Bushehr: Operation Partisans' Challenge



This is a GLA mission. Scenario: USA has invaded Iran, help the GLA push them out.

Map includes new unit types including boats, ships, aircraft carriers, nuclear submarines, partisans, toxin crop duster plane, militia tank, mortar men, frogmen, and special powers like Partisan ambush and Cartoon drop.



Bushehr: Operation Partisans' Challenge
A C & C Generals Zero Hour single player mission (tested on ZH version 1.04)
by Beng, June 2006

Author & Version: Version: 1.0, June 2006, by Beng.

Copyright: Feel free to distribute this map, modify it, borrow code from
map.ini for your own maps, do whatever you like with it. But if you make
changes, please note them down in this or another readme file.

Scenario: The Americans have invaded Iran and have captured the coastal
city of Bushehr. The GLA only have a few buildings left in a small base and
no room to build more, but they have some new secret weapons up their sleeve.

Features: Waves, new units with new abilities (using some of EA's unused models),
new special powers, naval warfare, cut scenes, new special effects.

Known Bugs:

When loading saved games, the ocean waves disappear. Can't fix that.

Sometimes saved games will crash the game. Save often in different slots so
that hopefully an earlier saved game will work if the most recent one crashes.

Even when saved games load, the battleship fire to target units command
(artillery icon) will not work, only the fire for area effect (battleship icon)
will work.

When building the new units like Partisans, you need to have enough cash but
then the money is not deducted from your account. Again i cannot find out
how to fix that.

Also, i tried to limit the number you can build to 4 of each type of partisan
but if there is space in your build queue you can build up to 9 or more if
you keep pressing build, until 4 are built. So if you are quick you can build
up to 11 or 12.

Unzip and put the folder named "Bushehr_Partisans_Challenge" in your map folder, usually:
My Documents\Command and Conquer Generals Zero Hour Data\Maps\

Start Zero Hour, go to Skirmish, Select Map, Unofficial Maps, and load the map.

Strategy Tips:
The in-game instructions are important. Periodically review them by pressing
the speech bubble icon to see briefing text.

The first objective is to protect your base and sink the 2 nuclear aircraft
carriers so that the US boatyard will stop building naval attack teams.
First of all send Jarmen to snipe the garrisoned buildings along the nearby
coasts that will sink any of your boats that go too far out.

If a nuclear submarine appears you must sink or snipe it as soon as possible or
it will destroy your base.

Buy the radar scan upgrade ASAP so you can find the nuclear submarine when it comes.

If all your partisans die or your base is destroyed you lose.

Use kamekaze frogmen to take over sniped boats on the water that land based
infantry cannot reach.

Your militia tanks will be reinforced by air if destroyed, each costing $800.
These tanks have anti-missile lasers and toxin nozzles for clearing buildings.

Your battle bus will be replaced by air drop in the same way, cost $2000 for 2.
Units inside a train can only fire from the train if they are also
inside a battle bus or humvee.

For fast cash use some gattling girl partisans to cash hack the nearby supply centre.

You can build 3 different boat types from your boat factory. The junk is good
against raptors, the toxin tugboat has a missile jammer so it can go near to
coastal bunkers or enemy boats (and then maybe detonate it as a bomb).
The missile trawler has long ranger missiles. None of them are much match against
US missile boats except when used in a suicide mission or in a group.

The repair pad can repair land and sea vehicles. The junk repair upgrade also helps.
When junk repair is purchased, missile gunboats can repair nearby units
(like ambulance).

When you clear the triangular road area near your base of all US forces including
demo traps and the artillery platform (kill or capture it), a toxic crop-duster
will be supplied. Use a kamekaze frogman to pilot it. It costs $2000 to replace.
When shot down the frogman will bail out. Use him as a terrorist then.

When attempting to rescue the prisoners, do not send heavy weapons dudes or
toxic crop-duster planes as these have area effect weapons that may accidentally
kill the prison inmates whilst shooting at the prison guards.

Amongst the prisoner is one unique guy who is a nuclear scientist, the in-game
briefing will give you more details.

If the scientist is killed, if the american dud missile is lost, or if the nuclear
power station buildings are not captured intact, you can still play the game
but will not have access to the nuclear kamekaze plane.

Like the crop-duster, the nuclear kamekaze plane must be piloted by a frogman
to fly. If you buy the missile upgrade it then holds 2 mini nuke missile that
you can fire before pressing the suicide button to detonate the plane.

Be careful not to destroy the nuclear power station in the city and the buildings
in its compound, you may need them. Again keep heavy weapons dudes away from it.

Save at least one generals point to use to purchase the new special power:
GLA Cartoon Drop. You get this from one of the buildings you will garrison if you
follow the in-game instructions. This power, once purchased, can be triggered
from your palace. It calls in a cartoon bomber which air-drops infidel cartoons
on an area of your choice. The Americans will stop to read the cartoons but
the local people will be incensed and rise up in rebellion against them.

Other maps by Beng:
* Guantanamo Bay: Operation Cuban Freedom
* Super Units

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