Command & Conquer: Generals - Zero Hour/USA Air Force General vs. GLA Toxin General

If you have already played against the Toxin General with one of the other USA generals, the strategy is extremely similar. The Patriots provide a reasonably defense for most of the game, although they are not as powerful as Laser Turrets or EMP Patriots. Humvees and Pathfinders should be added to protect against infantry. A Tomahawk should be left on standby for Scud Launchers that are wise enough to stay outside of the range of your Patriots. Only a few Rocket Buggies were noticed in this mission and the Patriots efficiently dealt with Scud Launchers most of the time. Colonel Burton was not used extensively during defensive play and kept getting fumigated by the toxins.

This is an enjoyable mission once your base is well protected.

Walkthrough
Start with building a Reactor, an extra dozer, a Barracks and Supply Center. Immediately research the Capture command and send a Ranger to capture the derrick. Immediately build an Supply Chopper. Upgrade the Reactor.

After this, build two EMP Patriots to the east by the oil derrick – one above it and one below it.

Pull back to build one more Reactor, then upgrade it. Continue to build extra Reactors as needed.

The remaining Patriots will be built on a straight line to the north of your base. Build the third and fourth Patriots far enough west to protect your Command Center. Eventually you will fill the gap toward the east to link up with your Patriots near the oil derrick.

Build your War Factory ASAP and then two Hummers – stationing one to the east and one to the north of your base. This is important to help control suicide soldiers and other infantry, since the Patriots are not as efficient as Laser Turrets at destroying these.

If you don’t move fast enough, your Humvees will not be ready in time to stop Toxin Troops and Suicide Bombers, so don’t delay.

Go ahead and build your fifth and sixth Patriots along the northern string of defenses. You should be fairly secure now. Eventually you may want up to nine Patriots on your northern defense as your base expands westward.

Go ahead and start building your Strategy Center. Don’t forget to choose one of your three free upgrades.

Build a Supply Drop Zone in the back of your base and a Particle Cannon to the west. You want to be sure to get this started before the Scud Storm is built.

It takes a while before you are promoted to the third level. As soon as you are, create two Pathfinders. Put one in Guard mode to the east of your base. Center the Guard command a bit behind the two Patriots so he is a bit safer from toxins.

Take the other Pathfinder and move it to the north – hiding to the south of the small house in the area. This is a great location for the sniper, as he won’t be fumigated when the Anthrax bombs hit your base.

Colonel Burton is really not that necessary at this stage of the game, although he is a pleasure to have along on the offensive operations a bit later. Occasionally he comes in handy expediting the destruction of a Scud Launcher. If you leave him near your base, though, he is going to get fumigated.

To be sure you have sufficient funds during this mission, go ahead and build a second Supply Drop Zone, then a second Particle Cannon.

Continue to build Patriots to your northern defense. Of course, build Reactors as needed.

At this point, you will have to destroy the Scud Storm. If the second Particle Cannon is not ready in time to destroy the Scud Storm, use the A10 Missile Strike upgraded to the third level. The third level is the only way to “be sure” it will be destroyed.

Important: From here on out, it is very important to have a Tomahawk ready to take out the Scud Launchers that do not come into the range of your Patriots. When you get a chance, park one to the far west of your base so it is not destroyed when the Anthrax attacks arrive.

As you have time, use the Tomahawk or your General’s Powers to destroy the toxic bunkers in the area and the Stinger Sites on your side of the river.

Continue to build about five Particle Cannons and the corresponding Patriots to protect them.

Using the Particle Cannon and your General’s Powers on the GLA’s main base will not be that effective. The workers will continue to rebuild most of the structures. It is better use of your time and resources to start destroying the garrisoned buildings to the east of your base and those further to the north. They will not be rebuilt and will save you time later in your offensive operations. Also destroy the Tunnel Network to the east of your base and the Artillery Platform on the other side of the river.

Things should be reasonably well under control by now. Time to think about offensive operations.

Offensive Operations
This walkthrough will take you east before heading due north to the main GLA base.

A standard ground force can be used, especially with the use of your Tomahawks, but the following method works great.

As you head east, the bulk of the GLA assault will continue to take a more westerly path to your base and will not obstruct your progress.

Start by clearing the toxic Bunkers directly to the east of your base, if you have not already done so. The noxious fumes can destroy infantry that accidentally wander into the area.

Destroy all Stinger Sites in the area of your base, if you haven’t already done so.

Send Pathfinders east, along with Colonel Burton, to scout the area, using your Particle Cannons, Carpet Bombs, Spectre Gunships, A10 Missile Strikes and Fuel Air Bombs to blast anything in your path. Colonel Burton can destroy the Demo Traps.

The garrisoned buildings can also be cleared by using Flash Bangs -- after researching the technology at the Barracks.

The main structure to the east of the bridge that will be rebuilt is the Arms Dealer. Be sure to station a Pathfinder in this area to prevent this from happening.

After clearing the east side of the river, move your Pathfinders toward the northern bridge to be sure no workers cross it.

Set a Rally Point somewhere on the east side of the river and create six or more Pathfinders to act as backups as you move north. Occasionally, a Pathfinder can be lost if a Quad Cannon is in the area while it is attacking GLA infantry.

When using the Particle Cannon, be sure to click on two or more different areas while the blue cursor is present. This way, two or three buildings can be destroyed in one blast.

Clear the north side of the bridge, being careful to stay away from garrisoned structures. (These should already be destroyed before you even reach the area.) Destroy the structures to the east and west of the bridge and move additional Pathfinders to secure these areas.

Continue slowly inching your Pathfinders north -- destroying GLA structures from above. In a matter of minutes, the GLA defenses will be gone – and victory will be yours!!

Mission accomplished!

HH Alternate Strategy
Use two defensive strategies – building up to an airfield and pumping out four commanches, and building 4–5 patriots on the north-northeastern ridge where most of the attack comes from. Upgrade the commanches then to stealth, and buy the countermeasures. Put the first commanche on guard to the north of your base (watch that you don't destroy the chem bunker), put the second and third commanches on guard to the east, and put the fourth over your patriots to the northeast to catch suicide guys before you have snipers.

Once you have snipers, send the first one to the north, then one to the northeast, then one to the east. Add a commanche in the north for a total of two and one in the east for a total of three.

Build a few supply drop zones for cash, then build five particle cannons and wait until they are all charged. Use general powers to take out the far east war factory, the far northwest upgrade building, and then the five PCs to take out the main GLA structures. Do it all at once and you win on the first shot.