Command & Conquer: Generals/USA: Difference between revisions

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Update numbers & add costs to USA Upgrades & Minor misc.
(Update numbers & add costs to USA Upgrades & Minor misc.)
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===Infantry===
===Infantry===
* '''Ranger''' - While expensive in comparison, the Ranger is the only rifle infantry in this game who can use two weapons, the Assault Rifle and the Flashbang Grenades. Their Flashbang Grenades are effective in clearing structures and dealing with angry mobs, but are useless against vehicles. Rangers can also clear out buildings by being combat dropped into them via the Chinook.
* '''Ranger''' - While expensive in comparison, the Ranger is the only rifle infantry in this game who can use two weapons, the Assault Rifle and the Flashbang Grenades. Their Flashbang Grenades are effective in clearing structures and dealing with angry mobs, but are useless against vehicles. Rangers can also clear out buildings by being combat dropped into them via the Chinook.
* '''Missile Defender''' - These well-equipped rocket soldiers are essential to the USA strategy, left in Humvees for maximum effect. Optionally, they can attack with laser sights to greatly increase their rate-of-fire and range after a short delay. Unlike a RPG Trooper or the Tank Hunter, their missles don't wear out when pursuing aircraft.  
* '''Missile Defender''' - These well-equipped rocket soldiers are essential to the USA strategy, left in Humvees for maximum effect. Optionally, they can attack with laser sights to greatly increase their rate-of-fire and range after a short delay. Unlike a RPG Trooper or the Tank Hunter, their missiles don't wear out when pursuing aircraft.  
* '''Pathfinder''' - The Pathfinder is available after the expenditure of a level 3 Generals' Point. These anti-infantry units are unique because they may fire without blowing their stealthed position. They can also hide in structures, which grant them sufficient protection while maintaining stealth. Finally, the Pathfinder detects stealthed units in a wide radius when out in the open. When moving, the pathfinder is fully visible to enemy units.
* '''Pathfinder''' - The Pathfinder is available after the expenditure of a level 3 Generals' Point. These anti-infantry units are unique because they may fire without blowing their stealthed position. They can also hide in structures, which grant them sufficient protection while maintaining stealth. Finally, the Pathfinder detects stealthed units in a wide radius when out in the open. When moving, the pathfinder is fully visible to enemy units.
* '''Col. Burton''' - As a hero unit, Col. Burton is stealthed when idle or moving, and can also climb over cliffs for a surprise attack. The speedy USA hero is equipped with a machine gun that proves very effective against all targets, or can choose to use a knife to kill adjacent infantry while maintaining his invisibility. Finally, Burton can choose between remote demo charges or timed demo charges to damage structures, although technically, they can be attached to vehicles too.
* '''Col. Burton''' - As a hero unit, Col. Burton is stealthed when idle or moving, and can also climb over cliffs for a surprise attack. The speedy USA hero is equipped with a machine gun that proves very effective against all targets, or can choose to use a knife to kill adjacent infantry while maintaining his invisibility. Finally, Burton can choose between remote demo charges or timed demo charges to damage structures, although technically, they can be attached to vehicles too.
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===Vehicles===
===Vehicles===
* '''Construction Dozer''' - Equal to the Chinese dozer in speed and armor, these unarmed unit is necessary to build structures. It is also capable of clearing mine fields, demo charges, and Demo Traps without the risk of getting hit.
* '''Construction Dozer''' - Equal to the Chinese dozer in speed and armor, this unarmed unit is necessary to build structures. It is also capable of clearing mine fields, demo charges, and Demo Traps without the risk of getting hit.  USA structures are automatically repaired, but a dozer can speed up the process.
* '''Crusader Tank''' - a heavily armored unit, very effective vs. structures and vehicles. Crusaders are rather costly to build en masse.   
* '''Crusader Tank''' - a heavily armored unit, very effective vs. structures and vehicles. Crusaders are rather costly to build en masse.   
* '''Humvee''' - The most versatile unit in Generals, the Humvee can carry up to 5 infantry units, which can fire normally from the Humvee. The Humvee can also be upgraded early on to carry TOW Missiles, making the Humvee dangerous as an anti-air unit, and able to hold its own vs. light armor. When it is destroyed, however, all infantries within it are also killed.
* '''Humvee''' - The most versatile unit in Generals, the Humvee can carry up to 5 infantry units, which can fire normally from the Humvee. The Humvee can also be upgraded early on to carry TOW Missiles, making the Humvee dangerous as an anti-air unit, and able to hold its own vs. light armor. When it is destroyed, however, all infantries within it are also killed.
* '''Paladin Tank''' - The Paladin fires the same shell as the Crusader, but is more heavily armored, and is equipped with a slow-firing point defense laser which destroys nearby enemy rockets and zaps nearby infantry dead. useful when facing rocket armed oponents. particularly GLA scorpion tanks which are dependent on their rockets for maximum effect.
* '''Paladin Tank''' - The Paladin fires the same shell as the Crusader, but is more heavily armored, and is equipped with a slow-firing point defense laser which destroys nearby enemy rockets and zaps nearby infantry dead. useful when facing rocket armed opponents. particularly GLA scorpion tanks which are dependent on their rockets for maximum effect.
* '''Ambulance''' - This unit is unarmed, though any infantry unit that nears or enters it rapidly recovers health. It can carry 3 infantry units as a Humvee, though the Ambulance cannot be fired from. The Ambulance is the only unit that can remove hazardous material from the land, making it effective when resuming production after a Nuclear Missile, SCUD Storm, or Anthrax Bomb.
* '''Ambulance''' - This unit is unarmed, though any infantry unit that nears or enters it rapidly recovers health. It can carry 3 infantry units as a Humvee, though the Ambulance cannot be fired from. The Ambulance is the only unit that can remove hazardous material from the land, making it effective when resuming production after a Nuclear Missile, SCUD Storm, or Anthrax Bomb.
* '''Tomahawk Missile Launcher''' - This thin-skinned vehicle carries a massive missile, which can outrange base defenses and do severe damage from a distance. The icing on the cake is that the missile homes in on targeted enemy vehicles, assuring heavy damage. Like the SCUD Launcher's warhead, this missile will be shot down by Paladin Tanks' laser.  The weapon also has a blast radius comparable to the artillery shells, thus allowing it to remain useful against infantry.  
* '''Tomahawk Missile Launcher''' - This thin-skinned vehicle carries a massive missile, which can outrange base defenses and do severe damage from a distance. The icing on the cake is that the missile homes in on targeted enemy vehicles, assuring heavy damage. Like the SCUD Launcher's warhead, this missile will be shot down by Paladin Tanks' laser.  The weapon also has a blast radius comparable to the artillery shells, thus allowing it to remain useful against infantry.  
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* '''Pathfinder''' - The ability to train the Pathfinder at the Barracks.
* '''Pathfinder''' - The ability to train the Pathfinder at the Barracks.
* '''A10 Airstrike''' - The ability to call in A10 Thunderbolt Airstrike. A10s attack targeted area with missiles and mini-guns. There are 3 levels of A10 Airstrike, higher levels call in more A10s.
* '''A10 Airstrike''' - The ability to call in A10 Thunderbolt Airstrike. A10s attack targeted area with missiles and mini-guns. There are 3 levels of A10 Airstrike, higher levels call in more A10s.
* '''Paradrop''' - The ability to Paradrop Rangers, have 3 levels. A higher level drops more Rangers.
* '''Paradrop''' - This ability to Paradrop Rangers has 3 levels. A higher level drops more Rangers.
* '''Emergency Repair''' - The ability to repair friendly vehicles within a small area. There are 3 levels of Emergency Repair.
* '''Emergency Repair''' - The ability to repair friendly vehicles within a small area. There are 3 levels of Emergency Repair.


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== USA Upgrades ==
== USA Upgrades ==
*'''Capture Building''' - Available at the Barracks, enable Rangers to capture enemy and tech structures.
*'''Capture Building''' - Available at the Barracks, enable Rangers to capture most enemy structures and all civilian tech structures. Cost: 1000
*'''Flashbang''' - Available at the Barracks, allows Rangers to switch from their machine guns to Flashbang Grenades, which are extremely effective against infantries, and can kill them instantly when they are garrisoned in buildings. It is not effective against vehicles and structures.
*'''Flashbang''' - Available at the Barracks, allows Rangers to switch from their machine guns to Flashbang Grenades, which are extremely effective against infantry garrisoned in buildings, killing them instantly from a safe distance. It is not effective against vehicles and structures. Cost: 800
*'''Laser Missiles''' - Developed at the Air Field, increase the damage of Raptors and Stealth Fighters by 25%.
*'''Laser Missiles''' - Developed at the Air Field, increase the damage of Raptors and Stealth Fighters by 25%. Cost: 1500
*'''Rocket Pod''' - Purchased at the Air Field. The Rocket Rod upgrade enables Comanches to use the Rocket Barrage ability, which can wreak havoc on large group of vehicles. It require a short time to cool down after using.
*'''Rocket Pod''' - Purchased at the Air Field. The Rocket Rod upgrade enables Comanches to use the Rocket Barrage ability, which can wreak havoc on large group of vehicles. It require a short time to cool down after using. Cost: 800
*'''TOW Missile''' - Developed at the War Factory, add a TOW Missile to Humvees, which can be used to target ground and air units, greatly increasing its firepower.
*'''TOW Missile''' - Developed at the War Factory, add a TOW Missile to Humvees, which can be used to target ground and air units, greatly increasing its firepower. Cost: 1200
*'''Control Rod''' - Upgraded at each Cold Fusion Reactor, increases its output by 100%.
*'''Control Rod''' - Upgraded at each Cold Fusion Reactor, increases its output by 100%. Cost: 500
*'''Composite Armor''' - Available at the Strategy Center, add 25% more armor to Crusader and Paladin tanks.
*'''Composite Armor''' - Available at the Strategy Center, increase tank armor. Crusader gets +40%, Paladin gets +20%. Cost: 2000
*'''Drone Armor''' - Available at the Strategy Center, increase the armor of Battle Drones and Scout Drones.
*'''Drone Armor''' - Available at the Strategy Center, increase the armor of Battle Drones and Scout Drones by 50%. Cost: 500
*'''Advanced Training''' - Developed at the Strategy Center, all USA units gain Veterancy twice as fast after purchasing it.
*'''Advanced Training''' - Developed at the Strategy Center, all USA units gain Veterancy twice as fast. Cost: 1500


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