Command & Conquer: Generals - Zero Hour/Demo: Difference between revisions

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'''Combat cycles come ridden by a Terrorist by default.'''
'''Combat cycles come ridden by a Terrorist by default.'''


Stealth units and capabilities are unavailable, aside from Jarmen Kell. This General can build neither the Saboteur or the Hijacker.
Stealth units and capabilities are unavailable, aside from Jarmen Kell. This General can build neither the Saboteur nor the Hijacker.


Toxin upgrades are not available. Instead, the Scud Storm, Scud Launcher, and Bomb Truck are packed with explosives. Both the Scud Storm's radius and damage have been increased.
Toxin upgrades are not available. Instead, the Scud Storm, Scud Launcher, and Bomb Truck are packed with explosives. Both the Scud Storm's radius and damage have been increased.
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Marauder Tank: Cost increased to $900 (normally $800)
Marauder Tank: Cost increased to $900 (normally $800)


Combat Cycle: Cost increased to $550 (normally $500)
Combat Cycle: Cost decreased to $450 (normally $500)


Battle Bus: Cost increased to $1000 (normally $800)
Battle Bus: Cost increased to $1000 (normally $800)
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* USA Super Weapon General
* USA Super Weapon General
* China Tank General
* PLA Tank General
* China Nuke General
* China Nuke General
* GLA Toxic General


==Weak Against==
==Weak Against==


* China Infantry General
* Chinese Infantry General
* USA Laser General
* America Laser General
* USA Airforce General
* USA Airforce General
* GLA Stealth General
* GLA Stealth General
* GLA Toxic General




** ''it should be noted that you do not have a superiority of inferiority against any of these generals, however you do have an advantage or disadvantage when playing against them.
** ''it should be noted that you do not have a superiority or inferiority against any of these generals, however you do have an advantage or disadvantage when playing against them.
''
''


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Early game, your offence lies within you terrorists, RPG, and rebels which have booby traps from the start. Never attack from the front, always from the sides or back. Use your terrorists against heavy tanks, terrorists are especially good against slow tanks as they cannot be killed by their firepower.
Early game, your offence lies within you terrorists, RPG, and rebels which have booby traps from the start. Never attack from the front, always from the sides or back. Use your terrorists against heavy tanks, terrorists are especially good against slow tanks as they cannot be killed by their firepower.


Advanced Demo traps work very effectively against tank based generals (china tank, china nuke, and USA laser). Place your traps all around your entrances, however keep a distance between them. It is recommended to manually trigger them, so keep a good eye. Place some traps near the oil derricks as to blow up any offensive tanks.
Advanced Demo traps work very effectively against tank based generals (Chinese tank, China nuke, and America laser). Place your traps all around your entrances, however keep a distance between them. It is recommended to manually trigger them, so keep a good eye. Place some traps near the oil derricks as to blow up any offensive tanks.


Technicals should be used to transport terrorists in long distances, then once the destination is reached, use the technical as bait while the terrorists charge against them from the sides.
Technicals should be used to transport terrorists in long distances, then once the destination is reached, use the technical as bait while the terrorists charge against them from the sides.
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- Rocket buggies / Scud launcher
- Rocket buggies / Scud launcher
- Jarmen Kell


Jarmen kell deserves a special mention, as he gets Burton's bombs, making him an extremely powerful unit. Place him onto one of your combat cycles, and send him towards the enemy base.
Jarmen kell deserves a special mention, as he gets Burton's bombs, making him an extremely powerful unit. Place him onto one of your combat cycles, and send him towards the enemy base.
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'''* Late game:'''  
'''* Late game:'''  


You should try to avoid late game, as you will be overpowered by Late-gamish generals such as Tank general and Laser General.  
You should try to avoid late game, as you will be overpowered by Late-gamish generals such as Tank General , Infantry General and Laser General.  
   
   
However your scud storm is the most powerful super weapon in the game, capable of taking out a super weapon easily.  
However your scud storm is the most powerful super weapon in the game, capable of taking out a super weapon easily.  
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* '''Super Weapon:'''
* '''Super Weapon:'''
              
              
- terrorists will avoid EMP missiles, and once you take out the power plants, they will be in chaos. Remember to fake the command center in a location which can mislead the opponent, as the opponent will attempt to take out your command center using 4 Aurora alphas.
- Terrorists will avoid EMP missiles, and once you take out the power plants, they will be in chaos. Remember to fake the command center in a location which can mislead the opponent, as the opponent will attempt to take out your command center using 4 Aurora alphas. Use the Demo Scud Storm to targeted her Command Center and Particle Cannon, so she did'nt build anymore


* '''Laser:'''  
* '''Laser:'''  


- their Laser turrets are a nightmare, with fast rate of fire, unmatched accuracy and precision will take out your cycles, terrorists, and scud missiles. How to solve this? target their power plants, as they are heavily dependent on power, low power = no defence = no offense.
- Their Laser turrets are a nightmare, with fast rate of fire, unmatched accuracy and precision will take out your cycles, terrorists, and scud missiles. How to solve this? target their power plants, as they are heavily dependent on power, low power = no defence = no offense.


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* '''Tank:'''
* '''Tank:'''
            
            
- Tanks are easy against demolition, blow them up using terrorists and cycles from the sides and behind, and their war factory is your priority.  
- Tanks are very easy against demolition, blow them up using terrorists and cycles from the sides and behind, and their war factory is your priority.  


* '''Nuke:'''  
* '''Nuke:'''  
   
   
- Their long range can be a pain, but no worries, your terrorists are cycles are more than enough. 1 terrorists can take out a nuke cannon. ouch.
- Their long range can be a pain, but no worries, your terrorists are cycles are more than enough. 1 terrorists can take out a nuke cannon. ouch. Also target their power plants, as they are heavily dependent on power.


* '''Infantry:'''
* '''Infantry:'''
            
            
- This is probably the hardest match up. you don't have toxin, what do you do? survive early game, this will limit your offense, so focus on quad cannons and train jarmen kell asap.
- This is probably the very hardest match up. you don't have toxin and the enemy build MIG, what will you do? survive early game, this will limit your offense, so focus on quad cannons and train Jarmen kell asap.


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  IF you are facing Demolition General, here are the top tips:
  IF you are facing Demolition General, here are the top tips:


- protect all sides, especially hills. Airforce is crucial, helix and Comanches are important. never build close your building close to each other, and keep your tanks apart. Demolition defense is weak, focus on him, and he will be forced to defense.
- protect all sides, especially hills. Airforce is crucial, Helix and Comanches are important. never build close your building close to each other, and keep your tanks apart. Demolition defense is weak, focus on him, and he will be forced to defense.
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