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BattleZone II
Strategy Guide
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Scion
Structural Information
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Matriarch
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| Cost: |
0 |
Armor: |
High |
| Hitpoints: |
12000 |
Power Cost: |
0 |
| Requirements: |
None |
Restrictions: |
None |
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| Notes:
The Matriarch is the primary means of base and utility construction.
Every other structure and unit is replaceable, but only so long
as you have your Matriarch intact. It is absolutely vital that you
defend your Matriarch at all costs. The Matriarch is capable of
storing 40 scrap and gaining scrap at 1 point of scrap for every
3 seconds. |
| Extractor
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| Cost: |
20 |
Armor: |
High |
| Hitpoints: |
5000 |
Power Cost: |
0 |
| Requirements: |
Matriarch |
Restrictions: |
None |
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| Notes: The
Extractor is the standard means of gaining scrap. Extractors can
hold up to 20 scrap each, and gain scrap at a pace of 1 piece of
scrap per second. |
| Upgraded
Extractor |
| Cost: |
80 |
Armor: |
High |
| Hitpoints: |
5000 |
Power Cost: |
0 |
| Requirements: |
Extractor |
Restrictions: |
None |
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| Notes: The
difference between upgrading your Extractors and not upgrading them
is the difference between winning and losing, in most cases. Upgraded
Extractors have twice the scrap income of standard Extractors, at
2 pieces per second. This makes all the difference in the game.
Your opponent might have more Extractors than you, but if you guard
yours well and upgrade them early, it is still possible for you
to win the war. |
| Kiln
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| Cost: |
60 |
Armor: |
High |
| Hitpoints: |
6000 |
Power Cost: |
1 |
| Requirements: |
Matriarch |
Restrictions: |
None |
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| Notes: The
Kiln allows for early unit production. For the most part this structure
will be worthless until you upgrade, so upgrade early. |
| Forge
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| Cost: |
120 |
Armor: |
High |
| Hitpoints: |
6000 |
Power Cost: |
2 |
| Requirements: |
Kiln |
Restrictions: |
60 Scrap to
upgrade the Kiln |
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| Notes: The
Forge will produce most all of your forces. While this structure
can be replaced, it is very expensive and prohibitive, so guard
this structure well. |
| Gun
Spire |
| Cost: |
75 |
Armor: |
High |
| Hitpoints: |
6000 |
Power Cost: |
1 |
| Requirements: |
Matriarch |
Restrictions: |
None |
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| Notes: The
Gun Spire will be the Scions primary means of base defense when
they are assaulting the enemy forces. Gun Spires, unlike ISDF Gun
Towers, can be placed anywhere, and do not require any structures
to back them up. Gun Spires have their power source attached to
them, so if one goes out, the rest of the Gun Spires will still
be fully operational. |
| Antenna
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| Cost: |
60 |
Armor: |
High |
| Hitpoints: |
6000 |
Power Cost: |
1 |
| Requirements: |
Kiln / Forge |
Restrictions: |
None |
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| Notes: The
Antenna is needed for the production of Jammers and several weapons.
It is not necessary to build this structure to win the war. The
Antenna functions much like an ISDF Relay Bunker, except it does
not need to be constructed anywhere near Gun Spires. |
| Overseer
Array |
| Cost: |
100 |
Armor: |
High |
| Hitpoints: |
8000 |
Power Cost: |
2 |
| Requirements: |
Forge, Antenna |
Restrictions: |
Must have
Antenna upgraded to use this |
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| Notes: If
you wish to use Archers against the ISDF forces, then you will need
to construct the Overseer Array. They are prohibitively expensive,
but are well worth the cost. |
| Dower
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| Cost: |
50 |
Armor: |
High |
| Hitpoints: |
5000 |
Power Cost: |
1 |
| Requirements: |
Kiln / Forge |
Restrictions: |
None |
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| Notes: The
Dower allows you to service and repair vehicles. This unit is necessary
for the production of Healers, and is well worth the investment
in most cases. |
| Stronghold
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| Cost: |
60 |
Armor: |
High |
| Hitpoints: |
6000 |
Power Cost: |
1 |
| Requirements: |
Forge |
Restrictions: |
None |
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| Notes:
Much
like the ISDF Armory, the Stronghold allows the Scions to construct
advanced weapons. Unlike the Armory, however, the Stronghold also
makes shields available to the Scions. Because of this, it is well
advised to construct a Stronghold for the purpose of equipping your
units with shields before sending them into battle. |
| Jammer
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| Cost: |
50 |
Armor: |
High |
| Hitpoints: |
800 |
Power Cost: |
0 |
| Requirements: |
Overseer Array |
Restrictions: |
None |
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| Notes:
Jammers
are excellent structures to place in key choke points, or in areas
where you wish to ambush the ISDF. Not only do Jammers blind you
from the enemy's radar, but they also interfere with the enemy's
ability to target your forces within its vicinity. Placing Jammers
near hidden Gun Spires can prove a rather nasty surprise for the
unwary enemy. |
| Power
Lung |
| Cost: |
0 |
Armor: |
High |
| Hitpoints: |
3000 |
Power Cost: |
1 |
| Requirements: |
Matriarch |
Restrictions: |
Connected |
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| Notes: Scion
Power Lungs are what keeps the Scion structures alive. Each structure
comes with the necessary amount of Power Lungs, so hopefully you
will never need to build one. If, however, one is ever destroyed,
your builder will be able to replace it without charge. |

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