(C&C SHWSP Mod #9) Laser General Townes Hard Full Challenge (Backlog 16)
These lasers are HEAT.
But really, Laser Paladins are an excellent, cheap frontline with anti-missile capability and fantastic unit pathing/barrel turning speeds. What more could you want? Laser Commanches are awesome air units, and the instant cast lasers that don't get blocked by buildings are, IMO, way better than the normal ones, though no Rocket Pods. Laser Counterpoints are awesome for the air units too, so you can still do mass air strategies like Granger in base ZH against missile based AA. Laser Burton is definitely one of the better Burtons.
Townes' bombers aren't super great, but they're still bombers, and they can still 3 shot the Stinger Sites or most other defenses in the game. Railguns are probably some of the lowest DPS in the game, but they one or two shot most things, which is important for artillery vs artillery battles. The fact they're nearly instant damage gives them the edge against things like buggies, and lets them target individual units like Jarmen Kell or Bomb Trucks with no hassle, fuss, or forced ground targeting like other artillery on moving targets.
Laser Humvees are the best Humvee in my opinion. If there was ever a AoE 2 Hussar equivalent where you throw infinite resources at something and it'll eventually work out, Laser Humvee is probably it. The Laser Stealth Fighters do, indeed, do decent damage to buildings...over time if there's no AA. Not super worth using, but they're an interesting take on the USA Stealth Fighter.
'General' Notes:
1. Demolition: I swear my Juhziz Black Market Nukes did NOT hit air units. Am I tripping? Also, I like how 3 rockets got through my laser defense blob Comanches, and they just all collapsed immediately. Those Juhziz rockets pack a PUNCH. Still don't know why some Stinger Sites just have mega range.
2. Air: Figured out how to bait the ground dozer by damaging the supply drop zone so it goes to repair. Excellent find!
3. Stealth: Zap zap zap zap. Feel like mass Laser Comanche with Gen Powers and Particle Cannons targeting the AA would've been better, but the railguns are fun to use, too.
4. Tank: You know you wanted to see the tank vs tank war.
5. Toxin: Not very well played by me, bit of a rough start. But even if you fail or forget to take out the Palace, avengers and laser defenses will shoot down all the scud missiles, and with 2 avengers behind them, buggies won't be much of a threat since they only shoot 2/3s as much in SHW. Kind of hard to setup the bridge defense if you don't do it from the get go. I swear, when I played Thrax, my Pythons were not shooting air units down this fast. Went through the south side this time because I never do. Could definitely win this super early with just like 5 paladins, a couple rocket humvees, maybe a railgun/air support.
6. Nuke: Can definitely notice Townes' bombers shortcomings here. Also, how are you supposed to Bunker Bust the garrisons when your bombers destroy the building anyways? Kind of ruins the whole point...
7. Superweapon: UGH. That's all. I'm gonna have a mild version of PTSD every time I hear that Rods From God sound...
8. Infantry: Annoying trying to get units through the front, but Townes is good for it unlike a lot of other generals. Still one of my preferred challenge levels simply because of the 20k funds start.
9. Armor: Don't know how adding a laser pointer makes my Missile Defenders do more damage, but I'll take the extra damage. Probably could've saved up for 6 Laser Paladins and just marched through the right side and won a lot sooner, but oh well.
10. Salvage: Rip no amphibious units for fun. Laser Paladins would work just fine though, I just like using the Comanches. Imagine if one of those S.A.M.s hit my Comanche swarm though.
11. Special Weapons: Blip blap, laser goes zap. Second worst RNG AI roll with rebuilding multiple dozers AND repairing. Rip audio distortion from the Earth Shakers and the game's memory leakage.
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Chapters:
0:00 #1 Juhziz(Demolition)
21:54 #2 Granger(Air) Start
26:00 Retries start because dozer RNG is dumb, and Chinooks are dumb
35:41 #2 Finally
49:08 #3 Kassad(Stealth)
1:12:57 #4 Kwai(Tank)
1:37:14 #5 Dr. Thrax(Toxin)
2:03:41 #6 Tao(Nuke)
2:29:01 #7 Alexander(Superweapon)
2:54:10 #8 Fai(Infantry)
3:15:55 #9 Ironside(Armor)
3:46:09 #10 Deathstrike(Salvage)
4:07:51 #11 Leang(Special Weapons)
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Mods/Tools Used: https://www.gentool.net/
https://www.moddb.com/mods/cc-shockwave
https://www.moddb.com/mods/cc-shockwave/addons/shockwave-sinpleplayer-experience
https://www.moddb.com/mods/cc-shockwave/addons/cc-shockwave-hotkeys
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Here's the backlog/tracking spreadsheet if you want to check it out: https://docs.google.com/spreadsheets/d/1Gy7BoR1tceBkeXQ7C3Ghmv8IZ-dWOsjfrc-Fq4M2hzs/edit?usp=sharing
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