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BattleZone II
Strategy Guide

Unit Information
Scion Units
- From the Matriarch
Scavenger
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Craft Type: Treaded
Speed: Slow
Armor: Heavy
Cost: 20
Turn Rate: Low |
Hull Capacity: 3000
Ammo Capacity: 0
Image Signature: 300%
Heat Signature: 500%
Radar Signature: 200% |
Hardpoints:
None
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Default Options:
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Strategic Info
Against - Scavengers take a lot of hits to kill. Typically use
rockets or Cannons against them, and pound them hard. Do not worry
about killing them before they deploy as, unlike in most games,
they will not regain their HP once they turn into an Extractor.
Using - When using the Scavenger it is vital to field it quickly.
It is generally recommended to have your first Scavenger pick up
any lose scrap around your base, and then deploy on a scrap pool.
If there is not any then have it deploy on the closest scrap pool.
You will usually want to construct a total of 4-5 of these. |
Scout
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Craft Type: Hover
Speed: Fast
Armor: None
Cost: 42
Turn Rate: High
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Hull Capacity: 1200
Ammo Capacity: 2000
Image Signature: 300%
Heat Signature: 200%
Radar Signature: 10% |
Hardpoints:
1 Cannon (C)
1 Special
1 Shield
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Default Options:
Plasma Cannon
Solar Flare
Empty
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Strategic Info
Against - These units fight much the same way that the Scion
Sentry does, however their main weapon does more damage. Because
of this it is important to keep moving while you are firing at them,
but always keep your guns trained on them, as they do try to avoid
being in your firing range, even if it means losing their lock on
you. Always remember though, the Scout moves VERY fast.
Using - When you are in a Scout use the same strategies as you
would a Scion Sentry, just remember that if you miss with a shot
it will deplete your ammo faster than if you missed with one Sentry
shot. |
Guardian
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Craft Type: Hover
Speed: Slow
Armor: Light
Cost: 45
Turn Rate: Medium |
Hull Capacity: 2500
Ammo Capacity: 3000
Image Signature: 100%
Heat Signature: 10%
Radar Signature: 10% |
Hardpoints:
2 Guns (A)
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Default Options:
Ion Gun II
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Strategic Info
Against - When attacking Guardians you will usually not need
to worry. Since Guardians are limited to Ion Guns, for practicality,
if you are in a Tank you should be able to take two out without
needing to repair or Rearm. If they are in greater numbers you will
need to watch out and try to put the one you are attacking between
you and the rest.
Using - Try not to use Guardians. If you end up in a Guardian
it is usually because your Tank got destroyed and you've now sniped
a guardian and are fleeing back to base because it's quicker than
on foot. If this is the case than flee quick. Otherwise guard those
who come at you, but it is a gigantic waste of time as Guardians
and Turrets are some of the few units that the AI uses well. |
Hauler
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Craft Type: Hover
Speed: Slow
Armor: Light
Cost: 30
Turn Rate: Low |
Hull Capacity: 2500
Ammo Capacity: 1200
Image Signature: 200%
Heat Signature: 10%
Radar Signature: 200% |
Hardpoints:
None
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Default Options:
None
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Strategic Info
Against - Haulers move slow and have light armor. Do not worry so
much about them, but worry about those who guard them.
Using - You will not be able to actually get in a Hauler, only order
them. On most missions where you need a Hauler you will need to guard your
Hauler VERY well. |
Builder
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Craft Type: Walker
Speed: Slow
Armor: Heavy
Cost: 40
Turn Rate: Medium |
Hull Capacity: 2000
Ammo Capacity: 0
Image Signature: 200%
Heat Signature: 100%
Radar Signature: 200% |
Hardpoints:
None
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Default Options:
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Strategic Info
Using - Builders allow you to construct your base and to upgrade
your Extractors. They can be difficult to use, however, as you need to be
at your base telling them what to do, for them to be capable of doing anything.
It is also important, that when you are upgrading Extractors, that you guard
your Builders well.
Against - Attack Builders the same way that you would attack a Hauler.
Remember that Builders are harder to take down, so if you need to stop them
ASAP then do so right away, otherwise destroy the units guarding them first. |
Healer
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Craft Type: Treaded
Speed: Slow
Armor: Light
Cost: 50
Turn Rate: High |
Hull Capacity: 3000
Ammo Capacity: 1200
Image Signature: 100%
Heat Signature: 10%
Radar Signature: 0% |
Hardpoints:
None
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Default Options:
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Strategic Info
Against - Healers can pose a huge problem when they are backing up
Gun Spires or other heavy units. If they are, then take the Healers out
first because they will only make the Gun Spires, or other units, more difficult
to destroy.
Using - Healers can be some of your most helpful assistants. They
can make heavy units harder to kill, and make defensive structures impossible.
Use them to backup Gun Spires, or have them follow the slower moving heavy
units. Do not waste time having them backup Warriors. Since the main advantage
that Warriors and the other faster units have is their speed and maneuverability,
Healers will only slow them down and make them less effective. |
Service Pod
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Craft Type: N/A
Speed: N/A
Armor: None
Cost: 2
Turn Rate: N/A |
Hull Capacity: 150
Ammo Capacity: 0
Image Signature: 100%
Heat Signature: 100%
Radar Signature: 100% |
Hardpoints:
None
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Default Options:
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Strategic Info
Against - Most opponents use Service Pods to repair and rearm in
a pinch. Because of this destroying their Service Pods, since they only
take a few hits, can cripple the non-AI player's defense during an assault,
letting you destroy them easier.
Using - Service Pods are only good for a quick rearm and repair near
base. It is wise to keep 5-10 of them at your Recycler for that quick repair
when you really need it, otherwise ignore them and use the Dower. |
Scion Units - From the Forge
Sentry
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Craft Type: Hover
Speed: Fast
Armor: None
Cost: 50
Turn Rate: Variable |
Hull Capacity: 2000
Ammo Capacity: 2500
Image Signature: 250%
Heat Signature: 50%
Radar Signature: 30% |
Hardpoints:
2 Guns
1 Special
1 Shield
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Default Options:
Ion Guns / Ion Guns II
Seeker
[empty]
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Strategic Info
Against - When facing these units it is important to know just how
fast they are. Sentries have a tendency to move out of the way when they
are being fired upon. While their dodging may seem like a disadvantage,
it can be used as an advantage. When a Sentry moves out of the way they
tend to turn, then move, then turn again somewhere else to face you and
start firing at you. If you keep your guns trained on them, and fire a bit
ahead of them, you should be able to continuously hit them while they keep
trying to move out of your firing range. After a few hits you should be
able to destroy them.
Using - These buggers move fast. It is because of their speed that
they can have a great advantage. It is not hard, in fact, to take down even
an ISDF siege tank with one of these. When using the Sentry use their speed
to your advantage. Get in close to the enemy and run circles around them
by constantly turning while strafing in the same direction you are facing.
By doing this you should be able to keep your guns trained on the enemy
the whole time you are running circles around them. So long as you fire,
it won't be long until the enemy has been destroyed.
If the enemy that you are facing is as maneuverable as you are try to still
use this strategy, as you will typically be able to keep ahead of their
guns, and they should miss you. |
Lancer
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Craft Type: Hover
Speed: Medium
Armor: Light
Cost: 55
Turn Rate: Fast |
Hull Capacity: 2000
Ammo Capacity: 3000
Image Signature: 75%
Heat Signature: 200%
Radar Signature: 50% |
Hardpoints:
1 Rocket
1 Special
1 Shield
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Default Options:
Stinger Missle / Swarm Launcher
[empty]
[empty]
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Strategic Info
Against - Lancers are vicious enemies to face. They move reasonably
fast, and they have rapid-fire heat sinking missiles. Because of this you
will need to constantly move, use a strafing motion and you should be able
to avoid the Missiles. While dodging, keep pointed at them and firing and
you should destroy them without much hassle.
Using - Lancers were built to take out Turrets and Gun Towers. Be
cautious when using them, however, as it is easy to stray within range.
It is also important that you avoid firing into a battle that involves your
units. The reason for this is because the Stinger Missiles will go for the
closest heat source - even your own men. Simply be cautious, however, and
you should find the Lancer to be an incredibly effective weapon. Morphing
and using the Swarm Launcher is also very effective against structures. |
Warrior
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Craft Type: Hover
Speed: Variable
Armor: None
Cost: 55
Turn Rate: Variable |
Hull Capacity: 3500
Ammo Capacity: 3000
Image Signature: 250%
Heat Signature: 200%
Radar Signature: 50% |
Hardpoints:
1 Cannon
2 Guns
1 Special
1 Shield
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Default Options:
Plasma Cannon / Plasma Stream
Ion Guns / Ion Guns II
[empty]
[empty]
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Strategic Info
Against - Warriors are vicious. They are harder to fight than ISDF
Tanks, and they can morph and cause serious damage to your base or Extractors.
When fighting against them beware of their Plasma Cannon and avoid it when
possible, otherwise keep your guns trained on them and keep firing. If you
are using a unit with a Mortar, you may want to squeeze off a few rounds
before they are within range, and let them come to you.
Using - Once again, Warriors are vicious. They are probably the best
all around unit in the game. They are highly versatile, and equipping them
with a Shield can make them quite difficult to destroy. Warriors fight best
modified, use the default Cannon and Guns, however adding a Static Charge
and Deflector Shield in the Special and Shield slots can make them all but
impossible to destroy. |
Archer
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Craft Type: Flying
Speed: Low
Armor: None
Cost: 65
Turn Rate: Low |
Hull Capacity: 1000
Ammo Capacity: 2000
Image Signature: 10%
Heat Signature: 1000%
Radar Signature: 0% |
Hardpoints:
1 Mortar
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Default Options:
Howitzer
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Strategic Info
Against - Archers can be tricky because they can hide in some of
the most difficult to reach places, and drop mortars upon your base. When
you are having a problem with Archers find out where they are, and take
something like a Scout, that will have an easier time jumping to where they
are hiding.
Using - Because Archers actually fly, instead of just hovering, to
their locations; they can be placed in some of the most annoying places.
When placing Archers, it is best to put them on a ledge near the enemy base,
higher than is easily accessible. Simply hop out of your Warrior and walk
up the hill and tell the Archers to deploy on the highest peaks, hopefully
out of the way of Mortars. Once it has been placed you will find that they
can be a constant annoyance to your foe. |
Mauler
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Craft Type: Walker
Speed: Medium
Armor: Heavy
Cost: 70
Turn Rate: Low |
Hull Capacity: 4000
Ammo Capacity: 5000
Image Signature: 500%
Heat Signature: 100%
Radar Signature: 500% |
Hardpoints:
2 Cannons (A)
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Default Options:
Fang
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Strategic Info
Against - The Scion Walker is a nasty enemy when they get close to
you. They have dual Fang Cannons that are capable of ripping your base to
shreds. The nice thing about them, however, is that they are completely
useless at a distance. If you are going to be encountering Maulers you should
hopefully be able to get enough Gun Towers up in time to knock them down.
Using - Maulers are a waste of scrap if you cannot get them close
enough to the enemy. Unfortunately this is not always the easiest thing.
If you are intent on using Maulers then either build a lot of them and send
them at once to attack your enemies, or send in a small distraction force
and have the Maulers come in and take out the heavies. |
Titan
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Craft Type: Treaded
Speed: Slow
Armor: Heavy
Cost: 90
Turn Rate: Medium |
Hull Capacity: 5500
Ammo Capacity: 6000
Image Signature: 500%
Heat Signature: 50%
Radar Signature: 500% |
Hardpoints:
2 Cannons (C)
2 Guns (C)
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Default Options:
Arc Cannons
Ion Guns
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Strategic Info
Against - Titans are nasty. They are capable of taking a far harder
pounding than ISDF Assault Tanks, and can do more damage. The one failing
of the Scion Titan is that they do not have the range that Assault Tanks
have. Use this one failing to your advantage as much as possible. When they
are laying siege to your base use Gun Towers for defense, coupled with Mortar
Bikes. If you hit them with Mortars while they are still far away, they
will have a hard time ever making it to your base.
Using - While the Arc Cannon is nice, equipping the Titan with the
Sonic Blast can prove a very dastardly move. The Sonic Blast almost does
as much damage as an Arc Cannon, but fires much faster. The amount of ammo
that the Sonic Blast takes up is also far less, giving you a far more shots.
Since the Scion Titan can take the heat, these extra shots may be needed
simply because it can survive for so long. |
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