  It also seems to have a little more armor
    than your normal crawler.  You'll see these when fighting anvil, be sure to
    knock them out because they are very costly to replace.
    Cost: $2400
    Special Abilities: Can hold 8 infantry that can fire out of it, infantry
    survive (at 50% health) when it dies, it can detect stealth, has a built in
    propaganda tower (does not affect itself)
    Upgrades: None
    
    Attack Outpost: 8
    Remarkably Dangerous, these thing can cause a lot of hurt pretty quickly.
    They are resistant to anti-infantry attacks, but weak against anti tank
    attacks.  Paladins, mobs, overlords, or any kind of artillery are probably
    the best way to destroy these.  Gattling weapons and quad guns will have
    almost no effect.
    Cost: $1000
    Special Abilities: Comes with 4 tank hunters, can hold up to 10 infantry that
    can fire out of it, stealthed while not moving or firing, can detect stealth
    Upgrades: None
    
    Assault Helix:  11
    The only unit to get 11 on a scale of 10.  These things are down right
    dangerous when equipped with 8 tank hunters.  They can destroy anything very
    quickly: Infantry, tanks, other aircraft, all structures.  Nothing can
    withstand the immense firepower of a fully loaded assault helix.  Should you
    ever encounter one, kill it fast.  Kill it NOW.  If that thing gets anywhere
    near you, you will get pulverized.  Nothing short of a large group of MDs
    (LASER LOCK), Gattling tanks, or a quads will stop these.  Rocket troops,
    rocket tanks, patriot missile, sentry guns, etc all die to the massive
    assault helix with its incredible armor and extensive firepower.  BEWARE OF
    THE ASSHUALT HELIX. Note: The assault helix  cannot transport vehicles nor
    can it host any upgrade other than the bunker.  It comes equipped with a
    bunker from the start.
    Cost: $1500
    Special Abilities: Can carry 8 infantry that can fire out of it
    Upgrades: Bomb Drop (only affects target helix), black napalm (if bomb drop
    is purchased)
    
    *Note:  There is no visible different between standard and assault helixes.
    However, helixes always have the bunker upgrade and are the only version
    available to Anvil.
    
    -Tao: Nuke General
    Nuke Cannon is available to him without the cost of a generals point
    Advanced Nuke Plant replaces Nuke Plant
    All Aircraft Cost More
    All Infantry Cost More
    Overlord and Battlemaster start out with nuclear tank and uranium shells
     upgrade
    Battlemaster looks kind of funny
    Battlemaster and Overlord leave radiation with their shots
    Nuke launcher costs $500 less
    Carpet Nuke bombing replaces Carpet Bombing
    Gains Isotope stability upgrade at Nuke Silo
    Migs can be upgraded with tactical nukes Available at nuke silo
    Repair (level 1) is avalable at level 1
    
    -Kwai: Tank General
    Cannot build nuke cannons or inferno cannons
    All tanks cost $100 less (Troop Crawlers cost $200 less)
    Overlord is replaced with Emporer
    All tanks built as veterans
    All Aircraft cost a lot more
    All Infantry cost a lot more
    Can paradrop 1, 2, or 4 tanks with generals ability (level 3)
    Gains Battlemaster autoloader upgrade at propaganda center
    Does not have Cash Hack Generals Ability
    Carpet Bombing Is Avaialable only at Level 5
    BattleMaster Training is avaialable at Level 1
    Emergency Repair (level 1) is available at Level 1
    
    Emperor Tank: 9
    Not really any better than your average Overlord Tank.  Sure, it's a bit
    stronger, a bit cheaper, and starts out with prop tower and veterancy, but
    subliminal messaging doesn't affect it and it is just as susceptible to
    artillery as standard overlords.  It's still an overlord and is very
    strong.
    Cost: $1900
    Special Abilities: Comes with built in prop tower, can detect stealth (with
    gatt gun upgrade), is not affected by subliminal messaging upgrade
    Upgrades: Chain gun (if it has gattling gun upgrade), gattling gun (affects
    only target tank), uranium shells, nuclear tanks
    
    -The Structures
    
    Note: All structures can be sold for half their value at any time.  Only if
    the selling sequence is complete will the money be paid.
    
     -Standard USA
    Note: All USA structures (firebase excluded) leave behind rangers when
    destroyed.
    
    Cold Fusion Reactor:
    This provides power for the USA base.  It's costly, weak, and important to
    USA base defense.  Keep these things protected.
    Cost: $500
    What it does: Provides 5 power.  Control Rod upgrades cost $500 and add
    another 5 power
    
    Barracks:
    Trains soldiers.  It's cheap, has fair armor, and if trains the extremely
    effective MD.  It's good to have around.
    Cost: $500
    What it does: Trains Soldiers and hosts Flash Bang and Capture Upgrades, also
    heals soldiers
    
    Command Center:
    Heavily armored, this is tough to destroy.  When it does die, it leaves
    behind nearly 20 rangers; nearly a small army.
    Cost: $2000
    What it does: Provide Radar, satellite, builds dozers, allows use of generals
    abilities.  Radar goes out if there's low power
    
    Fire Base:
    Heavy firepower, but weak armor.  This is a pretty good defense, though.
    Just don't use it alone.  It may look and act like artillery, but it still
    requires line of sight to fire.
    Cost: $1000
    What it does: Base defense that can garrison 4 infantry, runs without power
    
    Patriot Missile:
    Heavy firepower.  This will stop just about any early units, including
    infantry.
    Cost: $1000 + 3 power
    What it does: Detects stealth and makes a good anti-tank, anti-infantry, and
    anti-aircraft defense.
    
    Supply Center:
    Expensive and defenseless.  Comes with one Chinook.
    Cost: $2000 + 1 power
    What it does: Works with Chinooks to gather supplies.  It also builds
    Chinooks.
    
    Air Field:
    Large and fairly well armored.  People love to attack these, though, because
    they are often full of helpless planes.
    Cost: $1000 + 1 power
    What it does: Builds/rearms/repairs planes, builds/repairs Comanches, repairs
    Chinooks and hosts the following upgrades: Rocket Pods, ECM, Laser Missiles,
    Bunker Buster
    
    War Factory:
    Builds all USA vehicles. (except dozers)  Protect this because vehicles are
    very important.
    Cost: $2000 + 1 power
    What it does: Builds /repairs all USA vehicles, hosts Sentry Drone Gun and
    TOW missile Upgrade
    
    Strategy Center:
    USA tech building.  Protect this really cool building.
    Cost: $2500 + 2 power
    What it does: Allows construction of Aurora, Tomahawk and Col Burton, Enables
    +20% shot power or +20% shot range or +10 armor to all your units and
    structures, hosts a bunch of upgrades: Basic Training, Composite Armor,
    Chemical Suits, Supply Lines, Drone Armor.  Also can be used to spy on the
    enemy.
    
    Supply Drop Zone:
    The USA alternate way of making money.
    Cost: $2500 + 4 power
    What it does: Every 2 minutes, a supply plane comes and drops $1500 onto the
    supply drop zone and adds it to your total funds.
    
    Particle Cannon:
    The USA super weapon.  This is really very good.  It can kill anything
    (except super weapons and Command Centers) but it can be hard to kill
    aircraft with.  Note: The beam can be controlled to move after initial firing.
    Cost: $5000 + 10 power
    What it does: Kills things with an unstoppable beam of light.  4 minute
    countdown
    
    -Granger:
    
    All his Structures are the same.
    
    -Townes:
    
    Laser Turret: (Replaces Patriot)
    Townes has his own defense structure.  He must feel proud.  This thing is
    pretty good, actually, being able to effectively kill all forms of enemy
    units.
    Cost: $1000 + 3 power
    What it does: All-round Base Defense
    
    -Alexis:
    
    EMP Patriot: (Replaces Patriot)
    Like the normal patriot, but it does less damage and stuns vehicles and air
    units.  Any stunned air unit dies instantly (supply planes and bombers are
    except).
    Cost: $900 + 3 power
    
     -Standard GLA
    
    Note: ALL GLA structures leave Holes when destroyed.  The holes will rebuild
    the structures if they holes are not destroyed.
    
    Note: The worker can build fake GLA structures.  Fake structures do not
    function as normal structures; they just look like normal ones.  They can be
    ordered to self destruct or (for a price) upgrade to the real version of the
    structure.
    
    Supply Center:
    Nothing special here.  Comes with 1 worker.
    Cost: $1500
    What it does: Collects supplies with workers, trains workers
    
    Barracks:
    Again, nothing special.
    Cost: $500
    What it does: Trains GLA soldiers.  Hosts Capture Upgrade.  Hosts Booby Trap
    Upbragde
    
    Command Center:
    The biggest GLA Structure.  It has a ton of armor, but is unnecessary to GLA
    early on.  You might consider selling it for the extra $1000.
    Cost: $2000
    What it does: Trains workers, hosts generals abilities
    
    Arms Dealer:
    Weak and expensive yet 100% crucial.  Protect this because it is even more
    important than your HQ.
    Cost: $2500
    What it does: Builds all GLA vehicles.  Hosts Scorpion Rocket upgrade.
    
    Tunnel Entrance:
    Cute little base defense.  It doesn't put up much of a fight, but it's useful
    none the less.  It comes with 2 free RPG troops when built.  Detects stealth.
    Cost: $800
    What it does: Base defense.  You can put up to 8 units into your tunnel
    network at once.  They can use tunnel entrances to exit or enter the
    network.  While inside the tunnel network, all units heal.  Can equip itself
    with camo netting.
    
    Stinger Site:
    Crappy AA.  However, it can stop most early rushes.  It's like 3 RPG troops
    that can detect stealth and regenerate.  Not too shabby, really.
    Cost: $900
    What it does: Stops vehicles, infantry, and aircraft with varying
    efficiency.  Detects stealth.  Can equip itself with camo netting.
    
    Demo Trap:
    These things are really cool and much more useful than people think.  Kind of
    expensive, though.
    Cost: $400
    What it does:  You build it.  It stealths itself.  If enemies come near, it
    detonates and the enemies die.
    
    Palace:
    The GLA tech structure.  It doubles as a powerful defense.
    Cost: $2500
    What it does: Allows construction of buggy, scud storm, jarmell kell, angry
    mob, battle bus, scud launcher.  Can hold 5 troops that can shoot from it.
    Hosts Fortification, camouflage, toxin shells, arm the mob, and anthrax beta
    upgrades.
    
    Black Market:
    The GLA alternative money source.
    Cost: $2500
    What it does: Give the player $20 every 2 seconds and hosts the following
    upgrades: worker shoes, AP rockets, AP bullets, Junk repair, Buggy Ammo
    
    Scud Storm:
    GLA's super weapon.  This is also the strongest super weapon in the game,
    although it has a long firing delay (missiles hit targeted area 10 seconds
    after you target the area).
    Cost: $5000
    What it does: Indiscriminately kills all units and most structures within the
    targeted area.  Leaves behind a nasty toxin cloud.  5 minute count down
    
    -Demo:
    
    Demo's demo traps are stronger and cheap than standard versions.
    
    -Thrax:
    
    Toxin Tunnel:
    Exactly like a normal tunnel entrance except it has better firepower.
    Cost:$800
    What it does: Base defense.  You can put up to 8 units into your tunnel
    network at once.  They can use tunnel entrances to exit or enter the
    network.  While inside the tunnel network, all units heal.
    
    -Kassad
    
    All of Kassad's Structures can upgrade with Camo netting.  Tunnel entrance
    and Stinger site get it for free when they are built.
    
     -Standard China
    
    Note: All china structure can upgrade with mines for $600.  These mines are
    stealthed and appear all around the structure.  They regenerate a short time
    after being destroyed, detonated, or disarmed.  They remain if the structure
    is destroyed but are lost if the structure is sold.  When a structure is
    capture, the mines are captured along with it.
    Note: Any structure upgraded with mines can upgrade with neutron mines.
    These are exactly like normal mines in very way except they are blue and they
    kill the drivers of vehicles on contact leaving the vehicles open for
    capturing by infantry.
    
    Nuclear Reactor:
    Provides power to chinese bases.  It's also pretty cheap and well armored.
    One of these will power one chinese base.  A second will power a nuke
    launcher.  If ever you're short on power, put it into overload until you can
    get another reactor built.
    Cost: $1000
    What it does: Provides +10 power, explodes when destroyed, can be overloaded
    to produce an extra +5 power.  This quickly damages the reactor.
    
    Gattling Gun:
    China's Primary Base defenses.  Detects stealth units and rapes aircraft and
    infantry.  However, it would be unwise to build too many of these because the
    tank version is cheaper and just as strong.
    Cost: $1200 + 3 power
    What it does:  Detects stealth, rapes infantry and aircraft, can shoot down
    artillery missiles (in theory)
    
    Barracks:
    Trains all chinese infantry.  Has weak armor, but it's absolutely necessary
    because it lets you respond quickly to problems at your base.
    Cost: $500
    What it does: Trains infantry, hosts capture upgrade
    
    Command Center:
    This tough structure is absolutely necessary to china.  It builds dozers,
    hosts radar upgrade, and it allows use of Generals abilities.  Radar goes
    offline if there is low power.
    Cost:  $2000 + $500 for radar
    What it does: Builds Dozers, hosts radar upgrade, allows for use of generals
    abilities
    
    Bunker:
    These are excellent base defenses, even if you don't put things in them.
    They make great cannon fodder and enemies love to shoot them.  Of course, you
    can also garrison up to 5 infantry inside of them, should you want them to
    return fire.
    Cost: $400
    What it does: Base Defense, can hold up to 5 infantry that can shoot from it
    
    Supply Center:
    Build these if you want cash or a war factory.  They're weakly armored and
    enemies love to shoot them, so what out.  It comes with 1 supply trucks when
    built.
    Cost: $1500 + 1 power
    What it does: Uses supply trucks to collect supplies, builds supply trucks
    
    Air Field:
    A large airfield.  Has comparatively weak armor.
    Cost: $1000 + 1 power
    What it does: Build/repairs/rearms migs, builds/repairs helixes, hosts mig
    Armor upgrade
    
    War Factory:
    The heart and soul of the chinese base and the only structure more important
    than the HQ.  It also has weak armor so you'd better protect it while you
    pump out your vehicles.
    Cost: $2000 + 1 power
    What it does: Builds chinese vehicles, repairs all chinese vehicles, hosts
    chain gun upgrade and black napalm
    
    Propaganda Center:
    The chinese Tech structure.  Build it to access the overlord, the hacker,
    black lotus, and the artillery units.  It has very little armor and is almot
    completely defenseless.  China needs it's technology, so if you're under
    heavy attack constantly, try building two of these.
    Cost: $2000 + 3 power
    What it does: China's tech structure, hosts nationalism and subliminal
    Messaging upgrades
    
    Internet Center:
    Honestly, I don't build these.  However, they do allow china some valuable
    intel (at a price) and they can garrison hackers to make them hack faster
    (supposedly).
    Cost: $2500
    What it does: Garrisions up to 10 hackers to make them hack faster, hosts
    satellite hacks 1 and 2
    
    Propaganda Tower:
    Build these wherever you think you'll have a lot of units.  For a tower made
    almost entirely of wood, they have some pretty fair armor.
    Cost: $500 + 1 power
    What it does: Increases ROF and regenerates health of all allied units in
    close proximity
    
    Nuclear Missile:
    China's super weapon.  The weakest of the three, but still remarkably strong.
    It will kill all units within it's range (except overlords) and most
    structures.  It also leaves a lot of radiation behind, too.  However, it hits
    the target area almost immediately, making it an excellent choice for killing
    entire enemy divisions quickly.
    Cost: $5000 + 10 power
    What it does: Destroys all units and most structures in a large area and
    leaves behind radiation.  Countdown: 6 minutes
    
      -Tao
    
    Advanced Nuclear Reactor:
    This looks and acts much like the standard nuclear reactor.  The difference
    is that it provides +18 power and +27 when overloaded.  It also looks
    a little different and costs a little more.
    Cost: $1200
    What it does: Provides a ton of power.  Can be overloaded to provide
    even more.
    
      -Anvil
    
    Fortified Bunker:
    This is a lot like the standard bunker but a little more well armored.
    It can host 10 infantry instead of only 5 and it has the mine upgrade
    as soon as it is built.
    Cost: $700
    What it does:  Adcanvced Basic base defence.  Holds up to 10
    infantry and always has mines around it.
    
     -Kwai
    
    All of Kwai's structures are the same as standard China.
    
    -The Generals Abilities (on a scale of 1 to 5 in worthiness)
    
     -Standard USA
    
      -Level 1:
    
    Paladin: Level 1
    Allows you to purchase and use the paladin tank.  This is worth it if you're
    fighting GLA.  But otherwise, you should use the crusader instead.
    Rating: 2
    
    Stealth Fighter: Level 1
    Let's you purchase and use the stealth fighter.  This is pretty lame
    considering that it's only good at killing base defenses.
    Rating: 1
    
    Spy Drone: Level 1
    Allows you to place a camoflagued scout drone anywhere on the map every 90
    seconds.  This is excellent.  Charge time: 90 seconds
    Rating: 5
    
      -Level 2:
    
    Pathfinder: Level 1
    Allows you to train the pathfinder unit.  This guy owns infantry, but only
    infantry.  Use your better judgment for this one.
    Rating: 3
    
    Paradrop: Level 1
    Allows you to drop 5 rangers anywhere on the map provided that the plane
    carrying them makes it.  Always get at least level one.  You'll never know
    when you'll need some emergency reinforcements.  Beside, it's also really
    cool.  4 minutes charge time.
    Rating: 5
    
    Paradrop: Level 2
    Drops 10 rangers anywhere on the map.  If you want more rangers, go for it.
    But in real game scenarios, 10 won't help you out much more than 5 will.  4
    minute charge time.
    Rating: 2
    
    Paradrop: Level 3
    Drops 20 rangers anywhere on the map.  Uses 2 planes to do it.  If you want
    to be able to deliver a small army by air, go for it.   But you only have
    limited generals points, so you might want and A10 airstrike instead.  4
    minute charge time.
    Rating: 2
    
    A10 Airstrike: Level 1
    Orders an A10 surface strike aircraft to attack the target area.  The A10 is
    pretty resistant to AA fire, too.  Always have at least level 1 because even
    level 1 is really strong.  4 minute charge time.
    Rating: 5
    
    A10 Airstrike: Level 2
    Like level 1, but 2 A10's attack instead of 1.  The area of effect is just
    the same, but it does more damage.  Useful against structures.  4 minute
    Charge time.
    Rating: 3
    
    A10 Airstrike: Level 3
    Like level 2, but 3 A10's come instead of 2.  Area of effect is the same but
    damage is increased.  Useful when you are trying to destroy super weapons.  4
    minute charge time.
    Rating: 3
    
    Emergency Repair: Level 1
    Repairs all allied vehicles in a small area by a small amount.  4 minute
    charge time.
    Rating: 2
    
    Emergency Repair: Level 2
    Like level 1, but it repairs a little more.  4 minute charge time.
    Rating: 1
    
    Emergency Repair: Level 3
    Like level 2, but it repairs a little more.  4 minute charge time.
    Rating: 1
    
      -Level 5:
    
    Fuel Air Bomb: Level 1
    B-52 drops a huge bomb onto a target.  Pulverizes group of units and
    structures.  Use it in conjunction with level 3 A10 airstrike to destroy
    super weapons.  Can be upgraded to a MOAB which does nearly as much damage as
    the china super weapon.
    Rating: 5
    
    Leaflet Drop: Level 1
    A B-52 drops paper onto your enemies.  All units/structures in affected area
    became inoperable.  for a level 5 abilities, this sucks.
    Rating: 2
    
    Spectre Gunship: level 1
    Calls in a spectre gunship to fly around is a circle for awhile shooting
    things.  Damage is high, but concentrated so manual targeting with the
    aircraft in necessary for it to be truly powerful.  Charge Time: 5 minutes.
    Rating: 4
    
    Note on Alexis/Granger:
    Spectre gunship is available at level 3 (levels 1 and 2) and level 5 (levels
    3).  It can hang around for 10, 20, or 30 seconds, depending on how many
    General's points you spend.
    Rating: 3
    
      -GLA General Abilities
    
       -Level 1
    
    Scud Launcher: Level 1
    Allows you to buy the scud launcher.  Way better than the rocket buggy, this
    is a unit you want to have around.  It isn't truly necessary, but it does
    help.
    Rating: 3
    
    Marauder Tank: Level 1
    Lets you build the marauder.  Only really useful against USA, this is an
    otherwise standard tank.  There's nothing special about it that warrants
    spending a general's point.
    Rating: 2
    
    Technical Veterancy: Level 1
    All technicals  you build are built as veterans.  Technicals are weak and so
    are veteran technicals.  If you want to technical rush, than sure, use this.
    Otherwise, don't bother.
    Rating:  1
    
       -Level 3
    
    Hijacker:  Level 1
    Let's you train the Hijacker.  Only Kassad's Hijackers are really useful, and
    he gets them from the start.  Don't bother with this.
    Rating: 1
    
    Rebel Ambush: Level 1
    A group of 4 rebels magically appears anywhere on the map.  For lack of a
    better or stronger Generals ability, this is worth getting.
    Rating: 5
    
    Rebel Ambush: Level 2
    A group of 8 rebels magically appears on the map.  8 is much better than 4,
    so go for it.
    Rating: 4
    
    Rebel Ambush: Level 3
    A group of 16 rebels magically appears on the map.  16 is much better than 8,
    so go for it.
    Rating: 4
    
    Cash Bounty: Level 1
    Every time you kill an enemy, you get 5% of its value added to your money
    supply.  This is great in large battles.
    Rating: 3
    
    Cash Bounty: Level 2
    Same as level 1, but you get 10% instead.  This makes it even more useful.
    Rating: 4
    
    Cash Bounty: Level 3
    Same as level 2, but you get an entire 20%.  If you're doing any damage at
    all to the enemy, this will really increase your income!  Definitely worth it!
    Rating: 5
    
    Emergency Repair: Level 1
    Repairs all allied vehicles in a small area by a small amount.  4 minute
    charge time.
    Rating: 2
    
    Emergency Repair: Level 2
    Like level 1, but it repairs a little more.  4 minute charge time.
    Rating: 1
    
    Emergency Repair: Level 3
    Like level 2, but it repairs a little more.  4 minute charge time.
    Rating: 1
    
       -Level 5
    
    Anthrax Bomb:
    A GLA supply plane drops a large bomb anywhere on the map.  IT does some fair
    damage initially, but the toxins hang around and do heavy damage to all
    ground vehicles, and kill all infantry in the proximity.  It still lacks any
    major destructive power, however.
    Rating: 4
    
    Sneak Attack:
    An unarmed tunnel entrance appears anywhere on the map and takes about 2
    seconds to build.  It then releases all the unit you have in your tunnel
    network at that time.  Depending on the situation, this can be either
    extremely useful or extremely weak and a waste of your generals point.
    You'll have to be creative to make the best use of this, I can guarantee you
    that.
    Rating: 4
    
    GPS Scrambler:
    Allows you to permanently camouflages a small group of your units.  Extremely
    useful when used on artillery units, bomb trucks, or other things that do a
    lot of damage in a short period of time.
    Rating: 5
    
    Note: No GLA Generals get any special generals  abilities, but a few can't
    use normal abilities.
    
      -Standard China:
    
       -Level 1:
    
    Red Guard Training: Level 1
    Allows all red guard to be built as veterans.  Veterancy only appears to
    improve offensive and defensive strength by about 10%, so on a unit as weak
    as the red guard, it might be wasted.  Red guard are used a lot, however, so
    if you like it, go for it.
    Rating: 3
    
    Artillery Training: Level 1
    Allows all nuke and inferno cannons to be built as veterans.  Infernos suck,
    and you only use nuke cannon in small numbers, so this is an extremely
    useless ability.
    Rating: 1
    
    Nuke Cannon: Level 1
    Allows you to build nuke cannons.  This is china's only competent artillery,
    so I suggest getting this immediately.  The only reason I gave this a 4 and
    not a 5 is because there are some games in which I simply do not use nuke
    cannons because I do not need to.  But if the need comes up, you don't want
    to be left without it.
    Rating: 4
    
       -Level 3:
    
    Artillery Barrage: Level 1
    Allows you to fire 12 rounds anywhere on the map.  Always good to have an
    unstoppable attack.  Good against units, but weak against structures.  And
    all players can hear it when it's launched and all players can see it on
    their radar (if the terrain is revealed) and it always fires from the corner
    farthest from it's target area.
    Rating: 4
    
    Artillery Barrage: Level 2
    Like level 1, but a little stronger.
    Rating: 3
    
    Artillery Barrage: Level 3
    Like level 2, but a whole lot stronger.  This can actually take out large
    structures and hordes of units.  If you buy level 1, you may as well buy
    level 3.
    Rating: 5
    
    Cash Hack: Levels 1-3
    You shouldn't even bother with this.  You need intel to use it and you won't
    even get the money if your enemy doesn't have it.  China has too many other
    good Abilities for you to waste limited points on this.
    Rating: 1
    
    Emergency Repair: Level 1
    Repairs all allied vehicles in a small area by a small amount.  4 minute
    charge time.
    Rating: 2
    
    Emergency Repair: Level 2
    Like level 1, but it repairs a little more.  4 minute charge time.
    Rating: 1
    
    Emergency Repair: Level 3
    Like level 2, but it repairs a little more.  4 minute charge time.
    Rating: 1
    
    Frenzy: Level 1
    Gives all units in a small area a +10% boost for 10 seconds.  Kind of weak,
    but it's okay.
    Rating: 2
    
    Frenzy: Level 2
    20% boost for 20 seconds.  Getting better.
    Rating: 3
    
    Frenzy: Level 3
    30% boost for 30 seconds.  That's better.  It's expensive for 3 generals
    points, but I think you'll find it quite useful in times of need.
    Rating: 4
    
    Carpet Bombing: Level 1
    A powerful bomber drops a line of bombs onto the target area every 150
    seconds.  This is an excellent ability.
    Rating: 5
    
    Cluster Mines: Level 1
    Drops a bunch of normal mines (by plane) to cover a small area.  With more
    options available to china in ZH than in the original, this is significantly
    less useful.  Still good as a last resort if your base in under attack.
    Rating: 3
    
       -Level 5:
    
    EMP Pulse Bomb: Level 1
    A plane drops an EMP bomb onto the target area freezing all aircraft,
    vehicles and structures in a large area.  All air units die, by the way.
    This is extremely useful for attacking enemy bases or if you're being
    attacked.  (Just be sure it doesn't hit your forces.)
    Rating: 4
    
    Tao Note:  He gets carpet nuke bombing instead of nuke bombing.  It appears
    to be effectively the same in every way, however, doing only slightly more
    damage.
    
    Anvil Note:  He can paradrop 5, 10, or 15 minigunners (by plane) anywhere on
    the map.  Extremely useful.
    Rating: 4
    
    Anvil Note:  Because all his infantry start out as veteran, red guard
    training turns his minigunners elite.
    
    Kwai Note:  Because all his tanks start out as veterans, he gets battlemaster
    training instead of red guard training which lets him build elite
    battlemasters.
    Rating: 4
    
    -The Upgrades
    
    This section gives ratings for the upgrades.  These ratings tell you when
    you should want to buy them.  ASAP means buy it the moment it is available,
    SOON means you should buy it soon.  ON CALL means you should buy it if a
    specific situation appears and OPTIONAL means you should buy it whenever
    you have a lot of money and time to spare.  The Type indicates whether it
    affects all unitsof a particular type or only one unit.
    
     -Universal Upgrades
    
    Capture Upgrade:  Optional
    If there are a lot of tech structures on the map, buy this soon after you
    deploy a few infantry.  This is a worthy upgrade because if you capture
    even one derrick, it's paid for itself.  If you capture 2, you can tech up.
    Cost: $1000
    What it does: Enables red guard, rebels, and rangers to capture buildings.
    Affects:  All units
    
     -USA Upgrades
    
    Flash Bangs: Soon
    Although it is rareley needed immediately, this is the only thing that
    makes USA infatry better than ordinary infantry.  It's also needed to
    clear out buildings unless you have bunker busters.
    Cost: $800
    What it does: Enables Rangers to use flash bang grenades
    Affects: All units
    
    TOW Missile: On call
    Only really good if you're using a lot of humvees or need the AA firepower.
    If not one or the other, than this isn't needed.  It's cheap, though, so
    when in doubt, go for it.
    Cost: $800
    What it does: Gives humvees a small missile launcher that can hit aircraft
    Affects: All units
    
    Sentry Drone Gun:  Optional
    The sentry drone isn't really useful, so niether is this upgrade.
    Cost: $1000
    What it does:  Enables the Sentry drone to shoot at enemies
    Affects: All units
    
    Rocket Pods:  On call
    Increases the firepower of you comanches by a ton!  Requires micro, but
    it's worth it.
    Cost: $800
    What it does:  Enables comanches to fire a quick barrage of missiles
    Affects: All units
    
    Laser Missiles:  Soon
    This upgrade makes raptors useful.  IT enables them to kill most vehicles
    in one round of missiles.  It is rather expencive, though.
    Cost: #1500
    What it does: +25% to all raptor and stealth fighter attacks
    Affects: All units
    
    Countermeasures: ASAP
    You may as well not even use aircraft without this upgrade.  It makes
    them 50% less suceptable to the most powerful AA weapon: The rocket.
    Cost: $1000
    What it does: Deploys flares behind airplanes in flight causing 50%
    of enemy rockets to miss.
    Affects: All units
    
    Bunker Busters: Optional
    If you don't like flash bangs, here is your alternative.  Buy this and
    you stealth fighters can clear out structures from the air.
    Cost: $1500
    What it does: Makes a HUGE explosion that doesn't damage tanks, but kills
    infantry that are in the targetted structure.
    Affects: All units
    
    Contol Rods: ASAP
    Provides 100% more power for only $500.  Definitly worth it.
    Cost: $500
    What it does:  Provides 100% more power for the reactor
    Affects: Targetted Structure Only
    
    Advanced Training: Soon
    Effectively makes all your units a little stronger.  Definitly worth it.
    Cost: $1500
    What it does:  Makes units get veterancy twice as fast.
    Affects: All units
    
    Composite Armor: Soon
    Really helps out all you armored units.  If you have a lot of tanks or
    avengers, this will increase their tolerance for punishment.  More than
    worth it.
    Cost: $2000
    What it does:  +25% armor to avengers and all tanks
    Affects: All units
    
    Drone Armor: ASAP
    So cheap that you shouldn't even think twice about it.
    Cost: $500
    What it does: +25% armor to all drones (not sentry drone)
    Affects: All units
    
    Chemical Suits: On call
    Chances are, you won't be using infantry against toxin or radiation units
    anyways, so this is of questionable use.  It is cheap and really does
    help out, so it's completely your call.
    Cost: $1000
    What it does: Makes all infantry more resistant to radiation and toxins
    Affects: All units
    
    Supply Lines: ASAP
    More money faster.  What more do you want?
    Cost: $800
    What it does: Derricks and supply depots give you 10% more (free) supplies.
    Note:  It does not deplete the supply source any faster.  That 10% is
    completely free!
    Affects: All units
    
    Hold the Line:  ASAP
    With the advent of carpet bombing, this is remarkably more popular in ZH
    than it ever was in Vanilla Generals.  Normally the strategy center is
    weak and easily destroyed.  IT takes a long time to rebuild and only 1
    can exist at a time AND USA needs it's technology, so losing your strat
    center is a real kick in the face.  Hold the line makes the strat center
    twice as durable and gives 10% extra armor to all land units.
    Cost: Deactivates units for about 3 seconds during battleplan change
    What it does: 10% armor bonus to all land units and 100% armor bonus
    to strategy center
    Affects: All units
    
    Bombardment:  ASAP
    Makes all your units a little stronger.  Good for massive battles with
    tanks.  Strategy center also deploys a useful artillery cannon that can
    kill infantry in 1 shot.
    Cost: Deactivates units for about 3 seconds during battleplan change
    What it does: 20% attack bonus for all units, Deploys a nifty cannon
    from the strategy center.  Works as supplimentary defencive firepower.
    Affects: All units
    
    Search And Destroy:  ASAP
    Makes all your units fire a little farther.  Also deploys scanners
    at the strategy center.  These scanners detect stealth within a huge radius
    and reveal FoW in a gigantic radius!
    Cost: Deactivates units for about 3 seconds during battleplan change
    What it does: 20% range bonus for all unit weapons.  Deploys scanners from
    the strategy center.
    Affects: All units
    
    Stealth Comaches (Granger Only): On Call
    Only really useful if  your strategy incorporates comanches.  If it does, than
    this is an extremely good upgrade.
    Cost: $1500
    What it does: Makes comanches stealthed
    Affects: All units
    
    
     -GLA Upgrades
    
    Booby Trap: On Call
    I've used this only once and I don't know anybody else who has used it at
    all.  It enables rebels to place small bombs on nuetral buildings.  If the
    enemy enters or tries to capture these buildings, they explode.  Use this if
    you think it will help you, if not than don't bother.
    Cost: $1000
    What it does: Enables rebels to place traps on nuetral structures.
    Affects: All units
    
    Scorpian Rocket: ASAP
    You might want to build up to three scorpian before you get this, but it is
    still a necessity as far as upgrades go.  It effectively increases scorpian
    firepower by 200%.  It also makes scorpians good against infantry.
    Cost:$1000
    What it does: Gives scorpians a powerful rocket attack
    Affects: All units
    
    Fortified Structures: ASAP
    Cheap and infinitly useful.  This toughens up all your structures and
    makes them far less vunlerable to generals abilities and super weapon
    strikes.  With this, your HQ and palace will be nearly indestructable.
    Cost: $1500
    What it does: Increases all GLA structure hit points
    Affects: All structures
    
    Camouflage: Soon
    Enables rebels to be camoflaged while not shooting.  This is really good
    because the rebel is the only combat unit that is stealthed while moving
    and it can make a great scout.  Also, try sneaking a few into the enemy base
    and capture all his structures at once (with different rebels).
    Cost: $2500
    What it does: Makes the rebel stealthed while not firing
    Affects: All units
    
    Toxin Shells: Soon
    Effectiley increases damage of all tank rounds by a small amount.  It also
    makes them strong against infantry.  However, if you plan to use mobs with
    your attack force, don't buy these because they can do callateral damage.
    Cost: $1000
    What it does: Tank rounds leave a small amount of toxin behind
    Affects: All units
    
    Anthrax Beta: Optional
    Gives a 25% boost to all toxin weapons.  Toxins are already pretty deadly,
    and it is expencive, but if you expect to use anthrax bomb or scud storm
    any tine soon, it's probably worth it.
    Cost: $2500
    What it does: 25% damage boost to toxins
    Affects: All units
    
    Arm The mob: On Call
    Makes a deadly unit even dealier.  However, there are lots of GLA players
    who don't like mobs.  As such, if you like them, buy this.  If not, don't
    bother.
    Cost: $1000
    What it does: Gives AKs to mobs units.  Seems to double the damage they do
    Affects: All units
    
    AP Rockets: ASAP
    Rockets are the heart and soul of GLA's standard weaponry.  This affects
    even the scorpian rockets and buggy units.  This is a must have upgrade.
    Cost: $2500
    What it does: 25% damage boost to all rocket attacks
    Affects: All units
    
    Radar Scan: ASAP
    GLA's only real intel source, this is good to have around.  It's also
    amazingly cheap at only $500.
    Cost: $500
    What it does: Enables Radar Vans to perform Radar Scans every 30 seconds.
     More Radar vans means your have more scans.
    Affects: All units
    
    Buggy Ammo: Soon
    The buggy is a great long range unit and this doubles its firepower.  Paired
    up with AP rockets, it makes buggies extremely dangerous.
    Cost: $1200
    What it does:  Doubles the shots a buggy can fire before reloading
    Affects: all units
    
    Junk Repair: Optional
    This slowly repairs all your vehicles over time.  However, it does not repair
    them fast enough to have a significant impact during engagements.  It's
    good to have around when you have damaged forces, however, just not a dire
    necessity.
    Cost: $2000
    What it does: Repairs GLA vehicles over time
    Affects: All units
    
    AP Bullets: Soon
    If you have a lot of quads or are fighting someone with a lot of planes,
    you'll want this to beef up your AA power.  It also affects rebels and
    jarmen kell.
    Cost: $2000
    What it does: 25% damage boost to all bullet weapons
    Affects: All units
    
    Shoes: Soon
    Possibly the funniest upgrade in all of Zero Hour, this upgrades gives
    shoes to all your little workers on the field.  It makes them fasters on
    their feet and ables to carry $83 per load of supplies instead of the
    standard $75.
    Cost: $1000
    What it does: Increases worker speed and supply load
    Affects: All units
    
    Upgrade to Real: On call
    If you have a bunch of fake structures around and you lost the real one, you
    might want to upgrade one of your fakes ones to real version.  Especially
    useful with your arms dealer or command center.
    Cost: Varies (Difference between Cost of real structure and cost of fake
     structure)
    What it does: Turns a fake structure into a real one
    Affects: Targetted fake structure
    
    
     -China Upgrades
    
    Land mines: On Call
    Useful for protectng hackers and for slowing down the enemies tearing through
    your base.  They surround the structure, are stealthed, and detonated on
    contact with enemy forces.  Mines regenerate over time.
    Cost: $600
    What it does:  Detonates upon contact iwth enemy units.  These remain even
    after your structure is destroyed but not if you sell your structure.
    Affects: Targetted structure only
    
    Neutron mines: On Call
    Like stadard mines, but these kill all units in one hit and allow you to capture
    enemy vehicles, should they get caught in the blast.  These can only be bought
    for
    a structure after Land mines have been purchased.  Otherwise, these are exactly
    the same as the standard versions.
    Cost: $500 (+ land mines)
    What it does:  Disables or destroys all enemy units that they come into contact
    with
    Affects: Targetted Structure only
    
    Chain Gun Upgrade:  Optional
    This makes all you gatt weapons a little stronger.  I love gattling weapons but
    not
    even I find this very useful.  It's just that normal gatts PWN aircraft and
    infantry
    but do nothing to tanks, so a slight attack boost won't have any truly impactful
    effect.
    Cost:  $1500
    What it does: 25% attack boost to all gattling weapons
    Affects: All units
    
    Black Napalm:  Optional
    This makes all your flame weapons a little stronger and dark purple in color.
    With
    this upgrade, dragon tanks can be a real threat.  However, like the Chain Gun,
    this is completely unecessary for the weapons to be effective.  It's only a
    slight
    assist.
    Cost: $2000
    What it does: 25% attack boost to all flame weapons
    Affects: All units
    
    Mig Armor: Soon
    If this saves even one mig, it already proved its worth.  Migs aren't very
    durable,
    so they need all the help they can get.
    Cost: $1000
    What it does: 25% armor boost to all migs
    Affects: All units
    
    Napalm Bomb: On Call
    Expensive and comparatively weak, the napalm bomb isn't really worth it.  If the
    mig
    could deploy the napalm bomb, than this would be useful, but it's limited only
    to
    the helix.  At least the helix doesn't need to return to base to reload.  (Note:
    The
    Helix gains a pair of wings when the upgrade is purchased.)
    Cost: $800
    What it does: Enables helix to drop napalm bombs.  Each bomb dropped creates
    it's own
    firestorm.
    Affects:  Only targetted Helix
    
    Helix Bunker: Soon
    Add 5 tank hunters and you have a small flying army.  Bunkered helixes are very
    powerful.
    Cost: $400
    What it does: Allows infantry withing it to fire out of the helix
    Affects: Only targetted Helix
    
    Helix Prop Tower: On Call
    Builds a prop tower on the helix.  If ou have a group of helixs, at least one
    should have
    a prop tower on it.
    Cost: $500
    What it does: Give helix a propaganda tower
    Affects: Only targetted Helix
    
    Helix Gattling Gun: Optional
    Builds a gatt gun on the helix.  This isn't very useful and it does cost a lot.
    In
    reality, it's not much stronger than the helix's main gun.  Note:  It cannot hit
    air units but it occasionally is able to attack chinooks... for some reason.
    Cost: $1200
    What it does: mounts a gatt gun on the helix
    Affects: Only targetted helix
    
    Overlord Bunker:  Never
    Don't bother.  The bunker on the overlords is defective and doesn't work at all
    in combat.
    Nobody buys these nor should they.
    Cost: $400
    What it does: Builds a bunker on the OVerlords
    Affects: Only targetted overlords
    
    Overlord Prop Tower: ASAP
    A few overlords should have gatt gaun upgrades, the rest should have prop towers
    infinitly useful, these make your overlords about 100% more capable on the
    battlefield.
    Prop towers are an overlord's best friend.
    Cost: $500
    What it does: Builds a prop tower on the overlord
    Affects:  Only targetted overlord
    
    Overlord Gattling gun: Soon
    These make overlords good against infantry and compitant (kind of) againsr
    aircraft.
    You don't need many of them, but you'll always want at least one or two,
    Cost: $1200
    What it does: Build a gattling gun on the overlords
    Affects: Only targetted overlord
    
    Subliminal Messaging: ASAP
    Cheap, effective, and one of the most powerful upgrades out there.  This upgrade
    doubles the effects of the prop towers on all your units.
    Cost: $500
    What it does: +25% to all prop towers
    Affects: All units
    
    Nationalism: Optional
    Not really a good upgrade, you might find this useful if you use infantry
    extencively.
    But even then, they're pretty good on their own.  Get it if you want, but that's
    pretty much it.  It'd be more useful if it affected more than three units.
    Cost: $2000
    What it does: +25% to horde bonus
    Affects: All units
    
    Neutron Shells: On call
    Little more than a novelty, neutron shells are hardly more than toys.  Useful
    against
    general Kwai, but not really against anyong else.  You're better off using
    standard
    explosive shells.  Sure, you can't capture the nuetral vehicles that way, but
    niether
    can your enemy.
    Cost: $2500
    What it does: Enables Nuke cannons to fire neutron shells.  These kill all
    infantry
    in the blast radius and vacates all vehicles in the blast radius
    Affects: All units
    
    Uranium Shells: Soon
    Not truly needed seeing as the overlord is already pretty strong, but it will
    certainly
    help if you're facing a lot of enemy tanks.
    Cost: $2500
    What it does: 25% shot power boost to overlords and battlemasters
    Affects: All units
    
    Nuclear tanks: ASAP
    This eliminates one of the weakness of the overlord, taking a big step towards
    making
    it a perfect unit.  As such, you should buy this the moment it becomes
    available.  It
    vastly increases the speed of the overlord.  The only side effect is that the
    tanks
    will damage nearby units when they die.
    Cost: $2000
    What it does:  Large Speed boost to battlemasters and overlords
    Affects: All units
    
    Satilite Hack 1: ASAP
    Provides some really nice intel for a reasonable price.  You'll want to get
    this.
    There is a glitch, however, that does not allow you to see newly built enemy
    HQs.
    Cost: $1000
    What it does: Reveals area around all enemy HQs that CURRENTLY exist
    Affects: All units
    
    Satilite Hack 2: On call
    Personally, I see this as completely unecessary.  It's also pretty expensive.
    It
    does give very thorough intel, so buy it if you want it.  Note:  This sufferes
    from
    the same glitch as satilite hack 1.
    Cost: $2500
    What it does: Every now and then, you get to see everything the enemy sees.
    Affects: All units
    
    Patriotism (Fai Only): ASAP
    You'll be using Infantry a lot with Fai, so patriotism will help you out a ton.
    Cost: $2000
    What it does: +25% to all horde bonuses
    Affects: All units
    
    Battlemaster Autoloader (Kwai only): On Call
    If you plan on using battlemasters after you get access to emporers, buy this
    for a hefty increase in offencive firepower.
    Cost: $2500
    What it does: Makes battlemasters fire burts of 3 shots
    Affects: All units
    
    Isotope Stability (Tao Only): Optional
    This makes your radiation do less damage, not just to ou, but to your enemies.
    I don't really like this upgrade at all.
    Cost: $2000
    What is does: lessens damage of your radiation
    Affects: All units
    
    Nuclear Migs (Tao Only): On Call
    If you like migs, get this!  It turns migs into powerful, destructive, and down
    right
    dangerous aircraft.  Extremly powerful, you'll want nuclear migs on your side.
    Cost: $2000
    What it does: gives migs small nukes in their missiles
    Affects: All units
    
    
    -Tactics:
    
    
     -Standard USA:
    
    Rockvee Rush: Strong
    Requirement: Speed
    Affect on Economy: Weakens Economy Early On
    Generals Who can do it: All
    Generals Abilities that Help: Scout Drone
    Upgrades that Help: TOW missile
    Execution:  Early on, as soon as the game starts, tech up to a war factory
    and buy 3 humvees.  Fill them with about 7 MDs and send them off to the enemy
    base.  Once there, deploy the troops.  Laser lock all enemy vehicles and
    aircraft and use the humvees to fend off enemy infantry.
    Objective:  Take out the resource carriers, the supply depot, the war
    factory, and anything else you can get.
    How to Stop it: Build a base defense or two.  MDs, Gatt tanks, and scorpian
    tanks (with rocket upgrade) alll work well, too.
    
    Standard Attack: Medium-Strong
    Requirement: Force
    Affect On Economy: Small
    Generals Who Can Do it: Standard USA only
    General's Abilities that help: A10 Airstrike and FAB.  Paratroopers can help
    too.
    Upgrades that help: Search and Destroy, Advanced Training, Composite Armor
    Execution: Make a large group of tanks, a large group of tomahawks, and a
    small group of avengers.  Use avengers of air cover and use tomahawks as you
    main firepower.  Take out tanks and base defenses and infantry along the
    way.  If enemy armor is incoming, retreat your tomahawks and use your
    crusaders to stop the enemy armor while tomahawks continue firing at the
    enemy units.
    Objective: Destruction of all enemy units, then all enemy base defense
    structures, and finally all enemy structures in a given area.
    How to Stop it:  Aircraft can kill the tomahawk and armor can kill the
    tanks.  Or, if you have one, use a super weapon to stop it.
    
    Chinook Rush: Medium
    Requirement: Speed
    Affect on Economy: Crippling
    Generals Who can do it: All
    Upgrades that help: Flash Bangs
    Generals abilities that help: Scout Drone
    Execution: Train a ton of rangers and MDs ASAP.  As soon as you have your
    supply center up, put all those infantry into it and deploy the troops at the
    enemy base.
    Objective: Taking out resource structures
    How to stop it: Have a lot of infantry around, or use a vehicle to run them
    over
    Variant: Put a dozer in with 3 infantry (instead of 8 infantry) and build a
    patriot missile at their base
    
      -Granger:
    
    Stealth Comanche PWNAGE: Strong
    Requirement: Steady Income
    Affect on Economy: Small
    Upgrades that help: Rocket Pods, Stealth Comanche Upgrades
    General's abilities that help:  Scout Drone and anything that can kill enemy
    AA
    Execution: Build as many stealthed commanches as you can and consistanly hit
    and run the enemy base, enemy expansions, and enemy tank units.  When you get
    rocket pods, also start going after enemy AA.  REMEMBER: HIT AND RUN.  Use up
    all your Comanche missile on the target, destroy it, and LEAVE IMMEDIATELY.
    When your Comanches have reloaded, attack a different enemy position from a
    different angle.
    How to stop it: Tons of stealth detection units and even more AA.
    Special Note:  If the enemy harasses you with aircraft, use your king raptors
    to take them out!
    Objective:  Slowly chip away at enemy base, enemy economy, and enemy moral
    eventually causing them to surrender or be defeated.
    
    Combat Rush: Strong
    Requirement: Speed
    Affect on Economy: Fair
    Upgrades that help: Rocket Pods, flash bangs, capture
    Generals abilities that help: scout drones
    Execution: Build a barracks and airfield ASAP.  Build 1 ranger and 2MDs and
    place them into a standard chinook along with a dozer.  Build 2 comanches
    as escorts.  Then, quickly fly all three to the enemy supply dock and
    set your troops down.  Build a Patriot site and a barracks at that position.
    How to stop it: Anti Air units.
    Objective:  Crippling of early enemy economy.
    
      -Alexis:
    
    No effective Strategies have been found for her.  Presumably, you're supposed
    to turtle.  But there's no way for her to defend 2 supply docks.  And if she
    only defends one, it turns into a battle of attrition and nothing more.
    
    Note:  Lots of Alexis Players Rockvee rush.  It costs more for her to do so,
    but it does grant an element of surprise.
    
    
     -Townes:
    
    He fights just like normal USA, only he has better and cheaper AA.
    
      -Standard GLA:
    
    Scorpion Swarm:  Very Strong
    Requirement: Mass production abilities and steady income
    Affect on Economy: Small
    Generals who can do it: All but Kassad
    Upgrades that help: All upgrades that affect the scorpion
    General's abilities that help: Emergency Repair
    Execution: Build as many Scorpions with rockets as you possibly can.
    Overwhelm the enemy with shear numbers.
    How to Stop it: Hordes of Paladins or strong Artillery.  Garrison buildings
    seem to help.
    Objective:  Complete destruction of the enemy.
    
    Technical Rush: Medium
    Requirement: Speed
    Affect on Economy: Negligible
    Generals who can do it: All
    Upgrades that Help: Technical Veterancy
    Execution:  Build a technical early on and fill it with 5 RPG troops.  Send
    it at the enemy base.
    Objective:  Do as much damage to early enemy economy as you can.
    How to stop it: Any light vehicle, flash bangs, toxin tractors, and dragon
    tanks
    Variant: Use 2 technicals and 10 RPG troops
    Variant 2:  Use 2 technicals, 3 RPGs troops, 2 rebels, and 2 workers.  Build
    tunnels networks at the enemy base to secure a position there.
    
    Scud Hit and Run: Strong
    Requirements: Heavy Micromanagement + Scud launcher + tunnel
    Affect on economy: Negligible
    Generals who can do it: Standard and Demo
    Upgrades that help: None
    Generals Abilities that help: None
    Execution: Build a palace and put 5 RPG troops in it.  Next to that, put a
    tunnel entrance.  Put 2 scuds into the entrance.  When enemies come, release
    the scuds onto the enemy and quickly retreat back into the hole.
    Objective: Defense Against late game attacks
    How to stop it: Nuke cannons, Aircraft, Search and Destroy, Generals
    abilities/Super Weapons
    Variant: Use bomb trucks to chase the enemy as they retreat from the scuds.
    Hit them while their backs are turned.
    
      -Thrax:
    
    No effective strategies have been found for Dr. Thrax.
    
      -Kassad:
    
    Stealthy Expansion:  Strong
    Affect on Economy: Small
    Requirements: None
    Upgrades that can help: Camo Netting
    Generals abilities that can help: GPS Scrambler
    Execution:  Keep your main base completely unstealthed, but completely
    stealth all of your expansions and additional supply docks.  Then, build a
    stealthed production facility (that is, 2 arms dealers in the middle of
    nowhere), and pump out Quad guns until you eventually have enough to attack
    and cripple the enemy.
    How to stop it:  Keep a lot of tanks and a lot of stealth detection units on
    hand.  Don't have tanks?  Try base defenses then.
    Objective:  Crippling surprise attack against the enemy while ensuring your
    own economical safety
    Variant:  Sneak attack tunnel can be used instead of simply rolling the Quads
    into the enemy base.  However, all players hear an announcement when
    the 'sneak' attack tunnel is used.
    
      -Demo:
    
    Cycle Rush: Medium
    Affect on Economy: Small
    Requirements: Speed
    Upgrades that can Help: None
    Generals abilities that can help: None
    Execution: Build an Arms dealer fast and use Terrorist cycles to attack enemy
    UNITS.  They are ineffective against structures but strong against units.
    How to stop it:  Any Rapid fire weapon or base defense
    Objective: Destroying enemy units and weakening enemy early game economy
    Variant:  Tech up and use bomb trucks instead
    
      -Standard China:
    
    Gatt Rush: Strong
    Affect on economy: Negligible
    Requirements:  Speed and micromanagement
    Upgrades that help: Chain gun (it's too expensive so don't bother)
    General's abilities that help: None
    Generals who can do it: All but Anvil
    Execution:  Use your gatts to maneuver around all enemy opposition and kill
    infantry and supply units.  Send 2 gatts to the enemy base and 1 to each
    expansion
    Objective:  Crippling enemy Economy
    How to stop it:  Scorpions, MDs with laser lock, or more gatts
    
    Ultimate Rush:  Very Strong
    Affect on Economy:  Detrimental
    Requirements:  Speed and a strong will
    Upgrades that help:  None
    General's abilities that help: Red Guard training
    Generals who can do it: All but Anvil
    Execution:  Sell your HQ immediately.  Use your dozer to build a reactor,
    supply center, war factory and barracks in that order.  Build 2
    battlemasters, 2 dragon tanks, and 3 gatts.  Train at least 6 tank hunters
    and 4 red guard.  When you're ready, send them all at the enemy's main base
    and crush it.  Then move to crush all expansions
    Objective:  Killing the enemy quickly
    How to stop it:  Only Granger, Anvil, Kwai, and Kassad can stop this attack:
    Granger: Stealthed Comanches and MDs
    Anvil:  Helixes
    Twia:  Loads of gatts and battlemasters
    Kassad:  Hijackers and RPG Troops
    Variants:  If the attack somehow doesn't completely destroy the enemy, tech
    up and build overlords and an HQ.
    
    Standard China Attack:  Very Strong
    Affect on economy: Small
    Requirements:  Technology + Nuke Cannon
    Upgrades that help:  Subliminal Messaging and others
    Generals abilities that help:  Artillery and Carpet bombs
    Generals who Can do it: Tao and normal China
    Execution:  2-3 Overlords with propaganda towers, backed up by lotus, tank
    hunters, gattling tanks and 1-2 nuke cannons.  Send them at the enemy's
    base.  Use Nuke cannons to destroy enemy units and base defenses.  Use other
    units to kill everything else.
    Objective:  Getting rid of an enemy base
    How to Stop it:  Search and destroy tomahawks, nuke cannons, or hit and run
    Scud attacks
    Variants:  Include a mig airstrike if you expect enemy artillery to be a
    problem.
    
      -Tao:
    
    Note:  All standard China tactics can be done by Tao.  Tao simply does them
    better because of his enhanced units.
    
      -Kwai:
    
    Note:  He has no strategies specific to him.  However, he rushes and gatt
    rushes very well.
    
      -Anvil:
    
    Helix PWNAGE assault:  Extremely Strong
    Affect on Economy: Large
    Requirements: Speed
    Upgrades that can help: None
    Generals abilities that can help:  Frenzy or Minigunner training
    Execution:  Build an Airfield and barracks ASAP.  Build a helix and train 8
    rocket troops.  Put the troop into the helix and send it at the enemy.
    How to stop it:  Use King Raptors, Large groups of MD and laser lock, or tons
    and tons of quad cannons
    Objective:  Complete and total destruction of the enemy in record time.
    Variant:  If the enemy is prepared for the attack, which is rare, hit and run
    from the enemy and slowly build up and army of attack  dragon tanks.  Then,
    send them to attack and overwhelm the enemy AA.  After all, enemy AA can't
    stop a horde of dragon tanks.
    
    -Campaign Walkthroughs
    
    Note:  These are for HARD mode only.  Presumably, what works on hard mode
    also works on normal and easy modes.
    
     -USA
    
      -Mission 1:
    
    
    -Challenge Tips
    
    Note:  All of these generals were beaten on Hard Mode
    
     -Beating Townes
    
     Pinpoint Townes is quite possibly one of the toughest Generals to defeat in
    challenge mode.  This is because his base is insanely well defended and he
    attacks frequently.  However, he is as beatable as all the other generals.  At
    first glance at the map, you'll see that you have 1 supply dock and 1 tech
    repair depot near your sarting position.  In the far-off north-east corner,
     there is a tech refinery and 3 derricks.  There is a bunch of other stuff
    on the map that you might find interesting, but these things are all you
    really need to beat Townes.  You will have a tough time reaching anything
    else because his base covers about 60% of the map and because he has
    garrisioned a lot of buildings in the other areas of the map.
     Alright, now that you know about the map, you need to get started.
    You have one dozer, build a second to get going.  Get your supply center and war
    factory
    up ASAP.  You'll want to tech up fast before he activates all three of his
    particle cannons.  Chances are, he'll be able to fire all three 2 times each
    before you can do anything about it, but you still need to be quick with your
    tech.  When you get the chance, send an airtransport (or technical) with some
    rocket soldiers and some capture able soldiers to the derricks in the north-
    east.  Once Townes gets ready to fire his cannons, get ready to repair your
    super weapons and HQ because he's most likely to target those.  Of course, he
    also loves to target your base defences, so building a few bunkers or a few
    tunnel entrances can save you from taking some really heavy damage.  He might
    take out a war factory or something also, but he usually only destroys one
    structure per attack.  Also be sure to be on the look out for Burton.  Townes
    loves to use burton, rangers, and commanches to attack your base.  If burton
    plants a bomb, it can't be disarmed.  Trust me, I've tried it many times.  Just
    kill him and prevent him from planting more.  (He always comes from the far left
    or the far right.  Keep stealthed detecting units there at all times.)
    Okay, once you have a lot of money and can rebuild after every particle cannon
    shot, it's time to start thinging about attacking.  Before you do any of that,
    you need to kill those particle cannons of his.  It takes 2 super weapons shot
    to do that.  Lucky for you, they are all grouped together which means 2 shots
    will kill all three cannons.  Also, he won't rebuild them.  So once they are
    gone, they're gone for good.
     Once those cannons are down, it's time to move in with ground troops.  Don't
    even bother with aircraft:  they can't even scratch him.  All you need is 3
    artillery units and 5 tanks (or other short range attack units like humvees or
    battle buses).  Use your artillery to chip away at his defences from afar and
    the close combat units to keep those pesky laser tanks and comanches away
    (encounters with these will be relativley infrequent).  Just keep destroying his
    defences until there is a huge gap which you can move through.  Then proceed
    into the heart of his base.  Watch out for the towers he has garrisoned with MDs
    and Pathfinders and proceed to kill his HQ, reactors, and all the other 'soft'
    targets.
     Feel free to bring in tanks and soldiers once those lasers are out of
    commision.
    He will rebuild the soft structures, but you can kill his dozers to prevent
    that.
    If you can destroy every last fusion reactor, airfield, barracks,
    strategy center, HQ, and War factory; you've won.  You don't have to destroy all
    the laser turrets or firebases: only the soft structures.
    
      -Beating Alexis
    
    You have to turtle: Beat her at her own game.  The game will likely go in 4
    minute
    cycles.  This is because she fires 1, 2, or 3 particle cannons every 4 minutes.
    Also, on Hard mode, she also delivers an A10 airstrike then, too.  In each 4
    minute
    cycle, you want to tech up asap while fending off commanches, chinook drops, and
    alpha auroras.  By the time you tech up, there will not likely be more than 30
    seconds left... if even that much time.  Build as many black markets, supply
    drops,
    or hackers as you an before the A10 hits your tech building and kills it.  Also,
    at about this time, the particle cannons will fire.  Alexis loves to shoot your
    barracks' more than anything else.  Build at least 5 because they are cheaper
    than other potential targets.  She occasionally hits your war factory, HQ,
    or power plants.  But that's usually it... Also, her auroras usualyl go for the
    barracks' too, but the commanches attack from near your oil derricks (to the
    west).
    Once you have enough additional incoming cash, build your own super weapons.
    You'll need at least two, but more is better.  When they are ready, fire them
    both
    at one of her particle cannons.  Repeat for all three of her cannons.  They will
    not be rebuilt.  Then, once her guns are down, it's up to you to beat her.
    I recommend massive super weapons followed by an airstrike to finish her off,
    but
    you can try wahtever you like... aircraft and sneak attack tunnels won't work
    until he power is down (because EP patriots rape both).
    
      -Beating Granger
    
    Beating granger is very easy unless you are USA.  For USA... it's virtualy
    impossible.  You have to tech up ASAP and use avengers as your AA because
    nothing else will work.  For all the other factions, basic AA (quads and gatts)
    will do.  Once ou have your base secure (along with a few hackers/black markets)
    you'll want to take  the derricks that are up north.  It's easier to use helixes
    or chinooks to just drop a dozer off at the other side of the river.  A sneak
    attack tunnel can be used, too.  Builda supply stash, barracks, and war factory
    at the supply dock to the north.  Build a small force (6 crusaders, 10
    scorpians,
    or 3 overlords) and attack his base through the western path.  2 patriots will
    try to stop you.  Then another 2, but that's it.  The rest of the base is your
    for
    the killing.  Granger is really very easy to beat... even on hard mode.
    
      -Beating Thrax
    
    To be added later
    
    
    
    
    -Newbie Tips!
    
    Welcome to the Newbie Tips section.  This is to explain a few trends and other
    things that work for all the factions.  It also explains a few Battlfield Terms.
    
     -LoS:  Line of Sight.  This one is easy.  If the center of one unit can find a
    line directly to the center of another unit, it has line of sight with that
    unit.
     -Direct Combat units:  These are units that require LoS to fire at their
    target.
     -Artillery:  Nuke cannon, tomahawk, inferno cannon, scud.  These are all the
    artillery units in the game, everything else is direct combat.  (Rocket buggies
    are direct combat with an extended range.)
     -Defencive position:  This is just manuvering your troops to control where and
    when LoS will occur with your enemy.  Always take the defencive position.
     -Offence as a defence:  Defence is weak and will make you lose games.  So, you
    ned to make your offence act as a defence.  Do that by killing enemy units.
    Prioritize enemy units higher than enemy structures, always.  War factories
    are exempt from this rule.  War factories pruduce powerful units, so kill them
    whenever you can.
     -Hitting and Running: If you're using units with weak armor, you'll want
    to hit and run.  This means quickly mocing within range, killing something,
    then running away before your units are destroyed.  This works best with
    fast units.   These also tend to have weak armor.  Rocket buggies, technicals,
    humvees, gatt
    tanks: these are all great at hit and run attacks.
     -Garrisioning buildings:  Do this strategically.  By default, you shouldn't
    garrision a
    building unless there is a threat to your infantry.  Garrisioned strcutres are
    always high
    priority targets because they can be cleared out quickly and efficiently, but
    we'll discuss that later.  Garrisioning (which is done by selecting infantry and
    clicking on a nuetral structure)
    is great for beating large groups of enemy infantry or for taking down vehicles
    effectively.
    HOWEVER, garrisioned structures are top priority for your enemy because they can
    be
    cleared so quickly and so easily.  There are several methods of clearing
    buildings that
    you (and your enemy) has at their disposal.  If you garrision a building in an
    important
    area, you can be sure that your enemy will try to clear it out.  Here all all
    the methods
    of clearing out structures in their order of effectiveness (most effective
    first):
       -Ranger Flashbang Grenade:  Any ranger can perform it.  This is the sole
    reason why USA is great at urban warfare.  All it requires is the flashbang
    upgrade: $800 at the barrracks.
       -Toxins: A toxin tractor moves in and shoots the building.  Remarkably cheap
    and remarkably easy.
       -Flame: Same deal as above but with a dragon tank.  get it close and order it
    to fire at the building.
       -Microwave tank:  Order a microwave tank to fire at the garrisioned building.
    It's easy.
       -Neutron Shells:  This requires the neutron shell upgrade from the nuke silo.
    Just switch
    to the special shells and order your nuke cannon to fire at the structure.
       -Bunker Busters:  Requires the stealth fighter and the bunker buster upgrade,
    so it's
    kind of tedious to make all the preparatons to use this.  However, it is
    extremely effective.
    The stealth figther flies in and unloads it ammunition, clearing out the
    structure.
       -Combat Ranger Drop*:  The coolest form of clearing out buildings is also the
    least useful.
    Put some rangers in a chinook and order the chinook to perform the combat drop
    onto the garrisioned structure.  If there are a lot of infantry in the
    structure, you will lose a few
    of your rangers.  However, all of your rangers that survived will then be in the
    structure.
    *This is a cool ability, so I'm going to explain it in more depth.  The combat
    drop is so
    virsitle that it's great.  You can combat drop rangers to perform all of the
    following tasks:
    1.  Clear out structures
    2.  Land rangers without landing the chinook
    3.  Garrision a structures
    4.  Reinforce a garrisioned structure
    5.  Take control of an empty vehicle (you can drop them directly into the
    vehicle!)
    Be sure to keep all of these in consideration when using the chinook.  If you
    have even one
    ranger in the chinook (even if there are other units in it at the same time) you
    can
    do any of these things quickly and from the air!
    
    
    
    -How to Fight when You're Out-numbered and Out-gunned:
      -When fighting 1vs2, your objective is always to even the odds.  They
    control twice as much territory, they have twice as much money, twice as much
    micromanagement, and twice as much of everything.  Before you can win you
    need to even the odds.  You don't necessarily have to eliminate one of your
    enemies to even the odds, but if you can take out one of your enemies, DO
    IT!  Here are some rules that can help you even the odds.
      -Rule #1:  Always be on the offensive
    When you're outnumbered, you have to be attacking constantly.  Do not let
    them breath!  Rush after Rush after Rush, on both of your enemies is the only
    way to prevent them from taking control over all of the map and the only way
    to prevent the battle into turninginto one of attrition.  Furthermore, if
    you're atacking and they aren't, their bases are being damaged and yours
    isn't.
      -Rule #2:  Take as much territory as you can.
    Build a supply depot and a  barracks at every supply stash that isn't under
    enemy control.  If it is under enemy control, waste the enemies there before
    building your stash.  Don't bother with defences because you need those funds
    for tanks and attack units.  About that, if you're constantly attacking their
    main bases, they'll be too busy at home to worry about a far off supply dock.
      -Rule #3:  Don't build defences
    When you're fighting 1 vs 2, don't build defences.  They are a waste of time
    and a waste of money.  If you're ever under attack, either ignore it or bring
    a few forces from your nearest attack force.  As long as you're doing more
    damage than you are taking, you're doing well.  If you can kill one of your
    enemies and move into his base, forget your old base, you don't need it.
      -Rule #4:  Capture derricks, supply docks, reinforcement pads; anything
    that might give you an advantage.
    You need all the money, units, and supplies you can get.  If the enemy isn't
    defending it, take it!  There should be no unused supply docks or uncaptured
    tech buildings anywhere on the map: you should have taken them all!
      -Rule #5:  Tech up ASAP!
    Advanced units are better and more powerful than standard versions.  Tech up
    as soon as you possibly can!  This also allows you to make your own income
    with hackers, black markets, or drop zones.
      -Rule #6:  Super Weapons are your friend!
    Although you're probably strapped for cash with all your teching up and all
    your attacking, but if you can somehow manage to build a super weapon, you'll
    be glad you did.  Why?  First of all, if the match is going to last any great
    length of time, you'll need the suplimentary firepower.  Secondly, it offers
    a pyscological advantage:  It makes your enemies fear you even though you
    might not be stronger than them.  But if they think you are, that's an
    advantage for you.  And when you're fighting 1vs2, you need every advantage
    you can get.
      -Rule #7:  Slowly build up a huge attack force
    You need to be attacking constantly, but you'll likely need a big push to
    actually defeat your enemies.  Occasionally put aside a unit for a big push.
    A paladin there, a tank hunter here, a rocket buggy there, and eventually
    you'll have a sizable force with which to crush the enemies.
      -Rule #8:  Artillery!
    Artillery are great for 1vs2.  Why?  Because they can do lots of damage
    without endangering themselves.  You'll need a lot of artillery if your
    enemies have teched up.
      -Rule #9:  Re-use your troops!!
    Don't waste your men!  You're already outnumbered and the last thing you need
    is to take heavy casualties.  Do anything you can to reduce your casualties.
    Then, re-use your forces.  Send attacks at the enemy, retreat, re-group, and
    attack again!      (Example:  I had a Black Lotus and an Overlord wandering
    around behind enemy lines.  I used lotus to capture the enemy derricks and
    then used her to paralyze the enemy overlords allowing my overlord to kill
    them.  Then, I had that overlord and lotus converge with my other two
    overlords and used them to kill 5 enemy overlords and the enemy base.)
      -Rule #10:  Versitility is everything!
    This is the last rule and a very important one:  Versitility is everything!
    Keep your options open!  If the enemy attacks you, you need to repel that
    attack, if the enemy shows a weakness, you need to exploit it!  The
    battlefield is a constantly changing situation and you need to take full
    advantage of any and all opportunities you get.  Don't be a stickler to some
    'cut-and-dry'strategy: Be vigilant and virsitle!
    
    1vs2 is hard, but you can win!  And whatever you do, don't lose heart!  You
    can win!
    
    -Weird Little TidBits of Info
    
    This is the last Section of my FAQ.  Since I didn't know where else to put
    these tidbits of information, I decided to put them here!
     -Rocket soldiers move a little bit while firing.  This will trigger mines.
     -There is a bug which removes the effect of satilite hack 1 if your power
    goes offline after the enemy HQ is destroyed (then rebuilt during your
    period of low power).
     -MD laser lock is a bullet weapon.  Therefore, laser point defence does
    not stop it and it fires with 100% accuracy.
     -Mines won't go off unless units move over them.  A tank can sit on mines
    safely... so long as it doesn't move.
     -Aircraft can be selected by clicking them.  For an aircraft to be affected
    by an area affect (propaganda towers, emergancy repair, and frenzy) you have
    to aim at the ground below the air unit and not the air unit itself.  Or else
    the effect of the ability will miss the air unit.
     -If any ground vehicle is ordered to move to a destination, it will formulate
    the path that it wants to take.  As soon as this path is formed, any infantry
    (or other units) on its path will move out of the way.  if one of those
    infatry that is in the way is capturing something, it will get up, move, and
    proceed with the capture sequence.  The sequence will not restart, but pause
    and continue.
     -Planes fire all their missiles at once in one run unless they are shooting
    other aircraft or are shooting structures at a high elevation.
     -Structrues and mines can't be placed on bridges, but units can deploy on them.
     -Rocket infantry inside a Bunkered helix can't fire directly below the helix.
     -Here are the estimated bonus value for certain affects in the game:
    1 Chiveron Veteran:  +10% damage done, rate of fire and defence
    2 Chiverons Elite: +30% damage done, rate of fire and defence + autoheal*
    3 Chiverons Heroic:  +55% damage done, rate of fire and defence + autoheal*
    Proaganda Tower: +25% rate of fire + autoheal
    Subliminal Messaging Propaganda Tower: +50% rate of fire + Faster Autoheal
    Horde Bonus: +25% Rate of Fire
    Nationalism Horde Bonus: +50% Rate of fire
    Patriotism Horde Bonus: +75% Rate of Fire
    
    * (while not under attack)
    **For gattling tanks, veterancy also increases the rate of acceleration
    for the barrels, making even a 1 chiveron gatt tank much stronger
    than a standard gatt tank.
     -Chiverons (veterancy) are gained in a non-uniform fahion.  Dragon tanks
    get more for killing defences and structures and gatts get more for killing
    aircraft, etc etc.  Point is:  Veterancy is not longer determined by
    the target unit's value.  Also, killing veteran units give your units
    more veterancy.
     -A barracks can only repair up to 8 infantry at a time.
     -Tank hunters get horde bonus with red gaurd and visa versa.
    
    
    Copy Right info:  This is all my work and mine alone.  You may host it on
    your site, but only in it's complete version as you see it on
    www.gamefaqs.com.  Only www.gamefaqs.com and raven.jlcreationsonline.com will
    receive updated versions of this FAQ.  And as a last note, you cannot sell
    this FAQ or any parts of it in any way.
    It is here for all to use.
    
    My E-mail:  fireyoshi23@hotmail.com