Command & Conquer: Generals General points and late-game attack planning
Spend promotions on abilities that support the next engagement.
Edition covered
Original 2003 Generals for PC. Zero Hour is a separate expansion; its generals, units and challenge mode are outside this guide.
Choose powers around the current map

Combat experience earns promotions and General points. Unlocks differ by faction; choose a power that supports your actual army instead of saving for a plan your economy cannot sustain.
| Question | Check | Decision |
|---|---|---|
| Need information? | Unseen enemy expansions | Prioritize reconnaissance options |
| Need a specialist? | A particular unit is blocking progress | Consider an unlock that answers it |
| Need disruption? | Enemy defenses cover one route | Time the available support attack |
| Need recovery? | Army and economy are damaged | Avoid spending around an unaffordable follow-up |
Coordinate a decisive attack
A support power is more useful when units are ready to exploit the damage. Scout the target first, then synchronize artillery, aircraft or ground forces while defenses are disrupted.
| Faction | Structure | Protect against |
|---|---|---|
| USA | Particle Cannon | Raids on the cannon and power supply |
| China | Nuclear Missile | Loss of the silo and supporting power |
| GLA | SCUD Storm | Direct attacks on the structure |
| Any faction | Supporting economy | An idle army while funding the weapon |
Treat superweapons as pressure
The Particle Cannon, Nuclear Missile and SCUD Storm create a countdown the opponent must answer. Their cost also delays ordinary units and leaves a valuable structure to protect.
Do not chase a single universal order
Map size, available supplies and enemy unit choices change the value of every promotion. Reassess after a scout report or an enemy technology change.
References
| Reference | Website |
|---|---|
| Publisher game and edition listing | store.steampowered.com |
| Original publisher manual | files.cncnz.com |
