Command & Conquer: Generals
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Cheating Code, Strategy and Command & Conquer Generals Cheat: Zero Hour
Playing strategy games such as Command & Conquer Generals: Zero Hour is very pleasant and could spend hours on end. If you're searching for cheat code game Command & Conquer Generals: Zero Hour, following the full article you can read to be able to complete the missions in Command & Conquer Generals: Zero Hour with correct and successful.
A worthy entry in the series, providing
hours of fun: a few video game franchises have as much history as the
Command and Conquer. Command and Conquer Generals: Zero Hour and unique
strategies are numerous and go beyond traditional tank fever popularized
by the previous entries in the series.
Although the game itself is a bit dated
Command & Conquer Generals Zero Hour Strategies are much more varied
than is usually found in a strategy game in real time to PC these days,
and generally rewards players who take the time to consider their next
move. To maximize its ability to maintain the pace and dominate the
battlefield, here are some strategies and techniques used in online
matches and practice.
The Rush is an old tank of Command and
Conquer. Generals: Zero Hour Strategies tend to discourage the
simplicity in launching attacks, but even more sophisticated in this
game there are times that a good mass of the tanks is the best solution
to their problems.
Download Great Generals PaladinsThe what
you should remember is this: the U.S. tank should not be rushed. The
SBA should not rush tank. China should try at least one tank top.
Paladins and Crusaders U.S. are too expensive to waste, and the
Scorpions and the Marauders of the GLA need serious upgrading before
they can hold their own. China has both the battle, which receives a
bonus in droves, and the Dark Lord, although slow you can mount a
machine gun bunker and soldiers of 5, or propaganda tower that can heal
other tanks.
Command & Conquer Generals: Zero Hour Strategies: Porcupine
Essentially, the porcupine (a more
commonly seen in games like Total Annihilation) is one of the commands
and Conquer Generals: Zero Hour Strategies emphasizing defense. It is
viable because for every faction there are resources that are
independent choices of resource stocks. Enlargement is not necessary
once you have enough hackers, power pads, or the general points of the
rewards of destroyed vehicles.
The bases can become self-sufficient,
and restrict their offensive power to super-weapons. The key is to
defend deep and reservations phone: choose a choke point, save it as
defensive structures, but leaves a way open for a fast, heavy hitters
out and remove all siege units coming to the party .
A particularly effective tactic in China
or the GLA is to invest in weapons of siege of his own, and the nuclear
time force fired artillery and Scud missiles to hit every couple of
seconds at the point of strangulation. The attackers were decimated even
before entering the shooting range.
A new post of Command and Conquer Strategies: The Siege
A new post of Command and Conquer Strategies: The Siege
Command and Conquer Generals: Zero Hour
strategies that emphasize the sieges in the vein of the old Tower of
Warcraft Rush are viable due to the ability to build anywhere on the map
include some variations of the Site.
All sites have one thing in common: a
line of defensive structures built close to the enemy base, but just out
of reach of enemy defenses, supported by armor. Then siege units like
Tomahawk launchers, artillery or Inferno Nuke Scud missile launchers,
came forward and parked next to the defensive structures. From there,
they bomb the opposition defensive lines, forcing the unit into the base
of opposition to the charge in the teeth of their defense structures.
Whenever there is a gap between reconstruction and counter enemy, the
line should move a little closer to the base offense.
Another method is to break some
construction units into the enemy base and build defensive structures,
creating in effect a state of siege from within
Command Conquer Strategy: Super-Weapons
Command Conquer Strategy: Super-Weapons
Many Zero Hour finals in a giant contest
to determine which player can build most of the super-fast weapons.
super-weapons strategies are simple: build as many as quickly as
possible, and use them against the enemy whenever they are available.
But an effective counter to this
strategy is a strategy in itself. Super-weapons are expensive and
require large investments in power to be sustained. They also have to be
defended while building, and both the power and the defense requires
resources that could fund the offensive forces. Command and Conquer
Generals: Zero Hour Strategies that focus on expansion, raids, and
strikes can be focused incredibly effective counters. Assume as resource
stocks as possible, launching air strikes on buildings harassment
prerequisite and resource gatherers, and if the GLA, the use of rebel
ambushes and sneak attacks tunnel in the super- weapons can frustrate
and deny a super-weapon focused base.
Command & Conquer Generals: Zero Hour Missions
A series of challenge missions of the
ship with Command & Conquer Generals: Zero Hour. The missions in
this case means going against a base race optimized pre-built by a
general of Amnesty International to make fun of you at every step and
beating their most vulnerable structures and units.
Zero Hour Challenge Mission: U.S. Generals
Zero Hour Challenge Mission: U.S. Generals
* General Townes – Laser Technology
Laser technology is power intensive, but
devastating, both in attack and defense. General Townes specialization
becomes crusader tanks crossed laser and laser Patriots Patriot
defenses. These target infantry and armor actually alike, and the
Patriot air and missile defenses break entrants.
It hit the power structures, and two
base defenses and tanks offline. The best way to fight it is Porcupine,
and build super-weapons.
General Alexander – Super-Weapons
He has specialized his particle cannons
and bombers Aurora, and defenses have been upgraded Patriot Patriots
EMP. Attack the vehicles are turned off by the Patriots and the planes
are immediately destroyed, so this is one of the toughest in Command and
Conquer Generals: Zero Hour missions.
General DestructionYour particles
Gamershell best bet is to get the infantry as close as possible to the
particle cannon as possible. utility helicopters and other aircraft will
move to draw fire GLA rebel ambush or get some infantry with a particle
gun and they try to capture him. In a few seconds it will sell the
structure.
* General Granger – Airpower
General Granger is probably the easiest
of the U.S. general to assume, but do not underestimate it. Raptors,
Comanches, and Stealth Fighters are cheap, durable, armed with
additional missiles and lasers to shoot down incoming missiles.
Building bullet or laser-based
anti-aircraft guns in large numbers, and move gradually to their base.
Do not count on static structures or super-weapon here, is going to
destroy them. But come, apply constant pressure, and he hit one of the
easiest of the Command and Conquer Generals: Zero Hour missions.
China Challenges General
China Challenges General
* Tsing Shi Tao – Nuclear Weapons
This general can be a tough nut to
crack, since its three nuclear missile silos are more than enough to
clean the bases of many in the short term. Approaches to the base are
sealed by Mr. radioactive tanks firing shells and nuclear artillery
guns. Achieve their energy reserves are also quite inefficient, since
each plant produces a lot of juice.
Hit him with air strikes and sneak
attacks within its base. A particularly effective strategy is to break
some work units in a section of its broad base and build a second base.
Effectively a siege from the inside out, if nuclear expansion is going
to destroy their own structures.
* Ta Hun Kwai – Heavy Tanks
Probably the most annoying of the
Command and Conquer Generals: Zero Hour missions face. He blathers a bit
to make the ground run red with blood, crushed by tanks, etc. He is
equipped with highly upgraded cheaper and Overlord tanks but not send
them to you in large quantities.
Build adequate defenses, and if you get
Jarmin Kell GLA. He can snipe the crew of paramount chiefs to update,
and then there are the toys.
GLA leaders Cell: Command & Conquer Generals: Zero Hour Missions
* Dr. Thrax – Toxins
Thrax talks a great game, and defenses
are hard to break at the start of a game. However, the toxins are not
anything special with the GLA – expect the usual Scuds armed anthrax
toxins as well as some throwing infantry and tractors.
Fighting Thrax is quite simple – do not
use the infantry, making use of the aircraft, and optimally build sites
Stinger, Gatling turrets, or Patriots to shoot down Scud missiles and
biological terrorist attack. Then use air power or sneak attacks to
enter his base and destroy your palace.
Prince * Kassad – Stealth
Zero Hour Wareseeker AttackTaking in
Kassad tunnel is basically the same as having your standard cell GLA,
without having to deal with Scud (apart from ScudStorms) Expect to have a
lot of invisible units closer to the base, with the support of rebel
ambushes and sneak attacks tunnel.
Defend itself by spreading defenses that
detect stealth units freely through the base, then counter with
super-weapons. Remember that your structures will be invisible to radar
scans used to find and destroy.
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