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* BoringButPractical: The Worker may be more vulnerable to vehicular homocide than Dozers and doesn't gather supplies as much on an individual basis compared to the Chinook and Supply Truck, but the ability to do ''both'' means that there's always a job for Workers to do, compared to how idle Dozers can become after constructing a working base or how useless extra Chinooks and Supply Trucks are without supplies to gather.

to:

* BoringButPractical: The Worker may be is much more vulnerable to vehicular homocide than Dozers and doesn't gather supplies as much on an individual basis compared to the Chinook and Supply Truck, but the ability to do ''both'' means that there's always a job for Workers to do, compared to how idle and their low cost makes them incredibly versatile. Meanwhile, Dozers can become after constructing a working base or how useless extra Chinooks tend to stay idle if they aren't needed, and Supply Trucks are without supplies to gather.single-purpose units.



* {{Expy}}: They're quite similar to the Slaves used by the Slave Miner from ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'', hapless, extremely unfortunate civillians forced into serving their respective factions against their will. They're also both responsible for resource gathering, although the slaves don't make structures.

to:

* {{Expy}}: They're quite similar to the Slaves used by the Slave Miner from ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'', hapless, extremely unfortunate civillians forced into serving their respective factions against their will. They're also both responsible for resource gathering, although the slaves don't make structures.are not engineering units.



* YouHaveResearchedBreathing: ''Zero Hour'' allows GLA to give Workers shoes to improve their efficiency. You need ''a Black Market'' to research that upgrade.

to:

* YouHaveResearchedBreathing: ''Zero Hour'' allows GLA to give Workers shoes to improve their efficiency. You need ''a Black a ''Black Market'' to research that upgrade.



Prince Kassad trained his own skillfully camouflaged Rebels. If an enemy base did not possess sufficient stealth detection it was often possible for them to sneak into the base without the general's knowledge and did infiltration.



* InvisibilityCloak: The 'Camouflage' upgrade make Rebels invisible to the enemy, except when attacking or detected. Prince Kassad's Rebels are already given training to hide themselves, eschewing the need for the upgrade.

to:

* InvisibilityCloak: The 'Camouflage' upgrade make Rebels invisible grants stealth to the enemy, except Rebels, and they will reveal themselves only when attacking or detected. capturing structures. Prince Kassad's Rebels are already given training to hide themselves, eschewing the need for the upgrade.possess stealth by default.



* EliteMooks: Although more expensive regular Rebel, Toxin Rebel can clear garrisoned buildings and deal more damage to infantry and vehicles, but do little damage against buildings.
* EnemyExchangeProgram: The Capture Buildings upgrade allow Toxin Rebel to capture enemy buildings and partially or fully make use of the enemy arsenal. Doing this is however dangerous, as the Toxin Rebels take up to a minute to fully capture the structure.

to:

* EliteMooks: Although more expensive regular Rebel, Toxin Rebel can are able to clear garrisoned buildings and deal civilian structures, with their toxin sprays dealing more damage to infantry vehicles and vehicles, but do little damage against buildings.
infantry.
* EnemyExchangeProgram: The Capture Buildings upgrade allow Toxin Rebel to capture enemy buildings and partially or fully make use of the enemy arsenal. Doing this is however dangerous, as the Toxin Rebels take up to a minute to fully capture the structure.



* PoisonedWeapons: Toxin rebels were Dr. Thrax's own special rebels who eschewed the assault rifle in favour of a toxin-spraying weapon with backpack tank.

to:

* PoisonedWeapons: Toxin rebels were Dr. Thrax's own special rebels who eschewed the assault rifle in favour favor of a toxin-spraying weapon with backpack tank.



Toxin Terrorists recruited by Dr. Thrax carried toxin bombs that, in addition to the explosion, would spread deadly chemicals.



* PoisonedWeapons: Toxin Terrorists carry lethal toxins in their bomb vests, which leave behind toxic residue effective against infantry after they explode.

to:

* PoisonedWeapons: Dr. Thrax has Toxin Terrorists Terrorists, who carry lethal toxins in their bomb vests, which leave behind toxic residue effective against infantry after vests that are released on detonation. Doesn't apply to Combat Cycles and civilian vehicles they explode.occupy.



* WeaponizedCar: The Terrorist can also hijack civilian vehicles to make them move faster.

to:

* WeaponizedCar: The Terrorist can also hijack civilian vehicles to make them move faster.
for extra mobility, and can also mount Combat Cycles.



The Hijacker is a skilled assassin who can hijack enemy vehicles by killing the pilot and putting himself behind the wheel. Note that vehicles with a garrison (i.e. Troop Crawler), vehicles without drivers (i.e. Sentry drone) cannot be hijacked. In ''Zero Hour'', Prince Kassad's Hijackers are always stealth, even while moving.

to:

The Hijacker is a skilled assassin who can hijack enemy vehicles by killing the pilot and putting himself behind the wheel. Note that transport vehicles with a garrison infantry units already inside them (i.e. Troop Crawler), Crawler) and vehicles without drivers (i.e. Sentry drone) cannot be hijacked. In ''Zero Hour'', Prince Kassad's Hijackers are always stealth, even while moving.



* EjectionSeat: If the vehicle is an American one, the Hijacker can eject out of the vehicle upon its destruction.
* InvisibilityCloak: Hijackers were stealthed while still, however once they moved they were visible and could be attacked by the enemy. Since Prince Kassad's forces have a much greater focus on stealth, his Hijackers conceal themselves even when moving.

to:

* EjectionSeat: If the vehicle is an American one, the Hijacker can will eject out of the vehicle upon after its destruction.
destruction and can be reused.
* InvisibilityCloak: Hijackers were are stealthed while still, however once they moved they were visible and could be attacked by the enemy. Since when idle, but break it to move. Prince Kassad's forces have a much greater focus Hijackers, however, do not break stealth on stealth, his Hijackers conceal themselves even when moving.their own.



* ZergRush: Angry Mobs are a group of 9 civilians with pistols and rocks (unless you Arm The Mob is researched) counting as a single unit. It's fun to throw a mass of 200 people firing AK's and throwing molotov cocktails at your opponent's base.

to:

* ZergRush: Angry Mobs are a group of 9 civilians with pistols and rocks (unless you Arm The Mob is researched) (and, with a later upgrade, will carry AK-47s) counting as a single unit. It's fun to throw a mass of 200 people firing AK's and throwing molotov cocktails at your opponent's base.
base and watch as it burns to the ground.



The Saboteur is a stealthed specialist trained for infiltration and sabotage. He can infiltrate enemy buildings and commit an act of sabotage with different effects. He is stealthed, and has the ability to climb cliffs.

to:

The Saboteur is a stealthed specialist trained for infiltration and sabotage. He is a single-use unit that can infiltrate enemy buildings and commit an act of sabotage with different effects. He is stealthed, and has the ability to climb cliffs.



* BanditMook: When a Saboteur infiltrates an enemy Supply center/stash, you'll steal money from its owner.

to:

* BanditMook: When a Saboteur infiltrates an enemy Supply center/stash, you'll steal money from its owner.the targeted opponent loses $1000. This isn't a valuable trade, however, considering each Saboteur costs $200.



* InvisibilityCloak: Saboteur are stealthed, even when walking.

to:

* InvisibilityCloak: Saboteur are stealthed, even when walking.
Unlike Hijackers, Saboteurs will never break stealth on their own.

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* BoringButPractical: The Worker may be more vulnerable to vehicular homocide than Dozers and doesn't gather supplies as much on an individual basis compared to the Chinook and Supply Truck, but the ability to do ''both'' means that there's always a job for Workers to do, compared to how idle Dozers can become after constructing a working base or how useless extra Chinooks and Supply Trucks are without supplies to gather.

to:

* BoringButPractical: The Worker may be is much more vulnerable to vehicular homocide than Dozers and doesn't gather supplies as much on an individual basis compared to the Chinook and Supply Truck, but the ability to do ''both'' means that there's always a job for Workers to do, compared to how idle and their low cost makes them incredibly versatile. Meanwhile, Dozers can become after constructing a working base or how useless extra Chinooks tend to stay idle if they aren't needed, and Supply Trucks are without supplies to gather.single-purpose units.



* {{Expy}}: They're quite similar to the Slaves used by the Slave Miner from ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'', hapless, extremely unfortunate civillians forced into serving their respective factions against their will. They're also both responsible for resource gathering, although the slaves don't make structures.

to:

* {{Expy}}: They're quite similar to the Slaves used by the Slave Miner from ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'', hapless, extremely unfortunate civillians forced into serving their respective factions against their will. They're also both responsible for resource gathering, although the slaves don't make structures.are not engineering units.



* YouHaveResearchedBreathing: ''Zero Hour'' allows GLA to give Workers shoes to improve their efficiency. You need ''a Black Market'' to research that upgrade.

to:

* YouHaveResearchedBreathing: ''Zero Hour'' allows GLA to give Workers shoes to improve their efficiency. You need ''a Black a ''Black Market'' to research that upgrade.



Prince Kassad trained his own skillfully camouflaged Rebels. If an enemy base did not possess sufficient stealth detection it was often possible for them to sneak into the base without the general's knowledge and did infiltration.



* InvisibilityCloak: The 'Camouflage' upgrade make Rebels invisible to the enemy, except when attacking or detected. Prince Kassad's Rebels are already given training to hide themselves, eschewing the need for the upgrade.

to:

* InvisibilityCloak: The 'Camouflage' upgrade make Rebels invisible grants stealth to the enemy, except Rebels, and they will reveal themselves only when attacking or detected. capturing structures. Prince Kassad's Rebels are already given training to hide themselves, eschewing the need for the upgrade.possess stealth by default.



* EliteMooks: Although more expensive regular Rebel, Toxin Rebel can clear garrisoned buildings and deal more damage to infantry and vehicles, but do little damage against buildings.
* EnemyExchangeProgram: The Capture Buildings upgrade allow Toxin Rebel to capture enemy buildings and partially or fully make use of the enemy arsenal. Doing this is however dangerous, as the Toxin Rebels take up to a minute to fully capture the structure.

to:

* EliteMooks: Although more expensive regular Rebel, Toxin Rebel can are able to clear garrisoned buildings and deal civilian structures, with their toxin sprays dealing more damage to infantry vehicles and vehicles, but do little damage against buildings.
infantry.
* EnemyExchangeProgram: The Capture Buildings upgrade allow Toxin Rebel to capture enemy buildings and partially or fully make use of the enemy arsenal. Doing this is however dangerous, as the Toxin Rebels take up to a minute to fully capture the structure.



* PoisonedWeapons: Toxin rebels were Dr. Thrax's own special rebels who eschewed the assault rifle in favour of a toxin-spraying weapon with backpack tank.

to:

* PoisonedWeapons: Toxin rebels were Dr. Thrax's own special rebels who eschewed the assault rifle in favour favor of a toxin-spraying weapon with backpack tank.



Toxin Terrorists recruited by Dr. Thrax carried toxin bombs that, in addition to the explosion, would spread deadly chemicals.



* PoisonedWeapons: Toxin Terrorists carry lethal toxins in their bomb vests, which leave behind toxic residue effective against infantry after they explode.

to:

* PoisonedWeapons: Dr. Thrax has Toxin Terrorists Terrorists, who carry lethal toxins in their bomb vests, which leave behind toxic residue effective against infantry after vests that are released on detonation. Doesn't apply to Combat Cycles and civilian vehicles they explode.occupy.



* WeaponizedCar: The Terrorist can also hijack civilian vehicles to make them move faster.

to:

* WeaponizedCar: The Terrorist can also hijack civilian vehicles to make them move faster.
for extra mobility, and can also mount Combat Cycles.



The Hijacker is a skilled assassin who can hijack enemy vehicles by killing the pilot and putting himself behind the wheel. Note that vehicles with a garrison (i.e. Troop Crawler), vehicles without drivers (i.e. Sentry drone) cannot be hijacked. In ''Zero Hour'', Prince Kassad's Hijackers are always stealth, even while moving.

to:

The Hijacker is a skilled assassin who can hijack enemy vehicles by killing the pilot and putting himself behind the wheel. Note that transport vehicles with a garrison infantry units already inside them (i.e. Troop Crawler), Crawler) and vehicles without drivers (i.e. Sentry drone) cannot be hijacked. In ''Zero Hour'', Prince Kassad's Hijackers are always stealth, even while moving.



* EjectionSeat: If the vehicle is an American one, the Hijacker can eject out of the vehicle upon its destruction.
* InvisibilityCloak: Hijackers were stealthed while still, however once they moved they were visible and could be attacked by the enemy. Since Prince Kassad's forces have a much greater focus on stealth, his Hijackers conceal themselves even when moving.

to:

* EjectionSeat: If the vehicle is an American one, the Hijacker can will eject out of the vehicle upon after its destruction.
destruction and can be reused.
* InvisibilityCloak: Hijackers were are stealthed while still, however once they moved they were visible and could be attacked by the enemy. Since when idle, but break it to move. Prince Kassad's forces have a much greater focus Hijackers, however, do not break stealth on stealth, his Hijackers conceal themselves even when moving.their own.



* ZergRush: Angry Mobs are a group of 9 civilians with pistols and rocks (unless you Arm The Mob is researched) counting as a single unit. It's fun to throw a mass of 200 people firing AK's and throwing molotov cocktails at your opponent's base.

to:

* ZergRush: Angry Mobs are a group of 9 civilians with pistols and rocks (unless you Arm The Mob is researched) (and, with a later upgrade, will carry AK-47s) counting as a single unit. It's fun to throw a mass of 200 people firing AK's and throwing molotov cocktails at your opponent's base.
base and watch as it burns to the ground.



The Saboteur is a stealthed specialist trained for infiltration and sabotage. He can infiltrate enemy buildings and commit an act of sabotage with different effects. He is stealthed, and has the ability to climb cliffs.

to:

The Saboteur is a stealthed specialist trained for infiltration and sabotage. He is a single-use unit that can infiltrate enemy buildings and commit an act of sabotage with different effects. He is stealthed, and has the ability to climb cliffs.



* BanditMook: When a Saboteur infiltrates an enemy Supply center/stash, you'll steal money from its owner.

to:

* BanditMook: When a Saboteur infiltrates an enemy Supply center/stash, you'll steal money from its owner.the targeted opponent loses $1000. This isn't a valuable trade, however, considering each Saboteur costs $200.



* InvisibilityCloak: Saboteur are stealthed, even when walking.

to:

* InvisibilityCloak: Saboteur are stealthed, even when walking.
Unlike Hijackers, Saboteurs will never break stealth on their own.
Is there an issue? Send a MessageReason:
None


* ArtisticLicenseMilitary: Flash-bang grenades are non-lethal grenades used to blind and disorient anyone by making a bright light and noise. They most certainly cannot clear structures in one go in real life, either.
* CannonFodder: Generally the same as the GLA Rebel and Chinese Red Guard in terms of power but also the second most expensive basic infantry.

to:

* ArtisticLicenseMilitary: Flash-bang grenades are non-lethal grenades used started off as USA's approach to blind and disorient anyone by making a bright light and noise. They most certainly cannot clear structures in one go in real life, either.
capture enemy combatants as POWs. When the concept got dropped, they were recycled as lethal anti-infantry weapons.
* CannonFodder: Generally the same as the GLA Rebel and Chinese Red Guard in terms of power but also the second most expensive basic infantry.



* SecondaryFire: Rangers can be upgraded to switch to flashbang grenades instead of firing assault rifles. Flashbangs deal high splash damage to infantry but fire slower and do nothing against vehicles and buildings, and instakill all infantry garrisoned in buildings (a remnant of the original mechanic in which enemy infantry could be stunned and captured).
* TrickBomb: Flashbangs are normally used to disorient people but when Ranger uses them, they either do huge damage to enemy infantry out of open, or OneHitKill those in garrisoned structures.

to:

* SecondaryFire: Rangers can be upgraded to switch to flashbang between their rifles and flash-bang grenades instead of firing assault rifles. Flashbangs after the latter's upgrade has been purchased. Flash-bangs deal high heavy splash damage to infantry but fire slower and do nothing against vehicles and buildings, and instakill all infantry (those garrisoned in buildings (a remnant of the original mechanic in which enemy infantry could be stunned and captured).
civilian structures are killed instantly) but are ineffective against anything else.
* TrickBomb: Flashbangs Flash-bangs are normally used to disorient people but when Ranger uses them, they either do huge damage to enemy infantry out of open, or OneHitKill those in garrisoned structures.
just as deadly as many weapons against infantry.



* CripplingOverspecialization: Completely useless against anything other than infantry.... but against infantry, they are one of the most useful units.

to:

* CripplingOverspecialization: Completely useless Devastating against anything other than infantry.... but against any infantry, they are one of the most useful units.but can't do anything beyond that.



* InvisibilityCloak: Stealthed when stationary.
* OneHitKill: They can do this to all infantry except hero units.
* StealthyMook: Pathfinders remain hidden unless firing (which breaks their stealth for a split-second) or moving.
* TrueSight: Can reveals stealthed units in its sight range.

to:

* InvisibilityCloak: Stealthed when stationary.
stationary, breaks stealth to open fire or when moving.
* OneHitKill: They can do this to all infantry except hero units.
* StealthyMook: Pathfinders remain hidden unless firing (which breaks
units, although given their stealth for a split-second) or moving.
high rate of fire, heroes don't live long either.
* TrueSight: Can reveals detect stealthed units in its sight range.
enemy units.

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* {{Expy}}: In many respects, Colonel Burton is a [[VideoGame/CommandAndConquerTiberian GDI commando]] on America's payroll.

to:

* {{Expy}}: In many respects, Colonel Burton is a [[VideoGame/CommandAndConquerTiberian [[VideoGame/CommandAndConquerTiberianSeries GDI commando]] on America's payroll.payroll, right down to taking on enemies left-handed.

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* {{Expy}}: In many respects, Colonel Burton is a [[VideoGame/CommandAndConquerTiberian GDI commando]] on America's payroll.



* TheUnfought: He's one of the two generals that isn't encountered in the Generaks Challenge. Without mods, that is.

to:

* TheUnfought: He's one of the two generals that isn't encountered in the Generaks Generals Challenge. Without mods, that is.



* NoHistoricalFiguresWereHarmed: He's named similar to UsefulNotes/MuammarGaddafi but has ambitions for conquest similar to UsefulNotes/SaddamHussein and even manages to pull off an invasion of Europe.

to:

* NoHistoricalFiguresWereHarmed: He's named similar to UsefulNotes/MuammarGaddafi but has ambitions for conquest similar to UsefulNotes/SaddamHussein and even manages to pull off an invasion of Europe. His uniform is even similar in design to both of them.

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Townes' lasers are also effective against infantry. His weakness being extremely vulnerable with insufficent power is already covered with Achilles Heel.


* OhCrap: When he realizes that the player is using bomb trucks.
* TalkingYourWayOut: Played for Laughs. When he's on the brink of defeat he nonchalantly tries to persuade the player into calling the match a draw, nevermind that he constantly {{ trashtalk}}ed his opponent and boasted about his perceived superiority until that point.
* UnsportsmanlikeGloating: {{Defied}}, in constrast to many other generals should he win against the player.
-->''"I win, you lose. What more is there to say?''"



-->Played by Karina Thomas (cameo), Jeannie Elias (voice)

to:

-->Played by Karina Thomas (cameo), (portrait), Jeannie Elias (voice)



-->Played by James Peak

to:

-->Played by James Peak
Peak (portrait), [[Creator/NeilRoss Neil Ross]] (voice)



* BadassBoast: While some of his taunts are rather generic but still boasting, there's one that stands out:
-->''"Can you match 50 million mega joules of lasing power, General?"''



* CripplingOverspecialization: Townes loves using lasers to counter vehicles and protect his base from missiles, but infantry rushes give him a headache and all his shiny gadgets are useless if someone manages to unplug him from his huge power grid.



* HowIsThatEvenPossible: He certainly didn't expect the possibility of losing against the player.
-->''"I calculated every variable and yet you are winning! How is this possible?!"''



-->''"[[Series/StarTrek Would you like me to beam you, general?]]"''

to:

-->''"[[Series/StarTrek Would you like me to beam you, you up, general?]]"''



* FinalBoss: In ''Zero Hour's'' USA campaign.



* WarmupBoss: Like with Granger and Kwai, he's often one of the first Generals you face in the Generals Challenge. As the only GLA specialist whose talents never rely on stealth (Juhziz at least can make liberal use of more powerful Demo Traps that are arguably superior than Thrax' equivalents, but he isn't fought in the challenge), you'll never have to worry about cloaked units. There's plenty of tech structures that aren't protected in the map, which is separated by a toxic river that's connected by bridges; defending said bridges is an effective way of walling off his army. As long as you focus on Armor or Air attacks, fighting his forces should be a breeze. Fai's Challenge structure, on the other hand, has him as a ClimaxBoss for obvious reasons.

to:

* WarmupBoss: Like with Granger and Kwai, he's often one of the first Generals you face in the Generals Challenge. As the only GLA specialist whose talents never rely on stealth (Juhziz at least can make liberal use of more powerful Demo Traps that are arguably superior than Thrax' equivalents, but he isn't fought in the challenge), you'll never have to worry about cloaked units. There's plenty of tech structures that aren't protected in the map, which is separated by a toxic river that's connected by bridges; defending said bridges is an effective way of walling off his army. As long as you focus on Armor or Air attacks, fighting his forces should be a breeze. Fai's Challenge structure, on the other hand, has him as a ClimaxBoss for [[AntiInfantry obvious reasons.
reasons]].
* YouHaveOutlivedYourUsefulness: Is on the receiving end this, in a non-lethal way. After he suffers a major defeat against the USA the GLA doesn't support him anymore and distances itself from him.



-->''"Nuclear Missiles?! I thought you were bluffing, general!"''
* ScrewThisImOuttaHere: After the GLA suffers several major defeats against the USA he quits fighting for the GLA and even stands against them when the new leadership doesn't take that well.



* UncertainDoom: His fate after losing against the GLA in the campaign isn't exactly clear. Since you can win the mission by taking over his HQ instead of destroying it his chances of survival aren't even that slim.
* VerbalBackspace: Kassad delivers this gem when you recruit [[HeroUnit Black Lotus]]:
-->''"General, perhaps you should introduce me to Black Lotus. I am a great admirer of her...of her work...''"



* EvilCripple: He lost one of his hands in a bomb-making accident. Doesn't stop him to continue working with bombs.



* StuffBlowingUp: He almost completely eschews the GLA's toxic weaponry, save for the basic building-clearing Toxin Tractor in favor of stuffing more explosives into his weapons. His Scud Storm does no toxin damage and spreads no anthrax, but does far more damage and his bomb trucks and mobile Scud Launchers cannot add toxic payloads, but can do even more explosive damage. Even his Jarmen Kell can rig things to explode with demo charges. Lastly, thanks to an upgrade, ''any'' of his units can be rigged to blow on command. The AI uses this liberally.

to:

* SlasherSmile: He's already smirking in his normal portrait but this completely pales in comparison to his [[https://static.wikia.nocookie.net/cnc_gamepedia_en/images/8/82/GenZH_Rodall_Victorious.png/revision/latest?cb=20180801165057 victorious portrait]].
* StuffBlowingUp: He almost completely eschews the GLA's toxic weaponry, save for the basic building-clearing Toxin Tractor in favor of stuffing more explosives into his weapons. His Scud Storm does no toxin damage and spreads no anthrax, but does far more damage (capable of destroying a whole superweapon on its own, which only Dr. Thrax can do as well) and his bomb trucks and mobile Scud Launchers cannot add toxic payloads, but can do even more explosive damage. Even his Jarmen Kell can rig things to explode with demo charges. Lastly, thanks to an upgrade, ''any'' of his units can be rigged to blow on command. The AI uses this liberally.liberally.
* TakingYouWithMe: Since his units can all be equipped with bombs that blow up when the unit dies chances are they also take some nearby enemies with them.
* TheUnfought: He's one of the two generals that isn't encountered in the Generaks Challenge. Without mods, that is.

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* BeamSpam: Downplayed. Granger's aircraft are all equipped with point defense lasers, allowing them to better withstand anti-air missiles.



* TheCavalry: Take out enough of his airfields and he can be heard to radio the ''USS Olympia'' for reinforcements.

to:

* TheCavalry: Take out enough of his airfields and he can be heard to radio radioing the ''USS Olympia'' for reinforcements.



* DeathFromAbove: Specializes in air superiority, being able to fill the skies with aircraft.

to:

* DeathFromAbove: Specializes in air superiority, being able to fill the skies with aircraft. He also has earlier access to certain General powers like carpet bombing, allowing him to further cripple enemy base expansion.



* {{EMP}}: Her EMP Patriot Systems it stop vehicles dead in their tracks. They do not stun aircraft summoned by General abilities, but all others fall instantly when hit.

to:

* {{EMP}}: Her EMP Patriot Systems it stop vehicles dead in their tracks. They do not stun aircraft summoned by General abilities, but all others fall instantly when hit.
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Added DiffLines:

* MasterOfAll: His Laser Turrets are effective against infantry, vehicles, aircraft and even capable of intercepting artillery rockets.


Added DiffLines:

* NotSoAboveItAll: He's usually serious and has a no-nonsense attitude. However, even he can't resist some {{Shout Out}}s regarding lasers and beams.
-->''"[[Series/StarTrek Would you like me to beam you, general?]]"''
Is there an issue? Send a MessageReason:
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* GlassCannon: Tao's nuke [=MiGs=] can really blow targets to smitherines or leave them severely damaged, but they retain the fragility of a regular [=MiGs=] and are even vulnerable to FriendlyFire incidents from wingmates in air-to-air combat.

to:

* GlassCannon: Tao's nuke [=MiGs=] can really blow targets to smitherines or leave them severely damaged, but they retain the fragility of a regular [=MiGs=] and are even vulnerable to FriendlyFire incidents from wingmates in air-to-air combat.

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* AwesomeButImpractical: Tsing Shi Tao can equip his [=MiG=] fighters with AreaOfEffect nuclear missiles. The problem: [[HoistByHisOwnPetard These [=MiGs=] don't cope very well with the damage they make]], meaning that every now and then, [[FriendOrFoe your [=MiGs=] might shoot down each other... or other friendly aircraft caught nearby]]. Said upgrade is purchased at the Nuclear Missile Silo, a ''superweapon''.


Added DiffLines:

* DifficultButAwesome: Tsing Shi Tao can equip his [=MiG=] fighters with AreaOfEffect nuclear missiles. The problem: [[HoistByHisOwnPetard These [=MiGs=] don't cope very well with the damage they make]], meaning that every now and then, [[FriendOrFoe your [=MiGs=] might shoot down each other... or other friendly aircraft caught nearby]]. Said upgrade is purchased at the Nuclear Missile Silo, a ''superweapon''. However, if you can work around these limitations and micromanage them finely, they can blow targets sky-high with their mini-nukes.
* GlassCannon: Tao's nuke [=MiGs=] can really blow targets to smitherines or leave them severely damaged, but they retain the fragility of a regular [=MiGs=] and are even vulnerable to FriendlyFire incidents from wingmates in air-to-air combat.
Is there an issue? Send a MessageReason:
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* JackOfAllStats: He's the only general in the game who doesn't have any reductions compared to his base faction's arsenal (other generals usually sacrifice tanks, artillery, or stealth capabilities). The only blatant disadvantages he has compared to the regular Chinese arsenal is the fact that Infantry and Aircraft cost more to produce (and even then, Kwai has to pay even ''more''), and he lacks most napalm-based advantages that are usually more long lasting and effective against non-infantry-type targets.

to:

* JackOfAllStats: JackOfAllTrades: He's the only general in the game who doesn't have any reductions compared to his base faction's arsenal (other generals usually sacrifice tanks, artillery, or stealth capabilities). The only blatant disadvantages he has compared to the regular Chinese arsenal is the fact that Infantry and Aircraft cost more to produce (and even then, Kwai has to pay even ''more''), and he lacks most napalm-based advantages that are usually more long lasting and effective against non-infantry-type targets. Tao can however upgrade his [=MiGs=] with mini-nukes to offset their increased price with a hefty firepower boost; just watch out for friendly fire incidents between fellow wingmates.

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* AwesomeButImpractical: Armed to the teeth, extremely tough and upgradable for even better versatility, they nevertheless cost a lot and are typically the first on any opponent's target list, are often slow and prone to {{Zerg Rush}}es. The Emperor version, though, is possibly one of ''the'' best units in the game, due to not only having a pre-built propaganda tower which constantly heals it and the units surrounding it while also buffing them, but it's only upgrade is the gattling cannon, which might not sound like much until you realize that it turns it into a MasterOfAll capable of fighting with every type of unit in the game, from infantry, to other vehicles, to aircraft, all while also being capable of detecting stealthed units once the gattling cannon is installed. However, General Kwai's other weaknesses such as his lack of artillery and higher price paid on aircraft tend to overshadow the Emperor's strengths. General Tao's Overlords however can be just good if not better than Emperors as Tao's Overlords have the nuclear upgrades pre-installed (saving you ''significant'' money) so they have extra cannon power and good mobility right out of the gate, perks that the Emperors lack until you research them from a ''Nuclear Silo''; unlike the Emperor, Nuclear Overlords can still have Battle Bunkers installed to allow infantry to fire from the tank, especially Tank Hunters who will turn such an Overlord into a formidable AntiVehicle / AntiAir fortress.

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* AwesomeButImpractical: Armed to the teeth, extremely tough and upgradable for even better versatility, they nevertheless cost a lot and are typically the first on any opponent's target list, are often slow and prone to {{Zerg Rush}}es.
**
The Emperor version, though, is possibly perhaps one of ''the'' best units weapon platform in the game, due to not only having a pre-built propaganda tower which constantly heals it and the units surrounding it while also buffing them, but it's only upgrade is the gattling cannon, which might not sound like much until you realize that it turns it into a MasterOfAll capable of fighting with every type of unit in the game, from infantry, to other vehicles, to aircraft, all while also being capable of detecting stealthed units once the gattling cannon is installed. However, General Kwai's other weaknesses such as his lack of artillery and higher price paid on aircraft tend to overshadow the Emperor's strengths. strengths.
**
General Tao's Overlords however can be just good if not better than Emperors as Tao's Overlords have the nuclear upgrades pre-installed (saving you ''significant'' money) so they have extra cannon power and good mobility right out of the gate, perks that the Emperors lack until you research them from a ''Nuclear Silo''; unlike the Emperor, Nuclear Overlords can still have Battle Bunkers installed to allow infantry to fire from the tank, especially Tank Hunters who will turn such an Overlord into a formidable formidable, albeit expensive, AntiVehicle / AntiAir fortress.
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* AwesomeButImpractical: Armed to the teeth, extremely tough and upgradable for even better versatility, they nevertheless cost a lot and are typically the first on any opponent's target list, are often slow and prone to {{Zerg Rush}}es. The Emperor version, though, is possibly one of ''the'' best units in the game, due to not only having a pre-built propaganda tower which constantly heals it and the units surrounding it while also buffing them, but it's only upgrade is the gattling cannon, which might not sound like much until you realize that it turns it into a MasterOfAll capable of fighting with every type of unit in the game, from infantry, to other vehicles, to aircraft, all while also being capable of detecting stealthed units once the gattling cannon is installed. General Tao's Overlords can be just good if not better than Emperors as Tao's Overlords have the nuclear upgrades pre-installed (saving you ''significant'' money) so they have extra cannon power and good mobility right out of the gate, perks that the Emperors lack until you research them from a ''Nuclear Silo''.

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* AwesomeButImpractical: Armed to the teeth, extremely tough and upgradable for even better versatility, they nevertheless cost a lot and are typically the first on any opponent's target list, are often slow and prone to {{Zerg Rush}}es. The Emperor version, though, is possibly one of ''the'' best units in the game, due to not only having a pre-built propaganda tower which constantly heals it and the units surrounding it while also buffing them, but it's only upgrade is the gattling cannon, which might not sound like much until you realize that it turns it into a MasterOfAll capable of fighting with every type of unit in the game, from infantry, to other vehicles, to aircraft, all while also being capable of detecting stealthed units once the gattling cannon is installed. However, General Kwai's other weaknesses such as his lack of artillery and higher price paid on aircraft tend to overshadow the Emperor's strengths. General Tao's Overlords however can be just good if not better than Emperors as Tao's Overlords have the nuclear upgrades pre-installed (saving you ''significant'' money) so they have extra cannon power and good mobility right out of the gate, perks that the Emperors lack until you research them from a ''Nuclear Silo''.Silo''; unlike the Emperor, Nuclear Overlords can still have Battle Bunkers installed to allow infantry to fire from the tank, especially Tank Hunters who will turn such an Overlord into a formidable AntiVehicle / AntiAir fortress.
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* EliteMooks: Although more expensive and trained more slowly than regular Red Guards, Mini-Gunners are a lot more dangerous to infantry and light vehicles, and can even target airplanes.

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* EliteMooks: Although more expensive The Mini-Gunner keeps the long training time as the Red Guards at a slightly higher cost and trained more slowly than regular Red Guards, Mini-Gunners is produced one at a time. However, they are a lot more dangerous to infantry and light infantry/light vehicles, and can even target airplanes.



* NonCombatEXP: Red Guards gain experience when capturing buildings, and are trained as elite with the Mini-Gunner Training General's Power.

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* NonCombatEXP: Red Guards Mini-Gunners gain experience when capturing buildings, and are trained as elite with the Mini-Gunner Training General's Power.



** The Assault Troop Crawler is a reasonably fast wheeled APC, already coming with eight Minigunners on board upon rolling out of the War Factory (which means technically the Assault Troop Crawler is free), with stealth detection. Most importantly, it has firing ports for the infantrymen inside, superior armor and a small propaganda tower to heal other friendlies. If some of the Mini-Gunners were replaced by Tank Hunters the Assault Troop Transport would be well-equipped to take on all threats.

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** The Assault Troop Crawler is a reasonably fast wheeled APC, already coming with eight Minigunners on board upon rolling out of the War Factory (which means technically the Assault Troop Crawler is free), even saves $400, because eight Mini-Gunners cost $2800), with stealth detection. Most importantly, it has firing ports for the infantrymen inside, superior armor and a small propaganda tower to heal other friendlies. If some of the Mini-Gunners were replaced by Tank Hunters the Assault Troop Transport would be well-equipped to take on all threats.



* TheMedic: The Assault Crawler has a small propaganda tower to heal other friendlies.
* TrueSight: Hijackers are useless if they try to steal an Assault Crawler as they are not able to stay hidden, let alone get close.

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* TheMedic: The Assault Crawler Troop Transport has a small propaganda tower to heal other friendlies.
* TrueSight: Hijackers are useless if they try to steal an Assault Crawler as they are not able to stay hidden, let alone get close.
both variants, since these vehicles have stealth detection, and occupied transports cannot be hijacked.
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** General Granger has a special version of the Chinook with a point laser defense system (which shoots down most missiles fired at it) and built in fire ports as well, it has 8 slots for infantry and as with the normal Chinook, it's fast and at the same time, very tough, you may weep now.

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** General Granger has a special version of the Chinook with a point laser defense system (which shoots down most missiles fired at it) and built in fire ports as well, it has 8 slots for infantry and as with the normal Chinook, it's fast and at the same time, very tough, you tough. You may weep now.now unless you get around its laser countermeasures.



* CripplingOverspecialization: Granger's aircraft are second to nobody, but he needs a lot of space to deploy airfields and he cannot build tanks whatsoever. Anybody who builds enough anti-air will give Granger headaches. His planes' point defense systems also suffers a crippling overspecialization of only being effective against missiles. Against Chinese [[GatlingGood gatling guns]], GLA [[MoreDakka quad cannons]], American Avenger lasers, or General Townes's laser turrets, his point defenses are useless and his planes are as vulnerable as anyone else's.

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* CripplingOverspecialization: Granger's aircraft are second to nobody, but he needs a lot of space to deploy airfields are massive and incredibly awkward to place. He can't stage a proper ground assault either, as he cannot build has no tanks whatsoever.and must rely on tomahawks. Anybody who builds enough anti-air will give Granger headaches. His planes' point defense systems also suffers a crippling overspecialization of only being effective against missiles. Against Chinese [[GatlingGood gatling guns]], GLA [[MoreDakka quad cannons]], American Avenger lasers, or General Townes's laser turrets, his point defenses are useless and his planes are as vulnerable as anyone else's.



* WarmupBoss: He is usually the first opponent you fight in Generals Challenge mode. Unlike all other opponents in this mode, he will not employ Superweapons, relies almost exclusively on his aircraft, and sends his infantry in a beeline towards your base on a bridge, making them easy targets to even a Gattling Tank. doesn't use any support powers and never builds any superweapons, relying solely on his available aircraft to do the job. Additionally, he gives you noticeably more prep time than any of the other opponents.

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* WarmupBoss: He is usually the first opponent you fight in Generals Challenge mode. Unlike all other opponents in this mode, he will not employ Superweapons, relies almost exclusively on his aircraft, and sends his infantry in a beeline towards your base on a bridge, making them easy targets to even a Gattling Tank. doesn't use any support powers and never builds any superweapons, relying solely on his available aircraft Tank/Quad Cannon (they won't even bother to do the job.attack said unit unless they get far enough). Additionally, he gives you noticeably more prep time than any of the other opponents.



* {{EMP}}: Her Patriot missiles have this installed. Since it stops vehicles dead in their tracks, it makes them a OneHitKill on ''all'' airfield-deployed aircraft, since shutting down their avionics causes them to crash. Her EMP Patriots however do not stun aircraft summoned by General abilities.

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* {{EMP}}: Her EMP Patriot missiles have this installed. Since Systems it stops stop vehicles dead in their tracks, it makes them a OneHitKill on ''all'' airfield-deployed aircraft, since shutting down their avionics causes them to crash. Her EMP Patriots however tracks. They do not stun aircraft summoned by General abilities.abilities, but all others fall instantly when hit.



* MagikarpPower: Alexis is incredibly weak early game due to her lack of offensive and defensive options, which also makes her unsuited for straight fights. But someone who can survive to the late-game can easily cause havoc by spamming Aurora Alphas and Particle Cannons (the latter of which she can easily power thanks to her improved powerplants and cost 50% less than normal).

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* MagikarpPower: Alexis is incredibly weak early game due to her lack of offensive and defensive options, which also makes her unsuited for straight fights. But someone who can survive to the late-game can easily cause havoc by spamming Aurora Alphas and Particle Cannons (the latter of which she can easily power thanks to their 50% discount and her improved powerplants and cost 50% less than normal).cold fusion reactors).



* JackOfAllStats: His machine-gun has a higher rate of fire than Jarmen Kell's sniper rifle, which gives him an easier time than the sniper against infantry when he finds himself exposed, plus, once he reaches heroic rank, it also becomes effective against all ground units rather than infantry units and lighter vehicles, plus, he also has a knife for stealth kills that doesn't reveal him when using it or alert the EVA to the death of any infantry he uses. There's also his C4 charges, which are effective against both vehicles and structures, and will demolish most of them in one hit.

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* JackOfAllStats: His machine-gun has a higher rate of fire than Jarmen Kell's sniper rifle, which gives him an easier time than the sniper against infantry when he finds himself exposed, plus, once he reaches heroic rank, it also becomes effective against all ground units rather than infantry units and lighter vehicles, plus, he also vehicles. He has a knife for stealth kills that doesn't reveal him when using it or alert the EVA to the death of any infantry he uses.against enemy infantry. There's also his C4 charges, which are effective against both vehicles and structures, and will demolish most of them in one hit.



* OneHitKill: Able to one-shot infantry with his knife. If Colonel Burton knifes one of your infantry units, you will not receive a notification that one of your soldiers just died.

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* OneHitKill: Able to one-shot His knife attack can destroy any infantry with unit without breaking his knife. If Colonel Burton knifes one of your infantry units, you will not receive a notification that one of your soldiers just died.stealth or alerting the opponent.



** As a unit, he counts as this in general. His gatling gun makes quirk work of infantry, vehicle, and structure alike thanks to its high fire-rate, plus he has two extra ways of dealing with infantry and structures respectively in the form of his combat knife and his explosives. All-in-all, Burton is a perfectly balanced commando unit whose only weakness is that he's unable to deal with aircraft, which is non-existent when facing off against the GLA due to their lack of an air-force.

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** As a unit, he counts as this in general. His gatling gun makes quirk quick work of infantry, vehicle, vehicles, and structure structures alike thanks to its high fire-rate, plus he has two extra ways of dealing with infantry and structures respectively in the form of his combat knife and his explosives. All-in-all, Burton is a perfectly balanced commando unit whose only weakness is that he's unable to deal with aircraft, which is non-existent when facing off against the GLA due to their lack of an air-force.



** In Generals: Zero Hour the GLA Fake Buildings can explode to damage nearby enemies. Juhziz, the demolition general can also purchase the "Demolition Upgrade" allowing all units and base defenses to self-destruct. This same subfaction also replaced the Demo Trap with the more lethal Advanced Demo Trap and even more powerful Terrorists, and their Combat Cycles come mounted with suicide bombers.
* AlwaysChaoticEvil: With the exception of their workers, everyone in the army is an AxCrazy psycho whose only interest seems to be in murdering people.

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** In Generals: Zero Hour the GLA Fake Buildings can explode to damage nearby enemies. Juhziz, the demolition general general, can also purchase the "Demolition Upgrade" allowing all units and base defenses to self-destruct. This same subfaction also replaced the Demo Trap with the more lethal His Advanced Demo Trap are cheaper and even more powerful Terrorists, and their far stronger than Demo Traps. His Combat Cycles come mounted with suicide bombers.
Terrorists, and said Terrorists already do more dammage.
* AlwaysChaoticEvil: With the exception of their enslaved workers, everyone in the army is an AxCrazy psycho whose only interest seems to be in murdering people.



** The structure hole is this as a game mechanic. Destroy the structure, and the hole under it must also be destroyed lest said structure gets rebuilt automatically.

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** The structure hole is this as a game mechanic. Destroy the structure, and the hole under it must also be destroyed lest said structure gets rebuilt automatically.automatically at no cost.



* DownInTheDumps: The GLA can grant "junk repair" upgrades to its vehicles, allowing them to regenerate their strength on the field, albeit slowly.

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* DownInTheDumps: The GLA can grant "junk repair" upgrades to its vehicles, allowing them to slowly regenerate their strength health on the field, albeit slowly.field.



* MeaninglessVillainVictory: They are the chronologically second campaign in both the base game and ''Zero Hour'', so any victories they gain are quickly undone by the following campaign.
* MechanicallyUnusualClass: They don't require power (it simply makes everything faster) to represent people building their stuff out of salvaged junk. They also have no trainable air force outside of support aircraft, not even any flying units that are produced from the Arms Dealer (their equivalent of the War Factory), and their radar is accessed by producing Radar Vans.

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* MeaninglessVillainVictory: They are the chronologically second campaign in both the base game and ''Zero Hour'', so any victories they gain are quickly undone by the following campaign.
campaign by either USA or China.
* MechanicallyUnusualClass: They don't require power (it simply makes everything faster) to represent people building their stuff out of salvaged junk. They also have no trainable air force outside of support aircraft, not even any flying units that are produced from the Arms Dealer (their equivalent of the War Factory), and their radar is accessed by producing Radar Vans. However, if they get access to power, it'll speed things up.



* OrganizationWithUnlimitedFunding: GLA has Black Markets, which give a slow stream of cash, provide some tech upgrades, and can be camouflaged.

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* OrganizationWithUnlimitedFunding: GLA has Black Markets, which tech buildings that also give a slow stream of cash, provide some tech upgrades, and can be camouflaged. cash.



** Downplayed with the Tunnel Network. Its entrances are all equipped with machine gun emplacements (or toxin sprays in Dr. Thrax's case) that are effective only in deterring infantry. Given that units garrisoned in said tunnel can be deployed at the entrance in question all at once, they don't ''need'' anything else.

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** Downplayed with the Tunnel Network. Its entrances are all equipped with machine gun emplacements (or toxin sprays in Dr. Thrax's case) that are effective only in deterring infantry. Given that units garrisoned in said tunnel can be deployed at the entrance in question all at once, they don't ''need'' anything else. However, a Bunker Buster from a Stealth Fighter or a shell from the Nuke Cannon will often be their worst nightmare.



** Their GPS Scrambler support power also counts as this as well. It can turn ''ANY'' unit into a stealth unit, meaning you can do ambush attacks with even Marauder Tanks or Scud Launchers.

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** Their GPS Scrambler support power also counts as this as well. It can turn ''ANY'' unit into a stealth unit, meaning you can do ambush attacks with even Marauder Tanks or Scud Launchers. Doesn't affect Angry Mobs.



* VillainousValour: Yes, they're absolute monsters and are in no way sympathetic, but they end up taking on both [[UsefulNotes/ChineseWithChopperSupport China]] and the [[UsefulNotes/YanksWithTanks United States]], with only hideously outdated weaponry, guerilla tactics and vast numbers. The GLA even manage [[spoiler:to bring a crushing defeat to the American forces in Europe, although they are soon crushed themselves by the Chinese afterwards]].

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* VillainousValour: Yes, they're absolute monsters and are in no way sympathetic, but they end up taking on both [[UsefulNotes/ChineseWithChopperSupport China]] and the [[UsefulNotes/YanksWithTanks United States]], with only hideously outdated weaponry, guerilla tactics and vast numbers. The GLA even manage [[spoiler:to bring a crushing defeat to the American forces in Europe, although they are soon crushed themselves by the Chinese afterwards]].China catches them later]].



** One could argue that he's one of the tougher generals you face in Challenge Mode.

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** One could argue that he's one of the tougher generals you face in Challenge Mode. Scud Launchers right off the bat and Quad Cannon/Toxin Tractor/Toxin Rebel swarms are just too much.



* CripplingOverspecialization: Thanks to patches after release, Dr. Thrax is only effective against infantry and lighter vehicles, leaving him up a polluted creek if he has to stop a tank rush.

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* CripplingOverspecialization: Thanks to patches after release, Dr. Thrax his arsernal is only effective against infantry and lighter vehicles, leaving him up a polluted creek if he has to stop a tank rush.



* WarmupBoss: Like with Granger and Kwai, he's often one of the first Generals you face in the Generals Challenge. As the only GLA specialist whose talents never rely on stealth (Juhziz at least can make liberal use of more powerful Demo Traps), you'll never have to worry about cloaked units. There's plenty of tech structures that aren't protected in the map, which is separated by a toxic river that's connected by bridges; defending said bridges is an effective way of walling off his army. As long as you focus on Armor or Air attacks, fighting his forces should be a breeze. Fai's Challenge structure, on the other hand, has him as a ClimaxBoss for obvious reasons.

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* WarmupBoss: Like with Granger and Kwai, he's often one of the first Generals you face in the Generals Challenge. As the only GLA specialist whose talents never rely on stealth (Juhziz at least can make liberal use of more powerful Demo Traps), Traps that are arguably superior than Thrax' equivalents, but he isn't fought in the challenge), you'll never have to worry about cloaked units. There's plenty of tech structures that aren't protected in the map, which is separated by a toxic river that's connected by bridges; defending said bridges is an effective way of walling off his army. As long as you focus on Armor or Air attacks, fighting his forces should be a breeze. Fai's Challenge structure, on the other hand, has him as a ClimaxBoss for obvious reasons.



* CripplingOverspecialization: Downplayed. He's most effective against Infantry units, and is unable to target vehicles or structures, however, he's able to de-pilot other vehicles to deal with them, although this ability has a cool down and isn't as effective as Burton's minigun. Subverted completely with Rodall Jugziz's version, as he has demolition charges that can be used against vehicles and structures.

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* CripplingOverspecialization: Downplayed. He's most effective against Infantry units, and is unable to target vehicles or structures, however, he's structures. He is able to de-pilot other vehicles to deal with them, although this ability has a cool down and isn't as effective as Burton's minigun. Subverted completely with Rodall Jugziz's Juhziz's version, as he has demolition charges that can be used against vehicles and structures.
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Granger is kind of a graceful loser

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* GracefulLoser: In a sense - after being defeated, he decides it's time to find a good airline job, albeit in a rather defeated tone.

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* CripplingOverspecialization: Kwai can build exceptional tanks very quickly..... Which will in turn fall quickly to anti-tank units, and his complete lack of artillery means he won't be able to effectively and safely assault fortified positions. His aircraft and infantry are also ''far'' more expensive to produce.

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* CripplingOverspecialization: Kwai can build exceptional tanks very quickly..... Which quickly. These will in turn fall quickly to anti-tank units, however, and his complete lack of artillery means he won't be able to effectively and safely assault fortified positions. His aircraft and infantry are also ''far'' more expensive to produce.



* PillarOfLight: One of the coolest features of the American Particle Cannon is how you can direct the laser to "draw" on the map. Nothing like writing your opponent a message in the smoldering ruins of his base.

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* PillarOfLight: One of the coolest features of the American Particle Cannon is how you can direct the laser to "draw" on the map. Nothing like writing your opponent a message in the smoldering ruins of his their base.


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* LineInTheSand: He draws one ''right in front of your Command Center'' with a Particle Cannon at the start of his Challenge battle, daring you to cross it.
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* BorrowingFromTheSisterSeries: An Overlord Tank with a Battle Bunker fuses the [[VideoGame/CommandAndConquerRedAlert2 Allied Battle Fortress]] with a [[VideoGame/CommandAndConquerRedAlert2 Soviet Apocalypse Tank]], creating a sturdy mobile bunker with the firepower of an ultra-heavy tank.

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* BorrowingFromTheSisterSeries: An Overlord Tank with a Battle Bunker fuses the [[VideoGame/CommandAndConquerRedAlert2 Allied Battle Fortress]] with a [[VideoGame/CommandAndConquerRedAlert2 Soviet Apocalypse Tank]], creating a sturdy mobile bunker with the firepower of an ultra-heavy tank. Fill that Battle Bunker with Tank Hunters, and it becomes a very potent AntiVehicle / AntiAir tank, a strategy that General Tao can most easily capitalize on with his nuclear Overlords that have all the nuclear tank upgrades preinstalled for better mobility and firepower.
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* BorrowingFromTheSisterSeries: An Overlord Tank with a Battle Bunker fuses the [[VideoGame/CommandAndConquerRedAlert2 Allied Battle Fortress]] with a [[VideoGame/CommandAndConquerRedAlert2 Soviet Apocalypse Tank]], creating a sturdy mobile bunker with the firepower of an ultra-heavy tank.
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* AwesomeButImpractical: Armed to the teeth, extremely tough and upgradable for even better versatility, they nevertheless cost a lot and are typically the first on any opponent's target list, are often slow and prone to {{Zerg Rush}}es. The Emperor version, though, is possibly one of ''the'' best units in the game, due to not only having a pre-built propaganda tower which constantly heals it and the units surrounding it while also buffing them, but it's only upgrade is the gattling cannon, which might not sound like much until you realize that it turns it into a MasterOfAll capable of fighting with every type of unit in the game, from infantry, to other vehicles, to aircraft, all while also being capable of detecting stealthed units once the gattling cannon is installed. General Tao's Overlords also downplay this as his Overlords have the nuclear upgrades pre-installed (saving you significant money) so they have extra cannon power and increased agility right out of the gate, perks that the Emperors lack until you research them from a ''Nuclear Silo''.

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* AwesomeButImpractical: Armed to the teeth, extremely tough and upgradable for even better versatility, they nevertheless cost a lot and are typically the first on any opponent's target list, are often slow and prone to {{Zerg Rush}}es. The Emperor version, though, is possibly one of ''the'' best units in the game, due to not only having a pre-built propaganda tower which constantly heals it and the units surrounding it while also buffing them, but it's only upgrade is the gattling cannon, which might not sound like much until you realize that it turns it into a MasterOfAll capable of fighting with every type of unit in the game, from infantry, to other vehicles, to aircraft, all while also being capable of detecting stealthed units once the gattling cannon is installed. General Tao's Overlords also downplay this can be just good if not better than Emperors as his Tao's Overlords have the nuclear upgrades pre-installed (saving you significant ''significant'' money) so they have extra cannon power and increased agility good mobility right out of the gate, perks that the Emperors lack until you research them from a ''Nuclear Silo''.
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* MundaneMadeAwesome: When the USA or China lose a unit, their advisor reports "Unit lost." When the GLA loses a unit, what does their advisor say? "''A warrior has fallen!''"

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* {{Hypocrite}}: The GLA are this in droves. At first, they scream incessantly about oppression, imperialism, and how just they are. Other comments, however, underscore that they're basically ill-tempered, sadistic, sociopathic men (This is seen in the 2nd mission where they steal relief aid from some peasants). Except for the lowly Workers, who are some of the single most hilariously down-trodden, abused schmucks in gaming history.

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* {{Hypocrite}}: The GLA are this in droves. At first, they scream incessantly about oppression, imperialism, and how just they are. Other comments, however, underscore that they're basically ill-tempered, sadistic, sociopathic men (This is seen in the 2nd mission where they steal relief aid from some peasants). Except for the lowly Workers, who are some of the single most hilariously down-trodden, downtrodden, abused schmucks in gaming history.




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* YouAreInCommandNow: With Dr. Thrax defeated, Mohmar has taken charge over what's left of the GLA.

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* ColonelBadass: Colonel Burton is a OneManArmy. He sets explosive charges, easily kills many targets (including tanks) with an advanced [[MoreDakka automatic rifle]] and to maintain stealthiness, stabs infantry (and a bug in earlier pre-patch versions allows him to do this to grounded aircraft) with a knife. And as is the custom for all ''Generals'' {{hero unit}}s, he knows how to [[InvisibilityCloak stay out of plain sight]].

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* ColonelBadass: Colonel Burton is a OneManArmy. He sets explosive charges, easily kills many targets (including tanks) with an advanced [[MoreDakka automatic rifle]] and to maintain stealthiness, stealtiness, stabs infantry (and a bug in earlier pre-patch versions allows him to do this to grounded aircraft) with a knife. And as is the custom for all ''Generals'' {{hero unit}}s, he knows how to [[InvisibilityCloak stay out of plain sight]].



* FromNobodyToNightmare: He's come a long way from being a local tribal leader, becoming an influential figure both within the GLA and in Middle Eastern politics.



* StealthExpert: His specialty is stealth tactics.

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* StealthExpert: His specialty is stealth tactics.tactics, which extends to keeping his base structures and traps hidden.


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* VillainWithGoodPublicity: Juhziz is described as being very charismatic, drawing many GLA recruits and would-be suicide bombers under his banner.

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Fixing a sinkhole


* [[AttackPatternAlpha Attack Plan Alpha]]: As one of her in-game taunts she broadcasts: ''All forces! Attack Pattern Alpha! Ha! Just kidding, General... Who would name something "alpha"?'' Ironic that her Aurora variants are named Aurora Alphas.
** During this taunt she deploys a Chinook infantry drop against your forces. So it really is an alpha attack compared to her Bombers and superweapon attacks.

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* [[AttackPatternAlpha Attack Plan Alpha]]: AttackPatternAlpha: As one of her in-game taunts she broadcasts: ''All forces! Attack Pattern Alpha! Ha! Just kidding, General... Who would name something "alpha"?'' Ironic that her Aurora variants are named Aurora Alphas.
**
Alphas. During this taunt she deploys a Chinook infantry drop against your forces. So it really is an alpha attack compared to her Bombers and superweapon attacks.



* [[FatherToHisMen Mother to Her Men]]: She really doesn't appreciate her men being murdered.

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* [[FatherToHisMen Mother to Her Men]]: FatherToHisMen: She really doesn't appreciate her men being murdered.



* [[FromASingleCell From A Single Standing Foundation]]: A destroyed GLA building can be rebuilt. See MultipleLifeBars below for a detailed explanation.

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* [[FromASingleCell From A Single Standing Foundation]]: FromASingleCell: A destroyed GLA building can be rebuilt. See MultipleLifeBars below for a detailed explanation.
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* WarmupBoss: He is usually the first opponent you fight in Generals Challenge mode. Unlike all other opponents in this mode, he doesn't use any support powers and never builds any superweapons, relying solely on his available aircraft to do the job. Additionally, he gives you noticeably more prep time than any of the other opponents.

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* WarmupBoss: He is usually the first opponent you fight in Generals Challenge mode. Unlike all other opponents in this mode, he will not employ Superweapons, relies almost exclusively on his aircraft, and sends his infantry in a beeline towards your base on a bridge, making them easy targets to even a Gattling Tank. doesn't use any support powers and never builds any superweapons, relying solely on his available aircraft to do the job. Additionally, he gives you noticeably more prep time than any of the other opponents.



* [[AttackPatternAlpha Attack Plan Alpha]]: As one of her in-game taunts she broadcasts: ''All forces! Attack Pattern Alpha! Ha! Just kidding, General... Who would name something "alpha"?'' Ironic that her upgraded Aurora bombers are named Aurora Alphas.

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* [[AttackPatternAlpha Attack Plan Alpha]]: As one of her in-game taunts she broadcasts: ''All forces! Attack Pattern Alpha! Ha! Just kidding, General... Who would name something "alpha"?'' Ironic that her upgraded Aurora bombers variants are named Aurora Alphas.



* {{EMP}}: Her Patriot missiles have this installed. Since it stops vehicles dead in their tracks, it makes them a OneHitKill on ''all'' airfield-deployed aircraft, since shutting down their avionics causes them to crash. Various general ability aircraft can take several missiles, though they still go down much faster to her EMP missiles than to normal Patriot missiles.

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* {{EMP}}: Her Patriot missiles have this installed. Since it stops vehicles dead in their tracks, it makes them a OneHitKill on ''all'' airfield-deployed aircraft, since shutting down their avionics causes them to crash. Various general ability Her EMP Patriots however do not stun aircraft can take several missiles, though they still go down much faster to her EMP missiles than to normal Patriot missiles.summoned by General abilities.



* HoistByHisOwnPetard\EasyLevelTrick: Her base is inaccesable to ground troops and her EMP Patriots make a mockery of any non-Granger (who can shoot down the missiles with his point defense lasers) air attack but both of these factors can end up being her downfall; Her EMP grid requires a huge amount of power meaning she can only afford to lose a few power plants and her cliff-covered base means a lot of her defeses and infastructure aren't accessbale to her builders. [[ArtificialStupidity Combine this with the AI's difficulties in moving builders by helecopter and their hard-locked requirement to rebuild buildings in the same place on challenge maps]] and Alexis can very quickly suffer irreparable damage to her infastructure if you know where to strike. Her Supply Center is infamous for this; located on a separate island it's destruction cuts her off from two-thirds of her tech tree.

to:

* HoistByHisOwnPetard\EasyLevelTrick: Her base is inaccesable inaccessible to ground troops and her EMP Patriots make a mockery of any non-Granger (who can shoot down the missiles with his point defense lasers) air attack but both of these factors can end up being her downfall; Her EMP grid requires a huge amount of power meaning she can only afford to lose a few power plants and her cliff-covered base means a lot of her defeses and infastructure aren't accessbale to her builders. [[ArtificialStupidity Combine this with the AI's difficulties in moving builders by helecopter helicopter and their hard-locked requirement to rebuild buildings in the same place on challenge maps]] and Alexis can very quickly suffer irreparable damage to her infastructure if you know where to strike. Her Supply Center is infamous for this; located on a separate island it's destruction cuts her off from two-thirds of her tech tree.



* DefenselessTransports: The Chinook serves as a dedicated transport and has no weapon. The Combat Chinook however has gunports so infantry inside can fire at the enemy.

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* DefenselessTransports: The Chinook serves as a dedicated dedicated, unarmed transport and has no weapon.unit. The Combat Chinook however has gunports so infantry inside can fire at the enemy.

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Changed: 47

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* OccupiersOutOfOurCountry: Downplayed. Many of the early missions involve rooting out GLA cells that had somehow infiltrated China's borders, with one such cell even setting up shop in Hong Kong. ''Zero Hour'', meanwhile, has the GLA slipping back in to assault a Chinese nuclear power complex, only to be thwarted by PLA forces, effectively ending the GLA's adventurism in East Asia.

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* OccupiersOutOfOurCountry: Downplayed. Many of the early missions involve rooting out GLA cells that had somehow infiltrated China's borders, with one such cell outpost even setting up shop being right in the middle of Hong Kong. ''Zero Hour'', meanwhile, has the GLA slipping back in to assault a Chinese nuclear power complex, only to be thwarted by PLA forces, effectively ending the GLA's adventurism in East Asia.


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* LetNoCrisisGoToWaste: Subverted. In ''Zero Hour'', even as the GLA are being dealt heavy blows, they stage a massive terror campaign inside China itself, targeting a vital nuclear reactor complex out of the belief that much of the PLA's attention would be in Europe. Not only does the attempt fail, but it results in the GLA being thrown out of East Asia permanently.

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* MeaningfulName: Despite her title of "Superweapons General", she doesn't have any extra super weapons, as she merely has a cheaper Particle Cannon uplink with a pink laser, as well as having her Patriot Missiles replaced by EMP ones, and also having superior Aurora Bombers. Her title appears to be about her love for any super weapon she can get her hands on, including her brain that she considers her greatest superweapon of all.



* NonindicativeName: Despite her title of "Superweapons General", she doesn't have any extra super weapons, as she merely has a cheaper Particle Cannon uplink with a pink laser, as well as having her Patriot Missiles replaced by EMP ones, and also having superior Aurora Bombers.
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-->"Try it, hehe... you'll like it!"

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-->"Try -->"Hehe... Try it, hehe... you'll like it!"
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Trope was cut/disambiguated due to cleanup


* HopeSpot: The USA in ''Zero Hour'' almost succeeds in crippling the GLA early on, even getting close enough to take out General Mohmar "Deathstrike" at the very beginning of the GLA campaign, [[ForWantOfANail only to miss the opportunity at the last minute]]. This would come to bite the Americans hard [[spoiler:when the resurgent GLA drives them back into isolationism.]]

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* HopeSpot: The USA in ''Zero Hour'' almost succeeds in crippling the GLA early on, even getting close enough to take out General Mohmar "Deathstrike" at the very beginning of the GLA campaign, [[ForWantOfANail only to miss the opportunity at the last minute]].minute. This would come to bite the Americans hard [[spoiler:when the resurgent GLA drives them back into isolationism.]]

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