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C&C Generals Zero Hour: Demolitions General Challenge 2 VS Toxin - Explosives only, NO QUAD CANNONS скачать в хорошем качестве

C&C Generals Zero Hour: Demolitions General Challenge 2 VS Toxin - Explosives only, NO QUAD CANNONS 1 год назад

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C&C Generals Zero Hour: Demolitions General Challenge 2 VS Toxin - Explosives only, NO QUAD CANNONS
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C&C Generals Zero Hour: Demolitions General Challenge 2 VS Toxin - Explosives only, NO QUAD CANNONS

This is the first level of this challenge where I'm beginning to feel the pressure of not having anti-infantry units. Jarmen Kell is only one man and he is hard-pressed to run around from north to east to snipe terrorists. I dread the upcoming battle against the Stealth General who's big on infantry and rebel ambushes from 3 directions since I don't have a hard direct counter to his forces. Anyway, it pisses me off that GLA Palaces don't count as defence structures (and Stinger sites are not viable against toxin weaponry). The rebel voice constantly harasses me that our base is under attack whenever even a small spray from a toxin rebel makes contact with a palace and is quickly repaired by a worker. If I'm driven crazy enough, I just might build rebels of my own, line them up, and force-fire execute them firing squad-style with Jarmen Kell. ... Challenge rules: 1. Only units that utilise explosives are allowed to be used: it’s easier to name units that don’t utilise explosives and are hence disallowed: Rebels, Quad Cannons, technicals, toxin tractors, angry mobs. Battle buses and radar vans are allowed as they are by default non-combat units. Jarmen Kell is allowed as he has the unique ability among all GLA factions to plant demolitions, so I consider him to be a unit that utilises explosives (and this is literally the only anti-infantry unit I’ll get to use in this challenge). This rule extends to units from other factions, and there are too many to list here, so leave a comment if you wish to dispute any non-GLA unit that I use. 2. The first rule also applies to base defences. Tunnel networks may not be built as it utilises a bullet-based turret, and Juhziz hates using bullets. If a Chinese dozer is sniped and captured, Gatling cannons may not be built. If a USA Laser dozer is sniped and captured, laser turrets may not be built. 3. Rebel ambushes are allowed only after the Demolitions ability upgrade from the Palace is complete. Rebels must be commanded to detonate within 1 second of spawning. No other command is allowed to be issued to the rebels, not even move orders. Rebels are still not allowed to be deployed from the barracks after the upgrade. 4. Anthrax bomb General Power is disallowed. 5. Superweapons may only be used to counter enemy superweapons.

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