Copyright 2003 Chris Dietsch What:Command & Conquer: Generals FAQ Who: Chris Dietsch (and people on the GameFAQ message boards) When: February 19, 2003 E-mail with questions/comments are encouraged if you have any. My email is jdietsch@attbi.com. Please put something like "Command and Conquer","Generals" or "FAQ" in the title, so that I don't delete it. Typos, grammatical errors and anything else of the like are greatly appreciated. Version .50 ------------------------------------------------------------------------------ --------------------------------Table of Contents----------------------------- ------------------------------------------------------------------------------ 0] Table of Contents 1] Version History 2] About Command & Conquer:Generals A] Story B] What is CCG? C] Sides D] System Requirements (not that I followed them...) E] Modes of play F] How is CCG played? 1) Building 2) Power 3) Money 3a) Power bar (not the food -_-) 3b) Money bar 4) Veterancy G] Interface 1) Battle Window 2) Command Bar 3] Walkthrough (Coming) 1) Chinese Campaign 2) GLA Campaign 3) USA Campaign 4] Structures A] USA Structures 1)Structure Upgrades B] Chinese Structures 5] Units A] USA Army 1)Unit Upgrades B] Chinese Army 1)Unit Upgrades C] GLA Army 1)Unit Upgrades a) Unit purpose descriptions 6] Generals Points + Strategy (Coming, Strategy idea thanks to Syphadeus) 7] Superweapons ( -_- ) (Coming) 8] Multiplayer/Tips (Developing) 9] Multiplayer/Skirmish Medals A] Skirmish Medals B] Multiplayer Medals 10] Strategies/Tips (Coming) 11] Thanks to... 12] Legal Stuff ------------------------------------------------------------------------------ -------------------------**1** Version History-------------------------------- ------------------------------------------------------------------------------ Version .25- February 19, 2003. This is the first version of the guide. I have started to do the things in numbers 2 and 3 in the Table of Contents. More will come tomorrow. Stopped after US Unit Upgrades. Version .40- February 20, 2003. Today I finished allll the units and unit up- grades. Coming up next will be the Generals point strategy, then Structures, then Superweapons. Also added a few things like the Where Buy for the unit upgrades and other stuff. Version .45- February 21, 2003. Got a few e-mails that pointed out some dumb mistakes that I made doing all the units at once. Let http://www.neoseeker.com, http://www.cheatcc.com/, and http://www.planetcnc.com/ use the FAQ. Also fixed incorrect spelling of"missle" to "missile". Never would have known that one.... Also added myfirst Multiplayer Tip from Tory Kean Hau. I would love more of these, because I wont be touching MP for awhile. Also did the USA structures and the ONE upgrade. Version .50- February 22, 2003. Got a ton of fixes from emails, will only be doing these tonight as I had a All-State track meet, and Im wiped. A lot of thanks to Calvin, for he came up with by far the most things for me to work with and helped a ton. Also, the new unit categorization, kudos to him. Also added Skirmish Medals, thanks to Crayon! Also, added a new Interface section. STUFF LIKE THAT IS WHAT I WORK OFF OF TO MAKE THIS FAQ BETTER FOR YOU!!!! Keep the Emails comin! Also, I thought this was pretty funny, an email I got.. hello Chris Dietsch , i saw your faqs about C&C; Generals and i wonder if you already owned or played the game. if you do please give me your CD serial number/ game serial number. i really need it.i would be grateful if you would reply to me back. thank you. ^_^... if your reading,I may have misread it, and you might be asking for it i I were already done, but either way, im not giving my key out. February 23, 2003. Got an email today, Im wiped after a Monster Jam show.... it was awesome.. huge headache tho. So im simply adding in the tips I got. ------------------------------------------------------------------------------ ------------------**2** About Command & Conquer:Generals---------------------- ------------------------------------------------------------------------------ --Story-- Welcome to the Command and Conquer Universe! The following is taken DIRECTLY from the Command & Conquer:Generals (Hereout know as CCG) instruction manual, page 0 (?)* "Security Council Sub-Committee (Resolution 1379) on Global Liberation Army Report to Security Council: Situation Report (SIT REP) on GLA Activities. Distribution CLASSIFIED Hotan, China For several months, observers have expressed convern over the activities of the Global Liberation Army (GLA). A loose federation of freedom fighters and terrorists, the GLA has established several strongholds in the republics of Central Asia. By distributing forces and leadership across the borders of these developing nations, the GLA has thwarted efforts to engage in meaningful dialogue. Last year, this group without borders crossed into Western China and began building popular support for an independant state in this remote region. GLA funding continues to grow from unknown sources, and its leadership remains a mystery. For the Beijing governemnt, this incursion along its western border could not have come at a worse time. The reforms in China's "Modern Way" program have produced new civil liberties and excellent growth in Chinese exports, particuarly in light manufacturing and agricultural products. Beijing has repeatedly stated that these changes are here to stay, a position that does not sit well with the GLA. Last week, the GLA struck a military depot at Yechung, stole thousands of rounds of munitions, and destroyed a nuclear power plant. Dangerous levels of radiation have been detected over 100 kilometers downwind. The Chinese government is furious and has refused to allow observers to mediate discussions with the GLA. Several divisions of the Red Army have established positions in the province along major roadways and rivers. While the United States continues to provide orbital reconnaissance to the Security Council, it has failed to contribute troops to the peacekeeping efforts in the region. The Council's refusal to support United States counter- terrorist initiatives in the Middle East in recent years has not been forgotten. USA military forces have remained in port and on base, venturing out only to secure its coastline. Scattered intelligence reports arriving from Europe and Asia indicate that the GLA has establisged and fundhed sleeper cells to further spread its sphere of influence. If China succeeds in forcing out the GLA, it is difficult to predict where the group will resurface. The United States would be the logical choice to buttress Chinese efforts to contain the GLA, but the United States continues to maintain its non-involvement in the clain that eventually the GLA will cross paths with USA forces in Asia or elsewhere in the world. The sub-committee recommends to the Security Council that it continue to maintain an open channel with the GLA, to establish a clear set of boundaries for Chniese activiy, and to communicate the need for the USA participation in peacekeeping initiatives before the Council loses its influence on the situation." --What is Command & Conquer:Generals (CCG)? CCG is a Real Time Strategy (RTS) game made by EA. An RTS game is one where you do everything, usually in an army or military based setting. In CCG, which is unconnected to the Red Alert or Tiberian Sun storylines from previous C&C games, You can control either the US, Chinese or GLA armies. The 3 armies are vastly different, and arguably make up the most balanced CnC game to date. There are also 3 different box arts, mainly themes of the 3 different sides of the game. Also, if you preordered, you got a special "Officer's Club" code, and a few things will be there because you pre-ordered. Someone please tell me what exactly you get for being in the Club. --Sides-- Whew... there you have it. That is the background information on CCG. That intro brings in 3 distinct sides that you will be picking between when you play CCG, the USA, China, and the GLA. The USA are the precision, high-tech, look before you leap group. The Chinese are the vast, powerful, and relativly cheap army that uses its obvious strength to its advantage: power in numbers. The GLA are the junkyard dogs of CCG. They make do with what they can, but can upgrade their technology with parts from destroyed enemies. The GLA uses crude methods, doing whatever it takes to defeat their enemy. I will be going over each sides units later, in section 3, the structures avaible to each side in section 4, the superweapons in section 5 and also strategies and tips in the 6 different possible matchups (US v US, US v China, US v GLA, China v China China v GLA, and GLA v GLA.)in section 8. Also I will have the Generals points section, with tips for different types of players for how they should spend their points. --System Requirements-- "Minimum" System Requirements Command & Conquer:Generals System Requirements (Taken from CCG box) OS: Windows XP/Me/2000/98 (Windows 95/NT not supported) CPUT: 800 MHz Intel Pentium III or AMD Athlon processor RAM: 128 MB CD/DVD-Rom Speed: 8x Hard Drive Space: 1.8 GB free hard disk space plus space for saved games, Windows swapfile, and DirectX 8.1 Video: 32MB AGP video card using the Nvidia GeForce2, ATI Radeo 7500 or more recent chipset with DirectX 8.1 compatible driver Sound: DirectX 8.1 compatible sound card Input: Keyboard, Mouse Required for Multiplayer 265 MB RAM (3-8 players). One set of game discs per player. Disc 1 and Disc 2 cannot be used simultaneously for multiplayer games. Internet (2-4 players) 56 Kbps or faster direct Internet connefction Internet (5-8 players) Cable, DSL, or a faster direct Internet connection Network (2-8 players) TCP/IP compliant network Rcommended 1.8 GHz or faster Intel Pentium IV or AMD Athlon processor, 256 MB or more RAM, Nvidia GeForce3 or more recent Direct3D capable video card. Now dont take these verbatum, because I have a P3 600 MHz, 640 Ram GeForce 3 Ti 200 comp, and it runs pretty well. --Modes of Play-- There are 3 main ways to play CCG. There is the single player, consisting of 3 7-level campaigns, one campaign for each army. There is a skirmish mode with up to 7 computer players with any customizable team preference that you want. There is also the multiplayer, where you can have up to 8 players. --How is CCG Played?-- CCG is played as if you are the General of the army of the units that you are commanding on-screen. There are a few things you must understand to play CCG. 1) Building(s) In CCG, you build buildings by using either a Construction Dozer (USA/China) or a Worker (GLA). To build a building, you must have selected the worker unit (hereout, worker unit means Worker OR Dozer), and then at the bottom of the screen will be pictures of buildings available for you to build. When you hit the button of the building you want to build, first you will pick the location of where you want the new building. If you want to rotate the building, hold down the left mouse button at the area you want it to be built. When you let go of the mouse button, the infrastructure will be automatically built, and the worker unit will make its way over there, and it will start building. Only one worker unit can build a building, not like in previous RTS' where it was possible to have many worker units build at once. 2) Power Power. The force that drives all armies. Right? WRONG. The GLA are the odd men out in CCG, because for some reason, their buildings dont require power. This section will be for the USA and Chinese armies. To supply power for these armies, you will need power plants. The USA uses "Cold Fusion Reactors". The Chinese use "Nuclear Reactors". The Chinese Nuclear Reactors can be set on "Overload" to provide more power, but damage the reactor itself. This is very useful for instances when you accidentally go over the power limit, but you need your defense structures working until you get a new power plant up. 3) Money Money. The root of all evil. Especially shown in a few GLA missions, money is the driving factor of the CNC universe, and no different in CCG. The way money is collected for the 3 different armies are very different. For the USA Army, the method of collection is Chinook helicopters deployed from the Supply Center. The Chinese use Supply Trucks deployed from the Supply Center to pick up supplies from the Supply Stash. *Whew!* -_-. The GLA are unique yet again, because they use slave labor to collect supplies. The trick is that the amount collected is different for each side. The USA gets $600 per trip from the Chinooks. The GLA gets a measly $75, but you can send more Workers for a much better profit. The Chinese get $300 per truck load. 3a) Power Bar This secion is not about the nutrious snack, but about the bar that shows your power needs. This is fairly simple. The green/yellow bar shows how much power your power plants are producing at any given time. The triangle at the bottom shows how much power your buildings currently require. If the triangle goes to the right of the bar, certain buildings (defensive weapons, superweapons) go offline. Quickly build a new power plant, or if you are China, put a reactor into Overload, meanwhile building a new Nuclear Plant. 3b) Money Bar This is the easiest section. This bar simply shows how much cash you have available at any given time. Buy something, watch the amount go down the tube. 4) Unit Veterancy Unit Veterance plays a very large part in CCG. The changes that occur when a, say, flame tank,= goes from a "rookie" to a Heroic unit are drastic. There are 3 levels of veterancy. They go Veteran, Elite, and Heroic. The Veteran status is displayed with a single chevron ( < )near the unit. The Elite status is shown with 2 chevrons ( << ). The Heroic status is displayed with 3 chevrons ( <<< ). Each unit gains many more things when it grows in rank. The usual things that are upgraded are unit range, rate of fire, and ability to auto-heal for a while. --Interface-- (Thanks to Calvin). It is vital to understand the CCG interface to succeed in crushing your foes. I will break it down into 2 sections, the Command Bar and all of its windows and options, and the Battle Window, where you see your units and select them and the like 1) Battle Window This is where all the action takes place. Here you see the units, structures, and also what is called the "Fog of War" and "Shroud". The Shroud is for single player games only. This is eventually peeled back as you explore with your units. When your units are no longer in the area, the Fog of War is put in place, and this only lets you see what you last saw, and to see what, if anything, has changed, you have to go back. To control your units, all you have to do is left-click on the unit you want to control, and left click somewhere on the Battle Window to have him move there. To select many units, hold down the left mouse button to drag a box around the units you want to select. Moving them is handled in the same fashion as a single unit. To select a structure, simply left click it. Also, you can create control groups by having a group selected, and holding Control and then pressing a number key. Now you can just hit that number key to select all the units you had in the group when you assigned it to the Control Group. 2) Command Bar The Command Bar is where you give all your units and structures commands for what to do. You aren't called General for nothing! To build a structure with your builder unit, click on the building you want to build, money allowing. Now if you move your mouse pointer over the Battle Window, you will see a shadow of the building you are going to build. If there is something blocking the building, or the terrain is too hilly, you will see the shadow in red. If the building is able to be built there, the shadow will be white. You cannot build buildings in areas you have not yet explored. To order structures to research upgrades, simply left-click on the structure, and left-click on the upgrade you want to research. To order units to apply certain abilities (the Ranger's Flashbang), select the unit, or if all the selected units have the ability, units, and then left click the Flashbang icon to switch weapons to the Flashbang. Clicking back on the Machine Gun icon will re-equip the Machine gun. Next up is the radar. This is a very important piece of hardware. To enable the radar, a few things are required. If you are the USA, all you need is a Command Center. If you are Chinese, you need to buy the Radar Upgrade for the Command Center for $500. If you are the GLA, you need to buy the Radar Van from your Arms Dealer. The radar should be watched very closely for enemy troop movements across the map, giving you early warning. Next is the power and money bars. These have been covered in their respective sections. Next is the simple picture of the unit/building selected, possible upgrades in gray, and applied/researched upgrades colored in. The buttons on the Command Bar are as follows. The far-left 3 buttons from top to bottom are the In-Game Menu, the Idle Worker selector, and the Generals Communicator. -The Menu shows all the vital options including saving/loading a game, options, restarting your game, exiting your game, and returning to the game. -The Idle Worker button selects and centers the camera on a worker unit that currently is doing nothing. Make him collect supplies (GLA) or build something if you can. -The Generals Communicator is where you see all messages given to you, and in blue the current Mission Objectives. Off to the right, the 2 big buttons are the Show/Hide toggle, and the Generals Ability Menu. -The Show/Hide simply shows or hides the entire command bar. -The Generals Ability Menu is where you spend your Generals points. As you gain higher ranks and are given more points, you unlock the 3 different teirs (1, 3, and 5 Star Generals). Be careful, in single player games, only certain amounts of experience (used to gain ranks) are available. Spend your points wisely. ------------------------------------------------------------------------------ ------------------------------**3** Walkthrough------------------------------- ------------------------------------------------------------------------------ Coming Soon! PS.... If anyone would be able to tell me what is said before each mission somehow, either record the briefing or type it out for me, that would be a huge help. ------------------------------------------------------------------------------ -------------------------------**4** Structures------------------------------- ------------------------------------------------------------------------------ Cant get very far in the game without some of these... ----NOTE: As pointed out to me by Calvin, all Defensive structures detect stealthed units. --USA Structures-- Command Center Cost: 2000 Requirements: None The Command Center is the heart of your base. You build your Dozers from here. The Command Center is where you will launch many of your Generals Abilities, and also has the Radar cabailities of your base. Barracks Cost: 600 Requirements: Command Center The Barracks is quite simply where the infantry is trained. _All_ Infantry type can come back to the Barracks to get healed. The Flash Bang and Capture Building Upgrades are bought here. Cold Fusion Reactor Cost: 800 Requirements: Command Center The Cold Fusion Reactor is the USA's power plant. The plant produces 5 units of power. To get more power, build more or buy the Control Rod Upgrade. Supply Center Cost: 2000 Requirements: Cold Fusion Reactor The Supply Center is where your Chinooks gather Supplies. Each load is worth $600. Patriot Missile System Cost: 1000 Requirements: Cold Fusion Reactor The Patriot Missile System is a very useful base defense system. Units can be linked together for a network of anti-air and ground units. The Patriot is vulnerable to Infantry. War Factory Cost: 2000 Requirements: Supply Center The War Factory is where you pump out your tanks. It also can repair vehicles. Air Field Cost: 1000 Requirements: Supply Center The Airfield is where you build up to 4 airplanes at once. You also repair your airplanes here, too. The Comanche does not need an Air Field for resupply. Strategy Center Cost: 2500 Requirements: War Factory or Air Field The Strategy Center is a vital building to the advancement of your troops. It lets the most advanced of buildings to be created. Also, you can use on of 3 battle plans. These are *Search and Destroy: This increases all units' sight on the battlefield. Also reveals stealth mode. *Hold the Line: This improves all the armor of your vehicles. The Strategy Center becomes entrenched and is twice as strong. *Bombardment: This increases the firepower of all your units, very useful. Supply Drop Zone Cost: 2500 Requirements: Strategy Center This useful building brings in money periodically by plane. This is the Chinese hacker and the GLA Black Market equivalent, which all are needed when the map's resources run dry. Detention Camp Cost: 1000 Requirements: Strategy Center The Detention Camp is where you can use the Intellegence ability, which reveals everything the enemy sees for a period of time. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 1) Structure Upgrades There is only one structure upgrades for the USA. Control Rods What Buidling: Cold Fusion Reactor Cost: 800 This upgrade gives the Cold Fusion Reactor 100% more power output. ------------------------------------------------------------------------------ ----------------------------------**5** Units--------------------------------- ------------------------------------------------------------------------------ There are a combined total of 46 units in CCG (Thanks Syphadeus). That number includes the worker units for each army. *The purpose of all the units are from the CCG instruction manual* --USA Army Units-- The US. The Power. The Dominance. These are things that you think of when you hear "The United States". These are all displayed thoroughly with the US's style of attack and offense. From the instruction manual: "The best weapons in the world have "USA" stamped on their side. The United States has the most sophisticated arsenal. From its well-equipped and expertly trained Rangers to the top-secret Particle Cannon, the USA side is rarely caught at a technological disadvantage. However, some believe its isolationist policies have softened its war machine. Everyone agrees, though, that it costs plenty of money and power to jeep the USA wheels moving forward" "No side can match the USA advantage in the air. Its Comanches provide outstanding close air support (CAS) for ground forces, and its Stealth Fighter can deliver heavy ordance deep behing enemy lines" Now, onto the units! ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Non-Combat Units: Dozer Chinook Pilot Infantry: Ranger Missile Defender Colonel Burton Pathfinder Aircraft: Raptor Aurora Strike Bomber Comanche Stealth Fighter Tanks/Vehicles: Ambulance Crusader Humvee Paladin Tomahawk Non-Combat Units ------------------------------------------------------------------------------ Construction Dozer Purpose: Builder Cost: 1000 Requirements: Command Center The Dozer is the vehicle of the USA and Chinese that is used to build all the buildings in the Army. Pilot Purpose: Veterancy Transfer Cost: N/A The pilot comes out when a titanium-plated vehicle is destroyed. It keeps its last vehicle's level of veterancy. You can put him in a new vehicle to keep the veterancy. Chinook Purpose: Supply Collector, Building raids with Rangers Cost: 1200 Upgrades: N/A Requirements: Supply Center The Chinook is unique. It collects supplies, $600 at a time, but also can drop 8 Rangers onto a building to raid it and clear it from enemies garrisoning it. Infantry: ------------------------------------------------------------------------------ Ranger Purpose: AI (Anti-Infantry), Urban Terrain Acquisition Cost: 225 Upgrades: Flashbangs, Capture building Requirements: Barracks The Ranger is the fighting man of the USA. He can put up a good fight against other infantries, and even better, can use his Flashbang grenade upgrade to clear garrisoned buildings. It is also noteworthy to know that the Ranger can only use either his rifle or flashbangs at one time. (Thanks Calvin). Missile Defender Purpose: AT (Anti-Tank), AA (Anti-Air), Urban Terrain Acquisition Cost: 300 Upgrades: Laser Missile Requirement: Barracks This is your basic, and ONLY anti-tank infantry. This unit is special, and unique to each side. Its cost effectiveness means you can have a lot of them to defend against Chinese air strikes (GLA has no air units). Pathfinder Purpose: Scout, AI Cost: 600 Upgrades: N/A Requirements: Barracks, General Ability point The pathfinder is the utlimate sniper. It has a great range, and a good rate of fire. Its greatest advantage is that when the pathfinder is stationary, it is cloaked. Colonel Burton Purpose: Scout, Base Infiltration Cost: 1500 Upgrades: N/A Requirements: Barracks, Strategy Center (only one on the field at once). Colonel Burton is a Commando. He is extremely effective against infantry units He is armed with a sniper rifle, a knife, and demolition charges. Burton is also a stealth unit. Also, he can climb cliffs. He has 2 different tupes of charges, timed and remote. Aircraft: ------------------------------------------------------------------------------ Raptor Purpose: Base/Unit Assault, Scout Cost: 1400 Upgrades: N/A Requirements: Airfield The Raptor is a famous jet fighter. It has great performance and speed, which makes it one of the best jets in the world. Aurora Strike Bomber Purpose: Base Assault Cost: 2500 Upgrades: N/A Requirements: Airfield and Strategy Center The Aurora Strike Bomber an unbelievably fast jet. On its attack run, it travels at speeds faster than the speed of sound, and nothing can hit it at that speed. After it drops its bombs, the jet slows down, leaving it vulnerable. Comanche Purpose: Base/Unit Assault, Scout Cost: 1500 Upgrades: Rocket Pods Requirements: Airfield The Comanche is a devastatingly awesome aircraft. It has a 20mm chain gun that is extremely effective against infantry, 4 missiles to damage armor also. The strength of the Comanche is that it never has to return to the airfield to resupply its weapons! Problem is that the Comanche cannot defend against other air units, and has to wait for all its rockets to reload before it can fire again. (Thanks Calvin). Stealth Fighter Purpose: Base Assault Cost: 1600 Upgrades: Laser Missiles Requirements: Airfield, General Ability point The Stealth Fighter does just what you know it does, it is in stealth while in flight. It is great against anti-air targets. Its 2 drawbacks are that, it takes 2 seconds to lock on to a target. After that, its bombs away, but after it releases the bombs, it loses its stealth ability.. sad really... Tanks/Vehicles: ------------------------------------------------------------------------------ Ambulance Purpose: Clears Toxin, Healer Cost: 600 Upgrades: N/A Requirements: War Factory The ambulance is what it seems. It can heal infantry units. Its invaluable ability is that it can clear poison or radiation that can kill infantry. Also uprgradable with Drones. (Thanks Crayon). Crusader Tank Purpose: Tank/Structure Assault Cost: 900 Upgrades: Scout/Battle Drone, Composite Armor Requirements: War Factory The Crusader is the American tank. It is a very quick tank and very durable. It can use Battle or Scout drones, just like the Humvee. Humvee Purpose: Transport, Quick Hit Attacks Cost: 700 Upgrades: Scout/Battle Drone, TOW Missile Requirements: Humvee The Humvee is the American troop crawler. It can carry 5 soldiers at once. It is fast, but also not puny. The Humvee allows all people to shoot out the windows. It can be upgraded for a Battle or Scout Drone. It also uses TOW anti tank missiles. Paladin Tank Purpose: Tank/Structure Assault Cost: 1100 Upgrades: Scout/Battle Drone, Composite Armor Requirements: War Factory, General Ability point The Paladin is a high-tech tank. It can auto-target enemy missiles with a laser that is very slow. Scout and Battle drones apply. Tomahawk Missile Purpose: Siege Cost: 1200 Upgrades: Scout/Battle Drone Requirements: War Factory, Strategy Center The Tomahawk Missile is a ground-to-ground missile. Its strength lies in its range. Battle and Scout drones available. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 1) Unit Upgrades Advanced Training Buy Where: Strategy Center Affects What: All Units Cost: 1500 This upgrade makes all your units gain veterancy 2 times as fast as normal. Flashbang Grenades Buy Where: Barracks Affects What: Rangers Cost: 800 The Flashbang is effective against infantry. It is also used to clear out buildings. Battle/Scout/Drone Armor Drones Buy Where: On Tanks + Ambulance Drone Armor at Strategy Center (Thanks Crayon) Affects What: Tanks Costs: 300/100/500 These Drones do exactly what they sound like they will. The Battle Drone helps in battles, The scout drone Scouts, and the Drone Armor gives 25% more armor to the Drones. TOW Missile Buy Where: War Factory Affects What: Humvees Cost: 1200 The TOW Missile is effective against both air and land enemies. Composite Armor Buy Where: Strategy Center Affects What: Crusader and Paladin Tanks Cost: 2000 The Composite Armor increases the armor on the Paladin and Crusader tanks by 25%. Rocket Pods Buy Where: Air Field Affects What: Comanche Cost: 800 This upgrade gives the Comanche the ability to launch a barrage of rockets upon a target area, quickly devastating it. When used by groups of Comanches, this upgrade allows the Comanche to perform surgical strikes against supply gatherers, defensive structures, or any ground units that can't fire back. Laser Missiles Buy Where: Air Field Affects What: Raptor and Stealth Fighters Cost: 1500 The Laser Missiles allow the Raptor and Stealth Fighters to do 25% more damage. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ *From the instruction manual* "The Chinese forces have a resource that cannot be matched: population. Built to rely on the pride and nationalism of its people, the Chinese can overwhelm the opposition with sheer numbers. Red Guard after Red Guard, Battlemaster after Battlemaster, the Chinese war machine wins by attrition. Feuled by a strong sense of teamwork, the Red Army is a force for the 21st century" "Armed with a simple rifle and adequate training, a Chinese man can be turned into a fighting machine for very little cost. Vehicles are cheap, too. However, results in the field suggest that quality is not a big concern for Chinese War Factories" --Chinese Army Units-- ------------------------------------------------------------------------------ Non-Combat Units: Dozer Supply Truck Infantry: Red Guard Tank Hunter Hacker Black Lotus Aircraft: MiG Tank/Vehicle: Battlemaster Inferno Dragon Troop Crawler Overlord Gattling Nuke Cannon Non-Combat Units ------------------------------------------------------------------------------ Construction Dozer Purpose: Builder Cost: 1000 Requirements: Command Center The Chinese Construction Dozer is the same as the USA Construction Dozer. Supply Truck Purpose: Supply Collector Cost: 600 Upgrades: N/A Requirements: Supply Center The Supply truck is the basic supply collector. It holds less than the USA Chinook. Infantry: ------------------------------------------------------------------------------ Red Guard Purpose: AI, Urban Terrain Acquisition Cost: 300 Upgrades: Horde Effect bonus when in groups of 5 or more, capture building Requirements: Barracks The Red Guard is your basic infantry unit. He can capture structures, also. When he is close the the enemy, he can use his bayonet. Tank Hunter Purpose: AT, AI, Urban Terrain Acquisition Cost: 300 Upgrades: N/A Requirements: Barracks The Tank Hunter is the Chinese anti-tank infantry, like the USA Missile Defender. The difference is that the Chinese unit has a TNT Charge attack which can be put on a vehicle, disabling it immediatly. Hacker Purpose: Collect Funds, Neutralize Enemy Structures Cost: 625 Upgrades: N/A Requirements: Barracks, Propaganda Center The Hacker is a unique unit. The Hacker can use his laptop to disable enemy structures, which also affects its dependant units and sructures. Also, this is the Chinese "backup" economy, for when the map's funds run out, the Hacker can use his ability to steal money from the Internet. Black Lotus Purpose: Scout, Base Infiltration Cost: 1500 Upgrades: N/A Reqiurements: Barracks, Propaganda Center (Only one on the field at once). Black Lotus is the utlimate hacker. She has the ability to capture enemy structures, disable vehicles, and steal up to $4000 from the enemy supplies. She is in stealth all the time, unless using an ability. Aircraft: ------------------------------------------------------------------------------ MiG Purpose: Base/Unit Assault, Scout Cost: 1000 Upgrades: MiG Armor, Black Napalm Requirements: Airfield The MiG is the sole Chinese airforce unit. Each MiG has napalm missiles. A group of MiGs (4) creates a Firestorm, useful at continuing to damage infantry in the area. Tank/Vehicle: ------------------------------------------------------------------------------ Battlemaster Tank Purpose: Tank/Structure Assault Cost: 800 Upgrades: Horde Effect in groups, Uranium Shells, Nuclear Tank Requirements: War Factory The Battlemaster tank is the basic Chinese tank. Versatile and quick, but also strong and powerful. Inferno Cannon Purpose: Siege Cost: 900 Upgrades: Black Napalm Requirements: War Factory, Propaganda Center This is a long-range artillery cannon, which shoots napalm. Dragon Tank Purpose: AI, Clear Garrisoned Structures Cost: 800 Upgrades: Black Napalm Requirements: War Factory The Dragon tank is a very useful weapon. It is extremely effective against enemy infantry. Its arguably best ability is to clear a garrisoned structre very quickly. Troop Crawler Purpose: Transport, Detect Stealth Cost: 1400 Upgrades: N/A Requirements: War Factory The Troop Crawler does exactly what the name says, it... ok.. it dosent crawl the toops. It is a troop carrier that can hold up to 8 Red Guards. It can also detect enemy stealth units, a very useful characteristic. The Troop Crawlerc comes full with 8 Red Guards, also. (Thanks Crayon). Overlord Tank Purpose: Tank/Structure Assault Cost: 2000 Upgrades: Bunker, Gattling Cannon, or Speaker Tower. Uranium Shells and Nuclear Tank also available. Requirements: War Factory, Propaganda Center This huge tank is the powerhouse of the Chinese Army. Its high price makes up for it with its unbelievable power and versatility. It can be upgraded with 3 different attachements. A bunker for 5 troops, a Gattling cannon, and a Speaker Tower. Gattling Tank Purpose: AI Cost: 800 Upgrades: Chain Gun Requirements: War Factory The gattling tank is a great anti-infantry unit, well worth the price. Nuke Cannon Purpose: Siege Cost: 1600 Upgrades: N/A Requirements: War Factory, Propaganda Center, Generals Ability point This awesomely powerful weapon is expensive, but can pay for itself if used effectivly. It takes time for the Nuke Cannon to plant itself in the ground, and has a slow rate of fire, but each shell does its job. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 1) Chinese Unit Upgrades Uranium Shells Buy Where: Nuclear Missile Silo Affects What: Battlemaster and Overlord tanks Cost: 2500 This expensive upgrade will pay for itself with all of the destroyed tanks that the Overlord and Battlemasters destroy. They increase the firepower of these tanks by 25%. Nuclear Tanks Buy Where: Nuclear Missile Silo Affects What: Battlemaster and Overlord tanks Cost: 2000 This also expensive upgrade is invaluable to the strike force of your Army. This upgrade increases the speed of your incredibly cumbersome Overlord tanks and already speedy Battlemaster tanks. It increases the speed by 25%. Black Napalm Buy Where: War Factory Affects What: Inferno Cannon, Dragon Tank, MiGs Cost: 2000 This upgrade makes the Inferno Cannon, Dragon Tank, and MiGs 25% stronger. As many have pointed out to me ( =) ), this effect is useful because it makes the MiG Firestorm very, very powerful, making this upgrade worth it. Thanks all! Chain Gun Buy Where: War Factory Affects What: Gattling Tank/Gattling Cannon Cost: 1500 The Chain Gun upgrade is a great upgrade because it increases the max speed and damage of the gattling weapons to a point where concentrated fire will mow down the enemy infantry. The upgrade increases the speed and damage of Gattling weaponry by 25%. MiG Armor Buy Where: Air Field Affects: MiGs (duhhhhhhhhh 0_o) Cost: 500 This simple upgrade increase MiG armor by 25%, invaluable for making those attack runs behind enemy lines. Nationalism Buy Where: Propaganda Center Affects What: All units affected by Horde effect (Red Guard, Tank Hunter, Battlemaster tank) Cost: 2000 This upgrade makes the alredy useful Horde effect even more potent. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ *From the instruction manual* "Information has begun to trickle in on the organization and strategies of the Global Liberation Army.A loosely aligned network of terror, the GLA prizes speed over destructive force. Relying heavily on the dedication of fanatics, the GLA sends soldiers into the teeth of its enemies and always has an escape route for its hardcore veterans. Built to hit and run, the GLA is poorly suited for direct, large-scale battles. Generals of the GLA seek advantages in the terrain. Without official backing of any national government, the GLA have become expert in making do with whatever is at hand. GLA units have been known to scavenge resourcces from the field of battle. Through its network of tunnels GLA forces cann appera at locations all over the map. If they are succesful in defeating their enemies, GLA units earn money from the cause's unknown backers" "The GLA fighting units tend to be lightweight and low-cost. However, the most effective of them self-destruct, making a sustained campaign against the enemy difficult for GLA to maintain. The GLA has become expert in scavenging weapons dated from the Soviet era. Through Arms Dealers and the Black Market, it can assemble squads of tanks and Technicals which, when rapidly deployed, can put a dagger through unsuspecting enemy defenses. --GLA Army Units-- -----NOTE: All GLA Vehicles are affected by the Junk Repair upgrade----------- -----NOTE 2: Details on scavenger upgrades: For Quad Cannon and Marauders: 3 Levels of weapon upgrades Techinals: Takes weapon of destroyed enemy (Flames, too!) All else: Cash or veterancy. (All thanks to Calvin). -_- ------------------------------------------------------------------------------ Non-Combat Units: Worker Radar Van Infantry: Rebel RPG Trooper Terrorist Hijacker Jarmen Kell Angry Mob Aircraft: NONE Tank/Vehicle: Technical Scorpion Tank Rocket Buggy Toxin Tractor Bomb Truck Quad Cannon SCUD Launcher Marauder Non-Combat Units: ------------------------------------------------------------------------------ Worker Purpose: Builder, Supply Collector Cost: 200 Requirements: Command Conter The Worker is the GLA's Construction Dozer. He does the basic building for the GLA. He can collect supplies, too. Also, his best feature is the ability to remove bombs on a structure. Radar Van Purpose: Radar, Surveillance Cost: 500 Upgrades: Radar Scan Requirements: Arms Dealer The Radar Van is the GLA's only way to have radar. The van can be hidden, also. Infantry: ------------------------------------------------------------------------------ Rebel Purpose: AI, Urban Terrain Acquisition Cost: 150 Upgrades: AP Bullets, Camoflauge, Capture Building Requirements: Barracks The Rebel is the basic infantry unit. He carries a rifle, that's it. 0_o. RPG Trooper Purpose: AT, AI, Urban Terrain Acquisition Cost: 300 Upgrades: AP Rockets Requirements: Barracks This is the basic anti-tank infantry unit for the GLA. Terrorist Purpose: Anti-Structure (AS), AT Cost: 200 Upgrades: Not really an upgrade, but can capture cars. Requirements: Barracks The Terrorist is one of the GLA's most fanatic fanatics. He has a lot of C4, and not much can stop him. They can commandeer cars for faster assaults. Hijacker Purpose: Anti-Vehicle (AV) Cost: 400 Upgrades: N/A Requirements: Palace, Generals Ability point The Hijacker does just what it sounds like he does, he hijacks stuff. When not moving, he is blended in to the crowd. He can't take Elite or Heroic vehicles. Jarmen Kell Purpose: Scour, Base Infiltration Cost: 1500 Upgrades: AP Bullets Requirements: Palace Jarmen Kell is an awesome ally. He is a stealth sniper. He can fire off many lethal rounds quickly to dispatch groups of infantry. He has a great ability where he can kill the driver of a vehicle, rendering it neutral to Rebels or Terrorists to take for their cause. Angry Mob Purpose: AI, AS Cost: 800 Upgrades: AK-47s "Arm the Mob" Requirements: Palace The Angry Mob is a bit of a funny, but powerful unit. The Mob starts as 5 people, but quickly grows. They are very effective against infantry and structures, using their molotov cocktails. Aircraft: ------------------------------------------------------------------------------ None Tank/Vehicle: ------------------------------------------------------------------------------ Technical Purpose: Transport, AI Cost: 500 Upgrades: AP Bullets Requirements: Arms Dealer The Technical is a fast, versatile troop transport. It can hold up to 5 GLA Rebels. It has a mounted machine on the back of the truck, which can be upgraded by scrap found from enemy carcasses. Scorpion Tank Purpose: AS, AT Cost: 600 Upgrades: Scorpion Rocket, Toxin Shells Requirements: Arms Dealer The Scorpion Tank is not the best weapon against heavy weaponry. The tanks are fast and not very armored, but for the makeshift GLA, they do whats needed. Rocket Buggy Purpose: Siege Cost: 900 Upgrades: AP Rockets, Buggy Ammo Requirements: Palace The Rocket Buggy is an extremely fast and powerful unit. It can zoom right up to the enemy, launch all of its powerful rockets, and then zoom away without getting caught. It is very useful if used correctly. Toxin Tractor Purpose: AI, Clear Garrisoned Structures Cost: 600 Upgrades: Anthrax Beta Requirements: Arms Dealer The Toxin Tractor is a very deadly weapon. The Tractor is extremely effective against infantry. You can use an ability to constantly poison the ground. It is also very good at clearing enemy structures, like the Chinese Dragon Tank. Bomb Truck Purpose: AS Cost: 1200 Upgrades: High Explosives, Bio-Weapon. Requirements: Palace The Bomb Truck is a fearful unit. It can be disguised as an enemy unit, but a better strategy is to disguise it as one of your own, and during your attack, just send that the disguised Bomb Truck into something and watch the delicious results. Quad Cannon Purpose: AA Cost: 700 Upgrades: AP Bullets Requirements: Arms Dealer The Quad Cannon is the GLA's mobile anti-air unit. It can also attack ground units, but are not very effective. This, like the Technicals, can salvage upgrades from the field. SCUD Launcher Purpose: Siege Cost: 1200 Upgrades: Anthrax Beta for Anthrax bomb Requirements: Palace The SCUD Launcher is a revered weapon. The SCUDs are ground-to-ground, and are very effective at that. Marauder Tank Purpose: AS, AT Cost: 800 Upgrades: Toxin Shells Requirements: Arms Dealer, Generals Ability point The Marauder is basically a beefed up Scorpion tank. It can also salvage upgrades like the Technical and Quad Cannon. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 1) GLA Unit Upgrades Camouflage Buy Where: Palace Affects What: Rebels Cost: 2000 Camouflage is a useful ability, it hides Rebels when they are not shooting. Arm the Mob Buy Where: Palace Affects What: Angry Mob (duhhhhhhhhhhh 0_o) Cost: 1000 Arm the Mob gives any Angry Mobs "Ak-47's for all!" Armor-Piercing Bullets Buy Where: Black Market Affects What: Rebel, Technical, Quad Cannon, Jarmen Kell Cost: 2000 AP Bullets are a great, albeit expensive, upgrade. They add 25% more firepower to the Rebel, Technical, Quad Cannon, and Jarmen Kell. Armor-Piercing Rockets Buy Where: Black Market Affects What: All Rocket Units (Rocket Buggy, Scorpion Tanks, RPG Trooper) Cost: 2000 The AP Rockets increase all Rocket units effectiveness by 25%. Rocket Buggy Ammo Buy Where: Black Market Affects What: Rocket Buggy (.........) Cost: 1200 The Rocket Buggy Ammo upgrade adds 25% more ammo to one Rocket Bugyy rocket volley. Scorpion Rocket Buy Where: Arms Dealer Affects What: Scorpion Tank (.............) Cost: 1000 The Scorpion Rocket is a very useful upgrade, adding a destructive missile to every Scorpion tank. Anthrax Beta Buy Where: Palace Affects What: Toxin Units (Toxin Tractor, SCUD Launcer w/Anthrax bomb, Scorpion and Marauder Tanks IF they have Toxin Shells) Cost: 2500 The Anthrax Beta makes all Toxin Units 25% do more damage. (Thanks Crayon). Toxin Shells Buy Where: Palace Affects What: Scorpion and Marauder Tanks Cost: 1000 The Toxin Shells upgrade gives all the shells of the Scorpion and Marauder tanks a small amount of Anthrax. Bio Bomb/ High Explosive Bomb Buy Where: On the Bomb Truck Context window Affects What: Bomb Truck Cost: 500 apiece These 2 upgrades can both be used in tandem, to wreak some utter havoc. The Bio Bomb throws some toxins into the blast site. The High Explosive Bomb simply doubles (100% more) the explosiveness of the Bomb Trucks blast. Junk Repair Buy Where: Black Market Affects What: All GLA vehicles Cost: 2000 This great ability makes all GLA vehicles auto-repair. Radar Scan Buy Where: Black Market Affects What: Radar Van Cost: 500 The Radar Scan lets the Radar Van scan for stealthed units and reveal selected map areas. ------------------------------------------------------------------------------ --Unit Purpose Listings-- Thanks to Calvin with this idea, Im going to explain what I mean by "Purpose" on each unit, so here is a rundown of what each one means. Builder: A builder is the army's... building unit. It builds all the buildings for it. Whew... Anti-Infantry: Just as it sounds, this unit is effective at killing infantry. Urban Terrain Acquisition: This means the the unit can garrison unoccupied buildings. Clear Garrisoned Structure: This means that in one way or form (Ranger-drop from Chinook w/Flashbangs, or Dragon Tank simply shooting the building), the unit can easily clear a garrisoned building from enemy troops. Anti-Tank: Also another obvious one, this unit is effective at destroying tanks. Anti-Air: This means that the unit is good at shooting down enemy air units. Anti-Structure: This means that the unit is good at destroying structures easily, like the GLA Terrorist. Scout: These units mean that they are good at scouting out one way or another, with either long range vision, stealth, or a combination of both. Base Infiltration: This is up for grabs on how you want to interpert it, but basically means is good at destrying a base, or making a way into a base. In the case of Colonel Burton for example, he is adept at both. Clears Toxin: This is for the Ambulance. What it means is that it has the power to clear away toxin on the battlefield with a speical foam, rendering the toxin neutralized, and making the ground safe for infantry. Healer: Also for the Ambulance. This means that it heals nearby soldiers. Transport: This means that the unit can carry a number of units inside of it, and carry them across the battlefield. Transport units are usually fairly fast. Quick Hit Attacks: I believe this is solely for the Humvee. What it means is that it has the speed to move up to a target, let loose some shots, and get away with out being hurt much. Tank/Structure Assault: This means that the unit (usually another tank) is good at destroying not only other tanks, but at damaging structures. Siege: This means that the unit has the ability to damage enemy structures, usually defensive structures, from outside that unit/structure's range, making it a perfect counter to that structure. Supply Collector: Quite simple. This unit collects supplies. Base assault: This means that somehow the unit is adept at avoiding enemy defenses (Stealth Fighter), and attacking enemy bases. Unit assault: This means that the unit can attack a unit and usually get away unharmed. Collect Funds: This means the unit has an ability to collect funds, somehow making it a profitable unit. Detect Stealth: This is obvious, it means the unit can detect stealthed units. Veterancy Transfer: This is for the Pilot. What it means is that if the Pilot goes from one Heroic, destroyed Titanium-plated vehicle, and put into a new rookie vehicle, he upgrades the new vehicle to Heroic. ------------------------------------------------------------------------------ --------------------**6** Generals Ability Listing and Strategies------------- ------------------------------------------------------------------------------ Coming Soon! ------------------------------------------------------------------------------ --------------------------**7** Superweapons---------------------------------- ------------------------------------------------------------------------------ Coming Soon! ------------------------------------------------------------------------------ --------------------------**8**Multiplayer/Tips------------------------------- ------------------------------------------------------------------------------ We have our first tip from Tory Kean Hau. **Multiplayer Tips** From the clue: there is never enough Supply Drop Zone (for USA) & Superweapons. (From Multiplayer Tips displayed in generals.ea.com) Remember last time, we can only build one(1) Superweapon. Now, we build superweapon(s). Every time I play online, since the resources are limited, the number of oil dericks, supply drop zone & superweapons you have will make the difference in the later game. Normally, I build at least 2 x Particle Cannons and take off their fight force supply buildings (barrack, war factory, air field) and force them to approach me. This is the time they will face my garrison buildings with rochet soldiers, patriot missiles, and I just positioned strategically to gain the experience. I found most of the player only build one superweapon and stay in guard (defend) mode. The is some reason, maybe they can't attack the opponent base yet. (because of the garrison buildings with rochet soldiers, patriot missiles) Since they didn't spend their money in "bumping" out tanks (because of the losses), why not build one more superweapon?! This will scared the opponent and force them not to "camp" in the base and try to think the way to destroy the superweapon, opps, sorry, superweapons! **Multiplayer Tips 1** --Swarmed by Red Guards-- When opponents drive in 4 to 5 Troop Crawlers and try to rush you with mass red guards. There are 5 x 8=40 Red Guards and if you try to shoot them one by one even with anti-infantry vehicles (example, Humvee)though, that is impossible. You can't stop them early coz even though you destroy the Troop Crawler, the red guards will automatically "pop" out. Here are some tactics I used, in Command & Conquer: Red Alert 2, it is hard to knock out the infantry with the tanks, but now in Generals, you can pratically do this, DRIVE THROUGH THEM, it instantly kill them in one hit. For USA, since Patriot Missiles are not very efficient dealing with infantry. Upgrade most of your tanks with Battle drones, although it cost, it will help you to turn the tide of the battle. Paladins with Battle drones upgrade now become merely a anti - infantry vehicle too. There is one experience I faced in MP game, the opponent approached me with 5 Troop Crawlers (40 Red guards). In the particular instance, I quickly upgrade all my tanks with battle drone (it will take seconds only for the upgrading). I destroyed three of them for stopping them to approach the heart of the base, which is not defended by patriot missile and make it difficult for the tanks to kill them. Click all the tanks and drive over them, about half of the infantry died, actually there is no time for the opponent to drag them out. With a few battle drones and Humvees I left, I finished them off. And meanwhile, the opponent have to change his tactics already. **Multiplayer Tips 2** --Make use of Comanche-- Here is the tactic I used, first reactor, barracks, and supply centre and then go for air field. Quickly "pump" out at least three Comanche with Rockets Pod upgrade. Defend your base with Rocket Soldiers before you do this. Go for the opponents Supply Dock (depends on the map) or the Oil Dericks which is geographically near them, try to sneak in. They seldom guard their Supply Dock which is "too" near them with anti-air units. You can most probably destroy their supply center before they react. Then destroy their Oil Dericks, they seldom guard their dericks which is far from their base with defenses (example, patriot missile, gattling cannon). *Beware of those stationary defenses, never go against them. 4, 5 rocket soldiers is beatable by the three Comanches with the rockets available. Most probably only one Comanche will get down.* When the supply line for your opponents have broken down a while and their oil dericks are in fire, the task for the Comanche is almost over. The objective for the Comanche in this case is for sabotaging only. With the uneven economy sources they have, you know what to do next, right?! **Multiplayer Tips 3** --Hero Units-- There are only 3 stealth-detect vehicles (Tanks with scout drone upgrade, Troop Crawler, Radar Van)in Command & Conquer: Generals, each for the three sides. (if not mistaken) And players seldom produce them for the purpose stated above. Make use of the hero units, send them to bomb and capture main buildings. You will always success for doing the first building (if apply correctly). And, if lucky the second building. They will "shock" that you are using hero unit, meanwhile they are searching the hero or still finding the solution, you can use the time to plan something you cannot do before. *Beware of mines, stationary defenses, bunkers, garrisoned buildings that nearby, while you can bombing/capturing the building.* I almost success everytime in using Hero unit, only two times, one died by hidden mines, another one killed by pathfinder. (The pathfinder can notice the hero???? But why the hero cannot notice him?!) The main purpose is to sabotage your opponent, and force them to search for the hero or build something else to avoid the incident happen again. Then, you have "extra time" than the opponent. Have you ever use your hero unit to scout their base? Tracking every movement and what your opponents are doing? ------------------------------------------------------------------------------ ---------------------------**8**Multiplayer/Tips------------------------------ ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ --------------------**9**Multiplayer/Skirmish Medals-------------------------- ------------------------------------------------------------------------------ Thanks to Crayon, the Skirmish Medals are ready, I need a little more info on the Blitz honor, email me for details. --Skirmish Medals-- Chinese Campaign Honor How to Obtain: Complete the Chinese campaign on any difficulty. GLA Campaign Honor How to Obtain: Complete the GLA Campaign on any difficulty. USA Campaign Honor How to Obtain: Complete the USA Campign on any difficulty. Air Wing Honor How to Obtain: Build 20 or more Aircraft units. The aircraft units DO NOT include helicopters. That means you'll need at least 5 Airfields. Battle Tank Honor How to Obtain: Simply build 50 or more tanks. Sounds simple, eh? Endurance Honor How to Obtain: This medal requires exactly what the title implies, endurance. To get it, you must beat all the Skirmish mode maps. If you beat them all against Normal computers, you get a bronze medal. If you do it against hard, a silver medal. Against Brutal (!), you get a gold. Good luck! Apocalypse Medal How to Obtain: This is a toughie. To get it, I believe you must start as GLA. After that, you have to steal each side's builder unit using Jarmen Kell and a Rebel or a Hijacker. This means 2 Dozers, a US one and a Chinese one. Now, simply build a SCUD Storm, a Particle Cannon, and a Nuclear Missle. Also easier said than done, but a sight of beauty when accomplished. Blitz Honor How to Obtain: You must beat the computer under a certain time to get this medal. I believe that if you beat the computer in under 10 minutes, you get this medal in bronze (???). This is specualtion, but I believe that if you beat the computer in under 5 minutes, you get silver, and dare I say it, if you beat the computer in under 3 mintes, you get gold. Confirmation would be greatly appreciated. Streak Honor How to Obtain: This is fairly straightforward. If you win 3 matches in a row, you get the bronze version of this medal. If you get 10 wins in a row, you get the silver. If you get 25 wins in a row, you get the gold! --Multiplayer Medals-- --Coming-- ------------------------------------------------------------------------------ ----------------------------**10**Thanks to...-------------------------------- ------------------------------------------------------------------------------ This is the section where I will thank people who give me information/tips for the FAQ. Thanks Syphadeus for # of units in the game, and the Generals skills idea. Thanks Crayon, for pointing out a bunch of stuff I missed when doing alllllll the units at once. Also, for the Skirmish Medals Also Thanks to Don "Gamera" Chan for a spelling mistake I never would have caught. Heres his contribution page http://www.gamefaqs.com/features/recognition/146.html. Tory Kean Hau gave me the first few Multiplayer tips. These are strongly reccomended since I wont be touching MP for a long time. Calvin, for a HUGE number of fixes/tweaks to the guide to make it much better! ------------------------------------------------------------------------------ -----------------------------**11** Legal Stuff------------------------------- ------------------------------------------------------------------------------ This unofficial Command & Conquer:Generals guide is copyright 2003 Chris Dietsch. All rights reserved. All rights reserved including the right of reproduction in whole and in part in any form. Command and Conquer, Generals, EA, The EA Logo are all registered trademarks of Electronic Arts. The author is in no way affiliated with Electronic Arts. Author's consent is required to post this guide on or in any material. This Guide is written by Chris Dietsch, who holds all copyright for this document, in whole or in part, or for profitable use. You may download the file through a web browser onto a single computer for your personal, non-commercial use only. You may not permit anyone else to modify the file or use it for any commercial purpose, display, performance, sale or rental. It absolutely cannot be decompiled, disassembled, modified, or create derivative works based on the documentation in whole or in part. Do not remove any copyrights. If you would like to host my guide on your site, simply ask. The list of sites that can host this guide are as follows: http://www.gamefaqs.com http://www.neoseeker.com http://www.cheatcc.com/ http://www.cheathappens.com HUGE Thanks to AdenalineSL, I HEAVILY used her Legal section as a basis of mine, from her Chrono Cross guide. I hope you don't mind Stephanie! I ain't no lawyer!! ------------------------------------------------------------------------------