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    Beginner's FAQ by TAKOYAKI

    Version: 1.0 | Updated: 06/28/03 | Search Guide | Bookmark Guide

    Command & Conquer: Generals Beginner's FAQ for Command & Conquer: Generals
    E-mail: ssj4takoyaki@yahoo.com
    Last updated: 4/21/03
    Best viewed with a fixed width font such as Courier New or else the FAQ would 
    look horrible. . .
    Space Check: (if the below characters aren't aligned, better switch to the 
    aforementioned font)
    6/28/03:  v1.0 - First release. Didn't add too much to the Strategies section 
                     for a hasty release, sorry, I really have to upload it now,
                     because of this thing called "school". Oh, and just broke the 
                     100k mark! *throws party* Oh, and finally got Harry Potter and
                     the Order of the Phoenix last week!!! (it's so cool, I 
                     finished reading it in less than 12 hours!!!)
    6/9/03:   v0.9 - Preparing for initial release... added many things and 
                     finished the Units section (what an overdue update!!!)
    5/9/03:   v0.5 - Finished Structures section, added Upgrades to Structures 
    5/5/03:   v0.4 - Major update, refined some existing elements and added more 
                     content to the Structures and Upgrades section
    4/22/03:  v0.2 - Added some Newbie Tips, and started the Structures section
    4/21/03:  v0.1 - First version, nothing special here, except for the fact that 
                     I've got the FAQ started
    \    /|          |\    /
    /_/\_\| Contents |/_/\_\
    |/||/||          ||/||/|
    I.    What this FAQ is all about...
    II.   Legal Stuff
    III.  E-mail Policy
    IV.   Newbie Tips
    V.    Structures and Upgrades 101
    VI.   Units 102
    VII.  Strategy 103
    VIII. Generals Abilities 104
    IX.   Credits
    \    /|                               |\    /
    /_/\_\| What this FAQ is all about... |/_/\_\
    |/||/||                               ||/||/|
       This is a Beginner's Guide to those struggling newbie commanders out there, 
    as Generals is quite hard to learn by someone on his own. This FAQ assumes that
    you are acquianted with the basic elements of the game, since I'm not going to 
    discuss them. (read the manual, dammit!)
       C&C Generals is amazing at the very least, it strays from previous C&C games
    since it runs on EA's SAGE engine (correct me if I'm wrong), and the game is 
    not connected with any of the previous C&C games storyline. Almost all units 
    and structures are not bogus (previous games had weird units and structures 
    like Cyborg Commandos and Tesla Coils), making the game more realistic. The 
    ever-present Construction Yard (the backbone of every base in C&C games) is 
    gone now, replaced by the worker-units-build-structures-system thingie that's 
    present in almost all RTS games out there. Throw in the Generals experience 
    system and the new unit/structure upgrades that previous games didn't have, you
    have a first class RTS game!!!
       If you're one of those people who don't know how to utilize your units well,
    have an abundant supply of cash, seizing terrain advantages, or just plain win,
    then read on! Accomplished commanders may also make use of some of the 
    information here in this FAQ!
       Without further ado, I present you the FAQ.
    \    /|             |\    /
    /_/\_\| Legal Stuff |/_/\_\
    |/||/||             ||/||/|
    (from Kao Megura's FAQs, because I am too lazy to type up my own legal 
    stuff. . .)
     This document is protected by US Copyright Law, and the Berne Copyright 
    Convention of 1976. It is for private and personal use only--it cannot be 
    reprinted in part or in whole, or reproduced in any way or in any form 
    (written or otherwise).  It is a free document that cannot be used in any sort 
    of commercial transaction, including selling it or giving it away as a gift. 
    This FAQ cannot be referenced, altered, or used by anybody 
    (including webmasters, publishers, and magazine staff) without my express 
    written permission. This FAQ was created and is owned by me, SSJ4TAKOYAKI 
    <ssj4takoyaki (at) yahoo (dot) com>. It can be found exclusively at 
    (www.GameFAQs.com). All copyrights and trademarks are acknowledged and 
    respected that are not specifically mentioned herein.
    *end quote*
    This FAQ may be found outside GameFAQs, but only by my permission.
    You may also not rip off parts of this FAQ and use it for your own purposes. 
    Remember, plagiarism is a crime and is punishable by law. If you want it on 
    your site then ask my permission first. It won't take less than 5 minutes of 
    your time, trust me.
    You shouldn't also make money from my FAQ!!! It's a very evil thing to do, 
    making money from other's works without their consent.
    Shall you disagree with any of these statements, delete this FAQ and discard 
    any help it has done for you.
    I shall make it clear: do not put my FAQ in your site unless I give you 
    permission to. If I get notified that your site is hosting my FAQ, then I will 
    have to get dirrty!
    If you find this FAQ on sites which are not listed below, then that site did 
    not probably ask my permission to post my FAQ on their site. Report it to me 
    and you'll be in the Nice People List!
    May the Force be with you.
    \    /|               |\    /
    /_/\_\| E-mail Policy |/_/\_\
    |/||/||               ||/||/|
    1. All replies about the FAQ should have a relevant subject or else I will 
    regard them as spam, delete them, and block the sender.
    2. No spam, death threats, hate mail, and chain letters. If your letter 
    contains anything listed previously, I will delete it and block you from my 
    list. And no, I don't want to get into flame wars, sorry.
    3. No asking for CD keys!!! 'Nuff said.
    4. No, I don't want to be your friend, sorry I'm not trying to be rude but my 
    schedule is very tight and I can't go online much... But you can see me in 
    IRC, (Undernet) and my nick is usually B00GS. The channel I'm usually on is 
    #bedan. (sometimes I hang out on #capcom, EFnet server, which is SRK's channel)
    5. Reader suggestions and contributions (like rushes or so) are gladly welcome.
    Just follow the guidelines above. If your contribution WILL make it 
    to my FAQ I will give you due credit.
    6. If you provide me with a link that links to a site which STOLE my FAQ, you 
    will make it to the Nice People List.
    \    /|             |\    /
    /_/\_\| Newbie Tips |/_/\_\
    |/||/||             ||/||/|
       First and foremost, the SPACEBAR is your friend. Make it a habit to press it
    when you see a radar event (cue the message on the upper left-hand corner of 
    the screen or an minimap event). This little knowledge may to save your butt 
    from being kicked! I've seen lots of matches lost because the loser didn't 
    respond quickly to his opponent's attack, even when the message "Structure 
    under attack" got spammed on his screen... Use it after building a superweapon 
    (so you could hotkey it instantly), use it when your opponent launches a 
    surprise attack on your units, and use it when Colonel Burton is wreaking havoc
    on your damn base!!! Don't ever forget this piece of advice!
       Place your idle units on guard mode. Normally, units don't automatically 
    attack the enemy even if they're already planting TNT on their sorry asses. A 
    simple press of the "guard" key and a click on their present location should 
    prove to be sufficient. That way, when a MiG shows itself to your Quad Cannons,
    they'll shoot it down promptly. Or, you could just attack-move your units to 
    the location you want them to guard.
       Pay close attention to the minimap! (assuming you have radar, which is a 
    must have) Try to memorize your allies color so you know which units they are 
    controlling. If you ever see a speck on the map with a different color than 
    yours, check it out! Check if the enemy unit is going to attack you, and 
    prepare your defenses if they are. Forewarned is forearmed!!!
       First and foremost, if you have some vehicles, run the little buggers over!
    In this game, you only need to bump off the infantry to kill them, instead of 
    of running over. (if you don't understand, watch how the AI does it) Also, if 
    they are on your base, train some rifle infantry and mow them down, for you can
    produce as many of them, while your opponent is stuck with his attack squad.
    (unless he has a Barracks near your base, that is)
       For garrisonned infantry, there are many ways, but the USA's method is far 
    the best. Why? Because it only costs 1025 bucks!!! Just get a Ranger, and 
    research Flashbangs! Then send a decoy force (unoccupied Humvees recommended)
    to divert attention from your Ranger, and throw a Flashbang at the offending 
    building. It's that easy. For China and GLA, just make some Dragon Tanks and 
    Toxin Tractors respectively, and try the same tactic above, since both have low
    health to start with. Of course, USA has the Combat Drop, but it is easily shot
    down unless the garrisonned infantry are all rifle infantry
       When a nuke/SCUD storm is on its merry way to obliterate your army (a very 
    good strategy, IMO), try to evacuate and get the hell out of there!!! This does
    not just apply to the aforementioned, it also applies to things like Fuel Air 
    Bombs and EMPs! (I once lost my whole marauder/quad batallion to one Fuel Air 
    Bomb!!!) It's very humiliating to build a whole mess of Overlords and Nuke 
    Cannons, only for them to go up in smoke, or get disabled and mopped up by 
    incoming enemy troops.
       If, your base is being attacked by the enemy and there are no means of 
    preventing the inevitable collapse of your base, take whatever worker units and
    supply collectors with you, and make another base in a distant location from 
    yours. (USA is best at this, use your Chinooks) Build a Command Center first, 
    then a Supply Stash.
       If you have truly built an Alcatraz of a base, then try to force your 
    opponent to attack. The simpliest way to do this is build a couple of 
    superweapons (GLA is very good at this), and your opponent might get annoyed 
    and attack you. The other one is to destroy his cash flow. Simply hunt down his
    expansions and raze them to the ground, and don't forget to get his oil 
    derricks, too! (just destroy them if you can't get 'em)
       Don't only place defensive structures near entrances to your base, place it 
    everywhere, for Sun Tzu's sake! (Sun Tzu wrote the famous "The Art of War", 
    which still plays an important part in military strategy, and you should get 
    your copy now, since I got mine already!)
       Speaking of your cash flow, don't wait for your primary supply depot to get 
    emptied before finding another one, get an expansion before the supplies on 
    your primary supply depot get lower than 4000 dollars. And make sure to save up
    to build another supply stash! I've seen people build lots of defenses, only to
    sell them when their primary supply depot is screwed and they don't have any 
    cash left. If you see your opponent do THAT, then attack!!! He will be crippled
    since he doesn't have a main way of collecting income (i.e. collecting supplies
    from supply depots as opposed to secondary ways like oil derricks, black 
    markets, hackers and supply drop zones)
       Scouting is very important and should never be discarded. Without proper 
    scouting, your troops may find themselves ambushed, your income disabled, and 
    your attack routed.
    |"If we know that our own men are in a condition to attack, but are unaware  |
    |that the enemy is not open to attack, we have gone only halfway toward      |
    |victory. If we know that the enemy is open to attack, but are unaware that  |
    |our own men are not in a condition to attack, we have gone halfway toward   |
    |victory. If we know that the enemy is open to attack, and also know that our|
    |men are in a condition to attack, but are unaware that the nature of the    |
    |ground makes fighting impracticable, we have still gone only halfway toward |
    |victory."                                                                   |
    |                                                 -- Sun Tzu, The Art of War |
       You should ask yourself some questions. "What is the layout of the enemy 
    base?" "Where is his army positioned?" "What supply depots are currently being 
    used by him?" "Where is his superweapon positioned?" And finally, "How am I 
    going to answer all of these questions?"
       Simple. By scouting. Scout using fast, light vehicles. (like Technicals, 
    Humvees and Troop Crawlers) Scout your immediate area first, while going 
    farther from your main base. If you see his base, attempt to go to the deepest 
    parts of his base, since your purpose here is to scout, and not a nuisance 
    attack (which is easily taken care of, BTW). Take note of the topography of his
    base, as well as the surrounding area of his base. Only by then can you be able
    to attack efficiently.
       USA and GLA have means of scouting which does not use of any ordinary unit.
    This is called spying. The USA has three methods of spying, and the GLA has 
    only one, albeit arguably better than the USA's three methods. Let us study 
    them below:
    1. Spy Satellite - Will reveal a large area upon where it was deployed. Lasts 
      for a few seconds before the Fog of War reappears. Detects invisible units.
      It can be accessed through the Command Center. It recharges every 1:00.
    2. Spy Drone - Will continue to reveal a large area upon where it was deployed.
      An invisible, airborne drone will "sit" indefinitely on the said area,
      detecting invisible units. However, it can be shot down by anything that can 
      attack air units. However, it should be detected first by a stealth-detecting
      unit (like Radar Vans) or an ability (like Spy Satellites). Should it be shot
      down, the said area will remain revealed for a few seconds, and after that 
      the Fog of War cover the area. It can be accessed through the Command Center 
      or the right-hand edge of the screen. It recharges every 1:30. It must be 
      "purchased" from the General Abilities screen. (Level 1 General Ability)
    3. Intelligence - Will reveal every non-stealthed unit the enemy has. Lasts for
      30 seconds before the Fog of War reappears. It can be accessed through the 
      Detention Camp. It recharges every 2:00.
    1. Radar Scan - Will reveal a moderately-sized area upon where it was deployed.
      Lasts for a few seconds before the Fog of War reappears. Detects invisible 
      units. It can be accessed through a Radar Van. It recharges every 0:30. It 
      must be researched from the Black Market for 500 cash.
       As you see, the GLA are best in spying. Not only are Radar Vans cheap, you 
    can virtually abuse the Radar Scan!!! However, this can't be done in the early 
    game, since you need to research it from the Black Market, which is practically
    at the top of the GLA tech tree. With the USA, you could spy immediately and 
    plan a rush at once!!! Poor, poor China...
       When fighting with your allies, attack together, and attack at different 
    angles. This will ensure that your attack will succeed even against a superior 
    adversary. Your opponent will panic because the enemy is attacking at different
    angles!!! This will split up his defending troops, which should spell his 
    downfall. (should he defend one part of his base the other part will be crushed
    by the other) This will also work against the computer, but I believe that the 
    AI will perform better since the computer doesn't panic!!! This is in no ways 
    cheap, since if your opponent has allies then they should've helped him defend.
    That's what's allies are for!!!
       When attacking, you should have some anti-air units present. As you see, 
    Commanches firing rocket pods at your army isn't very pretty to look at. Well, 
    if you brought some Gatling Tanks with you, then you'll get them promoted (if 
    the enemy doesn't go for them first) and maybe YOU, too. Beware of Auroras!
       If possible, attack from the rear. Since the rear is usually less well-
    defended by the enemy, then you will have better chances of penetrating 
    through. Your opponent may call you cheap, but then again, it was his fault 
    that he left his back door open, and that shall be his undoing.
     |"Rapidity is the essence of war. Take advantage of the enemy's unreadiness,| 
     |make your way by unexpected routes, and attack unguarded spots."           |
     |                                                -- Sun Tzu, The Art of War |
       Place lots of anti-air defenses around your base! Since lots of deadly 
    things like EMPs, Fuel Air bombs, Paradrops, Cluster Mines and Anthrax Bombs 
    come from some big-ass cargo plane, your anti-air should be adequate enough to 
    stop them before it's too late!!! Since your opponent makes use of these to 
    catch you napping, it's imperative that you should take cautionary measures.
      |"No matter the fighting style, one cannot defend an attack from the air."|
      |                                              -- Hennya, Rurouni Kenshin |
       As you see, a build order is imperative. Playing without a build order is 
    like an adventure without a handkerchief! (*cough* Bilbo *cough*) Excuse me for
    the obscure reference... Get your own build order! A basic one is:
    1. (for China and USA) Build a Nuclear/Cold Fusion Reactor, respectively (GLA 
      doesn't need to do this)
    2. Order your Command Center to make a worker unit
    3. (for China and USA) When the Reactor is finished building, build a Supply 
      Stash near a supply depot (for GLA just build a Supply Stash ASAP with your 
      first worker)
    4. As soon as the worker unit comes out of the Command Center order it to build
      a Barracks
    5. When the Barracks is finished pump out some basic infantry units (i.e. 
    Ranger/Red Guard/Rebel) for immediate defense against rushes, if your opponent 
    is USA then build some rocket infantry too (i.e. Missile Defender/Tank Hunter/
    RPG Trooper)
    6. Research Capture Building and take over any nearby Tech Buildings
    Well, you shouldn't follow the above one religiously, its just a basic build 
    order! Feel free to add/change things of your own!
       Try to set rally points for your production buildings, that way, units won't
    crowd in the war factory/barracks. Try to put them in strategic places and make
    them guard ground to have more defense.
    \    /|                           |\    /
    /_/\_\| Structures & Upgrades 101 |/_/\_\
    |/||/||                           ||/||/|
       This section will deal with the different buildings of C&C Generals, like 
    how to use them properly and making the most out of them. I also added some 
    things to remember about them. I also added the different upgrades to this 
    section, and a brief description about them and how to make the most out of 
    | USA Structures |
    *Note on all USA Structures*: All USA Structures repair themselves, making them
      very newbie-friendly.
    Command Center
    Cost: 2000
    Abilities: Deployable general abilities (like fuel air bombs, A10 strikes, 
      paradrops, and emergency repairs), Spy Satellite (1:00 countdown)
    Builds: USA Construction Dozer
       The Command Center creates your builder units, so you must protect it! It 
    may not be as important as the Construction Yard of previous games, but lose it
    and you're in big trouble unless you make another one. You also need to have 
    one if you plan on using those Particle Cannons of yours. Use the Spy Satellite
    to spy on the enemy, since it reveals a large radius where you deploy it. It 
    also spots cloaked units. Unlike the Spy Drone, the Fog of War returns after a 
    few seconds, but it can't be stopped by outside forces. (unlike the Spy Drone 
    which could be detected by enemy troops and shot down) It can also stand severe
    punishment from a superweapon strike. Oh, and you start with it in every 
    skirmish and multiplayer game. It also provides you radar automatically.
    Cold Fusion Reactor
    Cost: 800
    Upgrades: Control Rods
    Power provided: 5 (10 if you upgrade it with Control Rods)
       Power is needed for your static defenses, superweapons, and radar to work.
    Therefore, Cold Fusion Reactors are a vital part of your base. You should build
    a whole lot of them since they only provide 5 power compared to China's Nuclear
    Reactor which provides 10 power. If your base is too cramped then research 
    Control Rods on your Reactors. Two unupgraded Reactors are better than one 
    upgraded one since one Reactor is easier to destroy than two of them. Cold 
    Fusion Reactors with Control Rods researched will glow a yellow color from 
    their windows (so you know which Reactor has Control Rods researched) Also, 
    scatter your Reactors since things like Particle Cannons and nukes will destroy
    a whole lot of them in one use.
    Cost: 600
    Upgrades: Flashbangs, Capture Building
    Builds: Ranger, Missile Defender, Pathfinder, Colonel Burton
    Power consumed: NONE
       This building has no prerequisites and eats up NO power. It is also a vital 
    tool for victory. For it trains all USA infantry and heals them (just order 
    wounded infantry to enter the Barracks and the Barracks will heal it). It also 
    has important upgrades like Flashbangs and the Capture Building upgrade. 
    Flashbangs give Rangers a secondary mode of attack that only damages infantry 
    (but does a very good job at it). Capture Building allows Rangers to capture 
    Tech Buildings (Oil Derricks and the like) and enemy Buildings. The good thing 
    is you don't lose your unit anymore when you order it to capture buildings.
    If you train lots of infantry then you should have more than one of these in 
    your base.
    Supply Center
    Cost: 2000
    Builds: Chinook
    Power consumed: 1
    Prerequisites: Cold Fusion Reactor
       Supply Centers spawn a supply gatherer which goes to supply depots to 
    collect supplies, and when they can't carry anymore supplies they return to the
    Supply Center to dump supplies, which is converted to cash. (whew, I said a lot
    of supplies!) That means that to have the money flowing, you should have one of
    these. As in all RTS games out there, no resources means defeat. Build more 
    than one of these so you'll speed up your income. (Chinooks drop supplies one 
    at a time, not like Chinese Supply Trucks) Info about Chinooks will be in the 
    Units 102 section.
    Patriot Missile System
    Cost: 1000
    Power consumed: 3
    Prerequisites: Cold Fusion Reactor
       This daddy is your only static defense. It excels in almost anything, it is 
    quite effective against infantry! (something rockets aren't usually strong at)
    Try to place Patriots near each other, because when one of them fires at the 
    enemy it relays the enemy's position to other Patriots which then start 
    shooting when it normally couldn't! YAY!!! Eats a good lot of power, though, 
    and doesn't have much health. Still better than Stinger sites, though, because 
    they are smaller and not as easily neutralized.
    Cost: 1000
    Upgrades: Rocket Pods, Laser Missiles
    Builds: Raptor, Commanche, Stealth Fighter, Aurora Strike Bomber
    Power consumed: 1
    Prerequisites: Supply Center
       For such a cheap price, the Airfield will be a powerful tool to victory.
    Why? The Americans have the best air in the game. Raptors for defending your 
    base, Stealth Fighters to strip the enemy of his defenses, Aurora Strike 
    Bombers for mass building destruction, and Commanches for various uses.
    Airfields repair damaged aircraft, and reload them (except the Commanche, which
    reloads automatically in the air) when their ammo is expended. Rocket Pods is a
    cheap, albeit important upgrade for Commanches while Laser Missiles is very 
    important when you find yourself using Raptors and Stealth Fighters a lot. Be 
    careful though, Airfields have minimal armor and low health, so protect them
    well, since grounded aircraft are an easy target for Rebel Ambushes and the 
    like. Also, your allies can also land and refuel on your Airfield.
    War Factory
    Cost: 2000
    Upgrades: TOW Missile
    Builds: Crusader, Humvee, Paladin, Tomahawk, Ambulance
    Power consumed: 1
    Prerequisites: Supply Center
       Another important building. Builds USA armor and repairs them. Since USA 
    vehicles are a very good lot, you'll need this structure badly. Too bad, it 
    isn't as well-armored as it was in previous C&C games...
    Strategy Center
    Cost: 2500
    Abilities: Bombardment, Hold the Line, Search and Destroy
    Upgrades: Advanced Training, Drone Armor, Composite Armor
    Power consumed: 2
    Prerequisites: Airfield OR War Factory
       This building researches vital upgrades for you. Not only that, it can be a 
    defensive structure by itself! (Bombardment)
       The strategies Bombardment, Hold the Line and Search and Destroy need some 
    explaining. Only one strategy can be declared at a time, and you can change 
    strategies when needed. When you declare a strategy, your Strategy Center will 
    be revealed to enemies (so don't throw out strategies at once!), and if your 
    Strategy Center is already imposing a strategy and you change it, your units 
    will temporarily be disabled.
       If you choose Bombardment, your units will receive a 20% damage bonus. And 
    also, your Strategy Center will deploy a big cannon that acts just like the 
    Grand Cannon from Red Alert 2. (big range and damage, has minimum range)
       Hold the Line increases the Strategy Center's armor. (you'll see it filled 
    with sandbags) Its primary bonus adds 10% armor to all units.
       Search and Destroy however, will add a 20% sight range AND attacking range 
    bonus to all units and structures. (yeah!!!) The Strategy Center can now detect
    invisible units and has a longer sight range than usual (so put the Strategy 
    Center in from of your base).
       Now, go figure which strategy is the best. Hold the Line is certainly the 
    WORST, since it gives so little bonus and the extra armor doesn't really help.
    (unless your base is being overrun by the enemy) Bombardment is especially good
    for those who love to attack the enemy, since the 20% damage increase is very 
    good. Well, for those who can't choose, Search and Destroy is best! Not only 
    does the 20% increased range help Tomahawks (which are very long ranged units 
    on their own) outshoot any artillery, it gives them extra sight range, too! 
    (more if you have scout drones) And I believe that Search and Destroy adds 
    firing range to Patriots!
    Detention Camp
    Cost: 1000
    Abilities: Intelligence (2:00 countdown)
    Power consumed: NONE
    Prerequisites: Strategy Center
       Build lots of these since they don't take any power. The Intelligence 
    ability is important since it allows you to see all non-stealthed enemy units.
    Knowing where these units are is the key to victory. 'Nuff said.
    Particle Cannon Uplink
    Cost: 5000
    Abilities: Particle Cannon (4:00 countdown)
    Power consumed: 10
    Prerequisites: Strategy Center
       I recommend to build at least two of these nasty little buggers, since one 
    Particle Cannon isn't going to do much damage. With two of them, you could 
    destroy any structure (superweapons included)! This will INSTANTLY kill any 
    unit that comes into contact with the beam. You can move the beam by selecting 
    the active Particle Cannon Uplink (the one that is currently firing a Particle 
    Cannon and clicking to other places on the map. This is the superweapon with 
    the shortest countdown, so you'll be able to churn out more superweapon strikes
    than the other factions can. Get lots of Reactors to compensate for the INSANE 
    amount of power this baby consumes...
    | USA Upgrades |
    Cost: 800
    Researched at: Barracks
    Units affected: Ranger
    Bonus: Allows Rangers to use the Flashbang attack
    Rating: *****
       A cheap upgrade which you should get when fighting in urban maps. Flashbangs
    kill garrisoned infantry in one attack, also Angry Mobs, too! It's a shame that
    you can't use it and the Ranger's normal attack at the same time. You must 
    select in from the Ranger's command bar.
    Capture Building
    Cost: 1000
    Researched at: Barracks
    Units affected: Ranger
    Bonus: Allows Rangers to use the Capture Building ability
    Rating: ****
       You should get this up if you plan on taking Tech and/or enemy buildings. 
    Since Tech buildings like Oil Derricks play an important role in your economy, 
    be sure to get this! However, capturing buildings does not mean insta-capture 
    when your Ranger reaches its target. You must wait for an amount of time before
    the building is finally yours. While capturing, the building being captured 
    will flash your color. When it flashes your color fast it means that the 
    building is nearly yours! The good thing is you don't lose your unit anymore 
    when you order it to capture buildings. Be sure to have some escort ready while
    doing so.
    Rocket Pods
    Cost: 800
    Researched at: Airfield
    Units affected: Commanche
    Bonus: Allows Commanches to use the Rocket Pods ability
    Rating: ****
       A very cheap, albeit important upgrade. If you plan to make the most out of 
    your Commanches, research this! You don't need any ammo to use it, so if you 
    deplete your rockets, use this! Beware, the rockets miss a lot and the 
    Commanche is vulnerable while using this. However, a correctly used Rocket Pod 
    attack will devastate its target...
    Laser Missiles
    Cost: 1400
    Researched at: Airfield
    Units affected: Raptor, Stealth Fighter
    Bonus: +25% damage increase to Raptor and Stealth Fighter rockets
    Rating: ***
       Nothing much to say here, but the extra 25% damage helps a lot in air-to-air
    battles. Your call.
    TOW Missile
    Cost: 1200
    Researched at: War Factory
    Units affected: Humvee
    Bonus: Gives Humvees a secondary rocket attack
    Rating: ****
       A must-have, if you plan on using Humvees. Since the Humvee's machinegun is 
    weak, you should put some infantry inside it for additional firepower. However,
    if your Humvee gets killed, the infantry inside will die as well, so if you 
    don't want to waste 300 bucks for every Humvee you have, research TOW Missiles!
    This will also let Humvees perform as cheap anti-vehicle and anti-air.
    Composite Armor
    Cost: 2000
    Researched at: Strategy Center
    Units affected: Crusader Tank, Paladin Tank
    Bonus: +25% armor increase to Crusader Tanks and Paladin Tanks
    Rating: ***
       Get this is if you like using the aforementioned tanks. This will help in 
    pitched tank battles, and will give you a bit more error space to operate 
    against the enemy. This also stacks with Hold the Line, if you don't know yet.
    Advanced Training
    Cost: 1500
    Researched at: Strategy Center
    Units affected: All except Construction Dozer, Chinook and Ambulance
    Bonus: Units gain veterancy at double the normal rate
    Rating: *****
       For 1500 cash, all your military units will gain veterancy at twice the 
    usual rate. That means you will have to kill fewer enemies for your units to 
    get stronger. Whatever you do, be sure to research this.
    Drone Armor
    Cost: 500
    Researched at: Strategy Center
    Units affected: Battle Drones, Scout Drones
    Bonus: +25% armor increase to Battle Drones and Scout Drones
    Rating: ***
       If you plan on making the most out of Battle Drones and Scout Drones, better
    give them more survivability for them to last longer. Battle Drones are a very 
    cheap way to augment your vehicles, and Scout Drones detect stealthed units and
    give longer sight range to the unit that built it. So by all means get it!!!
    | Chinese Structures |
    *Note*: All Chinese structures except the Speaker Tower can deploy mines 
    enveloping the surrounding area. These mines are invisible and will explode 
    when a land unit comes into contact. Mines are purchased for 600 cash and will 
    gradually regenerate after detonating. They can be cleared by worker units.
    Command Center
    Cost: 2000
    Abilities: Deployable general abilities (like cluster mines, artillery 
      barrages, cash hacks, and emergency repairs)
    Upgrades: Radar, Mines
    Builds: Chinese Construction Dozer
       The Command Center creates your builder units, so you must protect it! It 
    may not be as important as the Construction Yard of previous games, but lose it
    and you're in big trouble unless you make another one. You also need to have 
    one if you plan on using those Nuclear Missiles of yours. It also spots cloaked
    units. It can also stand severe punishment from a superweapon strike. Oh, and 
    you start with it in every skirmish and multiplayer game. Take note that it 
    does not automatically provide radar and you will have to research it at the 
    Command Center itself. I recommend that you research it right after you build 
    your second Construction Dozer. Placing mines around this is paramount! (just 
    don't do it immediately)
    Nuclear Reactor
    Cost: 1000
    Abilities: Overcharge
    Power provided: 10
       The Chinese counterpart of the Cold Fusion Reactor. This one naturally 
    provides more power than Cold Fusion Reactors and is more cost-efficient.
    (China spends only 1000 cash for 10 power while USA spends 1600 to get the same
    amount) The drawback is it gives out a small nuclear explosion when destroyed,
    so try not to build these near your units! Should you run low on power, quickly
    toggle the Overcharge ability on your reactors until the power reverts to 
    normal, and then quickly build more Nuclear Reactors. Should your overcharged 
    reactor lose half of its HP turn the Overcharge off and select another reactor 
    to Overcharge. (this means that you will rarely run out of power!!!) Very 
    ingenious, China.
    Cost: 600
    Trains: Red Guard, Tank Hunter, Hacker, Black Lotus
    Upgrades: Capture Building
    Power consumed: 0
       This cheap building lets you produce your infantry. Chinese infantry is very
    good, since their basic infantry unit, the Red Guard is produced in pairs for 
    $300. This is also important in the late game since it produces Hackers which 
    are important in pitched battles, since they collect cash for you! Heals 
    damaged infantry, but Speaker Towers are a better alternative.
    Supply Center
    Cost: 1500
    Builds: Supply Truck
    Power consumed: 1
    Prerequisites: Nuclear Reactor
       This is basically the same Supply Center that GLA and USA has, but instead 
    of Workers and Chinooks this Supply Center spawns a moderately-fast Supply 
    Truck that can take $300 before going back to the Supply Center. This means 
    that it collects supplies faster than Chinooks! And since Chinooks can only get
    supplies one at a time when more than one of them are assigned to a supply 
    depot, USA is at a major disadvantage! Oh yeah! Just protect your Supply Trucks
    since they are lightly armored and are easily taken care of, while Chinooks 
    aren't as easily dispatched. Oh, and build your Supply Centers as close as 
    possible to the supplies since Supply Trucks aren't airborne units and will 
    have difficulty reaching a far supply depot.
    Cost: 400
    Power consumed: 0
    Prerequisites: Barracks
       Surprised by the lack of information about this building? The Bunker is a 
    very simple defensive structure. If you remember the Battle Bunker from Yuri's 
    Revenge and/or the Terran Bunker (of StarCraft fame), then this one is an exact
    replica of it. You put infantry inside it, and they shoot at incoming enemy 
    units with a damage and range increase (sorta like Battle Realm's Watchtower).
    Put 5 Tank Hunters inside it because anti-infantry is easily handled by Gatling
    Cannons and Dragon Tanks. Since this building doesn't consume any power, make 
    a whole lot of them! What's more, they can't be cleared by ordinary means, 
    rather, you have to kill the Bunker to get to the infantry inside.
    Gatling Cannon
    Cost: 1200
    Power consumed: 3
    Prerequisites: Barracks
       Another static defense ripped off from Yuri's Revenge. Gatling Cannons are 
    expensive (compared to Patriots) but are a bit more effective against air units
    since they have a fast rate of fire and good damage. If they fire for a 
    prolonged period of time, they will fire faster and faster and will deal INSANE
    damage per second!!! (just like the Gatling Cannon of yore) Again, don't go 
    gaga over building them since they have low HP and take a lot of power...
    War Factory
    Cost: 2000
    Power consumed: 1
    Builds: Battlemaster, Dragon Tank, Gatling Tank, Troop Crawler, Inferno Cannon,
      Overlord, Nuke Cannon
    Upgrades: Black Napalm, Chain Guns
    Prerequisites: Supply Center
       Probably the most important unit-production building for China. This version
    produces powerful units essential for Chinese victory! Build one as soon as 
    possible, and if you have enough money get more of them so you can pump out 
    vehicles faster! This building also heals damaged vehicles.
    Cost: 1000
    Power consumed: 1
    Builds: MiG
    Upgrades: MiG Armor
    Prerequisites: Supply Center
       A large, vulnerable structure, the Airfield doesn't seem a good investment 
    at first, because it only produces one unit, but it is nonetheless important. 
    MiGs are arguably the best air unit in the game, with the right combination of 
    power, speed, build cost, health and armor (*cough* Commanche *cough*). It can 
    engage both land and air targets and are capable of producing a firestorm. You 
    know the drill, it repairs and rearms friendly aircraft.Just put these on the 
    back of your base because grounded aircraft are easy targets for the enemy!!! 
    Don't be fooled by their large life bar, since Airfields have virtually no 
    armor at all.
    Propaganda Center
    Cost: 2000
    Power consumed: 2
    Upgrades: Nationalism, Subliminal Messaging
    Prerequisites: War Factory
       This is China's building that will let you access the top of the Chinese 
    tech tree. You'll need this to build Overlords, so try to get one as fast as 
    possible. This building also researches important upgrades like Nationalism and
    Subliminal Messaging.
    Speaker Tower
    Cost: 500
    Power consumed: 1
    Prerequisites: Propaganda Center
       This simple defensive structure will increase nearby units' rate of fire and
    grant them automatic health regeneration as long as they are within a given 
    radius. Research Subliminal Messaging to further improve these vital bonuses.
    Note that this is the only Chinese building that cannot deploy mines...
    Nuclear Silo
    Cost: 5000
    Power consumed: 10
    Abilities: Nuclear Missile (5:00 countdown)
    Upgrades: Uranium Shells, Nuclear Tanks
    Prerequisites: Propaganda Center
       Ah, China's superweapon. I believe that the Nuclear Missile is the best 
    "buildable" superweapon in the game. Its countdown may be a bit long, but it 
    definitely has a better effect than the SCUD storm. Also, it creates a very 
    large mushroom cloud that will really piss the victim off!!! It also houses 
    some upgrades for your vehicles, which makes this building a must have! Build 
    a whole group of them and watch the enemy panic, which will make him attack you
    with impunity. Of course, your units should be able to tear them to pieces 
    before they reach your base, right?
    | Chinese Upgrades |
    Cost: 800
    Researched at: Command Center
    Buildings affected: Command Center
    Bonus: Provides radar
    Rating: *****
       Research this as soon as you get your second Dozer. Don't ever think that 
    you can survive without any radar...
    Capture Building
    Cost: 1000
    Researched at: Barracks
    Units affected: Red Guard
    Bonus: Allows Red Guards to use the Capture Building ability
    Rating: ****
       You should get this up if you plan on taking Tech and/or enemy buildings. 
    Since Tech buildings like Oil Derricks play an important role in your economy, 
    be sure to get this! However, capturing buildings does not mean insta-capture 
    when your Red Guard reaches its target. You must wait for an amount of time 
    before the building is finally yours. While capturing, the building being 
    captured will flash your color. When it flashes your color fast it means that 
    the building is nearly yours! The good thing is you don't lose your unit 
    anymore when you order it to capture buildings. Be sure to have some escort 
    ready while doing so.
    Black Napalm
    Cost: 2000
    Researched at: War Factory
    Units affected: Dragon Tank, Inferno Cannon, MiG
    Bonus: +25% damage increase to all flame units
    Rating: ****
       Dragon Tanks are very powerful once you research this for them. Inferno 
    Cannon and MiG firestorms will become much more powerful. And since the MiG 
    heavily relies on its firestorm attack to deal decent splash damage to vehicles
    and buildings, go get it!!!
    Chain Guns
    Cost: 2000
    Researched at: War Factory
    Units affected: Gatling Tank, Gatling Cannon, Overlord Gatling Cannon
    Bonus: +25% damage increase to all gatling units
    Rating: ****
       Not only does this upgrade increase the damage dealt by gatling units, this 
    also increases their rate of fire, I believe. This means that your gatling 
    units are more powerful, and if the enemy is using lots of infantry and air, 
    your gatling units will waste them with ease.
    MiG Armor
    Cost: 1000
    Researched at: Airfield
    Units affected: MiG
    Bonus: +25% armor increase to MiGs
    Rating: ***
       MiGs really don't have much armor, so every point of armor counts! This is a
    good way to ensure that your MiGs reach their target.
    Cost: 2000
    Researched at: Propaganda Center
    Units affected: Red Guard, Tank Hunter, Battlemaster
    Bonus: +25% increase to hoard bonus effect
    Rating: ****
       If you plan on using units with hoard bonus (which you WILL use frequently),
    Nationalism will further increase the rate of fire bonus to hoard bonused 
    units. The 2000 dollars you spend on this upgrade is compensated by the 
    increased firepower of your units.
    Subliminal Messaging
    Cost: 500
    Researched at: Propaganda Center
    Buildings affected: Speaker Tower
    Bonus: +25% increase to Speaker Tower's effect
    Rating: *****
       Since the Speaker Tower's effects are very useful to your units, this 
    really cheap upgrade will almost double its usefulness!!! I don't see why you 
    shouldn't get it.
    Uranium Shells
    Cost: 2000
    Researched at: Nuclear Silo
    Units affected: Battlemaster, Overlord
    Bonus: +25% damage increase to Battlemaster and Overlord shells
    Rating: ****
       An expensive, albeit powerful upgrade for your tanks. This will make 
    Battlemasters and Overlords (which IMO don't really need a firepower upgrade)
    more powerful, and will make mincemeat out of enemy tanks!
    Nuclear Tanks
    Cost: 2000
    Researched at: Nuclear Silo
    Units affected: Battlemaster, Overlord
    Bonus: +25% speed increase to Battlemaster and Overlord
    Rating: ***
       This upgrade will transform your clumsy Overlord to a speedy beast. And 
    your already fast Battlemasters will become much faster!!! The side effect is 
    your affected tanks will explode upon dying, and will deal some splash damage 
    to nearby units. And if you upgraded your Overlord with a Bunker, you put in 
    some infantry, and the Overlord dies, your infantry will get hurt by the 
    radiation, too.
    | GLA Structures |
    *Note*: All GLA structures transform into a Hole when destroyed. The Hole will 
    regenerate its health, and when it is fully regenerated the original building 
    (the building that was destroyed previously) will appear in place of the Hole.
    Neat, eh? This means that GLA buildings have a bit more health than their 
    American and Chinese counterparts! Also, the GLA doesn't need any power, so 
    keep on building those SCUD storms!!!
    Command Center
    Cost: 2000
    Abilities: Deployable general abilities (like rebel ambushes, emergency 
      repairs, and anthrax bombs)
    Trains: Worker
       The Command Center creates your builder units, so you must protect it! It 
    may not be as important as the Construction Yard of previous games, but lose it
    and you're in big trouble unless you make another one. You also need to have 
    one if you plan on using those SCUD storms of yours. It also spots cloaked
    units. It can also stand severe punishment from a superweapon strike. Oh, and 
    you start with it in every skirmish and multiplayer game.
    Cost: 600
    Trains: Rebel, RPG Trooper, Hijacker, Angry Mob, Jarman Kell
    Upgrades: Capture Building
       The GLA produces no-nonsense infantry that are very easy to use, and these 
    infantry have very good upgrades to start with. Make sure you have a Barracks 
    up ASAP since the GLA doesn't need any power. The Barracks also heals damaged 
    infantry. Nothing much to say, but since Angry Mobs are quite powerful build 
    more than one of these to speed up your infantry production.
    Supply Stash
    Cost: 1500
    Trains: Worker
       Nothing much different here from the other sides' Supply Stashes, only thing
    is, your harvesting unit is also your builder unit! Since Workers take only a 
    few seconds to get supplies and return to the Supply Stash, you will see that 
    the GLA is best at harvesting supplies this way! If you have at least 8 of them
    harvesting your economy is booming! Very vulnerable though, so have some 
    defenses ready...
    Stinger Site
    Cost: 950
       The Stinger Site gets my vote as the WORST defensive structure ever. It is 
    just a building where 3 RPG Troopers take shelter and fire at every enemy unit 
    that comes by. The problem is, the building doesn't provide any defense for the
    RPG Troopers so they can be killed by virtually anything! (Jarman Kell being 
    the worst killer...) Flashbangs, flames, toxins, snipers, anything!!! Your only
    consolation is that it leaves a Hole when destroyed, and the RPG Troopers fire 
    quite fast. Eventhough it is dirt cheap, this building takes an eternity to 
    build, and while building it the worker is just as vulnerable!!!
       Nonetheless, you should build lots of these since it provides the GLA 
    defense against vehicles and aircraft. Should the RPG Troopers get killed, the 
    Stinger Site will respawn them.
    Tunnel Network
    Cost: 800
       Wow, EA sure gets a lot of ideas from rival game companies, right? This is 
    the GLA's version of the Zerg Nydus Canal from StarCraft. You put infantry 
    inside it, select another Tunnel Network, ungarrison them there, and they will 
    come out at that Tunnel Network! It also has a machine gun that fires at enemy 
    units and is good against infantry (weak, though). You can put up to 8 infantry
    inside, I recommend to put 6-7 RPG Troopers and a Worker or two. The machine 
    gun should be enough in dealing with enemy infantry, but if you're against the 
    USA then get some Rebels or even better, Jarman Kell, to kill the annoying 
    Colonel Burton they send to kill your expansions... Builds faster than the 
    Stinger Site, too. Get one near your Barracks, and one in every expansion. (put
    some around your base, too)
    Arms Dealer
    Cost: 2500
    Builds: Scorpion Tank, Technical, Radar Van, Quad Cannon, Toxin Tractor, Rocket
      Buggy, Marauder Tank, Bomb Truck, and SCUD Launcher
    Upgrades: Scorpion Rocket
       A more expensive War Factory we got here. The extra 500 cash is a bargain 
    because this building produces what may be the most versatile array of units in
    the game. And since the GLA only has two military unit-producting buildings,
    make more than one of them since the GLA isn't known for fast production. If 
    you plan on using Scorpion Tanks, Scorpion Rocket is a must-have. It is what 
    the TOW Missile upgrade is to Humvees! You may already know it, but I'm going 
    to say it anyways: this building repairs damaged vehicles!
    Demo Trap
    Cost: 400
    Abilities: Detonate Now!
       A very simple trap, should an enemy unit come close to it, it will explode!
    You can also rig it to explode at your command! It is invisible and will most 
    of the time surprise your opponents!!!
    Cost: 2500
    Upgrades: Camouflage, Arm the Mob, Anthrax Beta, Toxin Shells
       This building gives you access to the juicy SCUD storm and the all-important
    Black Market. You can also garrison 5 infantry units inside so put this in the 
    front of your base to make the most out of it. Be sure to get the upgrades as 
    you get a Palace up because all four are important in bringing out the best in 
    your units!!!
    Black Market
    Cost: 2500
    Upgrades: AP Bullets, AP Rockets, Junk Repair, Rocket Ammo, Radar Scan
       Another important building with very important upgrades. Also, as a bonus,
    this building gives you 20 dollars for every second that ticks!!! Get at least 
    5 of them to make the most out of it! The first upgrade you should research 
    ASAP is Junk Repair, and then Radar Scan to have some cheap intelligence. AP 
    Rockets is important since it strengthens ALL rocket attacks that the GLA has
    (except for the SCUDs).
    SCUD Storm
    Cost: 5000
    Abilities: SCUD Storm (5:00 countdown)
       To start with, this baby doesn't take any power so you don't have to spend 
    extra bucks to power this ones up!!! This is also the most ANNOYING superweapon
    since it has an INSANE spread effect and a potent Anthrax side-effect! It may 
    not be very accurate, but it will really wreak havoc on a cramped base! (which 
    is a bad idea, since your opponent's superweapons can be targeted on a smaller 
    area, since the base is so small) 3 of these will really piss off the enemy, 
    use them at the same time to really make him mad, then attack him!!!
    | GLA Upgrades |
    Capture Building
    Cost: 1000
    Researched at: Barracks
    Units affected: Rebel
    Bonus: Allows Rebels to use the Capture Building ability
    Rating: ****
       You should get this up if you plan on taking Tech and/or enemy buildings. 
    Since Tech buildings like Oil Derricks play an important role in your economy, 
    be sure to get this! However, capturing buildings does not mean insta-capture 
    when your Rebel reaches its target. You must wait for an amount of time before 
    the building is finally yours. While capturing, the building being captured 
    will flash your color. When it flashes your color fast it means that the 
    building is nearly yours! The good thing is you don't lose your unit anymore 
    when you order it to capture buildings. Be sure to have some escort ready while
    doing so.
    Scorpion Rocket
    Cost: 1000
    Researched at: Arms Dealer
    Units affected: Scorpion Tank
    Bonus: Gives Scorpion Tanks a secondary rocket attack
    Rating: *****
       This is TOW Missile of the Scorpion Tank. 'Nuff said.
    Cost: 2000
    Researched at: Palace
    Units affected: Rebel
    Bonus: Rebels are invisible when not shooting
    Rating: ****
       This upgrade gives Rebels the edge they need to compete with the other 
    sides' basic infantry. As soon as you finish researching it, your Rebels will 
    become mini-Jarman Kells! Just walk by his expansions, and start shooting at 
    his defenseless workers! Or Radar Scan his base to find out weak points, and 
    deploy your Rebel Ambush at the weakest possible point for a surprise attack!!!
    Arm the Mob
    Cost: 1000
    Researched at: Palace
    Units affected: Angry Mob
    Bonus: Gives Angry Mobs AK-47 weapons
    Rating: *****
       I've never use Mobs until I finish researching this vital upgrade. With this
    your Mobs' firepower will be much, much better. It's very cheap to boot!
    Anthrax Beta
    Cost: 2500
    Researched at: Palace
    Units affected: Toxin Tractor, Scorpion and Marauder Tank (if upgraded with 
      Toxin Shells), SCUD Launcher (with Anthrax warhead), Bomb Truck (if armed 
      with Bio Bomb)
    Bonus: +25% damage increase to all toxin units
    Rating: ****
       A must-have for any GLA commander. The steep price is worth it since it also
    (correct me if I'm wrong) makes the anthrax side effect of the SCUD Storm 
    stronger! And I know that you will be using the units I mentioned above. If you
    upgrade them with this the green toxin will turn into blue!!!
    Toxin Shells
    Cost: 1000
    Researched at: Palace
    Units affected: Scorpion Tank, Marauder Tank
    Bonus: Adds a small amount of anthrax for each shell
    Rating: *****
       You can't do without this one. This will enable your Scorpions and Marauders
    to easily dispose of enemy infantry! Also, research Anthrax Beta for more 
    AP Bullets
    Cost: 2000
    Researched at: Black Market
    Units affected: Rebel, Technical, Quad Cannon, Jarman Kell
    Bonus: +25% damage increase to Rebel, Technical, Quad Cannon, and Jarman Kell's
    Rating: ****
       Rebels may have no gimmicks unlike their American and Chinese counterparts
    (who have Flashbangs and hoard bonuses, respectively), but they deal more 
    damage if you researched this upgrade. And since Quad Cannons are vital for 
    anti-infantry and anti-air, be sure to get this if you have the cash to make 
    things easier.
    AP Rockets
    Cost: 2000
    Researched at: Black Market
    Units affected: RPG Trooper, Rocket Buggy, Scorpion Tank (if upgraded with 
      Scorpion Rocket), SCUD Launcher(?)
    Bonus: +25% damage increase to all rocket units
    Rating: ****
       Oh, and Stinger Sites are also affected by this upgrade, since the units 
    inside are RPG Troopers, anyway. This will make Rocket Buggies even more 
    ANNOYING than they are, because *mimics the Rocket Buggy driver's voice* they 
    have AP roooockeeeeettts noooooow.
    Junk Repair
    Cost: 2000
    Researched at: Black Market
    Units affected: All vehicle units
    Bonus: All vehicle units self-repair
    Rating: *****
       This is the first upgrade I research when I get a Black Market up because 
    this upgrade increases the survivability of your GLA vehicles! No stupid 
    Speaker Tower healing, nor some weird drone repairing your damaged tanks, but 
    junk!!! (bad joke intended) It sure beats sending your damaged vehicles all the
    way back to the Arms Dealer...
    Rocket Ammo
    Cost: 1200
    Researched at: Black Market
    Units affected: Rocket Buggy
    Bonus: Rocket Buggies will fire 25% more rockets than normal
    Rating: ***
       This simple upgrade will make Rocket Buggies fire MORE rockets than normal,
    making it a very damaging unit. (combine it with AP Rockets for sheer 
    destruction!!!) Its not that vital, but you may want to get it. You'll also see
    a visible effect on your Rocket Buggies' appearance. (bigger rocket launchers)
    Radar Scan
    Cost: 500
    Researched at: Black Market
    Units affected: Radar Van
    Bonus: Allows Radar Vans to use the Radar Scan ability
       The best method on spying on the enemy. You can build a a lot of Radar Vans,
    and keep on spying nonstop on his base!!! Then wreak some havoc by deploying 
    Rebel Ambushes on weak parts of his base! (if your opponent is China, try to 
    deploy your Rebels near Hackers to disable his income) What's more, it's so 
    \    /|           |\    /
    /_/\_\| Units 102 |/_/\_\
    |/||/||           ||/||/|
       Now that I have effectively discussed the different structures and upgrades 
    of the game, on to the units!!! Same thing here, you shall learn how to make 
    the most out of your units and use them effectively. I also added some data to 
    remember about them.
    *Note*: All vehicles can crush infantry unless otherwise stated
    | USA Units |
    Construction Dozer
    Cost: 1000
    Built from: Command Center
    Abilities: Build a USA structure, Clear mines
    Prerequisites: Command Center
       This unit is the first unit you'll acquire in any skirmish or multiplayer 
    game, and there is a good reason: it builds all your structures! The Dozer 
    doesn't have any weapon (although you can squish infantry with it), and is 
    lightly armored. You must protect these units at all costs! If you lose all of
    your Dozers and Command Centers then you cannot build structures anymore! Make 
    a lot of these to ensure fast base construction.
    Cost: 225
    Trained from: Barracks
    Abilities: Flashbangs (secondary attack), Capture Building
    Innate Abilities: Can be garrisonned inside certain buildings
    Prerequisites: Barracks
       Basic infantry units are weak. At most they could engage light vehicles, and
    still they will get wasted by them. Well, they play an important in capturing 
    buildings, and are cheap anti-infantry. Make sure to upgrade Flashbangs as it 
    will help you deal with annoying Angry Mobs and will enable your Ranger to take
    out hordes of opposing infantry! Oh, and you can garrison them inside some 
    buildings, but flashbangs, toxins, and flames will get them, not to mention 
    combat drops!
    Missile Defender
    Cost: 300
    Trained from: Barracks
    Abilities: Laser Lock
    Innate Abilities: Can be garrisonned inside certain buildings
    Prerequisites: Barracks
       Your American rocket infantry is equipped with a high-tech missile launcher
    (although I've been told its just a LAW with a laser designator) with a laser 
    designator. You can use Laser Lock to lock on a vehicle target for a second, 
    and after that second is up your Missile Defender will fire on that unit 
    faster!!! Very good against aircraft and vehicles, and you can garrison them 
    inside buildings, which will help eradicate the problem of building clearing 
    weapons!!! (all of them are vulnerable to rockets) Assuming you have enough of 
    them, of course. They are also very quick to build if your in some trouble.
    Cost: 400
    Trained from: Barracks
    Innate Abilities: Invisible (unless moving or firing), Can spot invisible units 
    Prerequisites: Barracks, Level 3 General Ranking
       A mini-me of Jarman Kell. He is a sniper with the added advantage of 
    stealth. Unlike Jarman Kell, he will lose his stealth when he moves, but he can
    also shoot at invisible infantry (like Black Lotus). Oh, and one shot kills any
    infantry. You have to "purchase" them from the Generals Abilities to be able to
    produce them.
    Colonel Burton
    Cost: 1500
    Trained from: Barracks
    Abilities: Knife, Remote demo charge, Timed demo charge
    Innate Abilities: Invisible (unless firing or planting a demo charge), Can 
      climb over cliffs
    Prerequisites: Barracks, Strategy Center
       The most versatile hero unit. Colonel Burton plays like Tanya from the Red 
    Alert series of C&C games. He lost the dual pistols, but gains a gatling gun 
    (ala Vulcan Raven) to lay waste to infantry, vehicles, and even buildings. He 
    also has this "silent" knife attack on infantry which kills them without 
    revealing Burton. Of course, what could Tanya be without her famed C4 charges?
    Burton has them, in the form of Timed and Remote demo charges. The Timed charge
    deals more damage, and has a 10 second countdown. Remote demo charges are 
    weaker, but you can instantly detonate them (of course, that's not a good idea 
    since Burton is so close to the building that he may be taken out as well). 
    Remote demo charges are hard-wired to Burton's heartbeat. Should he die, they 
    explode, too. Also, he has this innate ability that other infantry don't have:
    he can climb over cliffs! If your opponent's base is surrounded by mountains, 
    you can make him scale them and immediately penetrate his defenses! (assuming 
    he didn't place some overlooking the mountains...) As all hero units go (in 
    this game that is), he is invisible when not attacking or using an ability.
    (except for the "silent" knife attack)
    Cost: 1200
    Built from: Supply Center
    Abilities: Combat Drop
    Innate Abilities: Can hold up to 8 units (infantry take 1 space, Dozers take 5 
      spaces, while vehicles take 2 spaces), Harvests supplies ($1200 per drop-off)
    Prerequisites: Supply Center
       Now, EA has upped the ante on logistics by employing the famous Chinooks as 
    harvesters. A very good idea, IMO. Chinooks are fast, aren't hampered by the 
    terrain, and takes quite a while to die. It can also transport units, which it 
    does a very good job at. The problem is, they take a while to harvest supplies
    (the long rope coming down to get a crate of supplies is soooo slow, it even is
    slower when dropping them to the Supply Stash). And they can be dispatched 
    easily with an EMP bomb! Remember, you can't transport heavy units like 
    Overlords, Nuke Cannons and SCUD Launchers.
       Another innovation EA made, is the Combat Drop. Just put some Rangers inside
    your Chinook, select Combat Drop, and select a garrisonnable building. Your 
    Rangers will rappel down the Chinook with the ever-present long rope, and take 
    the building for themselves. Should there be enemy infantry inside it, the 
    Rangers will instantly kill all of them should one of them enter the building.
    (they should be very good at fighting in built-up areas!) Beware, rocket 
    infantry could easily shoot your Chinooks down before they have a chance to do 
    the Combat Drop.
    Cost: 1400
    Built from: Airfield
    Prerequisites: Airfield
       The Raptor is your basic aircraft. It can engage air or ground targets, and 
    holds 4 missiles. It isn't very fast, but it can take some beating. Use these 
    to guard some important parts of the map. Other than that, I haven't got much 
    to say about them. If you use them frequently, them maybe you should consider 
    researching the Laser Missiles upgrade, which helps Stealth Fighters as well.
    Cost: 1500
    Built from: Airfield
    Abilities: Rocket Pods
    Innate Abilities: Automatically reloads in the air
    Prerequisites: Airfield
       Ah, the fabled Commanche helicopter. As all helicopters do, they have 
    pitiful armor. However, they are very fast for helicopters (they seem to be 
    faster than Raptors!) and could easily fire some rockets at unsuspecting enemy 
    units, and retreat immediately when they encounter some organized resistance
    (in simplier terms, when the enemy starts shooting at them!). Very annoying, 
    especially if you're GLA (they could dispatch your defenseless Workers and run 
    away ASAP). Now that you have an inkling of what to do with them, I haven't got
    much to say. Remember, super speed, pitiful armor. Get Rocket Pods ASAP if you 
    plan on making the most out of your Commanches, but be warned, although the 
    rockets cover a large area, they aren't very accurate.
    Stealth Fighter
    Cost: 1600
    Built from: Airfield
    Innate Abilities: Invisible (unless firing)
    Prerequisites: Airfield, Level 1 General Ranking
       Basically, a high-tech version of your normal Raptor. Stealth Fighters are 
    invisible unless firing at something, so its quite good for defending (the 
    enemy can't see it unless it engages them). However, it isn't very good in 
    dealing with units, but it makes an excellent job destroying defensive 
    structures. Remember though, you have to waste a hard-earned General Ability to
    authorize construction of them!
    A Fast Fact:
       In real life, stealth aircraft can be spotted by the naked eye. In fact, the
    only thing that's stealthed in it is it can't be seen on radar, and can't be 
    easily targeted by heat-seeking missiles (to an extent, that is). Of course, 
    firing at a high-speed plane with no radar is just like trying to shoot hawks 
    without any sights at all! This make it so hard to shoot it down, even if you 
    see a stealthed airplane, you have virtually ZERO chance of shooting it down 
    with anti-aircraft guns/missiles! Even heat-seeking missiles have trouble 
    tracking them down, thanks to the specially designed engine that minimizes heat
    leakage from the plane!
    Aurora Strike Bomber
    Cost: 2500
    Built from: Airfield
    Innate Abilities: Invincible on its attack run
    Prerequisites: Airfield, Strategy Center
       The famous Aurora Strike Bomber is the most expensive unit in the game. Let 
    me see its assets. Its virtually invincible on its attack run, so you don't 
    have to worry about those Gatling Cannons your opponent placed all over his 
    base. It will almost obliterate any unit it fires at! (be warned though, each 
    Aurora can only carry 1 bomb, so choose wisely) When coupled with more Auroras,
    it will create an unbelievable shockwave that will inflict GRIEVIOUS amounts of
    pain on whatever it hits. Unfortunately, Auroras lose speed after dropping its
    payload, and is easily destroyed by the enemy defenses afterwards. Most often, 
    your Auroras won't survive the return trip, so choose your target wisely. I've 
    seen people who rushed 4 Auroras to the enemy superweapon, took it with ease, 
    and got shot down after doing so. (that's an unfair trade; the guy lost $10000 
    but his opponent lost only $5000) Bombardment will make these things even more 
    Crusader Tank
    Cost: 900
    Built from: War Factory
    Upgrades: Battle Drone, Scout Drone
    Prerequisites: War Factory
       Ahhh... Your standard MBT (Main Battle Tank). Good HP coupled with decent 
    firepower makes it a good choice to have. However, it sucks against infantry, 
    as most tanks do. You may want to pair them with some Humvees and build some 
    Battle Drones to lay waste to enemy infantry. It basically is your staple on 
    land, but you may want to discard them in favor of longer-lasting Paladin 
    Tanks. Will deal good damage against enemy vehicles and buildings.
    Cost: 700
    Built from: War Factory
    Innate Abilities: Holds up to 5 infantry (infantry can fire from them)
    Upgrades: Battle Drone, Scout Drone
    Prerequisites: War Factory
       The Humvee is the most versatile unit in the game, hands down. It's fully 
    customizable, since infantry inside can shoot within. Research TOW Missiles, 
    put in 5 Missile Defenders and you have a fearsome anti-tank unit than can also
    function as potent anti-air. Put in 5 Pathfinders to annihilate whole legions 
    of infantry. I recommend putting 3 Missile Defenders inside, and 2 Pathfinders
    for the best of both worlds (research TOW Missile for that extra rocket), but 
    if you're like me I don't want to spend $1700 only for it to be wasted when the
    enemy Overlords start pouring in. I recommend 1 Missile Defender for starters, 
    but if you get better at micromanagement then put more inside. (remember to 
    evacuate them before the Humvee dies) Also a very fast recon unit that can take
    care of enemy infantry. Its only flaw is its low health.
    Cost: 600
    Built from: War Factory
    Abilities: Clear Toxins
    Innate Abilities: Heals nearby infantry, Holds up to 3 infantry (infantry are 
      healed while inside)
    Upgrades: Battle Drone, Scout Drone
    Prerequisites: War Factory
       Many people overlook this unit, mainly because it doesn't have much fighting
    potential. Sure, you can put up to 3 infantry inside, but they can't fire from 
    within and only get healed while inside. The Humvee provides better transport.
    However, it is vital against the GLA since it will clear any toxins or 
    radiation in the selected area, which is useful for clearing up anthrax from 
    SCUD attacks and maybe anthrax bombs (haven't actually tested it, sorry). It 
    also renders the Contaminate ability of Toxin Tractors useless.
    Paladin Tank
    Cost: 900
    Built from: War Factory
    Innate Abilities: Has a laser that can shoot incoming missiles
    Upgrades: Battle Drone, Scout Drone
    Prerequisites: War Factory, Level 1 General Ranking
       A souped-up version of the Crusader Tank. Not much change in firepower here,
    but they have more armor and health to boot. They also have an extremely useful
    laser that shoots at incoming missiles, almost any missile can be destroyed by 
    this, except for extremely large missiles (like SCUDs). This tank also uses a 
    laser designator to guide its attacks to the target, but I don't see any 
    increase in accuracy or damage. Well, you have to spend a General Ability for 
    this to be available to you, but its worth it. Get Composite Armor to further 
    increase your armor, and declare Hold the Line to make them longer-lasting.
    (of course, if your opponent chose Bombardment then it won't make much of a 
    Tomahawk Missile Launcher
    Cost: 1200
    Built from: War Factory
    Innate Abilities: Automatically locks on vehicles
    Upgrades: Battle Drone, Scout Drone
    Prerequisites: War Factory, Strategy Center
       The Tomahawk Missile Launcher is the resident USA artillery. It does a very 
    good job at exterminating vehicles, since its missles lock on them. It packs a 
    good punch against almost anything, though you should have more than 6 of them 
    to stand a good chance of punching through the enemy defenses. Anything less 
    wouldn't make the cut. If you declare Search and Destroy then this unit will 
    even gain more range!!!
    | Chinese Units |
    Construction Dozer
    Cost: 1000
    Built from: Command Center
    Abilities: Build a Chinese structure, Clear mines
    Prerequisites: Command Center
       This unit is the first unit you'll acquire in any skirmish or multiplayer 
    game, and there is a good reason: it builds all your structures! The Dozer 
    doesn't have any weapon (although you can squish infantry with it), and is 
    lightly armored. You must protect these units at all costs! If you lose all of
    your Dozers and Command Centers then you cannot build structures anymore! Make 
    a lot of these to ensure fast base construction.
    Red Guard
    Cost: 300 (comes in pairs)
    Built from: Barracks
    Abilities: Capture Building
    Innate Abilities: Hoard bonus, Can be garrisonned inside certain buildings
    Prerequisites: Barracks
       Red Guards are your basic Chinese infantry units with funny accents, nothing
    special here, but you have the ever-important Hoard bonus that allows you to 
    squeeze in a few more shots against the opposition. They are produced in pairs,
    which means the better to overwhelm your enemies! They also capture buildings,
    so make a few of them to get some Oil Derricks.
    Tank Hunter
    Cost: 300
    Built from: Barracks
    Abilities: TNT charge
    Innate Abilities: Hoard bonus, Can be garrisonned inside certain buildings
    Prerequisites: Barracks
       Tank Hunters are your rocket infantry with a twist: they have Hoard bonus 
    and the strange but useful TNT charge. It's just like Burton's Timed charges,
    but the seemingly lowly Tank Hunter has it. This will obliterate almost any 
    vehicle it is planted on! Make lots of them to put inside Bunkers.
    Cost: 625
    Built from: Barracks
    Abilities: Building hack, Collect funds
    Prerequisites: Barracks
       This is your secondary income source. The primary ability of Hackers is to
    collect funds by stealing money from the Internet. Of course, the money they 
    steal is pitiful, starting from $5 (hey, real-life Hackers can do better than 
    that!!!),to $10 for every 3 seconds. However, they aren't very cost-efficient 
    because they cost a lot of money and it takes time for them to collect a big 
    amount of cash for you. Also, don't put them in one place! They can die to one 
    Rebel Ambush! Also, beware of things such as fuel air bombs and anthrax bombs, 
    which will make very, very short work of them. Put them at the back of your 
    base to minimize the risks of them being killed.
    Black Lotus
    Cost: 1500
    Built from: Barracks
    Abilities: Cash hack (not to be confused with the Level 3 General Ability, Cash
      Hack), Vehicle hack, Building hack
    Innate Abilities: Invisible (unless using an ability), Can spot invisible units
    Prerequisites: Barracks, Propaganda Center
       This is the Chinese hero, this Black Lotus babe. She doesn't have any 
    weapons, which sucks, since EA could've gave her some pistols to kill infantry.
    (like Tanya from the Red Alert series) The good thing is she is quite fast for 
    infantry and has a huge sight range. She can also spot invisible units like 
    Demo Traps so she could dodge them. Her primary ability is the infamous Cash 
    hack that shall steal half of your opponent's cash! He should be fuming after 
    this. She can also disable vehicles and buildings. This makes her a super 
    Cost: 1000
    Built from: Airfield
    Innate Abilities: Can create a firestorm (if at least 4 MiGs simulteneously 
      strike a target)
    Prerequisites: Airfield
       Ah, the infamous MiG. MiGs are the fastest and most manueverable aircraft in
    the game, are very, very cheap, and are deadly against buildings and infantry.
    If at least 4 of them are firing at one ground target, the blast will create a 
    firestorm that will deal heavy damage to the target, and has major splash 
    damage, too! They are also very good at defending your base. Be careful though,
    they can only house up to 2 rockets...
    Battlemaster Tank
    Cost: 800
    Built from: War Factory
    Innate Abilities: Hoard bonus
    Prerequisites: War Factory
       Battlemasters aren't very special tanks, since they have low HP and are 
    easily taken care of. They have the incredible Hoard bonus with them though, 
    and are good meat shields to divert attention from your more important 
    Overlords. Make some of them, but don't overdo it. Overlords are much, much 
    Dragon Tank
    Cost: 800
    Built from: War Factory
    Abilities: Firewall
    Innate Abilities: Can clear garrisonned buildings (not the Chinese Bunker) with
      flames, immune to flames
    Prerequisites: War Factory
       This is an annoyance unit than anything else. It clears garrisonned 
    buildings with its flames, and will nearly kill infantry in one heartbeat! A 
    bunch of them creating a firewall around your base is very useful to dissuade 
    enemy infantry from intruding, but beware of Jarman Kell (who could easily 
    disable your Dragon Tank) and Black Lotus (who see your Dragon tank from a mile
    and disable it with ease). Get some MiGs to alleviate the problem. The problem 
    with this defense is you have to turn off the firewall to let your other units 
    pass through since the flames hurt your own units, too (wouldn't want you to 
    learn that the hard way). Their firepower is boosted dramatically if you 
    research the very-important Black Napalm which turns their flames to a blue 
    color. Oh, and they are immune to their own flames, so fire away!
    Gatling Tank
    Cost: 800
    Built from: War Factory
    Prerequisites: War Factory
       Gatling Tanks are the mobile versions of Gatling Cannons; they function 
    just like Gatling Cannons but they are cheaper and are mobile. (they also don't
    take up power) These tanks are fantastic against infantry and aircraft, so you 
    should take them along while attacking the enemy base. These are better 
    anti-infantry units than Dragon Tanks, since they have a longer range and 
    better armor. Get Chain Guns to increase the damage output, and the rate of 
    fire. Rapid fire!!!
    Troop Crawler
    Cost: 1400
    Built from: War Factory
    Innate Abilities: Holds up to 8 infantry (infantry are healed while inside), 
      Comes with 8 Red Guards
    Prerequisites: War Factory
       Did you know, that the not-so-fast Troop Crawler is China's fastest unit?
    Well, I'm stumped! This unit comes pre-loaded with 8 Red Guards. Yes, 8 of them
    and a fast transport for 1400 bucks! Very good for rushes. Send at least 5 of 
    them, get Red Guard Training from the Generals Abilities, and attack! I they 
    may not give you the win, but they will sure put the enemy base in a bad shape,
    ready for you to place the finishing blow. When facing the GLA, get some of 
    these on your attack squad, because if Jarman Kell disables one of your 
    vehicles, just pop out a Red Guard out of it and send it to the disabled 
    vehicle! (of course, you have to dispose of Jarman Kell first or he'll repeat 
    the process again and again)
    Inferno Cannon
    Cost: 900
    Built from: War Factory
    Innate Abilities: Can create a firestorm (if at least 6 Inferno Cannons are 
      simulteneously strike a target)
    Prerequisites: War Factory, Propaganda Center
       The cheapest artillery you'll ever find. Inferno Cannons are just your 
    standard artillery, low armor, slow, long-ranged, and has good if not great 
    firepower. Inferno Cannons are best as siege or long-range anti-infantry. Of 
    course, since they are sitting ducks while firing their flaming shells, get 
    some escort! Same thing as MiGs here, they can create a firestorm if at least 6
    of them are firing at the same target. If you love using this and the Nuke 
    Cannon, get Artillery Training from the Generals Abilities to automatically 
    produce veteran artillery!!! YAY!!!!!
    Nuke Cannon
    Cost: 1600
    Built from: War Factory
    Prerequisites: War Factory, Propaganda Center, Level 1 General Ranking
       This unit is possibly the unit with the most firepower I've ever seen in my 
    RTS-playing career (excluding the Mammoth Mk.II from Tiberian Sun or a glitched
    Koril from Battle Realms). Nuke Cannons have the ability to rout an entire army
    in its tracks. (my friend had 3 Nuke Cannons destroy 7 Crusaders and 3 Paladins
    in one volley!) Its disadvantages is it takes years to unpack itself (kinda 
    like the Trebuchets from AOE), and even longer to reload. It is also damn slow,
    maybe as slow as the Reavers from StarCraft! (you can see that I play lots of 
    RTS games!) Fortunately, all of the above problems can be remedied with a 
    Speaker Tower, even Overlords upgraded with them also work! The only thing the 
    above tip can't cure is its low health. It is easily disposed of so keep them 
    from the front lines.
    Overlord Tank
    Cost: 2000
    Built from: War Factory
    Innate Abilities: Can crush vehicles (except for other Overlords)
    Upgrades: Propaganda Tower, Gatling Cannon, Bunker
    Prerequisites: War Factory, Propaganda Center
       This behemoth is the grandaddy of all Mammoth units from the previous C&C 
    games. Overlords outclass any previous Mammoth unit because they are EXTREMELY 
    powerful and will give your opponent a major headache while dealing with them.
    The reason: he has 3 different unit upgrades!!! Gatling Cannon is your normal 
    Gatling Cannon defensive structure mounted on top of your Overlord. Bunker is 
    same as your plain old Bunker where you house your infantry units, only that 
    the Overlord carries it. And last but not the least, Propaganda Tower is your 
    Speaker Tower strapped to the Overlord's massive turret. Heck, it can also 
    crush vehicles like the Battle Fortress from Yuri's Revenge! Not only does it 
    have an INSANE amount of health and armor, its strength can be even more 
    powerful if you research Uranium Shells from the Nuclear Silo! Yes, it is slow,
    but you can remedy that with Nuclear Tanks, which will make your cumbersome 
    Overlord faster.
       Get it. Lots of it. It is very powerful to the point that you won't need 
    much of other units. 'Nuff said. Oh, and for choosing those 3 upgrades, choose 
    Propaganda Tower if your Overlord is playing defensive, Gatling Cannon for 
    base assault, (since the Gatling Cannon is useful against enemy aircraft and 
    infantry, units which the Overlord has trouble dealing at) and maybe Bunker if 
    you want to fully customize your Overlord.
    | GLA Units |
    Cost: 200
    Trained from: Command Center, Supply Stash
    Abilities: Build a GLA structure, Clear mines
    Prerequisites: Command Center
       This unit is the first unit you'll acquire in any skirmish or multiplayer 
    game, and there is a good reason: it builds all your structures! This guy is 
    vulnerable to anything that fires. You must protect these units at all costs!
    If you lose all of your Workers and Command Centers then you cannot build 
    structures anymore! Make a lot of these to ensure fast base construction. Take 
    note that they are the slowest worker unit in the game, not only do they run at
    a snail's pace, they take a loooong time to finish building structures... So 
    protect them!
    Cost: 150
    Trained from: Barracks
    Abilities: Capture Building
    Prerequisites: Barracks
       "No cost is too great!!!" That is the motto of the GLA's basic infantry 
    unit, the Rebel. Unlike his other counterparts, he doesn't have any special 
    abilities other than Capture Building. Fortunately, he can be upgraded with AP 
    Bullets, which will increase the damage dealt by his guns. But the real thing 
    that keeps the Rebel the leader of the pack is the all-important Camouflage!
    This will turn them into ultimate ambush units that can open fire on the enemy,
    and hide into the shadows on the first sight of retaliation!!!
    RPG Trooper
    Cost: 300
    Trained from: Barracks
    Prerequisites: Barracks
       Like most GLA units, this unit doesn't have your usual special feature from 
    the other warring factions. However, it is still useful because it provides 
    very cheap anti-vehicle and anti-air. They are quick to build too, which will 
    help if you are under siege. With AP Rockets, you can increase their damage 
    output, something that Missile Defenders and Tank Hunters don't have.
    Cost: 400
    Trained from: Barracks
    Abilities: Hijack
    Innate Abilities: Invisible (unless moving or using an ability
    Prerequisites: Barracks, Level 3 General Ranking
       Shades of the Mutant Hijacker from Tiberian Sun here. The Hijacker is 
    invisible when not moving so just let him lurk somewhere, and when a lone enemy
    vehicle comes by, hijack it! Of course, you should mindlessly hijack any 
    vehicle that comes by (if its a Dragon Tank, then you're toast). Rather, try to
    take defenseless units like Supply Trucks or Dozers. Just watch out for their 
    escorts, since a smart player won't send a Dozer far from his base alone and 
    unguarded. Since Hijackers require a Level 3 General Ranking you can't get them
    soon enough. Sorry...
       A better tactic in hijacking is to have Jarman Kell kill the driver of the 
    vehicle you want to get, and send a camouflaged Rebel inside it. There!
    Angry Mob
    Cost: 800
    Trained from: Barracks
    Prerequisites: Barracks, Palace
       This is a very strange, but entertaining unit. An Angry Mob consists of 
    civilians which band together to form one unit. This means multiple attacks!!!
    Some people throw molotov cocktails while others throw rocks at the enemy (they
    fire AK-47s if you researched Arm the Mob). The rocks and the AKs are great 
    against infantry, while molotov cocktails are fantastic against vehicles and 
    buildings. Their disadvatage is the Mob is quite slow and are easily killed by 
    flashbangs, flames, and toxins so watch out! If used correctly they can wipe 
    out the enemy. Quite expensive and takes time to train, though.
    Jarman Kell
    Cost: 1500
    Abilities: Disable vehicle
    Trained from: Barracks
    Prerequisites: Barracks, Palace
       Jarman Kell is the most annoying hero unit in the game. He is an upgraded 
    Pathfinder, and he is invisible when not shooting! Not only does he have the 
    Pathfinder's long range rifle, he can kill the driver of a vehicle rendering it
    neutral for infantry to ride it! As you see, this ability will give your 
    opponent major problems in killing him, since he is quite fast and will cloak 
    himself right after shooting. The Disable vehicle has long cooldown, so you 
    can't abuse it.
       Oh, and after sniping that driver, immediately move Jarman Kell from his 
    immediate position since smart opponents will force-fire upon the area where he
    was last seen in.
    Scorpion Tank
    Cost: 600
    Built from: Arms Dealer
    Prerequisites: Arms Dealer
       Scorpion Tanks are very, very cheap, so you may think that this unit is 
    very, very, weak, right? Wrong. On their own Scorpions suck, but if you acquire
    all their upgrades then they will become much more powerful. If you get 
    Scorpion Rocket the effectiveness of Scorpions will be increased tenfold since 
    this upgrade will allow them to waste infantry (yep, that's right, infantry!) 
    and aircraft with incredible ease! Also, if you research Toxin Shells and 
    Anthrax Beta, the aforementioned upgrades will turn your tank into a mini-Toxin
    Tractor!!! And for the icing on the cake, get Junk Repair and AP Rockets to 
    further enhance the capabilities of your Scorpion Tanks! What's more, they are 
    fast, small units and can overwhelm the enemy with their numbers. Of course, as
    cheap units go, they are lightly armored are and very susceptible against high 
    HP units like Overlords and Paladin Tanks.
    Cost: 500
    Built from: Arms Dealer
    Innate Abilities: Holds up to 5 infantry, Steals the weapon of the vehicle it 
    Prerequisites: Arms Dealer
       The name of this unit is LAME!!! Technical? The first time I heard about 
    this unit I though of a repair vehicle or something like that. However, imagine
    my shock when I built one and realized that it was a highly mobile, cheap 
    transport that can hold up to 5 infantry units!!! What maybe the most 
    innovative idea that the GLA fabricated was its scavenging ability! Should you 
    see the scrap of a destroyed vehicle and take it with your Technical, your 
    Technical will acquire the weapon of that vehicle! Even vehicles like Troop 
    Crawlers give the Technical a badass gun that will kill infantry in two rapid 
    shots!!! Beware, they aren't built to last a century...
    Radar Van
    Cost: 500
    Built from: Arms Dealer
    Abilities: Radar Scan (0:30 countdown)
    Innate Abilities: Can spot invisible units
    Prerequisites: Arms Dealer
       This should be the very first unit you build upon finishing construction of 
    your Arms Dealer. This cheap van will provide you radar, and if all of them get
    destroyed, you lose it (obviously, of course). So, build lots of them and 
    scatter them all over your base (put some in the frontlines to spot invisible 
    units). An added extra is that you can use the very crucial Radar Scan which 
    will make your Radar Van an espionage unit! Not only does it have fast 
    cooldown, it also allows you to see the enemy base nonstop as long as you have 
    lots of Radar Vans at hand. Of course, Radar Scan is researched at the Black 
    Market so you may have a bit of trouble since it comes after you've reached the
    top of the GLA tech tree. (which you should do fast)
    Quad Cannon
    Cost: 700
    Built from: Arms Dealer
    Innate Abilities: Upgrades its weapon upon scavenging
    Prerequisites: Arms Dealer
       GLA is very resourceful. They attached a simple flatbed truck with quad 
    machine guns to create a good anti-air unit. It's also very powerful against 
    infantry, too. The main problem is its low armor and it gets creamed by rocket 
    infantry. Try to pair this with Radar Vans around your base to spot Spy Drones 
    and shoot them down. Remember that it upgrades its weapon upon scavenging 
    something, and the machine guns get more powerful with every upgrade...
    Toxin Tractor
    Cost: 600
    Built from: Arms Dealer
    Abilities: Contaminate
    Innate Abilities: Can clear garrisonned buildings (not the Chinese Bunker) with
    Prerequisites: Arms Dealer
       Another innovative idea from the GLA. Add a toxin sprayer to an ordinary 
    tractor to transform it into the dreaded Toxin Tractor! In case you're 
    wondering, this is the GLA's answer to the Dragon Tank. It has less armor, but 
    has basically the same mission, to clear buildings garrisonned by the enemy.
    Its toxin attack almost kills infantry instantly, but doesn't do much damage 
    to anything else (unlike the Dragon Tank, which is very effective against 
    buildings). Its upgrade, Anthrax Beta is slow to research and expensive, unlike
    China's Black Napalm, which can be accessed immediately from the War Factory.
    In other words, the Dragon Tank is a much more useful unit than this one, but 
    Toxin Tractors nevertheless do the job.
       Contaminate is a very underused ability. Unlike the Dragon Tanks' Firewall, 
    this lingers on even if the Toxin Tractor stops the ability. And, its toxins 
    cover a larger radius than the Firewall. (use it against swarms of rocket 
    Rocket Buggy
    Cost: 900
    Built from: Arms Dealer
    Prerequisites: Arms Dealer, Palace
       Finally, a fast recon unit that can hold its own against other units. Rocket
    Buggies actually count as artillery, since they have long range to outshoot 
    other enemy units. It also has the other attributes of its brethren, low armor 
    and slow firing rate. Fortunately, you can improve the damage output of this 
    unit by researching the cheap Rocket Ammo upgrade. With this upgrade you can 
    fire more rockets per rocket volley! And, to further increase the damage dealt 
    by its rockets, get AP Rockets!!! Oh, and this unit is one of the most annoying
    units in the game. It can zoom up, fire at your lethargic units, and retreat 
    after emptying its load. Grrrr....
    Marauder Tank
    Cost: 800
    Built from: Arms Dealer
    Innate Abilities: Upgrades its weapon upon scavenging
    Prerequisites: Arms Dealer, Level 1 General Ranking
       A step up from the Scorpion Tank. Marauder Tanks actually pack a punch; that
    is, if they scavenge enough vehicles. Scavenging at least 2 enemy vehicles will
    add an extra turret to its arsenal. Powerful stuff, that's what I can say. It 
    has more HP than Scorpions, so they make good meat shields to divert attenton 
    from your better armed Scorpions. Toxin Shells make this unit dispatch infantry
    (that is, if they are standing still) with ease. Quite fast for its size, too.
    Bomb Truck
    Cost: 1200
    Built from: Arms Dealer
    Abilities: Disguise as vehicle, Detonate Now!
    Upgrades: Bio Bomb, High Explosive Bomb
    Prerequisites: Arms Dealer, Palace
       Remember the Demolition Truck from Red Alert 2? This is its brainchild, with
    some few changes. First, it can disguise as any vehicle that it wishes, and can
    further increase the damage of the explosion for a measly 500 bucks. A further 
    way to further increase the havoc created is by getting the Bio Bomb upgrade, 
    which will spread toxins around the explosion area. (for those who are asking, 
    you can get both of them)
       A good tactic is to get a Scorpion/Marauder army, have your Bomb Trucks 
    disguise as Scorpions, and while engaging the enemy defenses, rush your 
    disguised Bomb Trucks to key enemy targets!!! This way, your opponent won't 
    know which units to kill first, tsk tsk tsk...
    SCUD Launcher
    Cost: 1200
    Built from: Arms Dealer
    Abilities: Explosive Warhead, Anthrax Warhead
    Prerequisites: Arms Dealer, Palace, Level 1 General Ranking
       GLA's artillery doesn't come cheap, but you can choose between two flavors:
    anthrax and explosive (warheads, I mean). For me, I don't see any difference 
    between the two, yes, the anthrax warhead spreads toxins around the area, but 
    the explosive warhead deals a large amount of splash damage, and wipes out 
    infantry from the face of the battlefield... The range is shorter than Nukes 
    and Tomahawks, but it still outranges all defensive structures, enough for you 
    to make short work of them. Also, they fire faster than Nukes, and can fire a 
    missile while moving.
    \    /|                        |\    /
    /_/\_\| Generals Abilities 103 |/_/\_\
    |/||/||                        ||/||/|
       Newbies get stumped by which General Ability to pick, so I'll give them a 
    hand! I added some useful tips for people to add to their arsenal. Enjoy!!!
    *Note*: Some General Abilities can be strengthened if you put more than one 
    General Ability point at them, but this only goes for some Level 3 Abilities.
    | USA Generals Abilities |
    * * *L E V E L  O N E* * *
    Paladin Tank
    Rating: ****
       This Ability allows you to create the Paladin Tank at the War Factory. What 
    I do is get this after the Spy Drone Ability, which is infinitely useful,
    because you can use it at once!!! Very vital if you're going hardcore land 
    Stealth Fighter
    Rating: **
       I usually don't use Stealth Fighters, since they are just like Raptors with 
    stealth and other things (like easy defense killing), so I really don't make 
    much of a point to spend my points on this unit. Oh, and this Ability lets you 
    create Stealth Fighters, duh...
    Spy Drone
    Rating: *****
       This is the Ability I research ASAP as USA, since you can utilize it 
    immediately. With this, you could plan a rush at once!!! It also has fast 
    cooldown and is a pain to track down. Get it at the beginning of the game, and 
    get the other two Abilities when you actually start fighting.
    * * *L E V E L  T H R E E* * *
    Rating: ****
       Get this as soon as you reach Level 3. Pathfinders very useful and will kill
    loads of infantry for a low, low price! Yeah!!!
    Rating: **
       A so-so General Ability. This will drop Rangers at the target. Level 1 will 
    drop 5, Level 2 will drop 10, and Level 3 will drop 20 Rangers. Not very 
    useful, since the plane can be shot down... Rebel Ambush is better.
    A10 Strike
    Rating: ****
       This will call a number of A10s (depending on its level, first level calls 
    1 of them, second calls 2 and does much more damage, while the final level 
    calls 3 A10s and deals MASSIVE damage) which will fire machine-guns at the 
    given target, and then fire its missiles. More A10s = more damage. A very good 
    offensive tool, but the A10s take a while to reach the target, as they are 
    appear from one side of the battlefield, and they can be shot down. (though 
    they have lots of armor)
    Emergency Repair
    Rating: ***
       This isn't a very good ability, as cooldown is insanely long. Basically it 
    repairs damaged units in a given area. The more levels, the more HP healed.
    BTW, this ability is universal, so all sides have this.
    * * *L E V E L  F I V E* * *
    Fuel Air Bomb
    Rating: *****
       As soon as you reach Level 5, get this one. This is USA's alternate 
    superweapon, and has the firepower to wipe out an entire army, while damaging 
    buildings to the point of destruction. Basically, a huge cargo plane appears 
    and drops a bomb that will explode, (and deal a small amount of damage) spewing
    fuel in the process, and after a few seconds, the fuel will ignite and will 
    literally make everything in the area go up in smoke!!! As you see, the plane 
    can be shot down, so you may have to destroy the enemy anti-air before 
    deploying the bomb. Use wisely!!!
    | Chinese General Abilities |
    * * *L E V E L  O N E* * *
    Red Guard Training
    Rating: **
       This Ability will make all your trained Red Guards veteran. Only select this
    if you are going for a rush, as Red Guards are still weak even as veterans...
    Artillery Training
    Rating: ***
       Slightly better than the previous Ability, this one will make all your built
    Inferno Cannons and Nuke Cannons veteran. Much better, but pales in comparison 
    with the Nuke Cannon Ability.
    Nuke Cannon
    Rating: *****
       This is the ability to get, 'nuff said. Nuke Cannons are an absolute must 
    for every Chinese commander. Get this first if you aren't rushing.
    * * *L E V E L  T H R E E* * *
    Cluster Mines
    Rating: ***
       Average Ability. This will drop mines on a given area, and the mines are 
    similar to the mines deployed for your structures, only that they don't respawn
    when detonated. If you're going to use it, deploy the mines on places where the
    enemy is likely to tread upon to give him a nasty surprise.
    Artillery Barrage
    Rating: *****
       Better than USA's A10 Strike, since this Ability cannot be stopped. This 
    ability will send lots of artillery shells plummeting to a given area, and will
    deal heavy damage to anything it touches. The more points you pump on it, the 
    more shells will appear per barrage. Max this before EMP Bomb, as this is 
    better, but the EMP is better if you plan on using it right before a major 
    Cash Hack
    Rating: ***
       This will steal money from a target Supply Center, and give the amount 
    stolen to you. Level 1 steals $1000, Level 2 steals $2000, while the final 
    level steals $3000. As you see, you only steal a little amount of money, but 
    you got it from your opponent anyway, so this ability is quite good, but 
    Artillery Barrage is much, much better.
       There is a nasty trick involving this and the Artillery Barrage. First, find
    out the location of the enemy base. Then, Artillery Barrage the supply depot 
    nearest to that base. Now, when the Artillery Barrage reveals the area, search 
    for any Supply Centers and Cash Hack them, should your opponent build them 
    right next to the supply depots, which most people do. Now, not only did you 
    deal some damage at your opponent's economy, you also stole some money from 
    Emergency Repair
    Rating: ***
       This isn't a very good ability, as cooldown is insanely long. Basically it 
    repairs damaged units in a given area. The more levels, the more HP healed.
    BTW, this ability is universal, so all sides have this.
    * * *L E V E L  F I V E* * *
    EMP Bomb
    Rating: ****
       The cargo plane is back, and it has a different present for your opponent, 
    in the form of the insidious EMP Bomb. This bomb won't do any damage, but will 
    release an electro-magnetic pulse that will put every vehicle and building that
    it hits out of commission for a few minutes. As pointed out, very destructive 
    if you deploy it right before a major attack, as the defenses are fizzled out 
    to intervene...
    | GLA General Abilities |
    * * *L E V E L  O N E* * *
    Technical Training
    Rating: **
       This Ability sucks!!! Please don't get it, because even with veteran status,
    Technicals are still puny.
    Marauder Tank
    Rating: ****
       This one however, is the Ability to get. Marauder Tanks don't need anything 
    but the Arms Dealer, so this is a good first buy.
    SCUD Launcher
    Rating: ***
       SCUDs require a Palace, so you might need to get the Marauder Tank first. 
    This however, is a must-have. You can survive without any Marauders at all but 
    not without any SCUD Launchers!
    * * *L E V E L  T H R E E* * *
    Rating: **
       Just use Jarman Kell and Rebels instead of this Ability, which costs you a 
    hard-earned General point.
    Rebel Ambush
    Rating: ****
       Better than USA's Paradrop. This Ability will immediately spawn a number of 
    Rebels upon a given area. Level 1 spawns 5 Rebels, Level 2 spawns 10, while 
    Level 3 spawns 15 Rebels. Research Camouflage and AP Bullets to make this 
    Ability even deadlier. Use this to kill Hackers, as they have very low, low HP.
    Cash Bounty
    Rating: ****
       An economy-oriented General Ability. This will give you some resources upon 
    killing enemy units or buildings. The resources given is equal to a small 
    percentage of the destroyed unit/building's cost. Level 1 gives back 5%, Level 
    2 gives 10%, while Level 3 gives 20%. A very good buy, this will make the GLA 
    prosper in long games where all the supply depots are exhausted.
    Emergency Repair
    Rating: ***
       This isn't a very good ability, as cooldown is insanely long. Basically it 
    repairs damaged units in a given area. The more levels, the more HP healed.
    BTW, this ability is universal, so all sides have this.
    * * *L E V E L  F I V E* * *
    Anthax Bomb
    Rating: ****
       This is GLA's additional superweapon, and is dropped from a big-ass cargo 
    plane. Basically, what this bomb does is spew anthrax all over ground zero (in 
    different colors, I might add) which will almost instantly wipe out infantry 
    while damaging vehicles severely. The anthrax lingers for a few minutes before 
    disappearing. No effect on buildings. A great superweapon, but the Fuel Air 
    Bomb is better, since it can destroy buildings as well.
    \    /|              |\    /
    /_/\_\| Strategy 104 |/_/\_\
    |/||/||              ||/||/|
       Sorry, I only have a few basic strategies for starting players, but expect 
    more to come. Experienced players can also submit their own, but keep it simple
    because this FAQ is for beginners!!!
    | Easy-as-pie strategies |
    The Starve-Him-Out
       The name says it all. Starving your opponent out shall put him out of 
    commission, with only a few skirmishes.
    |   "Supreme excellence consists in breaking the enemy's resistance without   |
    |   fighting."                                                                |
    |                                                  -- Sun Tzu, The Art of War |
       Well, the concept is simple, but in reality it isn't as easy to pull off.
    However, once done correctly, your opponent will be hard-pressed to shake this 
    strat off. But you have to be fast.
       Basically, just find out the location of his base as early as possible in 
    the game, and build Supply Centers near supply depots nearest to him (not the 
    one that he starts with). Then get some Barracks or War Factory there and pump
    out units to secure that outpost. Build some defenses too, but units are your 
    first priority. Now, just let your units guard theses supply depots and destroy
    any enemy unit that comes. Now, after you've already drained that supply depot 
    of resources, it's time to move on to another supply depot near him and secure 
    it before he does, or you're screwed. Be sure to have more than one supply 
    depot at your control, as this strat can be quite taxing to your resources.
    Now, when your opponent's harvesters travel farther and farther to gather 
    resources, he will find difficulty in producing a decent army, because of his 
    weak economy.
       The best time to do this strat is in early to midgame, where both
    of you haven't got much units out yet. Best to use on people who don't know 
    when to expand and attack, so know your opponent! You can use this against the 
    AI, but they won't react as badly as human players do, and are oblivious to the
    fact that your economy is thriving while his income is rotten, and will produce
    units, anyway.
    |"If you know the enemy and know yourself, you need not fear the result of a  |
    |hundred battles. If you know yourself but not the enemy, for every victory   |
    |gained you will also suffer a defeat. If you know neither the enemy nor      |
    |yourself, you will succumb in every battle."                                 |
    |                                                  -- Sun Tzu, The Art of War |
    The "Turtle"
    |"The art of war teaches us not to rely not on the likelihood of the enemy's  |
    |not coming, but on our own readiness to recieve him; not on the chance of his|
    |not attacking, but rather on the fact that we have made our position         |
    |unassailable."                                                               |
    |                                                  -- Sun Tzu, The Art of War |
       With this strategy, you don't even need to attack. Just mass your troops,
    build defenses (lots of them!) and expand, expand, expand. Guard every passage 
    to your base. Don't let anything through. Now, when you feel that your base is 
    strong enough, lull your opponent into attacking. Now, when he DOES attack,
    crush his army. With the units you have massed, you should be able to send them
    to attack the enemy base, which should have a few units left. Now, while you're
    at it, here are some ways to force your opponent to attack you:
    1. Type annoying, n00bish messages like, "Bet you can't break through my 
      Alcatraz of a base!!!", or, "What's the matter, scared of attacking, you big 
      *insert expletive here*?". Oh, and add a :P to further infuriate your 
      opponent. You know, actions speak louder than words...
     |"If your opponent is of choleric temper, seek to irritate him. Pretend to be|
     |weak, that he may grow arrogant."                                           |
     |                                                 -- Sun Tzu, The Art of War |
    2. Constantly spam "annoyed and bored" messages like, "Man, I was supposed to 
      ask my girl for a date, oh bummer...", or "Hey guys, do me a favor and end 
      the match quickly, I'm bored, you know? Please?". These messages may irritate
      your opponent to the point of doing exactly what you told him to do, where he
      will be for a big surprise.
    3. This is quite old, but pretend to be an annoying newbie! Just keep on asking
      how your opponent got those "groovy planes" or "massive tanks", and he
      might bite the bait and attack you, thinking that you don't know a thing or 
      two about C&C Generals. Well, commander, show him that you do!!! Oh, and tell
      your allies (privately, of course) that you are just enticing the opposition 
      to attack your well-defended base, or they might lose respect for you and 
      worse, desert you.
    4. Ambush his harvesters. 'Nuff said.
    5. Mass tons of superweapons and allow them to count down to zero, but don't 
      use them. Oh, the pressure!!!
       Of course, this strat works better if all of you are turtling, that way,
    your opponents will have a harder time breaking through. Works good on 
    impatient people with short tempers, but not on the AI, who doesn't really put 
    too much ooomph on his attack to have only a handful of men in his base after 
    being beaten back by the defenders.
       Remember that your opponent could starve you out or mass superweapons to 
    beat you without losing a unit. Act accordingly.
       Beware, most people will call you a n00b for this. Tell them that they fell 
    for an old Chinese strategy over a thousand years old!!!
    (More to come...)
    \    /|         |\    /
    /_/\_\| Credits |/_/\_\
    |/||/||         ||/||/|
    - God for allowing me to walk this world
    - My parents for shaping me into the man I am now
    - My pesky little brother for allowing me to test some tactics with him
    - Gravity, for this exciting, new, cool game, called Ragnarok Online (pity we 
      have to pay for it) which I got instantly hooked!
    - People at the GameFAQs boards for the hilarious threads and tips that kept me
      coming back
    - Sun Tzu, for the extraordinary book "The Art of War", which holds true to 
      this day
    - My friends for providing me with various tactics
    - Square-Enix for classic RPGs which kept me occupied at home
    - People at the AN (AnimeNation) forums for being, very, very nice people who 
      respect the integrity of others (which most forum sites lack nowadays)
    - J.K. Rowling, for a new Harry Potter book!!! I'm a big fan!!!
    - CJayC for hosting this FAQ
    - Me for writing this FAQ
    - You, the reader, for reading this FAQ, and respecting it as it is (hopefully,
      that is)
    This document Copyright 2003 by TAKOYAKI

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