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Submitted by System on 09/03/2006, 09:50. Print file.
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Copyright 2003 Michael Walker "PaLaDiNz_Dude"
paladinz_dude@hotmail.com

C&C Generals

Multiplayer Strategy Guide
Version 1.0

Webmasters who want to use this guide should e-mail me first.

*** Version History ***

Version 0.1
- first version
Data is according to the 1.4 patch

Version 0.11
- edited info on aircraft (not affected by Bombardment and corrected
mig damage)
-Fixed USA General Abilities
-Fixed a few typos

Version 0.12
- corrected info on US tank upgrades

Version 0.2
- added china info
-Made sections more easily accessible

Version 0.21
- fixed China's artillary barrage for correctness (thanks nick payne)
-added Mig armor cost which I forgot to put in
-corrected text errors

Version 0.3
-added list of accepted URLs for FAQ usage.

Version 0.4
-according to the 1.5 patch (see air table and Mig section)

Version 0.41
-fixed feul bomb drop time
-edited # of rangers from barracks destruction according to patch
1.5
-edited emp drop time

Version 0.5
-The long awaited GLA section

Version 0.51
-according to the 1.6 patch

Version 0.6
-Map section

Version 0.61
-Edited GLA building order

Version 0.7
-Closing section

Version 0.71
-Changed veiw on overlord bunker thanks to Jeff4540

Version 1.0
-over-all completion... unless there's something I forgot

Version 1.01
-according to the 1.7 patch

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In-depth analysis of:

Section 1 USA [A] Units & Upgrades
[B] Infantry
[C] Vehicles
[D] Aircraft
[E] Buildings
[F] Strategies
[G] General Points

Section 2 China [H] Units & Upgrades
[I] Infantry
[J] Vehicles
[K] Aircraft
[L] Buildings
[M] Strategies
[N] General Points

Section 3 GLA [O] Units & Upgrades
[P] Infantry
[Q] Vehicles
[R] Buildings
[S] Strategies
[T] General Points

Section 4 Map [U]
[V] Supplies
[W] Terrain
[X] Neutral Buildings

Section 5 Miscellaneous
[Y] Permission
[Z] Closing


Hit Control-F to bring up search mode. Type the letter you wish to go to with
brackets included and check the box labeled "Match whole word only" to easily
access parts of this guide

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[A] ***** USA *****

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[B] *** Infantry - Built at Barracks ***

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Ranger - Cost 225
Upgrades - Flashbangs 600 (Barracks) Capture Building 1000 (Barracks)
Advanced Training 1500 (Strategy Center)

Uses: When unupgraded Rangers are at a disadvantage against other infantry
as rebels cost 150 and red guard gets 2 men for 300. And die quickly to mobs.
Rangers can enter Humvees and fire out from them but they will die with humvee
if still inside. Rangers can be transported via Chinook and can combat drop to
take over buildings (see chinook) and rangers can occupy buildings and fire out
of them. Rangers can also be obtained if you lose a building or use the level 3
general ability: paratroopers. Rangers can be healed if they are level 2+ or
if they are near an ambulance or allied propaganda tower and at the barracks.

BUT if you arm rangers with flashbangs they are better than all infantry.
Flashbangs have long range very good damage and a good area of effect (can
damage themselves/allied infantry).
Flashbangs can be thrown out of Humvees and garrisoned buildings. Also they
clear out enemy garrisoned buildings. You can maximize damage if you
attack-move while rifle is selected so rangers alternate between shooting and
flashbangs. Flashbangs can kill angry mobs in one attack.
Flashbangs can be dodged and only damage infantry. Flash bangs can kill all
units in a garrisoned building with one attack (must be selected)

Ranger can learn the capture ability. As soon as possible capture any oil
derricks or refineries they have a huge impact on your economy and the sooner you
get them the better. See Map Section for more on oil. And rangers can capture
enemy buildings. Capturing takes about 20 seconds and the Ranger cannot fire or
move while capturing. After capturing a building you can sell it or build
units from it.

With Advanced training your rangers will attain higher ranking faster.

The ranger is weak against- Getting run over, Pathfinders, Humvees, Tomahawks,
Raptors, Commanches, Stealth Bombers, Aurora Bombers, Colonel Burton, Gattling
cannon, Dragon Tank, Chaingun tank, Inferno Cannon, Nuke Cannon, Overlord with
chaingun, Migs, Tunnel networks, Jarmon Kell, Technical, Toxin Tractor, Toxin
shells (scorpion and marauder), Scorpion Missile, Quad Cannon, and Scud launcher
Also (If it doesnt have flashbangs) Red Guard, Rebels, and Angry Mobs
--------------------------------------------------------------------------------
Missile Defender - Cost 300
Upgrades- Laser Lock (starts with it) Advanced Training 1500 (strategy center)

Uses: Missile Defender is better than RPG trooper (laser lock) but not as good
as Tank hunter (if they have horde bonus). Missile Defenders can enter
Humvees and fire out from them but they will die with humvee if still inside.
Missile Defenders can be transported via Chinook but cannot combat drop like the
Ranger (see chinook) Missile Defenders can occupy buildings and fire out of them.
Missile Defenders can be healed if they are level 2+ or if they are near an
ambulance or allied propaganda tower and at the barracks.

With laser lock selected you can have Missile Defenders fire twice as fast! Also
it greatly increases the range of the missile defender and it deals more damage
to anti infantry units. This only works on tanks and aircraft. But it requires
1 second for the Missile Defender to lock on. You cannot laser lock inside of
buildings or humvees.

With Advanced training your Missile Defenders will attain higher ranking faster.

Missile Defenders are weak against- Getting run over, Rangers, Pathfinders,
Paladin, Tomahawks, Colonel Burton, Gattling Cannon, Red Guard, Dragon Tank,
Chaingun Tank, Inferno Cannon, Nuke Cannon, Overlord with gattling cannon Migs,
Tunnel networks, Rebels, Jarmon Kell, terrorist, Technical, Toxin Tractor,
Toxin shells (scorpion and marauder), Scorpion Missile, Quad Cannon, and Scud
launcher (note that it is not weak against vehicles if it can destroy them
before they attack)
--------------------------------------------------------------------------------
Pathfinder - Cost 600 and level 3 Generals Point
Upgrades - Advanced Training 1500 (Strategy Center)

Uses: Pathfinder is a sniper. It has huge range and kills infantry in one hit.
It can only kill infantry. It is cloaked while still. The split second it
shoots and when it moves it becomes visible again. He can also detect invisible
units making it great for Black Locus, Burton, and Jarmon Kell. Pathfinders can
enter Humvees and fire out from them but they will die with humvee if still
inside. Pathfinders can be transported via Chinook but cannot combat drop like
the Ranger (see chinook) Pathfinders can occupy buildings and fire out of them.
Pathfinders can snipe out the RPG troopers inside Stinger sites.
Pathfinders can be healed if they are level 2+ or if they are near an
ambulance or allied propaganda tower and at the barracks.

With Advanced training your Pathfinders will attain higher ranking faster.

The Pathfinder is weak against - Getting run over, radar scans, Humvees /w scout
drone, Crusaders /w scout drone, Tomahawks /w scout drone, Raptors, Commanches,
Stealth Fighters, Aurora Bombers, Gattling Cannon, Dragon Tank, Chaingun Tank,
Battlemaster Inferno Cannon, Troopcrawler, Nuke Cannon, Migs, Tunnel networks,
Jarmon Kell, Technical, Toxin Tractor, Toxin shells (scorpion and marauder),
Scorpion Missile, Quad Cannon, and Scud launcher, Rocket buggy, radar van
--------------------------------------------------------------------------------
Colonel Burton - Cost 1500 (need strategy center) can only have 1
Upgrades - Advanced Training 1500 (stategy center)
Knife, Remote Demo Charge, Timed demo charge

Uses: Burton has one million and one uses and counting but you gotta be smart
when using him. This elite commando is armed to the teeth hes a one man army
that can take an entire base. Burton is always cloaked except while shooting or
planting explosives. He can climb over mountains and other non traversable
places making him great for sneaking behind enemy lines. Burton cannot be run
over by vehicles! Burton's rifle is very powerful and at level 3 he can take
on infantry, light vehicles, and even tanks with ease (just not too many).
And the rifle can kill buildings faster than they are built!
He can be put in Humvees, Chinooks, and buildings, like other units but I wouldnt
suggest it. Burton regains health at barracks, ambulance, ally propganda tower,
and at level 2. His damage and rate of fire increase as he levels. Heros have
a special region visual to spot them easily on the minimap.

With Burton's knife you can be a silent assassin and take out infantry without
blowing your cover.

Remote demo charges can take out low tech buildings and when they send their
dozer to get rid of it BOOM the dozer goes with it. Demo charges die with Burton

Timed demo charges take out things with more armor like super weapons and command
centers, no they dont instantly kill it but still do 1/4 of its health leaveing
it vulnerable to an air attack or burton's rifle. Also timed demo charges do not
die with Colonel Burton.

With Advanced training Colonel Burton will attain higher ranking faster.

Burton is weak against - Radar scans, spy drones, radar vans, Pathfinders,
Troopcrawlers, Black Locus, Jarmon Kell, can find you and after your found he
Humvees, Tomahawks, Raptors, Commanches, Stealth Bombers, Aoura Bombers,
Colonel Burton, Gattling cannon, Dragon Tank, Chaingun tank, Inferno Cannon,
Nuke Cannon, Overlord with chaingun, Migs, Tunnel networks, Jarmon Kell,
Technical, Toxin Tractor, Toxin shells (scorpion and marauder), Scorpion
Missile, Quad Cannon, and Scud launcher and Angry Mobs
---------------------------------------------------------------------------------
Pilot - Cost Free (can't be built)
Upgrades - None
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