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Generals Challenge on Hard, It's definitely a challenge.
Shadow
post 12 Aug 2011, 23:48
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So I beat Hardgen Tao. Now I'm on for Toxic gen. For the life of me I can't do it. I must have played against him for at least four hours, restarted countless times, and I've tried every combination and tactic I can think of so now I'm turning to you guys for help.

So if anyone here has completed it yet then lemme know...

(I'm on the most updated version of SW)

Thanks guys!
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markp
post 21 Aug 2011, 0:11
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I played Stealth vs Toxin yesterday and these are the steps I used to beat Toxin ...

- purchase camo option for all buildings as soon as possible; use the mini-map to keep any eye on where the AI units are located!; don't place any unstealthed units in the NW corner of your base as this will encourage the AI to come into your base from the NW (we don't want that!)

- build 2 stinger sites NE of HQ, about half way between HQ and the small ridge that runs NW to SE before you get to the bridge (leave room to the north of your stingers for the palace; put a worker behind each stinger site to provide maintenance

- capture oil well on east side of base and put stinger south of well; this will act to delay units from the east as they'll typically stop to attack the oil well; have a worker positioned to provide maintenance for the well and stinger

- don't bother with the northern oil well as this will encourage the AI to come into your base from the NW (we don't want that)

- build your arms dealer about half way between HQ and northern oil well, put as far to the west/left as possible; build a radar van and 3-4 wheeled tanks; purchase tank/rocket upgrade; use tanks to harass units attacking the stinger sites and eastern oil well; micro manage tanks to collect crates as often as possible (for upgrades and money)

- build palace north of stingers facing to the east; leave room to north side for vehicles to pass (between the palace and the leaking/damaged toxin bunker); purchase camo, bldg reinforcement, toxin and radar van upgrades (in that order); you may need to spread these purchases out so that you can put soldiers into the palace as soon as possible; leave worker behind/left-of palace for maintenance

- populate palace with 5 rocket troops (should be waiting by the time the palace construction is complete) and JK; these take priority over the non-camo palace upgrades

- use first generals power to obtain frogs; build a couple frogs

- position frogs to west/northwest of palace; run them forward to take out buggies and scourges attacking your palace; also use them to assist with killing any units that come over the ridge to attack your palace (especially the battle buses filled with grenadiers!); also use frogs to destroy tunnel just west of bridge; during lulls in enemy activity, run the frogs out to the east of the palace to pick up crates (for the upgrades) and then move back to the W/NW side of palace

- [optional] place a few infantry (they're stealthed) at outlying areas (eg, NW by oil rig; N by water and just W of bridge - after you've eliminated the tunnel; NE behind building facing the bridge; E near enemy stinger but out of the path of enemy vehicles); don't have them attack anything, they're just there to provide an early warning/view of what's coming at you so that you can reposition units accordingly (ie, I used them to expand the coverage area of my mini-map)

- if you lose any tanks, build new ones to replace them; build another 1-2 radar vans when you have the money; you always want to have at least 1 working radar van so that you can keep an eye on the mini-map to see where the AI is coming from!

- micro manage the tanks; you should be running them back-n-forth from NW to SE ... helping the palace and oil well ... collecting crates (for money!)

- the next generals point should be spent on the gps scrambler; immediately stealth your tanks, frogs, radar vans and a handful of workers; place one radar van near palace (to help with spotting enemy JK - your JK can then take him out before he does any damage); place the other radar van somewhere away from your HQ (eg, NW corner of base?); use stealthed workers for maintenance on palace and stingers; set a couple aside (away from HQ) for later use

- build a scud storm E of HQ as soon as you've got the money; build a couple stingers to E of scud storm (you've probably lost the oil well and possibly the local stinger by now?)

- continue to use your roving tanks to assist stingers and palace; continue to use the frogs to defend the palace

- when your scud storm is ready to fire, take out his palace; this will disable his ability to produce JK, rocket buggies and scourges (and battle buses?); in my game he never rebuilt the palace so defensive operations got a lot easier after he used up all of his scourges and buggies

- watch timer on enemy's scud storm; in my games he always fires at the supply dump/HQ area; just before he fires his scud storm, move as many units away from the area; in my game my frogs and tanks were already outside the radius of the kill zone; after toxins clear send in workers to repair/rebuild buildings; remember to repurchase camo option for any buildings that are rebuilt from tunnels or scratch

NOTE: Yes, I allowed him to hit my base with his scud storm; with the bldg reinforcement (palace upgrade) the only thing I lost was my baracks (minor issue)

- build a black market as soon as you've got the money, after the camo upgrade purchase the rocket upgrade (for rocket troops in palace, for stinger sites, for tanks, for frogs); purchase other upgrades (armor piercing bullets, vehicle maint) as you see fit

- build a second scud storm when you get the money (should be room enough to east of HQ for 2-3 scud storms); when 2 scud storms are ready to fire, take out his scud storm

- assuming his palace is gone, you've got plenty of time/options on what to do next ...

- the rest of my generals points were used for the sneak attack, extra/bonus money and crate airdrop (it's easier to upgrade vehicles behind friendly lines ;-)

- I took out his arms dealer to the east with the following: build a mobile collection center, build a couple technicals, train a few infrantry and rocket troops (put in the technicals), build a tunnel in your base (put rocket troops into technicals), purchase the sneak attack, wait 'til you have a scud storm ready to launch, wait 'til you have a GPS stealth option available then ... place technicals and mobile collection center into tunnel; fire your scud storm at the far eastern arms dealer and the nearest building full of his rocket troops (don't hit the leaking toxin bunker close to the supply depot); drop the sneak attack into an area just west of the far eastern supply depot (facing to the SE); deploy technicals and mobile collection center to the far SW corner of map (ie, to east of supply depot) and activate their stealth/camo; deploy all troops from techincals and and all workers from mobile collection center, apply GPS stealth to the troops/workers; use troops to finish off his arms dealer (if necessary), then either put them back in the technicals or move them away from the depot (don't worry if you lose them; you just don't want them attracting any attention to your little corner of the map); once your scud storm toxins clear up have one stealthed worker build a booby trap where the arms dealer used to be (this should keep AI from trying to rebuild an arms dealer in this location); in my game the AI came down with vehicles and his toxin bomber (generals power) to take out the sneak attack tunnel (hence my reason for deploying vehicles away from sneak attack tunnel); deploy workers to move resources from the supply depot to the camo/stealthed mobile collection center

NOTE: Yes, workers are automatically stealthed while collecting supplies; I went ahead and stealthed them so I could send one over to build the booby trap without drawing attention to himself.

- as I collected more money I built a 3rd scud storm in my main base; I also built an arms dealer and baracks near the far eastern supply depot, then cranked out a collection of tanks/frogs/quadcals and moved up from the far eastern supply depot into his base ... using scud storms to wipe out his HQ and arms dealers

I was able to play through the entire mission without having to reload from a save point (though I did make a few save points during the early portions of the game - just in case).

Piece of cake! ;-)

This post has been edited by markp: 21 Aug 2011, 14:04
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PrudIsDaWay
post 31 Dec 2012, 8:07
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GREAT INFO, can you please post some screen shots. although you are fairly descriptive. It's just easier for me to process what your saying with visual aides like a picture or a video. THanks. cool_worm.gif


QUOTE (markp @ 21 Aug 2011, 1:11) *
I played Stealth vs Toxin yesterday and these are the steps I used to beat Toxin ...

- purchase camo option for all buildings as soon as possible; use the mini-map to keep any eye on where the AI units are located!; don't place any unstealthed units in the NW corner of your base as this will encourage the AI to come into your base from the NW (we don't want that!)

- build 2 stinger sites NE of HQ, about half way between HQ and the small ridge that runs NW to SE before you get to the bridge (leave room to the north of your stingers for the palace; put a worker behind each stinger site to provide maintenance

- capture oil well on east side of base and put stinger south of well; this will act to delay units from the east as they'll typically stop to attack the oil well; have a worker positioned to provide maintenance for the well and stinger

- don't bother with the northern oil well as this will encourage the AI to come into your base from the NW (we don't want that)

- build your arms dealer about half way between HQ and northern oil well, put as far to the west/left as possible; build a radar van and 3-4 wheeled tanks; purchase tank/rocket upgrade; use tanks to harass units attacking the stinger sites and eastern oil well; micro manage tanks to collect crates as often as possible (for upgrades and money)

- build palace north of stingers facing to the east; leave room to north side for vehicles to pass (between the palace and the leaking/damaged toxin bunker); purchase camo, bldg reinforcement, toxin and radar van upgrades (in that order); you may need to spread these purchases out so that you can put soldiers into the palace as soon as possible; leave worker behind/left-of palace for maintenance

- populate palace with 5 rocket troops (should be waiting by the time the palace construction is complete) and JK; these take priority over the non-camo palace upgrades

- use first generals power to obtain frogs; build a couple frogs

- position frogs to west/northwest of palace; run them forward to take out buggies and scourges attacking your palace; also use them to assist with killing any units that come over the ridge to attack your palace (especially the battle buses filled with grenadiers!); also use frogs to destroy tunnel just west of bridge; during lulls in enemy activity, run the frogs out to the east of the palace to pick up crates (for the upgrades) and then move back to the W/NW side of palace

- [optional] place a few infantry (they're stealthed) at outlying areas (eg, NW by oil rig; N by water and just W of bridge - after you've eliminated the tunnel; NE behind building facing the bridge; E near enemy stinger but out of the path of enemy vehicles); don't have them attack anything, they're just there to provide an early warning/view of what's coming at you so that you can reposition units accordingly (ie, I used them to expand the coverage area of my mini-map)

- if you lose any tanks, build new ones to replace them; build another 1-2 radar vans when you have the money; you always want to have at least 1 working radar van so that you can keep an eye on the mini-map to see where the AI is coming from!

- micro manage the tanks; you should be running them back-n-forth from NW to SE ... helping the palace and oil well ... collecting crates (for money!)

- the next generals point should be spent on the gps scrambler; immediately stealth your tanks, frogs, radar vans and a handful of workers; place one radar van near palace (to help with spotting enemy JK - your JK can then take him out before he does any damage); place the other radar van somewhere away from your HQ (eg, NW corner of base?); use stealthed workers for maintenance on palace and stingers; set a couple aside (away from HQ) for later use

- build a scud storm E of HQ as soon as you've got the money; build a couple stingers to E of scud storm (you've probably lost the oil well and possibly the local stinger by now?)

- continue to use your roving tanks to assist stingers and palace; continue to use the frogs to defend the palace

- when your scud storm is ready to fire, take out his palace; this will disable his ability to produce JK, rocket buggies and scourges (and battle buses?); in my game he never rebuilt the palace so defensive operations got a lot easier after he used up all of his scourges and buggies

- watch timer on enemy's scud storm; in my games he always fires at the supply dump/HQ area; just before he fires his scud storm, move as many units away from the area; in my game my frogs and tanks were already outside the radius of the kill zone; after toxins clear send in workers to repair/rebuild buildings; remember to repurchase camo option for any buildings that are rebuilt from tunnels or scratch

NOTE: Yes, I allowed him to hit my base with his scud storm; with the bldg reinforcement (palace upgrade) the only thing I lost was my baracks (minor issue)

- build a black market as soon as you've got the money, after the camo upgrade purchase the rocket upgrade (for rocket troops in palace, for stinger sites, for tanks, for frogs); purchase other upgrades (armor piercing bullets, vehicle maint) as you see fit

- build a second scud storm when you get the money (should be room enough to east of HQ for 2-3 scud storms); when 2 scud storms are ready to fire, take out his scud storm

- assuming his palace is gone, you've got plenty of time/options on what to do next ...

- the rest of my generals points were used for the sneak attack, extra/bonus money and crate airdrop (it's easier to upgrade vehicles behind friendly lines ;-)

- I took out his arms dealer to the east with the following: build a mobile collection center, build a couple technicals, train a few infrantry and rocket troops (put in the technicals), build a tunnel in your base (put rocket troops into technicals), purchase the sneak attack, wait 'til you have a scud storm ready to launch, wait 'til you have a GPS stealth option available then ... place technicals and mobile collection center into tunnel; fire your scud storm at the far eastern arms dealer and the nearest building full of his rocket troops (don't hit the leaking toxin bunker close to the supply depot); drop the sneak attack into an area just west of the far eastern supply depot (facing to the SE); deploy technicals and mobile collection center to the far SW corner of map (ie, to east of supply depot) and activate their stealth/camo; deploy all troops from techincals and and all workers from mobile collection center, apply GPS stealth to the troops/workers; use troops to finish off his arms dealer (if necessary), then either put them back in the technicals or move them away from the depot (don't worry if you lose them; you just don't want them attracting any attention to your little corner of the map); once your scud storm toxins clear up have one stealthed worker build a booby trap where the arms dealer used to be (this should keep AI from trying to rebuild an arms dealer in this location); in my game the AI came down with vehicles and his toxin bomber (generals power) to take out the sneak attack tunnel (hence my reason for deploying vehicles away from sneak attack tunnel); deploy workers to move resources from the supply depot to the camo/stealthed mobile collection center

NOTE: Yes, workers are automatically stealthed while collecting supplies; I went ahead and stealthed them so I could send one over to build the booby trap without drawing attention to himself.

- as I collected more money I built a 3rd scud storm in my main base; I also built an arms dealer and baracks near the far eastern supply depot, then cranked out a collection of tanks/frogs/quadcals and moved up from the far eastern supply depot into his base ... using scud storms to wipe out his HQ and arms dealers

I was able to play through the entire mission without having to reload from a save point (though I did make a few save points during the early portions of the game - just in case).

Piece of cake! ;-)

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