Command & Conquer: Generals - Zero Hour/Superweapon

General Alexis Alexander's army is centered around the capacity to delay an opponent's progress until her devastating technology finally kicks in. She requires a lot of time and funds to maintain her army, which offsets her late-game dominance enough such that she is often considered the weakest general in Zero Hour.

Army Modifications

 * Particle Cannons are built at $2500
 * Aurora Bombers carries Fuel Bombs, which deals more damage.
 * Crusader Tanks and Paladin Tanks are unavailable.
 * All vehicles and aircraft cost more to build, apart from the Avenger.
 * Colonel Burton costs only $1200 to train.
 * Has more potent Spectre Gunship General Ability, like the Air Force General, which is divided into 3 ranks and rank 5 is available as a 5 Star Ability

Army Units

 * Aurora Alpha - This advanced aircraft carries a Fuel Bomb, which deals a tremendous amount of damage within a considerable range. It can even one-hit KO an Emperor Overlord, and a full airfield of them can destroy anything, including Command Centers.

Army Structure

 * EMP Patriot - When the missile detonates, it delivers an EMP shockwave which disables all vehicles (including allies) within a small radius. Deadly to aircraft, as they fall immediately when hit.

Army Upgrade

 * Advanced Control Rods - When upgraded, it boosts the output of power plants three times(15 units of energy).

Build Orders
Use your first Dozer to start a Reactor, then queue up another Dozer, and when it's ready start a Barracks. Use your free Dozer once your Reactor is finished to start a Supply Center. Then queue up your Control Rods.

If there are Oil Derricks, research Capture building and capture any that you can.

Have one Dozer stick to building your base (War Factory/Air Field (it's your preference), Strategy Center (Bombardment), Supply Drop ZoneS, Particle Cannons) and keep your power supplied, while the other builds EMP Patriots and Fire Bases.

Save your second general point for Pathfinders.

Continue building Drop Zones, Particle Cannons, and maybe airfields along with more base defenses until you feel comfortable with obliterating your enemy.

Basic tactics
Use your EMP Patriot turrets liberally; they are a decent all-around defense, and once the infantry stops moving, it's toast.

Use Fire Bases garrisoned with either two Rangers and two Missile Defenders or one Ranger, one Pathfinder and two Missile Defenders for every few (3–5) EMP Patriots you line up.

Adjust defenses accordingly based on your opponent, more infantry means more Fire Bases, more tanks/aircraft means more EMP Patriots.

Get your Supply Drop Zones up before your Particle Cannons, so that when you run out of resources from your main supply dock, you still have a very good income. Use Supply Drop Zones liberally, five of them can be made per Reactor, as opposed to two and a half with the normal army.

Make sure to have more than enough power at all times, and space your Reactors out so as to avoid massive power loss.

When possible, have several Particle Cannons building at the same time, to aggravate opponents (for online) and have immense burst damage capabilities.

If your turrets and Fire Bases aren't enough defense, aircraft are your only other real defense, other than infantry and avengers, the latter being mostly for air assaults against you.

As with all USA forces, intelligence is key, so use your initial general point on the sentry ability, coupled with your satellite ability, so you can keep an eye on all of your opponent's actions and never be surprised.

Victory with general Alexander is about biding time and then obliterating your opponent all at once, via particle cannons and (maybe) a few aircraft.

Beware artillery units such as SCUD Launchers, Nuke Cannons, enemy Tomahawks, Rocket Buggies, and the actual Chinese Artillery Barrage.

Be wary of Saboteurs; have Patriots spread near your Reactors to help avoid stealth insertions by the GLA.

Aurora Bomber and Raptors
Build a number of each aircraft in your airports, mixing both Raptors and Aurora Bombers. With four Raptors, they can usually take out six light enemy units from a group of eight, with the other two either retreating or proceeding to a futile attack. While the Raptors (or other aircraft) is reloading, the Aurora Bomber can be sent to quickly catch up with the remaining unit to destroy them. Alternatively, the Auroras can help soften any AA units within the attacking force, before the Raptors start their attack.