Missile defender

Missile defenders are the American anti-armor infantry in Generals and Zero Hour.
==Background==
Missile Defenders had a single principle advantage over their counterparts in other factions; their technologically advanced missile launcher. Missile Defenders could activate a laser sight, greatly increasing their rate of fire. When garrisoned in civilian buildings and Fire Bases, Missile Defenders could provide a solid defense against enemy attacks by land or air. When loaded into Humvee, Missile Defenders could be used effectively on the offensive (this tactic was often used by US generals early in a conflict).
==Abilities==
	Laser Missile Attack	Activates a laser guidance lock-on system that tracks targets more effectively and increases fire rate, thereby increasing the overall DPS output.
Note: A three-second delay between activation and firing leaves the unit vulnerable to counterattack and other retaliatory actions. Upon target destruction or moving the unit, the lock-on will be broken.
==Upgrades==
Name 	Description 	Details
Chemical Suits 	Missile defender moving through toxin and radiation contaminated terrain via Anthrax or radiation will take damage much, much slower.	Researched at: Strategy Center (Zero Hour)
Cost: $1000.
Advanced Training	Allowed Missile defender, along with all other USA units gain veteran status twice as fast. 	Researched at: Strategy Center
Cost: $1500.
==Game unit==
The Missile Defender is the primary anti-armor/anti-air infantry unit for all USA Generals and available for the same training time and price of the GLA's RPG Trooper and the Chinese Tank Hunter. Their laser rangefinder ability makes them extremely dangerous to armor columns because of the high rate of fire and accuracy. Even alone, an Elite Missile Defender can knock out two Scorpions or one Overlord with relative ease before being destroyed or run over.
The Missile Defender's laser lock-on ability renders them highly effective against vehicles not meant to deal with infantry, and though this ability doesn't work on structures, even anti-infantry defenses are at risk. To bases that rely heavily on power or mass production of units, Missile Defenders are lethal. Power-hungry bases and mass production centers can be rendered useless by the loss of their power supply and facilities; small outposts and forward operating bases will fare better if their power supply or production facilities are damaged or destroyed.
Missile Defenders are are useful against aircraft as well. Their missiles continue tracking enemy air units long after they have been fired and the target has left the area, in some cases destroying the aircraft on landing and causing minor damage to the assigned air field. Players with a preference for using aircraft should exercise extreme caution when facing garrisoned Missile Defenders; helicopters are especially vulnerable due to their relatively slow initial movement speed and clumsy maneuverability.
===Strategy===
While garrisoned inside a structure or Humvee, the Missile Defender gains range and armor bonuses; the former provides protection and a range boost while the latter works as a raider against armored columns and structures. Laser-guided missiles are recommended in bringing down aircraft. The increased fire rate is invaluable in dealing with heavy armor such as Overlord tanks. The laser-guided missiles ability also slightly increased the Missile Defender's attack range, which can be used to take out deadly anti-infantry vehicles such as Quad Cannons from afar before they have a chance to fire.
An interesting tactic to use is a rather expensive and difficult one to pull off, but can reduce even a large base to rubble in very short order. Banking on the Defender's abilities against structures and the Chinook's ability to fly and drop cargo, build three Chinooks and fill one with Defenders and two with Rangers, then fly them to the rear of an enemy base or the center if you're itching for a particularly brutal battle. Drop all the infantry at once, order the Chinooks to bug out and then use the Defenders to pummel armor and buildings and the Rangers to ward off infantry.
===Counters===
Although Missile Defenders excelled in anti-tank and anti-air warfare, they struggle to target enemy infantry, which can take them down fairly quickly. Siege units, Jarmen Kell and Pathfinders can also pick them off at range.
==Selected Quotes==
==Trivia==
* General Townes originally has his own variant of the Missile Defender called the Laser Defender, which was armed with a SLAW (Shoulder-mounted Laser Assault Weapon). The voice set can still be accessed through Zero Hour's sound archives.
* When a Missile Defender uses the Laser Locking ability, the rockets are treated and look like tank shells.
* Missile Defender uniforms differ in Generals and Zero Hour; in Generals, they wear the solid blue uniforms of the Rangers, but seem to be wearing the M81 Camouflage uniform in Zero Hour.
* The Missile Defender's cameo depicts him equipped with a FIM-92 Stinger missile launcher, which is odd as the Stinger is designed for anti-air warfare. In-game, however, the launcher wielded by Missile Defenders resemble the MK 153 SMAW (Shoulder-launched Multipurpose Assault Weapon) rocket launcher.
* The Missile Defender is voiced by well-known voice actor Steven Blum, who also voices the Avenger and General Fai. Among Blum's best non-C&C roles is TOM from Toonami.
==See also==
* Tank hunter, Chinese counterpart
* RPG trooper, GLA counterpart
Category:Generals 1 infantry