Tunnel network

The Tunnel Network was a unique structure used by the Global Liberation Army in Command & Conquer: Generals and its expansion, Zero Hour. It was used to quickly transport ground units across the battlefield.
==Background==
Tunnel Network entrances could be constructed anywhere that a GLA worker could access, and allowed for the extremely rapid movement of units from one place to another, underground. Units could also refit and repair with the supplies in the tunnels. Network entrances were guarded by a small anti-infantry machine gun turret and came with a complementary a pair of RPG troopers.
When taking into account the RPG Troopers' total cost of 600, the Tunnel Network's effective cost was a mere 200 credits.
Angry Mobs were not able to enter Tunnel Networks, due to their numbers.
In comparison, a Sneak Attack tunnel was available during Zero Hour as a Generals Power, which could be constructed rapidly and remotely anywhere on the map. It functioned identically to a regular Tunnel Network, though without the gun turret or RPG troopers.
==Upgrades==
=== Strengths ===
Tunnel Networks' mounted gun turrets are reasonably effective against small groups infantry, as well as lightly armored vehicles like Technicals and Humvees. In large quantities, Tunnel Networks can prove to be a major nuisance by permitting rapid unit relocation and restoration, offering the GLA commander many tactical possibilities. Units inside the tunnel could emerge to protect it, and the GLA general could rush units from anywhere to respond to an attack as long as they were near another tunnel entrance. The RPG Troopers that spawn from the Tunnel Network, though vulnerable when exposed, can be put to use anywhere. The tunnel itself is reasonably durable, though its real value is in the mobility that it grants and in its ability to heal units, since the GLA lacks mobile repair or medical vehicles. Camouflaged tunnel entrances, which are available to the base GLA faction as well as Prince Kassad, can execute devastating ambushes when properly stocked with powerful units. 
=== Counters ===
Tunnel Network offers unique options compared to other factions, but it has its weaknesses. It is completely defenseless against aircraft, can be outranged by any siege units, and cannot hold off heavily armored vehicles. Artillery like the Inferno cannon and Nuke cannon can deal significant damage at range and will flush out any units inside. Some units, such as the Stealth Fighter's Bunker Buster missiles and Nuke cannon's (Nuclear or Neutron shells), can kill all infantry within and kill any personnel inside a crewed vehicle as well. Units cannot fire from within the Tunnel Network, and the two free RPG Troopers are insufficient protection against large forces; if the tunnel it survives destruction by virtue of its GLA hole, the troopers are not replaced.
=== Strategy ===
In addition to its primary use as a defensive structure, the tunnel provides the GLA player with unique mobility. A worker can ride a fast vehicle (such as a cycle) to a distant location and construct another hole, allowing the player to transport as many forces as desired to any accessible map location. This made it possible to evacuate the original base if defense had collapsed, or to threaten the opponent from an unexpected direction. 
The units garrisoned inside the tunnel will be available for deployment from the Sneak Attack tunnel, so the player should have the tunnel filled and more nearby ready to enter once the original contingent is disgorged at the target. A quick player can insert a great number of units into an enemy base this way.
As a defensive structure, the tunnel entrance is best used in conjunction with Stinger Sites. 
==Variants==
*Dr. Thrax developed his own variation, dubbed "Toxin Networks".
*Prince Kassad's Tunnel Networks are camouflaged by default at no additional cost.
*Rodall Juhziz's Tunnel Networks are equiped with Demolition Packs, they explode when destroyed or mamually detonate.
==Changelog==
* Generals sneak peek patch 1.02: stealth detection radius cut from 200 down to 150
* Generals patch 1.04: build time increased from 5 to 20 seconds
* Generals patch 1.05: 
** gun damage increased from 10 to 15 per shot
** build time reduced from 20 to 15 seconds
* Generals patch 1.07: can now assign rally points
* Zero Hour patch 1.01: build speed brought to the same level as in Generals (15 seconds)
* Zero Hour patch 1.03:
** gun damage increased from 10 to 15 per shot
** fixed related unfinished building exploit (Kassad and Juhziz only)
==Trivia==
*A fake variant of the Tunnel Network was cut from the game.
*The tunnel network did not have a turret in beta screenshots and cameo.
==See also==
* Firebase
* Bunker
Category:Generals 1 support structures