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Global Liberation (2)
Command & Conquer: Generals

Global Liberation (2)

Explore the Global Liberation (2) mission in Command & Conquer: Generals. Learn about GLA infantry units like Workers, Rebels, RPG Troopers, Terrorists, Saboteurs, Hijackers, Angry Mobs, Jarmen Kell, and the Radar Van.

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Explore the Global Liberation (2) mission in Command & Conquer: Generals. Learn about GLA infantry units like Workers, Rebels, RPG Troopers, Terrorists, Saboteurs, Hijackers, Angry Mobs, Jarmen Kell, and the Radar Van.

When enemy armor is destroyed, they leave parts that GLA units can use for upgrades. Some upgrades grant new attacks, while others simply increase armor and power. Units unable to salvage parts sell them for cash. In the original game, only Technicals, Quad Cannons, and Marauder Tanks could utilize these salvaged parts, achieving up to two ranks.

Worker

Class: Infantry. Purpose: Build Structures, Money Maker, Remove Mines. Role: Worker. Weapon Type: None. Good Versus: None. Bad Versus: Infantry, Armour, Aircraft. Armour: Low. Speed: Medium. Stealth: No. Cost: $200. Requires: Available At Start. Upgrades: Worker Shoes. Games: Both. Workers are cheaper but more vulnerable than Dozers. They collect $75 per trip.

Rebel

Class: Infantry. Purpose: Anti-Infantry, Capture Buildings. Role: Main Infantry. Weapon Type: Bullet, Explosive. Good Versus: Infantry. Bad Versus: Armour, Defences, Aircraft. Armour: Medium. Speed: Medium. Stealth: Requires Camoflauge. Cost: $150. Requires: Available At Start. Upgrades: Camoflauge, Booby Trap, AP Bullets, Capture Building. Games: Both. Rebels are quickly trained infantry that can use stealth tactics. They can capture buildings and place Booby Traps on friendly structures. They are trained one at a time.

RPG Trooper

Class: Infantry. Purpose: Anti-Armour, Anti-Aircraft. Role: Secondary Infantry. Weapon Type: Rocket. Good Versus: Armour, Aircraft. Bad Versus: Infantry, Defences, Aircraft. Armour: Medium. Speed: Slow. Stealth: No. Cost: $300. Requires: Available At Start. Upgrades: AP Rockets. Games: Both. RPG Troopers are the GLA's Rocket Infantry. Their AP upgrade makes them effective against aircraft. Two are automatically trained when a Tunnel Network is built.

Terrorist

Class: Infantry. Purpose: Anti-Armour, Anti-Structure. Role: Secondary Infantry. Weapon Type: Explosive. Good Versus: Armour, Infantry, Structures. Bad Versus: Defences, Aircraft. Armour: Low. Speed: Medium. Stealth: No. Cost: $200. Requires: Available At Start. Upgrades: None. Games: Both. Terrorists are GLA volunteers who detonate explosives upon reaching their target. They can also drive cars for increased speed.

Saboteur

Class: Infantry. Purpose: Base Infiltration. Role: Special Infantry. Weapon Type: Entry. Good Versus: Structures. Bad Versus: Detectors, Armour, Defences. Armour: Low. Speed: Medium. Stealth: Yes. Cost: $800. Requires: Available At Start. Upgrades: None. Games: Zero Hour Only. Saboteurs infiltrate bases, disabling structures or stealing $1000 from supply buildings. Their ability timer resets when they enter a Command Centre or Super Weapon. They are less effective against many defenses.

Hijacker

Class: Infantry. Purpose: Anti-Armour. Role: Special Infantry. Weapon Type: Entry. Good Versus: Armour. Bad Versus: Infantry, Defences, Aircraft. Armour: Medium. Speed: Medium. Stealth: When Passive. Cost: $400. Requires: Palace, General's Ability. Upgrades: None. Games: Both. GLA Hijackers capture armor by entering vehicles. They are only stealthed when stationary. They eject when their vehicle is destroyed, unlike Jarmen Kell.

Angry Mob

Class: Infantry. Purpose: Anti-Infantry, Anti-Structure. Role: Special Infantry. Weapon Type: Bullet, Grenade. Good Versus: Infantry, Structures. Bad Versus: Armour, Defences. Armour: Low. Speed: Medium. Stealth: No. Cost: $800. Requires: Palace. Upgrades: Arm The Mob. Games: Both. Angry Mobs are trained at the Barracks in groups of five, which can grow. Some members use pistols, others throw grenades. Their attacks are enhanced with GLA-approved weapons. They cannot assault defenses or Gattling weapons and cannot enter structures or units.

Jarmen Kell

Class: Infantry. Purpose: Anti-Infantry, Anti-Armour. Role: Hero. Weapon Type: Sniper. Good Versus: Infantry, Armour. Bad Versus: Defences, Aircraft. Armour: Medium. Speed: Medium. Stealth: Yes. Cost: $1500. Requires: Palace. Upgrades: AP Bullets. Games: Both. Jarmen Kell is the GLA's best unit for capturing armor. He can assassinate drivers, allowing infantry to capture vehicles. With AP Bullets, he is rumored to fire faster.

Radar Van

Class: Armour. Purpose: Provide Radar, Scout. Role: Worker, Detector. Weapon Type: None. Good Versus: None. Bad Versus: Everything. Armour: Medium. Speed: Medium. Stealth: No. Cost: $500. Requires: Available At Start. Upgrades: Radar Scan, Junk Repair. Games: Both. This vehicle provides standard radar for the GLA.

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