Current version
    1.11f5
 
 
News  |  About Gundam RTSImagesInstall Guide |  Unit Guide |  Special ThanksFiles
 
Zeon
Z.1 About Zeon
Z.1.1 Advantages:
Z.1.2 Disadvantages:

Z.2 Zeon strategies:
Z.3 Zeon Tactics:
Z.4 Zeon units:
Federation
F.1 About Federation
F.1.1 Advantages:
F.1.2 Disadvantages:

F.2 Federation Strategies:
F.3 Federation Tactics:
F.4 Federation units:
Tips:
 

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:
T
he 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:


Light Mech hanger

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.  


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

Image:Zekeairport2.gif
Zeon AirPort

Image:Dopp.gif
Dopp
Zeon's only fighter. It isn't very strong but, in numbers, is capable of dealing with enemy air.  
Image:Magella.gif
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. Image:Luggun.gif
Luggun
An armed radar plane. Post a few of these around your base to keep you informed of enemy movement.
Image:Dodai.gif
Dodai
The Zeon's bomber unit. In large numbers these can be a threat to any ground based unit. Image:DODAI_2.gif
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.
 
Image:Zestor.gif
 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.

 

Image:Zplant.gif
Power plant
This is the level 2 Energy plant. It produces over three times the energy of the Minovsky generator but lacks jamming capability
Image:Zemine.gif
Mining Facility
This is the mining facility. Place it on metal patches to take in metal



limit: 6
Image:Zemechist.gif
Zeon Machine Shop
This machine shop converts energy into metal.
Image:Zekewall_NS.gif
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. Image:Zekewall.gif
Zeon Wall
These single block walls can be used to fill the awkward gaps that the Long Wall can leave behind.
Image:ZEAIRTURRET.gif
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. Image:Zeketurret.gif
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.
Image:Zeketower.gif
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. Image:Zedome.gif
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.

 

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.


 

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.
 
rx79 beamrifle
A mech that has a long range moderate damage rifle. This guy makes a good skirmisher!

Federation special Ops
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.  

Experimental Mech building
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
 
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.

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!

 

 
Surgical Strike 

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

 


  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.

 

 

 

Website © 2007 Steve (Smoth) Smith
Gundam and all Gundam associated trademarks © Sunrise and Sotsu Agency