Command & Conquer: Generals - Zero Hour/China Nuke General vs. USA Air Force General: Difference between revisions

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==Hard Difficulty==
==Hard Difficulty==
Enemy laser countermeasures render Tank Hunters ineffective, and air power is completely invalidated by King Raptors. Instead, employ Gattling Cannons to ward off enemy aircraft.


Anti-air is the key to surviving and that is the key to winning this level. Do not use rocket troopers for this purpose, use Gatling cannons. Initially, build 6-8 Gatling Cannons halfway between your base and the river. Do it quickly because you need to have them up and running before the initial assault. The anti-missile defenses on the air force general's planes renders 90% of the rockets fired useless; however, Gatling cannons will rip his planes to shreds. A few Gatling cannons will be destroyed, but as long as you keep repairing and replacing them you will be safe. Extend the Gatling cannon line to the southeast as your base expands.
At the start your initial priority should be to build a second Dozer, a Barracks, a Supply Center (with an extra Supply Truck), and 6-8 Gatling cannons between your base and the river. (Do it quickly because you need to have them up and running before the initial assault. Losses are inevitable, but as long as they are replaced the onslaughts will soon crumble). Two Reactors should be able to sustain everything.  


At the start your initial priority should be to build a second dozer, a barracks, supply depot, 6-8 Gatling cannons between your base and the river, and the power structures to run everything (with a backup just in case). Leave space around your barracks to minimize collateral damage from the B2 bomber runs.  Be sure to train a red guard unit and research capture building to get the oil derricks and keep the cash rolling in. You can capture the second Oil Derrick to the north of the base for an extra $1000. However, it will likely be destroyed early as it is difficult to defend it in the early part of this level.
Leave space around your barracks to minimize collateral damage from Carpet Bombers. Purchase the Capture Building upgrade, then use Red Guards to seize the Oil Derricks. The Northern Derrick might not survive if secured early, but it'll still give a small income boost nevertheless.


After you are well defended start building your base. The order should not matter much, but it is advisable to focus on getting hackers and an internet center to keep up your cash flow. If your supply pile empties, you can get more supplies to the east.
Once the base is relatively secure, build a War Factory (for the Chain Guns upgrade and the Internet Center), a Propaganda Center (for Hackers and Nuclear Missiles). It is imperative to get these done early as expanding can be impractical and dangerous with the King Raptors and Comanches flying around. Try to have at least 2-3 Nuclear Missiles alongside a level 3 Artillery Barrage ready, then purchase Satellite Hack I and II. The latter will reveal all enemy presence every few minutes so it's easier to destroy all enemy Dozers and the Command Center. Once these are out of action no enemy structures may be rebuilt. Simply take out the Cold Fusion Reactors to disable the Patriot Missile Systems, then send a Helix with Bunkers and Tank Hunters to clean up.  


If you can get a nuke quickly, the first target should be the enemy supply center. That is where they keep their planes and Apaches patrolling when they are not actively attacking you. Also if you hit this area with a nuke before their initial supply pile runs out, you will take out many of their supply choppers. However, after one strike in this area you are better off targeting his airfields and the rest of his base.
A large quantity of infantry units will be guarding the center of the map. Helixes and MiGs can avoid them easily when micromanaged well, but they can impede ground assaults, Nuke Bomber and EMP Pulse. Nuke Bombers however are still useful for directly neutralizing them.
 
After their initial supply pile is empty, they will start emptying the one in the center of the town in the middle of the map. On hard difficulty they will also have a large garrison force here, the size of which will actually prevent your nuke bomber power from making it to the enemy base.
 
Once again, your air power has little use on this level; enemy raptors will easily shoot your planes down. After your base is up and running send out forces of overlord tanks to dominate the map. You need to have a few speaker towers on your overlords to heal, but you should favor Gattling cannons to defend you overlords against the inevitable attack from the air.
 
If you can survive the initial air assault at the beginning of the level, the rest of this level will be easy in comparison.


==Walkthrough==
==Walkthrough==
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