20100718.144024
website is now in archive mode. visit blog.subnova.com for information.
20080730.144615
i added amazon context links... just because i can... if they're not too obtrusive... i'll leave them
20080114.231544
enabled mod_deflate on andromeda. the site is now seeing an estimated 80% reduction in overall size for clients to download
20080109.022443
added an rss 2.0 feed for the news at http://www.subnova.com/news/rss/. it will show the 14 most recent posts
20070823.031056
updated cq calculations so that if a member doesn't login to the website in the past 77 days, the contribution points start vanishing in a hurry... tanking the irank
The underdogs in Generals, the Global Liberation Alliance is a powerful terrorist organization hell-bent on taking out superpowers... such as China and USA, suprizingly. Their units are hastily thrown together, and initially weaker than the other two sides, but the GLA also has the unique ability to upgrade it's vehicles with parts from destroyed enemy units. This can ultimately make GLA units stronger than their US or Chinese counterparts. A focus on suicide units can make for excellent and brutal sneak attacks. Another major advantage is that the GLA do not have to deal with power, as all of their structures are self sufficient. When destroyed, their buildings can rebuild themselves automatically if the GLA Hole left behind isnt destroyed.
Workers Worker-$200
The GLA are unique in that their resource gatherer and builder are one unit. This little guy will do his best to perform two duties at once, gathering $75 per trip. The disadvantage of the Worker is that he's highly vulnerable, especially to anti infantry units like Pathfinders. While building structures, the Worker is protected from attacks. You can also send workers from base to base easier by using Tunnel Networks. Make sure you always have plenty of these lying around.
Infantry Rebel-$150
Strong vs: Infantry, Unprotected Buildings
Weak vs: Vehicles
The Rebel is similar to the Red Guard and Ranger of the other two factions. Cheap and effective, the Rebel is best used in groups or in garrisoned structures. It has a special upgrade to make it inivisble when not attacking, which makes for highly effective sneak attacks. Can also get an upgrade to capture enemy buildings, as well as an upgrade to his attack power.
RPG Trooper-$300
Strong vs: Tanks, Aircraft
Weak vs: Infantry
The rocket infantry of the GLA. Highly effective against vehicles and aircraft, and you get two for free when you make a Tunnel Network. Saddly, they are the weakest of the 3 rocket infantry, but still unmatched in tank killing power when used in garrisoned structures. RPG Troopers can get an upgrade to their rocket attack, which will bring them up to par with the US Missile Defender.
Terrorist-$200
Strong vs: Tanks, Buildings
Weak vs: Infantry, Light Vehicles
The primary suicide unit of the GLA. The Terrorist will run up to his target, arms flailing, and detonate himself with some very powerful explosives. One or two of these will prove to be highly effective on heavy tanks that lack infantry killing power. Should you be playing on an urban map, Terrorists can place themselves inside neutral vehicles and drive them straight into the enemy. Terrorists will not explode when they die, so dont worry about keeping them near your other units.
Angry Mob-$800
Strong vs: Infantry, Vehicles, Buildings
Weak vs: Anti-Infantry, Aircraft
The Angry Mob is one of my favorite new units, simply because of it's uniqueness. When created, the Angry Mob will be a small, but organized group of people armed with pistols and moltov cocktails. Their attack is very damaging on most targets, but as they lose health, they lose firepower. As they kill more targets, their numbers will increase, however. At high levels, they'll be able to take down buildings frighteningly fast. Most anti-infantry units, especially Dragon Tanks, Toxin Tractors, and Rangers (with Flashbangs) will be able to take out Angry Mobs very well. Can be upgraded to AK-47s instead of pistols, giving them added firepower.
Hijacker-$400
Strong vs: Vehicles
Weak vs: Infantry
The Hijacker is only purchaseable when he has been researched with a General experience point. Hijackers are armed with a weak pistol, but have another function that will prove to be very useful. When a vehicle comes by, Hijackers are able to run up, eliminate the driver, and render the vehicle disabled. Then, one of your own guys, including the Hijacker, can enter the vehicle and render it under your control. This works especially well against those devestating Overlord tanks. While attempting to Hijack a vehicle, the Hijacker will be very prone to getting killed. Its best used when the enemy tanks are busy with other targets.
Jarmen Kell-$1500
Strong vs: Infantry, Vehicles
Weak vs: Detectors
Jarmen Kell is the Hero unit of the GLA, and has 2 main uses. He is an invisible sniper, able to pick off infantry will excellent range and speed. He also has a special attack that allows him to snipe the drivers out of vehicles, instantly rendering it unusable. Thats your cue to get someone inside that vehicle and turn it under your control. This ability takes about 10 seconds before it is usable again. Can get an upgrade to it's Sniper rifle to make it even more powerful. Keep away from units that can detect invisible units. Great at taking out enemy heroes.
Vehicles Scorpion Tank-$600
Strong vs: Vehicles
Weak vs: Rocket Infantry, Aircraft
The Scorpion Tank is the basic heavy tank of the GLA. While noticably weaker than the Crusader or Battlemaster, it is the cheapest. It's main power comes in the form of an upgrade that lets it fire a powerful rocket at the enemy aproximately every 10 seconds. A small amount of these rockets should be able to hit enemy tanks before they can get in the Scorpion's Range, delivering heavy splash damage, and easily turning the tables in your favor. The rockets can be shot down by anti-air fire. Can also get an upgrade to deal chemical damage with each attack, which helps it take out infantry tremdously.
Technical-$500
Strong vs: Infantry
Weak vs: Tanks, Aircraft
As simple as vehicles get, the Technical is just a pickup truck with a machine gun mounted on the back. Very quick and manuverable, the Technical is the premier hit-and-run vehicle for the GLA. While it's main attack wont be doing much against anything other than Infantry, the Technical can upgrade it's attack from the ruble of destroyed vehicles. When it picks up one group of parts, it's main attack will switch to an explosive shell that is good against vehicles and infantry. After two parts have been picked up, the main attack will be a highly powerful and fast firing rocket attack, similar to a RPG Trooper's, only highly effective against infantry as well as tanks. This makes the Technical a powerful hit-and-run vehicle against all targets, even air units. Of course, if gets attacked, the Technical will die very quickly. Once it has been upgraded twice, the Technical will just convert the parts of vehicles into money like normal GLA units. It's main attack can be upgraded to deal more damage. Technicals can also transport up to 5 infantry.
Radar Van-$500
The GLA Radar Van is used to detect invisible units, as well as give you the ability to use your overhead map. Can get an upgrade to reveal a part of the map every minute or so.
Quad Cannon-$700
Strong vs: Infantry, Aircraft
Weak vs: Tanks
The Quad Cannon is the vehicle of choice against aircraft. It's highly damaging machine guns will be more than enough to wipe out infantry and aircraft, but not very effective against enemy tanks. Can get an upgrade for it's main attack to deal extra damage. It has more health than the Technical, but will still fall quickly to anti-tank fire. Can get an upgrade to deal more damage.
Toxin Tractor-$600
Strong vs: Infantry
Weak vs: Vehicles, Tanks
The Toxin Tractor is pretty self explanitory, it's a tractor outfitted with a toxic spray attack. Used similarly as the Dragon Tank, the Toxin Tractor is excellent for wiping out clumps infantry, and can empty a garrisonable structure in just one shot. The Toxin Tractor leaves behind some toxic waste, which will harm any infantry that goes near it. Can get an upgrade to deal extra damage.
Rocket Buggy-$900
Strong vs: Infantry, Buildings
Weak vs: Tanks, Aircraft
The Rocket Buggy is the quickest and least armored vehicle in the GLA's arsenel. It's attack is a series of long range rockets similar to that of the RPG Trooper, only more effective against infantry, and less effective against Vehicles. It's attack is also good for taking out defenses, as it will remain outside of their range. It's rocket attack also cannot attack air units, so dont count on them replacing Quad Cannons. Rocket Buggies also take a while to reload, so be prepared to run after you hit your targets. Can get an upgrade to fire more rockets per attack, as well as increase the rocket's damage.
Marauder Tank-$800
Strong vs: Buildings, Tanks
Weak vs: Infantry
The Marauder Tank is more capable of going toe-to-toe with enemy tanks than the Scorpion. Heavier and more powerful, the Marauder tank also has the ability to salvage parts from destroyed enemy vehicles to upgrade it's attack, like the Technical. After one part has been collected, it's main attack will be more powerful, and after two parts, it will be able to fire two shells at once, which gives it a powerful advantage over Battlemasters and Crusaders. Can also get an upgrade to it's attack to deal chemical damage, which will help it take out infantry. Back them up with Quad Cannons and something to take out enemy defenses, and you'll be set.
Bomb Truck-$1200
Strong vs: Infantry, Buildings
Weak vs: Aircraft, Detectors
The Bomb Truck is the most powerful suicide unit the GLA can use. When built, you can disguise the Bomb Truck as an enemy vehicle, allowing it to sneak up to it's targets and deliver it's massive attack. Things that can spot invisible units will be able to see through this disguise, however. You can select which kind of attack you want the Bomb Truck to perform, either a High Explosive attack or a Bio-Chemical one. Each of these cost $500 to buy, and must be bought on each Bomb Truck.
SCUD Launcher-$1200
Strong vs: Buildings, Infantry
Weak vs: Vehicles, Aircraft
The SCUD Launcher can only be bought after researching it with a General Upgrade Point. The SCUD Launcher is the premier siege weapon for the GLA, and it's SCUD missles pack a very powerful punch. Somewhere between a Nuke Cannon and Tomohawk Launcher, the SCUD Launcher is more powerful than a Tomohawk, but more mobile than a Nuke Cannon. It also has two types of attacks, High Explosive or Bio-Chemical, and these can be switched at will. SCUDs can be shot down in midflight, so make sure to bring a bunch. Also keep them away from the frontlines, and make sure you dont hit your own units with them.
Special Structures
The GLA benefit from not requring power in order for their structures to work. This means whenever you have spare money and have no units to build, you should be making more of these structures. After all, the bigger your base is, the harder it is to be destroyed by super weapons. Also, after each of these buildings are destroyed, a GLA Hole will be left behind. After a short period, the hole will rebuild the building that was destroyed... so long as the hole itself isnt blown up.
Tunnel Network-$800
The first defensive structure for the GLA, the Tunnel Network serves two purposes. First, it will fire a machine gun at attacking enemies. Fairly good against infantry. You'll also get two RPG Troopers for free when you build this, which will help against vehicles. You can also shove up to 12 units inside into one of these, and have them come out at any other Tunnel Networks you have built. This allows you to instantly transport any units across any length of map. This works great for defending multiple bases, and can even be used offensively by building one Tunnel Network at your base, and another at the enemy base. Units inside the Tunnel Network are protected from all attacks and will heal damage. The AP Bullets upgrade will increase the damage of the machine gun.
Stinger Site-$900
About as basic as a defensive structure can get, the Stinger Site contains three special Stinger Soldiers that will deliver excellent damage to vehicles and aircraft, and also detect invisible units. The problem with this structure is that the Stinger Soldiers can be taken out by things like snipers, flame and toxin attacks, and flashbang grenades. The Soldiers will eventually respawn, but you'll be stuck with a useless building in the meantime. Build a lot of these to make up for this drawback. Still, Stinger Sites aren't too expensive, and they do require no power.
Palace-$2500
The Palace is required for most advanced structures and upgrades, but it can also be used defensively. You can place five infantry units inside the Palace and they will deliver powerful attacks while being completely invulnerable to attack, much like a bunker. Putting five RPG Troopers in here and using this structure for defense instead of Stinger Sites is an expensive, yet viable, alternative for holding off major attacks. Just don't lose them.
Black Market-$2500
Another place that contains many important upgrades, the Black Market will also provide you with $20 every two seconds. That means it'll take about two minutes before the Black Market pays for itself, but that's no different than the US Supply Drop or Chinese Hacker, and the Black Market doesnt require any power and is well armored. Build as many as these as possible, and be sure to spread them out. You wouldn't want a single super weapon taking out your entire economy.
SCUD Storm-$5000
The SCUD Storm is the super weapon of the GLA army. Basically, when activated, the SCUD Storm will launch 9 massive SCUD missiles into the air and down on the intended target area. Each missile will deliver excellent damage, and will leave a lot of biotoxic waste behind for a few minutes. This is especially harmful against people who like to focus on infantry, and the GLA, who will not only lose their workers, but will be unable to build any without having them instantly die. The SCUD Storm takes 10 minutes to charge before it can be fired.
General's Upgrades
The GLA's General Upgrades can easily make or break you, so be sure to choose your upgrades wisely. Of course, this guide should help you out there.
1 Star Rank Upgrades Technical Training
Technicals are trained as veterans. A fully upgraded, elite group of Technicals are the best hit and run vehicles of the game, and this upgrade will help you reach that goal quicker. If you dont plan to focus on upgrading your Technicals, this probably wont be worth your time.
Maurader Tanks
Lets you build Maurader Tanks. Again, if you dont plan to focus on upgrading these, then just stick with the Scorpions. If you do, you'll have a very powerful basic tank that will be able to defeat both the US Crusader and Chinese Battlemaster.
Scud Launcher
Lets you build SCUD Launchers. Great siege weapons, but easily destroyed. If you prefer a hit and run strategy, stick with Rocket Buggies for sieging.
3 Star Rank Upgrades Hijackers
Lets you train Hijackers. Hijackers are hard to use, but potentially very useful. However, you could stick with Jarmen Kell and still get away with stealing enemy vehicles.
Cash Bounty
For everything you kill, you can get 10%, 20%, or 30% of it's cost at levels 1, 2, and 3, respectively. This is a great way to build your economy, on top of recovering the wreckage. I recommend this ability, but it's not vital for victory.
Emergency Repair
Repairs all vehicles in a selected area, and can be upgraded 3 times to heal more damage. The GLA have many methods of healing and repairing, so this wont be very vital. However, losing those fully upgraded Maurader Tanks or Technicals will suck... a lot. This is a good insurance policy to make sure your investment doenst go to waste.Takes 4 minutes to recharge.
5 Star Rank Upgrades Anthrax Bomb
A massive bomb will be dropped on a very wide area, killing any infantry caught in the blast instantly and dealing damage to vehicles over time. The biotoxins left behind will last for a few minutes, and the enemy will be hard pressed to get rid of it, even if they are playing as the USA. Highly reccomended.
China - 20030607.161305 - moo
GLA - 20030607.170604 - moo
USA - 20030607.155703 - moo