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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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