Please do not take what I say out of context. I didn’t say that hummers suck and leave it at that. No, I said hummers suck as anti infantry and was the only anti-infantry USA got until they got snipers. For example the china infantry zerg rush, the usa had little to no counter, let alone that same rush with an infantry general.
Vs GLA, if you were toxin, forget it. You had to drive over the units, just letting it shoot would loose every time (not 1 v 1, cause toxic infantry cost 100, Hummers 700 IIRC, 2 toxins will kill a hummer with no losses). Vs Stealth… they did well when you could see them. Vs Demo? They would do little to nothing from stopping mad bombers on motorcycles.
So yes, the Hummer sucked balls against infantry, but it was a good support unit. Aside from snipers, the USA had no anti infantry other then hordes of their own infantry which is not strong point for them.
Air forces general’s vaulted AA. HAHA Yea that is RICH. What did you only play against other USA players? Did you not ever encounter Gatling guns? You know the ones china makes, the ones each infantry general guy carries? The ones on top of Chinese tanks? Or the GLA quads which you make by the dozen. Their whole defense assumes you are using missiles, which any player with half a brain will not use.
The only way an air force general can win is by being extremely aggressive very early. If you let you enemy get some decent anti air (quads, infantry, gatlings), you are screwed, your main power is totally nullified. You will end up just using your general air force powers, not your keen chinooks or super raptors. The tacit is to beat someone down fast and keep them beat down. These generals are totally gimped by the mid game.
Super weapon general: They turtle, its the only way they can win. If they succeed in turtling, then they are very hard to beat. To kill them, attack them first, ignore everyone, make a beeline to their base. Only on the largest maps do they stand a chance. Yes their EMP turrets are strong, but… send saboteurs or black lotus to power down their whole defense right before you attack. Lotus can cap power plants in like 10 seconds, saboteurs can cause a blackout for like 20 seconds. Because their power plants have so much power, they typically do not have a lot of spares. A wise SW general will have 3 or 4 more power plants then they need. Also the worst thing about them is they are very very boring to play. It is the same tactic over and over. No flexibility. Turtle, get auras, get some SW and hope you can get your defenses up fast.
Laser General: Almost a good general. His problems are that it takes way to long to get going and is very vulnerable to power outages, which will power down his whole laser tank army. If a laser general has amassed a large group of laser tanks with a few of those laser defenders mixed in, it is truly a force to be reckoned with. However that almost never happens and when it is done it can be dealt with.
To beat him: Avoid his main army, and no you do not wait for it to come to your base first. Take out his power, then take out his army. If rushing a laser general with light units, laser tanks are not a big deal because they are slow. Technicals and other light vehicles just dance around his base tearing up his power or other resources. His laser turrets are nasty though to a raiding party, just make sure there is no line of site and take out his power.
This general can almost be made good if they made a few tweaks. Their laser defenders (Avenger?) need to be available pre-research center (the tech up facility) and probably cost around 800 or 700 gold. Their 1500 gold is way, way to much. Then they need to remove the requirement for power for laser tanks to work, lower their cost slightly and decrease their build time slightly. If they did all that, the laser general would be very powerful, maybe as powerful as the infantry general (who I consider unbalanced).
Now I know Tom was a big generals player, he can tell me if my analysis is full of crap or pretty much on target.