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C&C:ZH - Ideas on the most efficient build strategy

 
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BeanoGuy

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Since: Jul 28, 2004
Posts: 4



(Msg. 1) Posted: Fri Jul 30, 2004 3:10 pm
Post subject: C&C:ZH - Ideas on the most efficient build strategy
Archived from groups: alt>games>command-n-conq (more info?)

Hi All,

I haven't kept up with C&C, but want to start play again, however,
I'm looking for steps/tips on:

1) A strong opening build sequence for USA, China, and GLA.
2) Which combination of units you find most effective.
3) Any home base defensive tips

Any constructive feedback is much appreciated.

Thanks,
B

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Raymond Martineau

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Since: Jun 29, 2004
Posts: 49



(Msg. 2) Posted: Fri Jul 30, 2004 10:01 pm
Post subject: Re: C&C:ZH - Ideas on the most efficient build strategy [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 30 Jul 2004 15:10:19 -0700, wbc8243 RemoveThis @hotmail.com (BeanoGuy) wrote:

>Hi All,
>
>I haven't kept up with C&C, but want to start play again, however,
>I'm looking for steps/tips on:
>
>1) A strong opening build sequence for USA, China, and GLA.

Strong build orders depend on the amount of resources available, and also
depend on the map. However, build sequences tend to be fairly straight
forward - the only problem is to keep on building without any latency.
(e.g. having to click on the icon because you don't know the hotkey.)

>2) Which combination of units you find most effective.

Generally, I find that I should keep a few AT soldiers on reserve - even
though infantry get killed easily, they are quite good for defending when
you're in a crunch. (Although, EA still needs to fix the problem of AT
soldier armies being crushed by a single tank.)

In any case, here's what I know (based on single player - if anything here
is wrong, than it's EA's fault):
- Pathfinders + Missile Defenders inside a Humvee. They may be a bit
weaker or less resource efficient against most other units, but they do
help the SW and AF generals keep a good tank force. Battle drone will help
the humvees in the early stage, but are easily taken down.
- Raptors and King raptors can be used to defend an area, while sending
Auroras through that corridor.
- Don't bother with sentry drone guns: That will just make them detected
and destroyed quickly.

- China has a powerful early rush attack. Get the Red Guard Veteren
general power, build two barracks, and build a large quantity of those
units. (It is counterable, but is much more dangerous with the infantry
general.)
- Overlord tanks (or helixes) should be built in either pairs or triads.
That way, they make their own combination.
- Nuke Cannon can be used to soften up enemy defences or assault forces.
Your battlemaster tanks can do even further damage.
- Ungarrison the units within the Listening Outpost: they'll mess up the
stealth ability.

- Rocket buggies seem to be overpowered, especially when backed up with
tanks.

Other than that, the game is fairly straight forward. Nothing seems to be
that special.


>3) Any home base defensive tips

- The USA economy is vulnerable to an early rush of Anti-Air. Thus, try to
find ways to counter Rocket-Vees (AT soldiers early on), Quad cannons
(Tanks), and Gatling Tanks (Also tanks).
- Patriot missles should be built first, as they are strong against tanks,
and okay against infantry. The second line behind the patriots should be
firebases - they can take out units that try to run past, as well as
infantry attacking the patriots. (SW General's patriots are effectivly an
invulnerability device against tanks.)

- China should use bunkers for defence. Gatling cannons should be deployed
later.

- GLA should use Stinger sites for defence, as they are anti-tank and
anti-air. Anti-infantry isn't needed that much, and can be emulated by
just one nearby tunnel network.

And finally, if you can find a way to increase the default zoom, do so.
Most of the attacks in Generals are greater than a half-screen, making it a
bit difficult to keep your eye on the action.

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