GamingHyena's Command and Conquer Generals GLA FAQ v1.0 *NOTE* This FAQ cannot be put on any website, public or private, without express permission of the author. Want permission? E-mail: Happyhyena2000@yahoo.com. Also, if you can provide a tip I can use, I will give you credit in the next version of the FAQ. Check out my website for reviews and more walkthroughs at http://gaminghyena.tripod.com/ Copyright 2003 All rights reserved. Table of Contents: 1. The Basics 2. Tactics 3. Infantry 4. Vehicles 5. Structures 6. Upgrades The Basics: The GLA is your basic quick race. Your troops are cheaper, more expendable, and inferior to the US and China. Since you can't compete with the other countries in terms of technology, you will have to rely on speed or overwhelming numbers to win. Advantages: The GLA's primary advantage is how inexpensive its units are compared to the US and China. This allows the GLA player to quickly build up a large army and attack before anyone else has a chance to create a defense. Since GLA buildings don't use power, strategies such as pulling the plug on the power and attacking don't work. Tunnel Networks allow near instantaneous movement of troops around the map, and the GLA has the most robust AA defense of all three races. The GLA base is also one of the hardest to kill off; many buildings rebuild themselves if destroyed and its workers are cheap builders. Finally, the GLA can easily kill infantry, and almost every unit they produce has some anti-infantry capability. Disadvantages: While your units may be inexpensive, they are also generally very poor in quality. GLA units will almost always lose a one on one fight with an equal unit from either the USA or China. The lack of an air force makes long-range strikes difficult, and its base defenses are easy to overwhelm. While Workers can both gather resources and build, they are easy to kill and it takes quite a few of them to equal the production of the other countries. GLA units are generally very poor at killing enemy armor, and a mass of tanks can spell the end of your base. Tactics: Base Defense: More than any other race, the GLA must rely on a coordinated defense to stop any invasion. A good tactic is to build two Stinger Sites and sandwich a Tunnel Network in between. The Tunnel Network provides good anti-infantry while the two Stinger Sites will keep enemy armor and aircraft at bay. Stinger Sites should never be built alone; US Pathfinder snipers can kill the soldiers inside the Stinger Site, leaving it vulnerable to attack. Chinese Fire Dragons will make quick work of the site, soldiers and all. Taking advantage of the surrounding terrain and stationing additional units around your defenses (especially Radar Vans) will help compensate for these weaknesses. Anti-Air: The GLA has the best anti-air defenses in the game, and you'll need every bit of it to keep enemy fighters away. Unfortunately, the anti-air game is one you will eventually lose if you play defensively, since US fighters such as the Aurora can bypass your defenses and Chinese Migs are cheap and easily replaced. Therefore, the best air defense is to force your opponent not to build any planes. Keeping up a constant pressure in the game and squeezing your enemy can deny him the spare funds he might otherwise use to build an air force. Building lots of Stinger Sites in your base and around valuable targets may cause him to think twice about building planes in the first place. Attack any airports you find, and including Quad Cannons with your strike forces can help bring down enemy choppers and slower planes. Buggy Barrage: A group of about 5 Rocket Buggies can be used to harass enemy defenses and destroy his outposts. I often have a group of Buggies hotkeyed for hit and run missions. They are armed with powerful missiles (which benefit from the Buggy Ammo and AP Rocket upgrades) and a long enough range to take out defenses and outlying buildings with little risk. Suicide Squad: Bomb Trucks are highly effective against the computer and marginally effective against human opponents. Its ability to look like the enemy allows it to fool most units (but not base defenses or anything that can detect hidden units), and is best used in conjunction with a small distraction force of armor and buggies. It can seriously damage most structures and armor with the High Explosive Bomb upgrade, and decimate infantry with the Bio Bombs upgrade. The Suicide Squad tactic should be reserved against very valuable targets that need to go NOW (such as a special weapon site about to go online) since it can be very expensive and risky to pull off. Alternatively, (depending on the map) leaving a Bomb Truck near a civilian structure can fool the enemy into leaving it alone long enough to get close to a force and destroy it. Pulling the Plug: Both the US and China rely extensively on power plants for their defenses and special weapons. Therefore, it is only natural that they should be your primary targets. Bomb Trucks make short work of power plants, as do rocket buggies and SCUD launchers. Remember that once the power goes out you should not attack any power using structures. Use the opportunity to take out any enemy forces, and then go for the remaining power plants. Should you destroy a power using structure, you run the risk of accidentally leaving enough power for the base defenses to turn back on. Instant Reinforcements: When going to advance against an enemy base, make sure and bring along a few workers with your force. While your combat units slug it out with the enemy, have your worker build a Tunnel Network. You can now send your troops through the Tunnel Network to help out, sending them right into the action. Best of all, if you leave your worker nearby, he will automatically repair the Tunnel Network. Infantry: Workers: Cost 200 Builds all GLA structures. Repairs buildings and collects supplies. Workers are the backbone of any GLA base. They are by far the cheapest construction unit to produce, and you can save even more money by making them collect supplies when they aren't building anything. Rebel: Cost 150 Good v. Infantry Weak v. Tanks, Light Vehicles Rebels are your basic unit of infantry. Although cheap, they are virtually useless except in large numbers against enemy infantry. Keep some around for capturing buildings, but otherwise avoid using them for combat purposes. RPG Trooper: Cost 300 Good v. Tanks Weak v. Infantry As with the rocket soldiers in the US and China, it is best to avoid having these units on the ground when engaging enemy tanks. They will quickly run over the little guys before their rockets can blow up the vehicle. They are most effective in bunkers, vehicles, or around your base defenses to provide anti tank/air support. Terrorist: Cost 200 Good v. Tanks, Buildings. Weak v. Infantry, Light Vehicles. Suicide Soldier The Terrorist has few good uses. Since it is a one shot deal, it is best used on the enemy's base. However, they are rather vulnerable when on the ground to enemy anti- armor. Therefore, they are best used when either transported to the enemy base in another vehicle or as a last resort measure against an invasion of your base. Angry Mob: Cost 800 Good v. Infantry, Vehicles Weak v. Flame, Toxins, Flash Bang Grenades The Angry Mob is one of my personal favorites. In addition to being good at killing infantry and vehicles, the Angry Mob also is effective at destroying enemy structures as well. Just keep them out of range of enemy anti-infantry weapons. US Pathfinders can also become a problem as they can remain hidden and snipe the mob. Hijacker: Cost 400 Can capture any enemy vehicle. Camouflaged while stationary. Good v. Tanks, Vehicles Weak v. Infantry Scouts Requires a General's Promotion Hijackers, while a nice idea, are not very practical for most GLA games. Jarmen Kell can disable any enemy vehicle, allowing it to be easily captured. Plus Hijackers can be easily be picked off by enemy infantry, and require a General's Promotion to be used. You'd be better off using that Promotion on a Marauder or SCUD launcher. Jarmen Kell: Cost 1500 Camouflaged. Can hide inside civilian buildings to snipe at enemy soldiers. Can kill the crew of enemy vehicles making them vulnerable to capture. Without a doubt he is the best infantry unit in the game. Too bad you only get one of him. Although he will excel in any role you put him in, Jarmen is best used in sniping an invading force before it gets to your base or packing him with a group of infantry in a Technical and hunting for enemy armor. In both situations, it is best to make use of his Sniper Attack to kill vehicle crews and then use your infantry to take them over. Vehicles: Scorpion: Cost 600 Strong v. Light Vehicles Weak v. Rocket Soldiers, Aircraft The Scorpion is a heavy scout vehicle roughly on par with a US Hummer. Although it can take on most light vehicles with ease, it is not up to fighting tanks. Toxin Shells allow them to engage enemy infantry easier, and the Scorpion Rocket upgrade gives them a prayer against armor. They are best used to support Marauders and other frontline units. Technical: Cost 500 Strong v. Infantry Weak v. Tanks, Aircraft Can upgrade weapon with parts scavenged from enemy kills. Technicals, because they are so fast and cheap, make ideal scouts early in the game. While they can pick off the odd straggler or two, they should not go up against armed vehicles. They are soon outclassed by better weapons, and should be used primarily as troop transports for infantry. Radar Van: Cost 500 Provides Radar Can spot enemy units Radar Vans can be used successfully in many roles. Put them next to your base defenses to watch out for enemy camouflaged units. Scattering a few around your base can ensure that you do not lose radar coverage should someone use a special weapon on your base. Plus with the Radar Scan upgrade each Radar Van gets a free scan. Quad Cannon: Cost 700 Strong v. Infantry, Aircraft Weak v. Tanks Can upgrade weapon with parts scavenged from enemy kills. Quad cannons are the GLA's primary mobile AA defense. Stationing a few around important sites can catch some air units (such as the Aurora) after they've bombed their target and may cause your opponent to think twice about coming back. Always send some with your strike forces to keep enemy helicopters away. Toxin Tractor: Cost 600 Strong v. Infantry Weak v. Tanks, Aircraft, Base Defenses Toxin Tractors are the ultimate anti-infantry unit. The noxious stream they produce not only kills the soldier that was targeted, but also any other ones that go in the contaminated area. Use them occupied civilian structures to clear out all enemy soldiers inside. Just make sure to bring along some anti-armor units in case any tanks show up. Rocket Buggy: Cost 900 Strong v. Buildings, Infantry Weak v. Tanks, Aircraft Rocket Buggies are good multipurpose units. They make excellent hit and run strikers, and leaving a few near your defenses can tear up enemy vehicles and soldiers. Never leave them in the field unsupported, as most units can quickly tear up a Rocket Buggy if they get in range. Marauder Tank: Cost 800 Strong v. Buildings, Light Vehicles Weak v. Rocket Soldiers, Aircraft Can upgrade weapon with scavenged parts from enemy kills. Requires a General's Promotion Although Marauders initially are not very good tanks, they are far better than Scorpions in engaging enemy armor. After scavenging parts from enemies, they become more on par with enemy tanks. Throw in Toxin Shells and the Anthrax Beta, and you've got a pretty decent anti-infantry capability as well. Massed Marauders can be effective in punching a hole in the enemy's defenses, and allowing weaker units to get in and wreak havoc. Bomb Truck: Cost 1200 Strong v. Infantry, Buildings Weak v. Scouts Can disguise to look like any vehicle, friend or foe. Although Bomb Trucks have limited uses, they are not recommended for most games. They are extremely expensive for what they do, and can be easily destroyed by both infantry and armor. They are effective if money is not a problem or to destroy a building that is crucial to the enemy. If you must use them, go for the High Explosive upgrade. So many other GLA units use toxins that Bio Bombs aren't necessary. SCUD Launcher: Cost 1200 Strong v. Infantry, Buildings Weak v. Tanks, Aircraft Can be equipped with either an explosive or biological warhead. Requires a General's Promotion. SCUD Launchers are one of the most effective long-range artillery in the game. Best used against groups of infantry or buildings, SCUD launchers are great for supporting a breakthrough of the enemy's defenses or even limited hit and run missions, although this is not recommended due to their slowness and vulnerability. Just make sure to protect them; their high cost and weakness make them prime targets for the enemy. Structures: Supply Stash: Cost 1500 The Supply Stash is more expensive than comparable resource gathering structures of China or the US, but allows the production of Workers. This basically lets you use them as backup Command Centers should your main one get destroyed. For this reason alone it is advisable to have as many Supply Stashes around as you can to make sure you always have a supply of Workers to rebuild your base. Palace: Cost 2500 The Palace produces important technologies and should be placed in the back of your base. It isn't a bad idea to garrison it with rebels and spare RPG troopers should the enemy try and airdrop units. Barracks: Cost 500 The Barracks allows you to train all types of GLA troops. This structure should be placed near the entrance of the base to speed troops to the front lines. Black Market: Cost 2500 In addition to giving you access to vital GLA technology, the Black Market also produces 20 credits/second. It's a good idea to build multiple Black Markets to speed research and for the extra cash flow. Stinger Site: Cost 900 Considering how much the GLA lacks in anti-armor, Stinger Sites should be the cornerstone of base defense. Remember that they are very weak at killing infantry, and they can be taken out with either Pathfinders or Flame Dragons. SCUD Storm: Cost 5000 Although expensive, the SCUD Storm's attack is good at killing both units and structures. Best of all, it grows even more powerful with the Anthrax Beta upgrade. Since the GLA doesn't use power, you can build as many SCUD Storms as you have the money and space for. Remember that once your SCUD Storm timer starts, it will become a prime target for the enemy. Guard it well. Tunnel Network: Cost 800 One of the most versatile base defenses in the game, Tunnel Networks also produce two RPG Troopers to give it a limited armor defense. Although its cannon is effective against infantry, it should be guarded against heavier tanks. They also allow the instantaneous movement of troops between any two Tunnel Networks. Arms Dealer: Cost 2500 Arms Dealers allow you to produce vehicles. It is advisable to build more than one to speed construction of groups of vehicles and to serve as a backup should one get destroyed. Command Center: Cost 2000 Unlike the US and China, the GLA does not need a Command Center to survive since their Supply Stashes also produce Workers. However, Command Centers allow you to access your General Promotions like the Anthrax Bomb. Place it in the back of your base and concentrate your Worker production in your Supply Stashes up front. Demo Trap: Cost 400 The Demo Trap is an explosive device that can either be triggered remotely or with a proximity fuse. It is a great way to protect base entrances and vital chokepoints from enemy assault. They even have their own sight radius and can be used to keep an eye on certain areas. Upgrades: Capture Building: Cost 1000 Research at Barracks Probably one of the most important upgrades you can purchase, Capture Building allows you to commandeer both civilian and enemy structures. Capture Building is crucial in the beginning of the game, when most civilian oil derricks and refineries remain unclaimed. Just send a Rebel up to the structure, and in a few seconds it will be yours. Scorpion Rocket: Cost 1000 Research at Arms Dealer Scorpion Rockets are either marginally useful or incredibly useful, depending on whether or not you build Marauders. If you do build Marauders, then Scorpions are used for scouting and support, which means they should be encountering much armor. However, if you choose not to build Marauders, then Scorpions are basically all you have against armor. At this point Scorpion Rockets are indispensable, since they are your only chance at stopping enemy tanks. Depending on how many Scorpions you build, Scorpion Rockets may or may not be a good deal. Camouflage: Cost 2000 Research at Palace Camouflage makes Rebels invisible when they aren't firing. The only problem is that it only works on Rebels, and odds are you aren't using them in an offensive role. The fact that it only works on one unit, and that its so expensive means that Camouflage is one upgrade I would be wary about spending my money on. Anthrax Beta: Cost 2500 Research at Palace Anthrax Beta adds a whopping 25% damage bonus to all toxic units. Since so many of your units use toxins, this can give you the edge you need to take on the US and Chinese forces. This upgrade combined with Toxin Shells gives your armor units great anti-infantry defenses, plus it makes toxins viable against tanks. It even makes SCUD Storm more powerful. Arm the Mob: Cost 1000 Research at Palace Arm the Mob gives your Angry Mob units AK-47s. This makes their attacks against enemy infantry and armor more powerful, but doesn't help their weaknesses to flames and toxins. If you use a lot of Angry Mobs, it is very useful. If you don't, obviously its money better spent elsewhere. Toxin Shells: Cost 1000 Research at Palace Toxin Shells are one of the greatest bargains in the upgrade section. It makes both Scorpions and Marauders better suited to handling infantry, and it helps against tanks as well. In order to get its full potential, you will need to research Anthrax Beta as well. Just remember that toxins affect your troops as well as the enemy, and to keep your infantry away from the radius of the gas. AP Bullets: Cost 2000 Research at Black Market AP Bullets give a 25% damage bonus to Rebels, Technicals, Quad Cannons, and Jarmen Kell. Although it is a powerful bonus, odds are you probably don't have many Rebels or Technicals in the line of fire. Jarmen Kell already kills infantry (and vehicles with the Sniper Shot) with ease. Quad Cannons certainly benefit when shooting down aircraft or taking on infantry, but spending that amount of money on such a limited range is questionable. Junk Repair: Cost 2000 Research at Black Market Junk Repair automatically heals all vehicles. This allows you to breathe new life into near dead units without going all the way back to the Arms Dealer for repair. Unfortunately, the GLA player receives this upgrade later in the game than the US or China, but that makes it all the more important. Since you'll end up having to replace fewer units, you can spend that precious cash elsewhere and have more veteran units. In the end, you'll probably save more than you paid for this vial upgrade. Radar Scan: Cost 500 Research at Black Market The Radar Scan allows your Radar Vans to see a portion of the map for a limited time. Since you can build as many Radar Vans as you want (and you should have several), this upgrade becomes even more useful. Use the Radar Scan to find crucial structures in an enemy base, or to identify enemy forces. Best of all, it has a short 30 second recharge between uses. AP Rockets: Cost 2000 Research at Black Market AP Rockets are recommended because they have both offensive and defensive uses. Stinger Sites use rockets, which can give you an extra punch in repelling invasions. Rocket Buggies and RPG Troopers also use rockets, allowing you much a needed anti- armor bonus against the hoards of enemy tanks you'll no doubt encounter. Buggy Ammo: Cost 1200 Research at Black Market Buggy Ammo gives your Rocket Buggies +25% more ammo. This further enhances the Rocket Buggy's role as a hit and run vehicle. With more ammo, you can cause more damage to more targets. Paired up with AP Rockets, Rocket Buggies can now crack open enemy bases, letting your heavier units roll in safely.