88 88 88 88 88 88 88aaaaaaaa88 ,adPPYba, 8b,dPPYba, 888888888 ,adPPYba, ,adPPYb,d8 88""""""""88 a8P_____88 88P' "Y8 a8P" a8" "8a a8" `Y88 88 88 8PP""""""" 88 ,d8P' 8b d8 8b 88 88 88 "8b, ,aa 88 ,d8" "8a, ,a8" "8a, ,d88 88 88 `"Ybbd8"' 88 888888888 `"YbbdP"' `"YbbdP"Y8 aa, ,88 "Y8bbdP" 888888888888 88 ,88 "" ,88" ,88" 8b db d8 ,adPPYba, 88 ,88" `8b d88b d8' a8P_____88 88 ,88" `8b d8'`8b d8' 8PP""""""" 88 88" `8bd8' `8bd8' "8b, ,aa 88 888888888888 YP YP `"Ybbd8"' 88 _______________________________________________________________________________ ------------------------------------------------------------------------------- Herzog Zwei · Sega Genesis · · FAQ/Walkthrough · Document Version: 1.00 Topher Tweten [dragon_eye398@hotmail.com] Otherwise Known As NostalgicX, SuperNova, NOVA _______________________________________________________________________________ ------------------------------------------------------------------------------- ----------------------- - TABLE OF CONTENTS - ----------------------- · 01. LEGAL AGREEMENTS · 02. INTRODUCTION · 03. HISTORY OF HERZOG ZWEI · 04. HOW TO PLAY (04A. Game Play Screen) (04B. In-Game Menu) · 05. UNITS (05A. Infantry) (05B. Motorcycle) (05C. Armored Car) (05D. Supply Truck) (05E. Tank) (05F. Gunboat) (05G. SAM) (05H. Cannon) · 06. COMMANDS (06A. Supply) (06B. Main Base Attack) (06C. Secure Minor Base) (06D. Enter Minor Base) (06E. Attack on Sight) (06F. Patrol) (06G. Stationary) (06H. Supply) · 07. BASES · 08. MAPS + LEVELS OUTLINED (08A. Abgrund) (08B. Vulkan) (08C. Loch) (08D. Strand) (08E. Stadt) (08F. Eisfrei) (08G. Waldung) (08H. Oase) · 09. GENERAL STRATEGY (09A. Early Match Gameplay) (09B. Defensive Strategy) (09C. Offensive Strategy) (09D. Unit Formations) [09D1. Supply Trucks] [09D2. Gunboats] (09E. Advanced Techniques) [09E1. Distractions] [09E2. Sabotage] [09E3. Running] · 10. CONTACT · 11. VERSION HISTORY · 12. CREDITS ------------------------------------------------------------------------------- - 01. LEGAL AGREEMENTS - ------------------------------------------------------------------------------- This entire document is (c) 2008 Chris Tweten. All trademarks are property of their respective owners. No section of this guide can be used without my permission. This includes, but is not limited to posting on your website, making links to my guide, including parts of my guide in your own, or making reference to any material contained within. All the sites mentioned below have permission to do the above. Please email me at [dragon_eye398@hotmail.com] to enquire about gaining permission to use this document. Under no circumstances can CheatCC.com use this document. GameFAQs · http://www.gamefaqs.com PwnGuide · http://pwnguide.com/index.php The only website I will regularly upload the newest versions of my guide to is GameFAQs. If I decide that you are granted rights to use of this document, it is in your sole responsibility to keep up to date. ------------------------------------------------------------------------------- - 02. INTRODUCTION - ------------------------------------------------------------------------------- Official Box Description: "Eins! Zwei! Drei!" In the murky dawn the tyrant's troops scuffle towards foxholes and tanks. Taking battle position, they quickly check their equipment and load cannons. Then they hunker down, awaiting the cry: "Attacke!" "Hup! Two! Three! Four! On your order, rebel soldiers race to their war machines! Jets blast into the dawn, afterburners roaring. Convoys rumble toward the advance bases. Their single purpose: Attack! War! You and your opponent face off for control of the world! You're equally matched, man for man, weapon for weapon. You sweat as you order out heavy metal, mobilize troops, and plot the attack! You collide in dogfights, ground frays, and naval clashes! At last, you advance to their home base. Now! Crush the enemy -- and become Supreme Commander of the free world! ------------------------------------------------------------------------------- - 03. HISTORY OF HERZOG ZWEI - ------------------------------------------------------------------------------- Herzog Zwei is a real-time strategy (RTS) game that was published in 1991 by Sega on the Sega Genesis console. It was developed by TechnoSoft and was a very revolutionary title for its era. However, the fanbase for this game at the time was relatively small, making it a very much lesser known title. The one huge claim-to-fame about Herzog Zwei is that it is the VERY FIRST real-time strategy game ever. Techno Soft got something right, becoming the grandfather of the RTS genre. The single player modes of the game are actually very challenging and you'll have to be a maniac to defeat some of the later levels. The multiplayer mode can also be great if you've got a partner who really gets into the game. Pure addiction! Because of this legacy, it is a VERY tough title to find on cartridge, so your best bet is probably emulation. The main commercial purpose of Herzog was to really push the Sega Genesis ahead of its competitors. Although it failed to do so, Sega was saved by two cult-classics: Madden Football and of course, Sonic the Hedgehog. Nowadays, Herzog still has a small fanbase, but a fanbase that follows it almost religiously. It really reminds me of Earthbound since the fans absolutely demand a sequel. As of this time, Sega has no plans to do so, considering they don't even have a modern-generation console to put it on. Even if they did, it would probably go to Nintendo Wii and get overshadowed by Advance Wars and other big hitters. Let's all just hope and beg Sega like Earthbound fans begged for a MOTHER 3. It may have been a Japan exclusive, but we'd cope with that and get some translators right on it. :] ------------------------------------------------------------------------------- - 04. HOW TO PLAY - ------------------------------------------------------------------------------- The controls in this game are quite simple, compared to modern-day gaming where there are at least 10 buttons. In this game, it is not the case, since Genesis only has a grand total of 4 buttons and the D-Pad. There are two default control schemes that alter depending on if you are in the actual game or in the in-game menu. +----------------------------+ | (04A) . Game Play Screen | +----------------------------+ \ __ \/ \ /\__/ | _________|__________ _,.-'` `'-.,_ _,-' `-._ ,-' _______ ,...... `-. ,' _.---._ __/S E G A\__ ( START ) `. / ,' .-. `. |G E N E S I S| `'''''' .-. \ / / __|_|__ \ `````````````` .-. ( C ) \ | | |__(_)__| | .-. ( B ) `-' | | \ | | / ( A ) `-' | | `._ '-' _,' `-' | \ `---' _______________ / \ _,-' `-._ / \ ,' `. / `. / \ ,' `.____,' `.____,' D Pad · Moves the Mech Start · Pause A Button · Pick up/drop off a unit · Transform from ATTACK JET to GROUND UNIT (When you are not carrying a unit) B Button · Fires ur lazerzzs C Button · Switches to the In-Game Menu On the game play screen, there are four bars that you should really pay attention to. During the single player mode, they appear on the left and also appear on the left for the first player during multiplayer. The second player's bars appear on the right side of the screen. These bars only apply to the Mech. +---+ | B | Base Damage Level. A measurement of your main base's health. +---+ If it depletes to zero, you lose. +---+ | E | Energy Level. Once depleted, the Mech is destroyed and +---+ respawns at your main base. +---+ | G | Gun Level. Once depleted, the Mech cannot fire its guns. +---+ +---+ | D | Damage Level. Once depleted, the Mech is destroyed and +---+ respawns at your Main Base. Aside from these four main bars, you will also see another four symbols that you'll need to remember if you want to succeed in Herzog. Exclamation Mark · Indicates that a unit needs supplies Missile Threat · Indicates that an enemy has fired a missile at you and that it is homing in Wrench · Indicates that a unit is being built. When production has been finished, this icon will changed to "OK!" At this point, your ordered unit is ready to be picked up and deployed to the battlefield. SOS · Indicates that your main base is under attack During the game play screen, you will take control of a Mech. This Mech has the ability to morph between a Fighter Jet and Ground Robot. ---------------------------- - 04A1. Fighter Jet Mode - ---------------------------- There a ton of differences that you'll experience when playing in Fighter Jet Mode. The main things that you should notice are: · Ability to carry units · Faster mobility · Invulnerability to ground units If you are carrying a unit while airborne, a few things will change: · Your Energy Level depletes much faster than usual. You'll have to make sure you don't get destroyed because of a low Energy supply. · Any damage taken while carrying a unit is shared between the Mech and the unit. This means that if you are destroyed in any way while carrying a unit, the unit is also destroyed. This means that if you run out of Energy, you'll both be destroyed and you'll respawn at your main base. Also, if you take enough Damage, both of you will be done for. This won't happen too often since most ground units can't attack you at all. The only thing that can harm you while airborne is the SAM unit. These things are crazy strong so if you see one coming up, just book it and leave. ----------------------------- - 04A2. Ground Robot Mode - ----------------------------- Likewise to Fighter Jet Mode, there are many things that are different: · Ground Combat · Slower Mobility While in Robot Mode, you will be able to engage in combat with ground-based units. This not only means that you can attack units that are on the ground, but they can attack you. +------------------------+ | (04B) . In-Game Menu | +------------------------+ | ______ ___ -=+=- |______| ___ |___| ___ | START |___| B |___| A C D Pad · Left: Switches to short range radar · Right: Switches to long range radar Start · Pause A Button · Orders the selected unit B Button · Orders the selected unit C Button · Switches to the Game Play Screen Switching between your different types of radars is really quite simple. The short range radar will display all units, while the long range will display all bases. Of course, they are distinguishable by colour: red + blue. Note: If you switch from the game play screen to the in-game menu, it will NOT pause gameplay. The only way to do so is to hit Start. ------------------------------------------------------------------------------- - 05. UNITS - ------------------------------------------------------------------------------- There are a total of 8 different units available to be deployed by the unit which you control (I will refer to this as the Mech). Each unit is vulnerable to enemy attacks, but will obviously have different stats. Throughout this section, I will outline the differences between these key statistics and explain in detail what each unit is capable of and what you should be using them for. I'd also like to point out that while carrying a unit when airborne, you can also view their current stats on the in-game menu screen. Once you're on this screen, you should be able to see the letters: DEGM. These are the four basic statistics that apply to every unit you have. Your D, E, and G Levels can be replenished through two options: · Staying stationary at your Home Base · Staying stationary at one of your Minor Bases +---+ | D | Damage Level. Once depleted, the unit is destroyed. +---+ +---+ | E | Energy Level. Once depleted, the unit cannot move. +---+ This triggers an exclamation mark [!] +---+ | G | Gun Level. Once depleted, the unit cannot fire its guns. +---+ This triggers an exclamation mark [!] +---+ | M | Missile Level. Once depleted, the unit cannot fire SAM missiles. +---+ This triggers an exclamation mark [!] Like I said earlier, these are very basic statistics, but also very important. You'll want to make sure that your units have enough fuel (Energy) to move to their destinations and then some and to also have the necessary resources to perform their Commands. Energy is depleted as a unit moves and this bar drains at higher rates when on harsher types of terrain. I'd also like to note that the maximum number of units you can have at once is 50. Although this sounds like a large number, it really isn't in the later levels and you'll have to monitor your deployment of units to make sure that you haven't accidentally deployed ones you don't need. Another basic statistic that I'd like to point out is Production Time. It is completely relative to the Production Cost, which really makes sense. Cheaper units shouldn't take a long time to create, right? _________________________________________ /\ \ \_| Note: Throughout this section, | | I will refer to and pinpoint | | 10 specific statistics of each | | unit. These statistics are: | | ______________________________________|_ \_/_______________________________________/ Place Of Activity · Where the unit is active (Land/Sea/Air) Production Cost · How much Gold required to create the unit Production Time · How long it takes to create the unit Lasting Power · Overall defensive ability - how long it will last under enemy fire Mobile Speed · How fast the unit can move Sphere of Activity · How far an enemy can see the unit from Searching Sphere · How far the unit can see Ammo Rounds · The total number of firing rounds the unit has Attack Power · How powerful the firing rounds of the unit are Missiles · The total number of missiles the unit has +--------------------+ | (05A) . Infantry | +--------------------+ +--------------------------------------------------+ | Infantry | +------------------------------------------+-------+ | Place of Activity | Land | +------------------------------------------+-------+ | Production Cost | 500 | | Production Time | 1 | +------------------------------------------+-------+ | Lasting Power | 1 | | Mobile Speed | 1 | +------------------------------------------+-------+ | Sphere of Activity | 0 | | Searching Sphere | 1 | +------------------------------------------+-------+ | Ammo Rounds | 80 | | Attack Power | 2 | | Missiles | 0 | +------------------------------------------+-------+ Like in any RTS (Real-Time Strategy) game, there is always that one unit that is ridiculously cheap, but super weak. Infantry is the Herzog version of this. Although they aren't the greatest unit, they do actually have some important uses. Deploying Infantry isn't necessarily essential to winning a level, but I'll explain their few important deployment methods. To start off, you can deploy an Infantry unit by ordering in the MAIN BASE ATTACK command. The one key strength to the Infantry unit is that it is the only unit that does not run off Energy. Therefore, you can use this cheap buggers as scouts, capturing bases, or even just to explore the map without a second thought. If they die, so what? You can buy more of these units like you were using water in a shower. If I'm going to use Infantry to capture bases, I usually deploy them in multiples of four. This is just to ensure that they have at least some power behind them and that the base won't be taken over at such great ease. Their mobile speed isn't that great, but it's good enough for what you need them to do. Send a line of 4/8 to capture a neutral base, then concentrate your real strategic moves elsewhere. Your opponent most likely won't notice these four tiny units occupying a base that you don't have anything else around, so just leave them alone and enjoy your extra gold per second! Eventually, they'll capture it and you can worry about it then, but for now, it won't really matter. Please note that it is necessary to have 4 Infantry Units to capture a Base. The only other main use for them is to use them as cannon fodder. Literally. Just send a line of 4 of them running straight at your enemy's main base. They'll focus on killing your pathetic excuse for an attack and you can use this opportunity to seize their base from the sides or even the back. Yes, the great strategy of flanking awakens! You'll want to master this once you've gotten the hang of deploying your units and learning the priority that each takes over the other. Better yet, send in a larger group of your Infantry and they'll think that was your entire fleet. Meanwhile, flank them with your missile launchers for some real damage. +----------------------+ | (05B) . Motorcycle | +----------------------+ +--------------------------------------------------+ | FWA | +------------------------------------------+-------+ | Place of Activity | Land | +------------------------------------------+-------+ | Production Cost | 950 | | Production Time | 2 | +------------------------------------------+-------+ | Lasting Power | 2 | | Mobile Speed | 6 | +------------------------------------------+-------+ | Sphere of Activity | 3 | | Searching Sphere | 1 | +------------------------------------------+-------+ | Ammo Rounds | 30 | | Attack Power | 1 | | Missiles | 0 | +------------------------------------------+-------+ Just like in real life, these guys are annoying and waste up fuel pretty damn fast. Seriously, I haven't found any real use for them. Their only perks are that they have an insane amount of speed and are generally very cheap to deploy. However, Infantry are even cheaper and don't run on Energy. They can provide you the exact same results without having to worry about bringing in Supply Trucks to them. It just makes things a whole lot easier if you avoid this unit. The only time you should take advantage of their speed is if you're playing a decent human player. Since they do actually have the greatest speed in the game, you'll need to use this to capture bases right at the start of a match. Later on, you can send in your other units to protect them, but it becomes a very essential part of competitive play. If you aren't going to play human players at all and are just trying to complete the single player mode, ignore this. +-----------------------+ | (05C) . Armored Car | +-----------------------+ +--------------------------------------------------+ | ARM-51D | +------------------------------------------+-------+ | Place of Activity | Land | +------------------------------------------+-------+ | Production Cost | 1300 | | Production Time | 3 | +------------------------------------------+-------+ | Lasting Power | 3 | | Mobile Speed | 5 | +------------------------------------------+-------+ | Sphere of Activity | 3 | | Searching Sphere | 1 | +------------------------------------------+-------+ | Ammo Rounds | 70 | | Attack Power | 3 | | Missiles | 0 | +------------------------------------------+-------+ Armored Cars are essentially a cheap version of the Tank. Of course, this comes with the damage nerf. What this means is that the Armored Car can hold its own against weaker units. By weaker units, I mean: · Infantry · Motorcycles · Armored Cars · Supply Trucks If you're going to rush out to capture bases at the start of a match, these things will come in handy in maintaining them until you can get your heavy units deployed. Send in your Infantry to capture the base, then plant (STAY PUT) a couple of these units nearby the base. What this does is that it will prevent your opponent from doing the exact same as what you did (sending in Infantry). They're just barely enough to save yourself in the early game. +------------------------+ | (05D) . Supply Truck | +------------------------+ +--------------------------------------------------+ | Supply | +------------------------------------------+-------+ | Place of Activity | Land | +------------------------------------------+-------+ | Production Cost | 1500 | | Production Time | 3 | +------------------------------------------+-------+ | Lasting Power | 3 | | Mobile Speed | 3 | +------------------------------------------+-------+ | Sphere of Activity | 0 | | Searching Sphere | 0 | +------------------------------------------+-------+ | Ammo Rounds | 0 | | Attack Power | 0 | | Missiles | 0 | +------------------------------------------+-------+ The only true use for the Supply Truck is to well..transport supplies to your units. And by 'supplies', I mean Energy (fuel). Every unit, with the exception of Infantry runs off Energy and in order to make it to enemy bases, you'll need to have one of these units or even two or three depending on the size of your regiment to travel with them. This way, you won't run out of Energy and be stranded halfway to your destination. The general rule I follow about Supply Trucks is to have one per 4-5 units it will help out. The only command you can give to a Supply Truck is well.. "Supply". There isn't anything more to using these units at all. Note: You can tell a unit is in need of supplies when you see the exclamation mark. +----------------+ | (05E) . Tank | +----------------+ +--------------------------------------------------+ | TAX-52 | +------------------------------------------+-------+ | Place of Activity | Land | +------------------------------------------+-------+ | Production Cost | 3200 | | Production Time | 4 | +------------------------------------------+-------+ | Lasting Power | 7 | | Mobile Speed | 4 | +------------------------------------------+-------+ | Sphere of Activity | 5 | | Searching Sphere | 1 | +------------------------------------------+-------+ | Ammo Rounds | 60 | | Attack Power | 5 | | Missiles | 0 | +------------------------------------------+-------+ The Tank is easily the best and most important unit of the game. It'd be quite a hard challenge to complete the game without them, seeing as how their sheer power can blow away your opponent's defenses. Deploy these bad boys close to the enemy's bases or even wherever they have their units waiting for you. A single tank can deal quite a bit of damage, so just think about if you had several! +-------------------+ | (05F) . Gunboat | +-------------------+ +--------------------------------------------------+ | ST-57U | +------------------------------------------+-------+ | Place of Activity | Sea | +------------------------------------------+-------+ | Production Cost | 3400 | | Production Time | 5 | +------------------------------------------+-------+ | Lasting Power | 4 | | Mobile Speed | 4 | +------------------------------------------+-------+ | Sphere of Activity | 6 | | Searching Sphere | 3 | +------------------------------------------+-------+ | Ammo Rounds | 50 | | Attack Power | 3 | | Missiles | 0 | +------------------------------------------+-------+ The boat can only be used on water, at which point, it becomes a very powerful unit to use in the early game. Enemy AI will usually use these units right at the start of a game, so it'd be smart to do the same as a safeguard defense. Deploying out a couple of Gunboats is actually a very safe manoeuvre for early into the match because of their long-range capability. In case you didn't notice above, their sphere of activity is given a 6! That's just tremendous compared to the majority of all other units. If you're lucky, you can catch your opponent offguard and destroy a couple Infantry units early on, preventing them from getting to neutral bases. +---------------+ | (05G) . SAM | +---------------+ +--------------------------------------------------+ | SAM-42 | +------------------------------------------+-------+ | Place of Activity | Land | +------------------------------------------+-------+ | Production Cost | 4300 | | Production Time | 4 | +------------------------------------------+-------+ | Lasting Power | 5 | | Mobile Speed | 2 | +------------------------------------------+-------+ | Sphere of Activity | 2 | | Searching Sphere | 5 | +------------------------------------------+-------+ | Ammo Rounds | 0 | | Attack Power | 7 | | Missiles | 10 | +------------------------------------------+-------+ Since SAM units are the only unit other than the Mech that can attack your opponent's AI while it is airborne, it is a very crucial part to winning campaigns. What you'll want to do is position these guys in groups so that you can destroy their AI when it carries units around. Their importance is so essential that I can't even emphasize it enough. Taking down the enemy AI while it flies around delivering units can win you campaigns at such ease that you'll want to pack these guys in groups of 4 and let them have their own Supply Truck to boot. Four fully supplied SAM units can take down the AI at ease, just make sure that the Supply Truck is always nearby them. If you can't afford the full regiment (4 units), try for at minimum two or three. They won't be able to always take out the AI, but it's still worth a shot. If you position the units just right, you can destroy it, but just be sure that you know it won't always work. If you put them into the shape of an iscosceles triangle where one unit is just ahead of the other two, and those two are positioned wide, you can usually destroy it. +------------------+ | (05H) . Cannon | +------------------+ +--------------------------------------------------+ | GMR-34A | +------------------------------------------+-------+ | Place of Activity | Land | +------------------------------------------+-------+ | Production Cost | 15000 | | Production Time | 6 | +------------------------------------------+-------+ | Lasting Power | 6 | | Mobile Speed | 0 | +------------------------------------------+-------+ | Sphere of Activity | 0 | | Searching Sphere | 2 | +------------------------------------------+-------+ | Ammo Rounds | 88 | | Attack Power | 6 | | Missiles | 20 | +------------------------------------------+-------+ ------------------------------------------------------------------------------- - 06. COMMANDS - ------------------------------------------------------------------------------- Whenever you create a unit, you also choose a Command for them to initially go into. When you are about to deploy a unit, you also have to pay for the command that you want them to use, so be sure you have enough for the troops you want. Aside from setting out a Command when you deploy a unit, just switch to your Fighter Jet mode and pick up a Unit. From here, go to the in-game menu and you'll be able to change their Commands. Of course, you'll have to pay the cost to use it, but it really isn't that much to begin with. I'll be using this layout for the Commands Section: Cost: How much Gold needed to use the Command Icon: What the icon for it looks like Units: What unit(s) can use the Command +------------------+ | (06A) . Supply | +------------------+ +-----------+----------------------------------------------+ | Cost | 580 Gold | |-----------+----------------------------------------------+ | Icon | First Aid Kit | |-----------+----------------------------------------------+ | Units | SUPPLY TRUCK Only | +-----------+----------------------------------------------+ It does exactly what it says - supplies units with Energy and Ammo. By giving a Supply Truck the Supply command (could this sound any more redundant?), the unit will travel to the unit and follow it until it can refuel or reload it. Like I said earlier, the Supply Truck will find the designated unit until it can Supply it. That being said, the artificial intelligence for the Supply Truck just isn't that smart. It won't always take the shortest route and it won't always take the safest route. After giving out the Supply command, I strongly reccomend you to watch the route it takes and act accordingly. By this I mean that if it isn't going a safe route, send an offensive unit to safely guide it to its destination. Otherwise, if it isn't taking a short route, just let it be and it'll get there eventually. As long as your units haven't already run out of whatever supplies they needed, then it shouldn't be your top priority unless you're in deep trouble with SAM units taking out the enemy AI Mech. +----------------------------+ | (06B) . Main Base Attack | +----------------------------+ +-----------+----------------------------------------------+ | Cost | 3500 Gold | |-----------+----------------------------------------------+ | Icon | Flag in a Dirt Mound | |-----------+----------------------------------------------+ | Units | Everything except CANNON & SUPPLY TRUCK | +-----------+----------------------------------------------+ The unit will take the shortest possible path to the opponent's Main Base and attack it. If it encounters other units, possibly at the Base itself, the unit will ignore them and continue attacking the Main Base. +-----------------------------+ | (06C) . Secure Minor Base | +-----------------------------+ +-----------+----------------------------------------------+ | Cost | 1500 Gold | |-----------+----------------------------------------------+ | Icon | Small Box with Large Arrow | |-----------+----------------------------------------------+ | Units | Everything except CANNON & SUPPLY TRUCK | +-----------+----------------------------------------------+ The unit will travel to the nearest possible Minor Base that you do not control and literally stand guard by it. This could be a neutral base or even an enemy's base. When approached by an enemy unit, they will begin to attack. If you give this order to Infantry, they will run into the base and 'secure' it, giving you control over it if you manage to get 4 of them inside. If your opponent has Infantry inside the Minor Base, yours will attack them. +----------------------------+ | (06D) . Enter Minor Base | +----------------------------+ +-----------+----------------------------------------------+ | Cost | 1800 Gold | |-----------+----------------------------------------------+ | Icon | Large Box with Small Arrow | |-----------+----------------------------------------------+ | Units | INFANTRY only | +-----------+----------------------------------------------+ As said above, only Infantry units can use this Command. It really makes sense considering what it does. Basically, the Infantry will literally just enter the Minor Base in an attempt to secure it for you. If you get 4 in, it's yours. +---------------------------+ | (06E) . Attack on Sight | +---------------------------+ +-----------+----------------------------------------------+ | Cost | 1000 Gold | |-----------+----------------------------------------------+ | Icon | Large Arrow and Small Curved Arrow | |-----------+----------------------------------------------+ | Units | Everything except CANNON & SUPPLY TRUCK | +-----------+----------------------------------------------+ This is the Command you'll be giving out for your defensive strategies of the game. What it does is keeps your unit stay at a single point and defend that point. If a challenger approaches, it will follow that unit and attack it, so make sure that when you select the point for it to defend that it isn't in the way of stage hazards. If the unit has to chase down the enemy, it will take any route needed - including through lava, enemy fire, off a cliff, etc. Anyways, putting that aside, after destroying the enemy unit, it will return to the original selected point. +------------------+ | (06F) . Patrol | +------------------+ +-----------+----------------------------------------------+ | Cost | 500 Gold | |-----------+----------------------------------------------+ | Icon | Large Circular Arrow | |-----------+----------------------------------------------+ | Units | Everything except CANNON & SUPPLY TRUCK | +-----------+----------------------------------------------+ This Command is VERY similar to "Attack on Sight" in a sense that it will stay at the given point until approached, chase and attack the enemy, then return to the selected point. The only difference here is that the unit will 'Patrol' the point in a circular pattern, as hinted at in the Command Icon. I wouldn't recommend it at all since the circular pattern isn't that great and you'll find yourself running out of Energy. Usually, the Searching Sphere and Sphere of Activity of the unit will outnumber the circular pattern of Patrolling, so it's kinda useless. The only unit that can use this Command without being gimped is Infantry, and they've got a million other uses. +----------------------+ | (06G) . Stationary | +----------------------+ +-----------+----------------------------------------------+ | Cost | 100 Gold | |-----------+----------------------------------------------+ | Icon | Cross | |-----------+----------------------------------------------+ | Units | Everything except SUPPLY TRUCK | +-----------+----------------------------------------------+ The unit will stay on the same spot and wait until approached by an enemy. At this point, the unit will just attack once the enemy is within range. It's the cheapest Command out there, but one of the greatest. I'm really glad it isn't worth a lot, otherwise, my strategies would change a whole lot. Of course, this is the perfect command for defensive set-ups (Base Defense comes to mind). Note: This is the ONLY available Command for Cannons. ------------------------------------------------------------------------------- - 07. BASES - ------------------------------------------------------------------------------- Your primary goal in this game is to locate and destroy the enemy's Main Base. Obviously, to do so, just set out the Main Base Attack command on your units and deplete the opponent's main health bar. Your second highest priority is to defend your own Main Base. Any damage that your opponent inflicts on it is permanent, so make sure you don't get rushed from the start of the match. I suggest just making a couple of Armored Cars and placing them all around your Main Base with the Stationary command from the very beginning. Aside from the Main Base, there are also several Minor Bases spread out on the map. You'll want to capture these if you want some very useful benefits. To capture a Minor Base (if I haven't emphasized this enough already), all you need to do is have a grand total of four Infantry units enhabiting the Minor Base. You can do this by giving them the Enter Base command. Upon doing so, the base will become your team's colour (Red/Blue). Once a Minor Base is under control, all it takes for the opponent to take it for themselves is to destroy all your Infantry in the Minor Base. This could be acheieved by simply sending a higher amount of Infantry, so watch out for what they might try. +--------------------------------------------------+ | Base to Gold Ratio | +----------------------------+---------------------+ | Total Number of Bases | Gold Per Second | +----------------------------+---------------------+ | Zero | 0 | | One | 40 | | Two | 80 | | Three | 120 | | Four | 160 | | Five | 200 | | Six | 240 | | Seven | 280 | | Eight | 320 | | Nine | 360 | | Ten | 400 | +----------------------------+---------------------+ As demonstrated in the above chart, your total amount of Gold per second is completely dependant on the amount of Minor Bases you control. Naturally, you should realize that capturing more Bases allows for a higher amount of Gold. I cannot put enough emphasis on just how important capturing bases is. With more Gold, you can create more units and pay for their commands. Although it is actually possible to defeat your opponent without capturing Minor Bases, it will become very difficult since you won't be able to create units nearly as fast. Aside from the obvious Gold-based benefit of having Minor Bases, there are also many other uses for them: · Deploy units at Minor Bases instead of always at your Main Base · Refuel a unit's Energy Level · Reload a unit's Gun Level · Replenish the Mech's Energy, Damage, and Gun Levels · Prevents your opponent from having the Gold benefit The first is a huge benefit to your strategy since moving units manually is risky if your opponent has SAM units. Otherwise, you may find yourself running out of Energy too fast and your Supply Truck might not be able to catch up before they're destroyed. Deploying Infantry from a Minor Base is a great way to capture the next closest one. You only need a single Infantry unit to keep a Minor Base, but it helps to have a few handy. The next few points I made are simply about replenishing your bars. You can do so by just having your unit go to the Minor Base and it'll automatically happen. The same applies to your Mech. The last benefit of Minor Bases comes from the whole Base to Gold ratio again. If you have lots of bases, this means your opponent has very few, right? They won't be getting much gold and you can use this to your advantage. Control all 10 Minor Bases and you can just laugh in your opponent's face as they only get 40G per second. You'll have the clear upper hand at this point. ALL YOUR BASE ARE BELONG TO US! ------------------------------------------------------------------------------- - 08. MAPS + LEVELS OUTLINED - ------------------------------------------------------------------------------- There are a total of 4 difficulty levels and 8 maps in Herzog Zwei. In addition, there are also two different teams to choose from. The difficulty ratings are as follows: · A: ARMORED CARS · B: SAM · C: TANKS · D: CANNONS What this basically means is that the higher difficulty you choose, your opponent will start with a more powerful unit waiting at their Main Base from the very beginning of the game. Aside from this detail, the AI will play and act in the exact same way no matter what 'difficulty' you are playing on. This game plays with the basis of Red VS Blue, a concept that isn't uncommon. Upon choosing your team, the only difference in gameplay is that you will start at a different location of the map. With a little bit of basic multiplication, you can see that there are thirty two different battles in the game. On to the maps! +-------------------+ | (08A) . Abgrund | +-------------------+ Abgrund, the first level of Herzog, is one of the most basic ones. The Blue Base is in the top left corner and the Red is in the bottom right. This is the only map in which both players start off without Minor Bases in their control. Since you have nothing off the bat, you'll want to capture some bases for the Gold right away. Other than that, you won't have to worry about being rushed by enemy units since they won't start off anywhere close to you. The main geographical feature of the map is a large river that splits itself into two streams as it reaches the bottom left area of the map. This divides the map up into two main parts, but you should also take note of the Minor Bases in the top right corner. If you can manage to capture the bottom right and central island, you'll be in a really good spot. The central island isn't a very high priority for a CPU, but it gives you the advantage of deploying units close to their base. The bottom right corner allows for some warfare, make sure you don't send the wrong units over there unknowingly. I'd also like to point out that the deep chasms are a threat to your units' movement. If they accidentally meander off the trail you expected, they can sometimes fall to their death. Even if they don't die, they'll be useless until you pick them up and put them on solid ground, often detracting your train of thought. +------------------+ | (08B) . Vulkan | +------------------+ Similarly to Abgrund, this map starts off the players' Main Bases in the same locations: top left and bottom right. In this map, you'll start off with three Minor Bases, each of which are somewhat spaced out. The Red Base has its initial Bases closer together and actually has a shorter net area to work with. In the top right corner, there is an isolated area with three Minor Bases to capture. I suggest doing so right at the start of the match. The lava flow will seperate the map into three main areas: Blue, Red, and Neutral. By this I mean that if a unit attempts to pass through the lava, they will be instantly destroyed or heavily damaged. Anyways, to win this map, all you'll have to do is capture one of your opponent's initial Minor Bases and you should be in a very good position from here. Likewise to your enemy, you'll be screwed if they do the same. +----------------+ | (08C) . Loch | +----------------+ Blue is in the top left again and Red is in the bottom right. This time, however, the Minor Bases are really in Blue's favour, with two of them very close to their Main Base and a Minor Base. This stage's quirk is that you'll have to play a very defensive game. Set up your SAM units and take out the aerial Mech that approaches. This map is a fight to the death on ice, and it's set up much like a cavern, with winding paths and many walls. Units may oftentimes get lost in the place, so watch where they travel. Because of the many boundaries and small amount of Minor Bases to enhabit, this is a great map to practice Base Defense. Build up your troops and strategically place them in either corner (top right or bottom left), then advance them to your opponent's Main Base. It's a tough map to play on higher difficulties, but if you secure Minor Bases at the start, you'll be fine. +------------------+ | (08D) . Strand | +------------------+ A very unique map - it's actually my favourite to play on. It's just a bunch of scattered islands. They're pretty small to be honest and your usual turret style defense won't work here. What you'll want to do is deply a few Gunboats at the very beginning of the match and scatter them out a bit and give them the Stationary command. The Main Bases are more central on this map, but still on the outskirts. Red gets top, Blue on bottom. Your three Minor Bases will be like so: one in front of the Main Base and two on opposite sides. On your middle Minor Base, try to get 4 SAM units and a tank or two to keep your opponent at bay (did u c wut i did thar?). Using your boats to do a few driveby shootings is essential to winning here. Harassing them with these fast things can really throw off their strategy, since the AI won't know how to handle it without going into an all-out attack mode. Other than that, the only piece of advice I could give is to watch the fuel levels on your boats. +-----------------+ | (08E) . Stadt | +-----------------+ Stadt is a crazy map where there are no hazards and the terrain is flat. It kind of reminds me of Final Destination from Super Smash Bros. For those of you who don't know, let me fill you in: No tricks. No big advantages. No bodies of water. Swarms of units only. Final Destination! What this means is that there isn't much to this map. There are buildings here and there throughout the map, but it's pretty much just an all-out war with no geographical advantages. The only thing that might seem unfair here is that Blue Team has got two Minor Bases beside one of their initial ones in the center of the map. Rest assured, the map is very easy to change the tide in battle. +-------------------+ | (08F) . Eisfrei | +-------------------+ Red's in top left, Blue in bottom right. The initial Minor Bases are in your regular pattern - one close, two far. The neutral bases are in the other two uninhabited corners and in the veyr centre of the map. This map has a lot of water, so you know what to do by now. Send out Gunboats at the start and keep a few near your Main Base. Other than that, just take your time. The ice is slippery and it's pretty annoying. Avoid Motorbikes at all costs. +-------------------+ | (08G) . Waldung | +-------------------+ This time, your Minor Bases will be very close together in comparison to other maps. The main feature of this map is a tar pit in the very centre of the map. Traveling through it drains your Energy pretty fast, so it's up to you if you want to go for it. Likewise for your opponent though =P If you're claustrophobic, this isn't the map for you. Walls will enclose the majority of the map and you won't have very many options for approaching your enemy. All I can say here is that you should go for the central Minor Base. +----------------+ | (08H) . Oase | +----------------+ To me, this feels like the polar opposite of Waldung. It's the map where you have the most options for strategic moves and for just about anything you want. There's just a lot of options at this point. You'll need to put to use just about every unit in the game if you want to really destroy the opponent. Send boats down the lake at the start and set up a Gunboat Defense. ------------------------------------------------------------------------------- - 09. GENERAL STRATEGY - ------------------------------------------------------------------------------- +--------------------------------+ | (09A) . Early Match Gameplay | +--------------------------------+ At the start of any match, decide your strategy quick, but don't set it in stone. By this I mean that you should capitalize on acting fast. If you can choose your tactics at the start of the match or even before it starts, you will have a huge advantage on your opponent. The key thing to success in the world of Herzog is the ability to adapt to your opponent's playstyle. Early on in the match, you'll want to do one or two of several things: 1. Deploy 4-8 INFANTRY units with the ENTER BASE command. 2. Begin creating a line of defense near your Main Base. 3. Deploy several waves of INFANTRY for a rushed attack. 4. Create a few units, saving Gold for Tanks. The first option is very simple, very linear. You'll want Minor Bases so you can deploy units closer to your opponent's Main Base, as well as the Gold bonus that accompanies it. The second option is a basic defensive strategy, but I'll further explain that one in the next section of the FAQ. It's basically just to prevent your opponent from flying in and dropping a unit for a direct attack on your Main Base. The third option is a method of using light attacks on your enemy so often that they don't have time to build up their defenses. Since any damage that is dealt to a Main Base is permanent, these weak attacks will add up. The last option is just common sense. Save up for your heavy hitters, then shock your opponent when they don't have a strong army built up. Tanks, in particular are something you'll want to have near your Main Base and/or Minor Bases. They're your stronger units and you'll need them to destroy the opponent. +------------------------------+ | (09B) . Defensive Strategy | +------------------------------+ Defensive strategies should be used early game to keep your Minor Bases and ensure that your opponent won't be able to attack your Main Base at the very start of the match (rush). At the start, don't waste your money on offensive movements, you'll be able to do that sparingly once your defense is built up. For defensive game, there are three commands in particular that will save your ass: 1. Stationary 2. Attack on Sight 3. Patrol The Stationary command allows for Base Defense, which is basically just like setting up a bunch of turrets and letting your opponent approach you. If your units are on Stationary, it'll take a good amount of attacks for your opponent to get through. Attack on Sight is a command that allows your army to fight for their friends and for themselves without you breathing down their neck all the time. You can just leave them close to your bases with this command and keep on doing whatever you were doing. Patrol is a hit-or-miss type of command. A few of my friends just love using it and it generally works against me, but there's a few catches. First off, it's possible for a unit to sneak by them behind their backs. And second, it drains a lot of Energy. Supply Trucks are enough of a pain when putting them in formation with SAM units, but to do that for all your units? Forget it! Other than these basic defenses, you'll want to know how to position your units, which I'll get into later. The only other help I could give here is a basic outline of a few different Base Defense formations. +------------------------------+ | | | U | | | | ######### | | # # | | U # # U | | # # | | ######### | | | | U | | | +------------------------------+ This is the most basic formation for Base Defense. It works at the very start of a match, but other than that, not at all. You just keep a unit on each side of the Base. It'd be useful if you had a Minor Base in the very centre of a map, but even still, there are better set-ups. +------------------------------+ | | | SUT | | S S S S | | ######### | | # # | | # # | | # # | | ######### | | A A A A | | | +------------------------------+ # - Main Base SUT - Supply Truck S - SAM A - Armored Car This has got to be the best strategy in facing the AI. I'll explain why later, but for now, just remember to upgrade these units when you have the money for it. SAM -> Cannon Armored Car -> Tank +------------------------------+ | (09C) . Offensive Strategy | +------------------------------+ Offense, oh man, offense. There's so many ways to attack the enemy it's ridiculous. I'll just show you guys how I do it, you may find it to be ineffective against certain opponents, but it usually works out for me. One thing that you should always remember is that stronger units deal higher amounts of damage. Sounds stupid that I mention it, but the one thing that most players do wrong is that they don't capitalize on the chance to upgrade their units. Terrain: Taking advantage of the terrain is an important part of attacking. If the enemy Mech just drops their units by yours while they're on the way to the Main Base, what's the point? By taking advantage of the land, you can get around this strategy. You can use trees, walls, and just about anything else for cover. Meanwhile, your SAM units can fire their missiles and everything they've got while in safety. The other thing you can do with terrain is use it to conceal your units. You can sneak a small convoy of units past enemy defenses if they're just out of sight or out of their sphere of activity. Convoys: A convoy is basically just a small wave of attacks. By creating an effective wave, you can just repeat the attack one after the other after your first one dies off or is weakened. A strong convoy to use is just a couple of Tanks and SAM units that travel in a line, with a Tank in front. From here, allow your SAM units to follow and keep a Tank or two in the back. This way, the front Tank can take out any weak defenses that they come across, and the SAM units can take out or endanger the enemy Mech. Experiment with convoys and you should be able to find one that works for your playing style. Floods: Sure, convoys are powerful, but how about just sending in a massive amount of Infantry? They don't run off Energy and can travel the entire map because of it. You can just create lots of them and send them to attack in waves of 20-30 at a time. They aren't that strong, but there's always strength in numbers. Your opponent's Tanks and Cannons can only attack a certain number of units at a time. You'll get them eventually by this method. Another way of pwning using Infantry is to do the same method of deploying wave after wave, but do it to every base they have. Send 20 Infantry to their Main Base and to each Minor Base. Repeat. They're cheap enough for you to keep doing it until you've captured the bases you want. +---------------------------+ | (09D) . Unit Formations | +---------------------------+ The way in which you organize your units is a very important part of the game. With certain formations, you can dominate the opponent even if you're outnumbered. It's also something you'll want to play aroud with and learn to develop for defending your bases. It can be very troublesome to see Motorbikes or Gunboats constantly doing driveby shootings and your units just sit there, with your opponent out of range. Here's a few tips on how you can arrange your units, and this should give you the general idea of other possibilities. ------------------------- - 09D1. Supply Trucks - ------------------------- Ah, the Supply Truck. It's a very important unit since it can replenish Missiles, Guns, and Energy. Generally, you can just have one of these guys follow your convoys from a distance, ready to help them out. You could even just have one per x amount of units (4-6 usually). If you aren't paying attention, you'll have a Supply Truck nearby units in need of Missiles and it'll just be driving in a circle. Useless, right? Below, I've outlined two formations for Supply Trucks that I've grown to love and make part of my routine when playing: +------------------------------+ | | | SAM | | | | | | SAM ST SAM | | | | | | SAM | | | +------------------------------+ | | | CAN | | | | | | CAN ST CAN | | | | | | CAN | | | +------------------------------+ Basically, you just put a Supply Truck in the centre of 4 SAM units or Cannons. This way, the Truck can reach the unit very fast when they run out of Missiles. It's an important set-up that you'll need to master so that you can take out the enemy Mech and whatever unit it was carrying. Just practice, practice, practice. There isn't much else that I can do about it. That's the general formation you should follow if they're all out in the open or between Minor Bases, etc. The other formation that I find useful involves putting a Supply Truck inside one of your bases and surrounding the base with 4 Cannons. +------------------------------+ | | | CANNON | | | | ########## | | # # | | CANNON # ST # CANNON | | # # | | ########## | | | | CANNON | | | +------------------------------+ As you can see, this formation puts your Supply Truck in the very middle of your troops, like usual, but it's in a safe position inside your Base. The Cannons are powerful units that should destroy anything that comes by, as long as they have missiles. That's where the Supply Truck comes in. It's safe inside, but can poke out of there when you need it to. To get it inside in the first place, you'll need to move one of your Cannons out of the way so that you can put the Supply Truck at the entrance to the Base. From here, it should enter on its own. -------------------- - 09D2. Gunboats - -------------------- Placing Gunboats on the sides of islands and just leaving them there with the Stationary or Attack on Sight is good enough to defend against enemy Gunboats. Typically, it's a difficult thing to do because of their decent speed and they usually come at weird angles that put your land units at a waste since they're just out of range. A formation that I use is very simple. Place them in a line, with the space between them as about twice the size of your Mech. Don't make this line too straight, try to follow the pattern of the land. +------------------------------+ | | | | # GB | | | ## | | | # | | | # | | | # GB | | | # | | | # | | | ## # | | | # ## GB | | | # | | |## GB | | | +------------------------------+ | - Edge of Map # - Land GB - Gunboat Assuming that the | is the edge of the map or that it's just a land mass that continues on, that's pretty much how you should set up Gunboats. +-------------------------------+ | (09E) . Advanced Techniques | +-------------------------------+ ------------------------ - 09E1. Distractions - ------------------------ I mentioned this strategy in the Infantry section, but I've actually found that the AI has a hard time dealing with Motorbikes and Gunboats. I think it's because of the speed they have, but I guess it really doesn't matter. Basically, just deploy one or two Motorbikes and send them straight to your opponent's Main Base for a direct attack. Sure, they might get destroyed at ease without doing any damage, but that just isn't the point. It makes your enemy put their focus on dealing with this light attack while you can go do other things elsewhere. You could plot out an attack on a Minor Base at the same time, and they'll take priority on defending their Main Base since damage is permanent. Actually, a bunch of light attacks can win you the entire game if you're lucky. It just adds up and you can do these at a relatively low cost. And then there's the chance that they haven't built up their Main Base defense properly yet. You could deal a decent amount of damage to it and shortly after, all their focus will be on building up defense. All of it. Not even kidding you. Even against human players, they'll be worried that you might just do the same thing over again. -------------------- - 09E2. Sabotage - -------------------- In the event that the opponent has a relatively weak defense on a Minor or even their Main Base, you can just fly in as the Fighter Jet, then land and go for direct attacks in your Robot form. It isn't supposed to be a very strong attack, but nonetheless useful. If you've destroyed a single unit, that's one less for your army to worry about. ------------------- - 09E3. Running - ------------------- Sometimes, flying back to one of your bases is not an option if you've run out of fuel. Instead of flying back, transform into your Robot Form and you can actually just run back. You eat up a whole lot less Energy this way, similarly to Infantry. Your Mech can run for almost half the map without using up too much Energy. This is especially effective when dropping off units and getting rocked by SAM units. Low health or low fuel - that's when to do it. ------------------------------------------------------------------------------- - 10. CONTACT - ------------------------------------------------------------------------------- If you have any questions, concerns, or even suggestions, feel free to contact me at [dragon_eye398@hotmail.com]. You can contact me for just about anything relating to the guide itself, but I can't guarantee that I'll reply right away. Usually, I can catch you within a few hours, but I'm not sure how busy I'll be these next few months. ------------------------------------------------------------------------------- - 11. VERSION HISTORY - ------------------------------------------------------------------------------- ---------------- - Version 1.00 - ---------------- Version Updates: Version 0.50 - June 08, 2008 Basic Formatting Version 1.00 - June 17, 2008 First Draft Complete ------------------------------------------------------------------------------- - 12. CREDITS - ------------------------------------------------------------------------------- Daniel Thomas Map Descriptions http://www.danielthomas.org/pop/videogames/hz_strategy2_page02.htm http://www.danielthomas.org/pop/videogames/hz_strategy2_page03.htm Technodynamic Herzog Zwei Shrine Unit Statistics http://www.technodynamic.com/Herzog.html omg teh faq page Jonathan Chang http://losmonos.netfirms.com/faqs/ ASCII Generator ASCII Title http://www.network-science.de/ascii/ +-----------------------------------------------------------------------------+ | (c) Christopher Tweten 2008 | +-----------------------------------------------------------------------------+