General Tips and Help Sheet for Blood of Zeon on the Sony Playstation and Giren no Yabou (Giren's Greed) for the Sega Saturn (and Dreamcast too, I think) (That was long. ^_^) ****** This document may not be used for anything besides non-profit usage. I only played the PSX version, so I'm not responsible for any accidental misinformation caused by different consoles. I'm also not at the second half of the game yet. Before I forget : Some of the material in this document actually comes from hints and tips found in two separate FAQs to the game...Dan Green and JL Lee's. However, I just thought I'd compile them in an easier-to-read format, as well as add my own discoveries - my guide is in NO WAY intended to rip off and\or plagiarize their excellent work. In fact, you should go read both FAQs too, because they explain the basics better than I do. (And Dan's even has a menu translation!) ****** Basic Hints and Tips : 1. Know which side you're picking. The Federation starts off with most of Earth and a LOT more Money and Resources, as well as the ability to produce the mighty Gundam series when Project V reaches fruition. They also gain the services of the White Base crew later on in the game. The Jions, on the other hand, have a LOT more ace pilots than the Federation. And I do mean a lot - before White Base appears the Federation is pretty much strapped in this regard. They also have more space-control but less in terms of cash. In terms of units, the Federation focusses on a more well-rounded approach; their units, while not as strong as the Jions (in general - the Gundams are a notable exception) they are more multi-purpose and adaptable to a variety of situations. The Jions tend to have one-use powerful units. This difference in design philosophy will be very important in the game, so be sure to understand it. However, it becomes less noticeable as the tech levels of both sides increase and they are able to build a variety of units. Of course, if you're really a true Gundam fan you're probably going to play both. ^_^ 2. Keep a piece of paper or small txt. document full of your troop movements, current areas of battle, currently researched units etc...yes, I'm serious here. This is a big game, and it's very easy to get bogged down by the enormous amount of information you have to process. Writing it all down not only helps with strategizing, but it makes things more fun when you don't lose major battles because you had 5 going on at one time and forgot which one to send the supply units to. 3. Here's a list of Strategy Points and their corresponding space locations for easy reference. I've also included how much revenue on average that they produce : Peking - Peking (low) Jaburo - Jaburo (high) Odessa - Odessa (high) America - America (medium) Africa - Africa (medium) New York - America (medium) California - America (medium) Belfast - Odessa (low) Kilimanjaro - Africa (medium) Hawaii - Peking (medium) Trenton - Australia (low) Madras - Odessa (low) (in space) Granada (medium) Solomon (high) A Bao A Qu (high) Side 3 (high Money, low Resources) Luna 2 (high) --- Strategy and Movement Phases : 1. Research constantly, because your opponent is doing so too. Always pump to the maximum whenever possible, especially when there's only a little bit left at the edge of an almost-full bar - research carries over, and each level is more expensive than the one before. If you want, you can let slack your MA development a bit (they won't become useful until the middle to late stages of the game) but try not to. 2. Keep your spy bar full. It doesn't really cost that much and is absolutely essential to success in this game. At lower levels, it lets you see how many units the enemy has at each given terrain as well as supplying you with other useful information, and at max it even lets you steal enemy plans. 3. Move units. I know this sounds like stupid advice, but with the game being as complex as it is, it's too easy to leave units sitting in factories after their completion. And you always want your ace pilots at the forefront, doing what they do best, so move! Keep HLVs going to space-drop points, supply ships to weak areas, and reinforcements for defense. The green dots indicate that a unit is moving FROM that territory and not TO, BTW. 4. Know when to do what. Yes, another obvious-sounding tip, but one that bears repeating. For example, when gearing up for a series of risky advances, it's okay pump the money normally used for research into new units, or call in some favors from your allies. Then go for a speech to increase morale. As I said, a game this complex has lots of variables; things are dynamic - go with the flow. 5. Always initiate (if possible) Special Plans the minute they become available, because they usually need a long time to be completed and for some of them every turn is precious. The others allow you to attack Special Areas, so I'm sure you can see their use. 6. Consider making a speech before attempting large invasions, because it ups all units' morale by 15. Useful. 7. Develop new units ASAP, because most of them take rather long to be completed. You can supply money to get the job done in half the time, but I don't think it's worth it unless you really need the unit. Another reason to develop new units is that upon completion, you get a free sample of that unit delivered to your home base. More important, though, is the fact that you will not receive the plans for somelater units if you haven't developed the earlier ones they are based on. 8. Focus on the frontline. It's no point having already occupied areas hold units (except maybe one or two in case of emergencies) - transfer everyone to where the actual fighting is going on. 9. The stealing of enemy plans carried out in two ways; (1) spying, (2) getting it from enemy technicians when your relationship with them is maxed out. This way, you too can build NT1-Alexes or Big Zams. ^_- If you're extremely lucky, that is. Normally you'll get trash like Dodais or Fly Manthas. But getting it from method (2) allows you to see in advance what it is.. 10. Under no circumstances let your leader (General Reville, Giren Zabi, or later Paptimus Sirocco, Jamitov Highman, Haman Khan, Aguille Delaz, Casval Daikun (aka Char Aznable), Kishiria Zabi) get killed in a unit; if this happens, your leader dies, your side has no leadership, your troops will get massacred, and, most important of all, YOU WILL LOSE. (Unfortunately, this doesn't work if you kill the leader of any opposing side. Life sucks.) 11. BTW, stuff like the NT-1, Big Zam, White Base, and the O are *not* one of a kind. Keep that in mind. ^_- 12. Remember to check back every turn to reassign wounded commanders who have recovered! It is important! Even people with extremely low statistics *can* increase the performance of a unit...also, since units do not automatically recover past a certain extent (when they have lost actual troops and not just taken damage) you need to manually choose the Supply command, so check your troops periodically. 13. Keep relations with various powers up, because it affects your trade; even with next to no territory, one can still gain a large amount of resources from trade. 14. Consider standardizing your units. Around the middle of the game, when I was attacking\defending 8 or so areas at once, I found myself having trouble keeping track of what was where, so had each active area stationed with a supply ship, some mobile suits and a squadron or so of air support. This greatly helped with unit cohesiveness, especially since each group was more or less equipped to most situations thrown at it. 15. Always develop useful units the moment you receive the plans for them, and consider pumping in cash to produce them faster - you'll need them. Also develop cheap units so that you can receive the first free one at low expense. 16. If your relationship with the enemy technicians is very good (and it's easy to get that high by constantly giving them info on your technology - don't worry, this won't backfire on you) you can ask them to give you enemy plans straight off; very useful, especially as you'll be able to see what you're getting. This is another reason to keep your spy meter high - without having a high enemy tech level (only added to by spying and asking for technician favors) you won't be able to produce what you obtain from the enemy. 17. Units with Shields can sustain a lot, and I mean a LOT more damage than those without. What you probably don't realize is that this is because they absorb entire hits - that's right, a Shield-equipped unit can actually almost deflect whole direct attacks. That's not something to laugh at, so be very careful using and fighting against such mobile suits. 18. If you want to draw an enemy out of an area badly, you can always lure them by placing a small number of units in an adjoining area; they will almost always attack. This has two advantages - first, they will not attack will all their troops, thereby splitting their forces and two; it's much easier to defend rather than attack a territory. 19. In the second part of the game, if you're really having a hard time, you can increase relations with one of your enemies a lot and call a ceasefire with them. This will be costly, though - around 20,000 Money. --- Combat : 1. Conserve your ace pilots. If any named pilot dies in battle, it's a 2 to 3 turn wait until they can return to active duty - not so bad when small fry like Apollie or Bernard Monsha are concerned, but do you really want to lose the services of the likes of Char Aznable and Amuro Rei? Which leads me to my next point... 2. Arrange your troop layers. When stacking units (moving units on top of each other so they can attack and defend as a group) note that ONLY the first unit gets attacked - the others take damage, but it's negligible. The first unit bears the brunt of the attack, so be sure to shift your unit order so that damage is minimized and spread out equally amoung all units in a group. (Especially when dealing with ace pilots!) 3. Movement ranges are VERY important in this game. What with all the moving, invading, garrisoning and fighting you do, you've got to be very aware of each unit's abilities. Some tips to remember : a) It's generally a good idea to have a carrier or supply ship of some sort accompany the bulk of your troops so you can transport them more easily - Zakus and tanks aren't exactly very speedy. Just be sure to unload the units when actually going into combat, or your carrier and all the forces inside will go boom. The same warning applies to HLVs. b) Planes can fly pretty fast, so they're ideal for flushing out the last one or two units on a map which prevent you from occupying it. Keep in mind that your actual fighting force should always consist of mobile suits, though - flying units are mainly support. Another good trick you can pull off with planes is to move them along unoccupied supply lines, thereby turning them your color and enabling your slower-moving main force to move faster along them. c) Units can move one hex more than usual on supply lines that they control, which can be a godsend in mountainous areas. While on them they also get their energy supplies refilled by a small amount each turn. d) Don't move all over the place. Decide on specific routes to take and stick to them - fighting, combined with long journeys, seriously drains your energy reserves. Supply ships and lines solve this problem, but it's good to be wise about your travel decisions. 4. Now, about HLVs. Believe it or not, the enemy ACTUALLY CONSIDERS THEM VALID TARGETS and will divert forces to attack them, sometimes even ignoring your own troops. So, don't scrap old HLVs - use them as decoys! Unfortunately, they aren't very sturdy and will usually blow up after an attack or two. Another thing to remember is that you can actually move HLVs in space, creating even more decoy opportunities. Finally, HLVs can go back up to space, but only at Strategy Points. 5. Watch the terrain. Land units have trouble moving over mountainous terrain and can't move over water (or rivers) at all. Submarines, of course, are water only. The problem with realistic maps like the ones in this game in that you often can't tell exactly what terrain a given hex is on, so keep your eyes open. You should also check out the battle maps of whatever areas you're going to be attacking\defending so as to know how best to manuever on them. 6. Although they don't get any bonuses for doing so, normal pilots CAN use the Customized mobile suits (Special Issue Char Zaku I, Special Issue Black Trinary Doms etc.) as well, so don't junk them when you upgrade your aces' current units. Because "normal pilots" are automatically supplied by the computer, it's like getting new units for free! 7. Keep a variety of units around. You don't want to send RX-79's against submarines where they can be bombarded and not retaliate, and neither do you want your tanks to attack flying bombers. Having various types of units also means that your resources for dealing with different kinds of enemy attack and defense are increased - you don't need to use "attack in full force" as your default plan any more. 8. A good strategy to consider when trying to Control multiple points is to split your infantry (mobile suits and the like) so they can hit different areas. Also, it actually takes energy to Control a point, so totally depleted units can't do anything at all. 9. Section off map entry points to prevent enemies from entering them. If you can get enough units to surround one, it's basically the same as controlling the adjacent territory since they can't invade. Combined with the Bog-Down, this can be an excellent tactic for delaying enemy advances. 10. Now we come down to what is probably the most-used and effective combat tactic in all of Blood of Zeon...the dreaded Bog-Down. Drum roll, people. In order to succeed, you'll need to know both how to apply and defend against it. The basic use of the Bog-Down is simple. Make sure the enemy can't defeat you. Note that this doesn't necessitate defeating the enemy - just so he can't kill you. The usual tactic is to get one unit and place it in a far-away position, thereby making the enemy walk a damn long way to get to you. You can also place high HP units in Control points or do basically anything to remain alive - another good strategy is to use marine units when the enemy has no means of attacking them. Now, I'm sure you can see the obvious applications of this technique. While a territory is considered to be engaged in combat (even if it's just one unit sitting there) you can't produce units from it, move through it, resupply units inside...you get the picture. Basically, anything besides reinforcing your position with more units is a no-no. The only way you get out of this jam is to either eliminate all the enemies (or, if you're attacking, Control all points) or retreat. So you're thinking to yourself - "Cool! With this, I can slow down my enemy's advance like nobody's business!" Well, although that may be true, the enemy AI (while stupid in some regards) tends to use this technique on you an awful lot. You've got to learn how to counter as well as implement it, which is where my tips come in : Impletation : a) Use marine units (or air units) which enemies cannot attack. b) Attack surrounding territories of an area you are really attacking to prevent them from reinforcing - all you need to do is tie them up, you don't need to kill them. c) Don't haphazardly attack. You'll have a bunch of units fighting prolonged battles which can't be gotten out off. This can be offset by having supply planes carry your units around, though. d) Bog-Down strategically. Try to target Strategy Points (so the enemy can't produce anything) areas which border many territories, areas with lots of troops etc. Against : a) Use speedy units to fly and destroy that single enemy unit that's giving you trouble. Keep supply planes around to ferry ground units. b) Don't be afraid to retreat if you really need your forces in another area. After all, you can attack and gain back lost territory later. c) Get correct types of units. I've lost count of the amount of times my advance has been stopped by either marine units or stupid air units which my Zakus can't attack effectively. 11. Although it's generally a good idea to identify what kind of unit an enemy is (if not, all you'll see is it's name, and even if you've fought against it, none of it's other stats, even HP) sometimes, you should just fire away and not waste time. Try to use only your units with high Scanning rates to identify and the rest to fight. But if a unit uses a close range attack on you, it will be auto-identified. 12. Ranged fire is an extremely important factor in combat, especially later in the game. With it, you can attack units that cannot retaliate because their weapons don't reach so far...of course, your enemy can and often does this to you too. Develop units with ranged weapons fast and remember this fact - even if stacked, ONLY units which can attack from afar will do so; the rest will just sit around. Also, note exactly which attacks hit from what range; you don't want to waste all your firepower and ping at the enemy with lousy missiles, even he can't counterattack. 13. Although it gets boring after a while, I recommend you keep the battle animation on. Why? Because then you can see how your different weapons do damage. If you find that your missiles aren't as effective as you thought, don't use them next time. Though it's faster, the scene skip for battle doesn't allow you to gather this vital information. However, battle animation isn't always an accurate indication of what is doing how much damage; the unit shown on screen will almost always deal the finishing blow, sometimes to an unbelievable extent; imagine a Guajin losing 400 HP to a continuous stream of machine gun bullets after taking no damage from a salvo of lasers, and you get the general idea. But it's still useful for, say, noticing that your beams are bouncing off an I-Field or something... 14. The switchable weapon configurations on some units (most notably the basic Zaku) are there for a reason - so you can decide which fits the situation. In plains terrain, for instance, using the Machine Guns and foregoing the more powerful Zaku Bazooka might just give you that extra boost of speed you need to finish the enemy before he brings in reinforcements on the next turn. 15. "Scatter Minovsky Particles!" You've probably heard this line before, and what's more now you can say it too! ^_^ Well, the fact of the matter is that Minovsky Particles are good at diverting long-range assaults - just have your capital (or supply) ships churn out a wide enough field and the enemies can't fire at you. This works better on defense since the enemy will have to come to you (and you can fire back!) but a savvy commander will find ways to exploit this function to his\her advantage. When fighting in space, always check the Minovsky Particle concentration perodically - since most battles there are fought with capital ships, doing so can mean the difference between victory and defeat. 16. It's usually a better idea to kill of all the enemies on a map rather than attempt to Control all the points because 1) only certain units can Control points, and they tend to be slow 2) it's a lot easier. 17. Decoying can prove a useful tactic in battle. The enemy often will move out of it's positions to attack weaker units and you can prevent the full defensive power of a unit from being utilized if you just have one unit split from the main group and attack from the side - the enemy will not hesitate to counterattack, which means they can't pick the defense option and end up taking a lot of damage. The best thing about decoying in this game is that you can always shift the decoy back into a unit stack and place it at the bottom order to keep it alive while still retaining it's firepower. Also, the aforementioned tactic works great when attacking a powerful opponent (like Johnny Raiden in a Customized Zaku) - simply attack with a weak unit from the side and he'll counterattack it instead of your main force, thereby minimizing casualties. If you approach a large force with capital ships and a weak fighter escort, the enemy goes for the fighters all the time. Learn and remember this and it'll aid you tremendously. 18. When producing units, keep in mind the number of troops that make up one unit of that type - for example, submarines are considered 1 unit by themselves, but fighter planes usually come in 3 to 5 groups. For each troop within the unit, it gains an additional attack (for example, planes will fire 5 times if at full health, as opposed to Customized Zaku, for instance) whereas single units fire only once. However, when a unit composed of multiple troops has lost life, you can only recover it to it's current level of troops on the battlefield - (though on the Strategy Map it can go back to full life) for example, I have a Zaku-J unit which is damaged down to 34 HP. It can only recover up to 60 HP (the maximum for two troops in that particular unit) because I've lost one; whereas a single unit always fires the same amount. Keep the differences between both kinds of units in mind (troop units tend to have more firepower to make up for the potential losses) when planning what to manufacture. 19. Keep track of which units can Control and which can't - you don't want to protect an area with planes only if your opponent's coming in with a whole lot of mobile suits - some will get past your guard and seize your Control points. Remember, you can take an area by getting all points under your control - in space, where moving around is easier, a good fake-out can land you the victory without you having to expand precious units. 20. Only the first unit in any stack will attack the enemy with close-combat weapons - that's why it's sometimes wiser to split up and attack singly, especially if you have lots of units with close-range weapons. Also remember that ace pilots in their own Customized units can hit like crazy in melee combat (I once got 6 attacks from Ramba Ral and 8 from Anavel Gato) - this alone can win you the victory. While we're on the subject of melee battle, note that unit will correspondingly only attack the first unit in the enemy stack (if the first unit was destroyed in the initial attack, it'll shift to the second) so be sure you know who you're attacking; things can get hairy if you launch an assault and get counterattacked by Land-Type Gundams. 21. Along with the Control points around the map, map entry points (while not as important) are not to be overlooked. The enemy can only enter from entry points that it controls, so if you seal those off (or attack the territory they correspond to) it definitely improves the situation in your favor. I once won a battle when I realized that the enemy couldn't reinforce it's men - I was able to retreat some much-needed units and return to take the area when I could later. 22. You might think scouting units (units that can only Scan and not do much else) are useless. Well, for the most part, they are. However, in a large battle, they can be lifesavers by allowing you to get the details on most of the enemy units at one shot, rather than having to Scan at multiple intervals with different units, thereby wasting attacks. If that wasn't good enough, the Zaku Scouter's non-damage dealing Gun Camera (which has a range of 5) boosts the hit percentages of any other units firing on it's target - extremely useful when used in conjunction with capital ships' Main and Support Cannons. 23. Occasionally, the enemy will hunker down at Control points to prevent you from taking them when your forces are superior. This is generally effective and can be very irritating...but sometimes, human intelligence proves it's worth when the computer let's you fire at them with capital ship weapons from a distance without the danger of counterattacking. ^_^ Yes, you heard me - you can actually blast away (as long as you don't get too close) and they won't move to attack you! This can win you many a space battle. 24. Use supply planes. Besides the obvious advantage they have of being able to move ground troops faster, they're also invaluable in long conflicts because they can recover units' HP and EN. An oft-overlooked detail is the fact that you can switch mobile suits' weapon configurations using them as well. ****** That's it for now. ^_^