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CNC Zero Hour Strategies

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Gameplay Tip

#82 - 14/04/08 - Countering Aurora Alphas

Wednesday, 14 May 2008
After seeing that the enemy has acquired the devastating Aurora Alpha, most players give up and quit or think “I’m going to lose”. Even if you kill the enemy’s strategy center, a good player will keep their existing alphas alive long enough to rebuild. This tip will cover...
Gameplay Tip

#81 - 7/5/08 - Combat Cycles

Wednesday, 7 May 2008
GLA lacks airborne units, but they make it up by having quick ground units that are almost as fast. One of these is the combat cycle.The combat cycle is the unit with the most functions in the game, as it can be manned by any GLA infantry unit (except the angry mob). It’s also unique in...
Gameplay Tip

#80 - 30/4/08 - Black Lotus Tricks

Wednesday, 30 Apr 2008
Black Lotus is a vital part of the Chinese army. Although a pretty girl with a laptop running around the battlefield seems a bit daft, this seemingly harmless lady may become a great threat to your opponent, but only if used correctly.Black Lotus is the Chinese hero unit. She has 3 abilities:...
Gameplay Tip

#79 - 23/04/08 - Scorpions or Marauders?

Wednesday, 23 Apr 2008
Scorpions or Marauders?Hay guise! Welcome to TotW #79, written by Slayd_CraVen! This week we’ll be taking a look at a question that most new GLA players tend to ask themselves when making tanks: Do I use scorpions or marauders?Well, the GLA has a very diverse arsenal of vehicles. In this...
Gameplay Tip

#78 - 16/04/08 - Dodging Dozers

Wednesday, 16 Apr 2008
Dodging DozersHay guise! Welcome to this week’s TotW, written by (new!) SSM Slayd_CraVenThis week we’ll have a look at something so simple yet so complicated: avoiding getting your workers run over by dozers.Early game is critical as GLA, even 1 single $200 worker can make the difference. This is...
Gameplay Tip

#77 - 09/04/08 - Battle Tactics

Wednesday, 9 Apr 2008
Welcome to the 77th TotW on micromanagement techniques written by Senior Strategy Specialist Flamzypants! Sometimes a smaller force can prevail over a larger one simply because it's used more effectively. You might think that some of the tips seem fairly obvious but time and again they are...
Gameplay Tip

#76 - 02/04/08 - Base Defences

Wednesday, 2 Apr 2008
Base DefencesHay guise! Welcome to TotW #76! Written by Slayd_CraVen. This week we’ll be having a look at the base defences of the game. Most of you think that they’re completely useless, unless they’re tunnels, but in some cases, stinger sites, gattling cannons, bunkers, patriot missiles and all...
Gameplay Tip

#75 - 26/03/08 - Avenger Drops

Wednesday, 26 Mar 2008
Welcome to the 75th TotW which will cover avenger dropping typically found in team games. The USAs most expensive anti-air unit can be extremely effective when dropping a USAF player due to the range that the lasers can fire at and the PDL ability the avenger has. However if used poorly it's a...
Gameplay Tip

#74 - 19/03/08 - Superweapons

Wednesday, 19 Mar 2008
Superweapon placementHay guise! This week’s TotW is about superweapon placement. Written by Slayd_CraVen. Props to SSM Flamzypants for the idea. Obviously, superweapons are the strongest weapons in the game, since they take 4-6 minutes to fire and recharge, and they cost $5000. That’s...
Gameplay Tip

#73 - 12/03/08 - Experience Points

Thursday, 13 Mar 2008
Welcome to the 73rd TotW all about the experience points you can gather up on ZH. I'll start with an un-fun list but it can be really helpful to know some of the points in there. The format is as follows:Unit NameExperience Points Given Off When Destroyed (X X Y Z) Experience Points Needed To...