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Command & Conquer Generals - Deluxe Edition

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Command & Conquer Generals - Deluxe Edition
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Command & Conquer Generals - Deluxe Edition.txt

--------------------------------------------------------------

Command and Conquer: Generals - Deluxe Edition Strategy Guide

Author: kylohk, Lo Kai Yan, Alasdair

Systen: PC, CD-ROM

E-mail: kylohk@netvigator.com

Date: 21 July, 2005

Version 1.2

--------------------------------------------------------------

Table of Contents [Search Key]

1. Introduction [CGD1]

2. Updates [CGD2]

3. Who are fighting this war? [CGD3]

4. A Brief Description of the Units [CGD4]

5. The Entire Conflict [CGD5]

---a. The Shock and Awe Hunting Game [CGD5A]

---b. Sneaking and Striking Surprisingly [CGD5B]

---c. Forced Deportation of Nasty Immigrants [CGD5C]

---d. Cracking down on Biowar Development [CGD5D]

---e. From Reunification to Retaliation [CGD5E]

---f. China's Wooing of the European Union [CGD5F]

6. Generals Challenge [CGD6]

---a. USA Superweapon General: Alexis Alexander [CGD6A]

---b. USA Airforce General: General Malcolm "Ace" Granger [CGD6B]

---c. USA Laser General: General "Pinpoint" Townes [CGD6C]

---d. GLA Toxin General: Dr. Thrax [CGD6D]

---e. GLA Toxin General: Prince Kassad [CGD6E]

---f. Chinese Tank General: General Ta Hwun Kwai [CGD6F]

---g. Chinese Nuke General: General Tsing Shi Tao (Clear Stone) [CGD6G]

---h. Chinese Dragon General: General Leang (Boss General) [CGD6H]

7. A Comparison of the Sides (Being Fixed) [CGD7]

8. More Tips [CGD8]

9. Conclusion [CGD9]

Appendix I. Feedback Information [A1]

Appendix II. Letters from Readers [A2]



----------------------

1. Introduction [CGD1]

----------------------

Command & Conquer: Generals is the newest installment of the world famous

real time strategy Command & Conquer series. As usual, there is more than

one side. This time, there are 3! USA, GLA and China.



I believe that the terrorist attacks that happened in September 11th, 2001

has a definite impact of Electronics Arts. 2 years after the attack, they

decided to create a new Real Time Strategy game along the lines of the

famous Command and Conquer series that features the United States and China

fighting the terrorist threats. Shortly after the original game is released,

an expansion pack was also introduced. Of course, the usual new units and

maps are released. This expansion, follows on the aftermath of the previous

conflict, and presents all 3 sides with amazing challenges. The Deluxe

Edition features both games and expansion, and allows the player to

experience the entire conflict with one purchase. Since the original game

and expansion are very closely related, I decided to write a guide that

spans through the entire storyline of Command and Conquer: Generals.



This guide will give some basic walkthroughs to the single player missions.

It will also give some tips for multiplayer games, mainly LAN games, as

I play with friends in the LAN at home, and seldom play online. OK, let's

begin. As you can see, most of the units in the side comparison guide version

3.3 have already been explained. So, it should not be necessary to introduce

them in detail again. The single player walkthroughs are oriented to the

Medium Difficulty. At present, I have completed the guidelines for all

of the missions in the game. If you have any other tips you would like

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to share with me, feel free to e-mail me.



To make this guide comprehensive, I have decided to add the guides to the

Generals Challenge and the Side Comparison Sections. Search Keys will be

added in the near future. So, use the Ctrl+F functionality of your browser

to search for specific chapters for now.



------------------

2. Updates [CGD2]

------------------

Version 1.2:

Added Search Keys, and Letters from Readers. Chapter 7 is still being fixed.



Version 1.1:

Added the guide for the Generals Challenge, and the Side Comparison Section.

The latter is still being set up. Search Keys are to be added at a later

date. (All this scrolling is stressful.)



------------------------------------

3. Who are fighting this war? [CGD3]

------------------------------------

Life is full of conflicts between the good side and the dark side. The

same thing happens in wars. Of course, in the real world, which side is

good depends on the points of view of the majority. The United States is

ALWAYS RIGHT according to popular opinion inside that country, and many

people think that United States are wrong in the invasion of Iraq and so

on. But in computer games, the division between good and evil is always

distinct, so we have 2 good sides and 1 bad side in this game.



USA: (The Boring old Blue Team)

Apparently, the Blue Team is supposed to be the good guys in the Command

and Conquer series, this time, it is no exception. It is also the team

with the most boring and conventional attack methods. (For example,

remember the Allie Forces, anyone?) The United States of America is

definitely the side with the most high tech units. This is just a mirror

of reality nowadays. Many units can make use of many technologies to boost

their attack ability. The air power of the United States is something to

be reckoned with, as they have 4 different air units, suited for various

tasks! In fact, a lot of units in reality appeared in the US arsenal.



GLA: (The Greedy Green Team. They finally have a GREEN Team for a change,

Green is my favorite color, heh heh heh.)

Since Tiberian Sun, there was only the battle between the Blue Team (of

Gold Team in the days of the Global Defense Initiative) and the Red Team,

and now, after a long wait, with 3 sides available, the producers of the

game have given GLA the Green color! The Global Liberation Army is a

multi-national terrorist organization based in Kazakhstan (They need not

obtain any financial backing from any official government in the world).

They are practically the most cunning and most resourceful side in the

game. 3 of their units can upgrade their own weapons by picking up the

scraps of the enemies they have defeated. Using the Palace and the Black

Market, they can acquire many important upgrades and funds, which come

from the darkest corners of the globe. Of course, these terrorists have

a lot of nasty tricks up their sleeves, as you can see later.



China: (The Ready-on-the-move Red Team. That's where I live, heh heh heh.)

It has been a tradition of the Command and Conquer series that the Red

Team is the evil team of the game, (For example, Brotherhood of Nod, Soviets)

and the Red Team just loves to use superior numbers and brute force to

attack their enemies. But this time, they are the good guys! The People's

Republic of China is certainly becoming more and more powerful these days.

With a population of about 1.3 billion, China certainly has a very large

army. (I was flamed heavily for forgetting to add that decimal place before!)

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In fact, many of China's units become more powerful, when used in large

groups! The good thing is, certain Chinese units can be produced en masse

in a blink of an eye, and can literally like, squash an elephant with a

horde of ants! This is what happened in the Korean War.

------------------------------------------

4. A Brief Description of the Units [CGD4]

------------------------------------------

Command and Conquer series always feature a wide range of units for both

sides. The units of the older games always have been rather weird, ranging

from flame tanks, cyborgs to large mechanized walking devices. However,

the units of Command and Conquer: Generals are much more conventional and

realistic. Some of which even goes through our worst fears as to what

terrorists will use on innocent civilians if they get what they want.

Expansion Packs are there to add new units to the game, so any unit marked

with an asterisk (*) are to be obtained through the expansion provided

with the Deluxe Edition.



*****UNITED STATES OF AMERICA*****

The United States of America is the world's most high tech army. They can

make use a lot of strategy to win, and that's why it takes the most skill

to master. Tee hee hee... Anyway, a lot of America's units are heavily armored

or fast yet expensive, making them the most suitable for "search and destroy

missions".



--------------------------------

Bullet Based Anti Infantry Units

--------------------------------

Ranger Cost: $225 Requires: Barracks

Pathfinder Cost: $600 Requires: Barracks + Level 3 General

Ability

Colonel Burton Cost: $1500 Requires: Barracks + Strategy Center

Humvee Cost: $500 Requires: War Factory

Sentry Drone* Cost: $400 Requires: War Factory



All of these units use guns, and are very effective against infantry. If

you have the money, pay $1000 so that the Rangers can use Flash Bang Grenades

against infantry, they are very effective in dispersing Angry Mobs.

Pathfinders are simply snipers, and only snipers. So, obviously, they kill

all infantry units in one shot, so does Col. Burton, but he is a hero unit,

so he can stab infantry to death with his knife, and also plant charges

on enemy structures. Humvees and Sentry Drones are all ideal scouting units,

the Humvee can be loaded full of infantry, and they can fire at outside

units! As for the Sentry Drone, you will have to pay $1000 to upgrade them

with the heavy machine gun before you can use them to attack the enemy.

--------------

Ranger

--------------

Cost: $225

Flashbang Upgrade: $1000



The US Ranger is the most expensive of the lot, however, they are the only

rifle infantry in this game who can use 2 weapons, the Assault Rifle and

the Flashbang Grenades. The Flashbang Grenades are particularly effective

in clearing large structures and dealing with angry mobs.

For a Rifle Infantry that has 2 functions, it is definitely worth paying

$225 for this as it costs $112.5 for each function. Another good thing

is that a flash bang upgrade is definitely cheap and should be researched

as soon as possible.



---------------

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Command & Conquer Generals - Deluxe Edition.txt

Pathfinder

---------------

Cost: $600

The US Pathfinder is like a "stealth nun with a sniper rifle" (actually,

it is some kind of camouflage suit for those jungle operations.). His

ability to garrison buildings without detection really helps to kill large

numbers of enemy infantry from a long range!

The Pathfinder costs $600, and that is all you need to take out a large

hoard of infantry! In fact the kill ratio is about 1 to 20 or even higher

when used properly. So, well, it is an excellent value for money!



---------------

Colonel Burton

---------------

Cost: $1500

The United States do not have to rely on that arrogant Tanya Adams anymore.

Instead, we have Colonel Burton, the man with the most tricks up his sleeve.

Colonel Burton's rifle can make a quick work of enemy armor and infantry

units. His knife, can kill enemy infantry without being seen. His Demo

Charges can be activated by a timer or by remote. Burton can climb over

steep hills into the enemy base!



To use the Knife Attack:

Click the Knife Attack button and then click the enemy infantry unit you

want to use it on.

To use the Timed Demo Charge:

Click on the Timed Demo Charge button and then click on the building you

intend to use it on. Colonel Burton will then go over to the building,

and tinker with his bomb for a while before the bomb is placed. The timer

is set to 20 seconds, plenty of time for you to get away.



To use the Remote Demo Charge:

The same steps apply for Remote Demo Charge, only that you can detonate

them at will. To detonate the charge, click the Detonate Charges button,

and beep! BOOM!



For a unit that practically has everything,(a Swiss army man in fact),

paying $1500 is certainly worth it, as it is just like a destruction starter

kit all hauled up in one person.



--------------

Humvee

--------------

Cost: $700

TOW Missile Upgrade: $1000

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500



The standard troop transport of the US is here. Equipped with Gun-Ports,

infantry units inside can fire at the enemy. The Humvee can also be equipped

with a TOW Missile to attack armored targets. There is a catch though,

if the Humvee is destroyed, the infantry inside will all die! Just a pity

it does not come packaged with missile defenders.

---------------

Sentry Drone*

---------------

Cost: $800

The new sentry drone is stealthy, and can detect stealth. It can be upgraded

with machine guns to make it more powerful, but this unit is pathetic,

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as it cannot gain veterancy. When I used these in USA Mission 1 in Zero

Hour, they were practically the first to die.



-----------------------------

Missile Based Anti Tank Units

-----------------------------

Missile Defender Cost: $300 Requires: Barracks

Tomahawk Missile Cost: $1200 Requires: War Factory + Strategy

Center

Raptor* Cost: $1400 Requires: Airfield

Stealth Fighter* Cost: $1600 Requires: Airfield + Level 1 General

Ability

Comanche* Cost: $1500 Requires: Airfield

* = Air Units

All of these units make use of missiles to attack their targets. The Missile

Defender is America's "Man-with-a-missile". He can use his laser sights

to improve his rate of fire against enemy vehicles and aircraft. The

Tomahawk Missile Launcher is a long range ballistic unit, its missile NEVER

misses its targets, unless the target is an infantry unit due to its

guidance system. The Raptor fires 4 missiles, the Stealth Fighter Fires

2 while the Comanche fires 4, and reloads in the air, while continuing

to pummel their target with its 20mm cannon. The Stealth Fighter and Raptor

can be upgraded with Laser Guided Missiles to increase their attack power

by $25, while the Stealth Fighter can also be upgraded with the Bunker

Buster missiles to clear out any type of garrisoned building, except

Internet Centers. Note that the missiles of all of these 3 units can be

easily stopped or blown off course by Paladin Tanks, Avengers and ECM Tanks.



-----------------

Missile Defender

-----------------

Cost: $300

The US Missile Defender is just a person with armed with a high tech Rocket

Launcher. They laser sights improve their rate of fire, and that's about

it.



To use the Laser Missile:

Click the Laser Missile Button, and then click on your target. The Missile

Defender will focus on the target with a laser, and then, wow wow wow wow

wow! They fire their rockets in an insane speed, similar to the speed of

Tank Hunters with their hoard effects. I found out about this when I head

some Tank Hunters fight some Missile Defenders head to head. (In case you

wondered how I fight missile defenders with tank hunters who use the laser

missiles, I was playing against the computer, and it obviously cheated.)

-----------------

Tomahawk Missile

-----------------

Cost: $1200

Composite Armor Upgrade: $2000

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500



USA's Long Range ballistic is here. The Tomahawk Missile has a very long

range, and its missile has a tendency to lock onto the enemy, so it seldom

misses. However, air defenses can easily stop the missile, so build at

least 2 or 3 for a better effect.

For an accurate long range ballistic unit, the Tomahawk Missile is just

evenly priced. As it is the USA army's one and only one long range unit,

you better rely on them. Still, it's a good value for money.

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Command & Conquer Generals - Deluxe Edition.txt

---------------

Raptor

---------------

Cost: $1400

Laser Missile Upgrade: $1500

Countermeasures Upgrade: $2000

The US Raptor fires 4 missiles each to their targets, and can be used to

guard the air. Their attack power can be increased by 25% by the Laser

Missiles. They can develop countermeasures against anti-aircraft units,

but what use does it have if there are just so many of them lying around?



For an aircraft like the Raptor, I really cannot comment on its price,

as it is just the tradition for C&C programmers to charge between $1200

and $1500 for jet planes.

Supplementary Information: (Reference: Jane's)

In the early 1980s the USAF began the Advance Tactical Fighter programme,

incorporating stealth technology and supercruise (supersonic cruise

without afterburning), as a replacement for the F-15C Eagle. A

Lockheed/General Dynamics/ Boeing YF-22A prototype first flew on 26

September 1990, and won the development contract over the Northrop YF-23A

in 1991. The first EMD F-22A flew on 7 September 1997, and EMD aircraft

have since demonstrated supercruise at more than Mach 1.5 and

thrust-vectoring at high AoA. Cold War requirements for 750 aircraft have

been reduced to 339 F-22As, with the first planned to enter service in

2005.



The Raptor design trades off stealth with agility, to produce a genuine

fighter, as opposed to a low-observable bomb deliver like the F-117A. The

thrust/weight ratio of 1.2 and triplex digital FBW controls gave good

maneuverability, but 'first look, first shot, first kill' capability means

opponents will rarely detect the F-22 before they have been targeted and

hit by BVR AAMs. The Raptors has three internal weapons bays, with two

Sidewinder AAMs stored outboard of the intake ducts, and up to six AIM-120

radar-guided AMRAAMs or two GBU-32 JDAM 1000 PGMs in a ventral bay. Other

stealth features include antennas located in leading or trailing edges

of wings and fins, and internal sensors, including the AN/APG-77 AESA radar.

Highly integrated avionics with a Common Integrate Processor (CIP) will

provide a next-generation operation environment.



-----------------------------------

Specifications of the F-22A Raptor

-----------------------------------

Powerplant: two 156kN (35000 lb st) Pratt & Whitney F119-PW-100 thrust

vectoring afterburning turbofans



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

13.56m (44ft 6 in)



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

lb)

Performance: max level speed (in supercruise) Mach 1.58, at 9,150m

(30,000ft) (with afterburning) Mach 1.7, at sea level 1,482 km/h (921 mph);

service ceiling 15,240m (50,000 ft)



Armament: one M61A2 20mm gun with 480 rds; two AIM-0 AAMs and up to six

AIM-120 AMRAAMs or two JDAM 1000 PGMs in internal bays; four underwing

stores stations, each cleared for a 2,268kg (5000lb) payload



---------------

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Stealth Fighter

---------------

Cost: $1600

Laser Missile Upgrade: $1500

Bunker Buster Upgrade: $1000



The Stealth Fighter is like the Raptor, only that it can remain undetected

until the moment before it fires, so it is good against enemy base defenses.

Its bunker buster upgrade can help it damage infantry garrisoned in

Bunkers.

Sigh... I was expecting the Stealth Fighter to be even more powerful than

the Raptor, but in fact, it is only effective against base defenses, as

it is stealthy. Although it can clear garrisoned structures with its Bunker

Buster Upgrade, it is not worth coughing up $1600 for such a plane.



Supplementary Information (Reference: Jane's)

Popularly known as the 'Stealth Fighter', the F-117A Nighthawk is a

precision attack aircraft designed to be nearly invisible to radar.

Development began in the 1970s with the 'Have Blue' design study, and the

first FSD prototype flew on 18 June 1981. Five FSD F-117s were built,

followed by 54 production standard F-117As. Constructed primarily of

aluminium, the F-117A's fuselage comprises flat panel 'facets' mounted

on the aircraft's subframe, their purpose being to reflect radar energy

away from the transmitter, eliminating a viable 'return'. All surfaces

are coated with various RAMs, and all doors and panels have serrated edges

to further minimize radar reflection. Grid Covers on the intakes and the

use of narrow-slot 'platypus' exhausts surrounded by heat-absorbing tiles

reduce the IR signature.



Ahead of the flat plane five piece cockpit glazing is a FLIR sensor,

recessed in a mesh covered housing. In the forward starboard underfuselage

is a retractable IR sensor and laser designator, used with the two LGBs

carried in the internal weapons bay. This modest weapons load is testimony

to the accuracy of the Stealth Fighter F-117As flew just 2% of combat

sorties during the Gulf War, but accounted for 40% of the strategic targets

attacked.



Unfortunately, poor tactics contributed to the first Stealth Fighter loss,

when an F-117A was shot down by a radar-guided missile over Kosovo in 1999.

Current USAF plans include navigation and targeting system upgrades, with

service to continue beyond 2015.



--------------------------------------

Specifications of the Stealth Fighter

--------------------------------------

Powerplant: two 48.0 kN (10,900lb st) Gneral Electric F404-GE-F1D2

non-afterburning turbofans

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

13.20m (43ft 4in)



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

Performance: max level speed 1,040km/h (646 mph); mission radius

(unrefuelled with 2,268kg (5,000 lb) weapon load) 1,056km (656 miles)

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

LGBs

---------------

Comanche

---------------

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Command & Conquer Generals - Deluxe Edition.txt

Cost: $1500

Rocket Pod Upgrade: $1000

Countermeasures Upgrade: $2000

The Comanche helicopter attacks with their 4 missiles, and their 20mm

cannon. When it runs out of ammo, it reloads very quickly, and can continue

to annoy the enemy until they use their anti-aircraft units. Its rocket

pods can flatten a large area of enemies.



To use your Rocket Pods:

Click the Rocket Pods button and then click on the area you would like

to use it on. This ability requires a short recharge time.



Again, as long as the cost of an aircraft falls between the $1000-$1500

range, it is a fair value for money. As this is just tradition.



Supplementary Information: (Reference: Jane's)

The futuristic RAH-66 Comanche won the US Army competition in the early

1980s for a reconnaissance/attack/air combat helicopter replacement for

thousands of AH-1, OH-6, OH-58 and UH-1s. The prototype first flew on 4

January 1986, but funding cuts have slowed development, with current plans

calling for testing of only the two existing prototypes through 2004. The

first of 13 preproduction aircraft (the third Comanche) is not due to fly

until April 2004. (This will not happen, as the US has cancelled the

Comanche project.)

Composites make up a large proportion of the Comanche's airframe, with

a five-blade main rotor and eight-blade fan-in-fin rotor. The Comanche

is the first 'stealth' helicopter, designed to have a radar cross-section

smaller than that of a Hellfire missile. Frontal RCS is reportedly 360

times smaller than the AH-64 Apache, with one-quarter the IR emissions

and one-sixth the forward noise signature. Each cockpit, with pilot in

front, has four large MFDs to display FLIR/TV data, a moving map, and

tactical situations. Night operations are aided by navigation and

targeting FLIRs and a laser designator, housed in a nose-mounted sensor

turret. Missile launch in adverse weather will be enhanced by a version

of the Apache Longbow radar. Comanche avionics have been designed for

compatibility with the F-22A Raptor fighter.



Behind the retractable main landing gear, a pair of side-opening weapons

bays can each house three Hellfire ATGMs or six Stinger AAMs. Immediately

above these bays, optional stub-wings can carry a further four Hellfires

or eight Stingers.



-------------------------------

Specifications of the Comanche

-------------------------------

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

Dimensions: length 13.20m (43ft 3in); height over tailplane 3.37m (11ft);

width 2.04m (6ft 8in); main rotor diameter 12.19m (40ft)



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

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

endurance 2h 30min

Armament: one GE/GIAT three-barrel 20mm undernose cannon with 320-500 rds;

up to 2,296kg (5,062lb) of 10 hellfire ATGMs, 14 Stinger AAMs and two 1,741l

(383gal) auxiliary fuel tanks

---------------

Support Units

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Command & Conquer Generals - Deluxe Edition.txt

---------------

Ambulance Cost: $600 Requires: War Factory

Microwave Tank* Cost: $800 Requires: War Factory + Strategy Center

Avenger Cost: $2000 Requires: War Factory + Strategy Center

Unless you upgrade them with various drones, all of these 3 units do not

have any direct offensive capabilities against ground units. The Ambulance

heals troops and vehicles near it, and sprays foam to decontaminate areas

with toxins and radiation. The Microwave Tank zaps a microwave beam to

disable enemy buildings, and the beam must be continuously zapped onto

the buildings to keep it disabled. This beam can also fry infantry

garrisoned inside civilian buildings. Its microwave field is automatic,

and does not need any targeting for it to work, any infantry unit that

enters the field will slowly lose health, and will be cooked! The Avenger

uses a beam to "designate" their ground target so that other units can

fire much quicker at it. Its Anti Air Laser can be used to destroy enemy

aircraft, and can stop missiles from coming. But still, when you want to

use these, keep them in the rear at all times, otherwise, you will waste

a lot of money trying to replace them. Particularly the Avenger, which

costs the same as an Overlord Tank!

---------------

Ambulance

---------------

Cost: $600

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500



All the Ambulance does is to spray detoxifying foam, that clears radiation

and chemical toxins. That's it. It is not equipped to kill.

What's the point of having a unit that can ONLY heal infantry units? And

you charge it more than a Humvee? Sure, it can clear toxic foam, but what's

the point, after all, the radiation or chemicals will fade away after a

while.



---------------

Microwave Tank*

---------------

Cost: $800

Composite Armor Upgrade: $2000

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500

The US Microwave Tank, well, fires a microwave beam that can disable, not

destroy enemy structures, its beam can also hurt enemy infantry. The

Microwave Tank can cook infantry inside buildings.

For an "HBM Vehicle", charging $800 for such a unit ain't too shabby. In

fact, I really could not care less how much such units cost. As long as

it is at $800 or less, I won't mind at all.

---------------

Avenger

---------------

Cost: $2000

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500



The US has come up with a new laser unit. The avenger, its laser can be

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Command & Conquer Generals - Deluxe Edition.txt

used to shoot down incoming missiles and aircraft, its designator also

allows your units to hit them faster and with more success. The laser of

the Avenger cannot be used to kill ground units by itself, while you can

send it a large number of quad cannons or gattling tanks in and cause

tremendous damage, you can't do so with Avengers. It's just not worth

coughing up $2000 to buy one of these vehicles if they can only attack

air targets. Unfortunately, that's all the US has to effectively down

aircraft. Life is tough, isn't it?



Sure, the Avenger is effective against air units and missiles, and

unfortunately, that's the only good thing about it. When facing ground

units, they can only designate the target to allow other units to fire

faster and more effectively at it, and they actually give it such a

ludicrous price! Life is tough... sigh...

---------------

Battle Tanks

---------------

Crusader Tank Cost: $900 Requires: War Factory

Paladin Tank Cost: $1100 Requires: War Factory + Level 1 General

Ability



Both of these tanks use the same type of cannon, with the Paladin Tank

having slightly heavier armor. The Paladin Tank also has a defense laser

to stop missile attacks. That's all I can say about these tanks.

---------------

Crusader Tank

---------------

Cost: $900

Composite Armor Upgrade: $2000

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500



The Crusader Tank of the US is the most high tech Tank in the game. Being

a US unit, it can have drones installed above it. Unfortunately, the drones

can be easily shot down by enemy defenses. However, their armor can be

upgraded by composite armor. So, it is quite good actually.



To upgrade your tank with drones:

Simply click the drone you want to be installed on the tank and then you

can wait. Note that you cannot have more than 1 drone installed at once.



The Crusader has a slightly heavier armor than the Battlemaster Tank and

costs $100 more. That's not so worth it. Besides, those drones are far

too vulnerable and can be easily shot down. It's not a good value for money

actually, if you charge that much for a main battle tank.

---------------

Paladin Tank

---------------

Cost: $1100

Composite Armor Upgrade: $2000

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500



The Paladin is a tank with heavier armor. It can use a laser to stop incoming

missiles, regardless of how big they are. They can upgrade their armor

with composite armor, as usual. Their high price really is a draw back.

But still, their ability to stop missiles is decent.



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These tanks are not much stronger than Crusader Tanks, and have the same

attack power, only with the extra ability to use a laser to zap incoming

missiles and infantry. That's it. Still, EA should not charge that much

for a tank like this.

--------------------

Ultimate Attack Unit

--------------------

Aurora Bomber Cost: $2500 Requires: Airfield + Strategy Center

The Aurora Bomber is the USA's supersonic aircraft. It flies so fast on

its bombing run, that no one can aim or hit it! After it drops its payload,

it slows down considerably, and becomes as weak as a paper aeroplane, and

only then can it be shot down. You should reserve these to destroy the

enemies' superweapons, as they are just so expensive.



--------------

Aurora Bomber

--------------

Cost: $2500

The Aurora Bomber is a super-sonic aircraft, and can easily evade

anti-aircraft defenses until it delivers its bomb. Only then it slows down.

Enough said.



For a plane that is invincible during its bombing run, and as frail as

a paper aeroplane during its return, $2500 is a reasonable price. After

all, if EA were to charge it less, many people will complain that the USA

is being far too unbalanced. As they are so difficult to replace, only

use these planes when you have a superweapon to destroy.



*****GLOBAL LIBERATION ARMY*****

The Global Liberation Army has a lot of Soviet-era weapons in their hands,

and basically, they are light and fast. These guys have the ability to

make the best with what they have got in their hands, as just so many of

their units can scavenge the spoils of their defeated vehicles. The GLA

is an expert on stealth, and has a lot of units that can strike unseen

without the enemy knowing! How's that, you high tech nations?



--------------------------------------------

Bullet Based Infantry and Assault Transports

--------------------------------------------

Rebel Cost: $150 Requires: Battacks

Angry Mob Cost: $800 Requires: Barracks + Palace

Jarmen Kell Cost: $1500 Requires: Barracks + Palace

Combat Cycle* Cost: $450 Requires: Arms Dealer

Battle Bus* Cost: $800 Requires: Arms Dealer + Palace



The first 3 types of units all attack with their rifles and guns. They

are all effective against enemy infantry. The Rebels can now be upgraded

to place booby traps on neutral structures and vehicles, so if anyone tries

to commandeer those structures, BOOM! Angry Mobs can have up to 10 Mobsters,

when a mobster dies, a new one will "respawn" in a short period of time!

They can be upgraded to use AK-47 Assault Rifles, and hence be a highly

destructive force against both infantry and tanks. Jarmen Kell is GLA's

sniper, and can kill drivers inside vehicles intermittently. The Combat

Cycle comes with a Rebel, and can be ridden by any type of infantry unit.

Note that if you ask the unit to get off the bike, the bike will fall to

the side and explode. So, use it as if you are using a disposable glove.

The Battle Bus is GLA's more heavily armored troop transports. Infantry

units can fire inside through its windows, and when it loses all of its

health, it simply turns into a bunker, and the units will continue to fire

inside until it is destroyed again. Note that when all infantry units have

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vacated the "bunker" the Battle Bus will blow.



--------------

Rebel

--------------

Cost: $150

Camouflage Upgrade: $2000

Booby Trap Upgrade: $1000



The GLA Rebel is all the terrorist organization can offer, and fires a

regular rifle. That's it. The camouflage and Armor Piercing Bullet upgrade

gives them some help, though.



To use a booby trap:

To use a Booby Trap, click the button, and then click on the building that

you intend to place the trap on. It's like a mine. Anyone who gets too

close will be blown up. Of course, Construction Dozers and Workers can

remove them without them exploding.



The Rebel is like the Ranger, it has 2 functions, a normal assault one

and a special one. Besides, they can be camouflaged, and the Booby Trap

upgrade is also cheap. However, the Booby Trap is not as effective, as

you can only place them on buildings. So, it is a good value for money.



---------------

Angry Mob

---------------

Cost: $800

Arm the Mob: $1000



GLA Angry Mobs may be one of the comic relieves in the game. A mob first

attacks with simple rifles, and later can be armed with AK-47s. They are

effective against any unit that do not have anti-infantry weapons. When

a member of a mob is killed, a new one respawns by "mitotic cell division".

However, beware of the following, as they can kill you in a second or 2,

flashbangs, flame, toxic substances.



An Angry Mob has 10 Mobsters, that makes it $80 per mobster! This is

basically an effective way to train units, as you only required to press

a button once to send 10 people out. The Arm the Mob upgrade is very cheap.

So, always upgrade them before sending your Mobs in!



---------------

Jarmen Kell

---------------

Cost: $1500

Armor Piercing Bullet Upgrade: $2000



This mercenary is just a sniper with the capability to periodically kill

the drivers inside the vehicles. That's it. Unfortunately, he cannot do

it more frequently, otherwise, it's not worth coughing up $1500. But still,

Jarmen Kell is excellent in, destroying fire bases. You will see what I

mean.

To kill drivers inside vehicles:

Click the sniper attack button and then click on the vehicle you intend

to get rid of. Then a single shot will be fired, and the vehicle will lose

its side.



For a person who can only snipe a vehicle once in a while, $1500 really

is a ludicrously high amount. But that's all GLA have in their hero's

department. Sigh... Life is cruel.



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Command & Conquer Generals - Deluxe Edition.txt

--------------

Attack Cycle*

--------------

Cost: $550

Cost of bundled Rebel: $150

Actual Price = Cost - Cost of bundled Rebel = $400



The combat cycle has one infantry inside, and that infantry can fire at

the enemies. Unfortunately, this vehicle makes the infantry more

vulnerable to tanks, as tanks are effective against vehicles. And when

it explodes, the infantry unit is sent flying! You may need at least 20

of these to make a stand. You can use it as a suicide unit if the passenger

is a terrorist, but, it can never be as economical as the troop crawler.

Note that if it is ridden by a Terrorist, the Combat Cycle will have a

striped board in front of it to warn others of his approach.



A combat cycle is ridden by a Rebel at the start, so we can consider the

cycle to be cheaper than it actually is. In fact, I am using the "method

of difference" to determine the actual price of units with other units

bundled in. this method has been used by the Hong Kong Consumer Council

to compare the prices of goods. So, to conclude, the Combat Cycle is an

excellent value for money.



---------------

Battle Bus*

---------------

Cost: $800



The slow and steady battle bus is a different story, the infantry inside

can fire out of the gun ports inside the bus. And after it blows up, the

battle bus becomes a bunker of sorts, and the infantry continue to fire

inside until it blows up the second time. Note that the bus' passengers

cannot fire at any specific target, and that is a problem.



A Battle Bus costs $800, and comes with no attack power on its own, but

it is a bit more armored than the technical, and won't be destroyed

immediately when its HP drops to zero, so it is quite worth it if you want

to give your infantry protection.



-------------------

Infiltration Units

-------------------

Hijacker Cost: $400 Requires: Barracks + Level 3 General

Promotion

Saboteur* Cost: $700 Requires: Barracks + Palace

Radar Van Cost: $500 Requires: Arms Dealer



The Hijacker is a stealth thief who can steal enemy vehicles. While the

saboteur can climb over hills into the enemy base to disable enemy buildings.

The Radar Van provides Radar for the GLA, and can be upgrade to use the

Radar Scan every 30 seconds, this can be used to spy on the enemy units,

and detect enemy stealth infiltrators.

---------------

Hijacker

---------------

Cost: $400



The Hijacker steals vehicles from the enemies, that's all, however, they

can easily be detected, and can be killed very quickly, so it's not worth

it.



Although a hijacker is cheap, you probably need to build lots of them in

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order to be able to steal one vehicle. So, it's really not worth the money

or that General Point. However, Prince Kassad starts with Hijackers at

the start, and as he has no tanks, then this unit is vital to him!

---------------

Saboteur*

---------------

Cost: $700



This is again, like the spy of Red Alert 2. The Saboteur is stealthy, and

disables buildings by entering them. They can climb over cliffs.



For a use once and discard unit like the Saboteur, charging $700 for it

isn't going to work. Hmph! It's just not worth it.

---------------

Radar Van

---------------

Cost: $800

Radar Scan Upgrade: $1000

Not only that the Radar Van provides Radar, it can use the Radar Scan to

spy on enemies. So, you can virtually abuse the radar scan by building

these little vans in quantity! Unfortunately they have no weapons

themselves and cannot be used in attacks.

Take note that you can use your Radar Scan once for every Radar Van you

have. As they are just soooo cheap, feel free to abuse the Radar Scan by

building 30 Radar Vans. Then you can have 1 Radar Scan per second!



------------------

Rocket Based Units

------------------

RPG Trooper Cost: $300 Requires: Barracks

Rocket Buggy Cost: $900 Requires: Arms Dealer + Palace

The RPG Trooper is GLA's Rocket Soldier, enough said. The Rocket Buggy

is the GLA's long range attack unit. It can fire up to 12 rockets at the

enemy per volley. As the Rocket Buggy has very light armor, you should

use them to hit and run to prevent the enemy from catching up. Both of

these units can be upgraded with the Armor Piercing Rockets from the Black

Market. This increases their attack power by 25%.



---------------

RPG Trooper

---------------

Cost: $300

Armor Piercing Rockets upgrade: $2000

The RPG Trooper is just like the missile defender, but without the laser

sight. However, they can be given free of charge whenever you build a tunnel

network. So it is a little bit more worth it. They can use Armor Piercing

Rockets later on.

The RPG Trooper costs $300, and their attack power can be upgraded. This

makes them a good value for money.

---------------

Rocket Buggy

---------------

Cost: $900

Armor Piercing Rocket Upgrade: $2000

Buggy Ammo Upgrade: $1000

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Command & Conquer Generals - Deluxe Edition.txt

The Rocket Buggy is there to buzz around like flies and annoy you. They

fire 6 or 12 rockets at a time, before having to reload. That's their problem.

If they were to fire continuously, then they can be a real threat. When

you use such units, make sure you keep your distance, as it has practically

no armor.



The Rocket Buggy is built to hit and run. With so many rockets coming at

once, advancing tank hoards can easily be weakened, provided that your

Buggies retreat fast enough, or if the enemy decides not to use any Paladin

Tanks, Avengers or ECM Tanks.



------------------

Salvaging Units

------------------

Technical Cost: $500 Requires: Arms Dealer

Scorpion Tank Cost: $600 Requires: Arms Dealer

Quad Cannon Cost: $700 Requires: Arms Dealer

Toxin Tractor Cost: $600 Requires: Arms Dealer

Marauder Tank Cost: $800 Requires: Arms Dealer + Level 1 General

Ability



All of these units are capable of scavenging their kills to upgrade their

weapons. The Technical is a fast troop transport that can hold 5 units.

Its machine gun can be upgraded to fire rockets. The Scorpion Tank is the

GLA's Main Battle Tank, and can be upgraded to fire 2 Rockets at the enemy

at once. The Quad Cannon is GLA's anti-air unit featuring 4 heavy machine

guns. The Toxin Tractor is GLA's chemical attack unit, it can clear

garrisoned buildings and poison infantry units with its toxin sprayer.

Finally, the Marauder Tank is a more advanced battle tank with the GLA.

It can be upgraded to have, 2 cannons! Much like the Mammoth Tank in Red

Alert.



---------------

Technical

---------------

Cost: $500

Armor Piercing Bullet Upgrade: $2000



GLA Technical Trucks again carry 5 infantry units. Only that it has no

gun ports. Its armor is just so weak. Although it can perform salvage runs

on defeated armored units, and can make use of Armor Piercing Bullets,

it really cannot help them much.



Technicals are like Humvees in many aspects, but they can upgrade their

guns by salvaging. But still, it is only a fair value for money.



---------------

Scorpion Tank

---------------

Cost: $600

Scorpion Rocket Upgrade: $1000

Toxin Shells Upgrade: $1000

Armor Piercing Rocket Upgrade: $1000



The Scorpion Tank is the light tank of the GLA. Being the light tank, it

has rather light armor. As they are built to hit and run, the Scorpion

Tank is not so suited to direct, full scale battles, that are the bane

of the C&C series. The Scorpion Rocket Upgrade gives them a slight balance

though. This is particularly true when I tested one of these tanks against

a battlemaster or crusader. Even with the rocket, the scorpion will lose

on one to one combat. So, build 50+ of these.



Page 15

Command & Conquer Generals - Deluxe Edition.txt

It is obvious really, that for such a cheap price, you can already purchase

such a vehicle with decent stopping power. Be sure to upgrade them ASAP

with those Rockets, as they can make a large difference.

---------------

Quad Cannon

---------------

Cost: $700

Armor Piercing Bullet Upgrade: $2000

The GLA Quad Cannon is like a technical in many aspects, but it carries

4 heavy machines guns, instead of one. It can use the scraps of defeated

vehicles to upgrade its own guns, which is a good sign. It can acquire

armor piercing bullets for an additional 25% damage, making it better for

the task at hand.



This is the price that an anti-air, anti infantry unit should be sold.

Enough said. Good quality, good value.



---------------

Toxin Tractor

---------------

Cost: $600

Anthrax Beta Upgrade: $2500



That's right, GLA really likes to make use of Chemical Weapons. The toxin

tractor sprays a continuous stream of toxins that can render large infantry

divisions into green 'n' blue salamander men in no time. It can also

contaminate large areas of land when standing. It is resistant to rockets,

making it effective in its task of clearing garrisoned buildings. It can

be 25% more disgusting with the Anthrax Beta upgrade installed.

To Contaminate an area:

Click the Contaminate button and then click on the area you intend to spread

your chemicals. "Run through the sprinkler!"

These tractors are so effective against infantry that, if used properly,

can achieve a 1 to 30 kill ratio or even higher. So, excellent quality,

excellent value!



--------------

Marauder Tank

--------------

Cost: $800

Toxin Shell Upgrade: $800

"What can I say? I'm a taker." The Marauder Tank is the third in the line

of salvaging units as far as the GLA is concerned. The Marauder Tank is

cheap, has decent armor, and can eventually upgrade to 2 cannons! That's

is definitely cool. So, always use a General point to be able to build

this unit.



For a salvaging unit, charging a Marauder for $800 only really rocks! That's

all I can say.



--------------------

High Explosive Units

--------------------

Terrorist Cost: $200 Requires: Barracks

Bomb Truck Cost: $1000 Requires: Arms Dealer + Palace

SCUD Launcher Cost: $1200 Requires: Arms Dealer + Palace + Level 1

General Ability



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What can a Terrorist Organization do without terrorists? The Terrorists

in GLA aren't like those in Rainbow Six, in fact, they are mainly suicide

bombers. The Terrorists can also commandeer cars to make their attacks

much more faster and powerful. The Bomb Truck can be upgraded to hold a

Bio Bomb and a High Explosive Bomb in its load space, doubling its power.

It can also disguise itself as a vehicle or car to surprise the enemy more.

However, base defenses are not a bit fooled by its disguise, and will unmask

it and open fire on it. The SCUD Launcher is the GLA's more powerful siege

unit. It can be armed with an Anthrax Warhead that can infect and poison

enemy units, as well as a High Explosive Warhead, which can cause huge

amount of damage to anything within its blast radius. As a rule of a thumb,

always consider having half of your SCUD Launcher fire Anthrax Warheads,

while the other half fires High Explosive Warheads for the best effect.

Note that the SCUD Missile can be stopped by anti air defenses and other

laser units like the Paladin Tank.



--------------

Terrorist

--------------

Cost: $200

The GLA can use suicide bombers to destroy incoming enemy tanks. The

Terrorist can also make use of civilian cars to increase their speed.

However, attentive players can easily stop them. So, I suggest you train

them in quantity, which wastes money.

To become a car bomber:

Just select your Terrorist, and move your mouse cursor over a civilan

vehicle until a Red "Enter" arrow appears. Then click. The Terrorist will

then get into the car and you can use it to blow things up!



There is no need to say anything about it. The Terrorist is annoying, and

you only have to pay $200! Excellent value indeed!



---------------

Bomb Truck

---------------

Cost: $1000

Biobombs: $500

High Explosive Bomb: $500

The Demolition Trucks are now replaced with Bomb Trucks. A Bomb Truck can

be customized to carry Bio-Bombs and High-Explosive Bombs to upgrade their

effects. They can also be disguised as an enemy unit to fool them. However,

enemy base defenses are not tricked by them though. Anyway, it is a force

to be reckoned with, if you want to clear enemy base defenses in a flash.

Another mean trick is to perform a Sneak Attack on your enemies' base,

and then unload your Bomb Trucks on them!

To upgrade your Bomb Truck:

Click on the button corresponding to the upgrade you would like to use.

You will know when it is ready when you hear "BioBomb loaded" and so on.

To disguise as a vehicle:

Click the Disguise as Vehicle button, and click on the unit you would like

to disguise it as. You can always disguise your Bomb Truck as something

weak, like a technical, and the opponent WILL be shocked when he finds

out how a Technical can explode like that.



I think the Bio Bomb is always worth your money, as it costs only $1000

and has so many explosives packed in. However, relentless upgrading of

the Bomb Trucks can cause your money meter to go down very quickly! So

keep an eye on the amount of money you have!

Page 17

Command & Conquer Generals - Deluxe Edition.txt

*****PEOPLE'S REPUBUBLIC OF CHINA*****

China is gradually becoming stronger and stronger these days. In fact,

China has the world's largest army. As China has such an enormous population,

they can rely on overwhelming numbers to defeat their enemies. In fact,

a lot of units can receive increased rate of fire and other bonuses when

used in large groups. So, I guess they are encouraging you to mass units

when playing as China.



----------------------------

Nationalistic Infantry Units

----------------------------

Red Guard Cost: $300 for 2 Requires: Barracks

Tank Hunter Cost: $300 for 1 Requires: Barracks

The Red Guard is China's Rifle Infantry, and you can get 2 at a time by

paying $300 in the Barracks. The Tank Hunter is China's Rocket Soldier,

he can also make use of TNT to blow up enemy buildings and vehicles. Both

of these infantry units have the hoard effect. When they are in groups

of 5 or more, red stars will appear beneath the infantry unit. Then, each

unit will have a 25% increased rate of fire. When upgraded with the

Nationalism Upgrade, these units will have an additional gold ring around

the red star, and they will have a 50% increased rate of fire. If you are

playing as General "Anvil" Shin Fai, the Patriotism upgrade can be used,

this causes an additional white star to appear beneath the Red Star, and

each unit receives a 75% increase in rate of fire! Enjoy.

---------------

Red Guard

---------------

Cost: $300 for 2

Nationalism Upgrade: $2000



The Chinese Red Guard is certainly the best rifle infantry of the 3 sides.

Although they cost 300 in the barracks, every time, 2 Red Guards will emerge

instead of one. Therefore, it is possible to queue 18 Red Guards at once

in the Barracks. Red Guards can also be produced en masse by building a

troop crawler, which comes with 8 of them! However, the most important

feature is the horde effect. Red Guards tend to fire about 25% faster if

there are 5 of them together. They fire another 25% faster with the

nationalism upgrade.



Although the average price of a red guard is $150, you can produce them

en-masse, as one button yields 2 Red Guard. But compared to the other 2

rifle infantry, it is only a fair value for money.

---------------

Tank Hunter

---------------

Cost: $300

Nationalism Upgrade: $2000



The Tank Hunter has the horde effect, nationalism and a TNT attack! Apart

from this, they now can be deployed in 2s by means of building listening

outposts. This gives them all the protection they need. In my opinion,

the TNT attack is effective against tanks like the Scorpion or Paladin,

as they can kill your infantry very quickly if they stand still in one

spot. (By means of Scorpion Rocket and Lasers.) DO NOT USE THE TNT ATTACK

when there is a better alternative though.

Tank Hunters now play the roles of Crazy Ivans as well. When your Tank

Hunter is cornered by a tank (particularly scorpion or paladins), feel

free to use his TNT attack on the tank. A TNT charge will be placed on

Page 18

Command & Conquer Generals - Deluxe Edition.txt

the vehicle, and will detonate in 10 seconds, most likely destroying it.

I have managed to pull it off several times. The TNT Attack can be used

against enemy buildings as well. It is even better than the Terrorists,

as you may be able to re-use this attack again and again.

To use the TNT Attack:

If you really want to use the TNT attack against, say a Paladin tank or

Scorpion Tank, click on the TNT Attack button, and click on your desired

target. The Tank Hunter will go to the vehicle and plant the explosive.

Note that this is a contact attack. That is, it will work as soon as your

Tank Hunter come in contact with the tank, or vice versa. So even if the

enemy tank manages to squish your Tank Hunter, it will be not before the

charge is placed.

The Tank Hunter also costs $300, but comes with the ability to automatically

fire faster at ANY type of enemy due to the Hoard Effect when in groups

of 5 or more, compared to the Missile Defender, which can only manually

fire faster at vehicles. The Nationalism upgrade makes them even faster,

and is good for fighting tanks! Of course, if the enemy uses tanks like

Paladins and Scorpions, there is always the TNT Attack to take them out

before they kill you.



-----------------------

Electronic Specialists

-----------------------

Hacker Cost: $625 Requires: Barracks + Propaganda Center

Black Lotus Cost: $1500 Requires: Barracks + Propaganda Center



China's computer users have been increasing exponentially in the 1990s.

In fact, the PLA has trained new operatives that make use of IT to do damage

to the enemy. The Hacker can disable enemy buildings by using their wireless

laptop connection to send a computer virus into the building from a range,

and also hack the internet to raise funds for the Chinese Army. The Hacker

has as new cyber-cafe, I mean Internet Center to hack quicker, bringing

more cash to China. Black Lotus is China's elite secret agent. She can

hack into their buildings, and capture them for China's use, and she does

that much faster than the Red Guards! Apart from this, she can steal money

from enemy supply centers. She can also disable enemy vehicles from a range,

and that may be able to help turn the tide of a battle, particularly if

a single Overlord Tank is rolling towards your base.

---------------

Hacker

---------------

Cost: $625

The spies of Red Alert 2 have been replaced by Hackers. Hackers have an

ability to disable enemy buildings with a powerful computer virus. This

is true even for enemy buildings that do not require power to run! So,

if you can transport a group of Hackers past enemy defenses, you can easily

cause a lot of chaos in the enemy base!



To Hack the Internet:

Click the Hack Internet button and the Hacker will start stealing money

at the rate of $5 per beep. It takes a few seconds to connect to the Internet,

though.

For an infinite supply gatherer as well as a person who can disable

buildings from a range, paying $625 is definitely more worth it as you

can train these guys in quantity for your use, and they are not completely

useless.



--------------

Page 19

Command & Conquer Generals - Deluxe Edition.txt

Black Lotus

--------------

Cost: $1500

China's secret agent has no self defenses, but she can capture buildings

faster than other Red Guards, as she does not need to recharge. She also

can steal money from enemy supply centers, $1000 at a time. She can disable

enemy vehicles too, but make sure you are up against one at a time. The

bottom line is, if you can sneak Black Lotus past enemy defenses, you can

capture a lot of their buildings before they can even react.

To Cash Hack:

To steal money from enemy supply centers, click the Cash Hack button and

then click the target you intend to steal money from. Black Lotus can steal

money from a range, and can gain veterancy by doing so.



Although Black Lotus cannot defend herself well, those abilities really

are perfect power tools to use against the enemy, particularly if you sneak

in from an obscure corner. The cash hack lands you more and more money,

as that is how you let her gain veterancy.

----------------------

800 Dollar Tank Units

----------------------

Battlemaster Tank Cost: $800 Requires: War Factory

Dragon Tank Cost: $800 Requires: War Factory

Gattling Tank Cost: $800 Requires: War Factory

ECM Tank* Cost: $800 Requires: War Factory + Propaganda

Center



All of these tanks have one thing in common, they cost $800 apiece in the

War factory. I wonder why they would charge $800 for so many of China's

units. I guess it is because 8 is a lucky number in China. Tee hee hee...

The Battlemaster Tank is China's Main Battle Tank. They can also take

advantage of the Hoard Effect to fire faster when in groups of 5 or more.

In fact, they are the only tanks in the game that can take advantage of

this bonus. They can be upgraded with various nuclear abilities to improve

their attack power and speed by 25%. The Dragon Tank is another powerful

all purpose assault unit of China. It is basically a flame tank, and it

can be ordered to create a 180 degree wall of fire using the Fire Wall

command, and this has significant improvement in damage when compared to

its standard flame attack. It can spray a blue flame and cause 25% more

damage with the Black Napalm Upgrade. Always use these against buildings,

and you will see them fall in no time! The Gattling Tank is China's

anti-infantry, anti-air unit. Its guns can spin faster and faster, dealing

more damage as time passes. Again, it can deal 25% more damage using the

Chain Gun Upgrade. The ECM is basically a protection device. Its magnetic

field can cause missiles to miss their targets, it can also use a magnetic

beam to jam enemy units, but note that while it does that, its magnetic

field will not work.



------------------

Battlemaster Tank

------------------

Cost: $800

Nationalism Upgrade: $2000

Uranium Shells Upgrade: $2500

Nuclear Tank Upgrade: $2000



China's Battlemaster Tank is slightly cheaper than the Crusader Tank,

therefore, with a slightly weaker armor than them. However, their benefits

are better than the Crusader. For one, they can make use of the Horde Effect

to fire faster and can go even faster with nationalism inspired; secondly,

Page 20

Command & Conquer Generals - Deluxe Edition.txt

their speed and attack power can be increased by 25% with the Uranium Shells

and Nuclear Tank upgrade from the Nuclear Missile Silo. So that makes them

more powerful.

Battlemasters ARE to be built in quantity, as they fire much faster when

doing so. This square $800 is very good when all of their potential benefits

are concerned. Although many of China's units may look expensive, they

will pay off eventually, as there are lot of features to be explored.



----------------

Dragon Tank

----------------

Cost: $800

Black Napalm Upgrade: $2000

The Dragon Tank is China's flame tank, its flame has a large sweeping effect,

that can render both infantry and vehicles into charcoal in no time. It

can make use of Black Napalm to spew a blue flame, which causes 25% more

damage. Like the toxin tractor, it is effective in clearing occupied

civilian buildings, as they are resistant to rockets.

To Build a Fire Wall:

Click on the Fire Wall Button, and click on the area you intend to sweep

out your flames. "The Dragon awakes!" You can only gain veterancy with

this attack if the enemy is in contact with your flame jet when they are

destroyed.

These Dragon Tanks are so effective against infantry that, if used properly,

can achieve a 1 to 30 kill ratio or even higher. So, excellent quality,

excellent value! They cost $200 more than the Toxin Tractor as they have

better armor and attack power than those converted farming vehicles.

---------------

Gattling Tank

---------------

Cost: $800

Chain Gun Upgrade: $1500



The Chinese Gatling Tank fires very fast already, but will fire faster

and faster, when you hear the driver say, "Spin them up!". They can fire

25% faster, causing 25% more damage at once. The Gattling Tanks have better

armor, and can defeat a Quad Cannon in one to one combat.



---------------

ECM Tank*

---------------

Cost: $800



The electromagnetic countermeasures tank fires a beam that can disable

enemy vehicles, and disrupt rocket and missile attacks, making them miss

their target. It can really be a lifesaver if your enemy uses so many rocket

units, as the ECM Tank's magnetic field causes more than 80% of the rockets

to miss.

Paying $800 to stop those annoying Rocket Buggy rockets, Raptor missiles,

Tomahawk Missiles, Rocket Propelled Grenades, Stealth Fighter missiles,

Comanche hellfire missiles or to disable tanks ain't to shabby either.



---------------------

Happy Meal Transports

---------------------

Troop Crawler Cost: $1400 Requires: War Factory

Listening Outpost* Cost: $800 Requires: War Factory

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That's right, kids. McChina is pleased to bring you their Happy Meals!

Firstly, we have the Troop O'Crawler Deluxe, and it comes with 8 real life

Red Guard as toys. Secondly, we have the Listening McOutpost, and it comes

with 2 live Tank Hunters! All meals have a stealth detector for free to

come with them! That's right, you are happy, we are happy! McChina, I'm

loving it!

---------------

Troop Crawler

---------------

Cost: $1400

Cost of bundled Red Guards: $1200

Actual Price = Cost - Cost of bundled Red Guards = $1200

The Troop Crawler is the most expensive of the troop transports, at $1400,

but there is a reason behind, it is because it comes with 8 Red Guard!

So, it actually costs $200! The Troop Crawler is also equipped with Stealth

Detection. So, which means, we have a decent stealth detector that can

be produced en-masse! So, really, "They can't hide from me."

The Chinese Troop Crawler may be inflexible, but it comes packaged with

Red Guard, and holds just as much as the Battle Bus, so it is a good way

to train large numbers of infantry en masse.



The method of difference applies. You will be pleased that the Troop Crawler

itself costs only $200! This is one of the ways you can train Red Guards

en masse. An excellent value for money indeed!



------------------

Listening Outpost*

------------------

Cost: $800

Cost of Bundled Tank Hunters: $600

Actual Cost: Cost - Cost of Bundled Tank Hunters: $200

This van is stealthy when stationary. So, you can leave it in one spot

to keep it revealed without getting detected by non stealth detectors.

It itself is a stealth detector. Unlike the Radar Van, this unit is not

defenseless, as it comes with 2 Tank Hunters that fire from inside it.

So, it actually costs $200, like the Troop Crawler.



Again, the method of difference applies. The reason why there are no Chinese

vehicles selling cheaper than $800 is because the ones that are cheap come

bundled in with other units. Consider it as a bonus.

---------------

Double Big Guns

---------------

Inferno Cannon Cost: $900 Requires: War Factory + Propaganda

Center

Nuke Cannon Cost: $1600 Requires: War Factory + Propaganda

Center + Level 1 General Ability

China does not make use of any missile related ballistic units, instead,

they have Artillery! The Inferno Cannon is a flame based artillery. Like

many other Chinese Units, they are most effective in large groups, as when

6 Inferno Cannons fire their cannon at a target, you can be assured that

a Firestorm will be made, incinerating the target and any other units near

it. Use Black Napalm for more powerful effects! The Nuke Cannon is China's

Nuclear Based Artillery. It lobs tactical Nuclear Shells over long

distances, and has a substantial range improvement over the Inferno Cannon.

The neutron shell is another fun thing to use if you want to steal the

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enemy's units instead of destroying them. It can also clear garrisoned

buildings that normal building clearers cannot clear out, like Palaces

and Internet Centers. Have fun. Always keep these units in the rear at

all times, or you will lose these quick.

---------------

Inferno Cannon

---------------

Cost: $900

Black Napalm Upgrade: $2000

China does not make use of any rockets or missiles, instead, they make

use of Artillery! The Inferno Cannon flies napalm shells over long range.

As it is a shell, it cannot be stopped by anything. The impact damage is

collateral, as the units will continue to take damage from the flames.

It is most effective, when used in large groups, as a lovely little bonfire

will be made, incinerating anything in its path.



The Inferno cannon has the same price as the Rocket Buggy, but attacks

in a slightly different manner. The shell has a considerable area effect,

so if you fire at a large hoard of incoming infantry, it can be guaranteed

that at least some of them will be hit, and will eventually burn to death.

Again, build these in quantity to make use of the Firestorm! Again, a good

value for money.



---------------

Nuke Cannon

---------------

Cost: $1600

Neutron Shell Upgrade: $2000



Yes, the ultimate Artillery is here. The Nuke Cannon fires nuclear shells

over long distances, and causes a little nuclear explosion, that can

destroy several tanks at once! The thing that gives it an extra point over

the Scud Launcher is that the shells cannot be stopped in mid-air. Another

thing, the Nuke Cannon can be upgraded to fire neutron shells. These shells

vaporize infantry, and can kill the drivers inside vehicles, making them

available for capture. So, if your opponent sends in a large number of

tanks, use this.



To switch the type of Shell used:

Simply click the button corresponding to the type of Shell (Nuclear,

Neutron) you would like to use.



What can I say? This unit is just so powerful and explosive, and then it

has 2 uses, to blow things up, or to neutralize vehicles. As it is just

as powerful or even more powerful than the SCUD Launcher, and the shell

can be stopped. Charging $1600 for one is just reasonable.

--------------------

The Swiss Army Tank

--------------------

Overlord Tank Cost: $2000 Requires: War Factory + Propaganda

Center



It's a good thing that you do not need a General ability to build these

powerful tanks. The Overlord Tank is very lethal indeed. It can also squish

enemy vehicles. Its twin cannons are just the beginning of its story. After

all, a Bunker, Speaker Tower or Gattling Cannon can be mounted on its back,

making it a decent all rounded tank. If you see these coming to your base,

you would have to kill them very quickly, as bullets, missiles and even

bombs tend to bounce off them, and their guns really kill!



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---------------

Overlord Tank

---------------

Cost: $2000

Uranium Shell Upgrade: $2500

Nuclear Tank Upgrade: $2000

Overlord Bunker: $400

Overlord Propaganda Tower: $500

Overlord Gattling Cannon: $1200

The Overlord Tank is the ultimate example of China's brute force. Although

very expensive at $2000, it has super heavy armor, and very powerful cannons.

It is fully customizable to have a gattling cannon, speaker tower or a

bunker mounted on its turret. That's not all, it can crush tanks, and it

can be upgraded to Uranium Shells and Nuclear Tank at the Nuclear Missile

Silo.

To upgrade your Overlord with a peripheral:

Simply click on the type of upgrade you want to give to the Overlord. Note

that this peripheral is permanent, so always think twice before deciding.

It is only natural that EA decided to charge this extremely powerful and

all rounded unit $2000. Otherwise, many C&C fans will gripe to EA for this.

But still, by simple experiment, I found that the Overlord has a very high

kill ratio against all other weaker tanks. So, it is really worth it.

-----------------

China's Airforce

-----------------

MiG Cost: $1200 Requires: Airfield

Helix* Cost: $1500 Requires: Airfield

Although China's airforce lacks variety with one main fighter and one

attack helicopter, they ain't too shabby either. The MiG is another fire

based fighter, and each carries 2 Napalm Missiles, its armor can be upgraded,

and when 4 MiGs unleash their missiles at a target at once, a lovely

Firestorm will again be created, barbecuing anything around. Hmm... Needs

some nice barbecue sauce. Of course, the Black Napalm Upgrade works wonders

for them too. The Helix is China's transport helicopter. It holds up to

5 blocks of units. (Infantry = 1 Block, Most Vehicles = 3 Blocks,

Construction Dozers = 5 Blocks). It is also the Overlord of the sky. It

can be upgraded to have either a Bunker, a Speaker Tower or a Gattling

Cannon mounted on it. If you upgrade it with a Bunker and load it full

of Tank Hunters, its attack power can be highly increased. Napalm Bombs

can also be upgraded to each Helix for more devastating attacks. In fact,

the Napalm Bomb will create a firestorm the instant it hits the ground!

Black Napalm works on them too! They don't call it a "heavy lift transport"

for nothing!

---------------

MiG

---------------

Cost: $1200

Black Napalm Upgrade: $2000

MiG Armor Upgrade: $1000

The Chinese MiGs have 2 napalm missiles, but they are more powerful, as

they have the tendency to generate firestorms, if all 8 missiles hit their

target. The Chinese MiGs are cheaper than Raptors, and both their armor

and attack power can be upgraded.

For an aircraft like the MiG, I really cannot comment on its price, as

it is just the tradition for C&C programmers to charge between $1200 and

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$1500 for jet planes.



Supplementary Information: (Reference: Jane's)

The USSR's MFI (multifunctional front-line fighter) program began in 1983,

to develop a fighter to replace both the MiG-29 and Su-27 in Frontal

Aviation service and compete with the Eurofighter, Rafale and F-22. The

end of the Cold War detailed much-needed funds, but development continued

slowly, with the MiG 1.44 demonstrator/airworthy prototype completed in

1991 (after selevtion over a competing design from Yakolev).

Flight-cleared engines were not available, however, and by the late 1990s

the Western Press were suggesting the 1.44 was a mock up or a fake. But

the 1.44 finally made its first (18 minute) flight on 29 February 2000.



The 1.44 is a twin fin delta-canard design, with large movable foreplanes

and widely-space twin tailfins. It has some stealth features, including

sharply-raked straight-edged engine intakes, but a production aircraft

could employ Kehdysh Research Centre's 'plasma cloud" stealth system,

which reputedly reduces BCS by dissipating electromagnetic waves. Earlier

plans included thrust-vectoring power plants, but the prototype 1.44

mounts two Staurn/Lyullka AL-41F engines with ceramic-coated interior

nozzle petals. Other features include supercruise (sustained supersonic

flights without afterburners), a wide use of composite materials, and a

large internal fuel capacity. The original NO-14 weapon system has

apparently been cancelled, and the future of the MiG 1.42 planned

production version in uncertain.

-----------------------------------------

Estimated Specifications of the MiG 1.44

-----------------------------------------

Powerplant: two 175mN (39,350 lb st) Saturn/Lyulka AL-41F afterburning

turbofans

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

17.36m (55ft 10in)



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



Performance: max level speed at high altitude (2,500 km/h (1,553 mph));

max level speed in suprecruise Mach 1.6-1.8 (1,700 km/h (1,058 mph));

service ceiling 20,000m (65,620 ft)

Armament: one GSh-30-1.30mm cannon, internal weapon bay and possibly two

or more underwing hardpoints for AAMs, ASMs and bombs



---------------

Helix*

---------------

Cost: $1500

Napalm Bomb: $800

Helix Bunker: $400

Helix Propaganda Tower: $500

Helix Gattling Cannon: $1200

The Helix Helicopter uses the same weapon as the Comanche at the beginning,

useless? No! The Helix is the Overlord of the sky! It again is fully

customizable to carry a Bunker, Speaker Tower or a Gattling Cannon on it!

If you install the bunker, and load it with Tank Hunters, the effects are

the same as a Comanche that fires missiles continuously, without having

to reload, such a combination can single handedly take out 2-3 Quad Cannons

and still have considerable breathing space! The Gattling Cannon can detect

stealthy units, and can down aircraft, just like the tank hunters inside

the bunkers. The speaker tower of course, heals your units within its range

continuously. To get the best of all 3 worlds, build 3 of these and upgrade

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them with 3 different peripherals. Finally, their napalm bomb is well,

firestorm in a can, and they can drop it again and again continuously,

just like those Kirov Airships.

To upgrade your Helix with a peripheral:

Simply click on the Peripheral you would like to install on your Helix.

These upgrades are again, permanent. So make up your mind beforehand.

To use the Napalm Bomb:

First click on the orange Napalm Bomb button to arm your Helix with it.

It costs $800. Then, when it is loaded. Wait for it to charge up. Then

click on the Green Napalm Bomb button and then click the area you intend

to use it on. The Helix will then go over to the target area and drop it

down "like a ton of bricks"!

For such a heavy and powerful helicopter, charging $1500 and ONLY $1500

for it is very cheap in fact. A good bargain indeed!



----------------------------------------

5. The Beginnings of the Conflict [CGD5]

----------------------------------------

We are told that in the modern world, great leaders resolve their conflicts

through words. However, this does not mean that great leaders like to use

diplomacy or the dispute resolution service of the United Nations. This

actually means that great leaders of great countries will ask their armies

to develop great weapons to fire at any enemies that dare to stand against

them! Of course, even if the weapon is not used, they can be used as a

bargaining factor in any negotiations. "Such as, I think you will

reconsider economic funding to country X after you notice what a powerful

arsenal I have!" Different weapons are given different code names, and

hence these words are referring to code names! Anyway's let's begin. All

Strategy Guides of Solo Play missions assume you are picking the Hard

difficulty, since I decide to pick the median as a reference point.



-----------------------------------------

a. The Shock and Awe Hunting Game [CGD5A]

-----------------------------------------

The United States is starting to hunt down the GLA in the Middle East in

their efforts to rid the world of terrorism. Many missions involve search

and destroy missions that are representative of the United States' effort.

The first mission starts in Iraq, and in the capital too!



*****MISSION 1: BAGHDAD, IRAQ*****

Background:

It seems that Lieutenant Eva will serve as your Communications Officer

in the battles against the Global Liberation Army. Intel has revealed that

the GLA has access to lethal biological weapons and the USA has traced

the weapons to Baghdad, the capital of Iraq. Surely Saddam Hussein won't

be funding those hoodlums. Your mission is to destroy their biological

superweapon, the Scud Storm, located to the north of the city.



The opening of this mission starts with a formation of 3 Raptor fighter

jets flying towards the urban area of Baghdad. One Raptor is shot down

by Stinger missiles soon after it has passed your base. Meanwhile, a USA

tank formation is heading towards a battle against GLA Scorpion Tanks.

The GLA tanks stood no chance against the superior weaponry of the Americans.

As soon as the first tank division is destroyed, a second tank division

is on its way to assist the first. Fortunately, a large squadron of Raptors

flew over and destroyed them all. The camera then zooms over to the urban

area of Baghdad. It's Day 3 of the Siege of Baghdad. Now you can play

As soon as you gain control of the situation, equip all the Crusader Tanks

with Battle Drones. This can help them repair. Not long after the drones

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are up and running, 4 more Scorpion Tanks will engage you. Take them all

down. Meanwhile, you will be notified that bioweapons are in the area.

So you must proceed with extra caution. I don't like the looks of this!

You can always consider loading the Humvees you have with Missile Defenders,

but tanks should be all you need to complete the mission, since the Battle

Drones have lots of machine guns to mow down infantry units.



You should let the Battle Drones completely repair the Crusader Tanks

before moving east to the city center. You should also use the General

Point to invest in Spy Drones. These things are stealthy and can

continuously reveal a certain amount of land around them, enabling you

to know what to expect from the enemy in advance. Advance to the town when

you are ready. This is when you are told that a weapon launch is detected.

The camera then zooms into the GLA base to the north of Baghdad. It seems

that the Scud Storm is functional. There are a total of 9 Scud Missiles

being launched. They are targeting the city centre. It's the market place.

Lots of innocent civilians are killed, along with several GLA Rebels who

happen to be hanging too close! You are told to watch out for the clouds,

since they could be anthrax. Wait for the green chemicals to clear before

moving into the city, or you may suffer gruesome damage.



You should go southwest to avoid the chemicals, and you will come to 4

oil derricks. They can be captured for cash. Send 4 Rangers in, upgrade

them with the Capture Building ability and let them capture them. Then

you should have more money than you need by then. From the Oil Derricks,

head north, you would have bypassed most of the GLA forces in the center

of town, and you would be leaving the town center in no time. There is

nothing but some Technicals, and a heavily damaged Scorpion Tank in the

way. There are also 2 garrisoned buildings. To clean them out, you are

provided with 2 Chinooks filled with Rangers. Order the Chinooks to Combat

Drop the 2 buildings to clean them out. Then the northern perimeter will

be breached. At this point, a large army of Technicals will make their

way to engage your tanks. Take these guys out fast!



After the nuisance is eliminated, go northeast, you will eventually reach

the GLA's doorstep. The base entrance is heavily guarded. There is a

battalion of 8 Scorpion Tanks. Your troops will request air support. Big

Bird is on the way! It's a B-52 Stratofortress! It's there to drop a Fuel

Air Bomb on the tanks. The entrance is cleared! Then your tanks can rush

in. Start taking down the base. This is just too easy, since many structures

have barrels around them, and detonating the barrels will certainly destroy

the buildings they circle. Soon, you will come up to the Scud Storm. Destroy

it. Even if you are slow, the support from the Raptors will help a lot.

Once the Scud Storm is destroyed along with the hole, the mission will

be complete. Baghdad secured.



*****MISSION 2: AL HANAD, YEMEN*****

Background:

The US Intelligence has tracked GLA terror cell leaders to the city of

Al Hanad in Yemen. They believe that those leaders are behind the biowar

attack in Baghdad in the previous operation. The USA's Comanche helicopters

are now scouring the city in search of those criminals. However, things

are not going so well as 3 of the Comanches are down and their pilots are

captured. Your mission objective is to rescue those pilots.

In the opening scene, we have 3 Comanche helicopters in hot pursuit of

some GLA Technicals suspected of transporting those high level GLA leaders.

They managed to destroy the first Technical in the convoy when one of them

was shot down by 2 Stinger Missiles launched from 2 GLA troopers hiding

among the buildings. The next Comanche managed to destroy a second

Technical before being shot down by Stinger Troops. There is still one

Comanche left in this squad. This chopper tried to get at the last Technical,

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but lost him in the alley. The Comanche is then shot down. The pilot bails

out, and is immediately picked up by a GLA patrol. He is being held prisoner,

and you are to save him before he gets executed or worse.

It seems that all base facilities are prebuilt for you. The only thing

left to take care of are the defenses. Surround the base with Patriot

Missile launchers. Make sure each missile battery is placed at the end

of a street, then the enemy will be forced to squeeze through slowly. Before

fortifying the area near the Oil Derricks to the northwest, have your troops

destroy the Oil Tanks. Then build the missile batteries to guard them.

With the base secured, capture the Oil Derricks and start planning your

assault. Note that you have Colonel Burton by your side in this mission.

He is the USA's elite commando, and he is able to take on both vehicles

and buildings, although Technicals are still a threat. Start cranking out

Crusader Tanks and upgrade the Rangers to fire flashbang grenades. Now,

let us send Burton in for a little stealthy recon run.



Move into the building directly next to the 2 Technicals to the east of

the base and let Burton take them both out. Your next target are the 2

Scorpion Tanks and Rocket Buggy to the northeast. Sneak into the building

to their left and blast them to pieces. Burton should be able to be promoted

to Veteran Status by now. After this sneaky strike, go southeast into the

white house by the Technical down there and take it out along with the

Angry Mob. All this leaves are 2 Stinger Sites and a GLA garrisoned building

to the northwest. Sneak into buildings nearby to destroy them.

You can walk up to the pilot and free him now. Send him back to base. Once

the pilot is freed, the map will be enlarged, and land will be revealed

to the north. Move Burton to the northwest, to the 3 Technicals there.

Move into the brown building to the northwest to take care of them, as

well as the garrisoned tower. We now have the next street to cover. There

is an Angry Mob patrolling the street. Garrison a building by the street

to take them all out. Burton is certainly heroic.



You are definitely approaching the Pilot now. While you are taking care

of the mob, the Scorpion Tank, the 2 Technicals and the Rocket Buggy will

come and get you too. Get rid of the 2 Technicals and the other 2 vehicles

will be a small fry. Clear the tanks, Rebels and another Angry Mob in the

streets near the second Pilot. Use all those buildings as cover. This way,

Burton will not take damage at all before you move to save the pilot.



Once the pilot is in your hands, land to the east will be revealed. 2

Technicals will give chase to the pilot. So you must make Col. Burton take

them out our you risk failing the mission. The final Pilot is trapped inside

the GLA base to the southeast. You need an assault force to get in. I suggest

you use 2 General Points to invest in Paladin Tanks and Pathfinders. Build

around 8 Paladin Tanks and train 3 Pathfinders. Move them to the entrance.

Make sure that you have a Chinook on standby outside the base. Send the

troops into the base and destroy it. Once the Pilot is free, load him into

the Chinook. This is because as soon as the pilot is yours, there will

be GLA reinforcements going after him. When he is inside the Chopper, they

can do nothing to him. Just send him back to base and you win.



*****MISSION 3: NORTHERN KAZAKHSTAN*****

Background:

A division of the US Army has been ambushed by the GLA in the Hindu Kush

mountains. They have lost the battle and are retreating. You are to take

command of a small Comanche base near Salom to cover the retreat.

The mission begins with a heavily damaged US battalion retreating slowly

along the mountain valley. They are under hot pursuit by the GLA, and are

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all taken down since they are outnumbered and are too slow to get away.

Those GLA troops will certainly pay for this!



We now direct attention to your own Comanche base. Start cranking out 4

Comanches to supplement the 4 you already have and upgrade them with Rocket

Pods. Meanwhile, send Construction Dozers to defend the western and eastern

entrances to the Comanche base. Send the Comanches out to the mountain

valley and wait for the retreating forces to pass through. At the same

time, use a Chinook to send a Ranger to the southeast corner of the map.

Capture the 2 Oil Derricks.

The first wave of retreating troops will appear. Behind them are Technicals

(Veteran) and Scorpion Tanks. Your initial 4 should take them out with

no problems, although you will lose several retreating US units at the

rear. You should be able to save over 20 US units in the first wave. The

second wave of troops will come soon. Your 4 extra Comanches should also

be ready. Send them out and give them a team designation of 2 while the

initial 4 are given a designation of 1. When the Technicals and Scorpions

arrive, you can order Team 1 to shower Rocket Pods onto the northern part

of the valley while the other team rains Rockets down on the southern part.

Then nothing can really escape from the bombardment.



It seems that some units will break off pursuit and hit your base. Let

your base defenses take care of them. Meanwhile, another wave of Technicals

will chase the US troops. Be quick! You should have saved at least 45 US

Troops if you are careless. The next wave should arrive soon. Crank out

4 more Comanches. This new wave of GLA pursuers will charge will Rocket

Buggies like the previous one. There are also 2 Battalions for you to

destroy. Fortunately there should be sufficient time for the Rocket Pods

to be reloaded between battalions. The total number of troops saved should

reach 70 now. Just 30 more to go.

The next wave is on its way. Designate the new team of Comanches to number

3, place them behind Teams 1 and 2. They are to deal with any units that

manage to get past Teams 1 and 2. This time, the GLA will start using Quad

Cannons against your choppers. Fortunately, there are only 2 of them. After

that, some Scorpion Tanks will attempt to get into your base. Take them

out with your Comanches, and let the base defenses deal with the rest.



The number of troops saved should exceed 100 now. The GLA will start to

make you pay with a final battalion. Leading the pack are 8 Rocket Buggies

that attempt to attack from the east side. Fortunately, the 12 Comanches

should be enough to hold them off. Then comes the large division of Scorpion

Tanks, Technicals and Quad Cannons from the south. The Rocket Pods should

flatten the majority of them while the base defenses finish off the

survivors. That's it. You are victorious.



*****MISSION 4: KAZAKHSTAN COAST*****

Background:

Despite the USA's losses in Hindu Kush, America is still committed to

getting rid of the Global Liberation Army. A major GLA training camp has

been discovered in a coast along the Caspian Sea. Your mission is to destroy

it completely. The battle is already underway.

The mission starts with warships bombarding the coast of the Caspian Sea.

Hovercrafts bring in more and more Rangers to invade the GLA. The Rangers

are having a rough time against Scorpion Tanks, and Comanches are sent

in to help them. In fact, the situation is as dire as the opening battle

of D-Day in Saving Private Ryan!

The good thing is that by the time control is transferred to you, most

units would have been destroyed, apart from a Technical or two. Destroy

them as well, and your focus will be directed to 4 Stinger Sites to the

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north. You have to clear out those Stinger Sites before reinforcements

are sent in. Now, your job is to clear out the entire beachhead. Send the

4 Tomahawk Missile Launchers around the beach to destroy all the bunkers.

While you are doing so, send Crusader Tanks to protect them from car bombers.

You may also want to eliminate all units in the town before heading to

the GLA training outpost to the west.



Destroy the 4 Stinger Sites, and Boeing B-52s will start to appear and

bomb the base into oblivion. When everything is destroyed, Construction

Dozers will arrive and you can start building your base. While you doing

this, destroy any GLA survivors. Also watch out for Terrorists coming from

the west. They seem to come out of nowhere, and hence the Rangers should

hang around there to stop them. You should also place defenses on the

eastern front of the base, as that is where most of the attacks come from.

Have the 4 Tomahawks on guard mode so they fire at anyone who gets near.

The enemy uses Technical rushes a lot, and they are running straight to

the fire with their recklessness.



If you place Patriot Missiles at the bottom of the eastern ridge, you will

find that the some of the GLA Structures above will be within range of

them. You can then target them and destroy a small part of the GLA training

base before you have even begun raising an army! As for the General Points,

consider investing in a Level 1 A-10 Strike, Paladin Tanks, Pathfinders

and Spy Drones. These are all you need to keep an eye on the GLA.



Move the Tomahawks to the eastern cliff below the GLA base and start firing

at anything within range. Meanwhile, build a small division of Paladin

Tanks (around 8 or so) and train some Pathfinders if you wish. You should

be able to destroy the enemy's Arms Dealer with the Tomahawks before you

even begin! Send your troops north of your base. There is a secret entrance

to the base that is poorly guarded. Destroy the Tunnel Network and catch

them by surprise from the northwest! If you are concerned about the Rocket

Buggies, consider destroying them with Stealth Fighters.



It is time to run through the base and sweep and clear. Hey, what's going

on? The mission is not completed yet. Why is that? It is because there

is still a small GLA outpost to the southeast. These stragglers can be

hunted down without mercy. You are Victorious.



*****MISSION 5: KAZAKHSTAN DMZ*****

United Nations diplomats have agreed to meet with GLA leaders in Kabara

City. The President believes that the GLA cannot be trusted and you are

placed on standby security alert. The question is, will you be able to

protect the United Nations diplomat, or will that envoy be killed? I have

a bad feeling about this. If security is maintained, there should be no

need for a special mission like this, right?



The satellite imaging is being focused on the limousine carrying the UN

diplomat which is escorted by 2 Humvees. Those Humvees have the UN

designation imprinted on them. They arrive at the town square. Blue Eagle

has arrived. Secure all sectors. Just then, 2 car bombers blow up the 2

Humvee escorts, and a team of 3 Technicals and a Rocket Buggy move in and

open fire on the limo! As a result, the car is destroyed, and the envoy

is killed! Those bastards! US forces now drop it to engage the assassins.

A Technical is blown up by a Raptor jet. A Humvee ambushes the 3 and destroys

the Rocket Buggies. Try as they might, the 2 Technicals cannot escape from

the Crusader Tanks and are surrounded. They are told to drop their weapons

and exit their vehicles. But these guys believe in victory in death! They

try to escape and are blown to pieces.

We now direct your attention to the USA base. You will find that the GLA

is building a base across the river, and you are to destroy it. Act quickly.

Immediately invest in Pathfinders, a Level 1 Paradrop and a Level 2 A-10

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Strike. Use the Spy Satellite ability from the Command Center to reveal

the land around the GLA Command Center. You will find a large group of

vehicles guarding it. Once revealed, the vehicles will head off for your

base. Move your own Crusader Tanks to the bridge to hold them off. Drop

the paratroops by Command Center being built. You will find a Stinger Site

to the right. Use the Rangers to take care of it. Let the Worker finish

construction of the Command Center. He will then work on a Barracks. Stop

him from building the Barracks and guard the Command Center. This way,

no more Workers can come out to assist in construction of the base!

Now, you can build your base at your own leisure. Build an Airfield with

a Strategy Center. Use the Bombardment Strategy. Build a squadron of

Raptors. At the same time, build a force of Crusader Tanks and Pathfinders

and move them across the bridge. Destroy the GLA forces but leave the

Command Center intact. Fortify the area around the Command Center and build

a second US base. Don't do anything with the GLA Command Center. You are

to capture it when the area is fortified.



When you have captured the GLA Command Center, there will be a scene. 2

Rocket Buggies will say I saw them and head to a hydroelectric dam upstream.

They fire on the dam causing it to break. As a result, a flash flood sweeps

through the valley and the bridge connecting the 2 sides of the river are

destroyed. That's it, the 2 bases are cut off now. Train some Workers and

start building towards the GLA Scud Storm. You must hurry, since the enemy

will also build their own SCUD Storm. The attacks will intensify. Build

more Comanches to withstand the Terrorists charging from the northwest.

Place a Pathfinder in the palm forest there to help even further.



You will be pleased to know that the GLA Black Market is available as a

construction option. This structure generates unlimited funds for you!

To Build a Scud Storm, you need an Arms Dealer and a Palace. The enemy

Scud Storm is located in the far north of the map. Use a Spy Satellite

to reveal it. To destroy it, send the 4 Raptors to the far east edge of

the map, and make them go up to the northern corner. Fly to the Scud Storm

from there and fire the missiles. At the same time, send in the A-10 Strike.

This should be able to finish the Scud Storm off. It is recommended that

you coordinate 2 strikes so that they hit almost at the same time, then

the Worker nearby will not have time to fix the weapon.



I heavily recommend that you save before attempting this. This is because

it's very hard to time to right. You may have to target the Worker as well

during the A-10 Strike. This combined attack should leave very little HP

left on the Scud Storm, and a subsequent paradrop should be able to finish

it off. Now, let's complete construction of the Scud Storm and fight in

an even basis.

I guess that you should be running low on supplies now. There are 2 Oil

Derricks to the far north. Kick out the GLA, and secure the area with

Crusaders and Pathfinders. Capture the Oil Derricks. Then you can have

even more cash. Meanwhile, let's build 4 more Black Markets for a more

significant cash boost. When you have enough dough, it's time to build

our Crusaders with their Tomahawk Missile Launchers.

Send the Crusaders and Tomahawks to the Oil Derricks, and move them west

and destroy the Stinger Sites and Tunnel Networks outside the base. At

this point, your Scud Storm should more or less be ready. Look around the

base. There is this area where a Black Market, and Arms Dealer and 2 Supply

Stashes are grouped together. Target them all. The Scuds should destroy

them all, leaving the base wide open for your vehicles' attack from the

east. Destroy everything, including Tunnel Networks. Any Terrorists

attempting to stop you can be stopped by the use of Battle Drones.



Don't try to exit the base from the southern exits, since there are Demo

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Traps there. Note that you do not need to destroy the Demo Traps to win

this mission. That's it for this extremely tedious mission!



*****MISSION 6: SOUTHEASTERN KAZAKHSTAN*****

Background:

A rouge Chinese general and his followers has joined with the GLA in their

mountain stronghold. They are heavily dug in and are relying on fortified

tunnels. You must move in and destroy them immediately. Hey, rogue Chinese

general? I guess that particular General must be belonging to one of the

Chinese ethnic groups that are Muslim, and are the types that support the

independence of Xinjiang from China. (No way, Jose! According to recent

figures, Han ethnic Chinese presence in Xinjiang has exceeded 50%!)



The mission begins with a fierce battle between the US and GLA forces in

a mountain pass. In the heat of battle, a couple of SCUD Launchers arrive

to help the GLA. One of them launches a Scud and it lands right in the

middle of the US battalion! Lots of Anthrax Beta begin to spill out and

hurt the troops. Just as things are getting desperate, a new weapon is

available to help the US forces. It's the particle cannon! The beam slices

through the Scud Launchers and defeats the GLA for now.

We now come to the base. Hey! The Particle Cannon has disappear. So it's

back to basics. You start with 4 General Points. Invest in a Level 3 A-10

Strike and Pathfinders. This time, the Fuel Air Bomb is already available

for use. There are 3 spots to defend. They include the bridge to the south,

the narrow pass to the north, and the additional supply dock to the south.

Build Patriot Missile Batteries facing east. Support each set of Patriot

Missiles with Pathfinders. You can tech up and use Bombardment as before.



It seems that the American infinite supply gatherer, the Supply Drop Zone

is available for use. Make sure you build at least 2 of them to keep the

money flowing. You may also build a Particle Cannon, this is the United

States' superweapon, and has a 4 minute recharging time. When your base

is fully operational. It's time to turn our attention to Col. Burton. Send

Colonel Burton to the north and then east. Send him up to the ridge above.

There is a Stinger Site. Have Burton destroy it from a high ground. He

should be able to become a Veteran just by doing that. Afterwards, go east

to the Arms Dealer. You have sneaked into the base unnoticed! Destroy the

Arms Dealer with a Timed Demo Charge to become Elite.



Look to the right. Hey, there are 2 Toxin Tractors, a Scud Launcher and

2 Quad Cannons parked in the base. These units are extremely anti-Burton.

Send a B-52 to blow them up with a Fuel Air Bomb. Don't worry about the

Overlord Tanks. They don't have Gattling Cannons on them and hence they

are harmless. Start planting explosives on GLA buildings. While you are

doing your sabotaging, you will be informed that the Rogue Chinese General

has appeared in this region. His actions are unsupportive and he has brought

his Nuclear Missile Launcher with him! Fortunately, you have your own

bombardment tools in the form of Fuel Air Bombs and A-10 Strikes, and the

Particle Cannon is going to be up and running soon!



You will have to be prepared for an influx of Red Guards and Gattling Cannon

from the southern edge of the map. They are coming from the edge of the

screen. That's not fair! Fortunately, the Pathfinder should be able to

take care of them all, while the Patriot Missiles destroy the Gattling

Tank. Colonel Burton, meanwhile, can single handedly destroy the entire

GLA base to the north. Now, let's have a look at the Chinese base.



The Nuclear Silo has already been revealed for you. Just send both the

Fuel Air Bomb and A-10 Strike to it and it should be destroyed. Even if

they launch the missile, it will be targeting the Particle Cannon, so keep

the Particle Cannon away from the other structures. South of the base is

a Supply Stash and 2 Nuclear Reactors. More things to blow up for Colonel

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Burton! Continue to the south, sneak past the bunker and Toxin Tractors,

and you will be in the Chinese base. There is a line of 4 Nuclear Reactors.

They are to be wiped out by the Particle Cannon. Start from the north,

and if you are fast enough, the beam will have enough energy to reach the

Barracks to the south. That's 5 in a blow!



What you just did turned off the power to the Chinese base. Chinese defenses

are completely down. Go over to the Airfield and destroy any MiGs that

are parked. Go over to the Command Center and destroy any Construction

Dozers that come out to prevent reconstruction. To win, destroy the Command

Center. But I bet you would want to destroy everything using Colonel Burton,

or I should say Colonel Destructo! Have fun blowing things up and then

destroy the Command Center. Victory is yours!

*****MISSION 7: AKMOLA, KAZAKHSTAN*****

Background:

The US Forces have surrounded the GLA capital of Akmola, Kazakhstan. The

GLA has biological weapons and we know they will use them. The Chinese

government has pledged full support for the assault. We must destroy the

GLA without fail, and the world is watching us. But still, once they are

besieged, it's only a matter of time until they run out of food and have

to surrender. This is true if you have sealed any possible escape routes.



This mission begins with an intelligence trooper named Cole taking pictures

of the insides of the GLA main base. Looks like the whole GLA is lining

for us today. Some Scud Launchers get ready to enter the base. This is

when Cole gives out their positions for the Stealth Fighters to blow up.

This is also when the Stinger Troopers standing on the base walls discover

Cole and his men. They run away. Command is getting nervous that Cole will

not make it. But they can relax once Cole says that they had a close call

but are ok. They return to base for your command.

We come back to your base to the east of the battlefield. Send the Humvee

and a Pathfinder to scout the areas to the west. There are 3 spots for

you to defend in this level. They include the northern pass, the central

pass and the southern road. They should be clearly indicated by the

mountains. You must station a Pathfinder at the northern pass. This is

because some time later, Workers will come over and attempt to construct

a tunnel network there. The snipers stop them from even trying.



You are already a 5 Star General. You should invest in Paladin Tanks,

Pathfinders, Spy Drones, a Level 3 A-10 Strike and a Fuel Air Bomb. Build

an extra Chinook to collect money faster and start building your base and

fortifying those positions I mentioned earlier. A pathfinder should be

present at each point to mow down infantry units. At the same time, place

a Spy Drone in the southwestern corner of the battlefield. You will find

a Scud Storm being built. Immediately send in an A-10 Strike to take it

out. Then the GLA won't be able to fire Scuds at you for long!

I found out that the southern entrance requires the most attention since

it's the widest. Have lots of Paladin Tanks and Tomahawk Missiles guard

it. Add some Comanches for backup. Also build a front line War Factory

and Barracks if you need to. Your main goal is to secure your base and

start besieging the enemy in their little city of theirs. Start cranking

a Particle Cannon too. Meanwhile, you can send Rangers into the abandoned

Chinese base to the southeast and convert it to your use. Notable units

include the Overlord Tank and Inferno Cannon. Of course, money is never

enough! Train Hackers a plenty to supplement your cash lines.



The next thing to do is to weaken the enemies' frontal defense. Send in

A-10 Strikes and Fuel Air Bombs to destroy all the garrisoned parts of

their little Great Wall. When they are gone, start working on the garrisoned

buildings and Stinger Sites at the back. When they are cleared, send in

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a small team of Comanches to play mop up. Now that Quad Cannons may be

used, but they won't be deployed quickly to be effective. Use Spy Drones

to reveal any Demo Traps to clear the way of your combined army later.

Once the frontal outpost is destroyed, GLA is basically done for. Use your

Nuclear Missile and/or Particle Cannon, and target this small base to the

southeast. This combined attack should wipe out most, if not all of the

resistance, and leave the door wide open for your Comanches to fly in

unopposed to destroy the last of the GLA higher-ups. Jubilation sweeps

the world as the USA defeats the GLA, and lots of aircraft fly in formation

in the sky. Congratulations. You have won the final victory.



---------------------------------------------

b. Sneaking and Striking Surprisingly [CGD5B]

---------------------------------------------

In some remote area of the former Soviet Socialist Republic of Kazakhstan,

a new force is starting to be concentrated. This new force attracts the

poor, the neglected and freedom fighters all around the world, and strives

to liberate the world using means of terror. This organization is known

as the Global Liberation Army. This campaign focuses on how they rise up

and show the world the meaning of true terror.



*****MISSION 1: SHYMKENT, KAZAKHSTAN*****

Background:

Accept the counsel of your compatriot Kamrah Khan. We have lost many

soldiers from the Eastern Dragon. But as a result, the enemy has spread

their defenses too thin. They have left important economic and civilian

targets unguarded. This will be our first objective in our war against

the global oppressors. Let us rise. You can lead us to our final victory.

The GLA really is a fraternity. They have the usual cliched remarks about

Global Liberation, but this is their calling, right?

It's time for Operation Black Rain. You see GLA car bombers and Bomb Trucks

on their way to a Chinese base. The time has come. The cause is just, and

our soldiers tag ready. We will fall upon our foes like lightning from

the cloudless sky. They shall flee before our righteous anger, and their

armies, will come to ruin. While the Technical distracts the Chinese Red

Guards guarding the small outpost, the Car Bombers destroy the 2 entrance

bunkers, while the Bomb Trucks rampage in to destroy the Nuclear Reactors.

Chaos ensues as more of your men come in to help dismantle this base.

You now can play. First, move all Technicals to the path to the south of

the base entrance. There will be a Chinese platoon coming from the southeast.

Use the machine guns to mow them all down. Now, you can have fun dismantling

the Nuclear Reactors, the War Factory and the Barracks. Let the Scorpion

Tanks have some of the fun at the same time, since this is for veterancy.

No more resistance will attempt to stop you.



Once the outpost is completely destroyed, your forces will leave and move

south to your own hidden base. You will hear the troops brag on the way.

"Hah! That will teach the Chinese." "I killed three." "Vengence is sweet."

"I killed four!" "Telescorp, move to the mountain hideout and prepare for

counterattack! The Chinese are scouring the hills for our hidden base."

Attention is then turned to the dam to the east.



The Chinese are dug in around the hydroelectric dam. Destroying the dam

will free the villagers from Chinese tyranny. The Chinese have laid claim

to this simple village and are spreading their vile propaganda to the simple

fishermen. There are rumors of a secret Arms Dealer in this region. Locating

it will allow you to buy weapons for the cause. So the goal is clear, destroy

the Chinese to make them pay for their arrogance. Everything is rather

set up. Just build a Tunnel Network at each entrance to the base.



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Send all the vehicles you started with to the southeast. A lone Technical

should then be sent to the west, to the Arms Dealer. You can then upgrade

your Scorpion Tanks with Scorpion Rockets. Leave the Bomb Trucks for now.

You will come to 4 Red Guards. Kill them. To the east, along the river

is a large concentration of Battlemaster Tanks. Don't bother with them,

and head north, into the village. Destroy the Speaker Tower and Rebels

will pour out of the village buildings. Send them back where they came

from and they can hold off any Chinese troops attempting to reinforce the

city. Send your vehicle division to the northwest.

There is a poorly guarded Supply Center. Behind it are lots of cash crates.

Let's make a steal. There is a secret path to the dam on the other side

of the western ridge. Sneak into the path and destroy any Chinese forces

in the way. You will come to the hydroelectric dam now. Let's open fire.

The dam starts to crack up, and a large flash flood pours into the valley,

destroying all those tanks hanging by the river I told you to ignore earlier.

So, this is the fate of our enemies, ruin, and death! Behold, doom has

come to our enemies! Like a tide we shall sweep over them, and drown them

in their own greed and evil!

*****MISSION 2: ALMATY, KAZAKHSTAN*****

Background:

Our intelligence sources have learnt that United Nations trucks and planes

are delivering aid supplies to the villages outside Almaty, the capital

of Kazakhstan. On behalf of the oppressed nations of the world, we are

to intercept those deliveries and take control of those supplies to finance

our most righteous cause. Aid supplies? In Kazakhstan? Are you kidding

me? With so many former USSR launch facilities and being the largest former

Soviet Socialist Republic, Kazakhstan should not be that poor!



The music sounds like a mix of middle eastern and wild western style! We

see a long container truck moving into a village outside Almaty escorted

by 2 UN Humvees. However, they have no idea that they are being followed

by a small detachment of GLA Scorpion Tanks and Rebels. They are entering

the village, and the sheep are heading for their handouts. Once the supplies

are dropped, and the villagers are ready to pick them, the GLA forces strike!

They make their presence known by blowing up a group of oil barrels. The

Rebels massacre all the villagers and proceed to retrieve the supplies

which are considered to be rightfully theirs!



We now focus your attention to your own base. Use your General Abilities

to invest in Marauder Tanks, and start cranking up a War Factory and the

mentioned tanks. You must be fast. Immediately send Rebels in Technicals

to hold a building by the 5 way junction in the central village. The first

UN convoy will come from the south. Try to destroy the Humvees and the

truck and get the money before the civilians can take them. You can always

kill any civilians in the way!



The next convoy comes from the northwest. It will pass through the 5 way

junction. Take them down and steal. Don't be surprised if a Technical is

destroyed here. Send Workers and Marauder Tanks into the village and build

Tunnel Networks at that junction, by the petrol station to the west and

the junction to the east of the big lake. These 3 are the strategic locations

you need to control. Garrison nearby buildings with the RPG Troopers.



The third convoy comes from the northeast, and will go down to the

southeastern village. It is very difficult to get to them in time. Just

focus on creating checkpoints in various roads for now. Another will come

from the northwest. Don't bother getting them now. When the Tunnel Networks

are finished in those 3 areas, anything that comes from anywhere can be

intercepted and the loot can be stolen! Just make sure there are retrievers.



Once you have collected $20000 in loot, the Americans will start to become

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more careful. They will now drop supplies by plane. So, you will need an

effective anti-air weapon to bring down their precious planes and salvage

whatever that will be left. You will get to use the famous Quad Cannon.

Make sure that you build 2 sets of 4 and have one set guard the buildings

north of the 5 way junction while the other guards the area by the lake.

Then no planes can pass. Have fun stealing from the dead passengers! It's

the world where the dogs eat the dogs! (quoting Les Miserables)

Once you have collected $30000 in your little war booty, you will be given

another objective. You are to collect up to $40000 by raiding the US base

to the north. It's really not necessary. The supply planes will continue

to come and be shot down by your Quad Cannons. Meanwhile, you can always

destroy all the civilian buildings and loot their supplies from their homes!

This is really an underhanded tactic, but it will do for now.

*****MISSION 3: ASTANA, KAZAKHSTAN*****

Background:

We have found allies in Astana. They are civilians who are ready to rage

against the Chinese and American aggressors. We can use this army of the

street to harass the enemy. While Astana burns, our brethren can loot the

city for resupply purposes. So, first poor villagers living outside Almaty,

and now street looting? And it seems that the loot is not taken in a wild

moment of rage, and it's for the good cause. Well I never!



It's night time at Astana. The police are heading to the scene of the riot

near the old government building. Some looters are moving toward the bank

district. A large crowd is moving towards the center of the city. And so

in come the Angry Mob. They destroy a police car, and then proceed to wreck

havoc on a commercial building. They are using submachine guns and Molotov

Cocktails in their rage. The police have a riot on their hands there. They

are calling in the riot squad. The Angry Mob then proceeds to have fun

elsewhere, splitting up in 3 directions. Now, it's much harder!



We come to our base at the northwestern part of the city, where the Angry

Mobs have come back to rest. Use the General Points to invest in Marauder

Tanks and a Level 2 Cash Bounty so that you earn money for any enemy unit

killed. Start leveling the civilian buildings around you to collect money

to build up your base. You should build up to the Palace. Build some Marauder

Tanks to guard against intruders. Arming the Mob with AK-47s will increase

their destructive power, so go on, have fun, destroying buildings along

the road as you get to the bridge to the west.



Send the Angry Mob across the bridge. 2 Paladin Tanks will attempt to stop

you, but they are just assault rifle fodder for your mob. Go north. So,

you are reaching the airport of Astana. It seems that there are 3 Humvees

patrolling the area. Destroy them and lay claim to your Cash Bounty. Go

and destroy the airport building itself and the US forces will be forced

to runaway. Don't worry about the Rangers. They don't have flashbangs.

Cross the bridge to the east. There are 2 Troop Crawlers with a total of

16 Red Guards. It will cause losses in the Angry Mob but don't let that

stop you. You should still beat them by numbers. Across the bridge is a

garrisoned building. Take it down and get the cash. There is a Dragon Tank

here too. Take it out quickly before you are all fried. Destroy the other

small buildings here and cash in. Then go southeast into the Chinese base.

You should have over $30000 now, just ten thousand more and you will reach

your goal. Destroy the Bunker and the Red Guards inside to lay claim to

another bounty. You should find the War Factory next. It seems to be pumping

out an endless supply of Troop Crawlers. This means lots of cash to be

claimed when you destroy them one by one. You can now just leave your Angry

Mob in front of the War Factory and destroy everything that comes out.

Then you should get the money required in no time and win!

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*****MISSION 4: INCIRLIK, TURKEY*****

Background:

The arrogance of America cannot go unanswered. We must show our devotion

to freedom's war and keep Turkey from their imperialist grasp. May our

aim be true, as we knock their "superior" air force from the sky. The thing

is, GLA are not alone in this one! In the real world, lots of people are

fed up with the arrogance of America. It's just that most people won't

bother to raise an army and oppose the US in countries where they are

interested in. (Or risk facing sanctions from the UN!)

The mission starts with the above view of the Incirlik air base in Adana,

Turkey. 2 Raptor jets have just landed. After refueling and reloading,

they take off and fly towards their target. They are targeting a small

group of 4 Technicals. They know they are being followed by the Raptors,

and drive on as fast as possible to cover. The Technicals manage to escape

the first barrage of missiles by driving under a bridge, but more missiles

are waiting for them as they exit. The group is completely destroyed. One

of the GLA Rebels rebuked the US forces as cowards, and told them to fight

on the ground, like men! Yeah right.

We come to your base in the northeastern corner of the map. You must build

quickly to stem the tide of airstrikes coming from the west. Build a

Barracks and an Arms Dealer, and line the western cliff with Stinger Sites.

Some Workers should go south to the junction down there and fortify it

as well, since that's where most ground assaults come from. Radar is not

provided by the Command Center. You will have to spend money building a

Radar Van. Keep it in a safe place so you will know what is going on.



You start with 4 General Points. Use them to invest in Marauder Tanks,

Scud Launchers and a Level 2 Cash Bounty. It will also be wise to build

around 5 Quad Cannons and station them in the mountain path to the west

of the one leading to your base. This should slow the Raptors down some.

Airstrikes should begin soon. You must be prepared to lose Quad Cannons.

But still, the money gained from shooting down Raptors ($140 per Raptor

destroyed) should help you build more to replace the ones lost.



Another good thing is that Quad Cannons and Marauder Tanks are salvaging

units. They can make themselves more powerful by picking up leftovers from

destroyed enemy vehicles. When you have successfully held back the air

attacks, it's time to scout. Send in Jarmen Kell. Have him cross the bridge

to the west of the mountain path guarded by Quad Cannons. You will come

to another Supply Dock, and there are US Rangers and Missile Defenders

guarding it. This well seasoned sniper should be able to take them all

out. If any vehicles are nearby, you can command him to take out the driver.

This leaves that vehicle open to Grand Theft Auto!



Meanwhile, the US may start using Fuel Air Bombs, but sometimes, it's like

a hybrid of Fuel Air Bombs and Carpet Bombing. They usually target your

frontal defenses, so be ready to build replacement Quad Cannons. A good

idea will be to build an Arms Dealer near the frontal defenses, so new

Quad Cannons can be built in a jiffy to replace the ones blown up. Send

Jarmen Kell to the southwest. There is an Oil Derrick, and also a Chinese

Spy Outpost. You can destroy the outpost later if you like.



The American Base is to the north. It's not very heavily guarded. Only

Patriot Missiles and they are not placed very close to each other. You

can try to sneak a Worker to the east of the village outside the base and

build a Tunnel Network. This will help in getting your assault forces in

quickly. So, now, build a division of 8 Marauder Tanks and 2 Scud Launchers.

When they are ready, send them into the US base via the Tunnel Network

you have built. How you destroy the US base is up to you. The worst thing

that could happen is that the US Air Force decides to drop a Fuel Air Bomb

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onto your attacking forces, thus delaying you assault.



*****MISSION 5: ARAL SEA*****

Background:

Reports from the Aral Sea are not good. The Americans have taken control

of our toxin storage facilities. We stand to lose a critical weapon in

our war of global liberation. Therefore, we must retake those storage

bunkers. This time, we are fighting in a lake kind of place called the

Aral Sea. This lake is shared by Kazakhstan and Turkmenistan. So it's quite

a cross border battle, this really is. You will be interested to know what

our critical weapon is. I really am curious too!



The mission starts in the heat of a battle between GLA and American forces

over a toxin storage bunker. The GLA are initially doing well, since they

are massacring all those Americans who are defending it. While the GLA

are distracted, Colonel Burton, the hero of the Americans run towards the

bunker. He quickly plants a Remote Demo Charge on the Bunker, and instruct

all of his forces to flee. At this point, the GLA unit thinks that they

have won. They laugh about how the cowards run, and that even their hero

runs from them. They are about to secure the bunker when they notice that

the Americans have set a bomb! Boom! The toxin leaks everywhere, killing

the GLA troops. The GLA commander mutters how those cowardly dogs cannot

even lose with honor. We will show them! That's right.



We now come to your base in the southwest corner of the map. Immediately

build a Barracks and a Palace. Also send the Rocket Buggy and his two

Technical friends to the east, across the bridge to scout. Take out the

Humvees, Crusader Tank and infantry units guarding the area. Meanwhile,

back at home, build more Scorpions, Quad Cannons and upgrade the former

with Scorpion Rockets. Use them to hold back the enemy advance. Continue

to the east. There are 2 loaded Bunkers. Have your Toxin Tractors ready

to clear them out. Once your Palace is built, you can send in Jarmen Kell

to garrison one of them, while your Rocket Troops take the other.



You have basically secured the southern entrance to the American base.

Now, let's go and take care of our own base's defense. American scouts

would have discovered you. Continue building Scorpion Tanks and Quad

Cannons. Also start working on Black Markets. They generate more cash.

Also use your 4 General Points on Scud Launchers and a Level 3 Cash Bounty.

Then you will have more money than enough to go round. You will notice

that the US would have started building a Particle Cannon. Since you are

so close to their base, you can reach in and destroy it with ease.



You can start by building an Arms Dealer near the 2 Bunkers by the bridge

you have taken over. Pump out Scud Launchers. Move them up the bridge

escorted by Quad Cannons. You should be able to destroy the frontal defenses

there along with a Barracks before the Particle Cannon is fired. It seems

that they will target your forward outpost first. So, it's not much of

a threat anyway. Keep blasting open an opening in the south. You are getting

closer and closer to the Particle Cannon. It is being guarded by a Strategy

Center on Bombardment Mode. Fortunately, those things have a minimum range.

Get up close and destroy it. You can then destroy the Particle Cannon,

although they may get to fire it one more time.

Now, it's a matter of time until the USA base is completely destroyed.

Once no one is standing in the way, send in Rebels and capture any 4 toxin

storage bunkers, and the mission will be complete.



*****MISSION 6: LENGER, KAZAKHSTAN*****

Background:

A GLA splinter group has abandoned our cause, and joined the Dragon to

fight against us. This betrayal must be answered with righteous anger.

Attack their convoys and sever their supply lines. Then crush the traitors

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and their Chinese masters. I guess some factions of the GLA are feeling

very unconfident that the GLA is going to lose, and hence are trying to

defect to the good side. But traitors deserve to die!

The scene starts with a Chinese convoy sending supplies and reinforcements

to the GLA splinter group. You will be told that these defectors have made

a deal with the Chinese to destroy the GLA. They also have retrieved their

nukes to use against us! You are to ambush the convoy and show the world

what happens to traitors, wipe them out. Actually, the ambush scene is

being done for you. The instant all the Chinese are killed, the 3 convoy

trucks carrying the Nukes will be yours.



We now direct your attention to your own base. This is supposed to be a

base building mission, but you can beat it in less than a minute! First,

send the 3 convoy trucks into the base. Arrange them in a triangle so they

surround the Command Center, and are close to the other 3 production

structures. Meanwhile, invest in a level 3 Ambush. Detonate the 3 Convoy

Trucks simultaneously. You should more or less destroy at least 3 of the

4 buildings, leaving the holes behind while the 4th building is heavily

damaged. Immediately call in the Ambush. For some strange reason, the

Rebels are immune to radiation. Have them finish off the holes and the

heavily damaged structure. Then, you hear the cheer and the mission will

be complete! It's as easy as that!



*****MISSION 7: BAIKONUR, KAZAKHSTAN*****

Background:

This is the battle we have dreaded, and prayed for, my brother. We must

take control of the Cosmodrome from the Chinese and Americans. The missiles

there will serve a deadly feast against our enemies, and start the true

liberation of the world! This is our destiny! I wonder how will this

liberation of the world will take place after the first biological missile

is launched at a busy city. I guess the GLA will build and launch more

missiles at different parts of the world until they submit, eh?



In the opening scene, we get to see the insides of the Baikonur cosmodrome.

There is a rocket being shipped via railway to the launch site. According

to the PA system, a rocket is about to the launched into space. At the

gantry, there are lots of engineers working on things like the rocket fuels

and the provisions. You hear a transmission from Jarmen Kell. That is the

essay that we will carry on our message. They have prepared it for launch.

We must strike swiftly if we are to capture it. Today we will meet our

destiny! Our destiny my foot. Your forces have just entered.



We now direct attention to your Command Center in the southwest of the

map. Start building up your base. Soon, the Nuclear Missile and Particle

Cannon will begin their countdowns. You will be shown the Ground Control

Facility and the Launchpad. You have to capture both so that you can install

the chemical warhead and control the rocket. Move a worker east to the

railroads. Build Stinger Sites and Tunnel Networks there. This is a choke

point from which the US forces attack. You have an entire field to build

your base, so you can spread out the buildings more. At the same time,

there is an oil derrick to the bottom left for you to tap for profit.

When you have built the Palace, use your General Points to invest in

Hijackers and Level 3 Cash Bounty. Train some Hijackers and send them north

to the railroad. The Chinese will be attacking with Overlord Tanks later

from this choke point. Stealing some will not be a problem if they are

distracted. After you have the Overlord, that corner can be considered

to be secure! After all, the Chinese often do not build enough units to

deal with their own medicine.

The Americans will start by bombarding your frontal position near the

railroads with Aurora bombers, so keep some Quad Cannons there. Once the

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bombs are dropped, the Bombers become vulnerable and can be shot down for

$500 apiece! Start building Rocket Buggies and upgrade them up to the max.

You are to begin a sneak attack on the US base. When you have crossed the

choke point, the timers of the 2 superweapons would have started to work.

The Particle Cannon is to fire 8 minutes later while the Nuke will come

after 2 minutes! But focus on the US base first.



Your first attack is destined to fail. So, build a backup team in that

frontal position. The Paladins and Tomahawks who took your small team out

are going to get into your trap and be destroyed. When they are done, send

the backup team into the base. Meanwhile, the Nuke should be fired at the

train depot to the north of your initial base. There may be casualties,

and a squad of Troop Crawlers carrying Red Guards will come to fight.

Send your new squad of Quad Cannons over to the airfield and stop any planes

from taking off. Train some Rebels and load them into a Technical. Send

them into the US base. Send them over to the Strategy Center and capture

it. Capture the Cold Fusion Reactors, Supply Drop Zone and War Factory.

Then basically the US cannot really fight back. Continue acquiring the

other buildings, including the Particle Cannon. It's for YOUR use and they

still do not have the chance to use it.



It is now time to build a Scud Storm. While the 2 Superweapons are prepping,

upgrade your Radar Vans to use the Radar Scan and start searching for the

Nuclear Missile. It's somewhere along the railway lines to the northwest.

You will have to let the Chinese nuke you once before you can fight back.

Once the Nuke is destroyed, the battle is basically won. It's now a matter

of the final assault on the Chinese base to control the gantry. Now that

you have the US base, start taking the ground control center.



There is no need to deal with the Chinese base, so it seems. However, the

MiGs guarding the launchpad are an annoyance. Use the Scud Storm to destroy

the Chinese airfield and they have no home to return to. Then, drop an

Anthrax bomb into the pit to clear out all the tanks down there. Then all

you have to do is to break through some weak defenses left behind, and

the launchpad will be captured, allowing you to win.



You see the chemical warhead being loaded into a rocket, and it is targeting

a big city far away. The civilians run in fear, but cannot hide from the

green chemicals. Lots of deaths occur. The GLA has made their statement

to the world. Hence the global liberation begins.



-------------------------------------------------

c. Forced Deportation of Nasty Immigrants [CGD6C]

-------------------------------------------------

China being the third largest country in the world is in no short of desolate

places. There are vast deserts to the west, and those places may be so

remote that nasty organizations will take cover there. It is true in the

real world that certain separatists may choose to hide there. In this game,

the nasty organization is the Global Liberation Army. Fortunately,

security is being improved in the west, and those pro Xinjiang independence

people cannot work that well now! Let's go and expel some nasty immigrants!

*****MISSION 1: BEIJING, CHINA*****

Background:

An intelligence officer by the name of Lin Zhang is assigned to give you

information on the missions you are about to enter. Today, as our Chinese

army parades in the capital square (Tiananmen Square), your troops will

provide security for the glorious display of our military strength.

Providing security means protecting the perimeter and to prevent any

undesirables to interfere with the event. The thing is, if a mission is

assigned to such scenarios, something must have gone wrong!



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It is the capital of Beijing, and lots of vehicles and Red Guards are

marching along Tiananmen Lu. (Tiananmen Road) For some strange reason,

the large portrait of the late Chairman Mao Zedong is not there. Judging

by the signs placed near the road, the Chinese are celebrating new year.

But I never heard of parades during the new year. I also don't know that

civilians are allowed to stand that close to the parading troops. Meanwhile,

down a alley, a car bomber is heading to the parade, and blows up the Inferno

Cannons parading. This is when the marching Chinese realize that they are

under attack. They fight back, and while they are about to defeat the small

ambushers, a container truck drives slowly to Tiananmen Square. The

contents of the truck are detonated. It's a tactical nuke! The ambush is

just a diversion! Most of the troops are killed, and Tiananmen Square is

smashed! This also means that parts of the Forbidden City is heavily damaged!

The GLA will pay for destroying one of my country's monuments!

We now direct your attention to your main base. Move your 3 Dragon Tanks

out of the base. You will find Car Bombers approaching, but don't bother

stopping them. They are after your Bunkers. Even if you stop those Car

Bombers by the means of mining the Bunkers, those 2 will still be destroyed

when the 2 Technicals open fire on them! Have your Dragon Tanks burn the

Technicals. Then move southwest to the junction. There are a couple more

Technicals, some Rebels and a Tunnel Network here. But they are no match

for your flames. Hose them down! In the heat of this skirmish, a group

of 5 Battlemaster Tanks will come to support you. Horde effect is on!



Send your Dragon Tanks to the southeast, near the Forbidden City (You have

got the orientation of the Tiananmen and the Forbidden City wrong, EA!).

There are more surviving tanks hiding there. Take them all with you and

go across the bridge. You will be the notified that a fire strike is on

the way. The 4 MiGs deployed will open fire on that small battalion of

GLA tanks, technicals and rebels and blast them to pieces. That's not all.

The combined firepower results in a firestorm in that part of the forest.

You can now move across the bridge.



You come to a junction. Turn left for a shortcut to the weapon bunker,

and turn right for the hard way. This guide assumes you turn right. After

all, there will be more enemies to kill, and that makes it more fun. The

first group of enemies you find are up the slope. There are some Technicals

and a Scorpion Tank, and are just small fry. Destroy them and continue

moving up the hill. You now come to some Technicals, Rebels and a garrisoned

tent. Send one Dragon Tank up there. This thing is so effective that it

can destroy all of them single-handedly and still has breathing space.



You then come to a Scorpion Tank, Technical and some foolhardy Rebels

guarding a Tunnel Network. Destroy. Then comes the final group guarding

the Nuclear Bunker. Destroy them all. If you play your cards right, you

can suffer zero losses here. Once final task remains, destroy the Nuclear

Bunker to prevent any further attacks on our people. Just go and destroy

it and enjoy the fireworks! Kaboom! That's it for the first Chinese level.

*****MISSION 2: HONG KONG, CHINA*****

Background:

An active GLA cell has been unmasked in Hong Kong. It is suspected that

the terrorists are targeting the buildings in the commercial center. The

cell must be crushed and its members eradicated. Strike hard, and without

mercy. Hooray! Finally. It's about time that the producers in the Command

and Conquer universe take note of this oriental pearl, which is also my

hometown! Chinese forces are to move in again to kick the GLA out. But

what's this? The terrorists are using the Convention Center as a base?

Come on, the Convention Center is only used for business conferences and

large exhibitions! There is no place for you to station GLA soldiers there.

Besides, the PLA is always posted in Hong Kong. Better let them do it.



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The opening scene shows the long suspension bridge in Hong Kong known as

the Tsing Ma Bridge. Chinese forces are crossing the bridge to Hong Kong

Island. Hey! You got the geography of Hong Kong completely wrong, EA! The

Tsing Ma Bridge is supposed to link the islands of Ma Wan with Tsing Yi.

It forms an important link between the airport and the urban center. The

closest harbor crossing to the Convention Center is the Cross-Harbor Tunnel!

So, those troops should have crossed in a tunnel. While they are crossing,

the troops don't seem to notice the time bomb placed under the bridge.

The bomb explodes and the bridge collapses. Almost all of the Chinese forces

are knocked into the water, and only the ones in the front survive!

That's one famous landmark in Hong Kong destroyed. You start with 2

Construction Dozers, a Battlemaster and a handful of soldiers. You are

shown the Convention Center. It seems the GLA is using the New Wing of

the Convention and Exhibition Center. It seems that the terrorists are

stationed there. You must destroy the center and the attached parking

structures to stop the terrorist threat. EA has forgotten another minor

detail. The Golden Bauhinia Square should be outside the Convention Center.



You now start with your base construction. You are building in the west

of the map, and you are starting on the Wanchai Sports Ground. All spectator

stands have been removed for your convenience. Build the Supply Center,

Barracks and War Factory and enable the Radar in the Command Center. Build

Gattling Cannons along the road to the northeast of the Wanchai Sports

Ground. That's all you need to repel all the GLA attacks coming from the

Convention Center. Meanwhile, it's time to do some upgrading in the War

Factory. Research Black Napalm and Chain Guns. Then both Dragon Tanks and

Gattling Tanks will be 25% more powerful. You will be relying on those

two units the most in this mission.



There is one simple way to hold off the GLA attacks from the Convention

Center. See the two narrow roads that go southeast over the water by the

New World Renaissance Hotel? (That's the name of that large building. It

exists there on the waterfront.) Those are the only 2 ways out of the

artificial island of the New Wing of the Hong Kong Convention and Exhibition

Center. Just place some Dragon Tanks there and set up firewalls, or simply

station Gattling Tanks there. Anything that comes too close will be either

fried or shot to pieces by the machine guns. So, they will be held at bay,

and you can explore the rest of this part of the Hong Kong Island. (You

are now in the Wanchai District)

3 events will occur. Firstly, trains will arrive every now and then,

bringing in more Red Guards for you to use. If you have used a General

Point in Red Guard Training, all Red Guards will be promoted to Veteran

status upon arrival. This is another flaw of EA's game geography. There

are no old fashioned ground level rail lines serving Hong Kong island.

The only railway lines in Hong Kong that are like that are the Suburban

Lines like the Tung Chung Line (Hong Kong/Central to Tung Chung), Airport

Express (Hong Kong/Central to Airport) and the East Rail (Tsim Sha Tsui

East to Lowu). If the Red Guards want to arrive by train, they might as

well take the MTR (Mass Transit Railway, Hong Kong's metro system), and

come out of exit A1 of Wanchai station! (I know this very well since I

take the MTR very often.)

Another thing that will occur is the Star Ferry docked at the ferry pier

near your base. The ferry operator complains that those terrorists are

ruining his business. He offers to take your troops for a ride to the

Convention Center to take them by surprise. This Ferry can take up to 10

units at once. Now, EA has got the information about Hong Kong correct

here. There is a Star Ferry Pier near the Convention Center. BUT, and this

is in capital letters, STAR FERRIES DO NOT CARRY VEHICLES!



The third event is that Toxin Tractors will start pouring out of a Chemical

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Factory to the northeast. EA has got it wrong again. This is a commercial

district, not an industrial one. Wanchai has got lots of commercial

buildings, no matter how worn down, but the chemical industry is not that

prevalent. Anyway, just send a couple of Dragon Tanks to burn that factory

down to the ground, ok? One Dragon Tank has enough power to destroy 2 to

3 Toxin Tractors and come back with some breathing space.



Now, it's time to turn our attention to the Convention Center itself. Move

the Dragon Tanks and Gattling Cannons closer and closer to the Convention

Center, step by step. Then the active area of the GLA will be drastically

reduced. Then the Convention Center is within range of the Dragon Tank,

start spraying it and the attached parking structures with the Firewall

to burn it down completely. EA, look what you made me do! You made me destroy

one of Hong Kong's famous landmarks! You'll pay for this! Just kidding!

The terrorist threat is finished. Good job.



NOTE: All the rants about EA are not to be taken seriously. It's just that

me and my friends in Hong Kong find this mission extremely laughable, since

EA basically messed up a lot of things about Hong Kong. Oh, and to tell

you the truth, this is my most favorite mission of the whole game.

*****MISSION 3: THREE GORGES DAM, CHINA*****

Background:

We have a most critical situation. Another GLA cell has infested the area

surrounding the Three Gorges Dam. Enemy reinforcements now threaten our

valiant troops, including our agent, codenamed Black Lotus. Use any means

necessary to halt this GLA advance and annihilate their soldiers. We have

started to move west in Mission 3. We now come to another famous landmark

in China. This time, it is measured in engineering and architectural terms.

It's the famous Three Gorges Dam, built to minimize flooding in the Chang

Jiang River and to supply the residents there with hydroelectricity.

Lin Zhong is quite right about the critical situation. The opening scene

features the Chinese forces fighting a losing battle to defend their little

outpost against the GLA forces. Black Lotus foresaw their defeat. "It's

too late, the base is lost. All forces retreat to the dam. I have a plan."

The survivors of this battle follow Black Lotus upstream to the north.

"We must destroy the dam. Flooding off the valley is the only way to stop

the GLA now. Hurry before their forces escape."



We now come to your single Construction Dozer. First, garrison all infantry

into that small tower by the ridge. Then order the Dragon Tank to start

working on burning the dam down. Start building a Command Center. Meanwhile,

move Black Lotus to the west. There is an additional Construction Dozer,

an Oil Derrick and an Oil Refinery for Lotus to capture. Use this new

Construction Dozer to build a Nuclear Reactor. The dam should collapse

shortly. A large flash flood ensues, ripping the valley apart. The GLA

forces still downstream are washed away by the flood, and your base is

temporarily cut off from the eastern shore. GLA tanks are amassing there.

There is a stretch of river where the water level is dropping. When the

water drops enough, the enemy will be able to cross, so you must defend

that river crossing as quickly as possible. Build some Bunkers and load

them full of Tank Hunters in front of that crossing. Add some Gattling

Cannons too. Upgrade to Chain Guns for maximum effect. Then you will be

ready when the GLA Scorpion Tanks start pouring in. Also work on the War

Factory and Airfield too, of course.



You can send Black Lotus to scout the south. There is an additional Supply

Depot that was used by the previous base before it was destroyed. It holds

$30000. You should have ample time to defend your side of your river and

build whatever you like before the water level has dropped low enough for

the GLA tanks to cross over to you. The Scorpion Tanks in this level will

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eventually be rigged with Scorpion Rockets. Fortunately, the narrow river

crossing serves as an excellent choke point to slow them all down. Build

up an effective squadron of MiGs, maybe 2 teams of 4.

Send Black Lotus across the river to scout the place out. She will not

be seen. You will come to a village. There are no civilians, since the

GLA have killed them all. However, there are lots of garrisoned buildings

for the MiGs to burn down. Continue south. You come to the GLA supply pile.

Lin Zhong tells you that if you can cut them off from their supplies, the

GLA will not be able to continue the fight. Let's not bother with that.

Go south and you will enter the base. This entrance is undefended, so Black

Lotus cannot be seen at all.



Use the General Points to acquire the Cluster Mines and a Level 2 Artillery

Barrage. Drop mines to the north of the Command Center to reveal the Stinger

Site. Use the Artillery to destroy the Stinger Site. These two attacks

will attract the attention of the GLA forces, and they will all leave the

base to get at you. While the base is unattended, have Black Lotus cash

Hack the Supply Stash until the GLA have no more money. Then they really

cannot fight back as well since they can't produce the endless stream of

Scorpion Tanks with those Scorpion Rockets installed.



When you are done or bored, just capture the Supply Stash, or just downright

destroy it. Then, follow up with a strategy of saturation bombing by the

2 squads of MiGs. Eliminate any Scorpion Tanks and Rebels you find first.

It will be fun to watch them burn to crisp, everyone of them. Just leave

the Command Center to prevent a final strike. When most troops are destroyed,

destroy the Command Center with your MiGs. You don't have to destroy it

completely. Even if a GLA Hole is left behind, you will be declared the

winner of this encounter.



*****MISSION 4: TANGGULA MOUNTAINS, CHINA*****

Background:

Agents report that our insidious enemies have constructed a bio-toxin

factory in the Tanggula Mountains. You are advised to deploy a commando

team led by our fearless operative Black Lotus. Once the strike team has

located the factory, the firestorm from our jet fighters will answer the

GLA's futile threats. I told you before. The more west you go, the more

desolate is the country. There are so many mountains that undesirables

can always do what they want, and now we are crawling into the nest.

The mission begins with a small squadron of MiGs flying towards the

Bio-Toxin facility in hopes to destroy it. The problem is that the MiGs

are shot down very quickly by the Stinger Sites that are protecting the

facility. The captain was so close. His MiG crashed on the cliff right

in front of the Bio Toxin Facility. I guess someone forgot to install

ejector seats in this place. You now come to your little outpost. Black

Lotus is there already. You will be told that the facility is to the north

and guarded by Stinger Sites. The facility must not be destroyed by

conventional means. Otherwise, the toxin will spill into the Chang Jiang

killing thousands. We must use the biostrike weapon from the MiGs to burn

out any trace of the toxic chemicals.

At this moment, a group of Tank Hunters and Red Guards will be paradropped

to your assistance. Garrison them all into that small tower to the right.

This will hold the enemy off while you train Hackers. Also invest in Cluster

Mines. Mine the area around the first Stinger Site. When the Hackers come

out, have them hack the Internet to steal money. Since they are initially

stealing money $5 by $5, no one will notice that their money is missing!

You should be able to train 8 Hackers with the money you have. Keep training

until you have at least 15 of them raking in the cash.



After that, move your soldiers to the east, and destroy the Stinger Site.

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There should not be much of a problem. After that, have Black Lotus capture

the Oil Derrick for even more cash. More infantry units will be paradropped

for your disposal once the first Stinger Site is destroy. Head north. There

is a group of Rebels and Terrorists guarding the 2 Stinger Sites before

the bridge. Use your large horde of Chinese to destroy them all. Also bow

up the Rocket Buggy. That's cannon fodder. The Stinger Sites can then be

taken out with ease and you will receive even more reinforcements.

Get close to the bridge, just enough to reveal the Toxin Tractor there.

Once you see it, drop mines around it. Then attempt to cross the bridge.

You will be told that Toxin Tractors are armed with bioweapons. Black Lotus

can disable this vehicle while the Tank Hunters destroy it. However, let's

not bother. This Tractor will move after the instruction, and be blown

up by the mines. Destroy the Stinger Site behind the Toxin Tractor. The

village is separated from your path by a burning barricade. Fortunately,

the Tank Hunters can shoot over the barricade and destroy that Toxin Tractor

on patrol in advance.



Continue west and engage the GLA forces. You come to a War Factory. Capture

it with Black Lotus. Now you can build Chinese vehicles. Build the usual

pairs of Dragon Tanks and Gattling Tanks. Assume control of the town. There

is another Oil Derrick for you to take. Note that all the forces will come

from the slope to the north. So, erect a Firewall there to keep the GLA

at bay for now. Slowly move up the slope, and send another Dragon Tank

to the east of the village to take out the GLA that are garrisoned there.

Also destroy the Toxin Tractors you find.

Now, move the twin Dragon Tanks into the base, and use the Firewalls to

sweep everything that you find. The 2 Gattling Tanks are there to stop

anything that is lucky to run through the flames. The base should be leveled

in a blaze. Now, all that leaves is the Final Stinger Site across the bridge.

Cross the bridge and torch the garrisoned tower. Move along the main road.

Some Rebels will attempt to garrison the buildings, but you can burn them

out in no time. Run up to the Tunnel Network and destroy it. The same goes

for the final Stinger Site protecting the Bio Toxin Factory.

Now, the MiGs will arrive, and open fire on the factory. The factory takes

direct hit! It explodes, and the toxins are still spilled. Anyway, delivery

is free today only! Hahahaha!



*****MISSION 5: BALYKCHY, KYRGYSTAN*****

Background:

A major GLA cell has taken hold of Balykchy, and driven the citizens from

the city. Our American friends have agreed to help us in our quest to rid

world of the GLA. Destroy the city, and crush the GLA like insects. Finally,

we have advanced outside China. The Global Liberation Army really is

considerate this time. Instead of slaughtering all the locals, they just

kick them out. Anyway, the GLA are placed in scattered positions around

the city, and you are to destroy each outpost one by one.

The mission starts with an American Boeing B-52H Stratofortress flying

over the city of Balykchy. The pilot is taking orders from the Chinese

here. The Chinese commander asks the pilot to proceed to the target, and

drop its payload. The pilot has spotted the GLA on the radar. He tells

the Chinese to cover their ears, since it will hit loud down there. The

bombardment begins, although no bombs are visible, damage is certainly

done. This is because all the GLA troops are being blown to pieces whenever

the bomber passes above them!



We now come to your base to the south of the city. It is pretty much fortified,

although you can build more Gattling Cannons around some gaps, and Bunkers

in other places. Start building up the base infrastructure. As you are

defending your base against the Terrorists and Marauder Tanks, invest in

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Cluster Mines, a Level 2 Artillery Barrage and the Nuke Cannon. Send an

Artillery Strike to the Arms Dealer and Stinger Site to the northwest.

The strike should be able to destroy both buildings.

After that, build a squadron of MiGs and use them to destroy the Arms Dealer

directly to the north, across the river. Start training Hackers now. Your

first target is the outpost to the far north. Drop Carpet Bombs and an

Artillery Barrage to destroy it completely. There are now 3 targets

remaining. Let the Hackers hack money from the Internet to fund your

activities now. You should build 4 Overlord Tanks and 2 Nuke Cannons. Also

send Black Lotus out to scout for your tanks, so that you can find the

Demo Traps. Send this battalion northwest to the outpost there.



The outpost should fall very quickly. Make sure you keep the Nuke Cannons

to the rear since they are very vulnerable to attacks. After this base,

there will be 2 targets remaining. Start going southeast. There is a Supply

Stash there. You can use Black Lotus to cash hack their money until they

have none left, although I doubt you need that much cash! The outpost is

just south of the railroad track. Be careful of the Demo Traps down there.

There are some Oil Derricks to the far south, but I doubt you need to capture

those. Just destroy the outpost and get it over with.



There is now only 1 target remaining, and it is to the northwest. This

is the main base, with the Command Center and all. To get to the base,

follow the railroad tracks. You will find it guarded by many Bunkers. Use

the Nuke Cannons to take the Bunkers out from the distance. The Barracks

to the west continuously pumps out terrorists. Destroy it to stem the flow.

Now, I don't care how you destroy the rest of the enemies, since their

defeat is inevitable at this point. Happy demolishing!



*****MISSION 6: BISHKEK, KYRGYSTAN*****

Background:

Disturbing news, a GLA Cell has commandeered one of our people's railroad

lines to move its troops. It is gathering a large force in Bishkek, the

subcapital of Aldastan. (I have no idea what they are talking about, really,

since the capital of Kyrgystan is Bishkek) Only your decisive counterattack

can crush the GLA's latest offensive. That's right, this is another mission

involving our operative Black Lotus. You are to destroy a section of the

railroad to stop the GLA from moving their troops into Bishkek.



The mission starts with a shot of a GLA controlled train moving into Bishkek.

It crosses a railroad bridge, and stops at the Bishkek central station.

There, the Rebels start pouring out of the train to assist their brethren.

We now come to the attention of your base. Black Lotus is provided already.

You are provided with 3 Hackers to generate income. Have them start hacking

the internet now. There is a quick way of stemming the arrival of

reinforcements. Build a Dragon Tank, and send it to the east, to the

railroad. Position the tank to the right and have it set up a Firewall.

Then any train carriages will not make it past the flames.

Now, let's start to explore the are to the far east. Build more Dragon

Tanks, and upgrade with Black Napalm. There is an Arms Dealer surrounded

by Demo Traps. Have Black Lotus reveal the traps and let the Dragon Tanks

destroy them. There is also a Stinger Site to the north for you to burn.

Once all threats are gone, hack and capture the Arms Dealer. You now have

access to GLA's Radar Scan Technique, enabling you to reveal a small part

of the map each 30 seconds.



Head north and you will come to the train station. There is a UN supply

crate there. Further to the north are some GLA Supply Stashes. You can

have Black Lotus continuously Cash Hacking the Stashes if you wish. Now,

go south and west across the bridge. At this point, Angry Mobs will start

coming out of the soccer stadium to the west. Send the Dragon Tanks there

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to the stadium, and try to avoid any Scorpion Tanks on patrol. The Firewall

is very effective in destroying the stadium. There are 8 pieces of stadium

to destroy. When they are all down, no more Angry Mobs will come out to

bother you. These guys are just so annoying!

When the stadium is destroyed, move a Dragon Tank to the north to the parking

lot. Destroy all the cars there. This is because some of them hold car

bombers. You may cause a Radar Van and 2 Quad cannons to come after you,

but fortunately the Dragon Tank can take them out single-handedly and be

promoted to Veteran Status. Send the Dragon Tank back to the south of the

stadium, and let Black Lotus join them. See the roundabout to the northeast?

There are lots of GLA Scorpion Tanks and Marauder Tanks on patrol. Use

Black Lotus to disable the vehicles while the Dragon Tanks destroy them

without fear of any retaliation.

It is important to take the Scorpion Tanks one at a time, since they are

patrolling in groups of 3 and 4. Luring a tank away from the crowd is

especially effective against these enemies. Once all tanks are cleared,

move north. It seems that once you approach the buildings to the north

of the roundabout, the alarm will be raised, and GLA units will come after

you. You can cancel their alarm by retreating to the south. Start working

on the garrisoned GLA buildings.



Once all the GLA units who respond to the alarm are destroyed, you can

simply send Black Lotus to the bridge, without bothering with all those

Stinger Sites and Tunnel Networks. Black Lotus will go in the middle of

the bridge and drop her explosive charges. Now, all we need is a train.

The next train approaches. The bomb goes off just as the train gets onto

the bridge. The bridge collapses and the passengers are drowned. Yay!



*****MISSION 7: DUSHANBE, TAJIKISTAN*****

Background:

The moment of ultimate victory is near. The GLA cell masterminding all

Asia-Pacific operations has been located in this region. You are authorized

to unleash our nuclear arsenal, and reduce our foes to dust. China's future

is balanced in your hands. Finally, you are allowed to unleash your nukes

on the GLA. There is a big problem though. The usage of nuclear weapons

is heavily regulated by unwritten rules in the United Nations. Would

anti-war hippies and members of CND complain about all this?



It's the start of the final Chinese mission, named Nuclear Winter. Chinese

forces are advancing along a mountain valley. All seems uneventful, until

you find that GLA's commando mercenary Jarmen Kell is watching you over

a cliff. He quickly shoots the lead Chinese Red Guard dead. At this point,

the Chinese infantry decide to take cover. But that is when the Scud

Launchers strike. They launch Anthrax Warheads to you, and lots of your

troops are poisoned. A battle ensues, and some MiGs fly over to help you

destroy the Scuds. You now take control. Kill them all.

Send your forces up the slope and to the southeast. There is a GLA outpost

there. It is guarded by Rocket Buggies, Scorpion Tanks and Marauder Tanks.

Keep the 2 Inferno Cannons to the rear, and the Overlord Tanks to the front.

In the heat of this battle, losses are to be expected. So, you may want

to keep the Dragon Tanks out of this for the meantime. Destroy everything

the GLA has except for their Supply Center. Not long after you have

destroyed the base, you will find that a Scud Storm has been built.

Build your base, and keep your balance below $5000. Otherwise, the Scuds

will fire when they are ready. Move your Overlord Tanks to the opening

to the north and guard it. This is the only way into your base. Resources

are limited here, and there are only 4 Supply Piles. You must quickly build

your way to the Propaganda Center and start training Hackers to supplement

your income. When there are enough hackers, enlist the help of Black Lotus.

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You will need her to sneak into the GLA base to stop the Scud Storm. But

first, send Black Lotus to the GLA Supply Stash and steal money until there

is no more left. (That Stash is not connected to the other money supply

in the main GLA base, for some strange reason.)

Send Black Lotus, to the northwest, across the town. That way, she will

avoid Jarmen Kell, who is hiding in a tower in the market place near the

center of the city. You will come to a small GLA outpost. It is guarded

by 3 Tunnel Networks. At this point, you should use your 7 General Points

to invest in an Emergency Repair, Level 3 Artillery Barrage, Cluster Mines,

EMP Bomb and the Nuke Cannon. Send an Artillery Barrage to destroy the

westernmost Tunnel Network. The other 2 are to be destroyed by means of

airstrikes. Just be careful of the chemical factory.

Oh, never mind about the Chemical Factroy. I am sure that the second

Artillery Barrage will destroy it. Make sure Black Lotus is to the far

west. The Anthrax Beta will leak all over the GLA outpost, stemming attacks

from there for a long time. Once the blue Anthrax mist has settled, have

Black Lotus capture the Arms Dealer. Try to defend it if you please. Use

MiGs to help you. As you can see, your efforts are futile. But still, the

firestorm from your MiGs will most likely destroy the GLA Barracks as well.

This renders the GLA outpost useless, and their attacks will be slowed

down by a lot. Now, send Black Lotus to the north, up the mountains. Use

MiGs to destroy any Stinger Sites and Tunnel Networks you find.



As the Tunnel Networks and Stinger Sites are cleared, send Black Lotus

deeper and deeper into the GLA base. You will get close to the Scud Storm.

When all the defenses around it are destroyed, have Black Lotus capture

it. Then, you can use the Scud Storm against the GLA base before selling

it for the cash. (It's unlikely you can keep it until the next launch.)

After that, send Black Lotus back to the GLA outpost to the south. Start

leeching money of the GLA by the means of the Cash Hack. Eventually, the

GLA will be starved of supplies, and cannot attack as rapidly.



You may want to send squads of Overlord Tanks to hold the area. Place them

at the 2 openings in the northern ridges. Now, the GLA is effectively

contained at the northern half of the map. Send Black Lotus into the base

again. Now, it's a matter of saturation bombing. Use Black Lotus to reveal

any potential targets for the MiGs and send them in, destroying buildings

one by one. Build a Nuclear Missile Silo and take advantage of the Artillery

Barrage. Once every major GLA building is destroyed, the final mission

will be complete, and the Chinese will have a mighty military parade in

the city of Dushanbe. The Nuke Cannons will fire at the sky to rejoice!



----------------------------------------------

d. Cracking down on Biowar Development [CGD5D]

----------------------------------------------

The big problem about terrorism is that most of the leaders hide in

absolutely desolate areas that the international police cannot find them

easily. The terrorists that perform any operations may have lived in the

cities for a long time, but the non-pawns are actually far away. The

Intelligence has to rely on many sophisticated clues and defectors to

locate the position of those nasty people. Such is the case of GLA general

Dr. Thrax, a biowar specialist. We have James Sebery of the BNN to have

exclusive coverage of our actions.

*****MISSION 1: Baikonur, Kazakhstan*****

Background:

Although the USA Army has had the fragmented Global Liberation Army on

the run, the terrorist threat remains a clear and present danger. The GLA

is still actively using those chemical warheads from their Baikonur

Facility. In fact, they have equipped their missiles with even more newly

designed chemical warheads. They have started to launch those chemical

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warheads into US bases in Northern Europe. People have begun evacuating

from the urban areas in Europe. A previous attempt by the Chinese Army

to attack the facility has failed. With the Chinese Army battling local

warlords to the east, the American Army is sent in to deal with the situation.

Your mission is to destroy the launch facility. It is vital that you succeed,

or otherwise, America's strategy footholds and interests in Europe will

more likely be affected.

Factions:

Friends:

Blue: USA



Enemies:

Green: GLA

After this news report by BNN (British News Network, a hybrid of BBC and

CNN, I suppose? Heh heh.), and being shown the GLA hippies in their

motorbikes, you see another missile being prepared for launch, and it fires!

By! The sky really does look realistic in this game. So! The missile's

target is a certain USA base in Northern Europe. The missile explodes!

BOOM! A lot poor souls suffocate in the chemicals that were given out.

Then, you are left to play. You are given your starting units, and your

base. They have given you 2 sets of 5 of Missile Defenders and Rangers.

Load them into the 2 Humvees.



Tip! More about Humvees

As a practice, always load 2 pathfinders (anti infantry) and 3 Missile

Defenders for all rounded support. This should work on single player, LAN

and online. Oh, another thing, when you see slower units coming after you.

Back off a few steps and the people inside the Humvee will get "free" hits

on the enemy unit. If you make use of the Search and Destroy Battle Plan,

then you can shoot even further and harass your enemy more.



Some foolhardy rebels will come over to engage you. Pick them off using

you new Scout Drone. Then move your troops northwest, destroying the 2

stinger sites. You will come to some empty Chinese Tanks in a motor pool,

including a lovely Overlord Tank. Take them with infantry, upgrade the

Overlord Tank with a Speaker Tower, then move northeast.



2 terrorists are planning to car-bomb you, watch out! Then, at the same

time, some infantry would have garrisoned the 2 apartment blocks near the

vehicles, use the Dragon Tank to fry those units.



Now, kill all units and destroy all structures guarding the train station

in order to capture it. I suggest you leave those buildings for your lone

Overlord Tank to destroy, then, gloat as it gains veterancy.



Now, the train will arrive, load your best units into the 2 train cars,

and those units will be taken to the launch site by train. When you reach

the site, destroy everything, garrison the radio station for A-10 support

if necessary, and a large bomber will come with a MOAB, the Mother of All

Bombs (Actually, it stands for a Massive Ordinance Air Burst)! The bomb

hits, and several of their units are blasted all the way to the moon, and

the pilot really likes his job, after all, "I love the smell of a fresh

MOAB in the morning!" Mission Accomplished! You win!

*****MISSION 2: Somalia Coast*****

Background:

While the USA is performing the crackdown on the GLA, they are also

delivering aid supplies to desperate regions that are suffering very

heavily. Unfortunately, local warlords linked to the GLA continue to

threaten their convoys of food and medical supplies. Your mission is to

ensure the safe arrival of the supplies, and the total elimination of the

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GLA troops in the area. The navy is supporting you in this area. Meanwhile,

other USA armies are busy searching for more Weapons of Mass Destruction

of the GLA.

Factions:

Friends:

Blue: USA

Enemies:

Green: GLA

You are now in Somalia, the land of the movie Black Hawk Down. In fact,

this mission has a lot of parallels with the movie. Like the bombardment

of the docks, and all the street fighting with the heavily armed locals.

Fortunately, no aircraft were downed this time.



The opening cut-scene features many battleships firing on the GLA units

on the docks, note that they are there to clear the docks, not destroy

it, yeah right. Meanwhile, the Raptors, 2 by 2 are bombarding their tunnel

networks (Hey, I just saw them fly over the GLA units, and then they explode!

I wonder if those raptors have some psychic powers or dark force. Heh heh

heh...) You are then left to play.



Move your troops to the warehouse, using the battleships to take out the

bunkers blocking your way. By the time you secure the warehouse, more units

will arrive in the docks, and the supply trucks will begin coming in. Now,

defend the warehouse until all trucks have entered the warehouse. It is

not very hard to do so. While you are at it, call in the battleships to

blow up all the Bunkers and Stinger Sites you can see on the map.



While you are guarding the warehouse, consider playing a game called laser

shooter with your Missile Defenders. Here's how you do it:



Precise Tip! Painting a big Bulls eye on them

The Missile Defenders have a unique ability. The Laser Missile. Using a

special laser sight similar to those of sniper rifles, the Missile Defender

can target enemy units and aircraft much more accurately, and will shoot

much much faster! To use the Laser Missile ability, simply click on the

laser missile button on the command bar, and then click the target you

desire! Then, the Missile Defender will aim the laser at the enemy unit

for a second, then the fireworks begin! Unfortunately, this ability is

useless against enemy infantry and structures, so when you see enemy

infantry coming, run!



After all 10 have arrived, and you have heard the crowd cheer, you can

receive your construction dozer, so, build your base, and build fire bases

and patriot missiles in alternation to each other. However, be prepared,

as GLA will use SCUD Launchers in this level, and they can easily out shoot

your Patriot Missiles and Firebases.

Base Defense Tip! What to garrison in a Fire Base

Always garrison one pathfinder and 3 Missile Defender in each Fire Base!

The Pathfinder can pick your enemy's infantry off, while the missile

defender shoots at the tanks.



You should be aware of a small GLA outpost in the northwest of the city

behind the hills, consider sending a Ranger to capture the barracks there

if you wish, or just send in Col. Burton to destroy everything.



Now, the business of destroying the GLA base is well, easy peasy! Just

continue to bombard them with the battleships and comanches until they

are gone! The Battleship bombardment has similar power to a level 2

Artillery Barrage, and you can use it sooooo frequently! Easy! Just use

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them as if they are mini superweapons! I tell you, easy! Much easier

compared to those hectic 15 hours of troops struggling in the city in Black

Hawk Down! Another mission accomplished!

*****MISSION 3: Mount Elbrus, Russia*****

Background:

Having successfully protected the supply convoys to deliver their aid in

Somalia, the USA army has found top secret documents related to the GLA

chemical weapon production program. They have identified the location of

a top secret chemical production plant in Mount Elbrus, deep inside Russia,

and will respond to this threat. Your mission is to send in Colonel Burton's

team to take out this facility.



Factions:

Friends:

Blue: USA

Red: China



Enemies:

Green: GLA

In the start of this mission, we will be treated to a hilarious cut-scene

featuring the B3 (or is it U3?) bombers. Those bombs are so cool, they

fall straight down, totally unaffected by air resistance, and I must say,

those American bombers really do a good job sending people to the moon!

Colonel Burton will be air dropped in with some other infantry units.

Meanwhile, Chinese Secret Agent Black Lotus will be dropped off on the

other side of the river, she brags about the Helix helicopters and

challenges you to a race, "Your Chinooks are durable, but I prefer the

strength of our Helices." and you are left to play.



The race is on! Your task is to reach a certain inn right in the middle

of Casablanca called Riad Catalina! Oh, ahem, excuse me. No, this is not

the Amazing Race, it's just Mission 3. As soon as you can get control of

your troops, snipe at the infantry while Colonel Burton destroys the Radar

Vans before they can squish you all flat.



As you may have probably already noticed, there are just so many garrisoned

buildings in the town, so you will need flashbangs to clear them. So, head

north, engaging any units you meet. Leave the infantry to the pathfinders,

and the vehicles to Colonel Burton.



You will reach the Prisoner-of-War camp. There will be a cut scene. Colonel

Burton says, "I can see the POW camp, looks like they have a tunnel network

that passes under the river."

Black Lotus will then start capturing the GLA buildings in the camp opposite

the POW camp. Boy, and she does a good job out of it. In the confusion,

the Chinese managed to use a Bomb Truck to blow up the Tunnel Network!

How can she do that!? Those GLA troops must be blind or something.



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

will be freed."

So, take everything out in the POW camp, and some rangers will come out

of the camp. They are free! With the new Rangers, you can clean up all

those garrisoned buildings in the town. Go north, and you will come to

several tunnel networks by a bridge, be careful here, as there may be units

waiting to ambush you from the inside. To the northwest is a second POW

camp. You know the drill, destroy everything, and the rangers will be freed.

Notice this strange tank there? It's a microwave tank, good to disable

enemy buildings. You will also notice that the area around the Microwave

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Tank looks a little bit distorted. This is due to its Microwave Field,

any infantry unit that gets inside the field will slowly lose health until

they get incinerated. Note that the microwave field does not work while

you use the Microwave Beam.

Tip! A new way to clear garrisoned buildings

With microwave tanks, you can "ding" the people hiding inside civilian

buildings. Just set it to High to bake a delicious meal. Heh heh!



Now that you have the microwave tank, you can continuously disable and

destroy those stinger sites and tunnel networks. Have fun! When you reach

the mountains, order Colonel Burton to climb up. Now, Colonel Burton will

blow up the mountainside, starting the avalanche! The avalanche really

WILL bury the lab forever! Mission Complete!

*****MISSION 4: Amisbad Oil Fields: Iran*****

Background:

Information recovered from the Chemical Lab confirms that GLA really is

carrying on its chemical weapons program. The US suspects that the GLA

General code-named Dr. Thrax is behind all of this. Dr. Thrax is an elusive

extremist and has been charged with war crimes by the world court.

Intelligence sources have traced his funding to oil fields in Iran, your

mission is to liberate the oil fields, and destroy the GLA base guarding

it.



Factions:

Friends:

Blue: USA



Enemies:

Yellow: Misguided civilian population

Green: GLA



This mission begins with a lovely air show over the skies of the Amisbad

Oil Fields. The Quad Cannons are busy trying to shoot those planes, but

there are just too many of them. Now that we have landed, the airstrip

is secured. Build your base! Capture the oil derricks around your base

for a start, just use Construction Dozers to remove those demo traps and

booby traps. Supplies are scarce, so it is vital that you capture as many

Oil Derricks as possible.

Discouraging Tip! You had better not try to garrison the buildings, or

you'll be sorry

When you are playing as GLA over the LAN or internet, always try to reach

the towns first and use rebels to place booby traps on the buildings, now,

the opponent WILL think twice before trying to enter those buildings. Of

course, he can also use dozers or workers to remove those traps, but that's

too annoying. Anyway, stealth detectors can easily detect the booby traps,

and the Dozers can clear them with one scoop of their blade.

Now, build fire bases loaded with Missile Defenders and Pathfinders on

the 2 bridges, and place some Paladins and Avengers next to them to stop

the scud launcher missiles.

Tip! How many Avengers and Paladins do I need?

Regardless of offline games or online games, it would be wise to build

a paladin tank or an avenger for each rocket solider the enemy has, and

2 for each Scud Launcher or Tomahawk Missile they have. However, these

2 units cannot stop artillery shells, so be careful when playing against

China.

While you are building your base, you will be informed that a neighboring

town has been poisoned by GLA propaganda, and are sending units to attack

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your base. So, go north and destroy the radio station ASAP. Colonel Burton

is good at this. To clear the occupied structures, simply send in the

Microwave Tanks to ding them out! Ha ha ha!

If you are playing on medium difficulty or above, there will be a SCUD

Storm built, luckily, it is in an outer area of the main base, so use a

microwave tank to ding it and disable it, while Colonel Burton destroys

it. Be careful of that single tunnel network there, as units will ambush

you from inside the building. So, I guess you should kill enough units

to get promoted to a 3-star general, then you can A-10 Strike that network,

after that, nothing can react fast enough to stop Colonel Burton from

destroying the SCUD Storm. After that, I suggest you let Colonel Burton

hang around there, as he can keep the Workers at bay from rebuilding

anything.

Now, it's time to build an attacking force. I recommend attacking from

the Eastern Side of the base, as you have cleared that entrance with Burton

Already. Send in as many Paladins as you like, but build at least 15 of

them, as the enemy just loves to use Scud Launchers and RPG Troopers. Also,

build Tomahawk Missiles and keep them in the rear. Some Humvees with

Pathfinders and Missile Defenders inside can also support your advance.

Wipe them out, all of them. Although Lieutanent Eva may suggest that you

capture some oil derricks there, it is rather difficult to hold them, as

it will cause the GLA to attack with renewed vigor.



Apart from this, reinforcements will also be airdropped in periodically.

Use those units if you are short of cash. Attack from the east entrance,

and you will experience minimal losses, as all the traps have been cleared.

Wipe them out! All of them!



Caution! Highly Explosive Humvees

When a Humvee is destroyed, the infantry inside all die! (Perhaps it is

because the petrol tank of the Humvee is dangerously close to the passenger

compartment, hence, when the Humvee explodes, the petrol tank will burst

into flames, causing your infantry units inside to scream like canary birds)

So, when you notice that your Humvee's energy bar is almost empty, evacuate

all units!



Submitter's Question! Mas Adi Ismail's question

Original Version:

General!!!



I have being following your tips and hints on the CnCGenerals series...

and it succeed though something I have difficulty to actually follow your

strategy (maybe because different level of Gaming)

Currently I am playing CnCG Zero Hour (USA) on Mission 4: Black Gold (if

you could remember) on Hard / Brutal Mode, I found out (after trying several

times over a week) your published strategy is hard to follow. Now my "units"

are stranded on the battlefield and surrounded by angry mob.



Do you have any other strategy applicable for this level.

FYI, the game start with only 2 oilfield on the ground my units have landed,

+ 9500 cash to spent.. if I'm not mistaken..

Appreciate it if you could give me a good advise on how to win this

I-m-possible mission..



;] thanks

Corrected Version:

General!!!

Page 53

Command & Conquer Generals - Deluxe Edition.txt

I have been following your tips and hints on the CnCGenerals series...

and I succeeded though sometimes I have difficulty actually following your

strategies (maybe because different level of Gaming)

Currently I am playing CnCG Zero Hour (USA) on Mission 4: Black Gold (if

you could remember) on Hard / Brutal Mode, I found out (after trying several

times over a week) your published strategy is hard to follow. Now my "units"

are stranded on the battlefield and surrounded by angry mobs.

Do you have any other strategies applicable for this level?



FYI, the game start with only 2 oilfield on the ground my units have landed,

+ 9500 cash to spend.. if I'm not mistaken..

Appreciate it if you could give me some good advice on how to win this

I-m-possible mission..



;] thanks

My Answer:

Well, I never thought about people would refer to my guide for the Hard

Difficulty, but still, I have played through this mission on Hard Mode

and have found a new strategy to beat this mission. Here it is.



-------------------

Hard Mode Strategy

-------------------

Step 1: Build your base and secure some Oil Derricks in the south of the

oil field

As soon as your units land, have one of your Construction Dozers build

a Command Center and a Cold Fusion Reactor. Then, you should send a

Pathfinder over to the two Oil Derricks, and detect the Booby Traps and

Demo Traps. Have one of the Construction Dozers defuse all those traps

while the other continues with the Base Construction.

Once the traps have been removed, have 2 Rangers capture those two Oil

Derricks. Then, have your Construction Dozers build a Supply Center and

a War Factory. After that, send one of your Dozers across the southern

bridge to the oil field, and take one Pathfinder with him. You should be

able to detect all the traps in your path. Have the dozers clean them out.



Afterwards, have your Dozer in the base move north and build a Firebase

there and garrison 4 Missile Defenders inside, and have a Pathfinder hide

inside the tower next to the bridge. On the other hand, send Rangers to

capture the 3 southeasternmost Oil Derricks in the field and order the

Construction Dozer build a Fire Base or two to the northwest of those 3

derricks, and garrison a Pathfinder and 3 Missile Defenders inside each.

Now you should have 5 Oil Derricks generating cash for you. Finally, send

Colonel Burton to the north across the bridge guarded by the Firebase and

let him kill any RPG Troops around, and have him on guard mode there. (He

is guarding a very busy area, and those units never seem to give a damn

even if they are being shot by Colonel Burton.) If you are fast enough,

you should be able to finish Step 1 just before the GLA starts to send

in a large horde of units against you.

Caution! Make sure that you have scattered the remaining 4 Pathfinders

in your base, as Dr. Thrax may perform Rebel Ambushes (16 Rebels) anytime

he wants!

Step 2: Defend your base at all costs and acquire a tactical equilibrium

From now on, any units attempting to cross the northwestern bridge can

be taken out or severely weakened by Colonel Burton, while the Oil Derricks

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to the south can be temporarily held back by the Firebases. However, you

noticed that I said temporarily. This is because, eventually, Dr. Thrax

will become smarter and will send in Rocket Buggies that can outshoot your

Firebases, and if you do not evacuate your units inside in time, they will

all be roasted to a crisp! Therefore, prevention is better than cure. Save

up money, and secure that area with Paladin Tanks (6 is OK), and each should

be upgraded with a Battle Drone. If you are stiffed for cash, build them

one by one and slowly increase their support, eventually, that area will

be secured.

On the other hand, you will eventually be notified by Lieutenant Eva that

much of the town to the north has been poisoned by GLA propaganda and are

launching attacks against you. Those units can be identified with their

yellow color. The good things is that most of the attacks come from the

bridge to the far north, therefore, you can simply secure that entrance

by garrisoning the tower next to the bridge with a Pathfinder and 3-5

Missile Defenders.



Another good news is that you will be periodically be given reinforcements,

so you may have more Pathfinders to play with. With all entrances to your

base secured, a stalemate will be formed between GLA and you. Hence, you

are now in tactical equilibrium, with neither sides gaining ground from

each other. You can build a Strategy Center, and make use of the Bombardment

Strategy if you have the money now. (I'm sure you do)



Step 3: Destroy enemy SCUD Storm and Radio Station

In an attempt to break the stalemate, Dr. Thrax will build a SCUD Storm

to use against you. Fortunately, by the time you notice the timer, you

should be a 4-Star General. I advise you to select the following with your

4 points:



Paladin Tank

Level-3 A-10 Strike



As soon as the Scud Storm appears, the area around it will be unshrouded.

Then, you can immediately launch an A-10 Strike on the Scud Storm, and

take out maybe four fifths of its HP. As A-10 Strikes take 4 minutes to

refuel, while a Scud Storm needs 5 minutes of preparation, you can land

in 2 A-10 Strikes before the Scud Storm is launched, and Dr. Thrax will

never be able to use it against you. Ha ha! Now, the equilibrium is restored!

Besides, if you are fed up with all those Bomb Trucks, Car Bombers and

Terrorists coming after you, you can send in 2 A-10 Strikes at the radio

station to stop them for good. (I do not recommend sending units out there,

because they will slaughter you with their horde tactics.)

Step 4: Perform a complete takeover of the oil field

No, this is not a corporate takeover, but it is a complete takeover. Before

you send in your Rangers to capture the remaining Oil Derricks, send in

the Construction Dozers to remove all the Demo Traps around. Then, build

Fire Bases everywhere at regular intervals and garrison them with 1

Pathfinder and Missile Defenders each. Move your Paladins up if necessary.

Make sure you even secure the area that Colonel Burton's area, as Bomb

Trucks frequently travel through that area and will wreck havoc on your

newly acquired cash sources. Once you can repel any other attacks on this

area, you can start sending in rangers and capture all Oil Derricks, the

Oil Refinery, as well as the Repair Pad.(Send Dozers to remove any traps

beforehand). If you wish, build a War Factory and a Barracks among the

Oil Derricks. (Watch out for Jarmen Kell, he is hiding by a tower up a

slope at the northern end of the oil field.)

Step 5: Slowly push forward into Dr. Thrax's base from the south

Now that you have a VERY LARGE income source. (More than 10 Oil Derricks,

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it is time to build an attacking force. Before that, I suggest you use

your 3 remaining General Points for the follow abilities:



Scout Drone

Level 2 Paradrop



You can use the Scout Drones to slowly reveal the areas to the north of

the Oil Derricks. You will find two paths among the mountains into Dr.

Thrax's base. The one to the west is filled with Demo Traps while the other

is relatively clean.

My strategy would be to build 2 hordes of units. Each with 10 Paladin Tanks

and 3 Tomahawk Missiles. Arrange them in a formation with the Paladin Tanks

in the front and the Tomahawk Missiles in the rear. Then, move those 2

teams up to the mountain pass to the north with the entrances to the two

paths. Have both teams advance slowly, standing their ground to fight the

enemies that come out of the base, with the western team destroying the

Demo Traps in their path, one by one. Eventually, your units will be bvery

close to the entrance.

However, once your units are a Tomahwak's launch away from the entrance

of the base, STOP! Notice that Tunnel Network there? It is garrisoned with

a lot of Quad Cannons and SCUD Launchers. IF you get too close, they may

surprise you and your attack will be ground to a halt. Therefore, I suggest

performing an A-10 Strike on that Tunnel Network, and then the units will

pop out, and be blown to bits by the A-10 Thunderbolts!

With that threat gone, you can move your units in and destroy. I will leave

the rest to your imagination!



*****MISSION 5: Dr. Thrax's Chemical Plant*****

Background:

Dr. Thrax has been tracked to a city, name unknown. He now orchestrates

his last stand against USA. He has now managed to perfect a new and dangerous

type of chemical called Anthrax Gamma. Anthrax Gamma is a new, powerful

nerve agent, and the Dr. is planning to launch these new chemical missiles

to metropolitan targets all around the world. Your mission, is to capture

all 4 missile launch pads before a single missile is released.



Factions:

Friends:

Blue: USA

Brown: GLA Rebels



Enemies:

Green: Dr. Thrax



The starting cut-scene shows a satellite codenamed Powers tracking the

location of the chemical factory. Then, a lot of funny little missiles

are fired into one of Dr. Thrax's bases, wiping out the storage bunkers.

You are now left to play. Just build your base, and defend it with the

usual stuff.

Tip! Info about Dr. Thrax

Before we begin, I must state what is so unique about Dr. Thrax. Dr. Thrax

just loves to use chemical weapons. His rebels and terrorists are all packed

with chemicals. So, if you are playing against him in multiplayer, be sure

to protect your units by putting them in Humvees and Listening Outposts.

Dr. Thrax is so obsessed with Chemical Weapons that even his tunnel networks

spray toxins! He starts with Anthrax Beta, and can upgrade it to Anthrax

Gamma! So, he is the only general who can reduce infantry to lovely pink

salamander man! His Tanks all start with toxin shells, and RPG Troopers

fire chemical rockets! Ugh! Disgusting! Fortunately, he has a weakness,

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it is that he CANNOT make use of camouflaged units, so you can detect them

while they are reasonably far away.



Tip! Busting Bunkers

The enemy likes to ambush attackers from inside the Toxin Networks, upgrade

your Stealth Fighters with Bunker Busters and attack their Networks. In

multiplayer game always consider using this technology when playing

against China or GLA, as their bunkers can easily be busted! Anyway, this

method can kill infantry inside buildings too! One thing I find it funny

is that, when I used it on a toxin tractor in this level, the vibrations

caused by the explosion caused it to fly very very high up in the air!

This toxin tractor then did a lot of loop the loops in mid-air, but managed

to land on the ground unscathed! It's crazy, I tell you! Well, those people

in EA must have watched too many Looney Tunes.

To the east of your base, are a GLA camp that wishes to Rebel against Dr.

Thrax. This is because they are all fed up with his obsession with chemical

warfare, and that such toxins could just kill them all. You can now use

their general abilities, like the Rebel Ambush and Anthrax Bomb (Hey, I

thought you were fed up with using Toxins, how come you still get to use

the Anthrax Bomb?!). While you are holding off their attacks, use a spy

satellite on the northern part of the map. The Launchpads are somewhere

at the north of the map. Just watch out for their sneak attacks.



Build a particle cannon, and some Aurora Bombers. You will need the Auroras

to help destroy the SCUD Storm that Dr. Thrax builds. When your Particle

Cannon is ready, use a spy satellite to reveal the area surrounding the

northeast launch pads, then use the particle cannon to fry all the units

guarding the Bunkers. Then, ambush the rebels in and capture those 2 missile

launch pads! You are now halfway to your goal.



Tip! Capturing Enemy Buildings

I have received numerous e-mails concerning how to capture this, how to

capture that. It is very simple, really, simply pay $1000 in the Barracks

for the Capture Building ability, then when it is complete, wait for the

Capture Building ability of your Ranger, Rebel or Red Guard to charge up.

When the whole button is bright, click it, and then click the building

you want to capture. Your infantry unit will then walk over to the building,

and place their country's flag next to the building. Then, you will see

the target building flashing, and beeping. The more frequent the beeps

and flashes, the closer you are to capturing that building. You will be

notified by the infantry unit when he has captured the building. Black

Lotus can capture buildings much quicker than infantry units, and can do

it from a range, due to her wireless network connection. Keep that in mind

if you are playing as China.

Tip! Aurora Bombers and Economy

As you can see, Aurora Bombers are a supersonic aircraft. They cannot be

stopped by anti air defenses until they deliver their payload, which means

they can always reach their target. Unfortunately, after dropping their

bombs, they are just so vulnerable to anti-aircraft defenses, and you will

be disgusted that you have to spend another $2500 for each of the Aurora

Bombers lost. That's why, if you are using Auroras, make sure you target

your enemies' expensive structure, like their superweapons, this can help

make up for the sunk cost.

The other pair of launch pads is more heavily guarded. I suggest you make

use of Particle Cannons, MOABs and Spectre Gunships at the same time to

create a large enough distraction to keep the enemy units at bay before

Rebel Ambushing the missiles and capturing them.

-------------------------------------------

e. From Reunification to Retaliation [CGD5E]

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-------------------------------------------

This campaign follows the American victory at Dr. Thrax's Chemical Plant.

The leader is captured, tried for all of his war crimes in the Hague Tribunal

and probably sentenced to death. This is why the GLA have considered Dr.

Thrax dead. Usually, when a supreme leader of a terrorist organization

has been killed, there usually is chaos in the weeks following the kill.

This is when other higher-ups scramble for cover. This is the Americans'

best shot at the GLA leadership. However, the Americans have missed the

chance so that the GLA has time to recover. It is up to this new leader

to reunite all the splinter groups and bring an end to this power vacuum.

*****MISSION 1: Outside the City...*****

Background:

As the "mercenaries" of the United States continue to hunt down for Dr.

Thrax, GLA leaders have decided to stop trying to protect this deranged

scientist as he is known to be unstable. The USA is still "senselessly"

relying on its air power in an attempt on destroying the last of the GLA.

However, neither the USA or the Chinese could really breakthrough to

capture the GLA chain of command. The GLA leaders promise a continued war

of attrition for world freedom. This is a war that they MUST win! Your

mission is to protect the GLA leader as he travels to the airport for

evacuation.



Factions:

Friends:

Green: GLA

Red: Our Great Leader



Enemies:

Blue: USA



After the news report by ARC (the GLA equivalent of Al-Jazzera I suppose?

Heh heh heh.) You will be treated to this cut scene where some USA Humvees

are in hot pursuit of the GLA leader. However, they were a little unlucky.

They suffered some traffic accidents. One Humvee crashed into a truck that

was "really explosive", while the other was squashed by a falling tower!

Our leader is safe, for now.



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



Tip! Salvage Preferences

When ever you destroy enemy vehicles, always salvage them to units in this

order:

Marauder Tanks > Quad Cannons > Techicals > Other units

Move southeast, engaging the enemies on the way.



Cross the bridge, and you will be treated to more salvage crates, as well

as some more RPG trooper Combat Bikes.

Cool Tip! Which Bikers shall I use?

When using combat cycles, always load them in this order:

Terrorists > Rebels > RPG Troopers

This is because, loading RPG Troopers in those bikes make them much more

vulnerable to tanks. As for the terrorists, well, have fun! It is much

better to use suicide bikers than to load a technical full of terrorists

and rushing them into your opponents' (human or computer) base! Note that

when a Terrorist is riding a Combat Bike, the front of the Combat Cycle

has a yellow box with Red Stripes to warn others of your approach.

There are some patrols to the northeast, and that's the path we have to

go. Instead of taking them on directly, send all bikers to the eastern

path, and go down the cliff. Then, you can easily surprise all of those

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units, and liberate the base to the further north east.



Once your base is liberated, build some Maruader Tanks, and upgrade them

with the salvage crates. If any of your combat bikes are damaged, just

send them to the "service station" that is your Arms Dealer to repair them!



Cross the bridge when you have recovered from your losses. There are 3

foolhardy sentry drones near that reinforcement pad, destroy them, you

need not capture the pad though.

As you can see, the USA aerodrome is guarded by 2 Fire Bases. Send in your

troops to "praise" (Stupid accent) and pillage them, and then, you can

send the limousine of the GLA Leader to the transport plane. Mission

Accomplished! The cause lives on!

*****MISSION 2: Cairo, Egypt*****

Background:

The USA's hunt for the GLA General Dr. Thrax, who the GLA has discredited

and denounced has caused great damage to the civilian facilities and

buildings. Meanwhile, the USA and Chinese reports that several important

GLA leaders have been killed. This results in a complete power vacuum,

and many splinter groups are vying for control. One of the splinter groups

is led by Prince Kassad, a Libyan General who specializes in stealth tactics

and sneak attacks. Your mission is to destroy all of Prince Kassad's command

centers, and force him to hand over his abilities to you.

Factions:

Friends:

Green: GLA



Enemies:

Brown: Prince Kassad



This mission starts with a lone rocket buggy codenamed recon-1 patrolling

the area around the great pyramids (Wait, there is something wrong here,

the sphinx is facing the wrong way here! You got it wrong this time, EA.

You better refresh your Geography!). Suddenly, a Scorpion Tank appeared

out of nowhere and blew it apart!



At this point you will be introduced to the man called Prince Kassad, you

now get to see how the GPS Scrambler and Sneak Attacks Work. The GPS

Scrambler allows any unit to strike unseen, while the Tunnel Sneak Attack

allows you to build a Tunnel Network anywhere on the map for surprise

attacks! These 2 abilities are very important for the GLA, so always save

2 general points for those technologies.

Tip! Info on Prince Kassad

Prince Kassad is the stealth general of the 3 talented GLA generals. He

is an important political figure in the Middle East, and has an excellent

spy network to do his bidding. Prince Kossad is a stealth general, but

he does not have any access to any unique units. However, he has many

modifications to his army. All structures can be hidden by camo netting,

and workers can be camouflaged when you camouflage your supply stash.

Rebels and base defenses are all camouflaged to start with. The hijacker

is always available. The GPS Scrambler can be used in Level 3, and has

a shorter recharge time. Seems a very terrifying foe, eh? Not really! Prince

Kossad has a vital weakness. It is that he CANNOT make use any tanks or

the SCUD Launcher! So, any sneak attacks can be ended relatively quickly

if you respond.

Now, you start with some demo traps and a couple of workers and a command

center. Build your base as usual, but not as tightly as before, as the

enemy cannot make use of heavy weapons like the Tanks and SCUD Launcher.

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



Watchful Tip! Abusing the Radar Scan

Always build Radar Vans in quantity when you play a multiplayer game. Then

you can really continuously scan the map for intruders! Radar Vans can

also be used to squish stealthy units! (But not Hero Units)

Now, as you build your base, continuously scan the map for his troops.

Build a force of Marauder Tanks, Toxin Tractors, Quad Cannons and

Technicals filled with Rebels. You can now go hunting! Take a Jarmen Kell

to snipe at the enemy rocket infantry, but beware of other snipers!



Move into the town to the north, there are some RPG Troopers here and there,

and can be taken out by your Quad Cannons. Do the same with the Tunnel

Network. Continue to go north, and you will eventually reach their first

base. Wipe everyone out and capture their command center. You now have

the GPS Scrambler!



As soon as you have captured the command center, build some Stinger Sites

and Tunnel Networks by the bridge to secure the area, then you can work

on your next strike.



There is an extra supply dock to the west of your base. Send workers there

to collect the supplies when the current are exhausted.

Now, send in Toxin Tractors to clear those 2 bunkers across the bridge,

then build a team of 2 Quad Cannons and about 4 Rocket Buggies, and bring

Jarmen Kell Along.



Get across that bridge, and play our latest piece of work, rocket "ballad"

(bad accent again by those Rocket Buggies!)! Whoosh whoosh whoosh whoosh

whoosh whoosh! That's really musical indeed. Kill everyone, taking care

of the Demo Traps and capture the Command Center to the south west with

a Rebel, you now have the sneak attack!

Fast Tip! Catch me if you can

Always have a practice to "hit and run" when using Rocket Buggies, they

are very fast, and hence can outrun most units in the game. This way, you

can really buzz around your opponent like flies and annoy his tanks! For

best effects, upgrade them to the max, and use at least 4 of these at once!

Then, there should always be rockets flying in the air!



Now, we have to quickly build a team of bomb trucks, this is because, Prince

Kossad will have built a SCUD Storm any minute now, and you will have 5

minutes before he uses it. If he really has built a SCUD Storm, perform

a sneak attack on the south west corner of his base. Then bomb truck the

weapon into submission. After that, you can just continue to sneak attack

from time to time into their base, and eventually you will be able to reach

Prince Kossad's Command Center and destroy it. Just watch out for the

Bunkers and the Palace, as Prince Kassad has been smart enough to garrison

it full of RPG Troopers.

*****MISSION 3: Matala, Crete*****

Background:

It is now revealed that the GLA is once united again. A powerful commander

has taken charge. The US is now strengthening their defenses in bases around

the world. Your Mission is to steal a Particle Cannon, and use it against

the US Mediterranean Fleet. Such an action will severely weaken USA's

foothold in the Mediterranean Sea.

Factions:

Friends:

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Green: GLA



Enemies:

Blue: USA

You start with a small force of RPG Troopers, Rebels and Hijackers along

with 3 Techicals. Explore the beach, and kill all enemy infantry, but steal

the Crusader Tank.



You will find another Tunnel Network, use it to transport troops to the

neighboring island. There is this lone tomahawk there, steal it before

the pilot can get to it. Now, go north west, there are 3 crusader tanks,

destroy them, and you can liberate that small camp there. Jarmen Kell is

here to help you. So are some Quad Cannons and a Toxin Tractor for the

taking. Now, go to the northeast, and neutralize those 3 tanks. Use Jarmen

Kell on the Firebases! I made a new discovery here.

Tip! Weakness of the Fire Base Exploited!

I found out that, a fire base can be destroyed in 3 shots by Jarmen Kell!

So, whenever you are playing against a USA player, feel free to snipe at

his firebases! When it explodes, the infantry will all die! (and scream

like canary birds, so that's why they call it a FIRE Base!)



See those Cold Fusion Reactors? Send Rebels to capture them. Now, guard

this area with Quad Cannons.

Notice this island to the northeast? That's your next stop on this

Mediterranean cruise, send your Crusaders, Jarmen Kell, Technicals and

that lone Tomahawk Missile over in a sneak attack. Clean the town up, steal

as many US vehicles as you can, and then head northwest to the arms dealer.

Kill everyone and liberate it!

With the Arms Dealer in hand, feel free to build some Marauder Tanks!

Upgrade them with salvage crates. There is another island to the northeast

with more goodies, so dig a tunnel there if you like. Now, head northeast,

to the pass. This pass is defended by some Paladin Tanks and 3 Tomahawk

Missiles, so you should destroy these units before you attempt to go through.

Now, as for the Bunkers, use the Particle Cannon and your lone tomahawk

missile to destroy those defenses. When they are all destroyed, send your

units through the cleared pass, and into your hideout.

Kill the remnants of the enemy guarding the base, and the base is yours.

Start pumping out workers to build an Arms Dealer, more Black Markets and

some Stinger Sites in the east and camouflage them.

You are now ready for the assault on the main base. At this point, there

are 2 methods to reach USS Reagan, one is by brute force and sneak attack,

and another is by stealth infiltration. I suggest the latter. But before

you do it, use the Particle Cannon and destroy the enemies' Strategy Centre,

as they are equipped with Search and Destroy Stealth Detection System.



The best method is to send in Jarmen Kell. Sneak him in with your tunnel

networks, and move east, then south, when you approach a Patriot Missile,

use the Particle Cannon to destroy them to prevent them from detecting

you. It will take a certain amount of time, but eventually, you will reach

the USS Reagan. Fire the Particle Cannon one last time on it, and then,

watch as it gets sawed in half! Mission Accomplished!



*****MISSION 4: Western USA Coastal Toxin Facility*****

Background:

After the destruction of its aircraft carrier USS Reagan, the USA has

re-evaluated its position to place forces overseas. The ultimate hope would

be the complete withdrawal of US forces from Europe, and will result in

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a complete GLA victory. Your mission is to raid the Western USA Coastal

Toxin Facility and to steal 20 samples of toxin, so that you may have more

ingredients for your Chemical Weapons.

Factions:

Friends:

Green: GLA

Enemies:

Blue: USA

Yes, this is the story of Jarmen Kell and the 40 Thieves! You will start

with 2 teams which are separated by the coastline. It is really a point

to point coordination mission. You follow the on-screen instructions to

complete the mission.



Let's start with Team 1. You are to hijack the automobile ferry. (Hey!

It looks just like the Hong Kong Star Ferry! You lousy copy cats!) Before

you do that, snipe at those 3 vehicles and steal them. After you hijack

the ferry, you can hit the transport button on the ferry to send your troops

over to the other beachhead.



Looks like the perfect place to sunbathe, eh? Suddenly, beep beep beep,

boom! A demo trap is set off! You will now be informed that the Americans

have mined the beach, so we will have to obtain a Radar Van. So, switch

to Team 2.

As Team 2, move east. There are 3 Technical Trucks in a parking lot for

you to use. Commandeer them, and upgrade them with the salvage crates.

Then go down the hill and do some bodywork with the Humvees. When they

are destroyed you can send any infantry unit into the Radar Van to capture

it. Now, you can use the Radar Scan, without having to recharge too! If

any of your Techinicals are damaged, simply send them to the Tunnel Network

to recover health.



With the Radar Scan, you can navigate the beach with ease. Just reveal

the Demo Traps, and have your units destroy them to give them vetrancy.

You will eventually come to 2 Rangers and an empty Paladin Tank. Kill the

Rangers and steal their Paladin! To the south, are some GLA Prisoners of

War in that enclosure. Break down the fence to rescue them. There are many

Terrorists, so let them steal those sports utility vehicles. DO not steal

the Tomahawks yet, though.



Switch back to Team 2. You will notice some Crusader Tanks across the bridge,

along with 2 Patriot Missiles. Use a lone hijacker to distract the tanks

while your remaining forces destroy the Patriots. Once all forces have

been eliminated, send a lone Rebel over to the valve station. Enter it,

and the reservoir will be drained, allowing Team 1 to proceed.

Submitter's Tip! Marcus Krol's Tip

At GLA's mission 4, you can destroy the base defense by the bridge easily...

(you know before you capture the valve station)...

you just need to use Jarmen Kell on the tomahawks, and then capture the

stationary fire base and let it hack away on those paladins and missile

defenses... you get zero losses and many more units to use...

Switch to Team 1, cross the bottom of the dried up lake to the other side,

you will come to an airfield. Destroy it quickly. Once the airfield is

destroyed, you can steal those 2 Tomahawk Missiles that I have told you

to ignore earlier. With the Tomahawk Missiles, destroy all of the Bunkers

overlooking the valve station. Send the Tomahawks to the POW Camp across

the bridge to free more units. Commandeer and upgrade the Technicals to

the max. Then switch to Team 2.

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As Team 2, move to the Cold Fusion Reactors and destroy them all. Then

move them up the hill and capture that Artillery Platform there. Then wait

by the warehouse. No need to steal any battle buses.

Switch back to Team 1, and make your way to the northwest, destroy those

units inside the garrisoned structures, and continue the advance, wiping

out any bunkers you find. There is another POW camp to the far west. Free

your brethren if you please. Now, send in your Tomahawks and destroy the

rest of the Bunkers guarding the toxin facility. Then you can move your

troops in and capture them.



See those empty Quad Cannons? You will need them later, as you have to

defend your convoys when the US sends reinforcements. After about 5 toxin

samples are secured, the USA will start sending in Reinforcements. All

reinforcements come from the eastern edge of the map. So, now, it's a matter

of endurance. Just hold them back. Once the 20th Toxin sample is loaded

onto the plane, the mission will be complete! Now, as the transport plane

takes off, some more rebels stay back to hold the Rangers off. You have

not seen the last of us, USA!

*****MISSION 5: Stuttgart-Vichingen, Germany*****

Background:

The last so-called superpower in this world, the USA is crumbling. GLA

makes thing worse by humiliating America by penetrating its own borders

and stealing its weapons of mass destruction. Washington decides to abandon

Europe and actively defend their homeland, and the GLA is really ambitious

to force this to happen. Your mission is to destroy the USA base in

Stuttgart-Vichingen, Germany.



Factions:

Friends:

Green: GLA

Orange: GLA POWs



Enemies:

Navy Blue: USA

Sky Blue: USA Southern Support Base



In the beginning of the mission, you find a large group of GLA Tanks and

Rocket Buggies attacking a Chinese Base. The Chinese tried to stop them,

but failed. Now, you have complete control of the Chinese base! Now, build

your base, including a GLA Command Center, and mainly Chinese Buildings.

Quickly defend the eastern and northeastern entrances to your base, as

this is where the support base will attack. Build some Helices and garrison

Tank Hunters inside the ones with Bunkers. Then quickly raid their base.

The Sky Blue Support Base is poorly defended against air attacks with their

3 far apart Patriot Missiles, and can be taken out very swiftly.

While you are raiding their base, build a propaganda center and quickly

build 2 Nuclear Missiles. Also build an Internet Center and Satellite Hack

1. Garrison Hackers in too! You can now see the area around each command

center. As you can notice, the USA Base is busy building a Particle Cannon.

If you are fast enough, both countdown timers of the Nuclear Missiles will

be less than 4:00 when it is completed. At this point, focus on the defenses

of the north and north east of your base. Build 2 layers of Gattling Cannons

to stop their air strikes and some more Helices with Battle Bunkers and

Tank Hunters, as the USA heavily relies on Air Power. When your Nukes are

ready, fire them on the particle cannon. It will destroy it, and by the

time the USA builds the replacement, you should have less than 4 minutes

left on your Nukes' timer.



The USA will build a second Particle Cannon on the far eastern edge of

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their base. To counter that one, sneak Black Lotus in by a Helix in the

Far eastern edge of the map, and drop her to the east of the Particle Cannon,

behind the transmitter station. You can now capture the particle cannon

before they can even react. After you capture this Particle Cannon, the

USA will not rebuild this one again.



With the Superweapons taken care of, you can fight in a more even basis.

First things first, free the POWs in the southern support base before they

are transferred. Then, the freed POWs will set up their own base, and this

can divert the Americans' attack.

Another thing to note is, that the USA base has more than 5 airfields in

use, and hence can attack your base with 24 fighters at once! So, build

lots and lots of Gattling Cannons!

You can now build up a strike team. Build up a team of fully upgraded

Overlords and hide them in Helix Helicopters. Build some Inferno Cannons

too and load them inside Helixes. Upgrade half of your Helices with Gattling

Cannons and the other half with Propaganda Towers. Load the Napalm Bombs

as well. Wait for a Nuke to be ready, and then Nuke their airfields to

clear that area for your units! Then, send in your large group of Helices

in through that eastern edge of the map. Drop everything! Have your Helices

cause Chaos by dropping Napalm Bombs on every Structure you find! Then,

send you Overlords and Inferno Cannons to further flatten their base! This

2 Pronged Attack is very difficult to stop, in spite of the large number

of anti air measures they have. With luck, you should be able to destroy

more than half of the USA base before they can take the upper hand. If

you are fast enough, you can easily destroy the entire base! Brute force

rules! (Of course, another way to win this mission is to endlessly mass

Nuclear Missile Silos, then send all of them into the enemy's base at once,

in different locations. There will be a lovely orange glow in no time...)

With the main base down, all that remains are some USA stragglers still

on the field. Hunt them down, and the liberation of the world will soon

be complete!

Watch as the GLA erects statues all over Europe in order to show that they

have seized control. Dead symbolic, isn't it. Nah...



*****ALTERNATE METHOD*****

Another way to beat this level is to rush the sky blue USA support base

and capture everything there as soon as the mission starts. Then you can

have even more advantages, as the USA main base would have many more places

to target. Besides, the faster you rescue those orange POWs, the faster

they can set up their base and the earlier they can harass the main base!

You may also want to capture the oil derricks on the island on the northwest

corner of the map to obtain steadier cash supplies as well. Of course,

with so many tech trees available, I would recommend you to build more

USA units, particularly Aurora Bombers to cause major damage in the main

base. The Orange team then can act as the Cerberus Dogs that pick on the

bones of the American base! As you continue with these attacks, the American

Base would be so weak that you can send a small strike team with Overlords,

Helices and Inferno Cannons to finish them off.

-----------------------------------------------

f. China's Wooing of the European Union [CGD5F]

-----------------------------------------------

Now that the Global Liberation Army has taken over mainland Europe and

has the American Army sent home protecting their homeland in disgrace,

another important power with veto power in the United Nations Security

Council decides to take action. It's China, and they will start liberating

Europe from those GLA, in an attempt to enter European Union's good books.

Actually, the Chinese are currently doing this in the real world! I am

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sure there will be a misunderstanding with the media, since the GLA has

used Chinese weapons against the US in Stuttgart. But it's time to set

the record straight by some supportive action.

*****MISSION 1: Stuttgart-Vichingen, Germany*****

Background:

As the USA continues to strengthen its homeland defense, China decides

to participate in the war against terrorism. The Premier denies any

affiliations with those GLA hoodlums, and condemns the fact that some of

China's units were used against USA bases. Chinese commanders now pledge

full ambitions to remove the GLA from American bases in Europe. China cannot

stand anymore equipment to be stolen by the GLA and used against the USA.

China has recently Nuked the overtaken American base in Stuttgart, but

some GLA stragglers still survive, you mission is to hunt down those

stragglers.



Factions:

Friends:

Red: China

Enemies:

Green: GLA



After this news report by BCTV (a pirated version of the state television

station CCTV, I suppose, heh heh heh.), you will be shown a nuclear missile

being prepared for launch. Apparently, our senior intelligence officer

Lin Zhon was very angry at the GLA for stealing our hardware, she is also

shocked that the United States were defeated so easily, and says that,

they may think that they have won the day, but they have regretted too

soon. Too soon! In fact, a few seconds later, the Nuke was dropped onto

them! Most of the GLA were killed, but there are still some survivors of

the blast.



You are now left to play. So, build your base, and defend it from the north

with 2 Gattling Cannons and a Bunker filled with Tank Hunters. Then, upgrade

your overlord with a speaker tower, and send your troops east, across the

river. Take the listening outposts with you to detect stealth.



Tip! Extra Value Meals

Through the production of troop transports in the War Factory, you can

easily produce both Red Guards and Tank Hunters en masse now! The Troop

Crawler costs $1400, but comes with 8 Red Guard, so it actually costs $200.

As for the Listening Outpost, it costs $800, and comes with 2 Tank Hunters!

So, it actually costs $200 as well! Keep that in mind.

In the North, there is a town, and it is garrisoned by troops, and has

a couple of Demo Traps here and there. Use the Listening Outpost and detect

those traps, and use the Inferno Cannons to destroy them. AS for the

Garrisoned buildings, clear them out with Flame Tanks.

The rest of the opposition can be taken out by your tanks with little trouble.

Now, it's time to move east. Clear the town, the same way as before. The

GLA base is to the north, past that river crossing. Send your troops across,

but beware of those Demo Traps. When they are clear, call in Carpet Bombs

and Artillery Barrage to weaken the enemies' defenses. Then send your

troops in. To minimize unit loss, try to allow your Overlord Tank to take

most of the strain, as it has the highest HP. Then, when all GLA structures

are destroyed, the mission is complete!



*****MISSION 2: Beijing, China*****

Background:

The recent attacks on the GLA has left them stunned, and their command

is going underground again. To counter further GLA attacks, the homeland

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security has been tightened significantly. The Chinese Premier assures

that the GLA will not be able to infiltrate China as they have done that

to America. Meanwhile, the people throughout the nation and ready and

prepared for any bad situations to come. Unfortunately, the GLA really

intends to revenge against China for entering the war. Therefore, they

attacked one of China's Nuclear Reactor Complexes outside Beijing, my

beloved capital city. Your mission is to secure the complex until

reinforcements arrive, and then destroy the GLA from the area completely.

If they manage to destroy a Nuclear Reactor or a Nuclear Storage Bunker,

then they would have won the encounter.

Factions:

Friends:

Red: China

Orange: Chinese Communication Outposts



Enemies:

Green: GLA



The opening cutscene shows a large horde of terrorists charging towards

your nuclear reactor. They were stopped by your Gattling Cannons, however,

a wave of Bomb Trucks then appeared! They were to much for the Gattling

Cannons to handle, and well, they blew up half of your base!



You can now assume command. It's time to get your bearings. Have a Nuke

Cannon guard each corner of the base, and equip them with the new Neutron

Shells! Then, load all available Bunkers with Tank Hunters. Now, it's just

a matter of endurance. You have to survive for 10 minutes before

reinforcements arrive.



Atomic Tip! Take me to your leader, earthling, or I will atomize your face

The Neutron Shells and the Neutron Mines are relying on the power of a

sub-atomic particle, the neutron to kill the enemies. Both have a very

special capability. One, they vaporize, or atomize infantry units

instantly, and two, they can kill drivers inside vehicles, making them

vulnerable to capture! The Neutron shell can also kill enemy infantry

garrisoned in buildings! Ah, this is great!



Maximum Security Tip! About the 2 types of mines

With the release of Command and Conquer: Generals Zero Hour, China has

received a new type of Mine, the Neutron Mine. The Neutron Mine is actually

some kind of proximity nuclear device, and when it detonates, neutrons

get released rapidly, and releasing nuclear energy, and kills instantly.

Even the metal alloy outer armor of the tanks cannot withstand such energy,

and the people inside will get fried. Hence, enemy units will lose its

side, and you can send people out to capture them. Neutron Mines cost $500,

and become available once you mine you structure. Both types of mines are

very effective in preventing saboteurs and infiltrators from wrecking

havoc on your buildings. For instance, if you are inattentive enough, your

opponent most likely will send Col. Burton into your base, and plant demo

charges all over your buildings, and cause major damage. But with the mines

laid, he cannot get close! Hence, if you have the money, mine all of your

structures, and it can save you a lot of trouble. Although mines cannot

effectively stop units that attack from a range, they can easily notify

you if your opponent has snuck a Black Lotus or other Stealth unit into

your base, as they come near your mines, you will be notified "Stealth

Ability Neutralized" in that case, you can quickly take action and put

a quick stop to their sneaky attacks. Another thing to note that, some

new vehicles cannot go without a driver like the Combat Cycle. When they

step on a Neutron Mine, the rider dies, and then, the Combat Cycle will

lean over to the side, and explode.



After you can withstand the GLA attacks for 10 minutes, reinforcements

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will arrive in Helix Helicopters. Those Helices are already upgraded with

Speaker Towers and Gattling Cannons, even better!



Now, it's time to re-build your base to its former glory. Make sure you

fortify the north, south and west, as attacks will come from all directions.



Tip! Helices and Hoards

As you can see, each Helix Helicopter can store up to 1 Tank and 2 infantry

units at once. So, which means that for every tank you build, you must

build one Helix. Use this to your advantage, when you have a large number

of Helices in the enemies' base, drop everything, and the enemy will have

to fight very hard to either stop your tanks or your Helices, so there

can be a mutual distraction effect, as the enemy probably will panic and

don't know which units to target first. In the confusion, feel free to

send your Helices everywhere and Napalm Bombing everything while your Tanks

hold off the enemy units and fire on base defenses. Destruction guaranteed.

Space Management Tip! Helix Loads

Different Units take Different Number of passenger spaces in a Helix. Here

is the list of all of the units that can be transported by a Helix Helicopter

and their respective space usage:

1 Space: Red Guard, Tank Hunter, Hacker, Black Lotus

3 Spaces: Battlemaster Tank, Dragon Tank, Gattling Tank, ECM Tank, Inferno

Cannon, Overlord Tank

5 Spaces: Construction Dozer

Units that cannot be transported by Helices: Troop Crawlers, Listening

Outposts, Nuke Cannons

If you want to use a Helix as an infantry transport, always upgrade it

to a Bunker, then, the passengers can fire at enemies while they travel

to their destination. Otherwise, upgrade them evenly with Speaker Towers

and Gattling Cannons for an all rounded assault.

Helical Tip! More about Bunker Helices

A Helix with a bunker installed can go a long way. After all, the infantry

inside can easily fire out from the Gun-Ports, making the Helix much

deadlier than before. The best way to use these babies is to load them

full of Tank Hunters, then you can watch your opponent's tank rush die!

If they use anti air u its, use your smaller tank hoard to take them out,

then let your Helix take care of the rest! In fact, this tactic has allowed

me to win even those I am outnumbered 2 to 1! Even units with anti-missile

abilities get shredded in a flash! Of course, if you are playing as "Anvil"

Shin Fai, the Chinese Infantry General, his Helices come pre-equipped with

Bunkers, and can hold 8 infantry instead of the usual five! Hence, if you

see one of these coming to your base, you really would want to shoot it

down fast!

When you can finally gain control, start pumping out Battlemasters and

other units, and load them into more Helices! Upgrade each Helix with

different peripherals, and most important of all, the Napalm Bomb! Now,

the first GLA base is to the southwest. Carpet Bomb the Stinger Sites,

then sneak your units through. Drop them before they can react. Then start

wrecking havoc. As soon as all units are dropped, use your Helix Helicopter

to Napalm Bomb their base! The base should be gone in a flash! Just watch

out for those RPG Troopers in the palace. There are 3 other bases, in the

other 3 corners of the map. Use the same tactics against them and soon,

victory will be yours!

*****MISSION 3: Coburg, Germany*****

Background:

While the GLA is trying to force China into a nuclear stalemate, the Chinese

Premier has been invited to participate in the European Security Council's

Defense Summit. China has been given the task of driving the GLA out of

European cities. Meanwhile, the Chinese Premier regrets the use of Nuclear

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Weapons against the GLA, and promises the United Nations that they will

show more restraint in the future. Your mission is to liberate the city

of Coburg, by destroying all of those GLA statues there, before the whole

world disagrees with you.

Factions:

Friends:

Red: China



Enemies:

Green: GLA



You have been given a base in the southwest quarter of the map. Build your

base quickly and fortify it. This mission is rather difficult, not because

of the strength of the GLA, but because of the International Opinion meter.

Apparently, the whole world is watching us! The longer the battle goes

on, the more our International Opinion will fall. If the International

Opinion drops to zero, the results will be disastrous as riots will occur

around the world to all for us to quit. So, we must strike swiftly!

Build a reasonable sized Tank Hoard, accompanied by some Gattling Tanks,

Dragon Tanks and some listening outposts. Start hunting! The first statue

is directly to the north of your position. There are a few invisible Stinger

Sites guarding it, but they can be taken down with no trouble at all. Destroy

the statue, and the International Opinion will rise!

The second statue is to the east of your position. At this time, there

may be a team of SCUD Launchers and Scorpion Tanks coming from the east.

Use a relatively smaller Tank Division and outrun their SCUD Missile. Then

you can destroy those enemy vehicles. This statue is not so well defended,

and you can take it out with ease! Now, you can receive your second time

extension! (Just like those rally games in the video arcade!)



Now, you will notice that there is a statue to the north, and another one

to the east. Go for the one to the east first. Hurry, destroy the Stinger

Sites and destroy that statue! The world cheers again! There is another

statue further east by the GLA outpost. This is the outpost where the GLA

pumps out most of their units against you. So, I suggest that you retreat

as soon as possible after you destroy that statue, otherwise, they will

send in large quantities of troops after you, and will result them being

outgunned. Now, head back west to the other statue there. It again is

guarded by camouflaged stinger sites, take them out and destroy the statue!

Now, there should only be one statue left, in the north of the map. That's

where the GLA's main base is. If you are fast enough, you should have 40+

International Opinion left on the meter or so. So, build up a large strike

force, and go in, and destroy it! Remember to clear out those garrisoned

structures with Dragon Tanks first, though, as there are RPG troopers

inside those buildings. Destroy the last statue, and the mission is

complete.

Note: Another way to destroy the last statue is by Carpet Bombing. However,

it seems that EA is planning to remove this ability in this mission in

an upcoming patch, so I advocated the above method.

*****MISSION 4: Halberstadt, Germany*****

Background:

China is continuing its liberation of Europe. In the latest Security

Council meeting, the Premier humbly accepted the gratitude of the European

nations. The Premier warns that the GLA is like a wounded animal, but it

must not be able to hide so that it can recover its strength. Meanwhile,

the USA decides to focus on its own borders, so it's up to China to continue

the crackdown on the GLA. Your mission is to destroy all retreating GLA

forces that pass through this area.

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Factions:

Friends:

Red: China

Enemies:

Green: GLA

Well, the GLA is retreating, and the China is now catching and killing

those enemies. You start with a pre built base, some Helices, some Overlords

and some Nuke Cannons. Upgrade your Helices with Speaker Towers and

Gattling Cannons, and transport your Overlords in them. After all, "Da

Helix isun't dee only powerhaus!" I directly quote from those Overlord

Tanks. Tee hee.

Very soon, you will be informed of the GLA retreating along the path shown

on your radar. The GLA are coming from the western side of the map, and

are moving northeast. Send in your Helices and tanks to stop them! While

you are at it, send Red Guards to all the Artillery Platforms in the area

to capture them, and you can see most of the battlefield.

When wave 1 of the GLA has been stopped, you will be notified. Continue

to pump out Helix Helicopters and upgrade them with various peripherals

for the task. Wave 2 will shortly come from the southern edge of the map,

moving north, so send your Helices and Tanks there. When the GLA sends

in their Quad Cannons, simply use your Overlords to deal with them. After

some destruction, Wave 2 will be defeated. Now, build more Helices and

brace for Wave 3.



Wave 3 comes from the far south west corner of the map. Be aware of it,

the same methods apply. Wave 4 comes from the south east. Wave 5 comes

from the south west.



As for Wave 6, things will get slightly harder. Our intel has been jammed,

so we cannot predict which direction the GLA are going through. However,

I have played this mission several times already, and have found that the

GLA will be entering the region from the west and the south, so watch those

2 areas. You have to be more careful, as more units will enter the region

at once, and sometimes, will be too much for your own units to handle.

When the final GLA unit has been destroyed, the mission is complete!

Submitter's Tip! Nat Ng's Tip

There are several "Keys" to beating this mission without even beginning

to sweat. Here they are:

1. There are NO enemies on the map at the start.

This means that you can send your forces just about anywhere and not

worry about them being killed.

2. Capturing the artillery platforms gives you a very wide sight radius!

If you capture all the artillery platforms, you can see nearly the whole

map. Needless to say, this is vital.

3. The enemy is using almost no infantry.

The only infantry I've actually noticed in this map was a group of

Terrorists coming from the Southwest.

So here is my strategy: Train lots of rocket soldiers and a few Red

Guards. Keep building Helices nonstop from your airfield. Upgrade the

Helices in this order: For every 5 Helices, have 1 prop tower, 1

gattling cannon, and 3 bunkers full of Rocket Soldiers. Always make sure

at least one prop Helix travels with each squadron to heal it and detect

stealth units.

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



Obviously, when you receive an alert that the enemy is coming from a

particular point, send all your Helices there and blow them away. You

don't even need to upgrade them with bombs! The only things that might

give you trouble are Quad Cannons, but they won't be appearing in large

groups until you have enough Helices to blast them away.



For the final "two way" part, split your Helices into 2 groups and

station them at the centre of the map... then just wait. The artillery

platforms give you such great sight range that you can spot the GLA

coming and crush them immediately.

I used this strategy on my first run through the mission. At the end, I

had 20 Helices and about $30,000 (if I recall correctly). Not one of my

units was lost.



*****MISSION 5: Hamburg, Germany*****

Background:

The China is now destroying scattered GLA forces in the homeland, causing

neither civilian casualties nor collateral damage. The Chinese army

reports one last stronghold in Hamburg, Germany. Your mission, is to

destroy this last stronghold of the GLA.



Factions:

Friends:

Red: China



Enemies:

Green: GLA

OK, the GLA is now rather desperate now. They have launched an attack on

a USA base near Hamburg, Germany, and have captured it completely. You

begin with a rather pre-built base. But still, you should defend it well

with Gattling Cannons and Bunkers. Just remember to leave room for

expansion in your base.



The combined attacks from the USA base will begin very soon, so make sure

you also have Helices above your Gattling Cannons and Bunkers for adequate

support. Build a Nuclear Missile as soon as possible. Scatter ECM Tanks

next to your base defense structures. They can really reflect some of the

missiles fired at your base, preventing direct hits, and give more time

for the Gattling Cannons to shoot them down.

Magnetic Tip! The referee blows the whistle, Roberto Carlos lines up for

the kick, he shoots... over the crossbar!

The Easy-M Tank (Funny accent here) is rather effective at causing missiles

to miss their targets, as long as the missile passes through the magnetic

field. This is really helpful. For instance, I once went face to face with

2 Tomahawk Missiles, they fired their missiles at my tank. However, just

before they hit, they sort of bended away and missed! Then, I was able

to disable them while my tanks come over to destroy it. In multiplayer

games, always have an ECM or 2 with your attack hoard, it can make all

the difference when the enemy uses their SCUD Launchers and so on at you.

However, the ECM cannot deflect shells, so watch out.

Now, also build an Internet Center and Satellite Hack! You can easily see

the enemies' command center and the surrounding areas, and of course, you

can easily see what the enemies' up to.

As you see, both the USA base and GLA base will build their superweapons,

and they are heavily defended. The USA base is in the northeast, while

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the GLA one is in the southeast. Instead of attacking their base with

impunity, I have a better idea. As it is far too risky to send in the Helices,

I advocate attacking the superweapon first with the Nuclear Missile, then

with your Artillery Barrage. This is guaranteed to wipe them out. Once

they stop rebuilding, you can fight on a more even basis. To minimize

resistance, consider nuking an area of their base with a lot of units and

defensive structures before sending your Helices in! The rest is pure

destruction, enjoy! By the way, this mission is the perfect mission to

have fun with Artillery! Simply back your artillery units in the front

with Overlord Tanks a plenty, and let her rip!

Super Duper Hot Tip! How to start a fire

Now, one important type of unit in the Chinese Army are the flame units,

they all attack with fire-based weaponry. They include the Dragon Tank,

the Inferno Cannon, the MiG and the Helix. All of these are capable of

causing Firestorms except the Dragon Tank, when used in large quantities.

The Firestorm is a very lethal and can decimate large numbers of units,

both Tanks and Infantry. Now you know what it means by Strength in Numbers!



I will list each type of unit and the corresponding number needed to start

a Firestorm:

Inferno Cannon: 4 Inferno Cannons firing sequentially or 6 Inferno Cannons

firing in unison.

MiG: 4 MiGs, provided that all 8 missiles hit the target within short

intervals of each other.

Helix: 1 Napalm Bomb and a Firestorm will begin

Another thing to note is that when 4 MiGs fire at an enemy air unit like

a Chinook, the flames will not only damage the unit, it will also burn

anything on the ground below the air unit! So, if your opponent has Chinooks

over his Supply Center, sending enough MiGs to hit it will often result

in sufficient damage to destroy the Supply Center as well! For best results,

always pay $2000 to upgrade all Flame Units to make use of Black Napalm.

The resulting blue flame is much hotter than the golden yellow flame, and

causes 25% more damage!

Submitter's Tip! Nat Ng's Tip

Again with the Helices - there's a fairly easy way to beat this one.

Make sure you tech up to nuke silo fast, and deploy a bunch of Helices.

Use them to inch forward and take the artillery platforms to the West.

For your General Powers, select carpet bombing, L2 artillery barrage,

and mine drop. Defend until you have all these powers (it shouldn't take

too long). You may have to endure a couple of Particle Cannon blasts; be

sure to move your units whenever a particle beam is nearby.

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



Send a scouting Helix into the USA base with no upgrades. It will almost

certainly die, but the info it gathers will be worth it.

Now hit the USA base with all your General Powers! Aim for the powerplants.

Here is how I did it: first, I dropped an artillery barrage on one group

of plants. Then, I sent the Mine Drop in aimed at the enemy's largest

concentration of AA troops (that would be Missile Defenders), closely

followed by the Carpet Bomber aimed for more powerplants, and immediately

followed by the Helices. The idea here was that the Mine Bomber and the

Carpet Bomber would draw enemy AA fire, allowing the Helices to pass through

the first line of enemy defenses. Finally, just before my massive attack

hit the enemy, I launched a Nuclear Missile targeted at another large group

of powerplants.

If you do it right, your Helices should arrive just in time to destroy

the last couple of plants, thus powering down the USA base and rendering

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those nasty Patriot Missiles and the Particle Cannon inoperative.



At this point, it's a matter of mopping up the US base. KO the enemy's

antiair troops ASAP, and destroy all their dozers and their Command Center.

Now, with your Helices, clear out the remaining enemy troops. Drop Red

Guards into the base and begin capturing the US structures. I don't need

to tell you which structure to capture first, right? ;)

If you did it right, all your superweapons will be back on line before

the GLA Scud Storm is ready. As usual, use an artillery drop or mine drop

to scout the GLA base and find the Storm. (It's in the southwest corner.)

Drop the Nuke and Particle Cannon on it simultaneously to level it.



After that, just keep hitting the GLA base with General Powers and your

Helices. They have heavy SAM defenses on the perimeter, but if you blast

through with the Powers, your Helices can enter the base with minimal losses

and destroy it from the inside out. Its defenses in the centre are pitiful.



Finally, there is a small GLA base to the southeast: your Helices should

be able to flatten it with no trouble at all.

----------------------------

6. Generals Challenge [CGD6]

----------------------------

As you can see, one of the new features of Command and Conquer: Zero Hour

are the inclusion of 9 new Generals who are talented in different fields

of battle. There are 3 Generals in each side, and this section will compare

their different features and special abilities.



Each General will be given the base score which is the total score of the

standard side, points will be awarded or deducted based on how much of

an advantage or a disadvantage to that side.



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



*****USA SUPERWEAPON GENERAL: ALEXIS ALEXANDER*****

Short Biography:

A logistics staffer during the second Korean War, Alexander attracted the

notice of her superiors with her ability to acquire just about everything.

Alexander parlayed that ability into a scholarship and a long and

distinguished career in the Marines. To protect supply lines during the

First GLA Conflict, Alexander developed a tiered scheme of defenses that

did not allow a single strike on any of her supply columns. While hardly

efficient in her use of resources, General Alexander makes defense and

resource acquisition priorities in the early phases of conflict. The

General's army takes to the offensive only when she has superior offensive

only when she has superior offensive firepower that cannot be touched by

counter attack.

Analysis:

Apparently, General Alexander used to be an excellent intelligence officer

during the Second Korean War. She makes use of heavy defenses and is

inefficient in using resources. She attacks only when she is sufficiently

defended, and that can be a problem.



Special properties of her army:

EMP Patriot System:

Instead of using normal Patriot Missiles, Alexis Alexander will use

missiles that deliver an Electromagnetic Pulse to the enemy. Any vehicles

that get hit are disabled for a short period of time, while aircraft are

downed instantly. This helps make up for her lack in attacking units,

however, they are still hot targets for Enemy Artillery.

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Advanced Control Rods:

Now, by paying an extra $500, you get 15 units of power instead of the

usual 5! That's what a super weapon general needs. Otherwise, how could

she have powered up her particle cannons?



All vehicles and aircraft cost more to produce:

Ugh! This is one thing that severely weakens Alexis Alexander! All vehicles

cost significantly more than the standard USA, and the Avenger costs $2400

a piece! That's ludicrous I tell you! No wonder Alexis is hardly efficient

in her use of resources!



Particle Cannons cost only $2500:

What would a superweapon general do without superweapons? Now, as Particle

Cannons are selling at only $2500, they can build as many as there are

supply drop zones in her base! For some strange reason, the particle cannons

fire a pink beam, instead of a blue one. I have no idea why.



Main Battle Tanks are not available:

Another problem with the USA Talented Generals is that they are FAR TOO

SPECIALIZED IN THEIR FIELDS while they are severely weak at other fields.

What can she do without those tanks? This means that the basic attacking

units on her side are humvees loaded with Missile Defenders, and I am sure

that this is hardly worth it.



Aurora Alpha Bombers replace Aurora Bombers:

As she is a Super Weapon General, Alexis Alexander's auroras really have

to be highly explosive! Instead of using regular bombs, they use Fuel Air

Bombs! The initial explosion is like that of a normal Aurora's bomb, but

then, it will be followed by a "shock" blast that is even more damage and

has 1.5 times the radius of a Nuke Cannon shell! Very, very lethal indeed.

I guess the whole point of introducing this unit, is to encourage people

to play as Alexis Alexander, as everything else is extremely weak for her!



*****USA AIRFORCE GENERAL: MALCOLM "ACE" GRANGER*****

Short Biography:

The son of an Iowa crop duster, General Malcolm Granger's flying career

began when he borrowed his father's biplane to go to the state fair in

Kansas City. As a lieutenant in the First Iraq War, Granger earned his

first notices for knocking out four SAM sites in a single afternoon. As

he moved up the Air Force ranks, Granger earned a reputation for advancing

the role of fighting aircraft in the US military. Even-tempered yet

uncompromising, Granger has developed novel techniques in fuel management

and resource deployment during air superiority operations. Those

techniques have been used with success in Iraq, Afghanistan, and other

theaters. His squadrons are kwon for precision execution and a strong will

to complete the mission.



Analysis:

Malcolm Granger is known as "Ace" because he is a natural flyer. In fact,

what he did when he was kid was extremely similar to what the two main

characters in the movie Pearl Harbor did when they were kids. (Borrowed

one of the character's father's biplane for a spin.) He must have an

obsession with air units, and he actually could destroy 4 SAM Sites in

one day during the first Iraq War (Is that the Gulf War?)

Of course, with his research in different aircraft, he has made even more

enhanced aircraft, and of course, with better resource management

abilities, all aircraft can be bought cheap!

Special properties of his squadron:



King Raptor replaces normal Raptors:

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The King Raptor REALLY is an enhanced version of the Raptor! Instead of

just having 4 missiles, they have 6! The missiles are golden in color and

pack a bigger punch. Besides, these Raptors seem to be better armored,

cool! Build these in quantity and get the Air Wing Honor!

Laser Point Defenses included in all Aircraft:

With Laser Point defenses installed in all aircraft, all of these units

will become Paladin Planes! However, there is no stopping bullet based

anti-air units, so watch out.

Combat Chinooks:

In addition to normal Chinooks, you can now build Combat Chinooks, which

are Chinooks with a bunker installed. Hence, infantry units can fire from

inside, and you can wreck as much havoc as the bunker helices do! Besides,

they can also collect supplies if you wish, unfortunately, they can't if

they are loaded.

No Main Battle Tanks are Available:

With such a powerful air force, Malcolm Granger does not need any basic

ground unit. That's his loss, so you cannot make multi-prong attacks.

Stealth Comanches:

Now, you can upgrade your Comanche helicopters to become invisible. Much

better for airborne sneak attacks! This is the reason why Comanches will

replace the Crusader Tank as the basic attacking unit of Granger's side.

But beware of stationery base defenses, as they can detect your helicopters

very quickly.



Carpet Bombing is available at the Strategy Center:

If you play as Malcolm "Ace" Granger, all you need to do is to have a Strategy

Center built in order to make use of Carpet Bombs! The bombs are more intense

than the China Carpet Bombs, and hence can deal more damage and destruction!

Enjoy!



Stealth Fighter is available at the start:

This really is not so significant, but it is worth awarding a point for

them. Have fun messing with your opponents' bunkers and tunnel networks!



*****USA LASER GENERAL: GENERAL "PINPOINT" TOWNES*****

Short Biography:

An early champion of laser technology in the USA Arms Forces, "Pinpoint"

Townes developed comprehensive offense and defensive strategies around

laser-based weapons. Townes received an appointment to the U.S. Army War

College in 2008 to teach his theories. However, Townes found academic life

too slow and returned to a battlefield command in 2010. Relying on

inexpensive, powerful laser technology throughout his forces and his

unique knowledge of its strengths and weaknesses. General Townes has

consistently received superior marks during war games and live-fire

actions. This four star general continues to push the technology envelope

in harnessing energy and improving power efficiency, and the Army is

counting heavily on him.



Analysis:

General Townes has got to be the most high tech general of the 3 USA Talented

Generals. He just so relies on lasers, and he originally was appointed

to be a professor in the Army College to teach how powerful lasers can

be. However, he is a person who loves action, and hence left the college

2 years later to command his armies again. Of course, lasers require a

lot of power and hence he will try his best to make the most efficient

use of power to improve his laser technology!

This guy really is an addict on his lasers. In fact, when I played against

him in Generals Challenge, he practically mentioned the word laser over

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20 times! Vanity, thy name is Townes.



Bright Properties of his army:

Laser Defense Turrets replace normal Patriot Missiles:

Wow! This really is hot! Instead of those lame missiles that are so

inaccurate and are able to be stopped by a lot of things, General "Pinpoint"

Townes has decided to make a more practical approach on things. These lasers

fire just so quickly and they NEVER miss! Just a pity these things aren't

as powerful as Obelisks of Light...

Cold Fusion Reactors give 8 units of power to begin with:

Well, he already has to make his lasers work, and hence, a better power

output is required. This gives him a slight advantage compared with the

standard USA army.



Tomahawk Missiles are unavailable:

He's a Laser General, right? Tomahawk Missiles are non-laser weapons. Hence,

none can be purchased by General Townes. This has got to be the only weakness

of "Pinpoint" Townes.

Avengers cost less to produce:

Another hot thing about Townes' army is that you get a 25% discount when

purchasing Avengers. They only cost $1500! Which means you can get USA's

only answer to air attacks for a much cheaper price. Enjoy.

Laser Tanks replaces all Main Battle Tanks:

Another unique unit of General Townes' army. The laser tank is practically

a Crusader Tank equipped with a powerful laser. However, power must be

constantly supplied, or your tanks will all power down and become useless.

But otherwise, a great tank.

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



*****GLA TOXIN GENERAL: DR. THRAX*****

Short Biography:

Little is known about the GLA associate codenamed, "Dr. Thrax". While

background intelligence indicates that he received training as an

immunologist in Jordan, he left academics in 1995 and disappeared into

a GLA controlled ghetto in Cairo. For the past twenty years, he has produced

chemical and biological weapons for terrorist organizations across the

globe, including the GLA. Recent eavesdropping on cell phone traffic

indicates that Dr. Thrax has become more involved in day-to-day operations

of the GLA. He has scattered labs across Asia and the Middle East, where

low-cost WMDs are produced and distributed to local terror cells. A

cautious and scientific personality, Dr. Thrax never sleeps in the same

bed two nights in a row and undergoes frequent cosmetic surgery to alter

his appearance.

Analysis:

Being an excellent Chemistry student, I have got to admit that this GLA

general is one of my favorites. I believed he originally intended to help

people to be immune to diseases, but for some strange reason, he went into

the dark side in 1995, and started to produce chemical and biological

weapons instead of using his knowledge to do good things for mankind. Anyway,

everything about this man is either chemical and biological. For more

information about this guy, you can read about it in the guide for USA

Mission 5 in my strategy guide of this game.



If you beat Dr. Thrax in General's Challenge mode, you can see what Dr.

Thrax really looks like under that veil. He looks rather handsome for a

man who frequently undergoes plastic surgery. Well, at least he is more

handsome than Michael Jackson.

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Chemical Properties of his army:



Toxin Networks replace Tunnel Networks:

Instead of using a simple mounted "click" gun, Dr. Thrax, like General

"Pinpoint" Townes, has decided to put a more practical approach to things

in life. This tunnel network has a toxin sprayer similar to that of Toxin

Tractors. Of course, both infantry and light vehicles will be completely

dissolved before they know it! In fact, I know many people, especially

absolute beginners try to use many many workers to build many toxin networks

in their opponents' base to overwhelm them and get quick wins. This tunnel

rushing is very annoying to most people, fortunately, I can stop more than

80% of such attacks now. Meanwhile, EA has decided to deal with this unfair

practice by significantly increasing the Tunnel Network build times in

their first update for the game.



Stinger Site missiles and Rocket Propelled Grenades become chemical:

That's right, you chemical people out there, the good Doctor has prepared

his medicine into lovely little rocket powered pills! It is guaranteed

to cure any disease that threatens the health of your base, including the

tank virus and infantry bacteria! Enjoy!



Toxin Rebels replace normal Rebels:

That's right, you now have some trooper that acts somewhat like the

flamethrowers of the original Red Alert, except they are Chem Warriors.

They are practically effective against anything that they can attack,

except buildings, but that's what their Capture Building abilities are

used against, right?



Toxin Terrorist replaces normal Terrorists:

The Toxin Terrorist is the same as the standard GLA Terrorist, but unlike

the Terrorist he explodes in a cloud of toxin. However, the damage done

is not weakened, which makes them slightly better.



Bomb Trucks can only be upgraded with the Bio Bomb:

This is one weakness of the Doctor's army. Then, their Bomb Trucks cannot

pack as much of a punch than other GLA armies. But powerful nonetheless.



Tanks start with Toxin Shells:

Yay! That's $1000 saved so that you can get your Scorpion Tanks to poison

the enemy right from the start. I am sure you will have a lot of fun with

these things.



No camouflage abilities available except for Jarmen Kell:

So what? The absence of camouflage isn't going to make it hard for you,

right? As Jarmen Kell is the only effective stealth unit, it does not matter

that you can't use any hijackers or whatever.



All Chemical Weapons start as Anthrax Beta and can be upgraded to Anthrax

Gamma:

The good old Doctor has the 25% attack bonus for his chemical weapons,

and now, he only has to pay $1000 more at the palace to make use of another

25% attack bonus! Yummy, tasty...

*****GLA DEMOLITIONS GENERAL: GENERAL RODALL "DEMO" JUHZIZ*****

Short Biography:

This bomb maker if Middle Eastern ancestry is responsible for some of the

most devastating attacks of the twenty first century. General Juhziz and

his organization have been tied to both the attack on the US embassy in

Cairo and the sinking of the USS Nelsen in 2012. Such bold strikes have

drawn more supporters to his side, including bombers from many nations

willing to sacrifice their lives for the causes of the GLA. General Juhziz

lost the use of a hand in a bomb making accident and rarely speaks to anyone

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outside of his own organization.



Analysis:

Bombs, bombs and even more bombs! This is what General Rodall Juhziz is

all about. Of course, as bombs are such effective weapons for terrorists,

Rodall Juhziz really has done a good job at blowing up a US Embassy and

the USS Nelsen. It's amazing that these strikes will make so many people

willing to enlist as terrorists to sacrifice their lives for "the effort".

Of course, bomb making is a dangerous business, and this clumsy oaf blew

up so many people and yet could not take care of himself! In fact, he got

one hand blown off in an accident!



Special Properties of his bombers:

Demo Traps are enhanced to Advanced Demo Traps:

Whoopee! Introducing the new Advanced Demo Trap: with more dynamite, more

explosiveness and more damage! Wait, there's more! It comes cheaper than

the normal Demo Trap! Coming from a worker near you. DISCLAIMER: WE ARE

NOT RESPONSIBLE IF YOUR TRAP GETS TAKEN OUT BY ENEMY WORKERS.



Suicide:

With this upgrade, ALL of your units and structures become suicide soldiers.

When they are killed, they explode, dealing similar damage to that of a

terrorist to anything that is too close to the unit. Besides, each unit

can blow themselves up when commanded. So, really, every unit is a

terrorist!

Booby Trap upgrade is available at the start:

Now, your Rebels can plant their booby traps anywhere right at the start.

As simple as that.



Terrorists do more damage, and they come with combat cycles at the start:

What could be better? This is one of the best improvements in the game!

Now, you can just click on the Combat Cycle button at the Arms Dealer a

few times, and many turbo charged terrorists can spring out! As they deal

more damage, these guys are really going to strike fear into the hearts

of many C&C Players!



No Stealth abilities or units are available, except for Jarmen Kell:

So what? The absence of camouflage isn't going to make it hard for you,

right? As Jarmen Kell is the only effective stealth unit, it does not matter

that you can't use any hijackers or whatever.



Jarmen Kell is now a professional bomber:

If you play as General Rodall "Demo:" Juhziz, Jarmen Kell basically will

become Colonel Kell. This is because, he gets to plant timed demo charges

and remote demo charges against buildings! Well, "I have something to give

them!"



No Toxin Upgrades are available, however, the Scud Storm, Scud Launcher

and Bomb Truck are packed with more explosives than ever:

By the looks of things, I say that the good Doctor and the Demo Guy are

2 complimentary Generals, as one has something the other doesn't have!

Although he has no toxic upgrades, all of those things mentioned above

do much, much more damage now that you pack then with so many explosives.



*****GLA STEALTH GENERAL: PRINCE KASSAD*****

Short Biography:

Prince Kassad has cut a dashing figure across Middle Eastern politics and

a violent one in the underworld. This charismatic tribal leader has

organized spies and assassins to do his bidding. Prince Kassad has been

paid millions for assassinations, hijackings and beatings in the street.

For a three-year stretch beginning in 2008, it is believed that no

terrorists action was taken on the shores of the Mediterranean Sea without

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his involvement or blessing. A clever administrator of a serpentine

organization, he has never been directly tied to any criminal activity,

yet bad things continue to happen to individuals and forces that that stand

in his way.

Analysis:

"Woman in bikini: Who are you?

Prince Kassad: Kassad, James Kassad. To exercise control, 007 here. I will

report in an hour.

Woman: (Holds up her champagne filled glass) Won't you join me?

Prince Kassad: Better make that two."

That's right folks, the most handsome general Prince Kassad is in the house!

Prince Kassad is the only GLA General that has been involved in politics.

He is also a leader of a spy organization that offers to have the requested

person killed for several million dollars at a time. Like many clever

leaders, nothing links him directly to any trouble, and yet, he's as smooth

as James Bond. Of course, all spies must be stealthy, otherwise, they won't

be called spies, right?



Special Properties of his Agency:

All structures can be camouflaged using Camo Netting:

He is a stealthy general, right? Now, not only his base defenses are

camouflaged to begin with, all other structures can become invisible to

the enemy! Then, when you build a second base somewhere else, people will

have a hard time finding you! However, Camo Netting isn't cheap, so you

had better have lots of money! Besides, camouflaging the Supply Stash will

hide your workers while they are collecting supplies. Safety first!



All Rebels are camouflaged to begin with:

Now, it can be guaranteed that your Rebels will not be disturbed while

they are going towards oil derricks or whatever they are going to capture.

The element of surprise is sometimes what separates clean destruction from

all out battles of attrition.



Hijackers are available at the start:

Now, you can have a lot of pleasure stealing the enemies' vehicles! Enjoy!

This is important as Prince Kassad, being secretive can't afford to make

use of tanks.



GPS Scrambler is available at Level 3, and recharges faster:

With James Kassad, you can cloak your units much earlier and more frequently.

However, your opponents will be informed when you use GPS Scramble, so

you still have to be careful not to be noticed.



Prince Kassad does not have the use of Tanks or the Scud Launcher:

This is Prince Kassad's one and only weakness. This means that if you play

as Prince Kassad, you must make use of frequent sneaky attacks with Quad

Cannons in the lead, Rocket Buggies in the rear. If the enemy sends a large

battalion of tanks with Stealth Detectors against you, you are toast. But

still, this disadvantage is slightly offset by the use of Hijackers.



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

*****CHINESE INFANTRY GENERAL: "ANVIL" SHIN FAI*****

Short Biography:

On the battlefield, China's greatest resource is the millions of

individuals in uniform, and General Shin has staked a career in them. Known

to his troopers as the Anvil, General Shin can mobilize four divisions

in twenty-four hours thanks to a streamlined and sometimes brutal command

structure. Discipline is very strong with General Shin, and officers and

infantry who can maintain it are rewarded. The general has developed

advanced field training programs for the Red Guard and the elite operatives.

Military analysts credit the speed and professionalism of General Shin's

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peacekeeping units with preventing the Taiwan Conflict of 2009 from

becoming a global war. This divisions feature several weapons and transport

systems unique in the People's Liberation Army.

Analysis:

It is true that China has the world's largest army, and this General Shin

Fai is really one of those "back-to-basics" Generals. After all, the

infantry units are one of the many "basic" units of an army, and General

Shin Fai has decided to focus on nothing else but this division of the

army. With such a large army coming, he can easily squash even the mightiest

of giants with a horde of ants! Don't underestimate his enhanced soldiers,

or you really WILL regret it!



As for the Taiwan Conflict of 2009, I don't think it will happen at all.

Besides, even if happens, why will it turn into a global war? His transport

systems are VERY powerful. That's true.

Special Properties of his Regiment:

All infantry units start at the Veteran Level:

Running advanced field training programs for his soldiers really helps!

The Anvil's soldiers all begin at Veteran Level, even Hackers and Black

Lotus! Besides, Minigunners can be made to come out of the barracks as

elite soldiers. What could be better?



Minigunners replace normal Red Guards:

Instead of using a simple bolt action rifle, the Minigunner uses a minigun,

simple as that. Of course, a minigun has a rotating barrel and will spin

faster and faster with time, just like a gattling gun. Although you can

only train one with one click of a button for $350, the really are worth

getting. Particularly they CAN target air units as well.



Fortified Bunkers replace normal Battle Bunkers:

The Fortified Bunker holds twice as many men as the normal Bunker. That

is, 10! Besides, it is already mined to prevent people from sneaking over.

However, they still have the weaknesses of normal Bunkers. That is, one

Neutron Shell or Bunker Buster bomb will kill EVERYONE inside the bunker.



All Minigunners and Tank Hunters are trained to be nationalistic to begin

with, and can be made to be patriotic:

The Anvil's soldiers are trained to love their country. So, when 5 of them

are grouped together, you see a red star with a golden ring surrounding

the soldier, that means, they will fire 1.25*1.25 times faster! When the

Patriotism upgrade is researched, an additional white star appears beneath

the red star, and the soldiers will fire another 25% faster! Loving one's

country does work wonders!

Hackers are now Super Hackers, and Black Lotus is now Super Lotus:

Remember that "Anvil" Shin Fai has developed advanced training programs

for his operatives? And hence, hackers are now... Super! They are now stealth,

and can hack into the Internet much quicker than before, and can disable

enemy vehicles. Being a superwoman, Super Lotus can capture buildings,

steal money and disable vehicles faster too.

All transport units are improved significantly:

To be more specific, the Troop Crawler is upgraded to the Assault Troop

Transport. An Assault Troop Transport costs $2400, but comes with 8

Minigunners, who can fire out directly from the gun ports, much like a

Humvee. Now let's do the math:

Cost of training 8 Minigunners in the Barracks: $350 * 8 = $2800

Cost of Assault Troop Transport: $2400

You save: $2800 - $2400 = $400!

Really, this shows you that if you have the money, you can save lots in

the long run!

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Besides, the Listening Outposts are replaced by Attack Outposts, which

holds 10 infantry units, and come with 4 Tank Hunters. Again, you know

the math:

Cost of training 4 Tank Hunters in the Barracks: $300 * 4 = $1200

Cost of Attack Outpost: $1000

You save: $1200 - $1000 = $200!

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

within range.

The Helix is upgraded to the Assault Helix, which comes with a Bunker and

holds 8 infantry units. If you fill one of these with tank hunters and

send them into the enemy base, they will know true fear!

Finally, the Anvil can make use of the Infantry Paradrop Generals Abilities,

which means he can paradrop up to 16 minigunners into the enemy's base.

They are minigunners, not normal red guards remember, and hence can cause

a lot of chaos if you don't have enough anti air defenses installed.

Battlemaster Tanks, Gattling Tanks and Overlord Tanks are all unavailable:

This is probably the only weakness of the great Anvil. However, the lack

of tanks is offset by the attack outposts and Assault Troop Transports,

if you use them wisely, of course.



*****CHINESE TANK GENERAL: GENERAL TA HUN KWAI*****

Short Biography:

General Ta Hun Kwai is convinced that the People's Liberation Army will

see its greatest success through the viewholes of its tank divisions. A

disciple of Soviet tank tactics of the Cold War, General Ta has produced

technical papers on various modifications on them. He has initiated

techniques to reduce the costs of tank production and has sponsored the

Emperor program, whose first tanks rolled off the assembly line in 2013.

Considered part of the old guard in the PLA hierarchy, General Ta

nevertheless continues to roll up victory after victory in battle.

Analysis:

Short Translation: Ta Hun Kwai = He is very fast

Another "back-to-basics" General of China, General "He is very fast" loves

to focus on the basic attacking unit of his army, which are the tanks.

Of course, being a tank fan, he has taken a lot of time to make various

improvements on his tanks. His War Factories are hence more efficient in

tank production. Being the tank disciple that he is, he has created a new

prototype tank, called the Emperor Tank, which has started to come in

service in the year 2013. With so many cheap and reliable tanks, General

Ta Hun Kwai can really be a powerful brute force general.



By the way, this guy really has the looks of a big bully, and has this

silly grin that drives me laughing. It's always about "Tanks, build more

Tanks!" With such expressions, I am sure that he can star in a Shakespearean

play. "A tank! A tank! My kingdom for a tank!"



Special Properties of his Battalion:

All infantry units and aircraft are ludicrously overpriced:

Ta Shi Yi Ge Tan Ke Zhang Jun! He is a Tank General! General Ta excels

in building tanks, and yet he cannot train infantry and aircraft well!

Imagine, Red Guards and Tank Hunters cost $375, a Hacker costs $780 and

Black Lotus costs $1875! This will be a big problem in later stages of

the game, particularly if you need infinite supply gatherers. Hence, you

must train Hackers as soon as possible when you have the money to make

up for the loss.



All Tanks start at Veteran Level, and Battlemaster Tanks can be made to

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come out of the War Factory as Elite units:

General Ta has focused exclusively in training the crew of his tanks.

Therefore, each tank will already have some hands on experience to begin

with. His Battlemaster Tank crews can attend an "intensive summer course"

so that they can become elite tank crew to start with. The tuition fee

is, well, 1 General Point.



All Tanks cost $100 less, and Troop Crawlers cost $200 less:

Being the Tank General that he is, General Ta Hun Kwai has improved the

efficiencies of his war factories, and hence it takes fewer raw materials,

steel and miscellaneous ingredients to cook his tanks up. Even the troop

crawlers cost only $1200! This means, you can train Red Guards more

efficiently by building a Troop Crawler instead of training them in the

Barracks.

Battlemasters can be upgraded to have Autoloaders installed in their gun

barrels:

Normally, a tank would have 4 men: The Commander, the Gunner, the Driver

and the Reloader. But with the autoloaders installed, only 3 men are

required as the reloading process is made to be automatic. Before the

upgrade, Battlemaster Tanks fire "BOOM" each time, but with the Autoloaders,

3 shells can be loaded into the Gun Barrel at once, and the rate of fire

would be trebled, that is, the tank will go "BOOM BOOM BOOM"! Now, even

the battlemaster tanks are worth building en masse!



No Artillery Units are available:

The problem with General Ta Hun Kwai is that, his attacks are powerful,

but lacks range! What can he do if both the Inferno Cannons and Nuke Cannons

are unavailable? Then, he would have to force his tanks straight into the

enemy guns!



Emperor Overlord Tanks replace normal Overlord Tanks:

Oh Boy! It's a big one! It's a big one! These new prototype Emperor Tanks

come with a speaker tower on its back, and can have an additional Gattling

Cannon added for anti-infantry purposes. Just a pity that they cannot have

a Bunker mounted on its back as well. I guess it's just the consequence

of General Ta's neglect on infantry units. When you see a lot of these

coming towards your base, you may have to consider pitting as much artillery

you have against them.



Tank Drop is available as a General Ability:

General Ta Hun Kwai can send in up to 4 Battlemaster Tanks via transport

planes to anyway on the battlefield. It's impossible, I tell you,

impossible! Those parachutes must have been made with extra strong

duralumin or something. Just be careful not to drop them into rough terrain

or slopes, or they will blow up upon landing!

Points awarded: +3



*****CHINESE NUKE GENERAL: GENERAL TSING SHI TAO*****

Short Biography:

General Tsing gets what he wants, at any cost. Impatient to a fault, General

Tsing relies heavily on nuclear technology on the battlefield.

Unfortunately, there have been several terrible accidents. While General

Tsing was the responsible officer during the Mudanjiang Disaster of 2007,

his considerable talents saved his career. General Tsing believes such

trials and errors are part of the development process. His divisions are

beginning to see the results of his convictions, as a prototype of an

Advanced Nuclear Reactor has produced better results. Programs to develop

tactical nukes and to promote stability in radioactive isotopes are

producing better safety records, which will be well-received by his troops.

Analysis:

Short Translation: Tsing Shi Tao = Clear Stone

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On the surface, General Tsing Shi Tao looks like a stubborn old git who

only likes things to go his way. But actually, he is a person with a kind

heart. In fact, he loves to share! He has a lot of gifts, nuclear gifts

to give you, and his generosity is limitless! Of course, it is always

dangerous to play with fire, not to mention radioactive substances. The

Clear Stone has caused a horrible accident in 2007, but however, since

he is so talented, the People's Liberation Army has decided not to give

him the sack.



As an excellent Physics student, I must say I really love General Tsing

Shi Tao. To be a successful scientist, one must try endlessly until he

gets a good result. In fact, after a lot of hard work, he has begun to

reap the fruits of his labor, and a lot of things became more efficient

because of... Nuclear Energy!

Atomic Structure of his army:

Advanced Nuclear Reactor replaces normal Nuclear Reactors:

As usual, for power plants, we have to consider efficiency.

Power Supplied: 18 Units

Cost: $1200

Cost per unit Power: $66.6 recurring decimal

This is like having a 33.3 recurring decimal % discount on buying power.

Very efficient indeed! When you overcharge a Advanced Nuclear Reactor,

you get, that's right... 27 units of power!



General Tsing Shi Tao gets to make use of new technology to make his tanks

go much more stable when compared with other generals:

Uranium-235 + 1n --> Strontium-90 + Xenon-143 + 3n

Do you know what the above is? It's a nuclear equation that for a reaction

that takes place in Nuclear Reactors. A Uranium-235 nuclide is bombarded

by a neutron, and splits into Strontium-90, Xenon-143 and 3 more neutrons,

giving out lots of Nuclear Energy. In a nuclear reactor inside a Nuclear

Power Plant or a Battlemaster or Overlord Tank, such a reaction is carefully

controlled. However, if the nuclear reactor is destroyed, the above process

will go out of control, resulting in a chain reaction, leading to a very

damaging nuclear explosion.



That is to say, if one of General Tsing Shi Tao's tanks is destroyed in

the middle of a large battalion of troops, the explosion can potentially

damage or destroy those around them! With the Isotope Stability upgrade,

the Clear Stone's tanks will have much more stable nuclear reactors, and

will explode just like any normal tank does, and of course, will not blow

up neighboring units! Safety First! Go for Stable Isotopes!



Nuke Cannon is available right at the start:

This is one good modification to the standard Chinese army that sort of

makes it a direct enhanced version of it. With the Nuke Cannon available

at the start, a General Point is saved, then, you can use that for something

more constructive, like the Frenzy!

Battlemaster Tanks and Overlord Tanks come with Uranium Shells and Nuclear

Tank upgrades right at the beginning, and their shells leave behind

radiation:

He is a Nuke General! Then it is just natural for General Tsing Shi Tao's

tanks to be armed with nuclear weapons. His battlemaster tanks look sort

of funny, with 2 tubes inserted into the back of its gun turret. I guess

that's the Nuclear Power Connection, I guess. Then, who needs the Nuclear

Missile Silo? As the shells leave behind radiation, his tanks are much

more effective against infantry units than ever before, 2 or 3 shells,

and the infantry dies!

Helices drop Nuclear Bombs instead of Napalm Bombs:

This is relatively a small improvement, but it will give General Tsing

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Shi Tao some help in destroying tanks using the Helix.



MiGs can be upgraded to fire tactical nuclear missiles:

Whoopee! By constructing a Nuclear Missile Silo, you can purchase these

handy-dandy tactical nukes into your MiG fighters! These missiles have

the power of a Nuke Cannon shell, and can destroy even the mightiest of

tanks in a couple of blasts! Destruction guaranteed.

Nuke Bombers replace normal Carpet Bombers:

Well, I told you that Tsing Shi Tao's generosity is limitless! He even

has the generosity to drop expensive tactical nuclear bombs onto his

enemies' bases! In fact, provided that the buildings are lined correctly,

even if they are widely spaced, a single Nuke Bomber can destroy up to

3 or more buildings within its blast radius! So, there really is a good

reason to panic when your opponent is a 3-star Nuke General!



Nuclear Missile Silos cost $500 less:

As General Tsing Shi Tao, he gets a 10% discount on building Nuclear

Missiles! Hmm... Interesting...

*****STRATEGIES TO BEAT EACH TALENTED GENERAL*****

This is where I present my guide to beating each talented General in the

Generals Challenge Campaign. You can beat 7 of the 9 generals, as General

Anvil Shin Fai and General Rodall Demo Juhziz are not available. After

you have beaten 6 of these 7 Generals, you will play again General Leang,

a female Boss General that has pitched camp in Tibet, China!

I will give the strategies for each challenge for each general you play

as, so there will be a total of 9 strategies for each general.



----------------------------------------------------

a. USA Superweapon General: Alexis Alexander [CGD6A]

----------------------------------------------------

While the game is loading, you will get to see the portrait of Command

and Conquer: General's one and only one female genera. (I guess this is

to signify an age of sexual equality!) She is posing with a handgun in

her hand and there is a particle beam right behind her! "You'll never crack

through my defenses, general!" She boasts, hey, her voice sounds a lot

younger than she actually looks! You have found the wrong female voice

actress for this role, EA! Then, when the game has loaded, you will find

that you are now on a certain Mediterranean island, the type where girls

like to sunbathe and stuff! (It suits this female General that is young

at heart! Tee hee hee!) Then you get to see your Command Center. "Ooh!

What's that sound!" General Alexis Alexander cries, "Look! There is a light

in the sky, I wonder..." Then, a Particle Cannon beam zaps just around your

Command Center, drawing a Z on the ground! So, that's how she likes to

say hello. How utterly polite, really. Time to start building!



*****PLAYING AS GENERAL MALCOLM "ACE" GRANGER*****

Step 1: Build your base and acquire steady income source

Start building all the basic essentials of a base, like the Supply Center

with at least two Chinook helicopters serving it, a Barracks, and at least

two War Factories (and at least two Airfields if you have the cash)! I

suggest you tech up as soon as possible, as while you are building, General

Alexis Alexander would send two Comanche helicopters to spy on you, and

when she found out that you have not run in fear, she will invite you to

dance, and the first timer to the Particle Cannon will commence countdown!

If you are playing on Medium Difficulty, you will find up to two Particle

Cannon timers!!!! Which means, she can fire two super weapons at you at

the same time! Therefore, you must acquire enough cash so that you would

have enough money to rebuild all the things that her Particle Cannons and

Aurora Alpha Bombers can destroy! (Also mind to defend your base against

her Comanche helicopters using Patriot Missiles along the northern shore

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of your island. Watch your power meter carefully as well!)



Therefore, you must ACT QUICKLY! Send two Rangers to capture the two Oil

Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks,

are we? Well, I'll let you have that one!" Also, tech up with a Strategy

Center, put up Hold the Line strategy to increase the armor of your

buildings, and build as many Supply Drop Zones as possible (far away from

your production structures). Now, it is time for you to bear the brunt

of all the super weapons. If you have built enough Supply Drop Zones, then

you should be able to break even with your losses and start with the counter

attacks. (While having suffered heavy losses at the same time.)



Step 2: Secure Island and Destroy (or Capture) the Particle Cannon

As you can see, one of the Particle Cannons that are threatening your base

is conveniently located on the same island you are on! The second good

news is that it is poorly, guarded, as it is guarded by Sentry Drones,

an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you

have the money, build a small squad of Humvees loaded with Missile Defenders

and several Tomahawk Missiles. Before setting off, it is best to play it

safe with the Search and Destroy battle strategy from the Strategy Center

to increase the range of your units by 25%.



Advance slowly, and take out the EMP Patriots out from a distance. I know,

the Artillery Platform can sometimes be troublesome, but not if you take

it out with a Carpet Bomber or several King Raptors. After some tedious

long range destruction of the EMP Patriot Missiles, you would finally have

made it to the Particle Cannon. Destroy the offshore EMP Patriots, and

send a Ranger to capture it! (Destroy it if you are in a hurry!)

Congratulations, you have just neutralized half of the threat! Now, one

more Particle Cannon remains.



Step 3: Destroy Second Particle Cannon in the middle of her base

With the Particle Cannon gone or captured, you can now focus on the one

in the middle of Alexis Alexander's base. Wait for your Particle Cannon

to charge up, and then zap her Particle Cannon with your Particle Cannon!

Afterwards, send in some A-10 Strikes and Carpet Bombers to destroy it

for good. As the Particle Cannon is located on high ground, there is no

way for her Construction Dozers to reach it and hence there is obviously

no way for her to rebuild it anymore! That's right, now as both of her

Particle Cannons are simply kaput, then there will be nothing more to

threaten your base aside from the occasional Aurora Alpha Bombers.



Step 4: Destroy her base

With her superweapons taken care of, it is time for you to launch the final

frontal assault to get rid of her once and for all. Unfortunately, the

ridges surrounding her base are guarded with lots of EMP Patriots, so are

some of the small islands around her base. Therefore you will have to take

you time destroying them all. Once they are destroyed, they will not be

rebuilt, as her Construction Dozers cannot reach those spots. When a large

area is devoid of EMP Patriots, load Humvees with Missile Defenders inside

into Chinook Helicopters, land then in the middle of her base and watch

them wreak havoc! That settles the score with that old lady!

*****PLAYING AS GENERAL "PINPOINT" TOWNES*****

Step 1: Build your base and acquire steady income source

Start building all the basic essentials of a base, like the Supply Center

with at least two Chinook helicopters serving it, a Barracks, and at least

two War Factories (and at least two of every other production structure

if possible)! I suggest you tech up as soon as possible, as while you are

building, General Alexis Alexander would send two Comanche helicopters

to spy on you, and when she found out that you have not run in fear, she

will invite you to dance, and the first timer to the Particle Cannon will

commence countdown! If you are playing on Medium Difficulty, you will find

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up to two Particle Cannon timers!!!! Which means, she can fire two super

weapons at you at the same time! Therefore, you must acquire enough cash

so that you would have enough money to rebuild all the things that her

Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend

your base against her Comanche helicopters using Laser Defense Turrets

along the northern shore of your island. Watch your power meter carefully

as well!)

Therefore, you must ACT QUICKLY! Send two Rangers to capture the two Oil

Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks,

are we? Well, I'll let you have that one!" Also, tech up with a Strategy

Center, put up Hold the Line strategy to increase the armor of your

buildings, and build as many Supply Drop Zones as possible (far away from

your production structures). Now, it is time for you to bear the brunt

of all the super weapons. If you have built enough Supply Drop Zones, then

you should be able to break even with your losses and start with the counter

attacks. (While having suffered heavy losses at the same time.)



Step 2: Secure Island and Destroy (or Capture) the Particle Cannon

As you can see, one of the Particle Cannons that are threatening your base

is conveniently located on the same island you are on! The second good

news is that it is poorly, guarded, as it is guarded by Sentry Drones,

an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you

have the money, build a small squad of Laser Tanks, some Humvees loaded

with Missile Defenders and of course a few Avengers. Before setting off,

it is best to play it safe with the Search and Destroy battle strategy

from the Strategy Center to increase the range of your units by 25%.



Advance slowly, and take out the EMP Patriots while the Avengers destroy

her EMP Patriot Missiles before they hit your vehicles, otherwise, they

will be paralyzed and cannot attack. I know, the Artillery Platform can

sometimes be troublesome, but not if you take it out with an A-10 Strike

or some Raptors. After some tedious and careful destruction of the EMP

Patriot Missiles, you would finally have made it to the Particle Cannon.

Destroy the offshore EMP Patriots, and send a Ranger to capture it! (Destroy

it if you are in a hurry!) Congratulations, you have just neutralized half

of the threat! Now, one more Particle Cannon remains.



Step 3: Destroy Second Particle Cannon in the middle of her base

With the Particle Cannon gone or captured, you can now focus on the one

in the middle of Alexis Alexander's base. Wait for your Particle Cannon

to charge up, and then zap her Particle Cannon with your Particle Cannon!

Afterwards, send in some A-10 Strikes and may be the Massive Ordnance Air

Burst to destroy it for good. As the Particle Cannon is located on high

ground, there is no way for her Construction Dozers to reach it and hence

there is obviously no way for her to rebuild it anymore! That's right,

now as both of her Particle Cannons are simply kaput, then there will be

nothing more to threaten your base aside from the occasional Aurora Alpha

Bombers (which can be shot down rather quickly by your Laser Defense Turrets

after they have released the payload.)



Step 4: Destroy her base

With her superweapons taken care of, it is time for you to launch the final

frontal assault to get rid of her once and for all. Unfortunately, the

ridges surrounding her base are guarded with lots of EMP Patriots, so are

some of the small islands around her base. Therefore you will have to take

you time destroying them all. Once they are destroyed, they will not be

rebuilt, as her Construction Dozers cannot reach those spots. When a large

area is devoid of EMP Patriots, load Laser Tanks and Avengers inside into

Chinook Helicopters, land then in the middle of her base and watch them

wreak havoc! That settles the score with that old lady!



*****PLAYING AS DR. THRAX*****

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Step 1: Build your base and acquire steady income source

Start building all the basic essentials of a base, like the Supply Stash

with at least six or even more Workers serving it, a Barracks, and at least

two Arms Dealers! I suggest you tech up as soon as possible, as while you

are building, General Alexis Alexander would send two Comanche helicopters

to spy on you, and when she found out that you have not run in fear, she

will invite you to dance, and the first timer to the Particle Cannon will

commence countdown! If you are playing on Medium Difficulty, you will find

up to two Particle Cannon timers!!!! Which means, she can fire two super

weapons at you at the same time! Therefore, you must acquire enough cash

so that you would have enough money to rebuild all the things that her

Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend

your base against her Comanche helicopters using Stinger Sites and Quad

Cannons along the northern shore of your island.)

Therefore, you must ACT QUICKLY! Send two Toxin Rebels to capture the two

Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil

Derricks, are we? Well, I'll let you have that one!" Also, tech up with

a Palace, research the Fortified Structure upgrade to increase the armor

of your buildings, and build as many Black Markets as possible (far away

from your production structures). Now, it is time for you to bear the brunt

of all the super weapons. If you have built enough Black Markets, then

you should be able to break even with your losses and start with the counter

attacks. (While having suffered heavy losses at the same time.)



Step 2: Secure Island and Destroy (or Capture) the Particle Cannon

As you can see, one of the Particle Cannons that are threatening your base

is conveniently located on the same island you are on! The second good

news is that it is poorly guarded, as it is guarded by Sentry Drones, an

Artillery Platform, and some EMP Patriot Missiles. Therefore, when you

have the money, build a small squad of Scorpion Tanks supported by a couple

of SCUD Launchers. (It's a bit sad that the SCUD Launchers can only make

use of Toxins. Fortunately, the Anthrax Gamma upgrade can help it out just

a little bit. Otherwise, tough luck.)



Advance slowly, and take out the EMP Patriots out from a distance. I know,

the Artillery Platform can sometimes be troublesome, but not if you take

it out with several Terrorist Bikers. After some tedious long range

destruction of the EMP Patriot Missiles, you would finally have made it

to the Particle Cannon. Destroy the offshore EMP Patriots, and send a Rebel

to capture it! (Destroy it if you are in a hurry!) Congratulations, you

have just neutralized half of the threat! Now, one more Particle Cannon

remains. (You can also build your own SCUD Storm to have the best of both

worlds.)

Step 3: Capture Second Particle Cannon in the middle of her base

With the Particle Cannon gone or captured, you can now focus on the one

in the middle of Alexis Alexander's base. Wait for your Particle Cannon

to charge up, and then zap the area around her Particle Cannon with your

Particle Cannon! Afterwards, send in 16 Toxin Rebels next to the Particle

Cannon (be sure to have researched the Anthrax Gamma Upgrade!) Have them

capture the Particle Cannon. As the Particle Cannon is located on high

ground, there is no way for her Construction Dozers to reach it and hence

there is obviously no way for her to stop you! That's right, now as both

of her Particle Cannons are simply kaput, then there will be nothing more

to threaten your base aside from the occasional Aurora Alpha Bombers.

Meanwhile, you might as well have 2 Particle Cannons to toy around with.

Now, Alexis Alexander is going to cry like a scared little girl in the

wake of your annihilating power!

Step 4: Destroy her base

With her superweapons taken care of, it is time for you to launch the final

frontal assault to get rid of her once and for all. Unfortunately, the

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ridges surrounding her base are guarded with lots of EMP Patriots, so are

some of the small islands around her base. Therefore you will have to take

you time destroying them all. Once they are destroyed, they will not be

rebuilt, as her Construction Dozers cannot reach those spots. When a large

area is devoid of EMP Patriots, build a Tunnel Network, send your attacking

forces in, and then use a Sneak Attack in en empty area of her base, and

send the troops in for the kill! That settles the score with that old lady!

*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****

Step 1: Build your base and acquire steady income source

Start building all the basic essentials of a base, like the Supply Stash

with at least six or even more Workers serving it, a Barracks, and at least

two Arms Dealers! I suggest you tech up as soon as possible, as while you

are building, General Alexis Alexander would send two Comanche helicopters

to spy on you, and when she found out that you have not run in fear, she

will invite you to dance, and the first timer to the Particle Cannon will

commence countdown! If you are playing on Medium Difficulty, you will find

up to two Particle Cannon timers!!!! Which means, she can fire two super

weapons at you at the same time! Therefore, you must acquire enough cash

so that you would have enough money to rebuild all the things that her

Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend

your base against her Comanche helicopters using Stinger Sites and Quad

Cannons along the northern shore of your island.)



Therefore, you must ACT QUICKLY! Send two Rebels to capture the two Oil

Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks,

are we? Well, I'll let you have that one!" Also, tech up with a Palace,

research the Fortified Structure upgrade to increase the armor of your

buildings, and build as many Black Markets as possible (far away from your

production structures). Now, it is time for you to bear the brunt of all

the super weapons. If you have built enough Black Markets, then you should

be able to break even with your losses and start with the counter attacks.

(While having suffered heavy losses at the same time.)



Step 2: Secure Island and Destroy (or Capture) the Particle Cannon

As you can see, one of the Particle Cannons that are threatening your base

is conveniently located on the same island you are on! The second good

news is that it is poorly, guarded, as it is guarded by Sentry Drones,

an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you

have the money, build a small squad of Scorpion Tanks supported by a couple

of SCUD Launchers.



Advance slowly, and take out the EMP Patriots out from a distance. I know,

the Artillery Platform can sometimes be troublesome, but not if you take

it out with several Terrorist Bikers. After some tedious long range

destruction of the EMP Patriot Missiles, you would finally have made it

to the Particle Cannon. Destroy the offshore EMP Patriots, and send a Rebel

to capture it! (Destroy it if you are in a hurry!) Congratulations, you

have just neutralized half of the threat! Now, one more Particle Cannon

remains. (You can also build your own SCUD Storm to have the best of both

worlds.)



Step 3: Destroy Second Particle Cannon in the middle of her base

With the Particle Cannon gone or captured, you can now focus on the one

in the middle of Alexis Alexander's base. Wait for your Particle Cannon

to charge up, and then zap her Particle Cannon with your Particle Cannon!

Afterwards, send in 16 Rebels next to the Particle Cannon (be sure to have

researched the Suicide Upgrade!) Have them fire at the Particle Cannon,

now, even if someone kills a Rebel, he will still explode, damaging the

Particle Cannon. As the Particle Cannon is located on high ground, there

is no way for her Construction Dozers to reach it and hence there is

obviously no way for her to rebuild it anymore! That's right, now as both

of her Particle Cannons are simply kaput, then there will be nothing more

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to threaten your base aside from the occasional Aurora Alpha Bombers.



Step 4: Destroy her base

With her superweapons taken care of, it is time for you to launch the final

frontal assault to get rid of her once and for all. Unfortunately, the

ridges surrounding her base are guarded with lots of EMP Patriots, so are

some of the small islands around her base. Therefore you will have to take

you time destroying them all. Once they are destroyed, they will not be

rebuilt, as her Construction Dozers cannot reach those spots. When a large

area is devoid of EMP Patriots, build a Tunnel Network, send your attacking

forces in, and then use a Sneak Attack in en empty area of her base, and

send the troops in for the kill! That settles the score with that old lady!



*****PLAYING AS PRINCE KASSAD*****

Step 1: Build your base and acquire steady income source

Start building all the basic essentials of a base, like the Supply Stash

with at least six or even more Workers serving it, a Barracks, and at least

two Arms Dealers! I suggest you tech up as soon as possible, as while you

are building, General Alexis Alexander would send two Comanche helicopters

to spy on you, and when she found out that you have not run in fear, she

will invite you to dance, and the first timer to the Particle Cannon will

commence countdown! If you are playing on Medium Difficulty, you will find

up to two Particle Cannon timers!!!! Which means, she can fire two super

weapons at you at the same time! Therefore, you must acquire enough cash

so that you would have enough money to rebuild all the things that her

Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind to defend

your base against her Comanche helicopters using Stinger Sites and Quad

Cannons along the northern shore of your island. Use Camo Netting on as

many structures as possible)



Therefore, you must ACT QUICKLY! Send two Rebels to capture the two Oil

Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil Derricks,

are we? Well, I'll let you have that one!" Also, tech up with a Palace,

research the Fortified Structure upgrade to increase the armor of your

buildings, and build as many Black Markets as possible (far away from your

production structures, stealth them). Now, it is time for you to bear the

brunt of all the super weapons. If you have built enough Black Markets,

then you should be able to break even with your losses and start with the

counter attacks. (While having suffered heavy losses at the same time.)



Step 2: Secure Island and Destroy (or Capture) the Particle Cannon

As you can see, one of the Particle Cannons that are threatening your base

is conveniently located on the same island you are on! The second good

news is that it is poorly, guarded, as it is guarded by Sentry Drones,

an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you

have the money, build a small squad of Quad Cannons supported by a couple

of Rocket Buggies (preferably upgraded to the max).



Advance slowly, and take out the EMP Patriots out from a distance. I know,

the Artillery Platform can sometimes be troublesome, but not if you take

it out with several Terrorist Bikers. After some tedious long range

destruction of the EMP Patriot Missiles, you would finally have made it

to the Particle Cannon. Destroy the offshore EMP Patriots, and send a Rebel

to capture it! (Destroy it if you are in a hurry!) Congratulations, you

have just neutralized half of the threat! Now, one more Particle Cannon

remains. (You can also build your own SCUD Storm to have the best of both

worlds.)



Step 3: Destroy Second Particle Cannon in the middle of her base

With the Particle Cannon gone or captured, you can now focus on the one

in the middle of Alexis Alexander's base. Wait for your Particle Cannon

to charge up, and then zap her Particle Cannon with your Particle Cannon!

Afterwards, send in 16 Rebels next to the Particle Cannon Have them fire

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Command & Conquer Generals - Deluxe Edition.txt

at the Particle Cannon,. As the Particle Cannon is located on high ground,

there is no way for her troops to get to you or any Construction Dozers

to reach it and hence there is obviously no way for her to rebuild it anymore!

That's right, now as both of her Particle Cannons are simply kaput, then

there will be nothing more to threaten your base aside from the occasional

Aurora Alpha Bombers.



Step 4: Destroy her base

With her superweapons taken care of, it is time for you to launch the final

frontal assault to get rid of her once and for all. Unfortunately, the

ridges surrounding her base are guarded with lots of EMP Patriots, so are

some of the small islands around her base. Therefore you will have to take

you time destroying them all. Once they are destroyed, they will not be

rebuilt, as her Construction Dozers cannot reach those spots. When a large

area is devoid of EMP Patriots, build a Tunnel Network, send your attacking

forces in, and then use a Sneak Attack in en empty area of her base, and

send the troops in for the kill! That settles the score with that old lady!



*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****

Step 1: Build your base and acquire steady income source

Start building all the basic essentials of a base, like the Supply Center

with at least three or even more Supply Trucks serving it, a Barracks,

and at least two War Factories! I suggest you tech up as soon as possible,

as while you are building, General Alexis Alexander would send two Comanche

helicopters to spy on you, and when she found out that you have not run

in fear, she will invite you to dance, and the first timer to the Particle

Cannon will commence countdown! If you are playing on Medium Difficulty,

you will find up to two Particle Cannon timers!!!! Which means, she can

fire two super weapons at you at the same time! Therefore, you must acquire

enough cash so that you would have enough money to rebuild all the things

that her Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind

to defend your base against her Comanche helicopters using Gattling Cannons

along the northern shore of your island.)



Therefore, you must ACT QUICKLY! Send two Red Guards to capture the two

Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil

Derricks, are we? Well, I'll let you have that one!" Also, tech up with

a Propaganda Center, then start pumping out as many Super Hackers as

possible and get them to hack the internet for money, using an Internet

Center to help them if possible. (Position them far away from your

production structures). Now, it is time for you to bear the brunt of all

the super weapons. If you have built enough Super Hackers, then you should

be able to break even with your losses and start with the counter attacks.

(While having suffered heavy losses at the same time.)

Step 2: Secure Island and Destroy (or Capture) the Particle Cannon

As you can see, one of the Particle Cannons that are threatening your base

is conveniently located on the same island you are on! The second good

news is that it is poorly, guarded, as it is guarded by Sentry Drones,

an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you

have the money, build a small squad of Attack Outpsots with a couple of

Nuke Cannons behind them for support. (Don't use ECM Tanks)

Advance slowly, and take out the EMP Patriots out from a distance. I know,

the Artillery Platform can sometimes be troublesome, but not if you take

it out with a Carpet Bomber (Capture it with Super Lotus if you wish.).

After some tedious long range destruction of the EMP Patriot Missiles,

you would finally have made it to the Particle Cannon. Destroy the offshore

EMP Patriots, and send Super Lotus to capture it! (Destroy it if you are

in a hurry!) Congratulations, you have just neutralized half of the threat!

Now, one more Particle Cannon remains. (You can also build your own Nuclear

Missile Silo to have the best of both worlds.)



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Command & Conquer Generals - Deluxe Edition.txt

Step 3: Destroy Second Particle Cannon in the middle of her base

With the Particle Cannon gone or captured, you can now focus on the one

in the middle of Alexis Alexander's base. Wait for your Particle Cannon

to charge up, and then zap her Particle Cannon with your Particle Cannon!

Then follow up with a Level 3 Artillery Barrage to finish it off for good.

As the Particle Cannon is located on high ground, there is no way for her

Construction Dozers to reach it and hence there is obviously no way for

her to rebuild it anymore! That's right, now as both of her Particle Cannons

are simply kaput, then there will be nothing more to threaten your base

aside from the occasional Aurora Alpha Bombers.

Step 4: Destroy her base

With her superweapons taken care of, it is time for you to launch the final

frontal assault to get rid of her once and for all. Unfortunately, the

ridges surrounding her base are guarded with lots of EMP Patriots, so are

some of the small islands around her base. Therefore you will have to take

you time destroying them all. Once they are destroyed, they will not be

rebuilt, as her Construction Dozers cannot reach those spots. When a large

area is devoid of EMP Patriots, build Assault Helices and load them full

of Tank Hunters. Send them into the base, and unload them all. Now, it

is time to make Alexis Alexander pay for causing so much damage to your

base... Too bad you cannot load vehicles into an Assault Helix, therefore,

load some Minigunners if you have problems.



*****PLAYING AS GENERAL TA HWUN KWAI*****

Step 1: Build your base and acquire steady income source

Start building all the basic essentials of a base, like the Supply Center

with at least three or even more Supply Trucks serving it, a Barracks,

and at least two War Factories! I suggest you tech up as soon as possible,

as while you are building, General Alexis Alexander would send two Comanche

helicopters to spy on you, and when she found out that you have not run

in fear, she will invite you to dance, and the first timer to the Particle

Cannon will commence countdown! If you are playing on Medium Difficulty,

you will find up to two (maybe three) Particle Cannon timers!!!! Which

means, she can fire two super weapons at you at the same time! Therefore,

you must acquire enough cash so that you would have enough money to rebuild

all the things that her Particle Cannons and Aurora Alpha Bombers can

destroy! (Also mind to defend your base against her Comanche helicopters

using Gattling Cannons along the northern shore of your island.)



Therefore, you must ACT QUICKLY! Send two Red Guards to capture the two

Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil

Derricks, are we? Well, I'll let you have that one!" Also, tech up with

a Propaganda Center, then start pumping out as many Hackers as possible

and get them to hack the internet for money, using an Internet Center to

help them if possible. (Position them far away from your production

structures). Now, it is time for you to bear the brunt of all the super

weapons. If you have built enough Hackers, then you should be able to break

even with your losses and start with the counter attacks. (While having

suffered heavy losses at the same time.)



Step 2: Secure Island and Destroy (or Capture) the Particle Cannon

As you can see, one of the Particle Cannons that are threatening your base

is conveniently located on the same island you are on! The second good

news is that it is poorly, guarded, as it is guarded by Sentry Drones,

an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you

have the money, build a small squad of Battlemaster Tanks with a couple

of Tank Hunters behind them for support. (Don't use ECM Tanks)



Advance slowly, and take out the EMP Patriots out CAREFULLY. I know, the

Artillery Platform can sometimes be troublesome, but not if you take it

with Black Lotus. After some tedious close range destruction of the EMP

Patriot Missiles, you would finally have made it to the Particle Cannon.

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Command & Conquer Generals - Deluxe Edition.txt

Destroy the offshore EMP Patriots, and send Black Lotus to capture it!

(Destroy it if you are in a hurry!) Congratulations, you have just

neutralized half of the threat! Now, one more Particle Cannon remains.

(You can also build your own Nuclear Missile Silo to have the best of both

worlds.)



Step 3: Destroy Second Particle Cannon in the middle of her base

With the Particle Cannon gone or captured, you can now focus on the one

in the middle of Alexis Alexander's base. Wait for your Particle Cannon

to charge up, and then zap her Particle Cannon with your Particle Cannon!

Then follow up with a Level 3 Artillery Barrage to finish it off for good.

As the Particle Cannon is located on high ground, there is no way for her

Construction Dozers to reach it and hence there is obviously no way for

her to rebuild it anymore! That's right, now as both of her Particle Cannons

are simply kaput, then there will be nothing more to threaten your base

aside from the occasional Aurora Alpha Bombers.

Step 4: Destroy her base

With her superweapons taken care of, it is time for you to launch the final

frontal assault to get rid of her once and for all. Unfortunately, the

ridges surrounding her base are guarded with lots of EMP Patriots, so are

some of the small islands around her base. Therefore you will have to take

you time destroying them all. Once they are destroyed, they will not be

rebuilt, as her Construction Dozers cannot reach those spots. When a large

area is devoid of EMP Patriots, build Helices and load them full of troops.

(I suggest one Emperor Tank and two Tank Hunters per Helix, and send them

into the base, and unload them all. Now, it is time to make Alexis Alexander

pay for causing so much damage to your base...



*****PLAYING AS GENERAL CLEAR STONE*****

Step 1: Build your base and acquire steady income source

Start building all the basic essentials of a base, like the Supply Center

with at least three or even more Supply Trucks serving it, a Barracks,

and at least two War Factories! I suggest you tech up as soon as possible,

as while you are building, General Alexis Alexander would send two Comanche

helicopters to spy on you, and when she found out that you have not run

in fear, she will invite you to dance, and the first timer to the Particle

Cannon will commence countdown! If you are playing on Medium Difficulty,

you will find up to two Particle Cannon timers!!!! Which means, she can

fire two super weapons at you at the same time! Therefore, you must acquire

enough cash so that you would have enough money to rebuild all the things

that her Particle Cannons and Aurora Alpha Bombers can destroy! (Also mind

to defend your base against her Comanche helicopters using Gattling Cannons

along the northern shore of your island.)

Therefore, you must ACT QUICKLY! Send two Red Guards to capture the two

Oil Derricks! (Alexia Alexander is very kind. She says, "Capturing Oil

Derricks, are we? Well, I'll let you have that one!" Also, tech up with

a Propaganda Center, then start pumping out as many Hackers as possible

and get them to hack the internet for money, using an Internet Center to

help them if possible. (Position them far away from your production

structures). Now, it is time for you to bear the brunt of all the super

weapons. If you have built enough Hackers, then you should be able to break

even with your losses and start with the counter attacks. (While having

suffered heavy losses at the same time.)

Step 2: Secure Island and Destroy (or Capture) the Particle Cannon

As you can see, one of the Particle Cannons that are threatening your base

is conveniently located on the same island you are on! The second good

news is that it is poorly, guarded, as it is guarded by Sentry Drones,

an Artillery Platform, and some EMP Patriot Missiles. Therefore, when you

have the money, build a small squad of Battlemaster Tanks with a couple

of Inferno Cannons behind them for support. (Don't use ECM Tanks)

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Advance slowly, and take out the EMP Patriots out from a distance. I know,

the Artillery Platform can sometimes be troublesome, but not if you take

it out with a Nuke Bomber. After some tedious long range destruction of

the EMP Patriot Missiles, you would finally have made it to the Particle

Cannon. Destroy the offshore EMP Patriots, and send Black Lotus to capture

it! (Destroy it if you are in a hurry!) Congratulations, you have just

neutralized half of the threat! Now, one more Particle Cannon remains.

(You can also build your own Nuclear Missile Silo to have the best of both

worlds.)

Step 3: Destroy Second Particle Cannon in the middle of her base

With the Particle Cannon gone or captured, you can now focus on the one

in the middle of Alexis Alexander's base. Wait for your Particle Cannon

to charge up, and then zap her Particle Cannon with your Particle Cannon!

Then follow up with a Level 3 Artillery Barrage to finish it off for good.

As the Particle Cannon is located on high ground, there is no way for her

Construction Dozers to reach it and hence there is obviously no way for

her to rebuild it anymore! That's right, now as both of her Particle Cannons

are simply kaput, then there will be nothing more to threaten your base

aside from the occasional Aurora Alpha Bombers.



Step 4: Destroy her base

With her superweapons taken care of, it is time for you to launch the final

frontal assault to get rid of her once and for all. Unfortunately, the

ridges surrounding her base are guarded with lots of EMP Patriots, so are

some of the small islands around her base. Therefore you will have to take

you time destroying them all. Once they are destroyed, they will not be

rebuilt, as her Construction Dozers cannot reach those spots. When a large

area is devoid of EMP Patriots, build Helices and load them full of troops.

(I suggest one Overlord Tank and two Tank Hunters per Helix, and send them

into the base, and unload them all. Now, it is time to make Alexis Alexander

pay for causing so much damage to your base...



--------------------------------------------------------------

b. USA Airforce General: General Malcolm "Ace" Granger [CGD6B]

--------------------------------------------------------------

As soon as the level starts, you will have a glimpse of General Granger's

base, and my, so many airfields are under construction! Now, the great

air marshal speaks to you. "Be advised, this area is under control of

Malcolm Granger! Withdraw now, or prepared to be bombed back to the Stone

Age!" Now, to show his determination, he shows off with a whole squadron

of King Raptors! "Wanna see that again?" Now, after all that showing off,

it is time to build you base.

*****PLAYING AS ALEXIS ALEXANDER*****

Step 1: Build your base and defend the island you are on right now

Start building the basic essentials of a base, and build two War Factories,

separate from each other. Also capture the two Oil Derricks on the island

you are on. As you can see, there is only one bridge linking your island

to the mainland, and yet you do not have to defend it, as General Malcolm

Granger relies a lot on air units. Not long after you start, you will hear

Malcolm Granger say, "Don't worry, General, this is just the calm before

the storm!" That's right! Build up your air defenses! Quick! Therefore,

it is best if you line up the northern shore of you base with EMP Patriot

Systems and Avengers, if you have the money. (Yes, laser point defenses

systems are useless against bullets and lasers, nor are the Countermeasures

upgrade!)



Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then

you will be attacked by lots and lots of King Raptors that will be taken

care of by your Laser weapons. General Malcolm "Ace" Granger will boast,

"US military spending at its best!" What he does not know is that he is

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pouring money down the drain if such ruthless, so stupid tactics! Yes,

you will lose Avengers and other units, but once they start gaining

veterancy, you can consider your base to be secured. (Use bombardment or

hold the line battle strategies to help defend your base.)

Step 2: Start Bombing his base

Build up Supply Drop Zones to save money, and then build a small

expeditionary force comprised of Avengers, Humvees loaded with Missile

Defenders and Tomahawk Missiles. Cross the river, into the village, and

drive all the Chinooks away. Then you can control the village and the

surrounding plains, and then you can start building Airfields. Start

pumping out Aurora Bombers and try to send them into various parts of the

base, and bombing everything you find. While you are doing this, continue

to the next step.

Step 3: Secure the village and attack the main base

Also build some more War Factories and possibly a couple of Particle Uplink

Cannons in the village and you can build more Tomahawk Missiles and some

Avengers to lay siege on General Granger's citadel in the mountains. (Too

bad he does not have any long range laser units.) There are two entrances,

one to the west and one to the east. There are two more oil derricks to

the northwest, but I don't think you will need to use them. The rest is

pure destruction. It is possible to take out his Chinooks in his base even

if you place an Avenger along the south of the Mountain Range. Colonel

Burton can also destabilize their rear, as he can climb over the mountains.

Give them all the presents you can have and cut down his power! You can

also feint the King Raptors in a way that they accidentally hit their own

structures! Or you can just do it the old fashion way and drop Particle

Beams here and there until his base is flat!



*****PLAYING AS GENERAL "PINPOINT" TOWNES*****

Step 1: Build your base and defend the island you are on right now

Start building the basic essentials of a base, and build two War Factories,

separate from each other. Also capture the two Oil Derricks on the island

you are on. As you can see, there is only one bridge linking your island

to the mainland, and yet you do not have to defend it, as General Malcolm

Granger relies a lot on air units. Not long after you start, you will hear

Malcolm Granger say, "Don't worry, General, this is just the calm before

the storm!" That's right! Build up your air defenses! Quick! Therefore,

it is best if you line up the northern shore of you base with Laser Defense

Turrets and Avengers, if you have the money. (Yes, laser point defenses

systems are useless against bullets and lasers, nor are the Countermeasures

upgrade!)



Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then

you will be attacked by lots and lots of King Raptors that will be taken

care of by your Gattling weapons. General Malcolm "Ace" Granger will boast,

"US military spending at its best!" What he does not know is that he is

pouring money down the drain if such ruthless, so stupid tactics! Yes,

you will lose Avengers and other units, but once they start gaining

veterancy, you can consider your base to be secured. (Use bombardment or

hold the line battle strategies to help defend your base.)

Step 2: Start crossing the river

Once it is secured, start teching up and building a Supply Drop Zone or

two. Upgrade your units to the fullest, and then send an expeditionary

force comprised mainly of Laser Tanks, Avengerss (To shoot their missiles

in mid-air, lower their accuracy and the damage they can possibly deal)

and some Construction Dozers. Send them into the village, take over the

Oil Derricks to the east (Use several Rangers at once to speed up the process)

and defend them. Now, send your workers to build a Supply Center near the

Supply Dock there, while your Laser weapons and defenses can drive all

the Chinooks away.

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Step 3: Secure the village and attack the main base

Also build some more War Factories and possibly a Particle Uplink Cannon

in the village and you can build more Laser Tanks and some Avengers to

lay siege on General Granger's citadel in the mountains. (Too bad he does

not have any long range laser units.) There are two entrances, one to the

west and one to the east. There are two more oil derricks to the northwest,

but I don't think you will need to use them. The rest is pure destruction.

It is possible to take out his Chinooks in his base even if you place an

Avenger along the south of the Mountain Range. Colonel Burton can also

destabilize their rear, as he can climb over the mountains. Give them all

the presents you can have and cut down his power! You can also feint the

King Raptors in a way that they accidentally hit their own structures!

*****PLAYING AS DR. THRAX*****

Step 1: Build your base and defend the island you are on right now

Start building the basic essentials of a base, and build two Arms Dealers,

separate from each other. Also capture the two Oil Derricks on the island

you are on. As you can see, there is only one bridge linking your island

to the mainland, and yet you do not have to defend it, as General Malcolm

Granger relies a lot on air units. Not long after you start, you will hear

Malcolm Granger say, "Don't worry, General, this is just the calm before

the storm!" That's right! Build up your air defenses! Quick! Stinger Sites

are no good in this mission, as their aircraft's laser point defenses can

stop practically all the missiles aimed at them. Therefore, it is best

if you line up the northern shore of you base with Quad Cannons.

Once the attacks begin, you will be bombarded by a B3 carpet bomber! General

Malcolm "Ace" Granger will boast, "US military spending at its best!" What

he does not know is that he is pouring money down the drain if such ruthless,

so stupid tactics! Then you will be attacked by lots and lots of King Raptors

that will be taken care of by your Quad Cannons. Yes, you will lose Quad

Cannons, but once they start gaining veterancy, you can consider your base

to be secured.



Step 2: Start crossing the river

Once it is secured, start teching up and building Black Markets. Upgrade

your units to the fullest, and then send an expeditory force comprised

mainly of Quad Cannons and some workers. Send them into the village, take

over the Oil Derricks to the east and defend them. Now, send your workers

to build a Supply Center near the Supply Dock there, while your Quad Cannons

can drive all the Chinooks away.



Step 3: Secure the village and attack the main base

Also build some more Arms Dealers in the village and you can build more

Quad Cannons and some SCUD Storms to lay siege on General Granger's citadel

in the mountains. There are two entrances, one to the west and one to the

east. There are two more oil derricks to the northwest, but I don't think

you will need to use them. The rest is pure destruction. Enjoy!

*****PLAYING AS GENERAL RODALL JUHZIZ*****

Step 1: Build your base and defend the island you are on right now

Start building the basic essentials of a base, and build two Arms Dealers,

separate from each other. Also capture the two Oil Derricks on the island

you are on. As you can see, there is only one bridge linking your island

to the mainland, and yet you do not have to defend it, as General Malcolm

Granger relies a lot on air units. Not long after you start, you will hear

Malcolm Granger say, "Don't worry, General, this is just the calm before

the storm!" That's right! Build up your air defenses! Quick! Stinger Sites

are no good in this mission, as their aircraft's laser point defenses can

stop practically all the missiles aimed at them. Therefore, it is best

if you line up the northern shore of you base with Quad Cannons.



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Once the attacks begin, you will be bombarded by a B3 carpet bomber! General

Malcolm "Ace" Granger will boast, "US military spending at its best!" What

he does not know is that he is pouring money down the drain if such ruthless,

so stupid tactics! Then you will be attacked by lots and lots of King Raptors

that will be taken care of by your Quad Cannons. Yes, you will lose Quad

Cannons, but once they start gaining veterancy, you can consider your base

to be secured.

Step 2: Start crossing the river

Once it is secured, start teching up and building Black Markets. Upgrade

your units to the fullest, and then send an expeditory force comprised

mainly of Quad Cannons and some workers. Send them into the village, take

over the Oil Derricks to the east and defend them. Now, send your workers

to build a Supply Center near the Supply Dock there, while your Quad Cannons

can drive all the Chinooks away.



Step 3: Secure the village and attack the main base

Also build some more Arms Dealers in the village and you can build more

Quad Cannons and some SCUD Storms to lay siege on General Granger's citadel

in the mountains. There are two entrances, one to the west and one to the

east. There are two more oil derricks to the northwest, but I don't think

you will need to use them. The rest is pure destruction. Enjoy!



*****PLAYING AS PRINCE KASSAD*****

Step 1: Build your base and defend the island you are on right now

Start building the basic essentials of a base, and build two Arms Dealers,

separate from each other. Also capture the two Oil Derricks on the island

you are on. As you can see, there is only one bridge linking your island

to the mainland, and yet you do not have to defend it, as General Malcolm

Granger relies a lot on air units. Not long after you start, you will hear

Malcolm Granger say, "Don't worry, General, this is just the calm before

the storm!" That's right! Build up your air defenses! Quick! Stinger Sites

are no good in this mission, as their aircraft's laser point defenses can

stop practically all the missiles aimed at them. Therefore, it is best

if you line up the northern shore of you base with Quad Cannons.

Once the attacks begin, you will be bombarded by a B3 carpet bomber! General

Malcolm "Ace" Granger will boast, "US military spending at its best!" What

he does not know is that he is pouring money down the drain if such ruthless,

so stupid tactics! Then you will be attacked by lots and lots of King Raptors

that will be taken care of by your Quad Cannons. Yes, you will lose Quad

Cannons, but once they start gaining veterancy, you can consider your base

to be secured.



Step 2: Start crossing the river

Once it is secured, start teching up and building Black Markets. Upgrade

your units to the fullest, and then send an expeditory force comprised

mainly of Quad Cannons and some workers. Send them into the village, take

over the Oil Derricks to the east and defend them. Now, send your workers

to build a Supply Center near the Supply Dock there, while your Quad Cannons

can drive all the Chinooks away.



Step 3: Secure the village and attack the main base

Also build some more Arms Dealers in the village and you can build more

Quad Cannons and some SCUD Storms to lay siege on General Granger's citadel

in the mountains. There are two entrances, one to the west and one to the

east. There are two more oil derricks to the northwest, but I don't think

you will need to use them. The rest is pure destruction. Enjoy!



*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****

Step 1: Build your base and defend the island you are on right now

Start building the basic essentials of a base, and build two War Factories,

separate from each other. Also capture the two Oil Derricks on the island

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you are on. As you can see, there is only one bridge linking your island

to the mainland, and yet you do not have to defend it, as General Malcolm

Granger relies a lot on air units. Not long after you start, you will hear

Malcolm Granger say, "Don't worry, General, this is just the calm before

the storm!" That's right! Build up your air defenses! Quick! Therefore,

it is best if you line up the northern shore of you base with Minigunners

garrisoned in Fortified Bunkers, and some stationary Gattling Cannons.

(Yes, laser point defense systems are useless against bullets, nor are

the Countermeasures upgrade!)

Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then

you will be attacked by lots and lots of King Raptors that will be taken

care of by your Gattling weapons. General Malcolm "Ace" Granger will boast,

"US military spending at its best!" What he does not know is that he is

pouring money down the drain if such ruthless, so stupid tactics! Yes,

you will lose Gattling Cannons, but once they start gaining veterancy,

you can consider your base to be secured.



Step 2: Start crossing the river

Once it is secured, start teching up and building an Internet Center,

loading it full to the brim with Hackers. Upgrade your units to the fullest,

and then send an expeditionary force comprised mainly of Assault Troop

Transports, Attack Outposts, ECM Tanks (To misguide their missiles, lower

their accuracy and the damage they can possibly deal) and some Construction

Dozers. Send them into the village, take over the Oil Derricks to the east

(Use Black Lotus to speed up the process) and defend them. Now, send your

workers to build a Supply Center near the Supply Dock there, while your

Minigunners can drive all the Chinooks away.



Step 3: Secure the village and attack the main base

Also build some more War Factories and possibly a Nuclear Missile Silo

in the village and you can build more Attack Outposts and some Nuke Cannons

to lay siege on General Granger's citadel in the mountains. There are two

entrances, one to the west and one to the east. There are two more oil

derricks to the northwest, but I don't think you will need to use them.

The rest is pure destruction. General Anvil Shin Fai has the additional

advantage of being able to send in up to 16 Minigunners anywhere inside

General Granger's base via Paradrop! His planes are in for a scare. Tee

he... I guess he can find a good airline job once you have beaten him.



*****PLAYING AS GENERAL TA HWUN KWAI*****

Step 1: Build your base and defend the island you are on right now

Start building the basic essentials of a base, and build two War Factories,

separate from each other. Also capture the two Oil Derricks on the island

you are on. As you can see, there is only one bridge linking your island

to the mainland, and yet you do not have to defend it, as General Malcolm

Granger relies a lot on air units. Not long after you start, you will hear

Malcolm Granger say, "Don't worry, General, this is just the calm before

the storm!" That's right! Build up your air defenses! Quick! Therefore,

it is best if you line up the northern shore of you base with Gattling

Tanks, and some stationary Gattling Cannons. (Yes, laser point defense

systems are useless against bullets, nor are the Countermeasures upgrade!)

Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then

you will be attacked by lots and lots of King Raptors that will be taken

care of by your Gattling weapons. General Malcolm "Ace" Granger will boast,

"US military spending at its best!" What he does not know is that he is

pouring money down the drain if such ruthless, so stupid tactics! Yes,

you will lose Gattling Cannons, but once they start gaining veterancy,

you can consider your base to be secured.

Step 2: Start crossing the river

Once it is secured, start teching up and building an Internet Center,

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loading it full to the brim with Hackers. Upgrade your units to the fullest,

and then send an expeditionary force comprised mainly of Gattling Tanks,

Overlord Tanks, ECM Tanks (To misguide their missiles, lower their accuracy

and the damage they can possibly deal) and some Construction Dozers. Send

them into the village, take over the Oil Derricks to the east (Use Black

Lotus to speed up the process) and defend them. Now, send your workers

to build a Supply Center near the Supply Dock there, while your Gattling

Weapons can drive all the Chinooks away.



Step 3: Secure the village and attack the main base

Also build some more War Factories and possibly a Nuclear Missile Silo

in the village and you can build more Overlord Tanks and some Nuke Cannons

to lay siege on General Granger's citadel in the mountains. There are two

entrances, one to the west and one to the east. There are two more oil

derricks to the northwest, but I don't think you will need to use them.

The rest is pure destruction. Just mass the ECM Tanks and Gattling Tanks

and you will be home free in on time! (ECM Tanks evenly distribute the

damage of the missiles among your tanks an Gattling Tanks shoot the aircraft

down. Get my point?)

*****PLAYING AS GENERAL CLEAR STONE*****

Step 1: Build your base and defend the island you are on right now

Start building the basic essentials of a base, and build two War Factories,

separate from each other. Also capture the two Oil Derricks on the island

you are on. As you can see, there is only one bridge linking your island

to the mainland, and yet you do not have to defend it, as General Malcolm

Granger relies a lot on air units. Not long after you start, you will hear

Malcolm Granger say, "Don't worry, General, this is just the calm before

the storm!" That's right! Build up your air defenses! Quick! Therefore,

it is best if you line up the northern shore of you base with Gattling

Tanks, and some stationary Gattling Cannons. (Yes, laser point defense

systems are useless against bullets, nor are the Countermeasures upgrade!)



Once the attacks begin, you will be bombarded by a B3 carpet bomber! Then

you will be attacked by lots and lots of King Raptors that will be taken

care of by your Gattling weapons. General Malcolm "Ace" Granger will boast,

"US military spending at its best!" What he does not know is that he is

pouring money down the drain if such ruthless, so stupid tactics! Yes,

you will lose Gattling Cannons, but once they start gaining veterancy,

you can consider your base to be secured.

Step 2: Start crossing the river

Once it is secured, start teching up and building an Internet Center,

loading it full to the brim with Hackers. Upgrade your units to the fullest,

and then send an expeditionary force comprised mainly of Gattling Tanks,

Overlord Tanks, ECM Tanks (To misguide their missiles, lower their accuracy

and the damage they can possibly deal) and some Construction Dozers. Send

them into the village, take over the Oil Derricks to the east (Use Black

Lotus to speed up the process) and defend them. Now, send your workers

to build a Supply Center near the Supply Dock there, while your Gattling

Weapons can drive all the Chinooks away.



Step 3: Secure the village and attack the main base

Also build some more War Factories and possibly a Nuclear Missile Silo

in the village and you can build more Overlord Tanks and some Nuke Cannons

to lay siege on General Granger's citadel in the mountains. There are two

entrances, one to the west and one to the east. There are two more oil

derricks to the northwest, but I don't think you will need to use them.

The rest is pure destruction. General Tao has the additional advantage

that his MiGs can be upgraded to fire tactical nuclear missiles, therefore,

even if one missile hits the target, the results would be catastrophic

for the enemy planes! Enjoy!



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-------------------------------------------------------

c. USA Laser General: General "Pinpoint" Townes [CGD6C]

-------------------------------------------------------

Regardless of who you are playing as, you will be notified that General

Pinpoint Townes has a stronghold in the middle of the city, and that his

laser defenses are devastating. However, he will be forced to focus his

defenses at one point at a time. In other words, if you attack his base

from two sides, then his defenses would only work on one of your attack

squads! Now, before you are allowed to take control of your units, you

will find a Particle Cannon tearing through an area to the northeast of

your command center! General Townes taunts, "Hey General! I've drawn the

line in the sand! Now I dare you to cross it! Come and get me General!"

Now, you can play.

*****PLAYING AS GENERAL ALEXIS ALEXANDER*****

Step 1: Build your base and occupy the southern edge of the map

OK, start building your base. You will notice that General "Pinpoint"

Townes would have 2 Particle Cannons ready for you! Oh dear! That is why

securing resources is a top priority as you will need a lot of cash to

rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad

to the east, send Rangers to capture them. Then to eliminate the threat

of the Particle Cannons, I suggest you quickly tech up and build a squadron

of Aurora Alpha Bombers. (Don't worry if one of the Particle Cannons is

set off, as General Townes most likely will be targeting your Command Centre

or one of your Patriot Missiles. Build them far away from your other

structures to prevent the beam from hitting them!) Order your Aurora Alpha

Bombers to target the region between the two Particle Cannons, then, the

explosion, in addition to the large shock the fuel air bomb creates will

wipe the Particle Cannons out for sure. Set your battle strategy to

Bombardment to make sure it works.



Oh, another thing, as a safety precaution, I suggest you build at least

two of the same production structure and far away from other structure

to prevent the particle cannons from engulfing them all at once. Later

in the game, Colonel Burton will be sent to attack your base. Therefore

it is always wise to place some sentry drones with machine guns here and

there to protect your vital structures. Map dominating is an important

strategy in this mission, as the more structures you have, the more targets

are there to focus on for General Granger, and hence even if he sets off

his Particle Cannons, you will not be doomed! In fact, try to occupy the

entire southwestern quadrant of the map!



Step 2: Attack General Townes' base

To save money, start building Supply Drop Zones. Once you have enough money,

build more squadrons of Aurora Alpha Bombers, supported with Humvees ,

Avengers and Tomahawk Missiles from the ground. Have the Aurora Alphas

target various buildings inside General Townes' Base, and the whole place

will be a tomb. Then, you can make use of your Humvees and Tomahawk Missiles

to clear up any stragglers inside his base!



*****PLAYING AS GENERAL MALCOLM "ACE" GRANGER*****

Step 1: Build your base and occupy the southern edge of the map

OK, start building your base. You will notice that General "Pinpoint"

Townes would have 2 Particle Cannons ready for you! Oh dear! That is why

securing resources is a top priority as you will need a lot of cash to

rebuild all the buildings you will lose to the particle cannons!



Fortunately, there is an oil derrick to the northwest, and a repair pad

to the east, send Rangers to capture them. Then to eliminate the threat

of the Particle Cannons, I suggest you quickly tech up and build a squadron

of Aurora Bombers. (Don't worry if one of the Particle Cannons is set off,

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as General Townes most likely will be targeting your Command Centre or

one of your Patriot Missiles. Build them far away from your other structures

to prevent the beam from hitting them!) If you are quick enough, you should

be able to destroy at least one of their particle cannons. Well, you have

crossed the line, and you also have hit him hard too!



Oh, another thing, as a safety precaution, I suggest you build at least

two of the same production structure and far away from other structure

to prevent the particle cannons from engulfing them all at once. Later

in the game, Colonel Burton will be sent to attack your base. Therefore

it is always wise to place some sentry drones with machine guns here and

there to protect your vital structures. Map dominating is an important

strategy in this mission, as the more structures you have, the more targets

are there to focus on for General Granger, and hence even if he sets off

his Particle Cannons, you will not be doomed! In fact, try to occupy the

entire southwestern quadrant of the map!

Step 2: Attack General Townes' base

To save money, start building Supply Drop Zones. Once you have enough money,

build two squadrons of Stealth Comanches, supported with Avengers and

Tomahawk Missiles from the ground. Have one of your teams strike from the

Southwest and the other from the Southeast. Once the southern perimeter

is breached, it would only be a matter of time before General Townes' base

is destroyed. Remember to use the Tomahawks against the Laser Defense

Turrets before sending the Comanches in!

*****PLAYING AS DR. THRAX*****

Step 1: Build your base and occupy the southern edge of the map

OK, start building your base. You will notice that General "Pinpoint"

Townes would have 2 Particle Cannons ready for you! Oh dear! That is why

securing resources is a top priority as you will need a lot of cash to

rebuild all the buildings you will lose to the particle cannons!



Fortunately, there is an oil derrick to the northwest, and a repair pad

to the east, send Toxin Rebels to capture them. Don't worry if one of the

Particle Cannons is set off, as General Townes most likely will be targeting

your Command Centre or one of your Stinger Sites. Build them far away from

your other structures to prevent the beam from hitting them!



Oh, another thing, as a safety precaution, I suggest you build at least

two of the same production structure and far away from other structure

to prevent the particle cannons from engulfing them all at once. Later

in the game, Colonel Burton will be sent to attack your base. Therefore

it is always wise to place some Toxin Networks in a long line along the

car bridge that runs from the northwest to the southeast. Map dominating

is an important strategy in this mission, as the more structures you have,

the more targets are there to focus on for General Granger, and hence even

if he sets off his Particle Cannons, you will not be doomed! In fact, try

to occupy the entire southwestern quadrant of the map! Street fighting

is a very important element of this level. Try to garrison RPG Troopers

and Toxin Rebels inside the buildings near the southern perimeter of

Malcolm Granger's base to hold those Laser Tanks and Avengers back.

Once it is available, the Cash Bounty General Ability would be very vital

to your survival! Try to build as many Black Markets as you can before

the first Particle Cannon is set off. You have 4 minutes.

Step 2: Attack the base

Once you have enough money, build two teams of Scorpion Tanks and Quad

Cannons, supported with SCUD Launchers and Rocket Buggies from behind.

Have one of your teams strike from the Southwest and the other from the

Southeast. Once the southern perimeter is breached, it would only be a

matter of time before General Townes' base is destroyed. Remember to use

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the SCUD Launchers against the Laser Defense Turrets before sending the

rest of your units in!



*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****

Step 1: Build your base and occupy the southern edge of the map

OK, start building your base. You will notice that General "Pinpoint"

Townes would have 2 Particle Cannons ready for you! Oh dear! That is why

securing resources is a top priority as you will need a lot of cash to

rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad

to the east, send Rebels to capture them. Don't worry if one of the Particle

Cannons is set off, as General Townes most likely will be targeting your

Command Centre or one of your Stinger Sites. Build them far away from your

other structures to prevent the beam from hitting them!



Oh, another thing, as a safety precaution, I suggest you build at least

two of the same production structure and far away from other structure

to prevent the particle cannons from engulfing them all at once. Later

in the game, Colonel Burton will be sent to attack your base. Therefore

it is always wise to place some Tunnel Networks in a long line along the

car bridge that runs from the northwest to the southeast. Map dominating

is an important strategy in this mission, as the more structures you have,

the more targets are there to focus on for General Granger, and hence even

if he sets off his Particle Cannons, you will not be doomed! In fact, try

to occupy the entire southwestern quadrant of the map! Street fighting

is a very important element of this level. Try to garrison RPG Troopers

and Rebels inside the buildings near the southern perimeter of Malcolm

Granger's base to hold those Laser Tanks and Avengers back.



Once it is available, the Cash Bounty General Ability would be very vital

to your survival! Try to build as many Black Markets as you can before

the first Particle Cannon is set off. You have 4 minutes.



Step 2: Attack the base

Once you have enough money, build two teams of Scorpion Tanks and Quad

Cannons, supported with SCUD Launchers and Rocket Buggies from behind.

Have one of your teams strike from the Southwest and the other from the

Southeast. Once the southern perimeter is breached, it would only be a

matter of time before General Townes' base is destroyed. Remember to use

the SCUD Launchers against the Laser Defense Turrets before sending the

rest of your units in!



*****PLAYING AS PRINCE KASSAD*****

Step 1: Build your base and occupy the southern edge of the map

OK, start building your base. You will notice that General "Pinpoint"

Townes would have 2 Particle Cannons ready for you! Oh dear! That is why

securing resources is a top priority as you will need a lot of cash to

rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad

to the east, send Rebels to capture them. Don't worry if one of the Particle

Cannons is set off, as General Townes most likely will be targeting your

Command Centre or one of your Stinger Sites. Build them far away from your

other structures to prevent the beam from hitting them!

Oh, another thing, as a safety precaution, I suggest you build at least

two of the same production structure and far away from other structure

to prevent the particle cannons from engulfing them all at once. Later

in the game, Colonel Burton will be sent to attack your base. Therefore

it is always wise to place some Tunnel Networks in a long line along the

car bridge that runs from the northwest to the southeast. Map dominating

is an important strategy in this mission, as the more structures you have,

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the more targets are there to focus on for General Granger, and hence even

if he sets off his Particle Cannons, you will not be doomed! In fact, try

to occupy the entire southwestern quadrant of the map! Street fighting

is a very important element of this level. Try to garrison RPG Troopers

and Rebels inside the buildings near the southern perimeter of Malcolm

Granger's base to hold those Laser Tanks and Avengers back.



Once it is available, the Cash Bounty General Ability would be very vital

to your survival! Try to build as many Black Markets as you can before

the first Particle Cannon is set off. You have 4 minutes.

Step 2: Attack the base

Once you have enough money, build two teams of Quad Cannons, supported

with Rocket Buggies from behind. Have one of your teams strike from the

Southwest and the other from the Southeast. Once the southern perimeter

is breached, it would only be a matter of time before General Townes' base

is destroyed. Remember to use the Rocket Buggies against the Laser Defense

Turrets before sending the rest of your units in!



*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****

Step 1: Build your base and occupy the southern edge of the map

OK, start building your base. You will notice that General "Pinpoint"

Townes would have 2 Particle Cannons ready for you! Oh dear! That is why

securing resources is a top priority as you will need a lot of cash to

rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad

to the east, send Minigunners to capture them. Don't worry if one of the

Particle Cannons is set off, as General Townes most likely will be targeting

your Command Centre or one of your Gattling Cannons. Build them far away

from your other structures to prevent the beam from hitting them!

Oh, another thing, as a safety precaution, I suggest you build at least

two of the same production structure and far away from other structure

to prevent the particle cannons from engulfing them all at once. Later

in the game, Colonel Burton will be sent to attack your base. Therefore

it is always wise to place some Gattling Cannons in a line along the long

car bridge that goes from the northwest to the southeast to protect your

vital structures. Map dominating is an important strategy in this mission,

as the more structures you have, the more targets are there to focus on

for General Granger, and hence even if he sets off his Particle Cannons,

you will not be doomed! In fact, try to occupy the entire southwestern

quadrant of the map! Street fighting is a very important element of this

level. Try to garrison Tank Hunters and Minigunners inside the buildings

near the southern perimeter of Malcolm Granger's base to hold those Laser

Tanks and Avengers back.



Try to train as many Super Hackers as possible before the first Particle

Cannon is set off. Place them in the southwest of your base far away from

any other structures and let them hack in peace. Later, you can build an

Internet Centre somewhere else and have more Super Hackers hack inside

to generate money even faster than before.

Step 2: Control the land just outside General Townes' base, destroy the

Particle Cannons

It seems that if you have taken the buildings to the northwestern end of

your quadrant, you will find them facing the southwestern perimeter of

General Townes' base! Well, things are closer to use than it seems. Send

a small detachment of Attack Outpost, Assault Troop Transports and Nuke

Cannons to fire away at the defenses and hold the area before you send

in more troops. (If you want to have more fun, consider stretching your

buildings along the entire southern edge of the map! To get rid of the

two Particle Cannons, build a Nuclear Silo, now, General Townes will focus

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his Particle Cannon attacks (no pun intended) on it, and when the Nuke

is ready, fire them at the two Particle Cannons and follow up with an

Artillery Barrage. This will eliminate the threat for good.

Step 3: Attack the base from 3 directions

Once you have enough money, build two teams of Assault Troop Transports,

Attack Outposts and ECM Tanks, supported with Nuke Cannons (If you like

the explosions) or Inferno Cannons (If you like to hear the scream of the

enemy burning to death) from behind. Have one of your teams strike from

the Southwest and the other from the Southeast. Once the southern perimeter

is breached, it would only be a matter of time before General Townes' base

is destroyed. Remember to use the artillery against the Laser Defense

Turrets before sending the rest of your units in!

*****PLAYING AS GENERAL TA HWUN KWAI*****

Step 1: Build your base and occupy the southern edge of the map

OK, start building your base. You will notice that General "Pinpoint"

Townes would have 2 Particle Cannons ready for you! Oh dear! That is why

securing resources is a top priority as you will need a lot of cash to

rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad

to the east, send Red Guards to capture them. Don't worry if one of the

Particle Cannons is set off, as General Townes most likely will be targeting

your Command Centre or one of your Gattling Cannons. Build them far away

from your other structures to prevent the beam from hitting them!

Oh, another thing, as a safety precaution, I suggest you build at least

two of the same production structure and far away from other structure

to prevent the particle cannons from engulfing them all at once. Later

in the game, Colonel Burton will be sent to attack your base. Therefore

it is always wise to place some Gattling Cannons in a line along the long

car bridge that goes from the northwest to the southeast to protect your

vital structures. Map dominating is an important strategy in this mission,

as the more structures you have, the more targets are there to focus on

for General Granger, and hence even if he sets off his Particle Cannons,

you will not be doomed! In fact, try to occupy the entire southwestern

quadrant of the map! Street fighting is a very important element of this

level. Try to garrison Tank Hunters and Red Guards inside the buildings

near the southern perimeter of Malcolm Granger's base to hold those Laser

Tanks and Avengers back.



Try to train as many Hackers as possible before the first Particle Cannon

is set off. Place them in the southwest of your base far away from any

other structures and let them hack in peace. Later, you can build an

Internet Centre somewhere else and have more Hackers hack inside to

generate money even faster than before.



Step 2: Control the land just outside General Townes' base, destroy the

Particle Cannons

It seems that if you have taken the buildings to the northwestern end of

your quadrant, you will find them facing the southwestern perimeter of

General Townes' base! Well, things are closer to use than it seems. Send

a small detachment of Gattling Cannons and Emperor Tanks to hold back the

tanks charging out of that exit. Fire away at the defenses if you feel

confident enough to do so. (If you want to have more fun, consider

stretching your buildings along the entire southern edge of the map! To

get rid of the two Particle Cannons, build a Nuclear Silo, now, General

Townes will focus his Particle Cannon attacks (no pun intended) on it,

and when the Nuke is ready, fire them at the two Particle Cannons and follow

up with an Artillery Barrage. This will eliminate the threat for good.



Step 3: Attack the base from 3 directions

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Once you have enough money, build two teams of Emperor, Gattling Tanks

and ECM Tanks. Have one of your teams strike from the Southwest and the

other from the Southeast. Once the southern perimeter is breached, it would

only be a matter of time before General Townes' base is destroyed. Remember

that you will have to send your units right into the fire as you have no

artillery. Good luck!



*****PLAYING AS GENERAL CLEAR STONE*****

1. Build your base and occupy the southern edge of the map

OK, start building your base. You will notice that General "Pinpoint"

Townes would have 2 Particle Cannons ready for you! Oh dear! That is why

securing resources is a top priority as you will need a lot of cash to

rebuild all the buildings you will lose to the particle cannons!

Fortunately, there is an oil derrick to the northwest, and a repair pad

to the east, send Red Guards to capture them. Don't worry if one of the

Particle Cannons is set off, as General Townes most likely will be targeting

your Command Centre or one of your Gattling Cannons. Build them far away

from your other structures to prevent the beam from hitting them!

Oh, another thing, as a safety precaution, I suggest you build at least

two of the same production structure and far away from other structure

to prevent the particle cannons from engulfing them all at once. Later

in the game, Colonel Burton will be sent to attack your base. Therefore

it is always wise to place some Gattling Cannons in a line along the long

car bridge that goes from the northwest to the southeast to protect your

vital structures. Map dominating is an important strategy in this mission,

as the more structures you have, the more targets are there to focus on

for General Granger, and hence even if he sets off his Particle Cannons,

you will not be doomed! In fact, try to occupy the entire southwestern

quadrant of the map! Street fighting is a very important element of this

level. Try to garrison Tank Hunters and Red Guards inside the buildings

near the southern perimeter of Malcolm Granger's base to hold those Laser

Tanks and Avengers back.



Try to train as many Hackers as possible before the first Particle Cannon

is set off. Place them in the southwest of your base far away from any

other structures and let them hack in peace. Later, you can build an

Internet Centre somewhere else and have more Hackers hack inside to

generate money even faster than before.

Step 2: Control the land just outside General Townes' base, destroy the

Particle Cannons

It seems that if you have taken the buildings to the northwestern end of

your quadrant, you will find them facing the southwestern perimeter of

General Townes' base! Well, things are closer to use than it seems. Send

a small detachment of Gattling Cannons and Nuke Cannons to fire away at

the defenses and hold the area before you send in more troops. (If you

want to have more fun, consider stretching your buildings along the entire

southern edge of the map! To get rid of the two Particle Cannons, build

a Nuclear Silo, now, General Townes will focus his Particle Cannon attacks

(no pun intended) on it, and when the Nuke is ready, fire them at the two

Particle Cannons and follow up with an Artillery Barrage. This will

eliminate the threat for good.



Step 3: Attack the base from 3 directions

Once you have enough money, build two teams of Overlord Tanks, Gattling

Tanks and ECM Tanks, supported with Nuke Cannons (If you like the explosions)

or Inferno Cannons (If you like to hear the scream of the enemy burning

to death) from behind. Have one of your teams strike from the Southwest

and the other from the Southeast. Once the southern perimeter is breached,

it would only be a matter of time before General Townes' base is destroyed.

Remember to use the artillery against the Laser Defense Turrets before

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sending the rest of your units in!



---------------------------------------

d. GLA Toxin General: Dr. Thrax [CGD6D]

---------------------------------------

You first get a glimpse of Dr. Thrax's veiled face in the loading screen,

and he taunts, "That button was poisoned! You're already dead!" Ha ha ha!

That's funny! Then you can get an overview of his installations, as well

as a rather green river, very unnaturally green, in fact! "Now, don't think

that I don't know that your spies are flying over my base. But please,

look all you wish! As it may be your last time you will ever see my stronghold.

As you can see, my defenses, are impenetrable! And, my toxic weapon system

will poison your troops long before they reach my main base! Be prepared,

to tell your three-eyed grandchildren of your defeat this day! Ha ha ha!"

That's the craziest taunt I have ever heard, after all, how can you have

"three-eyed-grandchildren" (Very few chemicals make people mutate and

stuff)? Anyway, you are now left to play. Build up your base now.



*****PLAYING AS GENERAL ALEXIS ALEXANDER*****

Step 1: Build your base and control the island you are on

As soon as you start, build your base, and all the other essentials,

particularly at least one airfield so that you can build Aurora Alpha

Bombers. Also capture the two Oil Derricks on your island. Then tech up

and build some Tomahawk Missiles. Look around the island you are on. There

are two Stinger Sites and two Toxin Networks guarding the bridges. Your

first priority will be to destroy them so you can cross the bridges. Build

some Comanches to hold off all the Toxin Tractors they pit against you.

They cannot fight back, really, only the occasional Quad Cannon that is

almost always the minority in their attack force. Also, make sure you build

at least 4 EMP Patriot Missiles on the northern shore of your base, as

when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will

come and drop an Anthrzx Bomb into your base. Not very good for your

construction dozers, right?



Step 2: Destroy the SCUD Storm

Send your Comanches across the bridge, and destroy the Stinger Site and

hold that junction. Place a sentry drone to detect the occasional Jarmen

Kell. Now, you would have gained enough experience to move up to a 4 Star

General, and Dr. Thrax may have built a SCUD Storm. You are really a lucky

person to be General Alexander. Use your General Points on a Level 3 A-10

Strike and a Level 1 Sceptre Gunship. Use the Aurora Alpha Bombers to target

the SCUD Storm, then perform an A-10 Strike, then use the Scepter Gunship

to blow it up! If the hole remains, send an Aurora Bomber to finish it

off, or you can just build and use your own Particle Cannon! If Dr. Thrax

ever rebuilds his SCUD Storm, all you need to do is, well, repeat the above

procedures again and again!



Step 3: Overrun his base with Stealth Comanches

Now, the last thing on the agenda is to destroy Dr. Thrax's base. The good

thing is that even one single Aurora Alpha Bomber can kill lots of people,

so, first, build a team of Humvees, Tomahawks and Avengers on standby,

and then order different Auroras to hit different parts of his base. Then,

the whole base would be rather flat. Then, you can just send your ground

forces in to do the mop up and that will be the end of Dr. Thrax!



*****PLAYING AS GENERAL MALCOLM "ACE" GRANGER*****

Step 1: Build your base and control the island you are on

As soon as you start, build your base, and all the other essentials,

particularly at least one airfield so that you can build Comanches. Also

capture the two Oil Derricks on your island. Then tech up and build some

Tomahawk Missiles. Look around the island you are on. There are two Stinger

Sites and two Toxin Networks guarding the bridges. Your first priority

will be to destroy them so you can cross the bridges. Build more Comanches

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to hold off all the Toxin Tractors they pit against you. They cannot fight

back, really, only the occasional Quad Cannon that is almost always the

minority in their attack force. Also, make sure you build at least 4 Patriot

Missiles on the northern shore of your base, as when you hear Dr. Thrax

say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrzx

Bomb into your base. Not very good for your construction dozers, right?



Step 2: Destroy the SCUD Storm

Send your Comanches across the bridge, and destroy the Stinger Site and

hold that junction. Place a sentry drone to detect the occasional Jarmen

Kell. Now, you would have gained enough experience to move up to a 4 Star

General, and Dr. Thrax may have built a SCUD Storm. You are really a lucky

person to be General Granger. Use your General Points on a Level 3 A-10

Strike and a Level 1 Sceptre Gunship. Use the Carpet Bomb to target the

SCUD Storm, then perform an A-10 Strike, then use the Scepter Gunship to

blow it up! If the hole remains, send an Aurora Bomber to finish it off,

or you can just build and use your own Particle Cannon! If Dr. Thrax ever

rebuilds his SCUD Storm, all you need to do is, well, repeat the above

procedures again and again!

Step 3: Overrun his base with Stealth Comanches

Now, the last thing on the agenda is to destroy Dr. Thrax's base. The good

thing about Comanches is that there is no where that they cannot go. So,

build a very very large squadron of Comanches (over 30) and send them into

Dr. Thrax's base! Don't worry, they will act like locusts over a large

wheat field. The rest, I leave it to your imagination. The only thing you

should be aware of is that the Palace is fully garrisoned with RPG Troopers.

Use Aurora Bombers or some of your bombs, I don't care! Destroy the palace

and nothing should stop you from winning.



*****PLAYING AS GENERAL "PINPOINT" TOWNES*****

Step 1: Build your base and control the island you are on

As soon as you start, build your base, and all the other essentials,

particularly at least two War Factories so that you can build laser weapons

in a jiffy. Also capture the two Oil Derricks on your island. Then tech

up and build some Avengers. Look around the island you are on. There are

two Stinger Sites and two Toxin Networks guarding the bridges. Your first

priority will be to destroy them so you can cross the bridges. Build more

Laser Tanks to hold off all the Toxin Tractors they pit against you. (Watch

your power meter!) They cannot fight back, really, only the occasional

Quad Cannon that is almost always the minority in their attack force. Also,

make sure you build at least 4 Laser Defense Turrets on the northern shore

of your base, as when you hear Dr. Thrax say, "Anthrax! It does a body

bad!", a plane will come and drop an Anthrzx Bomb into your base. Not very

good for your construction dozers, right?

Step 2: Destroy the SCUD Storm

Send your Avengers and Laser Tanks across the bridge, and destroy the

Stinger Site and hold that junction. Place a sentry drone to detect the

occasional Jarmen Kell. Now, you would have gained enough experience to

move up to a 4 Star General, and Dr. Thrax may have built a SCUD Storm.

Although you are not really a lucky person as General Granger, you still

get to use the A-10 Strike. Just build and use your own Particle Cannon!

Zap it onto his SCUD Storm and then follow up with the A-10 Strike. It

should be rather hard for their air defenses to stop, as there are 3 of

them going at once. Then you can say bye-bye to their SCUD Storm! If Dr.

Thrax ever rebuilds his SCUD Storm, all you need to do is, well, repeat

the above procedures again and again!



Step 3: Overrun his base with Lasers and more Lasers

Now, the last thing on the agenda is to destroy Dr. Thrax's base. The good

thing about Laser Tanks is that they are always calibrated so precisely

that they never miss. So, build a very very large battalion of Laser Tanks

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(over 30) and send them into Dr. Thrax's base! Don't worry, they will act

like locusts over a large wheat field. The rest, I leave it to your

imagination. The only thing you should be aware of is that the Palace is

fully garrisoned with RPG Troopers. Use Aurora Bombers or some of your

bombs, I don't care! Destroy the palace and nothing should stop you from

winning. Of course, to play safe, always have a Sentry Drone and Avenger

to follow up to detect any Demo Traps and to stop those chemical RPGs from

hitting your units!



*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****

Step 1: Build your base and control the island you are on

As soon as you start, build your base, and all the other essentials,

particularly at least two Arms Dealers so that you can build vehicles in

a jiffy. Also capture the two Oil Derricks on your island. Then tech up

and build some SCUD Launchers supported by some Scorpion Tanks. Look around

the island you are on. There are two Stinger Sites and two Toxin Networks

guarding the bridges. Your first priority will be to destroy them so you

can cross the bridges. Move your units across the northern bridge

(destroying the artillery platform beforehand) in order to hold off all

the Toxin Tractors they pit against you. Also send some units to guard

the eastern bridge, at the mean time destroying the Artillery Platform

on the eastern side as well. Dr. Thrax's forces cannot hit you hard, really,

only the occasional Quad Cannon that is almost always the minority in their

attack force. Also, make sure you build at least 4 Stinger Sites on the

northern shore of your base, as when you hear Dr. Thrax say, "Anthrax!

It does a body bad!", a plane will come and drop an Anthrzx Bomb into your

base. Not very good for your workers and other units, right?



Step 2: Prepare for the SCUD Storm

Send your small Expeditionary Force over to the junction near the mountain

pass, and destroy the Stinger Site and hold that junction. Place Radar

Van to detect the occasional Jarmen Kell. Now, you would have gained enough

experience to move up to a 4 Star General, and Dr. Thrax may have built

a SCUD Storm. This is just one of the main problems you will face in the

game, as you have no air units nor any quick bombardment abilities. But

still, you CAN fortify your buildings, and they may have you cushion the

effects of all those toxic missiles, and of course, your buildings can

rebuild from their holes.



Step 3: Take control of the island to the east

The island to the east has two more oil derricks that you can capture,

and is rather empty, therefore you can always take the island and build

an auxiliary base there. Therefore, send a small group of about 8 Scorpion

Tanks and 3 SCUD Launchers to destroy all the presence of Dr. Thrax's troops

on the island, and of course, get rid of the Stinger Site and the Tunnel

Network over there. Congrats, you have control of the entire southern part

of the map!



Step 4: Perform a 2-prong attack on Dr. Thrax's base

As you can see, Dr. Thrax's base has a heavily guarded front door, as well

as a not so heavily guarded backdoor to the northwest. Therefore, you can

always perform a two prong attack to sandwich him in the middle! Now, let's

call the team by the mountain pass Team 1, and the team on the eastern

island Team 2, shall we? The first order of business to have Team 1 and

Team 2 to both have at least 15 Scorpion Tanks and 3-4 SCUD Launchers.

Then, send Team 2 across the bridge to the north, and send them into the

village. They are now directly across the bridge east to Team 1, then you

can send Team 1 to the north across the heavily mined corridor between

the mountains, use a Radar Van to scan for the Demo Traps so you can destroy

them. Then when Team 1 has reached the other end of the corridor, have

them destroy the Toxin Network and the Stinger Site. See? It's poorly

guarded there. Have them stand ground. Now, switch to Team 2, and have

them fight their way to the supply stash. Now, the rest is up to you when

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the business of destroying the remaining parts of Dr. Thrax's base is

concerned. I am sure he can feel what a big crunch is like!



*****PLAYING AS PRINCE KASSAD*****

Step 1: Build your base and control the island you are on

As soon as you start, build your base, and all the other essentials,

particularly at least two Arms Dealers so that you can build vehicles in

a jiffy. Also capture the two Oil Derricks on your island. Then tech up

and build some Rocket Buggies supported by some Quad Cannons. Look around

the island you are on. There are two Stinger Sites and two Toxin Networks

guarding the bridges. Your first priority will be to destroy them so you

can cross the bridges. Move your units across the northern bridge

(destroying the artillery platform beforehand) in order to hold off all

the Toxin Tractors they pit against you. Also send some units to guard

the eastern bridge, at the mean time destroying the Artillery Platform

on the eastern side as well. Dr. Thrax's forces cannot hit you hard, really,

only the occasional Quad Cannon that is almost always the minority in their

attack force. Also, make sure you build at least 4 Stinger Sites on the

northern shore of your base, as when you hear Dr. Thrax say, "Anthrax!

It does a body bad!", a plane will come and drop an Anthrax Bomb into your

base. Not very good for your workers and other units, right?



Step 2: Prepare for the SCUD Storm

Send your small Expeditionary Force over to the junction near the mountain

pass, and destroy the Stinger Site and hold that junction. Place Radar

Van to detect the occasional Jarmen Kell. Now, you would have gained enough

experience to move up to a 4 Star General, and Dr. Thrax may have built

a SCUD Storm. This is just one of the main problems you will face in the

game, as you have no air units nor any quick bombardment abilities. But

still, you CAN fortify your buildings, and they may have you cushion the

effects of all those toxic missiles, and of course, your buildings can

rebuild from their holes.



Step 3: Take control of the island to the east

The island to the east has two more oil derricks that you can capture,

and is rather empty, therefore you can always take the island and build

an auxiliary base there. Therefore, send a small group of about 8 Scorpion

Tanks and 3 SCUD Launchers to destroy all the presence of Dr. Thrax's troops

on the island, and of course, get rid of the Stinger Site and the Tunnel

Network over there. Congrats, you have control of the entire southern part

of the map!



Step 4: Perform a 2-prong attack on Dr. Thrax's base

As you can see, Dr. Thrax's base has a heavily guarded front door, as well

as a not so heavily guarded backdoor to the northwest. Therefore, you can

always perform a two prong attack to sandwich him in the middle! Now, let's

call the team by the mountain pass Team 1, and the team on the eastern

island Team 2, shall we? The first order of business to have Team 1 and

Team 2 to both have at least 15 Quad Cannons and 3-4 Rocket Buggies. Then,

send Team 2 across the bridge to the north, and send them into the village.

They are now directly across the bridge east to Team 1, then you can send

Team 1 to the north across the heavily mined corridor between the mountains,

use a Radar Van to scan for the Demo Traps so you can destroy them. Then

when Team 1 has reached the other end of the corridor, have them destroy

the Toxin Network and the Stinger Site. See? It's poorly guarded there.

Have them stand ground. Now, switch to Team 2, and have them fight their

way to the supply stash. Now, the rest is up to you when the business of

destroying the remaining parts of Dr. Thrax's base is concerned. I am sure

he can feel what a big crunch is like!

*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****

Step 1: Build your base and control the island you are on

As soon as you start, build your base, and all the other essentials,

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particularly at least two War Factories so that you can build vehicles

in a jiffy. Also capture the two Oil Derricks on your island. Then tech

up and build some Nuke Cannons supported by some Assault Troop Transports.

Look around the island you are on. There are two Stinger Sites and two

Toxin Networks guarding the bridges. Your first priority will be to destroy

them so you can cross the bridges. Move your units across the northern

bridge (destroying the artillery platform beforehand) in order to hold

off all the Toxin Tractors they pit against you. Also send some units to

guard the eastern bridge, at the mean time destroying the Artillery

Platform on the eastern side as well. Dr. Thrax's forces cannot hit you

hard, really, only the occasional Quad Cannon that is almost always the

minority in their attack force. Also, make sure you build at least 4

Gattling Cannons on the northern shore of your base, as when you hear Dr.

Thrax say, "Anthrax! It does a body bad!", a plane will come and drop an

Anthrzx Bomb into your base. Not very good for your Construction Dozers

and other units, right? Particularly you have so many infantry units for

him to poison.



Step 2: Destroy the SCUD Storm

Send your small Expeditionary Force over to the junction near the mountain

pass, and destroy the Stinger Site and hold that junction. Place an Assault

Helix fully loaded with Tank Hunters on stand by. Now, you would have gained

enough experience to move up to a 4 Star General, and Dr. Thrax may have

built a SCUD Storm. You are really a lucky person to have chosen General

Clear Stone. Use your General Points on a Level 3 Artillery Barrage and

a Carpet Bomber. Use the Carpet Bomber to target the SCUD Storm, then send

in the Artillery Barrage! The hole will remain, but at least, the launching

of the SCUD Storm is deferred! Build a Nuke and let it count down. Then

when it is ready, Nuke the SCUD Storm and follow up with the Artillery

Barrage! If Dr. Thrax ever rebuilds his SCUD Storm, all you need to do

is, well, repeat the above procedures again and again!

Step 3: Take control of the island to the east

The island to the east has two more oil derricks that you can capture,

and is rather empty, therefore you can always take the island and build

an auxiliary base there. Therefore, send a small group of about 5 Assault

Troop Transports and 5 Attack Outposts to destroy all the presence of Dr.

Thrax's troops on the island, and of course, get rid of the Stinger Site

and the Tunnel Network over there. Congrats, you have control of the entire

southern part of the map!

Step 4: Perform a 2-prong attack on Dr. Thrax's base

As you can see, Dr. Thrax's base has a heavily guarded front door, as well

as a not so heavily guarded backdoor to the northwest. Therefore, you can

always perform a two prong attack to sandwich him in the middle! Now, let's

call the team by the mountain pass Team 1, and the team on the eastern

island Team 2, shall we? The first order of business to have Team 1 and

Team 2 to both have at least 3 Nuke Cannons, 4 Assault Troop Transports

and 5 Attack Outposts. Then, send Team 2 across the bridge to the north,

and send them into the village. They are now directly across the bridge

east to Team 1, then you can send Team 1 to the north across the heavily

mined corridor between the mountains, use the sensors on your Assault Troop

Transports to scan for the Demo Traps so you can destroy them. Then when

Team 1 has reached the other end of the corridor, have them destroy the

Toxin Network and the Stinger Site. See? It's poorly guarded there. Have

them stand ground. Now, switch to Team 2, and have them fight their way

to the supply stash. Now, the rest is up to you when the business of

destroying the remaining parts of Dr. Thrax's base is concerned. I am sure

he can feel what a big crunch is like!

*****PLAYING AS GENERAL TA HWUN KWAI*****

Step 1: Build your base and control the island you are on

As soon as you start, build your base, and all the other essentials,

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particularly at least two War Factories so that you can build vehicles

in a jiffy. Also capture the two Oil Derricks on your island. Then tech

up and build some Emperor Tanks. Look around the island you are on. There

are two Stinger Sites and two Toxin Networks guarding the bridges. Your

first priority will be to destroy them so you can cross the bridges. Move

your units across the northern bridge (destroying the artillery platform

beforehand) in order to hold off all the Toxin Tractors they pit against

you. Also send some units to guard the eastern bridge, at the mean time

destroying the Artillery Platform on the eastern side as well. Dr. Thrax's

forces cannot hit you hard, really, only the occasional Quad Cannon that

is almost always the minority in their attack force. Also, make sure you

build at least 4 Gattling Cannons on the northern shore of your base, as

when you hear Dr. Thrax say, "Anthrax! It does a body bad!", a plane will

come and drop an Anthrzx Bomb into your base. Not very good for your

Construction Dozers and other units, right?



Step 2: Destroy the SCUD Storm

Send your small Expeditionary Force over to the junction near the mountain

pass, and destroy the Stinger Site and hold that junction. Place a Helix

with a Gattling Cannon above to detect the occasional Jarmen Kell. Now,

you would have gained enough experience to move up to a 4 Star General,

and Dr. Thrax may have built a SCUD Storm. Therefore, you may want to build

your own Nuclear Missile Silo way before his SCUD Storm is built, then

once your Nuke is ready, you can launch the Nuke at his SCUD Storm, and

then follow up with the Level 3 Artillery Barrage. That way, the SCUD Storm

can be eliminated. If Dr. Thrax ever rebuilds his SCUD Storm, all you need

to do is, well, repeat the above procedures again and again!



Step 3: Take control of the island to the east

The island to the east has two more oil derricks that you can capture,

and is rather empty, therefore you can always take the island and build

an auxiliary base there. Therefore, send a small group of about 3 Emperor

Tanks to destroy all the presence of Dr. Thrax's troops on the island,

and of course, get rid of the Stinger Site and the Tunnel Network over

there. Congrats, you have control of the entire southern part of the map!

Step 4: Perform a 2-prong attack on Dr. Thrax's base

As you can see, Dr. Thrax's base has a heavily guarded front door, as well

as a not so heavily guarded backdoor to the northwest. Therefore, you can

always perform a two prong attack to sandwich him in the middle! Now, let's

call the team by the mountain pass Team 1, and the team on the eastern

island Team 2, shall we? The first order of business to have Team 1 and

Team 2 to both have at least 6 Emperor Tanks. Then, send Team 2 across

the bridge to the north, and send them into the village. They are now

directly across the bridge east to Team 1, then you can send Team 1 to

the north across the heavily mined corridor between the mountains, use

the Gattling Cannons on top of your Emperor Tanks to scan for the Demo

Traps so you can destroy them. Then when Team 1 has reached the other end

of the corridor, have them destroy the Toxin Network and the Stinger Site.

See? It's poorly guarded there. Have them stand ground. Now, switch to

Team 2, and have them fight their way to the supply stash. Now, the rest

is up to you when the business of destroying the remaining parts of Dr.

Thrax's base is concerned. I am sure he can feel what a big crunch is like!

*****PLAYING AS GENERAL MALCOLM ACE GRANGER*****

Step 1: Build your base and control the island you are on

As soon as you start, build your base, and all the other essentials,

particularly at least one airfield so that you can build Comanches. Also

capture the two Oil Derricks on your island. Then tech up and build some

Tomahawk Missiles. Look around the island you are on. There are two Stinger

Sites and two Toxin Networks guarding the bridges. Your first priority

will be to destroy them so you can cross the bridges. Build more Comanches

to hold off all the Toxin Tractors they pit against you. They cannot fight

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back, really, only the occasional Quad Cannon that is almost always the

minority in their attack force. Also, make sure you build at least 4 Patriot

Missiles on the northern shore of your base, as when you hear Dr. Thrax

say, "Anthrax! It does a body bad!", a plane will come and drop an Anthrzx

Bomb into your base. Not very good for your construction dozers, right?



Step 2: Destroy the SCUD Storm

Send your Comanches across the bridge, and destroy the Stinger Site and

hold that junction. Place a sentry drone to detect the occasional Jarmen

Kell. Now, you would have gained enough experience to move up to a 4 Star

General, and Dr. Thrax may have built a SCUD Storm. You are really a lucky

person to be General Granger. Use your General Points on a Level 3 A-10

Strike and a Level 1 Sceptre Gunship. Use the Carpet Bomb to target the

SCUD Storm, then perform an A-10 Strike, then use the Scepter Gunship to

blow it up! If the hole remains, send an Aurora Bomber to finish it off,

or you can just build and use your own Particle Cannon! If Dr. Thrax ever

rebuilds his SCUD Storm, all you need to do is, well, repeat the above

procedures again and again!



Step 3: Overrun his base with Stealth Comanches

Now, the last thing on the agenda is to destroy Dr. Thrax's base. The good

thing about Comanches is that there is no where that they cannot go. So,

build a very very large squadron of Comanches (over 30) and send them into

Dr. Thrax's base! Don't worry, they will act like locusts over a large

wheat field. The rest, I leave it to your imagination. The only thing you

should be aware of is that the Palace is fully garrisoned with RPG Troopers.

Use Aurora Bombers or some of your bombs, I don't care! Destroy the palace

and nothing should stop you from winning.



*****PLAYING AS GENERAL CLEAR STONE*****

Step 1: Build your base and control the island you are on

As soon as you start, build your base, and all the other essentials,

particularly at least two War Factories so that you can build vehicles

in a jiffy. Also capture the two Oil Derricks on your island. Then tech

up and build some Nuke Cannons supported by some Overlord Tanks. Look around

the island you are on. There are two Stinger Sites and two Toxin Networks

guarding the bridges. Your first priority will be to destroy them so you

can cross the bridges. Move your units across the northern bridge

(destroying the artillery platform beforehand) in order to hold off all

the Toxin Tractors they pit against you. Also send some units to guard

the eastern bridge, at the mean time destroying the Artillery Platform

on the eastern side as well. Dr. Thrax's forces cannot hit you hard, really,

only the occasional Quad Cannon that is almost always the minority in their

attack force. Also, make sure you build at least 4 Gattling Cannons on

the northern shore of your base, as when you hear Dr. Thrax say, "Anthrax!

It does a body bad!", a plane will come and drop an Anthrzx Bomb into your

base. Not very good for your Construction Dozers and other units, right?



Step 2: Destroy the SCUD Storm

Send your small Expeditionary Force over to the junction near the mountain

pass, and destroy the Stinger Site and hold that junction. Place a Helix

with a Gattling Cannon above to detect the occasional Jarmen Kell. Now,

you would have gained enough experience to move up to a 4 Star General,

and Dr. Thrax may have built a SCUD Storm. You are really a lucky person

to have chosen General Clear Stone. Use your General Points on a Level

3 Artillery Barrage and a Nuke Bomber. Use the Nuke Bomber to target the

SCUD Storm, then send in the Artillery Barrage! The hole will remain, but

at least, the launching of the SCUD Storm is deferred! Build a Nuke and

let it count down. Then when it is ready, Nuke the SCUD Storm and follow

up with the Artillery Barrage! If Dr. Thrax ever rebuilds his SCUD Storm,

all you need to do is, well, repeat the above procedures again and again!



Step 3: Take control of the island to the east

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The island to the east has two more oil derricks that you can capture,

and is rather empty, therefore you can always take the island and build

an auxiliary base there. Therefore, send a small group of about 3 Overlod

Tanks and 2 Nuke Cannons to destroy all the presence of Dr. Thrax's troops

on the island, and of course, get rid of the Stinger Site and the Tunnel

Network over there. Congrats, you have control of the entire southern part

of the map!

Step 4: Perform a 2-prong attack on Dr. Thrax's base

As you can see, Dr. Thrax's base has a heavily guarded front door, as well

as a not so heavily guarded backdoor to the northwest. Therefore, you can

always perform a two prong attack to sandwich him in the middle! Now, let's

call the team by the mountain pass Team 1, and the team on the eastern

island Team 2, shall we? The first order of business to have Team 1 and

Team 2 to both have at least 4 Overlord Tanks and 2-3 Nuke Cannons. Then,

send Team 2 across the bridge to the north, and send them into the village.

They are now directly across the bridge east to Team 1, then you can send

Team 1 to the north across the heavily mined corridor between the mountains,

use the Gattling Cannons on top of your Overlord to scan for the Demo Traps

so you can destroy them. Then when Team 1 has reached the other end of

the corridor, have them destroy the Toxin Network and the Stinger Site.

See? It's poorly guarded there. Have them stand ground. Now, switch to

Team 2, and have them fight their way to the supply stash. Now, the rest

is up to you when the business of destroying the remaining parts of Dr.

Thrax's base is concerned. I am sure he can feel what a big crunch is like!

---------------------------------------------

e. GLA Stealth General: Prince Kassad [CGD6E]

---------------------------------------------

We will first get a glimpse of Prince Kassad showing off an Assault Rifle,

saying, "Now you see me, now you are dead! Hu hu hu hu hu!" (Or, "This

may not be good for you, General!" Then, you get to see one of Prince

Kassad's enemies getting assassinated by a sniper(That sniper is obviously

Jarmen Kell. Actually, that guy who is killed looks a bit like a Red Guard,

or is he a Red Guard?) "Yet another man who stood against me falls!" Then

you get to see his stealthy Stinger Sites, with a Radar Van in the middle.

"And so it would be for you General, no warning, no mercy. You still have

time to flee with your life, General. Hu hu hu hu hu!" Don't act like a

coward and flee now, as you are now left to play against the GLA Stealth

General, or I should say member of royalty, Prince Kassad!

*****PLAYING AS GENERAL ALEXIS ALEXANDER*****

Step 1: Build your base and secure mountain pass

Yes, first, build an Advanced Cold Fusion Reactor, Supply Center, Supply

Drop Zones and all the works, especially at least one airfield! While you

are at it, Prince Kassad would have sent two Technicals to your base. Don't

worry, as they will not attack (You will hear Prince Kassad bragging, the

fool!), meanwhile, two workers would have built two Demo Traps on each

of the two exits to your base. Send a construction dozer to clear the Demo

Traps, and then move northwest, until you reach the mountain pass where

the two paths converge. Defend this area by lining it up with EMP Patriot

Missiles and Fire Bases (Garrisoned with Rangers and later the Pathfinder

to defend against terrorists. (There is a Tunnel Network by the money crate,

take it out if you want, as Prince Kassad usually won't use it.) I know,

Prince Kassad loves to use Rocket Buggies, and fortunately, they can be

countered by Avengers (2 at each entry point is safe). Watch out for them

though, as they each cost a whopping $2000, and you will find yourself

in deep financial trouble if you happen to lose even one of them. To help

defend against the Attack Buggies in the northwest, simply capture the

Artillery Platform there to help, as they have much longer range than the

Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply

place Comanches here and there.



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Step 2: Build Particle Cannon and destroy SCUD Storm

Once your Strategy Center is up, activate Search and Destroy Mode, then

every unit would have increased range. Build the Particle Cannon as quickly

as possible, as Prince Kassad would have built a SCUD Storm soon if you

do not do it now. You should be a 3-Star General or 4-Star General any

moment now. Use 3 of your General Points to make use of a Level-3 A-10

Strike. You will have to use these to help destroy the SCUD Storm.

Now to find the SCUD Storm. As Prince Kassad is a stealth general, all

of his buildings, including his SCUD Storm are stealthy. However, the good

news is that the location of his SCUD Storm is clearly marked on the map

for you. Scroll over to the northwestern corner of the map. See the field?

There is a patch of land in the middle of the field surrounded by 4 haystacks

in a square. That is where the SCUD Storm is. Target the centre of the

square with your Aurora Alpha Bombers, A-10 Strike and the Particle Cannon

(Use if necessary) and his SCUD Storm can be destroyed. That's it, now

you can fight in a more even basis. If Prince Kassad rebuilds his SCUD

Storm again, simply repeat the procedure over and over again. Get it? Good,

now let's move on.

Step 3: Attack and destroy northwestern base

With the SCUD Storm taken care of, it is time to counterattack. Send you

troops up the hill from the mountain pass. As usual, build the usual swarm

of Aurora Alphas. However, as Prince Kassad loves to use Quad Cannons,

it would be dangerous to send them in by themselves. Therefore, remember

to have ground support comprising of Humvees, Tomahawk Missiles and

Avengers on stand by. Use the Aurora Alphas to deal with the defenses at

their door step, while your ground troops destroy everything else. If you

have problems locating the structures, use a Spy Satellite or bring a couple

of Sentry Drones with you. Use the Particle Cannon to assist you whenever

necessary, as with the Scepter Gunship and Mother of All Bombs! (I know

that MOAB stands for the Massive Ordnance Air Burst! I joked about it in

my Side Comparison Guide and I got e-mailed by a demolitions expert from

the US Army explaining what it is. I guess some people just can't take

a joke.)

Step 4: Attack and destroy southwestern base

Now that you have destroyed the northwestern base of Prince Kassad, it

is time to finish off the main base in the southwest. I can tell that it

is the main base as Jarmen Kell is guarding it. Send you troops back to

the mountain pass, and this time go southwest. You know what to do. I know

that you will be expecting more units, but resistance is not much heavier

than the northwest, as all of them are cannon fodder for your Tomahawks!

However, you should watch out for all those Demo Traps in the way. Before

sending your units, in, I suggest you run a couple of Particle Cannons

through the base once before you attack. Then you can know where all the

buildings are in the first place before you strike. Another thing to be

aware of is his Palace. It is loaded with RPG Troopers. Otherwise, you

would have beaten Prince Kassad!

*****PLAYING AS GENERAL MALCOLM "ACE" GRANGER*****

Step 1: Build your base and secure mountain pass

Yes, first, build a Cold Fusion Reactor, Supply Center, Supply Drop Zones

and all the works, especially at least one airfield! While you are at it,

Prince Kassad would have sent two Technicals to your base. Don't worry,

as they will not attack (You will hear Prince Kassad bragging, the fool!),

meanwhile, two workers would have built two Demo Traps on each of the two

exits to your base. Send a construction dozer to clear the Demo Traps,

and then move northwest, until you reach the mountain pass where the two

paths converge. Defend this area by lining it up with Patriot Missiles

and Fire Bases (Garrisoned with Rangers and later the Pathfinder to defend

against terrorists. (There is a Tunnel Network by the money crate, take

it out if you want, as Prince Kassad usually won't use it.) I know, Prince

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Kassad loves to use Rocket Buggies, and fortunately, they can be countered

by Avengers (2 at each entry point is safe). Watch out for them though,

as they each cost a whopping $2000, and you will find yourself in deep

financial trouble if you happen to lose even one of them. To help defend

against the Attack Buggies in the northwest, simply capture the Artillery

Platform there to help, as they have much longer range than the Rocket

Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply place

Comanches here and there.



Step 2: Build Particle Cannon and destroy SCUD Storm

Once your Strategy Center is up, activate Search and Destroy Mode, then

every unit would have increased range. Build the Particle Cannon as quickly

as possible, as Prince Kassad would have built a SCUD Storm soon if you

do not do it now. You should be a 3-Star General or 4-Star General any

moment now. Use 3 of your General Points to make use of a Level-3 A-10

Strike. You will have to use these to help destroy the SCUD Storm.

Now to find the SCUD Storm. As Prince Kassad is a stealth general, all

of his buildings, including his SCUD Storm are stealthy. However, the good

news is that the location of his SCUD Storm is clearly marked on the map

for you. Scroll over to the northwestern corner of the map. See the field?

There is a patch of land in the middle of the field surrounded by 4 haystacks

in a square. That is where the SCUD Storm is. Target the centre of the

square with your Carpet Bomber, A-10 Strike and the Particle Cannon and

his SCUD Storm can be destroyed. Otherwise, use a couple of Aurora Bombers

to finish it off. That's it, now you can fight in a more even basis. If

Prince Kassad rebuilds his SCUD Storm again, simply repeat the procedure

over and over again. Get it? Good, now let's move on.



Step 3: Attack and destroy northwestern base

With the SCUD Storm taken care of, it is time to counterattack. Send you

troops up the hill from the mountain pass. As usual, build the usual swarm

of Stealth Comanches. However, as Prince Kassad loves to use Quad Cannons,

it would be dangerous to send them in by themselves. Therefore, remember

to have ground support comprising of Tomahawk Missiles and Avengers. Use

the Tomahawks to destroy the Quad Cannons while your Comanches destroy

everything else. If you have problems locating the structures, use a Spy

Satellite or bring a couple of Sentry Drones with you. Use the Particle

Cannon to assist you whenever necessary, as with the Scepter Gunship and

Mother of All Bombs! (I know that MOAB stands for the Massive Ordnance

Air Burst! I joked about it in my Side Comparison Guide and I got e-mailed

by a demolitions expert from the US Army explaining what it is. I guess

some people just can't take a joke.)



Step 4: Attack and destroy southwestern base

Now that you have destroyed the northwestern base of Prince Kassad, it

is time to finish off the main base in the southwest. I can tell that it

is the main base as Jarmen Kell is guarding it. Send you troops back to

the mountain pass, and this time go southwest. You know what to do. I know

that you will be expecting more units, but resistance is not much heavier

than the northwest, as all of them are cannon fodder for your Tomahawks!

However, you should watch out for all those Demo Traps in the way. Before

sending your units, in, I suggest you run a Particle Cannon through the

base once before you attack. Then you can know where all the buildings

are in the first place before you strike. Another thing to be aware of

is his Palace. It is loaded with RPG Troopers. Otherwise, you would have

beaten Prince Kassad!



*****PLAYING AS GENERAL "PINPOINT" TOWNES*****

Step 1: Build your base and secure mountain pass

Yes, first, build a Cold Fusion Reactor, Supply Center, Supply Drop Zones

and all the works, especially at least one airfield! While you are at it,

Prince Kassad would have sent two Technicals to your base. Don't worry,

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as they will not attack (You will hear Prince Kassad bragging, the fool!),

meanwhile, two workers would have built two Demo Traps on each of the two

exits to your base. Send a construction dozer to clear the Demo Traps,

and then move northwest, until you reach the mountain pass where the two

paths converge. Defend this area by lining it up with Laser Defense Turrets

and Fire Bases (Garrisoned with Rangers and later the Pathfinder to defend

against terrorists. (There is a Tunnel Network by the money crate, take

it out if you want, as Prince Kassad usually won't use it.) I know, Prince

Kassad loves to use Rocket Buggies, and fortunately, they can be countered

by Avengers (2 at each entry point is safe). Watch out for them though,

as although they are sold at a 25% discount, they still ain't cheap. Lose

one of them and you will find yourself in deep financial trouble. To help

defend against the Attack Buggies in the northwest, simply capture the

Artillery Platform there to help, as they have much longer range than the

Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply

place Comanches here and there.

Step 2: Build Particle Cannon and destroy SCUD Storm

Once your Strategy Center is up, activate Search and Destroy Mode, then

every unit would have increased range. Build the Particle Cannon as quickly

as possible, as Prince Kassad would have built a SCUD Storm soon if you

do not do it now. You should be a 3-Star General or 4-Star General any

moment now. Use 3 of your General Points to make use of a Level-3 A-10

Strike. You will have to use these to help destroy the SCUD Storm.



Now to find the SCUD Storm. As Prince Kassad is a stealth general, all

of his buildings, including his SCUD Storm are stealthy. However, the good

news is that the location of his SCUD Storm is clearly marked on the map

for you. Scroll over to the northwestern corner of the map. See the field?

There is a patch of land in the middle of the field surrounded by 4 haystacks

in a square. That is where the SCUD Storm is. Target the centre of the

square with your Carpet Bomber, A-10 Strike and the Particle Cannon and

his SCUD Storm can be destroyed. Otherwise, use a couple of Aurora Bombers

to finish it off. That's it, now you can fight in a more even basis. If

Prince Kassad rebuilds his SCUD Storm again, simply repeat the procedure

over and over again. Get it? Good, now let's move on.



Step 3: Attack and destroy northwestern base

With the SCUD Storm taken care of, it is time to counterattack. Send you

troops up the hill from the mountain pass. As usual, build the usual

battalion of Laser Tanks with Avengers. Send them in and it is time to

seek and destroy everything you find! If you have problems locating the

structures, use a Spy Satellite or bring a couple of Sentry Drones with

you. Use the Particle Cannon to assist you whenever necessary, as with

the Scepter Gunship and Mother of All Bombs! (I know that MOAB stands for

the Massive Ordnance Air Burst! I joked about it in my Side Comparison

Guide and I got e-mailed by a demolitions expert from the US Army explaining

what it is. I guess some people just can't take a joke.)

Step 4: Attack and destroy southwestern base

Now that you have destroyed the northwestern base of Prince Kassad, it

is time to finish off the main base in the southwest. I can tell that it

is the main base as Jarmen Kell is guarding it. Send you troops back to

the mountain pass, and this time go southwest. You know what to do. I know

that you will be expecting more units, but resistance is not much heavier

than the northwest, as all of them are cannon fodder for your Tomahawks!

However, you should watch out for all those Demo Traps in the way. Before

sending your units, in, I suggest you run a Particle Cannon through the

base once before you attack. Then you can know where all the buildings

are in the first place before you strike. Another thing to be aware of

is his Palace. It is loaded with RPG Troopers. Otherwise, you would have

beaten Prince Kassad!



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*****PLAYING AS DR. THRAX*****

Step 1: Build your base and secure mountain pass

Yes, first, build a Supply Stash, Barracks, Palace, Black Market and all

the works, especially at least two Arms Dealers! While you are at it, Prince

Kassad would have sent two Technicals to your base. Don't worry, as they

will not attack (You will hear Prince Kassad bragging, the fool!),

meanwhile, two workers would have built two Demo Traps on each of the two

exits to your base. Send a worker to clear the Demo Traps, and then move

northwest, until you reach the mountain pass where the two paths converge.

Defend this area by lining it up with Stinger Sites and Toxin Networks

(Garrisoned with several Quad Cannons and Scorpion Tanks to surprise the

enemy.) (There is a Tunnel Network by the money crate, take it out if you

want, as Prince Kassad usually won't use it.) I know, Prince Kassad loves

to use Rocket Buggies. So, you must always be on the alert, and be ready

to send your Scorpion Tanks out before it is too late. To help defend against

the Attack Buggies in the northwest, simply capture the Artillery Platform

there to help, as they have much longer range than the Rocket Buggies.

To defend against Sneak Attacks and Rebel Ambushes, simply place Quad

Cannons here and there. Toxin Networks also help a lot, as anything that

touches the chemicals will be turned into salamander men in no time!

Step 2: Build your own SCUD Storm and destroy Prince Kassad's SCUD Storm

Once your Palace is up, research the Fortified Structure upgrade for your

buildings, then they can withstand more damage. Build a SCUD Storm as

quickly as possible, as Prince Kassad would have built a SCUD Storm soon

if you do not do it now.

Now to find the SCUD Storm. As Prince Kassad is a stealth general, all

of his buildings, including his SCUD Storm are stealthy. However, the good

news is that the location of his SCUD Storm is clearly marked on the map

for you. Scroll over to the northwestern corner of the map. See the field?

There is a patch of land in the middle of the field surrounded by 4 haystacks

in a square. That is where the SCUD Storm is. Unfortunately, the GLA always

lacks quick bombardment abilities in their General Abilities, so you will

have to bring your troops in. Let's start with a swarm of about 15-20

Scorpion Tanks with a couple of SCUD Launchers in the rear.



Send you troops up the hill from the mountain pass. The good thing is that,

Prince Kassad can only use Quad Cannons and that he does not have any tanks

or the SCUD Launcher, so it would be a cakewalk to destroy his northwestern

base, where his SCUD Storm is. However, there may be some Demo Traps here

and there. Therefore, remember to have the Radar Van scan and reveal those

traps before you move up to his base. Use the SCUD Launchers to destroy

the Stinger Sites and Tunnel Networks while your Scorpion Tanks destroy

everything else. If you have problems locating the structures, use the

Radar Scan or bring a Radar Van with you. Use the SCUD Storm to assist

you whenever necessary. If you are fast enough, Prince Kassad may have

only be able to fire the SCUD Storm once, or not even once!

Step 3: Attack and destroy southwestern base

Now that you have destroyed the northwestern base of Prince Kassad, it

is time to finish off the main base in the southwest. I can tell that it

is the main base as Jarmen Kell is guarding it. Send you troops back to

the mountain pass, and this time go southwest. You know what to do. I know

that you will be expecting more units, but resistance is not much heavier

than the northwest, as all of them are cannon fodder for your SCUD Launchers!

However, you should watch out for all those Demo Traps in the way. Before

sending your units, in, I suggest you launch another SCUD Storm through

the base once before you attack. Then you can know where all the buildings

are in the first place before you strike. Another thing to be aware of

is his Palace. It is loaded with RPG Troopers. Otherwise, you would have

beaten Prince Kassad!



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*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****

Step 1: Build your base and secure mountain pass

Yes, first, build a Supply Stash, Barracks, Palace, Black Market and all

the works, especially at least two Arms Dealers! While you are at it, Prince

Kassad would have sent two Technicals to your base. Don't worry, as they

will not attack (You will hear Prince Kassad bragging, the fool!),

meanwhile, two workers would have built two Demo Traps on each of the two

exits to your base. Send a worker to clear the Demo Traps, and then move

northwest, until you reach the mountain pass where the two paths converge.

Defend this area by lining it up with Stinger Sites and Tunnel Networks

(Garrisoned with several Quad Cannons and Scorpion Tanks to surprise the

enemy.) (There is a Tunnel Network by the money crate, take it out if you

want, as Prince Kassad usually won't use it.) I know, Prince Kassad loves

to use Rocket Buggies. So, you must always be on the alert, and be ready

to send your Scorpion Tanks out before it is too late. To help defend against

the Attack Buggies in the northwest, simply capture the Artillery Platform

there to help, as they have much longer range than the Rocket Buggies.

To defend against Sneak Attacks and Rebel Ambushes, simply place Quad

Cannons here and there.

Step 2: Build your own SCUD Storm and destroy Prince Kassad's SCUD Storm

Once your Palace is up, research the Fortified Structure upgrade for your

buildings, then they can withstand more damage. Build a SCUD Storm as

quickly as possible, as Prince Kassad would have built a SCUD Storm soon

if you do not do it now.

Now to find the SCUD Storm. As Prince Kassad is a stealth general, all

of his buildings, including his SCUD Storm are stealthy. However, the good

news is that the location of his SCUD Storm is clearly marked on the map

for you. Scroll over to the northwestern corner of the map. See the field?

There is a patch of land in the middle of the field surrounded by 4 haystacks

in a square. That is where the SCUD Storm is. Unfortunately, the GLA always

lacks quick bombardment abilities in their General Abilities, so you will

have to bring your troops in. Let's start with a swarm of about 15-20

Scorpion Tanks with a couple of SCUD Launchers in the rear.

Send you troops up the hill from the mountain pass. The good thing is that,

Prince Kassad can only use Quad Cannons and that he does not have any tanks

or the SCUD Launcher, so it would be a cakewalk to destroy his northwestern

base, where his SCUD Storm is. However, there may be some Demo Traps here

and there. Therefore, remember to have the Radar Van scan and reveal those

traps before you move up to his base. Use the SCUD Launchers to destroy

the Stinger Sites and Tunnel Networks while your Scorpion Tanks destroy

everything else. If you have problems locating the structures, use the

Radar Scan or bring a Radar Van with you. Use the SCUD Storm to assist

you whenever necessary. If you are fast enough, Prince Kassad may have

only be able to fire the SCUD Storm once, or not even once!



Step 3: Attack and destroy southwestern base

Now that you have destroyed the northwestern base of Prince Kassad, it

is time to finish off the main base in the southwest. I can tell that it

is the main base as Jarmen Kell is guarding it. Send you troops back to

the mountain pass, and this time go southwest. You know what to do. I know

that you will be expecting more units, but resistance is not much heavier

than the northwest, as all of them are cannon fodder for your SCUD Launchers!

However, you should watch out for all those Demo Traps in the way. Before

sending your units, in, I suggest you launch another SCUD Storm through

the base once before you attack. Then you can know where all the buildings

are in the first place before you strike. Another thing to be aware of

is his Palace. It is loaded with RPG Troopers. Otherwise, you would have

beaten Prince Kassad!



*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****

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Step 1: Build your base and secure mountain pass

Yes, first, build a Nuclear Reactor, Supply Center, Internet Center and

all the works, especially at least one airfield! While you are at it, Prince

Kassad would have sent two Technicals to your base. Don't worry, as they

will not attack (You will hear Prince Kassad bragging, the fool!),

meanwhile, two workers would have built two Demo Traps on each of the two

exits to your base. Send a construction dozer to clear the Demo Traps,

and then move northwest, until you reach the mountain pass where the two

paths converge. Defend this area by lining it up with Gattling Cannons,

and that will be enough due to the weakly armored enemies. (There is a

Tunnel Network by the money crate, take it out if you want, as Prince Kassad

usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies,

and fortunately, they can be countered by ECM Tanks (I saw 3 coming, they

fired 36 missiles at a single Gattling Cannon, and none of them hit! I

was then able to use several MiGs to get rid of the whole bunch!). To help

defend against the Attack Buggies in the northwest, simply capture the

Artillery Platform there to help, as they have much longer range than the

Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply

place Assault Troop Transports (loaded with minigunners) here and there.

Step 2: Build Nuclear Missile and destroy SCUD Storm

Once your Propaganda Center is up, train some Super Hackers to raise money.

Build the Nuclear Missile Silo (at a 10% discount) as quickly as possible,

as Prince Kassad would have built a SCUD Storm soon if you do not do it

now. You should be a 3-Star General or 4-Star General any moment now. Use

3 of your General Points to make use of a Level-3 Artillery Barrage. You

will have to use these to help destroy the SCUD Storm.



Now to find the SCUD Storm. As Prince Kassad is a stealth general, all

of his buildings, including his SCUD Storm are stealthy. However, the good

news is that the location of his SCUD Storm is clearly marked on the map

for you. Scroll over to the northwestern corner of the map. See the field?

There is a patch of land in the middle of the field surrounded by 4 haystacks

in a square. That is where the SCUD Storm is. Target the centre of the

square with your Nuclear Missile, follow up with the Artillery Barrage

and his SCUD Storm can be destroyed. It always works. That's it, now you

can fight in a more even basis. If Prince Kassad rebuilds his SCUD Storm

again, simply repeat the procedure over and over again. Get it? Good, now

let's move on.



Step 3: Attack and destroy northwestern base

With the SCUD Storm taken care of, it is time to counterattack. Send you

troops up the hill from the mountain pass. Build maybe 3-4 Overlord Tanks

and have another 3 Nuke Cannons behind them to give support. Bring ECM

tanks to lower the accuracy of his missiles. Use the Nuke Cannons to destroy

the defenses while your Overlord Tanks destroy everything else. It is not

hard to locate their Demo Traps and other stealthy structures, provided

that you will have at least one Overlord Tank with a Gattling Cannon.

Step 4: Attack and destroy southwestern base

Now that you have destroyed the northwestern base of Prince Kassad, it

is time to finish off the main base in the southwest. I can tell that it

is the main base as Jarmen Kell is guarding it. Send you troops back to

the mountain pass, and this time go southwest. You know what to do. I know

that you will be expecting more units, but resistance is not much heavier

than the northwest, as all of them are cannon fodder for your Nuke Cannons!

However, you should watch out for all those Demo Traps in the way. Before

sending your units, in, I suggest you launch a Nuclear Missile through

the base once before you attack. Then you can know where all the buildings

are in the first place before you strike. Another thing to be aware of

is his Palace. It is loaded with RPG Troopers. Otherwise, you would have

beaten Prince Kassad!



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*****PLAYING AS GENERAL TA HWUN KWAI*****

Step 1: Build your base and secure mountain pass

Yes, first, build a Nuclear Reactor, Supply Center, Internet Center and

all the works, especially at least one airfield! While you are at it, Prince

Kassad would have sent two Technicals to your base. Don't worry, as they

will not attack (You will hear Prince Kassad bragging, the fool!),

meanwhile, two workers would have built two Demo Traps on each of the two

exits to your base. Send a construction dozer to clear the Demo Traps,

and then move northwest, until you reach the mountain pass where the two

paths converge. Defend this area by lining it up with Gattling Cannons,

and that will be enough due to the weakly armored enemies. (There is a

Tunnel Network by the money crate, take it out if you want, as Prince Kassad

usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies,

and fortunately, they can be countered by ECM Tanks (I saw 3 coming, they

fired 36 missiles at a single Gattling Cannon, and none of them hit! I

was then able to use several MiGs to get rid of the whole bunch!). To help

defend against the Attack Buggies in the northwest, simply capture the

Artillery Platform there to help, as they have much longer range than the

Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply

place Gattling Tanks and Battlemaster Tanks here and there.

Step 2: Build Nuclear Missile and destroy SCUD Storm

Once your Propaganda Center is up, train some Hackers to raise money. Build

the Nuclear Missile Silo (at a 10% discount) as quickly as possible, as

Prince Kassad would have built a SCUD Storm soon if you do not do it now.

You should be a 3-Star General or 4-Star General any moment now. Use 3

of your General Points to make use of a Level-3 Artillery Barrage. You

will have to use these to help destroy the SCUD Storm.



Now to find the SCUD Storm. As Prince Kassad is a stealth general, all

of his buildings, including his SCUD Storm are stealthy. However, the good

news is that the location of his SCUD Storm is clearly marked on the map

for you. Scroll over to the northwestern corner of the map. See the field?

There is a patch of land in the middle of the field surrounded by 4 haystacks

in a square. That is where the SCUD Storm is. Target the centre of the

square with your Nuclear Missile, follow up with the Artillery Barrage

and his SCUD Storm can be destroyed. It always works. That's it, now you

can fight in a more even basis. If Prince Kassad rebuilds his SCUD Storm

again, simply repeat the procedure over and over again. Get it? Good, now

let's move on.

Step 3: Attack and destroy northwestern base

With the SCUD Storm taken care of, it is time to counterattack. Send you

troops up the hill from the mountain pass. Build maybe 3-4 Emperor Tanks

and have another 3 Nuke Cannons behind them to give support. Bring ECM

tanks to lower the accuracy of his missiles. Send the Emperor Tanks straight

into the fire while the ECM lowers the damage dealt to the Emperors by

missiles. It is not hard to locate their Demo Traps and other stealthy

structures, provided that you will have at least one Emperor Tank with

a Gattling Cannon.



Step 4: Attack and destroy southwestern base

Now that you have destroyed the northwestern base of Prince Kassad, it

is time to finish off the main base in the southwest. I can tell that it

is the main base as Jarmen Kell is guarding it. Send you troops back to

the mountain pass, and this time go southwest. You know what to do. I know

that you will be expecting more units, but resistance is not much heavier

than the northwest, as all of them are cannon fodder for your Nuke Cannons!

If you are worried that Jarmen Kell can kill the drivers inside your tanks,

send a Troop Crawler over with you and then you can send them in as soon

as one Emperor Tank is shot. However, you should watch out for all those

Demo Traps in the way. Before sending your units, in, I suggest you launch

a Nuclear Missile through the base once before you attack. Then you can

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know where all the buildings are in the first place before you strike.

Another thing to be aware of is his Palace. It is loaded with RPG Troopers.

Otherwise, you would have beaten Prince Kassad!

*****PLAYING AS GENERAL CLEAR STONE*****

Step 1: Build your base and secure mountain pass

Yes, first, build a Nuclear Reactor, Supply Center, Internet Center and

all the works, especially at least one airfield! While you are at it, Prince

Kassad would have sent two Technicals to your base. Don't worry, as they

will not attack (You will hear Prince Kassad bragging, the fool!),

meanwhile, two workers would have built two Demo Traps on each of the two

exits to your base. Send a construction dozer to clear the Demo Traps,

and then move northwest, until you reach the mountain pass where the two

paths converge. Defend this area by lining it up with Gattling Cannons,

and that will be enough due to the weakly armored enemies. (There is a

Tunnel Network by the money crate, take it out if you want, as Prince Kassad

usually won't use it.) I know, Prince Kassad loves to use Rocket Buggies,

and fortunately, they can be countered by ECM Tanks (I saw 3 coming, they

fired 36 missiles at a single Gattling Cannon, and none of them hit! I

was then able to use several MiGs to get rid of the whole bunch!). To help

defend against the Attack Buggies in the northwest, simply capture the

Artillery Platform there to help, as they have much longer range than the

Rocket Buggies. To defend against Sneak Attacks and Rebel Ambushes, simply

place Gattling Tanks and Battlemaster Tanks here and there.



Step 2: Build Nuclear Missile and destroy SCUD Storm

Once your Propaganda Center is up, train some Hackers to raise money. Build

the Nuclear Missile Silo (at a 10% discount) as quickly as possible, as

Prince Kassad would have built a SCUD Storm soon if you do not do it now.

You should be a 3-Star General or 4-Star General any moment now. Use 3

of your General Points to make use of a Level-3 Artillery Barrage. You

will have to use these to help destroy the SCUD Storm.



Now to find the SCUD Storm. As Prince Kassad is a stealth general, all

of his buildings, including his SCUD Storm are stealthy. However, the good

news is that the location of his SCUD Storm is clearly marked on the map

for you. Scroll over to the northwestern corner of the map. See the field?

There is a patch of land in the middle of the field surrounded by 4 haystacks

in a square. That is where the SCUD Storm is. Target the centre of the

square with your Nuclear Missile, follow up with the Artillery Barrage

and his SCUD Storm can be destroyed. It always works. That's it, now you

can fight in a more even basis. If Prince Kassad rebuilds his SCUD Storm

again, simply repeat the procedure over and over again. Get it? Good, now

let's move on.

Step 3: Attack and destroy northwestern base

With the SCUD Storm taken care of, it is time to counterattack. Send you

troops up the hill from the mountain pass. Build maybe 3-4 Overlord Tanks

and have another 3 Nuke Cannons behind them to give support. Bring ECM

tanks to lower the accuracy of his missiles. Use the Nuke Cannons to destroy

the defenses while your Overlord Tanks destroy everything else. It is not

hard to locate their Demo Traps and other stealthy structures, provided

that you will have at least one Overlord Tank with a Gattling Cannon.

Step 4: Attack and destroy southwestern base

Now that you have destroyed the northwestern base of Prince Kassad, it

is time to finish off the main base in the southwest. I can tell that it

is the main base as Jarmen Kell is guarding it. Send you troops back to

the mountain pass, and this time go southwest. You know what to do. I know

that you will be expecting more units, but resistance is not much heavier

than the northwest, as all of them are cannon fodder for your Nuke Cannons!

If you are worried that Jarmen Kell can kill the drivers inside your tanks,

send a Troop Crawler over with you and then you can send them in as soon

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as one Overlord Tank is shot. However, you should watch out for all those

Demo Traps in the way. Before sending your units, in, I suggest you launch

a Nuclear Missile through the base once before you attack. Then you can

know where all the buildings are in the first place before you strike.

Another thing to be aware of is his Palace. It is loaded with RPG Troopers.

Otherwise, you would have beaten Prince Kassad!



-----------------------------------------------------

f. Chinese Tank General: General Ta Hwun Kwai [CGD6F]

-----------------------------------------------------

As the game loads, you will get to see an image of General Ta Hwun Kwai

holding a handgun in front of his tanks, and you can to hear him brag about

his tanks! "Your Tank Rush is nothing when compared to mine! Then, you

will get to have an aerial view of his base and its surrounding areas.

Boy, why are there so many brown stripes on the green land? Seems tractors

might have run over the land. Then we hear the official explanation from

General Ta Hwun Kwai (General "He is very fast", maybe this name (or

pseudonym) is due to his tank rushes!) "This area was once fertile farmland,

soon your blood will make it fertile again!" Oh dear, I never knew that

human blood would make good fertilizer, but compost does! "Soon, we will

remove you from our lands!" This General seems very determined to drive

you off his land, and at this very moment, you can get to play! Let's build

up your base, now! Shall we?



*****PLAYING AS GENERAL ALEXIS ALEXANGER*****

Step 1: Defend your base

First, build the usual essentials of an American base, that is all the

Advanced Cold Fusion Reactors, Supply Center, War Factories and this time,

at least TWO (I must stress), two Airfields. Then, surround your base with

EMP Patriot Missiles. The good thing is that you will have ample time to

collect resources and build up your defenses before General Ta Hwun Kwai

really resorts to really brutal Tank Rushes. This is just the calm before

the storm, and if you do not prepare now, the later attacks can annihilate

you for good! To speed up the collecting process, use up to two Chinooks

(They are rather cheap, as they cost only $900 each) and research Supply

Lines from the Strategy Center. I know that you will have many Patriot

Missiles around here, but honestly, they may not be enough, as numerous

infantry units and MiGs will run over to your base!



Therefore, always play safe. Build a large squadron (in teams of 5) of

Aurora Alphas and some Comanches. Have each team guard each entrance to

your base. If you have any doubts regarding your defenses, make use of

Hold the Line or Bombardment strategy in the Strategy Center. (The EMP

Patriots can stop tanks, but not infantry units.) Also, if you have time

and money, build King Raptors and have them on standby mode, guarding the

air space near the entrances. The attacks will grow in strength until

eventually, the mighty Emperor Tanks are used! Use the EMP Patriots and

Aurora Alphas to take care of them, and the remaining units can be cannon

fodder for your Comanches! Enjoy. That's your base secured.

Step 2: Build a single Particle Cannon and prepare for any Nuclear Missiles

(Optional Step)

I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and

they can be a threat to your base. Therefore, it is better to be safe than

sorry. Save up money and try to build a Particle Cannon as soon as possible.

If you are quickly enough, you may have built it before his Nuclear Missile

Silo is completed. As long as construction is completed with 4 minutes

or more left on the timer you would be OK. Use the Spy Satellite to reveal

the Nuclear Missile Silo, and then zap the Particle Cannon onto it, then

you can follow up with an A-10 Strike to finish it off. Another way to

get rid of the Particle Cannon, is to build 4 Aurora Alpha Bombers, make

use of the Bombardment Strategy, and bomb the life out of the Nuclear

Missile Silo. (If you like to waste $8000 to destroy something that is

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worth $5000. It is your choice.)



Step 3: Control the no-man's land around the fields

I know, tanks are land based units, and how do you stop the endless

annoyances of those treaded enemies? Simple, take away their land and they

are nothing. Therefore, like in General "Pinpoint" Townes' case, map

dominance is the key to your success I this match. For your information,

there is a Tech Reinforcement Pad in the northwest and two Oil Derricks

to the east, Send you troops over there, capture the buildings and defend

them carefully! This is because, General Ta Hwun Kwai's tank battalions

like to focus on your distant outposts before they attack your main base!

Therefore, it would always be wise to guard them with forces to hold them

back. A squadron of Comanches with several EMP Patriot Missiles should

do the trick. Besides, if I had remembered correctly, a Tomahawk Missile

will be airdropped at your disposal ever 2 minutes of game time (not actual

time) to assist you in your cause, so it is always wise to control them

before your main assault.



Step 4: Attack the enemy base

Now, it is time to gather up your squadron for the final attack on General

Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene,

you will notice that each entrance is guarded by nothing more than Gattling

Cannons, in fact, they appear in pairs and pairs. That is not all, General

Ta Hwun Kwai like to mass tanks inside his base, and if he finds you coming,

he will send them at you all at once, therefore, I suggest you blockade

his exits with EMP Patriots, and drop a few Aurora Alpha Bombs on his tanks

hoards before you send your Humvees, and the rest in. Or, just mass Aurora

Alphas and hit random areas of his base! I leave the rest to your imagination.

After you have beaten him, General Ta Hwun Kwai warned you that the Tigress

will crush you like an insect. I wonder. Is this a preview of things to

come?

*****PLAYING AS GENERAL MALCOLM "ACE" GRANGER*****

Step 1: Defend your base

First, build the usual essentials of an American base, that is all the

Cold Fusion Reactors, Supply Center, War Factories and this time, at least

TWO (I must stress), two Airfields. Then, surround your base with Patriot

Missiles. The good thing is that you will have ample time to collect

resources and build up your defenses before General Ta Hwun Kwai really

resorts to really brutal Tank Rushes. This is just the calm before the

storm, and if you do not prepare now, the later attacks can annihilate

you for good! To speed up the collecting process, use up to two Chinooks

(They are rather cheap, as they cost only $900 each) and research Supply

Lines from the Strategy Center. I know that you will have many Patriot

Missiles around here, but honestly, they may not be enough, as numerous

infantry units and MiGs will run over to your base!



Therefore, always play safe. Build a large squadron (in teams of 5) of

Comanches and enable Stealth Mode. Have each team guard each entrance to

your base. If you have any doubts regarding your defenses, make use of

Hold the Line or Bombardment strategy in the Strategy Center. Also, if

you have time and money, build King Raptors and have them on standby mode,

guarding the air space near the entrances. The attacks will grow in strength

until eventually, the mighty Emperor Tanks are used! Use the King Raptors

to take care of them, and the remaining units can be cannon fodder for

your Stealth Comanches! Enjoy. That's your base secured.

Step 2: Build a single Particle Cannon and prepare for any Nuclear Missiles

(Optional Step)

I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and

they can be a threat to your base. Therefore, it is better to be safe than

sorry. Save up money and try to build a Particle Cannon as soon as possible.

If you are quickly enough, you may have built it before his Nuclear Missile

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Silo is completed. As long as construction is completed with 4 minutes

or more left on the timer you would be OK. Use the Spy Satellite to reveal

the Nuclear Missile Silo, and then zap the Particle Cannon onto it, then

you can follow up with an A-10 Strike to finish it off. Another way to

get rid of the Particle Cannon, is to build 4 Aurora Bombers, make use

of the Bombardment Strategy, and bomb the life out of the Nuclear Missile

Silo. (If you like to waste $8000 to destroy something that is worth $5000.

It is your choice.)



Step 3: Control the no-man's land around the fields

I know, tanks are land based units, and how do you stop the endless

annoyances of those treaded enemies? Simple, take away their land and they

are nothing. Therefore, like in General "Pinpoint" Townes' case, map

dominance is the key to your success I this match. For your information,

there is a Tech Reinforcement Pad in the northwest and two Oil Derricks

to the east, Send you troops over there, capture the buildings and defend

them carefully! This is because, General Ta Hwun Kwai's tank battalions

like to focus on your distant outposts before they attack your main base!

Therefore, it would always be wise to guard them with forces to hold them

back. A squadron of Stealth Comanches with several Patriot Missiles should

do the trick. Besides, if I had remembered correctly, a Tomahawk Missile

will be airdropped at your disposal ever 2 minutes of game time (not actual

time) to assist you in your cause, so it is always wise to control them

before your main assault.



Step 4: Attack the enemy base

Now, it is time to gather up your squadron for the final attack on General

Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene,

you will notice that each entrance is guarded by nothing more than Gattling

Cannons, in fact, they appear in pairs and pairs. Of course, so many

Gattling Cannons are obviously hazardous to your Comanches. Therefore,

it is always best to destroy all of the Gattling Cannons at one of the

entrances with your Particle Cannon before sending your Comanches in. As

General Granger has so many bombs up his sleeve, the clearing process will

not take long to accomplish, and of course, once the defenses are down,

you can just send your forces in with the same way Asterix and all the

other indomitable Gauls of the single village that holds out against the

invaders in the comics! I leave the rest to your imagination. After you

have beaten him, General Ta Hwun Kwai warned you that the Tigress will

crush you like an insect. I wonder. Is this a preview of things to come?

*****PLAYING AS GENERAL "PINPOINT" TOWNES*****

Step 1: Defend your base

First, build the usual essentials of an American base, that is all the

Cold Fusion Reactors, Supply Center, War Factories and this time, at least

TWO (I must stress), two Airfields. Then, surround your base with Laser

Defense Turrets. The good thing is that you will have ample time to collect

resources and build up your defenses before General Ta Hwun Kwai really

resorts to really brutal Tank Rushes. This is just the calm before the

storm, and if you do not prepare now, the later attacks can annihilate

you for good! To speed up the collecting process, use up to two Chinooks

(They are rather cheap, as they cost only $900 each) and research Supply

Lines from the Strategy Center. I know that you will have many Patriot

Missiles around here, but honestly, they may not be enough, as numerous

infantry units and MiGs will run over to your base!

Therefore, always play safe. Build a large squadron (in teams of 5) of

Comanches and put them on stand by. Have each team guard each entrance

to your base. If you have any doubts regarding your defenses, make use

of Hold the Line or Bombardment strategy in the Strategy Center. Also,

if you have time and money, build Avengers and have them pinpoint any tanks

for rapid firing for your Laser Defense Turrsts, as well as to defend

against air attacks. The attacks will grow in strength until eventually,

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the mighty Emperor Tanks are used! If you build enough Laser Defense Turrets,

all tanks, no matter how powerful they are will be nothing but cannon fodder!

Enjoy. That's your base secured.

Step 2: Build a single Particle Cannon and prepare for any Nuclear Missiles

(Optional Step)

I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and

they can be a threat to your base. Therefore, it is better to be safe than

sorry. Save up money and try to build a Particle Cannon as soon as possible.

If you are quickly enough, you may have built it before his Nuclear Missile

Silo is completed. As long as construction is completed with 4 minutes

or more left on the timer you would be OK. Use the Spy Satellite to reveal

the Nuclear Missile Silo, and then zap the Particle Cannon onto it, then

you can follow up with an A-10 Strike to finish it off. Another way to

get rid of the Particle Cannon, is to build 4 Aurora Bombers, make use

of the Bombardment Strategy, and bomb the life out of the Nuclear Missile

Silo. (If you like to waste $8000 to destroy something that is worth $5000.

It is your choice.)



Step 3: Control the no-man's land around the fields

I know, tanks are land based units, and how do you stop the endless

annoyances of those treaded enemies? Simple, take away their land and they

are nothing. Therefore, like in General "Pinpoint" Townes' case, map

dominance is the key to your success I this match. For your information,

there is a Tech Reinforcement Pad in the northwest and two Oil Derricks

to the east, Send you troops over there, capture the buildings and defend

them carefully! This is because, General Ta Hwun Kwai's tank battalions

like to focus on your distant outposts before they attack your main base!

Therefore, it would always be wise to guard them with forces to hold them

back. A squadron of Comanches with several Laser Defense Turrets should

do the trick. Besides, if I had remembered correctly, a Laser Tank will

be airdropped at your disposal ever 2 minutes of game time (not actual

time) to assist you in your cause, so it is always wise to control them

before your main assault.



Step 4: Attack the enemy base

Now, it is time to gather up your squadron for the final attack on General

Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene,

you will notice that each entrance is guarded by nothing more than Gattling

Cannons, in fact, they appear in pairs and pairs. Of course, so many

Gattling Cannons are obviously hazardous to your Comanches, but rather

useless against your Laser Tanks. Therefore, it is always best to destroy

all of the Gattling Cannons at one of the entrances with your Laser Tanks

before sending your forces in. Laser Tanks and Avengers can assume the

main role as well, and of course, once the defenses are down, you can just

send your forces in with the same way Asterix and all the other indomitable

Gauls of the single village that holds out against the invaders in the

comics! I leave the rest to your imagination. After you have beaten him,

General Ta Hwun Kwai warned you that the Tigress will crush you like an

insect. I wonder. Is this a preview of things to come?



*****PLAYING AS DR. THRAX*****

Step 1: Defend your base

First, build the usual essentials of a Global Liberation Army base, that

is all the Barracks, Supply Stash, Palace and this time, at least TWO (I

must stress), two Arms Dealers. Then, surround your base with Patriot

Missiles. The good thing is that you will have ample time to collect

resources and build up your defenses before General Ta Hwun Kwai really

resorts to really brutal Tank Rushes. This is just the calm before the

storm, and if you do not prepare now, the later attacks can annihilate

you for good! To speed up the collecting process, use up to seven Workers

(They are rather cheap, as they cost only $200 each) and consider

researching Worker Shoes from the Black Market to increase their movement

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speeds. I know that you will have many Stinger Sites around here, but

honestly, they may not be enough, as numerous infantry units and MiGs will

run over to your base!

Therefore, always play safe. Build a large reserve of Combat Cycles, which

have toxin terrorists riding on them from the start. Place it in a safe

and obscure corner of your base, and then, when the going gets too tough,

you can send them in to blow up their tanks. (Or use Bomb Trucks with Bio

Bomb upgrade) If you have any doubts regarding your defenses, make use

of the Fortified Structures upgrade to increase the protection of your

buildings. Of course, you cannot rely on suicide soldiers at all times,

and non-suicidal units have to be used. You know which ones I am talking

about, don't you? They are the Quad Cannons, Scorpion Tanks and the SCUD

Launchers. Have Tunnel Networks nearby in case they have to take refuge

and be repaired in emergencies.



Step 2: Build Particle Cannon and prepare for any Nuclear Missiles

(Optional Step)

I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and

they can be a threat to your base. Therefore, it is better to be safe than

sorry. Save up money and try to build a SCUD Storm as soon as possible.

If you are quickly enough, you may have built it before his Nuclear Missile

Silo is completed. As long as construction is completed with 5 minutes

or more left on the timer you would be OK. Use the Radar Scan to reveal

the Nuclear Missile Silo, and then launch the SCUD Storm onto it, as the

SCUD Missiles here are packed with more toxins than explosives, the SCUD

Storm will inflict less damage than a normal SCUD Storm. Therefore, after

launch and the toxins are cleared, send a Level 3 Rebel Ambush over to

the Nuclear Missile Silo, and have you Rebels stick very closely to the

building. Have them capture building. Then sell it for some hard earned

cash! With the Nuclear Missile gone, you can fight in a more even basis.

Step 3: Control the no-man's land around the fields

I know, tanks are land based units, and how do you stop the endless

annoyances of those treaded enemies? Simple, take away their land and they

are nothing. Therefore, like in General "Pinpoint" Townes' case, map

dominance is the key to your success I this match. For your information,

there is a Tech Reinforcement Pad in the northwest and two Oil Derricks

to the east, Send you troops over there, capture the buildings and defend

them carefully! This is because, General Ta Hwun Kwai's tank battalions

like to focus on your distant outposts before they attack your main base!

Therefore, it would always be wise to guard them with forces to hold them

back. A large battalion of Scorpion Tanks with several Stinger Sites and

SCUD Launchers should do the trick. Besides, if I had remembered correctly,

a Toxin Tractor will be airdropped at your disposal ever 2 minutes of game

time (not actual time) to assist you in your cause, so it is always wise

to control them before your main assault.



Step 4: Attack the enemy base

Now, it is time to gather up your army for the final attack on General

Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene,

you will notice that each entrance is guarded by nothing more than Gattling

Cannons, in fact, they appear in pairs and pairs. Of course, so many

Gattling Cannons are obviously cannon fodder for your SCUD Launchers or

even your Scorpion Tanks. If you like, you can always take advantage of

Dr. Thrax's army's sterling properties and send the toxic weapons in! The

clearing process will not take long to accomplish, and of course, once

the defenses are down, you can just send your forces in with the same way

Asterix and all the other indomitable Gauls of the single village that

holds out against the invaders in the comics! I leave the rest to your

imagination. After you have beaten him, General Ta Hwun Kwai will warn

you that the Tigress will crush you like an insect. I wonder. Is this a

preview of things to come?

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*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****

Step 1: Defend your base

First, build the usual essentials of a Global Liberation Army base, that

is all the Barracks, Supply Stash, Palace and this time, at least TWO (I

must stress), two Arms Dealers. Then, surround your base with Patriot

Missiles. The good thing is that you will have ample time to collect

resources and build up your defenses before General Ta Hwun Kwai really

resorts to really brutal Tank Rushes. This is just the calm before the

storm, and if you do not prepare now, the later attacks can annihilate

you for good! To speed up the collecting process, use up to seven Workers

(They are rather cheap, as they cost only $200 each) and consider

researching Worker Shoes from the Black Market to increase their movement

speeds. I know that you will have many Stinger Sites around here, but

honestly, they may not be enough, as numerous infantry units and MiGs will

run over to your base!

Therefore, always play safe. Build a large reserve of Combat Cycles, which

have terrorists riding on them from the start. Place it in a safe and obscure

corner of your base, and then, when the going gets too tough, you can send

them in to blow up their tanks. If you have any doubts regarding your

defenses, make use of the Fortified Structures upgrade to increase the

protection of your buildings. Of course, you cannot rely on suicide

soldiers at all times, and non-suicidal units have to be used. You know

which ones I am talking about, don't you? They are the Quad Cannons,

Scorpion Tanks and the SCUD Launchers. Have Tunnel Networks nearby in case

they have to take refuge and be repaired in emergencies. Another notable

upgrade is the Suicide Upgrade. When in effect, all of your units can

self-destruct on command, or they will just explode when they die!

Therefore, try to have close combat with the enemy if you know that your

troops are about to be destroyed, and they can really give their lives

to the cause!



Step 2: Build Particle Cannon and prepare for any Nuclear Missiles

(Optional Step)

I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and

they can be a threat to your base. Therefore, it is better to be safe than

sorry. Save up money and try to build a SCUD Storm as soon as possible.

If you are quickly enough, you may have built it before his Nuclear Missile

Silo is completed. As long as construction is completed with 5 minutes

or more left on the timer you would be OK. Use the Radar Scan to reveal

the Nuclear Missile Silo, and then launch the SCUD Storm onto it, as the

SCUD Missiles here are packed with explosives, the SCUD Storm will inflict

more damage than a normal SCUD Storm, and if you are lucky, you may be

able to destroy the Nuclear Missile Silo with only one launch! Otherwise,

send a Level 3 Rebel Ambush over to the Nuclear Missile Silo, and have

you Rebels stick very closely to the building. Have them open fire on the

building. If the enemy does try to intervene, your Rebels will explode

upon death and cause even more damage to the Nuclear Missile. Now, 16

explosions on a single building can go a long way indeed! With the Nuclear

Missile gone, you can fight in a more even basis.



Step 3: Control the no-man's land around the fields

I know, tanks are land based units, and how do you stop the endless

annoyances of those treaded enemies? Simple, take away their land and they

are nothing. Therefore, like in General "Pinpoint" Townes' case, map

dominance is the key to your success I this match. For your information,

there is a Tech Reinforcement Pad in the northwest and two Oil Derricks

to the east, Send you troops over there, capture the buildings and defend

them carefully! This is because, General Ta Hwun Kwai's tank battalions

like to focus on your distant outposts before they attack your main base!

Therefore, it would always be wise to guard them with forces to hold them

back. A large battalion of Scorpion Tanks with several Stinger Sites and

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SCUD Launchers should do the trick. Besides, if I had remembered correctly,

two Combat Cycles with terrorists included will be airdropped at your

disposal ever 2 minutes of game time (not actual time) to assist you in

your cause, so it is always wise to control them before your main assault.

Step 4: Attack the enemy base

Now, it is time to gather up your army for the final attack on General

Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene,

you will notice that each entrance is guarded by nothing more than Gattling

Cannons, in fact, they appear in pairs and pairs. Of course, so many

Gattling Cannons are obviously cannon fodder for your SCUD Launchers or

even your Scorpion Tanks. If you like, you can always take advantage of

General Rodall Juhziz's army's sterling properties and send Bomb Trucks

in! The clearing process will not take long to accomplish, and of course,

once the defenses are down, you can just send your forces in with the same

way Asterix and all the other indomitable Gauls of the single village that

holds out against the invaders in the comics! I leave the rest to your

imagination. After you have beaten him, General Ta Hwun Kwai will warn

you that the Tigress will crush you like an insect. I wonder. Is this a

preview of things to come?

*****PLAYING AS PRINCE KASSAD*****

Step 1: Defend your base

First, build the usual essentials of a Global Liberation Army base, that

is all the Barracks, Supply Stash, Palace and this time, at least TWO (I

must stress), two Arms Dealers. Then, surround your base with Stinger Sites.

The good thing is that you will have ample time to collect resources and

build up your defenses before General Ta Hwun Kwai really resorts to really

brutal Tank Rushes. This is just the calm before the storm, and if you

do not prepare now, the later attacks can annihilate you for good! To speed

up the collecting process, use up to seven Workers (They are rather cheap,

as they cost only $200 each) and consider researching Worker Shoes from

the Black Market to increase their movement speeds. I know that you will

have many Stinger Sites around here, but honestly, they may not be enough,

as numerous infantry units and MiGs will run over to your base!

Therefore, always play safe. Build a large reserve of Hijackers in the

back of your base, and then, when the going gets too tough, you can send

them in to steal their tanks. If you have any doubts regarding your defenses,

make use of the Fortified Structures upgrade to increase the protection

of your buildings. Of course, you cannot rely on suicide soldiers at all

times, and non-suicidal units have to be used. You know which ones I am

talking about, don't you? They are the Quad Cannons and the SCUD Launchers.

Have Tunnel Networks nearby in case they have to take refuge and be repaired

in emergencies. Now, just keep hijacking and you can have your tank

battalions of your own!



Step 2: Build Particle Cannon and prepare for any Nuclear Missiles

(Optional Step)

I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and

they can be a threat to your base. Therefore, it is better to be safe than

sorry. Save up money and try to build a SCUD Storm as soon as possible.

If you are quickly enough, you may have built it before his Nuclear Missile

Silo is completed. As long as construction is completed with 5 minutes

or more left on the timer you would be OK. Use the Radar Scan to reveal

the Nuclear Missile Silo, and then launch the SCUD Storm onto it, then

you can Ambush the Missile Silo with 16 stealthy rebels and try to capture

it! Then sell it for the cash bonus!



Step 3: Control the no-man's land around the fields

I know, tanks are land based units, and how do you stop the endless

annoyances of those treaded enemies? Simple, take away their land and they

are nothing. Therefore, like in General "Pinpoint" Townes' case, map

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dominance is the key to your success I this match. For your information,

there is a Tech Reinforcement Pad in the northwest and two Oil Derricks

to the east, Send you troops over there, capture the buildings and defend

them carefully! This is because, General Ta Hwun Kwai's tank battalions

like to focus on your distant outposts before they attack your main base!

Therefore, it would always be wise to guard them with forces to hold them

back. A large battalion of Quad Cannons with several Stinger Sites and

Rocket Buggies should do the trick. Besides, if I had remembered correctly,

a Quad Cannon will be airdropped at your disposal ever 2 minutes of game

time (not actual time) to assist you in your cause, so it is always wise

to control them before your main assault.



Step 4: Attack the enemy base

Now, it is time to gather up your army for the final attack on General

Ta Hwun Kwai's base. If you have paid attention to the opening cut-scene,

you will notice that each entrance is guarded by nothing more than Gattling

Cannons, in fact, they appear in pairs and pairs. Of course, so many

Gattling Cannons are obviously cannon fodder for your Rocket Buggies. The

clearing process will not take long to accomplish, and of course, once

the defenses are down, you can just send your forces in with the same way

Asterix and all the other indomitable Gauls of the single village that

holds out against the invaders in the comics! I leave the rest to your

imagination. After you have beaten him, General Ta Hwun Kwai will warn

you that the Tigress will crush you like an insect. I wonder. Is this a

preview of things to come?

*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****

Step 1: Defend your base

First, build the usual essentials of a Chinese base, that is all the

Advanced Nuclear Reactors, Supply Center, War Factories and this time,

at least one Airfield. Then, surround your base with Gattling Cannons and

possibly Fortified Bunkers with Tank Hunters inside. The good thing is

that you will have ample time to collect resources and build up your

defenses before General Ta Hwun Kwai really resorts to really brutal Tank

Rushes. This is just the calm before the storm, and if you do not prepare

now, the later attacks can annihilate you for good! To speed up the

collecting process, use up to three Supply Trucks(They are rather cheap,

as they cost only $300 each) and train a couple of Hackers to begin gathering

money (3 is enough at the beginning, build more later if you need to. I

know that you will have many base defenses around here, but honestly, they

may not be enough, as numerous infantry units and MiGs will run over to

your base!



Therefore, always play safe. Build Assault Helices fully loaded with Tank

Hunters. If you have any doubts regarding your defenses, make use of Nuke

Cannons to cover them. The attacks will grow in strength until eventually,

the mighty Emperor Tanks are used! Use the Nuke Cannons to take care of

them, and the remaining units can be cannon fodder for your ground units!

Enjoy. That's your base secured.

Step 2: Build a Nuclear Missile Silo of your own and prepare for any Nuclear

Missiles (Optional Step)

I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and

they can be a threat to your base. Therefore, it is better to be safe than

sorry. Save up money and try to build a Nuclear Missile of your own as

soon as possible. If you are quickly enough, you may have built it before

his Nuclear Missile Silo is completed. As long as construction is completed

before his is completed you are fine "Oh, so the battle has just gone nuclear!

Excellent!" That's General Ta Hwun Kwai's remark. Use the Satellite Hack

to reveal the Nuclear Missile Silo, and then launch the Nuclear Missile

at it, then you can follow up with an Artillery Barrage to finish it off.

Another way to get rid of the Particle Cannon, is to train a single Black

Lotus, have a Nuke Bomber destroy the Gattling Cannons at the eastern

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entrance, and then sneak in and capture it! It's your choice.



There is another use of the Nuclear Missile Silo, you can use it to research

Neutron Shells, then, instead of destroying enemy vehicles, they sort of

neutralize them! That is, the drivers will die, leaving the vehicle

unscathed, and therefore, you can send Red Guards out to take control of

it! General Ta Hwun Kwai's Battlemasters and Emperor Tanks will be a great

help, with his Battlemaster Tanks firing triple shots due to the Autoloader

and the Emperor's Tank's compatibility with two peripherals (namely the

Gattling Tank and Speaker Tower), you can really have the best of both

worlds, I must say.



Step 3: Control the no-man's land around the fields

I know, tanks are land based units, and how do you stop the endless

annoyances of those treaded enemies? Simple, take away their land and they

are nothing. Therefore, like in General "Pinpoint" Townes' case, map

dominance is the key to your success I this match. For your information,

there is a Tech Reinforcement Pad in the northwest and two Oil Derricks

to the east, Send you troops over there, capture the buildings and defend

them carefully! This is because, General Ta Hwun Kwai's tank battalions

like to focus on your distant outposts before they attack your main base!

Therefore, it would always be wise to guard them with forces to hold them

back. A squadron of Helices with several MiGs should do the trick. (Build

an auxiliary base there to be more sure of yourself.) Besides, if I had

remembered correctly, an Assault Troop Transport will be airdropped at

your disposal ever 2 minutes of game time (not actual time) to assist you

in your cause, so it is always wise to control them before your main assault.



Step 4: Attack the enemy base

Now, it is time to gather up your squadrons and battalions for the final

attack on General Ta Hwun Kwai's base. If you have paid attention to the

opening cut-scene, you will notice that each entrance is guarded by nothing

more than Gattling Cannons, in fact, they appear in pairs and pairs. Of

course, so many Gattling Cannons are obviously hazardous to your Helices,

but cannon fodder to your tanks, transports and Nuke Cannons. Therefore,

it is always best to send your tanks before sending your Helices in. As

General Clear Stone has so many bombs up his sleeve, the clearing process

will not take long to accomplish, and of course, once the defenses are

down, you can just send your forces in with the same way Asterix and all

the other indomitable Gauls of the single village that holds out against

the Roman invaders in the comics! I leave the rest to your imagination.

After you have beaten him, General Ta Hwun Kwai warned you that the Tigress

will crush you like an insect. I wonder. Is this a preview of things to

come?

*****PLAYING AS GENERAL CLEAR STONE*****

Step 1: Defend your base

First, build the usual essentials of a Chinese base, that is all the

Advanced Nuclear Reactors, Supply Center, War Factories and this time,

at least one Airfield. Then, surround your base with Gattling Cannons and

possibly Bunkers with Tank Hunters inside. The good thing is that you will

have ample time to collect resources and build up your defenses before

General Ta Hwun Kwai really resorts to really brutal Tank Rushes. This

is just the calm before the storm, and if you do not prepare now, the later

attacks can annihilate you for good! To speed up the collecting process,

use up to three Supply Trucks(They are rather cheap, as they cost only

$300 each) and train a couple of Hackers to begin gathering money (3 is

enough at the beginning, build more later if you need to. I know that you

will have many base defenses around here, but honestly, they may not be

enough, as numerous infantry units and MiGs will run over to your base!

Therefore, always play safe. Build a large battalion (in teams of 5 or

more) of Battlemaster Tanks and research Isotope Stability. Have each team

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guard each entrance to your base. If you have any doubts regarding your

defenses, make use of Overlord Tanks and Nuke Cannons to cover them. Also,

if you have time and money, build Helices with Bunkers loaded full of Tank

Hunters and have them on standby mode, guarding the air space near the

entrances. The attacks will grow in strength until eventually, the mighty

Emperor Tanks are used! Use the Nuke Cannons to take care of them, and

the remaining units can be cannon fodder for your ground units! Enjoy.

That's your base secured.



Step 2: Build a Nuclear Missile Silo of your own and prepare for any Nuclear

Missiles (Optional Step)

I know, sometimes, General Ta Hwun Kwai may build nuclear missiles and

they can be a threat to your base. Therefore, it is better to be safe than

sorry. Save up money and try to build a Nuclear Missile of your own as

soon as possible. If you are quickly enough, you may have built it before

his Nuclear Missile Silo is completed. As long as construction is completed

before his is completed you are fine "Oh, so the battle has just gone nuclear!

Excellent!" That's General Ta Hwun Kwai's remark. Use the Satellite Hack

to reveal the Nuclear Missile Silo, and then launch the Nuclear Missile

at it, then you can follow up with an Artillery Barrage to finish it off.

Another way to get rid of the Particle Cannon, is to train a single Black

Lotus, have a Nuke Bomber destroy the Gattling Cannons at the eastern

entrance, and then sneak in and capture it! It's your choice.



There is another use of the Nuclear Missile Silo, you can use it to arm

your MiGs with Tactical Nukes, or even better, research Neutron Shells,

then, instead of destroying enemy vehicles, they sort of neutralize them!

That is, the drivers will die, leaving the vehicle unscathed, and therefore,

you can send Red Guards out to take control of it! General Ta Hwun Kwai's

Battlemasters and Emperor Tanks will be a great help, with his Battlemaster

Tanks firing triple shots due to the Autoloader and the Emperor's Tank's

compatibility with two peripherals (namely the Gattling Tank and Speaker

Tower), you can really have the best of both worlds, I must say.



Step 3: Control the no-man's land around the fields

I know, tanks are land based units, and how do you stop the endless

annoyances of those treaded enemies? Simple, take away their land and they

are nothing. Therefore, like in General "Pinpoint" Townes' case, map

dominance is the key to your success I this match. For your information,

there is a Tech Reinforcement Pad in the northwest and two Oil Derricks

to the east, Send you troops over there, capture the buildings and defend

them carefully! This is because, General Ta Hwun Kwai's tank battalions

like to focus on your distant outposts before they attack your main base!

Therefore, it would always be wise to guard them with forces to hold them

back. A squadron of Helices with several MiGs should do the trick. (Build

an auxiliary base there to be more sure of yourself.) Besides, if I had

remembered correctly, a Battlemaster Tank will be airdropped at your

disposal ever 2 minutes of game time (not actual time) to assist you in

your cause, so it is always wise to control them before your main assault.

Step 4: Attack the enemy base

Now, it is time to gather up your squadrons and battalions for the final

attack on General Ta Hwun Kwai's base. If you have paid attention to the

opening cut-scene, you will notice that each entrance is guarded by nothing

more than Gattling Cannons, in fact, they appear in pairs and pairs. Of

course, so many Gattling Cannons are obviously hazardous to your Helices,

but cannon fodder to your tanks and Nuke Cannons. Therefore, it is always

best to send your tanks before sending your Helices in. As General Clear

Stone has so many bombs up his sleeve, the clearing process will not take

long to accomplish, and of course, once the defenses are down, you can

just send your forces in with the same way Asterix and all the other

indomitable Gauls of the single village that holds out against the Roman

invaders in the comics! I leave the rest to your imagination. After you

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have beaten him, General Ta Hwun Kwai warned you that the Tigress will

crush you like an insect. I wonder. Is this a preview of things to come?



--------------------------------------------------------------------

g. Chinese Nuke General: General Tsing Shi Tao (Clear Stone) [CGD6G]

--------------------------------------------------------------------

This is my favorite general of the 9 talented Generals of Command and

Conquer: Generals Zero Hour, and I finally have the honor of playing against

him! This time, you get to see General Tao pose in front of a lovely nuclear

explosion, with the Mushroom Cloud present! Yes, and not only is General

Clear Stone an artist, he is also a philanthropist! Take the opening scene,

for instance, a few tanks (that are white in colour, to symbolize their

neutrality, are just driving merrily along a field when suddenly, boom!

4 Nuke Cannons fired in unison at your tanks. Ka-boom! The tanks in the

front are instantly blown to bits. The rest flee in fear! "More gives,

General, our generosity is limitless!" Now, you see how generous General

Clear Stone is! In fact, he is so generous, that he won't hesitate to use

a nuclear missile to take out the survivors! "Now, let the battle begin

in earnest. Prepare yourself!" It's time to fight!

*****PLAYING AS GENERAL ALEXIS ALEXANDER*****

Step 1: Build your base and prepare for the worst

Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,

I know, it is up to the basic base construction rules again and again.

Yes, build Advanced Cold Fusion Reactors, a Supply Center with two Chinooks,

a barracks, a War Factory and at least two Airfields. Be prepared to build

EMP Patriots to hold off any infantry or tanks that may come your way.

Not long after you begin, tea is ready! Actually no, "Hey look! I have

a nuke all ready for you!" Oh dear, it seems that one of General Clear

Stone's Nuclear Missile Silos have been automatically primed, and you have

about 10 minutes before it is launched against you! And, he loves to give

you the gifts. Now, if you are feeling rather confident of yourself, proceed

to Step 2. Otherwise (Most likely), continue reading Step 1.



As you can see, a Nuke hitting your base would not prove to be a spectacular

sight, would it? Therefore, when building your structures, build them as

far apart as possible! Try to save up, build a Stratagy Center as quickly

as possible, and put on the Hold the Line battle strategy. It increases

the armor of your buildings by 25%. (Yes, I know, it won't be much help

when a Nuke hits, but at least those that are further away from the center

of the explosion will have a higher chance of surviving.) Now, if you need

to build some Supply Drop Zones. If you are quickly enough, the nuke would

not have hit. Otherwise, be prepared to rebuild any building the Nuke would

have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will

have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo

Now, it is time to pay back for the damages General Clear Stone have done

to your base. Or, make him pay for the psychological trauma that you have

experienced due to fears that the Nuclear Missile might hit your base!

Now, it is time to build 4 Aurora Alpha Bombers, so that they fill up the

entire Airfield. Now, you do have the privilege of being able to see the

Nuclear Missile Silo is! Set your Battle Strategy to Bombardment Mode.

Now, send your 4 Aurora Bombers on their unstoppable bombing run to take

out the Nuclear Missile Silo! Use a Fuel Air Bomb or Massive Ordnance Air

Blast to finish it off! Now, with the Nuclear Missile Silo gone, you can

fight on a more even basis. (All other nuclear missile silos are inactive,

and they won't work.)



Of course, prevention is always better than cure, as you cannot afford

to be caught off guard when General Clear Stone rebuilds his Nuclear Missile

Silo. Therefore, build your own Particle Cannon and let it warm up. Now,

whenever General Clear Stone decides to rebuild his Nuclear Missile, you

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can make him pay for it!



Step 3: Destroy his eastern outpost

With his nuclear missile silo gone, it is time for you to counter attack!

Send some Comanches over to the northeast, past the plain with Nuke Cannons

deployed and destroy the Nuke Cannons, then back at some, build some

Tomahawk Missiles, Avengers, some Microwave Tanks as well as some Humvees.

Then send them to the empty plain where your comanches are. Use the

microwave tanks to cook all the infantry inside garrisoned structures and

then you can continue to move on to the northeast part of the map

You will find a small outpost with some Advanced Nuclear Reactors, Barracks

and two inactive Nuclear Missile Silos guarded by Gattling Cannons and

some garrisoned towers. Again, use the Microwave Tanks to ding the people

inside to death, and then you can at the same time, disable the Gattling

Cannons with the Microwave Tank and then destroy them with Comanches and

Tomahawk Missile while they cannot fight back. When you have entered the

outpost, you will be told that you can look at his Nuclear Missiles, but

you cannot touch! I know that you may be tempted to capture the nuclear

missile silos, but don't bother, as they will simply explode instead of

allowing you to have them. Therefore, simply destroy everything and this

step would be considered completed.



Step 4: Attack his main base from the east

It is time to finish him once and for all. Go west from this outpost and

go around a mountain range. You will be at the eastern entrance of General

Clear Stone's base. However, this base assault is not going to be easy.

If you have used a Spy Satellite to have a look inside the base, you will

find lots of infantry and several Overlord Tanks guarding the base!

Therefore, I suggest you unseat them a bit using a Particle Cannon or an

A-10 Strike before you let your units get anywhere near the base! After

they are gone, you can send your Tomahawks in to remove the Gattling Cannons,

while your Comanches start clearing everything else. (Better safe than

sorry, build an additional 20 Comanches to help you. I am assuming that

you have enough money.) (Of course, nothing beats a good swarm of Aurora

Alphas, bringing the house down!)



Having beaten him, General Clear Stone would look a bit worried, and he

will say, "I more nuke and I would have reduced you to dust." I guess that

is midlife crisis for you!

*****PLAYING AS GENERAL MALCLM "ACE" GRANGER*****

Step 1: Build your base and prepare for the worst

Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,

I know, it is up to the basic base construction rules again and again.

Yes, build Advanced Cold Fusion Reactors, a Supply Center with two Chinooks,

a barracks, a War Factory and at least two Airfields. Be prepared to build

base defenses to hold off any infantry or tanks that may come your way.

Not long after you begin, tea is ready! Actually no, "Hey look! I have

a nuke all ready for you!" Oh dear, it seems that one of General Clear

Stone's Nuclear Missile Silos have been automatically primed, and you have

about 10 minutes before it is launched against you! And, he loves to give

you the gifts. Now, if you are feeling rather confident of yourself, proceed

to Step 2. Otherwise (Most likely), continue reading Step 1.



As you can see, a Nuke hitting your base would not prove to be a spectacular

sight, would it? Therefore, when building your structures, build them as

far apart as possible! Try to save up, build a Stratagy Center as quickly

as possible, and put on the Hold the Line battle strategy. It increases

the armor of your buildings by 25%. (Yes, I know, it won't be much help

when a Nuke hits, but at least those that are further away from the center

of the explosion will have a higher chance of surviving.) Now, if you need

to build some Supply Drop Zones. If you are quickly enough, the nuke would

Page 131

Command & Conquer Generals - Deluxe Edition.txt

not have hit. Otherwise, be prepared to rebuild any building the Nuke would

have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will

have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo

Now, it is time to pay back for the damages General Clear Stone have done

to your base. Or, make him pay for the psychological trauma that you have

experienced due to fears that the Nuclear Missile might hit your base!

Now, it is time to build 4 Aurora Bombers, so that they fill up the entire

Airfield. Now, you do have the privilege of being able to see the Nuclear

Missile Silo is! Set your Battle Strategy to Bombardment Mode. Now, send

your 4 Aurora Bombers on their unstoppable bombing run to take out the

Nuclear Missile Silo! Use a Carpet Bomber to finish it off! Now, with the

Nuclear Missile Silo gone, you can fight on a more even basis. (All other

nuclear missile silos are inactive, and they won't work.)



Of course, prevention is always better than cure, as you cannot afford

to be caught off guard when General Clear Stone rebuilds his Nuclear Missile

Silo. Therefore, build your own Particle Cannon and let it warm up. Now,

whenever General Clear Stone decides to rebuild his Nuclear Missile, you

can make him pay for it!



Step 3: Destroy his eastern outpost

With his nuclear missile silo gone, it is time for you to counter attack!

Send some Comanches over to the northeast, past the plain with Nuke Cannons

deployed and destroy the Nuke Cannons, then back at some, build some

Tomahawk Missiles, Avengers, some Microwave Tanks as well as some Humvees.

Then send them to the empty plain where your comanches are. Use the

microwave tanks to cook all the infantry inside garrisoned structures and

then you can continue to move on to the northeast part of the map



You will find a small outpost with some Advanced Nuclear Reactors, Barracks

and two inactive Nuclear Missile Silos guarded by Gattling Cannons and

some garrisoned towers. Again, use the Microwave Tanks to ding the people

inside to death, and then you can at the same time, disable the Gattling

Cannons with the Microwave Tank and then destroy them with Stealth

Comanches and Tomahawk Missile while they cannot fight back. When you have

entered the outpost, you will be told that you can look at his Nuclear

Missiles, but you cannot touch! I know that you may be tempted to capture

the nuclear missile silos, but don't bother, as they will simply explode

instead of allowing you to have them. Therefore, simply destroy everything

and this step would be considered completed.



Step 4: Attack his main base from the east

It is time to finish him once and for all. Go west from this outpost and

go around a mountain range. You will be at the eastern entrance of General

Clear Stone's base. However, this base assault is not going to be easy.

If you have used a Spy Satellite to have a look inside the base, you will

find lots of infantry and several Overlord Tanks guarding the base!

Therefore, I suggest you unseat them a bit using a Particle Cannon or an

A-10 Strike before you let your units get anywhere near the base! After

they are gone, you can send your Tomahawks in to remove the Gattling Cannons,

while your Comanches start clearing everything else. (Better safe than

sorry, build an additional 20 Stealth Comanches to help you. I am assuming

that you have enough money.) (Of course, nothing beats a good swarm of

Aurora Alphas, bringing the house down!)

Having beaten him, General Clear Stone would look a bit worried, and he

will say, "I more nuke and I would have reduced you to dust." I guess that

is midlife crisis for you!

*****PLAYING AS GENERAL MALCLM "ACE" GRANGER*****

Step 1: Build your base and prepare for the worst

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Command & Conquer Generals - Deluxe Edition.txt

Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,

I know, it is up to the basic base construction rules again and again.

Yes, build Cold Fusion Reactors, a Supply Center with two Chinooks, a

barracks, a War Factory and at least two Airfields. Be prepared to build

base defenses to hold off any infantry or tanks that may come your way.

Not long after you begin, tea is ready! Actually no, "Hey look! I have

a nuke all ready for you!" Oh dear, it seems that one of General Clear

Stone's Nuclear Missile Silos have been automatically primed, and you have

about 10 minutes before it is launched against you! And, he loves to give

you the gifts. Now, if you are feeling rather confident of yourself, proceed

to Step 2. Otherwise (Most likely), continue reading Step 1.



As you can see, a Nuke hitting your base would not prove to be a spectacular

sight, would it? Therefore, when building your structures, build them as

far apart as possible! Try to save up, build a Stratagy Center as quickly

as possible, and put on the Hold the Line battle strategy. It increases

the armor of your buildings by 25%. (Yes, I know, it won't be much help

when a Nuke hits, but at least those that are further away from the center

of the explosion will have a higher chance of surviving.) Now, if you need

to build some Supply Drop Zones. If you are quickly enough, the nuke would

not have hit. Otherwise, be prepared to rebuild any building the Nuke would

have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will

have 10 more minutes to initiate the next step.)



Step 2: Destroy the Nuclear Missile Silo

Now, it is time to pay back for the damages General Clear Stone have done

to your base. Or, make him pay for the psychological trauma that you have

experienced due to fears that the Nuclear Missile might hit your base!

Now, it is time to build 4 Aurora Bombers, so that they fill up the entire

Airfield. Now, you do have the privilege of being able to see the Nuclear

Missile Silo is! Set your Battle Strategy to Bombardment Mode. Now, send

your 4 Aurora Bombers on their unstoppable bombing run to take out the

Nuclear Missile Silo! Use a Carpet Bomber to finish it off! Now, with the

Nuclear Missile Silo gone, you can fight on a more even basis. (All other

nuclear missile silos are inactive, and they won't work.)

Of course, prevention is always better than cure, as you cannot afford

to be caught off guard when General Clear Stone rebuilds his Nuclear Missile

Silo. Therefore, build your own Particle Cannon and let it warm up. Now,

whenever General Clear Stone decides to rebuild his Nuclear Missile, you

can make him pay for it!



Step 3: Destroy his eastern outpost

With his nuclear missile silo gone, it is time for you to counter attack!

Send some stealth Comanches over to the northeast, past the plain with

Nuke Cannons deployed and destroy the Nuke Cannons, then back at some,

build some Tomahawk Missiles and some Microwave Tanks as well as some

Humvees. Then send them to the empty plain where your stealth comanches

are hidden from view. Use the microwave tanks to cook all the infantry

inside garrisoned structures and then you can continue to move on to the

northeast part of the map



You will find a small outpost with some Advanced Nuclear Reactors, Barracks

and two inactive Nuclear Missile Silos guarded by Gattling Cannons and

some garrisoned towers. Again, use the Microwave Tanks to ding the people

inside to death, and then you can at the same time, disable the Gattling

Cannons with the Microwave Tank and then destroy them with Comanches and

Tomahawk Missile while they cannot fight back. When you have entered the

outpost, you will be told that you can look at his Nuclear Missiles, but

you cannot touch! I know that you may be tempted to capture the nuclear

missile silos, but don't bother, as they will simply explode instead of

allowing you to have them. Therefore, simply destroy everything and this

step would be considered completed.

Page 133

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Step 4: Attack his main base from the east

It is time to finish him once and for all. Go west from this outpost and

go around a mountain range. You will be at the eastern entrance of General

Clear Stone's base. However, this base assault is not going to be easy.

If you have used a Spy Satellite to have a look inside the base, you will

find lots of infantry and several Overlord Tanks guarding the base!

Therefore, I suggest you unseat them a bit using a Particle Cannon or an

A-10 Strike before you let your units get anywhere near the base! After

they are gone, you can send your Tomahawks in to remove the Gattling Cannons,

while your Comanches start clearing everything else. (Better safe than

sorry, build an additional 20 Comanches to help you. I am assuming that

you have enough money.)

Having beaten him, General Clear Stone would look a bit worried, and he

will say, "I more nuke and I would have reduced you to dust." I guess that

is midlife crisis for you!



*****PLAYING AS GENERAL "PINPOINT" TOWNES*****

Step 1: Build your base and prepare for the worst

Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,

I know, it is up to the basic base construction rules again and again.

Yes, build Cold Fusion Reactors, a Supply Center with two Chinooks, a

barracks, a War Factory and at least one Airfield. Be prepared to build

Laser Defense Turrets to hold off any infantry or tanks that may come your

way. Not long after you begin, tea is ready! Actually no, "Hey look! I

have a nuke all ready for you!" Oh dear, it seems that one of General Clear

Stone's Nuclear Missile Silos have been automatically primed, and you have

about 10 minutes before it is launched against you! And, he loves to give

you the gifts. Now, if you are feeling rather confident of yourself, proceed

to Step 2. Otherwise (Most likely), continue reading Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular

sight, would it? Therefore, when building your structures, build them as

far apart as possible! Try to save up, build a Stratagy Center as quickly

as possible, and put on the Hold the Line battle strategy. It increases

the armor of your buildings by 25%. (Yes, I know, it won't be much help

when a Nuke hits, but at least those that are further away from the center

of the explosion will have a higher chance of surviving.) Now, if you need

to build some Supply Drop Zones. If you are quickly enough, the nuke would

not have hit. Otherwise, be prepared to rebuild any building the Nuke would

have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will

have 10 more minutes to initiate the next step.)



Step 2: Destroy the Nuclear Missile Silo

Now, it is time to pay back for the damages General Clear Stone have done

to your base. Or, make him pay for the psychological trauma that you have

experienced due to fears that the Nuclear Missile might hit your base!

Now, it is time to build 4 Aurora Bombers, so that they fill up the entire

Airfield. Now, you do have the privilege of being able to see the Nuclear

Missile Silo is! Set your Battle Strategy to Bombardment Mode. Now, send

your 4 Aurora Bombers on their unstoppable bombing run to take out the

Nuclear Missile Silo! Use an A-10 Strike to finish it off! Now, with the

Nuclear Missile Silo gone, you can fight on a more even basis. (All other

nuclear missile silos are inactive, and they won't work.)

Of course, prevention is always better than cure, as you cannot afford

to be caught off guard when General Clear Stone rebuilds his Nuclear Missile

Silo. Therefore, build your own Particle Cannon and let it warm up. Now,

whenever General Clear Stone decides to rebuild his Nuclear Missile, you

can make him pay for it!



Step 3: Destroy his eastern outpost

Page 134

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With his nuclear missile silo gone, it is time for you to counter attack!

Send some Comanches over to the northeast, past the plain with Nuke Cannons

deployed and destroy the Nuke Cannons, then back at some, build some Laser

Tanks, Avengers and some Microwave Tanks. Then send them to the empty plain

where your comanches are hovering above. Use the microwave tanks to cook

all the infantry inside garrisoned structures and then you can continue

to move on to the northeast part of the map

You will find a small outpost with some Advanced Nuclear Reactors, Barracks

and two inactive Nuclear Missile Silos guarded by Gattling Cannons and

some garrisoned towers. Again, use the Microwave Tanks to ding the people

inside to death, and then you can at the same time, disable the Gattling

Cannons with the Microwave Tank and then destroy them with Laser Tanks

while they cannot fight back. When you have entered the outpost, you will

be told that you can look at his Nuclear Missiles, but you cannot touch!

I know that you may be tempted to capture the nuclear missile silos, but

don't bother, as they will simply explode instead of allowing you to have

them. Therefore, simply destroy everything and this step would be

considered completed.

Step 4: Attack his main base from the east

It is time to finish him once and for all. Go west from this outpost and

go around a mountain range. You will be at the eastern entrance of General

Clear Stone's base. However, this base assault is not going to be easy.

If you have used a Spy Satellite to have a look inside the base, you will

find lots of infantry and several Overlord Tanks guarding the base!

Therefore, I suggest you unseat them a bit using a Particle Cannon or an

A-10 Strike before you let your units get anywhere near the base! After

they are gone, you can send your Laser Tanks in to remove the Gattling

Cannons, and you can go in and let lose the dogs of war. (Better safe than

sorry, build an additional 20 Laser Tanks to help you. I am assuming that

you have enough money.)



Having beaten him, General Clear Stone would look a bit worried, and he

will say, "I more nuke and I would have reduced you to dust." I guess that

is midlife crisis for you!



*****PLAYING AS DR. THRAX*****

Step 1: Build your base and prepare for the worst

Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,

I know, it is up to the basic base construction rules again and again.

Yes, build a Barracks, a Supply Stash with 6 workers, an Arms Dealer and

all the what not. Be prepared to build Toxin Networks and Stinger Sites

to hold off any infantry or tanks that may come your way. Not long after

you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready

for you!" Oh dear, it seems that one of General Clear Stone's Nuclear

Missile Silos have been automatically primed, and you have about 10 minutes

before it is launched against you! And, he loves to give you the gifts.

Now, if you are feeling rather confident of yourself, proceed to Step 2.

Otherwise (Most likely), continue reading Step 1.



As you can see, a Nuke hitting your base would not prove to be a spectacular

sight, would it? Therefore, when building your structures, build them as

far apart as possible! Try to save up, build a Palace as quickly as possible,

and quickly research the Fortified Structure upgrade. It increases the

armor of your buildings. (Yes, I know, it won't be much help when a Nuke

hits, but at least those that are further away from the center of the

explosion will have a higher chance of surviving. It is still a pain to

wait for your buildings to rebuild from the GLA Holes.) Now, if you need

to build some Black Markets. If you are quickly enough, the nuke would

not have hit. Otherwise, be prepared to rebuild any building the Nuke would

have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will

have 10 more minutes to initiate the next step.)

Page 135

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Step 2: Destroy the Nuclear Missile Silo

Now, it is time to pay back for the damages General Clear Stone have done

to your base. Or, make him pay for the psychological trauma that you have

experienced due to fears that the Nuclear Missile might hit your base!

Now, it is time to build a strike team! I suggest about 10 Scorpion Tanks

and maybe 3-4 Rocket Buggies that are upgraded to the max. Now, move

northeast, and go through the small town, watching out for the radiation.

Then the nuclear missile should be clearly visible to the northeast of

the town, and you can open fire. Hurry up and you should be able to destroy

the Nuclear Missile Silo before they can react. (Rather difficult, really.)

Now, with the Nuclear Missile Silo gone, you can fight on a more even basis.

(All other nuclear missile silos are inactive, and they won't work.)

Of course, prevention is always better than cure, as you cannot afford

to be caught off guard when General Clear Stone rebuilds his Nuclear Missile

Silo. Therefore, build your own SCUD Storm and let it warm up. Now, whenever

General Clear Stone decides to rebuild his Nuclear Missile, you can make

him pay for it!

Step 3: Destroy his eastern outpost

With his nuclear missile silo gone, it is time for you to fight back, however,

if you linger around for too long after you have destroyed the Nuclear

Missile Silo, their tanks and infantry will swoop upon your units and

destroy you. Therefore, I suggest you pick on his outpost to the east first.

Therefore, send your units to the east and around the mountain range while

avoiding all the units that are in hot pursuit of you. (If your attack

force is destroyed, then build a new horde of Scorpion Tanks, Rocket Buggies,

SCUD Launchers and Quad Cannons and move them to the outpost there.)



You will find a small outpost with some Advanced Nuclear Reactors, Barracks

and two inactive Nuclear Missile Silos guarded by Gattling Cannons and

some garrisoned towers. Use your long range units, to destroy the Gattling

Cannons, while your SCUD Launchers destroy the garrisoned towers and watch

the people inside get out and be transformed into salamander men! When

you have entered the outpost, you will be told that you can look at his

Nuclear Missiles, but you cannot touch! I know that you may be tempted

to capture the nuclear missile silos, but don't bother, as they will simply

explode instead of allowing you to have them. Therefore, simply destroy

everything and this step would be considered completed.

Step 4: Attack his main base from the east

It is time to finish him once and for all. Go back to the eastern entrance

of General Clear Stone's base. Ready your troops However, this base assault

is not going to be easy. If you have used a Radar Scan to have a look inside

the base, you will find lots of infantry and several Overlord Tanks guarding

the base! Therefore, I suggest you unseat them a bit using a SCUD Storm

and an Anthrax Bomb you let your units get anywhere near the base! After

they are gone, you can send your SCUD Launchers in to remove the Gattling

Cannons, and you can go in and let lose the dogs of war. (Better safe than

sorry, build an additional 20 Scorpion Tanks to help you. I am assuming

that you have enough money.)

Having beaten him, General Clear Stone would look a bit worried, and he

will say, "I more nuke and I would have reduced you to dust." I guess that

is midlife crisis for you!

*****PLAYING AS GENERAL RODALL "DEMO" JUHZIZ*****

Step 1: Build your base and prepare for the worst

Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,

I know, it is up to the basic base construction rules again and again.

Yes, build a Barracks, a Supply Stash with 6 workers, an Arms Dealer and

all the what not. Be prepared to build Tunnel Networks and Stinger Sites

Page 136

Command & Conquer Generals - Deluxe Edition.txt

to hold off any infantry or tanks that may come your way. Not long after

you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready

for you!" Oh dear, it seems that one of General Clear Stone's Nuclear

Missile Silos have been automatically primed, and you have about 10 minutes

before it is launched against you! And, he loves to give you the gifts.

Now, if you are feeling rather confident of yourself, proceed to Step 2.

Otherwise (Most likely), continue reading Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular

sight, would it? Therefore, when building your structures, build them as

far apart as possible! Try to save up, build a Palace as quickly as possible,

and quickly research the Fortified Structure upgrade. It increases the

armor of your buildings. (Yes, I know, it won't be much help when a Nuke

hits, but at least those that are further away from the center of the

explosion will have a higher chance of surviving. It is still a pain to

wait for your buildings to rebuild from the GLA Holes.) Now, if you need

to build some Black Markets. If you are quickly enough, the nuke would

not have hit. Otherwise, be prepared to rebuild any building the Nuke would

have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will

have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo

Now, it is time to pay back for the damages General Clear Stone have done

to your base. Or, make him pay for the psychological trauma that you have

experienced due to fears that the Nuclear Missile might hit your base!

Now, it is time to build a strike team! I suggest about 10 Scorpion Tanks

and maybe 3-4 Rocket Buggies that are upgraded to the max. Now, move

northeast, and go through the small town, watching out for the radiation.

Then the nuclear missile should be clearly visible to the northeast of

the town, and you can open fire. Hurry up and you should be able to destroy

the Nuclear Missile Silo before they can react. (Rather difficult, really.)

Now, with the Nuclear Missile Silo gone, you can fight on a more even basis.

(All other nuclear missile silos are inactive, and they won't work.)



A second method is to make use of the Level 3 Rebel Ambush. Ambush the

Nuclear Missile, and have your Rebels open fire on it. Make sure that you

have the Suicide Upgrade in effect. Therefore, if someone does intervene,

your Rebel will explode and hit the Nuclear Missile Silo!



Of course, prevention is always better than cure, as you cannot afford

to be caught off guard when General Clear Stone rebuilds his Nuclear Missile

Silo. Therefore, build your own SCUD Storm and let it warm up. Now, whenever

General Clear Stone decides to rebuild his Nuclear Missile, you can make

him pay for it!

Step 3: Destroy his eastern outpost

With his nuclear missile silo gone, it is time for you to fight back, however,

if you linger around for too long after you have destroyed the Nuclear

Missile Silo, their tanks and infantry will swoop upon your units and

destroy you. Therefore, I suggest you pick on his outpost to the east first.

Therefore, send your units to the east and around the mountain range while

avoiding all the units that are in hot pursuit of you. (If your attack

force is destroyed, then build a new horde of Scorpion Tanks, Rocket Buggies,

SCUD Launchers and Quad Cannons and move them to the outpost there.)



You will find a small outpost with some Advanced Nuclear Reactors, Barracks

and two inactive Nuclear Missile Silos guarded by Gattling Cannons and

some garrisoned towers. Use your long range units, to destroy the Gattling

Cannons, while your SCUD Launchers destroy the garrisoned towers! When

you have entered the outpost, you will be told that you can look at his

Nuclear Missiles, but you cannot touch! I know that you may be tempted

to capture the nuclear missile silos, but don't bother, as they will simply

explode instead of allowing you to have them. Therefore, simply destroy

Page 137

Command & Conquer Generals - Deluxe Edition.txt

everything and this step would be considered completed.



Step 4: Attack his main base from the east

It is time to finish him once and for all. Go back to the eastern entrance

of General Clear Stone's base. Ready your troops However, this base assault

is not going to be easy. If you have used a Radar Scan to have a look inside

the base, you will find lots of infantry and several Overlord Tanks guarding

the base! Therefore, I suggest you unseat them a bit using a SCUD Storm

and an Anthrax Bomb you let your units get anywhere near the base! After

they are gone, you can send your SCUD Launchers in to remove the Gattling

Cannons, and you can go in and let lose the dogs of war. (Better safe than

sorry, build an additional 20 Scorpion Tanks to help you. I am assuming

that you have enough money.) Sending in terrorist Combat Bikes also works

wonders too!

Having beaten him, General Clear Stone would look a bit worried, and he

will say, "I more nuke and I would have reduced you to dust." I guess that

is midlife crisis for you!



*****PLAYING AS PRINCE KASSAD*****

Step 1: Build your base and prepare for the worst

Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,

I know, it is up to the basic base construction rules again and again.

Yes, build a Barracks, a Supply Stash with 6 workers, an Arms Dealer and

all the what not. Be prepared to build Tunnel Networks and Stinger Sites

to hold off any infantry or tanks that may come your way. Not long after

you begin, tea is ready! Actually no, "Hey look! I have a nuke all ready

for you!" Oh dear, it seems that one of General Clear Stone's Nuclear

Missile Silos have been automatically primed, and you have about 10 minutes

before it is launched against you! And, he loves to give you the gifts.

Now, if you are feeling rather confident of yourself, proceed to Step 2.

Otherwise (Most likely), continue reading Step 1.



As you can see, a Nuke hitting your base would not prove to be a spectacular

sight, would it? Therefore, when building your structures, build them as

far apart as possible! Try to save up, build a Palace as quickly as possible,

and quickly research the Fortified Structure upgrade. It increases the

armor of your buildings. (Yes, I know, it won't be much help when a Nuke

hits, but at least those that are further away from the center of the

explosion will have a higher chance of surviving. It is still a pain to

wait for your buildings to rebuild from the GLA Holes.) Now, if you need

to build some Black Markets. If you are quickly enough, the nuke would

not have hit. Otherwise, be prepared to rebuild any building the Nuke would

have destroyed. Now, let's go on to Step 2. (If the Nuke hits, you will

have 10 more minutes to initiate the next step.)

Step 2: Destroy the Nuclear Missile Silo

Now, it is time to pay back for the damages General Clear Stone have done

to your base. Or, make him pay for the psychological trauma that you have

experienced due to fears that the Nuclear Missile might hit your base!

Now, it is time to build a strike team! I suggest about 12 Quad Cannons

and maybe 4-5 Rocket Buggies that are upgraded to the max. Now, move

northeast, and go through the small town, watching out for the radiation.

Then the nuclear missile should be clearly visible to the northeast of

the town, and you can open fire. Hurry up and you should be able to destroy

the Nuclear Missile Silo before they can react. (Rather difficult, really.)

Now, with the Nuclear Missile Silo gone, you can fight on a more even basis.

(All other nuclear missile silos are inactive, and they won't work.)



Of course, prevention is always better than cure, as you cannot afford

to be caught off guard when General Clear Stone rebuilds his Nuclear Missile

Silo. Therefore, build your own SCUD Storm and let it warm up. Now, whenever

General Clear Stone decides to rebuild his Nuclear Missile, you can make

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him pay for it!



Step 3: Destroy his eastern outpost

With his nuclear missile silo gone, it is time for you to fight back, however,

if you linger around for too long after you have destroyed the Nuclear

Missile Silo, their tanks and infantry will swoop upon your units and

destroy you. Therefore, I suggest you pick on his outpost to the east first.

Therefore, send your units to the east and around the mountain range while

avoiding all the units that are in hot pursuit of you. (If your attack

force is destroyed, then build a new horde of Rocket Buggies and Quad

Cannons and move them to the outpost there.)



You will find a small outpost with some Advanced Nuclear Reactors, Barracks

and two inactive Nuclear Missile Silos guarded by Gattling Cannons and

some garrisoned towers. Use your long range units, to destroy the Gattling

Cannons and the garrisoned towers! When you have entered the outpost, you

will be told that you can look at his Nuclear Missiles, but you cannot

touch! I know that you may be tempted to capture the nuclear missile silos,

but don't bother, as they will simply explode instead of allowing you to

have them. Therefore, simply destroy everything and this step would be

considered completed.



Step 4: Attack his main base from the east

It is time to finish him once and for all. Go back to the eastern entrance

of General Clear Stone's base. Ready your troops However, this base assault

is not going to be easy. If you have used a Radar Scan to have a look inside

the base, you will find lots of infantry and several Overlord Tanks guarding

the base! Therefore, I suggest you unseat them a bit using a SCUD Storm

and an Anthrax Bomb you let your units get anywhere near the base! After

they are gone, you can send your SCUD Launchers in to remove the Gattling

Cannons, and you can go in and let lose the dogs of war. (Better safe than

sorry, build an additional 20 Quad Cannons to help you. I am assuming that

you have enough money.) Sending in terrorist Combat Bikes also works

wonders too!



Having beaten him, General Clear Stone would look a bit worried, and he

will say, "I more nuke and I would have reduced you to dust." I guess that

is midlife crisis for you!



*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****

Step 1: Build your base and prepare for the worst

Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,

I know, it is up to the basic base construction rules again and again.

Yes, build Nuclear Reactors, a Supply Center with two Supply Trucks, a

barracks, a War Factory and at least one Airfield. Be prepared to build

Gattling Cannons and some Tanks to hold off any infantry or tanks that

may come your way. Not long after you begin, tea is ready! Actually no,

"Hey look! I have a nuke all ready for you!" Oh dear, it seems that one

of General Clear Stone's Nuclear Missile Silos have been automatically

primed, and you have about 10 minutes before it is launched against you!

And, he loves to give you the gifts. Now, if you are feeling rather confident

of yourself, proceed to Step 2. Otherwise (Most likely), continue reading

Step 1.

As you can see, a Nuke hitting your base would not prove to be a spectacular

sight, would it? Therefore, when building your structures, build them as

far apart as possible! Try to save up, build a Propaganda Center as quickly

as possible, also build an Internet Center, and fill it up with as many

Super Hackers as possible, then train Super Lotus. Now, let's go on to

Step 2. (If the Nuke hits, you will have 10 more minutes to initiate the

next step.)



Step 2: Capture the Nuclear Missile Silo

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Now, it is time to pay back for the damages General Clear Stone have done

to your base. Or, make him pay for the psychological trauma that you have

experienced due to fears that the Nuclear Missile might hit your base!

Now, it is time to send Super Lotus into his base. Try to sneak around

his defenses, and watch out for all the radiation on the round, as they

can harm Black Lotus, then sneak over to the Nuclear Silo and capture it

from across the wall. The nuclear silo should explode. Now, with the Nuclear

Missile Silo gone, you can fight on a more even basis. (All other nuclear

missile silos are inactive, and they won't work.)

Of course, prevention is always better than cure, as you cannot afford

to be caught off guard when General Clear Stone rebuilds his Nuclear Missile

Silo. Therefore, build your own Particle Cannon and let it warm up. Now,

whenever General Clear Stone decides to rebuild his Nuclear Missile, you

can make him pay for it!



Step 3: Destroy his eastern outpost

With his nuclear missile silo gone, it is time for you to counter attack!

Send some Assault Troop Crawlers, Attack Outposts and Assault Helices (load

them up) over to the northeast, past the plain with Nuke Cannons deployed

and destroy the Nuke Cannons, then back at some, build some Dragon Tanks

and ECM Tanks. Then send them to the empty plain where your transports

are stationed. Use the Dragon Tanks to cook all the infantry inside

garrisoned structures and then you can continue to move on to the northeast

part of the map.

You will find a small outpost with some Advanced Nuclear Reactors, Barracks

and two inactive Nuclear Missile Silos guarded by Gattling Cannons and

some garrisoned towers. Again, use the Dragon Tanks to ding the people

inside to death, and then you can send your Nuke Cannons in to destroy

all the Gattling Cannons. When you have entered the outpost, you will be

told that you can look at his Nuclear Missiles, but you cannot touch! I

know that you may be tempted to capture the nuclear missile silos, but

don't bother, as they will simply explode instead of allowing you to have

them. Therefore, simply destroy everything and this step would be

considered completed.



Step 4: Attack his main base from the east

It is time to finish him once and for all. Go west from this outpost and

go around a mountain range. You will be at the eastern entrance of General

Clear Stone's base. However, this base assault is not going to be easy.

If you have used a Satellite Hack II to have a look inside the base, you

will find lots of infantry and several Overlord Tanks guarding the base!

Therefore, I suggest you unseat them a bit using a Nuclear Missile or an

Artillery Barrage before you let your units get anywhere near the base!

After they are gone, you can send your Nuke Cannons in to remove the Gattling

Cannons, and you can go in and let lose the dogs of war. (Better safe than

sorry, build an additional 20 Attack Outposts to help you. I am assuming

that you have enough money.)

Having beaten him, General Clear Stone would look a bit worried, and he

will say, "I more nuke and I would have reduced you to dust." I guess that

is midlife crisis for you!

*****PLAYING AS GENERAL TA HWUN KWAI*****

Step 1: Build your base and prepare for the worst

Yes, let the fighting begin in earnest, so let's begin, shall we? Yes,

I know, it is up to the basic base construction rules again and again.

Yes, build Nuclear Reactors, a Supply Center with two Supply Trucks, a

barracks, a War Factory and at least one Airfield. Be prepared to build

Gattling Cannons and some Tanks to hold off any infantry or tanks that

may come your way. Not long after you begin, tea is ready! Actually no,

"Hey look! I have a nuke all ready for you!" Oh dear, it seems that one

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of General Clear Stone's Nuclear Missile Silos have been automatically

primed, and you have about 10 minutes before it is launched against you!

And, he loves to give you the gifts. Now, if you are feeling rather confident

of yourself, proceed to Step 2. Otherwise (Most likely), continue reading

Step 1.



As you can see, a Nuke hitting your base would not prove to be a spectacular

sight, would it? Therefore, when building your structures, build them as

far apart as possible! Try to save up, build a Propaganda Center as quickly

as possible, also build an Internet Center, and fill it up with as many

Hackers as possible, then train Black Lotus. Now, let's go on to Step 2.

(If the Nuke hits, you will have 10 more minutes to initiate the next step.)



Step 2: Capture the Nuclear Missile Silo

Now, it is time to pay back for the damages General Clear Stone have done

to your base. Or, make him pay for the psychological trauma that you have

experienced due to fears that the Nuclear Missile might hit your base!

Now, it is time to send Black Lotus into his base. Try to sneak around

his defenses, and watch out for all the radiation on the round, as they

can harm Black Lotus, then sneak over to the Nuclear Silom and capture

it from across the wall. The nuclear silo should explode. Now, with the

Nuclear Missile Silo gone, you can fight on a more even basis. (All other

nuclear missile silos are inactive, and they won't work.)



Of course, prevention is always better than cure, as you cannot afford

to be caught off guard when General Clear Stone rebuilds his Nuclear Missile

Silo. Therefore, build your own Particle Cannon and let it warm up. Now,

whenever General Clear Stone decides to rebuild his Nuclear Missile, you

can make him pay for it!



Step 3: Destroy his eastern outpost

With his nuclear missile silo gone, it is time for you to counter attack!

Send some Battlemaster Tanks over to the northeast, past the plain with

Nuke Cannons deployed and destroy the Nuke Cannons, then back at some,

build some Flame Tanks and ECM Tanks. Then send them to the empty plain

where your Battlemaster Tanks are stationed. Use the Dragon Tanks to cook

all the infantry inside garrisoned structures and then you can continue

to move on to the northeast part of the map



You will find a small outpost with some Advanced Nuclear Reactors, Barracks

and two inactive Nuclear Missile Silos guarded by Gattling Cannons and

some garrisoned towers. Again, use the Dragon Tanks to ding the people

inside to death, and then you can send your battlemaster tanks in to destroy

all the Gattling Cannons. When you have entered the outpost, you will be

told that you can look at his Nuclear Missiles, but you cannot touch! I

know that you may be tempted to capture the nuclear missile silos, but

don't bother, as they will simply explode instead of allowing you to have

them. Therefore, simply destroy everything and this step would be

considered completed.

Step 4: Attack his main base from the east

It is time to finish him once and for all. Go west from this outpost and

go around a mountain range. You will be at the eastern entrance of General

Clear Stone's base. However, this base assault is not going to be easy.

If you have used a Satellite Hack II to have a look inside the base, you

will find lots of infantry and several Overlord Tanks guarding the base!

Therefore, I suggest you unseat them a bit using a Nuclear Missile or an

Artillery Barrage before you let your units get anywhere near the base!

After they are gone, you can send your Emperor Tanks in to remove the

Gattling Cannons, and you can go in and let lose the dogs of war. (Better

safe than sorry, build an additional 20 Battlemaster Tanks to help you.

I am assuming that you have enough money.)



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Having beaten him, General Clear Stone would look a bit worried, and he

will say, "I more nuke and I would have reduced you to dust." I guess that

is midlife crisis for you!

------------------------------------------------

h. Chinese Dragon General: General Leang [CGD6H]

------------------------------------------------

In the loading screen, you will get a glimpse of the final General, General

Leang. So, General Ta Hwun Kwai was right about the final General being

a Tigress, as she is a woman! She asks, "Why do you run towards your own

demise?" Then, as you watch the opening cutscene, you will find that you

are somewhere in Tibet, China. Your tank battalion moves forwards, and

reaches a gate with some statues of ancient Chinese soldiers. You hear

General Leang's voice. "Leave this place before you anger me!" She warns,

but your battalion ignores her warning, and suddenly, a particle beam cuts

through your units in front, a Scud Storm is then launched at your tanks

in the middle, and a nuke pulverizes the ones in the rear! "In the end,

all fall before me!" Then, you will be notified that capturing her weapon

storage bunkers can reset the timers on all of General Leang's superweapons.

Then you are left to play. Notice that she has a Scud Storm, a Particle

Cannon and a Nuclear Missile Silo all ready for you, and you have 15 minutes

before they are ready! Let's fight!



*****PLAYING AS GENERAL "ANVIL" SHIN FAI*****

Step 1: Build your base and control the southern edge of the map

Now, there is no time to lose. You must act quickly. First, build a Nuclear

Reactor and a Supply Center with 2 Supply Trucks. Then, build a barracks,

train 2 Minigunners and research the Capture Building Upgrade. Have them

capture the oil derrick on this island. Then, build a War Factory. Pump

out some Dragon Tanks and Attack Outposts and send them across the river.

You will notice that there are several Bunkers loaded full of troops. Send

your Dragon Tanks to burn the infantry inside. Make sure that the tank

is facing the correct direction, or you will not hit the bunkers. With

the bunkers cleared, send you troops to the mountain pass to the north

and have them guard the area against any Paladin Tanks or any other enemies

that they will send into your base. At the meantime, have some Attack

Outposts and Assault Troop Transports guard your base as General Leang

may send a Sneak Attack any time.



Now that you have secured the mountain pass, it is time to expand to the

supply depot your tanks have just passed. Build a second Supply Center,

War Factory, a Propaganda Center, an Internet Center as quickly as possible.

(Defend them with a line of Gattling Cannons to the north as MiGs will

be used from time to time against you) Notice those crates to the south?

They are worth $1000 each, so collect them all and you can have more funds

to use. The Internet Center can be placed inside your main base if you

have room. Otherwise, build it at your auxiliary base. Fill it with Super

Hackers on the double, and train Super Lotus (or corrupt one into serving

you, as General Leang says). You will understand later. Have her capture

the second Oil Derrick to the north for now.



Step 2: Secure the land around the first Bunker

Now, as you have the technology, build a couple of Attack Outposts, Assault

Helices fully loaded assisted with Inferno Cannons (or Nuke Cannons). Then,

move north, and shell and burn all the infantry units guarding the Bunker.

Good. You now have secured this Bunker. But do not capture it with Super

Louts until the timers are just about to tick to zero, or you will not

gain too much time. (By the time I reached the Bunker here, there were

still about 5 minutes left, so I waited for another 4 minutes before I

captured it) Otherwise, move on to the next step.

Step 3: Secure the land around the second Bunker

As you may notice, the second bunker. (The Particle Cannon Bunker) is

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directly to the north of the Scud Storm. It is guarded by 4 Overlord Tanks.

Therefore, I suggest you build another War Factory, guarded by Gattling

Cannons to stop those MiGs and the occasional Helix loaded with Tank Hunters!

Then, build a couple of Nuke Cannons (upgraded with Neutron Shells from

a Nuke Silo. You will understand why later) supported by Attack Outposts

and ECM Tanks in the front. Then, send them to the north of the Mountain

Pass. You will notice that there is a Bunker filled with troops by the

bridge. Fire one single neutron shell at the Bunker and the people inside

will be vaporized.

Then, continue to move north, until the enemy Overlord Tanks are just in

sight. It is best that you do not try to attract their attention. Therefore,

fire Neutron Shells at the Overlord Tanks to neutralize them once and for

all, and be careful as you approach the lone tunnel network, or you will

be ambushed by the units inside. Therefore, I suggest you play safe, and

fire another Neutron Shell at the Tunnel Network. The units inside,

infantry and tanks will be vaporized, and they will all be ejected from

the tunnel and explode. Then, you can move the Outposts and Artillery in

to destroy the Tunnel Network. With it gone, this area is secured. Send

Super Lotus in to capture the Tech Reinforcement Pad, and build an

additional Supply Center and several Gattling Cannons around the supply

dock. Now, you can have Super Lotus on standby to capture this bunker when

the timer is almost gone down to zero. (What does that bunker store anyway?

Excess photons of light, or something?) Proceed to the next step.



Step 3: Build an expeditionary force and cross the bridge next to the

Particle Beam bunker and secure the land around the final Bunker.

Now, as the title says, build maybe 10 more Attack Outposts with Nuke

Cannons and ECMs for support and send them across the bridge west of the

particle beam bunker. You will encounter some token resistance with a

couple of Tank Hunters, Paladin Tanks and Dragon Tanks, and what's up with

that? Just blow the life out of them and you will be fine! You will notice

that there is yet another Tunnel Network to the west by the Nuclear Weapons

Bunker, and don't worry, there is no one there now that you have cleaned

it out one moment ago. Congrats, there is very little resistance here and

the final bunker is in your hands. Notice that bridge leading north? That

bridge is the only way into and out of the base of General Leang! Therefore,

I would recommend you to build a line of Gattling Cannons and yet another

War Factory to build more units for the final assault.



Note: You may wonder why I did not ask to send units across the bridge

to the east of the mountain pass. Yes, I know. There is another bridge

on the other side, but for some reason, when I ordered my units to cross

to the other side, they just did a U-turn and went back to the bridge by

the Particle Beam Bunker to cross. Maybe it is due to the Chinese gate

that is blocking the way.



Step 4: Perform a final attack on the base

Now that you have secured the exit and entrance of the base, it is time

to finish General Leang off once and for all. If you are quickly enough,

you may still have about 8 minutes left on her superweapon timer, with

still one Bunker to be captured. Now, build maybe 8 Overlord Tanks, upgrade

half with Speaker Towers and half with Gattling Cannons. Then, build some

ECM Tanks and Nuke Cannons for support. Have Satellite Hack 2 upgraded

from the Command Center. Then, you can send them in. To unsettle their

frontal defenses, you can drop a Nuclear Bomb at the first group of

buildings you find across the bridge, then use a neutron shell to take

out the units garrisoned inside the Bunker. Then send your Overlord Tanks

in. Now, you will have to be very careful around here. There is a long

line of Patriot Missile systems on the ridge to the north, and you will

suddenly find yourself underfire from all directions if you are not

prepared. Therefore, you should use the Nuke Cannons to carefully destroy

them all from a range before you move in.

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By the way, notice that there is a large push cut and trimmed in the shape

of the Chinese letter tiger. I wonder how such bushes can grow in such

cold conditions. Anyway, with the Patriots gone, you should divide your

Attack Outpsots into two groups of 8. One will move up the staircase, while

the other will go east. Have these two groups destroy everything in their

path now. Once the one reaches the first Command Center, have them stay

there. Same goes for the other group once they have destroyed the two

Airfields on their side. This is to prevent any of her construction dozers

from reaching those areas and rebuilding the things that you have destroyed.

It is very annoying, and they rebuild so quickly.



While they are standing their ground, send your Nuke Cannons up the stairs

and start to shell everything that they find. Do you get my point? To make

them more stronger to begin with, make use of the Artillery Training General

Ability. Anyway, with such destructive power, very few things can resist

your Nuke Cannons before it is too late, particularly they have their adult

supervision, which are the Overlord Tanks around. If you have trouble

destroying the Superweapons, use Black Lotus to capture the Nuclear Weapon

Bunker to allow for more time for you to destroy them. For your information,

the Nuclear Missile Silo is in the far west of the base, the Scud Storm

in the center, and the Particle Cannon in the far east. Now, just destroy

them, along with every other production structure General Leang has and

the final level of the Generals Challenge will be complete! Finally!



When you beat her, the camera will be focused on the patch of grass with

the bushes trimmed in the shape of the Chinese character "Tiger". Then,

General Leang will admit defeat. In the victory screen, General Leang will

say that it was a very good competition, and if you have time, challenge

her again. WHAT? A competition? What kind of sport involves so many lives

being lost and so many vehicles being destroyed? War is not a sport, I

tell you. It is a matter of life and death! Anyway, congratulations, as

you have officially beaten the General's Challenge Mode!



*****PLAYING AS GENERAL TA HWUN KWAI*****

Step 1: Build your base and control the southern edge of the map

Now, there is no time to lose. You must act quickly. First, build a Nuclear

Reactor and a Supply Center with 2 Supply Trucks. Then, build a barracks,

train 2 Red Guards and research the Capture Building Upgrade. Have them

capture the oil derrick on this island. Then, build a War Factory. Pump

out some Dragon Tanks and Battlemaster Tanks and send them across the river.

You will notice that there are several Bunkers loaded full of troops. Send

your Dragon Tanks to burn the infantry inside. Make sure that the tank

is facing the correct direction, or you will not hit the bunkers. With

the bunkers cleared, send you troops to the mountain pass to the north

and have them guard the area against any Paladin Tanks or any other enemies

that they will send into your base. At the meantime, have some Battlemasters

guard your base as General Leang may send a Sneak Attack any time.

Now that you have secured the mountain pass, it is time to expand to the

supply depot your tanks have just passed. Build a second Supply Center,

War Factory, a Propaganda Center, an Internet Center as quickly as possible.

(Defend them with a line of Gattling Cannons to the north as MiGs will

be used from time to time against you) Notice those crates to the south?

They are worth $1000 each, so collect them all and you can have more funds

to use. The Internet Center can be placed inside your main base if you

have room. Otherwise, build it at your auxiliary base. Fill it with Hackers

on the double, and train Black Lotus (or corrupt one into serving you,

as General Leang says). You will understand later. Have her capture the

second Oil Derrick to the north for now.

Step 2: Secure the land around the first Bunker

Now, as you have the technology, build a couple of Emperor Tanks, Dragon

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Tanks assisted with ECM Tanks and Battlemaster Tanks. Also research the

Autoloader Upgrade from the Propaganda Center to allow your Battlemasters

have a trebled rate of fire. Then, move north, and burn all the infantry

units guarding the Bunker. Good. You now have secured this Bunker. But

do not capture it with Black Lotus until the timers are just about to tick

to zero, or you will not gain too much time. (By the time I reached the

Bunker here, there were still about 5 minutes left, so I waited for another

4 minutes before I captured it) Otherwise, move on to the next step.



Step 3: Secure the land around the second Bunker

As you may notice, the second bunker. (The Particle Cannon Bunker) is

directly to the north of the Scud Storm. It is guarded by 4 Overlord Tanks.

Therefore, I suggest you build another War Factory, guarded by Gattling

Cannons to stop those MiGs and the occasional Helix loaded with Tank Hunters!

Then, build a couple of Nuke Cannons (upgraded with Neutron Shells from

a Nuke Silo. You will understand why later) supported by Overlord Tanks

and ECM Tanks in the front. Then, send them to the north of the Mountain

Pass. You will notice that there is a Bunker filled with troops by the

bridge. Send a Dragon Tank, along with an ECM Tank to disrupt the missiles,

and then fry the units inside.

Then, continue to move north, until the enemy Overlord Tanks are just in

sight. Unfortunately due to the lack of Artillery, General Ta Hwun Kwai

has to rush in without any elements of surprise. Therefore, you should

build more tanks before rushing. Units will pop out of the tunnel network

to engage you, so look out for them as well. It will be a tough battle,

but you should win. Then, you can move the Emperor Tanks in to destroy

the Tunnel Network. With it gone, this area is secured. Send Black Lotus

in to capture the Tech Reinforcement Pad, and build an additional Supply

Center and several Gattling Cannons around the supply dock. Now, you can

have Black Lotus on standby to capture this bunker when the timer is almost

gone down to zero. (What does that bunker store anyway? Excess photons

of light, or something?) Proceed to the next step.



Step 3: Build an expeditionary force and cross the bridge next to the

Particle Beam bunker and secure the land around the final Bunker.

Now, as the title says, build maybe 2 more Emperor Tanks with Battlemaster

Tanks and ECMs for support and send them across the bridge west of the

particle beam bunker. You will encounter some token resistance with a

couple of Tank Hunters, Paladin Tanks and Dragon Tanks, and what's up with

that? Just blow the life out of them and you will be fine! You will notice

that there is yet another Tunnel Network to the west by the Nuclear Weapons

Bunker, and don't worry, there is no one there now that you have cleaned

it out one moment ago. Congrats, there is very little resistance here and

the final bunker is in your hands. Notice that bridge leading north? That

bridge is the only way into and out of the base of General Leang! Therefore,

I would recommend you to build a line of Gattling Cannons and yet another

War Factory to build more units for the final assault.

Note: You may wonder why I did not ask to send units across the bridge

to the east of the mountain pass. Yes, I know. There is another bridge

on the other side, but for some reason, when I ordered my units to cross

to the other side, they just did a U-turn and went back to the bridge by

the Particle Beam Bunker to cross. Maybe it is due to the Chinese gate

that is blocking the way.

Step 4: Perform a final attack on the base

Now that you have secured the exit and entrance of the base, it is time

to finish General Leang off once and for all. If you are quickly enough,

you may still have about 8 minutes left on her superweapon timer, with

still one Bunker to be captured. Now, build maybe 8 Overlord Tanks, upgrade

half with Speaker Towers and half with Gattling Cannons. Then, build some

ECM Tanks and Nuke Cannons for support. Have Satellite Hack 2 upgraded

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from the Command Center. Then, you can send them in. To unsettle their

frontal defenses, you can drop a Nuclear Bomb at the first group of

buildings you find across the bridge, then use a neutron shell to take

out the units garrisoned inside the Bunker. Then send your Overlord Tanks

in. Now, you will have to be very careful around here. There is a long

line of Patriot Missile systems on the ridge to the north, and you will

suddenly find yourself underfire from all directions if you are not

prepared. Therefore, you should use ECM Tanks to disrupt all missiles that

attempt to hit you while you are at it.

By the way, notice that there is a large push cut and trimmed in the shape

of the Chinese letter tiger. I wonder how such bushes can grow in such

cold conditions. Anyway, with the Patriots gone, you should divide your

Emperor Tanks into two groups of 4. One will move up the staircase, while

the other will go east. Have these two groups destroy everything in their

path now. Once the one reaches the first Command Center, have them stay

there. Same goes for the other group once they have destroyed the two

Airfields on their side. This is to prevent any of her construction dozers

from reaching those areas and rebuilding the things that you have destroyed.

It is very annoying, and they rebuild so quickly.

While they are standing their ground, send your Battlemaster up the stairs

and start to shell everything that they find. Do you get my point? To make

them more stronger to begin with, make use of the Battlemaster Training

General Ability. Anyway, with such destructive power, very few things can

resist your Battlemasters before it is too late, particularly they have

their triple shot autoloaders in use. If you have trouble destroying the

Superweapons, use Black Lotus to capture the Nuclear Weapon Bunker to allow

for more time for you to destroy them. For your information, the Nuclear

Missile Silo is in the far west of the base, the Scud Storm in the center,

and the Particle Cannon in the far east. Now, just destroy them, along

with every other production structure General Leang has and the final level

of the Generals Challenge will be complete! Finally!



When you beat her, the camera will be focused on the patch of grass with

the bushes trimmed in the shape of the Chinese character "Tiger". Then,

General Leang will admit defeat. In the victory screen, General Leang will

say that it was a very good competition, and if you have time, challenge

her again. WHAT? A competition? What kind of sport involves so many lives

being lost and so many vehicles being destroyed? War is not a sport, I

tell you. It is a matter of life and death! Anyway, congratulations, as

you have officially beaten the General's Challenge Mode!



*****PLAYING AS GENERAL CLEAR STONE*****

Step 1: Build your base and control the southern edge of the map

Now, there is no time to lose. You must act quickly. First, build an Advanced

Nuclear Reactor and a Supply Center with 2 Supply Trucks. Then, build a

barracks, train 2 Red Guards and research the Capture Building Upgrade.

Have them capture the oil derrick on this island. Then, build a War Factory.

Pump out some Dragon Tanks and Battlemaster Tanks and send them across

the river. You will notice that there are several Bunkers loaded full of

troops. Send your Dragon Tanks to burn the infantry inside. Make sure that

the tank is facing the correct direction, or you will not hit the bunkers.

With the bunkers cleared, send you troops to the mountain pass to the north

and have them guard the area against any Paladin Tanks or any other enemies

that they will send into your base. At the meantime, have some Battlemasters

guard your base as General Leang may send a Sneak Attack any time.



Now that you have secured the mountain pass, it is time to expand to the

supply depot your tanks have just passed. Build a second Supply Center,

War Factory, a Propaganda Center, an Internet Center as quickly as possible.

(Defend them with a line of Gattling Cannons to the north as MiGs will

be used from time to time against you) Notice those crates to the south?

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They are worth $1000 each, so collect them all and you can have more funds

to use. The Internet Center can be placed inside your main base if you

have room. Otherwise, build it at your auxiliary base. Fill it with Hackers

on the double, and train Black Lotus (or corrupt one into serving you,

as General Leang says). You will understand later. Have her capture the

second Oil Derrick to the north for now.



Step 2: Secure the land around the first Bunker

Now, as you have the technology, build a couple of Overlord Tanks assisted

with Inferno Cannons (or Nuke Cannons). Also research Isotope Stability

from the Propaganda Center to avoid any nasty explosions that may occur

if your tanks are destroyed. Then, move north, and shell and burn all the

infantry units guarding the Bunker. Good. You now have secured this Bunker.

But do not capture it with Black Louts until the timers are just about

to tick to zero, or you will not gain too much time. (By the time I reached

the Bunker here, there were still about 5 minutes left, so I waited for

another 4 minutes before I captured it) Otherwise, move on to the next

step.



Step 3: Secure the land around the second Bunker

As you may notice, the second bunker. (The Particle Cannon Bunker) is

directly to the north of the Scud Storm. It is guarded by 4 Overlord Tanks.

Therefore, I suggest you build another War Factory, guarded by Gattling

Cannons to stop those MiGs and the occasional Helix loaded with Tank Hunters!

Then, build a couple of Nuke Cannons (upgraded with Neutron Shells from

a Nuke Silo. You will understand why later) supported by Overlord Tanks

and ECM Tanks in the front. Then, send them to the north of the Mountain

Pass. You will notice that there is a Bunker filled with troops by the

bridge. Fire one single neutron shell at the Bunker and the people inside

will be vaporized.



Then, continue to move north, until the enemy Overlord Tanks are just in

sight. It is best that you do not try to attract their attention. Therefore,

fire Neutron Shells at the Overlord Tanks to neutralize them once and for

all, and be careful as you approach the lone tunnel network, or you will

be ambushed by the units inside. Therefore, I suggest you play safe, and

fire another Neutron Shell at the Tunnel Network. The units inside,

infantry and tanks will be vaporized, and they will all be ejected from

the tunnel and explode. Then, you can move the Overlord Tanks in to destroy

the Tunnel Network. With it gone, this area is secured. Send Black Lotus

in to capture the Tech Reinforcement Pad, and build an additional Supply

Center and several Gattling Cannons around the supply dock. Now, you can

have Black Lotus on standby to capture this bunker when the timer is almost

gone down to zero. (What does that bunker store anyway? Excess photons

of light, or something?) Proceed to the next step.

Step 3: Build an expeditionary force and cross the bridge next to the

Particle Beam bunker and secure the land around the final Bunker.

Now, as the title says, build maybe 2 more Overlord Tanks with Nuke Cannons

and ECMs for support and send them across the bridge west of the particle

beam bunker. You will encounter some token resistance with a couple of

Tank Hunters, Paladin Tanks and Dragon Tanks, and what's up with that?

Just blow the life out of them and you will be fine! You will notice that

there is yet another Tunnel Network to the west by the Nuclear Weapons

Bunker, and don't worry, there is no one there now that you have cleaned

it out one moment ago. Congrats, there is very little resistance here and

the final bunker is in your hands. Notice that bridge leading north? That

bridge is the only way into and out of the base of General Leang! Therefore,

I would recommend you to build a line of Gattling Cannons and yet another

War Factory to build more units for the final assault.

Note: You may wonder why I did not ask to send units across the bridge

to the east of the mountain pass. Yes, I know. There is another bridge

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on the other side, but for some reason, when I ordered my units to cross

to the other side, they just did a U-turn and went back to the bridge by

the Particle Beam Bunker to cross. Maybe it is due to the Chinese gate

that is blocking the way.

Step 4: Perform a final attack on the base

Now that you have secured the exit and entrance of the base, it is time

to finish General Leang off once and for all. If you are quickly enough,

you may still have about 8 minutes left on her superweapon timer, with

still one Bunker to be captured. Now, build maybe 8 Overlord Tanks, upgrade

half with Speaker Towers and half with Gattling Cannons. Then, build some

ECM Tanks and Nuke Cannons for support. Have Satellite Hack 2 upgraded

from the Command Center. Then, you can send them in. To unsettle their

frontal defenses, you can drop a Nuclear Bomb at the first group of

buildings you find across the bridge, then use a neutron shell to take

out the units garrisoned inside the Bunker. Then send your Overlord Tanks

in. Now, you will have to be very careful around here. There is a long

line of Patriot Missile systems on the ridge to the north, and you will

suddenly find yourself underfire from all directions if you are not

prepared. Therefore, you should use the Nuke Cannons to carefully destroy

them all from a range before you move in.



By the way, notice that there is a large push cut and trimmed in the shape

of the Chinese letter tiger. I wonder how such bushes can grow in such

cold conditions. Anyway, with the Patriots gone, you should divide your

Overlord Tanks into two groups of 4. One will move up the staircase, while

the other will go east. Have these two groups destroy everything in their

path now. Once the one reaches the first Command Center, have them stay

there. Same goes for the other group once they have destroyed the two

Airfields on their side. This is to prevent any of her construction dozers

from reaching those areas and rebuilding the things that you have destroyed.

It is very annoying, and they rebuild so quickly.



While they are standing their ground, send your Nuke Cannons up the stairs

and start to shell everything that they find. Do you get my point? To make

them more stronger to begin with, make use of the Artillery Training General

Ability. Anyway, with such destructive power, very few things can resist

your Nuke Cannons before it is too late, particularly they have their adult

supervision, which are the Overlord Tanks around. If you have trouble

destroying the Superweapons, use Black Lotus to capture the Nuclear Weapon

Bunker to allow for more time for you to destroy them. For your information,

the Nuclear Missile Silo is in the far west of the base, the Scud Storm

in the center, and the Particle Cannon in the far east. Now, just destroy

them, along with every other production structure General Leang has and

the final level of the Generals Challenge will be complete! Finally!

When you beat her, the camera will be focused on the patch of grass with

the bushes trimmed in the shape of the Chinese character "Tiger". Then,

General Leang will admit defeat. In the victory screen, General Leang will

say that it was a very good competition, and if you have time, challenge

her again. WHAT? A competition? What kind of sport involves so many lives

being lost and so many vehicles being destroyed? War is not a sport, I

tell you. It is a matter of life and death! Anyway, congratulations, as

you have officially beaten the General's Challenge Mode!



-----------------------------------

7. A Comparison of the Sides [CGD7]

-----------------------------------

In Command and Conquer: Generals Zero Hour, there is more than one side.

This time, there are 3! USA, GLA and China. As usual, each side has its

own strong points and weak points, and now, I will just give some guidelines

on which side is good at what, and hopefully, will give you an idea of

which side suits your style of playing.

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---------------

Disclaimer

---------------

I must say, for real time strategy games like C&C, people will always argue

about which side is better. So, before we begin, I must stress that this

guide is based on MY (I must stress this) own views. As OPINIONS ARE NOT

EQUAL TO FACTS, do not send in e-mail saying that I am a liar or whatever,

as my eyes do not fool me.

The definition of offline games: Single Player Missions, Multiplayer

Skirmishes and LAN games, all of these 3 games do not need any internet

connection to be played. So, they are offline games.

The comparisons are based on many factors, such as attack power, rate of

fire, their speed, their armor, their ease of deployment and so on. Each

factor is given a different weight, of course, different types of units

have different weights on their factors, more instance, for rifle infantry,

deployment speed and rate of fire are 2 important things, so I give them

a better weighting than attack power.

For each unit, I will now tell you which factors I compare them by which

factors. Sometimes, I will determine which unit is better by performing

a test run with each unit while I play an online game with my best friend.

So, all those scores are BASED ON MY OWN OBSERVATIONS. So, as my Pure

Mathematics Algebra Teacher likes to say when he spots a student cheating,

"DON"T ARGUE WITH MY OBSERVATIONS!"



So, in conclusion, it is just normal for readers to disagree with this

guide, and if you have any opinions, feel free to e-mail me and express

it. Please express yourself in a more polite manner, or I will regard that

as flame, and delete. Of course, a unit of a side maybe weaker than another

sides' but if you attack in quantity, you should always win! So, always

play all 3 sides for maximum enjoyment!



----------------------------------

More about the New Scoring System

----------------------------------

For each unit, I will now tell you which factors I compare them by. Sometimes,

I will determine which unit is better by performing a test run with each

unit while I play an online game with my best friend. So, all those scores

are BASED ON MY OWN OBSERVATIONS. So, as my Pure Mathematics Algebra Teacher

likes to say when he spots a student cheating, "DON'T ARGUE WITH MY

OBSERVATIONS!"

Some factors compared include:

Attack Power

Armor

Efficiency

Flexibility

Special Abilities



Note that price is not considered at all. After all, if you are so stripped

of cash, could you buy anything?



Another rule I make when comparing units is that. If some units in the

same category have attack capabilities, while the other has not. I will

automatically give the unit without any attack power a 0.



Although there must be a winner in the final score. Having the highest

score DOES NOT imply that side is the strongest. It just implies that side

is all rounded. So, no more e-mails about how biased I am towards a side.

OK?

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As you can see, I have included the price of each unit. I also have made

comments on which units are a good value for your money, and which are

not worth it. Note that the score of each unit is INDEPENDENT of its value

for money. There are in total 5 different price ratings for the units.

They are:



Excellent

Good

Fair

Bad

Poor



OF course, again, I judge their value for money from MY observations while

playing the game, so DO NOT ARGUE WITH MY OBSERVATIONS.



---------------

The Sides

---------------

USA:

The United States of America is definitely the side with the most high

tech units. Many units can make use of many technologies to boost their

attack ability. The air power of the United States is something to be

reckoned with, as they have 4 different air units, suited for various tasks!

In fact, a lot of units in reality appeared in the US arsenal.

GLA: (Green is my favorite color, tee hee hee.)

The Global Liberation Army is a multi-national terrorist organization

based in Kazakhstan. They are practically the most cunning and most

resourceful side in the game. 3 of their units can upgrade their own weapons

by picking up the scraps of the enemies they have defeated. Using the Palace

and the Black Market, they can acquire many important upgrades and funds,

which come from the darkest corners of the globe. Of course, these

terrorists have a lot of nasty tricks up their sleeves, as you can see

later.

China: (That's where I live, heh heh heh.)

The People's Republic of China is certainly becoming more and more powerful

these days. With a population of about 1.3 billion, China certainly has

a very large army. In fact, many of China's units become more powerful,

when used in large groups! The good thing is, certain Chinese units can

be produced en masse in a blink of an eye, and can literally like, squash

an elephant with a horde of ants! I find it quite amusing that people used

to criticize (or I should say, flame to hell) the earlier versions of this

guide, saying that I am biased towards China because I live in China. You

better not do it again, or I will just treat you as racist.



---------------

Infantry

---------------

Infantry Units are the standard troops of the army. They are all trained

in barracks of the 3 sides, and all of them are vulnerable to machine gun

fire. Standard troops, like in wars in the real world die the most often,

so expect sacrifices even when using a large group.



------------------

a. Rifle Infantry

------------------

USA: Ranger

The US Ranger is the most expensive of the lot, however, they are the only

rifle infantry in this game who can use 2 weapons, the Assault Rifle and

the Flashbang Grenades. The Flashbang Grenades are particularly effective

in clearing large structures and dealing with angry mobs.

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GLA: Rebel

The GLA Rebel is all the terrorist organization can offer, and fires a

regular rifle. That's it. The camouflage and Armor Piercing Bullet upgrade

gives them some help, though. Besides that, they can just "materialize"

in on the enemy base with the Rebel Ambush Feature! (Up to 16 at a time.)



To use a booby trap:

To use a Booby Trap, click the button, and then click on the building that

you intend to place the trap on. It's like a mine. Anyone who gets too

close will be blown up. Of course, Construction Dozers and Workers can

remove them without them exploding.



China: Red Guard

The Chinese Red Guard is certainly the most brute force rifle infantry

of the 3 sides. Although they cost 300 in the barracks, every time, 2 Red

Guards will emerge instead of one. Therefore, it is possible to queue 18

Red Guards at once in the Barracks. Red Guards can also be produced en

masse by building a troop crawler, which comes with 8 of them! However,

the most important feature is the horde effect. Red Guards tend to fire

about 25% faster if there are 5 of them together. They fire another 25%

faster with the nationalism upgrade.



Supplementary Information: (Reference: Microsoft Encarta)

Red Guards (China), self-proclaimed militant groups of high school and

university students loyal to Chinese leader Mao Zedong, particularly

prominent during the early stages of the Cultural Revolution. The Red

Guards carried out Mao's directives to attack elitist elements of society.

In the chaos that ensued, violence and destruction occurred throughout

China, thousands died, and millions were imprisoned or exiled.



In 1966 Mao launched the Cultural Revolution, intending to purge his

opponents from office and revolutionize Chinese society. Mao's faction,

principally the Gang of Four led by Mao's wife Jiang Qing, appealed directly

to China's youth through posters, newspaper editorials, and speeches. They

urged students to attack "reactionary" authority figures, including

teachers and Communist Party administrators. In June 1966 high school

students in Beijing began forming groups called the Red Guards. When Mao

voiced his approval of these groups, high school and university students

around the country quickly formed other bands of Red Guards. In August

Mao addressed millions of Red Guards in Beijing's Tiananmen Square. Urged

to destroy any aspects of old, elitist, or foreign culture, students broke

into homes, vandalized cultural relics, and physically attacked teachers,

artists, and Communist Party leaders.

Lack of direction and overzealous revolutionary fervour led to violence

between various Red Guard groups. Factions formed, with each group

proclaiming itself more loyal to Mao than the other, and often signifying

their loyalty by waving the "little red book" of Mao's thoughts. In 1967

the Chinese army was called in to restore order, and violent clashes took

place between Red Guards and soldiers, resulting in thousands of deaths.

In 1969 the government ordered many people aged 16 to 19 to leave major

cities and go to the countryside, effectively dampening the Red Guard

movement. Many of these people remained in the countryside until the late

1970s.

Comparison:



Factor: Special Abilities

Rangers are just so powerful with their flashbang grenades, and can destroy

hoards of enemy infantry with ease. Rebels are second, as the camouflage

ability can allow them to perform unexpected sneak attacks. Red Guards

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are the worst, as they really have no strategy except an increased rate

of fire in large groups.



Rangers > Rebels > Red Guards

Score:

USA: 2 GLA: 1 China: 0

Value for money:

Ranger:

Cost: $225

Flashbang Upgrade: $1000

For a Rifle Infantry that has 2 functions, it is definitely worth paying

$225 for this as it costs $112.5 for each function. Another good thing

is that a flash bang upgrade is definitely cheap and should be researched

as soon as possible.



Value for money: Excellent

Rebel:

Cost: $150

Camouflage Upgrade: $2000

Booby Trap Upgrade: $1000

Armor Piercing Bullet Upgrade: $2500

The Rebel is like the Ranger, it has 2 functions, a normal assault one

and a special one. Besides, they can be camouflaged, and the Booby Trap

upgrade is also cheap. However, the Booby Trap is not as effective, as

you can only place them on buildings. So, it is a good value for money.



Value for money: Good

Red Guard:

Cost: $300 for 2

Nationalism Upgrade: $2000

Although the average price of a red guard is $150, you can produce them

en-masse, as one button yields 2 Red Guard. But compared to the other 2

rifle infantry, it is only a fair value for money.



Value for money: Fair

Conclusion about Rifle Infantry:

As all 3 rifle infantries seem to be good at something, USA for quick

demolition of garrisoned structures, GLA for sneak attacks, and China for

brute force horde attacks.

-------------------

b. Rocket Infantry

-------------------

USA: Missile Defender

The US Missile Defender is just a person with armed with a high tech Rocket

Launcher. They laser sights improve their rate of fire slightly faster

than the Tank Hunters influenced by the Horde Effect, and that's about

it.



To use the Laser Missile:

Click the Laser Missile Button, and then click on your target. The Missile

Defender will focus on the target with a laser, and then, wow wow wow wow

wow! They fire their rockets in an insane speed, similar to the speed of

Tank Hunters with their hoard effects. I found out about this when I head

some Tank Hunters fight some Missile Defenders head to head. (In case you

wondered how I fight missile defenders with tank hunters who use the laser

missiles, I was playing against the computer, and it obviously cheated.)

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GLA: RPG Trooper

The RPG Trooper is just like the missile defender, but without the laser

sight. However, they can be given free of charge whenever you build a tunnel

network. So it is a little bit more worth it. They can use Armor Piercing

Rockets later on.



China: Tank Hunter

The Tank Hunter has the horde effect, nationalism and a TNT attack! Apart

from this, they now can be deployed in 2s by means of building listening

outposts. This gives them all the protection they need. In my opinion,

the TNT attack is effective against tanks like the Scorpion or Paladin,

as they can kill your infantry very quickly if they stand still in one

spot. (By means of Scorpion Rocket and Lasers.)

I used to say that TNT Attack should be used as a last resort. But since

the newest Version 1.03 update allowed any charges planted to explode

immediately instead of disappearing after the death of the Tank Hunter,

I find them to be much better bombers! So, feel free to use the TNT when

things are tough. You may live, or may not, but the bomb WILL always explode.

To use the TNT Attack:

If you really want to use the TNT attack against, say a Paladin tank or

Scorpion Tank, click on the TNT Attack button, and click on your desired

target. The Tank Hunter will go to the vehicle and plant the explosive.

Note that this is a contact attack. That is, it will work as soon as your

Tank Hunter comes in contact with the tank, or vice versa. So even if the

enemy tank manages to squish your Tank Hunter, it will be not before the

charge is placed.



Comparison:

Factor: Rate of Fire



After close observation of the Laser Missile ability of the Missile

Defender, I have concluded that the Laser Missile causes the Missile

Defender to fire about 25% faster. This is the same speed as the Tank Hunter

with the Hoard Effect. However, it seems that the Laser Missile also

provides an enhanced range of fire, and won't allow the target to escape

so easily. My final word therefore is as follows.

Missile Defenders > Tank Hunters > RPG Troopers



Score:

USA: 2 GLA: 0 China: 1

Value for money:



Missile Defender:

Cost: $300



That's right, the Missile Defender is just a $300 man with a missile, which

requires you to manually target tanks and only tanks to increase they rate

of fire towards them. Yawn...



Value for money: Fair

RPG Trooper:

Cost: $300

Armor Piercing Rockets upgrade: $2000

Again, the RPG Trooper costs $300, and their attack power can be upgraded.

This makes them a good value for money.

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Value for money: Good



Tank Hunter:

Cost: $300

Nationalism Upgrade: $2000

The Tank Hunter also costs $300, but comes with the ability to automatically

fire faster at ANY type of enemy due to the Hoard Effect when in groups

of 5 or more, compared to the Missile Defender, which can only manually

fire faster at vehicles. The Nationalism upgrade makes them even faster,

and is good for fighting tanks! Of course, if the enemy uses tanks like

Paladins and Scorpions, there is always the TNT Attack to take them out

before they kill you.

Value for money: Excellent



Conclusion:

Rocket Infantry are well, rocket infantry, they are effective against

vehicles, but need all the protection they can get. Consider hiding them

in battle buses, humvees or listening outposts. Of course, the usual build

them in quantity clause applies. Note that the Laser Missile can only be

used against tanks and vehicles. So, don't even think about clicking that

button when you are confronted by infantry. In fact, run away!



---------------------

c. Advanced Infantry

---------------------

USA: Pathfinder

The US Pathfinder is like a "stealth nun with a sniper rifle" (actually,

it is some kind of camouflage suit for those jungle operations.). His

ability to garrison buildings without detection really helps to kill large

numbers of enemy infantry from a long range!



GLA: Angry Mob

GLA Angry Mobs may be one of the comic relieves in the game. A mob first

attacks with simple rifles, and later can be armed with AK-47s. They are

effective against any unit that do not have anti-infantry weapons. When

a member of a mob is killed, a new one respawns by "mitotic cell division".

However, beware of the following, as they can kill you in a second or 2,

flashbangs, flame, toxic substances. That is one part which I hate, after

all, even if something's super effective against another Pokemon, he won't

faint in one hit if the two are at the same level.



China: None

China does not have any other infantry units that can use rifles better

than the Red Guard.



Comparison:

Factor: Attack Power, Range, Vulnerability



The Stealth Nun is good for vaporizing infantry from a range. While, the

Angry Mob is good at destroying vehicles AND infantry from a close range.

The main problem is, that the latter are much more vulnerable to their

weaknesses than the former. So, Pathfinders get to be first!

Pathfinders > Angry Mobs > None



Score:

USA: 2 GLA: 1 China: 0

Value for money:



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Pathfinder:

Cost: $600

The Pathfinder costs $600, and that is all you need to take out a large

hoard of infantry! In fact the kill ratio is about 1 to 20 or even higher

when used properly. So, well, it is an excellent value for money!



Value for money: Excellent

Angry Mob:

Cost: $800

Arm the Mob: $1000

An Angry Mob has 10 Mobsters that makes it $80 per mobster! This is basically

an effective way to train units, as you only required to press a button

once to send 10 people out. The Arm the Mob upgrade is very cheap. So,

always upgrade them before sending your Mobs in!



Value for money: Excellent



Conclusion:

The Stealth Nun is not always stealthy, they have a tendency to reveal

themselves when moving, so be careful. As for the Angry Mobs, my cousin

in the UK has a nasty trick, he likes to build about 20 of them, and rush

to the opponent's base and make a riot! As they are moving, they are upgraded

with AK 47s for everyone! Hooray!



---------------

d. Motorists

---------------

USA: Pilot

When an armored or air unit with veterancy is destroyed, a pilot will jump

out. Now, you can send him into another friendly unit, to apply the

veterancy.



To apply veterancy:

Select your pilot, and then on the unit you intend to apply his experience

to.



GLA: Hijacker

The Hijacker steals vehicles from the enemies, that's all, however, they

can easily be detected, and can be killed very quickly, so it's not worth

it.



China: None

China has no unit that can steal vehicles or enter vehicles that are not

armored carriers.

Comparison:



Factor: Ease of use

It is obviously easier to get a Pilot inside one of your own vehicles than

to get a Hijacker inside an enemy's vehicle. And, Pilots are free!

So, the result is obvious.



Pilots > Hijackers > Nothing

Score:

USA: 2 GLA: 1 China: 0

Value for money:



Hijacker:

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Cost: $400

Although a hijacker is cheap, you probably need to build lots of them in

order to be able to steal one vehicle. So, it's really not worth the money

or that General Point.

Value for money: Poor



Conclusion:

The Pilot is always useful for people who like to apply quick veterancy.

As for the Hijacker, I suggest you train them in quantity to ensure success.

Besides, only go after the really expensive ones!



---------------

e. Demolitions

---------------

USA: Ranger Flash Bang Grenades

The role of the Grenadier is given to the ordinary US Ranger, which can

use the Flashbang Grenades to clear garrisoned structures. The Grenades

can also be used against enemy infantry, just like the grenades in the

old days. But still, EA got the name of the Grenade wrong, flashbangs stun,

not kill, so they should be using Frag Grenades instead. It does no damage

to vehicles. But still, EA has recently increased the grenades' damage,

so it's much nicer.



To use Flashbang Grenades:

Click on the Flashbang Grenade button and here you go! Just remember to

switch back to the Assault Rifle when tanks come.



GLA: Terrorist

The GLA can use suicide bombers to destroy incoming enemy tanks. The

Terrorist can also make use of civilian cars to increase their speed.

However, attentive players can easily stop them. So, I suggest you train

them in quantity, which wastes money.



To become a car bomber:

Just select your Terrorist, and move your mouse cursor over a civilan

vehicle until a Red "Enter" arrow appears. Then click. The Terrorist will

then get into the car and you can use it to blow things up!



China: Tank Hunter TNT Attack

Tank Hunters now play the roles of Crazy Ivans as well. When your Tank

Hunter is cornered by a tank (particularly scorpion or paladins), feel

free to use his TNT attack on the tank. A TNT charge will be placed on

the vehicle, and will detonate in 10 seconds, most likely destroying it.

I have managed to pull it off several times. The TNT Attack can be used

against enemy buildings as well. It is even better than the Terrorists,

as you may be able to re-use this attack again and again.



To use the TNT Attack:

If you really want to use the TNT attack against, say a Paladin tank or

Scorpion Tank, click on the TNT Attack button, and click on your desired

target. The Tank Hunter will go to the vehicle and plant the explosive.

Note that this is a contact attack. That is, it will work as soon as your

Tank Hunter come in contact with the tank, or vice versa. So even if the

enemy tank manages to squish your Tank Hunter, it will be not before the

charge is placed.

Comparison:



Factor: Explosive bias, Ease of Use

The former is effective in blowing away infantry, while the latter 2 are

effective in blowing away tanks. So, again, I cannot give a score for any

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sides, as no direct comparison can be made. But still, Flashbangs are the

easiest to use, so a bonus is awarded to them. At the same time, it has

been made much easier to use the TNT Attack (thanks to Version 1.03 update.),

and since it can be used again and again, the TNT Attack has another

advantage compared to terrorists.



So:

Ranger Flashbang Grenades > Tank Hunter TNT Attack > Terrorists



Score:

USA: 2 GLA: 0 China: 1



Conclusion:

The Ranger Flash Bang Grenades are excellent in killing large groups of

infantry, particularly Angry Mobs. Terrorists are again to be built in

quantity to ensure success. Although the Tank Hunter's TNT attacks might

be useless at times, always use them if you do not want them to attack

while standing still. That's all I have to say. It's hard to visualize

the picture.

Value for money:



Terrorist:

Cost: $200

There is no need to say anything about it. The Terrorist is annoying, and

you only have to pay $200! Excellent value indeed!

Value for money: Excellent



---------------

f. Electronics

---------------

USA: None

THE USA does not have any infantry units specializing in manipulating

electronic devices.

GLA: Saboteur

This is again, like the spy of Red Alert 2. The Saboteur is stealthy, and

disables buildings by entering them. They can climb over cliffs.



China: Hacker

The spies of Red Alert 2 have been replaced by Hackers. Hackers have an

ability to disable enemy buildings with a powerful computer virus. This

is true even for enemy buildings that do not require power to run! So,

if you can transport a group of Hackers past enemy defenses, you can easily

cause a lot of chaos in the enemy base!



To Hack the Internet:

Click the Hack Internet button and the Hacker will start stealing money

at the rate of $5 per beep. It takes a few seconds to connect to the Internet,

though.



Comparison:

Factor: Ease of use

As long as the enemy has their defenses up, it would be a bit too difficult

to either slip hackers or saboteurs in. But still, Saboteurs are easily

trainable. (War Factory is needed only now.)

Saboteur > Hacker



Score:

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USA: 0 GLA: 2 China: 1



Value for money:

Saboteur:

Cost: $700

For a use once and discard unit like the Saboteur, charging $700 for it

isn't going to work. Hmph! It's just not worth it.



Value for money: Poor

Hacker:

Cost: $625

For an infinite supply gatherer as well as a person who can disable

buildings from a range, paying $625 is definitely more worth it as you

can train these guys in quantity for your use, and they are not completely

useless.



Value for money: Excellent

Conclusion:

The Saboteur is useful if your enemy seems to have forgotten to place base

defenses near the mountains around his base. China can counter them by

placing mines around their structures. As for the Hacker, they disable

buildings from a range. But they have to stay there for some time. So,

use them for your needs.

---------------

g. Hero Units

---------------

USA: Colonel Burton

The United States do not have to rely on that arrogant Tanya Adams anymore.

Instead, we have Colonel Burton, the man with the most tricks up his sleeve.

Colonel Burton's rifle can make a quick work of enemy armor and infantry

units. His knife, can kill enemy infantry without being seen. His Demo

Charges can be activated by a timer or by remote. Burton can climb over

steep hills into the enemy base!



To use the Knife Attack:

Click the Knife Attack button and then click the enemy infantry unit you

want to use it on.



To use the Timed Demo Charge:

Click on the Timed Demo Charge button and then click on the building you

intend to use it on. Colonel Burton will then go over to the building,

and tinker with his bomb for a while before the bomb is placed. The timer

is set to 20 seconds, plenty of time for you to get away.



To use the Remote Demo Charge:

The same steps apply for Remote Demo Charge, only that you can detonate

them at will. To detonate the charge, click the Detonate Charges button,

and beep! BOOM!

GLA: Jarmen Kell

This mercenary is just a sniper with the capability to periodically kill

the drivers inside the vehicles. That's it. Unfortunately, he cannot do

it more frequently, otherwise, it's not worth coughing up $1500. But still,

Jarmen Kell is excellent in, destroying fire bases. You will see what I

mean.

To kill drivers inside vehicles:

Click the sniper attack button and then click on the vehicle you intend

to get rid of. Then a single shot will be fired, and the vehicle will lose

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its side.



China: Black Lotus

China's secret agent has no self defenses, but she can capture buildings

faster than other Red Guards, as she does not need to recharge. She also

can steal money from enemy supply centers, $1000 at a time. She can disable

enemy vehicles too, but make sure you are up against one at a time. The

bottom line is, if you can sneak Black Lotus past enemy defenses, you can

capture a lot of their buildings before they can even react.

To Cash Hack:

To steal money from enemy supply centers, click the Cash Hack button and

then click the target you intend to steal money from. Black Lotus can steal

money from a range, and can gain veterancy by doing so.

Conclusion:

Factor: Significance of Special Ability



Colonel Burton is definitely the one with the highest flexibility, with

his all rounded attack abilities. Jarmen Kell's signature ability, the

Sniper Attack, is not frequent enough, and definitely is not worth being

a Hero Unit. Black Lotus, although she has no weapons to defend herself,

can make a difference if you want to sabotage their base in emergencies.

After all, it only takes 7-9 beeps for her to capture a building, while

it takes the average Rifle Infantry more than 20 to do so!

So:

Colonel Burton > Black Lotus > Jarmen Kell



Score:

USA: 2 GLA: 0 China: 1



Value for money:



Colonel Burton:

For a unit that practically has everything,(a Swiss army man in fact),

paying $1500 is certainly worth it, as it is just like a destruction starter

kit all hauled up in one person.



Value for money: Excellent



Jarmen Kell:

For a person who can only snipe a vehicle once in a while, $1500 really

is a ludicrously high amount. But that's all GLA have in their hero's

department. Sigh... Life is cruel.



Value for money: Bad

Black Lotus:

Although Black Lotus cannot defend herself well, those abilities really

are perfect power tools to use against the enemy, particularly if you sneak

in from an obscure corner. The cash hack lands you more and more money,

as that is how you let her gain veterancy.



Value for money: Good

Conclusion:

It's a pity that you cannot train heroes in quantity, Colonel Burton is

particularly powerful. He has the most tricks up his sleeve. I just love

to see him stabbing enemy units to death! As for Jarmen Kell, you should

snipe a vehicle and retreat to a safe spot every time, as if you get to

close, you can easily get detected and killed. As for Black Lotus, feel

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free to sneak her into the enemy's base via a Helix to a relatively

undefended area. Then you can confuse the enemy as you capture their

buildings.

--------------

Armored Units

--------------

All armored units are trained in the War Factories, or for GLA, as they

have a rather secretive organization, from their Arms Dealers. You can

build tanks, transport vehicles and long range vehicles as well. Some

intelligence and suicidal units are available too. These units tend to

have a higher kill ratio, due to their tough armor, but all of them are

vulnerable to rockets and enemy artillery.

-------------------

a. Main Battle Tank

-------------------

USA: Crusader Tank

The Crusader Tank of the US is the most high tech Tank in the game. Being

a US unit, it can have drones installed above it. Unfortunately, the drones

can be easily shot down by enemy defenses. However, their armor can be

upgraded by composite armor. So, it is quite good actually.



To upgrade your tank with drones:

Simply click the drone you want to be installed on the tank and then you

can wait. Note that you cannot have more than 1 drone installed at once.

GLA: Scorpion Tank

The Scorpion Tank is the light tank of the GLA. Being the light tank, it

has rather light armor. As they are built to hit and run, the Scorpion

Tank is not so suited to direct, full scale battles, that are the bane

of the C&C series. The Scorpion Rocket Upgrade gives them a slight balance

though. This is particularly true when I tested one of these tanks against

a battlemaster or crusader. Even with the rocket, the scorpion will lose

on one to one combat. So, build 50+ of these.

China: Battlemaster Tank

China's Battlemaster Tank is slightly cheaper than the Crusader Tank,

therefore, with a slightly weaker armor than them. However, their benefits

are better than the Crusader. For one, they can make use of the Horde Effect

to fire faster and can go even faster with nationalism inspired; secondly,

their speed and attack power can be increased by 25% with the Uranium Shells

and Nuclear Tank upgrade from the Nuclear Missile Silo. So that makes them

more powerful.

Supplementary Information on the Type 98 Main Battle Tank (It looks the

most like the Battlemaster): (Reference: Sinodefence)



The Type 98 is the latest development of China's main battle tanks. (MBTs)

This new prototype has an increase in firepower, mobility and protection

compared with previous models. The tank was first revealed to the public

in October 1999, and is reported to have entered service with the PLA in

a small number for operational test and evaluation before the design is

finalized. An improved variant of the tank makes use of a new explosive

reaction armor and the Leopard 2 A6-style additional reinforcement to the

turret frontal armour with externally mounted add-on armour modules.

The Type 98 is the latest derivative of the Type 90 main battle tank (MBT)

family. It is also the of officially certified version of China's third

generation MBT programme, and had been undergoing continuous research and

development for fifteen years since the eighties. The Chinese third

generation MBT is known to have suffered certain technical difficulties

in the early 1990s. The scheduled date of commissioning was postponed

several times, until the initial approval certificate of the Type 98 was

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issued in 1998.



The Type 98 was first revealed to the public in the national day parade

on 1 Oct 1999. A small number of the initial production model is in service

with the Army for initial evaluations and tests. It is expected that the

final production model of the Type 98 will join the service before 2004,

depending on progress of the final modification work.

The original design target of the Chinese third generation MBT was as a

counter to the Soviet T-72 main battle tank, but the changing requirements

shifted the development to make the tank much more complex than before.

The later design criteria of the Type 98 were aiming at matching the U.S.

M1A1 Abrams, while certain aspects of the actual performance of the Type

98 are catching up with the standard of the M1A2.

It is surprising that China has developed two MBTs, the Type 88C/96 and

the Type 98, with similar performance at the same time. Although the Type

96 was regarded as the second generation MBT, while the Type 98 as the

third generation MBT, they are comparable in term of general performance

and technology. One possible explanation is that the Type 98 will be

equipped by the most elite units in a relatively small number, while the

Type 96, with less sophisticated technology and therefore cheaper unit

price, will replace the bulk of Type 59/69 in current service.

The layout of the Type 98 is conventional, was to a certain extent,

influenced by the Soviet Tank designs. The driver's compartment is at the

front, with fighting compartment/turret in the centre, and the power pack

in the rear. The complete powerpack assembly can be removed in around 30~40

minutes and in field conditions. Suspension is of the conventional torsion

bar type and there are six rubber-tyred roadwheels on each side, with the

drive sprocket at the back of the tank.



The Type 98 MBT's turret is slightly larger than that of the Type 90, which

has resulted in a gap between turret and the hull in the front. The advantage

is that more ammunition can be loaded at once. However, there is a major

disadvantage in the battle as the whole turret might be blown off if the

gap is hit.



In addition, the Type 98 also lacks designs often found on Western MBTs

to minimize the damage in case a HEAT shell hits the tank and penetrates

it. Some designs include the armor bulkheads to separate the crew

compartment from the fuel tanks and rounds, as well as the top panels

designed to blow outwards in case of explosion. This could lead to low

survivability in modern combat field according to what some tank divisions

experienced in the 1991 Gulf War.

The main weapon of the Type 98 MBT is a fully-stabilized 125 mm 50-calibre

smoothbore gun with an autoloader (Hence no loaders are needed). Although

early reports indicated the cannon was a licensed copy of the Russian 2A46,

it is actually an indigenous design derived from the Chinese 120 mm

smoothbore gun technology.



The Type 98 Main Battle Tank has a wide variety of ammo, including armor

piercing fin stabilized discarding sabot rounds (APFSDS), high explosive

anti-tank rounds (HEAT), and high explosive fragmentation (HE-FRAG)

projectiles. China has also manufactured Russian A-11 laser guided

anti-tank missile (ATGM) to be fired by the 125 mm gun. In addition, the

Chinese have also experimentally developed depleted uranium rounds for

their tanks and it may be available to the Type 98. (That's what they meant

by the depleted Uranium Shells from the Nuclear Missile Silo in the game.)

Fire accuracy is attained by the laser rangefinder, wind sensor, ballistic

computer, and thermal barrel sleeve. Dual axis stabilization ensures

effective firing on the move. The commander of the tank can make use of

up to six periscopes and a stabilized panoramic sight. Both the commander

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and gunner have roof-mounted stabilized sights equipped with day/thermal

vision, a laser rangefinder and an auto tracker facility. The commander

has a display showing the gunner's thermal sight, enabling the commander

to fire the main gun.

The Type 98 is also equipped with a computerized onboard information

processing system, which can collect information from vehicle navigation

(Inertia/GPS), observation systems and sensors, process it in the computer

and display it on the commander's display, giving it the ability of

real-time command and beyond-vision-range target engaging.

Secondary weapons include a 7.62 mm coaxial machine gun and a 12.7 mm air

defense machine gun mounted on the commander's cupola. 76-mm Type 84

five-barrel smoke grenade launchers are mounted on each side of the turret.

The turret and hull are of all-welded steel amour construction. A layer

of composite armor has been added to the front arc. The armor package is

of modular design, enabling damaged sections to be replaced or upgrades

installed throughout service life. Explosive reactive armor (ERA) can be

fitted if required.



The Type 98 features a JD-3 integrated laser rangefinder / warning /

self-defense device. Unlike contemporary Russian active tank self-defense

systems like Drozd, Drozd-2, and Arena, which launch projectiles to disable

or "shoot-down" incoming anti-tank missiles and projectiles, the Chinese

system apparently uses a high-powered laser to directly attack the enemy

weapon's optics and gunner. (Similar to the Paladin Tank)

The system includes what appears to be a laser warning receiver (LWR -

the dome-shaped device on the turret roof behind the commander's position),

that warns the crew that their tank is being illuminated by an enemy

range-finding or weapon-guidance laser. The turret of the tank can then

be traversed to face the direction of the enemy threat, and the laser

self-defence weapon (LSDW - the box-shaped device on the turret roof behind

the gunner's position), can be employed against the source of the enemy

laser.



The procedure of the laser weapon would first use a low-powered beam to

locate the optics of the enemy weapon. Once the enemy weapon was located,

the power level of the laser would be increased rapidly. Such an attack

would disable the guidance optics of the enemy weapon and blind the enemy

gunner.



The available photos of the Type 98 have also confirmed that the laser

weapon can be elevated to a higher angle than the tank's main gun,

indicating that the type 98 Main Battle Tank has the ability to shoot down

enemy helicopters. In addition, the laser device could also be used for

communications between friend tanks.

The Type 98 is powered by a liquid cooled, turbocharged 1,200 hp diesel

derived from Germany WD396 diesel technology. At its current battle weight

of 52 tons, this gives a power-to-weight ratio of about 23 hp/ton.

-----------------------------------------------

Specifications of the Type 98 Main Battle Tank

-----------------------------------------------

Crew: 3



Weight: 50 tons

Engine: 1,200 hp liquid cooled diesel



Transmission: Mechanical, planetary

Track: Metallic with RMSh, with rubber-tyred road wheels



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Suspension: Torsion bar



Radio: Receive/transmit, telephone, laser communications

Dimension: Length: 11.00 m; Height: 2.00 m; Width: 3.40 m



Ground Pressure: N/A

Cruising Range: 450 km, or 600 km with external tanks

Speed: Max road 65 km/h; max off-road 47 km/h; average cross-country 35

km/h; max swim N/A



Fording Depths: 5 m with snorkel

Main Gun: Indigenous 125 mm smoothbore

Rate of Fire: 8 rounds/min



Elevation/Depression: N/A

Auxiliary Weapon: One coaxial 7.62 mm machine gun; one 12.7 mm air-defence

machine gun



Fire Control: Laser rangefinder input, onboard computer, wind sensor, and

control panel

Comparison:



Factor: Group attack power (>=5)



First I resorted to one to one combat. The Scorpion Tank, even if upgraded

to Scorpion Rocket and the rest, cannot beat the Crusader or Battlemaster

Tank. When it comes between the Crusader and the Battlemaster. The Crusader

won marginally.

However, when we take the Crusader and Battlemaster on a 8 to 8 combat,

the Battlemasters won because they had the hoard effect to help them fire

faster. As most people would build a large hoard of tanks. I come up with

the following conclusion:

Battlemaster Tank > Crusader Tank > Scorpion Tank



Value for money:

Crusader Tank:

Cost: $900

Composite Armor Upgrade: $2000

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500



The Crusader has a slightly heavier armor than the Battlemaster Tank and

costs $100 more. That's not so worth it. Besides, those drones are far

too vulnerable and can be easily shot down. It's not a good value for money

actually, if you charge that much for a main battle tank.

Value for money: Bad



Submitter's Opinion! Marcus Wong's Opinion

The crusader tank should be considered a fair value of money since it's

a tradition for EA to give at least one of the tanks in C&C a cost of $900.

(Remember the Rhino tanks from RA2 and RA.)

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Either way, there is a negative review for Generals which is more special

and ridiculous than the other negative reviews. you can find it at the

reviews section at the original Generals. The review is titled 'Command

& Throw Up' and the rating is only 4/10.Pls post your thinking about that

review.



My answer:

I was judging the value of money of the Crusader Tank for a Medium Tank,

this is because the Medium Tank does not classify as a Heavy Tank, the

Paladin Tank does. For your information, the Medium Tank and all its

equivalents (Titans, Tick Tanks) all cost $800, but this one costs $900!

I know that the Heavy Tank costs $950, but as the Crusader Tank is not

a Heavy Tank, I still consider it to be a bad value of money.

As for that negative review, I think this guy is trying to focus on the

bad sides of the game. He is right about certain aspects of the graphics,

as EA did not put a lot of detail into the soldiers, as all soldiers, even

when viewed close up don't look like human at all! I think he must be from

Taiwan, as the $1250 he paid for the game must be in NT$, and the NT$ is

much smaller in value compared with the HK$. (Maybe it is a quarter so

so of the value.)



Scorpion Tank:

Cost: $600

Scorpion Rocket Upgrade: $1000

Toxin Shells Upgrade: $1000

Armor Piercing Rocket Upgrade: $1000



It is obvious really, that for such a cheap price, you can already purchase

such a vehicle with decent stopping power. Be sure to upgrade them ASAP

with those Rockets, as they can make a large difference.



Value for money: Excellent



Battlemaster Tank:

Cost: $800

Nationalism Upgrade: $2000

Uranium Shells Upgrade: $2500

Nuclear Tank Upgrade: $2000

Battlemasters ARE to be built in quantity, as they fire much faster when

doing so. This square $800 is very good when all of their potential benefits

are concerned. Although many of China's units may look expensive, they

will pay off eventually, as there are lot of features to be explored.

Value for Money: Good



Score:

USA: 1 GLA: 0 China: 2



Conclusion:

I never use Main Battle Tanks myself, so I cannot really comment on any

of them. So, my only tip for these 3 units is to attack in a larger number

than your enemy's. Build in quantity, about 50+, this is another reason

I dislike multiplayer, in fact, if I were the game host, I would set up

a rule that limits the number of tanks used at a time to a maximum of 30.



--------------------

b. Troop Transports

--------------------

USA: Humvee

The standard troop transport of the US is here. Equipped with Gun-Ports,

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infantry units inside can fire at the enemy. The Humvee can also be equipped

with a TOW Missile to attack armored targets. There is a catch though,

if the Humvee is destroyed, the infantry inside will all die! Just a pity

it does not come packaged with missile defenders. But still, a Humvee loaded

with 5 Missile Defenders can wreak a lot of destruction. If you see people

using these so called rockvees against you, and has used the Search and

Destroy battle plan, you should try to outrange them (eg. With Rocket

Buggies) or take away their maneuvering space. ECMs will do for China.

Either deflect the missiles or make use of the disabling beam's rather

long range.

GLA: Technical, Battle Bus, Combat Cycle

GLA Technical Trucks again carry 5 infantry units. Only that it has no

gun ports. Its armor is just so weak. Although it can perform salvage runs

on defeated armored units, and can make use of Armor Piercing Bullets,

it really cannot help them much. The slow and steady battle bus is a

different story, the infantry inside can fire out of the gun ports inside

the bus. And after it blows up, the battle bus becomes a bunker of sorts,

and the infantry continue to fire inside until it blows up the second time.

Note that the bus' passengers cannot fire at any specific target, and that

is a problem. The combat cycle has one infantry inside, and that infantry

can fire at the enemies. Unfortunately, this vehicle makes the infantry

more vulnerable to tanks, as tanks are effective against vehicles. And

when it explodes, the infantry unit is sent flying! You may need at least

20 of these to make a stand. You can use it as a suicide unit if the passenger

is a terrorist, but, it can never be as economical as the troop crawler.

China: Troop Crawler

The Troop Crawler is the most expensive of the lot, at $1400, but there

is a reason behind, it is because it comes with 8 Red Guard! So, it actually

costs $200! The Troop Crawler is also equipped with Stealth Detection.

So, which means, we have a decent stealth detector that can be produced

en-masse! So, really, "They can't hide from me."



Supplementary Information on the Type 92/90 Wheeled Armored Fighting

Vehicle (The Troop Crawler is a 8x8 8 wheeled variant of this vehicle):

(Reference: Sinodefence)

The Type 92/90 is officially designated as Type 92 or Type 90 by the People's

Liberation Army, and it is designated as WZ551 by the manufacturer. The

Type 92/90 is contracted by NORINCO.

The Type 92 (ZSL) Infantry Fighting Vehicle has entered service in 1996,

and the Type 92A Armored Personnel Carrier has entered service in 1997.

By early 2004, 2 mechanized infantry divisions, 4 mechanized infantry

brigades and 3 battalions of the PLA have been equipped with the Type 92,

with a total of around 1200 vehicles being used.



The Type 90 belongs to a large family of armored fighting vehicles with

a 6-wheel chassis. (Also known as the 6x6 configuration). There are

variants with 4 wheels and some with 8 wheels. (The Troop Crawler must

be one of its 8 wheeled variants.) Different variants are used for different

purposes. The Type 90 was first revealed in 1986, and it is based on the

chassis of the Tiema XC2200 6 wheeled heavy duty truck, which made use

of German Mercedes Benz truck designs. The Type 90 has been used by the

PLA ground force since the early 1990s, and it was further developed to

over 10 variants including Armored Personnel Carriers, Infantry Fighting

Vehicles (IFVs), self-propelled artillery, anti-rioting vehicles, combat

support vehicles, command posts and field ambulances.



The main variant of the Type 90 has a weight of 15.3 tonnes. Each unit

is served by 3 crew. Which are the driver, commander and the gunner. Each

Type 90 can carry up to 9 infantry soldiers in its troop compartment and

it is fitted with fire suppression and centralized nuclear biological

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chemical (NBC) protection systems. This vehicle can also be used in water.



The PLA is transforming its conventional motorized infantry units into

mechanized infantry troops with rapid reaction capabilities. The Type 90

series of transports are ideal for these newly trained troops. The 54th

Group Army in the Jinan Military Region is the first infantry unit to be

equipped with the Type 90. Units deployed in Xinjiang, Tibet and the Beijing

Military Region have also been served. More vehicles in this large family

are expected to be delivered to the PLA in the future. The variant currently

in service is designated as the Type 92.

Now, as I said earlier, the Type 90/92 has many variants. The first is

the type 92 (ZSL92) IFV, with a 6x6 chassis. This project was in response

to the PLA's requirements for a new 6 wheeled IFV in April 1987. It is

the formal production variant of the Type 90/WZ551. A 30,000km's length

of road tests have been carried out in the following years, and the vehicle

received its design certificate in June 1994, and entered service in the

following year.



NORINCO also had plans to export some variants including the NGV-1 IFV.

This is another 6 wheeled vehicle, and has a French designed one-man Giat

DRAGAR 25mm cannon turret, with stabilized sight and night vision equipment.

There is an extra weapon which is a 7.62mm machine gun.



Another variant is the WZ901 Armored Rioting Vehicle. Other variants

include:

WZ554 self-propelled twin-23mm antiaircraft artillery guns, 6X6

WZ551D DK-9 (PL-9) air defence missile system, 6X6

WZ901F (Type 86) patrol vehicle, 6X6

WZ91 anti-tank guided missile launch vehicle, 4X4

Long-hull APC, 8X8

120mm Self-Propelled Mortar-Howitzer, 6X6

Armored recovery vehicle (ARV), 6X6

Armored ambulance, 6X6



The hull of the Type 90 is made up of three different parts: the driver

compartment in the front, the powerpack compartment in the middle left,

and the troop compartment in the rear. The fully amphibious Type 90 is

equipped to carry 12 personnel: commander, driver, gunner and nine troops.

There are six firing ports in the vehicle hull, three on each side of the

vehicle. Communications equipments include a VRC-83 radio set and VIC-83

telephone.



The Type 92 IFV is fitted with a one-man 25mm cannon turret and a coaxial

7.62mm Type 59 machine gun. The 25mm gun has a full 360 degree traverse

with an elevation of between 8 and 55 degrees to the horizontal. Up to

400 rounds can be loaded into the 25mm gun, with an additional 120 HE

(High-Explosive) rounds and 80 AP (Armor-Piercing) rounds carried in the

turret. The 25 mm gun can fire single, 3-round bursts, or 5-round bursts.

The max rate of fire is 100 rounds per minute to 200 rounds per minute.



The 7.62mm machine gun has 1,000 rounds. There are eight smoke grenade

launchers, four fitted either side of the main gun.

The Type 90 is fitted with NBC (nuclear, biological, chemical) protection

system and automatic firefighting system. Armor protection against 7.62mm

caliber weapon systems is provided all around the vehicle.



The Type 90 is powered by a German-designed BF8L413F 4-stroke, 8-cylinder,

turbo-charged, air-cooled diesel engine with a standard power of 235kW

(320hp) at 2,500r/min.



The vehicle has 9 forward and 1 reverse gears, with mechanical gear box,

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power assisted steering and independent suspensions. Its central

inflating system can adjust the tire pressure according to road conditions.

The tires can support the vehicle to travel 100km at a speed of 30km/h

after being damaged. In addition, the vehicle is fitted with two propellers

for swimming.



The vehicle is capable of a maximum speed of 85km/h on paved road and 8km/h

when afloat. The capacity of the fuel tank was increased by 90 liter to

fulfill the PLA's requirement for a fuel endurance range of 600 to 800km.

-------------------------------------------------------

Specifications of the Type 92 Armored Fighting Vehicle

-------------------------------------------------------

Crew: 12 (3+9)

Type: Wheeled, armored, amphibious

Weight: 12.5 tonnes

Engine: 320hp BF8L413F 4-stroke, 8-cylinder, turbo-charged, air-cooled

diesel

Transmission: Mechanical

Suspension: Independent

Radio: VRC-83 radio set; VIC-83 telephone

Dimension: Length: 6.63m; Height: 2.8m; Width: 2.8m

Cruising Range: 600~800km

Speed: Max road 85km/h; max off-road N/A; max swim 8km/h

Main Gun: 25mm (IFV variant), or 12.7mm (APC variant)

Rate of Fire: (IFV) 100~200 rounds/min

Elevation/Depression: (IFV) 8 degrees to 55 degrees

Auxiliary Weapon: (IFV) One coaxial 7.62 mm machine gun



Comparison:

When it comes to Transports, we will have to consider flexibility.

The Humvee is the most flexible, due to the gun ports, allowing for Missile

Defenders and Pathfinders to fire out.



The Technical is not flexible, as they can be easily be stopped and the

passengers killed soon after. The Battle Bus again works like the Humvee,

but you cannot specifically target anything. As for the Combat Cycle, any

infantry except Angry Mobs can ride it. So, you can use it to offer some

protection to individual infantry units.

The Chinese Troop Crawler may be inflexible, but it comes packaged with

Red Guard, and holds just as much as the Battle Bus, so it is a good way

to train large numbers of infantry en masse.

Humvees > Battle Buses = Combat Cycles = Troop Crawlers > Technicals



Score:

USA: 2 GLA: 2 (1 for Battle Bus and 1 for Combat Cycle) China: 1

Value for Money:



Humvee:

Cost: $700

TOW Missile Upgrade: $1000

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500



It is the tradition of the Command and Conquer Series to charge this amount

for a Humvee. Enough said.



Value for Money: Fair

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Techinical:

Cost: $500

Armor Piercing Bullet Upgrade: $2000

Technicals are like Humvees in many aspects, but they can upgrade their

guns by salvaging. But still, it is only a fair value for money.

Value for money: Fair

Battle Bus:

Cost: $800



Battle Bus costs $800, and comes with no attack power on its own, but it

is a bit more armored than the technical, and won't be destroyed immediately

when its HP drops to zero, so it is quite worth it if you want to give

your infantry protection.



Value for money: Good

Combat Cycle:

Cost: $550

Cost of bundled Rebel: $150

Actual Price = Cost - Cost of bundled Rebel = $400



A combat cycle is ridden by a Rebel at the start, so we can consider the

cycle to be cheaper than it actually is. In fact, I am using the "method

of difference" to determine the actual price of units with other units

bundled in. this method has been used by the Hong Kong Consumer Council

to compare the prices of goods. So, to conclude, the Combat Cycle is an

excellent value for money.

Value for Money: Excellent



Troop Crawler:

Cost: $1400

Cost of bundled Red Guards: $1200

Actual Price = Cost - Cost of bundled Red Guards = $1200



Again, the method of difference applies. You will pleased that the Troop

Crawler itself costs only $200! This is one of the ways you can train Red

Guards en masse. An excellent value for money indeed!



Value for money: Excellent

Conclusion:

Yes, it is best to load a Humvee with a pathfinder or 2, as it make them

better at the task at hand. I can make no safety guarantees against air

strikes if you hide Missile Defenders inside, as units like Raptors and

MiGs fire so many missiles at them, and it can blow the entire thing up

in no time. Most people prefer to load 1 pathfinder and 4 missile defenders

in their humvees but I prefer the 2, 3 combination, as you cannot be too

careful.

------------------------------------

c. Anti-air, Anti-infantry Vehicles

------------------------------------

USA: Avenger

The US has come up with a new laser unit. The avenger, its laser can be

used to shoot down incoming missiles and aircraft, its designator also

allows your units to hit them faster and with more success. The laser of

the Avenger cannot be used to kill ground units by itself, while you can

send it a large number of quad cannons or gattling tanks in and cause

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tremendous damage, you can't do so with Avengers. It's just not worth

coughing up $2000 to buy one of these vehicles if they can only attack

air targets. Unfortunately, that's all the US has to effectively down

aircraft. Life is tough, isn't it?

GLA: Quad Cannon

The GLA Quad Cannon is like a technical in many aspects, but it carries

4 heavy machines guns, instead of one. It can use the scraps of defeated

vehicles to upgrade its own guns, which is a good sign. It can acquire

armor piercing bullets for an additional 25% damage, making it better for

the task at hand.



China: Gatling Tank

The Chinese Gatling Tank fires very fast already, but will fire faster

and faster, when you hear the driver say, "Spin them up!". They can fire

25% faster, causing 25% more damage at once. The Gattling Tanks have better

armor, and can defeat a Quad Cannon in one to one combat.



Comparison:

Factor: Attack Power and Armor



All the 3 can attack air units effectively, but the Avenger cannot damage

ground units on its own while the other 2 can. The Gattling Tank is firing

very fast already, and fires even faster in one more second. So, they can

reach their full potential without picking up salvage like the Quad Cannons.

Besides, the Gattling Cannon has more armor than the Quad Cannons, and

can survive the enemies' attacks better.



Gattling Tanks > Quad Cannons > Avengers



Score:

USA: 0 GLA: 1 China: 2



Value for Money:

Avenger:

Cost: $2000

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500



Sure, the Avenger is effective against air units and missiles, and

unfortunately, that's the only good thing about it. When facing ground

units, they can only designate the target to allow other units to fire

faster and more effectively at it, and they actually give it such a

ludicrous price! Life is tough... sigh...



Value for money: Poor

Quad Cannon:

Cost: $700

Armor Piercing Bullet Upgrade: $2000

This is the price that an anti-air, anti infantry unit should be sold.

Enough said. Good quality, good value.

Value for money: Good



Gattling Tank:

Cost: $800

Chain Gun Upgrade: $1500



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Again, ditto, this extra $100 is there because the Gattling Tank has better

armor and attack power.



Value for money: Good

Conclusion:

Wouldn't it hurt EA if they allow the Avengers to hit ground targets

directly as well? If not, I suggest they should lower the price of these

things. There are nothing wrong with Quad Cannons nor Gattling Tanks though,

if you are playing against USA, feel free to build them in quantity around

your base. It will discourage those A-10 Strikes and Fuel Air Bombs.



----------------------

d. Spray Action Units

----------------------

USA: Ambulance

All the Ambulance does is to spray detoxifying foam, that clears radiation

and chemical toxins. That's it. It is not equipped to kill.



GLA: Toxin Tractor

That's right, GLA really likes to make use of Chemical Weapons. The toxin

tractor sprays a continuous stream of toxins that can render large infantry

divisions into green 'n' blue salamander men in no time. It can also

contaminate large areas of land when standing. It is resistant to rockets,

making it effective in its task of clearing garrisoned buildings. It can

be 25% more disgusting with the Anthrax Beta upgrade installed.

To Contaminate an area:

Click the Contaminate button and then click on the area you intend to spread

your chemicals. "Run through the sprinkler!"



China: Dragon Tank

The Dragon Tank is China's flame tank, its flame has a large sweeping effect,

that can render both infantry and vehicles into charcoal in no time. It

can make use of Black Napalm to spew a blue flame, which causes 25% more

damage. Like the toxin tractor, it is effective in clearing occupied

civilian buildings, as they are resistant to rockets.



To Build a Fire Wall:

Click on the Fire Wall Button, and click on the area you intend to sweep

out your flames. "The Dragon awakes!" You can only gain veterancy with

this attack if the enemy is in contact with your flame jet when they are

destroyed.



Comparison:

Factor: Armor, Effective against



Again, the Ambulance cannot attack anyone directly without the help of

drones, so a 0 is what it gets. I know a lot of people like to rush others'

base early on with an Ambulance loaded with 3 Missile Defenders, but the

problem is, apart from healing those troops at a rather slow rate, what

else does the Ambulance contribute?

As for the other two, both are effective against infantry garrisoned in

structures and outside structures, but the Dragon Tank is effective against

buildings as well. Its flame wall is obviously more lethal than the

Contaminate ability, as it works better against tanks. Another thing is

that, the Dragon Tank has heavier armor than the Toxin Tractor, and can

withstand more punishment.

Dragon Tanks > Toxin Tractors > Ambulances



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Score:

USA: 0 GLA: 1 China: 2



Value for money:

Ambulance:

Cost: $600

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500

What's the point of having a unit that can ONLY heal infantry units? And

you charge it more than a Humvee? Sure, it can clear toxic foam, but what's

the point, after all, the radiation or chemicals will fade away after a

while.



Value for money: Bad



Toxin Tractor:

Cost: $600

Anthrax Beta Upgrade: $2500

These tractors are so effective against infantry that, if used properly,

can achieve a 1 to 30 kill ratio or even higher. So, excellent quality,

excellent value!



Value for money: Excellent

Dragon Tank:

Cost: $800

Black Napalm Upgrade: $2000

Ditto, ditto, ditto. Again, they cost $200 more as they have better armor

and attack power.



Value for money: Excellent



Conclusion:

The former unit is a mess cleaner, while the latter 2 units are mess creators.

Unfortunately, it is the tidy person in society who gets abused and

tormented by those mess creators. There is one thing though, if your enemy

likes to use terrorists, and has placed them too close to the other units,

feel free to target him, he will explode, and will take other units around

him with him! As for the Toxin Tractors, just squirt, and enjoy! If you

are the person who likes to make extensive use of such things, play as

Dr. Thrax!

----------------------

e. Intelligence Units

----------------------

USA: Sentry Drone

The new sentry drone is stealthy, and can detect stealth. It can be upgraded

with machine guns to make it more powerful, but this unit is pathetic,

as it cannot gain veterancy. When I used these in USA Mission 1 in Zero

Hour, they were practically the first to die.

GLA: Radar Van

Not only that the Radar Van provides Radar, it can use the Radar Scan to

spy on enemies. So, you can virtually abuse the radar scan by building

these little vans in quantity! Unfortunately they have no weapons

themselves and cannot be used in attacks.

China: Listening Outpost

This van is stealthy when stationary. So, you can leave it in one spot

to keep it revealed without getting detected by non stealth detectors.

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It itself is a stealth detector. Unlike the Radar Van, this unit is not

defenseless, as it comes with 2 Tank Hunters that fire from inside it.

So, it actually costs $200, like the Troop Crawler.

Comparison:



Factor: Self Defense Abilities, Flexibility

The Radar Van has no direct offensive power, so I give that a 0.

Both the Sentry Drone and the Listening Outpost can attack the enemies.

However, Listening Outposts can give their passengers veterancy when they

destroy enough targets, while the Sentry Drone cannot. Another thing is

that, if you load a Listening Outpost with 2 Red Guards, it can do

considerable damage to infantry units, while the Sentry Drone is stuck

with its machine gun.

Listening Outpost > Sentry Drone > Radar Van



Value for money:

Sentry Drone:

Cost: $800



You charge THAT much for a simple scouting unit? That's too much, really.

Value for money: Bad

Radar Van:

Cost: $800

Radar Scan Upgrade: $1000



Take note that you can use your Radar Scan once for every Radar Van you

have. As they are just soooo cheap, feel free to abuse the Radar Scan by

building 30 Radar Vans. Then you can have 1 Radar Scan per second!

Value for Money: Excellent

Listening Outpost:

Cost: $800

Cost of Bundled Tank Hunters: $600

Actual Cost: Cost - Cost of Bundled Tank Hunters: $200

Again, the method of difference applies. The reason why there are no Chinese

vehicles selling cheaper than $800 is because the ones that are cheap come

bundled in with other units. Consider it as a bonus.

Value for money: Excellent

Score:

USA: 1 GLA: 0 China: 2

Conclusion:

If there is one think I do not like in Command and Conquer: Generals are

units that cannot gain veterancy. As they cannot build up experience, the

player's incentive to keep them alive for as long as possible drops. As

for the Radar Vans, always build them in quantity! You can always abuse

the Scan by building 10 or so. I learnt it in GLA Mission 2. Just keep

them separated far enough, in case the enemy decides to attack them with

a superweapon or 2. The listening outpost is just like the troop crawler,

if you like to produce tank Hunters en-masse, you can just continuously

build these. Place them in places where the enemy like to send in their

fighters from, then you can detect them before they can get close.

--------------------

f. Electronic Units

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--------------------

USA: Microwave Tank

The US Microwave Tank, well, fires a microwave beam that can disable, not

destroy enemy structures, its beam can also hurt enemy infantry. The

Microwave Tank can cook infantry inside buildings.



GLA: None

Do you expect GLA to have such high tech units?



China: ECM Tank

The electromagnetic countermeasures tank fires a beam that can disable

enemy vehicles, and disrupt rocket and missile attacks, making them miss

their target. It can really be a lifesaver if your enemy uses so many rocket

units, as the ECM Tank's magnetic field causes more than 80% of the rockets

to miss.



Comparison:



Factor: Special Ability

Both the Microwave Tank and the ECM Tank can disable different things.

They are different thing, but there is a bonus in the Microwave Tank, that

it can fry infantry in garrisoned structures, so I give it an extra point.



Microwave Tanks > ECM Tanks > None

Value for money:



Microwave Tank:

Cost: $800

Composite Armor Upgrade: $2000

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500



For an "HBM Vehicle", charging $800 for such a unit ain't too shabby. In

fact, I really could not care less how much such units cost. As long as

it is at $800 or less, I won't mind at all.



Value for money: Fair

ECM Tank

Cost: $800



Paying $800 to stop those annoying Rocket Buggy rockets, Raptor missiles,

Tomahawk Missiles, Rocket Propelled Grenades, Stealth Fighter missiles,

Comanche hellfire missiles or to disable tanks ain't to shabby either.



Value for money: Fair

Score:

USA: 2 GLA: 0 China: 1

Conclusion:

This is one type of unit that I do not care much about, as they have no

real direct offensive power. However, the Microwave Tank can well, bake

the infantry garrisoned inside buildings, just set it to high power to

ensure the meat is well done! Ha ha ha! As for the ECM tank, build them

as countermeasures to the enemies' missile attacks.

----------------------------

g. Standard Long Range Units

----------------------------

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USA: Tomahawk Missile

USA's Long Range ballistic is here. The Tomahawk Missile has a very long

range, and its missile has a tendency to lock onto the enemy, so it seldom

misses. However, air defenses can easily stop the missile, so build at

least 2 or 3 for a better effect.



GLA: Rocket Buggy

The Rocket Buggy is there to buzz around like flies and annoy you. They

fire 6 or 12 rockets at a time, before having to reload. That's their problem.

If they were to fire continuously, then they can be a real threat. When

you use such units, make sure you keep your distance, as it has practically

no armor.



China: Inferno Cannon

China does not make use of any rockets or missiles, instead, they make

use of Artillery! The Inferno Cannon flies napalm shells over long range.

As it is a shell, it cannot be stopped by anything. The impact damage is

collateral, as the units will continue to take damage from the flames.

It is most effective, when used in large groups, as a lovely little bonfire

will be made, incinerating anything in its path.

Supplementary information on the PLZ 155mm Howitzer (Inferno Cannon):

(Reference: Sinodefence)

The PLZ-45 (also known as Type 88) 155 mm, 45 caliber self-propelled

howitzer (categorized as gun-howitzer by the PLA) was developed by NORINCO

in the early 1990s for the international market. The system was jointly

developed by the 123 Factory, 127 Factory, 674 Factory and Beijing

University of Science and Technology based on the Type 89 (PLL-01) towed

155 mm/45 caliber gun-howitzer.



In 1997, the PLZ-45 surprisingly defeated US and Europe competitors to

win the contract to provide Kuwaiti Army with a battalion of 72 units of

self-propelled artillery systems. This sale was a particularly convincing

assessment of the howitzer's capabilities since the Kuwaiti Army has the

budget to purchase nearly whatever it wants. A battalion of howitzers were

then delivered to the Kuwait along with a full package of support, command

and control, forward observer, and radar vehicles. In 2001, the Kuwaitis

ordered an additional 74 howitzers from China as it performed surprisingly

well with the Kuwaiti army.



Despite being a successful design, the PLZ-45 did not enter service with

the PLA. The limitations of using foreign military GPS signal and expensive

unit costs were the main problems involved when using the PLZ-45. However,

since the PLA is still debating whether to replace the Soviet 152 mm

howitzer by the new 155 mm/45 caliber system, there is a chance that the

PLZ-45 or a similar design may enter service with the PLA in the future.



The PLZ-45 may well be one of the most potent weapons of Chinese designs.

The PLZ-45 combines a new chassis with the powerful 45-calibre Type 89

(WA-021) 155 mm howitzer. The artillery can fire 4 to 5 rounds in each

minute. The PLZ-45 Howitzer can carry up to 30 shells. They include NATO

HE, RAP, illumination, smoke, chemical, guided, DPICM, FASCAM, and ERFB-BB,

(I wonder whether they will fire napalm shells) and the maximum fire range

is 24 km (HE) to 39 km (ERFB-BB). Secondary armament consists of a 12.7

mm W-85 anti-aircraft machine gun mounted on the roof, and two sets of

four-barrel smoke grenade launchers are mounted on the turret's side.

The PLZ-45's chassis was derived from the Type 80 main battle tank. The

combat weight is 32 tons. The power pack is a 525 hp liquid cooled diesel

engine, giving a maximum road speed of 65 km/h and a cruising range of

450 km. The artillery is operated by five crewmembers. The compartment

is equipped with an anti-NBC protection, explosion detection, fire

suppression, and GPS navigation system. In addition, howitzers sold to

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Kuwaitis Army are also fitted with air conditioners for operating in the

desert environment.



Each PLZ-45 battalion consists of 1~2 command and control vehicles, 3

observation and reconnaissance vehicles, 1 target correction radar, 1

weather radar, 1 repairing workshop vehicle, 1 potable cabin for repairing

and testing, as well as three howitzer companies. Each company has one

observation and reconnaissance vehicle, 6~8 howitzers, and 6~8 ammunition

transport/reloading vehicles. Each howitzer is supported by an ammunition

vehicle, which can carry 90 rounds and reload the howitzer at a speed of

6~8 rounds/min.



-----------------------------------------

Specifications of the PLZ 155mm Howitzer

-----------------------------------------

(Chassis)

Crew: 5

Weight: 32 ton

Power Pack: 520 hp turbocharged diesel

Transmission: N/A

Power to Weight Ratio: 16.25 hp/ton

Speed: 56 km/h

Road Range: 450 km

Anti-NBC: Collective

Fire-Supression System: Yes

(Gun)

Caliber: 155 mm

Barrel Length: 45 caliber

Barrel Life: 2,500 firings

Maximum Firing Range: (High Explosive or HE): 24 km; (Extended Range Full

Bore, or ERFB) 30 km; (Extended Range Full Bore, Hollow Base, Base Bleed,

or ERFB-HB-BB) 39 km

Rate of Fire: intense 4~5 rounds/min; sustained 2 rounds/min

Loading system: semi-automatic

Fire Control: Direct or indirect firing with electro-optical sighting

system for day/night operations; onboard computer; GPS

Second Weapon: 12.7 mm anti-aircraft machine gun

Smoke Grenade: Two sets of 4-barrel launchers



Comparison:



Factor: Firing speed and accuracy



The USA Tomahawk Missile really is dashing. Their missiles never miss when

vehicles are targeted, but can be shot down by base defenses. The Rocket

Buggy is fast and annoying, but their rockets can easily be stopped by

Paladin Tanks, Avengers or ECM Tanks. Although the Inferno Cannon is

slightly slower, its shells cannot be stopped by anything.

I used to give Inferno Cannon a 0, but since the newest update increased

the speed of the Inferno Cannon and allowed a Firestorm to be generated

with ONLY 3 Infernos! Which means, once the shells hit, it would be rather

late to run, as the fire will burn anything within it, and it does occupy

a large area! I feel that it is necessary to give the Inferno a better

score.

Tomahawk Missile > Inferno Cannon > Rocket Buggy

Score:

USA: 2 GLA: 0 China: 1

Value for money:



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Tomahawk Missile:

Cost: $1200

Composite Armor Upgrade: $2000

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500



For an accurate long range ballistic unit, the Tomahawk Missile is just

evenly priced. As it is the USA army's one and only one long range unit,

you better rely on them. Still, it's a good value for money.

Value for money: Good



Rocket Buggy:

Cost: $900

Armor Piercing Rocket Upgrade: $2000

Buggy Ammo Upgrade: $1000



The Rocket Buggy is built to hit and run. With so many rockets coming at

once, advancing tank hoards can easily be weakened, provided that your

Buggies retreat fast enough, or if the enemy decides not to use any Paladin

Tanks, Avengers or ECM Tanks.



Value for money: Good



Inferno Cannon:

Cost: $900

Black Napalm Upgrade: $2000



The Inferno cannon has the same price as the Rocket Buggy, but attacks

in a slightly different manner. The shell has a considerable area effect,

so if you fire at a large hoard of incoming infantry, it can be guaranteed

that at least some of them will be hit, and will eventually burn to death.

Again, build these in quantity to make use of the Firestorm! Again, a good

value for money.

Value for money: Good



Conclusion:

The reason why I put Tomahawk Missiles in this category is that the missile

has very little area damage in fact. As they cannot see further than their

actual range, always upgrade it with a scout drone or 2. If you like to

use them, consider using Search and Destroy or Bombardment in the Strategy

Center. As for Rocket Buggies, I think EA should program them to fire

continuously, then they can really be worth the money, as I do not like

to manually order units to run around, to avoid the advancing tanks. I

think that EA has programmed the Inferno Cannon so as to encourage you

to build them in quantity, due to the fire storm. The shells cannot be

stopped by anything, and can be a real plus if your enemy likes to use

Paladin Tanks and Avengers.



-----------------------------

h. Advanced Long Range Units

-----------------------------

USA: None

USA has to stick to Tomahawk Missiles for long range ballistic combat.

GLA: Scud Launcher

The V3 Launchers of Red Alert 2 are now replaced with Scud Launchers. They

fire 2 types of rounds. A high-explosive warhead that does a lot of

explosive damage, and an Anthrax warhead, which does less damage, and

leaves behind a large cloud of Anthrax on the ground, turning people into

Salamander Men. The Anthrax Warhead can be upgraded with Anthrax Beta for

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25% more damage. The only weakness is that the missiles may be stopped

by anti-air defenses, although it occurs not so often.



To switch the type of Warhead used:

Simply click the button corresponding to the type of Warhead (High

Explosive, Anthrax) you would like to use.



China: Nuke Cannon

Yes, the ultimate Artillery is here. The Nuke Cannon fires nuclear shells

over long distances, and causes a little nuclear explosion, that can

destroy several tanks at once! The thing that gives it an extra point over

the Scud Launcher is that the shells cannot be stopped in mid-air. Another

thing, the Nuke Cannon can be upgraded to fire neutron shells. These shells

vaporize infantry, and can kill the drivers inside vehicles, making them

available for capture. So, if your opponent sends in a large number of

tanks, use this.

To switch the type of Shell used:

Simply click the button corresponding to the type of Shell (Nuclear,

Neutron) you would like to use.

Comparison:

Factor: Attack Power, whether the projectile can reach its target



The SCUD Launcher can either deliver chemicals or cause a big explosion,

but not at once, while the Nuke Cannon can. Its new Neutron Shells can

effectively stop Tank Rushes to your base and clear garrisoned structures.

Although both of these units need time to set up, the time difference is

negligible. Anyway, the SCUD can be stopped while the shells cannot.



Nuke Cannon > SCUD Launcher

Submitter's Opinion! Marcus Wong's Opinion

I think nuke cannons should be a tie with SCUDs because they are just SO

SLOOOOOW its totally ridiculous. It's range is not long enough for

something that's so huge and bulky. Their deploy time is also incredibly

long. Worst of all, you can't even put it in a Helix/Chinook for quick

transporting. As a result, it's near impossible to send nuke cannons to

your enemy's base, unless his base is right next to you which rarely happens.

The only thing good about the nuke cannons is it's firepower and neutron

shells, but that is simply not worth $1600. It's considered a bad value

of money. So therefore, China's artillery is the worst, despite firing

unstoppable shells. (the inferno cannon is even more pathetic than the

nuke cannon except more worth the money.)

My answer:

OK, I don't think their deployment time is much longer than the time it

takes for the SCUD Missile to be raised for launch, so it is not that

pathetic really. The NOD Artillery in Command and Conquer: Tiberian Sun

is very similar in this respect. Of course, it was TOO powerful back then,

so by the time the Firestorm Expansion Pack was released, the Artillery's

accuracy was really toned down! Anyway, under your view, China would

receive a point deduction of 1 point, but that would have no leverage on

the final score.



The Neutron Shell really is not that useless. ALL garrisoned buildings

will be cleared if one Neutron Shell hits. (Even Palaces, Internet Centers

and Bunkers!) I do not find it that hard to bring my Nuke Cannons to my

enemy's base! GLA also has this logistical problem with the their SCUD

Launcher, as the best they can do is to use Sneak Attacks to build a Tunnel

Network quickly. Besides, if you want to send Artillery to an enemy's base,

you ought to control the land around his base beforehand. Like, say, keep

the enemy base busy for a while before you slip your Nuke Cannons from

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behind unnoticed.



Value for money:

SCUD Launcher:

Cost: $1200

Anthrax Beta Upgrade: $2500

For a unit that works with the same principle as the Tomahawk Missile,

I can only say that this unit is worthwhile investment when it comes to

heavy base assault.



Value for money: Good

Score:

USA: 0 GLA: 1 China: 2

Nuke Cannon:

Cost: $1600

Neutron Shell Upgrade: $2000

What can I say? This unit is just so powerful and explosive, and then it

has 2 uses, to blow things up, or to neutralize vehicles. As it is just

as powerful or even more powerful than the SCUD Launcher, and the shell

can be stopped. Charging $1600 for one is just reasonable.

Value for money: Fair



Conclusion:

Always build an even number of Scud Launchers in a base attack, one half

will be armed with High Explosive Warheads, while the other half uses the

Anthrax Warheads. Then, it can be guaranteed that both infantry and

vehicles can take considerable damage. The same goes for garrisoned

buildings, and USA base buildings, you can destroy their buildings, then

laugh as their infantry turn into blue salamander men! The Nuke Cannon's

new neutron shells can really help them against annoying tanks. Let's say

you are in a showdown with one Nuke cannon and a Troop Crawler full of

infantry versus an enemy army with Many Paladins and Tomahawks and Missile

Defenders, although the Tomahawks have a head start in the firing, there

is a delay before the missiles hit. That way, there is time for the Cannon

to launch 1 neutron shell, this shell is enough. Once it hits, all their

infantry will be vaporized, so will the drivers inside their vehicles.

Then you can simply send your Red Guards in to steal their vehicles, when

your enemy is preparing to counter your attack team, 1 shell can make all

the difference. The neutron shell can also atomize the infantry hiding

inside buildings! Including Bunkers and Palaces! So, use it as an

alternative to the Dragon tank if you do not want to get real close.



-----------------

i. Suicidal Units

-----------------

USA, China: None

The US and China do not use bomb trucks.

GLA: Bomb Truck

The Demolition Trucks are now replaced with Bomb Trucks. A Bomb Truck can

be customized to carry Bio-Bombs and High-Explosive Bombs to upgrade their

effects. They can also be disguised as an enemy unit to fool them. However,

enemy base defenses are not tricked by them though. Anyway, it is a force

to be reckoned with, if you want to clear enemy base defenses in a flash.

Another mean trick is to perform a Sneak Attack on your enemies' base,

and then unload your Bomb Trucks on them!



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Value for money:

1000 for pure explosive action that is definitely 5 times more than that

of a Terrorist really is good.

Value for Money: Good



Score: 1

To upgrade your Bomb Truck:

Click on the button corresponding to the upgrade you would like to use.

You will know when it is ready when you hear "BioBomb loaded" and so on.



To disguise as a vehicle:

Click the Disguise as Vehicle button, and click on the unit you would like

to disguise it as. You can always disguise your Bomb Truck as something

weak, like a technical, and the opponent WILL be shocked when he finds

out how a Technical can explode like that.



-------------------------

j. Advanced Battle Tanks

-------------------------

USA: Paladin Tank

The Paladin is a tank with heavier armor. It can use a laser to stop incoming

missiles, regardless of how big they are. They can upgrade their armor

with composite armor, as usual. Their high price really is a draw back.

But still, their ability to stop missiles is decent.

GLA: Marauder Tank

"What can I say? I'm a taker." The Marauder Tank is the third in the line

of salvaging units as far as the GLA is concerned. The Marauder Tank is

cheap, has decent armor, and can eventually upgrade to 2 cannons! That's

is definitely cool. So, always use a General point to be able to build

this unit.



China: Overlord Tank

The Overlord Tank is the ultimate example of China's brute force. Although

very expensive at $2000, it has super heavy armor, and very powerful cannons.

It is fully customizable to have a gattling cannon, speaker tower or a

bunker mounted on its turret. That's not all, it can crush tanks, and it

can be upgraded to Uranium Shells and Nuclear Tank at the Nuclear Missile

Silo.



To upgrade your Overlord with a peripheral:

Simply click on the type of upgrade you want to give to the Overlord. Note

that this peripheral is permanent, so always think twice before deciding.

Comparison:



Factor: Attack Power, Flexibility

To compare these units, I used the "Kill Ratio" method.



After some testing, I found that 1 fully upgraded Overlord can destroy

3-4 Paladins, and 3-5 Marauders (No Salvage).



As for flexibility, I think Overlord Tanks are the best, as they can be

customized with 1 of 3 peripherals to suit their needs. For instance, if

you upgrade them with a Gattling Cannon, it becomes a anti-air and anti

infantry platform. If you upgrade them with a Bunker, it becomes a Humvee

like troop transport. If you upgrade it with a Speaker Tower, it becomes

a mobile healer! The Marauder Tank is also customizable, as it can upgrade

itself to up to 2 cannons eventually by picking up the scraps of defeated

enemies. Now, it is just as armored as the Paladin due to the update. However,

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the Paladin Tank is not flexible at all, and its laser is not that effective

against rockets, particularly if the enemy continuously sends rocket

troops against you in quantity.

Overlord Tanks > Marauder Tanks > Paladin Tanks



Value for money:

Paladin Tank:

Cost: $1100

Composite Armor Upgrade: $2000

Scout Drone Upgrade: $100

Battle Drone Upgrade: $300

Hellfire Drone Upgrade: $500

These tanks are not much stronger than Crusader Tanks, and have the same

attack power, only with the extra ability to use a laser to zap incoming

missiles and infantry. That's it. Still, EA should not charge that much

for a tank like this. At least give us 2 cannons!

Value for Money: Bad

Marauder Tank:

Cost: $800

Toxin Shell Upgrade: $800



For a salvaging unit, charging a Marauder for $800 only really rocks! That's

all I can say.

Value for money: Excellent



Overlord Tank:

Cost: $2000

Uranium Shell Upgrade: $2500

Nuclear Tank Upgrade: $2000

Overlord Bunker: $400

Overlord Propaganda Tower: $500

Overlord Gattling Cannon: $1200



It is only natural that EA decided to charge this extremely powerful and

all rounded unit $2000. Otherwise, many C&C fans will gripe to EA for this.

But still, by simple experiment, I found that the Overlord has a very high

kill ratio against all other weaker tanks. So, it is really worth it.

Value for money: Good



Score:

USA: 0 GLA: 1 China: 2

Conclusion:

After my experiences in USA Mission 4, or is it 3? I have concluded that

for every rocket infantry your enemy has, you have to build 1 Paladin Tank

to ensure that no rockets hit. While it's 2 for Scud Launchers or Tomahawks.

I always enjoyed using Marauder Tanks, as they are one of those good against

everything units in the game. Their Toxin Shells can easily turn infantry

into Salamander men! The Overlord Tank is for the people who have "taste"

as they have 3 different peripherals to be installed!



--------------

Air Units

--------------

If you are playing as the USA or China, you get access to air units. To

build air units, you have to construct an Airfield. Each Airfield houses

4 jet crafts, and they must be kept there so that the planes can land.

Helicopters however, can stay in the air for an indefinite amount of time.

If you play as GLA, then sorry, no air units for you!

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GLA: No Air Units

GLA does not use Air Units, how sad.

Score: 0

-----------------

a. Main Fighter

-----------------

USA: Raptor

The US Raptor fires 4 missiles each to their targets, and can be used to

guard the air. Their attack power can be increased by 25% by the Laser

Missiles. They can develop countermeasures against anti-aircraft units,

but what use does it have if there are just so many of them lying around?

Supplementary Information: (Reference: Jane's)

In the early 1980s the USAF began the Advance Tactical Fighter programme,

incorporating stealth technology and supercruise (supersonic cruise

without afterburning), as a replacement for the F-15C Eagle. A

Lockheed/General Dynamics/ Boeing YF-22A prototype first flew on 26

September 1990, and won the development contract over the Northrop YF-23A

in 1991. The first EMD F-22A flew on 7 September 1997, and EMD aircraft

have since demonstrated supercruise at more than Mach 1.5 and

thrust-vectoring at high AoA. Cold War requirements for 750 aircraft have

been reduced to 339 F-22As, with the first planned to enter service in

2005.

The Raptor design trades off stealth with agility, to produce a genuine

fighter, as opposed to a low-observable bomb deliver like the F-117A. The

thrust/weight ratio of 1.2 and triplex digital FBW controls gave good

maneuverability, but 'first look, first shot, first kill' capability means

opponents will rarely detect the F-22 before they have been targeted and

hit by BVR AAMs. The Raptors has three internal weapons bays, with two

Sidewinder AAMs stored outboard of the intake ducts, and up to six AIM-120

radar-guided AMRAAMs or two GBU-32 JDAM 1000 PGMs in a ventral bay. Other

stealth features include antennas located in leading or trailing edges

of wings and fins, and internal sensors, including the AN/APG-77 AESA radar.

Highly integrated avionics with a Common Integrate Processor (CIP) will

provide a next-generation operation environment.



-----------------------------------

Specifications of the F-22A Raptor

-----------------------------------

Powerplant: two 156kN (35000 lb st) Pratt & Whitney F119-PW-100 thrust

vectoring afterburning turbofans

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

13.56m (44ft 6 in)



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

lb)



Performance: max level speed (in supercruise) Mach 1.58, at 9,150m

(30,000ft) (with afterburning) Mach 1.7, at sea level 1,482 km/h (921 mph);

service ceiling 15,240m (50,000 ft)



Armament: one M61A2 20mm gun with 480 rds; two AIM-0 AAMs and up to six

AIM-120 AMRAAMs or two JDAM 1000 PGMs in internal bays; four underwing

stores stations, each cleared for a 2,268kg (5000lb) payload



China: MiG

The Chinese MiGs have 2 napalm missiles, but they are more powerful, as

they have the tendency to generate firestorms, if all 8 missiles hit their

target. The Chinese MiGs are cheaper than Raptors, and both their armor

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and attack power can be upgraded.



Supplementary Information: (Reference: Jane's)

The USSR's MFI (multifunctional front-line fighter) program began in 1983,

to develop a fighter to replace both the MiG-29 and Su-27 in Frontal

Aviation service and compete with the Eurofighter, Rafale and F-22. The

end of the Cold War detailed much-needed funds, but development continued

slowly, with the MiG 1.44 demonstrator/airworthy prototype completed in

1991 (after selection over a competing design from Yakolev).

Flight-cleared engines were not available, however, and by the late 1990s

the Western Press were suggesting the 1.44 was a mock up or a fake. But

the 1.44 finally made its first (18 minute) flight on 29 February 2000.

The 1.44 is a twin fin delta-canard design, with large movable foreplanes

and widely-space twin tailfins. It has some stealth features, including

sharply-raked straight-edged engine intakes, but a production aircraft

could employ Kehdysh Research Centre's 'plasma cloud" stealth system,

which reputedly reduces BCS by dissipating electromagnetic waves. Earlier

plans included thrust-vectoring power plants, but the prototype 1.44

mounts two Staurn/Lyullka AL-41F engines with ceramic-coated interior

nozzle petals. Other features include supercruise (sustained supersonic

flights without afterburners), a wide use of composite materials, and a

large internal fuel capacity. The original NO-14 weapon system has

apparently been cancelled, and the future of the MiG 1.42 planned

production version in uncertain.

-----------------------------------------

Estimated Specifications of the MiG 1.44

-----------------------------------------

Powerplant: two 175mN (39,350 lb st) Saturn/Lyulka AL-41F afterburning

turbofans



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

17.36m (55ft 10in)

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



Performance: max level speed at high altitude (2,500 km/h (1,553 mph));

max level speed in suprecruise Mach 1.6-1.8 (1,700 km/h (1,058 mph));

service ceiling 20,000m (65,620 ft)



Armament: one GSh-30-1.30mm cannon, internal weapon bay and possibly two

or more underwing hardpoints for AAMs, ASMs and bombs

Comparison:



Factor: Armor Protection

Both have an attack upgrade, but their defensive upgrade works differently,

the Countermeasures decrease the chance for missiles to hit them, but not

machine gun fire. So, if your enemy makes use of Avengers, Quad Cannons

or Gattling Tanks, it would not make much of a difference. The MiG armor

gives extra 25% protection to anything, so that is more worth it. Their

firestorm is really lethal.

MiG > Raptor



Value for money:

Raptor:

Cost: $1400

Laser Missile Upgrade: $1500

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Countermeasures Upgrade: $2000



For an aircraft like the Raptor, I really cannot comment on its price,

as it is just the tradition for C&C programmers to charge between $1200

and $1500 for jet planes.



Value for money: Fair

MiG:

Cost: $1200

Black Napalm Upgrade: $2000

MiG Armor Upgrade: $1000



Again, ditto. I really cannot comment on its price, as it is just the

tradition for C&C programmers to charge between $1200 and $1500 for jet

planes.

Value for money: Fair



Score:

USA: 0 China: 1



Conclusion:

The Raptor and MiG both have the same abilities, that is, guard air and

air patrol. Regardless of whatever you use, it is always wise to leave

a stock of about 4 of these fighters in your base to help weaken the enemies'

advance.



--------------------

b. Attack Helicopter

--------------------

USA: Comanche

The Comanche helicopter attacks with their 4 missiles, and their 20mm

cannon. When it runs out of ammo, it reloads very quickly, and can continue

to annoy the enemy until they use their anti-aircraft units. Its rocket

pods can flatten a large area of enemies.



To use your Rocket Pods:

Click the Rocket Pods button and then click on the area you would like

to use it on. This ability requires a short recharge time.

Supplementary Information: (Reference: Jane's)

The futuristic RAH-66 Comanche won the US Army competition in the early

1980s for a reconnaissance/attack/air combat helicopter replacement for

thousands of AH-1, OH-6, OH-58 and UH-1s. The prototype first flew on 4

January 1986, but funding cuts have slowed development, with current plans

calling for testing of only the two existing prototypes through 2004. The

first of 13 preproduction aircraft (the third Comanche) is not due to fly

until April 2004. (This will not happen, as the US has cancelled the

Comanche project.)



Composites make up a large proportion of the Comanche's airframe, with

a five-blade main rotor and eight-blade fan-in-fin rotor. The Comanche

is the first 'stealth' helicopter, designed to have a radar cross-section

smaller than that of a Hellfire missile. Frontal RCS is reportedly 360

times smaller than the AH-64 Apache, with one-quarter the IR emissions

and one-sixth the forward noise signature. Each cockpit, with pilot in

front, has four large MFDs to display FLIR/TV data, a moving map, and

tactical situations. Night operations are aided by navigation and

targeting FLIRs and a laser designator, housed in a nose-mounted sensor

turret. Missile launch in adverse weather will be enhanced by a version

of the Apache Longbow radar. Comanche avionics have been designed for

compatibility with the F-22A Raptor fighter.

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Behind the retractable main landing gear, a pair of side-opening weapons

bays can each house three Hellfire ATGMs or six Stinger AAMs. Immediately

above these bays, optional stub-wings can carry a further four Hellfires

or eight Stingers.



-------------------------------

Specifications of the Comanche

-------------------------------

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

Dimensions: length 13.20m (43ft 3in); height over tailplane 3.37m (11ft);

width 2.04m (6ft 8in); main rotor diameter 12.19m (40ft)

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



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

endurance 2h 30min



Armament: one GE/GIAT three-barrel 20mm undernose cannon with 320-500 rds;

up to 2,296kg (5,062lb) of 10 hellfire ATGMs, 14 Stinger AAMs and two 1,741l

(383gal) auxiliary fuel tanks



China: Helix

The Helix Helicopter uses the same weapon as the Comanche at the beginning,

useless? No! The Helix is the Overlord of the sky! It again is fully

customizable to carry a Bunker, Speaker Tower or a Gattling Cannon on it!

If you install the bunker, and load it with Tank Hunters, the effects are

the same as a Comanche that fires missiles continuously, without having

to reload, such a combination can single handedly take out 2-3 Quad Cannons

and still have considerable breathing space! The Gattling Cannon can detect

stealthy units, and can down aircraft, just like the tank hunters inside

the bunkers. The speaker tower of course, heals your units within its range

continuously. To get the best of all 3 worlds, build 3 of these and upgrade

them with 3 different peripherals. Finally, their napalm bomb is well,

firestorm in a can, and they can drop it again and again continuously,

just like those Kirov Airships.



To upgrade your Helix with a peripheral:

Simply click on the Peripheral you would like to install on your Helix.

These upgrades are again, permanent. So make up your mind beforehand.



To use the Napalm Bomb:

First click on the orange Napalm Bomb button to arm your Helix with it.

It costs $800. Then, when it is loaded. Wait for it to charge up. Then

click on the Green Napalm Bomb button and then click the area you intend

to use it on. The Helix will then go over to the target area and drop it

down "like a ton of bricks"!

Comparison:



Factor: Armor, Flexibility

The Helix is definitely more flexible than the Comanche, and they CAN engage

air units with the proper upgrades. (eg. Bunker full of Tank Hunters, or

Gattling Cannon Upgrade). Its armor is heavier than the comanches, and

makes them better for their task in hand.



Helix > Comanche

Score:

USA: 0 China: 1



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Value for money:



Comanche:

Cost: $1500

Rocket Pod Upgrade: $1000

Countermeasures Upgrade: $2000



Again, as long as the cost of an aircraft falls between the $1000-$1500

range, it is a fair value for money. As this is just tradition.

Value for money: Fair



Helix:

Cost: $1500

Napalm Bomb: $800

Helix Bunker: $400

Helix Propaganda Tower: $500

Helix Gattling Cannon: $1200



For such a heavy and powerful helicopter, charging $1500 and ONLY $1500

for it is very cheap in fact. A good bargain indeed!



Value for money: Good



Conclusion:

Comanches are my favorite USA air unit, as they just like to buzz around

and annoy the enemy. Their Rocket Pods can help if your base is being

attacked by a large numbers of units that are grouped very closely together.

Of course, their rocket pods are useful if your opponent sends a slab of

tanks towards your base. Make sure you target the area you expect the tanks

to roll to in the next second, as there is a short delay in the unloading.

As for the Helix, they have both offensive and defensive capabilities,

and tend to be effective against everything if you upgrade them with all

peripherals. As a base defense, load a Helix full of Tank Hunters and

upgrade it with a Bunker.

------------------------

c. Additional Air Units

-------------------------

USA: Stealth Fighter, Aurora Bomber

The Stealth Fighter is like the Raptor, only that it can remain undetected

until the moment before it fires, so it is good against enemy base defenses.

Its bunker buster upgrade can help it damage infantry garrisoned in Bunkers.

The Aurora Bomber is a super-sonic aircraft, and can easily evade

anti-aircraft defenses until it delivers its bomb. Only then it slows down.

Enough said.



Supplementary Information on the Lockheed Martin F-117A Nighthawk

(Reference: Jane's)

Popularly known as the 'Stealth Fighter', the F-117A Nighthawk is a

precision attack aircraft designed to be nearly invisible to radar.

Development began in the 1970s with the 'Have Blue' design study, and the

first FSD prototype flew on 18 June 1981. Five FSD F-117s were built,

followed by 54 production standard F-117As. Constructed primarily of

aluminium, the F-117A's fuselage comprises flat panel 'facets' mounted

on the aircraft's subframe, their purpose being to reflect radar energy

away from the transmitter, eliminating a viable 'return'. All surfaces

are coated with various RAMs, and all doors and panels have serrated edges

to further minimize radar reflection. Grid Covers on the intakes and the

use of narrow-slot 'platypus' exhausts surrounded by heat-absorbing tiles

reduce the IR signature.



Ahead of the flat plane five piece cockpit glazing is a FLIR sensor,

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recessed in a mesh covered housing. In the forward starboard underfuselage

is a retractable IR sensor and laser designator, used with the two LGBs

carried in the internal weapons bay. This modest weapons load is testimony

to the accuracy of the Stealth Fighter F-117As flew just 2% of combat

sorties during the Gulf War, but accounted for 40% of the strategic targets

attacked.



Unfortunately, poor tactics contributed to the first Stealth Fighter loss,

when an F-117A was shot down by a radar-guided missile over Kosovo in 1999.

Current USAF plans include navigation and targeting system upgrades, with

service to continue beyond 2015.



--------------------------------------

Specifications of the Stealth Fighter

--------------------------------------

Powerplant: two 48.0 kN (10,900lb st) Gneral Electric F404-GE-F1D2

non-afterburning turbofans



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

13.20m (43ft 4in)

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



Performance: max level speed 1,040km/h (646 mph); mission radius

(unrefuelled with 2,268kg (5,000 lb) weapon load) 1,056km (656 miles)

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

LGBs



Value for money:



Stealth Fighter:

Cost: $1600

Laser Missile Upgrade: $1500

Bunker Buster Upgrade: $1000

Sigh... I was expecting the Stealth Fighter to be even more powerful than

the Raptor, but in fact, it is only effective against base defenses, as

it is stealthy. Although it can clear garrisoned structures with its Bunker

Buster Upgrade, it is not worth coughing up $1600 for such a plane.

Value for money: Bad



Aurora Bomber:

Cost: $2500

For a plane that is invincible during its bombing run, and as frail as

a paper aeroplane during its return, $2500 is a reasonable price. After

all, if EA were to charge it less, many people will complain that the USA

is being far too unbalanced. As they are so difficult to replace, only

use these planes when you have a superweapon to destroy.



Value for money: Fair

Score: 2 (1 for each air unit)

------------------------

9. Base Defenses [GCP9]

------------------------

Base Defenses are what protects your base from attack while you are away

attacking. The choice of defenses is richer in Command and Conquer:

Generals Zero Hour, since in the earlier Command and Conquer games, each

side only gets a cheap one and a powerful one.

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------------------------------

a. Basic Base Defense [GCP9A]

------------------------------

USA: Patriot Missile

The Patriot Missile now can fire a volley of 4 missiles at both air or

ground units. Being the high tech defense it is, it can signal other missile

emplacements to open fire on the target. Too bad that the missiles are

rather inaccurate towards infantry, so watch out for terrorists and Tank

Hunters who will drop TNT in.

GLA: Stinger Site

Stinger sites are just like Patriot Missiles, only that they have 3 people

inside that fire stinger missiles at the enemy. This defence structure

has more weaknesses, as the 3 men inside can easily be killed by snipers,

flame units or simple rifle fire. They can also be camouflaged, but it

really can't help them much. Particularly if a scout has seen them.



China: Gattling Cannon

The Gattling Cannon is definitely the most reliable structure, as the

bullets that continuously fly out are so accurate, and they tend to spin

faster and faster, causing more and more damage to the enemies. As they

can be built in quantity, a base can easily be secured.



Comparison:

Factor: Accuracy, Efficiency, Ability for the Projectile to reach target



The Patriot Missile has this relay system which informs other missile

batteries to fire at the target. This makes them effective against aircraft,

but not as much against land units. Their inaccuracy is a big problem.

Particularly if the enemy uses some Avengers or ECM Tanks to deflect your

missiles.



The Stinger Sites have the same problems of the Patriot Missile - Inaccuracy.

However, as they can be camouflaged, this is just great as the enemy will

have a hard time guessing the position of your turrets. However, it's no

use if a scout has already seen your sites.



The Gattling Cannon NEVER misses, in spite of its lower damage towards

vehicles, but can make a great difference if the enemy likes to use ECM

Tanks or Avengers. All the 3 structures above require garrisonable base

defenses to support them still.



Gattling Cannon > Patriot Missile > Stinger Site

Value for money:



Patriot Missile:

Cost: $1000



The Patriot Missile is sort of effective against tanks. But they are just

so inaccurate against infantry units. There are many times when I got blown

up by terrorists because those missiles cannot hit them in time. But still,

it is a reasonable value for money, as it is the tradition of C&C programmers

to charge $1000 for such defense buildings.

Value for money: Fair



Stinger Site:

Cost: $900

Armor Piercing Rocket Upgrade: $2000

Camo Netting Upgrade: $900

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The Stinger Site may be cheap, but that is because it takes much more space

than the other 2 basic base defenses. But still, as long as it is cheap,

it can be quantity and of course, consider building these sites in a circle,

or any other regular polygons, then attacks from all sides can be covered.



Value for money: Good

Gattling Cannon:

Cost: $1200

Chain Gun Upgrade: $1500



This defense may sound expensive, but it is because of its accurate and

never miss property. While planes and Malcolm "Ace" Granger can easily

avoid the missiles of those other defenses using their countermeasures

and laser point defense systems, there is no escape from the Gattling Cannon.

Besides, this weapon can render infantry into mince meat in no time. As

you can leave the tanks to the Bunkers with Tank Hunters, this is also

a good value for money indeed.

Value for money: Good

USA: 1 GLA: 0 China: 2



Conclusion:

It's a pity that the programmers of this game do not create a base defense

structure of comparable attacking power to the Obelisk of Light. All of

these 3 structures are not to be used alone. Prepare to secure them with

other support units. Note that if your opponent installs drones on your

tanks, these defenses will target them first. So, always make your turrets

fire at the tanks first by manually targeting the enemy.



-------------------------------------

b. Garrisonable Base Defenses [GCP9B]

-------------------------------------

USA: Fire Base

USA has this new unpowered structure that has a 155mm Artillery platform

to Damage Tanks. 4 infantry units can garrison inside at once to fire at

the enemy. However, there are many weaknesses, first this structure is

extremely vulnerable to Jarmen Kell and Artillery. Once, in US Mission

3, this Scud Launcher fired its explosive shell at the base, and all the

infantry died! The same goes for Jarmen Kell, as he can destroy this

structure in 3-4 shots! Same goes for Nuke Cannons, and Inferno Cannons.

Finally, the artillery does not do enough damage to Scorpion Tanks! So,

to conclude, you must group these with Patriot Missiles.

GLA: Tunnel Network

The GLA Tunnel Network can hide up to 10 units, armored or infantry inside

at once, and can repair them to full health inside. It comes with 2 RPG

Troopers, so it only costs $200. Although the gun port mounted on the tunnel

causes minimal damage, you can always ambush attackers from inside the

tunnel network. It can be camouflaged. Their tunnel sneak attacks can also

surprise the enemy.

China: Battle Bunker

The Chinese Battle Bunker houses up to 5 infantry at once. Now you see

the point, whenever you use Battle Bunkers filled with Tank Hunters in

conjunction with Gattling Cannons, a practically unbreachable defense

line can be formed. It can be mined.



Comparison:

Factor: Protection, Attack Capability



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The infantry units hiding inside Fire Bases are just far too vulnerable.

While the units inside Tunnel Networks are more or less protected.

Protection is the most important factor in this comparison. Now, it is

time to compare the attack capabilities of the two. Tunnel Networks rely

on the player to manually evacuate the troops inside to attack, and that

the entire network can only hold 10 units. Bunkers on the other hand, are

attack defense structures, and you can build as many and stuff them with

as many troops as you like. So, I decide to revise the score here.



Battle Bunkers > Tunnel Networks > Fire Bases

Value for money:



Fire Base:

Cost: $1000



In my opinion, the power of the Fire Base itself is not high enough, and

is still inaccurate towards infantry units. Besides, the Missile Defenders

and pathfinders that you garrison inside are not protected enough. One

single SCUD or artillery shell can kill them all. So, it is obviously

overpriced.



Value for money: Poor



Tunnel Network:

Cost: $500

Camo Netting Upgrade: $900



I can only use one word to describe the value for money of this structure:

Excellent. After all, it builds so fast, and can be camouflaged!



Value for money: Excellent



Battle Bunker:

Cost: $400

I will also use one word to describe the value for money of this structure:

Ditto. In fact, it is very cheap for a garrisonable structure that cannot

be cleared by normal means.



Value for money: Excellent



Score:

USA: 0 GLA: 1 China: 2

Conclusion:

Again, these structures are not to be used alone, always pair them up with

the basic base defense structure to ensure good security.

-----------------

c. Traps [GCP9C]

-----------------

USA: None

The US lacks mines or bombs or any sort.



GLA: Demo Trap

That's right, the GLA has the ability to place barrels filled with dynamite

that explodes when someone gets near it. At $400, it is perfect for

providing choke point security. This Demo Trap is effective against most

Tanks, if your enemy likes to use tank rushes, you should place them in

strategic areas to increase chances of success.



To switch from proximity detection mode to manual detonation mode:

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Click the Manual Detonation button on the Demo Trap to switch to Manual

Detonation Mode. Then to detonate it, click on the Detonate Now button.

This is useful if you want to reserve your trap for stronger units like

Overlord Tanks.

China: Land Mines and Neutron Mines

All Chinese Structures can be fitted with mines surrounding it to protect

enemies from getting too close. Each building can be mined once, but those

mines reappear after a while by mitotic cell division! The Neutron Mines

vaporize or I should say, atomize annoying infantry and Saboteurs, and

can again, kill the drivers inside vehicles.



To mine your structures:

Click on the Land Mines button and wait a while. Mines will be laid. It

costs $600. Then to upgrade to Neutron Mines, click on the Neutron Mines

button. It costs another $500.

Comparison:



Factor: Explosive bias

For Traps, the attack damage is the most important. So, those Demo Traps

come out as the winner. No need to visualize the picture to you. Although

Neutron Mines can neutralize drivers inside vehicles, most vehicles will

be destroyed by the time it gets to your mines.

Demo Traps > Land Mines and Neutron Mines



Value for money:



Demo Trap:

Cost: $400



Ladies and gentlemen, we now have the all out surprise solution to Tank

Rushes coming at $400 each! An excellent value of money! Buy it!

Value for money: Excellent



Land Mines and Neutron Mines:

Cost: $600 for Land Mines and $500 for Neutron Mines

These are relatively expensive for traps, however, it is good that these

things can respawn indefinitely, and hence can be a good value for money

if you are playing as GLA and they like to use Saboteurs or Terrorists.

Value for money: Good



Score:

USA: 0 GLA: 2 China: 1

Conclusion:

The Demo Trap provides choke point security, only if your worker can reach

the building site. This is an active defensive structure, as you have to

make the worker unit build them manually one by one. But still, it is rather

amusing to see those units move over the trap and beep beep beep! Boom!

And they all fall down! AS for the Neutron Mines, vehicle stealers rejoice!

Any vehicle that gets too close to your structure will lose control of

the vehicle, as the driver is dead. You know the drill, steal them!



--------------------------

d. Fake Structures [GCP9D]

--------------------------

GLA: Fake/Real Structures

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Yes! The GLA can build fake structures to divert the enemy. These structures

can be detonated as a trap, or can be upgraded to a real structure!



Value for money:

Cost: $625

Upgrade to Real Structure: Actual Cost of Structure - $625



No comment here, after all, if you upgrade it to a real structure, you

will just wind up paying the entire price of the building.

Value for money: Fair



Score: 1

To upgrade to a Real Structure:

To upgrade your Fake Structure to a real Structure, click on the Upgrade

to Real Structure Button. The cost = Cost of Real Structure - Cost of Fake

Structure.



-----------------------

10. Base Infrastructure

-----------------------

Every organized base has units divided to perform different tasks. Some

are responsible for collecting supplies to earn cash, and some are used

to provide power, and some to gather intelligence abilities. A strong side

is one which is efficient in all of the above.

--------------------------------------

a. Standard Resource Gatherer [GCP10A]

--------------------------------------

USA: Chinook

The American Chinook Transport Helicopter allows for quick transport of

supplies to your base. In fact, it can carry $600 at once. After you upgrade

it to have supply lines, it can carry 10% more. It can also carry 8 infantry

alone or 2 vehicles and 2 infantry units at once. Apart form this, it can

combat drop into enemy garrisoned buildings to clear them out. So, the

Chinook really is the best.



To perform a Combat Drop:

Load your Chinook full of Rangers, and then click on the combat drop button.

Then click on the structure you intend to take over. "Have fun, boys."



GLA: Worker

The GLA is the slowest resource collector of the lot, and is overpriced

at $200. The Worker also has to double as the builder, so be sure to build

a lot of them. Their new worker shoe upgrade is not going to help them

a lot. Their extremely low HP makes them the worst.



China: Supply Truck

Being half the price of a Chinook, the Supply Truck can collect half as

much as the Chinook at once. But they are better than the workers though.



Comparison:

Factor: Efficiency

Supplies collected per unit price:

Chinook: 660/1200= 0.55 per $

Supply Truck: 300/600 = 0.50 per $

Worker: 75/200 = 0.375 per $

It is obvious, really, which unit is the most worth it.



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Chinook > Supply Truck > Worker



Score:

USA: 2 GLA: 0 China: 1

Conclusion:

Although the Chinook does not get close to the anti-air defenses, the anti

air units get to it! So! When your Chinook is going to fly to a hostile

territory to collect resources, "adult supervision" is required! Heh heh!

For Workers and Supply Trucks, always build your supply centers right next

to the docks for quick collection.



------------------------

b. Power Supply [GCP9B]

------------------------

USA: Cold Fusion Reactor

Very expensive, very uneconomical for a superpower like the US. Only 5

units of power for $800! Although it can make use of more control rods

for $500 (After patch), it can never be as cost effective as the Chinese

one. I think I know why the world is so mad at Bush for rejecting the Kyoto

Protocol now!



To upgrade to make use of Control Rods:

Click on the Control Rods button to upgrade your Cold Fusion Reactor. It

takes some time to do so.

GLA: No Power Plant

The GLA does not need electricity to run! Ha ha!



China: Nuclear Reactor

This time, we get 10 units of power for $1000. Much more cost effective

than the US. Who cares if the plant explodes?



To Overcharge your Nuclear Reactor:

Sometimes, when your base receives a power cut unexpectedly, click on a

Nuclear Reactor and then click on the Overcharge Button. That Nuclear

Reactor will then generate 5 more units of power. Just remember to stop

the overcharge when power is restored. Otherwise, guys, there is going

to be a meltdown!



Comparison:



Factor: Efficiency



Cost per unit power:

USA: $130

GLA: $0

China: $100

Again, the result is obvious.



No Power Plant > Nuclear Reactor > Cold Fusion Reactor

Score:

USA: 0 GLA: 2 China: 1

Conclusion:

It's amazing that the USA, being the superpower it is, is not so resourceful

when it comes to power. Their cost per unit power is $130, while it is

$100 for China. In case of urgent power shortages, always Overcharge your

Nuclear Reactors to keep your super weapons running etc. until enough power

plants have been rebuilt. Although GLA does not require power to run, it

is always wise to capture power plants, as power speeds up their production

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capabilities.



------------------------------------

c. Infinite Supply Gatherer [GCP9C]

------------------------------------

USA: Supply Drop Zone

The USA Supply Drop Zone receives air drops of supplies every 2 minutes.

That's too long! Besides, it takes too much power to run, and the supply

plane can easily be shot down.

GLA: Black Market

The Black Market costs $2500, and gives out $20 every "beep". It is more

useful than the US Drop Zone, as it gives the GLA access to many upgrades

that improve their units' attack power by 25%, that is, the Armor Piercing

Bullets and Armor Piercing Rockets.



China: Hacking the Internet with Hacker inside the Internet Center

Each Hacker costs $625, and gives out $5 with each beep. It may seem that

its value is the same as the black market, but no! Hackers can gain veterancy,

and eventually get $10 with every beep! Besides, Hackers can move around,

but the Black market cannot! Heh heh. The new Internet Center can offer

protection to the hackers from Rebel Ambushes! Their beeps seem to go faster

inside. So, well, it's the best.



Comparison:

Factor: Frequency, Armor, Amount given, etc...



Frequency:

Supply Drop Zone: 2 minutes

Black Market = Beep

Hackers in Internet Center = Multiple Beeps. Increases with number of

Hackers inside.



Armor:

Supply Drop Zone: Weak

Black Market: Weak, but can rebuild from hole

Internet Center: Can withstand a Particle Cannon



Amount Given:

Supply Drop Zone: $1500

Black Market: $20

Hacker: $5 --> $6 --> $8 --> $10



Other Noticeable Features:

Supply Drop Zone: Crates dropped sometimes may miss the drop zone,

requiring units to manually collect them. This is more likely if you build

your drop zone on the edge of the map.

Black Market: Can provide important upgrades like the Armor Piercing

Bullets, Armor Piercing Rockets, Junk Repair, Buggy Ammo and Radar Scan.



Internet Center: Provides China with intelligence capabilities, that was

once their weakness. Satellite 1 reveals the areas around each of your

opponents' command center permanently, Satellite Hack 2 intermittently

reveals all areas that your opponents' can see, much like the Intelligence

Option in the US Command Center.



There are just far too many factors to compare them with. Such as frequency,

amount per run, protection and so on. But when we take some of them into

account, I arrive at this conclusion.



Hackers in Internet Center > Black Market > Supply Drop Zone

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Score:

USA: 0 GLA: 1 China: 2

Conclusion:

Regardless of what type of gatherer you are using, always build in quantity.

Enough said. Note that the Internet Center can only be built once, so,

you can always have a group of Hackers hack the internet in another obscure

area of your base.

-----------------------------------

d. Radar and Intelligence [GCP10D]

-----------------------------------

USA:

The Americans have Radar right off the bat with their Command Center, and

are presented with the Spy Satellite, which can reveal a large piece of

land in the Fog of War, and can be used every minute. They also have the

Intelligence ability deployable in the Strategy Center, and reveals the

ENTIRE MAP every 5 minutes. If you can spare a General Point, you can also

get a Spy Drone, allowing you to consistently spy on your enemy,

particularly useful in the start of a match.



GLA:

GLA has to rely on its Radar Vans, built in the Arms Dealer for 500 credits.

The Radar Scan is available as a counterpart to the Spy Satellite. The

problem is that it is available a little too late at the Black Market,

and it reveals rather little land at a time. (in spite of its 30 second

prepping time.) The only redeeming feature is that you can abuse the Radar

Scan by building multiple Radar Vans.



China:

China only has to upgrade their Command Center to make use of Radar. All

Intelligence activities are then conducted in the Internet Center, which

PERMANENTLY reveals all land around all the Command Centers once Satellite

Hack 1 is in use. Once Satellite Hack 2 is in use, you can intermittently

SEE ALL LAND the enemy see! All of these perks cost only 4000 credits in

total.



By comparison: USA > China > GLA



Score:

USA: 2 GLA: 0 China: 1



------------------------------------------------

11. Superweapons and Generals Abilities [GCP11]

------------------------------------------------

Infantry Dispensing Ability:



USA: Paratroopers

The US can send up to 20 Rangers into the enemy base via airdrop.

Unfortunately, the transport planes tend to have very little armor, and

the Rangers are always scattered too much when they land.

GLA: Ambush

The GLA can make up to 16 Rebels appear out of nowhere in the selected

area. This is much better, as there is no defense against it, and when

you have researched into camouflage upgrade, the Rebels won't be spotted

if you do not use stealth detection.



China: None

In spite of its huge population, China does not have an ability to dispense

Red Guards in an instant.



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To use these abilities:

Click on the button on the side bar, and then click on the target area.



Comparison:

One can be stopped, the other cannot. Now, which is better?



Ambush > Paradrop > None

Conclusion:

There is no defense against ambushes, the only way to deal with it is to

randomly place base defenses deep inside your base. To prevent those

paradrops, always build those anti air units in quantity!



Score:

USA: 1 GLA: 2 China: 0



Cash Obtaining Ability:

USA: None

The US lacks ability to steal cash or obtain cash in their generals'

abilities.

GLA: Cash Bounty

The GLA can earn up to 20% of the enemy units' value when they kill. This

is great, as not only you can get large sums of cash just by fighting,

you can know who made the kill, as the money will appear on the vehicle

who killed.

China: Cash Hack

The Chinese can steal up to $4000 from enemy supply centers. But who needs

it? Especially Black Lotus can cash hack, and the Hackers can hack the

internet for money.

To use Cash Hack:

Click on the button on the sidebar, and then click on the enemy supply

center or supply stash you want to steal money from. Note that you must

be able to see it (ie. Not in Fog of War) before you can use it.



Comparison:

Cash Bounty can raise the incentive of you to kill enemies, and the money

just comes rolling in, there is no need to wait, or reveal the area around

the enemy supply center,



Cash Bounty > Cash Hack > None



Conclusion:

With the Cash Bounty ability, you can become a paid to kill General! This

is useful in the late game, when resources are almost exhausted. But please

note that your Command Center must be standing in order to take advantage

of it.

Score:

USA: 0 GLA: 2 China: 1

Quick Bombardment Ability:

USA: A-10 Strike

The A-10 Thunderbolts from the first Command and Conquer are finally back.

The US can send up to 3 of them at once to create massive damage.

Unfortunately, the A-10 are vulnerable to anti-aircraft fire, and cannot

hit targets too far in the base, particularly the enemy has many

anti-aircraft measures in use.

Supplementary Information on the A-10 Thunderbolt II (Reference: Jane's)

Nicknamed the 'warthog', the A-10A evolved from USAF experience in the

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Vietnam War, which highlighted the need for a new close support aircraft

with anti-tank capability.



The first Fairchild YA-10A flew on 10 May 1972, with Fairchild's design

sacrificing sleekness for survivability and operational effectiveness.

The low-set larger-area wing gives extremely good low-speed

maneuverability over the battlefield, while the two TF-34-GE-100

turbofans are housed in separate external pods toward the rear of the

fuselage, using the wings and twin finned protection versus small arms

and cannon at low altitudes, the pilot sits in a titanium 'bathtub'

extending to the 1,174 round ammunition tank for the A-10's most fearsome

weapon, its nose mounted 30mm seven barrel rotary cannon capable of firing

armor piercing depleted uranium shells at 2,100 or 4,200 rpm. A Pave Penny

seeker allows the pilot to spot target 'painted' by other lasers, and the

Warthog can carry up to 7,258kg (16,000lb) of additional ordnance on eight

underwing and three underfuselage hardpoints.

A total of 721 A-10As entered service with the USAF, making a spectacular

contribution to the Gulf War of 1991. A small number have been redesigned

OA-10As for use in the FAC role. After almost being retired in the 190s,

the USAF now plans to operate about 400 A-10s for anther 30 years, and

is looking to replace the current engines, and develop structural and

avionics upgrades.



-------------------------------------------------------------

Specifications for the Northrop Grumman A-10A Thunderbolt II

-------------------------------------------------------------

Powerplant: two 40.32kN (9,065 lb st) General Electric TF34-GE-100

non-afterburning turbofans



Dimensions: length 16.26m (53ft 4in); height 4.47m (14ft 8in); wing span

17.53m (57ft 6in)



Weights: empty, equipped 11,321kg (24,959lb); MTOW 22,680kg (50,000lb)



Performance: max level speed at sea level 706 km/h (439mph); max rate of

climb at sea level 1,828m (6,000ft)/min



Armament: one GAU-8/A 30mm cannon with 1,174 rds; up to 7,258 kg (16,000lb)

of ordnance including AGM-65 Maverick ASMs, LGBs, free-fall bombs, ECM

pods, AIM-9 AAMs and auxiliary fuel tanks



GLA: None

The GLA does not have an ability to quickly bombard the enemies' base.

China: Artillery Barrage, Carpet Bomb, Cluster Mines

The Chinese has the ability to fire up to 36 Artillery Shells anywhere

in the map. The good thing is, it has no defenses against it, and can hit

very far into the enemy base. So, once you hear the sound, get ready to

say your prayers! I don't think I have to state what the Carpet Bomb does,

but its area of effect is greater in Zero Hour. The Cluster Mines can mine

any area of the field.

To use these abilities:

Click the button on the sidebar, and then click on the target area. That

area will be temporarily revealed, allowing you to see the fireworks!

Comparison:

Artillery Barrage is unstoppable, while A-10 strikes can be. Carpet Bombs

and Cluster Mines also can be. But at least they are better than GLA, which

lacks these abilities.



Artillery Barrage > A-10 Strike = Carpet Bomb = Cluster Mines > None

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Score:

USA: 1 GLA: 0 China: 4 (2 for Artillery Barrage, 1 for Carpet Bomb and

Cluster Mines each)

Conclusion:

All these abilities are in a send in and forget basis. No need to explain.

For your information, A-10 Strike (assuming that all 3 jets reach their

target) with Particle Cannon or Artillery Barrage with Nuclear Missile

can destroy any superweapon structure. Keep this in mind. Command Centers

are built to withstand such attacks, so never target them with these

abilities, as they are an absolute waste of time.



5 Star General Bombing Ability:

USA: Fuel Air Bomb, Leaflet Drop, Scepter Gunship

What can I say? A Boeing B-52 Stratofortress will be sent in out of no

where, and drop a very explosive fuel air-bomb into the target. Destruction

guaranteed. The MOAB upgrade helps them more and more! The Leaflet drop

temporarily disables enemy units, while, the Scepter Gunship circles

around the target, and cuts down the enemy with its guns. A great Arsenal

indeed!



Supplementary Information for the Boeing B-52 Stratofortress: (Reference:

Jane's)

Originally conceived as a turboprop replacement for Boeing's B-50, the

B-52 Stratofortress emerged in 1952 powered by J57 turbojets. Adopting

the shoulder-mounted wing, tandem mainwheel landing gear and dual podded

engine configuration of the company's B-47 Stratojet, the XB-52 prototype

first flew on 15 April 1952. Production models ran from the B-52A to the

B-52H, with final production ending in the 1960s. Today, only 76 B-52Hs

remain in service, but the USAF bomber master plan has them serving until

2034, when these aging 'BUFF's will be 70 years old!



The B-52H has evolved into a long-range stand-off cruise missile carrier,

with a typical load of six AGM 86B ALCMs on each wing pylon and eight on

an internal rotary launcher. It could also carry 50,000lb of free-fall

bombs. A strengthened airframe on the B-52H allows low-level operations

and the four 12.7mm tail guns have been replaced with a six barrel 20mm

radar-directed Vulcan cannon.

The USAF plans continuing updates to keep the B-52 current. ECM

improvements were funded in 2000, with a datalink and weapons databus

upgrade planned for 2006-2010. An in-flight mission replanning capability

is schedules for 2015. There has also been talk for several years of

replacing the eight TF33 turbofans with four 192.16kN (43,200 lb st) Rolls

Royce RD211-535E4s, to increase thrust, reduce fuel consumption and

improve reliability.

----------------------------

Specifications of the B-52H

----------------------------

Powerplant: eight 75.62kN (17,000 lb st) Pratt and Whitney TF33-P-3

turbofans



Dimensions: length 49.05m (160ft 11in); height 12.40m (40ft 8in); wing

span 56.39m (185ft)



Weights: MTOW 229,088kg (505,000lb)

Performance: cruising speed at high altitude 819 km/h (509mph);

penetration speed at low altitude 652-676 km/h (405-420mph); service

ceiling 16,785m (55,000ft); range 16,093km (10,000 miles)

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Armament: one Vulcan 20mm six-barrel cannon in tail turret; up to 22,680

kg (50,000 lb) of AGM-86C ALCMs, B61/83 nuclear weapons and AGM-142 Have

Nap PGMs, or 51 x 340kg (750lb)/454kg (1,000lb) conventional bombs.

Supplementary Information on the Northrop Grumman B-2A Spirit: (Reference:

Jane's)

Revealed on 22 November 1988, the B-2A Spirit low-observable stealth

strategic bomber was the result of a classified USAF programme begun in

1978 for a new Advanced Technology Bomber, intended to penetrate deep into

Soviet airspace. The first of six prototypes (AV-1 to AV-6) made its maiden

flight on 17 July 1989, and the 'Stealth Bomber' was declared operational

in April 1997. The Air Force originally planned to buy 132 B-2s, but

production ended in 1997 after 21 aircraft. Each cost more than $2 Billion.

The B-2A is a blended flying wing with straight leading edges and a

'sawtooth' trailing edge. A centrebody smoothly contoured into the upper

wing surfaces contains the two man crew compartment and two weapons bays,

while the low-observable contouring extends to the engine bays, each hosing

two F118-GE-110 non-afterburning turbofans. The engine exhausts are

positioned well forward of the wind trailing edge, helping to reduce the

heat-signature available to enemy IR sensors. Internal rotary launcher\s

can carry a weapons load of up to 22,680 kb (50,000 lb) of nuclear and

conventional weapons.



Six B-2As saw their first combat service over Kosovo in 1999, dropping

more than 454,000 kg of GPS-guided munitions, mainly JDAMs. All missions

were flown from Whiteman AFB in the US, as the stealthy B02 requires special

servicing and maintenance that makes overseas basing difficult. All 21

B-2s are to be upgraded to Block 30 standard by 2000.



--------------------------------------------

Specifications of the Northrop Grumman B-2A

--------------------------------------------

Powerplant: four 84.5 kN (19,000 lb st) General Electric F118-GE-110 non

afterburning turbofans



Dimensions: length 21.03m (69ft); height 5.18m (17ft); wing span 52.43m

(172ft)



Weights: empty 45,360kg (100,000 lb); MTOW 170,550kg (376,000lb)



Performance: max level speed at high altitude 764 km/h (475mph); service

ceiling 15,240m (50,000ft); range at MTOW with 16,919kg (37,300lb) warload

11,667km (7,260mi); range with one aerial refueling 18,520km (11,508

miles)



Armamaent: up to 22,680 kg (50,000 lb) including up to 16 AGM-129-ACMs,

16 AGM-131 SRAM IIs, 16 B61/B83 free fall nuclear bombs, 50 Mk 82 454 kg

(1,00lb) or 16 Mk 84 906kg (2,000lb) bobs, 36 M117 340.5kg (750lb)

fire-bombs, 36 cluster bombs and 50 Mk 36 454kg (1,000lb) sea mines



GLA: Anthrax Bomb

A plane drops a bomb with a little explosiveness into the selected target.

The Anthrax Produced is only effective if there are enemies in the area.

Otherwise, it is useless.

China: EMP Bomb

The Chinese have the ability to drop a bomb which transmits an

electromagnetic pulse in a very large area, disabling any vehicle and

structure in its radius in a considerable amount of time. Always coordinate

this attack with an air-strike or tank rush. You'll see what I mean.



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To use these abilities:

Click the button on the sidebar, and then click on the target area. That

area will be temporarily revealed, allowing you to see the fireworks!

Comparison:

The Fuel Air Bomb is the best of all these abilities, because of its high

damage potential. Scepter Gunship is good, but the problem is that manual

targeting is required to achieve the maximum effect. The Anthrax Bomb is

also cool, because of its ability to dissolve even armored units in a jiffy.

The sole redeeming feature preventing the EMP bomb is that it can disable

buildings. Meanwhile, the Leaflet Drop and deserves a zero, as these

disabling drops take too long to arrive, and the enemies most likely would

be out of place when they come.

Conclusion:

Again, fire and forget, that's all I can say. I think the MOAB is the

funniest, they call it the Mother of All Bombs! Why? Why not the Father

of All Bombs, Brother of All Bombs or Sister of All Bombs?



NOTE: The above is just a lame joke. I KNOW THAT MOAB stands for Massive

Ordnance Air Burst. I am saying this because I received many e-mails, even

one from someone claiming to be a US Army Detonations Expert of what it

really is.



Score:

USA: 3 (2 for the Fuel Air Bomb, 1 for the Scepter Gunship)

GLA: 1 China: 1



5-Star Sneak Attack Abilities:



GLA: Sneak Attack, GPS Scrambler

The GLA Sneak Attack enables you to place a tunnel network anywhere on

the map! Great for sneak attacks. The GPS Scrambler makes an area of your

units invisible for a short period of time. Again, a very effective attack

ability. Prince Kossad has this ability right at the start.

To use the Sneak Attack:

Click on the button on your sidebar, and then click on the position where

you want to place the tunnel. You can adjust the direction of which the

Tunnel Network is facing. Again, the position of placement must not be

in a fog of war.



Score:

GLA: 2

3-Star Morale Boosting Ability



China: Frenzy

China has this new ability that can cause a large number of their units

frenzy, and attack with up to 30% more damage for 30 seconds! Now, you

really can have brute force!



Score:

China: 1



Super Weapon:

USA: Particle Cannon

The Americans have the ability to beam highly charged particles to attack

the enemy. That's not all, you can control the beam as it spreads havoc.

It is the only super weapon that can destroy GLA structures with their

holes. Unfortunately, it does not collateral damage in form of chemicals

or radiation. So it is not so good, if you want to coordinate your attack

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with a second land attack.



GLA: Scud Storm

The GLA has the ability to fire a volley of 9 Scud Missiles into the enemies'

base. The Scuds are filled with chemicals, and can cause a lot of damage

to the survivors of the blast. However, it can destroy the GLA buildings

but not with their holes. So that's a problem. However, it is better than

the Particle Cannon, as the chemicals that come out can really "clean"

an area of the enemy's base, allowing you to follow up with a large scale

conventional attack.

China: Nuclear Missile

The Nuclear Missile is back from Red Alert. Like the Scud Storm, it can

clear a large part of the enemy's base in one single blast, with its

radiation and all. But wait, there's more! You can use the Nuclear Missile

Silo to provide Uranium Shells for your Main Battle Tanks, and also upgrade

your tanks with Nuclear Reactors inside to increase their speed by 25%.

A new addition is the Neutron Shell upgrade to the Nuke Cannons. So it

is more useful.

Comparison:

The Superweapons topic is extremely controversial. It has been debated

around about which one is the best. But still, I will do it anyway, but

will have the shotgun ready in case some radicals who disagree come flaming

in. (Hee hee.)

The Particle Cannon's recharge time is shortest at 4 minutes, but what

I don't like is that you need to control it manually, so it is hard to

coordinate multiple Particle Cannons at the same time.



GLA's SCUD Storm DOES not require power and is the most durable of the

three. It's a fire and forget type of thing, this is why I think this is

the best, in spite of its 5 minute prepping time.



China's nuke is the slowest of all, but equal damage is dished out to

anything within its radius, and since one nuke drops, there is basically

no time for the people inside the area to move out of the way.



Having analyzed these factors, I think the SCUD Storm still has an edge

over the other 2.

Therefore:



SCUD Storm > Particle Cannon = Nuclear Missile

Score:

USA: 0 GLA: 1 China: 0



Conclusion:

Using super weapons is not a way to win a battle, they are there to assist

you, so regardless of what weapon you use, always have a large tank horde

or something like that on standby, then you can really do a lot of damage

to the base. Because the 3 super weapons have different attack potentials,

the count-down timer for the Particle Cannon is 4 minutes, that of the

Scud Storm is 5 minutes, and that of the Nuclear Missile is 6 minutes.

USA and China can take advantage of those super weapons if they can

coordinate them with an A-10 Strike or an Artillery Barrage. However, if

I were the game host, I will choose to limit the superweapons, as extensive

use of superweapons take out all the sport out of this game.

------------------------------------

12. Final Overall Comparison [GCP12]

------------------------------------

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Infantry:



Hot Units:

USA: Rangers, Missile Defenders, Pathfinders and Colonel Burton

GLA: Rebels, Angry Mobs, Jarmen Kell

China: Hackers, Black Lotus

Score:

USA: 12 GLA: 5 China: 4

Winner: USA



USA has the most number of utility units as far as infantry units are

concerned. The Pilot really can reapply veterancy, they can really help

those vehicles in battle. GLA has the largest number of units to choose

from, that's good for those people who have "taste". China may have lagged

behind, but attack in quantity, and it can make all the difference, as

they have the horde effect. USA tends to be a big winner in the Infantry

section. I wonder if they can be just as good in other features.

Armored Units:



Hot Units:



USA: Paladin Tank, Humvees, Tomahawk Missiles and Microwave Tanks

GLA: Attack Cycles, Scorpion Tanks, Marauder Tanks, Rocket Buggies, Scud

Launchers and Bomb Trucks

China: Battlemaster Tanks, Dragon Tanks, Troop Crawlers, Listening

Outposts, ECM Tanks, Inferno Cannons, Nuke Cannons and Overlord Tanks



Score:

USA: 8 GLA: 7 China: 15

Winner: China



USA is definitely the side which requires you to make use of almost every

single unit in their armored unit arsenal to assault the enemy's base.

Such arrangements are too inconvenient. However, their microwave tanks

really are hot! If your enemy garrisons snipers inside buildings, rangers

can be killed easily, while they cannot do anything but watch as your

Microwave Tank goes in and dings them to death! It is different for GLA

and China, as they both have all rounded Advanced Battle Tanks. The reason

why I let the combat cycle to be a hot unit instead of the technicals,

as terrorist-bikers are much faster then techinicals holding terrorists.

Regardless of which side you use, the artillery units are ALWAYS hot! Just

distract the opponents' units with your tanks while the artillery fires

from behind! China's listening outposts and troop crawlers can really help

if you want your transports bundled up with free infantry, just like Happy

Meals! (The McDonald's in Hong Kong are still cheap, by the way.)

Air Units:



Hot Units:

USA: Raptors, Stealth Fighters, Comanches and Aurora Bombers

GLA: None

China: MiGs and Helices

Score:

USA: 2 GLA: 0 China: 2

Tied at First Place: USA and China

Regardless of which side you choose, their air force is hot! Of course,

USA is the hottest! The new Helix Helicopter has really given China the

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ability to control the sky! This is particularly true if you upgrade with

Gattling Cannons or Bunkers filled with Rocket Infantry, most aircraft

will be downed in no time! USA wins, as they have 4 units, while China

has only 2! USA is the side for people who like to rely on air units, build

about 20 planes, and the enemy should have a hard time getting near your

base. Of course, if you are GLA or China, you should always target your

superweapons towards their airfields, and only attack while they are out

on a raid.



Base Defenses:

Hot Stuff:

USA: Fire Base

GLA: Demo Traps, Tunnel Networks, Fake Structures

China: Gattling Cannons, Bunkers, Neutron Mines



Score:

USA: 1 GLA: 4 China: 5

Winner: China

The GLA and China are ahead in the base defense department. Concerning

Demo Traps, do not build them too close to your own structures, otherwise,

when the enemy gets to it, "beep beep beep" BOOM! One structure reduced

to a hole! China retains the old Command and Conquer Tradition of "build

10 turrets and you will be safe" tradition. The Gattling Cannons and Bunkers,

when used in conjunction can prove extremely difficult to breach. As for

USA, well, "Beware Patriot Batteries, they are dangerous!" I think not.

So be prepared to guard the area surrounding your base with Comanches and

the like.



Base Infrastructure:

Hot Stuff:

USA: Chinooks, Supply Drop Zones

GLA: The ability to run without electricity, Black Markets

China: Nuclear Reactors, Internet Center



Score:

USA: 4 GLA: 3 China: 5

Winner: China

The Base Infrastructure department is balanced enough. Enough said. Having

compared the intelligence abilities, I find USA to not be that bad here

after all.

Super Weapons and Generals Abilities:



Score:

USA: 5 GLA: 8 China: 7

Winner: GLA



The style of each side can be seen from the General Abilities, that's for

sure. USA is addicted to high-tech advanced strategy and the usage of planes.

GLA loves sneaky underhanded tactics and various methods of sabotage. China

relies on pure brute force, and bombs, bombs and bombs!

As I said before, extensive use of superweapons take the sport out of the

game, so I recommend limiting the number of superweapons to 1 and only

1. (Of course, if your enemy is being too slow, you can use superweapons

as a psychological device.)

My recommended Generals Abilities are as follows:



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USA:

Paladin Tank (1 point)

Pathfinder (1 point)

A10 Strike Level 3 (3 points)

Fuel Air Bomb (1 point)

Specter Gunship (1 point)



GLA:

Scud Launcher (1 point)

Marauder Tank (1 point)

Rebel Ambush Level 3* (3 points)

Cash Bounty Level 3* (3 points)

Sneak Attack (1 point)

GPS Scrambler (1 point)

* = optional abilities



China:

Nuke Cannon (1 point)

Artillery Barrage Level 3 (3 points)

Artillery Training* (1 point)

Carpet Bomb* (1 point)

Cluster Mines* (1 point)

Frenzy Level 2* (2 points) or 3* (3 points)

* = optional abilities



---------------------------------------

13. About the Talented Generals [GCP13]

---------------------------------------

As you can see, one of the new features of Command and Conquer: Zero Hour

are the inclusion of 9 new Generals who are talented in different fields

of battle. There are 3 Generals in each side, and this section will compare

their different features and special abilities.



Each General will be given the base score which is the total score of the

standard side, points will be awarded or deducted based on how much of

an advantage or a disadvantage to that side.



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



*****USA SUPERWEAPON GENERAL: ALEXIS ALEXANDER*****

Short Biography:

A logistics staffer during the second Korean War, Alexander attracted the

notice of her superiors with her ability to acquire just about everything.

Alexander parlayed that ability into a scholarship and a long and

distinguished career in the Marines. To protect supply lines during the

First GLA Conflict, Alexander developed a tiered scheme of defenses that

did not allow a single strike on any of her supply columns. While hardly

efficient in her use of resources, General Alexander makes defense and

resource acquisition priorities in the early phases of conflict. The

General's army takes to the offensive only when she has superior offensive

only when she has superior offensive firepower that cannot be touched by

counter attack.

Analysis:

Apparently, General Alexander used to be an excellent intelligence officer

during the Second Korean War. She makes use of heavy defenses and is

inefficient in using resources. She attacks only when she is sufficiently

defended, and that can be a problem.



Special properties of her army:

EMP Patriot System:

Instead of using normal Patriot Missiles, Alexis Alexander will use

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missiles that deliver an Electromagnetic Pulse to the enemy. Any vehicles

that get hit are disabled for a short period of time, while aircraft are

downed instantly. This helps make up for her lack in attacking units,

however, they are still hot targets for Enemy Artillery.

Points awarded: +1



Advanced Control Rods:

Now, by paying an extra $500, you get 15 units of power instead of the

usual 5! That's what a super weapon general needs. Otherwise, how could

she have powered up her particle cannons?

Points awarded: +1



All vehicles and aircraft cost more to produce:

Ugh! This is one thing that severely weakens Alexis Alexander! All vehicles

cost significantly more than the standard USA, and the Avenger costs $2400

a piece! That's ludicrous I tell you! No wonder Alexis is hardly efficient

in her use of resources!

Points deducted: -4



Particle Cannons cost only $2500:

What would a superweapon general do without superweapons? Now, as Particle

Cannons are selling at only $2500, they can build as many as there are

supply drop zones in her base! For some strange reason, the particle cannons

fire a pink beam, instead of a blue one. I have no idea why.

Points awarded: +2

Main Battle Tanks are not available:

Another problem with the USA Talented Generals is that they are FAR TOO

SPECIALIZED IN THEIR FIELDS while they are severely weak at other fields.

What can she do without those tanks? This means that the basic attacking

units on her side are humvees loaded with Missile Defenders, and I am sure

that this is hardly worth it.

Points deducted: -2



Aurora Alpha Bombers replace Aurora Bombers:

As she is a Super Weapon General, Alexis Alexander's auroras really have

to be highly explosive! Instead of using regular bombs, they use Fuel Air

Bombs! The initial explosion is like that of a normal Aurora's bomb, but

then, it will be followed by a "shock" blast that is even more damage and

has 1.5 times the radius of a Nuke Cannon shell! Very, very lethal indeed.

I guess the whole point of introducing this unit, is to encourage people

to play as Alexis Alexander, as everything else is extremely weak for her!

Points awarded: +3



Net Score Change: +1

Score: 20 + 1 = 21



*****USA AIRFORCE GENERAL: MALCOLM "ACE" GRANGER*****

Short Biography:

The son of an Iowa crop duster, General Malcolm Granger's flying career

began when he borrowed his father's biplane to go to the state fair in

Kansas City. As a lieutenant in the First Iraq War, Granger earned his

first notices for knocking out four SAM sites in a single afternoon. As

he moved up the Air Force ranks, Granger earned a reputation for advancing

the role of fighting aircraft in the US military. Even-tempered yet

uncompromising, Granger has developed novel techniques in fuel management

and resource deployment during air superiority operations. Those

techniques have been used with success in Iraq, Afghanistan, and other

theaters. His squadrons are kwon for precision execution and a strong will

to complete the mission.

Analysis:

Malcolm Granger is known as "Ace" because he is a natural flyer. In fact,

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what he did when he was kid was extremely similar to what the two main

characters in the movie Pearl Harbor did when they were kids. (Borrowed

one of the character's father's biplane for a spin.) He must have an

obsession with air units, and he actually could destroy 4 SAM Sites in

one day during the first Iraq War (Is that the Gulf War?)



Of course, with his research in different aircraft, he has made even more

enhanced aircraft, and of course, with better resource management

abilities, all aircraft can be bought cheap!

Special properties of his squadron:



King Raptor replaces normal Raptors:

The King Raptor REALLY is an enhanced version of the Raptor! Instead of

just having 4 missiles, they have 6! The missiles are golden in color and

pack a bigger punch. Besides, these Raptors seem to be better armored,

cool! Build these in quantity and get the Air Wing Honor!

Points awarded: +3



Laser Point Defenses included in all Aircraft:

With Laser Point defenses installed in all aircraft, all of these units

will become Paladin Planes! However, there is no stopping bullet based

anti-air units, so watch out.

Points awarded: +1



Combat Chinooks:

In addition to normal Chinooks, you can now build Combat Chinooks, which

are Chinooks with a bunker installed. Hence, infantry units can fire from

inside, and you can wreck as much havoc as the bunker helices do! Besides,

they can also collect supplies if you wish, unfortunately, they can't if

they are loaded.

Points awarded: +2



No Main Battle Tanks are Available:

With such a powerful air force, Malcolm Granger does not need any basic

ground unit. That's his loss, so you cannot make multi-prong attacks.

Point deducted: -1



Stealth Comanches:

Now, you can upgrade your Comanche helicopters to become invisible. Much

better for airborne sneak attacks! This is the reason why Comanches will

replace the Crusader Tank as the basic attacking unit of Granger's side.

But beware of stationery base defenses, as they can detect your helicopters

very quickly.

Points awarded: +2

Carpet Bombing is available at the Strategy Center:

If you play as Malcolm "Ace" Granger, all you need to do is to have a Strategy

Center built in order to make use of Carpet Bombs! The bombs are more intense

than the China Carpet Bombs, and hence can deal more damage and destruction!

Enjoy!

Points awarded: +2

Stealth Fighter is available at the start:

This really is not so significant, but it is worth awarding a point for

them. Have fun messing with your opponents' bunkers and tunnel networks!

Point awarded: +1



Net Score Change: +10

Score: 20 + 10 = 30

*****USA LASER GENERAL: GENERAL "PINPOINT" TOWNES*****

Short Biography:

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An early champion of laser technology in the USA Arms Forces, "Pinpoint"

Townes developed comprehensive offense and defensive strategies around

laser-based weapons. Townes received an appointment to the U.S. Army War

College in 2008 to teach his theories. However, Townes found academic life

too slow and returned to a battlefield command in 2010. Relying on

inexpensive, powerful laser technology throughout his forces and his

unique knowledge of its strengths and weaknesses. General Townes has

consistently received superior marks during war games and live-fire

actions. This four star general continues to push the technology envelope

in harnessing energy and improving power efficiency, and the Army is

counting heavily on him.



Analysis:

General Townes has got to be the most high tech general of the 3 USA Talented

Generals. He just so relies on lasers, and he originally was appointed

to be a professor in the Army College to teach how powerful lasers can

be. However, he is a person who loves action, and hence left the college

2 years later to command his armies again. Of course, lasers require a

lot of power and hence he will try his best to make the most efficient

use of power to improve his laser technology!

This guy really is an addict on his lasers. In fact, when I played against

him in Generals Challenge, he practically mentioned the word laser over

20 times! Vanity, thy name is Townes.



Bright Properties of his army:

Laser Defense Turrets replace normal Patriot Missiles:

Wow! This really is hot! Instead of those lame missiles that are so

inaccurate and are able to be stopped by a lot of things, General "Pinpoint"

Townes has decided to make a more practical approach on things. These lasers

fire just so quickly and they NEVER miss! Just a pity these things aren't

as powerful as Obelisks of Light...

Points Awarded: +3



Cold Fusion Reactors give 8 units of power to begin with:

Well, he already has to make his lasers work, and hence, a better power

output is required. This gives him a slight advantage compared with the

standard USA army.

Point awarded: +1

Tomahawk Missiles are unavailable:

He's a Laser General, right? Tomahawk Missiles are non-laser weapons. Hence,

none can be purchased by General Townes. This has got to be the only weakness

of "Pinpoint" Townes.

Point deducted: -1



Avengers cost less to produce:

Another hot thing about Townes' army is that you get a 25% discount when

purchasing Avengers. They only cost $1500! Which means you can get USA's

only answer to air attacks for a much cheaper price. Enjoy.

Points awarded: +2

Laser Tanks replaces all Main Battle Tanks:

Another unique unit of General Townes' army. The laser tank is practically

a Crusader Tank equipped with a powerful laser. However, power must be

constantly supplied, or your tanks will all power down and become useless.

But otherwise, a great tank.

Points awarded: +3

Net Score Change: +8

Score: 20 + 8 = 28



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Comparison of all 4 types of USA army:

Malcolm "Ace" Granger > General "Pinpoint" Townes > General Alexis

Alexander > Standard USA

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



*****GLA TOXIN GENERAL: DR. THRAX*****

Short Biography:

Little is known about the GLA associate codenamed, "Dr. Thrax". While

background intelligence indicates that he received training as an

immunologist in Jordan, he left academics in 1995 and disappeared into

a GLA controlled ghetto in Cairo. For the past twenty years, he has produced

chemical and biological weapons for terrorist organizations across the

globe, including the GLA. Recent eavesdropping on cell phone traffic

indicates that Dr. Thrax has become more involved in day-to-day operations

of the GLA. He has scattered labs across Asia and the Middle East, where

low-cost WMDs are produced and distributed to local terror cells. A

cautious and scientific personality, Dr. Thrax never sleeps in the same

bed two nights in a row and undergoes frequent cosmetic surgery to alter

his appearance.

Analysis:

Being an excellent Chemistry student, I have got to admit that this GLA

general is one of my favorites. I believed he originally intended to help

people to be immune to diseases, but for some strange reason, he went into

the dark side in 1995, and started to produce chemical and biological

weapons instead of using his knowledge to do good things for mankind. Anyway,

everything about this man is either chemical and biological. For more

information about this guy, you can read about it in the guide for USA

Mission 5 in my strategy guide of this game.



If you beat Dr. Thrax in General's Challenge mode, you can see what Dr.

Thrax really looks like under that veil. He looks rather handsome for a

man who frequently undergoes plastic surgery. Well, at least he is more

handsome than Michael Jackson.

Chemical Properties of his army:



Toxin Networks replace Tunnel Networks:

Instead of using a simple mounted "click" gun, Dr. Thrax, like General

"Pinpoint" Townes, has decided to put a more practical approach to things

in life. This tunnel network has a toxin sprayer similar to that of Toxin

Tractors. Of course, both infantry and light vehicles will be completely

dissolved before they know it! In fact, I know many people, especially

absolute beginners try to use many many workers to build many toxin networks

in their opponents' base to overwhelm them and get quick wins. This tunnel

rushing is very annoying to most people, fortunately, I can stop more than

80% of such attacks now. Meanwhile, EA has decided to deal with this unfair

practice by significantly increasing the Tunnel Network build times in

their first update for the game.

Points Awarded: +3



Stinger Site missiles and Rocket Propelled Grenades become chemical:

That's right, you chemical people out there, the good Doctor has prepared

his medicine into lovely little rocket powered pills! It is guaranteed

to cure any disease that threatens the health of your base, including the

tank virus and infantry bacteria! Enjoy!

Points awarded: +2



Toxin Rebels replace normal Rebels:

That's right, you now have some trooper that acts somewhat like the

flamethrowers of the original Red Alert, except they are Chem Warriors.

They are practically effective against anything that they can attack,

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except buildings, but that's what their Capture Building abilities are

used against, right?

Points awarded: +2

Toxin Terrorist replaces normal Terrorists:

The Toxin Terrorist is the same as the standard GLA Terrorist, but unlike

the Terrorist he explodes in a cloud of toxin. However, the damage done

is not weakened, which makes them slightly better.

Point awarded: +1

Bomb Trucks can only be upgraded with the Bio Bomb:

This is one weakness of the Doctor's army. Then, their Bomb Trucks cannot

pack as much of a punch than other GLA armies. But powerful nonetheless.

Point deducted: -1

Tanks start with Toxin Shells:

Yay! That's $1000 saved so that you can get your Scorpion Tanks to poison

the enemy right from the start. I am sure you will have a lot of fun with

these things.

Point awarded: +2

No camouflage abilities available except for Jarmen Kell:

So what? The absence of camouflage isn't going to make it hard for you,

right? As Jarmen Kell is the only effective stealth unit, it does not matter

that you can't use any hijackers or whatever.

No Points deducted or awarded

All Chemical Weapons start as Anthrax Beta and can be upgraded to Anthrax

Gamma:

The good old Doctor has the 25% attack bonus for his chemical weapons,

and now, he only has to pay $1000 more at the palace to make use of another

25% attack bonus! Yummy, tasty...

Points awarded: +3



Net Score Change: +12

Score: 20 + 12 = 32



*****GLA DEMOLITIONS GENERAL: GENERAL RODALL "DEMO" JUHZIZ*****

Short Biography:

This bomb maker if Middle Eastern ancestry is responsible for some of the

most devastating attacks of the twenty first century. General Juhziz and

his organization have been tied to both the attack on the US embassy in

Cairo and the sinking of the USS Nelsen in 2012. Such bold strikes have

drawn more supporters to his side, including bombers from many nations

willing to sacrifice their lives for the causes of the GLA. General Juhziz

lost the use of a hand in a bomb making accident and rarely speaks to anyone

outside of his own organization.



Analysis:

Bombs, bombs and even more bombs! This is what General Rodall Juhziz is

all about. Of course, as bombs are such effective weapons for terrorists,

Rodall Juhziz really has done a good job at blowing up a US Embassy and

the USS Nelsen. It's amazing that these strikes will make so many people

willing to enlist as terrorists to sacrifice their lives for "the effort".

Of course, bomb making is a dangerous business, and this clumsy oaf blew

up so many people and yet could not take care of himself! In fact, he got

one hand blown off in an accident!



Special Properties of his bombers:

Demo Traps are enhanced to Advanced Demo Traps:

Whoopee! Introducing the new Advanced Demo Trap: with more dynamite, more

explosiveness and more damage! Wait, there's more! It comes cheaper than

the normal Demo Trap! Coming from a worker near you. DISCLAIMER: WE ARE

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NOT RESPONSIBLE IF YOUR TRAP GETS TAKEN OUT BY ENEMY WORKERS.

Point awarded: +1



Suicide:

With this upgrade, ALL of your units and structures become suicide soldiers.

When they are killed, they explode, dealing similar damage to that of a

terrorist to anything that is too close to the unit. Besides, each unit

can blow themselves up when commanded. So, really, every unit is a

terrorist!

Points awarded: +2

Booby Trap upgrade is available at the start:

Now, your Rebels can plant their booby traps anywhere right at the start.

As simple as that.

Point awarded: +1



Terrorists do more damage, and they come with combat cycles at the start:

What could be better? This is one of the best improvements in the game!

Now, you can just click on the Combat Cycle button at the Arms Dealer a

few times, and many turbo charged terrorists can spring out! As they deal

more damage, these guys are really going to strike fear into the hearts

of many C&C Players!

Points awarded: +4



No Stealth abilities or units are available, except for Jarmen Kell:

So what? The absence of camouflage isn't going to make it hard for you,

right? As Jarmen Kell is the only effective stealth unit, it does not matter

that you can't use any hijackers or whatever.

No Points deducted or awarded



Jarmen Kell is now a professional bomber:

If you play as General Rodall "Demo:" Juhziz, Jarmen Kell basically will

become Colonel Kell. This is because, he gets to plant timed demo charges

and remote demo charges against buildings! Well, "I have something to give

them!"

Points awarded: +2



No Toxin Upgrades are available, however, the Scud Storm, Scud Launcher

and Bomb Truck are packed with more explosives than ever:

By the looks of things, I say that the good Doctor and the Demo Guy are

2 complimentary Generals, as one has something the other doesn't have!

Although he has no toxic upgrades, all of those things mentioned above

do much, much more damage now that you pack then with so many explosives.

Points awarded: +2

Net Score change: +12

Score: 20 + 12 = 32



*****GLA STEALTH GENERAL: PRINCE KASSAD*****

Short Biography:

Prince Kassad has cut a dashing figure across Middle Eastern politics and

a violent one in the underworld. This charismatic tribal leader has

organized spies and assassins to do his bidding. Prince Kassad has been

paid millions for assassinations, hijackings and beatings in the street.

For a three-year stretch beginning in 2008, it is believed that no

terrorists action was taken on the shores of the Mediterranean Sea without

his involvement or blessing. A clever administrator of a serpentine

organization, he has never been directly tied to any criminal activity,

yet bad things continue to happen to individuals and forces that that stand

in his way.

Analysis:

"Woman in bikini: Who are you?

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Prince Kassad: Kassad, James Kassad. To exercise control, 007 here. I will

report in an hour.

Woman: (Holds up her champagne filled glass) Won't you join me?

Prince Kassad: Better make that two."

That's right folks, the most handsome general Prince Kassad is in the house!

Prince Kassad is the only GLA General that has been involved in politics.

He is also a leader of a spy organization that offers to have the requested

person killed for several million dollars at a time. Like many clever

leaders, nothing links him directly to any trouble, and yet, he's as smooth

as James Bond. Of course, all spies must be stealthy, otherwise, they won't

be called spies, right?



Special Properties of his Agency:

All structures can be camouflaged using Camo Netting:

He is a stealthy general, right? Now, not only his base defenses are

camouflaged to begin with, all other structures can become invisible to

the enemy! Then, when you build a second base somewhere else, people will

have a hard time finding you! However, Camo Netting isn't cheap, so you

had better have lots of money! Besides, camouflaging the Supply Stash will

hide your workers while they are collecting supplies. Safety first!

Points awarded: +3



All Rebels are camouflaged to begin with:

Now, it can be guaranteed that your Rebels will not be disturbed while

they are going towards oil derricks or whatever they are going to capture.

The element of surprise is sometimes what separates clean destruction from

all out battles of attrition.

Point awarded: +1



Hijackers are available at the start:

Now, you can have a lot of pleasure stealing the enemies' vehicles! Enjoy!

This is important as Prince Kassad, being secretive can't afford to make

use of tanks.

Point awarded: +1



GPS Scrambler is available at Level 3, and recharges faster:

With James Kassad, you can cloak your units much earlier and more frequently.

However, your opponents will be informed when you use GPS Scramble, so

you still have to be careful not to be noticed.

Point awarded: +1

Prince Kassad does not have the use of Tanks or the Scud Launcher:

This is Prince Kassad's one and only weakness. This means that if you play

as Prince Kassad, you must make use of frequent sneaky attacks with Quad

Cannons in the lead, Rocket Buggies in the rear. If the enemy sends a large

battalion of tanks with Stealth Detectors against you, you are toast. But

still, this disadvantage is slightly offset by the use of Hijackers.

Points deducted: -2

Net Score Change: +4

Score: 20 + 4 = 24



Comparison of all 4 types of GLA armies:

Dr. Thrax = General Rodall "Demo" Juhziz > Prince Kassad > Standard GLA

army

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



*****CHINESE INFANTRY GENERAL: "ANVIL" SHIN FAI*****

Short Biography:

On the battlefield, China's greatest resource is the millions of

individuals in uniform, and General Shin has staked a career in them. Known

to his troopers as the Anvil, General Shin can mobilize four divisions

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in twenty-four hours thanks to a streamlined and sometimes brutal command

structure. Discipline is very strong with General Shin, and officers and

infantry who can maintain it are rewarded. The general has developed

advanced field training programs for the Red Guard and the elite operatives.

Military analysts credit the speed and professionalism of General Shin's

peacekeeping units with preventing the Taiwan Conflict of 2009 from

becoming a global war. This divisions feature several weapons and transport

systems unique in the People's Liberation Army.



Analysis:

It is true that China has the world's largest army, and this General Shin

Fai is really one of those "back-to-basics" Generals. After all, the

infantry units are one of the many "basic" units of an army, and General

Shin Fai has decided to focus on nothing else but this division of the

army. With such a large army coming, he can easily squash even the mightiest

of giants with a horde of ants! Don't underestimate his enhanced soldiers,

or you really WILL regret it!



As for the Taiwan Conflict of 2009, I don't think it will happen at all.

Besides, even if happens, why will it turn into a global war? His transport

systems are VERY powerful. That's true.



Special Properties of his Regiment:

All infantry units start at the Veteran Level:

Running advanced field training programs for his soldiers really helps!

The Anvil's soldiers all begin at Veteran Level, even Hackers and Black

Lotus! Besides, Minigunners can be made to come out of the barracks as

elite soldiers. What could be better?

Points awarded: +2



Minigunners replace normal Red Guards:

Instead of using a simple bolt action rifle, the Minigunner uses a minigun,

simple as that. Of course, a minigun has a rotating barrel and will spin

faster and faster with time, just like a gattling gun. Although you can

only train one with one click of a button for $350, the really are worth

getting. Particularly they CAN target air units as well.

Points awarded: +2



Fortified Bunkers replace normal Battle Bunkers:

The Fortified Bunker holds twice as many men as the normal Bunker. That

is, 10! Besides, it is already mined to prevent people from sneaking over.

However, they still have the weaknesses of normal Bunkers. That is, one

Neutron Shell or Bunker Buster bomb will kill EVERYONE inside the bunker.

Point awarded: +1

All Minigunners and Tank Hunters are trained to be nationalistic to begin

with, and can be made to be patriotic:

The Anvil's soldiers are trained to love their country. So, when 5 of them

are grouped together, you see a red star with a golden ring surrounding

the soldier, that means, they will fire 1.25*1.25 times faster! When the

Patriotism upgrade is researched, an additional white star appears beneath

the red star, and the soldiers will fire another 25% faster! Loving one's

country does work wonders!

Points awarded: +2



Hackers are now Super Hackers, and Black Lotus is now Super Lotus:

Remember that "Anvil" Shin Fai has developed advanced training programs

for his operatives? And hence, hackers are now... Super! They are now stealth,

and can hack into the Internet much quicker than before, and can disable

enemy vehicles. Being a superwoman, Super Lotus can capture buildings,

steal money and disable vehicles faster too.

Points awarded: +3



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All transport units are improved significantly:

To be more specific, the Troop Crawler is upgraded to the Assault Troop

Transport. An Assault Troop Transport costs $2400, but comes with 8

Minigunners, who can fire out directly from the gun ports, much like a

Humvee. Now let's do the math:

Cost of training 8 Minigunners in the Barracks: $350 * 8 = $2800

Cost of Assault Troop Transport: $2400

You save: $2800 - $2400 = $400!

Really, this shows you that if you have the money, you can save lots in

the long run!

Besides, the Listening Outposts are replaced by Attack Outposts, which

holds 10 infantry units, and come with 4 Tank Hunters. Again, you know

the math:

Cost of training 4 Tank Hunters in the Barracks: $300 * 4 = $1200

Cost of Attack Outpost: $1000

You save: $1200 - $1000 = $200!



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

within range.

The Helix is upgraded to the Assault Helix, which comes with a Bunker and

holds 8 infantry units. If you fill one of these with tank hunters and

send them into the enemy base, they will know true fear!



Finally, the Anvil can make use of the Infantry Paradrop Generals Abilities,

which means he can paradrop up to 16 minigunners into the enemy's base.

They are minigunners, not normal red guards remember, and hence can cause

a lot of chaos if you don't have enough anti air defenses installed.



Points awarded: +6

Battlemaster Tanks, Gattling Tanks and Overlord Tanks are all unavailable:

This is probably the only weakness of the great Anvil. However, the lack

of tanks is offset by the attack outposts and Assault Troop Transports,

if you use them wisely, of course.

Points deducted: -2



Net Score Change: +14



Score: 27 + 14 = 41



*****CHINESE TANK GENERAL: GENERAL TA HUN KWAI*****

Short Biography:

General Ta Hun Kwai is convinced that the People's Liberation Army will

see its greatest success through the viewholes of its tank divisions. A

disciple of Soviet tank tactics of the Cold War, General Ta has produced

technical papers on various modifications on them. He has initiated

techniques to reduce the costs of tank production and has sponsored the

Emperor program, whose first tanks rolled off the assembly line in 2013.

Considered part of the old guard in the PLA hierarchy, General Ta

nevertheless continues to roll up victory after victory in battle.

Analysis:

Short Translation: Ta Hun Kwai = He is very fast

Another "back-to-basics" General of China, General "He is very fast" loves

to focus on the basic attacking unit of his army, which are the tanks.

Of course, being a tank fan, he has taken a lot of time to make various

improvements on his tanks. His War Factories are hence more efficient in

tank production. Being the tank disciple that he is, he has created a new

prototype tank, called the Emperor Tank, which has started to come in

service in the year 2013. With so many cheap and reliable tanks, General

Ta Hun Kwai can really be a powerful brute force general.

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By the way, this guy really has the looks of a big bully, and has this

silly grin that drives me laughing. It's always about "Tanks, build more

Tanks!" With such expressions, I am sure that he can star in a Shakespearean

play. "A tank! A tank! My kingdom for a tank!"



Special Properties of his Battalion:

All infantry units and aircraft are ludicrously overpriced:

Ta Shi Yi Ge Tan Ke Zhang Jun! He is a Tank General! General Ta excels

in building tanks, and yet he cannot train infantry and aircraft well!

Imagine, Red Guards and Tank Hunters cost $375, a Hacker costs $780 and

Black Lotus costs $1875! This will be a big problem in later stages of

the game, particularly if you need infinite supply gatherers. Hence, you

must train Hackers as soon as possible when you have the money to make

up for the loss.

Points Deducted: -2

All Tanks start at Veteran Level, and Battlemaster Tanks can be made to

come out of the War Factory as Elite units:

General Ta has focused exclusively in training the crew of his tanks.

Therefore, each tank will already have some hands on experience to begin

with. His Battlemaster Tank crews can attend an "intensive summer course"

so that they can become elite tank crew to start with. The tuition fee

is, well, 1 General Point.

Points awarded: +3

All Tanks cost $100 less, and Troop Crawlers cost $200 less:

Being the Tank General that he is, General Ta Hun Kwai has improved the

efficiencies of his war factories, and hence it takes fewer raw materials,

steel and miscellaneous ingredients to cook his tanks up. Even the troop

crawlers cost only $1200! This means, you can train Red Guards more

efficiently by building a Troop Crawler instead of training them in the

Barracks.

Points awarded: +3



Battlemasters can be upgraded to have Autoloaders installed in their gun

barrels:

Normally, a tank would have 4 men: The Commander, the Gunner, the Driver

and the Reloader. But with the autoloaders installed, only 3 men are

required as the reloading process is made to be automatic. Before the

upgrade, Battlemaster Tanks fire "BOOM" each time, but with the Autoloaders,

3 shells can be loaded into the Gun Barrel at once, and the rate of fire

would be trebled, that is, the tank will go "BOOM BOOM BOOM"! Now, even

the battlemaster tanks are worth building en masse!

Points awarded: +3

No Artillery Units are available:

The problem with General Ta Hun Kwai is that, his attacks are powerful,

but lacks range! What can he do if both the Inferno Cannons and Nuke Cannons

are unavailable? Then, he would have to force his tanks straight into the

enemy guns!

Points deducted: -4

Emperor Overlord Tanks replace normal Overlord Tanks:

Oh Boy! It's a big one! It's a big one! These new prototype Emperor Tanks

come with a speaker tower on its back, and can have an additional Gattling

Cannon added for anti-infantry purposes. Just a pity that they cannot have

a Bunker mounted on its back as well. I guess it's just the consequence

of General Ta's neglect on infantry units. When you see a lot of these

coming towards your base, you may have to consider pitting as much artillery

you have against them.

Points awarded: +4



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Tank Drop is available as a General Ability:

General Ta Hun Kwai can send in up to 4 Battlemaster Tanks via transport

planes to anyway on the battlefield. It's impossible, I tell you,

impossible! Those parachutes must have been made with extra strong

duralumin or something. Just be careful not to drop them into rough terrain

or slopes, or they will blow up upon landing!

Points awarded: +3

Net Score Change: +10

Score: 27 + 10 = 37



*****CHINESE NUKE GENERAL: GENERAL TSING SHI TAO*****

Short Biography:

General Tsing gets what he wants, at any cost. Impatient to a fault, General

Tsing relies heavily on nuclear technology on the battlefield.

Unfortunately, there have been several terrible accidents. While General

Tsing was the responsible officer during the Mudanjiang Disaster of 2007,

his considerable talents saved his career. General Tsing believes such

trials and errors are part of the development process. His divisions are

beginning to see the results of his convictions, as a prototype of an

Advanced Nuclear Reactor has produced better results. Programs to develop

tactical nukes and to promote stability in radioactive isotopes are

producing better safety records, which will be well-received by his troops.



Analysis:

Short Translation: Tsing Shi Tao = Clear Stone

On the surface, General Tsing Shi Tao looks like a stubborn old git who

only likes things to go his way. But actually, he is a person with a kind

heart. In fact, he loves to share! He has a lot of gifts, nuclear gifts

to give you, and his generosity is limitless! Of course, it is always

dangerous to play with fire, not to mention radioactive substances. The

Clear Stone has caused a horrible accident in 2007, but however, since

he is so talented, the People's Liberation Army has decided not to give

him the sack.

As an excellent Physics student, I must say I really love General Tsing

Shi Tao. To be a successful scientist, one must try endlessly until he

gets a good result. In fact, after a lot of hard work, he has begun to

reap the fruits of his labor, and a lot of things became more efficient

because of... Nuclear Energy!



Atomic Structure of his army:

Advanced Nuclear Reactor replaces normal Nuclear Reactors:

As usual, for power plants, we have to consider efficiency.

Power Supplied: 18 Units

Cost: $1200

Cost per unit Power: $66.6 recurring decimal

This is like having a 33.3 recurring decimal % discount on buying power.

Very efficient indeed! When you overcharge a Advanced Nuclear Reactor,

you get, that's right... 27 units of power!

Points awarded: +2

General Tsing Shi Tao gets to make use of new technology to make his tanks

go much more stable when compared with other generals:

Uranium-235 + 1n --> Strontium-90 + Xenon-143 + 3n

Do you know what the above is? It's a nuclear equation that for a reaction

that takes place in Nuclear Reactors. A Uranium-235 nuclide is bombarded

by a neutron, and splits into Strontium-90, Xenon-143 and 3 more neutrons,

giving out lots of Nuclear Energy. In a nuclear reactor inside a Nuclear

Power Plant or a Battlemaster or Overlord Tank, such a reaction is carefully

controlled. However, if the nuclear reactor is destroyed, the above process

will go out of control, resulting in a chain reaction, leading to a very

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damaging nuclear explosion.



That is to say, if one of General Tsing Shi Tao's tanks is destroyed in

the middle of a large battalion of troops, the explosion can potentially

damage or destroy those around them! With the Isotope Stability upgrade,

the Clear Stone's tanks will have much more stable nuclear reactors, and

will explode just like any normal tank does, and of course, will not blow

up neighboring units! Safety First! Go for Stable Isotopes!

Points awarded: +3

Nuke Cannon is available right at the start:

This is one good modification to the standard Chinese army that sort of

makes it a direct enhanced version of it. With the Nuke Cannon available

at the start, a General Point is saved, then, you can use that for something

more constructive, like the Frenzy!

Points awarded: +2

Battlemaster Tanks and Overlord Tanks come with Uranium Shells and Nuclear

Tank upgrades right at the beginning, and their shells leave behind

radiation:

He is a Nuke General! Then it is just natural for General Tsing Shi Tao's

tanks to be armed with nuclear weapons. His battlemaster tanks look sort

of funny, with 2 tubes inserted into the back of its gun turret. I guess

that's the Nuclear Power Connection, I guess. Then, who needs the Nuclear

Missile Silo? As the shells leave behind radiation, his tanks are much

more effective against infantry units than ever before, 2 or 3 shells,

and the infantry dies!

Points awarded: +3



Helices drop Nuclear Bombs instead of Napalm Bombs:

This is relatively a small improvement, but it will give General Tsing

Shi Tao some help in destroying tanks using the Helix.

Point awarded: +1



MiGs can be upgraded to fire tactical nuclear missiles:

Whoopee! By constructing a Nuclear Missile Silo, you can purchase these

handy-dandy tactical nukes into your MiG fighters! These missiles have

the power of a Nuke Cannon shell, and can destroy even the mightiest of

tanks in a couple of blasts! Destruction guaranteed.

Points awarded: +3

Nuke Bombers replace normal Carpet Bombers:

Well, I told you that Tsing Shi Tao's generosity is limitless! He even

has the generosity to drop expensive tactical nuclear bombs onto his

enemies' bases! In fact, provided that the buildings are lined correctly,

even if they are widely spaced, a single Nuke Bomber can destroy up to

3 or more buildings within its blast radius! So, there really is a good

reason to panic when your opponent is a 3-star Nuke General!

Points awarded: +3

Nuclear Missile Silos cost $500 less:

As General Tsing Shi Tao, he gets a 10% discount on building Nuclear

Missiles! Hmm... Interesting...

Point awarded: +1



Net Score Change: +18

Score: 27 + 18 = 45



Comparison of all 4 types of Chinese armies:

General Tsing Shi Tao > General "Anvil" Shin Fai > General Ta Hun Kwai

> Standard Chinese Army



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----------------------

14. Conclusion [GCP14]

----------------------

Final Score:

USA: 32 GLA: 25 China: 38

All Rounded Side: China



Final Scores of the Talented USA Generals:

General Alexis Alexander: 26

General Malcolm "Ace" Granger: 36

General Pinpoint Townes: 34

Most Talented USA General: General Malcolm "Ace" Granger



Final Scores of the Talented GLA Generals:

Dr. Thrax: 39

General Rodall "Demo" Juhziz: 39

Prince Kassad: 31



Tie Breaker goes to: Dr. Thrax

Most Talented GLA General: Dr. Thrax

Final Scores of the Talented Chinese Generals:

General "Anvil" Shin Fai: 48

General Ta Hun Kwai: 44

General Tsing Shi Tao: 52

Most Talented Chinese General: General Tsing Shi Tao

What each side is good at:



USA: Infantry Attacks, Air Power

GLA: Sneaky Attacks, Suicidal Attacks, "Waste not, want not!"

China: Brute Force through large scale deployment of armored units and

infantry, robust defenses, decent air force



USA is good at Infantry and Air Units. So that's where USA players should

rely on. GLA is decent for sneak attacks, so use more sneak attacks. China

is the best in armored units and base defense, so it is the side for people

who like brute force. China has a little of everything, and it is decent

for players who do not want to rely on just one type of unit, and is my

personal favorite.

Note that for the final score, if you take the maximum possible errors

in account (+/- 5), the difference in score is negligible. So, really the

game is quite balanced.

-------------------

8. More Tips [CGD8]

-------------------

The Money Collector:

Each side has an infinite supply gatherer that generates money every now

and then. If you want to earn more money in the same amount of time. Build

those gatherers in quantity. Make sure you build them between each money

collection, then, there will almost always money flowing into your pockets.

Clearing Garrisoned Buildings:

Each side has more ways to clear units from garrisoned structures. The

methods and priorities are listed below:



USA: Stealth Fighter > Microwave Tank > Combat Drop > Flashbang Grenade

China: Nuke Cannon with Neutron Shells > Dragon Tanks

GLA: Toxin Tractors



Submitters Tips! Low Wei Shyong's Tips

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In general,

1)It's good to have base defenses near the command centre, the supply centre

and the superweapon. At least 1 gattling cannon or equivalent. To prevent

against sneak attack by Commanches, Helices, Heroes, auroras.

2)Get multiple supplies ASAP e.g. oil derricks, supply stashes. Vital to

keep pumping out units and attaining a high tech tree.

3)Keep a fast-reacting force e.g. a few commanche, MiGs, gattling tanks

to prevent black lotus/Burton/Rebel attack.

4)Build structures relatively spaced out to minimize effect of

superweapons.

5)Always try to coordinate your attacks with the carpet bombing, specter

gunship etc. They draw fire away from your attacking force.

6)In multiplayer games, one should not over-emphasize on base defenses

unless one is planning to destroy the enemies with just superweapons. Base

defenses are immobile and cost as much money and time to build. Why

not building a force which is mobile which can act both as offensive and

defensive? Additional point is the units can gain veterancy as the game

progresses.



5)It's better to take the game to the opponent's base. Make them spend

time and money building defenses and all you have to do is to puncture

their base at a particular weak point and let hell run loose.

Offence is the best defense in strategic games sometimes.



USA strategy,

1)The spy drone general's promotion is very important. Many players often

fail to notice that. Spy drones are stealthy and can be used to check on

the opponents, monitor vital passages, put it in own base to spot stealth

units e.g. Lotus. It's runned by timer, meaning one can place multiple

spy drones.

2)No. of Auroras required to destroy:

Power plant-2

Barracks-1

Prop Centre-1

Supply centre-2

War Fac-2

Com Centre-5

Superweapon-5

Gattling cannon(or equivalent)-2

Chinese bunkers-not tested

Stategic centre-not tested

Palace-not tested

Black market-not tested

If the opponent defends his base at particular locations and not within

his base much, one can try using the Aurora strike. 2 airfields of them,

group them in singles or 2s. 1st run can take out base defenses and defending

units. 2nd run, the unit-producing buildings, then the other structures.

He will never know what hit him. =)

3)Diversity is the key for the USA. Always try to make a force with a mixture

of filled up humvees(3MD+1PP+1R), Paladins, Avengers, Tomahawks,

and a few Commanches. The force need not be big. Once I had a force with

2 Paladins, 2 Avengers, 2 Humvees,2 Tomahawks and 2 Commanches. Managed

to take out 100+ Hard army units without much loss.



4)When using Air Force General, can try using the Attack Chinooks + Stealth

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Commanches. When en mass and after spotting the enemy base well should

bring it down easily. Does not work well against Superweapon General's

EMP patriot at all.

5)Can Burton swim? Don't think so. But he sure can climb. Have you seen

him slide down a slope before? Looks really cool.



6)Keep a few Pathfinders in the base spaced out and especially near

important structures. They can take out Lotus/Burton/Rebels.

China strategy:

Currently, my favorites are Nuke and Tank Generals. Nuke General is

basically the same as China normal. But it comes with Nuke cannons without

using a general's promotion. Its MiGs have tactical nukes, Helices have

nuke drop, BM and OL come with uranium shell upgrades, Nukes are 500 bucks

cheaper... so they are pretty cool to use. Tank general. The Emperor Tanks,

when used effectively, can be the most awesome force in the game. If an

Emperor tank is not completely destroyed, it comes bask with full hp and

with a vengeance. Excellent for both offence and defense. Usually 3-4

are required to take out a base once the defense is breached. Only things

to worry about are laser-guided missile defenders, garrisoned rocket

troops in bunkers/civilian buildings. And though Emperor tanks are strong,

it would be foolish to throw them straight into enemy base defenses.



Black Lotus:

1) Can be used to spot stealthy units.

2) Black Lotus + Helix-Overload drop is extremely lethal.



3) Sometimes, when capturing buildings, try to put Lotus as close to the

building as possible, hiding her behind the walls. Opponent can only see

a blinking building and will waste time look for her.



4) Haven't tried Superhacker-Lotus-Helix drop, a friend

told me it's pretty good too.

GLA-I am not so good with them. But kind of know their strengths and

weaknesses.



Phew... I am tired after typing out so much. Hope you didn't get too tired

reading them. Many of the stuff you probably know. And I appreciate your

advice very much.



With that, I shall end here. Wishing you health, success in your studies

and happy gaming.

Yours sincerely,

Low Wei Shyong.

Submitter's Tip! Yan Chiaw Bong's tip

Hello! I played C&C Generals and Zero hours and I like the game very much.

I also like the strategy guide you've provided, Good Job!! They are very

interesting and does help a lot on my online gaming (unless I met someone

more expert than me) :)



The side I played the most is China. I'm agree with you that Nuke Generals

is like the upgraded edition of Normal China army. The Air Force Generals

are pretty cool too which loaded with 6 instead of 4 missiles.



Anyway, I would like to share my strategy with you. I don't know it's

a good strategy but just feel like sharing it.



Normally, I'll build 2 gattling guns and 2 bunkers (with 5 rockets soldiers

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garrisoned each bunkers) for my base defense. Later I'll built 2 more

Nuke Warheads to against any tanks or units that are approaching my base.



Airfield will be my next option to build to protect my Nuke Warheads from

being destroyed by either Scud Launcher or Air Force. I usually place

the MiGs for air defenses since my Nuke Warheads are ready for ground

attack.

For Online gaming, sometimes the Host don't allow SW (Super Weapons) so

all players are not allowed to built unless for Tech.

I found China was pretty good at defense. I tried to use Air force Generals.

It helps me to earn my Generals Point pretty easily because it's good on

offence but if somebody play rush, I probably will be finish, unless I've

few Commaches for defenses.



Anyway, that's what I'm going to say. It's getting late over here. I

wish you all the best in your study and good health and be aggressive in

gaming.

Peace!!



Submitter's Tip! Raptor11790's tip

I saw that you posted my latest letter to you on your guide, thanks! Did

you know that the reason those two students picked that day to shoot up

there school was that 4/20 is Hitler's birthday? They think he MIGHT be

a small fraction Jewish. And about that school system thing grades 9-13

are considered high school but this place is international and project

oriented which I think is good because that means less daily homework and

more projects. I also found that Ace does have one tank, the Microwave

Tank and it does get affected by the Composite Armer upgrade. To do that

Hacker Farm guide I will send it to you in pieces in order okay? Well,

here is the first part.



The Hacker Farm

A lot of people don't know what a Hacker Farm is. To put it simply

it is just a bunch of Hackers hacking money for you in a big group. This

guide thingy will share tips, do's and don'ts, ideas, and some suggested

units for Hackers.



Tips

- The Internet Center is a bit like the Hacker Capital, so keep it defended

in your base but don't worry about super weapons as it is pretty strong.

- Don't worry a lot if you are running low on cash when you first start

the farm, give it about ten min. to start to work.

- Never leave a farm unattended as spies could compromise its secrecy.

- Build a few so in case one is burned to the ground you still have a source

of income.

- Before you try this on the Internet practice it on a skirmish game, it's

okay to play alone while practice it so you might want to just concentrate

on it.

- Always think about where to put it, what to defend it with, and other

things.

- If you have some free time try to think like an enemy desperate on shutting

down your economy.

- Remember that this is just a game.

Do's

-Keep guards in and around Hacker area

-Put Hacker Farm in a remote corner or area of no strategically value

-Keep enemy occupied so he/her doesn't have enough time to discover

Hackers

-Keep Internet Center tucked away deeply in base

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-Wait a while for funds to kick in

-Go over basics every so often

-Try new ideas such as mobile Hacker Farms

-Build a couple extra Hacker Farms in case main gets destroyed

-Make Hacker Farms main source of income instead of Supply Piles

-Always have an extra amount of cash just in case



Don'ts

-Leave Hacker Farms unattended

-Always use same ideas

-Putting Hacker Farm close to the action

-Rely on Supply Piles the most

-Not keeping an eye out for supplies

-Putting Hacker Farm right next to non-depleted Supply Pile(s)

-Sending angry mail to Kylohk instead of Raptor

-Using all available money for more unneeded stuff

-Not using any money for stuff

-Somehow giving off Hacker Farm location(s)

-Not going over Hacker Farm basics often

-Getting addicted to game

It is me again. I think that the first salvage upgrade makes tanks fire

faster, I know that for the Marauder at least. A tip for when you are playing

against an easy computer in skirmish is that if you are playing against

a U.S. force is that if you are Ace use Comanches as the main part of your

defense as your enemy has only one anti air unit, the Missile Defender,

but this can be eliminated without a threat if you get the Stealth Commanche

upgrade and then use your Comanches to attack them from their back. But

hey, all is fair in love and war. When playing as Anvil I always get the

Mini-Gunner Elite Training as if they get damaged they will heal themselves

without the need of a Speaker Tower. By the way when I asked you about

how you defeat Anvil and Clear Stone on easy mode I meant on Skirmish.

But your tip on Clear Stone was pretty helpful for Generals Challenge and

I agree with you that there shouldn't be super weapons. I only build them

to destroy my enemy's super weapons so mine are more defensive. The only

other time I use them is to clean out the base before my forces come in.

I think you should stress capturing tech. buildings a little more as

countless times all my funding for war has come from Oil Derricks.



Hacker Groups

6 Hackers = 1 Pod



9 Hackers = 1 Subdivision

10 Hackers = 1 Cell



18 Hackers = 1 Division or 2 Subdivisions

20 Hackers = 1 Dipod or 2 Pods



27 Hackers = 1 Ton or 3 Subdivisions

Anything above go ahead and make up your own names but please share

with others.

These group units are only suggested. If you for some reason are upset

about it please contact Raptor 11790@ not the author of the FAQ this is

posted on Kylohk. Please do not use profanity or anything rude in the

letter.

Submitter's Tip! Tahir Talpur's Tip

Hello friend,

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My name is Tahir Talpur, and i am citizen of Pakistan. I go through your

guide, it is good and interesting, i have few tips i find useful when playing

GENERALS or GENERALS ZH. I want you to take a look at them, if you find

them useful add them in your guide.



1ST TIP

This tip is very useful if you are playing as USA against GLA. As you

know there are many civilian buildings located on the map, each building

can carry 10 soldiers max. Now all you have to do is to locate a good building,

which is good against enemy, now train 9 ROCKET SOLDIERS and 1 PATHFINDER

from barracks and 1 AVENGER from war factory, it cost you a bit but also

worth a while. Take your 10 soldiers and garrison them in that building,

after that place that avenger behind that building.



Now how it works, the 9 rocket soldiers will take care of all incoming

enemy heavy vehicles, like SCORPION TANKS, QUAD CANNON etc and the 1

pathfinder will take care of all incoming infantry and offcourse AVENGER

can take care of all incoming long range missiles like SCUDS, this building

is really useful when you are playing against HARD ARMY but it will not

work against CHINA because it has NUKE CANNON with NEUTRON SHELL real

dangerous for soldiers.



2ND TIP

PATHFINDERS are a real danger for GLA, as you know that GLA has no proper

base defences like CHINA and USA has Gattling Cannons and EMP Launchers,

GLA deploy stinger sites, in which there are three rocket soldiers standing

fires rockets on incoming enemies, so you just train your 2 or 3 pathfinders,

and take them towards GLA base, they can shoot down the rocket soldiers

inside the stinger site, then the stinger site is nothing but a piece of

cake, then take your tanks or any other vehicles to destroy these sites,

they offer no resistance.



That's all for now, I will mail more tips if when I find.

Thanks



MORE TIPS COMING SOON!



-------------------

9. Conclusion [CGD9]

-------------------

That's all, for now. It's really tiring to go through so many missions

in this RTS, but since I am having a summer holiday, I can slowly relax

and finish the game once more. This has got to be my most favorite game

in the Command and Conquer Universe. Let's hope the latest addition to

the series, Red Alert 3, would be better now that Westwood has been

completely assimilated by Electronics Arts.

Again, you can read this guide, print it out if you want it to read it

in bed or whatever, just don't copy it! That's all! See Ya!

This guide is intended to be published in GameFAQs and only GameFAQs, any

requests from other websites to publish this guide will be rejected from

now on. However, the websites that have published my guide before I wrote

this can still publish the guide, provided that it is at Version 4.1 or

before.



--------------------------------------

Appendix I: Feedback Information [A1]

--------------------------------------

Since the publishing of the original version of my Command and Conquer:

Page 221

Command & Conquer Generals - Deluxe Edition.txt

Generals Side Comparison Guide, I have decided that I must make some new

rules for those people who want to give me a feedback about my guides.

All future strategy guides will have this section. If the following rules

are not observed, I will just consider your e-mail to be spam mail or flame

mail, and I will delete it without reading it, and will blacklist your

e-mail address.



For publishing permission:

I used to allow people to publish my guides on their websites as long as

they ask for permission. However, I will now ignore all the requests for

this guide to be posted on other websites due to the fact that I am updating

it consistently, and only Gamefaqs can receive the most updated version

of this guide. Besides, having only one site host my work can help in

creating efficiency, as there will be many stray versions of my guide in

the internet and stuff, and it will make things very difficult to the

readers. Although I do not have a lawyer to sue anyone if they do it without

my permission, I expect everyone to have self discipline about these

things.



Concerning the submission of your own tips:

I am always ready to accept tips from readers in order to add more flavor

to my guide. However, you must read my guide thoroughly first, and make

sure that your tip has not been listed in my guide. Otherwise, it would

be a waste of your time or my time.



Feedback Concerning Mistakes: (THIS IS THE MOST IMPORTANT PART, LISTEN

UP)



As I am a human, and we are all humans, we all make mistakes. Nobody is

perfect. If I had made any mistakes in my guide, feel free to e-mail me.

But however, you must follow these rules. I have typed out some bad examples

with each rule, and they are from some of the e-mail I received by people

who are dissatisfied by my original Command and Conquer: Generals side

comparison guide.



You must:

Be polite, as I will take these feedback letters as seriously as formal

letters, and you should specify the version number of my guide, then I

can check my guide out. However, it need not be as formal as business letters,

after all it is only a game. You should also present yourself clearly,

I won't even think about anything that I cannot understand at the first

glance, as I am a busy person.



For example, "I enjoyed reading your guide, but disagreed with you on some

points." From a person called Alex Shikh or "I agree with you that China

is the strongest factions, but it is not much stronger than the other 2."

From Ives Gobau And so on.



You must not:

Say any foul language and offend me.



For example, "Your guide was ********, full of lies and biased opinions."

From K Truin. You are not going to make me listen by saying rude words

to me, you will only give me the impression that you are either uneducated

or have low EQ.

Conduct any surveys about how good my guide is and give it to me, as I

could not care less about your so-called surveys.



For example, "I have conducted a survey about your guide and over 90% said

that it was a trashy tabloid." From Frozak.



Start a petition to have my guide removed.

Page 222

Command & Conquer Generals - Deluxe Edition.txt

Before, I was worried about this annoying "Petition: FAQ Removal" board

made by a certain person called GamerEX. That is, "I would like to start

the petition to have kylohk's Command and Conquer: Generals Side Comparison

Guide as it is based on opinions and fluff." When I was asked by IGN to

publish my Side Comparison Guide on their site, I told the sender about

my worries, and he assured me that I can stick with my own ways and need

not listen to angry letter up. So, that's what, if you make any rash moves

like organizing petitions, I really won't bother to negotiate with you.

Finally, you must not say anything I consider to be racist.



For example, "You mentioned that you live in China that is obvious,

considering your bias towards this side, etc..." "I am afraid that your living

in China has blinded your judgment so much." From someone I could not

remember his name. So, what are you trying to say, say that us Chinese

are all idiots? Besides, the word bias is used to describe unfair

comparisons due to neglecting some facts. As I have put all facts into

account, I really cannot have made any bias towards any sides.

From all the 50 or so letters complaint I received, I decided to listen

to less than 5 of them. Why? As only 5 of them could follow the rules stated

above. So, you MUST take those points into consideration, or else, don't

expect me to listen to you.



Game Help:

If you have read my guide and did not understand something, feel free to

ask, but please do not do this too often, as my e-mail account has other

uses.



You may have wondered why I put this section up. This is a new

"Anti-disturbance" ordinance I set up for my own use, in order to minimize

all those annoying and insulting things I receive. In fact, during

September alone, I received at least a hundred of mail concerning my Side

Comparison Guide, and I am now to make sure this will never ever happen

again.



Thank you for your cooperation.



Yours,

Lo Kai Yan Alasdair, kylohk. (Kai Yan Lo From Hong Kong)



This section basically shows some of the letters I received from Readers

of this guide. They are free to express their opinions, AS LONG AS THEY

FOLLOW THE INSTRUCTIONS STATED IN THE FEEDBACK INFORMATION.

A letter written from a Swede called Calle Nord dated 22 March, 2004:

Hi!

First & foremost, thank you for a (mostly) well-written strategy guide.

My name is Calle Nord and I live in Sweden. I have thoroughly searched

the internet for a strategy guide that will help me with my problem and

your guide is the only I've found that deals with my problem.

I've got a huge problem with the 'China 3' Campaign in Zero Hour - the

one in Coburg, Germany where you are supposed to destroy GLA Statues with

a constantly falling 'International Opinion' meter. I play at HARD and

I will go berserk soon if I don't get by it!!(1)



Now the thing in your guide is that you're quite scarce with information:

"Build a reasonable sized tank hoard..." What's reasonable? 10? 20? 50?

(2)I really don't know. Later you say something like "...then hurry and

destroy the stinger sites and then destroy the statue..." Sure, sounds

Page 223

Command & Conquer Generals - Deluxe Edition.txt

like a piece of cake. Only problem is that when I tried that I got overrun

by SCUD Launchers, Scorpion Tanks and Rocket Buggies.



Furthermore, which is the best way to attack the main base? From the left

or right? How many War Factories do you use? I'm also having problems with

SCUD Launchers crushing my attack forces. They're nearly always backed

up by Maruaders/Scorpions/Quad Cannons so quick hit'n'runs with for

example Gattling Tanks don't work. Any pointers? (3)



I'd really appreciate a 'reasonably' ;) detailed walkthrough how to

complete this mission. Otherwise, I'll probably strangle someone with the

cord to my keyboard.



Respectfully, Calle Nord

My Answers:

(1) Don't worry, you are not alone. There are plenty of people out there

that go nuts because of this mission, particularly after EA decided to

remove the Carper Bombing General Ability in the Version 1.01 patch!!!

(2) Reasonable sized refers to as many as possible as time permits. I myself

recommend building 20 Battlemasters, separate them into 2 groups and attack

each statue from 2 different sides. Then it is much harder for the Stinger

Sites, SCUD Launchers to deal too much damage. Just keep the tanks spread

apart!

(3) All the SCUD Launchers and Rocket Buggies seem to be coming from the

GLA forward base to the far east. Destroy that to weaken their resistance.

Another pointer is to SAVE OFTEN! As for the main base, I recommend going

from the west. As the East side is often lined with Demo Traps, which takes

a while to clear. While the west side only has Stinger Sites and a few

production buildings that can be easily spotted and taken out.



This is a letter written by a person who would be known as Raptor11790:



It's me again and I found something out in the game that I think you missed.



But don't feel bad as it took me since last January to find it out. You

missed one GLA salvaging unit, the Scorpion. At first it is hard to notice

but for the first upgrade its barrel gets a colored thing on the end. The

final upgrade is only present if you get the Scorpion Rocket upgrade as

the Scorpion gains another rocket. That's twice the destructive power!(1)



I also noticed that for the Quad-Cannon salvage upgrades that the upgrades

make it shoot a lot faster. And I noticed something to do when playing

as Ace, if your aircraft's come upon a lone Patriot or EMP Patriot they

should always be in groups of two or more so none of the missiles get through.

Oh well I think that's all for now.

And could you please give me your opinion on the best way to beat "The

Anvil" and "Clear Stone" when you are playing against them and they are

set on the easy computer setting? (2) Please contact me in maybe 2 to 5

days? Where and when I am now is California, USA and it is 4/21/04, the

day right after the Columbine shooting 5th anniversary.(3)



I am asking you to contact me later as my parents probably won't let me

play my C&C Generals game as my father caught me playing my game late at

night. (4) By the way, have you heard of a US collage called IPOLY? Even

though I am just about to finish the 8th grade, I might be going to a high

school program at the collage for kids who are smart but their grades don't

necessarily reflect that. Please tell me what you think about the collage

thing bye! (5)



Page 224

Command & Conquer Generals - Deluxe Edition.txt

My Answers:

(1) Tip! Salvage Preferences

When ever you destroy enemy vehicles, always salvage them to units in this

order:

Marauder Tanks > Quad Cannons > Techicals > Other units

Notice that I have put other units, including Scorpions in the lowest

priority. This is because, Scorpions can easily be built enmasse and

overrun the enemies completely even with only one rocket, and you are not

likely to pit only 1 Scorpion Tank against the enemy. I know that Toxin

Tractors, SCUD Launchers and even Battle Buses can Salvage! The Toxin

Tractor gets to have some better looking chemical sprayers, the SCUD

Launcher has a frame to hold up the missile, while the Battle Bus has a

better looking bonnet!

(2) There is no possibility for you to encounter General Anvil Shin Fai

in Generals Challenge. However, when you face General Clear Stone, he would

have a nuke all ready for you (12 minute timer) while you are building

your base. So, if you are playing as the USA generals, fast tech (tech

up quickly) to Aurora Bombers and use them to destroy the Missile Silo.

If you are using a Chinese General, train Black Lotus, sneak in and capture

the Missile Silo. If you are using a GLA General, take advantage of the

fact that the Nuke cannot destroy GLA structures along with their holes.

So you can sneak a worker or two somewhere and build a secondary base.

Then Clear Stone would have two bases to target, and when one is down,

the other can still be up.

(3) Well, I never knew that the Columbine High School is in California.

But still, this provides a 16 hour time difference between China and

California!



(4) My younger cousin (not older one) in the UK got banned from his

Playstation 2 because he spent all day and night playing Final Fantasy

X. At first my Aunt did not mind, but when he answered 7 + 5 = 2 in his

Maths homework, my Aunt smashed his controllers and memory cards, saying

"Now, if you want to play, you cannot!" So, despite how bright you think

you are DO NOT be addicted to video games. IT WILL RUIN YOUR LIFE! (LIKE

TAKING DRUGS) In fact, the first version of my Side Comparison Guide got

some people so mad as it is not based on online games. One GameFaqs board

user, GamerEX held a petition to have my guide removed "as it is based

on opinions and fluff." I changed my guide, a bit to please them, and when

I apologized, a lot of those people still continued to harass me in the

message boards saying things like, "The goal of Generals is to play online,

there is no way a guide can be near average if it is not based on online

play. You will be surprised about the number of people who stay up late

at night." Well, I must say that statement is a big preference insult to

me. This is because a man can do whatever he likes, if you insult someone

if he has different preferences, then you are most likely uncivilized as

you have no mutual respect to other people. Of course, this scenario is

what made me add a Feedback Information section on all the newest guides

I write!



(5) It is true that the Americans are despising the SAT examination system,

but still, some system is required to assess the students. I am not sure

the definition of a High School student in the US. But anyway, I think

that the Hong Kong education system is more exam oriented. I have just

survived the HKCE Examinations last year with 6As, 2Bs and 2Ds, and now

I will have to take another one called the A-Level Examinations next year

to get to the university! (I myself plan to go to the UK to study engineering

anyway, for your information.)









Page 225



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