Guantanamo Bay: Operation Cuban Freedom

Type: Single Player mission for C & C Generals Zero Hour (tested on version 1.04)

Scenario: The map is set in between Zero Hour GLA missions 3 (On the Waterfront) and mission 4 (Jarmen Kell and the Forty Thieves). The INTRO map will give you the background.

Features: Waves, modified units with new abilities, naval warfare, cut scenes with new animations, new special effects, based on real world terrain data.

Author & Version: Version: 1.0, March 2006, by Beng.
Feel free to distribute this map, modify it, do whatever you like with it. But if you make changes, please note them down in this or another readme file.

Known Bugs: When loading saved games: the ocean waves disappear. Can't fix that. Also, the frame rate may increase. As a workaround, there is a script that sets it back to 15 fps every 10 seconds. Occasionally on my machine the sound would get stuck on a buzzing sound, to fix that swap out of Zero Hour (Alt-Tab or Windows key), open Windows sound volume controls, mute, then un-mute the master volume. It is also good to save games in more than one slot because occasionally a saved game will fail to work, then you can load from an earlier save.

Installation:
  1. Unzip and put the folders named "GuantanamoBay" and "GuantanamoBay_INTRO" in your map folder, usually:
    My Documents\Command and Conquer Generals Zero Hour Data\Maps\
  2. Start Zero Hour, go to Skirmish, Select Map, Unofficial Maps, and play first GuantanamoBay_INTRO, which is a scripted cut scene to give you some background on the mission, and then GuantanamoBay which is the actual mission.
Note: These maps contain modified units so they may not work properly if you are running other mods at the same time.

Briefing:

My General, we have dealt a fatal blow to the US Mediterranean fleet by sinking their aircraft carrier, USS Reagan, off Matala, Crete. However, Jarmen Kell and some of our operatives were captured by the enemy in that operation, and they are being taken via CIA plane to Guantanamo Bay, Cuba.

The filthy Americans have kidnapped some of our brethren are keeping them in concentration camp Delta, located in the Southeast part of their base. They are torturing them using water boarding, dogs, electricity, and beatings. You must help Jarmen Kell escape and also free the other prisoners from the US base.

Intelligence photos:

Guantanamo Prisoners in Transport Plane Guantanamo Inmates Guantanamo Inmates Guantanamo Inmates
American Dog Torture American Electric Torture Camp Delta Guard Tower Guantanamo Guard Tower Guantanamo Swamp Tower
Camp Delta Camp Delta Boat Patrolling Guantanamo Bay

Maps: (more online here)

Joint Operations Graphic Satellite Image

GLA Unit Information

Moving in built-up areas tip: When garrisoned infantry leave a building, they are able to walk through walls for a short time. To have infantry exit out the back of a building, ungarrison them and quickly select them and command them to move out in the direction you want.

Jarmen Kell

Jarmen Kell must escape from Guantanamo Bay, if you lose him the mission will be a failure.

Our elite operative has liberated a new American secret weapon, the Objective Individual Combat Weapon (OICW), from his captors. It has a scoped rifle that fires normal bullets to kill infantry, and also a grenade launcher that fires programmable 20mm grenades that can defeat infantry hiding in buildings. Have him force fire (Ctrl + Fire) on buildings suspected of containing hidden snipers, or have him enter the building to flush them out. Note also that he can shoot further when garrisoned in buildings or on a hill.

Jarmen retains his vehicle sniping skill, which he can also use on some naval units. However, boats can only be captured if they are sniped whilst on the shore, obviously.


Stealth Rebels

Our special stealth rebels are stealthed when not firing, and have a limited anti-air capability. They are armed with the tunnel network machine gun and Infantry General's mini gunner anti-air gun.


Motar Man

The mortar man packs a powerful indirect fire mortar weapon that shoots high explosive rounds over great distances. The weapon can clear our garrisoned buildings with one shot but is not accurate against moving targets. The mortar man's armour is more resistant to sniper fire than that of other infantry units.


Hijackers

You may be able to free some GLA hijackers from the prison camp, but do not use them as they are needed to help Jarmen Kell in America in the next mission. You must make sure all of them escape safely.


Terrorists

The Americans captured some of General Juhziz's terrorists, if you free them they may be able to help.


Civilian Prisoners

The Americans have kidnapped various civilians from around the world and imprisoned them in Camp Delta.

Note: If more than 5 prisoners, including terrorists, die, the mission will be a failure. You must protect them carefully.

Note also that if you use any prisoners to capture sniped vehicles, those vehicles must later be loaded onto the rescue boats for evacuation from Cuba, so do not use them to capture anything like dozers that take up lots of space, or boats that cannot be loaded into the rescue boats.

Some of the prisoners have special skills which may be helpful to you. Note especially the guys who look like tramps, they are actually skilled electronic engineers who can disable enemy buildings and base defences.


GLA PT Boats

These will be used to ferry the escaped prisoners to safety and take Jarmen Kell to America for the next mission. They are more lightly armed than US Navy vessels so do not expect them to engage in naval combat. You must make sure the US does not sink any of them.


American Unit Information

Guantanamo Bay is defended by a Joint Task Force of various American forces, so you can expect to see a variety of enemy units there. The following intelligence information may not be complete.

US Ranger

Comes with flash bang grenades, which he will use liberally.


Missile Defender

Uses missiles guided by infra red laser, which have a long range and high rate of fire.


Machine Gunner

These are soldiers armed with the tunnel network machine gun.


Bull Dog

These fast moving animals have a nasty bite and can detect stealth. They detect stealth also whilst inside buildings or vehicles.


Sniper

The snipers in Guantanamo are mostly still in training and are not always stealthed when in the field, but they are all crack shots. They can detect stealth too, but not whilst garrisoned in buildings.


Civilian Contractor

The Americans have hired some mercenaries, their capabilities are unknown.


CIA Officer

The CIA officers are in Guantanamo Bay to interrogate the prisoners, they have Colonel Burton's gun, and can detect stealth.


US Navy Officer

These elite sailors, who can operate on the sea, air, or land, man the US Navy's vessels. They are armed with pistols and anti-air mini guns.


Humvee

The basic American Humvee, but when sniped by Jarmen, the remaining crew will recapture it. It builds scout drones to detect stealth.

Note: Sometimes if Jarmen snipes a humvee just as it builds a scout drone, the drone may become autonomous. These orphan drones can be destroyed by our stealth rebels, or by Jarmen detonating an explosive as they pass over it.


Prison Truck

The Americans uses these trucks to transport prisoners. Destroy these trucks to free any prisoners inside, and kill the CIA guards before they kill the prisoners.


All Terrain Skidoo

The American answer to the GLA Combat Bike is slower but more heavily armed and armoured, and can also move on water. Unlike the GLA bike it cannot change riders, but it can shoot without having to point the whole bike at the target. It is armed with missile defender missiles and a combat bike machine gun. It also has sensors which detect stealth.

The Americans do not want this new technology to fall into GLA hands, so they will try to destroy any skidoos once they discover that they have been sniped by Jarmen.


Paladin Tank

This tanks has a laser which can shoot down small missiles and also infantry, but its rate of fire does not protect the tank against multiple incoming missiles.

The tank's main gun fires Depleted Uranium (DU) shells which, though not radioactive, have a heavy metals toxic effect.


Non-Line-of-Sight Cannon

The NLOS-C is a self-propelled howitzer that can launch both incendiary and high explosive rounds for the US Army's "shake and bake" fire missions. It also has the Paladin Tank point defence laser which can shoot infantry and missiles.


Battleships

The docked battleship, USS Bender, fires salvos of high explosive shells over a very long range. It is docked at Guantanamo Bay for repairs, so it cannot move until the Junk Repair upgrade is installed. It also contains facilities for building other useful upgrades. Cash for building the upgrades can be obtained when you get the cash bounty generals powers. Be warned that if you capture the USS Bender, the Americans will send other, un-snipable, battleship types to try and sink it. (Tip: the best way for infantry to board the USS Bender is from the tip of the bow, near the green shipping container).

The USS Bender can be upgraded with a gattling cannon, US propaganda speakers to motivate nearby units, and after installing all the other upgrades, a bunker with 10 sailors who provide additional anti-air gunnery.

The USS Bender ship has two naval gunnery modes, the first fires shells at a target area (Battleship icon, also from shortcut), the second targets specific units (icon showing artillery). The gun reloads take 15 seconds.

 


US Missile Gunboat

The US Navy's coastal patrol vessels are armed with tomahawk land attack cruise missiles and salvos of mini rockets.

These boats can also carry up to 8 smart torpedo mines in their holds (click the bomb truck icon to produce them). When unloadd from the boat, these stealthy mines lurk in the water until they sense passing enemy units, whereupon, they go into attack mode and function like homing torpedos. The torpedo mines carry a high explosive warhead that also pump an EMP pulse generator that leaves stricken warships crippled for 10 seconds. They have a magnetic proximity fuse that is tuned to boat sized targets but as with most new US torpedos, the fusing mechanism still has some bugs and the mines tend to explode too far from battleship sized targets. The best way to attack battleships with these mines is to command them to swim under the ship and manually detonate them as they pass under the hull. You can also just command them to swip up beside a battleship and when they stop they will explode. When the mines have been exploded, the parent boat can then build more.

The Missile Gunboats do not detect stealth but may employ scout drones that do. They can transport units (though unloading is a bit tricky, you have to run the boat aground and keep trying to unload) and contain 2 sailors by default. When the Junk Repair upgrade is purchased, the missile gunboats can heal nearby vehicles, boats, and infantry.