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CNC Generals: The GLA - Mid Game

    Once you have your arms dealer up and a few tanks out its time to get serious. You should have two supply stashes bringing in your money by now and a third supply dock secured. If your enemy fought and won a battle at a supply dock you should still have a second one under your control. Your next objective is to try and get a third supply or if you already have one get a supply stash going. If you notice your enemy making air units make a stinger site at each base and if you are getting attacked heavily at one base make an extra tunnel there just to make sure you can keep sending in your newly made units to help defend.

    You should always be attacking when you are playing as GLA. Scorpion tanks are the fastest tanks on the field and can dish out some pain. If you come up against a superior force you can always fire your first volley of rockets and run. Hit and Run is a good strategy to use with the GLA. Not only do you test his defense but you also scout his base with each attack. Keep attacking and find his weak point, keep him on his toes and when you find a vulnerable spot push hard.

    When you do small attacks against your enemy it should mainly include scorpion and/or technical w/terrorists. A group of 5 or 6 scorpions is a good initial attack and can even hurt later in the game. If they have a bigger force go in to the back of their base avoiding their tanks and attempt to kill weaker structures as you drive through like power plants or the barracks. If you have a few seconds you can even kill larger structures. Scorpions are faster then the tanks of the other sides so you can outrun them and you can dispatch the faster vehicles relatively easy. Also remember that your tanks only cost 600 so if you kill one vehicle for every tank you have you come out ahead. Technicals w/terrorists are always useful unless they have patrolling aircraft. A group of 5 can kill any structure save a super or com center. Most of the time 4 is all you need depending on your target and then you can add a worker to drop off near their base just out of sight to make a tunnel.

    Groups of tanks and rpg men will do fine early in the game to fend off most attacks effectively but if you are playing against USA or China you really need to get your advanced units on to the field to do effective attacks. The GLA has the largest number of ground units in the game. Each has their own uses and some are more effective depending on the situation. Due to the large variety of ground forces your large attack forces should not be pre-determined before each game and should adapt according to each game. Also because your advanced units take so long to build a second arms dealer should be made as soon as possible so you can keep making tanks.

Scorpion Tanks

    This is your main unit when you play as GLA. If you compare GLA to a forest then scorpion tanks would be trees. Your amount of scorpions should be at least double the size of your advanced units. They are cheap, fast and with all the upgrades pretty powerful. The rocket upgrade is a must and should be researched as soon as possible. Not only does it add to the tank killing power of the turret (with good splash damage) but it also gives your tanks an anti-infantry weapon early in the game. Make sure you do not kill your own tanks with the rockets by attempting to run over infantry when you still have rockets loaded. When you get your palace up toxic shells are a must have, giving your tank even more anti-infantry power. Junk Repair and AP Rockets are not as critical but still very helpful.

Marauder Tanks

    I would not recommend making these every game. Marauders take ten more seconds to build than scorpions, they cost 200 credits more, and they are not as effective as Scorpions until you get them upgraded from scrap. When you do make marauders you should still have a lot of scorpions to go with it. Do not go to wild and make a whole lot of marauders. If you have 10 marauders and you fight and kill a bunch of tanks you will only be able to upgrade two or three marauders and the rest will still be not that great. A better mix would be 7 scorpions and 3 marauders or something similar. Most of the time I would rather spend the Generals point somewhere else.

Technical

    This is a very good unit. True it cannot hold up against tanks but that is not what you use it for. This is the fastest infantry transport in the game excluding the Chinook. I find it very useful for transporting workers to construct a quick forward base close to the enemy. If you fill them with terrorists or rpg guys you can also give great support for your tanks. If you get them upgraded once they will fire grenades which do great splash damage and kill infantry with only two shots. If you upgrade them twice to get the rocket they have the same power as a crusader tank but fire twice as fast making the technical a great support unit.

Radar Van

    I like this a lot better than the radar of the other two sides. Its only downside is that it is built out of your arms dealer so you will have to pause tank production and you wont get it right away. It can move though, its a detector, it has a long vision range, and later in the game you can get the radar scan which helps out your scouting especially if you make 2 or 3.

Bomb Truck

    You never want to build to many suicide units. If the enemy is well defended against them or easily spots them then you can waste a lot of money and build time. Bomb trucks can still be effective though depending on how you use them. The biggest decision is what to disguise it as. You should always get high explosives unless you are targeting weak armored units and only get anthrax if your targeting large groups of infantry.

    Disguising it as an enemy unit is not always a good idea. It will stop the units from auto firing at you but a good player can spot it easily. I find it more useful to disguise it as one of your own units. Try disguising it as a scorpion tank and attack with a few tanks with your bomb truck just a little behind them. Your enemy most likely wont notice that one of your tanks is actually a bomb truck until its to late. Another good idea is disguising a couple as quads next to your tanks before a battle. Not only will he keep his air units away at the start of battle but when you move at his tanks he wont think much of it and continue attacking your tanks instead of wasting shells taking out your "quad".

Scud Launcher

    I highly recommend this unit. It has extremely good firepower and splash damage. Two scuds will destroy any unit in the field except for Overlords. It does move slow and it has weak armor but so does every long range weapon. Plus with the tunnel it can be moved quickly and healed fast. It is also more useful against other long range weapons than rocket buggies.

Rocket Buggies

    These are the most inexpensive of all the long range weapons and they are also the fastest. Hit and run is the name of the game with these guys. Move up fire your rockets and run like hell. If they get sneezed on they will die so keep them running. Like almost all GLA units upgrading really adds to their effectiveness.

Jarmen Kell

    This hero is very helpful to the GLA. He provides a great long range anti-infantry defense (which besides an anthrax loaded scud it is all you got in this area) and he can take out the driver of tanks so you can take them over. He is the most useful against China's Overlord tanks but he can be useful in every game. On some maps where there is only one or two entrances into an enemy base Lotus and Burton can be almost useless while Jarmen can really help out in battles. When assisted by camouflaged rebels you can cause some serious damage to the enemies tanks.

Angry Mobs

    This is a different but useful unit. It has 10 individual people who are weaker then the basic infantry and they are armed with pistols and Molotov cocktails (firebombs). These guys are slow moving and cannot move through tunnels but they can tear buildings and tanks to shreds in a matter of seconds. Upgraded with ak47's they can be even more lethal. Unfortunately toxins, napalm, and flash bangs are extremely effective at killing these.

Tunnel Network

    I cannot over-stress the importance of this building. Every building that produces units should have a tunnel by it. Any place where you want to get units in a hurry needs a tunnel. The advantages of a tunnel are extremely good. For 800 credits you get a tunnel which instantly moves units, heals all your units, provides anti-infantry defense, gives you two rpg guys, and builds fast compared to your other buildings.

Palace

    This is an essential building to get most of your upgrades. As I have said many time upgrades are needed for your units to be effective. The most important upgrade here is toxic shells making your tanks very good vs infantry and tanks. After that I always get camouflage for my rebels. It aids dramatically in the damage I can do with my rebel ambush and it also provides good scouting as well as a stealthy way to occupy emptied tanks. Not only can you buy the needed upgrades and build your advanced units but you can also garrison the palace with 5 infantry. It takes a while to build but if you can get 5 rpg guys into it at the front of your base you have a very good anti-tank and anti-air defense.

Scud Storm

    This is the second best super weapon in my opinion. It builds slow and the scuds take time to reach their target depending on distance but that is the only downsides. It does not require power, it has a hole like all the GLA buildings, its timer is shorter than the Nuke, and it is more effective vs GLA than the Nuke. It is not a good idea to target tanks with this because of the time it takes for the scuds to reach the target. Overall though it is a very good super weapon.



 

   

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