Command & Conquer: Generals - Zero Hour/GLA Demolitions General vs. USA Air Force General
The Air Force General is extremely single-minded – air assault, air assault, air assault. Because of this, it is much easier to plan your early defensive efforts, focusing entirely on anti-air defenses. The Air Force General will not mount a ground campaign at any time during this mission.
It is fairly easy to survive the early rounds of bombing, but don’t become complacent in your defense!! As the Air Force General levels up, he will have more attacks available from his General’s Powers, including the Spectre Gunship. Make sure you continue building your anti-air defenses even if you feel somewhat secure.
An additional strategy to help mitigate the enemy’s air power is to build four RPG Troopers and place them in the four small buildings near the river. The aerial assaults directed at these buildings take a lot of pressure off of your other forces.
Create about seven additional workers. Build a Barracks and a Supply Stash. Research the Capture command and recruit two Rebels. Have the first Rebel capture the nearest oil derrick, while sending the second Rebel to capture the derrick further to the west. The oil derrick to the west will probably be destroyed on the first bombing run, but you can at least take advantage of whatever resources you receive until then.
Build an Arms Dealer and two Stinger Sites. Recruit four RPG Troopers and station them in the civilian structures by the river.
Continue to build another two Stinger Sites as you crank out as many Quad Cannons as possible. You can start building your fifth and sixth Stingers on the ends but they may not be finished until after the first bombing run.
Recruit another four or more RPG Troopers and again station them in the civilian structures.
The air attacks will begin and will continue for quite some time until the Air Force General runs low on funds.
Try to maintain a constant of at least six Stinger Sites and six to eight Quad Cannons as the Air Force General continues his attacks. Continue to repair and replace lost units.
Although Quad Cannons are quite effective against air units, your Stinger Sites are needed to detect the Stealth Bomber.
Important: If possible, keep your civilian garrisoned buildings repaired.
Continue filling up your civilian structures with RPG Troopers, as desired. The one downside to this is if a structure is destroyed, all of the troops inside can be lost.
Go ahead and get the top-level Cash Bounty to improve cash flow once you reach Level 3.
Consider obtaining the Repair skill. This can save a Quad Cannon or two along the way. 800 credits here and 800 credits there adds up. Send your Quad Cannons back for repair at the Arms Dealer when necessary.
Purchase a Radar Van to activate the radar map on your control panel.
Build a Palace when things calm down a bit.
Afterwards, build a Black Market. From the Black Market, purchase the upgrades Buggy Ammo and AP Rockets. This will turn your Rocket Buggies into true fighting machines, especially when grouped in large numbers.
All of the upgrades at the Black Market are worth acquiring. Check them all out.
With your Rocket Buggies, you can destroy the garrisoned civilian buildings and Patriots while outside the firing range of the enemy. Be sure to put a leash on them, though, or they will stray too close to enemy fire. “Usually” using the Guard command will help keep them under control.
Starting with a group of about four Rocket Buggies and four Quad Cannons (for anti-air protection) start exploring toward the enemy base on the other side of the river. Destroy any garrisoned buildings and the large group of infantry gathered by the Supply Dock.
You can also capture the two oil derricks on the other side of the river. Station Quad Cannons in the vicinity to protect from air attacks.
Once you approach the base, destroy the Patriots with your Rocket Buggies while protecting them from air attacks with your Quad Cannons. Losses will be sustained. Troops can be replenished more quickly by creating a Sneak Attack tunnel in the area.
Enemy jets will step up their attacks and they will slowly pick off your units. Try to make steady progress or the attrition rate will grow.
An alternate route is to build three Scud Launchers to the east of your main base and then dismantle the Air Force General’s base in a more wholesale manner. To make sure they are well-protected, first build two more Stinger Sites very close to the river. This will allow enough room for the three Scuds behind them.
First target the Command Center so that the Carpet Bombing will end, then dismantle the rest of the base by whatever means brings you the most pleasure.