Master General Malcom "Ace" Granger in Command & Conquer: Generals Zero Hour! Learn his air superiority tactics, unit strengths, weaknesses, and how to dominate the skies against any foe.
Alright, let's talk about General Malcom "Ace" Granger. He's the guy you want when you need to absolutely own the skies. His whole deal is air power, and he's got some serious tricks up his sleeve. Think fast, agile planes and helicopters that can hit hard and disappear before the enemy knows what happened. ### Background Granger's dad was a crop duster, so flying is in his blood. He started young, even borrowing his dad's biplane at 12! He proved himself early on, taking out four SAM sites in one afternoon during the First Iraq War. As he climbed the ranks, he really pushed for aircraft to be a bigger part of the US military's strategy. He's known for being calm but firm, and he's developed some really smart ways to manage fuel and resources for air missions. His squadrons are all about precision and getting the job done, no matter what. ### Arsenal: Overview Granger's got a flexible air force, but don't expect him to be a ground-grabbing powerhouse. His King Raptors are way better than the regular Raptors, and he gets access to carpet bombing early, which is awesome for stopping enemy bases from growing. He can launch super-fast raids over any terrain, and his Comanches can even go stealthy for surprise attacks and scouting. Now, here's the catch: his units are a bit fragile and cost a lot. You'll need to be careful with how you use them, or you'll lose them fast. To keep up in the late game, you've gotta build a strong economy on your own. His air fleet can get shredded by anti-air guns and lasers, especially Shin Fai's gunfire-heavy army. You can manage this, but you need to pay attention to every single flight. For example, when attacking Gatling-armed Overlord tanks, try to come at them from behind so their anti-air guns can't track you easily. If you're facing ground vehicles with heavy anti-air, using Combat Chinooks loaded with missile defenders is a good move. Try to stay just outside their weapon range and 'kite' them, or do quick hit-and-run attacks without lingering too long. If the GLA is using stealth, you'll still need to be careful and use stealth-detecting units to clear the way, otherwise your expensive planes could get ambushed by hidden Quad Cannons. Shin Fai's Minigunners can also be a pain, forcing you to rely more on ground troops than Granger usually likes. A Combat Chinook with a Pathfinder can help here. One more thing: the American airfield takes up a lot of space. This limits how many Raptors, Stealth Fighters, and Auroras you can have out at once. On smaller maps, you might want to lean more on helicopters and superweapons. ### Arsenal: Units * All of Granger's aircraft are cheaper and have more hit points. * Most aircraft can get laser countermeasures, except for the Comanche. * You get the King Raptor instead of the regular Raptor. It's stronger, faster, carries 6 missiles, reloads quickly, and can detect stealth. * The Combat Chinook is available from the Supply Center after building a War Factory, and your infantry can shoot from inside it. * Comanches can be upgraded with stealth. * The Stealth fighter doesn't need a promotion point to unlock. * Humvees, Ambulances, and Tomahawk launchers cost more. ### Arsenal: General's Powers * Carpet bombing is available once you build the Strategy Center. * Emergency Repair level 1 is available earlier than usual. ### Arsenal: Limitations * Granger's units are expensive and fragile, requiring careful micromanagement. * He lacks a traditional army for capturing territory. * His air fleet is vulnerable to anti-air weapons and laser defenses. * The large footprint of the American airfield limits the number of aircraft that can be deployed simultaneously, especially on smaller maps.100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content