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CNC Generals: China - Mid / Late Game
China has a pretty good economy. If you have
two supply docks with at least two trucks you can keep making constant infantry
and tanks if you want or just tanks. By the time one tank is done you will have
enough money to make another. The only problem is you cannot keep making
buildings and constant tanks unless you have more income. So your first priority
is to secure more income but until you do keep making those units. Once you get
more income from oil or more supplies then you can start making the advanced
stuff.
When you are doing your small attacks use mainly tank hunters, Gattling tanks
and Battlemasters. Make sure you have at least five to get the horde bonus and
feel free to add some red guard to distract their tanks and defense structures.
Migs are also good for constant harassment as well as early scouting. Keep the
pressure on while you expand.
Gattling Tanks
This is one of China's best units. It is the fastest ground
unit in your army and is very good at anti-air and anti-infantry. If you are
making a lot of these I would strongly suggest getting the upgrade. These also
make great rush units which I will explain in the rush section. The only thing
Gattling tanks do not do well is kill tanks but you can out run them. These are
also your best back up for your bunkers instead of making the expensive, power
consuming Gattling cannons. While less powerful than the cannon the unit can
move and is just as good vs. infantry. I am not saying there is no use for
Gattling cannons but instead of using your money on Gattling cannons and power
you should make at least your propaganda center or airfield with your money
first.
Migs
Always add the air force in your army. This forces the enemy
to make anti-air units giving you an edge with tank production. If you are
making Migs you should always make at least four to get the benefit of the
firestorm. Never leave your Migs in the hanger unless they are reloading. The
only things planes are on the ground is targets. Always have them on guard
around your base. Not only will they stop hero units that show their face but
you can also get them to targets quicker and group them up so they will always
make a firestorm. Also consider making a speaker tower in the back and/or the
front of your airfield. The Migs will reload faster and heal faster so you can
keep them out of the hanger and in the air. Always get Mig armor and if you are
using Migs a lot get black napalm when you can.
Overlords or Battlemasters
When you are choosing your main tank for your attack force
you have two options: Overlords or Battlemasters. Both have their advantages and
disadvantages but both can be effective depending on the situation.
Battlemasters are relatively fast for a tank and they are
cheap. You can easily make a large group of them. If you are going to use mainly
Battlemasters make sure you get the Nationalism upgrade and if you can the
depleted uranium. Do not get the Nuclear Tanks upgrade. Your tanks are already
fast enough and you will have big groups of them so each time one of them dies
you will be damaging the rest. The bad thing about mainly using Battlemasters is
they have very weak armor compared to other tanks and you will also need back up
with Gattling tanks if they are using infantry or air. Not only that but large
area of effect weapons will really hurt you. Due to your tanks weak armor and
large numbers anything like scuds or firestorms will really hurt.
Overlords on the other hand are slow and expensive. They have
great armor and good firepower. You will not need as many of these as
Battlemasters but you are putting a lot of eggs in only a few baskets. Nuclear
tanks are very helpful with Overlords giving you some decent speed and Depleted
Uranium Shells always help. For upgrades on them make mostly Gattling cannons
with a few speaker towers mixed in. With the upgrades on your overlords you will
not need support for air or infantry and with Nuclear Tanks it is harder for
long range weapons to run away. With all the upgrades your Overlords will be
very expensive but very powerful, you still need to be careful though. Jarmen
Kell is one of your biggest threats due to how expensive and few your tanks are.
You also need to worry about bomb trucks and large numbers of long range weapons
like tomahawks. Also if you come along a group of tanks and rocket guys you are
in trouble because most times your Gattlings will shoot at the tanks allowing
the rocket guys to really hurt you. With a few Mig strikes though you should be
able to take away big threats like long range weapons, Jarmen Kell and large
groups of rocket guys.
Inferno Cannons or Nuke Cannons
When it comes to long range weapons you have two choices.
Obviously the Nuke Cannon is powerful but I think many people overlook the
inferno cannon too much. Like the two choices with tanks both of these long
range weapons have their advantages although many people just ignore the inferno
cannons.
Nuclear Cannons are slow and they take a few seconds to
deploy before they can fire. It is a lot easier to use on defense then offense
because it is a lot easier to kill when it is out of your base. The cannon
itself is very good though and can easily turn the tide of battles. In some
situations though Nuke Cannons can be come almost useless. Because of their
deploy time the other sides can use their long range weapons to fire and then
run away before you can fire back.
Inferno Cannons are much cheaper then nuclear cannons, they
move faster, they have good splash damage and have a high rate of fire. This
unit falls into the China style of death by numbers perfectly. If you already
bought black napalm for your Migs these are a good choice. With six inferno
shells you can make a firestorm but even their normal shot is great vs base
defense and infantry and if you have 3 or more they can really hurt some tanks.
Of course, like every long range weapon for every side these need back up. Also
remember that when long range weapons are trying to kill an enemy's long range
weapons aircraft always wins.
Hackers
These guys are very good at making money for you. Always make
sure you spread them out and have a unit or two guarding the area. The only real
viable use that the disable building feature has is if the enemy captures a
building in your base. If they do you can simply disable it and then recapture
it. This makes hackers nice to have around if a lotus is in your base. Also if
you keep a troop transport on guard near them not only will you have a detector
against hero units and red guard for protection but you can load up your hackers
and get them out of their relatively quickly.
Black Lotus
You should always have Black Lotus out in the field as soon
as possible. Even if the enemy has to many detectors to get in an enemies base
you need her as a scout and detector. If you can get her into an enemies base
you can do a lot of damage. If the do not have any units around the back of
their base you are guaranteed to capture or force them to sell one building.
After they know she is there they need to act fast or you have a good chance of
doing even more damage. Just find a spot with no units nearby and capture more
buildings. She captures so fast that unless they have a unit right their you are
almost guaranteed to capture it of force them to sell. If you are having trouble
getting her into a base use migs or an artillery barrage to take out the
detectors that you want to get by. You can avoid spy drones with a little micro
because you can see them before they see you. Although the enemy will most
likely no you are their if you see one of his spy drones. Just remember that
even if the enemy has to many detectors or guard units for you to take buildings
she is still a good scout and detector.
Nuclear Missile Silo
China's superweapon is very powerful. It does not have a very
long launch to hit time making it some what useful against tanks. The radiation
after the explosion is a very nice way to keep people away for a little bit. The
Nuke is less effective against the GLA because all of the holes will remain.
Make sure you have some tanks ready to move in or use migs/artillery to finish
off the holes. Not only does the Nuclear Silo give you the powerful and
psychological damage of the Nuke itself it also allows you to make the upgrades
to make your tanks much more effective.
That basically sums up the important aspects for China. If
you have any questions or comments feel free to discuss them in our forums or
you can e-mail me at overkill@cnccz.com.
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