Command & Conquer: Generals - Zero Hour/Air Force

General Malcolm "Ace" Granger, perhaps better known online as USAF or AFG, houses the most powerful airforce in the game. Every USA air unit has been heavily upgraded to outdo most AA, and he has the use of a heavy carpet bomber in the mid-game. USAF has an obvious advantage in speed and intelligence over all other factions, and is thereby universally accepted to be the most powerful general in Zero Hour.

Army Modifications

 * All aircraft cost less and are all but Comanches are equipped with Point Defense Lasers. This does not apply to support power airplanes.
 * Stealth Fighters are available from the start.
 * Humvee price increased to $800
 * Aurora Bombers do more damage.
 * Crusader Tanks are unavailable.
 * Paladin Tanks are unavailable.
 * Airfield granted a significant armor bonus.
 * Carpet Bomber support power added: requires a Strategy Center only to deploy.
 * Spectre Gunship available at lvl 3, second rank available for slight boost in armor and firepower. Third rank Spectre available at lvl 5. Lvl 4 and 5 Gunship is more potent than the Regular USA Generals Power
 * Avengers require the Strategy Center to build.

Army Units

 * King Raptor - An advanced prototype, which has better armour and firepower than the Raptor, in addition to point-defense lasers to take out incoming missiles. Also, the King Raptor has six missiles instead of the usual four. Replaces the Raptor.
 * Combat Chinook - Although more expensive, the Combat Chinook allow the passengers to target ground threat, which increases its survivability.

Army Upgrade

 * Stealth Comanche - Available at the Air Field, grants Comanche stealth capability.

General Ability

 * Carpet Bombing - Call in a B2 bomber to carpetbomb the targeted area. Requires the Strategy Center to deploy.

Build Orders

 * vs. GLA defense
 * Dozer 1: Power > Secondary Supply > Air Field
 * Dozer 2: Barracks > Primary Supply > War Factory
 * Barracks: Missile Defender, 2 rangers
 * Supply Center 2: Chinook
 * Airfield: King Raptor


 * With this setup, you can prevent tunnels from getting built on your side early on, thereby denying a GLA opponent map control. Load a chinook with your infantry and kill the workers as they build the tunnels. The King Raptor can then be used to swiftly eliminate a packed technical speeding towards your base. Anticipate a quad cannon mass.

Strategies
Stick two pathfinders and six missile defenders in it, and it will kill anything designed to intercept enemy attacks.
 * War Chinook

Build a number of each aircraft in your airport/s. Though King Raptors are versatile and great, they sometimes don't get the job done. Imagine 8 enemy units coming in, 4 of which are technicals, the other 4 are scorpion tanks, you have 4 king raptors (which means a payload of 24 bombs all in all). The raptors successfully take out 6 enemy units, all 4 scorpion tanks and 2 technicals, the other 2 technicals are directed to retreat after the bombardment. Naturally, all 24 bombs should have all been deployed and all 4 king raptors are heading home to reload, by the time that it takes the planes to go back to base, reload, and fly back again, the fast techs are long gone. This is where your Aurora Bomber comes in. Aurora Bombers are fast aircraft with a single payload but with increased damage (because of you AFG priveleges). They are faster than your raptors and certainly faster than those pesky techs, but loose speed after releasing the payload. They provide you with the ability to "chase" any fast unit trying to retreat. A great combo, do-able with not just the king raptor, but any aircraft in-game.-=$hroom$=-
 * Aurora Bomber-King Raptor Strategy