Command & Conquer: Generals - Zero Hour/Superweapon: Difference between revisions
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Command & Conquer: Generals - Zero Hour/Superweapon (edit)
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==Build Orders== | ==Build Orders== | ||
Use your first Dozer to start a Reactor, then | Use your first Dozer to start a Reactor, then queue up another Dozer, and when it's ready start a Barracks. Use your free Dozer once your Reactor is finished to start a Supply Center. Then queue up your Control Rods. | ||
If there are Oil Derricks, research Capture building and capture any that you can. | If there are Oil Derricks, research Capture building and capture any that you can. | ||
Have one | Have one Dozer stick to building your base (War Factory/Air Field (it's your preference), Strategy Center (Bombardment), Supply Drop Zone'''''S''''', Particle Cannons) and keep your power supplied, while the other builds EMP Patriots and Fire Bases. | ||
Save your second general point for Pathfinders. | Save your second general point for Pathfinders. | ||
Continue building Drop Zones, | Continue building Drop Zones, Particle Cannons, and maybe airfields along with more base defenses until you feel comfortable with obliterating your enemy. | ||
==Strategies== | ==Strategies== | ||
Use your EMP Patriot turrets liberally; they are a decent all-around defense, and once the infantry stops moving, it's toast. | |||
Use Fire Bases garrisoned with either two Rangers and two Missile Defenders or one Ranger, one Pathfinder and two Missile Defenders for every few (3–5) EMP Patriots you line up. | |||
Use Fire Bases garrisoned with either | |||
Adjust defenses accordingly based on your opponent, more infantry means more Fire Bases, more tanks/aircraft means more EMP Patriots. | Adjust defenses accordingly based on your opponent, more infantry means more Fire Bases, more tanks/aircraft means more EMP Patriots. | ||
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Make sure to have more than enough power at all times, and space your Reactors out so as to avoid massive power loss. | Make sure to have more than enough power at all times, and space your Reactors out so as to avoid massive power loss. | ||
When possible, have several Particle Cannons building at the same time, to | When possible, have several Particle Cannons building at the same time, to aggravate opponents (for online) and have immense burst damage capabilities. | ||
If your turrets and Fire Bases aren't enough defense, aircraft are your only other real defense, other than infantry and avengers, the latter being mostly for air assaults against you. | If your turrets and Fire Bases aren't enough defense, aircraft are your only other real defense, other than infantry and avengers, the latter being mostly for air assaults against you. | ||
As with all USA forces, intelligence is key, so use your initial general point on the sentry ability, coupled with your satellite ability, you can keep an eye on all of your opponent | As with all USA forces, intelligence is key, so use your initial general point on the sentry ability, coupled with your satellite ability, so you can keep an eye on all of your opponent's actions and never be surprised. | ||
Victory with general Alexander is about biding time and then obliterating your opponent all at once, via particle cannons and (maybe) a few aircraft. | Victory with general Alexander is about biding time and then obliterating your opponent all at once, via particle cannons and (maybe) a few aircraft. | ||
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Beware artillery units such as SCUD Launchers, Nuke Cannons, enemy Tomahawks, Rocket Buggies, and the actual Chinese Artillery Barrage. | Beware artillery units such as SCUD Launchers, Nuke Cannons, enemy Tomahawks, Rocket Buggies, and the actual Chinese Artillery Barrage. | ||
Be wary of Saboteurs | Be wary of Saboteurs; have Patriots spread near your Reactors to help avoid stealth insertions by the GLA. | ||
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