Laser General Challenge

The Laser General Challenge is a Generals Challenge level that pits the player against laser weaponry specialist Townes.
==Walkthrough==
Townes' fort is positioned in what is best described as an conventional American suburb with houses, road, ranges of open field and an active train line. He is holding tight inside a flat, wide, elevated, and paved area which resembles a giant parking lot, accessible by ramps on every side. Somewhat unusually, the base is in the center of the map, with civilian areas including various tech buildings around it. Thus, it is possible to approach Townes' base from all sides, although each route is protected. 
Townes' base is well defended with numerous Firebases and Laser Turrets. Many civilian structures in his base are garrisoned by Pathfinders and Missile defenders, both of which must be eliminated by Artillery. However, the Laser Turrets consume so much power that he will only be able to ward off attackers in one direction at any given moment. Otherwise, he'll supply them to his Particle Cannons. Ironically, these constitute most of the threats in his challenge, as his main offensive units aren't difficult to handle. 
*Laser Tanks require one unit of power each, and aren't sent too often. When they do, they are accompanied by Avengers and Sentry Drones, which still don't put up much of a fight. Same goes for Rangers.
*Comanches are dangerous to structures, vehicles and infantry. They however fall very easily to anti-air weapons of any kind.
*Colonel Burton can be pretty dangerous due to having stealth and can plant explosive charges or destroy infantry units without blowing his cover. Fortunately, he falls quite easily to stealth detection once that has been set up, and he doesn't appear all that often.
The player begins in the southwest portion of the map, where the limited perimeter makes securing the player's base simpler. There will be a number of infantry units stationed in nearby civilian structures beyond the base. Rocket-armed infantry should be able to take them out when garrisoned, and also engage Comanches that come their way. An Engineering unit can be used to repair said structure and hold off the onslaught, but others may be needed to take out any Laser Tanks in awkward locations.
It is best to neutralize Townes' superweapons as soon as possible, preferably with several of one's own or when combined with a General's Power, as they won't be rebuilt when destroyed. After that, use superweapons on Cold Fusion Reactors, which can help in keeping his Laser Turrets/Laser Tanks disabled while hindering his production. The War Factory and any Air Fields should be tertiary targets after the Laser Turrets go offline. Granted, this superweapon will often become a prime target once it has been fully constructed, so protect it at all costs and build several at once to ensure he cannot take them all out. Space out all other buildings to minimize the impact of Townes' Particle Cannon strikes.
As for the main assault, Comanches, garrisoned Missile Defenders and Fire Bases are the biggest threats, so artillery/AA units are often required. Should the general in question lack one of these options, building more superweapons can get around that.
=== GLA ===
*The SCUD Storm are absolutely necessary, as most of their other powers are pretty much useless with all the enemy presence within the base. The problems don't end there, as on its own the building is wholly incapable of surviving a Particle Cannon blast on its own, let alone three, so other means of destruction must be considered alongside, including but not limited to building more SCUD Storms.
**Since Townes' units will be mostly on the offense, a Radar Van Scan can allow for a Sneak Attack tunnel to swarm the base with a strike force and destroy it inside out.
**Before building the SCUD Storm, remember to place a Stinger Site in the middle of the building cluster. With timely replacements, Particle Cannons can be constantly distracted by both it and the Command Center instead of hitting other other valuable targets like Arms Dealers. It also comes in handy at fighting Comanches and Laser Tanks on the bridge.
*Quad Cannons will rip Comanches to shreds, and SCUD Launchers can deal with Firebases/Missile Defenders/Laser Tanks at range. Just beware that multiple SCUDs may be necessary, since Laser Turrets and Avengers can shoot down the missiles.
*Jarmen Kell can be used to neutralize Laser Tanks that come once in a while. Unfortunately, they cannot be commandeered if the player has not captured a power plant. If Townes sends an Avenger towards the base, on the other hand, capturing it can ensure that the player does not have to worry as much about air attacks.
*Anthrax Bombs are great for widescale destruction of vehicles and area denial. 
*Tunnel Network variants can be used to take out Colonel Burton. They should be backed with Stinger Sites to fend off occasional Laser Tanks and Comanches.
*Reserve some Angry Mobs, Scorpions, and Marauders for use in case if Laser Tanks break through the Stinger Sites.
*Toxin Tractors should stick around solely to empty garrisoned civilian structures.
*Build multiple Black Markets early, as things tend to drag on for quite a while.
====Kassad====
*No Scorpions, Marauders and SCUD Launchers are available. The Rocket Buggies can serve as an alternative for assaults.
*Do not rely on stealth in a heads-on assault, as Pathfinders and Spy Drones will reveal them. It also won't conceal the SCUD Storm. 
*It is sometimes possible to set up a small concealed secondary base far from the starting area, such as the northeast near the tech buildings, often without Townes ever noticing it. While restricted by limited land space, these can nonetheless prove useful.
====Rodall Juhziz====
*The Demolition upgrade combined with a level 3 Rebel Ambush can eliminate Townes' Superweapons, sometimes without building a SCUD Storm. Even so, as long as one SCUD Storm survives, the Particle Cannons will surely be obliterated.
====Dr. Thrax====
*The Sneak Attack combined with as many Bomb Trucks as possible is the recommended overall strategy. Attack Townes' Particle Cannons directly or, failing that, his power supply, although his large number of enhanced power plants make this strategy less efficacious. 
*While not ideal, his Scud Storm extra toxicity that can degrade repair units as they approach a Scud Storm's impact zone.
*Toxin Rebels can be used in place of Toxin Tractors to deal with infantry at the start. Townes usually occupies a few buildings with infantry, so Thrax can clear these easily.
=== China ===
China Generals only require only one Nuclear Missile, since all of them can follow that up with a Level 3 Artillery Barrage to wipe out all three superweapons. The Nuclear Missile takes a while to prepare, but can survive a single volley from a Particle Cannon, enough for a timely repair from a Construction Dozer just before the next. Alternatively, they can request a Carpet Bomber, though this can be inconsistent. Overlords with Gattling Cannons or just Gattling Tanks can help fight off the Comanches, while Nuke/Inferno Cannons can destroy targets at afar. Once they make it into the center, all that's left is to pick off Townes' infrastructure. Black Lotus is not terribly useful, aside from capturing some outlying tech buildings, since she has no way of sneaking into the base and Townes does not use too many stealth units on the offense. 
*Ta Hun Kwai will seriously struggle on this challenge, because his infantry units cost more and he has no artillery units, forcing him to rely on his General's Powers and Nuclear Missiles beyond Battlemaster swarms. 
*Tsing Shi Tao's Nuke Bombers can be used tactically alongside his artillery to soften up base defenses. His Nuclear Missiles are slightly cheaper, and his Advanced Nuclear Reactors produce significantly more energy to support his Nuclear Missiles. Since his Battlemasters and Overlords already have the Nuclear Tanks upgrade, they can serve as a quick reaction force to neutralize enemy units. His Nuke Cannons, available by default in his case, will be useful for busting through laser defenses. 
*Shin Fai's Mini-Gunners can destroy Comanches and tear through lightly armored vehicles. His Assault Troop Transports will often be the muscle of his offense outside of artillery units. The Nuke Cannon promotion is recommended for a base assault. 
=== USA ===
USA Generals will have to build at least two Particle Cannons of their own. Calling A-10/Spectre Gunships can definitely help. Tomahawks and Auroras are great for softening up the base in general due to their great range and the latter's guaranteed supersonic first strike, while Avengers and Humvees (especially when filled with Missile Defenders) can defeat Comanches. Pathfinders are rather useful for keeping Colonel Burton away. The player's own Colonel Burton is not too useful, since infiltrating the base unobserved is almost impossible unless the defenses are already degraded. 
*Malcolm Granger's aircraft can work extremely well, but only after he takes out the power grid since his aircraft countermeasures are ineffective against Laser Turrets. However, his King Raptors and Stealth Fighters (available by default) are all great additions. Combat Chinooks and Comanches can easily handle enemy forces coming his way.
*Alexis Alexander finds it much easier to retaliate with her own superweapons, as they are far cheaper, and precision doesn't matter much since all enemy Particle Cannons are tightly packed at the center of the base. Enemy vehicles and helicopters stand no chance against her EMP Patriots.
Due to a programming bug, the Spy Drones at his base entrances are invincible, causing all anti air units and base defenses nearby to continuously shoot at the location. One way to avoid this to not bring any stealth detecting units into his base, since they are not particularly necessary in this challenge anyway.