Command and Conquer Generals Walkthrough
- PC Version
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This walkthrough is best viewed with : Notepad
Font - Fixedsys
Size - 9
Style - Regular
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Walkthrough researched and developed by DarkTim.
Email Address : platinumdarktim@yahoo.com.au
This C&C Generals Walkthrough is Copyright 2003, All Rights Reserved.
2003 Dark Phoenix Corporation.
<<< Submissions are closed and no longer accepted for this walkthrough >>>
Version : 3.00 [Final Version]
Completed : Sunday 1st February 2004
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Warning: This walkthrough contains spoilers!
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* * * Main Menu of Command and Conquer Generals Walkthrough * * *
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* Hold 'Ctrl' + 'F' to make the find window appear.
* Choose which sub-section you want view in this walkthrough.
* Type in the three digit alphanumeric code given for the section you want.
* Click the 'Find Next' button twice to end up in the certain section.
- - - - - - - - - -
"Section A - Introduction"
A01 - Overview of C&C Generals Walkthrough
A02 - Submitter Acknowledgements
"Section B - Getting Ready"
B01 - Introduction to C&C Generals
B02 - PC Requirements
B03 - Options Menu
B04 - Mission Scoring
B05 - In-Game Hotkeys
B06 - Tips 'n' Hints
B07 - Submitters Tips 'n' Hints
"Section C - Training Mission"
C01 - Training Mission
"Section D - United States of America Statistics"
D01 - Introduction to United States
D02 - USA Structures
D03 - USA Units
D04 - USA Upgrades
D05 - USA General Promotions
D06 - USA Superweapons/Special Attacks
D07 - USA Miscellaneous
"Section E - United States of America Campaign Missions"
E01 - Mission 01 = Operation : Final Justice
E02 - Mission 02 = Operation : Treasure Hunt
E03 - Mission 03 = Operation : Guardian Angel
E04 - Mission 04 = Operation : Stormbringer
E05 - Mission 05 = Operation : Blue Eagle
E06 - Mission 06 = Operation : Desperate Union
E07 - Mission 07 = Operation : Last Call
"Section F - China Statistics"
F01 - Introduction to China
F02 - China Structures
F03 - China Units
F04 - China Upgrades
F05 - China General Promotions
F06 - China Superweapons/Special Attacks
"Section G - China Campaign Missions"
G01 - Mission 01 = The Dragon Awakes
G02 - Mission 02 = Hong Kong Crisis
G03 - Mission 03 = A Flood of Violence
G04 - Mission 04 = Broken Alliances
G05 - Mission 05 = Scorched Earth
G06 - Mission 06 = Dead in their Tracks
G07 - Mission 07 = Nuclear Winter
"Section H - Global Liberation Army Statistics"
H01 - Introduction to Global Liberation Army
H02 - GLA Structures
H03 - GLA Units
H04 - GLA Upgrades
H05 - GLA General Promotions
H06 - GLA Superweapons
"Section I - Global Liberation Army Campaign Missions"
I01 - Mission 01 = Operation Black Rain
I02 - Mission 02 = Aid Supplies Drop Zone
I03 - Mission 03 = Chinese Occupied Capital of Kazakhstan
I04 - Mission 04 = Incirlik Air Base
I05 - Mission 05 = Toxic Waste Containment Facility
I06 - Mission 06 = Splinter Cell Controlled Region
I07 - Mission 07 = Soviet Era Rocket Facility
"Section J - Skirmish Mode"
J01 - Skirmish Settings
J02 - Skirmish Maps
J03 - Battle Honours
"Section K - Final Walkthrough Notices"
L01 - Version Updates
L02 - Walkthrough Credits
"Section L - Copyright Notices and Permitted Sites"
L01 - Copyright Notices and Permitted Sites
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"Section A - Introduction"
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_______________________________________________________________________________
A01 \ * * * Overview of C&C Generals Walkthrough * * *
-=-=-=-=-=-\___________________________________________________________________
Welcome fellow readers and gamers to my second walkthrough, which is based
on the Real Time Strategy game, Command and Conquer Generals.
I was impressed the first time I played this game, with the 'mixture' of
excellent graphics and great gameplay. The amount of units, weapons and
structures included in the game just astounded me! The unit variance between
the US, China and the GLA is very different - a big improvement from Red
Alert 2. The visual and sound effects in the game are excellent although
some of the voices for the characters sound a bit cheesy during gameplay.
In my opinion, Command and Conquer Generals is a great comeback from the
flaws of the previous C&C titles like Red Alert 2 and Renegade - which
didn't do all too well.
You may also notice that Electronic Arts did not put in real-time FMV's in
the game - like they have done with Tiberian Sun and Red Alert 2. This is
because they believed that these sort of movies would take you out of the
action you are participating in during the game. Using in-game cinematics
however changes this as you are always in the 'action' and you easily find
out what is going on in the mission to come!
In this walkthrough, you will find helpful information based on all three
sides, the campaign and skirmish modes of the game - so come in and have a
look to see if there is anything for you in here. I got rid of the
multiplayer section as I do not play online and there is too little
information based on multiplayer.
If you are interested in giving any feedback, feel free to do so. I won't
probably be accepting anymoresubmissions, because this is the final version
of the walkthrough and I must continue with other recent walkthrough projects!
I hope you enjoy the walkthrough!
_______________________________________________________________________________
A02 \ * * * Submitter Acknowledgements * * *
-=-=-=-=-=-\___________________________________________________________________
Thanks to the following people for contributing in some way towards my
walkthrough.
- - - - - - - - - -
William B. - For editing and spell checking some of my walkthrough. I
have spell checked it myself before the first release of
this guide, but I was in kind of a rush to release this
guide so this very helpful person has come by to 'erase'
any of those stupid errors I made, so therefore he can
make my guide a lot more useful that what it already was :)
This guy is also responsible for submitting in a few very
detailed submissions related for tips towards the game.
Emanuela C. - This person - besides asking me for permission to post an
Italian translated version of this guide on a website, was
the one who translated it to Italian in the first place
making it easier to read for some people out there who are
Italian and have trouble understanding the English
language.
James G. - Checking the rest of the entire walkthrough of spelling
mistakes and other small errors I have made in my own
walkthrough!!
n1b1sk1 - For submitting a variety of different things for this
walkthrough!!
Zerk - Asking to post this walkthrough on their website!
Krzysztof - Asking to post this walkthrough on a website and for also
translating this walkthrough into a polish version!
Eduardo V. - Asking to post this walkthrough on a website and for also
translating this walkthrough into a spanish version!
I also thank the people below for submitting, giving feedback, sending emails
to me asking questions etc, which are related to my Generals walkthrough.
- - - - - - - - - -
Jaspar Y. - Pointing out some possible errors in the skirmish medals
section, and also submitting easier ways of getting these
medals from what I have said in the first update.
Daniel B. - Correcting my error of the fact the tunnel networks can
transport vehicles besides units as well.
Dario D. - Asking permission to post this walkthrough on a website.
Atma D. - Submitting in some general tips for the game.
Sean C. - Submitting in some general tips for the game.
Phil S. - Sending an email regarding something about Command and
Conquer Generals.
Michael A. - Pointing out some errors in my guide as well as things I
have typed too commonly in the first version of my
walkthrough.
wizard4it - Sending an email regarding something about Command and
Conquer Generals.
andro artanto - Sending an email regarding something about Command and
Conquer Generals.
Dave B. - Sending in some general tips for the game.
Michael D. - Spotting numerous errors on my guide and for some feedback.
Mohit A. - Sending an email regarding something about Command and
Conquer Generals.
Ali M. - Sending an email regarding something about Command and
Conquer Generals.
Joe B. - Sending an email regarding something about Command and
Conquer Generals.
Russell S. - Sending an email regarding something about Command and
Conquer Generals.
Switch - Submitting an amazing amount of general submission tips.
Dave A. - Asking to post this walkthrough on a site.
Guy J. - Asking to post this walkthrough on a site.
Roper337 - Sending an email regarding something about Command and
Conquer Generals.
Ceff - Asking to post this walkthrough on a site.
Oliver H. - Asking to post this walkthrough on a site.
Paul D. - Pointing out some general errors.
Steven - Asking to post this walkthrough on a website
Danny - Submitting in numerous general submitters tips.
David S. - Submitting in a lot of general submitters tips.
John H. - Submitting in a lot of general submitters tips.
Darren M. - Submitting in some basic cheats.
Nasir S. - Sending an email regarding something about Command and
Conquer Generals.
Jimmy - Pointing out an error I made.
Frank T. - Asking permission to post this guide on a website
Eddie M. - Submitting in some general tips for the guide and for the
nice feedback.
Bert J. - Asking permission to post this guide on a website
Matthew N. - Sending an email regarding something about Command and
Conquer Generals.
sticktendo - Submitting a rather helpful way of passing the first
US mission.
Aindras P. - Pointing out an error in my mission walkthrough.
The Mafia - For some nice feedback and also pointing out a potential
error in my mission walkthrough.
Ives G. - For submitting in 'extensions' to some of my unit
descriptions and for the great feedback!
Whit L. - For sending in a helpful general tip on easy ways of
defeating GLA etc.
Roger M. - For supplying basic walkthroughs for the last 2 GLA
missions but will probably will be included in the next
update of this walkthrough.
Ryan L. - For submitting in a tip and for the nice feedback of my
walkthrough :)
Mat T. - For some great submitting for passing USA mission 7
in an easier way!
Alex B. - For submitting in some tips for my guide.
Bernd W. - Asking permission to post this guide on a website
Hilary G. - Sending an email regarding something about my walkthrough!
Jarid - Sending in a general tip for my walkthrough!!
Agent Neo - Asking to post this walkthrough onto a website.
J.J Johnson - Sending an email regarding something about C&C Generals!
David - Sending an email regarding something about C&C Generals!
Henry L. - Submitting in some tips for my walkthrough.
Paveway - Submitting in the mission walkthrough for GLA campaign
mission 7.
Daniel B. - For submitting in some tips for my walkthrough.
Robo - For submitting in some tips for my walkthrough.
Eli B. - For submitting in some tips for the mission walkthrough.
Craftsman - For submitting in some tips for my walkthrough and for
the feedback.
Calypso - For submitting numerous tips for my walkthrough and for the
feedback.
Daniel P. - Asking permission to post this walkthrough on a website.
Addi K. - For the great feedback about my walkthrough :)
Richard G. - Asking permission to post this walkthrough on a website.
addy - Sending an email regarding something about my walkthrough!
John C. - Asking permission to post this walkthrough on a website.
Madwarrior - For submitting in some tips for my walkthrough.
Greg N. - For submitting in some tips for my walkthrough.
Gary S. - Asking permission to post this walkthrough on a website.
Timothy K. - For submitting in a tip for my walkthrough.
Jonathan C. - Asking permission to post this walkthrough on a website.
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"Section B - Getting Ready"
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_______________________________________________________________________________
B01 \ * * * Introduction to C&C Generals * * *
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The game is set 20 years into the future.
The threat was more deadly than anyone had imagined.
While the United States of America intercepted the missile over the
ocean - an explosion the size of Texas bloomed over the Atlantic like some
amorphous flower - the thwarted terrorist attack would nonetheless reset
the world stage. The bio-terror agent developed by the Global Liberation
Army had the potential to wipe out hundreds of millions of people across
the globe.
As the 21st century matures, the superpowers are not quite so super
anymore. The three main players on the world stage - the United States of
America, China and the political terror organization known as the Global
Liberation Army - are each vying to bring its own vision of truth and
stability to the world, each side prepared to fight in its own way and for
its own ideals.
As China tries to push the Global Liberation Army out of its borders and
the United States gears up for police action halfway across the globe, the
GLA - the most efficient and slippery terrorist organization ever
seen - entrenches itself for the final conflict it has anticipated for
millennia.
It's a conflict that will determine the course of history to come, a history
not fussed over by bespectacled professors but hammered out by men of
courage and cunning on the battlefield - by the generals.
_______________________________________________________________________________
B02 \ * * * PC Requirements * * *
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Here are the basic requirements for the game. Take into account though that
the minimum requirements are not actually the lowest requirements you need
to play the game - as I have seen computers with lower specifications
than the minimum requirements and they still run the game.
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*** Minimum System Requirements ***
Operating System : Windows 98
Windows 2000
Windows ME
Windows XP
[Windows 95/NT not supported]
Processor/CPU : 800 MHz Intel Pentium III Processor
AMD Athlon Processor equivalent
RAM : 128MB RAM
CD/DVD Rom Speed : 8x CD/DVD-Rom
Hard Drive Space : 1.8 Gigabytes hard disk space
Additional space for saved games
Additional space for Windows swap-file and DirectX 8.1
Video Card : 32 MB AGP video card - NVIDIA GeForce 2 or ATI Radeon 7500
A Recent chipset with DirectX 8.1 compatible driver
Sound Card : DirectX 8.1 compatible PCI 16-bit sound card
Input : Keyboard
Mouse
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*** Recommended System Requirements ***
Processor/CPU : 1.8 GHz or faster Intel Pentium IV
AMD Athlon Processor equivalent
RAM : 256MB RAM or more
Video Card : NVIDIA GeForce 3 or better Direct3D capable video card
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*** Minimum Multiplayer Requirements ***
Internet : [2 to 4 players]
56kbps or faster direct internet connection
Network : [2 to 8 players]
TCP/IP compliant network
RAM : 256MB RAM for three to eight player games
Discs : One set of game discs per player
Both discs cannot be used simultaneously for multiplayer
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*** Recommended Multiplayer Requirements ***
Internet : [5 to 8 players]
Cable, DSL or a faster direct internet connection
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B03 \ * * * Options Menu * * *
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This section describes all the different settings in the Options menu from
the main menu of Command and Conquer Generals. The overall performance of
your computer will determine what it can handle without the game slowing down
too much, so experiment with all the settings before you start playing the
game and adjust to the settings in which your computer can handle the best.
This is not the type of game you would want to experience slow gameplay!
- - - - - - - - - -
- - - Control Options - - -
Scroll Speed : This determines the overall speed of the mouse while
playing. Putting it lower will make the cursor move slower
while putting it higher makes it move a lot faster.
Personally, I like to put mine just above the half way point
for the best comfort during game play :).
- - - - - - - - - -
- - - Audio options - - -
Music : Changes volume of the games music.
Sound FX : Changes volume of sound effects throughout the game.
Voice : Changes the volume of peoples voices during game play.
- - - - - - - - - -
- - - Display Options - - -
Resolution : Determines the resolution of the game play. The higher the
resolution, the sharper the objects will appear. This
affects the game overall so make sure you have a good 3D
card if adjusting it at the highest level or you will
definitely experience constant slowdowns. You should
also have a monitor that can support high resolutions
with a good refresh rate.
Brightness : Lowering the brightness will make the game screen darker
while sliding it up will make it brighter. Also varies
depending on the type of monitor you are using.
Detail : If the detail is higher - then you will get the best
experience out of the game, but the disadvantage of
this is that a fast computer is needed to make it run
at optimum performance.
- - - - - - - - - -
- - - Custom Detail Options - - -
2D Shadows : This toggles 2D shadows in the game.
3D Shadows : This toggles showing the dynamic 3D shadows that
units and buildings have in the game. Can improve
performance if switched off.
Cloud Shadows : This toggles the appearance of moving cloud shadows
on the ground during the game.
Extra Ground Lighting : This toggles the appearance of detailed lighting on
the ground during the game.
Smooth Water Borders : This toggles smooth water borders along the shores
during the game.
Behind Building : This toggles the silhouettes of any units that are
standing or moving behind structures.
Show Props : This toggles the appearance of trees and shrubs that
are scattered throughout the various levels in the
game.
Extra Animations : This toggles extra effects like tree-swaying motions
in the game.
Disable Dynamic LOD : This toggles the automatic adjustment of the games
detail level. Leave this unchecked for optimum
performance.
Texture Resolution : Moving the slider to the left will reduce the visual
clarity of the textures in the game, but it will also
improve overall performance.
Particle Cap : Moving the slider to the left will reduce the amount
of particle effects, like explosions and dust
clouds, which appear in the game, but it will also
improve performance.
- - - - - - - - - -
- - - Network Options - - -
Online IP : The Internet Protocol address used to connect with
players via an internet connection.
LAN IP : The Internet Protocol address used to connect with
players in network games.
Firewall Port Override : This box is where you type in your Firewall Port
Number.
HTTP Proxy : Using this option will use a HTTP Proxy to connect
to an online game.
Refresh NAT : Click the button after changing Firewall Settings
or ISP etc.
Send Delay : Only use this option if you have a firewall
activated. This checks if you can connect to a
network or online game to other players while having
a firewall active. You might need to refer to your
firewall ReadMe or Manual for more information.
_______________________________________________________________________________
B04 \ * * * Mission Scoring * * *
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When you complete, fail or exit a mission halfway through the game, the end
of mission scoring screen will come up giving you statistics of each side
that participated in the game.
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Units Created - The amount of units that have been constructed in the
mission. These include infantry, tanks and air units.
Units Lost - The amount of total units that have been killed in
action during the mission.
Units Destroyed - The amount of enemy units that have been successfully
destroyed by another team.
Buildings Constructed - The number of structures that have been constructed.
Buildings Lost - The number of structures that have been destroyed by
hostile fire or friendly fire.
Buildings Destroyed - The amount of enemy structures that have been
destroyed by the team.
Supplies Collected - The total amount of supplies that have been collected
in the mission. It adds up so it shows you how much
you would have made without spending anything at all.
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B05 \ * * * In-Game Hotkeys * * *
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I should really give a big thanks to 'n1b1sk1' for sending me all of these
hotkey combinations that can prove really useful in the game!
I should really give a big thanks to 'n1b1sk1' for sending me all of these
hotkey combinations that can prove really useful in the game!
- - - - - - - - - -
- - - Selection Commands - - -
Select a unit - Left Click
Add unit to selection - Hold Shift and Left Click
Select all onscreen units of a type - E or Double Left Click
Select previous/next unit - Left/Right Arrow keys
Select previous/next dozer/worker - Up/Down Arrow keys
Select all combat units - Q
Selected units into group - Hold Ctrl and press any Number key
Select groups - Any Number key
View [not select] numbered group - Hold Alt and press any Number key
Select and Jump to numbered group - Double tap any Number key
Jump to last radar event - Spacebar
Select command centre - H
Rapid scroll - Hold Right Mouse button and drag
- - - - - - - - - -
- - - Unit Modes - - -
Force fire mode - Hold Ctrl and Left Click
Attack move mode - Tap A and Left Click on location
Guard mode - Tap G and Left Click on location
Stop units - S
Scatter units - X
Waypoints - Hold Alt and Left Click on location
Set unit formations - Position, select unit, Hold Ctrl + F
_______________________________________________________________________________
B06 \ * * * Tips 'n' Hints * * *
-=-=-=-=-=-\___________________________________________________________________
I will give only a few tips to help you in the game. These might not be
the best tips but I will always allow submissions from other people. I have
picked some of these tips up while playing the game.
- - - - - - - - - -
- If you are using China, when using the Dragon Tanks, be careful not to
make any other of your units cross the path of fire they spray especially
when using flame wall attack - all dragon tanks are resistant to its own
fire attacks but units like Battlemasters and other infantry will get
fried to a crisp eventually as these units do not have 'fire proof'
armour.
- Whenever you have the chance to do so, place any infantry you have into
nearby buildings to garrison as defence, instead of building additional
structures like Patriots and Bunkers as this will cost more and will use
more power.
- It is best to have a mix of infantry when you put them into a building
which can fit 10 units. Put around 3 riflemen and the rest as rocket
troops. This is handy if you verse both USA and GLA as the USA use
infantry a lot and the GLA use toxin tractors often.
- If you see a toxin tractor or flame thrower heading towards a garrisoned
building of yours and cannot stop it, tell your units to evacuate the
structure straight away as these two armoured units have to just fire
once at the building to kill the units inside the building.
- Each side has its own advantages and disadvantages so if you only want to
use one side to get use to, try all 3 to see which side fits you best. To
be honest, I actually use all 3 sides as I know all the different sorts
of special things the units can do and different attack patterns that
I can use in different situations. This is because I have been playing the
game a lot recently due to making this walkthrough.
_______________________________________________________________________________
B07 \ * * * Submitters Tips 'n' Hints * * *
-=-=-=-=-=-\___________________________________________________________________
The following informative tips have been submitted by "William C."
"China Tips"
- - The Hacker "Farm" - -
Creating a hacker farm is a very lucrative way to increase funds when playing
as the Chinese. Like any farm, it's fairly pricey to get started, but pays
for itself in minimal time and then you reap large amounts of money.
Once your base defences and a formidable offense have been created, you may
notice that your funds begin to linger as the supply docks run low.
At a mere $625 each, a hacker can generate limitless income. Depending on
your computer's performance, a novice hacker with an Internet connection
can gross $5 in about 6 seconds.
1 Hacker = $5 every 6 seconds
That being said, 10 Hackers fresh out of your barracks can generate $50
in 6 seconds.
10 Hackers = $50 every 6 seconds = $8.333 per second
At this rate, it takes a short 75 seconds to pay for a new hacker.
More hackers can be added to the "farm," but after a while, the hackers
begin to gain experience, attaining $6 as a veteran, $8 as an elite, and
$10 as a heroic.
Hence, if your hacker farm is started soon enough to reap the full
benefits, 10 hackers attaining heroic level reaps the following gross
yield:
10 '3 Star' Hackers = $100 every 6 seconds = $16.666 per second
At this rate, these ten lowly hackers can pay for a new Battlemaster or
Gatling tank in 48 seconds, and can double the size of your hacker farm
in six minutes and 15 seconds (actual time, not game time). Infinite
cash.
Now, along with any other "investment" in C&CG, you'll want adequate
protection. Consider adding a Propaganda tower and a couple Gatling Gun
Turrets to keep your hacker farm company. As with any piece of real
estate, location is important, so make sure your hacker farm is not going
to interfere with other players on your map, discretely tucked away in
some corner behind your base.
And remember, a happy hacker is a productive hacker :-D
"United States Tips"
- - Law of Distributed Chinooks - -
Any general with common sense builds the supply center adjacent to the
dock or stack of supplies that is to be delivered to base. Regardless
of civilization, this minimizes delivery time to and from your base to
the dock. However, unlike the Chinese or the GLA, the U.S. Chinook
helicopters *MAY NOT* use multiple units to harvest from the same source.
The first part of the Law of Distributed Chinooks states that for a
large supply dock, *2* Chinook helicopters is the appropriate number, one
to wait while the other loads up, and they switch when Chinook 1 is
dropping off supplies. Any more than this in the sequence will be wasted.
The second part of The Law of Distributed Chinooks states that more
multiple supply piles, *1* and only *1* Chinook should be assigned per
pile. These supply piles are usually assigned starting values of $3750.
Suppose that there are three such piles in a particular area. Building
two extra helicopters to accompany the free one that comes with the
supply center is appropriate, as long as routes are defined.
If all three Chinooks were selected and told to harvest from the same
pile, it is a violation of the first part of The Law of Distributed
Chinooks. Conversely, a better strategy would be to distribute each
helicopter to a separate supply pile, increasing your yield per trip from
$600 (where the other two are waiting) to $1800 in the same interval of
time. At this rate the following is true:
3($3750)/3(600) = 6.25 trips, so by the 7th trip (about two minutes, 30
seconds actual time), all three supply piles are depleted and you have
acquired the full $11250 before another player gets to the supplies.
Remember to sell your supply centers when they are no longer needed to
reduce power load and the need for protection.
- - - - - - - - - -
Submitted by "Sean C."
A good strategy when using the USA against GLA. Use the pathfinder to
snipe the three stinger soldiers in the stinger nest then send in
Comanches to take out the nest while nobody is in it - the people
come back, but if your choppers are waiting nearby, they will not get
back in time to defend the nest.
- - - - - - - - - -
Submitted by "Atma D."
- - Blitzkrieg attack - -
Start by using USA, and then get airfield as quick as possible and start
building those Comanches! Attack your opponent flank which is his
economy backbone then he'll start to ruin :) This will also prevent
enemy ground unit rush.
- - - - - - - - - -
Submitted by "Switch"
Chinese Nuclear Missile combined with the artillery support level 2 or
level 3 can obliterate any super weapon structure.
The GLA are quite helpless here, only having the SCUD storm, while the
USA can simply fire a Particle Cannon, drop their Fuel Bomb or send in the
A10s - any combination of the three will do just fine. The USA might also
decide to sacrifice a few bombers if the destruction of a super weapon
is a must - try a few Auroras!
The Rangers can flash bang the GLA Missile Sites to kill those annoying
rocket troopers inside, basically leaving the structure useless.
The USA Laser Missile Upgrade seems to affect the missile barrage of the
USA Comanches.
There is a strategy that works best with the GLA Rocket Buggies : hit'n'run.
- - - - - - - - - -
Submitted by "Danny"
Always build on higher grounds. Your units will be able to fire before the
enemy on the ground can fire. Remember though, Colonel Burton of the USA
can climb up and down mountains.
Look for 'Choke Points'. When you build your base look for narrow alley ways.
If your enemy is launching a large rush, then deploy your units at one end of
the choke point. The enemy drives in and then trys to turn back, but it
cant because of the infantry/tanks behind. Large scale assaults can easily
be destroyed this way.
Always build your structures away from each other. If they are close they
can easily be destroyed quickly by splash damage from super weapons etc.
If you are in, for example, the bottom right hand corner of the map - Always
build your more expensive structures towards the end of the map. The enemy
will only be able to get them by using super weapons.
When collecting supplies from the supply piles, rotate the supply centre so
that the entrance is right up against the pile. The units collecting the
cash wont have to move as much.
If you are on the offensive, you have the better chance of winning. Dont
waste too much money on base defences, instead build tanks and units to
defend your base. As these are mobile you can also use them to attack.
- - - - - - - - - -
Submitted by "David S."
- - Use Mobile Units Instead of Stationary Defences - -
Structures like the Patriot Missile Defence System, the Gatling Cannon and
the Stinger Site should be used sparingly. This is because smart enemies
will either flank them or take them out with artillery. Instead, use mobile
units. They can be moved (hence the adjective "mobile") so if the enemy
tries to attack your base from the side you can just move your units to
engage them.
- - The Power of Rocket-Armed Infantry - -
The $300 "man with a missile" can go a long way. When 5 are garrisoned into
a building, they can easily take out a group of 3-5 tanks. When 10 are
placed into a building, their power to stop tanks and other vehicles are
unmatched. The Rocket Soldier's only weakness is that they can be easily
killed. If there are no buildings around, just line some tanks in front
of them so they wont get run over. The USA's rocket soldiers are especially
useful due to their "laser lock" ability.
- - Spending Money - -
Unless you're saving your money up for something, SPEND IT! Money unspent
means almost nothing in battle. You'd be surprised at how many people, when
in the heat of battle, can just let their money pile up without them
realizing it. Even if you think your army is big enough, you never know.
So keep popping out tanks, infantry, air-crafts etc., so that if the enemy
unleashes a surprise attack, you'll be ready for it. Also, when possible
in the tech tree, make multiple Hackers, Supply Drops, and/or Black Markets.
This is because the more you have, the more money will be falling into
your hands. These things pay for themselves, so its wise to get them
as early as economically possible, because when the map's supplies are
depleted, and huge battles are fought over the final $1000 at supply
docks, these assets will be your best friend.
- - Simple, Yet Effective "The Two Line Battle Plan" - -
I often use this strategy myself because of its simplistic effectiveness or
in other ways of saying it, effective simplicity. The strategy can be used
with all three armies, making it even better. Like the name suggests, the
strategy requires two lines of units. In the front line, have a healthy
mix of anti-tank, anti-infantry, and anti-aircraft vehicles. Your front
line should be thin (3 lines at most), but powerful - so this would be
the part where you would bring in your upgraded Marauders, your
Overlords, your Paladins and not to mention any heroic or elite units you
might have.
In the rear line, have artillery (siege weapons). Advance the two lines
parallel to the enemy's base, and move in just close enough so that your
artillery can start eating away at your enemy's structures. DO NOT ALLOW
THE ARTILLERY TO CROSS THE FRONT LINE. The front line is in front for a
reason - to engage your enemies units. Naturally when you start to waste
away at your enemys structures with your artillery, they're going to
retaliate. Its the front line's job to protect the artillery. DO NOT LET
THE FRONT LINE STRAY AWAY THE ARTILLERY. Its imperative that you keep
the artillery alive, so let your enemy comes out of its base and into
your attack force. If you think that the enemy will flank you to get
to your artillery, feel free to add a third line behind the artillery
and some sidelines to completely surround your artillery with units.
The third line can be replaced with Comanches if you are playing as the
USA. Anyway, when you have destroyed everything in range, move the lines
up little by little until you come into range of another building.
Destroy anything else within range and repeat. Keep moving the lines up
and defending the artillery until your opponents base has been
neutralized. As far as numbers go ALWAYS HAVE MORE IN THE FRONT LINE
THAN IN THE SECOND. Play around with the numbers too, to see if you have
a combination that suits youre playing style better. The formation
command (ctrl+f), and the group command (ctrl+ number 1 through 0) is
extremely helpful in this battle plan.
- - Superweapons Aren't That Super - -
Dont use super weapons alone, they are there to complement your
army, they are not an army by itself. The same thing goes for generals
promotions; using an artillery barrage, or a fuel bomb every so and so
minutes isn't going to win a war. Using super weapons and generals
promotions, however, is pretty effective.
- - Get Out of Your Base - -
As soon as you can, get out and conquer the map. If you can get your
units out on the map, then there are several advantages:
* Most of the fighting will be done away from your base.
* Oil rigs and other supplemental buildings will be easier to capture.
* Your opponent, knowing that you have units all over the map, will get
pressured making him/her more likely to make a desperate or stupid
move.
* You might detect a surprise attack/ambush before it happens.
* You will have access to more supply docks and therefore your opponent
will have access to less supply docks.
* Being that you're already outside your base, your units can get to
attack your opponent's base faster
- - Rock Paper Scissors - -
In C&C:Generals, certain units are better at attacking certain
things, while certain units are weaker to "this" unit than "that"
unit, which is why when you are at war with a well rounded opponent
who has anti-everything units/structures, compose a
"Rock, Paper, Scissors" attack group. For example, if you were China
Vs. China, and your enemy had Gatling Cannons, Battlemasters, Gatling
Tanks, and maybe some Tank Hunters, the best way to fight against that
is to find the weakness of his units. Use Inferno Cannons against the
Gatling cannons, Tank Hunters/Battlemasters against his
Battlemasters, Battlemasters against Gatling Tanks, and Gatling/Dragon
Tanks against any foot-soldiers. This "paper covers rock", "scissors
cuts paper" tid bit is good against opponents who just send their units
in as a whole, without a regard to who is effective against whom.
- - Teamwork - -
When engaging enemy units with your own, send all of your units of a
certain type to attack the same enemy unit (or if he sends in all
vehicles, or all infantry, then in wont matter). Sending in your units
to attack as one is really effective in taking out your enemy faster
than they can they can take out you. This is probably the easiest
and most basic strategy out there that will kill you enemy faster
and reduce your casualties.
- - Other Info - -
When playing as the Chinese, I have found it best to use a small
handful of infantry on the back of an overlord and keep it behind a
larger force of several basic tanks and 2-3 Gatling tanks. That
way, the large force of tanks and Gatling tanks will remove any
opposition you come against, short of a super weapon, and you can follow
up with the infantry and take over any buildings you please.
You might ask why I dont use overlords instead of basic tanks, there are a
few basic reasons:
1) Too costly
2) They are too slow, I find that the Gatling tanks end up very far
ahead and get slaughtered by a few basic tanks.
3) However, if you can afford to get 6 or more overlords, make one a
bunker overlord and the rest Gatling overlords (which, by far, are
the best all around weapon IMO)
- - - - - - - - - -
Submitted by "Darren M."
It is possible to edit the INI.BIG file in the game directory using a
hex-editor. Do not change the length of the file or the game will not boot
again. Just overwrite the text you need. Search for "build cost" and over
write it like
"build cost=2000"orig.
"build cost=0000"faked.
Do not delete anything. If you done it right, it will cost nothing to build.
- - - - - - - - - -
Submitted by "Eddie M."
If you are playing as the USA and your up against China there is a
sneaky tactic that you can use to severely hurt your enemies base and
economy. First be sure to get scout drones to constantly watch supply
patches. Then build up your base as usual making sure you have good enough
defences to hold off enemy attacks. You keep getting more and more money.
When you have a good defence and flow of money build a Strategy
Center. After you get that up go to your barracks to train Cornel Burton.
Chances are by now your Chinese enemy has built another supply depot in
another resource patch.(Use the spy drones/satellites to find where it
is.) Once you know where they built this extra supply area send Cornel
Burton over before they have a chance to build detectors or any buildings
that can threaten Cornel Burton. Have him place remote demo charges
onto the supply trucks. Once that is done use Cornel Burton's Assault
rifle to take out the local supply center forcing the supply trucks to go
back to their main base to drop off their load. Now you got something
similar to a GLA bomb truck except they wont fire at it because its their
own vehicle. With the demo charge on it you get a permanent scout as
well as a deadly weapon. When the truck(s) drive into its base denote the
charges effectively destroying the trucks as well as several structures
surrounding it. I have taken out an air field and a war factory with one
truck armed with a remote demo charge. This will wreck havoc on the
enemy as units and structures will need to be rebuilt, their flow of
supplies was disrupted or destroyed, and now they can't mass produce a large
offensive force to attack you and you gain the upper hand. Repeat this
with different supply areas until the enemy catches on. You can cause
thousands of dollars in damages and win the game by spending $1500 on one
guy.
- - - - - - - - - -
Submitted by "Whit L."
I have used this against the computer AI very successfully and against
human opponents as well. This strategy is particularly good against
the GLA.
1. Build up your base defences and economy first, use patriots and groups
of rocket defenders to thwart early rushes.
2. Select the paladin tank with your initial general point.
3. Build small groups of paladin tanks (at least 5) and send them out
to probe the enemy's base. This will distract your opponent and, more
importantly, gain you experience so you can get promoted.
4. Don't waste money and time building Humvee's, they are too easily
destroyed and do not figure into the overall strategy here.
5. Build an airfield if you must, but it is not vital to this strategy.
6. Here the key part...once you get to 3 star general, use your points
on pathfinder and A-10 upgrades.
7. Now it's time to build your main invasion force. Build 6-10
paladins and arrange them in a line formation. Build 5 pathfinders
and form them up behind the paladins.
Build combat drones for your paladins then head toward the enemy base.
The paladin's laser combined with the pathfinders great range make this
force almost invulnerable to infantry and extremely effective against the
GLA SAM sites. The combat drones seem to distract the computer opponent
a lot and it will go after them most of the time. Be sure to rebuild
them when they get killed because they heal damage to your paladins.
- - - - - - - - - -
Submitted by "Jarid"
When playing as USA, put 5 rangers or air defenders (it doesn't matter which
or what type of unit) into a humvee and load it into the chinook. This means
that you can fit up to ten troops and 2 humvees at a time!, instead of the
normal 3 troops [separately] and 2 vehicles plus 2 troops.
This trick combines the two choices you have into one!
- - - - - - - - - -
Submitted by "Eddie M."
1. As you know when you buy a supply center it costs $2,000 and you get
a $1,200 chinook with it. So you are really paying $800 for the supply
center itself. When you sell the supply center you get 1/2 of $2,000 or
$1,000. Therefore you got a chinook for a $1,000 instead of $1,200. Not
a big difference, but if you need a lot of chinooks to transport guys
the savings could add up.
2. As most people know capturing a oil refinery helps a lot during the
game buy reducing the amount of money it takes for all vehicles. Well
if you capture an oil rig and your enemy is about to destroy it, order
up a ton of expensive vehicles until you can't buy any more. Then after
its gone you can cancel the vehicle construction except you'll get the
full price back, effectively adding 10% extra cash to you're total.
3. As everyone knows the United States Super Weapon is very different from
the GLA's and China's, because it fires a beam instead of a missile.
It is very destructive, but there is one flaw. It needs constant
power, if the power goes out so does your beam (I found this out the
hard way when a building completed that pushed my base over the power
limit). Any way if you are playing as USA against another USA player
who has a particle beam try to sneak in Cornel Burton. Have him plant
remote charges onto several of the cold fusion reactors. After that be
sure to hot key Cornel Burton. When you here the voice particle cannon
launch or whatever it says, quickly get Cornel Burton to detonate the
charges. Now it will take them an extremely long time to fire it
again, because they have to rebuild the power plants and wait four
minutes after that to fire. It protects you and your ally from that
super weapon, allowing more time to build up your forces and take
out their superweapon and base.
- - - - - - - - - -
Submitted by "Henry L."
Humvees for the US are very useful for engaging tanks and protecting your
crusaders from air attacks when you put rocket guys in them. I recommend
3 rocket men and 2 rangers, or if you know that your opponent is
using mainly tanks, fill all 5 slots as the ranger, it's recommended
putting 5 because the ranger can already engage infantry.
- - - - - - - - - -
Submitted by "Daniel B."
- - GLA perfection - -
1. You know how the GLA has technicals and quad cannons? Well, if you have
a technical or a quad cannon fire for a long time it will actually fire
faster, sort of like a gattling tank but just not as noticible. Not
really a hint, but cool nontheless.
2. If you are having trouble gathering resources all you have to do is
build 6 workers at the supply stash at the start of the game. The
workers insure that you have a good enough cash flow and you will
always have enough workers for building.
- - - - - - - - - -
Submitted by "Robo"
- - Hackers - -
When you are the Chinese, making lots of Hackers is good. They are very
unprotected though (that will change in Zero Hour). They can easily be
killed (especially against the GLA). Anthrax Bombs, Scud Storms, Nuclear
Missles... can all easily kill them. These things can also damage your
base. You should put Hackers in semi-remote parts of you base. You should
make groups so that if the enemy does target a group of Hackers with, let's
say an Anthrax Bomb, you will still have others. Also, you should build
Gattling Cannons around them to protect against Paradrops and Rebel
Ambushes. Remember, if you put the groups too close, they will get
killed. You should get about 3 groups of 9.
- - Destroy Secondary Supplies - -
Hackers are very easy to kill. If you are trying to crack open and enemy
base, or stop and onslaught of enemy units, use an Anthrax Bomb or
something on enemy Hackers. This herts their supplies a lot. For the
others (Black Market and Supply Drop Zone) you should use super
weapons, Fuel Air Bombs, or A-10's. Rebel Ambush works too.
- - The Easy Way Out - -
I have found that the easiest way to win, especially in the later GLA
missions (5 and up), is to use paradrops and Rebel Ambushes to capture the
enemies base. It's simple. You use a Rebel Ambush on near a remote part
of the enemy base and use the Capture Building to take enemy buildings.
You can watch as the enemy destroys their own buildings or you can try to
keep the buildings. This is very effective with Rebels after the Camoflauge
upgrade. You can then just have them sit there while the enemy destroys
their own buildings. A cool thing is that if their is a jet in an
Airfield, and you capture it, you get it! If you are about to destroy
and enemy base, but have another enemy to defeat, and the enemy you are
defeating is a different army than yours, capture their Command Center.
Then use two armies to defeat your enemy. This works extremely well with
the GLA. They can combine their cheap tanks with the Commanches. You can
also do this to be a Super Weapon super power. Please note that if you are
trying to get Generals Points, this is not a good way to do it. You don't
get anything for capturing the building.
- - Flash Bangs - -
When you are the U.S, use Flash Bangs a lot. These are extremely effective
against infantry and garrisoned infantry. A more widely known fact is their
power to kill all the Stinger Soldiers in Stinger Sites. This can substitute
for Pathfinders jobs in this area, so you can use those Generals points for
other things, like level 3 A-10 Missile Strikes.
- - Power - -
If you are trying to take out an enemy base, a good way to do this is to take
out the power. You can even use an EMP Pulse! If you are trying to keep the
power on, spread em' out. If they are close, you are asking for a Nuke to
hit em'. If they are spread out, they will not be so tempting. If the power
is ever out in an enemy base, attack!
- - - - - - - - - -
Submitted by "Craftsman"
- - Father of A Nation [GLA] - -
Use Jarmen Kell to snipe a dozer, if u don't think you can get an infantry
into it before they get it back or blow it up (Usually the case) then
sacrifice Jarmen by putting him in it. Immediately after Jarmen takes over
the dozer, click to start building a command centre of your enemy race
in your own base. Even if your dozer gets blown up before it leaves the
enemies base you've still got the structure scaffolding in your own base
there to build, just use one of your own workers to finish it off.
Hence, Jarmen has just Fathered another race and you've become
'multicultural'.
- - The Power of the Cross - -
Never underestimate the use of having a few ambulances scattered around
the base guarding territory, if you are playing against GLA (And to a
smaller extent China). There are a number of points of wisdom to this.
* GLA's SCUD loses at least half of their potency, only a direct hit
from a rocket kills the ambulance (Usually, especially if you add
the repair drones to them) Especially consider one at the exit for
the barracks or war factory to save your newly made units.
* GLA's Anthrax Generals ability becomes virtually useless (Still
takes out infantry but saves tanks and buildings).
* If you add the spy drone upgrade they become more handy against
heroes and ambushes.
* Ambulances have better armour than humvees so they can take more
damage.
* Enemy usually leaves them alone when attacking by air cos they think
they're harmless
* Effective against aftermath of nukes if you get them out of the
road or at the edges when the nuke actually lands. You'd be surprised
at how unhealthy it is to live with toxic substances.
- - The red line that broke the Overlords back - -
You know, the straw that broke the donkeys back ... oh never mind.
When you have an overlord rush a handy trick that has tipped the
balance more than once as follows:
1. Engage them with main force (Paladins backed up by Tomahawk's)
2. Once focused on main force, bring in a couple of groups of rocket
troopers just off their flank (use humvee's to get them there and
then evacuate them) set up the laser lock taking out the gattling
if there is only a couple. Usually you would go for speaker towers
first but if you can take out the gattling's, the rest becomes much
easier or if there is too many gattlings go for the speakers
(basically sacrificing rocket troopers but hopefully turning the
tide).
You'd be really surprised how quickly a group of 5-10 rocket troopers
with laser lock and search and destroy / bombardment strategy on can
take out an overlord.
Note(1): Only works once or twice against a human because they can soon
learn the potency of the rocket troopers and train their gattlings
on them.
Note(2): Same theory works slightly with comaches and their rocket pods
(instead of rocket troopers), but it's not as effective because
the commaches takes about as long as a single rocket trooper to
kill with a gattling but costs 5 times the price. But if it is
all you have and means you survive ... oh well.
- - - - - - - - - -
Submitted by "Craftsman"
- - Tip 1 - -
If you play as the Chinese, this is a good stragedy to use every time.
Send your first builder to build a powerstation - while he's doing
that, build another builder, and make him construct a barracks. Whoever
finishes first will build the supply centre (note: those supply trucks
are not very mobile, unlike the GLA workers or USA chinooks, so don't
build your supply depot right next to your supplies. Give them some room
to move around).
While the supply centre is being built, start your defenses (build another
builder if you need to). Line your defense with gattling guns and
bunkers, usually one after the other. Build lots of rocket infantry and
fill up all the bunkers with them. With the rocket infantry bunker and
the gattling gun combo, you have a nigh-unbreachable defense that barely
any units can breach. Not even planes can get through. Choke point areas
maximise the effect.
So after that is done, sit back, take your time building the rest of your
base and build units, as the enemy foolishly try to attack your base and
get utterly slaughtered, wasting their money.
- - Tip 2 - -
Also, if you play as either the USA or the GLA, use your spy satellite or
radar van to uncover as much as the map as you can. Try to find the enemy
base and keep an eye on them at all times, so you can know what to expect.
If you check their base every few minutes, you can see if they're making a
super-weapon, and use a general ability or super-weapon to get rid of it
before it's even built.
- - Tip 3 - -
Can't breach their defenses? Then create two or three different general
abilities/super-weapons ... maybe even build ones of the enemy buy capturing
their command centres/supply depots ... and then launch all your special
moves on the defenses all at once! Try to aim for their weakest point in their
defenses. When their defenses are utterly destroyed, then get your nearby
waiting units, and simply move on in. You save units using this method, and
even if you fail, the enemy will waste money building their defenses all
over again.
- - Tip 4 - -
If you play as China, along your front-lines or any special areas you want
to hold, build a radio tower there. That will heal all your units and keep
them in good shape as they slaughter the enemy.
- - Tip 5 - -
As USA, use a ground force/helicopter combo. Use your ground units to destroy
the GLA stinger sites, as well as anti-aircraft units, then pull them back.
Then send in your helicopters to slay the helpless fools below.
- - - - - - - - - -
Submitted by "Greg N."
- - Defence - -
1. A row of bunkers occupied by tank hunkers, behind that you have gattling
guns (sometimes set in the V formation) at the back of that have one or two
nuke cannon, then behind them you have a speaker tower (to heal them and
give them a faster fire rate). This will take out aircraft, infantry, short
or long range artillery - basically anything. It may be worth it to have
four MIG's guarding an area near your defence, incase of an all out attack.
Make sure that your MIG's have all upgrades (Black Napalm and MIG Armour)
2. Put black lotus at the front, then behind her a row of: Gattling tank, then
an overlord, then a speaker tower, then another overlord, then another
gattling tank - in that order. then behind that row place a nuke
cannon, behind that place a trooper crawler, inside have 8 red guards. All
your gattling will take out infantry and air. Overlords and nuke cannons
take out tanks. Nuke cannons take out artillary and defense. The troop
crawler can pop out infantry to replace the driver Jarmon Kell shot. You
can use black lotus as a scout out whats ahead and what to nuke. you may
also place 4 migs guarding an area near your defence.
- - Offence - -
Chinese Cluster Barage - First get the generals promotion for the highest
rank Artillery Barage. Also get the Cluster mines. Then select an area in
the enemies base that you wish to destroy. Order the clustermines to drop
the mines in that area, followed by an Artillery Barage in that same area.
It may be a good idea to clear away defences with the MIG's group fire storm
attack, or use MIG's to scout out for weak points or a large group of
enemies - [if you find a large group of tanks and infantry that you wish to
destroy, order an EMP bomb in that area to prevent the tanks from moving, then
place mines on them, then the artillery] Do not actually lay the mines on the
building as they will be destroyed on impact and will cause the attack to
fail. Hence making this attack most suitable for large group of enemies.
- - - - - - - - - -
Submitted by "Timothy K."
A nice stragtegy to use against a human player is if they are building
units very close to your defenses, build artillery and take them out and
then attack.
This will frustrate them making them more likely to make a really stupid move.
#######################################################################
########
"Section C - Training Mission"
#######################################################################
########
The training mission is a good thing to play to get use to the American
units, which is a good side to use for beginners. It is a very simplistic
mission so you won't need to save it and can be done with no fuss at all!
_______________________________________________________________________________
C01 \ * * * Training Mission * * *
-=-=-=-=-=-\___________________________________________________________________
_____________________
Mission Overview: \____________________________
==================================================
Mazar, De-Militarized Zone
Operation : Silent Dawn
- - - - - - - - - -
- GLA controls a chemical weapons plant.
- Destroy the chemical weapons plant.
- Eliminate the threat.
- - - - - - - - - -
Generals Promotions
- Paladin
- - - - - - - - - -
Constructible Units
- Worker
- Ranger
- Humvee
- Crusader
- Paladin
Constructible Structures
- War Factory
_____________________
Mission Objectives: \____________________________
==================================================
- Liberate the American Base.
- Use a Dozer to construct a War Factory.
- Destroy GLA Bio-Weapons Factory.
_____________________
Mission Walkthrough: \____________________________
==================================================
At the start of the mission, you start off with a rather small group of
paratroopers to which you must aid towards the construction dozer to the
east of the start. Head downwards to where the Technical is near all
the barrels and shoot the barrels to destroy it.
Behind the group of enemies - there are about 4 Humvees. Put your guys
inside them and head towards where the stinger site is. Shoot the barrels
again for a quick result. Destroy any other Technical units that come in
the way. After destroying the first stinger site, head towards the barracks
and touch it to 'liberate' it. Then an air strike will clear off the area
of vehicles ahead, so kill any other remaining infantry in this area to
liberate the power plant, supply centre and construction yard.
Once you capture the barracks, you will receive 10000 dollars to spend new
units on. Build some rangers and put them into the remaining Humvees for
protection.
Once liberating the whole base, use the dozer to build a war factory.
This will be the place for constructing armoured ground units.
After the second cut scene, build a Crusader and 2 Humvees. For each
Humvee, build 5 Rangers each - which means you need to build 10 Rangers
altogether. Go right from your base towards the final objective - to the
GLA Bio-Weapons factory. If you want to, build some Paladins by going
to the Generals experience menu and spend the one point on the Paladin
Upgrade.
Once you build an additional Crusader or Paladin, group it with the
first 4 tanks and the Humvees and make them Group One. Send them to the
east of the base - following the road. Rescue the pilots and put them in
the Humvees or tanks to give them a higher rank, hence making them more
powerful.
While moving on, build battle drones for all your vehicles. Head towards
the bridge where there might be a few Technicals and a stinger site
guarding it. Destroy them! A third cut scene will start shortly after
destroying the stinger site.
Kill any Technicals and infantry you get attacked by - a plane full of
rocket troops will pass to help you destroy remaining troops in the
town, then move north on the map, heading closer towards the main base
after completing this part. There is another stinger site and few
Technicals to destroy. Keep going north and there should be another
few stinger sites and tunnel networks. Shoot the barrels surrounding
the stinger sites to destroy them - then concentrate mainly destroying
any tanks or Technicals that pop up and head straight up towards the base
and destroy the Bio-Weapons factory to complete the training mission.
You will also receive some more paratroopers in the chance that you need
any back up.
As a note, if youre a stickler for losing units, you may want to clear the
paratroopers from the area on the top of the plateau that the chemical plant
is on, as the explosion will kill them in very little time.
#######################################################################
########
"Section D - United States of America Statistics"
#######################################################################
########
_______________________________________________________________________________
D01 \ * * * Introduction to United States * * *
-=-=-=-=-=-\___________________________________________________________________
The United States are a very dominant and powerful side in the game of
Generals. They are probably the best side to use if you are a beginner as
the firepower of the units and strength of the structures are very formidable.
The other advantage about America is that there is the biggest variety of
vehicles and other units to choose from out of all three sides. They
have the tendency to play both roles of defending and attacking. The super
weapon which is the particle cannon is not wide spread but is very powerful
when used at the right time and place. This is where the Fuel Bomb or A10
Strike comes in handy to wipe out anything else in a huge radius!!
This section will give you information on the structures, units, super
weapons, upgrades and promotions of the USA.
_______________________________________________________________________________
D02 \ * * * USA Structures * * *
-=-=-=-=-=-\___________________________________________________________________
- - - Command Centre - - -
Cost : $2000
Power Req. : Takes 0
Options : Spy Satellite
Paratroopers
A10 Strike
Fuel Bomb
Spy Drone
Builds : Construction Dozer
Info : This is the work-house of all the operations and commands of
the United States of America's Military Force. Important to
keep intact if holding super weapons and special attacks, so
you are able to use them. You can also build additional
dozers to build multiple structures at the same time.
- - - - - - - - - - - - - - - - - - - -
- - - Cold Fusion Reactor - - -
Cost : $800
Power Req. : Supplies 5 Normally
Supplies 10 Upgraded
Upgrade : Control Rods
Info : This power plant is required to build to gain access in
building other important US structures. When upgraded to
Control Rods, you will receive supplied double power.
Normally not as efficient as the Chinese Nuclear Reactor.
- - - - - - - - - - - - - - - - - - - -
- - - Supply Centre - - -
Cost : $2000
Power Req. : Takes 1
Builds : Chinook Transport Helicopter
Info : The most common way for the United States to earn money.
Also must be built to construct additional important
structures, such as the War Factory. You will receive
$600 from each Chinook payload drop-off.
- - - - - - - - - - - - - - - - - - - -
- - - Barracks - - -
Cost : $600
Power Req. : Takes 0
Upgrade : Capture Building
Flash bang
Builds : Ranger
Missile Defender
Pathfinder
Colonel Burton
Info : The main structure required to build infantry units for the
United States.
- - - - - - - - - - - - - - - - - - - -
- - - War Factory - - -
Cost : $2000
Power Req. : Takes 1
Upgrade : TOW Missile
Builds : Humvee
Ambulance
Crusader
Paladin
Tomahawk
Info : The main structure that produces armoured ground units for
the United States.
- - - - - - - - - - - - - - - - - - - -
- - - Airfield - - -
Cost : $1000
Power Req. : Takes 1
Upgrade : Rocket Pods
Laser Missiles
Builds : Raptor Fighter Jet
Comanche Helicopter
Stealth Fighter
Aurora Bomber
Info : Constructs air units for the United States. Provides best variety
in air superiority roles (Air-to-Air, Air-to-Surface, Anti-tank,
Anti-infantry, etc.). The upgrades provided here are
worthwhile, increasing the damage potential for your aircraft.
- - - - - - - - - - - - - - - - - - - -
- - - Supply Drop Zone - - -
Cost : $2500
Power Req. : Takes 4
Info : Secondary source of income for the United States. Supply drops
occur regularly at 2 minute intervals, grossing about $2000 each.
While creating a steady flow of income, they can strain your
power plants, so keep an eye on your reserves. Vulnerable
structure; should be placed away from front line of base to
prevent problems. When participating in a major battle, build
lots of these to get maximum profits possible. This makes
constructing things so much easier.
Cargo planes that are shot down after supplies are dropped off
do not count in your 'Units Lost' total at the end of the game.
- - - - - - - - - - - - - - - - - - - -
- - - Strategy Centre - - -
Cost : $2500
Power Req. : Takes 2
Options : Bombardment
Hold the Line
Search and Destroy
Upgrade : Advanced Training
Composite Armour
Drone Armour
Info : United States general upgrade building. Shifts unit bonuses
depending on strategy selected. The Bombardment strategy will
increase the damage potential of all units, while the Hold the
Line strategy gives all units additional armour. Lastly, Search
and Destroy will increase the weapon range of all units - best
to use for long range vehicles.
- - - - - - - - - - - - - - - - - - - -
- - - Detention Camp - - -
Cost : $1000
Power Req. : Takes 0
Options : Intelligence
Info : A useful structure to have, although not required. The Detention
Camp allows you to see every unit on the map (including stealth
units) for about 30 seconds once every two minutes.
Very useful to use before planning a major attack and also
requires no power.
- - - - - - - - - - - - - - - - - - - -
- - - Patriot Missile Defence System - - -
Cost : $1000
Power Req. : Takes 3
Info : Excellent weapon for static defence purposes, the Patriot is one
of the most lethal defence weapons out of all 3 sides. Can
engage air and ground units easily from a medium range. Built-in
ability to transmit target location data to other Patriot
Missile sites.
- - - - - - - - - - - - - - - - - - - -
- - - Particle Cannon - - -
Cost : $5000
Power Req. : Takes 10
Options : Particle Cannon
Info : This is the primary super weapon of the United States. The
weapon itself is not as directly comparable to the power of the
Nuclear Missile or SCUD Storm, but has many tactical advantages.
The Particle Cannon has pinpoint accuracy allowing you to target
a single structure and leave adjacent ones intact. For
example, it may be used to destroy static defences to send a
main strike force in to capture buildings and technologies.
Devastating against units, may require two to destroy Command
Centers or other Superweapons. Four minute countdown timer.
_______________________________________________________________________________
D03 \ * * * USA Units * * *
-=-=-=-=-=-\___________________________________________________________________
- - - Construction Dozer - - -
Cost : $1000
Built : Construction Yard
Info : The main construction unit to start off your arsenal of weapons
and structures throughout the game. The construction dozer
has no weapons so you must keep them away from the reach of
enemies at all costs. You can build multiple construction
dozers so you can build different structures at the same time.
- - - - - - - - - - - - - - - - - - - -
- - - Supply Chinook - - -
Cost : $1200
Holds : 5 Units
Built : Supply Centre
Info : These are used for supply and transportation reasons only.
They hold no weaponry and can hold armoured vehicles. All
ground units can be placed into the Chinook helicopter for
transportation. These are great transport units to use when
setting an ambush with foot units.
- - - - - - - - - - - - - - - - - - - -
- - - Ranger - - -
Cost : $225
Strong : Infantry
Weak : Light Vehicles
Options : Capture Building
Flash bang
Machine Gun
Upgrade : Capture Building
Advanced Training
Flash bang
Weapon : Machine Gun/Assault Rifle
Flash bang
Built : Barracks
Info : The primary foot unit of the USA. These tend to be very weak
individually, but are useful in big groups.
These units have skills like capture building which can be used
to capture enemy structures or other tech buildings. You can
also use the Flashbang to clear a garrisoned building full of
enemies easily or just use it in normal combat against other
foot soldiers. You can also use these units to garrison into
buildings, therefore providing additional protection - but
are extremely vulnerable to toxin and flame attacks.
"Submitted by Ives G."
With the Flash bang, a ranger can empty a garrisoned building with one
shot. Flash bang also works great against large groups of infantry.
- - - - - - - - - - - - - - - - - - - -
- - - Missile Defender - - -
Cost : $300
Strong : Tanks, Aircraft
Weak : Infantry
Options : Laser Designator
Upgrade : Advanced Training
Weapon : LAW Rocket Launcher
Built : Barracks
Info : These units are extremely useful when it comes to destroying
armoured units. Very inaccurate and weak towards infantry so
be careful not to encounter the enemy infantry unless you have
some rangers grouped with them.
- - - - - - - - - - - - - - - - - - - -
- - - Pathfinder - - -
Cost : $600
Strong : Infantry
Weak : Light Vehicles, Scouts
Upgrade : Advanced Training
Weapon : Sniper Rifle
Built : Barracks
Info : Only can be accessed when 'purchased' from the generals
experience menu, these covert units are very good to use in
missions were you would like to surprise the enemy. The unit
is visible when moving and can shoot while he is invisible.
- - - - - - - - - - - - - - - - - - - -
- - - Colonel Burton - - -
Cost : $1500
Strong : Infantry
Weak : Scouts
Options : Knife Attack
Timed Demolition Charge
Remote Demolition Charge
Detonate Remote Charge
Upgrade : Advanced Training
Weapon : Machine Gun/Assault Rifle
Demolition Charges
Knife
Built : Barracks
Info : The special infantry unit built for the USA, this unit is
cloaked when not shooting. A leading unit with a group of
Pathfinders should do the job. This guy also has a variety
of different things to choose from, making him ideal for
all sorts of situations from stealth to assault.
- - - - - - - - - - - - - - - - - - - -
- - - Crusader Tank - - -
Cost : $900
Strong : Vehicles, Buildings
Weak : Aircraft, Rocket Infantry
Options : Battle Drone
Scout Drone
Upgrade : Advanced Training
Battle Drone
Scout Drone
Composite Armour
Weapon : Tank Turret
Built : War Factory
Info : Comparable as a medium tank, the Crusader is the primary
tank of the US army. It's speed is good and the armour
is relatively heavy so building a group of these is a
wise investment.
- - - - - - - - - - - - - - - - - - - -
- - - Paladin Tank - - -
Cost : $1100
Strong : Tanks, Buildings, Rocket Infantry
Weak : Aircraft
Options : Battle Drone
Scout Drone
Upgrade : Advanced Training
Battle Drone
Scout Drone
Composite Armour
Weapon : Laser Designated Tank Turret
Built : War Factory
Info : Uses a laser designator to shoot at it's target making it
more accurate and deadly than the crusader tank. A good tank
to use for all-round purposes but usually requires it to be
'purchased' from the Generals Promotion menu.
"Submitted by Ives G."
It's laser can shoot incoming rockets, tomahawks and infantry.
- - - - - - - - - - - - - - - - - - - -
- - - Humvee Military Vehicle - - -
Cost : $700
Strong : Infantry
Weak : Tanks
Holds : 5 units
Options : Battle Drone
Scout Drone
Upgrade : TOW Missile
Advanced Training
Battle Drone
Scout Drone
Weapon : Machine Gun Turret
TOW Missile Turret
Built : War Factory
Info : If you consider building these weakly armoured units, build
a group of these and upgrade it so they hold the TOW missile
turret which will make them worthwhile against more enemies.
Humvee's can carry five foot units for easy and quick
transportation.
"Submitted by Ives G."
Infantry inside the Humvee can still fire at the enemy, making it a
much better transport than the Chinese troop transport or the GLA
technical.
- - - - - - - - - - - - - - - - - - - -
- - - Ambulance - - -
Cost : $600
Holds : 3 units
Options : Battle Drone
Scout Drone
Clear Toxins
Upgrade : Battle Drone
Scout Drone
Weapon : Healing/Toxin Turret
Built : War Factory
Info : A vehicle that I would guess not many players usually
build. It is only useful for healing groups of infantry
at once. It also boosts the healing level when near
certain units and clears toxins at an affected area.
"Submitted by Ives G."
Can also clean up toxins from the soil. Comes in very handy when your
buildings has been splashed with anthrax.
- - - - - - - - - - - - - - - - - - - -
- - - Tomahawk - - -
Cost : $1200
Strong : Base Defences
Weak : Tanks, Aircraft, Light Vehicles
Upgrade : Advanced Training
Battle Drone
Scout Drone
Weapon : Tomahawk Missile
Built : War Factory
Info : A great vehicle to use for long range combat purposes. Very
weak against anything in short range. Always have a tank of
some sort defending a Tomahawk if you want it to survive.
Vulnerable to air units as it cannot shoot down these type
of units and very powerful in groups of 5.
- - - - - - - - - - - - - - - - - - - -
- - - Raptor Fighter Jet - - -
Cost : $1400
Strong : Aircraft, Tanks, Light Vehicles
Weak : Rocket Infantry, Anti Air Defences
Upgrade : Advanced Training
Laser Missiles
Weapon : Missiles
Built : Airfield
Info : A fighter which is generally purchased at the beginning
of the game is in fact the only one out of the other jets
that can destroy any other enemy airborne aircraft.
- - - - - - - - - - - - - - - - - - - -
- - - Comanche Stealth Helicopter - - -
Cost : $1500
Strong : Tank, Light Vehicles, Infantry
Weak : Rocket Infantry, Anti Air Defences
Options : Rocket Pods
Upgrade : Advanced Training
Rocket Pods
Weapon : Missiles
Rockets
Chain gun
Built : Airfield
Info : A very agile and maneuverable helicopter, something to be
used in groups, as these when they get to 3 star rank are
virtually unstoppable. These choppers are packed full of
weapons and are ready to use them. The rocket pods are
also a great alternative when your missiles temporary run
out. The best and excellent choice when going for a hit
and run attack or just when you want to eliminate the
competition quickly!
- - - - - - - - - - - - - - - - - - - -
- - - F-117 Nighthawk Stealth Fighter - - -
Cost : $1600
Strong : Enemy Base Defences
Weak : Enemy Fighters
Upgrade : Advanced Training
Laser Missiles
Weapon : Laser Guided Bombs
Built : Airfield
Info : Another great choice to build during a game. It acts just
like the aurora bomber except for that it does not go as
fast but is cloaked when not attacking. It can be detected
by units that can detect stealth like Sentry Guns and
Stinger Sites. Once you purchase the Bunker Buster
missiles, they replace the laser guided missiles so therefore
you can always use the Bunker Busters anytime. The best
use for Bunker Busters are on garrisoned buildings to clear
them out.
- - - - - - - - - - - - - - - - - - - -
- - - Aurora Bomber - - -
Cost : $2500
Strong : Buildings
Weak : Buildings
Upgrade : Advanced Training
Weapon : Bombs
Built : Airfield
Info : A very expensive air unit to purchase, consider using these later
on a match when you have the proper amount of money to build a
group of these. A group of 4 can quickly destroy any superweapon
and the fact that it travels at the speed of sound to when it
reaches it's target is an added bonus - it acts like an emergency
unit. The most severe drawback is the poor armour and loses 50%
of it's speed after it has launched it's bombs - making it
extremely vulnerable for the enemies to shoot down.
_______________________________________________________________________________
D04 \ * * * USA Upgrades * * *
-=-=-=-=-=-\___________________________________________________________________
- - - Flash Bang - - -
Cost : $800
Research : Barracks
Info : Gives the Ranger the ability to use flash bangs to clear out
any enemies from garrisoned buildings or in normal combat.
- - - Capture Building - - -
Cost : $1000
Research : Barracks
Info : Gives the Ranger ability to capture enemy structures and other
special buildings.
- - - - - - - - - - - - - - - - - - - -
- - - TOW Missiles - - -
Cost : $1200
Research : War Factory
Info : The Humvee receives a TOW Missile Launcher as an additional
weapon attached to the vehicle.
- - - - - - - - - - - - - - - - - - - -
- - - Rocket Pods - - -
Cost : $800
Research : Airfield
Info : Gives Comanches the Rocket Barrage technique.
- - - Laser Missiles - - -
Cost : $1500
Research : Airfield
Info : The Raptor and Stealth Fighter Jets deal an additional +25%
bonus damage towards enemy units.
- - - - - - - - - - - - - - - - - - - -
- - - Advanced Training - - -
Cost : $1500
Research : Strategy Centre
Info : US units gain veterancy at twice the usual speed.
This upgrade applies with all USA units except for the
Chinook, Construction Dozer, Ambulance and Sentry Drone.
- - - Drone Armour - - -
Cost : $500
Research : Strategy Centre
Info : Spy, Battle and Hellfire Drones receive an additional
+25% armour.
- - - Composite Armour - - -
Cost : $2000
Research : Strategy Centre
Info : Crusader, Paladin, Avenger and Microwave Tanks receive an
additional +25% armour.
- - - - - - - - - - - - - - - - - - - -
- - - Control Rods - - -
Cost : $500
Research : Cold Fusion Power Plant
Info : Supplies the Cold Fusion Power Plants with an additional
100% of power - making them supply twice as much power.
An upgrade that should be considered if building numerous
structures delivering high power drainage.
- - - - - - - - - - - - - - - - - - - -
- - - Spy Drone - - -
Cost : $100
Research : All Armoured Units
Info : Creates a spy drone - which will hover around the unit
that developed it. They have no weapons to defend
themselves but extend the sight range of the unit that
the Spy Drone is attached to. Tomahawks are good armoured
vehicles to build Spy Drones for. You cannot purchase
the Battle or Hellfire Drones if you already upgraded the
vehicle with a Scout Drone unless it is destroyed.
The drone will destroy itself if the accompanying vehicle
is also destroyed.
- - - Battle Drone - - -
Cost : $300
Research : All Armoured Units
Strong : Infantry
Weak : Rocket Infantry
Info : This upgrade will develop a Battle Drone - equipped with
a machine gun and uses hover technology to move. Depending
on which unit the upgrade was built from, the Drone will
always defend the unit it was developed from until it
is destroyed, hence being able to build another one again.
You cannot purchase the Scout or Hellfire Drones if you
already upgraded the vehicle with a Battle Drone unless
it is destroyed. The drone will destroy itself if the
accompanying vehicle is also destroyed.
_______________________________________________________________________________
D05 \ * * * USA General Promotions * * *
-=-=-=-=-=-\___________________________________________________________________
- - - Paladin Tank - - -
Info : Gives you the ability to construct the Paladin Tank in the
War Factory.
- - - - - - - - - - - - - - - - - - - -
- - - Stealth Fighter - - -
Info : Gives you the ability to construct the Stealth Fighter in
the Airfield.
- - - - - - - - - - - - - - - - - - - -
- - - Spy Drone - - -
Info : Lets you utilize spy technology using these drones. Once
purchased, use the construction yard or side panel to launch
one in an unknown area.
- - - - - - - - - - - - - - - - - - - -
- - - Pathfinder - - -
Info : Gives you the ability to train the Pathfinder in the Barracks.
- - - - - - - - - - - - - - - - - - - -
- - - Paratrooper Drop Level 1 - - -
Info : Gives you access to launch a group of 5 paratroopers at
the designated area by plane.
- - - Paratrooper Drop Level 2 - - -
Info : Gives you access to launch a group of 10 paratroopers at
the designated area by plane.
- - - Paratrooper Drop Level 3 - - -
Info : Gives you access to launch a group of 20 paratroopers at
the designated area by plane.
- - - - - - - - - - - - - - - - - - - -
- - - A10 Thunderbolt Strike Level 1 - - -
Info : Gives you access to launch an A10 Thunderbolt Strike with
One A10 Thunderbolt.
- - - A10 Thunderbolt Strike Level 2 - - -
Info : Gives you access to launch an A10 Thunderbolt Strike with
Two A10 Thunderbolts.
- - - A10 Thunderbolt Strike Level 3 - - -
Info : Gives you access to launch an A10 Thunderbolt Strike with
Three A10 Thunderbolts.
- - - - - - - - - - - - - - - - - - - -
- - - Emergency Repair Level 1 - - -
Info : Gives you access to the repair utility in case a group of
your units are under attack. This will give only light
repairs to all vehicles selected in the radius. Good
to use on vehicles that only have minor damage.
- - - Emergency Repair Level 2 - - -
Info : Gives you access to the repair utility in case a group of
your units are under attack. This will give medium
repairs to all vehicles selected in the radius. Use on
vehicles that vary between minor to major damage.
- - - Emergency Repair Level 3 - - -
Info : Gives you access to the repair utility in case a group of
your units are under attack. This will give heavy
repairs to all vehicles selected in the radius. Use on
heavy tanks or other vehicles with major damage.
- - - - - - - - - - - - - - - - - - - -
- - - Fuel Bomb - - -
Info : The Fuel Bomb can be used as an additional 'superweapon' and
can also be further upgraded to the "Mother of all Bombs".
_______________________________________________________________________________
D06 \ * * * USA Superweapons/Special Attacks * * *
-=-=-=-=-=-\___________________________________________________________________
- - - Particle Cannon - - -
Deployed : Particle Cannon Structure
Countdown : 4:00 Minutes
Strong : Buildings
Info : Emits a powerful electric beam directed from a satellite uplink
up in space. Does not have a big spread effect but can be
directed to move in other directions. The targeted area in
which the beam will pass will completely incinerate any unit
that passes it. Can destroy structures easily but might require
2 to destroy heavy armoured buildings like superweapon
structures. The beam lasts for about 30 seconds before vanishing.
- - - - - - - - - - - - - - - - - - - -
- - - Fuel Bomb - - -
Deployed : Command Centre
Countdown : 6:00 Minutes
Upgrade : Strategy Centre
Strong : Buildings
Info : A very powerful bomb - delivered by a heavy bomber. Once
dropped, the primary shell will split before impacting the
ground and sprays a huge wave of flammable fuel around the
designated area - covering a huge radius - but this is only half
of the bomb! After the fuel spreads and the rest of the primary
shell remains hit the ground, the explosion from the ignition
charges from the shell will cause a chain reaction to which the
fuel reacts and causes an explosion as wide as a Nuclear
explosion. The most powerful and devastating area of the blast
is in the middle and weakens considerably as the explosion
spreads. Great to use when obliterating a huge army of units.
This is definitely the US version of the Nuclear weapon :)
Can be upgraded from the Strategy Centre.
- - - - - - - - - - - - - - - - - - - -
- - - Paratroopers - - -
Deployed : Command Centre
Countdown : 4:00 Minutes
Level 1 : 5 Rangers
Level 2 : 10 Rangers
Level 3 : 20 Rangers
Info : Not as extensive as the two superweapons above, but these
paratroopers are just great to use for a surprise ambush
or to aid other units in combat in case things do not go
to plan. These guys are good to finish off pockets of units
scattered around the map or to kill enemies inside a
garrisoned building.
- - - - - - - - - - - - - - - - - - - -
- - - A10 Thunderbolt Strike - - -
Deployed : Command Centre
Countdown : 4:00 Minutes
Strong : Buildings
Level 1 : 1 A10 Tunderbolt
Level 2 : 2 A10 Tunderbolts
Level 3 : 3 A10 Tunderbolts
Info : One of the best 'quick' attacks out of the three sides, the
A10 Thunderbolt Strike is excellent for hit'n'run purposes.
If you decide during a game to purchase the upgrade for the
A10 Strike, you might want to consider upgrading it all the
way to level three later on, as this helps considerably!
One A10 is not enough to cause havoc to the enemy and
therefore two or three can do the job easily and the others
can serve as backups in case the enemy have a lot of anti
air units scattered around. The A10 Thunderbolts, when in
medium range from the target area, will start to shoot their
armour piercing machine gun bullets from the distance and as
they swerve towards the area, they unleash their payload of
missiles which is the most devastating part of the attack.
An excellent choice for destroying enemy structures or once
again to eliminate groups of stationary enemies.
_______________________________________________________________________________
D07 \ * * * USA Miscellaneous * * *
-=-=-=-=-=-\___________________________________________________________________
- - - Spy Satellite - - -
Deployed : Command Centre
Countdown : 1:00 Minute
Info : The spy satellite is available as soon as you construct the
Command Centre and is simple to use. The drawback is the limited
time of exposure to the targeted area but you can see any
units that pass by the area. It takes about 30 seconds before the
area goes dark again.
- - - - - - - - - - - - - - - - - - - -
- - - Spy Drone - - -
Deployed : Command Centre
Countdown : 1:30 Minutes
Info : Acts just like the Spy Satellite, except it works in a more
permanent basis. A Spy Drone is released to the assigned
area and hovers continuously around over the area the player
has chosen. The Spy Drone is invisible so it cannot be seen
except if there is any units or structures that can detect
stealth.
- - - - - - - - - - - - - - - - - - - -
- - - Intelligence - - -
Deployed : Detention Centre
Countdown : 2:00 Minutes
Info : A far more effective Spy instrument, Intelligence actually
seeks every single enemy unit and structure there is on the
map. This is great to use before planning any major attacks
against an enemy base. The time of exposure is a bit more
than the Spy Satellite so make good use of it!
- - - - - - - - - - - - - - - - - - - -
- - - Emergency Repair - - -
Deployed : Command Centre
Countdown : 4:00 Minutes
Level 1 : Minor Repairs
Level 2 : Medium Repairs
Level 3 : Major Repairs
Info : Depending on the level purchased, the Emergency Repair
upgrade can be used anytime on multiple damaged units.
A good idea is to get every single damaged unit [if all
the units are in a big group for example] and bunch them
all up into a circle, use the Emergency Repair and click
at the middle of all the damaged units therefore more
units can be repaired at once. You need to do this as the
Repair area only goes for a certain radius and not the
whole map!
#######################################################################
########
"Section E - United States of America Campaign Missions"
#######################################################################
########
_______________________________________________________________________________
E01 \ * * * Mission 01 = Operation : Final Justice * * *
-=-=-=-=-=-\___________________________________________________________________
_____________________
Mission Overview: \____________________________
==================================================
Baghdad, Iraqi War Zone
Operation : Final Justice
- - - - - - - - - -
- Global Liberation Army has SCUD Storm.
- They are based in Baghdad.
- Eliminate Threats.
- - - - - - - - - -
Generals Promotions
- Paladin
- Spy Drone
- Emergency Repair 1
- - - - - - - - - -
Constructible Units
- Supply Chinook
- Construction Dozer
- Ranger
- Defender
- Crusader
- Paladin
- Humvee
Constructible Structures
- Cold Fusion Reactor
- Barracks
- War Factory
- Supply Centre
_____________________
Mission Objectives: \____________________________
==================================================
- Destroy the SCUD Storm.
_____________________
Mission Walkthrough: \____________________________
==================================================
After the starting cut scene, you will end up with a collection of tanks
and about 4 Humvees. Send the 4 Humvees back to the base and build 20 rocket
troops. After doing this, tell the Humvees to return with the rest of the
tanks. Group your tanks as group 1 and Humvees as group 2.
Proceed forward towards the town, destroy the several tanks guarding the
entry then move forward until a cut scene showing Scuds being launched into
the town occurs.
After this devastating attack, avoid the anthrax clouds by merging towards
the right of the road and move upwards towards the bridge where you will
see a garrisoned building with enemies. Just wait 20 seconds until you see
2 Chinook helicopters appear and they will drop off infantry to finish the
job - and now move up towards the bridge where there is a radar van and
some infantry and tanks. Now while destroying this area of enemies, send in
the remaining rangers from were they got dropped off by the Chinook and
send them towards the right were some infantry units are holding your
grounded pilots hostage in a small fenced prison. After your rangers have
killed the troops guarding the prison, send the rescued pilots into some
of your tanks to give them a higher ranking - making them more powerful.
After doing this, send your tanks up the road towards a entry - straight
ahead that leads into dirt road. When going up the small ramp towards the
dirt area, a few of the Technicals will try to attack, but your tanks
will destroy these with little fuss. Head east towards where the enemy base
is while eliminating any units or structures that belongs to the enemy.
It will also be a good idea now for your tanks to build the battle drones
for added protection. Now when you head towards the entry of the base - one
of the guy's will tell you to hold back and then you should see a plane pass
which will drop off a huge fuel bomb. Watch the fireworks obliterate the whole
frontline defence and now it is just a matter of sending in those tanks to
destroy remaining structures and units - eventually leading the
destruction of the SCUD storm or else when you reach the Scuds - wait like
20 seconds for a bunch of Fighter Jets to bomb this whole area to the
oblivion. Congratulations - you have finished the first USA mission.
_____________
Submissions: \____________________________
==========================================
*** Submitted by "sticktendo" ***
Its very easy.
Send your tanks to destroy the GLA tanks and one Humvee to go activate
the scud storm launch. While this is happening fill your Chinook with
infantry. The moment you can see the scuds send it to the far top
right corner, then to the left towards the scuds.
_ is ground
S is scud launcher
/ is cliffs
L is drop area
______SSSSS___________L///////
Then send all infantry to attack the scuds and youll win. Also have some
fight the defences!
_______________________________________________________________________________
E02 \ * * * Mission 02 = Operation : Treasure Hunt * * *
-=-=-=-=-=-\___________________________________________________________________
_____________________
Mission Overview: \____________________________
==================================================
Al Hanad, Yemen
Operation : Treasure Hunt
- - - - - - - - - -
- GLA leaders tracked to Yemen.
- Comanches are searching for criminals.
- Save the captured pilots.
- - - - - - - - - -
Generals Promotions
- Paladin Tank
- Spy Drone
- Emergency Repair 1
- Pathfinder
- - - - - - - - - -
Constructible Units
- Supply Chinook
- Construction Dozer
- Ranger
- Missile Defender
- Crusader
- Paladin
- Humvee
- Ambulance
- Pathfinder
Constructible Structures
- Cold Fusion Reactor
- Command Centre
- Barracks
- War Factory
- Supply Centre
- Patriot Missile
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Mission Objectives: \____________________________
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- Rescue captured pilots.
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Mission Walkthrough: \____________________________
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Starting off at your base, this mission will show you the full map instead
of it being fogged out. Before you start, look at the mini-map and you
should see one red dot to the east side of it. This is where the first
pilot is being held captive. Now look below from your base and you should see
another resource area for your supplies. Build another few Chinooks and send
them towards this resource. Now select the group of 4 tanks and 4 Humvees
and send them in towards the 2 technical units to destroy them. Destroy any
others that come from other directions.
While doing this, look back to your base and get a construction dozer to
build another patriot missile next to the co-existing one on the north side
of the base and another one next to the co-existing one on the east side of
your base - you will see why you need these later. Now make the group of
tanks and Humvees towards the angry mob, which are guarding the entry to
the first pilot.
Destroy the stinger site nearby and place the rescued pilot into one of
your vehicles instantly giving it a 3 star rank. Also, a convoy of tanks
will attack your base so this is were those patriots come in handy. Moving
on, at least half of your group should be destroyed by now, so with the
money you would of received during combat, build another 10 crusader tanks
and send them upwards. Also, use the upgrade to make Humvees use TOW
missiles to make them tougher. From were the first pilot was, go north-west
up the road towards a garrisoned tower, with few Technicals waiting nearby.
Destroy these and head up the level towards the area were enemy forces are
concentrated. Destroy any threat what so ever and rescue the second pilot
which is once again guarded by a mob and a stinger site. Now after rescuing
the second pilot, head east towards where the last pilot is being held. From
here, it's just a simple dose of attacking all the enemies with what you
have got and eventually it will all pay off when you get hold of the last
pilot - just watch out for the 3 stinger sites allocated around the
base, then send the last pilot back to your base. Mission is complete.
_______________________________________________________________________________
E03 \ * * * Mission 03 = Operation : Guardian Angel * * *
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_____________________
Mission Overview: \____________________________
==================================================
Northern Kazakhstan, US forces in full retreat
Operation : Guardian Angel
- - - - - - - - - -
- USA forces are in full retreat.
- GLA is in close pursuit.
- Provide cover for retreating forces.
- - - - - - - - - -
Generals Promotions
- Emergency Repair 1
- Pathfinder
- Stealth Fighter
- A10 Strike 1
- - - - - - - - - -
Constructible Units
- Supply Chinook
- Construction Dozer
- Ranger
- Missile Defender
- Pathfinder
- Stealth Fighter
- Comanche
Constructible Structures
- Cold Fusion Reactor
- Barracks
- Airfield
- Supply Centre
- Patriot Missile
_____________________
Mission Objectives: \____________________________
==================================================
- Ensure the escape of 100 US forces.
_____________________
Mission Walkthrough: \____________________________
==================================================
This mission is very straight forward. Just concentrate towards the long
middle trench that comes from the west to the east side of the map. Around 30
seconds when the level starts, get ready because the first bunch of US forces
retreating will come from the west side of the map. Another 20 seconds
later, enemies will come from the same way towards the retreating forces. This
is were you come in to help. It is just best to use air forces for this level
as you do not have to much time to prepare. But firstly, deploy all the ground
units which have been already made for you all around your base, and make them
head down the trench to the left side near where the US forces come from.
From now, just leave them there and concentrate with your air forces.
It is suggestible that you build another at least 10 Comanches. Once you
have done that get the Comanches to go towards were you have deployed all
your ground units. To really tick off the enemies, build a few patriots on
the actual road that goes through the trench. Do be warned though, each time
more troops run away, more enemies do get deployed and can be more annoying
to destroy. But if you flood the entry full of Comanches, they will make
the job a lot more easier.
The A10 Strike will also help towards when the forces come by the third
time - but is hard to time for when the enemy comes. The rest of the
mission is pretty self explanatory so just kill any enemies before they
destroy the US forces that are retreating and eventually you will finish
the mission. Just as a reminder - when you reach 100 units retreated, there
is one more squad that will try to attack your base - use your Comanches
once again to rid of this annoyance immediately - now the mission is done
for good :)
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E04 \ * * * Mission 04 = Operation : Stormbringer * * *
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_____________________
Mission Overview: \____________________________
==================================================
Kazakhstan Coast, 1400 Hours
Operation : Stormbringer
- - - - - - - - - -
- GLA training camp has been discovered.
- Eliminate Threats.
- - - - - - - - - -
Generals Promotions
- Emergency Repair 1
- Spy Drone
- Paladin Tank
- Stealth Fighter
- Pathfinder
- Para Drop 1
- A10 Strike 1
- - - - - - - - - -
Constructible Units
- Supply Chinook
- Construction Dozer
- Ranger
- Missile Defender
- Pathfinder
- Stealth Fighter
- Comanche
Constructible Structures
- Cold Fusion Reactor
- Barracks
- Airfield
- Supply Centre
- Patriot Missile
- Command Centre
- War Factory
_____________________
Mission Objectives: \____________________________
==================================================
- Destroy the Stinger Sites.
- Destroy the GLA base.
_____________________
Mission Walkthrough: \____________________________
==================================================
This mission is pretty short and hard but is annoying because of the mass
number of tunnel networks, stinger sites and rocket buggies you have
to destroy.
Start to make your units attack the enemies on the beachfront after
the cut scene finishes. After destroying the rather small force of
enemies, another cut scene will come up. This is were you get told to
destroy 4 stinger sites so you can bomb the area. Now you will get a few
more additional units. Group everything except for the tomahawk's as group
1 - the tomahawk's are group 2 and should be left behind the main attack
squad when doing any big attack on the bases.
Also remember this part is non-constructible meaning that you do not have
buildings to build any additional units, so strategize your units p