BattleZone II Strategy Guide

  ISDF Units

Unit Information



Scion Units - From the Matriarch

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.


Scout
Craft Type: Hover
Speed:
Fast
Armor:
None
Cost: 42
Turn Rate: High
Hull Capacity: 1200
Ammo Capacity: 2000
Image Signature: 300%
Heat Signature: 200%
Radar Signature: 10%
Hardpoints:
1 Cannon (C)
1 Special
1 Shield
Default Options:
Plasma Cannon
Solar Flare
Empty
 
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
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)
Default Options:
Ion Gun II
 
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
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
Default Options:
None
 
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
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
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
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
Default Options:
 
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
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
Default Options:
 
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
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
Default Options:
Ion Guns / Ion Guns II
Seeker
[empty]
 
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
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
Default Options:
Stinger Missle / Swarm Launcher
[empty]
[empty]
 
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
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
Default Options:
Plasma Cannon / Plasma Stream
Ion Guns / Ion Guns II
[empty]
[empty]
 
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
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
Default Options:
Howitzer
 
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
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)
Default Options:
Fang
 
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
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)
Default Options:
Arc Cannons
Ion Guns
 
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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