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Thierry

GLA Strategy Guide

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I always wanted to make one, so here it is, use it to your content :P

 

First off, the structures of the GLA:

 

All GLA buildings have 1 huge advantage over both China and the USA, namely the GLA holes. What this means is that no SINGLE huge blast can completely wipe out a base or a building.

The GLA holes aren't very strong, but they can definitly be a lifesaver.

After about 10 seconds after the building is destroyed, the worker in the GLA hole will start to rebuild. Should the worker get killed, 1 of your workers can take over. If the building gets destroyed but the hole remains, the cycle starts all over again.

 

Now for the buildings:

 

The Supply Stash:

 

For many veteran GLA players, this is a backup Command Center, as it is the only building that can train Workers, besides your Command Center ofcourse. There are many players that build a Supply Stash and then sell their Command Center for the money. This is an option, though I don't use it.

The Supply Stash also acts as the supply depot for workers gathering supplies.

A hint here: Build a Supply Stash (A fake costs less) somewhere away from your base, but still safe.

If your base then gets attacked, you can build workers and start somewhere else if neccesary.

The Stealth General has a special handy option in all of this, namely that the Supply Stash can be camouflaged and workers gathering supplies can be stealthed too! Now ofcourse the slow reduction of supplies in a supply dock will give you away, but if you build a Supply Stash somewhere safe and away and then Camouflage it, you have a real lifesaver in case of disaster. Another thing is, the Supply Stash does not get picked up by the Chinese Level 1 Internet Center Sattelite Hack.

 

The Barracks:

 

The Barracks is probably the weakest structure in the entire game, but still essential as you need it to build Tunnel Networks and ofcourse train infantry.

Infantry can also get back to the barracks for a full heal.

You can build 2 barrackses to quickly train some troops.

If you want to protect a supply dock far from the main base, a barracks with a few soldiers will be able to take out a scout or lone tank.

 

The Tunnel Network:

 

Probably the most debated and talked-about building of the entire game.

First off, the Tunnel Network costs 800 and comes with 2 RPG troopers (from the barracks they would cost 600) so the tunnel itself actually only costs 200. The tunnel network comes with a small machinegun which is basicly pretty useless, but helps against infantry. The Toxin General's Tunnel Network has a much more powerful toxin gun.

The Tunnel Network can house 10 units, which can be 10 bomb trucks, 10 tanks, 10 workers, you name it. Anything in the Tunnel Network also gets an instant heal. (well almost instant) So they can be a vital repair post.

Now, the main function of the Tunnel Network is ofcourse the ability to put units in 1 tunnel network and out another one.

Tunnel Networks, like Stinger Sites can be camouflaged, which means you can keep 10 units hidden anywhere.

The Tunnel Network can be used both defensively, and offensively.

If you have a tunnel network at all the entrances to your base (and always put 1 IN your base) then you will always have the ability to be able to get units to the position where they are needed in an instant.

You can also use a Sneak Attack or a Tunnel build by a sneaky worker to pour in your forces into the enemy base.

There are some very low and cheap tactics that are used in this though. (such as putting 10 SCUD launchers in a tunnel, get them out to fire and then back in and that in 2 seconds.)

Putting a tunnel network in the base(s) of your ally means you can always come to his aid if he needs help. After all, an ally with an whole army can make a world of difference.

 

The Stinger Site:

 

The Stinger Site is the main GLA defense structure, it houses 3 soldiers with stingers which can fire at both ground and air targets. The missiles themselves don't do all that much damage, but the amount of missiles make up for that.

The soldiers are a weak spot though, they can easily be taken out by infantry, bullets, flashbangs, fire, toxins etc.

The missiles can be upgraded to have a 25% damage increase which is very useful. The Toxin and Demo general each have their own unique modifications to the Stinger Missiles.

Stinger sites in large numbers are a good defense and will easily down any plane, except for those pesky anti missile lasers from the Airforce General.

 

The Arms Dealer:

 

The Arms Dealer is the GLA's tank and vehicle producing structure, it can also repair them when vehicles are ordered to the Arms Dealer.

The Arms Dealer costs in at 2500, making it very expensive, but its the essential building for winning a battle.

The Arms Dealer can produce a large variety of vehicles, and houses the Scorpion Missile upgrade, which you should always get.

This building is tough as nails though, when you upgrade it with the Fortified Structure it is very hard to destroy.

 

The Demo Trap:

 

The Demo Trap is rarely used, which is odd, as it can be a very effective defense.

Costing only 600 and being stealthed, the Demo Trap can cause havock to an attacking enemy.

Place the traps at strategic locations and you can decimate an enemy force before it even gets to your base.

You can also build these around captured Oil Derricks and other Tech Buildings, they will help defend them a lot.

In addition, if an enemy human player comes across a lot of demo traps, he will probably be reluctant to go any further or he might stop his attack.

The Demo Trap can be a real asset, if you use it.

The Demo General and Toxin General have their own unique modifications of the Demo Trap.

The Demo General in particular has a much more powerful, and much much more cheaper Demo Trap, which really makes them priceless.

 

The Palace:

 

The strongest structure in the game, the Palace holds important upgrades and can also garrison 5 soldiers.

The Palace has a lot of health, and when upgraded it is almost impossible to destroy in one go. Next to providing upgrades and allowing you to build more structures, the palace also functions as the best stronghold in the game. It can house 5 soldiers and along with its strength, its the best bunker you can get.

If you have the money, put a few Palaces filled with troops at the entrances of each base, they make a formidable defense.

 

The Black Market:

 

Like the Palace and the Arms Dealer, it costs a lot at 2500, but it makes up for it by producing its own money, about 20 at short, regular intervals.

The Black Market holds many important upgrades, such as the AP missile upgrade, which adds an additional 25% damage to all missile weapons.

A lot of Black Markets can provide you with all the money you will need, but don't place them all together, as they are a very sweet target then.

 

The SCUD Storm:

 

Arguably the best Superweapon in the game. With a counter of 5:00, it is faster then the Chinese Nuke, but slower then the USA Particle Cannon.

The SCUD storm fires 9 SCUD Missiles filled with explosives and toxins.

The damage is about equal to that of the Nuke, but it has a faster reload time and the damage does not come in 1 blow, meaning that it is very effective against an enemy GLA and the GLA holes.

The Demo General's SCUD Storm fires missiles with more damage, but no toxins.

The Toxin Generals's SCUD Storm does less damage, but has much more toxins. (which can be upgraded to toxin Gamma)

 

The Command Center:

 

The most important building? Maybe.

The GLA Command Center, next to the Suppy Stash produces your workers. Like any Command Center, its the building that allows you to use your General Abilities, which can make a lot of impact to your enemy.

The GLA Command Center, can be upgraded with the Fortified Structure upgrade, after which it is so strong, that it needs 2 Chinese Nukes to be destroyed, but then it will still leave a GLA hole.

The Command Center can be sold at the start of the game for an additional 1000, but thats up to you.

 

Well, so much for all the buildings. Now for the vehicles.

 

The Scorpion Tank:

 

The Scorpion Tank is the cheapest and fastest tank in the game. It costs only 600 and can be build very fast in large numbers. The Scorpion can be upgraded with the Scorpion Rocket, which is VITAL for this unit. The Rocket makes up for its lousy attack power. The armor and health of the Scorpion is low, but sheer numbers can even the odds.

The Scorpion can be upgraded with salvage twice.

The first salvage gives it a bigger turret, which gives it more firepower and then second gives it a second Scorpion Rocket, which is far more useful.

It can also be upgraded with Toxin Shells, which makes it weapon leave some toxins when the shell hits the ground, making it more effective against infantry. It can also be upgraded with the Auto Repair, which allows it to slowly heal itself.

The Scorpion is best used in large numbers, fully upgraded and going for a single target.

 

This is it for now, its not yet done, but I'm hot (its way to hot outside) and my fingers hurt :P I will finish it later today/tomorrow.

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Guest MadBadger

1 thing for Black markets.

 

they the best thing to get cash they generate more cash per min than anything else (minus actual cash from supply docks).

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And as for the demo traps. just kill em with Dragon's arc :wink:

 

Thats where Buggies come in

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Theirry, you can quote my G.L.A. Vehicle Upgrades Article if ya need to.. :wink:

 

Hmm...Maybe I should do a Chinese guide... :hmm:

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And as for the demo traps. just kill em with Dragon's arc :wink:

 

Thats where Buggies come in

 

Thats where the inferno cannons/scuicidal migs come in.

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Guest MadBadger

or just have TONS of mine clerance units....... no oops :oops: i mean red guard :lol:

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Red Guard? Bah. Mini-Gunners pawn against all.

 

Bullet's for Everyone!
:D

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Guest MadBadger

.... isnt it

 

AK-47s for everybody

 

or is u bein funny?

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AK-47s for everybody is a reference to the Angry Mobs that the GLA impliment. I think I'll take it upon myself to write something strategic soon too. I'm still perfecting my 'Generals and their weapons' article. Too many things on at the moment though.

 

As far as the GLA go, aswell as possibly being interpreted for the Gay and Lesbian Army, they are my favourite faction for general havoc.

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Madbadger, have you even played as the Infantry General before? I assume you have, so you should know that the quote:

 

Bullets for Everyone!

 

is one of the Mini-Gunner's attack lines.

 

Hey, Lee, if you need help with your writings I'll be glad to help ya.

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Thanks but no thanks, I'd rather just get it up and sorted myself so people can't criticise me for things you've suggested etc etc.

 

I'm also doubting whether or not Madbadger actually has Zero Hour, or the sound on if he does have it. He'd recognise most things.

 

Hey, check out our new TOW missiles.

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Guest MadBadger

...... how on earth am i a INF general general Luk3us?........ woops its AcerZ pissin me off.

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...... how on earth am i a INF general general Luk3us?........ woops its AcerZ pissin me off.

 

Bloody hell you tell us, you're the one who said it. :roll:

 

Thanks but no thanks, I'd rather just get it up and sorted myself so people can't criticise me for things you've suggested etc etc.

 

:lol: The fun part of article writing is reciveing crtisism mate. But I know what ya mean. Good luck for it. Though if you do need help, just say the word.

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Madbadger, do you ever think beofre you post?

 

the infantry general is superb, but I feel Thierry doesnt want us posting this stuff here...

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demo traps? pwah

 

send 1 humvee with a scout drone upgrade, and it will clear the entire field of demp traps

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:roll:

 

What happens if you're dismantlingdemo traps and oput of nowhere you find yourself ambushed or worse.

 

I've just demo traps as a diversion against so many people its wrong. I laugh as they didn't see an odd looking car coming towards them and BOOM - they are the dead.

 

GLA are just dirty tactics, and if you master them, like with Yuri, you're going to win nearly everytime.

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fwaah.... i play GLA often....dirty tactics are not really GLA style, only tunnel networks are.

 

scorpion rushes early on are true GLA style!!!....i'll have scorpions knocking on your door before you can get your demo minefield up

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Numerous Tank-Hunter Bunkers stop Scorpians pretty well... :wink:

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you would be too busy investing in building your structures, i'd outflank ur rpg bunkers

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this could go on forever.

 

each battle is different terrian, sides, speeds ext, so dont debate that here.

 

Make a new thread :wink: :D

 

EDIT: Oh yes, Thierry, nice article, good louck on getting the rest out :D

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you're not helping :tired: :wink:

 

so Thierry....

 

you got an ETA on the next round ??

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