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Retro Game Walkthroughs For
"Command & Conquer: Generals"
(PC Games)

Retro Game Walkthroughs for Command & Conquer: Generals (PC Games)
Submitted By: spoonbeast
[Command and conquer generals unit and ability guide]


This walkthrough will go through all the units and abilities in the game and provides tips on how to use them properly. All units are divided into 3 categories in their respectful armies: Infantry, Armour and aerial, they are further broken down into standard and advanced units with the relevant upgrades mentioned. The general abilities section of the guide will provide details of all the abilities and recommendations concerning the best methods to use them or whether to choose them at all.



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[UNITS]
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[CHINA]

China’s forces are perhaps the most conventional the factions, resorting to 20th century weapons to win the day. Thanks to its population size, it’s able to recruit plenty of soldiers and build modern tanks cheaply and effectively. In fact china excels in using tanks as it has more tank units then any other of the factions. China’s forces are ideal for the beginner in RTS’s games, as it encourages players to resort to the basic tactics of mass unit rushes thanks to the Hording ability when grouping +5 units together, which can be further bolstered with the nationalism upgrade.


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[INFANTRY]
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Standard requirements: A barracks

[Red Guard]
The Red Guard is China’s standard infantry unit in the game. These soldiers are adequately equipped with rifles. Players are advised not to garrison civilian buildings as GLA toxin tanks, dragon tanks and artillery will pick them off easily. Red guard soldiers are bought in 2s, which benefits players who prefer mass unit assaults (or “unit rushes”). Recommendation: Unless in large groups, the red guard are only useful against other infantry and light vehicles. Even then, players are better off getting rocket soldiers and infantry destroying tanks instead as they can be quite easily decimated by anti infantry devices like toxin tanks.

[Upgrades]
Capture buildings:
A generic upgrade for basic infantry for all factions, the upgrade allows units to capture special civilian buildings (such as Hospitals) that benefit themselves. Important if players are to use the various benefits scattered around the battlefield.

Red Guard training:
When chosen, all Red Guard soldiers built will have veteran experience. Unless Players use Red Guard soldiers extensively, there is little point in getting this upgrade.


[Tank hunter]
These are soldiers welding rocket launchers that are effective against aircraft, structures and armour units but are ineffective against infantry. Rocket soldiers are cheap to buy and best used in large groups (enable hording ability) as a rapid response force against armoured units. If deployed inside bunkers and along side Gattling gun turrets, they can form a cheap, yet effective anti-tank defence for a base. As the defences work in harmony together, protecting each other and the base. Tank hunters have a special ability to use dynamite explosives up close, but this ability is difficult to deploy and unnecessary provided rocket soldiers were grouped in large enough packs.


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[ADVANCED INFANTRY UNITS]
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Standard requirements: Propaganda centre + barracks

[Hacker]
The hacker is a computer expert that’s capable of infiltrating and sabotaging enemy computer systems. Although the hacker carries no weapons, the hacker carries a computer capable of disabling buildings and also being able to hack the Internet to slowly generate cash. Players will find little point in purchasing hackers apart from generating small amount of income because it requires the hacker to get close to the target and this alone is no easy feat. A possible solution however is for the hacker to accompany an assault team and when get close to a building when everyone is busy fighting.


[Black lotus]
A female super hacker, her role in the game is similar to that of an engineer and the spy in the previous command and conquers. She’s able to capture enemy buildings and stealing enemy funds through hacking. She goes one step better however by being able to disable enemy units for easier kills and having a cloaking ability that prevents her being spotted without radar. Recommendation: she’s worth purchasing for her skills, but keep her out of battle (as she’s defenceless), until a building or money needs to be captured.


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[ARMOUR]
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Standard requirements: war factory
Requirements for upgrades: war factory + Nuclear missile

[Battlemaster tank]
The Battlemaster tank is china’s standard tank. It’s cheap, effective and capable of destroying other tanks relatively well. It comes with the hording ability and therefore works best in large groups. Simply put, this should be a staple unit of any army. Players should make several groups of Battlemaster tanks to carry out most jobs quickly and cheaply.

[Upgrades]
Depleted uranium shells:
Upgrade increases damage for tanks by 25%. This upgrade benefits the Battlemaster tanks then the powerful overlord tanks more then the Battlemasters, which become very fast units. With the hording of these effective tanks can make a very deadly force.

Nuclear Tank:
Upgrade provides all tanks nuclear engines that increase speed of all Battlemaster and overlord tanks by 25%. This upgrade will solve the overlord’s slowness and make the Battlemasters even faster. Players should be advised; upon death, radiation is leaked and can risk the chance of damaging/killing infantry close by. With china encouraging hording of units, odds are damage from this can occur.


[Dragon tank]
The dragon tank is effectively a flamethrower tank that incinerates everything in its path. It’s highly effective against infantry, being able to kill large numbers quickly and easily. The unit is highly effective both defensively and offensively, as its arcing ability seals off areas from enemy infantry and can act as a cheap base defence against infantry. Whilst offensively, dragon tanks are able to flush units out of buildings without destroying them first. Dragon tanks are weak against other tanks and in skirmishes aircraft are also a problem for these units. Provided the dragon tanks are properly supported by Gattling guns, bunkers or other tanks and aircraft in skirmishes, players will find this unit useful and well worth purchasing.

[Upgrade]
Black napalm:
Upgrade converts standard napalm into black napalm that causes 25% more damage, although this upgrade benefits the MiGs, dragon tanks can expect to be able to destroy light armour as well as infantry once upgrade is installed.


[Gattling tank]
The Gattling tank is a tank with a Gattling gun mounted on the top. Although slow to start up, the Gattling tank is able to eliminate both infantry and aircraft with ease by blitzing them with massive bullet barrages. Recommendation: the Gattling tank is an ideal unit for escorting tanks against infantry as it’s longer ranged then the dragon tank and can target aerial units. Players must be careful when using this unit, as these units are extremely weak against tank shots. Caution is also advised when taken out rocket infantry, as they might be able to deal a shot before dying and damage these units.

[Upgrades]
Chain gun upgrade:
Enabling this upgrade allows the reduction of delay start up time and increases the rate of fire. This upgrade thus gives players an even greater edge when fighting infantry/aerial units as it reduces the chance of enemy units squeezing a round off before dying.


[Troop crawler]
The troop crawler is an APC used to help transport china’s massive armies around the battlefield quickly and stealthily. Capable of carrying up to 8 combatants, it’s defenceless opting instead for radars that are able to detect hidden items such as GLA traps. A couple of these should be bought and best used as a scout unit for other units thanks to its good speed and radar capabilities, or as a rapid response force when claiming useful civilian structures.


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[ADVANCED ARMOUR UNITS]
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Standard requirements: Propaganda centre + war factory
Upgrade requirements: Propaganda centre, nuclear missile, war factory

[Overlord]
The overlord tank is the game’s ultimate tank and is worth buying. It’s heavily armoured and comes with extreme firepower that can destroy armour and defences with ease. The overload comes with 3 structure upgrades:

BUNKER- a defensive structure capable of carrying 5 soldiers, deploying 5 rocket soldiers into the bunker with increase the overlords armour and structure destroying capabilities even further. Plus provide units to take over any buildings or replace the driver when needed. However, provided players are careful, they’re better off with one of the other 2 upgrades.

GATTLING CANNON- an automated defensive turret that fires bullets. This upgrade is a deadly choice as it’ll practically renders infantry/aircraft useless against this tank as well.

PROPAGANDER TOWER- a signal tower that increases the rate of fire and healing of all units within its radius. Also recommended. Deployed into a group with a mix between Gattling guns, the overlord tanks will practically be indestructible to anything in its path.

The overloads only weakness is its speed and size, if a large group of overlord tanks do approach try destroying them with long-range siege weapons, planes or, if players are really desperate, large numbers of tanks, anti tank units or super weapons as these tanks are extremely dangerous. When possible, players should heavily fortify their bases with mines, demolition charges, rocket soldiers or missile-based defences.

[upgrades]
See battlemaster tank upgrades for details.


[Fire cannon]
China’s standard siege weapon capable of firing incendiary shells from long ranges upon the enemy. The performance of the fire cannon is disappointing as the shells are weak and take a considerable amount of time to destroy a structure. To its credit however, the fire cannon shells are effective against infantry; but splash radius being relatively small (enough to engulf a bunker perhaps) and with other cheaper units capable of dealing with infantry, this is a hollow victory. Recommendation: if players intend to use a siege weapon, players should opt for the nuclear cannon as it does a far better job. If unable to obtain nuclear cannons, then players should purchase multiple fire cannons and group them to make them more effective.

[Upgrades]
Artillery training:
Upgrade turns all fire/nuclear cannon units into veterans. Not entirely important, as these units will gain experience relatively quickly from destroying building and lots of infantry on its own.


[Nuclear cannon] *General power required*
The nuclear cannon is a large artillery piece capable of firing small nuclear missiles from long distances. Although expensive, slow to move and deploy, the nuclear tank is far more superior siege weapon then the fire cannon and could easily destroy structures quickly and easily on its own. In addition, the nuclear radiation will kill off any survivors inside structures or seal off areas to infantry. Aerial units and direct assaults from other tanks are the nuclear cannons weaknesses. Players should choose this as its siege weapon. But buy only a few, as they’re extremely powerful and expensive.

[Upgrade]
see above for details.


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[AERIAL]
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Standard Requirements: airfield
Upgrade requirements: War factory + air field

[MiG fighter]
The MiG fighter is A Russian fighter plane that carries 2 incendiary bombs that they drop on selected targets. Each incendiary bomb contains Napalm which stays for a period of time after impact, thus causing further damage to that area making it ideal for structures. Although up to 4 MiGs can be built at an airfield, players are advised to build a second airfield and have 8 fighters. This is to spread the damage taken from the unit’s weaknesses to anti aircraft guns and guarantee destruction of most structures.

[Upgrades]
MiG Armour:
Upgrade is worth considering if players rely frequently on using the fighters, as it WILL increase survival (thus cutting costs) of the fighters

Black napalm:
Increases damage by 25% by grouping 4 units together, this could mean that damage delivered to enemies can be doubled. Highly recommended.



[Global Liberation Army (GLA)]

The GLA faction is plagued with some of the most crippling problems. Their armies are inferior compared to other factions and lack in defensive structures. Despite these set backs, the GLA come with some of the best advantages: its base doesn’t need power to run their structures and can easily be repaired, GLA units gain experience far more quickly and use speed and stealth as weapons. Player’s only chance of succeeding with this faction is to exploit its advantages and know its enemy well to combat their enemies.


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[INFANTRY]
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Standard requirements: Barracks
Upgrade requirements: Palace + black market

[Rebel soldier]
The rebel soldier is the GLA’s basic infantry unit. Armed only with a rifle and lacking any real training, the rebel soldier is the cheapest to produce of all 3 factions. Without the upgrades to give these units the element of surprise or to deal real damage, the Rebel soldier is useless without huge numbers. In addition to this, they are vulnerable to aerial and anti infantry units. Players should only build these units to man unoccupied vehicles, fight rival infantry or to capture useful buildings. If players have to fight, make sure rebels receive all possible upgrades and are amassed in huge numbers, or used to bolster technicals before fighting and ideally target only infantry and light vehicles.

[Upgrades]
Camouflage:
When developed rebel soldiers (rocket soldiers excluded) stand still, they are invisible. ideal for preparing ambushes or sneaking into bases for a bit of mayhem.

AP bullets:
Increases the damage by 25% with this upgrade and sufficient numbers, rebel soldiers should be capable enough to destroy tanks.


[RPG trooper]
The GLA RPG trooper is pretty much identical to the tank hunters and missile defenders. Players should buy plenty of rocket soldiers, as the GLA’s armour units are nowhere near capable of destroying enemy tanks sufficiently. Therefore, the RPG trooper is an essential staple unit required to take out vehicles frequently and far more effectively. Players should have an assigned group of RPG troopers as a rapid response force if and when tanks attack a base.

[Upgrade]
AP rockets:
Increases damage of all rocket projectile units by 25%. This is a great upgrade that makes rocket soldiers even more dangerous and allows smaller groups to destroy massed armour units to be picked off incredibly quickly.


[Terrorist]
Talk about art imitating life. The terrorist is a suicide bomber wearing several kilos of c4 explosives that he detonates upon impact. Cheap to produce and extremely dangerous, the terrorist is powerful enough to destroy light tanks, large groups of infantry and structures. Terrorists are even more effective when they’re able to hijack unoccupied cars scattered on the battlefield and ramming the enemy with them. This makes them generally dangerous as the cars are extremely difficult to detect and tanks provide any proper defence against them. When using terrorists, players should buy several terrorists, as one alone tends not to make it to its target. Ideally, place them in cars and use them as skirmish units to soften targets or enemy patrols before any attacks. For defences against terrorists, players should defend a base using fast firing anti infantry devices, rocket soldiers or missile systems to deal with terrorists with or without cars.


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[ADVANCED INFANTRY UNITS]
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Standard requirements: palace+ barracks
Upgrade requirements: Black market + palace

[Angry mob]
Angry mobs are nothing but a crowd of disgruntled civilians taking up arms. The more the crowd gains experience, the larger the crowd becomes. The angry mob is ideal for destroying garrisoned buildings or over running tanks and infantry (especially rocket soldiers) through mass amounts of Molotov cocktails and bullets. Players aren’t advised to get the angry mob as they are easily dispatched with several tanks, aerial units, anti infantry units/structures or Rangers with flash bangs.

[Upgrade]
Arm the mob:
Provides the mobs with AK47s, thus significantly improving damage to be dealt to infantry and tanks.


[Hijacker]*general ability required*
The hijacker is a stealth unit that’s able to steal an enemy tank by getting close enough to kill the occupants and riding inside it. Although hijackers appear to be useful, they extremely difficult to use skilfully as players will find difficulty trying to capture one, let alone get away with it. Players are suggested to ignore this unit.


[Jarmen kell]
The mercenary commando acts pretty much like the USA’s pathfinder units by being good against infantry and has a cloaking device. Except unlike pathfinders, he is more expensive and players can build only one. But the high price is because Jarmen kell has the special ability to snipe the driver of vehicles. Potentially, allowing other units to occupy them and use them for their own means. In addition, he is undetectable when inside buildings and being difficult to spot as he goes about his work. Players should purchase this unit as soon as possible to pick off mass infantry raids, or to acquire superior armour units from enemies. This solves the GLA’s armour deficiency and saves players money on buying an extra tank.

[Upgrade]
AP bullets:
This upgrade benefits the quad cannons and rebels rather then jarmen. He’ll still be just as powerful against infantry and ineffective against armour with or without his special ability.


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[ARMOUR]
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Standard requirements: Arms dealer
Upgrade requirements: Arms dealer, Black market, palace or General ability.

NOTE: Junk repair is available to all GLA armour units once researched at the black market. It’s a very important upgrade that allows armour units to repair itself automatically without needing an elite or more verterancy level.


[Radar van]
The radar van is simply a defenceless mobile unit that is able to map out areas of a battlefield. The radar van is the GLA’s method of getting a HUD map for players and therefore important that at least one is purchased.

[Upgrade]
Radar scan:
Allows Radar vans to detect any stealth units and make selected areas visible for a period of time before needing recharging. Players should use this to remove fog of war to make better ambushes or super weapon launches.


[Technical]
The technical is a truck with a rear gun mounted on the back and is capable of holding and transporting 5 additional infantry. The technical although lacks armour and decent firepower, instead compensates with speed, as its able to drive past defences with little or no damage. Players should only buy one or 2 of these units for scout purposes. However, should players wish to use these units for attacking, place infantry such as rebels to increase the effects against enemy infantry or rocket soldiers to increase damage against armour units. Never should players even allow Technicals attack anything without infantry passengers. Although the technical is capable of salvaging scraps to upgrade, it does very little to aid the unit and should really be given to marauder tanks.

[Upgrade]
Technical training:*General ability required*
When this ability is chosen, all technicals built will have veteran experience. Allowing them to shoot faster. Although it does help the technicals slightly, it’s not really a necessity to have.

AP bullets:
Whilst Technicals are not advised to attack, the AP bullet upgrade should be purchased regardless as it can improve many other units especially the quad cannons and rebels.


[Scorpion tank]
The scorpion tanks are old tanks acting as the GLA’s light tank of its army. Although cheap and being the fastest tank of all 3 factions, the Scorpion tank is lightly armoured and does disappointing damage. Without large numbers, the scorpion tank isn’t ideally suited for carrying out effective mass tank rushes like the USA or China, as they are relatively unreliable. But with the cheap price, huge numbers aren’t entirely impossible and allows for quick replacements when required. Players have very little choice but to use these machines in large groups to fight other tanks and anti infantry units or base structures like gattling guns. When taking on other tanks, players should try and use the element of surprise and through superior numbers.

[Upgrades]
Scorpion rocket:
Installs a rocket that can target Aerial or ground forces and is worth purchasing. Although slow to reload, the upgrade provides at least some protection against aerial units when a quad cannon isn’t around or additional damage against the enemy.

Toxin shells:
Upgrade allows all projectiles to have a small amount of poison in them that lingers. Although it helps take out infantry weak infantry, the poison clouds are small and can hinder both teams’ infantry. Players will find that getting quad cannons to back up the tanks is far more effective.


[Toxin tractor]
The toxin tractor is simply a farming tractor converted into deadly weapon. It acts similar to that of the Chinese dragon tank with similar attributes, strengths and weaknesses. Being able to kill infantry units easily but is weak against tanks. Whilst also being able to seal areas off by spraying out toxic sludge that lingers to prevent enemy infantry into an area. But this defensive measure isn’t as effective as the dragon tanks as spread is smaller, so rocket soldiers can hit the unit from a distance and because it sprays the toxin around itself, it makes it difficult to protect this unit when danger arises. Players should use the toxin tank just like the Chinese dragon tank for best results but keep a watchful eye on them in case they get in trouble and deal with it accordingly.

[Upgrade]
Anthrax beta:
Upgrade increases the damage of toxins by 25%. Whilst it can destroy soft armour units there is no point getting this upgrade because against infantry, as its just as effective with or without upgrade. Best to use rocket soldiers to protect it against armour.




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[ADVANCED ARMOUR UNITS]
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Standard requirements: Arms dealer + palace
upgrade requirements: Arms dealer + palace + black market

[Bomb truck]
The bomb truck acts similar to the terrorist except dealing much more damage and is considerably faster. In addition, the bomb truck can masquerade as an enemy unit until detected, making it very difficult to prevent attacks until it’s too late. Players that favour the use of suicide units might consider this a staple unit for destroying heavy tanks and structures because its considerably more powerful then terrorists and can destroy bases very quickly. If the bomb truck(s) get intercepted, try ramming the enemy or use the Detonate now! Feature as to not waste the explosives and cause a bit of grief for enemies.

[Upgrades]
Bio bomb:
Adds anthrax toxins to the truck and is released upon impact. Ideal for clearing out large groups of forces or soldiers that emerges from destroyed buildings as they can cause problems to tanks with no anti infantry support.

HE bomb:
Upgrade provides additional explosives to the truck, increasing the damage delivered by 100% and give one bomb truck the power to destroy any building upon impact. With the bio bomb upgrade, it can make a real mess to an enemy base. If possible all Bomb trucks should have this upgrade.


[Rocket buggy]
The rocket buggy is the GLA’s standard siege weapon and fires rockets capable of destroying both structures and armour reasonably well over time. Although the rocket buggy is an effective unit, it requires extensive upgrades to do so. The Buggy can exhaust ammunition incredibly quickly and this can leave these units vulnerable over a period of time. Provided players either grouped these units into small packs or upgraded them quickly, this shouldn’t cause too much of a problem. If Players want a more devastating siege unit without the hassle of upgrades, they should opt for the scud launchers instead. Otherwise, make sure the buggies are properly protected against infantry and aerial units as they’re weakly armoured.

[Upgrades]
Rocket pods:
This upgrade can increase the amount of ammo of this unit by 25% and allowing it to deal more damage each time. An important upgrade if players insist in using rocket buggies.

AP rockets:
Just like the RPG trooper Upgrade, it increases damage by 25%. An up grade that compliments the other upgrade and increase damage to 50% when both are purchased.


[Marauder tank] *general ability required*
The marauder tank is the GLA’s Heavy classed tank. When fresh out of production, the marauder tank isn’t very effective and needs to salvage and collect scraps from fallen enemies to actually “upgrade”. By collecting at least 2 pieces of scrap, the Marauder tank will be considerably more powerful and can become quite an effective unit for destroying armour and structures. Players shouldn’t throw marauder tanks out to fight instantly as they’ll get trashed easily. Recommended to let other units do the fighting first to give marauder tanks a chance to upgrade before joining other armour units in fighting.

[Upgrade]
Toxin shells:
See scorpion tank for details.


[Quad cannon]
The Quad cannon is a flatbed truck with an AA gun mounted on the back. The Quad cannon although lightly armoured is incredibly useful, highly accurate, its one of the few units that’s capable of destroying both infantry AND aerial units efficiently with a barrage of bullets that’s difficult to dodge. Players should purchase these units to provide tanks additional defensives against aerial assaults and rapid response force against infantry whether to protect the base or a set of tanks.

[Upgrade]
AP shells:
More suited to rebels, But regardless its an upgrade worth purchasing as the additional damage can be quite devastating to light vehicles and light tanks.


[Scud launchers] *general ability required*
The alternative siege weapon, scud launchers are lorries that act as a transport vehicle for deadly SCUD missiles and serves as a weapon platform when in use. The scud launcher can fire projectiles from long distances and over barriers. Scud launchers are capable of firing both explosive shells (useful for structures) and anthrax missiles that leave a lingering cloud of poison upon impact (ideal against infantry). Scud launchers are a much better alternative siege weapon then rocket buggies, recommended that players choose this as a siege weapon. Players shouldn’t bother switching to anthrax missiles at anytime, as the explosive ones are far stronger then the anthrax missiles when against structures and are powerful enough to destroy large clumps of infantry anyway. Protect these units well; unlike rocket buggies they cannot defend themselves properly.



[USA]

The USA is the richest nation in the game. Being able to invest large sums of money to create a skilled and technologically advanced army instead of relying on numbers to win the day. All USA armoured units are able to build a scout drone or a sentry drone that shoots/heals units. USA’s other speciality is its Air force, the USA Bolsters the most air units in the game then any other faction. Players will need to look after units and rely upon technology like drones as well as the air force if players want to use this faction successfully.

NOTE: all units can receive the advance training upgrade that allows units to speed up gaining EXP.


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[INFANTRY]
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Standard requirements: barracks
Upgrade requirements: barracks, strategy centre

[Ranger]
Compared to the other factions, the rangers are the best basic infantry available. This is because Rangers have a much higher rate of fire, are better equipped and are highly effective in many situations, particularly against infantry. Recommendation: Rangers should be purchased to bolster the guns of a humvee or to combat enemy infantry. Rangers are also needed to storm garrisoned buildings effectively by Paratrooper drops into buildings using Chinooks. Players should be advised, occasional casualties can occur doing the paratrooper drops.

[Upgrades]
Flashbang:
The upgrade provides additional explosives for rangers that can wipe out groups of enemy infantry at a time. The upgrade is a must, as it makes short work of infantry and handy when Player’s infantry are outnumbered, especially against Chinese forces or angry mobs.


[Missile defender]
The missile defender acts very much like the RPG troopers or tank hunters in other factions: they’re very weak against infantry and anti infantry devices, whilst excel at destroying tank units. The missile defender is the most accurate of the rocket units as the units come supplied with laser targeters, which can destroy tanks quickly once it has a lock on. But because it takes so long to use, it’s not advisable to use it. Again, players are advised to build small groups for a cheap rapid response force against enemy tanks or bolster humvees to make them deadly against tanks.


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[ADVANCED UNITS]
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Standard requirements: Strategy centre or general ability
upgrade requirements: Strategy centre

[Pathfinder]
The pathfinder is a sniper that cloaks when it doesn’t move. The pathfinder excels at killing infantry from long distances with one shot, but struggles against tanks. Players are strongly advised to purchase several pathfinders and place them into humvees to make a highly effective unit to accompany tanks or defend bases against infantry.


[Colonel Burton]
An expert commando that specialises in stealth kills and demolitions, Colonel Burton is able to cloak when standing still and can only be detected when attacking or setting demolition charges. Like Most commando units, Colonel Burton is effective against infantry and his demolition charges can destroy buildings with ease. Each time a bomb is set a 20sec count down begins, players can detonate earlier if preferred. Players should buy this unit to eliminate threats by infantry or to demolish all but doomed bases to free up resources for other activities. Snipers, good sentry security and stealth detecting units should be used to prevent his activities if a bomb is detected, use a bulldozer or worker to disarm the bomb before it detonates.


[Pilot]
Unlike the other units, pilots cannot be purchased. To obtain pilots, players will need to get armour or aerial unit destroyed with at least a veteran experience. Once a pilot is available placing him in another vehicle will promote that vehicle to whatever ranking the pilot was. If players spots a pilot, it should be ordered into a nearby inexperienced vehicle as soon as possible or made to run back to base for future use. Players should never sacrifice armour and aerial just to obtain a pilot as it’s a very expensive and unreliable process.


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[ARMOUR]
---------------

Standard requirements: war factory
Upgrade requirements: strategy centre + war factory or unit

NOTE: Drones are available to all armour units. Battle drones attack and heal its parent unit and scout units are used to increase vision and detect stealth units. Scout drone armour can be increased to take more damage. Players should be aware that most base defences can target drones from long before the tank can be fired upon. It therefore means that drones can suffer heavily from base assaults or recon missions.


[Crusader tank]
Crusader tanks are the USA’s main tank unit in the game; it has a good balance of armour, rate of fire and speed. Crusader tanks are the most expensive light tanks in the game (900), but are capable of destroying other tanks in the same class quite easily. Although capable of mass attacks, the price restricts their numbers and therefore cannot be wasted on suicide attacks too often unless a fast source of income can be provided quickly. Players should purchase these units and place them in small strike teams for defending bases, siege equipment or spearheading offences against any armoured units.

[Upgrade]
Composite armour:
Upgrade increases health of crusader and paladin tanks by 25%. Because the crusader and paladin tanks are so expensive to buy and are still vulnerable to all anti tank devices, this upgrade should be purchased.


[Humvee]
Humvees are military jeeps used by the American army. They’re extremely fast and make ideal scout units or as a rapid response force against enemies. An additional 5 other combatants can ride with the unit to bolster its lacking armaments or be used to transport units. But should the humvee get destroyed, so will all units inside it. Players should buy at least one humvee and fill them with pathfinders and rangers to create a fast effective anti infantry scout unit capable of clearing infantry for tanks. Alternatively, filling the humvees with missile defenders provides aerial cover or additional support against other tanks. Humvees should take part in secondary line fighting or in ambushes as it lacks armour and can be destroyed by most units.

TIP: A pathfinder inside a humvee can snipe at GLA stinger sites and disable the site by killing all the stinger site personnel.

[Upgrades]
Tow missile:
Once this upgrade is installed, humvees will fire a missile capable of targeting both ground and aerial units. With the USA lacking in anti aerial units, this is an important upgrade.


[Medical truck]
The medical truck is a Humvee used that heals and cleans the battlefield instead of fighting on it (thus rendering it defenceless). Capable of carrying additional 3 people, it has the same speed and armour as the standard Humvee, but automatically heals infantry within its sphere of influence. In addition, the unit is able to clear up radiation or toxic clouds especially those from super weapons to reduce further damage from lingering toxins. Players should buy at least one medical truck for toxic or radioactive clean ups or to heal troops inside the base. Should large groups of infantry be sent to make purposeful strikes, a medical truck should accompany them.


------------------------------
[Advanced armour units]
---------------------------
Standard requirements: War factory + strategy centre
Upgrade requirements: Strategy centre


[Tomahawk missiles tank]
This unit is simply a tank that acts as a weapon platform for a guided missile. The unit is capable of launching relatively fast projectiles that deals decent damage from long distances and over barriers. Out of all 3 factions, the tomahawk missiles are the best standard siege unit. Like most siege units, its incapable of protecting itself when enemies close in and are vulnerable to aerial units. The unit is a must if an enemy base needs to be demolished and should work in 2s to make them effective.


[Paladin tank] *General ability required*
Advanced designs of a new age tank, Paladin tanks are the USA’s heavy class tanks. Compared to crusaders they are stronger, hit harder and cost slightly more. The unit also comes with a laser guided micro missile system capable of destroying flying projectiles. Due to it’s slow firing its highly unreliable as projectiles still get through. Therefore, it shouldn’t be relied upon too heavily to deal with all rocket units. Paladin tanks are best used just like the crusaders and the price prevents wasteful plans. This unit should accompany normal tanks when travelling as to soften blows of rockets from small bands of rocket soldiers or sentry devices.

[Upgrade]
composite armour:
See crusader tank upgrade for details


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[Aerial]
---------

standard requirements: Airfield
Upgrade requirements: Airfield


[Apache helicopter]
A black streamline combat helicopter armed with a machine gun capable of picking off ground forces without needing to go back to reload apart from getting repairs. Without proper anti aerial protection, Apache helicopters could easily decimate infantry, structures and when upgraded, armour, can be destroyed relatively quickly. Whilst Apache helicopters are worth purchasing for scouting and intercepting poorly defended units, or to protect a base, they are extremely fragile and unsuitable for base attacks. The frequency of replacing these units from anti aerial units could deter players from purchasing them in the first place.

[Upgrades]
Rocket pods:
Apache helicopters are armed with rocket missiles. With this upgrade, Apaches are even more deadly, being able to destroy armour units incredibly easily. If players are a heavy investor in apache helicopters or have cash to spare, this is worth purchasing.


[Raptor]
The raptor is another of the USA’s basic aerial units. Its capable of targeting both land and air units. Regardless what the manual says, Raptors aren’t suited for destroying bases. players are better off sending in A10 strikes, tomahawk missile tanks or Aurora fighters for destroying bases. In single player, players will only need raptors on one mission to defend against MiGs, but because the GLA has no air force, they’re not really required. But they should be used to provide aerial cover in skirmish games, especially if they’re up against opponents with USA forces, as it has no ground vehicles capable of effective anti aerial support. When setting up patrols, players should try placing them on the outskirts of bases or areas of frequent travel to intercept as many planes as possible. If players do patrol a path make sure a detachment of tanks is waiting to combat any anti aerial units.

[Upgrade]
Laser missiles:
The upgrade increases the accuracy of projectiles, thus being able to deal more damage by 25%. If players don’t wish to use aurora bombers, instead relying on raptors or stealth fighters, it’s worth investing in.


-----------------------------
[Advanced Aerial units]
-----------------------------

Standard Requirements: Strategy centre + airfield
Upgrade requirements: Airfield


[Stealth fighter]
The latest in stealth technology, the stealth fighter is undetectable until a stealth-detecting device spots them or when the unit attacks. Like all bombers, it has to return to base after each attack. Whilst the stealth bomber has the highest chance of survival per run, it has weak weapons, which means more frequent runs to destroy a building which increases the chances of a unit getting shot down higher. Players should really only purchase this unit as a scout unit to check out terrain and troop movements, with the odd possibility of surprise attacks to destroy some ground forces. But players should use other units for base destroying.

[Upgrade]
Laser missile:
See raptor upgrades for details.


[Aurora fighter]
The unit is a supersonic jetfighter that carries a single bomb. The unit flies supersonic when heading towards its target, rendering it invincible to anti air attacks until it attacks. When it does attack it launches a single bomb capable of large amounts of damage and are most effective when grouped into 4 against buildings. The disadvantage to this unit is that it slows down when finished bombing, rendering it highly vulnerable when escaping, being easily intercepted and shot down. Although the most expensive aerial unit in the game, it’s also the hardest hitting aerial unit in the game and guaranteed to survive long enough to hit its target. Players should try using this unit to support an assault on a base. Another idea is to use it with paladin tanks or siege equipment to distract enemy defensives whilst the fighter goes in for the kill.


----------------
[ABILITIES]
----------------

As players progress through the game destroying their enemy forces and structures, they will gain General experience that eventually increase the star rating of players. For every star, players can purchase a special ability. The main abilities will require players to be at 3 star generals before becoming available and 5 stars if they want the deadlier abilities. Players can get up to 5 points to spend to purchase new abilities or upgrades to existing ones. Points can be saved up so you don’t need to spend them quickly or on ones you don’t want. Problem is, choosing them can be difficult and choosing the wrong ones will cost you.

NOTE: A word of caution, general rank is carried over after each mission. If players were to restart the mission for whatever reason, their rank will revert back to 1 again. It will have to be earned again and this can delay/hinder progress within a mission. To dodge this, make a separate save file that starts at the beginning of the mission instead.


[Emergency repair]
A generic ability for all factions that can heal armour units within a certain radius and the amount healed depending on rank. The repair ability can keep units in the fray for slightly longer and if unsupported with healing devices, can be quite useful. However, if units do have healing abilities such as propaganda towers or battle drones, there’s very little point investing in this upgrade. If players do intend to use this upgrade, they’ll need to upgrade above rank 1 as the amount repaired is generally meaningless.




[CHINA]

-----------------------------
[1 Star general abilities]
-----------------------------

[Nuclear cannon]
Required if the nuclear cannon is to be made available. Consult China’s Advanced Armour section for more details on this unit.

[Artillery training]
See China’s fire cannon unit description for details

[Red Guard training]
See China’s Red Guard unit description for details


----------------------------
[3 star general abilities]
----------------------------

[Artillery bombardment]
Deploy an artillery bombardment from off the level. Think of it as an air strike, but without the risk of the plane being shot down. First level isn’t particularly effective and should really be used against massed units. Players would need 2/3 levels to destroy most buildings outright in the game.

[Cash hack]
Allow players to steal money from an enemy supply building. It’s ideal in skirmishes where resources are finite and could cripple the enemy and benefit the play in building mass armies.

[Cluster mines]
A plane is sent to drop mines over a small radius. The higher the rank, the larger amount of minds can be dropped. A useful ability that could seal off areas of frequent travels, such as bases and buy players time to build up their forces to defend a base or counter assault. But because the effects are only temporary (they have to be replaced when they’re destroyed), players might prefer to invest more in artillery bombardment to cripple enemy bases instead.

---------------------------
[5 star general ability]
---------------------------

[EMP storm]
A plane arrives to drop a bomb that Creates an electrical storm that’s able to disable enemies and structures for duration of time. Can be used defensively to delay or slaughter enemies, or as a method to cripple the enemy chances of retaliation when players roll into bases. Highly recommended.


[GLA]

-----------------------------
[1 Star general abilities]
-----------------------------

[Scud launcher]
Partial requirement needed if the scud launcher unit is to be made available. See GLA’s Advanced Armour section for details on this unit.

[Marauder tank]
Partial requirement needed if the marauder tank is to be made available. See GLA’s Advanced Armour section for details on this unit.

[Technical training]
See GLA’s technical unit description for details.


----------------------------
[3 star general abilities]
----------------------------

[Bounty]
Get a small amount of money back from every kill or structure destroyed. The higher the ranks the more return from each kill you get, the max being 20%. If players are in need of cash or have a spare point, the bounty might be something worth investing in.

[Rebel ambush]
Ability allows rebel soldiers to materialise from nowhere to be used. Basic rank provides only 4 units, but this number can be doubled up to 16 with each rank upgrade. The ability should be used for suicidal strikes on vital enemy structures (especially those on the edge of destruction), or to acquire special buildings quickly. Players will find this useful when against the AI, as it fails to detect a vital structure being attacked and can cause some grief to enemies. Should players choose to purchase this ability, they must make sure to purchase all the relevant upgrades for rebels as get optimal performance. Deploying this ability in the corner of bases is the best chance of survival for the ambushers and usually where the most prized structures are located.

[Hijacker]
Partial requirement needed if the hijacker is to be made available. See GLA’s advanced infantry for details

---------------------------
[5 star general ability]
---------------------------

[Anthrax bomb]
Allows a player to poison a large radius area with toxic anthrax that’s able to destroy large numbers of infantry. Not particularly useful against tanks or structures as they’re relatively unharmed by the attack. Generally, the AI and rival players would probably invest more in armour units then infantry and therefore shouldn’t really be chosen.


[USA]

----------------------------
[1 Star general abilities]
----------------------------

[Paladin tank]
Partial requirement if the paladin tank is to be made available. See USA’s Advanced Armour for details.

[Stealth fighter]
Partial requirement if the stealth fighter is to be made available see USA’s Advanced Aerial for details.

[Spy drone]
A single scout drone can be deployed to spy on an area and make it visible until the unit is shot down, which would be frequently and therefore not really worth getting. Especially when the command centre has an ability to reveal selected areas.


----------------------------
[3 star general abilities]
----------------------------

[Pathfinder]
Partial requirement needed if the pathfinder is to be made available. See USA’s Advanced Infantry section for more details on this unit.

[Para drop]
Similar to the GLA ambush, depending on the rank of ability up to 16 soldiers can be deployed, but this time from a plane. Its uses are very much identical to the rebel ambush and again, players should get all the relevant upgrades before deploying.

[A10 strike]
Depending on the number of Ranks of this ability, up to 3 A10 fighter planes can be deployed to fire missiles and shells at designated targets. The radius of effect tends to be small and more suited for structures as opponents who spot it early or have units on the move will easily be unaffected by the attacks. If players are to invest in this ability, it should be at rank 2/3 before buildings are destroyed out right. Although useful for emergencies, players should think carefully before investing in this ability when aurora bombers and firebomb is already available.

---------------------------
[5 star general ability]
---------------------------

[Fuel bomb]
A passing plane drops a very large incendiary bomb capable of incinerating an entire building or mass group of enemies. Players should get this as soon as it becomes available as it acts as a cheap super weapon.





--------------
[DEBRIEF]
--------------

War is a nasty business, poor use of units’ leads to poor implementation of strategy that would ultimately cost you lives. I hope that by giving you information on how to use these units and the abilities will help you succeed to victory and greater glory. Thanks for reading, over and out.


This walkthrough was composed by spoonbeast.


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