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Zeon
Utilizing quirky units and High
speed attacks.
Z.1 About Zeon:
This side is not for the beginning player, as it has a
lot of difficult units. I highly recommend that all
beginning players start with federation. For players who
are fond of rush type attacks, Zeon is a good side to
choose. Most of the Zeon units do well when thrown
headlong into the fray. While this may seem like an easy
win they are often torn to shreds during the fight.
There is seldom an easy battle as Zeon.
Note: Unless you are a Gundam fan Zeon can
be confusing. Their units are very odd and work in ways
that are very different from OTA.
Z.1.1
Advantages:
High mobility, numbers, intelligence denial, better
water map performance and odd units
Z.1.2 Disadvantages:
low hitpoints, expensive later technology, weak against
air, and odd units.
Z.2 Zeon strategies:
Area spam:
using jammers and their ability to produce higher
numbers of level one units they can effectively expand
much faster. Both denying resources and radar coverage
map wide
Pick apart:
Using hit and run attacks with sporadic rushes in
multi directional attacks they can completely remove the
federation range advantage.
Z.3 Zeon Tactics:
Zeon Blitz:
The Zakus are quicker to build then their
federation counter parts and they really have to be
built in mass to be effective.
Hit and run:
using the high mobility of Zeon they can pick apart a
federation defense line and in time the whole base.
Intelligence denial:
utilizing their ability to jam radar and sensors with
minovsky particles they can completely disable
everything but L.O.S and Seismic detection.
Suicidal charges:
Units like the Dom are meant to effectively drive
through the federation defense lines at the cost of
their life. Four of this unit will ravage where ever
they go.
Combination advantage:
A unit on the Dodai (air transport) can fire from it.
this is particularly nasty with a Kampfer or Gelgoog
riding it.
Close range mastery:
Even without close range attacks a rush of Goufs will
utilize their heat rods to paralyze the enemy, is in
combination with units like the Kampfer and Zaku swarms
means you can get right up to the enemy and stop them
dead in the battlefield. Even the Alex can be
paralyzed by the Gouf.
Z.3 Zeon
units:
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Light Mech hanger
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Construction type Zaku |
Your first and most basic builder.
Other than the Com he is the only mech that can build
defenses. |

Zaku2 with machine gun |
They die in the threes so build them in
the fours" The Zaku 2 is one of the weakest mechs in the
game but in return for that you get a unit you can build
droves of. |

Zaku with machine gun |
Cheapest (and weakest) thing the Zeon
can build, yes, starcraft player these are zerglings...
if zerglings could shoot down aircraft and blast the
hell out of the enemy. |

Zaku2 with rocket launcher |
Similar to the Zaku2 but trades up for
a rocket launcher. Makes good anti air and has decent
stopping power against mechs |

Recon Zaku |
This unarmed Zaku variant has powerful
radar, los and a decent jamming radius. One or two
always help out an attack force |

Gouf |
This mech is designed for close
assault. Its heat rod weapon can paralyze any unit, even
the powerful Alex, in one shot |

Zaku2 Plus |
This Zaku2 adds a spiked gauntlet to
its arsenal, perfect for close combat. |

Zaku2 R |
An experimental zaku2 with thrusters it
uses to gain higher mobility. This guy can hover over
land and water allowing him to attack from many angles.
Combine them with DOMs to cover your Xamels |

Zaku2rl Plus |
This rocket Zaku2 has twin rocket
launchers attached to its shins. The rockets have a very
limited fire arc but deal medium damage. Line these up
and send them at your enemy. |
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Zeon Factory |

Zaku Construction Tank |
Lvl 2 builder. He has no defensive
structures, but the Advanced Plants and Resource
structures makes him worth it. Also only build able con
that can construct airfields. He can also crush trees
with its bulldozer blade |

Gouf |
This mech is designed for close
assault. Its heat rod weapon can paralyze any unit, even
the powerful Alex, in one shot |

Zaku Tank |
Cheapest unit in this factory. With
more hit points and a higher speed than the zaku2, this
is a solid mech. |

Gelgoog |
Their powerful rifles can take out
aircraft in 1-2 hits, have a medium-high range and are
strong vs. mechs as well. |
|

ZakuIIFZ |
This is a better version of the Zaku2.
With more hit points and a more powerful gun this unit
is a solid replacement for Zaku2s. However, all those
pluses come with a higher cost, which makes these less
spammable. |

Gelgoog Cannon |
The big differences between this
version of the Gelgoog and its regular version are: an
arm mounted rocket launcher, a shoulder mounted
beam rifle that attacks only air. This unit makes a
great response unit to those Gundam airdrops.
limit: 6 |

Char |
Limited to 1 unit, very fast and it's
ability is largely determined by the skill of the player
using him. He is a hit and run kind of guy with a 360
degree fire arc!
limit: 1 |

Gelgoog cannon
(Thomas Krutz) |
This Gelgoog cannon can fire both beam
rifles at ground or air, making it a sort of super
Gelgoog cannon, that is all it gets though
limit: 1 |
|

Zeon Special Ops Bunker |

ZGOK |
The first of two Zeon amphibious mechs.
While not as strong as the ACGUY, it sports a medium
weapon that can be used in and out of water. He makes
good support for ACGUY |

DOM |
This is a fast moving death dealing
mech. However, it's speed and damage output come at the
cost of resilience and size. While this unit may be very
powerful it dies easily if its not on the move. I
recommend using small squads to dart toward and away
from the enemy. |

ACGUY |
The second amphibious mech of Zeon.
Sporting powerful weapons and decent hit points he is a
solid attack choice. However, he lacks an underwater
weapon of any kind, so a few ZGOK guards would be a good
idea. |

Gouf (b) |
This powerful mech sports medium-high
hp and a powerful mini-gun.. if you could call it that.
It has a high damage over time but most of it's fire arc
is on it's left side, keep that in mind!
limit: 1 |

Kampfer |
This unit carries two weapon systems, a
powerful rocket launcher and a devastating shotgu. The
Shotgun is best used at close range and the rockets are
great against buildings or aircraft!
limit: 1 |

Gouf (h) |
Give the Gouf (b) wings, powerful
thrusters, and a volatile fuel tank. That is what the h
version (commonly called the flight type) is. However
with a higher cost and lower hit points you had better
be careful how you use them. |
|

Zeon Experimental Lab |

Gallop |
This hover unit can transport up to 3 mechs over
land or water at high speed. It's frontal guns are not
strong. However, turn it to face away and the rear
cannon will give fire support.
limit: 6 |

Xamel |
Has hover capabilities and a powerful long range
artillery weapon. Having one or seven couldn't hurt.
limit: 6
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Zeon AirPort |

Dopp |
Zeon's only fighter. It isn't very
strong but, in numbers, is capable of dealing with enemy
air. |
|

Magella |
The Zeon battle tank. This tank's
arcing weapon is a potent support for your mechs. It is
best used as support from the back ranks. |

Luggun |
An armed radar plane. Post a few of
these around your base to keep you informed of enemy
movement. |

Dodai |
The Zeon's bomber unit. In large
numbers these can be a threat to any ground based unit. |

Dodai 2 |
This is one of the Zeon's most useful
units. Able to transport a single mech, the passenger
can use the transport as a mobile fire platform. You can
combine this unit with different mechs to create several
lethal combinations. |
| |

Minovsky generator |
This Energy plant produces
30 energy. Once built, it can be switched on to perform
radar jamming for the cost of 5 energy. |
Power plant |
This is the level 2 Energy
plant. It produces over three times the energy of the
Minovsky generator but lacks jamming capability |

Mining Facility |
This is the mining
facility. Place it on metal patches to take in metal
limit: 6 |

Zeon Machine Shop |
This machine shop converts
energy into metal. |

Long Wall |
Place these walls down to
help funnel your enemies. With an east-west and
north-south version you can easily plop these down along
with turrets to create a solid defense line. |

Zeon Wall |
These single block walls
can be used to fill the awkward gaps that the Long Wall
can leave behind. |

Defense Turret Anti Air |
This is Zeon's only anti
air structure. It rapidly fires powerful flak to deal
with Fed airpower. Mixing these in around your base is a
must. |

Mega Particle Cannon |
This turret fires a
devastating blast from its Cannon. Several of these will
hold off Lvl1 units with only minor support. Also their
sight range is lacking so a few Watch Towers are a good
idea.
However, many lvl 2 units either out power or out range
them so active defense is necessary. |

Watch Tower |
This unarmed tower provides
los for the surrounding area. Strategically placed these
can warn you of an impending attack or provide targeting
assistance to turrets and mechs. |

Storage Silo |
This Structure can hold a
massive amount of metal but is pretty easy to destroy.
Best to keep it away from the front line. |
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Federation
Robust units with range advantage.
About Federation:
This side is the best one to start with. The units are
the easiest to learn and they are fairly straight
forward and reliable. Many of the units for this side
are powerful and boast significant range. They falter
only in close range.
Advantages:
Good range, heavy damage, higher survival rates, more
artillery units, Air dominance and reliable units
Disadvantages:
lower numbers, sight and radar dependant, only one water
unit and no radar jamming
Federation Strategies:
Squeeze and throttle:
Using artillery to pin another player, the federation
player can then build up it's strong units to do a heavy
drive into and through an enemy base.
King of range:
Using the many long range guns of the federation to take
out the enemy supplies and units. Out ranging the enemy
at every step and answering anything that does have
range with air strikes.
Overwhelming force of arms:
The rx79plus when built in mass along with large numbers
of GM cannons, gun cannons and Guncannon IIs can
completely crush an enemy from sheer force of arms. The
multi weapon characteristic of these units can be
devastating
Federation Tactics:
Pin down:
The large amount of federation artillery can easily pin
down a Zeon player, keeping them boxed in.
Overwhelming Power:
Units like the rx79plus, Alex, Guncannon and Guntank are
just bestial and destroy units in savage displays.
Psychological warfare:
The Alex and rx78 are devastating. They have their own
fire sound because hearing this puts terror in any
player who is experienced. Using this you can draw vast
enemy forces away so your real attack can proceed. |
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Light Mech hanger
|

Construction type GM |
Your first and most basic builder. Other than the Com he
is the only mech that can build defenses. |

RGM-79E Light Mech |
The least powerful mech build able by the Federation,
longer range than most lvl1 units, but slower firing. |

RGM-79G |
Higher armour than the 79E and a lower range rapid fire
weapon make this a good assault/swarm mech. |

GM Sniper |
A mech with a powerful medium-long range rifle. Good
support to have in a squad, but keep it near the back.
limit: 6 |

Hover truck |
An all-terrain hover vehicle with seismic detection and high LOS.
Also has a light Vulcan. |

Type 61 light tank |
For level 1 they have high range, decent damage and
build very quickly. Combine that with their arching shot
they are great support for mechs. Also, the Type 61 has
360 degree turret rotation. |
Federation hanger
|

Construction Guntank |
This is the Fed's tier two builder. Like its Zeon
counterpart it can't build defenses and has the ability
to crush trees. |
RX-79-RL |
This mech has a powerful rocket launcher that is good
for both anti-air and anti mech duty. If you need lvl 2
units in a hurry this is your best bet. |
Guntank |
Anyone worth his stripes will have several of these.
It's long range cannon is quite powerful against both
buildings and mechs. Those arm mounted MGs provide minor
protection against units that are too close for the
artillery guns. Even with it's machineguns guards are
recommended |
RX-79-Zook |
This mech carries the Bazooka gun or "zookgun" as we
have begun to call it. The zookgun is a nice long range
weapon that is great versus land units or buildings, it is outright useless against air
units.
With such a powerful weapon the unit must remain
stationary when firing. |

EZ-8 |
A fast mech that has a long range moderate damage rifle.
Along with its high mobility and close range vulcans.
limit: 1 |

RX-79PLUS |
Assault is the name of the game for this mech. Carrying
both a powerful rocket launcher and a machine gun. This
dual weapon capability yields high damage which makes
this unit a great assault or guard unit. |
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|

rx79 beamrifle |
A mech that has a long range moderate damage rifle. This
guy makes a good skirmisher! |
Federation special Ops
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GM Sniper II |
Long range, good damage and the ability to get in some
of those hard to reach places. This unit will deal hefty
damage to opposing mechs. However, in order to be
accurate over great distances the unit must remain
stationary to be accurate. |
Powered GM |
This is a great skirmisher/raider. Its high speed and
potent Machinegun allow it to harass enemy units very
effectively. Becareful though as this mech is pretty
expensive. |
Aqua GM rag79 |
This is the Federation's only amphibian mech. With
decent hp, missiles both above and below the water. Find
an undefended beach and throw a little "beach party" |
Powered GM zook |
This is similar to the above mech except it sports a
bazooka instead of an MG. Combine these with the regular
other PGM to fufill your raiding needs. |
Federation Airport
|
Core fighter |
The Fed's best fighter. This aircraft is wonderful in
mass and much more effective then the Toriares but it
also takes much longer to build. |
Fan Fan |
This unit is the only aircraft that can make strafing
attacks. It is difficult to hit and it will barrage a
target until it is dead. It is slow moving, but great
for taking out rear parts of an enemy base. |
toriares |
The absolute cheapest aircraft. It is quick to build and
even quicker to die. In force, this aircraft is a
dangerous thing. It's low damage tolerance is something
you should keep in mind, few things can't kill this
unit. |
jet core booster |
This is a bomber aircraft with light anti-air. It is
terribly devastating and has been known in groups to
destroy mechs in single passes. This is a must have
unit. It's light AA weapon that can defend it against
some air units. |
DISH |
This is high flying radar aircraft. It has no offensive
capability, but it is a great scout and even better
assistant for a sniper. |
Core Booster |
This powerful anti-mech aircraft sports two beam lasers.
This unit is still highly vulnerable to AA so watch
yourself. The strafing attacking of this unit is good if
you don't know the exact position of a group of mechs. |
Federation Large Airport
|

Core fighter |
The Fed's best fighter. This aircraft is wonderful in
mass and much more effective then the Toriares but it
also takes much longer to build. |
Fan Fan |
This unit is the only aircraft that can make strafing
attacks. It is difficult to hit and it will barrage a
target until it is dead. It is slow moving, but great
for taking out rear parts of an enemy base. |
Toriares |
The absolute cheapest aircraft. It is quick to build and
even quicker to die. In force, this aircraft is a
dangerous thing. It's low damage tolerance is something
you should keep in mind, few things can't kill this
unit. |
jet core booster |
This is a bomber aircraft with light anti-air. It is
terribly devastating and has been known in groups to
destroy mechs in single passes. This is a must have
unit. It's light AA weapon that can defend it against
some air units. |
DISH |
This is high flying radar aircraft. It has no offensive
capability, but it is a great scout and even better
assistant for a sniper. |
Core Booster |
This powerful anti-mech aircraft sports two beam lasers.
This unit is still highly vulnerable to AA so watch
yourself. The strafing attacking of this unit is good if
you don't know the exact position of a group of mechs. |
Gunperry |
The Fed's air taxi. This ship quickly can carry two
mechs just about anywhere. With high health this unit
could even air drop in the middle of a base as long as
there is only light AA. |
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Experimental Mech building
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Guncannon
(Kai Shiden) |
This is a prototype unit carrying a powerful beam rifle
and a pair of artillery guns on it's shoulders.
Slow moving but a great anti building unit!
limit: 1 |

RX-78-G3 |
One of the spare gundam prototypes. It has a nameless
rookie pilot in it and is less accurate and does not
have a 360 fire arc like the rx78-2 does.
limit:
1 |
Guncannon II |
This is the mass production version of the Guncannon, it
carries the same artillery guns yet instead of a beam
rifle it uses a powerful machine gun. |

RX-78-2
(Amuro Rei) |
The "Gundam" sports a powerful beam rifle with
small aoe and high damage. It also has a 360 degree fire
arc, making it one of the four units in this game that
can fire behind it's self!
limit: 1 |
GM Cannon |
Carrying only the shoulder mounted artillery cannon, this is the
cheapest unit in this hanger when you want that shoulder
mounted goodness for just a fraction of the cost. |

RX 78 NT-1 |
This is the single heaviest mech in the federation
forces. It's beamrifle has a large area of effect and it
has the highest hitpoints on any mech in this project.
limit: 1 |
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Mining facility |
This is the mining facility. Place it on metal patches
to take in metal
limit: 6 |
Machine shop |
This machine shop converts energy into metal. |
Watch tower |
This unarmed tower provides los for the surrounding
area. Strategically placed these can warn you of an
impending attack or provide targeting assistance to
turrets and mechs. |
Storage Dome |
This Structure can hold a massive amount of metal but is
pretty easy to destroy. Best to keep it away from the
front line. |
Transformer Arrays |
The is the Feds early energy generator. While it lacks
the jamming of its Zeon equal it generates an extra 10
energy for a total of 40 energy. |
Power Plant |
The Fed's lvl 2 power generation system. These produce
100 energy a tick each. |
Long Wall |
Place these walls down to help funnel your enemies. With
an east-west and north-south version you can easily plop
these down along with turrets to create a solid defense
line. |

Square wall |
These single block walls can be used to fill the awkward
gaps that the Long Wall can leave behind. |
Missile turret |
This is the Fed's Dedicated AA turret, which fires a
rapid burst of tracking missiles that shred aircraft.
Clumps of these around your base will keep your skies
free and clear of enemy air. |
Defense Turret |
The Fed's frontline defense turret. The tracking ability
of this turret allows it to take down mechs and aircraft
with equal skill. No Feddie base is complete without
them. Remember though that once lvl 2 mechs and up start
making appearances it's gonna need support. |
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Tips
Intelligence
emphasis:
In Gundam, line of sight, radar, range and terrain
type are all of battle winning importance. This mod
emphasizes that, I have always hated the super radar
tower and the worthless jammers of other mods. In this
mod you are really forced to scout out for attack when
playing against a Zeon player and a federation player
will tear you apart once it can find you.
Unit subtlety:
I did not want units that were so very different that
building one completely replaces another. I wanted units
that complement each other in a squad and also allow for
some variety for player preferences.
Large-scale warfare:
All mods can have large battles but in OTA most battles
ended up with one or two super units ruling the battle.
The mod emphasizes the usage of level 1 units as
screeners. They are cheap but not strong enough to win.
However, by that same token they are also key to attacks
because stronger units do not have that big of a hit
point difference.
Artillery:
In OTA artillery was not used outside of turrets. It
mostly came down to rushes of units driving forward. I
wanted to see this game dynamic. So I was certain to
include the relevant artillery units.
Squad emphasis:
No one unit will win the game; it takes combinations of
units working together. Utilizing their collective
strengths well planned groups of units will win.
Troop funneling:
Walls are cheap and a pain to remove, so use them to
block or funnel enemy troop movements. This is
especially helpful in stop fast units from swiftly
reaching the unprotected rear of your base! Tech levels and you:
Federation:
You guys should know that some of your best units are
built in the level2 facility, the "mech hanger!" This
building has some of your better units. Level 3 and
Level 4 are really meant as exotic solutions. They are
not intended as bigger, better units.
Zeon:
As a Zeon player the Gouf and zaku2s are necessary
throughout the matches. They are the meat of your army.
It may be tempting to build Xamels or Gouf (h)s but they
will die horribly without proper support.
General: DO NOT try and play this like OTA, you will die
frequently if you do not diversify your units.
Useful squads |
|
J5Mello |

Assault squad

My multipurpose attack force. Once I'm done with
initial setup my factories get this build order and are
set on repeat. When I'm ready for an attack that setup
ensures a nice balanced attack force. RGM-79s are the
shock troops while the Snipers handle long range attacks
with radar help from the Hover truck. A single set is
also stellar at guarding roving cons during expansion. |
Assault squad

As Zeon this setup stays a solid choice throughout
the game. 3/4 of my lvl 1 factories get this build order
with the others are building Zaku2 Rs and cons.
Bolstering this squad with other units like Gelgoog and
Gouf (b)s as they become available is a solid strategy. |
|
Smoth |
|
Early Bird Special

Early in the game few things can stand up to this
amount of fire power. Using a squad like this spread
your troops out and charge after the enemies defenses or
resources. They will do a nasty amount of damage. |
Scout squad

In looking for the enemy base it is good to have some
backup fire power to dispatch those lone metal
extractors. |
|
Sniper and lookout
Combining long range and sight this squad utilizing
elevated ground can be quite the nuisance to an enemy
|

Artillery and assault
The Guntank is indeed a devastating unit. however, it
is slow moving and venerable to an enemy rush. Guards
are recommended. Also the rx79plus is a good charge unit
so if you are feeling particularly strong about the
assault press it with the rx79s :). |
|

Aquatic assault force
With zgoks to protect underwater, your acguys and
xamels for support once you break the surface shoreline
defenses are no match!
|
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Surgical Strike

These units can drive right into an enemy base and
carve out some of the vital support buildings of your
enemy!
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Transport and
guards

Running a set of zakutanks and a luggun for sight and
the gallop transport's rear gun you can keep most
enemies at bay.
|