(C&C SHWSP Mod #12) Armor General Ironside Hard Full Challenge (Backlog 19)
̶N̶a̶n̶o̶m̶a̶c̶h̶i̶n̶e̶s̶ Mammoth Tanks, son.
Ironside's got a LOT going for him here. You have two Gen Powers options for big damage, the A10 and A.D.M.G. Grenade Barrage(which can't be intercepted) along with the B52 Cruise Missile Strike, and staple Fuel Air Bomb to MOAB upgrade all USA generals have. Weird that the Stryker ambulance replacement also clears garrisons, but I kind of like it.
Mammoths are fantastic units, and they don't even need a Strategy Center to build(though you do need one for the Energy Shields upgrade, which is also locked to the Mammoth General Power even if it affects other units), which is crazy. I think they're a must-grab Gen Power unit pickup. They just beat everything on the ground, and USA pilots eject, so you'll always have a healthy amount of veteran Mammoths. Even if you don't pick them up, the wraith is a solid Crusader replacement, and even gets it's own form of the Humvee Tow/Scorpion rocket, which can hit air units, and also benefit from Energy Shields. Howitzers are an excellent artillery unit. Idk how to describe it, they just feel great to use.
The defenses are weird since you have to build the foundation first then pick an option after, but the AA Phalanx turrets are pretty good, especially with a Gazer nearby. A lot of his units are counter based instead of general purpose, so don't expect your AA vehicle to take out infantry, tanks or buildings. His infantry especially embody this since he doesn't have the dual purpose AA/Anti Vehicle missile troopers, but his Burton has a pretty neato Anti-Material rifle, and you can exploit quick swapping his weapon after the big shot to the regular one to shoot twice in succession(Three if you level up from it's use and are quick). His air units...exist. At least he has them, but no Comanche. Overall though, very strong on the ground.
'General' Notes:
1. Toxin: Probably played too safe. I got Mammoths, what am I doing?
2. Air: Can't do the usual USA rush strategy since you don't have Chinooks, but Ironside's AA options are great so not a problem to play it normally.
3. Demolition: Every time those Topols hit my ground army, I die a little inside. Also, after playing around a little after this recording, and before editing, the Vulcans are pretty darn good at taking out the Stinger Site soldiers. I could've used them and Howitzers to win far more cheaply than Mammoths. Expected to win a lot earlier so I didn't bother to fortify the north side and go for the oil derrick, or make many air units, which was a mistake. Also, imagine seeing that army of Veteran Mammoths just slowly rolling over to your small little corner base at the end.
4. Laser: You already know I'm using Howitzers on the front and rolling in, even if Townes wants to accumulate a railgun army to pierce the heavens. I just love seeing the rain of Howitzer shells.
5. Tank: Big tank on tank action going on here. On a more serious note, the early game is kind of rough here with Ironside because his Anti-Tank infantry are $450 each. Kind of hard to mass them up early for those first few attack waves, but once you do they just clear everything. Also finding out the Mammoths don't hit air like they do in CnC 3 and watching the Helixes slowly whittle them down was sad.
6. Stealth: Eh, should've built more artillery than Mammoths for the initial push, but Kassad doesn't have anything that can stand up to Ironside's units besides Hijackers, which the AI doesn't use very often.
7. Nuke: Well the air isn't great, but it's still air, and it's still Nuke general challenge.
8. Superweapons: I'M FINALLY FREE OF THIS LEVEL! That is all.
9. Infantry: Howitzers and Mammoths are pretty good.
10. Salvage: Howitzers and Mammoths are, indeed, 𝘱𝘳𝘦𝘵𝘵𝘺 𝘨𝘰𝘰𝘥.
11. Special Weapons: Always annoying to push through the bridge conventionally since the earth shaking prevents your vehicles from firing on the mines covering the whole thing, and her Black Sharks hold the crossing. Should've used some air units to open the way I think.
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Chapters:
0:00 #1 Dr. Thrax(Toxin)
22:35 #2 Granger(Air)
40:14 #3 Juhziz(Demolition)
1:05:39 #4 Townes(Laser)
1:33:38 #5 Kwai(Tank)
2:01:37 #6 Kassad(Stealth)
2:26:36 #7 Tao(Nuke)
2:51:01 #8 Alexander(Superweapons)
3:16:59 #9 Fai(Infantry)
3:42:27 #10 Deathstrike(Salvage)
4:04:26 #11 Leang(Special Weapons)
4:31:40 Tank flood begins
4:40:35 Wrap up
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Mods/Tools Used: https://wwhttps://www.gentool.net/whttps://www.moddb.com/mods/cc-shockwavewhttps://www.moddb.com/mods/cc-shockwave/addons/shockwave-sinpleplayer-experiencewhttps://www.moddb.com/mods/cc-shockwave/addons/cc-shockwave-hotkeys___________
Here's the backlog/tracking spreadsheet if you want to check it out: https://dohttps://docs.google.com/spreadsheets/d/1Gy7BoR1tceBkeXQ7C3Ghmv8IZ-dWOsjfrc-Fq4M2hzs/edit?usp=sharing___________
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