Bermain game strategi seperti Command & Conquer Generals: Zero Hour memang sangat menyenangkan dan bisa menghabiskan waktu berjam-jam. Jika kamu sedang mencari-cari kode curang game Command & Conquer Generals: Zero Hour, berikut ini artikel lengkap yang bisa kamu baca untuk bisa menyelesaikan misi di Command & Conquer Generals: Zero Hour dengan benar dan sukses.

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

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

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

* 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

* 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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