BattleZone II Strategy Guide

  Scion Units

Unit Information


ISDF Units - From the Recycler
 

A few of the strategies for the following units will be like those for the Scion Units. This will not, however, be the case for all of them. The reason for this is because, for instance, the strategy to use against a Guardian is pretty much the same as against an ISDF Turret. There is no real difference.


 

Scavenger
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
Default Options:
 

 
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.


 
Turret
Craft Type: Hover
Speed: Medium
Armor: Light
Cost: 40
Turn Rate: Medium
Hull Capacity: 2500
Ammo Capacity: 3000
Image Signature: 100%
Heat Signature: 10%
Radar Signature: 10%
Hardpoints:
2 Guns (A)
Default Options:
Miniguns
 
Strategic Info
Against - When attacking Turrets you will usually not need to worry. Since Turrets tend to only use Miniguns, if you are in a Warrior 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 - Turrets, unlike Guardians, have a few more options for weaponry. When you are constructing them, it can be an immense help to arm your Turrets with Pummel guns. You will find that they will be far more effective then, and that they will cause more damage. If you plan to put a group of Turrets together, you may choose Lasers instead. Otherwise the Pummel will be the best choice.


 
Scout
Craft Type: Hover
Speed: Fast
Armor: None
Cost: 50
Turn Rate: Low
Hull Capacity: 1800
Ammo Capacity: 1500
Image Signature: 300%
Heat Signature: 50%
Radar Signature: 30%
Hardpoints:
2 Guns (C)
1Rocket (C)
1 Special
Default Options:
Miniguns
FAF Missile
[empty]
 
Strategic Info
Against - Scouts move fast. They fight a lot like the Scion version, except that they are a bit harder to deal with as their FAF Missiles do enough damage, and are capable of locking onto you. Take them out early, however if they have a Tank as a wingman you will want to focus on that first. A Scout can be annoying, but they are nothing compared to a Tank, or some of the ISDF's stronger units.

Using - For the most part Scouts are early harassment units, and after that you can forget that they exist. For the most part, however, by the time that you are able to build Scouts, you should have enough scrap to invest in a factory so you can start pumping out Tanks.


 
Tug
Craft Type: Hover
Speed: Slow
Armor: Light
Cost: 45
Turn Rate: Low
Hull Capacity: 2500
Ammo Capacity: 0
Image Signature: 200%
Heat Signature: 10%
Radar Signature: 200%
Hardpoints:
None
Default Options:
 
 
Strategic Info
Against - Tugs are lightly armored and easy marks. When facing them, the more pressing issue is typically the units that may be guarding the Tug. If, however, the contents of the Tug are overly important, you may wish to destroy it first.

Using - The Tug will probably be one of your least-used units, if not the least used. When going through the single-player mission you will need them a few times, but these are probably the only times in which you will require the use of your Tug. As you will not be able to control them directly, it will be important to guard them well when you do need it.


 
Constructor
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
Default Options:
 
 
Strategic Info
Against - Constructors are non-offensive units, however they can pose a problem when assaulting a base. After you have taken out any gun towers that are guarding a base, it is usually a good idea to take out the Constructors too. The reason for this is because the Constructor that is neglected has a nasty way of being the one that constructs a Gun Tower behind you, trapping you.

Using - Constructors provide the primary means of constructing your base and upgrading Extractors. Because of this you will want to guard them well and not let them fall into the sights of an enemy's Ion Guns.


 
Service Truck
Craft Type: Treaded
Speed: Slow
Armor: Light
Cost: 50
Turn Rate: High
Hull Capacity: 2500
Ammo Capacity: 1200
Image Signature: 100%
Heat Signature: 10%
Radar Signature: 0%
Hardpoints:
None
Default Options:
 
 
Strategic Info
Against - Service Trucks tend to backup Gun Towers and Relay Bunkers. Because of this it is usually necessary to destroy the Service Truck before you are able to actually mount an assault upon a base.

Using - Service Trucks are slow and cumbersome. Because of this they work great either backing up Gun Towers, or some of the slower moving, heavy units like the Assault Tank. Do not waste time having them backup your Tanks, as they will only take away the speed advantage that your tanks have.


 
Service Pod
Craft Type: Hover
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
Default Options:
 
 
Strategic Info
Against - The Service Pods are normally used to backup non-AI pilots that may be guarding their Recycler. Because of this it can prove very helpful to divert a few shots toward destroying them.

Using - Service Pods are only good for a quicker repair/rearm when you don't have time to wait for your Service Bay. Because of this you will usually want to keep 5-10 on hand to run over and grab really quickly. Otherwise they will not prove overly helpful.



ISDF Units - From the Factory

 
Mortar Bike
Craft Type: Hover
Speed: Fast
Armor: None
Cost: 45
Turn Rate: High
Hull Capacity: 1200
Ammo Capacity: 1000
Image Signature: 100%
Heat Signature: 300%
Radar Signature: 10%
Hardpoints:
1 Mortar
Default Options:
Mortar
 
Strategic Info
Against - The AI uses mortar bikes with freakish accuracy, far more than most real players are capable of. When you see Mortar Bikes, it is usually a good idea to dispatch them, even if heavier units are guarding them.

Using - The AI is usually fairly capable of using Mortar Bikes, and rarely inflicts damage upon themselves by their use. Because of this it is generally better to allow your troops to occupy their vehicles, while you direct their course of attack.


 
Missile Scout
Craft Type: Hover
Speed: Medium
Armor: None
Cost: 45
Turn Rate: Medium
Hull Capacity: 2000
Ammo Capacity: 2500
Image Signature: 250%
Heat Signature: 100%
Radar Signature: 50%
Hardpoints:
2 Rockets (C)
1 Special
Default Options:
Tag Cannon
Proximity Mine
 
Strategic Info
Against - Missile Scouts are rather annoying, but pose little threat. They are not nearly as trying as the Scion Lancers are, and because of this they are far easier to dispatch. If heavier units are surrounding them, focus on the heavier units. One nice thing about them, however, is once they hit you with their first shot they uncontrollably fire again and again in your direction. This can be used to your advantage by allowing yourself to get hit, then putting the enemy that you are fighting with between the two of you.

Using - Before producing Missile Scouts, it is a good idea to switch their weapon to the Shadower Missile. The reason for this is because with the Shadower Missile they are quite capable of taking out Guardians, and even causing Gun Spires some problems, due to the super long range. Otherwise you will find little use for them, as the Tank is far more useful.


 
Tank
Craft Type: Hover
Speed: Medium
Armor: Light
Cost: 55
Turn Rate: Low
Hull Capacity: 3500
Ammo Capacity: 2200
Image Signature: 250%
Heat Signature: 200%
Radar Signature: 50%
Hardpoints:
1 Cannon (C)
2 Guns (C)
1 Mortar
1 Special
Default Options:
AT-Stab
Miniguns
Mortar
[empty]
 
Strategic Info
Against - Tanks are rather nasty, yet not as difficult to deal with as Scion Warriors are. Use the same tactic upon them as you would a Warrior.

Using - While the standard Tank is quite effective, you might have better luck using them by modifying them to use a Plasma Cannon, the Pummel Guns, Splinter Mortar, and either the Phantom VIR or the Site Camera. The Phantom VIR works great against human opponents, however the Site Camera can alert you as to when you will be ambushed.


 
Rocket Tank
Craft Type: Treaded
Speed: Slow
Armor: Heavy
Cost: 65
Turn Rate: High
Hull Capacity: 3000
Ammo Capacity: 2500
Image Signature: 250%
Heat Signature: 50%
Radar Signature: 10%
Hardpoints:
2 Rockets (C)
1 Rocket (A)
Default Options:
Shadower Missiles
Salvo Rocket
 
Strategic Info
Against - Rocket Tanks hit hard. They also turn fairly rapidly, which can pose problems when circling them. The nice thing, however, is that if you are capable of getting some sort of cover, you can duck in and out and fire at them pretty easily, as they move very slowly.

Using - When using Rocket Tanks, it is a wise idea to keep a Service Truck or two around them. Also consider combining them with Walkers and Assault Tanks, as the speeds of all of these vehicles is matched closely enough that they can prove nearly impossible for the enemy to deal with.


 
Assault Tank
Craft Type: Treaded
Speed: Slow
Armor: Heavy
Cost: 70
Turn Rate: Medium
Hull Capacity: 4500
Ammo Capacity: 3000
Image Signature: 500%
Heat Signature: 50%
Radar Signature: 500%
Hardpoints:
1 Cannon (A)
2 Mortars
Default Options:
Plasma
[empty]
 
Strategic Info
Against - Assault Tanks are very difficult in groups, however when fighting with them one-on-one they are rather easy to take out. Simply circle them CLOSELY, as the barrel of their cannon should not be able to move as fast as you, and if you fire while you do then they will be unable to hit you while you destroy them. There is another nice problem that Assault Tanks have. They can't fire down. If you find a ditch that you can hide in, you can get all the free shots on them that you want, and they will be incapable of retaliating.

Using - Assault Tanks, when they are using the Plasma Cannon, have an outrageous range. They can take down enemy Gun Spires without much hassle at all. They are also capable of causing serious damage, and since their range is so great, they match well against Scion Titans.


 
Walker
Craft Type: Walker
Speed: Slow
Armor: Heavy
Cost: 100
Turn Rate: Low
Hull Capacity: 8000
Ammo Capacity: 6000
Image Signature: 500%
Heat Signature: 10%
Radar Signature: 500%
Hardpoints:
2 Cannons (C)
2 Guns (C)
Default Options:
Blast
Laser
 
Strategic Info
Against - Walkers are vicious, and the AI uses them well. Avoid these whenever possible, and when you do have to attack them, bring in reinforcements. A lone Walker can occasionally take out 2-3 Warriors. It is best to send in your wingman as a pawn, then, while the Walker is concentrating on him, sweep in and bury the walker.

Using - While the default setup for the Walker is nice, they become far more effective if you switch their cannons from Blast to Plasma. With Plasma cannons they can shoot far enough to reach most enemies before they can get close enough to do any damage, and they will fire rapidly enough to seriously cripple most enemies in a few shots.


 
APC
Craft Type: Flying
Speed: ?
Armor: Light
Cost: 50
Turn Rate: ?
Hull Capacity: 3000
Ammo Capacity: 0
Image Signature: 50%
Heat Signature: 1000%
Radar Signature: 0%
Hardpoints:
None
Default Options:
 
 
Strategic Info
Against - APCs are useless against units, but can do serious damage against buildings. When you are faced with APCs don't worry about protecting your wingmen, but attack them as soon as possible if you see them while they are still heading for your base. APCs, when they attack, drop troops with Rocket Launchers around them and then they begin to assist the troops with attacking the structure.

Using - Because APCs are so non-effective against units, don't bother having them attack a unit. To use them effectively, group a few APCs together and, when you are laying siege to the Scion base, order the APCs in to take out their Recycler while they are unable to stop it.


 
Bomber
Craft Type: Flying
Speed: ?
Armor: None
Cost: 75
Turn Rate: ?
Hull Capacity: 2000
Ammo Capacity: 5000
Image Signature: 50%
Heat Signature: 1000%
Radar Signature: 0%
Hardpoints:
None
Default Options:
 
 
Strategic Info
Against - Bombers are nasty. Your Gun Spires, and most of your offensive units, will ignore them completely. It is rather ridiculous that they do ignore them, however, as even a Warrior is capable of taking out a Bomber if they can get high enough on a hill. There is no reason at all that Gun Spires can't hit them. However, because your troops and your base ignore themů it is very important that you take them out as soon as you are able to.

Using - When you are the ISDF use your Bomber constantly. NEVER stop using it. Every now and then get close enough to the enemy base that you can paint a target for the Bomber, and have the Bomber destroy that target. If you can, paint their Recycler or Matriarch.

  Scion Units   Top of Page


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