Guide and walkthrough for "Command & Conquer: Generals – Zero Hour". Command & conquer: generals: guides and walkthroughs Command and conquer generals walkthrough china

US Campaign.
As usual, the Americans must eliminate the terrorists. Help them do this.

Mission #1
So the terrorists are still in Baghdad. The final part of the operation to destroy them is underway. However, they have a stationary missile system SCUD, which simply must be destroyed so that these evil spirits do not launch a missile strike.

MISSION GOALS:
1. Destroy all terrorist troops.
2. Destroy the SCUD Missiles. The mission is as simple as the truth. From the very beginning you have a considerable number of troops. Namely a group of Crusaders and Jeeps. That is, there will be something to shoot at infantry and at tanks. The fact that they do not allow improvements to be made - and to hell with them. There is no point in building a base further here. Particularly enthusiastic ones can order Paladins (there is 1 general point), but makes a lot of sense this is not the case. The enemy is easily destroyed by what he has. The main thing is to immediately attach combat drones to all equipment. The mission is completed simply by blunt pressure on the enemy. No frills. Just a stupid attack. Moreover, do not forget that tanks cope with infantry rather poorly and do not forget about Jeeps. Not far from the start of the mission, you will come across a camp with captured Pilots. Place them in your tanks and Jeeps and your “invincible armada” will become even stronger. There will be a small pocket of resistance near the SCAD missiles, but this is also not serious yet.

Mission #2
Iraq's terrorists have been wiped out and their leaders have fled to Yemen. But the Americans don’t want to leave them alone there either. So the Comanches comb the narrow city streets in search of bandits. However, these very narrow streets are extremely convenient for launching Stingers. And now you have to help your own pilots out of trouble.

MISSION GOALS:
1. Rescue three Pilots. So, the new tools have become available to you Ambulance and an improvement in the form of TOU missiles for Jeeps. Well, no fish, no cancer, fish. A Sniper with general's glasses has also appeared (and there are already 2 of them on offer), but he is only useful for defending his base. First, you need to strengthen your base a little more with the help of the Patriots and capture 2 oil rigs located just north of the base. Just don't forget to give them some kind of security. The enemy, although rarely, still makes raids, and he does not capture enemy resource centers, but destroys them. After that, add troops to your army, equip your equipment with drones and go. Just leave a couple of Jeeps at the base. Still, the Patriots do not cope very well with infantry. Although you can put a couple of snipers there. Not far from the base there is a Hospital, upon capture of which all your infantry will have the opportunity to “self-medicate.” Next, the work of stupidly clearing the city will be necessary. Captured Pilots sit one at a time and a piece of the map with a new Pilot opens only n! after the release of the previous one. The immediate approaches to Pilot are guarded quite well, and when the assault on his place of detention begins, everyone runs to this place. You can also use Colonel Barton and Snipers to shoot from buildings, but the latter base is well fortified, so it will still have to be destroyed by a tank assault. And Snipers can also be seen well by enemy Jeeps. But they are quite capable of shooting off crowds of Fanatics who will certainly harm your tank armadas.

Mission #3
Having chased terrorists to Kazakhstan, the Americans miscalculated their strength. Kazakh terrorists turned out to be an order of magnitude stronger than Iraqi ones. Now we have to retreat. And you have to cover the retreat.

MISSION GOALS:
1. Give 100 American soldiers the opportunity to escape. And here is the first difficult mission. There is a canyon dividing the map diagonally. Retreating Americans are walking along the canyon, pursued by evil terrorists. The terrorists who have passed through the entire canyon then go to your base, located northwest of the canyon. And to the southeast of the canyon there are a couple of oil rigs that terrorists are not interested in at all (therefore they don’t even need protection). You have as many as 3 general points at your disposal. However, the most valuable thing that can be purchased with them is Repair. "Lightning" is good, but it will not have a large number of targets, and Stealth Planes will be destroyed by excess enemy air defense. You've finally got the Comanches at your disposal, but you won't be able to build any tanks on this mission. Therefore, tanks will have to be protected. The first thing that is done is to transfer a couple of Rangers with the help of a Chinook through the canyon in order to capture the oil rigs. Secondly, the defense of the eastern part of the base is being strengthened. This is where the terrorists will come after the end of the persecution. 6-7 Patriots will be enough there. Troops are not needed there at all. They will be needed in the west. Don't touch the helicopters yet. The next action is to transport ground equipment to the western exit from the canyon to the base. There, quickly build as many Patriots as possible (and don’t forget about the energy stations at the base). After building 3-4 Patriots, take the equipment to the very edge of the exit (so it can intercept part of the enemy walking along the canyon and continue building Patriots behind it. And after that you can take out the helicopters (if your number has reached 7-8, then a smaller number will simply result in meaningless losses) to the very middle of the canyon, and then watch the destruction of the enemy, periodically adjusting events.

Mission #4
The United States begins a consistent invasion of Kazakhstan. Terrorist training bases have already been discovered. The landing on the shores of the Caspian Sea has begun...

MISSION GOALS:
1. Destroy the Stinger Nests that are interfering with the air landing.
2. Build a base and destroy the enemy training camp. American battleships in the Caspian Sea? What nonsense! Well, to hell with them. The landing was successful, but the base has not yet been built - Bulldozers can only be landed from the air. However, you have 4 Tomahawks and a bunch of other equipment. Plus three general points, one of which can be spent profitably on “Lightning”, and the rest - at will. Destroy all enemy Bunkers using Tomahawks. Just remember that even then you won’t be allowed to produce them. Therefore, guard these four better than your own eyes. After the Bunkers, destroy the target four Stinger Nests. To help the Tomahawks, you can attach a Reconnaissance Drone to one of the Crusaders and place it beyond the reach of enemy air defense. After destroying the air defense, you will receive reinforcements in the form of a pair of bulldozers and several tanks. After this, all that remains is to build a base, release a few more tanks and jeeps and move on to the systematic destruction of the enemy. Well, as always, Comanches are great as cover for Tomahawks. The enemy will sometimes weakly try to disturb you (there is no other word combination here), but your troops will easily cope with this.

Mission #5
The Americans are trying to negotiate peace with terrorists in the city of Cabaret. And they think that terrorists should not be trusted very much (I wouldn’t trust the Americans very much either). And they turn out to be right. Peace ambassadors are shot, the war continues.

MISSION GOALS:
1. Prevent the establishment of a terrorist base across the river.
2. Destroy the main terrorist base. This time you have as many as 4 general points, which can be invested in a double Lightning strike. Nothing else special was added. The mission is quite tricky to complete. There is a slow and leisurely first part and a fast and dangerous second, which begins only after completing the first mission goal. Therefore, we take our time and get everything from the first part of the mission. It ends only with the destruction of the last building of the base (Stinger Nests do not count), so you can settle down on the enemy’s shore, and only after that destroy this building. As a gift, you are invited to capture the Hospital in the north of the map, after which your infantry will be able to self-medicate. To capture or not is your choice. In the meantime, we need to add more tanks, make 3-4 Tomahawks (by the time the first mission goal is completed, there should be 6 of them), and then methodically start destroying the enemy. The right bank of the river must be completely cleared, no Stinger Nests should remain on it. After this! you create your base near the resources remaining from the enemy, protect it with a couple of Patriots and build an army that must fulfill the second goal of the mission. This is about 12 tanks, 6 Tomahawks, several Comanches (3-4 pieces). After creating this army, transfer all troops to the right bank. And do not leave helicopters over the river - only over land. Because the terrorists, upset by the loss of the base, destroy the dam and it washes away everything in the river valley. Including the bridge and everything that was over the river. After the enemy is completely destroyed, an additional part of the map will open, and you will receive reinforcements in the form of a pair of Bulldozers, a Crusader and a group of infantry. You should not use spy drones over the enemy map. This will provoke an immediate attack. From now on, everything must be done quickly. Not far from former bridge quickly build 5-6 Patriots, supporting them from behind with tanks and infantry. Just don't put the Patriots in a bunch, pull them out in a line from north to south. At the same time, bring the Tomahawk! and, Comanche and a small group of infantry to the north of your new base, destroying enemy strongholds along the way. Soon a hint will sound, according to which you will see the location of 2 oil derricks (and move towards them with Tomahawks) and the enemy will have SCUD Missiles. Don't pay attention to "nobody's" oil processing plant. It will be too difficult to contain her. Having captured the oil rigs, move west from them along a narrow path in the mountains, covering your Tomahawks with Comanches. If everything was done normally, then very soon you will see SCAD Missiles. Destroy the air defense points located nearby (if necessary, use Lightning Bolts against them), and then use the joint efforts of the Comanches and Tomahawks to demolish the SCUD Missiles. After this, all urgency disappears and you can gradually destroy the enemy base.

Mission #6
The Americans have already reached southeastern Kazakhstan. But then it was discovered that the rebellious Chinese general had fled to the terrorists. Now we will also have to deal with the Chinese troops...

MISSION GOALS:
1. Destroy the terrorist base in the northeast.
2. Destroy the command center and the Chinese nuclear missile. Well, now you have almost all the means to destroy the enemy. Namely, the Beam Destroyer, a raid by a flight of 3 Lightnings and B-52s. Moreover, the latter is given to you without spending any points at all. And you are free to spend 4 more General points at your discretion. The mission is also tricky, but here the entire map is available from the very beginning. In the meantime, we need to strengthen our base. Place Patriots near the bridge and on the northern outskirts of the base, and then build all available buildings on it. Build a couple of Comanches right away. Otherwise, you will be periodically pestered by enemy Rocket Buggies and will have to do something with them. Constantly spend the resource of attack aircraft and B-52s on enemy fortifications, but do not touch the Command Center for now. When the Beam Destroyer appears at the base, it will be time to scan the Chinese territory. Look for their Nuclear Missile and boldly destroy it. They won't need it anymore. After this you can finish off the terrorists. There will be a hint about another resource warehouse far to the south, but right away! after the terrorists are destroyed, a Chinese assault group will land near it, which will attack your base a little later. Therefore, it is much more profitable to build Delivery Zones and receive a stable and safe profit from them. All that remains is to walk through the Chinese base with Comanches and Tomahawks. But don’t forget that Chinese rapid-fire guns are extremely dangerous for helicopters, so it’s worth using super-powerful weapons on them.

Mission #7
The Chinese, concerned that terrorists are planning to use chemical weapons, enter into an alliance with the Americans. Fighting is already taking place on the outskirts of Akmola...

MISSION GOALS:
1. Destroy the terrorist base. Now you also have Aurora Bombers at your disposal. And also 7 general points with the opportunity to choose whatever your heart desires. If you go north immediately after the start of the mission, you will find an abandoned Chinese base. Well, restore it, their “Overlords” will not interfere at all. Immediately build a line of defense from rapid shooters and Patriots. Your frequent guests will be Rebels in a state of invisibility, so then it will be extremely advisable to install “talking” towers to distinguish them. Also very soon they will announce preparations for the launch of the SCAD rocket. But its location will be highlighted, which will make the task easier for your attack aircraft and B-52s. However, the enemy's air defense is very intense, so I personally had to carry out a double raid with my own means" mass destruction"due to their high losses when approaching the point that needs to be hit (it is located in the depths of the defense). Next, the tedious process of destroying the enemy will begin. It is important to take care of sources of income in advance, because! the initial reserves of resources are consumed very quickly. Therefore, as much as possible quickly produce several Hackers and set up several Delivery Zones. After this, we build as many weapons of mass destruction as possible (such as Nuclear Missiles and Beam Destroyer) and use a very simple tactic - we deliver a massive strike to a certain area, and additional strikes to the remaining points of resistance. are achieved by a group of Comanches. Start from the wall, which is located directly across the river, because it is inhabited by too many Shooters with RPGs. Just be sure to wait for the accumulation of 4-5 ". strong blows", otherwise the enemy will have the opportunity to rebuild again. You can use "Overlords", rapid fire and Dragon Tanks, but terrorists constantly carry out numerous and tedious attacks and your group will have to be monitored in order to protect it from destruction.

US Campaign.
As usual, the Americans must eliminate the terrorists. Help them do this.

Mission #1
So the terrorists are still in Baghdad. The final part of the operation to destroy them is underway. However, they have a stationary SCAD missile system, which simply must be destroyed so that these evildoers do not launch a missile strike.

MISSION GOALS:
1. Destroy all terrorist troops.
2. Destroy the SCUD Missiles. The mission is as simple as the truth. From the very beginning you have a considerable number of troops. Namely a group of Crusaders and Jeeps. That is, there will be something to shoot at infantry and at tanks. The fact that they do not allow improvements to be made - and to hell with them. There is no point in building a base further here. Those who are especially keen can order Paladins (there is 1 general point), but there is not much point in this. The enemy is easily destroyed by what he has. The main thing is to immediately attach combat drones to all equipment. The mission is completed simply by blunt pressure on the enemy. No frills. Just a stupid attack. Moreover, do not forget that tanks cope with infantry rather poorly and do not forget about Jeeps. Not far from the start of the mission, you will come across a camp with captured Pilots. Place them in your tanks and Jeeps and your “invincible armada” will become even stronger. There will be a small pocket of resistance near the SCAD missiles, but this is also not serious yet.

Mission #2
Iraq's terrorists have been wiped out and their leaders have fled to Yemen. But the Americans don’t want to leave them alone there either. So the Comanches comb the narrow city streets in search of bandits. However, these very narrow streets are extremely convenient for launching Stingers. And now you have to help your own pilots out of trouble.

MISSION GOALS:
1. Rescue three Pilots. So, among the new tools, Ambulance and improvements in the form of TOU missiles for Jeeps have become available to you. Well, no fish, no cancer, fish. A Sniper with general's glasses has also appeared (and there are already 2 of them on offer), but he is only useful for defending his base. First, you need to strengthen your base a little more with the help of the Patriots and capture 2 oil rigs located just north of the base. Just don't forget to give them some kind of security. The enemy, although rarely, still makes raids, and he does not capture enemy resource centers, but destroys them. After that, add troops to your army, equip your equipment with drones and go. Just leave a couple of Jeeps at the base. Still, the Patriots do not cope very well with infantry. Although you can put a couple of snipers there. Not far from the base there is a Hospital, upon capture of which all your infantry will have the opportunity to “self-medicate.” Next, the work of stupidly clearing the city will be necessary.
Captured Pilots sit one at a time and a piece of the map with a new Pilot opens only n! after the release of the previous one. The immediate approaches to Pilot are guarded quite well, and when the assault on his place of detention begins, everyone runs to this place. You can also use Colonel Barton and Snipers to shoot from buildings, but the latter base is well fortified, so it will still have to be destroyed by a tank assault. And Snipers can also be seen well by enemy Jeeps. But they are quite capable of shooting off crowds of Fanatics who will certainly harm your tank armadas.

Mission #3
Having chased terrorists to Kazakhstan, the Americans miscalculated their strength. Kazakh terrorists turned out to be an order of magnitude stronger than Iraqi ones. Now we have to retreat. And you have to cover the retreat.

MISSION GOALS:
1. Give 100 American soldiers the opportunity to escape. And here is the first difficult mission. There is a canyon dividing the map diagonally. Retreating Americans are walking along the canyon, pursued by evil terrorists. The terrorists who have passed through the entire canyon then go to your base, located northwest of the canyon. And to the southeast of the canyon there are a couple of oil rigs that terrorists are not interested in at all (therefore they don’t even need protection). You have as many as 3 general points at your disposal. However, the most valuable thing that can be purchased with them is Repair. "Lightning" is good, but it will not have a large number of targets, and Stealth Planes will be destroyed by excess enemy air defense. You've finally got the Comanches at your disposal, but you won't be able to build any tanks on this mission. Therefore, tanks will have to be protected. The first thing that is done is to transfer a couple of Rangers with the help of a Chinook through the canyon in order to capture the oil rigs. Secondly, the defense of the eastern part of the base is being strengthened.
This is where the terrorists will come after the end of the persecution. 6-7 Patriots will be enough there. Troops are not needed there at all. They will be needed in the west. Don't touch the helicopters yet. The next action is to transport ground equipment to the western exit from the canyon to the base. There, quickly build as many Patriots as possible (and don’t forget about the energy stations at the base). After building 3-4 Patriots, take the equipment to the very edge of the exit (so it can intercept part of the enemy walking along the canyon and continue building Patriots behind it. And after that you can take out the helicopters (if your number has reached 7-8, then a smaller number will simply result in meaningless losses) to the very middle of the canyon, and then watch the destruction of the enemy, periodically adjusting events.

Mission #4
The United States begins a consistent invasion of Kazakhstan. Terrorist training bases have already been discovered. The landing on the shores of the Caspian Sea has begun...

MISSION GOALS:
1. Destroy the Stinger Nests that are interfering with the air landing.
2. Build a base and destroy the enemy training camp. American battleships in the Caspian Sea? What nonsense! Well, to hell with them. The landing was successful, but the base has not yet been built - Bulldozers can only be landed from the air. However, you have 4 Tomahawks and a bunch of other equipment. Plus three general points, one of which can be spent profitably on “Lightning”, and the rest - at will. Destroy all enemy Bunkers using Tomahawks. Just remember that even then you won’t be allowed to produce them. Therefore, guard these four better than your own eyes. After the Bunkers, destroy the target four Stinger Nests. To help the Tomahawks, you can attach a Reconnaissance Drone to one of the Crusaders and place it beyond the reach of enemy air defense. After destroying the air defense, you will receive reinforcements in the form of a pair of bulldozers and several tanks. After this, all that remains is to build a base, release a few more tanks and jeeps and move on to the systematic destruction of the enemy.
Well, as always, Comanches are great as cover for Tomahawks. The enemy will sometimes weakly try to disturb you (there is no other word combination here), but your troops will easily cope with this.

Mission #5
The Americans are trying to negotiate peace with terrorists in the city of Cabaret. And they think that terrorists should not be trusted very much (I wouldn’t trust the Americans very much either). And they turn out to be right. Peace ambassadors are shot, the war continues.

MISSION GOALS:
1. Prevent the establishment of a terrorist base across the river.
2. Destroy the main terrorist base. This time you have as many as 4 general points, which can be invested in a double Lightning strike. Nothing else special was added. The mission is quite tricky to complete. There is a slow and leisurely first part and a fast and dangerous second, which begins only after completing the first mission goal. Therefore, we take our time and get everything from the first part of the mission. It ends only with the destruction of the last building of the base (Stinger Nests do not count), so you can settle down on the enemy’s shore, and only after that destroy this building. As a gift, you are invited to capture the Hospital in the north of the map, after which your infantry will be able to self-medicate. To capture or not is your choice. In the meantime, we need to add more tanks, make 3-4 Tomahawks (by the time the first mission goal is completed, there should be 6 of them), and then methodically start destroying the enemy. The right bank of the river must be completely cleared, no Stinger Nests should remain on it.
After this! you create your base near the resources remaining from the enemy, protect it with a couple of Patriots and build an army that must fulfill the second goal of the mission. This is about 12 tanks, 6 Tomahawks, several Comanches (3-4 pieces). After creating this army, transfer all troops to the right bank. And do not leave helicopters over the river - only over land. Because the terrorists, upset by the loss of the base, destroy the dam and it washes away everything in the river valley. Including the bridge and everything that was over the river. After the enemy is completely destroyed, an additional part of the map will open, and you will receive reinforcements in the form of a pair of Bulldozers, a Crusader and a group of infantry. You should not use spy drones over the enemy map. This will provoke an immediate attack. From now on, everything must be done quickly. Not far from the former bridge, quickly build 5-6 Patriots, reinforcing them from behind with tanks and infantry. Just don't put the Patriots in a bunch, pull them out in a line from north to south.
At the same time, bring the Tomahawk! and, Comanche and a small group of infantry north of your new base, destroying enemy strongholds along the way. Soon a hint will sound, according to which you will see the location of 2 oil derricks (and move towards them with Tomahawks) and the enemy will have SCUD Missiles. Don't pay attention to "nobody's" oil processing plant. It will be too difficult to contain her. Having captured the oil rigs, move west from them along a narrow path in the mountains, covering your Tomahawks with Comanches. If everything was done normally, then very soon you will see SCAD Missiles. Destroy the air defense points located nearby (if necessary, use Lightning Bolts against them), and then use the joint efforts of the Comanches and Tomahawks to demolish the SCUD Missiles. After this, all urgency disappears and you can gradually destroy the enemy base.

Mission #6
The Americans have already reached southeastern Kazakhstan. But then it was discovered that the rebellious Chinese general had fled to the terrorists. Now we will also have to deal with the Chinese troops...

MISSION GOALS:
1. Destroy the terrorist base in the northeast.

US Campaign.
As usual, the Americans must eliminate the terrorists. Help them do this.

Mission #1
So the terrorists are still in Baghdad. The final part of the operation to destroy them is underway. However, they have a stationary SCAD missile system, which simply must be destroyed so that these evildoers do not launch a missile strike.

MISSION GOALS:
1. Destroy all terrorist troops.
2. Destroy the SCUD Missiles. The mission is as simple as the truth. From the very beginning you have a considerable number of troops. Namely a group of Crusaders and Jeeps. That is, there will be something to shoot at infantry and at tanks. The fact that they do not allow improvements to be made - and to hell with them. There is no point in building a base further here. Those who are especially keen can order Paladins (there is 1 general point), but there is not much point in this. The enemy is easily destroyed by what he has. The main thing is to immediately attach combat drones to all equipment. The mission is completed simply by blunt pressure on the enemy. No frills. Just a stupid attack. Moreover, do not forget that tanks cope with infantry rather poorly and do not forget about Jeeps. Not far from the start of the mission, you will come across a camp with captured Pilots. Place them in your tanks and Jeeps and your “invincible armada” will become even stronger. There will be a small pocket of resistance near the SCAD missiles, but this is also not serious yet.

Mission #2
Iraq's terrorists have been wiped out and their leaders have fled to Yemen. But the Americans don’t want to leave them alone there either. So the Comanches comb the narrow city streets in search of bandits. However, these very narrow streets are extremely convenient for launching Stingers. And now you have to help your own pilots out of trouble.

MISSION GOALS:
1. Rescue three Pilots. So, among the new tools, Ambulance and improvements in the form of TOU missiles for Jeeps have become available to you. Well, no fish, no cancer, fish. A Sniper with general's glasses has also appeared (and there are already 2 of them on offer), but he is only useful for defending his base. First, you need to strengthen your base a little more with the help of the Patriots and capture 2 oil rigs located just north of the base. Just don't forget to give them some kind of security. The enemy, although rarely, still makes raids, and he does not capture enemy resource centers, but destroys them. After that, add troops to your army, equip your equipment with drones and go. Just leave a couple of Jeeps at the base. Still, the Patriots do not cope very well with infantry. Although you can put a couple of snipers there. Not far from the base there is a Hospital, upon capture of which all your infantry will have the opportunity to “self-medicate.” Next, the work of stupidly clearing the city will be necessary. Captured Pilots sit one at a time and a piece of the map with a new Pilot opens only n! after the release of the previous one. The immediate approaches to Pilot are guarded quite well, and when the assault on his place of detention begins, everyone runs to this place. You can also use Colonel Barton and Snipers to shoot from buildings, but the latter base is well fortified, so it will still have to be destroyed by a tank assault. And Snipers can also be seen well by enemy Jeeps. But they are quite capable of shooting off crowds of Fanatics who will certainly harm your tank armadas.

Mission #3
Having chased terrorists to Kazakhstan, the Americans miscalculated their strength. Kazakh terrorists turned out to be an order of magnitude stronger than Iraqi ones. Now we have to retreat. And you have to cover the retreat.

MISSION GOALS:
1. Give 100 American soldiers the opportunity to escape. And here is the first difficult mission. There is a canyon dividing the map diagonally. Retreating Americans are walking along the canyon, pursued by evil terrorists. The terrorists who have passed through the entire canyon then go to your base, located northwest of the canyon. And to the southeast of the canyon there are a couple of oil rigs that terrorists are not interested in at all (therefore they don’t even need protection). You have as many as 3 general points at your disposal. However, the most valuable thing that can be purchased with them is Repair. "Lightning" is good, but it will not have a large number of targets, and Stealth Planes will be destroyed by excess enemy air defense. You've finally got the Comanches at your disposal, but you won't be able to build any tanks on this mission. Therefore, tanks will have to be protected. The first thing that is done is to transfer a couple of Rangers with the help of a Chinook through the canyon in order to capture the oil rigs. Secondly, the defense of the eastern part of the base is being strengthened. This is where the terrorists will come after the end of the persecution. 6-7 Patriots will be enough there. Troops are not needed there at all. They will be needed in the west. Don't touch the helicopters yet. The next action is to transport ground equipment to the western exit from the canyon to the base. There, quickly build as many Patriots as possible (and don’t forget about the energy stations at the base). After building 3-4 Patriots, take the equipment to the very edge of the exit (so it can intercept part of the enemy walking along the canyon and continue building Patriots behind it. And after that you can take out the helicopters (if your number has reached 7-8, then a smaller number will simply result in meaningless losses) to the very middle of the canyon, and then watch the destruction of the enemy, periodically adjusting events.

Mission #4
The United States begins a consistent invasion of Kazakhstan. Terrorist training bases have already been discovered. The landing on the shores of the Caspian Sea has begun...

MISSION GOALS:
1. Destroy the Stinger Nests that are interfering with the air landing.
2. Build a base and destroy the enemy training camp. American battleships in the Caspian Sea? What nonsense! Well, to hell with them. The landing was successful, but the base has not yet been built - Bulldozers can only be landed from the air. However, you have 4 Tomahawks and a bunch of other equipment. Plus three general points, one of which can be spent profitably on “Lightning”, and the rest - at will. Destroy all enemy Bunkers using Tomahawks. Just remember that even then you won’t be allowed to produce them. Therefore, guard these four better than your own eyes. After the Bunkers, destroy the target four Stinger Nests. To help the Tomahawks, you can attach a Reconnaissance Drone to one of the Crusaders and place it beyond the reach of enemy air defense. After destroying the air defense, you will receive reinforcements in the form of a pair of bulldozers and several tanks. After this, all that remains is to build a base, release a few more tanks and jeeps and move on to the systematic destruction of the enemy. Well, as always, Comanches are great as cover for Tomahawks. The enemy will sometimes weakly try to disturb you (there is no other word combination here), but your troops will easily cope with this.

Mission #5
The Americans are trying to negotiate peace with terrorists in the city of Cabaret. And they think that terrorists should not be trusted very much (I wouldn’t trust the Americans very much either). And they turn out to be right. Peace ambassadors are shot, the war continues.

MISSION GOALS:
1. Prevent the establishment of a terrorist base across the river.
2. Destroy the main terrorist base. This time you have as many as 4 general points, which can be invested in a double Lightning strike. Nothing else special was added. The mission is quite tricky to complete. There is a slow and leisurely first part and a fast and dangerous second, which begins only after completing the first mission goal. Therefore, we take our time and get everything from the first part of the mission. It ends only with the destruction of the last building of the base (Stinger Nests do not count), so you can settle down on the enemy’s shore, and only after that destroy this building. As a gift, you are invited to capture the Hospital in the north of the map, after which your infantry will be able to self-medicate. To capture or not is your choice. In the meantime, we need to add more tanks, make 3-4 Tomahawks (by the time the first mission goal is completed, there should be 6 of them), and then methodically start destroying the enemy. The right bank of the river must be completely cleared, no Stinger Nests should remain on it. After this! you create your base near the resources remaining from the enemy, protect it with a couple of Patriots and build an army that must fulfill the second goal of the mission. This is about 12 tanks, 6 Tomahawks, several Comanches (3-4 pieces). After creating this army, transfer all troops to the right bank. And do not leave helicopters over the river - only over land. Because the terrorists, upset by the loss of the base, destroy the dam and it washes away everything in the river valley. Including the bridge and everything that was over the river. After the enemy is completely destroyed, an additional part of the map will open, and you will receive reinforcements in the form of a pair of Bulldozers, a Crusader and a group of infantry. You should not use spy drones over the enemy map. This will provoke an immediate attack. From now on, everything must be done quickly. Not far from the former bridge, quickly build 5-6 Patriots, reinforcing them from behind with tanks and infantry. Just don't put the Patriots in a bunch, pull them out in a line from north to south. At the same time, bring the Tomahawk! and, Comanche and a small group of infantry north of your new base, destroying enemy strongholds along the way. Soon a hint will sound, according to which you will see the location of 2 oil derricks (and move towards them with Tomahawks) and the enemy will have SCUD Missiles. Don't pay attention to "nobody's" oil processing plant. It will be too difficult to contain her. Having captured the oil rigs, move west from them along a narrow path in the mountains, covering your Tomahawks with Comanches. If everything was done normally, then very soon you will see SCAD Missiles. Destroy the air defense points located nearby (if necessary, use Lightning Bolts against them), and then use the joint efforts of the Comanches and Tomahawks to demolish the SCUD Missiles. After this, all urgency disappears and you can gradually destroy the enemy base.

Mission #6
The Americans have already reached southeastern Kazakhstan. But then it was discovered that the rebellious Chinese general had fled to the terrorists. Now we will also have to deal with the Chinese troops...

MISSION GOALS:
1. Destroy the terrorist base in the northeast.
2. Destroy the command center and the Chinese nuclear missile. Well, now you have almost all the means to destroy the enemy. Namely, the Beam Destroyer, a raid by a flight of 3 Lightnings and B-52s. Moreover, the latter is given to you without spending any points at all. And you are free to spend 4 more General points at your discretion. The mission is also tricky, but here the entire map is available from the very beginning. In the meantime, we need to strengthen our base. Place Patriots near the bridge and on the northern outskirts of the base, and then build all available buildings on it. Build a couple of Comanches right away. Otherwise, you will be periodically pestered by enemy Rocket Buggies and will have to do something with them. Constantly spend the resource of attack aircraft and B-52s on enemy fortifications, but do not touch the Command Center for now. When the Beam Destroyer appears at the base, it will be time to scan the Chinese territory. Look for their Nuclear Missile and boldly destroy it. They won't need it anymore. After this you can finish off the terrorists. There will be a hint about another resource warehouse far to the south, but right away! after the terrorists are destroyed, a Chinese assault group will land near it, which will attack your base a little later. Therefore, it is much more profitable to build Delivery Zones and receive a stable and safe profit from them. All that remains is to walk through the Chinese base with Comanches and Tomahawks. But don’t forget that Chinese rapid-fire guns are extremely dangerous for helicopters, so it’s worth using super-powerful weapons on them.

Mission #7
The Chinese, concerned that terrorists are planning to use chemical weapons, enter into an alliance with the Americans. Fighting is already taking place on the outskirts of Akmola...

MISSION GOALS:
1. Destroy the terrorist base. Now you also have Aurora Bombers at your disposal. And also 7 general points with the opportunity to choose whatever your heart desires. If you go north immediately after the start of the mission, you will find an abandoned Chinese base. Well, restore it, their “Overlords” will not interfere at all. Immediately build a line of defense from rapid shooters and Patriots. Your frequent guests will be Rebels in a state of invisibility, so then it will be extremely advisable to install “talking” towers to distinguish them. Also very soon they will announce preparations for the launch of the SCAD rocket. But its location will be highlighted, which will make the task easier for your attack aircraft and B-52s. However, the enemy’s air defense is very intense, so I personally had to carry out a double raid with my “mass destruction” weapons due to their high losses when approaching the point that needs to be hit (it is located in the depths of the defense). Next, the tedious process of destroying the enemy will begin. It is important to take care of your sources of income in advance because! initial reserves of resources are used up very quickly. Therefore, produce several Hackers as quickly as possible and set up several Delivery Zones. After this, as many weapons of mass destruction as possible are built (such as Nuclear Missiles and Beam Destroyer). And a very simple tactic is activated - we deliver a massive strike on a certain area, and additional strikes on the remaining points of resistance. The survivors are captured by a group of Comanches. Start with the wall that is just across the river. Because it is inhabited by too many Shooters with RPGs. Just be sure to wait for 4-5 “strong blows” to accumulate, otherwise the enemy will have the opportunity to rebuild again. You can use "Overlords", rapid fire and Dragon Tanks, but terrorists are constantly carrying out numerous and tedious attacks and your group will have to be monitored in order to protect it from destruction.
China Campaign.
And China also has problems with terrorists. And what do these terrorists want on a piece of land completely populated by the Chinese...

Mission #1
In general, terrorists did not particularly bother the Chinese. The Chinese were peacefully holding a large military parade. And then this is a disgrace. Cars with explosives, explosions. No, there are no problems, no one is counting the dead, but you have to know when to stop!

MISSION GOALS:
1. Destroy the nuclear material storage facility. As in the first mission for the Americans, you don’t need to build anything. You have one general point, which is best spent on getting your Soldiers their first badge. The factories produce Battle Masters, Dragon Tanks and Armored Personnel Carriers. The easiest way to pass is to make several Dragon Tanks and burn out the enemy who is trying to cross your path. To them you need to add several Tank Hunters to fight enemy Scorpions. But in the end, this well-coordinated team will quickly reach the storage facility and complete this mission. To speed up movement, you can place Tank Hunters in armored personnel carriers.

Mission #2
So this is where terrorists are creeping into China! The base of this nasty thing was discovered in Hong Kong. And since Hong Kong is already completely Chinese territory, the Chinese will have to figure it out on their own.

MISSION GOALS:
1. Destroy the Terrorist Convention Hall.
2. Destroy the Poison Machine and the Weapons Seller. You have 2 general points and the opportunity to choose Artillery Preparation. True, only the first level, but this is also a lot. To begin with, there are not many troops at all. Only those that survived the explosion on the bridge. So rebuild your base and be glad that you now have Rapid Fire Tanks. It is they who will decide the fate of the entire mission. The enemy does not have heavy equipment, so 3-4 tanks will cut out the enemy with high speed. The passage near the base is covered by 2-3 Dragon Tanks in fire curtain mode. And Rapid Fire Tanks with a number of Tank Hunters are heading towards the Convention Hall. Please note that they bypass the block with the Congress Hall on both sides, so when you go directly to storm it, leave security in the rear. Otherwise, at one point the enemy will attack from both sides and it will be difficult to do anything. The desired Poison Machine and Weapons Seller are located in the north of the map. This is an optional task, but you will have to complete it, if only for the reason that you will pass by this building and they will interfere with you in the rear.

Mission #3
The terrorists are not even going to calm down when they show up in a new place. The Chinese leadership is going to take appropriate measures...

MISSION GOALS:
1. Destroy the Dam.
2. Destroy the terrorist base. You have 3 general points that can be spent on Artillery Preparation (as many as 2) and Cluster Mining. A pleasant surprise of this mission is that you will be given MIGs here. And these MIGs will not only be present in the game, but will decide the fate of the terrorists. The first task is very simple: next to the starting point there is that same dam. Place the Dragon Tanks on the fire curtain in the direction of the south (this is where the enemy troops will come from) and start shooting at the dam with the Battle Masters. After its destruction, a huge wave will wash away the enemy base, carelessly located downstream. Moreover, the resource warehouse that belonged to her will now go to you. Clear the area south of your base from the remaining enemies and you can build an Airfield. The enemy will now cross the river just north of your base, through a small island. This is where it wouldn’t be superfluous to mine it. You need to send your first MIG for reconnaissance. By a pleasant coincidence, the enemy only has 1 Stinger Nest. Artillery preparation on it, after which the MIGs begin constant shelling of enemy territory. And a full team of Migs can do a lot. And if you add another Airfield, then things will go even faster. Just upgrade Napalm and your MIGs will become even more powerful.

Mission #4
Terrorists, in their best traditions, produce a toxin in a mining factory. The Chinese authorities do not want widespread publicity with the introduction of a large contingent of troops and are planning reconnaissance with the help of the Black Lotus saboteur, followed by an air strike...

MISSION GOALS:
1. Destroy the Stinger Nests.
2. Capture the Military Factory.
3. Destroy the last Stinger Nest. You start with 3 General points, but there is no choice in the form of Artillery Preparation. It's a shame, but that's not the main thing. You only have a group of infantry and the Black Lotus under your command. Plus there is no way to produce equipment. True, it is possible to produce Hackers. But in just a couple of minutes you will see a simpler and more convenient way to get money - Oil rig. Let the Black Lotus capture it. The infantry must destroy Stinger Nests and the enemy infantry covering them. There is nothing complicated about it. Moreover, the Soldiers simply shoot the shooters from the Stinger, after which the entire crowd pecks at the defenseless Nest. You can use the Black Lotus to capture enemy Poison Machines. But you can simply drop mines at their location. Don’t be lazy to look into the distant passages, you will be rewarded with UN boxes of money. After capturing the factory, build 4-5 Gatlings and 2-3 Dragon Tanks. The first ones are for destroying infantry, the second ones are for clearing and destroying buildings. In addition, the Dragons will very effectively burn out the last Stinger Nest. After this, all that remains is to watch how several MIGs destroy the toxin factory.

Mission #5
The Chinese realize that they cannot cope with terrorists on their own and are receiving support from the Americans. It is expressed in the possibility of calling air strikes against terrorists. And the case has already moved to the territory of Kyrgyzstan, to the city of Balakchi.

MISSION GOALS:
1. Destroy 3 terrorist camps and the main terrorist base. 4 general points is already a lot. These are at least 2 levels of artillery preparation, cluster mines and a Nuclear weapon. Plus, don’t forget about the American carpet bombing. To begin with, you have a completely comfortable base. Only complete the Military Factory and populate the Bunkers with infantry. After this, you can build MIGs and begin methodically clearing enemy territory with the help of air and artillery strikes. And a column of “Overlords” (yes, yes, they were finally given) will follow along the ground, in company with rapid fire. You can also strike with Nuclear weapons. Although, of course, the last base will have to be taken by the “Overlords” column. The mission is tedious, but very easy.

Mission #6
Terrorists continue to roam around the world in search of at least some safe place for themselves. This time, they took root in Bishkek, capturing one of the Chinese railways. You will have to use the black Lotus again. This time to destroy a key railway bridge.

MISSION GOALS:
1. Guide Black Lotus to the railway bridge. There was a joke about the general's glasses. 4 points - for only 1 promotion. Oh well. Happiness is not in glasses. And misfortune lies in yet more restrictions. They are not allowed to build anything. You only have the opportunity to produce infantry (without Hackers, of which you were given 3 at the beginning and no more) and armored vehicles (without Overlords). And you need, no more, no less, to lead your “Black Lotus” through the enemy-saturated positions and destroy the bridge. However, the task is quite feasible. First, we complete the defensive lines of the base and transport several Gatling guns to the other side of the river. Among the valuable targets there, one can note mining centers that the Black Lotus can shake out for the purpose of extracting money, a light equipment plant (which she can also capture) and a train station, to which the enemy will periodically receive reinforcements. 1-2 Gatling guns are placed near this very station and the problem of reinforcements is immediately solved. On the other side, everything is a little more complicated. Start by putting the Hackers in a secure location and let them make money. There is a stadium from which crowds of Fanatics come and a circular road clogged with tanks. Therefore, slowly move forward, mastering new positions with Rapid-Firing Tanks, and then place a fire curtain with Dragon Tanks so that it at least slightly captures the stadium. As a result, it will collapse, unable to withstand the constant scorching. After this, you will still have to build several Battle Masters and carefully destroy the Scorpions and Marauders plying here one by one. Just burn out the last lines of defense of the bridge with Dragon Tanks. Get the Black Lotus onto the bridge and enjoy your victory.

Mission #7
Terrorists again. Now also in Tajikistan. Government China is coming to extreme measures and gives you access to its nuclear arsenals...

MISSION GOALS:
1. Set up a base and find resources.
2. Destroy all terrorists. At the beginning, you receive 4 general points, for which it is advisable to purchase cluster mining and all 3 levels of artillery preparation. Then save up for a nuclear weapon. Place a “talking” tower on one of the “Overlords” that survived the “meat grinder” to heal your units, and on the second one, a rapid-fire one. With all your troops, advance along the road, destroying enemy troops, to the enemy base. Destroy it, but capture the Resource Collection Center. A little further down the road there is a bottleneck where a pair of Dragon Tanks can very effectively lay down a curtain of fire. At the same time, your 2 bulldozers are building a base, trying to build an Airfield as quickly as possible. 2 MIGs are built and they go north along the eastern edge of the map, after which they pass along the northern edge of the map. Two MIGs - so that at least one can fly. At the same time, there is an enemy base, namely SCAD missiles. After this, try to drop cluster mines closer to the missiles (although the likelihood of this being successful is extremely low). N! oh anyway, a couple of artillery strikes destroy the SCUDs. After this, completely rebuild the base (including Nuclear missiles) and start striking the enemy base. Only after the constant waves of incoming enemies have subsided, build a column of “Overlords” and begin the offensive. Moreover, if you captured the enemy’s Resource Production Center, you can build Barracks and create Jennen Kell there. And he shoots excellently from the Overlords Bunker. If you did everything right, then another parade will appear before your eyes Chinese army. They defeated the terrorists!

Terrorist campaign.

How much do terrorists need? Yes, as much as everyone - just to correct the world a little. But for some reason they don’t like them for this and are offended in every possible way. There is another very clever trick for terrorists, missed in the game description. The fact is that some of their equipment, namely Mobile Anti-Aircraft Guns, Jeeps and Marauders, not only gain experience and bring you money by picking up the remains of enemy equipment. They are still improving themselves. The improvement can be carried out 2 times, but each time each improved machine dramatically changes its characteristics. For example, a Marauder improved 2 times acquires a second barrel and a very large firing range and rate of fire. Therefore, units fed in this way quickly cease to be “whipping boys” and move into a completely different category. So it is quite possible that you will be able to raise a “professional army” from junk (as it seemed before) machines.

Mission #1
The evil Chinese are making life miserable for white and fluffy terrorists in Chimkent. Many of our brothers died. We will have to restore justice.

MISSION GOALS:
1. Destroy the Chinese base.
2. Blow up the dam. You only have 1 general point, but you will soon gain a second one, so you can choose any promotion at the beginning. Pay attention to the introductory video. This is how blasting operations are carried out correctly. While security is being “attended” to the provocateur, exploding cars drive up close to the sabotage object and then it becomes too late to do anything. The first goal of the mission is fulfilled as if by itself. You have already partially destroyed the Chinese base. All that remains is to finish off the remaining buildings and destroy the infantry detachment coming to the rescue. You will then be escorted to your own base. It is better to start from a small enemy base located east of yours. Its disadvantage is that there are quite a few Battle Master tanks there. Therefore, carry out all the upgrades for the Explosive Truck and put into practice the skills you just learned with the provocateur and the suicide car that enters later. Finish off the remaining tanks with Scorpions. By the way, collect the remains of enemy tanks with Jeeps. They will certainly use something - guns, grenade launchers. Next, build equipment at your base (the Weapons Seller does not directly belong to the base and needs to be found near your base) and move from the location of the enemy base to the north. When you destroy the enemy "talking" tower, be prepared for the arrival of enemy tanks. Otherwise, the infantry reinforcements that come to you will be destroyed very quickly. Shoot another enemy base a little further north. And there it’s already a stone’s throw from the dam.

Mission #2
For some reason, the UN is sending humanitarian aid to the Almaty region. There would be no need to immediately hand them over to terrorists. You have to pick it up yourself.

MISSION GOALS:
1. Collect 40,000 money. You have 2 general points and have the opportunity to choose Marauders for this mission. Why not? The main opponents here are UN jeeps. The most effective way to quickly gain money is to shoot all civilians. Why are they stealing our money? The second point of this plan is to plant many RPG Shooters and Rebels in all the houses of the central village with a 5-road intersection. And plant workers nearby so that they can repair the houses. The result will be that the money convoys will remain entirely in this city, without leaving far. And planes arriving later will also leave close to the village. Moreover, immediately after the planes begin to arrive, you will be allocated several Mobile Anti-Aircraft Guns. But it’s worth taking care of them, since they are not allowed to build them yet. Then another part of the map will open, and the most impudent ones will be able to directly connect to the feeder, organizing a direct attack on the American base.

Mission #3
We found new allies in Astana. But for greater joy it’s worth bombing the city. In the meantime, everyone is afraid to steal a little more money.

MISSION GOALS:
1. Destroy civilian buildings and collect 40,000 money. You need to complete this mission with an alliance of two combat units - Marauders and Fanatics. Only Fanatics need to be given an improvement in the form of Kalashnikovs as soon as possible. And then they will not only be able to storm buildings filled with infantry and will not be able to fight against the Gatlings. Everything else will be within your reach. And the Marauders... Try to pick up the remains of enemy equipment with them. After two pickups, the Marauder transforms into a double-barreled, rapid-fire, long-range assault weapon. He would say “like the “Overlord””... But no, he also spits venom. So a boosted Marauder is even better. So a couple of Marauders undergo upgrades and go to knock the enemy out of the buildings they occupy. And the Fanatics destroy all empty buildings and shoot enemy infantry. Both the Chinese and the Americans are trying to ruin your life. The Americans are eliminated from the game by blocking the bridge with a pair of Marauders. The Chinese - simply by carefully tracking their movement towards you from the north.

Mission #4
The United States has become completely insolent in its impunity. But the action, this time, moved to Turkey. And then we will destroy their wonderful air force.

MISSION GOALS:
1. Destroy the American Airfield. This is where you get to fully experience American aviation. Invest your general's points in the "percentage for kills." There will be many destroyed enemies here. Helicopters (don’t send Fanatics without anti-aircraft protection), airplanes, and even B-52s that periodically fly up to your positions will harm you. The key to passing is the rapid construction of Stinger Nests and Mobile Anti-Aircraft Guns. Let Fanatics guard the road just below the starting point in company with Mobile Anti-Aircraft Guns. They are quite enough for this. When you approach the possibility of an assault (sufficient funds and forces have been accumulated), then use a pair of Jeeps (with workers on them) and a pair of Mobile anti-aircraft guns to break through the Canyon to the American base. There is a relatively safe nook where you can build a tunnel and a couple of Stinger Nests. After this, you can not drag the entire mass of troops along the canyon, but simply transfer them through the tunnel. After this, a quick breakthrough to the American base with the launch of Fanatics, who must destroy the energy stations. After which the American base is simply taken with bare hands.

Mission #5
What a disgrace! The US has taken over our storage facilities for toxic chemicals around Aral Sea! They need to be returned! And then what to fight with?

MISSION GOALS:
1. Capture 4 toxic chemical storage facilities and destroy all Americans guarding them. You have 4 General points, which, of course, must be spent on getting money. You don't have anything particularly new (except for the Truck with Explosives). Your base is not in a completely neglected state, but it has no defensive lines. The Americans will attack from 2 sides - from the east, across the bridge and from the north, across a fairly wide area. The bridge is mined and several tunnel crossings are placed near it. Plus, you need to place several Stinger Nests along the shore to protect against enemy aircraft, which will quite freely come to visit you across the river. With the northern direction, everything is not so simple. There you need to plant a large number of infantry in the houses (with and without grenade launchers) and place Rocket Buggies behind the houses. Then the enemy's attacks will break against your strong defense. And, of course, don’t forget to repair houses after enemy attacks. Having built the defense, you can think about the attack. It is better to attack across the bridge to the east. Because from the north! Enemy units are constantly moving and you will have to not only deal with the security of storage facilities, but also be distracted by enemy reinforcements. To be honest, it’s quite possible to get those same 4 storage facilities here. The most important thing is not to destroy them, but to capture them. So the mission may well end long before the entire map is liberated from the Americans. Your attacking unit will most likely consist of Marauders, Mobile Anti-Aircraft Guns and Rocket Buggies. Plus some infantry to capture buildings. You can also capture one Poisoning Machine to clear houses and Bunkers of enemy infantry.

Mission #6
Treason! Several terrorists fled to the Chinese. So now we have to fight our own.

MISSION GOALS:
1. Destroy all traitors. You have 3 trucks with nuclear warheads(just captured from the Chinese) and a fairly large base. The traitors' base is visible nearby. Scatter your 4 general points as before. In the first 2 minutes, quickly establish defenses and order the construction of troops. At the same time, your troops should be pulled together into a single fist. And this fist will begin to break through directly to the enemy base. The enemy pays very little attention to your Nuclear charges. Therefore, it would be quite fair to destroy first the two bunkers guarding the entrance, and blow up the remaining ones at the base, destroying enemy buildings. After this, break into the base with the remaining troops and destroy everything that remains there. There is no point in stalling for time, since the enemy will throw in SCAD Missiles, which are controlled from the Command Center, and the Missiles themselves are located outside the map. After destroying the enemy base, the enemy from all over the area will begin to converge on your positions. If you have managed to take care of defense, then you will no longer be afraid. And if everything is done correctly, the mission proceeds very quickly.

Mission #7
Your task is to capture the Baikonur Cosmodrome. It is from this that you can launch a rocket filled with toxic chemicals. The fate of all terrorists is in your hands.

MISSION GOALS:
1. Capture mission control. Capture the missile launch pad. The most valuable thing you have is 7 general points. Which should be used for a toxic bomb, getting money and be sure to invest at least one point in Rebel Ambush. The workers available at the base must build the Barracks and the Weapons Seller. A Radar, several RPG Shooters and Scorpions or Marauders are built here (enemy tanks will soon crawl in). By the time your Radar appears, the American Strategic Center will be shown. Near it you will see a place where enemy Chinooks are stealing resources. To the south of this area, throw your anthrax bomb. If everything is done in a timely manner, then soon after the bomb falls, a column of American troops will pass through the contaminated area towards your base. Few will make it, and those who do will be very badly damaged. After the poison disappears, throw your Rebels into the enemy base. Let them start with the Strategic Center and then take over everything else around it. Gradually take control of the entire American base and there will be more! rather, the passage is for the Americans - several Comanches are built, which cut out all the guards at the base, and then around the rocket. If everything is done quickly, then you won’t have to deal with the Chinese at all. But if you delay the mission, then build Jennen Kell at your base, who will deal with the Chinese “Overlords,” and deal with the Chinese base with American aircraft. And watch the flight of the rocket you captured.

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The plot of the game begins in the 2010s. The player gets the opportunity to choose one of three factions, and not two, as in previous games. In Generals, the United States and China, two superpowers, are under attack from the Global Liberation Army(eng. Global Liberation Army), terrorist organization from the Middle East with an unclear list of leaders. Both the US and China are depicted as main characters in the series, and often collaborate with each other throughout storyline. These three factions engage in a war similar to the real war on terrorism. Each campaign includes seven missions. It is advisable to first go through the campaign for China, then for GOA and then for the USA. Under this arrangement, China retaliates for GOA's disastrous nuclear attack on Beijing and ultimately completely destroys the terrorist cell that was in charge of operations in the Pacific region. This campaign has been accompanied by incidents such as the destruction of the Three Dams Gorge and the use of Chinese nuclear weapons. Here begins a campaign of terrorists who are trying to recover from failure in China (accumulating capital and pitting superpowers against each other), seizing the Baikonur Cosmodrome to launch Soviet missiles with biological weapons. After this, the US campaign begins, which pursues the GOA to their main headquarters, and also confronts the Chinese general who sympathized with the terrorists. Each faction is depicted in a unique manner: the US Army uses modern technologies, while China uses old but proven and effective technologies from developing countries. His strength is also expressed in the number of troops (large groups of units receive a “horde bonus”). The main focus of terrorists is on small attacks (using chemical weapons) and numerous cheap fighters. Unlike Tiberian Sun or Red Alert, Generals has no main characters except on the battlefield (where they play a minor role). The player is the general of the corresponding army and earns “general points”, which increase their rank and open access to new abilities (for example, ordering an air strike and the ability to repair units in a certain area). Despite the extremely positive portrayal of China in the game, which is so unusual for most American computer games, the Generals series is banned for sale in this country, likely due to the depiction of a nuclear attack on Tiananmen Square in the first mission of the Chinese campaign, as well as due to the injudicious use of nuclear weapons. wide-range weapons. The story of Generals continued in the Command & Conquer: Generals - Zero Hour expansion. Each faction in the game has its own soundtrack. The opening and closing theme music for the Chinese campaign is the country's national anthem. The United States theme song features epic, militaristic music composed by Bill Brown. The GOA campaign soundtrack can be described as a combination of Arabic music and heavy metal, similar to the Somali theme in Black Hawk Down

CPU: 1.5 GHz
RAM: 256 MB
Video card: 64 Mb

US Campaign. As usual, the Americans must eliminate the terrorists. Help them do this. Mission #1 So, the terrorists are still in Baghdad. The final part of the operation to destroy them is underway...US Campaign. As usual, the Americans must eliminate the terrorists. Help them do this. Mission #1 So, the terrorists are still in Baghdad. The final part of the operation to destroy them is underway. However, they have a stationary SCAD missile system, which simply must be destroyed so that these evildoers do not launch a missile strike. MISSION OBJECTIVES: 1. Destroy all terrorist troops. 2. Destroy the SCUD Missiles. The mission is as simple as the truth. From the very beginning you have a considerable number of troops. Namely a group of Crusaders and Jeeps. That is, there will be something to shoot at infantry and at tanks. The fact that they do not allow improvements to be made - and to hell with them. There is no point in building a base further here. Those who are especially keen can order Paladins (there is 1 general point), but there is not much point in this. The enemy is easily destroyed by what he has. The main thing is to immediately attach combat drones to all equipment. The mission is completed simply by blunt pressure on the enemy. No frills. Just a stupid attack. Moreover, do not forget that tanks cope with infantry rather poorly and do not forget about Jeeps. Not far from the start of the mission, you will come across a camp with captured Pilots. Place them in your tanks and Jeeps and your “invincible armada” will become even stronger. There will be a small pocket of resistance near the SCAD missiles, but this is also not serious yet. Mission No. 2 The Iraqi terrorists were wiped out and their leaders fled to Yemen. But the Americans don’t want to leave them alone there either. So the Comanches comb the narrow city streets in search of bandits. However, these very narrow streets are extremely convenient for launching Stingers. And now you have to help your own pilots out of trouble. MISSION OBJECTIVES: 1. Rescue three Pilots. So, among the new tools, Ambulance and improvements in the form of TOU missiles for Jeeps have become available to you. Well, no fish, no cancer, fish. A Sniper with general's glasses has also appeared (and there are already 2 of them on offer), but he is only useful for defending his base. First, you need to strengthen your base a little more with the help of the Patriots and capture 2 oil rigs located just north of the base. Just don't forget to give them some kind of security. The enemy, although rarely, still makes raids, and he does not capture enemy resource centers, but destroys them. After that, add troops to your army, equip your equipment with drones and go. Just leave a couple of Jeeps at the base. Still, the Patriots do not cope very well with infantry. Although you can put a couple of snipers there. Not far from the base there is a Hospital, upon capture of which all your infantry will have the opportunity to “self-medicate.” Next, the work of stupidly clearing the city will be necessary. Captured Pilots sit one at a time and a piece of the map with a new Pilot opens only n! after the release of the previous one. The immediate approaches to Pilot are guarded quite well, and when the assault on his place of detention begins, everyone runs to this place. You can also use Colonel Barton and Snipers to shoot from buildings, but the latter base is well fortified, so it will still have to be destroyed by a tank assault. And Snipers can also be seen well by enemy Jeeps. But they are quite capable of shooting off crowds of Fanatics who will certainly harm your tank armadas. Mission No. 3 Having chased terrorists to Kazakhstan, the Americans did not calculate their strength. Kazakh terrorists turned out to be an order of magnitude stronger than Iraqi ones. Now we have to retreat. And you have to cover the retreat. MISSION GOALS: 1. To provide an opportunity for 100 American soldiers to escape. And here is the first difficult mission. There is a canyon dividing the map diagonally. Retreating Americans are walking along the canyon, pursued by evil terrorists. The terrorists who have passed through the entire canyon then go to your base, located northwest of the canyon. And to the southeast of the canyon there are a couple of oil rigs that terrorists are not interested in at all (therefore they don’t even need protection). You have as many as 3 general points at your disposal. However, the most valuable thing that can be purchased with them is Repair. "Lightning" is good, but it will not have a large number of targets, and Stealth Planes will be destroyed by excess enemy air defense. You've finally got the Comanches at your disposal, but you won't be able to build any tanks on this mission. Therefore, tanks will have to be protected. The first thing that is done is to transfer a couple of Rangers with the help of a Chinook through the canyon in order to capture the oil rigs. Secondly, the defense of the eastern part of the base is being strengthened. This is where the terrorists will come after the end of the persecution. 6-7 Patriots will be enough there. Troops are not needed there at all. They will be needed in the west. Don't touch the helicopters yet. The next action is to transport ground equipment to the western exit from the canyon to the base. There, quickly build as many Patriots as possible (and don’t forget about the energy stations at the base). After building 3-4 Patriots, take the vehicle to the very edge of the exit (so it can intercept part of the enemy walking along the canyon and continue building Patriots behind it. And after that, you can bring helicopters (if your number has reached 7-8, smaller numbers will simply be meaningless losses) to the very middle of the canyon, and then watch the destruction of the enemy, periodically adjusting events. US Mission 4 begins a consistent invasion of Kazakhstan. Terrorist training bases have already been discovered. The landing on the shores of the Caspian Sea has begun... MISSION OBJECTIVES: 1. Destroy the Stinger Nests that are interfering with the air landing. 2. Build a base and destroy the enemy training camp. American battleships in the Caspian Sea? What nonsense! Well, to hell with them. The landing was successful, but the base has not yet been built - Bulldozers can only be landed from the air. However, you have 4 Tomahawks and a bunch of other equipment. Plus three general points, one of which can be spent profitably on “Lightning”, and the rest - at will. Destroy all enemy Bunkers using Tomahawks. Just remember that even then you won’t be allowed to produce them. Therefore, guard these four better than your own eyes. After the Bunkers, destroy the target four Stinger Nests. To help the Tomahawks, you can attach a Reconnaissance Drone to one of the Crusaders and place it beyond the reach of enemy air defense. After destroying the air defense, you will receive reinforcements in the form of a pair of bulldozers and several tanks. After this, all that remains is to build a base, release a few more tanks and jeeps and move on to the systematic destruction of the enemy. Well, as always, Comanches are great as cover for Tomahawks. The enemy will sometimes weakly try to disturb you (there is no other word combination here), but your troops will easily cope with this. Mission No. 5 The Americans are trying to negotiate peace with terrorists in the city of Cabaret. And they think that terrorists should not be trusted very much (I wouldn’t trust the Americans very much either). And they turn out to be right. Peace ambassadors are shot, the war continues. MISSION GOALS: 1. Prevent the establishment of a terrorist base across the river. 2. Destroy the main terrorist base. This time you have as many as 4 general points, which can be invested in a double Lightning strike. Nothing else special was added. The mission is quite tricky to complete. There is a slow and leisurely first part and a fast and dangerous second, which begins only after completing the first mission goal. Therefore, we take our time and get everything from the first part of the mission. It ends only with the destruction of the last building of the base (Stinger Nests do not count), so you can settle down on the enemy’s shore, and only after that destroy this building. As a gift, you are invited to capture the Hospital in the north of the map, after which your infantry will be able to self-medicate. To capture or not is your choice. In the meantime, we need to add more tanks, make 3-4 Tomahawks (by the time the first mission goal is completed, there should be 6 of them), and then methodically start destroying the enemy. The right bank of the river must be completely cleared, no Stinger Nests should remain on it. After this! you create your base near the resources remaining from the enemy, protect it with a couple of Patriots and build an army that must fulfill the second goal of the mission. This is about 12 tanks, 6 Tomahawks, several Comanches (3-4 pieces). After creating this army, transfer all troops to the right bank. And do not leave helicopters over the river - only over land. Because the terrorists, upset by the loss of the base, destroy the dam and it washes away everything in the river valley. Including the bridge and everything that was over the river. After the enemy is completely destroyed, an additional part of the map will open, and you will receive reinforcements in the form of a pair of Bulldozers, a Crusader and a group of infantry. You should not use spy drones over the enemy map. This will provoke an immediate attack. From now on, everything must be done quickly. Not far from the former bridge, quickly build 5-6 Patriots, reinforcing them from behind with tanks and infantry. Just don't put the Patriots in a bunch, pull them out in a line from north to south. At the same time, bring the Tomahawk! and, Comanche and a small group of infantry north of your new base, destroying enemy strongholds along the way. Soon a hint will sound, according to which you will see the location of 2 oil derricks (and move towards them with Tomahawks) and the enemy will have SCUD Missiles. Don't pay attention to "nobody's" oil processing plant. It will be too difficult to contain her. Having captured the oil rigs, move west from them along a narrow path in the mountains, covering your Tomahawks with Comanches. If everything was done normally, then very soon you will see SCAD Missiles. Destroy the air defense points located nearby (if necessary, use Lightning Bolts against them), and then use the joint efforts of the Comanches and Tomahawks to demolish the SCUD Missiles. After this, all urgency disappears and you can gradually destroy the enemy base. Mission No. 6 The Americans have already reached southeastern Kazakhstan. But then it was discovered that the rebellious Chinese general had fled to the terrorists. Now we will also have to deal with the Chinese troops... MISSION OBJECTIVES: 1. Destroy the terrorist base in the northeast. 2. Destroy the command center and the Chinese nuclear missile. Well, now you have almost all the means to destroy the enemy. Namely, the Beam Destroyer, a raid by a flight of 3 Lightnings and B-52s. Moreover, the latter is given to you without spending any points at all. And you are free to spend 4 more General points at your discretion. The mission is also tricky, but here the entire map is available from the very beginning. In the meantime, we need to strengthen our base. Place Patriots near the bridge and on the northern outskirts of the base, and then build all available buildings on it. Build a couple of Comanches right away. Otherwise, you will be periodically pestered by enemy Rocket Buggies and will have to do something with them. Constantly spend the resource of attack aircraft and B-52s on enemy fortifications, but do not touch the Command Center for now. When the Beam Destroyer appears at the base, it will be time to scan the Chinese territory. Look for their Nuclear Missile and boldly destroy it. They won't need it anymore. After this you can finish off the terrorists. There will be a hint about another resource warehouse far to the south, but right away! after the terrorists are destroyed, a Chinese assault group will land near it, which will attack your base a little later. Therefore, it is much more profitable to build Delivery Zones and receive a stable and safe profit from them. All that remains is to walk through the Chinese base with Comanches and Tomahawks. But don’t forget that Chinese rapid-fire guns are extremely dangerous for helicopters, so it’s worth using super-powerful weapons on them. Mission No. 7 The Chinese, concerned that terrorists are going to use chemical weapons, enter into an alliance with the Americans. Fighting is already taking place on the outskirts of Akmola... MISSION GOALS: 1. Destroy the terrorist base. Now you also have Aurora Bombers at your disposal. And also 7 general points with the opportunity to choose whatever your heart desires. If you go north immediately after the start of the mission, you will find an abandoned Chinese base. Well, restore it, their “Overlords” will not interfere at all. Immediately build a line of defense from rapid shooters and Patriots. Your frequent guests will be Rebels in a state of invisibility, so then it will be extremely advisable to install “talking” towers to distinguish them. Also very soon they will announce preparations for the launch of the SCAD rocket. But its location will be highlighted, which will make the task easier for your attack aircraft and B-52s. However, the enemy’s air defense is very intense, so I personally had to carry out a double raid with my “mass destruction” weapons due to their high losses when approaching the point that needs to be hit (it is located in the depths of the defense). Next, the tedious process of destroying the enemy will begin. It is important to take care of your sources of income in advance because! initial reserves of resources are used up very quickly. Therefore, produce several Hackers as quickly as possible and set up several Delivery Zones. After this, as many weapons of mass destruction as possible are built (such as Nuclear Missiles and Beam Destroyer). And a very simple tactic is activated - we deliver a massive strike on a certain area, and additional strikes on the remaining points of resistance. The survivors are captured by a group of Comanches. Start with the wall that is just across the river. Because it is inhabited by too many Shooters with RPGs. Just be sure to wait for 4-5 “strong blows” to accumulate, otherwise the enemy will have the opportunity to rebuild again. You can use "Overlords", rapid fire and Dragon Tanks, but terrorists constantly carry out numerous and tedious attacks and your group will have to be monitored in order to protect it from destruction. China Campaign. And China also has problems with terrorists. And what do these terrorists want on a piece of land completely populated by the Chinese... Mission No. 1 In general, the terrorists did not particularly bother the Chinese. The Chinese were peacefully holding a large military parade. And then this is a disgrace. Cars with explosives, explosions. No, there are no problems, no one is counting the dead, but you have to know when to stop! MISSION GOALS: 1. Destroy the nuclear materials storage facility. As in the first mission for the Americans, you don’t need to build anything. You have one general point, which is best spent on getting your Soldiers their first badge. The factories produce Battle Masters, Dragon Tanks and Armored Personnel Carriers. The easiest way to pass is to make several Dragon Tanks and burn out the enemy who is trying to cross your path. To them you need to add several Tank Hunters to fight enemy Scorpions. But in the end, this well-coordinated team will quickly reach the storage facility and complete this mission. To speed up movement, you can place Tank Hunters in armored personnel carriers. Mission No. 2 So this is where the terrorists are creeping into China! The base of this nasty thing was discovered in Hong Kong. And since Hong Kong is already completely Chinese territory, the Chinese will have to figure it out on their own. MISSION OBJECTIVES: 1. Destroy the Terrorist Convention Hall. 2. Destroy the Poison Machine and the Weapons Seller. You have 2 general points and the opportunity to choose Artillery Preparation. True, only the first level, but this is also a lot. To begin with, there are not many troops at all. Only those that survived the explosion on the bridge. So rebuild your base and be glad that you now have Rapid Fire Tanks. It is they who will decide the fate of the entire mission. The enemy does not have heavy equipment, so 3-4 tanks will cut out the enemy with great speed. The passage near the base is covered by 2-3 Dragon Tanks in fire curtain mode. And Rapid Fire Tanks with a number of Tank Hunters are heading towards the Convention Hall. Please note that they bypass the block with the Congress Hall on both sides, so when you go directly to storm it, leave security in the rear. Otherwise, at one point the enemy will attack from both sides and it will be difficult to do anything. The desired Poison Machine and Weapons Seller are located in the north of the map. This is an optional task, but you will have to complete it, if only for the reason that you will pass by this building and they will interfere with you in the rear. Mission No. 3 The terrorists are not even going to calm down when they show up in a new place. The Chinese leadership is going to take appropriate measures... MISSION OBJECTIVES: 1. Destroy the Dam. 2. Destroy the terrorist base. You have 3 general points that can be spent on Artillery Preparation (as many as 2) and Cluster Mining. A pleasant surprise of this mission is that you will be given MIGs here. And these MIGs will not only be present in the game, but will decide the fate of the terrorists. The first task is very simple: next to the starting point there is that same dam. Place the Dragon Tanks on the fire curtain in the direction of the south (this is where the enemy troops will come from) and start shooting at the dam with the Battle Masters. After its destruction, a huge wave will wash away the enemy base, carelessly located downstream. Moreover, the resource warehouse that belonged to her will now go to you. Clear the area south of your base from the remaining enemies and you can build an Airfield. The enemy will now cross the river just north of your base, through a small island. This is where it wouldn’t be superfluous to mine it. You need to send your first MIG for reconnaissance. By a pleasant coincidence, the enemy only has 1 Stinger Nest. Artillery preparation on it, after which the MIGs begin constant shelling of enemy territory. And a full team of Migs can do a lot. And if you add another Airfield, then things will go even faster. Just upgrade Napalm and your MIGs will become even more powerful. Mission No. 4 Terrorists, in their best traditions, produce a toxin at a mining factory. The Chinese authorities do not want widespread publicity with the introduction of a large contingent of troops and are planning reconnaissance with the help of the Black Lotus saboteur, followed by an air strike. .. MISSION OBJECTIVES: 1. Destroy the Stinger Nests. 2. Capture the Military Factory. 3. Destroy the last Stinger Nest. You start with 3 General points, but there is no choice in the form of Artillery Preparation. It's a shame, but that's not the main thing. You only have a group of infantry and the Black Lotus under your command. Plus there is no way to produce equipment. True, it is possible to produce Hackers. But in just a couple of minutes you will see a simpler and more convenient way to get money - the Oil Rig. Let the Black Lotus capture it. The infantry must destroy Stinger Nests and the enemy infantry covering them. There is nothing complicated about it. Moreover, the Soldiers simply shoot the shooters from the Stinger, after which the entire crowd pecks at the defenseless Nest. You can use the Black Lotus to capture enemy Poison Machines. But you can simply drop mines at their location. Don’t be lazy to look into the distant passages, you will be rewarded with UN boxes of money. After capturing the factory, build 4-5 Gatlings and 2-3 Dragon Tanks. The first ones are for destroying infantry, the second ones are for clearing and destroying buildings. In addition, the Dragons will very effectively burn out the last Stinger Nest. After this, all that remains is to watch how several MIGs destroy the toxin factory. Mission No. 5 The Chinese realize that they cannot cope with the terrorists on their own and are receiving support from the Americans. It is expressed in the possibility of calling air strikes against terrorists. And the case has already moved to the territory of Kyrgyzstan, to the city of Balakchi. MISSION OBJECTIVES: 1. Destroy 3 terrorist camps and the main terrorist base. 4 general points is already a lot. These are at least 2 levels of artillery preparation, cluster mines and a Nuclear weapon. Plus, don’t forget about the American carpet bombing. To begin with, you have a completely comfortable base. Only complete the Military Factory and populate the Bunkers with infantry. After this, you can build MIGs and begin methodically clearing enemy territory with the help of air and artillery strikes. And a column of “Overlords” (yes, yes, they were finally given) will follow along the ground, in company with rapid fire. You can also strike with Nuclear weapons. Although, of course, the last base will have to be taken by the “Overlords” column. The mission is tedious, but very easy. Mission No. 6 Terrorists continue to roam around the world in search of at least some safe place for themselves. This time, they took root in Bishkek, capturing one of the Chinese railways. You will have to use the black Lotus again. This time to destroy a key railway bridge. MISSION OBJECTIVES: 1. Guide Black Lotus to the railway bridge. There was a joke about the general's glasses. 4 points - for only 1 promotion. Oh well. Happiness is not in glasses. And misfortune lies in yet more restrictions. They are not allowed to build anything. You only have the opportunity to produce infantry (without Hackers, of which you were given 3 at the beginning and no more) and armored vehicles (without Overlords). And you need, no more, no less, to lead your “Black Lotus” through the enemy-saturated positions and destroy the bridge. However, the task is quite feasible. First, we complete the defensive lines of the base and transport several Gatling guns to the other side of the river. Among the valuable targets there, one can note mining centers that the Black Lotus can shake out for the purpose of extracting money, a light equipment plant (which she can also capture) and a train station, to which the enemy will periodically receive reinforcements. 1-2 Gatling guns are placed near this very station and the problem of reinforcements is immediately solved. On the other side, everything is a little more complicated. Start by putting the Hackers in a secure location and let them make money. There is a stadium from which crowds of Fanatics come and a circular road clogged with tanks. Therefore, slowly move forward, mastering new positions with Rapid-Firing Tanks, and then place a fire curtain with Dragon Tanks so that it at least slightly captures the stadium. As a result, it will collapse, unable to withstand the constant scorching. After this, you will still have to build several Battle Masters and carefully destroy the Scorpions and Marauders plying here one by one. Just burn out the last lines of defense of the bridge with Dragon Tanks. Get the Black Lotus onto the bridge and enjoy your victory. Mission No. 7 Terrorists again. Now also in Tajikistan. The Chinese government is going to extreme measures and giving you access to its nuclear arsenals... MISSION OBJECTIVES: 1. Set up a base and find resources. 2. Destroy all terrorists. At the beginning, you receive 4 general points, for which it is advisable to purchase cluster mining and all 3 levels of artillery preparation. Then save up for a nuclear weapon. Place a “talking” tower on one of the “Overlords” that survived the “meat grinder” to heal your units, and on the second one, a rapid-fire one. With all your troops, advance along the road, destroying enemy troops, to the enemy base. Destroy it, but capture the Resource Collection Center. A little further down the road there is a bottleneck where a pair of Dragon Tanks can very effectively lay down a curtain of fire. At the same time, your 2 bulldozers are building a base, trying to build an Airfield as quickly as possible. 2 MIGs are built and they go north along the eastern edge of the map, after which they pass along the northern edge of the map. Two MIGs - so that at least one can fly. At the same time, there is an enemy base, namely SCAD missiles. After this, try to drop cluster mines closer to the missiles (although the likelihood of this being successful is extremely low). N! oh anyway, a couple of artillery strikes destroy the SCUDs. After this, completely rebuild the base (including Nuclear Missiles) and start striking the enemy base. Only after the constant waves of incoming enemies have subsided, build a column of “Overlords” and begin the offensive. Moreover, if you captured the enemy’s Resource Production Center, you can build Barracks and create Jennen Kell there. And he shoots excellently from the Overlords Bunker. If you did everything correctly, then another parade of the Chinese army will appear before your eyes. They defeated the terrorists! Terrorist campaign. How much do terrorists need? Yes, as much as everyone - just to correct the world a little. But for some reason they don’t like them for this and are offended in every possible way. There is another very clever trick for terrorists, missed in the game description. The fact is that some of their equipment, namely Mobile Anti-Aircraft Guns, Jeeps and Marauders, not only gain experience and bring you money by picking up the remains of enemy equipment. They are still improving themselves. The improvement can be carried out 2 times, but each time each improved machine dramatically changes its characteristics. For example, a Marauder improved 2 times acquires a second barrel and a very large firing range and rate of fire. Therefore, units fed in this way quickly cease to be “whipping boys” and move into a completely different category. So it is quite possible that you will be able to raise a “professional army” from junk (as it seemed before) machines. Mission No. 1 The evil Chinese are making life miserable for white and fluffy terrorists in Chimkent. Many of our brothers died. We will have to restore justice. MISSION OBJECTIVES: 1. Destroy the Chinese base. 2. Blow up the dam. You only have 1 general point, but you will soon gain a second one, so you can choose any promotion at the beginning. Pay attention to the introductory video. This is how blasting operations are carried out correctly. While security is being “attended” to the provocateur, exploding cars drive up close to the sabotage object and then it becomes too late to do anything. The first goal of the mission is fulfilled as if by itself. You have already partially destroyed the Chinese base. All that remains is to finish off the remaining buildings and destroy the infantry detachment coming to the rescue. You will then be escorted to your own base. It is better to start from a small enemy base located east of yours. Its disadvantage is that there are quite a few Battle Master tanks there. Therefore, carry out all the upgrades for the Explosive Truck and put into practice the skills you just learned with the provocateur and the suicide car that enters later. Finish off the remaining tanks with Scorpions. By the way, collect the remains of enemy tanks with Jeeps. They will certainly use something - guns, grenade launchers. Next, build equipment at your base (the Weapons Seller does not directly belong to the base and needs to be found near your base) and move from the location of the enemy base to the north. When you destroy the enemy "talking" tower, be prepared for the arrival of enemy tanks. Otherwise, the infantry reinforcements that come to you will be destroyed very quickly. Shoot another enemy base a little further north. And there it’s already a stone’s throw from the dam. For some reason, UN Mission No. 2 is sending humanitarian aid to the Almaty region. There would be no need to immediately hand them over to terrorists. You have to pick it up yourself. MISSION OBJECTIVES: 1. Collect 40,000 money. You have 2 general points and have the opportunity to choose Marauders for this mission. Why not? The main opponents here are UN jeeps. The most effective way to quickly gain money is to shoot all civilians. Why are they stealing our money? The second point of this plan is to plant many RPG Shooters and Rebels in all the houses of the central village with a 5-road intersection. And plant workers nearby so that they can repair the houses. The result will be that the money convoys will remain entirely in this city, without leaving far. And planes arriving later will also leave close to the village. Moreover, immediately after the planes begin to arrive, you will be allocated several Mobile Anti-Aircraft Guns. But it’s worth taking care of them, since they are not allowed to build them yet. Then another part of the map will open, and the most impudent ones will be able to directly connect to the feeder, organizing a direct attack on the American base. Mission No. 3 We found new allies in Astana. But for greater joy it’s worth bombing the city. In the meantime, everyone is afraid to steal a little more money. MISSION OBJECTIVES: 1. Destroy civilian buildings and collect 40,000 money. You need to complete this mission with an alliance of two combat units - Marauders and Fanatics. Only Fanatics need to be given an improvement in the form of Kalashnikovs as soon as possible. And then they will not only be able to storm buildings filled with infantry and will not be able to fight against the Gatlings. Everything else will be within your reach. And the Marauders... Try to pick up the remains of enemy equipment with them. After two pickups, the Marauder transforms into a double-barreled, rapid-fire, long-range assault weapon. He would say “like the “Overlord””... But no, he also spits venom. So a boosted Marauder is even better. So a couple of Marauders undergo upgrades and go to knock the enemy out of the buildings they occupy. And the Fanatics destroy all empty buildings and shoot enemy infantry. Both the Chinese and the Americans are trying to ruin your life. The Americans are eliminated from the game by blocking the bridge with a pair of Marauders. The Chinese - simply by carefully tracking their movement towards you from the north. US Mission No. 4 has become completely insolent in its impunity. But the action, this time, moved to Turkey. And then we will destroy their wonderful air force. MISSION OBJECTIVES: 1. Destroy the American Airfield. This is where you get to fully experience American aviation. Invest your general's points in the "percentage for kills." There will be many destroyed enemies here. Helicopters (don’t send Fanatics without anti-aircraft protection), airplanes, and even B-52s that periodically fly up to your positions will harm you. The key to passing is the rapid construction of Stinger Nests and Mobile Anti-Aircraft Guns. Let Fanatics guard the road just below the starting point in company with Mobile Anti-Aircraft Guns. They are quite enough for this. When you approach the possibility of an assault (sufficient funds and forces have been accumulated), then use a pair of Jeeps (with workers on them) and a pair of Mobile anti-aircraft guns to break through the Canyon to the American base. There is a relatively safe nook where you can build a tunnel and a couple of Stinger Nests. After this, you can not drag the entire mass of troops along the canyon, but simply transfer them through the tunnel. After this, a quick breakthrough to the American base with the launch of Fanatics, who must destroy the energy stations. After which the American base is simply taken with bare hands. Mission #5 What a disgrace! The United States has taken control of our pesticide storage facilities near the Aral Sea! They need to be returned! And then what to fight with? MISSION OBJECTIVES: 1. Capture 4 toxic chemical storage facilities and destroy all Americans guarding them. You have 4 General points, which, of course, must be spent on getting money. You don't have anything particularly new (except for the Truck with Explosives). Your base is not in a completely neglected state, but it has no defensive lines. The Americans will attack from 2 sides - from the east, across the bridge and from the north, across a fairly wide area. The bridge is mined and several tunnel crossings are placed near it. Plus, you need to place several Stinger Nests along the shore to protect against enemy aircraft, which will quite freely come to visit you across the river. With the northern direction, everything is not so simple. There you need to plant a large number of infantry in the houses (with and without grenade launchers) and place Rocket Buggies behind the houses. Then the enemy's attacks will break against your strong defense. And, of course, don’t forget to repair houses after enemy attacks. Having built the defense, you can think about the attack. It is better to attack across the bridge to the east. Because from the north! Enemy units are constantly moving and you will have to not only deal with the security of storage facilities, but also be distracted by enemy reinforcements. To be honest, it’s quite possible to get those same 4 storage facilities here. The most important thing is not to destroy them, but to capture them. So the mission may well end long before the entire map is liberated from the Americans. Your attacking unit will most likely consist of Marauders, Mobile Anti-Aircraft Guns and Rocket Buggies. Plus some infantry to capture buildings. You can also capture one Poisoning Machine to clear houses and Bunkers of enemy infantry. Mission No. 6 Treason! Several terrorists fled to the Chinese. So now we have to fight our own. MISSION OBJECTIVES: 1. Destroy all traitors. You have 3 trucks with nuclear warheads (just captured from the Chinese) and a fairly large base. The traitors' base is visible nearby. Scatter your 4 general points as before. In the first 2 minutes, quickly establish defenses and order the construction of troops. At the same time, your troops should be pulled together into a single fist. And this fist will begin to break through directly to the enemy base. The enemy pays very little attention to your Nuclear charges. Therefore, it would be quite fair to destroy first the two bunkers guarding the entrance, and blow up the remaining ones at the base, destroying enemy buildings. After this, break into the base with the remaining troops and destroy everything that remains there. There is no point in stalling for time, since the enemy will throw in SCAD Missiles, which are controlled from the Command Center, and the Missiles themselves are located outside the map. After destroying the enemy base, the enemy from all over the area will begin to converge on your positions. If you have managed to take care of defense, then you will no longer be afraid. And if everything is done correctly, the mission proceeds very quickly. Mission No. 7 Your task is to capture the Baikonur Cosmodrome. It is from this that you can launch a rocket filled with toxic chemicals. The fate of all terrorists is in your hands. MISSION OBJECTIVES: 1. Capture the mission control center. Capture the missile launch pad. The most valuable thing you have is 7 general points. Which should be used for a toxic bomb, getting money and be sure to invest at least one point in Rebel Ambush. The workers available at the base must build the Barracks and the Weapons Seller. A Radar, several RPG Shooters and Scorpions or Marauders are built here (enemy tanks will soon crawl in). By the time your Radar appears, the American Strategic Center will be shown. Near it you will see a place where enemy Chinooks are stealing resources. To the south of this area, throw your anthrax bomb. If everything is done in a timely manner, then soon after the bomb falls, a column of American troops will pass through the contaminated area towards your base. Few will make it, and those who do will be very badly damaged. After the poison disappears, throw your Rebels into the enemy base. Let them start with the Strategic Center and then take over everything else around it. Gradually take control of the entire American base and there will be more! rather, the passage is for the Americans - several Comanches are built, which cut out all the guards at the base, and then around the rocket. If everything is done quickly, then you won’t have to deal with the Chinese at all. But if you delay the mission, then build Jennen Kell at your base, who will deal with the Chinese “Overlords,” and deal with the Chinese base with American aircraft. And watch the flight of the rocket you captured.

Strategy genre lately is slowly rotting. That is, there are a lot of games, but... Some of them are gray and average. Numerous variations on the Age of Empires theme, all sorts of imitations of other trends, new but crooked ideas. However, this is not all that. I would like a game that really brings something new. And in Westwood they measured the dose of the new one on precision pharmacy scales. Exactly the one that turned the game from C&C:n into C&C: Generals, and not at all into C&C:n+1. And may the guide below help you in successfully completing it.

Interface

This part of the game is both very strict and downright childishly fun. No numbers - the computer itself will be able to calculate how much life a building/soldier has left. But there are a lot of funny pictograms. The only serious drawback is the complete lack of information when recruiting a mixed group of troops. That is, you not only have no information about the characteristics of the fighters in the group, you don’t even have information about its composition.

The entire control panel is located at the bottom of the screen. A very large minimap takes its place on the left. In the right corner is an image of the selected fighter/unit of equipment, framed by possible improvements for him. Moreover, the improvements performed for a given fighter become colored. A little to the right is an inconspicuous column. It is he who shows your gradual accumulation of “general points”. So pay attention to him. In the center there is a money counter, an energy line with an indicator of the amount of energy consumed (terrorists do not have one), and a command panel for a soldier/building. For a building, improvements are located on the right side, and soldiers possible for production are located on the left.

And one more thing - all actions are performed only with the left mouse button. Right key—cancel selection of building/fighter.

Buildings

Of course, you can't wait to see what these or those soldiers can do. But don't get ahead of yourself. Soldiers come from somewhere, after all. And these “from somewhere” are buildings that need to be built. And use it to the fullest. And each building has quite a few functions.

USA

Table 1
USA buildings
Name Price coolant Construction time View radius Energy consumption
Energy station 800 800 10 200 +5 (+5)
Barracks 600 1000 10 200 -
Supply Center 2000 2000 10 200 1
Patriot missile system 1000 1000 25 360 3
Military factory 2000 2000 15 200 1
Aerodrome 1000 1500 30 200 1
Strategic center 2500 1500 60 400 2
Delivery area 2500 1000 45 - 4
Internment camp 1000 2000 30 200 -
Beam Destroyer 5000 4000 60 200 10
Command Center 2000 5000 45 300 -

American buildings are strong enough that the first migratory woodpecker will not bring them down. Nevertheless, you should not leave them unattended by a certain number of troops. Buildings do not forget to require the energy due to them, so do not forget about the space for Energy Stations. It will be unpleasant if, in the midst of an enemy attack, some insidious Bulldozer hands over the Delivery Zone to the reception committee, after which the electricity suddenly runs out. And the sadly blackened “Patriots” will by no means help you keep your base intact. It is also worth noting how American buildings love themselves. As soon as they are slightly damaged, they immediately begin to be repaired. And rightly so, otherwise they’ll suddenly gouge you inadvertently.

Energy station (Cold Fission Reactor). It is with the help of this that real Americans extract energy. The building is small, but has the ability to expand - after the improvements, it produces twice as much energy. It does not suffer from excessive durability, so make sure that all stations do not stand in one heap. Otherwise, the precise launch of just 1 SCUD will lead to the end of your career.

Barracks. As long as I can remember, not a single tank has ever left the doors of the Barracks. He won't leave here either. But Rangers, Riflemen with anti-tank guns, Snipers and Colonel Barton come out from here. Plus, here you can teach Rangers to throw incendiary grenades and capture buildings.

To build, you need money. Money is the resources brought by the raking Chinook to the Supply Center. When built, one Chinook is immediately released, which (if there are resource reserves nearby) immediately begins to drag everything into the house. Also produces Chinooks.

Patriot Missile System. Universal protection system. Mainly against enemy ground hordes. Because Chinese MIGs are not a very serious problem, except in network game may be useful against the Americans.

The systems consume a huge amount of energy, so watch out for it to suddenly end due to the construction of the next Patriot. Missiles cause 30 units of damage (25 to air targets) within a radius of 5 at a distance of up to 225. There are a total of 4 missiles, which the installation fires within a second, after which it restores its ammunition within 4 seconds.

War Factory. The place where the Americans produce their ground equipment. Namely Jeeps, Crusaders, Paladins, Tomahawks and Ambulances. You can immediately add a TOU installation to the Jeep. Enemy tanks will appreciate it.

Air Field. One of the most valuable buildings for Americans. For from here Aurora Bombers, Stealth Planes, Predators and Comanches can fly out. That is, all the beauty and strength of American aviation. However, the Aerodrome itself, despite large size, very frail health. So guard it better. Helicopters are not limited in number. But there cannot be more than 4 aircraft at one Aerodrome. There isn't enough space, you know.

Strategic Center. Good stuff, necessary. In it, Americans choose what they need most at the moment- armor, firing power or viability of drones. And besides, here you can make three improvements on an ongoing basis for money. Can only be built if you already have an Airfield or Military Factory.

Delivery Drop Zone. How to make money out of thin air? Ask them to send it. Every two minutes, fresh gifts directly from the USA are dropped on this platform. Receive and spend. And don’t whine that the agile Chinooks have already stolen all the resources. To be able to build, you need to have a Strategic Center.

Detention Camp. Doesn't work in the campaign. But in a single game against the computer or in multiplayer, it allows you to see all enemy troops for 2 minutes and detects all invisible ones (although it is easier to produce snipers for this).

Beam destroyer (Particle Cannon). A weapon of targeted destruction. It recovers quite quickly and can easily destroy a couple of nearby enemy buildings. For in a second its beam deals 400 units of damage. Can shoot at any territory it sees. From the moment the shot starts, it can move in any direction. But keep in mind that in those 10 seconds that are allocated to the “ray from heaven”, you are unlikely to have time to destroy the entire enemy base. Therefore, plan the course of the beam in advance. To begin its construction, the presence of a Strategic Center is required.

The main building of the Americans. Does not require energy, produces Bulldozers, and makes it possible to control various events, such as the Lightning attack.

China

Table 2
China buildings
Name Price coolant Construction time View radius Energy consumption
Nuclear power plant 1000 1500 10 200 +10 (+5)
Barracks 500 1000 10 150 -
Supply Center 1500 2000 10 200 1
Bunker 400 1000 5 300 -
Rapid fire gun 1200 1000 25 360 3
Military factory 2000 2000 15 200 1
Aerodrome 1000 1500 30 200 1
Propaganda Center 2000 1000 45 200 2
"Talking" tower 500 300 10 200 1
Nuclear missile 5000 4000 60 200 10
Command Center 2000 2000 45 300 -

By and large, Chinese buildings are the same as American ones, only from the side. It is worth noting the better choice of defensive structures plus the ability of buildings to surround themselves with mines. However, unlike the Americans, the Chinese have to repair everything themselves.

Nuclear Reactor. Chinese way of energy production. If absolutely necessary, it can operate with overload (+50% energy), turning it on instantly, but after some time the station will explode with radiation contamination of the surrounding area. And radiation, as we know, does not make the air healthier. However, in very difficult situations that require an immediate addition of energy, this action works quite well.

Barracks. Strangely enough, only infantry emerges from the Chinese Barracks, namely the Soldier, Tank Hunter, Hacker and Black Lotus. Immediately the soldiers learn to capture buildings.

Supply Center. The Chinese don't have Chinooks. They do everything slowly and sadly. For this purpose, slow trucks are used, which sadly carry resources from their nearest deposit to the Supply Center. This is where they are produced.

Bunker. A purely defensive structure that can accommodate as many as 5 people. Tank Hunters take root very well there. If you also prevent the enemy from destroying the Bunker, your positions will remain safe and sound.

Rapid-fire gun (Gattling Cannon). Another defensive structure. And much more effective than the American one. Particularly effective against enemy infantry and aircraft. And against tanks there are Bunkers.

War Factory. The military factory produces all ground equipment and is therefore the most important structure for the Chinese. The products here are: Battle Master, Dragon Tank, Overlord Tank, APC, Gattling Tank, Infernal Weapon and Nuclear Weapon. Plus, such wonderful improvements are immediately made, such as increasing the firing speed of all rapid-fire guns and strengthening napalm (which is important for Dragon Tanks and MIGs).

Airfield. The Chinese Airfield is very deserted - only MIGs and improved armor for them. Not a lot, but this is all Chinese aviation.

Propaganda Center. The Chinese people are very susceptible to propaganda. Therefore, the “Nationalism” improvement is being made here (our Chinese are the yellowest Chinese in the world), which, when collecting 5 or more fighters of the same type, sharply increases their power, as well as an improvement that enhances the influence of “talking” towers and propaganda towers on “Overlords” .

"Talking" tower (Speaker Tower). A wonderful thing that heals your soldiers and detects invisibles, and also speeds up the shooting of your troops. That is, as soon as the enemy retreats, he will again see a large and healthy army in front of him.

Nuclear Missile. Nuclear technology to the masses! Only for the enemy masses - a nuclear warhead. And the Chinese have nuclear engines for the Battle Master and the “Overlord”, which then drive faster and shoot more powerfully. And to die they can again go to the enemy masses. Because, like tanks with a nuclear engine, they leave behind a cloud of radioactive contamination.

Command Center. Acts similar to the American Command Center. That is, it produces bulldozers and controls events. Only the Chinese do not include radar in the kit. You have to purchase it separately.

Terrorists

Table 3
Terrorist buildings
Name Price coolant Construction time View radius Energy consumption
Resource Center 1500 1000 15 200 -
Barracks 500 500 10 200 -
"Nest" of stingers 900 1000 25 600 -
Tunnel network 800 1000 5 200 -
Weapons seller 2500 2000 25 200 -
Mine 400 100 5 150 -
Castle 2500 3000 45 300 -
Black market 2500 500 45 200 -
SCAD missiles 5000 4000 60 200 -
Command Center 2000 5000 45 300 -
Ruins - 500 10 50 -

Characteristic features of terrorist architecture are the presence of Ruins and the complete absence of energy. These two things alone greatly distinguish terrorists from their more civilized opponents. Well, one more thing is that terrorists have no division of labor. Their Workers build and extract resources.

Supply Stash. Releases the Workers and accepts the bags they brought. And it’s not needed for anything else.

Barracks. And the infantry also comes from here. Only this time - terrorist infantry. Worthy representatives include Rebels, RPG Gunners, Terrorists, Zealots, Hijackers and Jannen Kell. And, of course, there is also an improvement for the Rebels to capture buildings. This building can be called the most important for terrorists.

"Nest" of Stingers (Stinger Site). Terrorists' response to the actions of American aviation. A very serious air defense point that can also shoot back at ground vehicles. Three Stingers, stationed in this fortification, eat their bread for good reason. However there is one interesting point. Guys with Stingers can be knocked out with anti-personnel weapons (for example, a Sniper), and then finish off the empty “Nest”.

Tunnel Network. The network is not only a machine gun on a bunker, but also 8 places for equipment or infantry! Little sneak tactics in action. Up to 8 units can be driven into any tunnel, and they can also exit from any tunnel. How happy the helicopters will be who decided to shoot at the “defenseless tunnel” when 8 anti-aircraft guns emerge from it! Few pilots will return home.

Arms Dealer. Terrorists don't make weapons. They buy it honestly. At least for the Americans. After which they use it against them. And they buy Jeeps, Scorpions, Mobile radars, Rocket buggies, Vehicles with explosives, Mobile anti-aircraft guns, Poison vehicles, Marauders, SCAD missiles. That is, very, very much. Scorpions are also being improved here by installing missiles on them, but this technology was probably stolen somewhere. The terrorists didn’t come up with this idea themselves!

Mine (Demo Trap). Just a huge barrel of explosives. Only the “Overlord” survives two such barrels. It is very slow with the explosion, so all kinds of Jeeps can manage to slip past the Mine before the explosion occurs.

Palace. And here all the improvements for the infantry are made - camouflage, AK74, acceleration of fire and chemical filler for ammunition. That is, just a technology center.

Black Market. Loot is sold on the Black Market. And the more there are, the more terrorists will earn. But it is also another technology hub. Only here are technologies purchased to improve equipment.

SCUD missiles (SCUD Storm). It just shoots rockets. Fastest reload. Very serious contamination of the surrounding area chemical products, falling out of an exploded rocket.

Two oil derricks. One is ours, the other is nobody's. But guess which one is ours - guess for yourself.

Command Center. Construction workers and management of all kinds of general actions.

Ruins (Hole). This is the originality of terrorists. Once their building is destroyed, it turns out that some flimsy but tenacious ruins are growing underneath it. Which immediately strive to build up to the 500 life points allotted to them, after which they return the building that previously stood there to its place. Therefore, finish off the terrorist buildings to level ground. Otherwise, there is no point in attacking them.

SECOND PAGE

Toy soldiers

There are many fighters in the game. And very different. Moreover, extremely rare “divisions” are at least somewhat similar to each other. Even banal foot soldiers differ from each other. And this forces, when playing for each side, to use its own, unique tactics.

Let us immediately note the system of experience growth. Yes, now every soldier has the right to become cool after gaining a certain amount of experience. Experience points for soldiers are indicated in the corresponding column of the table and show how much experience is needed for the first, second and third stripes. Experience is gained by killing enemies. Moreover, a high-level enemy is rated more strongly in terms of experience gained. The experience is indivisible and goes entirely to the person who fired the last shot at the deceased. 1 enemy fighter usually costs somewhere around a third/half of the experience he needs to gain one level. So, the cost of the “Overlord” will be, respectively, 200, 200, 400 and 600 experience points for the one who destroyed it. The first stripe gives a 25% bonus to damage dealt. Equipment with 2 strips does its own repairs. Well, with three (the most super-veterans) they get the opportunity not only to shoot colored charges, but also often some unexpected gift. Like the Crusader's machine gun or the Terrorist Jeep's grenades.

USA

Table 4
US combat units
Name Price coolant Construction time View radius Experience Speed Damage
Bulldozer 1000 250 5 200 - 20/10 -
Ranger 225 180 5 100 40/60/120 20/10 5/0/100
Shooter with PTR 300 100 5 150 100/200/400 20/10 40(225)/5/175
Sniper 600 120 10 200 50/100/200 20/10 100/0/200
Colonel Barton 1500 200 20 150 200/300/600 30/20 40/0/25
Jeep 700 240 10 150 100/150/300 60/30 8/0/150 30/5/150 50/5/320
"Crusader" 900 480 10 150 200/300/600 30/25 60/5/150 10/25/150
"Paladin" 1100 500 12 150 200/300/600 30/25 60/5/150 100/0/65
"Tomahawk" 1200 180 20 180 200/400/800 30/25 150(50)/10(25)/350
"Ambulance" 600 240 10 100 - 30/25 -
"Predator" 1400 160 20 180 100/200/400 175/120 100/5/320
Bomber "Aurora" 2500 80 30 180 200/400/800 480/240 400/20/300
Stealth plane 1600 120 25 180 200/300/600 175/120 100/5/220
"Comanche" 1500 220 20 180 100/200/400 120/120 6/0/200 50(30)/5(25)/200
"Chinook" 1200 120 10 300 - 150/60 -
Pilot - 100 - 150 - 20/10 -
"Lightning" - 600 - 300 - 120/120 10/4/450 200/50/350
B-52 - 1000 - 300 - 125/75 -

It just so happens that the United States has the most fighters. And their main support is aviation. Everything is almost like in real life. Another thing worth noting is drones. These are combat robots that can be attached to any ground vehicle. Moreover, there are two types of drones to choose from - combat and reconnaissance. Both of them know how to repair the vehicles they charge, but they themselves cannot be repaired, which is why they mercilessly die from enemy air defense. Combat ones also fire their machine guns, clearing the battlefield of enemy infantry (with a large number of drones this happens very quickly and efficiently), and reconnaissance ones simply expand the field of view of your combat units. Which, for example, is very useful for Tomahawks, which can shoot longer than they can see.

Workhorse American army. Builds buildings. If necessary, he repairs (if he happens to be close to something that is broken). It can also detect mines. A couple of such devices should always be available.

Ranger. Just an American infantryman. Knows how to shoot a machine gun and throw incendiary grenades (if taught in the Barracks). Unfortunately, he himself does not know how to figure out what exactly he should do now and either shoots or throws (whatever the player orders). Although it shoots in bursts of 3 rounds at once. Therefore, it is only suitable for capturing buildings.

Shooter with PTR (Missile Defender). American shooter with a universal grenade launcher. For air targets it is significantly more painful, for ground targets it is significantly weaker. It can aim with a laser and then it will shoot quite successfully. But aiming the shooter every time so that it justifies its effectiveness? We don't need such a shooter.

Sniper (Pathfinder). A cunning sniper knows how to hide and is visible to the enemy only when he moves. And if he has found a place for himself, he will hide thoroughly and immediately begin to harass the enemy infantry trying to slip past him. If you did not take the appropriate promotion during your promotion to general, you will not receive snipers.

Colonel Burton. Both a Swede and a Reaper, in a word, a man with diverse interests. He can shoot from a rifle (quite quickly, although with rather weak damage), kill enemies with a knife (immediately to death, because he is also invisible) and plant remotely detonated charges. Only one copy can exist at a time. It is not of great practical value.

Jeep (Humvee). In large numbers it is a threat to infantry. When equipped with a TOU missile, it even becomes a threat to light tanks. However, it can only be used as an anti-personnel weapon for tanks. Can carry 5 infantrymen inside. It has no independent meaning.

Crusader. The initial tank of the Americans. It stands up well to enemy tanks (especially with a combat drone). Completely unable to withstand crowds of infantry due to its low firing rate and some infantry immunity to its fire. Although, if he survives to the third level, he will receive a machine gun to fight infantry. You just have to live...

Paladin. For 200 coins, the Crusader was given 20 hit points and a combat laser. The latter, in his free time, is engaged in shooting infantrymen and enemy aircraft that have crawled too close. This tank is quite capable of defending itself, but it is still better to use it as part of mixed formations. Just remember to order it when distributing General points.

Tomahawk. Mobile rocket short range. An extremely effective thing. Allows you, with some support (helicopters and tanks), to break into strongholds of enemy defenses. 3-4 Tomahawks deal extremely quickly with any structure. Tomahawks will only be built if you have a Strategic Center.

Ambulance. What does the Ambulance do? Heals wounded soldiers and removes chemical and radiation contamination. In truth, if you have brought the pollution to this point, then you no longer need to clean it, but urgently harass the enemy. For while you are clearing one, he will add fresh. But sometimes it will do.

Predator (Raptor). Fighter. Carries 4 missiles that are fired at high speed at air or ground targets. Two such devices demolish any enemy bunker. But it’s better to use it to patrol your airspace in case Chinese MIGs invade.

Retreating March.

Bomber "Aurora" (Aurora Bomber). High speed, great damage from the bomb on board. And all this is canceled out by a tiny amount of life. But if you don’t try to push right through, but destroy the anti-aircraft guns located on the edge, then the Aurors can greatly change the battlefield. Of course - in your favor.

Stealth Fighter. In general, it was conceived as a fighter, but is perfect for the role of a reconnaissance aircraft. It is worth placing it on patrol a little further than the range of enemy anti-aircraft guns - and you will always be aware of what is happening on enemy territory. Moreover, the enemy will not know about it. Worse than the Predator in combat terms, because there are only 2 missiles, and their range is shorter.

Comanche. The main fighter of the American army. 3-4 helicopters successfully deal with a large number of infantry. And against tanks and other equipment they have 4 missiles in stock, which are restored quite quickly. Like all other aircraft, it is quite sensitive to air defense fire, but in company with Tomahawks it will quite successfully break through any defense.

Chinook. Cash earner in initial period time and a transport helicopter for delivering infantry to hard-to-reach places (to capture important objects).

Pilot. If your well-deserved helicopter or tank was destroyed by enemy fire, then there is a very high probability that its pilot will be saved and will not be destroyed on the ground (although terrorists love to finish off small and defenseless Pilots). And if he escaped and reached his own people, then the pilot can be put in a tank or Tomahawk, immediately increasing his experience. And experienced technology is much better than inexperienced one.

Lightning (A-10 Thunderbolt). Stormtroopers carry out raids on enemy positions, after which they take 4 minutes to equip. You don’t have them in their pure form, you need to invest general points into them, from 1 to 3. Then the corresponding number of attack aircraft will fly out. A flight of three attack aircraft demolishes almost any enemy building. Moreover, the greater viability of attack aircraft completely allows them to do this.

B-52. This airplane casually drops a tactical nuclear charge onto enemy positions. The result is impressive. Moreover, the affected area is huge. The only drawback is its great vulnerability. An attempt to break through dense thickets of air defense will most likely end in death for the aircraft. Requires payment in General Points and loads within 5 minutes.

China

Table 5
Chinese units
Name Price coolant Construction time View radius Experience Speed Damage
Bulldozer 1000 250 5 150 - 30/20 -
Red Guard 300 120 10 100 20/40/80 25/15 15/0/100
Tank Hunter 300 100 5 150 100/200/400 20/10 40(225)/5/175
Hacker 625 100 20 150 100/300/500 20/10 -
"Black Lotus" 1500 150 20 300 150/450/900 30/20 -
Master of Battle 800 400 10 150 200/300/600 25/25 60/5/150
Tank "Dragon" 800 280 10 100 100/150/300 30/25 10(1)/5(10)/75
armored personnel carrier 1400 240 (200) 15 175 - 40/30 -
Rapid fire tank 800 300 10 150 100/150/300 40/40 20/0/175
Hell's Weapon 900 120 15 180 100/200/400 20/20 30/15/300
Nuclear weapon 1600 240 20 180 400/600/1000 20/25 400(20)/50(60)/350
Tank "Overlord" 2000 1100 20 150 (200) 400/600/1200 20/20 (30/30) 80(20)/5(10)/ 175
MOMENT 1000 160 (200) 10 200 (300) 100/200/400 160/160 75(40)/5(30)/320
Supply truck 600 300 10 150 - 40/20 -

The Chinese army is armed with aircraft, but not in such huge quantities as the Americans. Their bet is on powerful technology and nuclear weapons. And they may well fight off American aviation, what then are the MIGs for? And if you add to this the cunning manipulations with the infantry, it becomes clear that if the game is played correctly, the Chinese will give a light to any enemy.

Bulldozer (Construction Dozer). Build, repair, discover minefields- This machine can handle everything. And if she crawls slowly, she has nowhere to rush.

Red Guard. The Chinese soldier is the fastest soldier in the world. The only bad thing is that he has a rifle that fires incredibly rarely. But there are a lot of soldiers themselves. For your 300 coins you will get 2 soldiers at once instead of 1. And that’s nice.

Tank Hunter. It is similar to its American counterpart, but it can also plant explosive charges (but it does not have a laser beam). Practical Application- only when placed in Bunkers.

Hacker. He doesn’t kill anyone, but he knows how to stop production in buildings owned by the enemy and extract money from banks by secretly surfing the Internet. In the process of searching, experience is gained, and through this more money. So, the limit of a novice hacker is 5 coins in 1-2 seconds. A hacker with three stripes already steals 10 coins from someone else’s account in the same period of time.

"Black Lotus" The leader and inspirer of all Chinese hackers. Although its actual usefulness is very doubtful. Can “hack” enemy supply centers, stop enemy equipment and capture buildings from a distance. At the same time, it costs terrible money and at the same time exists only in a single copy.

Battlemaster. Ordinary Chinese tank. However, after all the improvements (especially in the Propaganda Center), this tank dramatically increases its capabilities and, when collected in groups of five or more, becomes a very serious threat to the enemy.

Dragon Tank. Flamethrower tank. It works very well against endless terrorist infantry (especially with a curtain of fire), but it can also do something against enemy vehicles. Excellent at clearing out bunkers and buildings in which enemy infantry are holed up.

APC (Troop Crawler). The armored personnel carrier is valuable primarily because in it, having just left the factory, a company of 8 Soldiers has already looked for a warm place for themselves. Well, calculate how much they will cost you separately? But the armored personnel carrier also detects mines. Although you shouldn’t count on him himself - he doesn’t know how to fight. Another interesting point related to the armored personnel carrier: when infantry is unloaded from it, the number of hit points of the armored personnel carrier is reduced by 40 units. One will inevitably think that the infantry fills the equipment with life.

Rapid-fire tank (Gattling Tank). Mobile anti-aircraft gun from the Chinese. It’s a truly terrible thing—no planes can fly up, no infantry can run up. The enemy will not pass. The only serious enemy for him is the enemy’s thick armored vehicles.

Inferno Cannon. Chinese analogue of Tomahawk. It destroys enemy structures from afar. The only difference is that it can be improved in the form of Napalm, after which it starts with terrible force burn enemy infantry. Mostly to death.

Nuclear weapon (Nuke Cannon). This device takes an extremely long time to prepare for battle, but then begins to create outrageous things. Not only does it have a huge firing range and enormous damage, but at the point of impact it also creates radioactive contamination, which lasts for a very long time. It's a terrible thing.

Tank "Overlord". Heir to "Mammoth". Big and strong. And successfully amenable to improvement. With the added rapid fire weapon, the Overlord will be able to protect himself from everything - not only from tanks, but also from infantry and evil pilots. And with the Propaganda Tower, the Overlord simply becomes stronger, and the tankers sitting in it, having been affected by their spirit, spend all their free time repairing the tank. There is also a Bunker into which you can push 5 infantrymen. Also an option - with 5 RPG Shooters, the Overlord becomes a “death machine” for enemy tanks. It makes sense to make a set of Overlords with various additions, and then you will successfully get out of any situation. The Overlord takes a lot of time between shots, but considering that he fires a volley from two barrels at once...

MIG. Carries 2 missiles filled with napalm, which it manages to fight even against air targets. And not without success. And how it burns infantry on the ground - you have to see it.

Supply Truck. The Chinese do everything slowly, but for centuries. So the supply truck is not fast, but it is quite cheap and a chain of these trucks is quite capable of serving the Chinese camp. But they need to make the road wider, otherwise they constantly bump into each other and get in their own way.

THIRD PAGE

Terrorists

Table 6
Terrorist combat units
Name Price coolant Construction time View radius Experience Speed Damage
Worker 200 100 5 100 - 20/10 -
Rebel 150 120 5 150 40/60/120 20/10 5/0/100 50/0/70
RPG shooter 300 100 5 150 100/200/400 20/10 40(225)/5/175
Terrorist 200 120 5 150 - 20/10 500(300)/18(50)
Fanatics 800 50 15 150 150/450/900 18/18 40/10/100 10(20)/0/100
Hijacker 400 100 10 100 - 20/10 -
Jannen Kel 1500 200 20 200 100/200/400 30/20 180/0/225
Scorpion 600 370 7 125 100/200/400 40/30 20/5/150 100(80)/5(25)/150
Jeep 500 180 5 150 50/75/150 90/80 8/0/120 50/5/50
Mobile radar 500 200 10 200 - 40/30 -
Rocket buggy 900 120 10 180 200/400/800 90/80 20(5)/0(10)/300
Car with explosives 1200 220 15 150 - 50/50 700(100)/20(50)/300
Mobile anti-aircraft gun 700 220 10 150 100/150/300 40/25 10/0/150
Poison machine 600 240 5 100 100/150/300 30/20 10/10/100
Marauder 800 430 10 125 200/300/600 40/30 60/5/150
SCAD rocket 1200 180 20 180 100/200/400 20/15 300(50)/50(100)/350 200(25)/30(60)/350

The main focus of terrorists is on petty tricks (in the form of all kinds of chemical attacks) and numerous cheap fighters. Terrorist infantry is the most combat-ready of all infantry options. And when going against terrorists, it is imperative to take care of anti-personnel weapons. Because the crowd of Fanatics and Hijackers will not leave your tank armada stone unturned.

All Americans' best friend

Terrorist sniper.

Worker. Well, a worker is a worker. Bring resources, build buildings. Only it turns out that he extracts resources faster than Chinese trucks. Due to the fact that it does not require very wide roads.

RPG Trooper. Analogous to the American and Chinese versions. Only without any tricks at all. However, in large quantities it could well poison the life of American aviation or a Chinese tank avalanche.

Terrorist. A very independent comrade. Kamikaze, who strives for the specified goal until his death. And the fact that his death will happen is already a proven fact. Just keep in mind that it explodes itself as soon as it reaches the specified target. You shouldn't drive him through a flock of light tanks to a specific "Overlord". It’s better to let it explode near the nearest enemy targets. Can climb into a car (any car) so as not to have to walk.

Fanatics (Angry Mob). Mad crowd with pistols and Molotov cocktail. After upgrades, they receive Kalashnikovs, after which they become twice as ferocious against enemy infantry. They even successfully deal with tanks if they do not have machine gun support. If at least one remains, but left alone, then it urgently begins to reproduce by budding, acquiring new supporters (and so on up to 10). They cannot be driven over long distances, as someone is always behind. And the lagging Fanatic experiences a mortal longing for his comrades and immediately commits suicide.

Hijacker. Buy equipment? Easier to steal. Take the Hijacker (partially invisible) and throw it (preferably more than one) against the enemy tank avalanche. Overlord for 400 local money - why not purchase? Just don’t throw him at machine guns - he definitely won’t survive that.

Jannen Kell. Another typical terrorist. A sniper who can even destroy the driver of an enemy tank (without damaging the tank), who kills any infantryman with one hit. The best of the "name" fighters of all races. And if he speeds up his shooting, he will shoot the infantry in droves. True, when he shoots, he becomes visible. But, given the fact that he does not shoot without an order (although if he starts shooting, he will finish off those remaining in the crowd), it is difficult to destroy him.

Scorpio. A puny starting tank. Wouldn't be worth any consideration if it weren't for the upgrade that gives him a rocket. The rocket, in addition to causing quite good damage when it explodes, also floods everything around with chemical contamination. However, if possible, it is better to use more serious machines.

Jeep (Technical). Almost an analogue of the American Jeep. Cheaper, but also less viable. From his machine gun he famously fires even at enemy aircraft (albeit with very little effect). By and large, it’s a bargaining chip in battles. But if he survives to the third badge, he will also receive a free grenade launcher. Although even with him it doesn’t get much cooler. Only hit-and-run tactics.

Mobile radar (Radar Van). Terrorists do not have a stationary radar. But there is this. Maybe, like the American radar, it can spy on a small area of ​​territory.

Rocket Buggy. Another sabotage item for shooting at stationary targets. Its three missiles (after improvement - 5) fly only to the place where they were aimed and, naturally, do not hit a moving target. But the high speed and firing range allow this machine to do quite a lot of nasty things.

Bomb Truck. Truck? Train? Airplane? What's the difference? You can turn this machine into any equipment that is currently on the map. You just need to see this technique. The computer is very cool towards the plane taxiing in the center of the street and is very surprised when this plane explodes in the very center of its infantry column.

Mobile anti-aircraft gun (Quad Cannon). The quadruple barrel helps this machine quickly bring down the impudent Yankees from heaven to earth. If she weren’t so fragile, she would be just a dream. But terrorists have few powerful fighters. Anti-aircraft guns are no exception. However, troops going on the attack will benefit from protection from helicopter raids.

Toxin Truck. Similar to flamethrower tank Chinese, but has its drawbacks. It shoots further and faster, but only works effectively against enemy infantry. The technology will sort it out instantly.

Marauder Tank. A tank, just a tank. Quite thick, but without any special frills.

SCUD Launcher rocket. Terrorist version of the Tomahawk. Makes it possible to fire 2 types of warheads - chemical and conventional. The regular one explodes more powerfully, while the chemical one poisons the surrounding area for a long time. Difficult choice...

Improvements

There are not very many improvements, but it should be noted that among them there are almost no useless ones in which it would be a pity to invest money. However, their complete list is below.

USA

And what water! And the bridge with the train collapsing into the river does not spoil it at all.

What can Americans invest their money in? Now we will look at this.

1. America Cold Fusion Reactor Upgrades. Cost - 800, production time - 30 seconds. Made in energy stations, increasing their power by 100%.

2. Ranger Flash Bang Grenade. Cost - 800, production time - 30 seconds. Produced in the Barracks. Rangers gain the ability to fight with incendiary grenades.

3. Capture building. Cost - 1000, production time - 30 seconds. Produced in the Barracks. Rangers gain the ability to capture buildings.

4. TOW Missile. Cost - 1200, production time - 30 seconds. Produced at the Military Plant. Jeeps gain the ability to fire rockets.

5. Comanche Rocket Pods. Cost - 800, production time - 40 seconds. Produced at the Aerodrome. Comanches gain the ability to Rocket Barrage (forcefully fire a large number of rockets at an area).

6. Laser Missiles. Cost - 1500, production time - 40 seconds. Produced at the Aerodrome. Predators and Stealth Planes deal 25% more damage.

7. Advanced Training. Cost - 1500, production time - 60 seconds. Produced at the Strategic Center. All your combat units begin service with one stripe and double their speed.

8. Drone Armor. Cost - 500, production time - 40 seconds. Produced at the Strategic Center. All drones increase their armor by 25%.

9. Composite Armor. Cost - 2000, production time - 60 seconds. Produced in the Strategic Center. Crusaders and Paladins increase their armor by 25%.

10. Scout Drone. Cost - 100, production time - 5 seconds. Produced by any ground vehicle. The reinforced unit of equipment is accompanied by a reconnaissance drone, which repairs the equipment and significantly expands its field of view.

11. Battle Drone. Cost - 300, production time - 5 seconds. Produced by any ground vehicle. The reinforced unit of equipment is accompanied by a combat drone, which fires at enemy troops and repairs equipment. One piece of equipment can have either a combat or reconnaissance drone.

China

1. Nationalism. Cost - 2000, production time - 60 seconds. Produced at the Propaganda Center. Increases the armor and attack of Soldiers, Tank Hunters and Battle Masters if there are 5 or more of them nearby.

2. Mines. Cost - 600, production time - 20 seconds. Produced in any building. The building is surrounded by mines.

3. Radar. Cost - 500, production time - 20 seconds. Produced in the Command Center. Launches the radar.

4. Black Napalm. Cost - 2000, production time - 45 seconds. Produced at the Military Plant. Increases damage caused by napalm by 25% (MIGs, Dragon Tanks).

5. Chain Guns. Cost - 1500, production time - 45 seconds. Produced at the Military Plant. Increases the damage done by all types of rapid-fire guns by 25%.

6. Aircraft Armor. Cost - 500, production time - 40 seconds. Produced at the Aerodrome. Increases the number of MIG hit points by 25%.

7. Subliminal Messaging. Cost - 500, production time - 40 seconds. Produced at the Propaganda Center. Increases the effectiveness of "talking" towers by 25%.

8. Uranium Shells. Cost - 2500, production time - 60 seconds. Produced at the Nuclear Power Plant. Increases damage dealt by Lords and Battle Masters by 25%.

9. Nuclear Tanks. Cost - 2000, production time - 60 seconds. Produced at the Nuclear Power Plant. Increases the speed of Lords and Battle Masters by 25%.

10. Overlord Gattling Cannon. Cost - 1200, production time - 20 seconds. Produced on Povelitel tanks. Installs a turret with a rapid-fire cannon on the "Overlord". A tank can only have one turret. The tower increases the tank's hit points by 100.

11. Overlord Propaganda Tower. Cost - 500, production time - 10 seconds. Produced on Povelitel tanks. Places a "talking" tower on "Overlord".

12. Overlord Battle Bunker. Cost - 400, production time - 15 seconds. Produced on Povelitel tanks. Sets the Bunker to "Overlord". Up to 5 infantry can be placed in a bunker and they will fire from the bunker at a range from which they can attack.

13. Capture building. Cost - 1000, production time - 30 seconds. Produced in the Barracks. Soldiers gain the ability to capture buildings.

Terrorists

1. Radar Scan. Cost - 500, production time - 20 seconds. Produced on the Black Market. The radar is able to periodically inspect any point on the map for 30 seconds.

2. Scorpion Rocket. Cost - 1000, production time - 30 seconds. Produced by the Weapon Dealer. The Scorpion tank receives a missile that it can actively use against tanks.

3. Anthrax Beta. Cost - 2500, production time - 30 seconds. Produced in the Palace. All fighters with poison weapons increase their damage by 25%.

4. Toxin Shells. Cost -1000, production time - 30 seconds. Produced in the Palace. Scorpions and Marauders' projectiles now contain poison.

5. Camouflage. Cost -2000, production time - 60 seconds. Produced in the Palace. The Rebels are now invisible to enemy soldiers.

6. AP Rockets. Cost - 2000, production time - 60 seconds. Produced on the Black Market. All missiles deal 25% more damage.

7. Junk Repair. Cost - 2000, production time - 60 seconds. Produced on the Black Market. All equipment receives automatic repair capabilities.

8. AP Bullets. Cost - 2000, production time - 60 seconds. Produced on the Black Market. Increases damage from Jeep, Rebels, Mobile Anti-Aircraft and Jarman Kell by 25%.

9. Buggy Ammo. Cost - 1200, production time - 30 seconds. Produced on the Black Market. The number of missiles the Rocket Buggy has is increased to 5.

10. Bomb Truck High Explosive Bomb. Cost - 500, production time - 5 seconds. Produced in a Machine with Explosives. The power of the explosion doubles.

11. Bomb Truck Bio Bomb. Cost - 500, production time - 5 seconds. Produced in a Machine with Explosives. After the explosion, a poisoned zone remains.

12. Arm The Mob. Cost - 1000, production time - 30 seconds. Produced in the Palace. Fanatics receive Kalashnikov assault rifles as weapons, which shoot further, faster and stronger than their pistols.

13. Capture building. Cost - 1000, production time - 30 seconds. Produced in the Barracks. Rebels gain the ability to capture buildings.

Generals points

This is a major innovation that greatly changes the game. These same points are obtained by destroying enemy troops and gaining fame. For each point you can buy 1 bonus. This could be a previously unavailable type of equipment, or the ability to release some equipment with just one stripe, or a super strike on enemy positions. In any case, read and decide what is best for you. Moreover, the first 3 options are available from the very beginning, the next 4 are only available when you collect at least 3 promotions, and the last one is only available with 5 or more promotions.

USA

American promotions.

1. Paladin Tank. From now on, you will have the opportunity to build such tanks at your Military Factory. The pleasure is doubtful.

2. Stealth Fighter. Do you need Stealth Planes? Then choose this promotion. But this is also not the most good choice.

3. Spy Drone. Your reconnaissance drones will learn to hide and be invisible to the enemy. If you are going to wage war with the help of Tomahawks in conditions of dense enemy air defense, then this increase will save you a lot of resources.

4. Pathfinder. In the context of the fight against invisible terrorists, this is a necessity. Against other opponents it is completely unnecessary.

5. Paradrop. 3 consecutive promotions, giving you the opportunity to periodically drop your parachute rangers onto enemy positions. With each promotion taken, the number of the dropped squad increases sequentially to 5, 10, 20 people.

6. A10 Strike."Lightning" rush to the rescue. A flight of 3 attack aircraft solves almost any problem with an enemy building that is bothering you. It is mandatory to have, and it is advisable to take all three levels of this promotion.

7. Emergency Repair. The promotion has 3 levels. Provides instant repairs to equipment and buildings in your chosen area. With each level, the amount of damage repaired increases. Theoretically, it can be useful provided that hordes of the enemy are pressing on you, and instead of exchanging armies, you suddenly receive fresh troops again. Practically a useless waste of precious points.

8. Fuel Air Bomb. A B-52 arrives and drops a bomb on the enemy position. Valuable. If you drop a bomb into a cluster of equipment, the losses will be incalculable.

China

Chinese promotions.

1. Red Guard Training. The Red Guards will leave the Barracks immediately as veterans. Not sure about the value of this improvement.

2. Artillery Training. Your Infernal and Nuclear weapons will already have 1 stripe when leaving the War Factory. Somehow this also seems like a bad waste of points to me.

3. Nuke Cannon. But a nuclear weapon won't hurt you at all. Take it, take it, you won’t regret it.

4. Cluster Mines. Chinese sappers have decided to throw mines from airplanes. To be honest, I didn’t notice that this worked any effectively.

5. Artillery Barrage. 3 levels of artillery shelling of enemy positions. Depending on the number of points spent, 12, 24 or 36 shells will be fired at specified point. Analogue of "Lightning". A must buy.

6. Cash Hack. Chinese hackers do not let up and are still trying to get their hands on the enemy's goods. This time there are 3 promotions, with which you can appropriate enemy money directly from enemy supply centers. Accordingly, 1000, 2000 or 4000 coins. Since the enemy is deprived of this money, it will not be possible to appropriate more than he has. Not a bad choice.

7. Emergency Repair.

8.EMP Pulse. Chinese strategic bomber throws a bomb at enemy positions, which, with the help of a sharp electromagnetic surge, temporarily disables all enemy equipment and buildings in the selected territory. This is where it’s time to start the raid to finish off those who have disconnected.

PAGE FOUR

Terrorists

Terrorist promotions.

1. SCUD Launcher. If you need such a car, then this is a worthy investment of your points.

2. Marauder Tank. Just a tank. Yes, it’s thick and can even somehow resist other tanks, but there are better options.

3. Technical Training. Jeeps with a badge from the very beginning? It's unlikely you'll need it. I wouldn't choose this promotion.

4. Hijacker. The hijacker is an extremely necessary person. Our choice.

5. Rebel Ambush. Three-level promotion, according to the levels of which you can invite 4, 8 or 16 Rebels to throw a party at enemy positions. The pleasure is doubtful, but what if you like it?

6. Cash Bounty. Another three-level boost, giving terrorists good opportunity earn extra money by destroying the enemy. So 5, 10 or 20% of any destroyed enemy building or unit becomes the property of the terrorist community. Let's take it!

7. Emergency Repair. The same as the Americans.

8. Anthrax Bomb. A terrorist Air Force plane (is there such a thing?) drops a chemical bomb on enemy positions. The primary damage is less than that of a similar American model, but the chemical contamination is terrible. Infantry die as soon as they enter the cloud, equipment rots before our eyes (only individuals with a life span of 400 or more survive, and only if they ride through the cloud and do not stand in it).

Economy

What is included in economics strategies? This is a way to get money. The way to spend is already a tactic and has nothing to do with the economy. But money, nevertheless, must be obtained somehow. And the more options, the better. C&C:Generals has provided us with a lot of ways to make money. My eyes are just wide open. But keep your eyes peeled and read on.

1. Collection of cash drawers. Dumb and banal. There is a box with a bunch of banknotes lying on or near the road. We select and use. It is quite rare. Although the locals will be happy to grab the money before you. Most often, such happiness falls to terrorists.

2. Drag money from the warehouse. Also a primitive method. You place your Supply Center closer to the pile of boxes with resources and carry them around. The Americans use Chinooks, the Chinese use trucks, and the terrorists use workers.

Cute tractor with a terrorist inside.

3. Oil. There is another “eternal” way of making money. It is enough for an infantryman to capture an oil rig. There are usually few of them, and often they are not on the map at all. But if you manage to get your hands on it, a large and stable income is guaranteed. The fact that the tower has passed into your hands is indicated by the lower flag on the flagpole next to it, which will be painted in your colors. Just keep in mind that the computer understands such captures very poorly and does not strive to intercept the tower. He always destroys her.

It is also worth noting the Oil Refinery, which does not bring direct profit, but reduces the cost of manufacturing your troops by 10%. And if penny for penny...

4. Delivery area. If the Americans have completely run out of opportunities to get money, they build a Delivery Zone. Several of these Zones already bring a very stable income. True, they devour energy like crazy. But for the sake of 1500 coins every 2 minutes you can splurge on several new power plants.

5. Chinese hacker- the best hacker in the world. Because, although it shakes 5-10 coins at a time, it will shake quite a lot over a fairly long period of time. Breed hackers and hide them in the far corners of your base. And grace will not bypass you. And the Chinese hacker knows how to steal money directly from enemy supply centers. It is a benefit to yourself and a detriment to the enemy. But for this you will have to spend precious General points. But you're not greedy, are you? That is, just the opposite.

6. Black market. How can an honest terrorist live? Sell ​​your loot on the Black Market. True, what exactly is sold there is not advertised, but that’s why it’s the Black Market, so as not to give away its secrets. And the money is coming.

7. Awards. An equally valuable source of income will be profit from killed enemies. Naturally, this also works only for terrorists and only when the appropriate items (Cash Bounty) are selected when choosing general bonuses. It would seem - what is 20% of a killed enemy? But 20% of the “Overlord” is 400 coins. So consider it.

8. Debris. Well, and something quite familiar to the pioneers - collecting scrap metal left after destroyed enemy equipment. It is rich Americans who can afford to squander such valuables. And the terrorists will save up for a new SCAD. The only main thing is to do everything quickly. Otherwise the debris will disappear. And marauders also gain experience from this.

Tactics

Naturally, since the sides are very different, their tactics are completely different. Therefore, we will not mix everything into one pile and will analyze it again, according to the parties to the conflict.

USA

For Americans, everything is extremely simple. You need to realize the full power of your air fleet. The Americans do not have good ground defense, so they need to build up to the Comanches as quickly as possible. They will protect you from terrorist attacks. And the Patriots quite successfully defend against terrorist technology. And in no case should you leave the base unattended under the motto “they fix themselves.” American buildings break down instantly, and with not very well organized energy system disabling just one power station will be enough to irreversibly collapse the entire defense.

The choice of attack methods is not very diverse - Tomahawks, covered from infantry by Comanches and from tanks by Crusaders or Paladins. This is a standard and leisurely method of attack. Weak defense units can easily be destroyed by a raid of 3-4 Aurora Bombers. But be sure to check that there is no enemy anti-aircraft gun lurking somewhere on the edge. It’s better not to do this at all against fast-firing tanks.

Particularly accessible defense units are destroyed by a Lightning or B-52 raid (although you should not forget that you will not have such an opportunity right away). But you can quickly build a Beam Destroyer and, taking advantage of the Americans’ ability to open unexplored territories, destroy key enemy buildings.

In any case, do not forget that the entire power of the Americans is in the air and the enemy’s lack of arguments in the form of air defense is only a reason for his immediate destruction.

China

The Chinese are jacks of all trades. They don’t have such a clear bias in one direction and it’s hard to imagine what they will offer their opponent this time.

Already at the very beginning, you can beat up the enemy by sending armored personnel carriers with infantry to him. If it has not yet started producing tanks and has not built a serious line of defense, then even one armored personnel carrier can delay its development.

The Chinese themselves have the ability to very quickly build the best of all “races” line of defense, made up of stationary rapid-fire guns and Bunkers. Rapid fire fighters are very active in fighting enemy aircraft and infantry, and Bunkers with Tank Hunters inside will not allow enemy tanks to break through. Just one such structure will tightly block a not very wide passage at the beginning of the game, and then this point can be strengthened.

If you have to fight terrorists and the rapid fire still cannot withstand the pressure of the Fanatics, then the Dragon Tank with its fire curtain will come to your aid. After this, no infantry will break through to you.

Having thought about protecting your base, you can start attacking. Best choice among the Chinese, these are, of course, Overlords with a full set of towers. Well, and a couple of quick-firing tanks for destroying aircraft and shooting crowds of infantry. But this requires quite a certain investment of capital, and during this time the enemy may already have built up his base too much. Therefore, at the middle stage of the game, it is quite possible to attack in groups of Battle Masters with the support of the same rapid-fire tanks. The fact is that Battle Masters come with an insane number of upgrades, improving almost all of their characteristics, from speed to striking ability. Naturally, you should not forget that they are covered by the Nationalism improvement and lead them into the attack not one at a time, but 6-8 at a time. To combat the terrible crowds of terrorist infantry, you can deliver a pre-emptive nuclear strike before the attack begins, slightly behind enemy positions, thereby cutting off the infantry from the buildings being attacked by a tank wedge.

Unfortunately, the Chinese long-range weapons are either not very mobile (like the Nuclear Cannon) or rather weak (like the Inferno Cannon). Therefore, for a serious strike, all that remains is a nuclear missile and artillery barrage. Although the Chinese also have a gap here - the lack of the ability to spy on undiscovered territories.

The Chinese can oppose American aviation with their MIGs and rapid-fire guns. Against the evil invisible terrorists, it is worth using armored personnel carriers that can see these same invisible people. Be afraid, Kell!

Please also note that the Dragon Tank is an excellent means of clearing buildings of enemy infantry. Two such tanks liberate any building. The same cannot be said about assault tanks, which take a long time to destroy it. But you can put your own infantry in the building.

Terrorists

The main weapon of terrorists is Fanatics. One bunch of Fanatics can easily cope with ANY tank. A quickly built group with an upgrade in the form of a Kalashnikov assault rifle can easily dismantle enemy defenses without any assistance.

Defense at the initial stage is very difficult. It is necessary to quickly build networks of tunnels that provide at least some protection for passages. And only then cover them with Stinger Nests. Please note that the Nests are practically defenseless against infantry, which, without destroying the Nest, shoots the shooters inside it, thereby stopping its work. The line of defense, of course, is worse than the Chinese one, but the use of the Internet saves the day. Place one of the nodes next to the Weapons Seller and pump the equipment inside. Reserves unexpectedly arriving in the midst of a battle have never added optimism to any enemy.

The best friend of all Americans is a terrorist sniper.

Another key to defense are the Hijackers and Jennen Kell. The first ones simply brazenly appropriate the enemy’s attacking equipment, transferring the tank armada from a state of attack by superior forces to a state of being a meat grinder against themselves. The second one can shoot the enemy driver. A landing force of 4 Rebels can work very well here (yes, you can still spend 1 on Rebel Ambush), which will immediately appropriate the enemy vehicle.

With the onset, things become more complicated. Of course, the Fanatics who break into the enemy base destroy everything and everyone. But you have to push them there first. Therefore, it is advisable to first clear the passage for them with attacks from SCADs and SCAD missiles, and then push 2-3 groups of these destroyers towards the enemy. It is very difficult to do something with them when they are already in charge of the base.

Another attack option is to push a large number of Rebels into the enemy base, invisible to the enemy. If he paid very little attention to catching invisible people, then you will be quite capable of taking control of several buildings right at the enemy’s base. And if you put general points on them, then you can organize a sabotage war with periodic injection of troops directly into the enemy base. This will be especially effective right during an enemy attack.

Don't pay too much attention to the Rocket Buggies. They can only carry out quick sabotage. Their disadvantage is the lack of missile guidance. Therefore, buggies can only attack stationary objects.

A very interesting option with Terrorists and Vehicles with explosives. But for the former, it is necessary to find a city with cars and put terrorists inside these cars (to speed up movement), and for the latter, it is advisable to strengthen them by making improvements. But in both cases, under no circumstances should a direct attack be carried out by the demolitions themselves. The fact is that enemy troops have low priority on them. Therefore, start a small battle first, and they will quietly slip further than the first line of enemy troops. With all that it implies. It is very suitable as a method of breaking through the defense and then throwing it inside the Fanatics’ base.

Mobile anti-aircraft guns work great against Americans. Even though they are fragile. But all kinds of toxins work better in battles with other terrorists. Although Anthrax (which produces clouds of purple smoke) is extremely dangerous for equipment. The infantry will simply die from it.

WALKTHROUGH

There is some weirdness in the game's campaigns. Despite the fact that any game usually provides the opportunity for everyone to fight with everyone, in C&C: Generals everyone confidently deals only with terrorists. That is, they have tired to death not only their “sworn friends” the Americans, but also the extremely patient Chinese. Only once did I find a mission where the Americans had to fight against a rebellious Chinese general. But the Chinese are deprived of even this pleasure. And no more wars with your renegades. But the terrorists were given the full price. From splits in one's own camp to battles against Americans allied with China. So, it happened in Kazakhstan...

US Campaign

As usual, the Americans must eliminate the terrorists. Help them do this.

Mission #1

So the terrorists are still in Baghdad. The final part of the operation to destroy them is underway. However, they have a stationary SCAD missile system, which simply must be destroyed so that these evildoers do not launch a missile strike.

MISSION GOALS

1. Destroy all terrorist troops.

2. Destroy the SCUD Missiles.

The mission is as simple as the truth. From the very beginning you have a considerable number of troops. Namely a group of Crusaders and Jeeps. That is, there will be something to shoot at infantry and at tanks. The fact that they do not allow improvements to be made - and to hell with them. There is no point in building a base further here. Those who are especially keen can order Paladins (there is 1 general point), but there is not much point in this. The enemy is easily destroyed by what he has. The main thing is to immediately attach combat drones to all equipment.

The mission is completed simply by blunt pressure on the enemy. No frills. Just a stupid attack. Moreover, do not forget that tanks cope with infantry rather poorly and do not forget about Jeeps. Not far from the start of the mission, you will come across a camp with captured Pilots. Place them in your tanks and Jeeps and your “invincible armada” will become even stronger. There will be a small pocket of resistance near the SCAD missiles, but this is also not serious yet.

Mission #2

Iraq's terrorists have been wiped out and their leaders have fled to Yemen. But the Americans don’t want to leave them alone there either. So the Comanches comb the narrow city streets in search of bandits. However, these very narrow streets are extremely convenient for launching Stingers. And now you have to help your own pilots out of trouble.

MISSION GOALS

1. Rescue three Pilots.

We protect, we protect1 And anyone in trucks with explosives is prohibited from entering.

So, among the new tools, Ambulance and improvements in the form of TOU missiles for Jeeps have become available to you. Well, no fish, no cancer, fish. A Sniper with general's glasses has also appeared (and there are already 2 of them on offer), but he is only useful for defending his base.

First, you need to strengthen your base a little more with the help of the Patriots and capture 2 oil rigs located just north of the base. Just don't forget to give them some kind of security. The enemy, although rarely, still makes raids, and he does not capture enemy resource centers, but destroys them. After that, add troops to your army, equip your equipment with drones and go. Just leave a couple of Jeeps at the base. Still, the Patriots do not cope very well with infantry. Although you can put a couple of snipers there. Not far from the base there is a Hospital, upon capture of which all your infantry will have the opportunity to “self-medicate”.

Next comes the work of stupidly clearing the city. Captured Pilots sit one at a time and a piece of the map with a new Pilot opens only after the release of the previous one. The immediate approaches to Pilot are guarded quite well, and when the assault on his place of detention begins, everyone runs to this place.

You can also use Colonel Barton and Snipers to shoot from buildings, but the latter base is well fortified, so it will still have to be destroyed by a tank assault. And Snipers can also be seen well by enemy Jeeps. But they are quite capable of shooting off crowds of Fanatics who will certainly harm your tank armadas.

Mission #3

Having chased terrorists to Kazakhstan, the Americans miscalculated their strength. Kazakh terrorists turned out to be an order of magnitude stronger than Iraqi ones. Now we have to retreat. And you have to cover the retreat.

MISSION GOALS

1. Give 100 American soldiers the opportunity to escape.

And here is the first difficult mission. There is a canyon dividing the map diagonally. Retreating Americans are walking along the canyon, pursued by evil terrorists. The terrorists who have passed through the entire canyon then go to your base, located northwest of the canyon. And to the southeast of the canyon there are a couple of oil rigs that terrorists are not interested in at all (therefore they don’t even need protection).

You have as many as 3 general points at your disposal. However, the most valuable thing you can buy with them is Repair. "Lightning" is good, but it will not have a large number of targets, and Stealth Planes will be destroyed by excess enemy air defense. You've finally got the Comanches at your disposal, but you won't be able to build any tanks on this mission. Therefore, tanks will have to be protected.

The first thing that is done is to transport a couple of Rangers with the help of a Chinook through the canyon in order to capture the oil rigs. Secondly, the defense of the eastern part of the base is being strengthened. This is where the terrorists will come after the end of the persecution. 6-7 Patriots will be enough there. Troops are not needed there at all. They will be needed in the west. Don't touch the helicopters yet.

The next action is to move ground equipment to the western exit from the canyon to the base. There, quickly build as many Patriots as possible (and don’t forget about the energy stations at the base). After building 3-4 Patriots, take the equipment to the very edge of the exit (so it can intercept part of the enemy walking along the canyon and continue building Patriots behind it. And after that you can take out the helicopters (if your number has reached 7-8, then a smaller number will simply result in meaningless losses) to the very middle of the canyon, and then watch the destruction of the enemy, periodically adjusting events.

Mission #4

American battleships in the Caspian Sea? What nonsense! Well, to hell with them. The landing was successful, but the base has not yet been built - Bulldozers can only be landed from the air. However, you have 4 Tomahawks and a bunch of other equipment. Plus three general points, one of which can be spent profitably on Lightning, and the rest - at will.

Destroy all enemy Bunkers using Tomahawks. Just remember that even then you won’t be allowed to produce them. Therefore, guard these four better than your own eyes. After the Bunkers, destroy the target four Stinger Nests. To help the Tomahawks, you can attach a Reconnaissance Drone to one of the Crusaders and place it beyond the reach of enemy air defense.

After destroying the air defense, you will receive reinforcements in the form of a pair of bulldozers and several tanks. After this, all that remains is to build a base, release a few more tanks and jeeps and move on to the systematic destruction of the enemy. Well, as always, Comanches are great as cover for Tomahawks. The enemy will sometimes weakly try to disturb you (there is no other word combination here), but your troops will easily cope with this.

Mission #5

The Americans are trying to negotiate peace with terrorists in the city of Cabaret. And they think that terrorists should not be trusted very much (I wouldn’t trust the Americans very much either). And they turn out to be right. Peace ambassadors are shot, the war continues.

MISSION GOALS

1. Prevent the establishment of a terrorist base across the river.

2. Destroy the main terrorist base.

This time you have as many as 4 general points, which can be invested in a double Lightning strike. Nothing else special was added.

The mission is quite tricky to complete. There is a slow and leisurely first part and a fast and dangerous second, which begins only after completing the first mission goal. Therefore, we take our time and get everything from the first part of the mission. It ends only with the destruction of the last building of the base (Stinger Nests do not count), so you can settle down on the enemy’s shore, and only after that destroy this building.

As a gift, you are invited to capture the Hospital in the north of the map, after which your infantry will be able to self-medicate. To capture or not is your choice.

In the meantime, we need to add more tanks, make 3-4 Tomahawks (by the time the first mission goal is completed, there should be 6 of them), and then methodically start destroying the enemy. The right bank of the river must be completely cleared, no Stinger Nests should remain on it. After this, you create your base near the resources remaining from the enemy, protect it with a couple of Patriots and build an army that must fulfill the second goal of the mission. This is about 12 tanks, 6 Tomahawks, several Comanches (3-4 pieces). After creating this army, transfer all troops to the right bank. And don’t leave helicopters over the river - only over land. Because the terrorists, upset by the loss of the base, destroy the dam and it washes away everything in the river valley. Including the bridge and everything that was over the river.

After the enemy is completely destroyed, an additional part of the map will open, and you will receive reinforcements in the form of a pair of Bulldozers, a Crusader and a group of infantry. You should not use spy drones over the enemy map. This will provoke an immediate attack. From now on, everything must be done quickly. Not far from the former bridge, quickly build 5-6 Patriots, reinforcing them from behind with tanks and infantry. Just don't put the Patriots in a bunch, pull them out in a line from north to south. At the same time, lead Tomahawks, Comanches and a small group of infantry north of your new base, destroying enemy strongholds along the way. Soon a hint will sound, according to which you will see the location of 2 oil derricks (and move towards them with Tomahawks) and the enemy will have SCUD Missiles. Don't pay attention to "nobody's" oil processing plant. It will be too difficult to contain her. Having captured the oil rigs, move west from them along a narrow path in the mountains, covering your Tomahawks with Comanches. If everything was done normally, then very soon you will see SCAD Missiles. Destroy the air defense points located nearby (if necessary, use Lightning Bolts against them), and then use the joint efforts of the Comanches and Tomahawks to demolish the SCUD Missiles. After this, all urgency disappears and you can gradually destroy the enemy base.

Mission #6

The Americans have already reached southeastern Kazakhstan. But then it was discovered that the rebellious Chinese general had fled to the terrorists. Now we will also have to deal with the Chinese troops...

MISSION GOALS

1. Destroy the terrorist base in the northeast.

2. Destroy the command center and the Chinese nuclear missile.

Well, now you have almost all the means to destroy the enemy. Namely, the Beam Destroyer, a raid by a flight of 3 Lightnings and B-52s. Moreover, the latter is given to you without spending any points at all. And you are free to spend 4 more General points at your discretion.

The mission is also tricky, but here the entire map is available from the very beginning. In the meantime, we need to strengthen our base. Place Patriots near the bridge and on the northern outskirts of the base, and then build all available buildings on it. Build a couple of Comanches right away. Otherwise, you will be periodically pestered by enemy Rocket Buggies and will have to do something with them. Constantly spend the resource of attack aircraft and B-52s on enemy fortifications, but do not touch the Command Center for now.

When the Beam Destroyer appears at the base, it will be time to scan the Chinese territory. Look for their Nuclear Missile and boldly destroy it. They won't need it anymore. After this you can finish off the terrorists.

There will be a hint about another resource warehouse far to the south, but immediately after the terrorists are destroyed, a Chinese assault group will land near it, which will attack your base a little later. Therefore, it is much more profitable to build Delivery Zones and receive a stable and safe profit from them.

All that remains is to walk through the Chinese base with Comanches and Tomahawks. But don’t forget that Chinese rapid-fire guns are extremely dangerous for helicopters, so it’s worth using super-powerful weapons on them.

FIFTH PAGE

Mission #7

The Chinese, concerned that terrorists are planning to use chemical weapons, enter into an alliance with the Americans. Fighting is already taking place on the outskirts of Akmola...

MISSION GOALS

1. Destroy the terrorist base.

Now you also have Aurora Bombers at your disposal. And also 7 general points with the opportunity to choose whatever your heart desires.

If you go north immediately after the start of the mission, you will find an abandoned Chinese base. Well, restore it, their “Overlords” will not interfere at all. Immediately build a line of defense from rapid shooters and Patriots. Your frequent guests will be Rebels in a state of invisibility, so then it will be extremely advisable to install “talking” towers to distinguish them. Also very soon they will announce preparations for the launch of the SCAD rocket. But its location will be highlighted, which will make the task easier for your attack aircraft and B-52s. However, the enemy’s air defense is very intense, so I personally had to carry out a double raid with my “mass destruction” weapons due to their high losses when approaching the point that needs to be hit (it is located in the depths of the defense).

Next, the tedious process of destroying the enemy will begin. It is important to take care of sources of income in advance, because the initial reserves of resources are used up very quickly. Therefore, produce several Hackers as quickly as possible and set up several Delivery Zones. After this, as many weapons of mass destruction as possible are built (such as Nuclear Missiles and Beam Destroyer). And a very simple tactic is activated - we deliver a massive strike on a certain area, and additional strikes on the remaining points of resistance. The survivors are captured by a group of Comanches. Start with the wall that is just across the river. Because it is inhabited by too many Shooters with RPGs. Just be sure to wait for 4-5 “strong blows” to accumulate, otherwise the enemy will have the opportunity to rebuild again. You can use "Overlords", rapid fire and Dragon Tanks, but terrorists are constantly carrying out numerous and tedious attacks and your group will have to be monitored in order to protect it from destruction.

And all that remains is to watch the spectacle of the American military parade. The terrorists have been defeated.

China Campaign

And China also has problems with terrorists. And what do these terrorists want on a piece of land completely populated by the Chinese...

Mission #1

In general, terrorists did not particularly bother the Chinese. The Chinese were peacefully holding a large military parade. And then this is a disgrace. Cars with explosives, explosions. No, there are no problems, no one is counting the dead, but you have to know when to stop!

MISSION GOALS

1. Destroy the nuclear material storage facility.

As in the first mission for the Americans, you don’t need to build anything. You have one general point, which is best spent on getting your Soldiers their first badge. The factories produce Battle Masters, Dragon Tanks and Armored Personnel Carriers.

The easiest way to pass is to make several Dragon Tanks and burn out the enemy who is trying to cross your path. To them you need to add several Tank Hunters to fight enemy Scorpions. But in the end, this well-coordinated team will quickly reach the storage facility and complete this mission. To speed up movement, you can place Tank Hunters in armored personnel carriers.

Mission #2

They will all die...

So this is where terrorists are creeping into China! The base of this nasty thing was discovered in Hong Kong. And since Hong Kong is already completely Chinese territory, the Chinese will have to figure it out on their own.

MISSION GOALS

1. Destroy the Terrorist Convention Hall.

2. Destroy the Poison Machine and the Weapons Seller.

You have 2 general points and the opportunity to choose Artillery Preparation. True, only the first level, but this is also a lot.

To begin with, there are not many troops at all. Only those that survived the explosion on the bridge. So rebuild your base and be glad that you now have Rapid Fire Tanks. It is they who will decide the fate of the entire mission. The enemy does not have heavy equipment, so 3-4 tanks will cut out the enemy with great speed. The passage near the base is covered by 2-3 Dragon Tanks in fire curtain mode. And Rapid Fire Tanks with a number of Tank Hunters are heading towards the Convention Hall. Please note that they bypass the block with the Congress Hall on both sides, so when you go directly to storm it, leave security in the rear. Otherwise, at one point the enemy will attack from both sides and it will be difficult to do anything.

The desired Poison Machine and Weapons Seller are located in the north of the map. This is an optional task, but you will have to complete it, if only for the reason that you will pass by this building and they will interfere with you in the rear.

Mission #3

The terrorists are not even going to calm down when they show up in a new place. The Chinese leadership is going to take appropriate measures...

MISSION GOALS

1. Destroy the Dam.

2. Destroy the terrorist base.

You have 3 general points that can be spent on Artillery Preparation (as many as 2) and Cluster Mining.

A pleasant surprise of this mission is that you will be given MIGs here. And these MIGs will not only be present in the game, but will decide the fate of the terrorists. The first task is very simple: next to the starting point there is that same dam. Place the Dragon Tanks on the fire curtain in the direction of the south (this is where the enemy troops will come from) and start shooting at the dam with the Battle Masters. After its destruction, a huge wave will wash away the enemy base, carelessly located downstream. Moreover, the resource warehouse that belonged to her will now go to you. Clear the area south of your base from the remaining enemies and you can build an Airfield.

The enemy will now cross the river just north of your base, through a small island. This is where it wouldn’t be superfluous to mine it. You need to send your first MIG for reconnaissance. By a pleasant coincidence, the enemy only has 1 Stinger Nest. Artillery preparation on it, after which the MIGs begin constant shelling of enemy territory. And a full team of Migs can do a lot. And if you add another Airfield, then things will go even faster. Just upgrade Napalm and your MIGs will become even more powerful.

Mission #4

Terrorists, in their best traditions, produce a toxin in a mining factory. The Chinese authorities do not want widespread publicity with the introduction of a large contingent of troops and are planning reconnaissance with the help of the Black Lotus saboteur, followed by an air strike...

Brave Chinese paratroopers.

MISSION GOALS

1. Destroy the Stinger Nests.

2. Capture the Military Factory.

3. Destroy the last Stinger Nest.

You start with 3 General points, but there is no choice in the form of Artillery Preparation. It's a shame, but that's not the main thing. You only have a group of infantry and the Black Lotus under your command. Plus there is no way to produce equipment. True, it is possible to produce Hackers. But in just a couple of minutes you will see a simpler and more convenient way to get money - the Oil Rig. Let the Black Lotus capture it.

The infantry must destroy Stinger Nests and the enemy infantry covering them. There is nothing complicated about it. Moreover, the Soldiers simply shoot the shooters from the Stinger, after which the entire crowd pecks at the defenseless Nest. You can use the Black Lotus to capture enemy Poison Machines. But you can simply drop mines at their location.

Don’t be lazy to look into the distant passages, you will be rewarded with UN boxes of money.

After capturing the factory, build 4-5 Gatlings and 2-3 Dragon Tanks. The first ones are for destroying infantry, the second ones are for clearing and destroying buildings. In addition, the Dragons will very effectively burn out the last Stinger Nest. After this, all that remains is to watch how several MIGs destroy the toxin factory.

Mission #5

Finishing off the remains of the enemy.

The Chinese realize that they cannot cope with terrorists on their own and are receiving support from the Americans. It is expressed in the possibility of calling air strikes against terrorists. And the case has already moved to the territory of Kyrgyzstan, to the city of Balakchi.

MISSION GOALS

1. Destroy 3 terrorist camps and the main terrorist base.

4 general points is already a lot. These are at least 2 levels of artillery preparation, cluster mines and a Nuclear weapon. Plus, don’t forget about the American carpet bombing.

To begin with, you have a completely comfortable base. Only complete the Military Factory and populate the Bunkers with infantry. After this, you can build MIGs and begin methodically clearing enemy territory with the help of air and artillery strikes. And a column of “Overlords” (yes, yes, they were finally given) will follow along the ground, in company with rapid fire. You can also strike with Nuclear weapons. Although, of course, the last base will have to be taken by the “Overlords” column. The mission is tedious, but very easy.

Mission #6

Terrorists continue to roam around the world in search of at least some safe place for themselves. This time they took root in Bishkek, capturing one of the Chinese railways. You will have to use the black Lotus again. This time to destroy a key railway bridge.

MISSION GOALS

1. Guide Black Lotus to the railway bridge.

There was a joke about the general's glasses. 4 points - for only 1 promotion. Oh well. Happiness is not in glasses. And misfortune lies in yet more restrictions. They are not allowed to build anything. You only have the opportunity to produce infantry (without Hackers, of which you were given 3 at the beginning and no more) and armored vehicles (without Overlords). And you need, no more, no less, to lead your “Black Lotus” through the enemy-saturated positions and destroy the bridge. However, the task is quite feasible.

First, we complete the defensive lines of the base and transport several Gatling guns to the other side of the river. Among the valuable targets there, one can note mining centers that the Black Lotus can shake out for the purpose of extracting money, a light equipment plant (which she can also capture) and a train station, to which the enemy will periodically receive reinforcements. 1-2 Gatling guns are placed near this very station and the problem of reinforcements is immediately solved.

On the other side, everything is a little more complicated. Start by putting the Hackers in a secure location and let them make money. There is a stadium from which crowds of Fanatics come and a circular road clogged with tanks. Therefore, slowly move forward, mastering new positions with Rapid-Firing Tanks, and then place a fire curtain with Dragon Tanks so that it at least slightly captures the stadium. As a result, it will collapse, unable to withstand the constant scorching. After this, you will still have to build several Battle Masters and carefully destroy the Scorpions and Marauders plying here one by one. Just burn out the last lines of defense of the bridge with Dragon Tanks. Get the Black Lotus onto the bridge and enjoy your victory.

Mission #7

Terrorists again. Now also in Tajikistan. The Chinese government is taking extreme measures and giving you access to its nuclear arsenals...

MISSION GOALS

1. Set up a base and find resources.

2. Destroy all terrorists.

At the beginning, you receive 4 general points, for which it is advisable to purchase cluster mining and all 3 levels of artillery preparation. Then save up for a nuclear weapon.

Place a “talking” tower on one of the “Overlords” that survived the “meat grinder” to heal your units, and on the second one, a rapid-fire one. With all your troops, advance along the road, destroying enemy troops, to the enemy base. Destroy it, but capture the Resource Collection Center. A little further down the road there is a bottleneck where a pair of Dragon Tanks can very effectively lay down a curtain of fire. At the same time, your 2 bulldozers are building a base, trying to build an Airfield as quickly as possible. 2 MIGs are built and they go north along the eastern edge of the map, after which they pass along the northern edge of the map. Two MIGs so that at least one can fly. At the same time, there is an enemy base, namely SCAD missiles. After this, try to drop cluster mines closer to the missiles (although the likelihood of this happening is extremely low. But in any case, a couple of artillery strikes will destroy the SCUDs.

After this, completely rebuild the base (including Nuclear Missiles) and start striking the enemy base. Only after the constant waves of incoming enemies have subsided, build a column of “Overlords” and begin the offensive. Moreover, if you captured the enemy’s Resource Production Center, you can build Barracks and create Jennen Kell there. And he shoots excellently from the Overlords Bunker.

If you did everything correctly, then another parade of the Chinese army will appear before your eyes. Did they defeat the terrorists?

Terrorist Campaign

How much do terrorists need? Yes, as much as everyone - just to correct the world a little. But for some reason they don’t like them for this and are offended in every possible way.

There is another very clever trick for terrorists, missed in the game description. The fact is that some of their equipment, namely Mobile Anti-Aircraft Guns, Jeeps and Marauders, not only gain experience and bring you money by picking up the remains of enemy equipment. They are still improving themselves. The improvement can be carried out 2 times, but each time each improved machine dramatically changes its characteristics. For example, a Marauder improved 2 times acquires a second barrel and a very large firing range and rate of fire. Therefore, units fed in this way quickly cease to be “whipping boys” and move into a completely different category. So it is quite possible that you will be able to raise a “professional army” from junk (as it seemed before) machines.

Mission #1

The evil Chinese are making life miserable for white and fluffy terrorists in Chimkent. Many of our brothers died. We will have to restore justice.

MISSION GOALS

1. Destroy the Chinese base.

2. Blow up the dam.

You only have 1 general point, but you will soon gain a second one, so you can choose any promotion at the beginning. Pay attention to the introductory video. This is how blasting operations are carried out correctly. While security is being “attended” to the provocateur, exploding cars drive up close to the sabotage object and then it becomes too late to do anything.

The first goal of the mission is fulfilled as if by itself. You have already partially destroyed the Chinese base. All that remains is to finish off the remaining buildings and destroy the infantry detachment coming to the rescue. You will then be escorted to your own base.

It is better to start from a small enemy base located east of yours. Its disadvantage is that there are quite a few Battle Master tanks there. Therefore, carry out all the upgrades for the Explosive Truck and put into practice the skills you just learned with the provocateur and the suicide car that enters later. Finish off the remaining tanks with Scorpions. By the way, collect the remains of enemy tanks with Jeeps. They'll definitely make something up - guns, grenade launchers.

Next, build equipment at your base (the Weapons Seller does not directly belong to the base and needs to be found near your base) and move from the location of the enemy base to the north. When you destroy the enemy "talking" tower, be prepared for the arrival of enemy tanks. Otherwise, the infantry reinforcements that come to you will be destroyed very quickly. Shoot another enemy base a little further north. And there it’s already a stone’s throw from the dam.

Mission #2

For some reason, the UN is sending humanitarian aid to the Almaty region. There would be no need to immediately hand them over to terrorists. You have to pick it up yourself.

MISSION GOALS

1. Collect 40,000 money.

You have 2 general points and have the opportunity to choose Marauders for this mission. Why not? The main opponents here are UN jeeps. The most effective way to quickly gain money is to shoot all civilians. Why are they stealing our money? The second point of this plan is to plant many RPG Shooters and Rebels in all the houses of the central village with a 5-road intersection. And plant workers nearby so that they can repair the houses. The result will be that the money convoys will remain entirely in this city, without leaving far. And planes arriving later will also leave close to the village. Moreover, immediately after the planes begin to arrive, you will be allocated several Mobile Anti-Aircraft Guns. But it’s worth taking care of them, since they are not allowed to build them yet. Then another part of the map will open and the most impudent ones will be able to directly connect to the feeder, organizing a direct attack on the American base.

Mission #3

We found new allies in Astana. But for greater joy it’s worth bombing the city. In the meantime, everyone is afraid to steal a little more money.

MISSION GOALS

1. Destroy civilian buildings and collect 40,000 money.

You need to complete this mission with an alliance of two combat units - Marauders and Fanatics. Only Fanatics need to be given an improvement in the form of Kalashnikovs as soon as possible. And then they will not only be able to storm buildings filled with infantry and will not be able to fight against the Gatlings. Everything else will be within your reach. And the Marauders... Try to pick up the remains of enemy equipment with them. After two pickups, the Marauder transforms into a double-barreled, rapid-fire, long-range assault weapon. He would say “like the “Overlord””... But no, he also spits venom. So a boosted Marauder is even better. So a couple of Marauders undergo upgrades and go to knock the enemy out of the buildings they occupy. And the Fanatics destroy all empty buildings and shoot enemy infantry. Both the Chinese and the Americans are trying to ruin your life. The Americans are eliminated from the game by blocking the bridge with a pair of Marauders. The Chinese - simply by carefully tracking their movement towards you from the north.

Mission #4

Where can you get away from our anti-aircraft guns?

The United States has become completely insolent in its impunity. But this time the action moved to Turkey. And then we will destroy their wonderful air force.

MISSION GOALS

1. Destroy the American Airfield.

This is where you get to fully experience American aviation. Invest your general's points in the "percentage for kills." There will be many destroyed enemies here. Helicopters (don’t send Fanatics without anti-aircraft protection), airplanes, and even B-52s that periodically fly up to your positions will harm you. The key to passing is the rapid construction of Stinger Nests and Mobile Anti-Aircraft Guns. Let Fanatics guard the road just below the starting point in company with Mobile Anti-Aircraft Guns. They are quite enough for this.

When you approach the possibility of an assault (sufficient funds and forces have been accumulated), then use a pair of Jeeps (with workers on them) and a pair of Mobile anti-aircraft guns to break through the Canyon to the American base. There is a relatively safe nook where you can build a tunnel and a couple of Stinger Nests. After this, you can not drag the entire mass of troops along the canyon, but simply transfer them through the tunnel. After this, a quick breakthrough to the American base with the launch of Fanatics, who must destroy the energy stations. After which the American base is simply taken with bare hands.

Mission #5

What a disgrace! The United States has taken control of our pesticide storage facilities near the Aral Sea! They need to be returned! And then what to fight with?

MISSION GOALS

1. Capture 4 toxic chemical storage facilities and destroy all Americans guarding them.

You have 4 General points, which, of course, must be spent on getting money. You don't have anything particularly new (except for the Truck with Explosives).

Your base is not in a completely neglected state, but it has no defensive lines. The Americans will attack from 2 sides - from the east, across the bridge and from the north, across a fairly wide area. The bridge is mined and several tunnel crossings are placed near it. Plus, you need to place several Stinger Nests along the shore to protect against enemy aircraft, which will quite freely come to visit you across the river. With the northern direction, everything is not so simple. There you need to plant a large number of infantry in the houses (with and without grenade launchers) and place Rocket Buggies behind the houses. Then the enemy's attacks will break against your strong defense. And, of course, don’t forget to repair houses after enemy attacks.

Having built the defense, you can think about the attack. It is better to attack across the bridge to the east. Because enemy units are constantly coming from the north and you will not only have to deal with the security of the storage facilities, but also be distracted by enemy reinforcements. To be honest, it’s quite possible to get those same 4 storage facilities here. The most important thing is not to destroy them, but to capture them. So the mission may well end long before the entire map is liberated from the Americans. Your attacking unit will most likely consist of Marauders, Mobile Anti-Aircraft Guns and Rocket Buggies. Plus some infantry to capture buildings. You can also capture one Poisoning Machine to clear houses and Bunkers of enemy infantry.

Mission #6

Treason! Several terrorists fled to the Chinese. So now we have to fight our own.

MISSION GOALS

1. Destroy all traitors.

You have 3 trucks with nuclear warheads (just captured from the Chinese) and a fairly large base. The traitors' base is visible nearby. Scatter your 4 general points as before.

In the first 2 minutes, quickly establish defenses and order the construction of troops. At the same time, your troops should be pulled together into a single fist. And this fist will begin to break through directly to the enemy base. The enemy pays very little attention to your Nuclear charges. Therefore, it would be quite fair to destroy first the two bunkers guarding the entrance, and blow up the remaining ones at the base, destroying enemy buildings. After this, break into the base with the remaining troops and destroy everything that remains there. There is no point in stalling for time, since the enemy will throw in SCAD Missiles, which are controlled from the Command Center, and the Missiles themselves are located outside the map. After destroying the enemy base, the enemy from all over the area will begin to converge on your positions. If you have managed to take care of defense, then you will no longer be afraid. And if everything is done correctly, the mission proceeds very quickly.

Mission #7

Your task is to capture the Baikonur Cosmodrome. It is from this that you can launch a rocket filled with toxic chemicals. The fate of all terrorists is in your hands.

MISSION GOALS

1. Capture mission control. Capture the missile launch pad.

The most valuable thing you have is 7 general points. Which should be used for a toxic bomb, getting money and be sure to invest at least one point in Rebel Ambush.

The workers available at the base must build the Barracks and the Weapons Seller. A Radar, several RPG Shooters and Scorpions or Marauders are built here (enemy tanks will soon crawl in). By the time your Radar appears, the American Strategic Center will be shown. Near it you will see a place where enemy Chinooks are stealing resources. To the south of this area, throw your anthrax bomb. If everything is done in a timely manner, then soon after the bomb falls, a column of American troops will pass through the contaminated area towards your base. Few will make it, and those who do will be very badly damaged. After the poison disappears, throw your Rebels into the enemy base. Let them start with the Strategic Center and then take over everything else around it. Gradually take control of the entire American base and then it will be more likely to pass for the Americans - several Comanches are built, which cut out all the guards at the base, and then around the rocket. If everything is done quickly, then you won’t have to deal with the Chinese at all. But if you delay the mission, then build Jennen Kell at your base, who will deal with the Chinese “Overlords,” and deal with the Chinese base with American aircraft. And watch the flight of the rocket you captured.

TABLES

Notes on tables

With buildings everything is easy. Price - the cost of the building in local currency units. HP - the number of hit points. Construction time is the number of seconds required to construct a building. Viewing radius is the radius around the building on which something is visible. For comparison - one side command center— 65 units of length. Energy consumed is the building’s energy requirement (if the number has a + sign, then energy is not consumed, but rather produced).

With divisions, things are a little more complicated. Experience - the number of points required to gain experience level (there are 3 numbers separated by a slash, showing how many are needed for the first, second and third stripes). Speed ​​- the number of units of length traveled by the unit per second (through a slash - the speed of the damaged unit). Damage is represented by 3 numbers. The first is the amount of damage, the second is the radius of this damage, the third is the range of damage. If there are numbers in brackets nearby, then they refer to “secondary damage,” that is, when the damage is inflicted over an area and weakens with distance.