===================================== MOBILE SUIT GUNDAM: GIHREN'S AMBITION (SEGA SATURN VERSION FAQ/WALKTHROUGH March 1, 2005 Version 1.0 By: Ian Kelley Email: masakadokou@yahoo.com ===================================== This Document is Copyright 2005 by Ian Kelley. All Rights Reserved. It is protected by US and International Copyright Law. It is for private and personal use only, and cannot be reprinted in or reproduced in part or in entirety without the express written consent of the author. This document is intended to be free and may not be used for any sort of commercial venture, be that selling it, giving it away as a promotion, or making otherwise making available for profit. It may not be used or distributed by any website, organization, or individual, nor may it be used as a reference or altered by anyone (such as strategy guide authors/publishers or magazine staff) without express permission of the author. ############################################################################### IMPORTANT NOTES: ############################################################################### OTHER VERSIONS: --------------- This FAQ is for the original Sega Saturn version of Gihren's Ambition; not Blood of Zion for either the SS or the PS, nor for the version available for the PS2. Just out of curiosity, I flipped through some old PS magazines and looked at the official PS2 guide for Gihren's Ambition in a store, and from what I see, the versions of this game for other platforms are so massively different that the name is about the only thing that they share. Not only are the event trees different but the entire game architecture differs on a fundamental level. As such, DO NOT send me any questions about Blood of Zion or the PS2 versions, as I won't know jack squat about them, having only played the original Saturn version. This guide might provide some minor assistance for those games, though probably not much. ROMANIZATION NOTES: ------------------- I am not a big fan of the Gundam TV shows and movies, and do not know a whole lot about them; most of my knowledge about Gundam derives from Bandai's series of Gundam models. (I'm an avid model builder) As such, most of my romanizations and translations for the names and the like will be those I got from the Gundam series of model kits, or from the game itself, unless the game is clearly dead wrong, such as the Zion "Dukedom." (Dukedom isn't even a word) Bandai is incredibly notorious for inconsistency in their picking and choosing of romanizations, which morph constantly--I've got a model of "Z'Gok" and another of a "Zugock-E," "U.N. Spacy" becoming "E.F. Defense Force," "Zion" at one point becoming "Zeon" on other models, etc. I imagine quite a few of the translations I use might be "wrong" with whatever this month's official Bandai translations are, but I don't particularly care. Basically, don't bitch about romanizations at me. :) HOW TO USE THIS GUIDE: ---------------------- This document is formatted to look right with a fixed-width font, and looks best in around a 9 point font in an 80-column window. It is in Shift-JIS format for the few Japanese characters in it. This guide is divided into three sections--first an FAQ, under which all the pertinent data regarding the game's system and so forth is covered, second, a walkthrough with the events of the Zion and UN scenarios, with general strategies as well. Finally, there is a data section, with information on the various units, pilots, and bases in the game. EMAIL/CONTACT POLICY: --------------------- I get a ton of email about the various guides I write, and I don't have the time or the inclination to answer it all. If you are writing me an email and want me to respond, keep the following things in mind: * I have a very low tolerance threshold for stupid questions. If you need to ask a question, make sure the answer isn't already in this FAQ. The "Find" option of your text editor is your best friend. * Really basic translation questions I will also consider as "stupid questions." If you are playing this game, I am going to assume you can at least read the Hiragana and Katakana. I can understand if you can't do the Kanji or Japanese grammar, but quite frankly, if you cannot read one writ of Japanese on your own you should not be playing a game as text-heavy as this. Questions regarding clarification or further explanation of the FAQ are welcomed and encouraged, but if you need more hand-holding than this FAQ can provide, it's time to crack open a Japanese dictionary. Questions like "translate the menu choices for me" are likely to get you tossed into my killfile. * Put the name of the game you're asking the question for in the subject line at least, and at least in the body of the text! I write a lot of FAQs and it'll help if I know what game you're talking about. Plus it will greatly increase the chance of my reading your email and not accidentally deleting it as spam. (Viva la 21st Century Internet and the spam flood it spawned...) * I'm not going to be anal about it, but try and keep a decent semblance of grammar and punctuation. Also refrain from using AOL-netspeak; use "you" instead of "u" and the like. It's only two keystrokes difference, come on. Other than that, if you have any questions or have found any errors in this guide, please email me and let me know. Error reports are especially helpful (hint, hint) Keep in mind I've tried to include everything I know about Gihren's Ambition in this guide and am not hiding any juicy information--if it's not in this guide, there's a good chance I won't know, though it won't hurt to ask me. If you send me corrections or additions to the FAQ, unless you specify that you wish otherwise, I will add your name (or handle) crediting you for your contribution at the point of contribution (e.g. "XXX says that [your info]" unless it's in an unwieldy place. (like, say, for example, I messed up in some of the unit data and you corrected me, it would break the flow of the document to place a credit to you smack in the middle of the unit data) In that case you'll be added to the end of the document in the credits section. Again, if for whatever reason you do not wish to be specifically credited for your contributions to the FAQ, please let me know. Oh, and if you're one of those psychos that wants to track down my home phone number and call me about the game--you're probably out of luck, as my number is now unlisted. :) (Yep, it's true--back when I was in college and writing FAQs from my now-defunct mail account at ikelley@mail.sas.upenn.edu, there were a few loons that tracked down my number via the university directory to ask me questions about games over the phone.) HOSTING THIS FAQ: ================= If you want to host this FAQ on your site, your site must be either A) GameFAQs.com or B) a personal website themed around Gundam games or the like. If you are B) email me first to ask so I know. If you have just a general- purpose game FAQ repository site that leeches off GameFAQs, do not even bother to email me to ask for permission to host this FAQ as the answer is no. I explicitly deny the use of this FAQ to the FAQ thieves at cheatcc.com, Cheatcc.com may not use this guide in any way, shape or form. If you find this, or any of my other guides, at cheatcc.com, it does not belong there, and the webmaster has stolen it. If you've had a guide stolen by them yourself, email their upstream providers at Yahoo and complain, as they never pay any attention to complaints themselves. ############################################################################### CONTENTS ############################################################################### THE BASICS Gameflow STRATEGY PHASE Information Research Development Personnel Special ACTION PHASE Base Actions Unit Actions Global Commands Action Phase Events COMBAT PHASE Combat Calculations Ace Pilots Supplies GENERAL STRATEGIES Strategy Tactics WALKTHROUGHS United Nations General Strategies for the United Nations United Nations Walkthrough/Event List The Duchy of Zion General Strategies for the Duchy of Zion Duchy of Zion Walkthrough/Event List THIRD-FORCE PLAYTHROUGHS The Titans Legitimate Zion Neo Zion UNITS AND PILOTS United Nations Mobile Suits United Nations Mobile Armors United Nations Armor Units United Nations Aircraft United Nations Spacecraft United Nations Cruisers United Nations Pilots Zion Mobile Suits Zion Mobile Armors Zion Armor Units Zion Aircraft Zion Spacecraft Zion Cruisers Zion Pilots All Forces Cruiser Third Force-Only Mobile Suits Third Force-Only Pilots Third Force-Usable Units by Development Number BASE DATA ############################################################################### THE BASICS ############################################################################### Mobile Suit Gundam: Gihren's Ambition is a turn-based strategy game, in the vein of the Avalon Hill-style hex-based war simulations of the 80s and 90s. It's not nearly as complex or deep as those games, but has some good strategy gameplay nonetheless. OBJECT OF THE GAME: ------------------- Gihren's Ambition is set in the Gundam universe, Gundam being a popular animated "giant robot" show from the 1970s. (Some have compared it to being the equivalent of "Star Trek" for the Japanese) It is set during the "One Year War" in the year UC 0079, where the Duchy of Zion, a country based in giant space colonies in Earth's orbit, fights the Earth's United Nations for independence. In the original show, the United Nations win, but in this game you can play either side. The object of the game is to win the war against the other side. If any of the following conditions are met, you will win the game: * You conquer the opposing Army's home base of operations * At the end of the game, you have more bases than the enemy * The UN has a "Special Win" ending if you play the game like the TV show If any of the following conditions are met, you will lose the game * The head commander of your army is killed in action * Your home base of operations gets conquered by the enemy * At the end of the game, you have fewer bases than the enemy * At the end of the game, there are three armies in play. * Zion has a "Special Loss" ending if you play the game like the TV show THE PLAYFIELD ------------- Like the old Avalon Hill games, Gihren's Ambition is played out on a hexagonal grid, with each space on the grid as a "hex." For players used to traditional grid-based games with only four directions, this can be a bit confusing at first, but is easy enough to get a hang of with practice. There are two different types of playfields in the game; the main Field, and then Local Battle Fields. The main field is where most of the action takes place, and is divided into a Space field and an Earth Field. Local Battle Fields are special detailed maps for the areas near critical bases. TERMINOLOGY ----------- Here's a description of some of the more critical terms that I'll be using throughout the guide. TURNS: A game of Gihren's Ambition is divided into 150 separate Turns, though it is possible (likely, even) that you will finish the game before these 150 turns are up. During these turns you will make strategy and command your army through various battles. HEX: One space on the field. BASE: One of the colored hexes on the field, connected by supply lines. Bases provide your army with funds and resources FUNDS: Money. Needed for just about everything RESOURCES: Mineral, fuel, metal, etc resources, basically all the material goods that your army needs that isn't money. SUPPLY LINES: The lines that connect the various bases on the map. STACK: One group of units all standing on the same Hex on the field. One unit alone also counts as a Stack for the game's calculation purposes. (For example only 6 Stacks can attack a single enemy at once; if you have 6 single units on 6 separate hexes this counts as 6 Stacks) UNITS AND SUB-UNITS: One of the individual "pieces" on the "board" of the game. Some Units consist of more than one machine--for example, a Tank unit comprising of six tanks. A Sub-Unit is an individual machine within this Unit. (one Tank in the example above) STARTING OFF: WHO TO PLAY AS? ----------------------------- If you're first starting the game, you may wonder which side is easiest or best to start with. The game kind of assumes that most players will start off with the Zion forces, (they're generally more popular, and there is more "tutorial" like content in their walkthrough) but either is viable. The Zion forces have a technological advantage but have fewer resources than the UN. The UN has a large technological disadvantage but can produce more units quickly and are much better than the Zions at long-range attacks. All in all, both sides are about the same in terms of difficulty. The game starts off easy for both sides, then tends to get tougher mid-game, then (if your strategy is sound) gets easier again toward the end. An extremely tough battle awaits each side at the end--the battle of A Baoa Qu for the UN, and the battle at Jabro for Zion. Overall, I like playing as the Zion forces more, but both are enjoyable, and each roughly at the same challenge level. THIRD FORCES: ------------- During certain events in the storyline, "Third Forces" can form. Third Forces are a third army that fights against both the UN and Zion simultaneously. There are three Third Forces in total: Legitimate Zion, (Zion Scenario only) the Titans, (UN Scenario only) and Neo Zion (Both scenarios) When a Third Force comes into play, you must defeat it as well as your "normal" enemy to win the game. Only one Third Force can come into play during any given game. (I.e. you can't have a game where both Legitimate and Neo Zion appear) PLAYING AS A THIRD FORCE: ------------------------- The conditions for being able to play as a Third Force are fairly simple; you just need to fight the Third Force and then go on to win with a Total Victory. So for example, if you were playing as the UN and fought the Titans, then got a Total Victory, you would then be able to start a new game as the Titans. Neo Zion is a special case, though, since it appears in both the Zion and UN scenarios. In order to play as Neo Zion, you have to fight Neo Zion and get a Total Victory in BOTH scenarios. Third Force scenarios are pretty simple in comparison to the UN and Zion scenarios. The conditions for winning and losing are simpler (you just need to conquer both Side 3-Zum City and Jabro to win; you lose if you don't manage this task by turn 150, if your home base is conquered, or if your commander is killed) There are no special events when playing as a Third Forces either. While this makes things seem a little bland at first, it actually gives you a great deal of control over your war effort; whereas your actions are somewhat restricted in the UN/Zion scenarios (e.g. you can't invade base X until event Y happens) you don't have those sort of limitations when playing as Third Force. ------------------------------------------------------------------------------- GAME FLOW ------------------------------------------------------------------------------- Gihren's Ambition is divided into multiple "phases," each of which you cycle through to form a single "Turn." They are: Strategy Phase | Action Phase | Combat Phase | Enemy Strategy/Action Phase | Enemy Combat Phase | Third Force Strategy/Action Phase* | Third Force Combat Phase* | Local Battle Phase(s) | Enemy Local Battle Phase(s)* *These phases only appear when there's a Third Force active in play STRATEGY PHASE: --------------- Strategy Phase is the first phase in a turn, and the only phase where you can save your game. During Strategy phase, you can make changes to the overall direction of your war effort; research new technologies, develop new units, deploy/promote/demote pilots, fund your spy teams, start invasion plans, etc. ACTION PHASE: ------------- This is where the majority of your time is going to be spent playing the game. It's in this phase where you move individual units, plan attacks on enemy units, transport units from one base to another, build new weapons in bases, etc. COMBAT PHASE: ------------- If you told any units to attack enemy units during the Action Phase, they will carry out their attacks in this phase. It's here that all the base combat calculations are carried out. ENEMY STRATEGY/ACTION PHASE: ---------------------------- This is essentially the same as your Strategy and Action phase, except that it's at this time when your enemy makes his moves. If you're playing as a Third Force, this will be the UN's time to act. ENEMY COMBAT PHASE: ------------------- This is like your combat phase, except that the enemy attacks you. If the units that are getting attacked are in firing range, you'll be asked whether or not you want to counterattack or defend. THIRD FORCE STRATEGY/ACTION/COMBAT PHASE: ----------------------------------------- If one a Third Forces is in play, then this works the same as the Enemy Strategy/Action/Combat phases. If you ARE the Third Force, then this will be Zion's time to act and attack. LOCAL BATTLE PHASES: -------------------- Local Battles are special. They take place whenever units from one force invade the Major Bases of an opposing enemy force. Local Battle Phases are divided up into Local Turns, each with an Action/Combat phase and an enemy Action/Combat phase. There are three ways a Local Battle Phase can end. The first is if an invading force succeeds in Conquering the main hex of the base; in this case, the invading force takes over the base, and all of its opponents get booted out onto the main map. The second is if all of the defending units or all of the attacking units are destroyed or leave the map. (In the extremely rare case that there is a third force and all three armies are fighting in a single Local Battle and all the defenders get destroyed, both invading forces have to duke it out until the main hex is taken over or one is wiped out) Lastly, if 5 Local Turns pass and there is still no winner, the Local Battle Phase ends, and will continue the following turn. Note that if multiple bases are being invaded on the same turn, they will each get their own Local Battle Phase. ENEMY LOCAL BATTLE PHASES: -------------------------- You'll almost never see these, but they take place when two opposing enemy forces attack each other's Major Bases and you're not involved. The rules for enemy local battle phases work the same as for "normal" local battle phases. ############################################################################### STRATEGY PHASE ############################################################################### There are six main command categories that you can do during Strategy Phase: Information, Research, Development, Personnel, Save, Special, and End. Save and End are pretty self explanatory (Save lets you save your game, End ends Strategy Phase) so I'm not going to waste any words on those, but for the other options, here are the details of each: ------------------------------------------------------------------------------- INFORMATION ------------------------------------------------------------------------------- Information is by far the most important screen to understand in order to play the game well. Here you can find out all the details about your war effort, your pilots, weapons, etc. Fund Intelligence Department 諜報予算投入 ----------------------------------------- Appropriates 1,500 worth of Funds to your Intelligence Department. By funding the Intelligence Department, you can get more detailed information about the state of your enemy's forces on the Information screen. At very high levels, your Intelligence Department can also steal plans for enemy units, which you can then develop. What, if anything, you steal, is completely random. Even if your Intelligence department is consistently funded so that they are at top level constantly, you won't steal that many plans; in a very good game you will probably only steal half a dozen plans at most. Also note that you cannot steal plans for "base" units. (ie units without a development number) There are 5 "levels" of information you can have; each turn as your information becomes outdated, you "lose" one level. Increasing funding boosts your information level by about 33%. You should never let your Intelligence level drop below 2, as you will then no longer be able to tell the stats of the enemies on the field that you're fighting. Level 0 Nothing (except base names, which you could get just by looking at the map) Level 1 Number of Bases/Major Bases owned Units developed Base defense level Individual unit names, numbers, and resources Level 2 Total Funds/Income per turn Total Resources/Resource income per turn Total number of units Pilot names, military rank, and status (on duty/stationed/etc). Unit movement rate, carrying capacity, and terrain affinity Base Data (all info except for # of units) All individual unit stats Level 3 Cost of enemy unit upkeep Pilot Leadership stats All unit data except weapon data Number of units stationed in each Major Base Level 4 Technology Levels Number of each type of unit (MS/MA/etc) All enemy pilot stats Unit weapon stats Major Base construction bay status (what, if anything, is being built) Enemy Unit Plan Theft Possible Level 5 Turns remaining for Major Base construction See Information 情報を見る -------------------------- Here you can look at general information, both for your forces and for the enemy. (use the L or R buttons to change countries) You can consult the information at any time during any non-combat phase. You can also get more detailed information on units, pilots, weapons, and bases by pressing the C button. COUNTRY INFORMATION: -------------------- This shows a list of stats that indicate the general status of your army (or the enemy's army) as a whole. TOTAL FUNDS: Funds are the lifeblood of your war effort. This indicates the total amount of money that you have. Funds are used for just about everything; to research new technologies, increase Intelligence level, produce and maintain new weapons, activate Special plans, etc. Needless to say, you can run out of Funds very quickly, so it's good to have as much as possible. I've never seen an enemy force even come close to running out of funds; I suspect they don't actually spend them for things like research and information. FUNDS INCOME PER TURN: This shows how much additional Funds you will earn at the end of the turn. It is an aggregate value of the Funds income of all of your bases, plus any income from trade with Neutral forces. (Side 6, Von Braun, and Greenland) Funding from Neutral forces is normally 3,000 per turn. If you anger the Neutral forces by using dirty military tactics (nerve gas for the UN and nukes or colony drops for Zion) you will lose this funding permanently. UNIT UPKEEP COST PER TURN: This number indicates how much money it costs for you to keep your units in working condition. It is automatically deducted from your income. TOTAL RESOURCES: Resources are the other important commodity you need to keep an eye on. Resources are sort of a global approximation of your raw materials, ammunition, fuel, etc; non-monetary resources needed to keep your war machine running. The only direct consumption of resources you will make is the production of new units. (Though it costs a lot to make a single unit so it's not trivial) However, resources are appropriated automatically for tasks such as unit refueling, repair, replacing individual units in a platoon, etc, so they can drop quickly if you're not careful, though you can easily reappropriate them by scrapping old units. Overall you don't need to be as cautious with Resources as you do with Funds, but they still require care. A note on Resources: Enemy forces cheat. Even if they completely run out of resources, they will continue to produce new units in large numbers anyway. You cannot hamper their war effort by crippling them financially or supply-wise. In short, you can ignore enemy funds and resources, since they make no difference. All sides cheat, but Zion cheats more than the UN. RESOURCE INCOME PER TURN: This shows how much Resources you will take in at the end of the turn. The value is the total amount of Resource income from all your bases. Neutral Forces do not provide any Resource Income. RESOURCE UPKEEP COST PER TURN: This number indicates how much resources are needed to keep your active units in working condition, and is automatically deducted from your income every turn. It does NOT take into effect repairs and refueling of those same units. TECHNOLOGY LEVELS (BASE/MOBILE SUIT/MOBILE ARMOR) This lists the three levels of technology; Base technology (deals with conventional weapons and construction technology) Mobile Suits (deals with construction of Mobile Suit units) and Mobile Armor. (Deals with the construction of Mobile Armor units) These levels increase with research and range from 1-16. The percentage value after the technology level indicates how close to reaching the next level your technology is. The higher the technology level, the better the weapons that can be produced. More information on that can be found in the "Research" area. TOTAL NUMBER OF MAJOR BASES: This lists the number of major bases that you currently hold. There are 15 Major Bases in the game: Jabro, Odessa, California, New York, Madras, Trinton, Kilimanjaro, Peking, Belfast, Hawaii, Lunar 2, Solomon, A Baoa Ku, Granada, and Side 3-Zum City. Major Bases are the only places in the game where you can produce, store, and ship units, and they are also the major center of contention; taking over a Major Base is an involved operation requiring special "Local Battles" to do. Major Bases appear as a large colored hex on the world map, surrounded with 6 "entry point" hexes that are more or less a part of the base. TOTAL NUMBER OF BASES: This lists the number of bases that you currently hold. There are 73 bases in total in the game, though three of them (Von Braun, Side 6, and Gothab) are Neutral, so in essence you have 70 that you can take over. Taking over bases is rather trivial; you can do so just by moving a MS, Armor, or Cruiser unit over one and select "Conquer." TOTAL NUMBER OF UNITS: This lists the total number of units that you have. The maximum number of units that an army can have is 150; beyond this, no new units can be produced unless an old unit is either scrapped or destroyed. NUMBER OF UNITS BY TYPE: This lists the number of units you have by type. (MS, MA, Tank, Plane, Space Cruiser, subs, etc) UNIT INFORMATION: (部隊) ------------------------ This displays the information on each unit in your army--the base it's stationed at, (if any) who if anyone is piloting it, its fatigue, armor, etc. As these stats are most important for combat, they are covered in more detail in the Combat section of the guide. PEOPLE INFORMATION: (人物) -------------------------- This displays the information on each pilot in your army--what units they're in, where they are, their rank, statistics, status, etc. Detailed information on these stats are covered in detail in the Pilot section of the Combat section of the guide. WEAPON INFORMATION: (兵器) -------------------------- This displays a list of what weapons you've developed, and their individual stats. For more information on the stats of each weapon, see the key to the "unit list" section at the end of this guide. BASE INFORMATION: (拠点) ------------------------ Here you can get a list of information on the various bases you (or the enemy) holds. BASE NAME: Self explanatory, this is the name of the base. INCOME: The amount of Funds the base generates per turn. PRODUCTION: The amount of Resources the base generates per turn DEFENSE LEVEL: This value ranges from 0-16, and is a measure of the overall strength of the base. It affects battles that take place on the base, in terms of defense %, number of cannons, etc. The higher the number, the tougher the base's defenses are. NUMBER OF CANNONS: The number of cannons the base is equipped with. If a battle takes place on a base while allied units are on it, the base will fire its cannons in support. The damage the cannons do is not much, but they can fire at virtually any range; even if the unit on the base can't counterattack, the cannons will still be able to. DEFENSE EFFECT%: The defense effect of the base. This % acts as a bonus to friendly units' ability to dodge. Note that it only applies to friendly units; if, say, a Mobile Armor sits on top of an enemy base (since MA units can't actually conquer bases) then it won't receive any of this benefit. NUMBER OF UNITS: This value only means anything for Major Bases; it displays the number of units currently stationed there. This is a very valuable number to see before you invade a Major Base as it gives you a rough estimate of the size of the force you'll be facing. The force will never be larger, but can sometimes be smaller; if the base in question has any units that can't fight in that terrain (for example, space-only MS units in a ground base) you won't have to face them. DOCK DATA: This screen only comes up when looking at the information of a Major base. It shows the status of all eight of the base's construction bays, both what, if anything, is being built in the bay, and how many turns it will take to complete. Completed units automatically get stationed in the same Major Base. ------------------------------------------------------------------------------- RESEARCH ------------------------------------------------------------------------------- Under Research, you will have the ability to fund Basic, Mobile Suit, and Mobile Armor research. If you are playing as the UN or Zion, all your levels start at 1 (they start at higher levels for Third Forces) and can go as high as level 16. Every time you put money into a type of tech, its Research Bar fills by a certain percentage, depending on how much money you invested. When the Research Bar fills completely, that technology level increases by 1. You can only fund a specific type of research once per turn. You'll be given a choice of giving a small, medium, or large amount of funding. The more you appropriate, the more that technology's Research Bar will fill. The formulas are as follows: Amount of Funding Cost Bar Increase Small 150 * Current Tech Level +15% Medium 300 * Current Tech Level +25% Large 600 * Current Tech Level +33% As you can see, you get diminishing returns for higher amounts of funding, but this can be worth it as you'll increase your Tech levels that much faster. If you did Small funding throughout the entire game the enemy would soon overwhelm you with its massive technology advantage, regardless of which side you're playing as. Note that Research Bars can "carry over." This is actually a way to save money. For example, if you were at 99% at level 1, and made a Large (600 * 1 = 600 Funds) investment, that would take you all the way to 32% at Level 2, and in the end, save you money. RESEARCH AND DEVELOPMENT: ------------------------- Research is critical to your war effort, as if you don't research, you won't ever be able to develop any new weapons. And without new weapons, it will be difficult if not impossible to win the game. Each new weapon you develop has its own technology prerequisite (see the unit list section for individual details) so you need to meet that level at a bare minimum if you want to develop and produce it. In general, the type of technology you increase with the types of units you can produce; Base Technology lets you develop conventional weapons like tanks, planes, and spaceships, Mobile Suit Technology lets you develop better Mobile Suits, and Mobile Armor Technology lets you develop new types of Mobile Armor. However, there is overlap between the three research types; many units will require levels in more than one technology type to develop. For example, the Gog MS unit requires not only level 4 in MS technology but also Level 3 in MA technology, and the Gundam Full Vernian requires a 15 in all three technology types. BASE TECHNOLOGY PRICE BREAK: ---------------------------- There isn't much in the way of units that are gained via Base Technology, so it has another advantage; reducing costs for unit production. As you increase Base Technology levels, it reduces the amount of Funds that you need to spend in order to build a unit. The formula for how much a unit will cost to make is: Base Price - 3*(Baselevel-1)% So, for example, a basic Zaku II-C costs 540 funds to produce. At Level 1: 540 - 3 * (1-1)% = 540 - 3*0% = 540 - 0% = 540 (full price) At Level 5: 540 - 3 * (5-1)% = 540 - 3*4% = 540 - 12% = 476 (12% discount) At level 16: 540 - 3 * (16-1)% = 540 - 3*15% = 540 -45% = 297 (45% discount) No matter how high you build your technology levels, though, you will still need to pay full price in resources to build a unit--even if your production facilities are higher-tech and more efficient, the amount of metal in a mobile suit won't change. ------------------------------------------------------------------------------- DEVELOPMENT ------------------------------------------------------------------------------- This is the menu where you develop all your new units. Here, you'll get a list of all the Development Plans you have available. Each list item has the following information in it: Development Number, Unit Description, Unit Status Development Number: This is the number of the project you're going to develop. If you know in advance what Development Numbers go with what units, (this guide can help in this department) then you'll know exactly what unit you'll develop with that plan. Unit Description: This is a very generic description of the unit to be developed; it has the plan abbreviation, (for example Zaku IIs are MS06) along with a very brief description of the unit's purpose. (e.g. "Underwater Use Mobile Suit") Unit Status: This can be one of three things: NEW, IN # TURN(S), or END. NEW indicates a plan that you have yet to develop. IN # TURN(S) indicates a plan that you have already funded; the number tells you how many turns it will take for that unit to be completed. END indicates a unit that you have finished developing. Sometimes you can see an asterisk in front of NEW or END; this indicates either a brand-new plan introduced that turn (in the case of *NEW) or a brand-new unit that just finished development that turn. (in the case of *END) At the beginning of each turn your advisor will remind you whenever a new unit or plan appears. By pressing the C button while selecting a plan, you can get more detailed development information on the development plan. There you can see the cost to develop the unit, the number of turns it will take, and a more detailed description of the unit about to be developed. You'll also see a silhouette of the unit as well. (Getting information on an already-developed plan will tell you nothing; it will just say "you can now produce this unit") While on the detailed development screen, if you press the C button again, you'll get the option to invest the required funds, and development on that unit will start in earnest. SPEEDING UP DEVELOPMENT: ------------------------ If for whatever reason you need a certain unit immediately and can't wait for the normal development process to finish, you can speed things up by throwing more money at your R&D department; by doing so, you can cut development time in half. The amount of money required to speed up development is the same as the initial development costs. In other words, by doubling the cost you can halve the time it takes to make. Note that you can only do this once; after increasing funds for a specific project, there's nothing you can do to speed it up any more than you already have. DEVELOPING ENEMY UNITS: ----------------------- If, by good fortune, you manage to steal plans for an enemy unit, either through an event or from your spies' activity, you will get the option to develop them amongst your "regular units." However, the information on the unit will be more sparse, (It always just says "Enemy Country Development Plan" with no details) and, more importantly, it takes MUCH longer to develop. Specifically, it takes twice as long to develop an enemy unit as it would for the enemy to. So, for example, if you're playing as the UN and you manage to steal the plans for a Dom, it will take you 16 turns to develop it, whereas it only takes 8 for the Zions to develop. ------------------------------------------------------------------------------- PERSONNEL ------------------------------------------------------------------------------- Personnel is the interface for managing ace-pilot related functions. Here you can see information on all your available pilots--ie, those that aren't actively deployed in the field. If you want to see the status of all your pilots including those actively deployed, you need to consult the Information menu. Here is a list of the various status types your ace pilots can have. NOT DEPLOYED: This means that the character is not currently piloting anything. You can use "Deploy" to assign him/her to any available unit. DEPLOYED: This means that the character is currently deployed in a unit that is in active use on the field. You won't actually see this status in the "Personnel" menu; you'll have to consult your Information menu to see this status. No Personnel commands can be used on Deployed characters; they need to go back to base before they can be released/promoted/demoted/etc. RELEASED: The turn you release a pilot from active duty, they change to this status. The following turn, their status will change to "Not Deployed." Released characters can be promoted or demoted, but they cannot be deployed into other units. (LOCATION NAME): This means that the character is currently deployed in a unit that is stationed in a Major Base. (whichever the "Location Name" refers to) You can use any Personnel commands on these characters. Note that when consulting spy data on enemy pilots, you will never see their exact location names; you will only see "Deployed," even if they are stationed in a Major Base INJURED: When an ace pilot's unit gets shot down, they take on this status. Injured pilots are removed from your forces for three turns until they heal, at which point they return to "Not Deployed" status. ON DUTY: Pilots become "On Duty" during various events in the game, when they go on special missions. They are essentially removed from your forces until their missions end. Note that "On Duty" is a potentially dangerous status, as pilots can only be permanently killed while on story missions. MISSING IN ACTION: Only two pilots can get this status; Char on the Zion side, and Yu on the UN side; and Yu can only go MIA when you're playing as the Zion forces. MIA pilots are essentially the same as On Duty pilots; you can't do anything with them. In the case of Char, he will eventually be found, but as far as I know, once Yu goes MIA he stays MIA. IMPRISONED: Through various events in the game, individual characters may be put in prison, and only Char, Ma Qube, and Kishiria can get this status. Imprisoned characters stay imprisoned for a LONG time--30 turns or so, or until they defect to a Third Force. DEAD: This doesn't actually show up as a status type; the pilot is simply permanently removed from your (or the enemy's) ranks. You'll usually be informed in an event of the character's untimely demise, but sometimes you won't. (For example, Woody dies without any announcement that he did, or even went on duty) Obviously this is something you'll want to avoid. This is especially tough on the Zion forces, as they have fully 19 pilots that can get this status, (even more if you're playing as the UN) whereas there are only six UN pilots that can die. (and half of those suck) DEPLOY (配置) ------------- Use this command to put a "Not Deployed" character into an empty (ie not piloted by another character) unit. Units with ace pilot have large advantages over those that do not; even the worst pilot in the game will improve the status of the unit s/he is riding. The down side is that there can only be one vehicle per unit when someone is piloting it. For example, a standard Dom unit has three individual Doms fighting in it. However, if you stationed a pilot in that Dom unit, the unit would "split" into two: a unit with one Dom (and the character piloting it) and another unit with the remaining two Doms. This not only reduces the number of attacks the piloted Dom can make per turn, (as there's only one Dom in the unit instead of 3) but also makes it easier to be hit. For this reason, characters are generally best stationed in "Ace Pilot units," Mobile Suits/Armors/Cruisers/etc that only have one vehicle per unit, as you don't lose any functionality that way, only gain it. RELEASE (解任) -------------- Use this command to remove a pilot from his/her unit and change them to Released status. The turn after you Release them, they will return to "Not Deployed" status and you can put them in another unit if you want. In other words, you can't remove a pilot from one unit and immediately transfer them to another; you have to wait a turn first. However, whatever unit the pilot was in DOES become immediately available, so you can remove a character from an individual unit and then immediately put another pilot in that unit to take his/her place, if you want to. PROMOTE (昇格) -------------- This command allows you to promote a character to a higher military rank. How high a character can be promoted depends on their number of Character Rank points. (see the section on Pilots for more details) As they're not in the military, civilian characters cannot be promoted, no matter how many Character Rank points they have. DEMOTE (降格) ------------- Demote allows you to demote a character to a lower military rank. However, a pilot can never be demoted to a rank lower than the one that s/he started with. ------------------------------------------------------------------------------- SPECIAL ------------------------------------------------------------------------------- Special is the menu where you can activate various plans that come up along the course of the game. INVASION OPERATIONS ------------------- Unless you're playing as a Third Force, (in which case you won't get any Special events) all of your invasion operations will be carried out from the Special menu. You cannot invade any enemy Major Bases unless you first activate its respective Invasion Operation. Invasion Operations cost 5,000 in funds to activate, and in addition to giving you the ability to invade whatever enemy Major Base the operation is for, any units you have participating in the invasion will get a temporary +30 boost to their morale for 5 turns. Activating an Invasion Operation also ends the Strategy Phase, so make sure you've done everything else you need to before going on. SPECIAL EVENTS -------------- Special Events require you to foot a certain amount of capital (it depends on the event) to start a project to help you in your war effort in one way or another; for example, developing the Solar Ray as the Zion forces, or starting Operation V as the UN. What you will get out of the investment will be listed on the screen describing the plan (morale bonus, ability to develop new units, etc) so you can decide whether or not to activate it. Almost all Special events will be beneficial, though there are some that are risks (you either win big or lose big, depending on the situation) and some that have tradeoffs (e.g. you get to develop a spiffy new unit, but so does the enemy) Activating Special events rarely ends the Strategy Phase, though a few do. Those that do will say so on their description screen. AUTO MILITARY OPERATIONS (作戦行動の委任) ----------------------------------------- This option leaves everything in the Action phase to the AI, so that the only actions you need to take are those in Strategy mode. You can only turn it on once per game, though if you change your mind you can turn it off again. Don't do this. No, really, don't. It actually makes the game a hell of a lot harder. Not only will you not be able to control individual troop movements, but you won't be able to control what your Major Bases produce either. You may find yourself totally out of money in the Strategy phase because your bases are producing lots of crap that you don't want in the first place. By turning on this option you're basically telling the computer to play itself. I imagine that you could win the game this way, but getting a Perfect Victory would be next to impossible. ############################################################################### ACTION PHASE ############################################################################### Unless for some reason you've got Auto Military Operations activated, the majority of your playtime will be spent in Action Phase, where you can control detailed actions for both your Major Bases and your individual units. The commands differ for each. There are also some Global Commands accessible by pressing the Start button. ------------------------------------------------------------------------------- BASE ACTIONS ------------------------------------------------------------------------------- The following are the various actions you can have your Major Bases do during an Action Phase. Unlike Units, you can perform as many of these actions as you like during a single turn. (ie, you could produce a few units, scrap some more, and launch a few into space all from the same Major Base in a single turn) However, bases that are currently being invaded can perform none of these actions, with the exception of looking at the Units inside; additionally, these Major Bases cease to function until the conflict inside them is decided; they no longer provide any income, and all production halts. (Note: The computer cheats on this; occasionally they will spawn a unit or two in a base currently under attack) UNIT (部隊) ----------- This command takes you to the Unit List, where you to assign actions to the various units stationed in your base. Until you actually move the units out of the base, you can have them do as many actions as they want. (For example, normally you can't load and unload units on carriers multiple times, but you can if both the carrier and unit are stationed in a Major Base) Units that have completed their movement for the turn (ie, they entered the base) will have an E after their names; they can be loaded and unloaded into carriers, but they cannot be re-launched from the base until the next turn. PRODUCE (生産) -------------- This command takes you to the Production screen, where you can build new Units for your army. The Production Screen has units divided by type: Mobile Suit, Mobile Armor, Armor, Aircraft, Spacecraft, and Cruisers. Here you can see the list of units you can produce, their cost in Funds and Resources, and the number of turns it will take to complete. If an item is grayed out, that means you can't produce it, either because you don't have enough Funds/Resources, or you've reached the Max Units value for that particular unit. (e.g. you can only have one Proto Gundam at any one time, though if it gets destroyed you can make another) The number at the top-left of the screen indicates how many of the base's construction bays are being used; there are eight in total, so you can only have the base building eight units at any one time, though once a unit is complete, its construction bay is freed up to make something else. Also note that once you choose to make a unit, there's no going back; you can't take back your decision to invest the funds/resources, nor is there any way to halt production of a unit already under construction. SCRAP (廃棄) ------------ Scrap takes you to the Unit List, where you can see all the units currently stationed in that particular base. If you Scrap a unit, you destroy it, but you get to reclaim all the Resources that it took to create that particular unit. (So for example it takes 5000 Resources to build an Azzam; by scrapping an Azzam, you get to reclaim those 5000 resources) You can't hawk your units though, so you don't get to reclaim any money. If you scrap a unit that somebody was piloting, then that pilot's status changes to "Not Deployed." LAUNCH (打上) ------------- This command you'll only get on bases on Earth. Using it, you can launch any space cruisers (HLVs count as Cruisers) stationed at that base into orbit. TRANSPORT (輸送) ---------------- Transport takes you to the list of all the units currently stationed in your base. Pick a unit, and you can choose to ship it to any other Major Base you currently control. It takes two turns to ship units to bases on the same map (e.g Space to Space or Earth to Earth) and it takes three turns to ship units from Space to Earth and vice-versa. Note that if your destination happens to get invaded by the enemy before your cargo gets there, it will automatically be re-routed to your home base (Jabro for the UN, Side 3 for Zion, Lunar 2 for the Titans, and Granada for Neo Zion or Legitimate Zion) ------------------------------------------------------------------------------- UNIT ACTIONS ------------------------------------------------------------------------------- MOVE (移動/イドウ) ------------------ Move your unit(s) from one hex to another on the map. How far you move depends on your movement rate and terrain. A unit's movement rate determines how many Movement points it gets in a single turn. Moving from hex to hex consumes your movement points at different rates, depending on the type of terrain: Allied-controlled Supply Line/Base: 1 Movement point per hex Land or Space terrain: 2 Movement points per hex Air or Water terrain: 1 Movement point per hex There is a penalty for moving through unsuitable terrain; (what terrain is unsuitable differs from unit to unit) movement points per hex are doubled. So, moving through bad terrain on a Supply line would take 2 points per hex, moving through bad terrain on land or space would take 4 points per hex, etc. You will always be able to move at least one hex, regardless of terrain and movement rate. There are 7 terrain categories in total: Land, Water, Air, Space, Desert, Mountain, and Forest. Each terrain can be subdivided into different other types of terrain. Land: Plains, (ヘイチ) Wasteland (コウヤ) Snow Plain (セツゲン) Caves, (ドウクツ) Water: Ocean (ウミ) Lake/River (ミズウミ/カワ) Air: Any hex on the Earth Map Space: Any hex on the Space Map Desert: Desert (サバク) Mountain: Mountains, (サンガク) Snowy Mountains (セツザン) Forest: Woods (ミツリン) Forest (シンリン) There is one terrain type, Land/Ocean (リク/ウミ) that allows for travel for both water and land units. Also the terrain type of bases depends on the location of the base. Movement requires Resources, and the amount needed differs from unit to unit. If a unit runs out of resources, then it will only be able to move one hex per turn until it gets some more. Lastly, you can move entire Stacks of units all at once, instead of having to micromanage and move each individual unit. If you move entire stacks, that stack will only be able to move as far as the unit in it with the worst movement rate. ZONES OF CONTROL (ZOC): Movement can be hampered by enemy Zones of Control. If there are two units of the same side that are two hexes apart, the hex in between them becomes their "Zone of Control" and no enemy can pass through it in a single turn. For example, look at the following diagram: ___ ___/ A \___ / B \___/ C \ \___/ G \___/ / D \___/ F \ \___/ E \___/ \___/ If two units on the same side were stationed on hexes A and D, then Hex B would become their ZOC and no enemy unit would be able to pass through Hex B to Hex G (and beyond) in a single turn. They would have to stop on Hex B. If they did stop on Hex B and the units on A and G didn't move, then the following turn they could move through to Hex G with no problem though. Of course, they wouldn't be able to move past Hex G on that turn, as Hex G would also be a ZOC between the units on A and D. STANDBY (待機) -------------- Tells the unit to stop in place. Use this command after moving your units. You can't take this order back; once a unit has been moved and put on standby you can't change your mind and move it back to its original location. RE-ENTRY (突入) --------------- This command is only available on the space map, and only on re-entry hexes. Use this command to have your unit enter the atmosphere and move down to earth. Only a limited number of units are capable of re-entry these are HLVs, Komusais, Zanzibars, Pegasi, the White Base, and Gundam units. Units that enter the atmosphere will move to pre-determined drop points on the Earth map. This is not an order you can take back. BOARD (搭載) ------------ Use this command to board a unit that is capable of carrying other units. You can use this command on the field (by moving a unit onto a transport unit) or inside a Major Base. You cannot take back this command on the field, but you can in Major bases. (just select the unit inside the transport and pick 発進, "Launch") You cannot Board Stacks of units; if you want to move more than one unit into a transport, you will have to do so individually. GARRISON (駐留) --------------- This is the command you use to station your forces inside your Major Bases. Just move into one of the hexes surrounding one of you Major Bases to do so. The unit in question will move into the garrison of that base. You cannot take this command back, but you can still manipulate the unit inside the base afterwards, either to change its equipment, load it onto a carrier, etc. You can Garrison entire Stacks of units at a time if you wish. INVADE (進入) ------------- If you want to move one of your units into an enemy Major Base and invade it, this is the command you use. Units that Invade a Major Base will have to fight it out with any units garrisoned there in a Local Battle Phase. Entire Stacks of units can Invade a Major base at once if you wish. This command cannot be taken back once ordered. CONQUER (制圧) -------------- Conquers an enemy base. Only MS, Armor, and Cruiser units can conquer enemy bases. (Note that while HLVs and Columbuses are officially Cruiser units, neither of them can conquer bases) All you need to do to conquer an enemy base is move your unit on top of it and select this command. ATTACK (攻撃/コウゲキ) ---------------------- Pick a unit to attack in the next Combat Phase. Units in range will be outlined in yellow; pick one and that will be your designated target. If your unit is in a Stack, that entire Stack will attack, unless 1) the target is out of range for one of your units or 2) any units in the stack don't have enough Resources to attack. No unit can be attacked by more than 6 stacks of units in any one turn. Attack is one of the few commands that can be taken back after being given, so if you change your mind about what unit to target later on you can always cancel. EQUIP (武装) ------------ This command allows you to change a unit's equipment. Normally, units can only change their equipment inside Major Bases. However, the Surface Gundam can swap its equipment anywhere. ESCAPE (脱出) ------------- This command is only available in the Local Battle Phase. Any unit on the edge of the map can use this command to leave the battle and return to the main Earth/Space map. SCAN (索敵) ----------- Use this command to scan any unidentified units within range. The better your unit's scanners, the more likely it is to succeed. In addition, Minovsky particles can interfere with scanners, making it more difficult for them to succeed in identification. Any individual unit can only Scan once per turn, but they can do so before or after movement. It is much more difficult to hit a unit that is not Scanned in combat. Scanning consumes one attack's worth of resources. LAUNCH (発進) ------------- This command launches an individual unit out onto the field, either from a Major Base or a carrier. If you Launch a unit in a carrier inside a Major Base, then that unit will return to the base's main garrison forces; you can Launch it again if you want it to leave the Major Base. You cannot take this command back. Furthermore, units in carriers can only be Launched *before* the carrier moves, and you cannot Launch units that have already moved in the same turn. Once you move a carrier, you'll have to wait until the next turn before you can launch any units still inside it. You can pick the location you wish your unit to Launch to; this is essentially the same as moving it. STATUS (能力) ------------- This command allows you to take a look at an individual unit's status. CHANGE ORDER (タイレツヘンコウ) ------------------------------- This command allows you to change the order of your units in an individual Stack. Units in the front ranks of a Stack are far more likely to be attacked than units in the back ranks. AUTO (オート) ------------- Allows you to turn on/off autopilot on your unit. Turn on Autopilot and designate a hex, and each turn that unit will move toward that hex until it reaches it, at which point Autopilot turns off. Autopilot kicks in at the end of an Action Phase. CANCEL (中止) ------------- This cancels whatever action you were about to do (move, attack, etc) SPECIAL (特殊) -------------- This command allows you to use a unit's special abilitie(s). The Special abilities differ from unit to unit. All the commands from here on out fall under the Special category. DISSEMINATE (散布) ------------------ Allows you to disseminate Minovsky particles in the general area. Minovsky Particles jam radars, making it more difficult to scan or hit with ranged attacks. By Disseminating particles more than once, you can increase their concentration, making it even more and more difficult to scan or target. Minovsky particle concentration naturally decreases over time, getting less and less per turn, with greater concentrations decreasing faster. Disseminating Minovsky particles consumes one attack's worth of Resources. Minovsky Concentrations are listed in the bottom-right hand corner of the screen while selecting a hex, or if you want to see a general Minovsky concentration map, press and hold the Y button. The darker the red, the heavier the concentration of Minovsky particles. INTERFERENCE (撹乱幕) --------------------- This command allows you to put up a Beam Interference Field on one hex of your choosing adjacent (or on) to your unit. Beam Interference Fields only last for one turn, but during that turn no ranged beam weapons can be fired in, out, or through that hex at all. This is an especially effective weapon against the UN, as their MS units tend to rely heavily on beam weapons. Creating a Beam Interference Field consumes one attack's worth of Resources. Also, only the Zikko and Public units can use this command. EQUIP (武装) ------------ With this command you can swap out a unit's equipment on the field, without having to return to base. Only Surface Gundams can use this command. You cannot swap equipment after moving. TRANSFORM (変形) ---------------- This command allows transformable units to change forms, for example changing Dodai YS/Goufs from MS to bomber form. You can transform as many times as you want in a turn, (useful in the case of the G-Armor, which can have three transformations which you need to cycle through) but only before you move. After you move, you cannot transform. SPLIT (分離) ------------ Some units can be split into two units, like the Musai/Komusai and the Magella Attack/Magella Top. This command allows you to split the units. If you've already got the maximum number of units in your army (150) then you can't use this command as it essentially adds an extra unit to your forces. Also note that Split units cannot reattach. However, "base" parts of the split (for example, the Magella Base part of the Magella Attack) that are Garrisoned in a Major Base are automatically refitted with a new detachable part. SENSE (感知) ------------ This is a special command, usable by any unit that is being piloted by an ace pilot with Newtype abilities. It is for all intents and purposes the same as the "Scan" command, but it has an advantage in that it never fails to work, and doesn't consume any Resources. However, any unit that uses the Sense command will have its Fatigue raised by 10. ------------------------------------------------------------------------------- GLOBAL COMMANDS ------------------------------------------------------------------------------- EARTH/SPACE ----------- This command switches Map from the Earth Map to the Space Map and vice versa. You'll hardly ever use it, as the X button is a shortcut to this command. FULL MAP -------- This command shows the entire Space/Land map at a glance. You can change back and forth between maps with the L/R buttons, and switch between Unit status and Base status with the Start button. This command is useful for getting a general picture of where enemy units are, without having to scroll all over the place on the detailed map. SEE INFORMATION --------------- This command is identical to the See Information command during Strategy Phase. END PHASE --------- This is the command you need to pick to end Action Phase and go to Combat Phase. ------------------------------------------------------------------------------ ACTION PHASE EVENTS ------------------------------------------------------------------------------ Action Phase events are rare; after making decisions regarding certain events during Strategy Phase, sometimes you'll be informed of their results as soon as you choose to end the Action Phase, rather than at the beginning of the next Strategy Phase. Most of these events happen in the UN storyline, and none of them are interactive, so they're not really worth worrying about. ############################################################################### COMBAT PHASE ############################################################################### Once Action Phase ends, Combat Phase begins. Combat Phase is generally not interactive; it's here that all of your planned attacks are carried out, and you can watch individual battles if you choose. (If you don't want to watch, you can just press the L1 or R1 buttons to skip the animation) However, as Combat Phase is where all the number-crunching takes place, it's very important. Below is a description of how combat works in Gihren's Ambition. ------------------------------------------------------------------------------- COMBAT CALCULATIONS ------------------------------------------------------------------------------- RANGED COMBAT ------------- All combat starts out with Ranged Combat; the two sides will simultaneously fire back and forth at each other with whatever ranged weapons they have. (unless one side defends, in which case it does not attack) One thing important to note is that any units destroyed in Ranged Combat will not actually explode immediately, and can continue to fight for a while after losing all their Armor. If you see a unit start giving off smoke, that's a sign that it's going to blow up in a minute, but won't actually do so until it's stopped shooting first. MELEE COMBAT ------------ Once Ranged Combat ends, the game proceeds to Melee Combat, providing that the involved in the battle are one hex apart and have Melee weapons. Melee combat is not simultaneous like Ranged Combat; first one side launches their attack, then the other side counterattacks. Some (but not all) units without melee weapons can counterattack with a weak bash attack. There are a couple of important things to note about Melee combat: 1) When dealing with a Stack of units, only the "top" unit in that stack will be able to make melee attacks. If your front-line unit has no melee weapons and your back ranks do, they still won't be able to use them, so it's a waste. However, if a melee-capable back-rank unit is attacked in melee combat, they will be able to counterattack. 2) The first attacks in Melee Combat are usually initiated by the attacking side. However, if the attacking side doesn't possess any Melee weapons and the defending side does, then the defending side will initiate the Melee Combat. 3) Each sub-unit can only attack one target in Melee Attacks. For example, if you had a Unit of 3 Goufs, each Gouf will only be able to attack one target; even if they have Melee attacks "left over" after destroying their target, they cannot pick a new one. Multiple sub-units can team up on a single target with no problem, but will generally only do so if there aren't additional units to attack. 4) If multiple Stacks of Units attack a single unit at once, the only Stack to engage in Melee Combat will be the one that the defending unit counterattacks. If the defending unit counterattacks an attacker with no melee weapon, there will be no Melee Combat. FLOW OF COMBAT: --------------- The actual mechanics of combat are fairly simple. Every participating (sub)unit in the battle uses their weapons a given number of times, and for each shot, its % chance of hitting is calculated by comparing the weapon's Accuracy rate with the target's Evade rate. ACCURACY RATE: -------------- Each weapon has its own Accuracy rate, which acts as the base chance that it will hit. From that, bonuses and penalties are added as follows: 1) Pilot bonus. If an Ace pilot is in a unit, the unit gets a (pilot's stat x4) bonus to hit their target. The stat used for ranged combat is Targeting, and the stat used for Melee combat is Melee. 2) Command bonus. Units get a bonus to their accuracy based on the Command stat of whatever character is commanding them. If their commander is less than Officer ranking, (ie Sergeant Major or less) the bonus is a lot less. Command bonus does not apply to any units that have ace pilots in them. (instead, their own pilot's skill determines the bonus) In addition, units in a Commander/Admiral ranked character's sphere of influence will get less of an Accuracy bonus than if they were on the same hex with that character. 3) Unit mobility bonus. If a unit's mobility is very high, you get a very very slight bonus to accuracy. It's more or less negligible. 4) Minovsky Interference Penalty. A penalty equal to the Minovsky concentration is subtracted from the weapon's Accuracy. However there are diminishing returns with higher Minovsky concentrations; at about 50 or 60%, the penalty cuts off (so at, say 80%, you'd still only have a 50-60% subtraction) Minovsky concentration has no effect on accuracy for Melee combat. 5) Fatigue penalty. This actually isn't so big; a unit at 100 fatigue misses a little less than half as often as a unit at 0 fatigue, so I'm guessing the minus percentage is probably half of the Fatigue value. 6) Terrain penalty. If the target unit is in a terrain type that the attacking unit has an unfavorable rating towards (you can see this in its status screen, unfavorable terrain types are in grey rather than white) then you'll suffer a reasonable penalty. 7) Identification penalty. If the unit being attacked isn't scanned, you'll take an accuracy penalty. This only works for ranged attacks; there is no penalty for melee attacks on unidentified units. (In fact, simply performing a melee attack on an unidentified unit will have the same effect as a successful Scan of that unit. EVASION RATE: ------------- The base evasion rate of a unit is their Mobility rating, adjusted with the following bonuses and penalties: 1) Pilot bonus. Like the Accuracy bonus, if an ace pilot is in a unit, it will get an Evasion bonus based on the pilot's Reaction statistic. The %bonus will only be 2x or 3x the Evade statistic though. (IOW it's less than the bonus multiplier for the other stats) 2) Command Bonus. Units get a bonus to their Evade rate based on the Command stat of whatever character is commanding them. The Command bonus for Evasion works basically the same as it does for Accuracy. Pilots below Officer ranking don't give as much of a bonus, and units in a Commander/Admiral's sphere of influence get less bonus than if they were on the same hex. 3) Terrain Bonus. The terrain's base defense percentage is added to the evade rate. The percentages for each terrain type are as follows: 0%: Plains, Snow Plains, Caves, Land/Water, Air, Space 5%: Woods 10%: Wasteland, Moon, Earth Orbit, Asteroids, Wreckage 15%: Desert, Colonies, Base (as in the rock making up Lunar 2, Solomon, etc) 20%: Ocean, Lake/River, Forest 25%: Mountains, Snowy Mountains, Defense Point Base: (0.75 x Base's defense level) +16 Major Base: (1.5 x Base's defense level) + 31 4) Fatigue Penalty. This works the same as with accuracy; the minus percentage for Evade due to a unit's Fatigue appears to be half of the Fatigue value. 5) Terrain Penalty. If the terrain type the targeted unit is in is unfavorable move-wise (you can't see this on the status screen, you can only tell by seeing how it travels on the world map) then there a reasonable penalty. GUARDING: --------- In addition to Evading, there's a chance to guard incoming attacks. Guarding is a separate calculation from evasion, and simpler. Every time an attack hits its target, there is a 30% chance that any shield-equipped unit will block it with its shield. If the unit being attacked currently Defending--in other words, it chose not to counterattack but Defend--then there will be an additional 20% chance to block the attack. Blocked attacks merely glance off the unit's armor (or shield) and do no damage. There is no attack that cannot be blocked--I've even seen a cruiser block an incoming nuclear missile (the missile just sort of gives off a tiny wimpy explosion as if it's a dud) MORALE AND FATIGUE: ------------------- Each unit in the game has its own Morale and Fatigue value. Morale in and of itself is actually not that important a statistic; it only affects the rate at which a unit's Fatigue raises. All units fresh off the production line get a Morale of 50, which can increase to a "natural" 100. Morale can go over 100 due to the influence of certain events. (For example, units undertaking Invasions get a +30 boost to their Morale, so you could theoretically have a Morale of 130 during that invasion) Various events increase or decrease a unit's Morale: Attacking: +2 Destroying an enemy unit: +5 Counterattacking: +1 Furthermore, whenever an enemy unit gets destroyed, all units in your entire army get a +1 bonus to their Morale. On the down side, whenever a friendly unit gets destroyed, then all the units in your army get a -1 penalty to their Morale. (and this is the same for enemy units too) When you're involved in a Local Battle, this effect is tripled (+3 for destroying a unit, -3 for losing a unit) but only for the units directly participating in the Local Battle. Morale affects how quickly a unit gets Fatigued. The higher a unit's Morale, the less quickly its Fatigue rating increases. Different types of actions increase Fatigue by different values: Attacking (main attacker): (150-Morale) * .05 + 5 Attacking (sub-attacker): (150-Morale) * .05 +2 Getting attacked: (150-Morale) * .05 + (Number of attacking units * 2) + 3 (The Main attacker is the stack that appears in a combat animation, the sub- attackers are the "off screen" attacking units in a combat animation) Morale is also influenced by a commander's Charisma attribute, which more or less "artificially" boosts a unit's Morale. The unit in question won't get any numeric bonus to their Morale score, but their Fatigue will increase as if they had a higher Morale value. For example, say a Lieutenant with a Charisma of 10 (x2 bonus) is on a stack with a vanilla unit with 50 Morale. The vanilla unit's Morale will still be 50, but during any combat calculations, it will act as if it had a Morale of 70. ------------------------------------------------------------------------------- ACE PILOTS ------------------------------------------------------------------------------- Ace pilots are "special" characters (all from the various Gundam TV shows, books, games, model series, etc) can make a huge difference in your war effort. By default, all the units that you produce are piloted by "grunts," typical nameless soldiers with no distinction in ability. But put an Ace Pilot into a unit and all of a sudden it becomes a lot more effective than its base stats would indicate. However, it's not all good; there are disadvantages to putting pilots in units as well. ACE PILOT ADVANTAGES: --------------------- *Increase in unit abilities. A pilot's various statistics increase the base ability of the unit s/he is piloting; Armor, Accuracy, Evade rate, and number of attacks all are affected. *Use of newtype weapons. Some units are specific "Newtype-Use" units. Without Newtype Ace Pilots, these units cannot make use of all of their weaponry. *Command influence on Grunt units. Ace Pilots can "command" Grunt units and increase their accuracy, evasion, and morale. ACE PILOT DISADVANTAGES: ------------------------ *Sub-unit number penalty. Any unit that consists of more than one sub-unit will always be reduced to 1 unit when an Ace is piloting it--so a "standard" GM unit consisting of 3 individual GMs will be reduced to only 1 GM when an Ace Pilot is driving it. This reduces the lasting power of the unit, and can potentially be a death sentence for the pilot if the individual unit has very low Armor. (like planes or tanks) *Negative command influence on Grunt units. Command influence is a double-edged sword; if you have a high-ranking officer with lousy leadership abilities, they can counteract the influence of lower-ranking, more capable leaders. PILOT STATISTICS ---------------- Not all pilots are the same. Some are designed to be good leaders but are terrible on the field, some are better at ranged combat than melee, some are better at melee, some excel primarily at dodging enemy attacks, some characters are good at more than one of these tasks, and a select few are good at all of the above. Their expertise is indicated in six different statistics. CHARISMA: A value of a character's personal magnetism. Charisma has a minor effect on leadership, increasing the Morale of Grunt units. Characters above Enlisted rank give a 2xCharisma bonus to their troops, half that for Enlisted soldiers or civilians. COMMAND: The most important statistic for leader-type characters, this indicates a character's strategic and tactical competency on the field. Command increases the Accuracy and Evasion of Grunt units. Characters above Enlisted rank give a 2xCommand bonus to Accuracy and a 1xCommand bonus to Evasion, half that for Enlisted soldiers or civilians. ENDURANCE: This stat gives an Armor bonus to the unit that the Ace pilot is driving. The unit gets 4xEndurance bonus Armor points. An especially useful stat since you only get 1 sub-unit when an Ace Pilot is in the cockpit. MELEE: This stat gives an Accuracy bonus to the unit's Melee attacks, 4x that of the statistic. It also affects the number of Melee attacks the unit can make. The maximum number of Melee attacks differs from unit to unit though; for example an S-Rank Dozul can make 6 attacks in his Zaku-S Custom, but 8 attacks in the Prototype Gyan. TARGETING: This stat gives an Accuracy bonus to the unit's Targeting attacks, 4x that of the statistic. Like Melee, it also affects the number of ranged attacks the piloted unit can make, and this also differs from unit to unit. REACTION: This stat gives an Evasion bonus to the unit being piloted. It seems to be less than that of the bonuses from the other stats; I'd guess 2xReaction or maybe at most 3xReaction. (Which makes sense, because at 4xReaction the better pilots in units with high Mobility would be literally impossible to hit) EXPERIENCE AND PILOT RANK: -------------------------- In addition to their statistical benefits, Ace Pilots can gain experience to make them even more effective. Each Pilot gets a Character Rank which reflects the amount of experience they have: Rank Experience Character Rank Points D 0-99: 0 C 100-299: 1 B 300-599: 2 A 600-998: 3 S 999: 4 What Rank a character starts with differs from character, though no characters ever start at S Rank. Whenever a character goes up a Character Rank, his or her statistics will increase. (with the exception of Gopp) Normally each character will get 1 additional point in each of their six statistics, though there are a handful of extra skilled characters that will get 2 additional points per rank in a stat or two. (or even four, in the case of Bernie) The Character Rank Points affect a pilot's ability to be promoted, and also affect the "experience point value" of that pilot when s/he gets shot down. Experience Points are earned for the following actions: Being the Main Attacker: +10 points Being a Sub-Attacker: +5 points Shooting down an enemy unit: +15 points Shooting down an enemy Ace Pilot: Ace's Military + Character Rank Points Note that shooting down an Ace Pilot nets you the bonus for the pilot AND the unit, in addition to any Attacker bonuses. So, if were the main attacker and you shot down C-Ranked Ensign Christina Mackenzie, you would get 10 points for being the main attacker, 15 points for the unit and 5 points for Chris, (1 point for C rank, plus 4 points for Ensign) for a total of 30 experience points. MILITARY RANKS -------------- With the exception of Frau, Aina, and Hamon, all of whom are civilians, every Ace pilot has a Military Rank. In addition, there are four different classes of Military Ranks: Admiral, Commander, Officer, and Enlisted, and each one of these classes has three ranks within them. Here is a list of the military ranks and their Military Rank Point worth. (Military Rank points affect the experience point value of an Ace-piloted unit and pilot promotion) Civilians are worth 0 points. ADMIRAL CLASS (9 max) --------------------- Admiral (16) Vice Admiral (14) Rear Admiral (12) COMMANDER CLASS (14 max) ------------------------ Captain (10) Commander (8) Lt. Commander (7) OFFICER CLASS (20 max) ---------------------- Lieutenant (6) Lieutenant JG (5) Ensign (4) ENLISTED CLASS -------------- Sergeant Major (3) Sergeant (2) Corporal (1) The differences between the Military Rank classes are as follows: ENLISTED CLASS/CIVILIANS ------------------------ Enlisted soldiers and Civilians, when in the same Stack as Grunt units, offer bonuses to Attack, Evade, and Morale to the Grunt units. However, those bonuses are not much, and are half as effective as those of pilots of Officer class or higher; a 1xCharisma Morale bonus, a 1xCommand Accuracy bonus, and a 1/2 Command Evade bonus. OFFICER CLASS ------------- Officers are essentially the same as Enlisted Soldiers, but they are much more useful as the bonuses they give to Grunt units are doubled; a 2xCharisma Morale bonus, a 2xCommand Accuracy bonus, and a 1xCommand Evade bonus. However, they can still only affect Grunt units on the same Hex (in the same Stack) ADMIRAL/COMMANDER CLASS ----------------------- From a practical standpoint, there's not much difference between these two classes other than the maximum number of pilots that can hold such ranks. They don't give any more stat bonuses to Grunts than Officers, but Admirals and Commanders have much more influence over Grunt units than Officers and Enlisted soldiers in that their influence spreads beyond the confines of their own hex, increasing by 1 hex per military rank, so that a Lieutenant Commander affects units in a 1 hex radius, whereas an Admiral affects units in a 6-hex radius. However, their "indirect" influence is weaker than their direct influence--in other words, they boost the stats of units on the same hex more than they do on units outside their own hex. Whereas they give the standard 2xCharisma Morale bonus, 2xCommand Accuracy bonus, and 1xCommand Evade bonus to units in the same Stack, they only give a 1xCharisma Morale and 1xCommand Accuracy boost to units in their "Area of Influence," and no Evade bonus. PROMOTING AND DEMOTING ---------------------- Each ace pilot gets a "window" of military ranks that they can be, and so long as you're not at the maximum number of Officers/Commanders/Admirals/etc, you can promote or demote a pilot as many times as you want so long as their rank remains within this window. The "bottom" of this window is always their starting rank. In other words, you can never demote a pilot below their starting rank. Toe "top" of this window depends on their Character Rank. The top rank a pilot can be is their Starting Military Rank points plus their Character Rank Points. For example, take Gaia. He starts as a Lieutenant (6 Military Rank points) at a Character Rank of B. (2 character rank points) This means that at the start of the game, the top of Gaia's "rank window" is 8 points, or Commander--so you could promote him to Commander immediately if you wanted to. If you gained enough experience on Gaia to get him to S rank, the top of his "rank window" would also raise to 10 points, so at that point you could promote him to Captain if you wanted. MILITARY RANKS AND COMMAND -------------------------- When it comes to influence on Grunt units, higher Military ranks automatically supercede lower ones. So, if a Grunt unit was in a stack with two Ace pilots, the Ace with the higher military rank would be the one that determines what bonuses it would get. For this reason, you have to be careful when it comes to less-capable Commanders and Admirals. Say you had Lieutenant JG great leader with a high Command skill, and Gopp is a crapass leader with a pitiful command skill, but since he's a higher rank, it will be his Command stat that decides the bonuses of the grunts in Banning's Stack. For this reason, high-rank, low- skill Admirals and Commanders can actually be a liability on the field rather than an asset. ------------------------------------------------------------------------------- SUPPLIES ------------------------------------------------------------------------------- Every turn, your units will be resupplied, if they are currently stationed in a "resupply zone" of some sort. There are three types of resupplying; Repairs, Resources, Repairs, and Fatigue. The amount differs depending on what sort of resupply zone you're in. One thing to note is the nature of Repairs differs between Major Bases and on the field; field repairs (on non-Major bases, inside transports, etc) will not replace destroyed sub-units, but repairs in Major Bases will. In other words, if you have a team of 3 Zakus and one gets destroyed, the only way to replace it is to bring the unit back to a Major Base. Garrisoned in a Major Base: Repairs: 50%, Resources: 100%, Fatigue -20 On a non-Major Base, or on the Main Hex in a Local Battle: Repairs, 25%, Resources: 50%, Fatigue -10 Inside a transport unit: Repairs: 15%, Resources: 30%, Fatigue -5 On a Defense Point in a Local Battle: Repairs: 10%, Resources: 20%, Fatigue -5 On a (controlled) Supply Line: Resources: 10% SUPPLY LINES: ------------- Supply Lines are the lines connecting all of the bases on the map. Supply lines can either be colored or grey. If a Supply line is gray, that means that no army controls that line. Blue supply lines are controlled by the UN, red supply lines are controlled by Zion, and green supply lines are controlled by Third Forces. Units moving along supply lines controlled by their army get a movement bonus, and if they are on a controlled supply line, they. Control of supply lines are generally determined by who owns the bases that the lines are connected to. If the bases on each side of the line are owned by different forces, they will be grey. However, by moving units onto a grey supply line, you can partially turn them to your army's control. For example, in the bottom diagram, where U is a UN unit and Z is a Zion unit: ___Blue___ _____Grey____ _____Red______ / \ / \ / \ U.N Base-------------U-----------------Z------------------Zion Base In this case, you have the same supply line, but different parts are controlled by different armies. CUTTING SUPPLY LINES: --------------------- A single enemy unit on an allied supply line can cut that line. For example, take the following example: U.N Base------------------------Z-------------------------U.N Base In this example, the entire line would be grey, due to the presence of the Zion unit. However, parts of the line could be reclaimed by the U.N, as in the following manner: ___Blue____ _______________Grey_______________ / \ / \ U.N Base-------------U-----------------Z------------------U.N Base In this case, because there is a direct connection between the U.N base and the UN unit, that area counts as being under the UN'S control. Or, take the following example: U.N Base-------------Z-----------------U------------------Zion Base In this case, the line is also entirely grey, as both units cut the supply line to the other army's base. Cutting supply lines has some major strategic advantages; If you cut all of the supply lines to a Base or Major Base, then its repairing/resupplying/fatigue reducing abilities will be halved. This is especially important when undertaking Invasion Operations; when invading a Major Base that will take more than one Turn (normal Turn, not Local Battle Turn) to conquer, cutting its supply lines will reduce the enemy's ability to replenish its troops. ############################################################################### GENERAL STRATEGIES ############################################################################### This section of the guide lists some basic strategies to make your war effort a little easier. They may or may not work for you; playstyles differ from person to person. ------------------------------------------------------------------------------- STRATEGY ------------------------------------------------------------------------------- Your greatest advantage over the AI is your ability to form good general battle strategies; while the AI is decent tactically, it utterly sucks in this arena. For example--I have seen the AI put Frau in the G-3 Gundam, and I have also seen the AI producing Grublos in their bases, despite the fact all of their current bases were either in space or landlocked. THE IMPORTANCE OF SPEED ----------------------- If there is one piece of advice that can be applied to all of the various armies in the game, it's the following--"Move as fast as you can." The faster you act, the better off you are. The AI starts out with low unit garrisons in their bases, and low levels of technology. If you wait to carry out your invasions and battle plans, you will end up facing huge enemy forces with the cutting edge in technology. This can make for some wild battles, but is detrimental toward a quick and easy victory. As a rule of thumb, it's best to invade bases as soon as you can with the best stuff you've got, or maybe one or two "levels" below at most. (e.g. if you're the Dom is the best unit you've got, you don't want to be invading bases with anything less than Gouf-As) If you move swiftly and have a decent-sized force, you should be able to win without too much trouble, even with lesser-powered units. RESEARCH -------- How you invest in research will depend a whole lot on what army you're playing as, and what units you have and need. Generally at the beginning of the game when research is cheap, it's OK to put in the funding for the higher boosts in tech, but once you get to the medium-to-high levels, it's counterproductive to do so, as you won't have enough money for anything else. It's also best to only invest in technologies that you'll really get a great return from--e.g. if you put all your efforts into MA research as the UN, you're just wasting your money. Generally, unless there's something you need really badly really soon, a slow-and-steady Low level of funding is the best method, with the occasional Medium level of funding every once in a while. If you do decide to use High technology boosts, don't do so until you're as close to 100% as possible for a given technology level, as excess "carries over." For example, if you were at level 8/99% and put in a High funding boost (for 4,800 Funds), you'd go immediately to Level 9/32%. In that sense, you'd get 32% of Level 9 at Level 8 costs. The amount you save isn't that much, but every bit counts. THINK AHEAD ----------- As Char says in his little shpiel whenever he defeats an enemy "In battle you must always think two or three steps ahead before acting." Good advice, and it will help you a lot in planning your war effort. While hard to do your first time through the game when you're just getting used to the mechanics and don't know the event flow well, it's a good idea to be building up for a Major Base invasion in advance. For example if you're going to invade California and then New York after that, you should be building up your forces for your New York invasion while moving out/attacking with your invasion force for California. The fewer periods of "down time" you have, the less chance your enemy has to regroup against you. BLOCKING ENEMY INVASIONS ------------------------ Enemy invasions of your Major Bases don't happen often, but they're not unheard of. Fortunately, you can usually spot them coming before they happen. Generally the enemy's strategy is to send a constant stream of a small handful of units either by themselves or in an HLV, toward your bases. If you ignore these units, they'll wait outside your bases doing nothing until they've got a large force, at which point they'll invade. So for this reason you can stave off most enemy invasions simply by taking out HLVs before they can dump their cargo. The AI rarely fills their transports to full capacity; most HLVs will carry 2 units, etc. However, if you see Pegasi, Zanzibars, or submarines moving out from a base, look out; the enemy is serious about invading one of your bases. If the transport is filled to capacity, you can be doubly sure of that; in fact, rather than scrapping with your units on the Field, these transports will ignore resistance and invade bases directly. This is very rare, and usually only happens if you leave a "frontlines base" with a very weak or nonexistent garrison; the AI doesn't usually invade bases unless it's pretty sure it can win. If you see this sort of activity, you should move out all your forces to shoot down these larger ships as fast as possible, and use Zones of Control outside your bases to prevent them from entering. It's counterproductive to have to face the enemy inside one of your own bases. PRODUCTION ---------- What you produce in your bases and when is of critical importance. "Build as many of the most powerful units you've got" may sound like a good strategy on paper, but you'll run out of funds and resources so fast doing that, you'll never be able to budget for anything else. You should generally use your existing units for as long as humanly possible; don't scrap anything unless it's horribly outdated. You can also ship outdated units to areas that you know will face story invasions; (Jabro for the UN, Odessa for Zion) even though these invasions occur midway through the game, you can repel them fairly easy using a massive force of outdated units that aren't good enough for base invasions. Only produce as many units as you need; rather than produce a whole army of new and higher-tech units for your next invasion, you should instead move your previous invasion force out to the next base, leaving a handful of old units behind as a garrison, and with a handful of new units as a supplement. UNIT DUPING "CHEAT" ------------------- I first tried this technique out to see if I could "cheat" and get myself free Units; while I still had to pay for the units, it's still a very useful technique nonetheless for building up your army's strength quickly. Basically, this is a technique for duplicating your "Grunt" units quickly, without having to slog through production. Say you were gathering your strength at a particular base and all of its construction bays were full, or you wanted to produce a lot of Grunt units that take 3 or 4 turns to produce--rather than having to wait for production to finish or bays to free up, you can "dupe" existing units. First, you need to find the unit that you want to duplicate. Then, in your first turn, put an Ace pilot in it. This will "split" the unit into two; one with the Ace, and one without. Then immediately pull the pilot out of his/her new unit. You now have two "grunt" units that will be "repaired" to full strength. E.G. if you wanted to dupe a Surface Gundam (which takes 4 turns to produce) you could on one turn put Samana (or any other MS pilot) into a Surface Gundam Unit; you'd then have one Surface Gundam unit with Samana, and then a Surface Gundam unit with the remaining two sub-units. By pulling Samana out of his new Surface Gundam, you now have two "grunt-use" Surface Gundam units. Given a turn or so they will be "repaired," saving you a lot of time. Note that doing this technique will still cost you the Funds and Resources to "repair" the new units, hence no free units. And of course, you can't dupe any unit that only consists of one sub-unit to start with. INTELLIGENCE ------------ It may seem like a waste of cash to invest in Intelligence, but it really gives you an edge. Try and keep your Intelligence as close to the top as possible; generally I put funds into it every 2 or 3 turns. Intelligence is especially critical when invading bases, as it lets you know the approximate size of the force you're going to have to face. It also really helps to know what kind of units a base is producing, and when said units will be finished. This is especially useful when deciding on timing for invading bases. If you see that a base is producing an HLV or two, it can help to wait to invade, as odds are it will launch that HLV and subsequently reduce its garrison. If, on the other hand, it's producing a bunch of powerful units, if you invade before production is finished, you won't have to face them. KEEPING TABS ON SUPPLIES ------------------------ While this seems like a no-brainer, it's important to try and keep your battles as close to your own bases or supply lines as possible. Your units' Resources will dry up awfully quickly if they're in the middle of nowhere, leaving them sitting ducks if they run out. (it takes FOREVER to get back to a supply line or base when you're in the middle of the wilderness and out of Resources) For this reason, it's best if you stay away from Earth's orbit on the space map, though it's obviously unavoidable at the start of the Zion scenario. This particular area is a tempting space to send your units to, as it's in close proximity to all six Entry points, and prime territory for picking off enemy HLVs. However, there are no nearby supply lines for anyone in this area, and unless you control the entire space map (very unlikely, unless you're playing as one of the Third Forces) you'll be constantly harassed by enemy units, and will run out of Resources very quickly. If you're playing as Zion, you can, in theory, completely surround Lunar 2 with units so that nothing can get out, but this is kind of overkill just to achieve control of Earth's orbit. EFFECTIVE PILOT USE ------------------- From the start of the game, you should pick a handful of pilots you want to use as your "core" pilots; the rest you should use, but focus less on. There simply aren't enough battles in the course of one game to get everyone, or even more than 10% of, all your pilots to S rank. At first you'd think to use the best pilots as your "core" pilots, but in fact, you'll get better mileage by using characters with good advancement rates. The characters with high advancement are as follows: Bright---UN (Charisma/Command) Mirai--UN (Command/Reaction) Amuro--UN (Melee/Ranged/Reaction) Sayla--UN/Neo Zion (Ranged/Reaction) Hayato--UN (Charisma/Command) Chris--UN (Ranged/Reaction) Shiro--UN (Charisma/Command) Kou--UN (Melee/Ranged/Reaction) Garma--Zion (Charisma/Command) Bernie--Zion (Everything but Leadership skills) (Frau also has High Advancement in Endurance, but she sucks) In terms of what to put your pilots in, that should depend primarily on their Melee or Targeting stat. If they're good at Melee, you should put them in strong Melee units (like Goufs and put them at the front of their Stacks. If they're better at Targeting, put them in ranged units. (like Guncannons) For the Zion/Neo Zion/Legitimate Zion forces, Newtype Pilots should always be put into Newtype-use units. Your chosen Leaders, if possible, be put in Mobile Suits for stacking, as gaining experience in Cruisers is exceptionally difficult. Zion Leaders that can't pilot MS units are SOL and have to stick to Cruisers; fortunately there are few of these though. UN Leaders that can't pilot MS units can be put in G Fighters. Always put your Leader units in the back ranks of a Stack unless they have truly exceptional Melee and Endurance skill. (e.g. Neo Zion's Casval) For Zion MA units, unless they're Newtype units, they are better left to non- "main" pilots as it's hard to gain lots of experience in MAs. The one exception to this is the Azzam, which has the ability to destroy entire Stacks of units at once. While risky, if you'd like to build experience on as many aces as possible, it can be an idea to put two or three pilots in the same Stack. (For example I always Stack the Black Trinary) Whenever that stack destroys a unit, all the pilots will get experience for it. ------------------------------------------------------------------------------- TACTICS ------------------------------------------------------------------------------- Tactics, the nitty-gritty of unit manipulation in battle, is really the core of Gihren's Ambition, so it's really important to get good at it. The AI is actually fairly competent tactically and makes good use of the strengths and weaknesses of each of the unit types. It can't really do anything in the manner of thinking several moves in advance though, so a human player still has a huge edge. STACKING -------- Probably the most important thing to know tactically is how to Stack your units effectively. As a rule of thumb, you should always Stack your units rather than leave them on their lonesome; this is especially true of units being piloted by Aces or units that consist of only one sub-unit. It's also better to put your weaker units in the back of the formation, as they'll be less likely to be hit. However, there are a lot of factors that you'll need to consider when setting up your Stacks, as stupid or careless Stacking isn't always effective. MELEE VS RANGED IN STACKS: Generally you will want to keep your units proficient in melee attacks in the front rank, otherwise their abilities in that area will go to waste. Never, ever put units without melee capabilities in the front rank unless you absolutely have to. Not only will they not be able to attack in melee, but if the enemy has a melee attacker in its first rank, they will be able to get first blood when combat switches to melee phase. TERRAIN AFFINITY IN STACKS: A Stack will only move as far as its slowest unit. For this reason, it's often counterproductive to mix & match different types of units in a single Stack. For example, sticking a 61-Type Tank with two Surface GMs while going through the mountains is a bad idea; the Tank will completely negate the Surface GM's ability to traverse mountainous terrain effectively. Mixing unit types is often beneficial (for example, mixing melee with ranged experts) but make sure that the mix you pick won't slow you down too much. SUB-UNIT NUMBERS AND STACKING: In general, it's best to put units consisting of more Sub-Units in the front ranks than in the back. Not only will each individual Sub-Unit draw less fire, but when melee phase rolls around, you'll be able to target more units. Sometimes, however, it's best to put a single unit in front. Usually the only time you'll want to do this is if it is an Ace pilot with a good unit and great Melee skill. S/he won't be able to kill as many units, but Aces attack more and miss less, so will often be able to do more damage. If you're facing a single enemy with a lot of Armor (like Cruisers) then this is often a good way to go. Otherwise, the more the merrier in the front. STAMINA VS. SACRIFICIAL STACKING: The further back a Unit is in a Stack, the less likely they will be targeted. You can use this bit of knowledge to increase the lifespan of your units. There are two ways to do this, which I call "Stamina" and "Sacrifice" methods of stacking. The "Stamina" method has you put your units with the most remaining Armor in the front, swapping ranks every turn accordingly. This is overall the best way to keep your units alive longer. The "Sacrifice" method is sort of the opposite, but also can be very effective. If you have a unit that's on death's door and is probably going to be destroyed anyway, you put that unit in the front rank. It may only take 1 or 2 shots to kill it, but it may soak up a whole lot more than that, acting as a meat shield for the healthier units behind it. If the units behind it are strong melee units this can be a great one-two punch; the front rank gets destroyed in ranged combat, and the now relatively unscathed second rank can charge forward to do damage in melee. Note, however, that you don't want to be using Piloted units as sacrificial units, as that will take your Ace out of action for a while. 3-3-1 STACKING: Overall, I find the best kind of Stack to be the 3-3-1 stack, whereby the two front ranks consist of two 3-sub-unit Units, and the back unit consists of a single unit piloted by an Ace. You'll get fewer attacks per round than a 3-3-3 stack, but with the Ace's leadership bonus, those attacks will generally hit more often so it balances out. Sometimes it's useful to put the Ace in the front though, if s/he's particularly good at melee and has a good unit. INVADING ENEMY BASES -------------------- Assuming a reasonable level of parity in terms of technology, you'll want at least a 2 to 1 advantage in unit superiority to take over a base with Zion units, and a 3 to 1 advantage if you're using UN units. This is in a "just in case" scenario--if you know what you're doing, it is fully possible to successfully invade a base 1 to 1 in terms of unit forces without suffering major casualties (I've even managed to do so without losing a single unit, though that was a fluke if there ever was one) Here are some general strategies to keep in mind when invading enemy bases: USE TRANSPORTS: It is much more effective to use large transports (Pegasi, Zanzibars, submarines, etc) when invading bases than just moving out your ground troops directly. You save time in terms of transport, and more importantly, the resources of your troops riding in the transport. CONCENTRATE YOUR FORCES: With the possible sole exception of Jabro, you should generally keep your entire invading force together when invading bases. While splitting your invasion up can certainly confuse the enemy, the more your forces are concentrated, the harder it will be for the enemy to shoot them down. The only time you should invade from more than one entry hex is when you're invading with so many forces that it would be impossible to deploy them all from their transports into battle-ready positions if they all went in the same direction. (i.e. if you had so many troops that if you moved them all out from their transports that they'd have to form three or four "lines" of troops, that's too many) Even in this case that you separate your forces, you should invade via adjacent hexes. (ie if your main invasion force comes from the east, you should move in your secondary force from the northeast or southeast) Since there's no concept of "back" in this game--you can't attack an enemy from behind--there's little tactical advantage in pincer attacks, unless your army is absolutely gigantic. WAIT FOR THE ENEMY: Whenever you invade a base, the enemy will always move toward you to intercept your forces. Rather than rushing straight into the thick of things, you should stop your troops at a point where the enemy forces moving toward you will run out of movement points just out of range of your units. This way you can move your army in on the next turn and get first strike. PREPARE REINFORCEMENTS: This is especially important toward the end of the game, when you end up facing huge enemy armies in each of the bases you invade. Rather than send your entire army into the base at once, it's a good idea to leave a few transports full of units outside the base, then bring them in the following turn, as your current invading units will probably be low on Resources. After moving out your fresh troops into the thick of battle, you can pull back your damaged/out of ammo units and bring them back to the transports and refuel. Should the battle go beyond 2 turns, you can then keep repeating this, having one wave refuel each turn while the other fights. DECOY OPERATIONS: Decoy operations are a kind of sneaky way to exploit the AI into letting you take a base easily with minimal unit loss. They're best undertaken when either facing an overwhelmingly large force or are invading a Main Base. Decoys take two turns to successfully pull off. On your first turn, move a small portion of your forces into one area of the map as decoys. Make sure it's a big enough force to survive all 5 Local Battle Turns! Preferably, their point of entry should be either far away from the main hex of the base, behind difficult-to- traverse terrain, or ideally, both. This decoy will stay in place at the very edge of the map and draw the attention of the enemy, which will move to intercept them. Then, in the second turn, move the main bulk of your forces in from a different direction and make a beeline for the main hex of the base. If you move quickly enough, you can surround the main hex, destroy the units there, and conquer the base before the bulk of the garrison after your decoy force can realize what you're doing and move back to intercept your main force in time. However, the drawback to this type of operation is that once you conquer the base, all the enemy units will just be booted out, and will most likely just re-invade the base all over again. However, if you're facing a huge enemy force, it's better to be on the defending side rather than the attacking side, as that way you can reap the benefits of resupply and repair, plus make use of the base's Cannons. If you're invading an enemy army's Main Base, however, there is no drawback to this method, as you'll simply wipe them out after the conquest. (Note: This isn't necessarily the case if you're playing as a Third Force; you can conquer Side 3 or Jabro, but so long as Zion or the UN still has other Major Bases, they will continue to operate) USING MINOVSKY PARTICLES EFFECTIVELY ------------------------------------ Minovsky Particles are incredibly, incredibly useful. They seem like they're added as sort of an afterthought, but I can't stress enough how important they are. They're critical in space battles, and even more effective on land. Units in Minovsky-affected hexes are much harder to hit, so the best way to use them is to set up your units in such a formation so that your units get Minovsky coverage, but none of your enemy's do. This is easy when you're using units with short-range Minovsky capability, but is trickier with long-range Minovsky equipped units, as it's easy to accidentally protect enemy units at the same time. The best way to manage this is to keep your cruisers and such two hexes behind your front lines. One thing you can do is move your cruisers and select "Disperse" to see what the effect will be, and if you're not in a good position, cancel the move and try again. (Just don't select Standby first) On the flip side, enemies will make heavy use of Minovsky particles as well. For this reason, it's a good idea to take out enemy Minovsky-capable units as soon as you can. If you do this, it's fairly trivial to lure the enemy out of Minovsky range; while the AI tries to keep their units as protected as possible, they will move out of Minovsky coverage rather than remain out of range. UNIT DEPLOYMENT --------------- There are lots of different strategies for deploying your forces, but the following is my personal favorite: ___ / \___ \___/ S \___ / R \___/ S \ \___/ L \___/ / C \___/ S \ Direction of attack-----> \___/ L \___/ / R \___/ S \ \___/ S \___/ / \___/ \___/ S-Short range units L-Long range units C-Cruiser R-Reserve units for frontline replacement In this formation, you maximize the effectiveness of all your unit types. The short range units in front will bear the brunt of the enemy's attack and do most of the damage, plus are in easy position for "ganging up" on units that come near. The long-range units remain in the protection of the short-range units, and can still attack from behind them. The reserve units are well away from the enemy lines, and if a front-line unit gets damaged or destroyed, is in easy position to swap places. And the cruiser's position is not only set up so that all the units can get effective Minovsky coverage, it's also out of the line of fire for most units, and available for any units in the formation to retreat inside if necessary. Note that this formation is most useful in terms of base invasions. In other situations, geography will most likely prevent this exact formation from being used. (and you'd rarely want a force this large on the Field anyway) But the basic concepts of the formation can still apply on a smaller scale. LONG-RANGE ATTACKS ------------------ Long-range attacks provide a huge advantage in many situations; in many cases, you can shoot at the enemy without them being able to shoot back. This is especially useful for the UN and the Titans, as few Zion units have the capability to attack units that are further away than an adjacent hex. It's generally to your advantage to use the "hit them where they can't hit me" strategy, but not always. It's best to look at the capacity of the weapon and the unit's Resources when you can. For example, the Desert Zaku can attack at range with its wrist missiles, but the wrist missiles are a crappy weapon and not likely to do that much damage. Attacking with just the wrist missiles at 2 hexes will still consume the same number of Resources as attacking at 1 hex with not only the missiles, but also the machinegun and cracker. On the other end of the spectrum, the Guntank can only use its crappy Bob Missiles at 1 hex, so is better off not attacking up close. DEFENDING --------- Generally when you get attacked you'll want to counterattack, but not always. Common sense would suggest that you should defend when fighting with a heavily damaged unit, but this is actually not necessarily the case; unless you've got a shield, defending doesn't reduce your chance to get hit that much, and it's often best to go out in a blaze of glory instead. However, defending can be VERY useful when trying to conserve resources. For example, if you're going to use your Cruisers as primarily a vessel to disperse Minovsky particles, you're often better off not counterattacking, and saving those Resources for dispersals instead. ############################################################################### WALKTHROUGHS ############################################################################### NOTES ON USING THE EVENT LISTS ------------------------------ The order of events will differ from game to game; there's no "set in stone" order. However there is a "base" chronological order in which things happen. There are also certain events that can happen at any time in the game when the conditions are right. (for example, reach a certain turn number or technology level) The "base" chronological order of events is listed first, and the extra "conditional" events are listed second. For the UN walkthrough, these start after the "Invading Side 3" strategies, and for the Zion forces, after the "Invading Jabro" strategies. If you intend to use the event list as a walkthrough, it's a good idea to look at this section every once in a while to see if you're getting close to seeing any of them. NOTES ON INDIVIDUAL STRATEGIES ------------------------------ The strategies for invading individual bases is not constant; the actual situations will differ from game to game. Overall, the walkthroughs assume that the player is taking a somewhat leisurely pace through the game, waiting to build their strength a bit and develop new technologies before undertaking each base invasion. While this is admittedly not a particularly wise strategy for Gihren's Ambition--speed really is key in this game--it's the style of play most easily adopted, especially for newcomers to the game. ------------------------------------------------------------------------------- GENERAL STRATEGIES FOR THE UNITED NATIONS ------------------------------------------------------------------------------- The playstyle of the United Nations is probably more different than any of the other forces you can play in the game. As a whole, tactics are much more important than technology. However, the UN also gets something of a free ride for at least the first half of the game, which Zion does not. The biggest problem facing the UN forces to start with is a lack of technology. The Zion forces start with a huge technical advantage, as when you start the game you can't even develop any mobile suits, and have rely on weakling planes and tanks to do all your fighting for you. However, you have the advantage in that you have lots of resources to start with, so it's not too hard to mass produce large numbers of said weak units and squash the Zion forces by force of numbers. Furthermore, the financial load is even more lightened for the UN forces in that they don't have to spend that much money on research as other forces do; there isn't as great a variety of units you need to research, those that are available are generally pretty cheap to develop, and the required technology levels for the better UN units are by comparison lower than the other forces. There are, however, some units you will definitely want to research. BASE TECHNOLOGY TREE -------------------- To try and separate the UN tech tree into individual trees is kind of fruitless as there's so much overlap between the three types, but what the hey. The UN forces have an edge in this tree in that they already start with most of the basic weaponry they need already developed. Aside from the cruiser upgrades and the Pegasus, the only absolutely critical unit to research is the Core Fighter, as that's a prerequisite for every UN MS unit in the game. The G-Armor is also important to research. (though I consider that more of an MS unit, even though it's officially a spacecraft) Lastly, the Guntank II is a great weapon, though not absolutely essential. MOBILE SUITS ------------ The UN MS units can be divided into two types: super-powerful Ace pilot units, and weakling grunt units. In terms of the Ace units, you'll develop most of them for Operation V, and most of the other ace units are developed through individual events. In fact, the only two Ace MS units that aren't part of some sort of event are the Guncannon-3 and the Full Armor Gundam, neither of which are critical. (Though the FA Gundam is nice) In terms of grunt MS units, the Guncannon-D and the GM Sniper II are the most important to develop, and the GM Command line also helps. The technology tree for each of these is as follows: Guncannon-D: Core Fighter > Guntank > Guncannon > Guncannon-3 > Guncannon-D GM Sniper II Core Fighter > Guntank > Guncannon > Proto Gundam > GM/P Type > GM Sniper > GM Sniper II GM Command: Core Fighter > Guntank > Guncannon > Proto Gundam > GM/P Type > GM Command-G > GM Command-GS In addition to these units, you'll have a fair amount of extra money to spend, so it won't hurt to develop other unit types, such as the GM Light Armor. Surface GMs and Surface Gundams are kind of a tossup to develop. They're great units, but expensive enough that they're not cost-effective at all. However they're a prerequisite for the Blue Destiny units, and the more ace pilot units you can make the better. Overall, there's no need to sink the capital into these units if you don't want to or are short on funds. MOBILE ARMOR ------------ The Mobile Armor technology tree is actually advantageous for the UN forces in that you can easily win the game without ever researching any MA at all. The only MA that's really worth it to research is the Production Type Ball, which is useful in the beginning and middle stages of the game. (Though the Gundam MA is also OK, as it's an ace-pilot class unit) There are so few UN units in the game that require MA technology that you can more or less ignore researching it as well. I suggest not putting any money into MA research after you hit level 8 (the minimum needed to research the ALEX) as the only unit that requires a higher MA level is the Full Vernian Gundam (Level 15) which is of extremely limited use anyway. GAMEPLAY STRATEGIES ------------------- Cheap tactics are the key to winning as the UN forces. If you try to fight the enemy in straight-up battles you'll be crushed, as you suffer a large technological disadvantage. However, the UN has two key factors that give them a large advantage--money, and ranged combat. In the money arena, the UN has a big edge, as they have more to start with, fewer units to research, less need to reach high technology levels (13 MS/8 MA is enough to produce basically anything you'll ever need) and what units they do have cost less to produce. For this reason, you can use your money to produce lots of units to overwhelm the enemy by force of numbers. Especially in the early game, most UN units are more or less disposable--if one gets destroyed, you can just make another for low cost. Resource management won't become problematic until the late stages of the game (and then it'll be Resources, not Money, that will give you problems) Furthermore you can afford to put more money into your Intelligence operations to steal more enemy plans. In the ranged combat department, the UN has an overwhelming advantage. Nearly all of the UN's mobile suits have at least one weapon that can reach two hexes, and those that don't are either Gundam-class ace units, or cheap enough to be easily replaceable. The Zion forces don't have this luxury; only a tiny handful of their MS units have multi-hex units, none of which are grunt units. (Gogs notwithstanding, which aren't that great) This means there are many opportunities where you can hit the enemy and they can't hit back. Furthermore, you can also set up multiple ranks of units that can attack simultaneously (a front rank of GMs to attack/melee and absorb damage, and a back rank of GM Snipers/Guncannons to fire from far away) to deal out even more punishment. A word of caution though; many long-range units (like Guntanks and Guncannons) have nothing in the way of melee weapons, so you won't want to put them in the front row. HLV-intercepting for the UN is much easier than it is for the Zion forces, as Zion is terribly predictable in how they work--they will drop all their forces in Eastern Europe to either reinforce or retake Odessa, until you take over Kilimanjaro, at which point they will send all their HLVs to Africa. Once you completely take over the Earth you can dump a few platoons of Guntank IIs out in the middle of Africa and more or less cleanse the Earth of all your units from there on out. However, early on in the game, stopping Zion troop transport is more difficult, as they will make a lot of Zanzibar use, and Zanzibars can be tough to shoot down--you'll need large numbers of units to take out a Zanzibar before it can release its payload. The most important thing you can do when playing as the UN--from the very start of the game until the very end--is MOVE QUICKLY. Don't ever wait to launch your invasions because you don't have enough technology. You will never close the technology gap with the Zions so don't try. The longer you wait, the more time Zion has to bolster its defenses. Early on in the game, the Zion forces act exceptionally stupid and garrison their bases very lightly. If you take advantage of this, it's something of a free ride. However, if you wait, Zion will start adding units to its bases, and you can end up facing huge enemy forces. This is especially true in the early stages of the game--in the first 20-30 turns or so the Earth is very lightly defended so you can take over most bases even with only tanks and planes. Once you're in space, things will start to change. A lot of the advantages you had on the ground will disappear. For starters, when you're in space, you'll start to have large numbers of Zion Mobile Armors sortied against you. Your long-range advantage disappears when fighting Mobile Armors, as they all have long-range weapons of their own to counterattack. Of special concern are the Big Zam and Nuclear Zaku units. Both of these are very long-range units with devastating weapons--one shot can damage entire groups of units. Overall the Big Zam is more dangerous, though Nuclear Zakus in groups do far more damage. The solution for both of these units is to get in close. Big Zams consume huge amounts of resources per attack, so if you get in close and attack a few times, it'll counterattack and waste all its resources. (However, don't attack Big Zams with beam weapons--they rarely work) Once it gets below 255 resources, you can either finish it off, or ignore it and take on other, more "live" units. The same thing goes for Nuclear Zakus (they can only attack 3 times) but they're also very weak so if you get in close you can probably destroy them before they'll run out of energy. Note that you won't actually fight Nuclear Zakus until you reject Gihren's peace agreement after taking over A Baoa Qu. RECOMMENDED UNITS ----------------- The makeup of your forces is going to differ as the game progresses and you get new technology, but here are some recommendations as to what you should use as the "bulk" of your forces in each stage of the game. Early on: You won't have much of a choice as to what to fight with early on in the game. On the ground, fight with large numbers of Flying Mantas and 61-Type Tanks. In space, stick with Saberfish until you can develop Ball/P-Types, then use them instead. All of the above (except the Balls) are crappy units, but cheap and easily replaceable. Mid-Game: In the middle of the game, you can start retiring your conventional weaponry and switch to mobile suits. Vanilla and Light-Armor GMs are suitable for taking on Zakus, but for anything tougher, you'll want GM Sniper Customs. Though you won't have many, use your Guncannons, Guncannon-3s, and Guntanks for support. Late Game: Once you get to space, GM Sniper IIs and Guncannon-Ds should be your primary weapons of choice; use them for long-range support. For more close-range fighting, a single Gundam-class unit (with pilot) with two GM Command-GSes make good choices. Put the Gundam in front for the best results. RECOMMENDED PILOTS ------------------ In terms of pilots, the UN has a severe disadvantage to the Zion forces. They have substantially fewer pilots, and a whole lot of those that you have suck. A large number of the best UN pilots can't pilot MS units either, which is a real problem. Great Leaders: One thing the UN doesn't lack is pilots with high leadership abilities. Revil obviously excels in leadership, but in addition, Tiammu, Corwen, Jamitov, Brex, Basque, Synapse, Paolo, and Bright all make fantastic leaders. Unfortunately you'll notice that NONE of these pilots except Revil can get inside an MS unit. For that reason, most of your leaders will be restricted to piloting Pegasi and using their wide influence to boost stats. If you want to make the most of their stack-leadership abilities, you'll have to put them in air/spacecraft and stick them in the back ranks, which is extremely dangerous. Great Pilots: The UN pilot with the overall best stats in piloting ability is Kou, but he's hard to get. Zero Murasame's targeting, melee, and reaction eclipse those of all other pilots in the game, (they'll all be 15 at Rank S) but his Endurance stinks. Amuro, Yu, Sayla, Kai, and Hayato all make good pilots too. Uberpilots: The UN doesn't really have much in the way of uberpilots. There's only one that really comes close--Shiro Amada--but he still isn't as good as the "good at everything" pilots that Zion has (like Char or Ramba Ral) have, and he needs a lot of experience to shine. Banning also could qualify in this category as he has high levels in most of his stats too, but he also requires experience. THIRD FORCE EVENTS: ------------------- There are two "Third Forces" that can appear in the UN Scenario--Neo Zion and the Titans. Unlike the Third Forces that appear in the Zion Scenario, there are preset decisions that you have to make to get one of these to appear, rather than angering individual characters over time with different events. Note that if you meet the conditions for both forces (it's possible, unlike for the two Third Forces in the Zion scenario) then Neo Zion takes precedence over the Titans. For Neo Zion: ------------- 1) Do not break up the White Base team at Lunar 2 2) When asked if you want to send the 13th after the MA that approaches Solomon, say no 3) If you have developed the MC Gundam, do not let the 13th participate in the invasion of A Baoa Qu 4) When Degin sues for peace in the A Baoa Qu invasion, turn him down 5) Make sure not to injure Char, Lalah, or Sharia in the A Baoa Qu invasion 6) After successfully conquering A Baoa Qu, refuse Gihren's peace offer For the Titans: --------------- 1) Develop the Solar System 2) Start the Newtype Research Facility 3) Allow Jamitov to take military action against Side 6 4) Authorize Strengthened Human research 5) After successfully conquering A Baoa Qu, refuse Gihren's peace offer UN ENDINGS ---------- WINS: COMPLETE VICTORY: Successfully conquer Side 3 OVERWHELMING VICTORY: Have a large majority (about 75% I'd guess) of bases conquered at Turn 150 VICTORY: Have more than 50% (but less than Overwhelming Victory) of bases conquered at Turn 150 SPECIAL VICTORY: When invading A Baoa Qu, agree to Degin's peace proposal when you haven't discovered the Solar Ray LOSSES: REVIL KILLED IN ACTION: A unit that Revil is riding gets shot down. DEFEAT: Have less than 50% of bases conquered at Turn 150. COMPLETE DEFEAT: An enemy force (either the UN or Neo/Legitimate Zion) conquers Side 3 HUMANITY GOES EXTINCT: At Turn 150, if Neo Zion or the Titans is still around you get this ending. ------------------------------------------------------------------------------- UNITED NATIONS WALKTHROUGH/EVENT LIST ------------------------------------------------------------------------------- SPECIAL: OPERATION V -------------------- You'll get this event presented to you as soon as you start the game, and you should activate it your first turn. Until Operation V starts, you won't be able to research Mobile Suits or Mobile Armor. If you don't activate this event within the first 15 turns of the game, it disappears from the Special menu. To complete Operation V, you have to develop the Pegasus and Proto Gundam. (and, by extension, the Core Fighter, Guntank, and Guncannon, as they are all prerequisites for the Proto Gundam) This will take some time, and in the meantime you can start invading various bases on Earth. The continuation of the Operation V subplot will be continued in this walkthrough after the invasions of Peking, Hawaii, California, and New York are covered. (Because the following invasions are influenced by the Operation V plot) Playing as the UN, you'll have to get your hands dirty practically immediately, and on a lot more fronts than when playing the Zion forces, whose starting skirmish is limited to the area above Earth on the space map. You'll face enemies immediately in Europe, Australia, north Africa, Central America, and near Side 4 in space. Your limited weapons cannot do that much against Zion MS units, but fortunately at this point in the game the Zions are stupid and do a lot of attacking with Dopps and Magella Attacks. Europe and Africa are probably the two hardest fights. Africa in particular you're so outgunned you might just want to retreat and let the Zion forces take the few bases you have on that continent. Europe is rough because Ramba Ral is there making mischief in his Zaku, which is much more powerful than anything you have so far. It's tough to sortie ground units from Belfast so you'll have to use planes or submarines. Here you'll whet your teeth on UN fighting style--win with force of numbers, not technology. You'll probably want to develop a good number of throwaway kamikaze units to come in waves against the Zion attackers and wear them down. Fortunately tanks are cheap and money is fairly plentiful. In space, you have to be extra careful. All you've got is Saber Fish, which can go toe-to-toe with Gattles easily, but are not so hot against Zakus, let alone Zion capital ships. It's actually a good idea to pull back your initial forces toward Lunar 2 rather than engage the enemy at their starting positions; if you move any units as far as Side 4, Solomon will start spewing out hardy enemy units far faster than you can take them out with your meager forces. Whatever you do, you don't want to lose Lunar 2, as it's a base of critical importance to the UN. SPECIAL: VINSON PROJECT PROPOSAL -------------------------------- This event gets presented to you at the beginning of turn 3, regardless of whether or not you started Operation V. Carrying out the Vinson Project allows you to develop the Salamis S and Magellan S units (basically they're the same as the Saramis and Magellan, except with cargo bays) SPECIAL: PROPOSAL TO INVADE PEKING ---------------------------------- Your first invasion plan gets proposed the turn after you start MS and MA development. (either with Operation V or automatically on turn 20) You shouldn't activate it immediately, especially if you just activated Operation V at the beginning of the game. You'll need to get a lot (and I mean a LOT) of units close to Peking to take it over--preferably more than 18 61-type Tank units, and close to as many Flying Mantas. Produce and move them out from Madras. INVADING PEKING --------------- Fortunately Zion is stupid early on and leaves pathetically small garrisons at each of their bases. However, even with their reduced presence, they can be more than a match for the inferior weaponry of the UN. Usually they'll have 3 Zaku II-Js stacked on the main base hex, and even completely surrounding the hex with tanks (hence the over 18 61-type Tank recommendation) will require several turns worth of attacks to take them out. Use the Flying Mantas as backup; they're useful for bombing enemy units, but moreso for their Minovsky capability; they can keep those wimpy 61-type Tanks alive longer that way. SPECIAL: PROPOSAL TO INVADE HAWAII ---------------------------------- Once you conquer Peking, you'll get the option to invade Hawaii. The invasion of Hawaii is best launched by sub from Trinton, and you may want to bring along a few Mideas with aircraft docked as well. You'll want to fill at least three U-Submarines with tanks, preferably more if you can afford it. INVADING HAWAII --------------- Hawaii is one of those few bases that it's better to attempt to win by taking over the main base hex rather than eliminating all the enemies stationed there. Fortunately since you're early on in the game there won't be much of a Zion presence, and no Zion mobile suits. (you would be crushed if there were) The best strategy is to encircle the units around Pearl Harbor with tanks and Flying Mantas and bombard the hell out of them, then take over Pearl Harbor with a tank. You might have Guntanks developed by now, and they provide great fire support. Don't bother with the Yukons that will be here--sub vs. sub battles are tedious and take far too long, and Flying Mantas aren't very effective against subs either. Once you take over Pearl Harbor, all the subs will be booted out of the base, and you can harass them outside the base with your own subs until you can bring in some Don Escargots to take them out for good. I suppose you could bring Don Escargots into the initial battle for Hawaii, but that involves more transports which drives the cost of the invasion up, plus it pretty much guarantees that the battle will slog on for more than one "Big turn." SPECIAL: PROPOSAL TO INVADE CALIFORNIA -------------------------------------- You'll get the option to invade California after taking Hawaii. The invasion of California should also be done via submarine. You'll want at least four submarines full of ground units (even better if you can afford to produce a few M-Subs and a full contingent of air support as well. INVADING CALIFORNIA ------------------- California is best taken by bringing your subs directly into the base, then depositing their payload along the west coast. There are two Defense Points right there, so if you can take them over, that will make things much easier. In terms of units, the main body of your force will still be 61-Type Tanks along with Flying Mantas, but by now you should have Guntanks at the least, and preferably Guncannons developed as well. Put your ace pilots in them and they can provide great fire support. If you've gone so far as to develop GMs, you're set. One thing that you have to be careful about invading this base is timing; early in the game, California is one of the main bases that the computer- controlled Zion forces produce HLVs and units for distribution to other areas, (mostly Eastern Europe) so if you invade at the wrong time, you may find yourself fighting a large force ready to launch in HLVs. Make sure to check the number of units in the base before invading, so you don't get a nasty surprise. SPECIAL: PROPOSAL TO INVADE NEW YORK ------------------------------------ Once California has fallen to your forces, you'll get the option to take New York. You can undertake the invasion of New York fairly quickly; in general it's pretty safe to just move out the forces you used to take California as soon as that base is under your control. INVADING NEW YORK ----------------- New York is a fairly easy base to take over, as if you move quickly it will be fairly sparsely defended. If you've got GMs developed by now, (very much possible by this point) you will crush the forces that are there. Otherwise the standard contingent of 61-Type Tanks and Flying Mantas should suffice. The invasion force should enter directly from the west, as this puts you right close to the action so that you can finish the battle quickly. Overall this is a fairly easy base to take over. SPECIAL: RX SERIES RETRIEVAL OPERATION -------------------------------------- Once Operation V is completed (the Proto Gundam developed) you'll get this option. You only get 5 turns to pick it before it disappears from the Special menu. When you do, Paolo's status will be changed to "On Duty." (But no matter what you do, he's going to die so you might as well consider him leaving your forces forever) Timing for this option is important; the technology boost this operation gives you takes place 4 turns after you activate it. You'll get +1 to all three of your technology levels. To make the most of the boost, get your technology levels as close to 100% of the next highest level as possible by this time. So, for example, if you had your levels at 7/99% then once you get the boost it would be 8/99%, and you'd save more money that way (plus you could kick it up to level 9 immediately) EVENT: WHITE BASE BATTLES ZION SCOUT FORCE ------------------------------------------ This event happens over several turns, starting 3 turns after you activate the RX Series Retrieval Operation. First you'll get a movie talking about the initial fight in Side 7, and Jean, Denim, and Paolo will all die. The next turn, you'll get the data from the RX series and all of your tech levels will get a boost of +1, plus you'll get the option to research the White Base. The turn afterwards, Wakkein will report in from Lunar 2 (even if you have him stationed elsewhere, he won't be yanked out of his unit and put On Duty for this event) to say that the White Base has arrived there, and suggests that you have them head to Jabro on their own. If you agree with him, then Slender and Gadem will die, and the White Base plotline continues. If you decide not to, then the White Base and its units. (a Guntank, a Guncannon, and a Gundam) will stay in Lunar 2, and you'll get the White Base pilots. (Bright, Amuro, Ryu, Hayato, Kai, Sayla, Mirai, and Frau) Generally, I suggest you not break up the White Base team at this point; the White Base team will kill a lot of Zion pilots the longer you let them do their own thing. EVENT: GARMA ATTACKS THE WHITE BASE ----------------------------------- If you didn't break up the White Base Team at Lunar 2, this event will happen a few turns afterwards. You'll get the option to send Matilda out (she goes On Duty) to refuel the White Base to help them fend off his attack. If you do send her out, then the White Base will win, and Garma will die. If you don't send her out, Garma will destroy the White Base. You'll get all the White Base team to use as pilots (though they will all be Wounded) as well. Note that Garma's death has an impact on the later stages of the game. (Neo Zion won't appear if he still lives, for example) If Garma dies, you'll see his funeral a few turns later, and Ramba Ral's team will go On Duty as they try to destroy the White Base EVENT: RAMBA RAL ATTACKS THE WHITE BASE --------------------------------------- This event happens the turn after Garma's funeral. Matilda will make another request to resupply the White Base. Again, deciding whether or not to refuel also decides whether or not the White Base gets destroyed--only this time, if you do resupply the White Base, one of YOUR pilots will get killed. If you don't resupply, then the White Base will defeat Ramba Ral's team, and he, Clamp, Acose, and Cozun will all die. Then a few turns later, Hamon will die as well, but she will take Ryu with her. Ryu is a decent pilot, but you won't have used him at all so far so it's not such a great loss. SPECIAL: PROPOSAL TO STRENGTHEN GMS ----------------------------------- If the White Base defeated Ramba Ral, you'll get this option a few turns later. You'll get the option to "upgrade" the GMs' software with data from the fights against Ramba Ral, Garma, etc. Once you activate this event, you can produce upgraded GMs that fight better but cost about the same as ordinary GMs. SPECIAL: PROPOSAL FOR ODESSA PROJECT ------------------------------------ You'll get this option after taking over New York. The "Odessa Project" is basically just an ordinary major base invasion, though there are some events tied in with it. Providing the White Base team still exists (on the White Base) you can get the option to have them participate in the project. If you opt to have them participate, Matilda will ask to resupply them (again) and the Black Trinary will go after them. If you don't have them participate, the Black Trinary will appear in Odessa to fight off your forces. If you have the White Base participate in the invasion and resupply them, then Matilda will die, but so will the Black Trinary. (Gaia, Ortega, and Mash) Matilda's not that great a pilot, but the Black Trinary is so it's a good tradeoff overall. If you don't resupply them, then the Black Trinary will defeat the White Base team and they will become usable. (as with the Garma, Ramba Ral, etc, attacks) This report will come in immediately before the Local Battle in Odessa begins, after the Strategy and Action phases. Note that if the White Base participates in the invasion, you can't actually control them nor do they appear as a unit in battle, but they play a role nonetheless. INVADING ODESSA --------------- This is a special invasion, as you'll get events that happen in Local Battle turns, not just regular turns. The first major event is uncovering Elran as a spy. If the White Base is participating in the operation and was resupplied (ie, didn't get shot down by the Black Trinary) then they will report that Elran is a spy, and he will be automatically arrested. If the White Base is not participating in the invasion, then your Intelligence team can uncover that he is a spy. Whether or not they do is probably based on their funding. If they discover his actions, you'll have the option to arrest him. Not arresting him is a really bad idea though. If you do arrest him, Intelligence will pinpoint the location of nuclear warheads being hidden in the mountains. The second event is Ma Qube's nuclear missile attack on Odessa. Three Local Battle turns into the invasion, Ma Qube will threaten to nuke Odessa if you don't retreat. (Revil will ignore his demands) If Elran is arrested (either through the White Base or the Intelligence team) then the plot to launch the missiles will be thwarted. If Elran is not arrested, then the nuclear missile will be launched, killing half the enemy force in Odessa and reducing it to a useless husk; all income, both monetary and resource-wise, will drop to 0, and Odessa's defense level will drop to 0 with all cannons being destroyed. (Of course, at that point, Odessa isn't worth being defended) So it is imperative that when you invade Odessa, you either have the White Base participate or keep your Intelligence department well-funded. In terms of units to participate in the invasion, you'll want a beefy force, as this can be a tough invasion. The best way to launch the attack is actually through HLVs and Pegasi, but that's expensive, and you'll need a lot of them. By the time you carry out this invasion, Zion will probably have developed Goufs and even perhaps Doms, so you will be going up against some hardy enemy units. You'll want GMs at the bare minimum. If you can afford Surface Gundams they'll make the invasion much easier but they're so ridiculously expensive that they may not be worth it. If you can bring in GM Snipers, regular GMs, and Light Armor GMs in large force the fight can be made much easier. Have your Ace units in Guntanks, Guncannons, and Guncannon-3s (if you have them) for this invasion--they will be needed. It's best for the invasion force to enter from the east overall. By this point 61-Type tanks will be worthless, and aerial support will be of limited use offensively. However, Flying Mantas will still be of use in that they can disperse Minovsky particles. SPECIAL: PROPOSAL TO INVADE KILIMANJARO --------------------------------------- Once you've taken over Odessa, you'll get the option to invade Kilimanjaro, which should be the last base you need to take over on the Earth. Kilimanjaro is decidedly the toughest of the Earth bases to invade, as any remaining Zion troops will be stationed there. Make sure you've got a nice and beefy force before moving out. INVADING KILIMANJARO -------------------- Kilimanjaro is a nightmarish base for the UN to invade because of its terrain. It's chock full of mountains and desert; very few UN units can move in that kind of terrain easily, and the only ones that can (Surface GMs and Gundams) are ridiculously expensive. In addition, if you drag your feet on invading, you'll be up against really powerful MS units like Doms, and probably a few Azzams as well. Trying to invade from Odessa is counterproductive as you'll have to slog through all the troops Zion is sending to try and retake that base, so your best bet is to invade via submarine and Pegasus from Madras. You'll need to rely a lot on long-range attacks for this fight. The unit of choice for this invasion is the Guncannon-II. It's relatively cheap and can move well in desert. Have a large contingent of Guncannon-IIs and Guncannons invade from the west, and move all your other mobile suits (GM Snipers and GM Commands, preferably) from the east. The terrain to the east is more level where normal troops will fare better, and the terrain to the west is desert, where the Guncannons are most useful. You'll need a large force on both sides, but you can confuse the AI fairly easy as it jumps back and forth between forces trying to decide which to attack; you can then take over the Defense Points toward the center of the map with less trouble to take out the remaining forces. Once Kilimanjaro is yours, you can go ahead and scrap the majority of your land-only forces, as you now control the entire planet. (Caveat here: If you're not going to, or didn't, break up the White Base team at Belfast, you'll want to wait so you can stop the Jabro invasion.) It's a good idea to keep one Pegasus fully stocked in one of your bases though; if you see a Zion HLV or Zanzibar creeping too close to the Earth on the space map, you can launch it and take it out in space before it can get to you. EVENT: WHITE BASE ARRIVES AT BELFAST ------------------------------------ This event can happen in several different ways. It takes place 3 turns after taking over Odessa, but if you really, REALLY drag your feet in invading Odessa to start with, the White Base will eventually arrive at Belfast, more than 10 turns after defeating Ramba Ral. You'll get two choices here; to leave the White Base in the care of the White Base team, or to break them up. If you break them up, you'll get to use all of them as pilots except for Ryu (who's dead) and Kai. (who decides to leave the military) If you leave the White Base team intact, their storyline continues. If you're going to break up the White Base team early, this is actually a pretty good time to break up the White Base team, though the loss of Kai is too bad. Beyond this, the only really elite Zion pilots that the White Base team will be able to kill are Dozul, Sharia, and Lalah. They'll also kill Boone, Dolen, Conscon, and Ma Qube, none of whom are that great. However, if you wait, you'll be able to research and develop the Magnetic Coating Gundam, which is a great unit. (Plus the White Base pilots will get experience for free) It's up to you which you do. EVENT: INVASION OF JABRO/13TH INDEPENDENT UNIT ---------------------------------------------- If you didn't break up the White Base team at Belfast, you'll get a message three turns later that they came out of a skirmish with a Zion unit that appears to have been tailing them. (It doesn't tell you, but Boone dies in this skirmish) If you don't have a large garrison at Jabro when you see this event, you should send as many troops as you can spare there now. Two turns after that, the tailing Zion force shows up at Jabro's doorstep, ready to invade. The Zion force is nothing to sneeze at, and even has Gouf-Bs and Doms. At this point, the UN government asks you to put the White Base under their discretion as the "13th Independent Unit." If you say yes, the White Base continues its storyline, and Slegger joins up with them. (He won't rejoin your forces until the White Base team is broken up) Also Woody will die (or leave your forces, I dunno, he just vanishes with no explanation) if you agree. If you disagree, the White Base team is broken up, and Char joins the Zion invasion force in his custom Z'Gok. It's generally a good idea to take out the Zion forces before they actually enter Jabro; your defenses in Jabro are better, but losing its production capabilities and construction bays is not something you want. Move out as many troops as you can to defeat the invading force. It's not as tough as your standard Major Base garrison force, but can kill you easily nonetheless if you're not prepared. And if Jabro falls you lose the game, which you definitely don't want. EVENT: MINI-ZION ACE PILOT KILLING SPREE ---------------------------------------- After assembling the 13th Independent Unit, you'll periodically get reports in from Bright on its progress every few turns. Two turns after establishing it, they'll report in on destroying an enemy cruiser near Side 6 (containing Dolen, who dies) and then two turns later they report in again on destroying an enemy Chibe. (containing Conscon, who also dies) One turn after that, the same guy who asked you to form the 13th in the first place appears, says the UN government doesn't like them, and tells you to break them up. (Make up your mind...) As with the other White Base Team Breakup events, if you agree, you'll be able to use all of the White Base Pilots. (including Slegger) If you disagree, their plotline continues. SPECIAL: PROPOSAL FOR OPERATION FIRST STAR ------------------------------------------ This event can take place in two different ways. First, it can happen after you develop the Solar System. Second, it can happen on the same turn Bright reports in on shooting down the Chibe in the event above. Either way, you need to have carried out Project Vinson and conquered Odessa. Operation First Star is a proposal to invade and take over the Zion base of Solomon. Odds are you'll want to wait a while before doing this event, as you'll need to build up your space fleet first since Zion has a real edge in space battles. Ideally you'll want Guncannon-Ds and GM Sniper IIs developed for this invasion, and you'll need the GM Command-S developed at a bare minimum. INVADING SOLOMON ---------------- From here on out, basically the best strategy is to move your entire army out from Luna 2 and use an overwhelming-force approach to flatten everything in your way. Luna 2 is remote enough that it's nearly impossible for the Zion to actually take it over, so it's fairly safe to leave it undefended. (or with a very small garrison) Actually GETTING to Solomon will be a trick though, as the Zion forces will throw out a steady stream of enemy units to hamper your advance--another reason you'll want a hefty supply of units, though you can do some limited refueling and repairing when you reach (and take over) Side 4. Therefore it's best not to activate Operation First Star until your entire army is on Solomon's doorstep, as it will probably take at least 5 turns to simply GET to Solomon, negating any bonus you would have had should you activate the operation while your forces are still at Luna 2. When you actually start Operation First Star, if the 13th exists, then you'll get the option to have them participate in the invasion. If you opt to have them participate, they will kill Dozul, but lose Slegger in the process. As he's a great pilot, depriving the Zion forces of Dozul can be an advantage, but Slegger's pretty good too. Personally I don't think losing Slegger is worth it, but it's up to you. Solomon will have a lot of units stationed there, especially if you take your time before invading, but if you've got a decent-sized army and moved everyone out, then you should steamroller everything in your way. This goes double if you've developed the Solar System; on the third Local Battle Turn, you'll fire it, destroying about a third of all the units facing you. However, once the Solar System fires, Dozul will come out in his Big Zam and attack. If you're having the 13th participate in the invasion, at this point Slegger will trade his life for Dozul's. Taking out Dozul's Big Zam can be tricky, because it has so much armor and beam weapons just bounce off it. But using standard "Big Zam killing tactics" (as described in the "general strategies" section) will work just as well when Dozul is piloting it. If you don't have the Solar System developed, Dozul will appear in the battle with his Big Zam EVENT: DISCOVERING THE SOLAR RAY -------------------------------- You only get one shot at this event. It happens the turn after invading Solomon, and depends on your Intelligence level funding. If your Intelligence department has high funding, they will discover Zion's plans for the Solar Ray. If they don't have high funding, they probably won't discover it. (Basically the higher your funding, the better the chance that they'll find it) This has a major impact on the invasion of A Baoa Qu. EVENT: 13TH INDEPENDENT, PART II -------------------------------- This event takes place after taking over Solomon. It's essentially a "back door" to creating the 13th Independent team if you didn't complete Operation V in time. Assuming you did the Special Recruitment Project, you can now create the 13th with the recruits you got from that operation. (except Kou, if he was one of the pilots that joined) At this point it's kind of pointless IMO, but if you want the MC Gundam you pretty much have to. EVENT: SCOUTING TEXAS SECTOR ---------------------------- If the 13th exists, this event will happen one turn after taking over Solomon. You'll get the option to send the 13th out to investigate suspicious activity around Side 5. If you do, then in a turn, the 13th will kill Ma Qube in his Gyan. If you don't, the Ma Qube pops up near Side 5 in his Gyan on the map. EVENT: INTERCEPTING ZION MOBILE ARMOR ------------------------------------- A turn after the 13th takes out Ma Qube, you'll get a report of a new type of MA near Solomon, and once again you have the option to send the 13th after it. If you do, they'll destroy it, and kill Sharia Bull, who was piloting it. If you don't, then Sharia Bull appears near Solomon in his Brau Buro on the map. SPECIAL: DEVELOPING A MAGNETIC-COATING GUNDAM --------------------------------------------- If you've developed Magnetic Coating technology, then a turn after killing Sharia, you'll get a report that the Gundam can't keep up with its pilot's (Amuro's) fast reflexes, and it's suggested that you develop a Magnetic Coating version of the Gundam. (Even though you probably already have the G-3 Gundam by this point) If you go ahead and do so, you can develop the Gundam MC. SPECIAL: PROPOSAL TO INVADE A BAOA QU ------------------------------------- You'll get this proposal a few turns after successfully taking over Solomon. By activating it you will be able to invade A Baoa Qu. You'll generally want to move your entire army out to A Baoa Qu for this invasion, but if you think you're going to end up facing the Titans (you've got the Solar System and Zero developed) then you will probably want to send a sizable contingent out to Lunar 2 first, as you will lose that base shortly. If the 13th exists, then you will have the option of having them participate in the invasion. INVADING A BAOA QU ------------------ The UN forces will face one immensely tough invasion in their scenario, depending on how quickly you move. If you move quickly and take over Solomon early on, then it will be at Side 3. If you take a while to conquer Solomon, then it will be here, at A Baoa Qu. You have to move *REALLY* quickly to avoid the huge confrontation at A Baoa Qu, so odds are this is going to be the biggest battle you face in the game. As such, you're going to want to move out your entire army from Solomon to do it. Frequently you'll be up against forces of 50+ units though, and even with the full weight of your army behind you, that can be tough to take on. For that reason, this is one of the few battles where a decoy operation works better than a full onslaught. Regardless of whether or not you go for the decoy operation, the first turn you should only bring a tiny handful of units into the map (preferably in one of the bottom corners) and NO carriers. If you bring your whole force in on the first turn you invade you will soon regret it. As soon as you bring your first forces into the Local Battle map, if Garma is dead, you'll immediately get a transmission that Degin Zabi has arrived and wishes to sue for peace. If you agree, it can go one of two ways. If you discovered the Solar Ray at Solomon, you will learn that it's about to fire, and you'll manage to get most of your units out-only a few will die. (The more you bring in, the more get destroyed--I'd guess about 15% total) If you didn't discover the Solar Ray, then it will get shot and kill both Revil and Degin. You will win the game with the "UN Forces Special Victory" ending. If you're going for a Complete Victory (necessary to unlock various secrets in the game) then you probably don't want this to happen. If you don't agree to peace, either because you didn't get the chance (Garma is still alive) or because you turned down Degin's offer, then 30% of your forces will get wiped out. However the Solar Ray event pans out, you're going to lose a chunk of your forces, which is why it's best not to invade A Baoa Qu with your full force to start with. Wait for the Solar Ray to fire, THEN move your entire force into the Local Battle the next turn. The other important event that happens in the invasion of A Baoa Qu is whether or not the 13th is participating. If they're not, then Lalah and Char will appear in the battle piloting an Elmeth and a Zeong. If they are, then first they will go up against Lalah in her Elmeth. If you've developed the Magnetic Coating for the Gundam, then the 13th will win and Lalah will die. If you haven't developed the Magnetic Coating, then Lalah will win and the 13th will be broken up. Next, if you beat Lalah, then 3 Local Turns into the battle, the 13th will attack Char in his Zeong, and both sides will end up blowing each other up, (though nobody dies) and the 13th will be broken up again. However, A Baoa Qu will also take a hit to its defense level, which will drop to 9. As for the main invasion itself, if you're facing a massive force of Zion units then it is probably in your best interest to use a Decoy strategy and take over the base without having to slug it out with all the units against you. The east is probably the best direction to bring your main forces in, with the decoy force in the southwest or southeast. Once you take over the base, all the Zion units will be kicked out, and they will just re-invade A Baoa Qu the next turn. Either way you will eventually have to kill off all the Zion units, but it's much easier being on the defending side in this battle, as the defense level of A Baoa Qu is not trivial. If worse comes to worst then you can also bring in reinforcements from Solomon. EVENT: KISHIRIA AND DEGIN IMPRISONED ------------------------------------ This event happens a turn after turning down Degin's peace offer, regardless of whether or not the battle for A Baoa Qu is still going on. Both he and Kishiria get imprisoned. (Kishiria is removed from Zion's forces) EVENT: GIHREN SUES FOR PEACE ---------------------------- One turn after taking over A Baoa Qu, Gihren himself tries to sue for peace, with a veiled threat that they have a "secret plan" you will regret if you don't stop fighting. If you agree, the game ends. (probably with you getting an Overwhelming Victory) If you want to go for the Complete Victory then you should turn it down. However, if you do turn down his peace offer, then you're either going to end up having to fight a third enemy force or lose Jabro in everything but name; there's no avoiding it. EVENT: NEO ZION ESTABLISHED --------------------------- This is actually an extremely tricky event to see in the UN storyline. It will happen one turn after turning down Gihren's peace offer, and only if Kishiria and Degin have been imprisoned. It also will only happen if Char, Lalah, and Sharia are all alive and usable. Emphasis on "usable"--if any of them are injured, which is very much possible (seeing as how Char and Lalah will probably both have participated in the battle at A Baoa Qu) then this event will not happen. If you've got all the conditions down, then Char will reveal himself to be Casval and break off from Zion, forming his own army. He will take all the living Zion-scenario Neo Zion pilots with him. (Sharia, Lalah, Cusko, Dolen, Denim, Slender, Jean, Akahana, and Boone) In addition, Marion and Cusko (who formerly weren't in the game at all) will join Neo Zion. Probably the best way to pave the way for Neo Zion (assuming you want to fight them) is to A) not send the 13th after Sharia and then B) send them into the battle for A Baoa Qu. That will keep Lalah and Char out of your way so you don't actually shoot them down and injure them. Neo Zion will take over Zion's base at Granada and use it has their home base. DEALING WITH NEO ZION --------------------- Dealing with Neo Zion is not particularly difficult--Granada is where you were next going to invade anyway. In fact, given normal AI trends, it will actually be exceptionally easy. All Zion units stationed in Granada will be kicked out, and those forces will immediately re-enter Granada. (and be crushed) More importantly though, this is the start of a trend; due to the close proximity of Side 3 and Granada, Zion and Neo Zion will more or less completely ignore you and spend the rest of the game beating each other senseless. (though Neo Zion will send the occasional HLV down to Earth) So long as you don't get close to either Major Base, you can just sit back and watch the fur fly. Due to their constant skirmishing Zion and Neo Zion won't ever be able to amass a huge force--meanwhile, you can sit back, relax, build up your forces at A Baoa Qu and when you're ready, squash both weakened enemy forces under your heel. EVENT: SECOND BRITISH OPERATION ------------------------------- You'll get this event one turn after turning down Gihren's peace offer. Gihren will attempt to drop Side 7 down on Jabro. If you have the Solar System AND Zero, then you can successfully stop it. If you're missing either, then the colony drop will take place and Jabro will be reduced to a useless husk; you'll lose all income from it, its defense will drop to 0, and half the units stationed there will be destroyed. Of course, Zion isn't in much of a position to invade Jabro, so this isn't that big of a deal, though the drop in income hurts. Note that after stopping the Second British Operation, you should immediately empty Lunar 2 of units. Also, after this event the Zion forces will start developing Nuclear Zakus. EVENT: TITANS ESTABLISHED ------------------------- One turn after successfully stopping the Second British Operation, Jamitov will break off from the UN and form the Titans, taking Basque, Jamaican, and Zero with him. They will take over Lunar 2, which will be their home base. If you had any units stationed there, you will lose them. If Neo Zion is around, then the Titans won't be formed. DEALING WITH THE TITANS ----------------------- Of all the Third Forces that can appear in game, the Titans are the biggest pain in the butt to deal with because of their location; Lunar 2 is isolated and difficult to invade. Unless you knew in advance that they were coming, it can be tough to take care of--by the time you get an invasion force there, they can be pretty strong. Of course, if you know they're coming, then you can send a bunch of units to Lunar 2 in advance, move them out of the base before the Titans are established, then immediately move them back in to invade. The Titans will have only a handful of units available (less than 30) in their base when they first appear, so it can be fairly easy to swat them down. If you don't have the luxury of having a large number of units already around Lunar 2 when the Titans appear, drop everything and focus on taking them out first. If all of your forces are in A Baoa Qu (as they probably are) it may actually be more efficient to ship all your forces (in Pegasi, etc) to New York, then launch the force into space from there, rather than sending your forces to Solomon and slogging it from there. Of course, you'll want to leave a decent garrison in A Baoa Qu to take care of units coming from Side 3 and Granada. SPECIAL: PROPOSAL TO INVADE GRANADA ----------------------------------- You'll get this option once you've taken over A Baoa Qu. As with the other space invasions, it's best to just move your entire fleet out from A Baoa Qu and crush the garrison there with overwhelming force. As A Baoa Qu is right near Granada, it should be fairly easy to get there, though if you took serious losses in the battle for that base, you may want to build up your strength a little first. Be careful though--the longer you wait, the more units you'll have to face when making your final push toward Side 3. INVADING GRANADA ---------------- Strategies here depend a lot on what force you're fighting--Neo Zion or the Duchy of Zion. If you're facing the Duchy of Zion here, the Nuclear Zakus should be your first priority. They can do practically as much damage as a Big Zam, but will be more numerous. (And if there's a stack of more than one, look out--they're even deadlier than a Big Zam) Unload your troops from their carriers as soon as you enter the area, as if a carrier full of troops gets nuked, it hurts doubly. If you're fighting Neo Zion, things can be substantially hairier. Neo Zion won't use Nuclear Zakus or Big Zams--at least I've never seen them use them--but they are in many ways substantially more dangerous. Casval is an unbelievable leader and his influence will make his troops much harder than usual. Also, Neo Zion makes very good use of Newtypes, putting them in Elmeths and Zeongs, which spells trouble. The best way to deal with Neo Zion is to take out Casval as soon as humanly possible, and bring at least a 3-1 advantage in troop strength. (If Casval is in a Zeong that'll be a pain as you have to destroy the Zeong and then its head) Overall though this is not too difficult a base to take over, especially if you bring your entire army. I suggest attacking from the northwest, as there's a Defense Point nearby there for refueling. SPECIAL: PROPOSAL FOR GUNDAM DEVELOPMENT PROJECT ------------------------------------------------ Once you conquer Granada, have developed the Gundam ALEX, and all of your tech levels are at 15, you'll get this proposal to create a special, more powerful Gundam. If you activate it, in 3 turns you'll get a proposal to develop the Gundam Test Type Full Vernian. This is a tough event to see with the heavy tech requirement, and it takes so long to develop the Full Vernian that it's not a big deal if you miss it--depending on how far along you are turn wise it may be outright impossible to develop the Full Vernian and get it into battle before Turn 150 comes around. SPECIAL: PROPOSAL TO INVADE SIDE 3 ---------------------------------- Once you've conquered every other Zion base, you'll get the final proposal to invade Side 3, the main Zion base. Obviously with no other opposition (unless for whatever reason the Titans are still kicking around) you'll want to use your entire army to invade--there's no reason not to. INVADING SIDE 3 --------------- This fight can either be of average difficulty or incredibly difficult. If you managed to take over A Baoa Qu before it could build up its troops to absurd levels, then you'll fight the troops you would have fought before now. I've seen as many as 80+ units stationed at Side 3, so this is not an easy fight in this case. In that event, you'll just want to do a Decoy attack if you want to make things easier. However it can also be a lot of fun to have a massive battle as well. There's not much in the way of obstacles here as it's a space battle, so it's not as restricted a battle as the final battle in Jabro is for the Zion forces. The Southeast is probably the best entry point for your forces as there's a nearby Defense point there. Bring lots of Columbuses to use as mobile refueling spots. In terms of weaponry, you'll want to bring all your Gundam units (with ace pilots) into the battle, and use primarily GM Sniper IIs and Guncannon-Ds as your main battle force, though some GM Command-S units will not hurt either. You'll need to be careful here however, as you'll probably be facing multiple Big Zams and Nuclear Zakus, as well as a few Zeongs as well, and maybe even a Perfect Ziong. If you make good use of your long-range attackers though, you'll have a good advantage as most of the best Zion space units (e.g. Gelgoogs and Rick-Doms) can't attack that far in retaliation. If you win this battle, you will get a Complete Victory. SPECIAL: PROPOSAL TO DEVELOP THE SOLAR SYSTEM --------------------------------------------- When your Base Technology is at level 12 or above, or when you conquer Odessa, you'll get this proposal. By activating it and setting aside the required funds, you can develop the Solar System, a large laser using solar panels. It will take 4 turns to develop the Solar System. Once it's developed, you can use it in the battle for Solomon, and to stop the Second British Operation. It is definitely to your advantage to develop it. SPECIAL: PROPOSAL TO DEVELOP MAGNETIC COATING TECHNOLOGY -------------------------------------------------------- To get this event, you need Base level 11, MS Level 11, and MA level 6. After activating this event, you will develop Magnetic Coating technology in 3 turns, and you can develop the G-3 Gundam. Magnetic Coating Technology can also affect several other events as well. EVENT: MOBILE SUIT AND MOBILE ARMOR RESEARCH BEGINS --------------------------------------------------- If you didn't activate Operation V, then this event automatically starts on turn 20. You'll finally be able to research Mobile Suits and Mobile Armors. SPECIAL: SPECIAL RECRUITMENT OPERATION PROPOSAL ----------------------------------------------- This is basically a "back door" allowing you to get the White Base pilots if you either didn't start Operation V or let the "RX Series Retrieval Operation" disappear from the special menu. It appears on the menu at Turn 30. By activating it you'll get all of the White Base pilots but Frau Bow. (Bright, Amuro, Ryu, Hayato, Kai, Sayla, and Mirai) In addition, if you've already finished the game on the UN side with either an Overwhelming or Perfect victory, then Kou will also join. SPECIAL: PROPOSAL TO DEVELOP A NEWTYPE RESEARCH FACILITY -------------------------------------------------------- At Turn 60, you'll learn that the Zions have developed the Flanagan Institute to study Newtypes. Sharia Bull and Lalah will join the Zion forces. You will also get this option, to develop a Newtype Research Facility of your own. EVENT: MILITARY ACTION AGAINST SIDE 6 ------------------------------------- Two turns after starting research on Newtypes, Jamitov Highman will report that Side 6 is showing sympathies toward Zion, and therefore you should form up a unit and make a show of force against them. If you agree, in the next turn Jamitov will nerve gas an entire colony, and all neutral forces will stop trading with you. At first glance this seems to be a no-brainer not to do, but allowing Jamitov to go ahead with his plan actually has some advantages in the future. If you want to fight the Titans, you have to let Jamitov have his way. Also, assuming you are going for a Total Victory, if you don't let Jamitov have his way you will lose all your income from Jabro down the line. Of course, the income from neutral forces is a lot better than that from Jabro so it can be a tossup. EVENT: DEVELOPING STRENGTHENED HUMANS ------------------------------------- Four turns after authorizing the attack on Side 6, Jamitov will suggest that you develop Strengthened Humans, "artificial" Newtypes. If you agree, then you will get Zero Murasame as a pilot. If you don't, nothing happens. You might as well agree and get something in compensation for the loss of neutral income. Furthermore if you don't, you won't be able to stop the destruction of Jabro down the line, so you'll lose its income in addition to that from neutral trade. EVENT: DEVELOPING A NEWTYPE-USE GUNDAM -------------------------------------- There are a lot of prerequisites for this event. First, you need to have your technology levels at 13 for Base and MS, and Level 8 for MA. Second, you need to have the G-3 Gundam developed. Third, you need to have established the Newtype Research Facility. If you meet all these conditions, you will learn of efforts to develop a Newtype-use Gundam, and get a request to assign Christina Mackenzie (Chris) as its test pilot. If you say Yes, then Chris will go "On Duty." Two turns after this question, if you put Chris as the test pilot, then she will have stopped a Zion plot to steal the NT Gundam; she is released from duty, Steiner, Misha, and Bernie all die, and you'll get a G-ALEX as well as its development plans. If you didn't assign her to be the test pilot, then the G-ALEX will be stolen and Zion will start developing it. Therefore there's really no reason not to assign her as the test pilot. EVENT: PROFESSOR CRUST DEFECTS FROM ZION ---------------------------------------- This event will take place on turn 70. Professor Crust from Zion will attempt to defect to your forces. You will be asked whether or not you will accept him. Whether or not you do, the Zions will start developing the Ifreet Revision unit. SPECIAL: PROPOSAL TO RESEARCH EXAM SYSTEM ----------------------------------------- Two turns after accepting Crust's defection, you'll get this option. By activating it you can start research on the Exam System, a computer designed to simulate Newtypes for Mobile Suit use. The Exam System will be successfully developed and incorporated into the new "Blue Destiny" units either A) a turn after starting research or B) after you develop Surface GMs, whichever comes last. EVENT: REQUEST FOR A BLUE DESTINY TEST PILOT -------------------------------------------- Three turns after completing the Blue Destiny units, you'll get a request to assign Yu as their test pilot. If you don't, in two turns Zion will end up stealing all three BD units as well as their development plans (meaning you can't develop them) so it's definitely to your advantage to let Yu be the test pilot. EVENT: BLUE DESTINY UNIT 2 STOLEN --------------------------------- Two turns after assigning Yu to be the test pilot for the BD units, you'll receive a report that Crust has been assassinated, and a that Nimbus, a Zion pilot, stole BD unit 2. You'll get a request to send Yu after him. If you say yes, then in 3 turns, Yu will successfully retrieve Unit 2, kill Nimbus, and you will be able to develop all three BD units. If you don't send Yu after Nimbus, then you'll only be able to develop Unit 3, and Zion will start developing Unit 2 as well as a custom version for Nimbus. So it's generally a better idea to let Yu go after him. (Unless for some reason you desperately need him for something else) ------------------------------------------------------------------------------- GENERAL STRATEGIES FOR THE DUCHY OF ZION ------------------------------------------------------------------------------- The Duchy of Zion, especially at the beginning of the game, have an overwhelming technological advantage over the UN in terms of the quality of weapons they can produce. Whereas the UN generally has to rely on force of numbers, Zion rarely has to resort to ganging up on the enemy in order to win. The biggest problem facing the Zion forces is a lack of money and resources, money being the larger problem. You'll start the game with a pittance and will not have much leeway to produce new units or research much. This is made more complicated by the fact that the Zion forces have a huge array of weapons they can develop, and all three research types are fairly important. You have to be very careful in terms of what you develop and what you don't, or you'll run out of funds quickly. In terms of research, you can put large amounts of money into it early on, but you'll want to cut back to the minimum funding per turn fairly quickly. (and there may be some turns where you won't research at all) BASE TECHNOLOGY TREE -------------------- Fortunately for the Zions, there's not a whole lot you NEED to develop on the base technology tree in order to get the best units. (IOW, the Zanzibar) For most of them, you just need the requisite level. The only "base" units with prerequisites that are worth having are the Dodai-YS models (you need to develop the Dodai-GA first) and the Mad Angler. (you need to develop the Yukon first) MOBILE SUIT TECHNOLOGY TREE --------------------------- This is the most problematic of the trees to worry about as there are SO many mobile suits to choose from, and the three most valuable types--the Dom, the Gelgoog-A, and the Z'Gok-E--all have completely different branching trees. They are as follows: For Doms: Zaku II-F > Zaku II-J > Gouf-A > Gouf-B Prototype> Gouf-B > Gouf-H > Dom For Gelgoogs: Zaku II-F > Zaku II-R1 > Zaku II-R1A > Zaku II-R2 > Gelgoog-S > Gelgoog-A For Z'Gok-Es: Zaku II-F > Zaku Marine Type > Gog > Z'Gok > Z'Gok-S > Z'Gok-E Ideally, you'll want to research all of these, but if money is a real problem, there are ways around it. You can sort of substitute the Gelgoog tree with two units, the Rick-Dom and the Gyan, both of which are branches off the Dom tree. To develop the Rick-Dom you need to develop the Zaku II-RD4 after the Dom, and to develop the Gyan you need to develop Gouf-Bs. The Gyan can serve as a "Land Gelgoog" (it can be used in space, but not well) and the Rick-Dom can be used as a "Space Gelgoog." Neither is quite as good as using real Gelgoogs, but you can make do if you're low on funds. There's not much you can do about the underwater mobile suit tree though; you really need underwater MS units. I suppose you could stop at the "vanilla" Z'Gok and make do with that, but they're not nearly as versatile as the Z'Gok-Es are. Overall you'll spend most of your capital in this tree, but be careful not to research too much. MOBILE ARMOR TECHNOLOGY TREE ---------------------------- How much you spend in the mobile armor tree is really up to you. There's only one MA unit that's really critical, and that's the Azzam--its weapons, especially the Azzam Leader, are fantastically effective against ground troops for your land invasions. The other MA unit you'll really want to consider developing is the Brau Buro--if you don't develop it, you won't get Sharia, Lalah, or Cusko, who are all fantastic pilots. Other than that, investing in Mobile Armor is really up to you. Non-Newtype space-use MA can be useful, especially the Bygro, but can be expensive to develop. Don't bother developing the Grublo--Zion already has overwhelming underwater superiority even without it. GAMEPLAY STRATEGIES ------------------- When playing as the Zion forces, there are three bases that are critical to keep well-garrisoned; A Baoa Qu, Odessa, and California. A Baoa Qu and Odessa both see storyline invasions that you will need to fight back with almost no warning in advance. California is very close to Jabro so there will be a near- constant stream of enemies coming up via Central America to harass you. Odds are Mexico City is going to see a whole lot of action throughout the course of the game. It's also a very good place to build up your pilots' experience. While not actually a major base, you will also want to keep a reasonable-sized contingent of space cruisers and mobile suits around Side 5 on the space map. Throughout the game there will be a steady flow of enemies from Lunar 2. If you don't have any units stationed on the map they'll head for one of your major bases (taking over minor ones on the way) but if you do have units stationed on the map they'll move towards those first, and Side 5 is generally the best place to intercept them. To get there the UN units will have to travel over large chunks of space with no supply lines, so they will be low on Resources when they get to you, and Side 5 has two bases in close proximity for you to refuel at. Occasionally you will need to bring back units to A Baoa Qu or Solomon for repair or easing up on Fatigue, but if you keep some in reserve all the time (preferably at A Baoa Qu) you can just have the units take turns. Side 4 can also be a good choice as your "space intercept point" as it also has two bases nearby, and is in close proximity of Solomon for refueling. In terms of HLV-intercepting, it's best to do so on the ground when playing as the Zion forces. While it's easier to take out HLVs in space while hovering over Earth, there is no nearby refueling spot, and Earth's close proximity to Lunar 2 ensures that while you're trying to take out the HLVs, you'll have to deal with UN units trying to shoot down your ships, which is a losing proposition. Australia, North America, and East Europe are easy to defend, as Trinton, California/New York, and Odessa are close enough to the drop point that you can sortie units from those bases and destroy the HLVs the same turn they land. Africa and Central Asia are a different story though. Both drop points are located in such a way that you often won't be able to get right to the HLVs in one turn, as you have to go through heavy mountains. (and even mountain-friendly units will only be able to make it to the first HLV dropped) For that reason, it's a good idea to have units stationed either at the nearby bases or in a Doubde specifically as HLV killers. Anticipating HLVs is fairly easy; as a rule of thumb, the UN tries to retake whatever base they lost last, and send their HLVs to the nearest drop point. So, for example, if you most recently took Kilimanjaro, they will send their HLVs to the Africa drop point; if you most recently took Peking or Madras, they'll send their HLVs to Central Asia, and so on. The game starts out pretty easy for the Zion forces as the UN has buggerall in the way of MS units, but don't get lulled into complacency because once the UN does start producing their MS units, you'll find that advantage disappears quickly. UN MS units can kick around any Zaku (Zaku II-R2s notwithstanding) with no problem at all; you need Gouf-Bs at the bare minimum to go up against them. For this reason, it's a good idea to put off the invasion of Kilimanjaro until you've developed something capable of taking on GMs. However, as with all other forces in the game, speed is the key, and you can't drag your feet too long though, because if you wait long enough (into the early 40s in terms of turns I'd guess) the AI will start to cheat and develop Surface GMs and Surface Gundams before they even develop Operation V mobile suits. A better overall strategy is to move quickly, and put large amounts of money into research so you can get those Gouf-Bs and Doms produced early. Once UN MS units are rolled out, the game gets much harder until you can mass-produce Doms to take on GMs and Gundams, then gets easier. By the end of the game, both forces' technology will be on roughly the same level, but your (hopeful) advantage in base numbers will eventually choke the UN's production capability so they won't be able to fight back effectively. One last note is that you should make sure you've got a unit or two stationed in Havana once you take over that base. As it's a single land hex surrounded by 6 water hexes, if a good UN unit takes over that base and decides to stay there, it can be VERY difficult to get rid of them, as Zion doesn't have much in the way of bomber units. Not that Havana is that wonderful of a base, but every bit of income counts. RECOMMENDED UNITS ----------------- The makeup of your forces is going to differ as the game progresses and you get new technology, but here are some recommendations as to what you should use as the "bulk" of your forces in each stage of the game. Early on: For ground battles, Zaku II-Js and Magella Attacks are your best bet. Zaku II- Js are great early all-around land units, and Magella Attacks' long-distance attacks will help a lot. For space battles, the Zaku II-R1 and R1A should be your primary mobile suits for use in space. While you won't get it until the slightly later, the Azzam is also a wonderful unit that will prove invaluable to your war effort all the way until the end of the game. Mid-Game: Throughout the mid-to-late game, the Dom will be your primary workhorse. They won't become outclassed until the very end of the game, and even then they can be used effectively. The same can be said of their space component, the Rick- Dom. However you probably won't be able to develop the Rick-Dom until later on, so in the meantime, the Zaku II-R2 should be your primary space weapon. Backing Zaku II-R2s with some Mobile Armor support like the Bygro or Brau Buro is also not a bad idea. Late Game: Kamphers are simply the best Ace unit available for the Zion forces, though you have to keep tabs on their energy consumption. For both space battles and ground battles, the Gelgoog-A should be your weapon of choice, though having some "grandfathered" Doms and Rick-Doms will not be that bad. RECOMMENDED PILOTS ------------------ Zion has the advantage of having some of the best pilots in the game. Not only do they have more pilots than the UN, but also have far less in the way of dead-weight pilots. (There's no Zion equivalent for Gopp or Frau Bow) Here's a list of some recommended pilots to use. Great Leaders: Rommel, Delaz, and Bitter are three great leaders right out of the box, with high enough rankings that they have a nice range of influence. They're all pretty good pilots too. Steiner makes a good leader too and almost makes uberpilot-class, though you have to promote him to make it worth it. Obviously Gihren is the best leader of them all but since it's Game Over if he dies it's dangerous to put him active in battle. It's worth noting that with a little experience, Garma becomes a top-class leader, even on equal footing with Gihren. Great Pilots: There are a LOT of great Zion pilots. Johnny Ridden, Shin Matsunaga, Nimbus, Cusko, Lalah, and Sharia are all excellent to start with. The Black Trinary is less so but also quite good. Also, while it may not be obvious at first, Bernie is also a top-notch pilot. This is easily overlooked as his starting stats are dismal, but he sports the best stat growth of all the pilots in the entire game and with experience gets on even footing with some of the best of them. Uberpilots: Dozul, Char, Gato, and Ramba Ral all rank as "uberpilots" in that they excel in both leadership and piloting ability (though Dozul's Reaction is not great) All four of them will prove invaluable to your efforts. Honorable mention goes to Cima, who also has high levels in all stats, though she needs some experience to truly excel. THIRD FORCE EVENTS: ------------------- There are two "Third Forces" that can appear in the Zion Scenario--Legitimate Zion and Neo Zion. You can get Legitimate Zion by angering Kishiria enough, and Neo Zion by angering Char enough. Legitimate Zion is the tougher of the two to see. Both can potentially be major thorns in your side, but if you want to play as either of these forces, you have to fight them first. I recommend the following choices in the various events to get them. Neo Zion is pretty easy to get. I recommend doing the following: 1) Don't resupply Char at Side 7 2) Create the Flanagan Institute and get Lalah 3) Put down the Old Zion revolt. These three events are all you need to get Neo Zion. Legitimate Zion is tougher. You pretty much HAVE to do the following: 1) Refuse to create a Submarine Fleet 2) Resupply Char so Garma dies 3) Don't ignore Von Braun's complaints 4) Give the Dom to Ramba Ral OR Don't send the Black Trinary after the White Base OR Don't send the Mad Angler team after the White Base (All three of these events anger Kishiria, but you can only do one of them) 5) Allow Ma Qube to handle the invasion of Odessa 6) Imprison Ma Qube for nuking Odessa 7) Fire the Solar Ray and kill Degin/Revil 8) Imprison Kishiria 9) Refuse to use Newtypes as soldiers ZION ENDINGS ------------ WINS: COMPLETE VICTORY: Successfully conquer Jabro. OVERWHELMING VICTORY: Have a large majority (about 75% I'd guess) of bases conquered at Turn 150 VICTORY: Have more than 50% (but less than Overwhelming Victory) of bases conquered at Turn 150 LOSSES: SPECIAL DEFEAT: Don't imprison Kishiria when you are given the choice to. GIHREN KILLED IN ACTION: A unit that Gihren is riding gets shot down. DEFEAT: Have less than 50% of bases conquered at Turn 150. COMPLETE DEFEAT: An enemy force (either the UN or Neo/Legitimate Zion) conquers Side 3 HUMANITY GOES EXTINCT: At Turn 150, if Legitimate Zion or Neo Zion is still around you get this ending. ------------------------------------------------------------------------------- DUCHY OF ZION WALKTHROUGH/EVENT LIST ------------------------------------------------------------------------------- SPECIAL: FIRST ENTRY OPERATION ------------------------------ You'll get this event as soon as you start the game. By activating it, you'll gain the ability to invade Odessa, and get a morale boost for units that participate in the invasion for 5 turns. It's a good idea to activate it as soon as the game starts. You'll start the game with all of your forces in space; 9 HLVs ready to descend to the surface, 6 cruisers, and a handful of mobile suits. I recommend you send the first batch of HLVs down to the surface in Eastern Europe and save the other three for the second entry operation. If you feel confident, you might want to send down even fewer HLVs. (Odessa's defenses are not that tight) You might want to send Johnny Raiden and Shin Matsunaga down to the surface in Komusais to have them participate in the Odessa invasion; you'll be developing their custom Zakus soon and this is the fastest way to get them to a Major Base so that they can be transferred to said units. In space, you'll want to focus on the enemy units that are clustered around Earth; focus on the enemy cruisers, especially with your Mobile Suits, as they're especially effective at taking them down. (On that note, launch all the MS units that are on board ships--they're not doing any good there) Dozul in particular is a great asset here, though he's also a great asset on the ground. How you handle it is up to you. Make good use of Minovsky particles; they will keep your space forces alive a lot longer. INVADING ODESSA --------------- It's best to invade Odessa from the east side. Ignore the tanks on the ground when you disembark from your HLVs; they will follow you into the Local Battle and you can dispatch with them there. Taking Odessa will be fairly easy as it will be lightly guarded and your Zakus will be much more powerful than the forces that they have stationed there. Still, gang up on individual units to keep damage to your forces to a minimum. You should be able to take over the base in one turn. Once Odessa is yours, get used to it--it will probably be your main base of operations on Earth for launching all the other invasions. Always keep a good stock of units at Odessa. Make sure that unless you are right in the middle of an invasion you have most of your ground forces stationed in Odessa. There will come a time where you will be very glad you kept your garrison strong. It's at around this point where the real strategy section of the game takes over; while the events are mostly preset, how things go will depend a lot on how you conduct your campaign overall. After the first few turns when the fights between the pre-placed units are over, things will vary a lot, depending on technology levels, units developed, etc. Future invasions for example will differ from game to game as the forces garrisoned in each base will vary. Consult the "general strategies" section to help you decide your course of action if you can't decide what to do. SPECIAL: SECOND ENTRY OPERATION ------------------------------- You'll get this event in the turn after you take over Odessa. By activating it you'll be able to invade both California and New York. I strongly suggest that you wait for a few turns before you activate this event, as you'll want to get your forces assembled and ready for the invasion before you activate it; it's hard to make use of the 5 turn morale bonus for both bases unless you activate the event right before your forces enter one of the bases. You should have Zaku Fs and Magella Attacks developed for this invasion. Zaku Js will make the invasion a breeze, though you might not want to wait that long--the longer you drag your feet, the sooner you'll have to deal with UN mobile suits. INVADING NEW YORK AND CALIFORNIA -------------------------------- You can do this two ways; either attack both bases at the same time, or one after the other. I suggest the latter method, as it's harder to conquer bases when your forces are divided. In addition to any remaining HLVs in space, you'll want to load up and launch a few HLVs from Odessa and then have them descend in North America. It's a good idea to move your good-but-inactive ace pilots into units in Odessa and have them participate in the North American invasion. (for example, if you want to start working on making Bernie an uberpilot, you'll want to start getting him experience ASAP) Once you've got your units stationed, it's a question of which area to invade first. California is overall the more useful base, and once you invade it you'll be able to develop submarines, so that may be the best choice. On the other hand, if you invade California first, you'll have to leave its defenses fairly open while you move out your forces to invade New York, leaving it open from attacks coming up from the south. (Plus, once you invade New York, you'll have to move your forces back to California) Whichever route you choose is up to you. If you brought a good number of units and ace pilots to these invasions you'll be OK. Magella Attacks are especially useful here because they can attack from 2 spots away--UN tanks are sitting ducks against them. EVENT: PROTEST FROM SIDE 6 -------------------------- After you've conquered Odessa and one other Major Base, you'll get this event. Side 6 protests about your increased military presence. Dozul suggests you ignore their protests. If you do, you'll piss of Char. If you don't and make Dozul apologize, you'll piss him off. I suggest you go with the latter; an angry Char is much more dangerous than an angry Dozul. EVENT: PROPOSAL TO ESTABLISH A SUBMARINE FLEET ---------------------------------------------- After you conquer California, you will be able to research and develop submarines. Once you develop the Yukon, Kishiria will suggest that you develop your own sub fleet in this event. If you say yes, you'll get a proposal to invade Hawaii. If you say no, you won't get the proposal and will anger Kishiria as well. It costs you nothing to say yes so there's no real reason not to. You'll have to invade Hawaii anyway and if you wait to do it it will be much harder. SPECIAL: THIRD ENTRY OPERATION ------------------------------ Once you conquer both New York and California, you'll get this event. By activating it you'll be able to invade Kilimanjaro. You'll definitely want to wait a bit before activating this, as your forces will be thinner from your previous three invasions, and you'll want better units to invade Kilimanjaro-- Zaku Js at the least. (Goufs would be great too but don't wait TOO long) Once you invade Kilimanjaro the UN will start Operation V and you'll have to deal with Gundams and GMs so make sure you're ready. On the other hand, don't drag your feet too long--if you take too long the UN will break the rules and develop Surface GMs and Surface Gundams even without developing Operation V units. You don't want to be taking those on with Zakus. Start building up your forces as best as you can. SPECIAL: PROPOSAL TO INVADE HAWAII ---------------------------------- You'll get this option after agreeing to Kishiria's proposal to develop a submarine fleet. If you turned her down (or REALLY dragged your feet on developing the Yukons) you'll also get this option, but not until you've conquered Peking, Madras, and Trinton. Invading Trinton without subs is a real pain in the rear, so this is another reason why turning down Kishiria's plans for a sub fleet is a bad idea. At this point you'll start to get branching paths in the game as to what you'll invade--from here on out, you'll usually have the choice to invade more than one place, and which route you take is up to you. It really depends a lot on your number of turns. Ideally, you should take Hawaii first and then Kilimanjaro, but if you're late on turns (like in the late 30s/early 40s) you may want to invade Kilimanjaro first. Read the invasion sections on each to find out why. INVADING HAWAII --------------- Once you've got a fair number of Yukons (3 or 4) and have started developing some decent underwater mobile suits (something better than Submarine Zakus-- ideally Z'Goks, though in the interest of time you may want to go with Gogs and Acguys instead) you should invade Hawaii ASAP. Load up your Yukons with underwater mobile suits (and maybe a few Zaku Js for offloading) and head west. This is a race against time; by the early 40s in turns, the UN will start cranking out Surface GMs and Surface Gundams. You don't want to be up against these with your underwater mobile suits as anything less than a Z'Gok will be easily outclassed. If you invade Kilimanjaro first, you'll not only have to deal with those units, but also Guntanks and Guncannons, which can be rough. If you can invade Hawaii with underwater mobile suits before the UN starts developing mobile suits of their own, you will take the base easily; otherwise it will be a tough fight. If you go after this base later than sooner, your best weapon is the Azzam. Later in the game, the main island will be so full of units it will be difficult to load MS troops on land. You'll want a good contingent of MS units nonetheless, but if you have a trio or so of Azzams backing them up it'll make things much easier. SPECIAL: PROPOSAL TO INVADE TRINTON ----------------------------------- Once you've conquered Hawaii, you'll get the option to invade Trinton. (If for whatever reason you haven't conquered Hawaii by the time you take Madras, you'll get this option after taking Madras as well) When you take Trinton is up to you, but my suggestion is to ignore it until you've taken every other base on Earth except Belfast and Jabro. When you do invade it, you'll want to use subs and the best MS units you can muster. INVADING KILIMANJARO -------------------- Ideally, you'll invade Kilimanjaro after taking Hawaii. However, depending on your turn clock, you may want to invade Kilimanjaro first. Your primary weapon for invading Kilimanjaro will probably be Zaku Js, and whatever you do, you don't want to be facing UN mobile suits by this point; Surface GMs and Surface Gundams will crush Zaku Js under their heel. So if you're running late on the clock, invade Kilimanjaro first. It will suck to invade Hawaii after the V Operation is done, but it can be done, and your underwater MS units will do better against UN MS units than your Zaku Js would. Launch HLVs filled with Zaku Js (and Goufs if you have them) from Odessa and bring them down at Africa. Zaku Tanks are also quite useful here as they're effective in desert. If you developed Desert Zakus, use them instead of Zaku Js--this will be more or less the one time in the game they'll prove useful. Try to invade from the southwest if possible; there's a Defense Point near that side, and you won't have to slog through mountains either. (Though mountains do provide excellent cover) EVENT: ENTRY OPERATIONS SUCCESSFUL ---------------------------------- Once you've conquered Kilimanjaro, you'll get this event. You'll see a short movie, and be informed by your military advisor that you no longer need to rely on entry operations to continue Earth invasions as you now have a strong presence on Earth. This doesn't really mean anything (you can still invade via HLVs if you want) but 3 turns later the UN will start Operation V, so this movie means you have very little time left with your technological advantage over the UN. You REALLY want to have Goufs by now; if not, RUSH to develop them, because they're a prerequisite for Doms, and if you don't have Doms developed in about 15 turns, you'll miss out on one of the most advantageous events for the Zion forces in the game. Once Operation V has started, that plotline will occur side-by-side with whatever invasions you're doing. SPECIAL: PROPOSAL TO INVADE PEKING ---------------------------------- After seeing the above movie and waiting a turn, you'll get this option. If you haven't invaded Hawaii yet, ignore this until you've taken over Hawaii, as launching your invasion from Hawaii is most effective. (If you try to do it via HLVs, you're bound to have a few shot down by this point--Submarine transport is much more effective IMO) If you rejected Kishiria's suggestion of creating a submarine fleet however, you'll have no choice (unless you want to spend a fortune sending units over in Gaws, or Zanzibars if you've got them) so my suggestion is just to send as many HLVs down as possible and hope a less-useful one gets taken out. Either way, I suggest you wait to invade Peking until you've got mobile suits that can take on UN MS units--Gouf Bs at the very least, but preferably Doms. EVENT: PROTEST FROM VON BRAUN ----------------------------- Once you've conquered a total of 5 bases on Earth, this event will take place. Von Braun will complain about plans to increase military presence on the moon. Kishiria suggests you ignore them. If you ignore them, the increased military presence on the moon will strengthen Granada's defense level by 2. Ignoring them will also anger Char, which you don't want to do. Choosing to respond to them will anger Kishiria, but it takes less to get her to defect than it does Char, so I suggest you go that route. Not to mention the fact if you anger Char enough to get him to start Neo Zion, he'll use Granada as his home base and that +2 defense level will all of a sudden be working against you than for you. (Plus, if you ever let the UN get close enough to invade Granada, you're doing something seriously wrong) At this point, the game sort of splits into two simultaneous "plot threads," one where you continue to invade various bases on Earth, and one that deals with Operation V and its aftermath. Odds are you won't invade some of the bases listed below until well into the Operation V plotline, but here I will cover the invasions of Peking, Madras, and Trinton. The invasions of Belfast, Jabro, and Lunar 2 I won't deal with here as they can tie directly in with the Operation V storyline. INVADING PEKING --------------- Peking's Defense level is lower than any other base in the game (probably because it's the first base you invade in the UN storyline, and you have to do it without MS units) but it can actually be a tough fight if you wait too long to invade. In that case, it'll be filled with Surface GMs, but also have Surface Gundams, Guncannons, Guntanks, and sometimes a Pegasus as well, in addition to the standard low-level UN fare. Therefore if you wait, it's really not a good idea to invade Peking until you've got at least Doms. (If you hurry and take over Peking by turn 40 or so, standard high-level Zakus may suffice) Without them, your only real chance is to send in large numbers of Gouf Bs and try and win by force of numbers. Going the Dom route is much easier. You should probably enter the base from the northwest; there's a Defense Point near the entrance there, and the lake will keep enemy MS units from surrounding you. Plus the mountains are good cover. I suggest that you launch your offensive using submarines, as HLVs are dangerous, and slogging it all the way from Odessa is counterproductive. You'll want a heavy force to invade regardless, as by this point in the game, most enemy bases will sport a large number of units. SPECIAL: PROPOSAL TO INVADE MADRAS ---------------------------------- Once you've conquered Peking, you'll get this option. Unlike most of the other invasions, you'll probably be ready to take this one on soon after your last base conquest. As Peking is close to Madras, it's fairly easy to launch an invasion force and get there quickly. Submarines can be useful as troop transports, though you'll have to go all the way around Indonesia to get there. The geography of the Madras base is such that you're often better off using a double-pronged attack from both land and water. INVADING MADRAS --------------- Madras can be a tough base to invade because of its irritating geography. It's a tight space, with few easily accessible Defense Points for an invading force. The east half of the map is water, and any land invasions will have to pick through the mountains at the northwest side of the map before they can reach the enemy. If you invade with your land units from the northwest, and move your submarines from the east, you can get the enemy caught in a pincer attack between your two forces--but both forces have to be fairly sizable. You'll want Doms and Dowages for the land invasion, and you also might have Z'Gok-Es by now; they will prove useful for this fight as they're nearly as good on land as they are underwater. Expect to face large numbers of GMs, (both surface and "vanilla") and at least a few Gundam-class units as well. INVADING TRINTON ---------------- Assuming you've decided to save the battle for Trinton later rather than sooner, this can also be a nasty fight. It's also one that is best launched by submarine or some sort of troop transport. (If you have the Zanzibar researched by now, and/or stole White Base plans from the UN and have that, they will be REALLY useful) A land invasion is best done from the east (which means you may have to offload your land units via sub) and a water invasion, from the southeast. The mountainous terrain in the north areas can be to your advantage but more often than not it just keeps the battle dragging on. Doms and Z'Gok-Es should be your weapons of choice here. Strategically Trinton is too isolated to be of much use, so I never attacked it early in the game; I don't know what kind of forces would be arrayed here, but it would probably be a lot easier (as the later you progress through the game, the greater the number of enemy units you'll find in each successive base you invade) EVENT: OPERATION V DISCOVERED ----------------------------- Three turns after the "Entry Operations successful" movie takes place, you'll get this event. Dozul will ask if you want to investigate. (even if you say no, he'll insist until you agree) When you do, Char, Dolen, Denim, Jean, and Slender will all change status to "On Duty." EVENT: CHAR REQUESTS A RESUPPLY ------------------------------- A few turns after the above event (I think 3, that's usually the number of turns you see between events) you'll get this event and see a movie--Char will ask you for more supplies to help him stop the White Base and the Gundam. If you agree to resupply Char, Gadem will lead the resupply force and his status will change to "On Duty." (though he will actually die in a few turns so he basically leaves your forces forever) If you don't resupply Char, he will release Dolen, Denim, Jean, and Slender from duty and attempt to stop the White Base single-handedly. This is actually the most important event of the game for the Zion forces. If you agree to resupply Char, then Dolen, Denim, Jean, Slender, and Gadem will all die. (As consolation, you'll take out the UN's Paolo as well) More importantly though, Garma will die in a few turns, and Garma's death has a huge impact on the latter half of the game. (Plus Garma makes a good commander when you get him some experience) If you don't resupply Char, none of the above individuals will die. However, Char will get defeated by the White Base, and this pisses him off more than any other event in the game, which is dangerous because if you anger Char enough he'll form Neo Zion and take a whole lot of your good pilots with him. I don't know exactly how the system works, but it seems like you can usually anger Char three times safely without him going off to form Neo Zion; this event counts as angering him twice. Overall, I think the smartest move here is not to resupply Char. You'll lose Char for a couple of turns until someone finds his floating escape capsule, but that's a small price to pay for the lives of six ace pilots. You just need to be careful not to anger Char at all for the rest of the game if you don't want to fight Neo Zion. (If you do, go ahead and anger the hell out of him) However, if you want to fight Legitimate Zion, you have to resupply Char, as Garma's death is a prerequisite for the Legitimate Zion event. EVENT: GARMA GOES AFTER THE WHITE BASE -------------------------------------- Whatever you decided in the "Char requests a resupply" event, Garma will attack the White Base a few turns later. (First you'll receive a few reports, one that the White Base has descended to North America, one either saying that Gadem's supply team was wiped out or that Char was defeated, etc) There's nothing you can actually do in this event, it just gets announced. EVENT: GARMA DEFEATED BY THE WHITE BASE --------------------------------------- Three turns after Garma goes after the White Base, you'll see this event. If Char is around (that is, if you resupplied him) then Garma will not only be defeated, but he'll be killed. If Char isn't around (if you didn't resupply him) then Garma will still be defeated by the White Base team, but he won't be killed. SPECIAL: PROPOSAL FOR A STATE FUNERAL FOR GARMA ----------------------------------------------- If Garma gets killed in action, you'll get the option to have a state funeral for him. You only get three turns to do it though before it gets removed from the "Special" option. If you decide to have the state funeral, you'll see a movie, and all Zion forces will get a +20 boost to their morale. However, this also angers Dozul. (Of course you don't have to worry about angering Dozul at all unless you constantly annoy Kishiria) EVENT: PUNISHING CHAR: ---------------------- If you throw the state funeral, on the next turn Dozul will suggest you put Char under house arrest, as he was responsible for getting Garma killed. If you do, Char gets arrested and booted out of service. Naturally this angers him. If you decline, this will anger Dozul. It's probably a better idea not to punish him, as Char's a good pilot, and it makes little difference how you treat Dozul. Unless of course you're planning to fight Legitimate Zion, in which case you might as well imprison Char; there's no sense building experience on a great pilot who's just going to turn on you later... EVENT: RAMBA RAL GOES AFTER THE WHITE BASE ------------------------------------------ After Garma gets beaten by the White Base, Dozul will suggest you send Ramba Ral's team after it. The pretenses differ depending on the plotline; if Garma is dead, Dozul suggests to create it as a team to avenge him. Either way, you have a choice as to whether you want to send Ramba Ral after the White Base. If you don't, you'll anger Dozul. If you do, Ramba Ral, Clamp, Cozun, Acose, and Hamon will go "On Duty." If you've developed Doms by this point (or will have them developed in 3 turns) then you definitely should send Ramba Ral's team out. If you don't, there's no point, as Ramba Ral and his team will all be killed if you do. EVENT: RAMBA RAL REQUESTS RESUPPLY ---------------------------------- Two turns after sending Ramba Ral's team after the White Base, he'll report in having been defeated. A turn after that, he will ask for a resupply for his second sortie. If you've developed Doms by this point, Dozul will suggest you send a team of Doms to Ramba Ral. If you do, then Kishiria will interrupt and suggest there might be a better use for those Doms. If you agree with Kishiria, you'll get a free Dom team--and Ramba Ral will die, so that's a bad idea. If you disagree, Ramba Ral will get his Doms and Kishiria will get pissed off. If you haven't developed Doms by this point, Ramba Ral and his team will get killed no matter what. EVENT: RAMBA RAL'S SECOND SORTIE -------------------------------- This event happens a few turns after Ramba Ral requests a resupply. The results of this event depend entirely on whether or not you sent Doms to his team. If you didn't, Ramba Ral, Clamp, Cozun, Acose, and Hamon will all die. If you did send Doms, not only will no Zion pilots die, but Ramba Ral will have succeeded in shooting down the Gundam, AND capturing the White Base, a Guntank, and a Guncannon for your forces! In addition, you will get plans for all three units so you can develop your own, and each member of Ramba Ral's team will get an extra 300 experience points. This is a VERY nice bonus to have, so it's definitely worth it. On the down side, after this event all the White Base members will start popping up in fights against your forces as they have now been "disbanded" from White Base duty--though no matter how you play the game this is going to happen eventually anyway. In addition, you won't see any more White Base events (obviously) for the rest of the game. However none of these events are that great anyway. (most of them involve Zion ace pilots dying) Whenever the White Base is disbanded, you'll get a movie where you see a report on the new UN weapons. SPECIAL: PROPOSAL FOR SPEECH TO ZION FORCES ------------------------------------------- Literally, this is a presentation of "Theory of Continuing Existence of Dominant Humans," a treatise of Gihren. (Dominant being dominant in the sense of dominant vs. recessive genes) You get this event one turn after getting the results of Ramba Ral's second sortie, and only if Garma is still alive. Your political advisor will suggest that it will increase your army's morale, but warns you that presenting it might anger the Old Zion faction. If you decide to go ahead with it, your entire army's morale will increase by 20. EVENT: OLD ZION DEMONSTRATIONS ------------------------------ Two turns after presenting your speech in the event above, the Old Zions will get angry and start large-scale demonstrations. You'll be given the option to put down the Old Zions via force. If you don't put them down, then the disturbance they cause will eliminate your income for one turn. If you do put them down, it angers Char. EVENT: FORMING THE BLACK TRINARY -------------------------------- Two turns after getting the report of Ramba Ral's team getting wiped out, Kishiria will suggest that you send the Black Trinary after the White Base. If you do, they'll fight the White Base team for a couple of turns before getting wiped out--Gaia, Ortega, and Mash will all die. If you don't form up the Black Trinary it will anger Kishiria, and the White Base team will get "disbanded" in a few turns. (see the event below) However, the Black Trinary getting wiped out is a prerequisite for the Mad Angler Team events, which allow you to get the "Proposal to Invade Jabro" early. So there is some value in letting them get killed if you're confident and want to go for the quick win. EVENT: ODESSA GETS INVADED -------------------------- This event will happen regardless of the status of the White Base. If you're playing the Black Trinary plotline, it will occur the turn after getting the report of their demise; otherwise it occurs a few turns after the report of Ramba Ral's forces win or loss. You'll get a report that Odessa has just gotten a large-scale invasion. (where did they come from?) Kishiria will say that her subordinate Ma Qube has a plan and suggests you leave Odessa's defenses to him. If you don't, it will anger her. If you do, the consequences are potentially a lot worse; after the first turn's worth of Local Battle Turns, Ma Qube will nuke Odessa, killing off about half of all the units in the battle. (both yours and the UN's) It will also destroy Odessa as a strategic point--its defense level will drop to 0, all its cannons will be destroyed, and its income will be slashed in half. So as a general rule, it's a good idea to just repel the invasion normally. If you followed my advice and have been keeping your Odessa garrison strong, you will destroy the enemy easily; it is a large invasion, but they've only got one platoon of GMs, and the rest of the invasion force is wimpy tanks and planes. However, if Ramba Ral didn't defeat the White Base team, and you didn't send the Black Trinary after them, the White Base team will be "disbanded" now and participate in the invasion of Odessa, making things much hairier. EVENT: PUNISHING MA QUBE ------------------------ If you allowed Ma Qube to go along with his plan and he nuked Odessa, Dozul will suggest that you punish him for breaking the Antarctic Treaty. If you do, Ma Qube will be put under house arrest and removed from your forces. This will also anger Kishiria. If you don't, then it will look like you approved the attack to the rest of the world, and in protest all neutral forces will stop trading with you. To win the game eventually you'll have to take actions that will anger the neutral forces, but that's much later, and the loss of income hurts, especially for the already resource-poor Zions. I suggest that you punish Ma Qube if you see this event. EVENT: FORMING THE MAD ANGLER TEAM ---------------------------------- A few turns after receiving the report of the Black Trinary getting wiped out, Kishiria will present yet another plan for taking out the White Base--this time, you'll send the Mad Angler team after them. If you disagree, this will anger Kishiria and the White Base team will be disbanded. Agree, and Char and Boone will be put "on duty" for the team. (I've never actually done this after imprisoning Char--I suppose that he'll either be released or the event won't happen) EVENT: REPORT FROM SPY ---------------------- After forming the Mad Angler team and letting them do their thing for a few turns, you'll receive information from a spy behind enemy lines. Operating on this information, Char will launch an attack on Belfast that will cut its defense level in half. You'll also get the option to invade Belfast. EVENT: REQUEST TO PURSUE THE WHITE BASE --------------------------------------- After Char attacks Belfast, he will get a report that the White Base is heading to Jabro and asks permission to pursue. If you disagree, it will anger him, and the White Base team will be disbanded. If you do agree, you'll get a report in two turns; Boone will have been killed in action, but Char discovered a secret entrance to Jabro. SPECIAL: PROPOSAL TO INVADE JABRO --------------------------------- After Char discovers the secret passage to Jabro, you'll get this option to invade. However, you only get 5 turns to do it before it disappears from the Special menu. Invading Jabro at this point will be very tough--it's much easier to do it at the end of the game--but if you're confident, you can give it a shot. Strategies for the actual invasion are listed at the end of the Zion walkthrough part of this guide. SPECIAL: PROPOSAL TO INVADE BELFAST ----------------------------------- You'll get this option one of two ways; the first, after the "Report from Spy" event as listed above. Second, if you've conquered all the UN bases on Earth except for Jabro, you'll get this option. By the time you get this option, your forces should be fairly beefy and will probably have some really high-quality units available--maybe even Kampfers. Belfast will probably be a very tough fight so you'll need them. I suggest holding out on this invasion until you've developed Zanzibars at the very least, as you'll need them for transport. Also, if you think that you will end up facing either Legitimate Zion or Neo Zion, then you should build up a large space force at Granada first. INVADING BELFAST ---------------- If Char launched his attack on Belfast, this will be a lot easier, but either way, this is not an easy fight by any stretch of the imagination. By now, all of the UN forces will be concentrated here, in Jabro, and on Lunar 2, so expect to face a large force when you invade. Unless you exclusively use underwater MS units to do this invasion, you'll need aerial transport. Hopefully by now you've developed Zanzibars; if not you'll have to create a massive fleet of Gaws, and that's counterproductive. Move your aerial units in from the southwest, and your submarines from either the east or southeast. Because of the potentially large number of enemy forces here, resource consumption can be a very big issue in this battle; especially with high-powered units, you're likely to run out of resources. Taking over the Defense Points helps a lot in the refueling department on that note, but what you really will want is to keep your Zanzibars behind your advancing ranks so that units out of steam can board and refuel. In terms of MS units, if you've got mass-produced Gyans or Gelgoogs, they're ideal, but Doms and Dowages can suffice. For your underwater units, you'll want Z'Gok-Es. EVENT: INVASION OF A BAOA QU ---------------------------- One turn after conquering Belfast, the UN will move out its entire space fleet to invade A Baoa Qu. Like the invasion of Odessa, the spaceships will magically teleport themselves outside of the base. How this event unfolds depends on two variables; whether or not Garma is alive, and whether or not you've developed the Solar Ray. You can use the Solar Ray to blast the UN fleet and cause large damage to it. However, if Garma is dead, Duke Degin will have lost the will to fight and will fly to the UN capital ship to negotiate peace with Revil. If they reach an agreement it has serious negative repercussions on your forces; you'll lose all income for a turn and your entire army will take a -30 hit to their morale. 1) Garma Alive/Solar Ray Developed: This is the ideal situation. You can blast the fleet away with impunity and cause heavy damage. You won't kill Revil though. 2) Garma Alive/Solar Ray not developed: Nothing will happen; you'll just have to fight the entire fleet. 3) Garma Dead/Solar Ray developed: This is the trickiest pattern. You'll get a choice to target the Solar Ray at the capital ship with both Revil and Degin on it. If you do, both of them will die and no peace agreement will be made. A fair chunk of the UN fleet will also be destroyed. If you don't, you'll fire the ray at another section of the fleet; it will actually destroy more of the fleet, but Revil and Degin will reach a peace agreement. 4) Garma Dead/Solar Ray not developed: This is the worst situation; you'll have to fight the entire UN fleet AND a peace agreement will automatically be reached. No matter what happens, you'll have to end up fighting a large UN force. This is why you've been building up your forces at A Baoa Qu all this time as suggested in the "general strategies" section. If you have a large force, you can destroy the UN fleet before it can get into the base. If you have a large number of Rick-Doms and Zaku II-R2s, then you shouldn't have too much trouble. If you've got Newtype pilots in either Brau Buros and/or Elmeths, it will make things even easier. EVENT: ARRESTING KISHIRIA ------------------------- This event happens one turn after the invasion of A Baoa Qu event if you ended up killing Degin and Revil. Kishiria will start to investigate Degin's death, and you will have the opportunity to put her under house arrest. If you do, she'll be removed from your forces. (and get angry, obviously) If you don't, you'll lose the game in the following turn with the "Zion Forces Special Defeat" ending. So it's pretty obvious which choice you should make here. EVENT: ESTABLISHMENT OF LEGITIMATE ZION --------------------------------------- This event happens after arresting Kishiria and she's sufficiently angry at you. (You need to have angered her a lot--like 4 or 5 times in addition to her arrest) She will break off from Zion and form her own government, Legitimate Zion, based in Granada. If you had any units stationed in Granada, they'll be booted out. Kishiria will also take a large number of soldiers with her. Ma Qube, Twanning, Barom, and Char will always join her. If they're alive, the Black Trinary will also join. Lalah and Marion will also join, even if they weren't previously available. (but not Sharia or Cusko) Also, Dozul may switch to Legitimate Zion depending on how much you've angered him. To win the game, you'll have to defeat Legitimate Zion in addition to the UN. EVENT: ESTABLISHMENT OF NEO ZION -------------------------------- This event happens a few turns after the invasion of A Baoa Qu, regardless of its outcome. If you've sufficiently angered Char, he will start up his own force, Neo Zion. He'll take Akahana and ALL of your Newtype pilots along with him. (Sharia, Lalah, Cusko, and Marion) If they're alive, then Dolen, Denim, Slender, Jean, and Boone will also join Neo Zion. In addition Char will take off his mask and become Casval. Neo Zion takes over Granada and operates from there, and if you had any units stationed there, they'll be booted out. Like Legitimate Zion, you need to defeat Neo Zion in addition to the UN to win the game. DEALING WITH LEGITIMATE ZION/NEO ZION ------------------------------------- At this late point of the game, you don't want to have to fight the enemy on two fronts, so it's important to hit Legitimate Zion/Neo Zion as fast as you can. This is especially true since both these forces are stationed right next to your main base at Zum City. Ideally you'll want to invade and take over Granada the same turn that either force first forms; not only will they not have a chance to create more units, but they won't have time to station their Ace Pilots either so all units you end up fighting will be grunts. If you attack before they have a chance to build up their strength, you can actually defeat them fairly easily. By default they'll have about ~30 units stationed at Granada but some of them will be ground units, so you won't actually have to fight them. The weapons they do have will be pretty good, but with a large invasion force you should have no problem. If you don't have a large invasion force to spare, then a decoy operation works really well--you can take over the base with fighting a minimum of battles. And unlike most other decoy operations, any left-over enemy units will simply be destroyed, rather than just booted out into the world map. Be especially careful of Neo Zion, as Casval's influence makes his troops MUCH tougher, and Neo Zion also makes full use of Newtype units. Also note that if you drag your feet on the invasion you might end up facing Regelgs, which you definitely don't want. SPECIAL: SPEECH TO BOOST MORALE ------------------------------- This event happens two turns after the invasion of A Baoa Qu. If you activate it, your forces' morale will be boosted by 20 and you'll see a movie. This can help counteract the effects of Degin's peace negotiations, if they succeeded. SPECIAL: PROPOSAL TO INVADE LUNAR 2 ----------------------------------- This event will happen 5 turns after the invasion of A Baoa Qu, but only if Legitimate Zion or Neo Zion isn't kicking around, so you need to defeat them first. Delarz will propose an invasion of Lunar 2. He suggests you use nuclear weapons against the base. Once you activate this event, you will be able to invade Lunar 2, and Gato will appear inside Lunar 2 all by his lonesome in a nuclear bazooka-equipped Zaku II. You'll also be able to research Zaku II-NCs the next turn. However, in the event that you're already at your maximum of 150 units, Gato will get pulled out of whatever unit he was in before, but doesn't join your forces in the battle. INVADING LUNAR 2 ---------------- Lunar 2 is not an easy base to take over. It's packed to the gills with enemy units, and the fire support from the base's cannons that they get is not trivial. You'll need to pull in a massive force of your own to take it. Your primary invasion unit should be Gelgoogs, though Rick-Doms will probably be sufficient with enough of them. Zaku II-R2s will probably be too weak to do much here. Gato's nuclear Zaku can be good fire support though. Invade from either the east or west ends of the map; there's a Defense Point close to the edges on both of those sides. Running out of resources is definitely an issue here so you'll want to bring Zanzibars (or Doloses, if you've got them) as mobile refueling is important. One thing that can make this battle a lot easier is to mix a Zikko with each of your unit stacks, and each turn have them throw up Beam Disruption fields. As the UN overwhelmingly relies on beam weapons they can keep your forces alive much longer. SPECIAL: PROPOSAL FOR SECOND BRITISH OPERATION ---------------------------------------------- Once you've conquered all the UN bases but Jabro, this becomes an option. You'll drop a colony directly on top of Jabro, destroying half the units stationed there, all the defensive cannons, and reducing its defense level to 1. (Kinda silly, since IRL an object of that size hitting the Earth would obliterate humanity) However, this event will anger the neutral forces in the game and they will stop trading with you. There is no way to avoid this, unfortunately. Since this is a prerequisite to invading Jabro, there's no reason not to activate this. SPECIAL: PROPOSAL FOR JABRO ENTRY OPERATION ------------------------------------------- Once the Second British Operation has taken place, this option becomes available. Activate it, and you can invade Jabro. However, the game cheats mightily when you do--by activating this operation, it immediately spawns 15 powerful units inside Jabro. In fact this spawning cheats doubly in that it ignores UN production limits--for example, one of the units spawned is a Full Armor Gundam; even though the UN is only allowed to have one of these at any one time, if there was already a Full Armor Gundam in Jabro you'll end up fighting two of them, and so forth. INVADING JABRO -------------- This is it, the final battle. As all the remaining UN forces will be concentrated here, you can expect a tough battle. Jabro is also an annoying field to fight on as it's difficult to deploy your forces effectively. There's no reason not to use all your remaining units in this invasion, as there's no other place to attack and defense is no longer much of an issue. One thing to note about Jabro is that nearly all the fights will be inside the caves that make up the center of the map. Only tanks and Mobile Suits can enter the caves, so that means no air support or mobile armors. There are really only two choices for entry points on this invasion; the northwest or the southwest. The southwest is the only entry point that ground units can take, as the northwest area has a river that blocks their entry. However the "open area" of caves in the north side is a better place to fight, as it gets crowded in the southwest tunnels. One option is to divide your forces between these areas; move your Zanzibars in through the northwest and have them deploy their units across the river, then send your remaining ground forces to South America via HLV and have them enter via the southwest. In terms of units, you should roll out the best mobile suits you can develop for this fight. Gyans, Gelgoogs, Kamphers, and Doms should be the bulk of your forces. If you're taking on Jabro early on via Char's proposal, you probably won't have as much in the way of technology at your disposal, and you'll have to contend with the powerful defenses of the base, but there will probably be fewer units that you have to face. Either way, there's no sure-fire win in this situation--you generally just have to slug it out with the UN forces, and try to use force of numbers to overpower them. In terms of refueling, you'll have to either return to the mouth of the cave and get on your transports. You can bring Doubdes into the cave, but if you want Doubdes in this invasion, you'll have to move them out from California WAY before you invade, SPECIAL: PROPOSAL TO DEVELOP THE FLANAGAN INSTITUTE --------------------------------------------------- Once your Base technology level hits 8, Kishiria will propose that you develop the Flanagan institute to study Newtypes. Once you establish the institute, you'll get the option to develop the Brau Buro in three turns. EVENT: PROPOSAL TO USE NEWTYPE SOLDIERS --------------------------------------- Once the Brau Buro is developed, Kishiria will suggest that you actually recruit Newtypes as soldiers. If you agree, this apparently pisses off Char. If you don't agree, then it pisses of Kishiria. Once you do agree, then the next turn Gihren will summon Sharia Bull from Jupiter to watch over Kishiria, and he'll join your ranks as a pilot. Two turns after that, Lalah Sun will also join your ranks after a pilot. Five turns after Lalah Sun joins, Cusko Al will join your ranks as a pilot too, but only if you've already finished the game as Zion with a Complete or Overwhelming Victory. SPECIAL: PROPOSAL TO DEVELOP THE SOLAR RAY ------------------------------------------ You'll get this option once your base technology level hits 10. You can use it to convert a colony into a giant beam weapon. It takes 3 turns to develop it. The Solar Ray is very important in the "Invasion of A Baoa Qu" event. SPECIAL: PROPOSAL FOR "EXAM" RESEARCH ------------------------------------- If your base technology is above level 12 and you've established the Flanagan Institute, you'll get this event. Professor Crust will suggest that you create an institute to create a computer that simulates Newtype abilities. EVENT: REQUEST FOR NEWTYPE FOR EXPERIMENTS ------------------------------------------ A few turns after creating the EXAM research facility, Professor Crust will ask for a real-live Newtype to help his research. If you agree, you'll be able to develop the Ifreet Revision in a few turns once the EXAM computer is complete. If you disagree, research on the EXAM units will stop, but you'll get Marion Welch as a pilot in a few turns. This is a tough choice; Marion is a good pilot, but if you continue the EXAM research you can get not only the Ifreet but the Gundam Blue Destiny Unit 2. On the down side, the UN will get Blue Destiny units 1 and 3, so it can go either way. Both are attractive choices, about the same I'd say. Note, however, that if you didn't accept Kishiria's proposal to recruit Newtypes as soldiers, you won't get Marion, even if you turn down Crust's request. EVENT: PROFESSOR CRUST DEFECTS ------------------------------ After you develop the Ifreet Revision, Professor Crust will defect to the UN. When he does, Nimbus will ask for permission to pursue him. If you disagree, the UN will start producing all three Blue Destiny units, so it's a good idea to agree. EVENT: BLUE DESTINY UNIT 2 CAPTURED ----------------------------------- A few turns after allowing Nimbus to pursue after Crust, he will report back in, saying that he killed Professor Crust and managed to steal Blue Destiny Unit 2, but that there are two more units. He will ask for permission to destroy the other two. If you refuse permission, then he will take BD-2 back to base and you'll have the opportunity to research it, as well as the Nimbus Custom version of it. However, the UN will start producing BD-1 and BD-3s of their own. If you do give Nimbus permission to destroy the other two units, then BD-2 will go berserk when fighting the others, destroying all three units and killing Nimbus. You will, however, take the UN pilot Yu with you. (Though if you look at the stats on the spy info his status is listed as "Whereabouts unknown" so he may come back) Overall I'd say not to let Nimbus go after the other two units; BD-1 and BD-3 can be a pain to fight, but Nimbus is one of your best pilots and you won't want to lose him. SPECIAL: PROJECT RUBICON ------------------------ This event automatically takes place on turn 100. You'll get a proposal to try and send the Cyclops Team (Steiner, Misha, and Bernie) into a UN weapons development facility and steal the Newtype-use mobile suit that they are developing. This operation is kind of a gamble; in three turns you'll get a report of how it went. If the operation succeeded, you'll steal the Gundam ALEX and be able to research and produce it. If it failed, then Steiner, Misha, and Bernie all die. Whether or not the operation succeeds or fails apparently depends on your Intelligence level--the higher it is, the more likely it is to succeed. I'm not sure exactly which turn's Intelligence level is the one that's used (maybe it's all three of them) but while keeping my Intelligence level at max from turns 100-103, I've never failed to steal the ALEX. If you undertake this operation make sure that your Intelligence levels are as high as possible; losing the Cyclops team hurts, especially Steiner and Bernie, both of whom are top-notch pilots at S level. ############################################################################### THIRD-FORCE PLAYTHROUGHS ############################################################################### When playing as a Third Force (Titans, Legitimate Zion, or Neo Zion) the game is a lot more free-form than when playing as the UN or as Zion. There's no event flowchart (in fact there are no events at all) or Invasion Operations; it's just a straight-up strategy game where you try to defeat both Zion and the UN. WINNING AND LOSING ------------------ The conditions for losing as a Third Force are mostly the same as the standard games--if your top general dies in battle or your Home Base is taken over, you lose the game. To win, you must conquer both Side 3 and Jabro. There is no way to "win by decision" as in the standard games; if you hit turn 150 and haven't conquered both Side 3 and Jabro, you lose, no matter how many other bases you've taken over. TECHNOLOGY TREES ---------------- Since the units available to each Third Force differs from the standard UN/Zion lineup, there are no technology trees in Third Force playthroughs. Whether or not you can develop a certain unit depends entirely on your Tech levels. (Which is only fair, considering that, for example, the Titans can develop Hi-Gogs, but not Gogs, which are normally a prerequisite for that unit) THIRD FORCE STRATEGY NOTES: --------------------------- Because of the free-form nature of the Third Force scenarios, I'm not going to include much in the way of strategy or anything like a walkthrough here, just some basic ideas on how to get you started and what sorts of units you might want to use. Since you have to get a Perfect Victories in the UN/Zion scenarios before you can play the various Third Forces in the first place, by the time you get around to playing one of these scenarios, you should be pretty well- grounded in the basic game mechanics, and be pretty familiar with the characteristics of the units you'll be using as well. More than anything else, the Third Force scenarios are just a way to whet your teeth on the game without being restricted by the plotline of the "core" scenarios. ------------------------------------------------------------------------------ THE TITANS ------------------------------------------------------------------------------ The Titans are probably the hardest of the three Third Forces to win the game with. They're the only army that can make use of both Zion and UN units, but they can't make use of the elite units of either. Their largest handicap, however, is in their Aces. The Titans only get 7 Aces in total, five of whom cannot pilot MS or MA units, and three of whom rank among the crappiest pilots in the game. For this reason, nearly all of your fighting will be done with grunts. However, they do have one large advantage, in that they have the strategically best Home Base in the game--Lunar 2. Not only is Lunar 2 far away from enemies (and thus easy to defend) but it's also close to Earth's orbit, giving the Titans great control of all re-entry points. STARTING PILOTS AND PLACEMENT: ------------------------------ PILOTS: Admiral Jamitov Highman (Leader): Magellan-S Vice-Admiral Elran: Saramis-S Vice Admiral Green Wyatt: Magellan-S Captain Basque Ohm: Saramis-S Captain Jamaican Dunnigan: Saramis-S Lt. Commander Cima Garahau: G-TITANS Ensign Zero Murasame: Gelgoog-S STARTING UNITS: --------------- 2 x Magellan-S 3 x Saramis-S 1 x G-TITANS 1 x Gelgoog-S 1 x Guncannon 2 x GM/P-Type 2 x Zaku II-F 1 x Ball/P-Type 3 x Ball 3 x Saber Fish 3 x HLV 3 x Guntank 3 x Gouf-A 3 x Zaku II-J STARTING UNITS DEVELOPED: ------------------------- GM/P-Type Guncannon Guntank Zaku II-F Zaku II-J Gouf-A Ball Ball/P-Type 61-Type Tank Big Tray Core Fighter Toriaezu Tin Cod Saber Fish Flying Manta Deblock Don Escargot Public Midea Columbus Saramis-S Magellan-S U-Submarine M-Submarine RECOMMENDED STRATEGIES: ----------------------- Probably the most important part of the game for the Titans is the very beginning of the game, in your choice of bases to invade. My suggestion is to ignore the space map, as by the time you get to Solomon (let alone Granada, A Baoa Qu, etc) the enemy will have a sizable force waiting for you. Instead, I suggest you go for either one of the North American Major Bases, Trinton, or, if you feel lucky, go straight for Jabro. The North American Major Bases: New York and California are good targets because they have good production and income, and are located close together so can be easily attacked one after the other. The down side is that they'll have Goufs and Doms in them, which can be rough on the admittedly weak starting units the Titans have. They're also in close access to all the Bases in Canada, easily taken over, but not so easily retaken. Trinton: While Trinton isn't really that fantastic a base overall in terms of its income and Resources, but it's valuable to the Titans because of its isolation; it is easily defended and difficult to assault. Once you take it, you won't have to worry too much about keeping it. Plus, it's got lots of weaker UN units defending it so is not too hard to take. Jabro: Jabro is obviously a very attractive early target, seeing as how it's one of the two bases you have to take over to win the game, it's got great Income and Production, and has tough-as-nails defensive capability. The downside is that it's extremely difficult to conquer, as there are lots of powerful UN units like Gundams and GM cannons guarding it. It's best taken over with a decoy operation. (if you can) However, because of the Titans' isolation, they have a real advantage in that they can just sit on their laurels and build up their forces before acting. It'll take a long time, but can be worth it. You may want to wait until you can develop Doms before you carry out any major military operations. True, the enemy's forces will get stronger if you wait, but unlike the UN and Zion scenarios, you have a little leeway to take your time in Third Force scenarios; because it's a three-way fight, the UN and Zion will expend a fair number of units beating on each other, rather than focusing all their efforts on you. Once you've got a solid base of operations on Earth, I suggest you turn your attention back to space and shoot for taking over the space bases; amassed Zion forces are a heck of a lot more dangerous than amassed UN forces. The sooner you conquer Side 3, the better. However, you might consider taking over an extra base or two on Earth while you're building up your forces for that space assault. The most attractive candidate is probably Odessa for its Resources, and it's also in close proximity to a lot of European bases ripe for the taking. You probably won't need to bother with Kilimanjaro and Peking unless as they're of little strategic value, and you can pretty much ignore Hawaii entirely. Another strategy, though risky, is to simply wait until you've got decent technology before doing anything. Since Lunar 2 is more isolated than the other main bases, this strategy is easier with the Titans than with other forces. RECOMMENDED UNITS: ------------------ The Titans can't make much in the way of fantastic units. Your best bet is to develop and mass-produce Doms and Rick-Doms as fast as you can, and use them as the main bulk of your forces. G-TITANS can be useful too for Cima or Zero, and you have no limits in terms of producing them, but as you have nobody to actually pilot them you're probably better off with 3-per-unit weapons. Note that there is no way to develop the Gelgoog-S, so if the one that Cima starts in gets shot down, you're not getting another unless by some stroke of luck you manage to steal its plans from the Zion forces. In the meantime, you should try to make do with mass-produced units like GMs and GM-Snipers. ------------------------------------------------------------------------------ LEGITIMATE ZION ------------------------------------------------------------------------------ Legitimate Zion is one of the two "Zion Spinoffs" along with Neo Zion. Legitimate Zion has an impressive Ace roster; it has some crappy higher-ups like Twaning and Barom, but it gets all the Zion Newtypes in the game, in addition to the Black Trinary. The primary difficulty of Legitimate Zion is that it starts out with crap technology and has to make do with Zakus at the beginning of the game. This is compounded by the problem that Legitimate Zion's main base, Granada, is in a very precarious position; it's far away from any Earth drop points, and is right in Zion's back yard, with Side 3 right around the corner. This can make playing as Legitimate Zion a tough game. STARTING PILOTS AND PLACEMENT: ------------------------------ Admiral Kishiria Zabi (Leader): Gwazine Captain Twaning: Musai Captain Barom: Musai Captain Ma Qube: Chibe Lt. Commander Char Aznable: Zaku II-S/C.A Lieutenant Sharia Bull: Zaku II-R2 Lieutenant Gaia: Zaku II-R1/3S Lieutenant JG Ortega: Zaku II-R1/3S Lieutenant JG Mash: Zaku II-R1/3S Lieutenant JG Cusko Al: Zaku II-R2 Ensign Lalah Sun: Zaku II-R2 Ensign Marion Welch: Zaku II-R2 STARTING UNITS: --------------- 1 x Gwazine 1 x Chibe 2 x Musai 1 x Zaku II-S/C.A 4 x Zaku II-R2 3 x Zaku II-R1/3S 1 x Zaku II-R1A 3 x Zaku II-F 2 x Gattle 1 x Zakrello 3 x HLV 1 x Gouf-B/P-Type 2 x Gouf-B 3 x Zaku II-J 2 x Magella Attack 1 x Azzam STARTING UNITS DEVELOPED: ------------------------- Zaku I Zaku I/3S Zaku II-C Zaku II-F Zaku II/C.A Zaku II-J Zaku II-S Zaku Marine Type Zaku II-R1 Zaku II-R1A Zaku II-R1A/3S Zaku II-R2 Zaku II-RD4 Gouf-A Gouf-B Gouf-B/P-Type Gog Acguy Azzam Zakrello Magella Attack Gallop Doubde Dopp Dodai GA Dodai YS/Zaku Dodai YS/Gouf Luggun Gattle Zikko Gaw Papua Musai Zanzibar Chibe Gwazine Yukon HLV RECOMMENDED STRATEGIES: ----------------------- The biggest thorn in the side of Legitimate Zion is the "original" Zion forces, who will be breathing down your neck from square one, as their home base is only a stone's throw away from yours. In order to have a prayer at succeeding, you need to take care of Side 3 as soon as possible. The problem, of course, is that Zum City starts very well fortified, with Rick-Doms, Bygros, and Dozul in his Big Zam. The fact that the best weapon you've got is a Zaku II-R2 doesn't make things any easier. To take it over at the start, you pretty much have to use a Decoy operation. Generally, the best way to take over Zum City early is to move all available forces there and draw out the battle as long as possible, while you produce as many Zaku II-R2s as possible and shuttle them into the battle. Eventually Side 3's forces will run out of Resources, making it easier to attempt a decoy operation. Don't fight straight-up if you can avoid it, as Zakus don't stand a chance against Bygros, let alone the Big Zam. However, rather than move out your forces early, you may just want to sit it out and put all your effort into development; wait until you can develop Rick- Doms before invading. This will take quite some time and Side 3 will be much more heavily fortified when you do invade, but you'll have a much better fighting chance. Keep all your units inside Granada; you may get invaded but you'll probably be able to fend off any enemies that do come in. Once Zum City has fallen, you've got several options. One is to go straight for A Baoa Qu, then Solomon, then Lunar 2 for control of the Space map. The problem with this strategy is that you'll have to be excellent tactically and lose few units, as you won't get much in the way of Resources in space to produce new units. The up side is that once you have entire complete control of the space map you can build up your forces slowly while picking off HLVs, so you can assault the Earth when you're good and ready. If you try this route, while you're attacking A Baoa Qu and Solomon, you should have at least one or two capital ships picking off HLVs fired up from Earth. This is because for whatever reason the AI rarely Transports units, and prefers to send them direct from base to base, and the UN will send a fairly steady stream of transports to reinforce their position at Lunar 2. If you don't shoot down the transports, you may end up with more than you can handle when invading Lunar 2. The other option, and the one I slightly prefer, is to move your efforts to the Earth map. (I usually like taking over A Baoa Qu first though) Earth's Major Bases have much more in the way of Resources. If you're feel like taking the risk, you can even make a direct push for taking over Jabro for the quick and easy(?) win. However, I suggest going for Kilimanjaro first, as the Africa drop point is the closest to your home base. (If you're shooting for North or South America, your HLVs may get shot down by units at Lunar 2 before they can even enter the atmosphere) ------------------------------------------------------------------------------ NEO ZION ------------------------------------------------------------------------------ Neo Zion is the hardest of the three Third Forces to play as, as to unlock them you have to defeat Neo Zion with Perfect Victories on both the Zion and UN scenarios. However, the wait is worth it, as IMO Neo Zion is the most fun of the three Third Forces to play as. Neo Zion's forces are the most powerful of the Third Forces, with excellent pilots and technology. They not only get some of the best pilots of the game from both the UN and Zion, but they have a much larger technological advantage than the other two Third Forces, and start with Rick-Doms and Elmeths developed from square one. Plus they have the most powerful character in the game at the helm of the movement! STARTING PILOTS AND PLACEMENT: ------------------------------ Admiral Casval Rem Daikun (Leader): Rick-Dom/C.A Lieutenant Sharia Bull: Rick-Dom Lieutenant Dolen: Farmel Lieutenant Cusko Al: Elmeth Ensign Bright Noah: White Base Ensign Lalah Sun: Elmeth Ensign Marion Welch: Rick-Dom Sergeant Major Mirai Yashima: Pegasus Sergeant Major Denim: Zaku II-R1 Sergeant Kai Shiden: Guncannon Sergeant Sayla Mass: G-3 Gundam Sergeant Jean: Zaku II-R1 Sergeant Slender: Zaku II-R1 STARTING UNITS: --------------- 1 x Rick-Dom/C.A 2 x Rick-Dom 3 x Zaku II-R1 5 x Zaku II-F 4 x Zaku II-J 1 x Guncannon 1 x G-3 Gundam 2 x Elmeth 3 x Magella Attack 3 x Gattle 1 x Farmel 1 x White Base 1 x Pegasus 2 x HLV STARTING UNITS DEVELOPED: ------------------------- Zaku I Zaku II-C Zaku II-F Zaku II/C.A Zaku II-J Zaku II-F Zaku II-S/C.A Zaku II-R1 Zaku II-RD4 Rick-Dom Elmeth Magella Attack Gallop Doubde Dopp Dodai GA Dodai YS/Zaku Luggun Gattle Zikko Gaw Papua Musai Farmel Zanzibar Chibe Gwazine Yukon HLV RECOMMENDED STRATEGIES: ----------------------- Like Legitimate Zion, the biggest problem for Neo Zion is the close proximity of Side 3 to the home base of Granada. Fortunately, taking over Side 3 is much easier with Neo Zion, seeing as how you start off with Elmeths and Rick-Doms. If you send a reasonably powerful decoy force (like a couple of Elmeths) into Side 3 early and have them stall the enemy until you can a send your main force of Rick-Doms in later, you can really steamroller the forces in Side 3. Once Side 3 is yours, it's up to you as to how you want to proceed. Because of Neo Zion's great technological advantage, you really can play things however you want; you can run around the map snapping up Major Bases, or you can make a beeline for Jabro and conquer it. If you do the latter, it's really not that hard if you work quickly; I've been able to take over Jabro (and consequently win the game) in the early 30s in terms of Turns. However, you'll need to develop Doms first, so make sure you do that before taking over any Earth bases. As Neo Zion, the world really is your oyster, as the saying goes. In terms of weaponry, you really start with most of what you already need for space battles; Elmeths and Rick-Doms can take care of just about anything. For Earth battles, you'll need to develop a little more than what you start with; Doms are suggested. Don't undertake any Earth invasions with the weaponry you start with, as you'll be at a disadvantage. ############################################################################### UNITS AND PILOTS ############################################################################### UNIT KEY -------- No: The development number of the unit. This is absent from units you have from the start of the game, since they don't get development numbers. Name: The full name of the unit as displayed in its stat screen, followed by the unit abbreviation used everywhere else. Requirements: What you need before you can develop the unit. Requirements seem to differ slightly from game to game and between forces. For example for the Zions you need to develop the Gog before you can develop the Hi-Gog, whereas the Titans can't develop the Gog at all, but CAN develop the Hi-Gog. Also the technology levels can differ from game to game. For example, one game playing the Zions I didn't get the Dom plans until a turn after the Gouf-H was finished, whereas in another game, I got the Dom plans before I even SAW Gouf-H plans. (though my MS tech level was at least two levels higher in that game) I've listed here the most stringent requirements I've seen, though they may be slightly higher or lower depending on how you play the game. Bottom line: this is a ballpark figure. Max Units: The maximum number of this type of unit you're allowed to build. If this option isn't listed, you can build an unlimited number of this type of unit (Well, up to the 150 unit cap placed on your entire forces at least) Number per Unit: The number of individual sub-units that make up the unit. For example Zaku Is are produced in groups of 3, so a single Zaku I unit consists of 3 Zaku Is Development: The amount of capital you have to use to develop the unit, and the base number of turns it takes to finish the development cycle. By doubling the funding, (picking the unit twice when developing) you can halve the number of turns needed. Cost: How much it costs to build the unit in money/resources. The amount of money that is required to build each unit will decrease as your Base Technology level rises. The number given is the full cost. (as if your Base Technology was 1) The resources needed to build a unit stay constant throughout the game regardless of technology levels. If a unit consists of a number of sub-units, then you can divide the full cost by the number of sub-units to find out the cost of each individual sub-unit. For example if a single tank unit consists of 6 tanks, you can divide the cost by 6 to find out how much it will cost to replace an individual tank that gets shot down. Production Time: How many turns it takes to build the unit at one of your Major Base's construction bays. Unit Statistics: Note that all unit statistics refer to each INDIVIDUAL machine of that type, and not the full unit. (IOW, Zaku II-Cs have an Armor rating of 40--that refers to an individual Zaku II-C, a "standard" unit of 3 Zaku II-Cs will have 120 Armor in total) Sensors: The quality and range of the unit's sensors, from D(low) to S(high). The better the sensors get, the more likely they are to identify enemies, and the more hexes away they work. (D sensors can scan 1 hex away, with one hex increasing in range for each level) Armor: Technically this means "Lasting Power" but that's cumbersome to write. This is more or less the "Hit Point" value of the unit--the amount of damage it can sustain before being destroyed. Mobility: The unit's basic maneuverability. The higher this value, the more easy it is for the unit to avoid incoming fire. It also affects the unit's ability to hit its targets to a small degree. Move: The base number of hexes that the unit can move in one turn. This number will be reduced if the unit tries to move through terrain it's not suited for. Resources: The total number of Resources that the unit can carry. Think of unit resources as a combination of fuel and ammo; whenever a unit moves, attacks, scans, or uses one of its special abilities, it consumes Resources. This number lists the maximum amount of resources a unit can hold. RpM: Resources Per Move--the number of resources the unit consumes from its supply for each hex that it moves. Carrying Capacity: You'll only see this stat on large cruisers or special aircraft/tanks--this is the maximum number of units that the cruiser/plane/tank can hold in its cargo bays. Any MS, spacecraft, aircraft, or tank that can't hold other units itself can be loaded onto a cargo unit without restriction--Zion MA units, however, are restricted to certain types of carriers. (For example, the Big Zam can only be loaded on Dolos cruisers) Shield Equipped: Mobile Suits with shields will have "Shield Equipped" listed. Even if a unit gets hit with an enemy attack, if the hit gets taken on the shield, the unit will take no damage. Minovsky Equipped: Units that can disperse Minovsky Particles will have this listed. Minovsky particle diffusers can either be Short Range or Long Range, and affect the number of hexes. Beam Interference Unit: Zikkos and Publics can create Beam Interference Fields that block all beam weapons from hitting the affected square for one turn. Move: What types of terrain the unit can move in--(L)and, (W)ater, (A)ir, (S)pace, (D)eserts, (M)ountains, and (F)orest. Capital letters indicate the unit is well suited for that type of terrain; lower-case letters indicate the unit can move through that type of terrain, but has difficulty doing so and will take a hit to its movement rate. Attack: What types of terrain the unit can target enemies in--(L)and, (W)ater, (A)ir, (S)pace, (D)eserts, (M)ountains, and (F)orest. Capital letters indicate that the unit has no problem attacking enemies stationed in that terrain, and suffer no accuracy penalties. Lower-case letters indicate that you can attack enemies that are stationed in that are in that terrain, but will receive an accuracy penalty. Weapon data: RpA: Resources Per Attack. The number of resources that the unit consumes from its supply every time it attacks. Scanning, dispersing Minovsky Particles, and putting up Beam Interference Fields also consume this number of resources. Weapon Name: Self explanatory. Pow: The weapon's power, as indicated in its status screen. Note that this isn't really the weapon's power level, as it doesn't indicate how much damage it does per hit. (As is obvious when you see the Big Zam do an even 200 damage per hit with its "66" power level) For whatever bizarre reason, Bandai decided to put this number as the answer to the formula (weapon's power) * (base number of times the weapon fires) / 3. I would have preferred to write down the individual power level of each weapon, but I'm not nuts enough to count machine gun bullets so I can calculate that. :) Acc: The weapon's base accuracy. This is the base chance for the weapon to hit its target. This actual chance to hit is influenced by factors like piloting ability, terrain, target mobility, etc. in addition to this number, so it's not the be-all-end-all. (I've seen weapons with "99" accuracy miss, sometimes even frequently) Range: The number of hexes away this weapon can attack. If the weapon can attack at more than one distance, the range of values are listed. (for example 1-2 for weapons that can attack one or two hexes away) Weapons with a range of 0 are melee weapons, and will only be used in close combat, after ranged combat has ended. Anti-Air, Anti-Ground, Anti-Water: On Earth, most weapons can only be used against enemies in the same "basic" type of terrain that your units are in. For example your air units can generally only target other air units, underwater units fight other underwater units, and ground units attack other ground units. However, when a weapon can attack enemies outside of their "basic" terrain (planes dropping bombs or depth charges, mobile suits shooting planes out of the sky, subs launching torpedoes at the surface, etc) then this is listed here. Underwater/Non-Underwater Weapon: You'll only see this on weapons for amphibious Mobile Suit units. While these units can move around on the ground or underwater, "Underwater Weapon" indicates that particular weapon can only be used underwater. "Non-Underwater Weapon" indicates that particular weapon can only be used on land. Notes: General recommendations for using the unit. PILOT KEY --------- Name (Nickname): The name of the pilot and his/her nickname. The nickname is used for everywhere except the pilot's status screen. Starting Military/Pilot Rank: Military Rank and Pilot Rank are covered in more detail earlier in the guide. The UN's White Base team is an anomaly in terms of their Pilot Rank, and have a "*" listed as their rank. The White Base will join your forces (such that you can use them, assign them, etc) at different times in the game, depending on your actions. The earlier you get them, the less experience they'll have and the lower their rank will be. The values listed for them are at their lowest rank. Stats: The individual stats and their effects are covered earlier, but the abbreviations here are (Cha)risma, (Com)mand, (End)urance, (Mel)ee, (Tar)geting, and (Rea)ction. The number listed before the parentheses is the pilot's starting level in that statistic; the number inside the parentheses is what that pilot's statistic will be at S ranking. Restrictions: What restrictions, if any, the pilot has in terms of what units they can control. "No MA" for example means that the pilot cannot be assigned to any Mobile Armor unit. Notes: General suggestions for using the pilot. ------------------------------------------------------------------------------- UNITED NATIONS MOBILE SUITS ------------------------------------------------------------------------------- No: 001 GM (First Production Type) ジム/Pタイプ Requirements: Proto Gundam Number per Unit: 3 Development: 3000/8 Turns Cost: 360/1500 Production Time: 2 Turns Sensors: C Armor: 60 Mobility: 10 Move: 5 Resources: 300 RpM: 2 Shield Equipped Move: LSdmf Attack: LaSdmf RpA:20 Beam Spray Gun: Pow:12 Acc: 60 Range: 1 Anti-Air Head Vulcan: Pow: 4 Acc: 30 Range: 1 Beam Saber: Pow: 12 Acc: 65 Range: 0 Note: The base grunt unit for your forces. Very useful when you first start developing MS units, as it is better than most Zaku units, but easily outclassed later on by just about anything else. Necessary as a prerequisite for all future GM-type units, so one you absolutely have to develop. No: 002 GM ジム Requirements: Special, GM Development: 1000/2 Turns Number per Unit: 3 Cost: 375/1500 Production Time: 2 Turns Sensors: C Armor: 60 Mobility: 15 Move: 5 Resources: 300 RpM: 2 Shield Equipped Move: LSdmf Attack: LaSdmf RpA:20 Beam Spray Gun: Pow:14 Acc: 70 Range: 1 Anti-Air Head Vulcan: Pow: 4 Acc: 30 Range: 1 Beam Saber: Pow: 12 Acc: 65 Range: 0 Note: To develop this unit, you have to activate the "GM Strengthening plan" when Matilda collects the data from the RX units. Basically it's the same as Production Type GMs with better accuracy and mobility. There's no reason not to develop these instead of P-types once you have them, as the increase in cost is negligible. No: 003 GM Light Armor ジム・Lアーマー Requirements: GM/P-Type Development: 1800/6 Turns Number per Unit: 3 Cost: 660/1140 Production Time: 2 Turns Sensors: C Armor: 40 Mobility: 28 Move: 7 Resources: 250 RpM: 2 Move: LSdMF Attack: LaSdmf RpA:25 Beam Gun: Pow:16 Acc: 50 Range: 1 Anti-Air Beam Saber: Pow: 18 Acc: 75 Range: 0 Note: It's got less armor than a vanilla GM, but a huge boost in mobility and movement rate, which makes this overall a much better unit to use. It costs more in terms of money but less in resources. Not as good as later GM units but very useful early in the game. No: 004 GM Sniper Custom ジム・Sカスタム Requirements: GM/P-Type, MS Level 8 Development: 2400/6 Turns Number per Unit: 3 Cost: 900/3000 Production Time: 2 Turns Sensors: B Armor: 75 Mobility: 15 Move: 5 Resources: 350 RpM: 2 Move: LSdmf Attack: LASdmf RpA:30 Beam Rifle: Pow: 21 Acc: 85 Range: 1-2 Anti-Air Beam Spray Gun: Pow: 6 Acc: 60 Range: 1 Beam Saber Unit: Pow: 16 Acc: 80 Range: 0 Note: While not immensely better than a vanilla GM in terms of stats, the fact that you can attack enemies at a two-hex distance makes this unit indispensable. If you end up duking it out with Goufs and Doms on the ground, you'll want these at a bare minimum attacking from a distance, as those units can cut through lesser GMs like butter. No: 005 Surface GM リクセンGM Requirements: Surface Gundam, MS Level 9 Development: 3000/6 Turns Number per Unit: 3 Cost: 2100/4000 Production Time: 3 Turns Sensors: C Armor: 90 Mobility: 18 Move: 5 Resources: 350 RpM: 2 Move: LDMF Attack: LsDMF ---------- A-Type (Shield) Shield Equipped RpA:30 Machinegun: Pow: 16 Acc: 45 Range: 1 Anti-Air Beam Saber: Pow: 16 Acc: 70 Range: 0 ---------- B-Type (Rocket Launcher) Shield Equipped RpA:45 Machinegun: Pow: 16 Acc: 45 Range: 1 Anti-Air Rocket Launcher: Pow: 10 Acc: 65 Range 1-2 Beam Saber: Pow: 16 Acc: 70 Range: 0 Note: One of the few all-terrain UN units, but its cost is rough for its abilities, even if it is less than the exorbitantly expensive Surface Gundam. The B-Type is by far the better choice--the Machinegun is a crappy weapon with hideous accuracy. Overall this unit is not worth the cost, but when you invade Kilimanjaro, you may wish you had a few.... No: 006 GM Cannon ジムキャノン Requirements: GM/P-Type Development: 1500/6 Turns Number per Unit: 3 Cost: 480/1950 Production Time: 2 Turns Sensors: B Armor: 65 Mobility: 10 Move: 4 Resources: 300 RpM: 2 Move: LSdmf Attack: LASdmf RpA:30 Cannon: Pow: 10 Acc: 60: Range 1-2 Anti-Air Beam Spray Gun: Pow: 6 Acc: 60 Range: 1 Head Vulcan: Pow: 16 Acc: 80 Range: 0 Note: The GM Cannon is basically a poor man's version of the GM Sniper. Lower stats, but lower cost. It's cheap to develop, but really isn't worth it--the GM Sniper Custom is worth the extra cost. I wouldn't develop this unless you find yourself swimming in cash. No: 006 Aqua GM アクアジム Requirements: GM/P-Type Development: 1500/6 Turns Number per Unit: 3 Cost: 660/2100 Production Time: 2 Turns Sensors: C Armor: 60 Mobility: 12 Move: 5 Resources: 300 RpM: 2 Move: lWDMF Attack: lWdmf RpA:30 Missile Launcher Gun: Pow: 8 Acc: 40: Range: 1 Torpedo: Pow: 12 Acc: 30 Range: 1-2 Underwater Weapon Beam Pick: Pow: 10 Acc: 70 Range: 0 Note: This is the only UN underwater-use MS, but why bother? Its stats are so bad it'll get crushed against even the weakest of Zion underwater MS units. If you really need to take out underwater Zion units, make do with Don Escargots instead. Don't waste money developing this useless MS. No: 008 GM Command-Ground Use ジムコマンドG Requirements: GM/P-Type, MS Level 9 Development: 3000/8 Turns Number per Unit: 3 Cost: 1050/2550 Production Time: 2 Turns Sensors: B Armor: 85 Mobility: 20 Move: 6 Resources: 300 RpM: 2 Shield Equipped Move: Lmdf Attack: Lamdf RpA:35 Machinegun: Pow: 20 Acc: 60 Range: 1 Anti-Air Weapon Head Vulcan: Pow: 4 Acc: 40 Range: 1 Beam Saber: Pow: 16 Acc: 70 Range: 0 Note: Finally, a land-use GM that won't get completely crushed by more powerful Zion ground mobile suits. The GM Command-G is about on par with Goufs, and slightly less effective than Doms. You'll need them in numbers to deal with more powerful Zion ground units, but then that's how you have to play the UN anyway. A prerequisite for the GM Command-S, so you really want to develop this unit. No: 009 GM Command-Space Use ジムコマンドS Requirements: GM Command-G, MS Level 10 Development: 1000/2 Turns Number per Unit: 3 Cost: 1050/2550 Production Time: 2 Turns Sensors: B Armor: 85 Mobility: 24 Move: 6 Resources: 300 RpM: 2 Shield Equipped Move: S Attack: S RpA:35 Beam Gun: Pow: 24 Acc: 50 Range: 1 Head Vulcan: Pow: 4 Acc: 40 Range: 1 Beam Saber: Pow: 16 Acc: 70 Range: 0 Note: The GM Command-S is basically a space version of the GM Command-G, with slight improvements. The GM Sniper II and the Mass Produced Guncannon are the only MS units that are better than it. The GM Command-S can take on Rick-Doms in numbers but will get demolished by Gelgoogs. Produce them en masse and overwhelm the enemy with numbers. No: 010 GM Sniper II ジムスナイパーII Requirements: GM Sniper, MS Level 13 Development: 3500/8 Turns Number per Unit: 3 Cost: 1500/3600 Production Time: 2 Turns Sensors: B Armor: 100 Mobility: 32 Move: 7 Resources: 350 RpM: 2 Shield Equipped Move: LSdmf Attack: LASdmf RpA:50 Beam Rifle: Pow: 30 Acc: 90 Range: 1-2 Anti-Air Beam Saber: Pow: 17 Acc: 70 Range: 0 Note: GM Sniper IIs are a LOT more powerful than regular GM Snipers. They're basically on par with the Zion's Gelgoog--on a straight-up fight, they're inferior as they have a lot less armor, but the fact that they can attack from 2 hexes away makes up for this deficiency. These will probably make up the bulk of your forces toward the end of the game. No: 011 Guncannon ガンキャノン Requirements: Guntank, MS Level 6 Development: 3000/6 Turns Max Units: 3 Number per Unit: 1 Cost: 950/3000 Production Time: 3 Turns Sensors: A Armor: 220 Mobility: 15 Move: 5 Resources: 400 RpM: 2 Move: LSdmf Attack: LASdmf ------------- A-Type (Cannons) RpA:40 240mm Cannon: Pow: 37 Acc: 50: Range: 1-2 Anti-Air Beam Rifle: Pow: 16 Acc: 60 Range: 1 Head Vulcan: Pow: 4 Acc: 40 Range: 1 ------------- B-Type (Missiles) RpA:60 Shoulder Missile Launcher: Pow: 48 Acc: 50: Range: 1-2 Anti-Air Beam Rifle: Pow: 16 Acc: 60 Range: 1 Head Vulcan: Pow: 4 Acc: 40 Range: 1 Note: One of the UN's few ace pilot-oriented units, the Guncannon can be developed early, and like the other UN ace pilot MS units, is vastly overpowered compared to its Zion counterparts. This is counterbalanced by the fact that you can only have three of them. Still, they're of great use, both on land and in space. In terms of weaponry, I find the A-type to be most useful. Not only does it take less RpA to use, but the 240mm Cannons are more powerful than the Missile Launcher (though the Missile launcher gets a higher overall attack rating since it gets fired more) No: 012 Guncannon Heavy Armor ガンキャノン-3 Requirements: Guncannon, Base Level 6, MS Level 6, Development: 2000/4 Turns Max Units: 3 Number per Unit: 1 Cost: 850/2500 Production Time: 3 Turns Sensors: B Armor: 250 Mobility: 12 Move: 5 Resources: 400 RpM: 2 Move: Ldmf Attack: LAdmf RpA:35 Beam Cannon: Pow: 41 Acc: 50 Range: 1-2 Anti-Air Beam Rifle: Pow: 16 Acc: 60 Range: 1 Head Vulcan: Pow: 4 Acc: 40 Range: 1 Note: The Guncannon-3 is actually a better unit than vanilla Guncannons--better armor and weapons for a small tradeoff in mobility. It costs less too. However, the Achilles heel of this unit is that it's ground-only--once you take over the Earth and the fighting moves to space, this unit becomes useless. A shame too, because it's one of the few Ace Pilot-oriented MS units the UN can make. No: 013 Mass-Produced Guncannon ガンキャノン-D Requirements: Guncannon, MS Level 12 Development: 3000/8 Turns Number per Unit: 3 Cost: 450/4200 Production Time: 3 Turns Sensors: B Armor: 120 Mobility: 18 Move: 5 Resources: 400 RpM: 2 Move: LSdmf Attack: LASdmf RpA:30 240mm Cannon: Pow: 24 Acc: 50 Range: 1-2 Anti-Air Beam Rifle: Pow: 9 Acc: 60 Range: 1 Head Vulcan: Pow: 4 Acc: 40 Range: 1 Note: The Mass-Produced Guncannon is the UN's answer to the Dom/Rick-Dom. As with most Zion/UN comparisons, the (Rick) Dom is a little better, but the Guncannon can attack from 2 hexes away so is invaluable. You probably won't develop this until the battle has moved to space, but along with the GM-Sniper II, this unit will probably be your primary workhorse until the end of the game. No: 014 Guntank ガンタンク Requirements: Core Fighter, MS Level 4 Development: 2000/6 Turns Max Units: 6 Number per Unit: 1 Cost: 750/1800 Production Time: 3 Turns Sensors: A Armor: 200 Mobility: 5 Move: 4 Resources: 350 RpM: 1 Move: LsDmf Attack: LAsDmf RpA:30 120mm Cannon: Pow: 40 Acc: 50 Range: 2-3 Anti-Air Bob Missile: Pow: 16 Acc: 50 Range: 1-2 Note: The first MS unit you'll develop as the UN, and quite a good one, though it has some disadvantages. Its movement rate is not good at all, and will bog down your forces when moving in groups. Also it's pretty much a long-range weapon only; at 1 hex it can't do all that much damage. Finally, it's terrible in space so can really only be used to maximum effect on the Earth. Still, it's a great support unit, and even better when you put your ace pilots in them. No: 016 Prototype Gundam プロトガンダム Requirements: Guncannon Development: 3500/6 Turns Max Units: 1 Number per Unit: 1 Cost: 1500/3500 Production Time: 3 Turns Sensors: A Armor: 300 Mobility: 38 Move: 7 Resources: 400 RpM: 3 Shield Equipped Move: LwSdmf Attack: LwASdmf RpA:50 Beam Rifle: Pow: 50 Acc: 60 Range: 1 Anti-Air Head Vulcan: Pow: 4 Acc: 50 Range: 1 Non-Underwater Weapon Beam Saber: Pow: 21 Acc: 75 Range: 0 Note: The first of the uber-MS Gundam line that the UN can make. The Prototype Gundam will be a suit you can use from the minute you get it until the end of the game. It's very powerful and can be used in any terrain. The only disadvantage is that all the other Gundams you can make (Surface Gundam notwithstanding) are better than it. Put your best pilots into it to make the best use of it. No: 017 Gundam ガンダム Requirements: Proto Gundam, MS Level 8 Development: 2500/4 Turns Max Units: 1 Number per Unit: 1 Cost: 1800/3500 Production Time: 3 Turns Sensors: A Armor: 320 Mobility: 40 Move: 7 Resources: 400 RpM: 3 Shield Equipped Move: LwSdmf Attack: LwASdmf ---------------- Type A (Beam Rifle) RpA:50 Beam Rifle: Pow: 50 Acc: 60 Range: 1 Anti-Air Head Vulcan: Pow: 4 Acc: 50 Range: 1 Non-Underwater Weapon Beam Saber: Pow: 21 Acc: 75 Range: 0 ---------------- Type B (Bazooka) RpA:75 Hyper Bazooka: Pow: 66 Acc: 50 Range: 1 Anti-Air Head Vulcan: Pow: 4 Acc: 50 Range: 1 Non-Underwater Weapon Beam Saber: Pow: 21 Acc: 75 Range: 0 Note: The "vanilla" Gundam is better than the Prototype Gundam, but not by that much, as a slight armor and mobility boost is all it gets. However, you can swap its equipment, which is a plus. It's a tossup as to which weapon is better--the Bazooka deals nearly double the damage of the Beam Rifle, but it doesn't fire as many times and has lower accuracy in addition to the increased resource output. Which you use is up to you. A note about this unit is that even after you develop it, you can't produce any until after the White Base team breaks up. No: 018 Gundam Magnetic Coating ガンダム・MC Requirements: Special, Gundam Development: 1000/2 Turns Max Units: 1 Number per Unit: 1 Cost: 2000/3500 Production Time: 3 Turns Sensors: A Armor: 320 Mobility: 50 Move: 7 Resources: 400 RpM: 4 Shield Equipped Move: LwSdmf Attack: LwASdmf ---------------- Type A (Beam Rifle) RpA:60 Beam Rifle: Pow: 58 Acc: 60 Range: 1 Anti-Air Head Vulcan: Pow: 4 Acc: 50 Range: 1 Non-Underwater Weapon Beam Saber: Pow: 21 Acc: 75 Range: 0 ---------------- Type B (Bazooka) RpA:90 Hyper Bazooka: Pow: 66 Acc: 50 Range: 1 Anti-Air Head Vulcan: Pow: 4 Acc: 50 Range: 1 Non-Underwater Weapon Beam Saber: Pow: 21 Acc: 75 Range: 0 Note: To develop this unit, you have to have developed Magnetic Coating technology, and the 13th Independent Unit has to destroy Sharia's Mobile Armor. This unit gets a big boost in mobility, but in other respects it really isn't that much different than the regular Gundam. The Beam Rifle's power goes up, but in actuality you just get a couple of extra shots per attack. The increased resource requirements, however, make it so that the Bazooka is an unattractive option for this MS--stick with the Beam Rifle if you can. No: 019 G-3 Gundam G-3ガンダム Requirements: Special, Gundam Development: 4000/6 Turns Max Units: 1 Number per Unit: 1 Cost: 2500/3500 Production Time: 3 Turns Sensors: A Armor: 300 Mobility: 60 Move: 8 Resources: 400 RpM: 4 Shield Equipped Move: LwSdmf Attack: LwASdmf RpA:60 Beam Rifle: Pow: 66 Acc: 60 Range: 1 Anti-Air Head Vulcan: Pow: 4 Acc: 50 Range: 1 Non-Underwater Weapon Beam Saber: Pow: 21 Acc: 75 Range: 0 Note: To develop this unit, you have to have developed Magnetic Coating technology first. With the exception of the ALEX, (and of course the overpowered Gundam Full Vernian) the G-3 Gundam is the best overall ace-pilot use MS unit in the game for the UN. It can go toe-to-toe with just about anything the Zions can throw at you. No: 021 Full Armor Gundam FAガンダム Requirements: G-Armor, MS level 14 Development: 8000/10 Turns Max Units: 1 Number per Unit: 1 Cost: 3000/5000 Production Time: 4 Turns Sensors: A Armor: 500 Mobility: 20 Move: 6 Resources: 500 RpM: 4 Shield Equipped Move: LwSdmf Attack: LwASdmf RpA:80 Double Beam Cannon: Pow: 70 Acc: 50 Range: 1-2 Anti-Air 240mm Cannon: Pow: 30 Acc: 60 Range:1-2 Head Vulcan: Pow: 4 Acc: 50 Range: 1 Note: This Gundam revision is mad powerful, and takes an incredible beating before going down, but in many ways is less versatile than other Gundams. It's got lousy mobility and reduced movement rate. It also has no melee weapons, which is a shame because its high Armor would make it a good meat (er, steel) shield in stacks. Therefore, it's best to put a pilot with good Reaction into it, and put it at the back of your ranks. No: 022 Surface Gundam リクセンガンダム Requirements: Proto Gundam, MS level 10 Development: 3500/8 Turns Number per Unit: 3 Cost: 3600/7500 Production Time: 4 Turns Sensors: B Armor: 110 Mobility: 25 Move: 6 Resources: 450 RpM: 3 Move: LDMF Attack: LaDMF -------------- Type A (Shield) Shield Equipped RpA:35 Machinegun: Pow: 21 Acc: 50 Range: 1 Anti-Air Chest Vulcan: Pow: 4 Acc: 45 Range:1 Beam Saber: Pow: 18 Acc: 70 Range: 0 -------------- Type B (Rocket Launcher) RpA:52 Machinegun: Pow: 21 Acc: 50 Range: 1 Anti-Air Rocket Launcher: Pow:10 Acc:65 Range: 1-2 Chest Vulcan: Pow: 4 Acc: 45 Range:1 Beam Saber: Pow: 18 Acc: 70 Range: 0 -------------- Type C (Long Rifle) RpA:70 Long Rifle: Pow: 30 Acc: 50 Range: 1-2 Anti-Air Chest Vulcan: Pow: 4 Acc: 45 Range:1 Note: There's no doubt about it, the Surface Gundam is a great unit--not only is it one of the only UN all-terrain MS units, but it's incredibly powerful, and if that weren't enough, it can swap its equipment at any time, instead of having to slog back to a Major Base. It's by far the best grunt unit to use for battles on the Earth. However, there's a catch that makes this unit virtually unusable--its *absurd* cost to produce. The fact is for the cost of one Surface Gundam unit, you could produce three or four less expensive MS units, and the increased power and versatility is just not worth it. A crying shame, because with these units as the bulk of your forces, retaking the Earth would be a breeze... No: 023 Gundam ALEX Gアレックス Requirements: Special, G-3 Gundam, Base Level 11, MS level 11, MA level 7 Development: 10000/10 Turns Max Units: 1 Number per Unit: 1 Cost: 3500/4000 Production Time: 3 Turns Sensors: A Armor: 350 Mobility: 68 Move: 8 Resources: 500 RpM: 5 Shield Equipped Move: LwSdmf Attack: LwASdmf RpA:60 Beam Rifle: Pow: 65 Acc: 70 Range: 1 Anti-Air Gatling Gun: Pow: 16 Acc: 70 Range: 1 Beam Saber: Pow: 32 Acc: 80 Range: 0 Head Vulcan: Pow: 4 Acc: 50 Range: 1 Non-Underwater Weapon Note: To develop this unit, you need to have the Newtype Research Facility developed, and you have to put Chris as its test pilot. (If you choose not to put Chris as its pilot, it'll get stolen and the Zion forces will start using it) The is basically the best ace-pilot unit the UN can get. The Full Vernian is better but nearly impossible to use in a real battle, so it's not as versatile. Excellent all-round stats and bristling with weaponry, it makes a great addition to your forces. Note that you're playing as the Zion forces, you can steal this unit's plans in an event--make sure your Intelligence department is well funded when starting Project Rubicon. No: 024 Blue Destiny Unit 1 BD-1 Requirements: Special, Surface GM Development: 5000/6 Turns Max Units: 1 Number per Unit: 1 Cost: 2000/3000 Production Time: 3 Turns Sensors: A Armor: 250 Mobility: 40 Move: 8 Resources: 450 RpM: 5 Shield Equipped Move: LDMF Attack: LADMF RpA:80 Machine Gun: Pow: 40 Acc: 60 Range: 1 Anti-Air Chest Missile: Pow: 10 Acc: 50 Range: 1 Beam Saber: Pow: 18 Acc: 75 Range: 0 Head Vulcan: Pow: 4 Acc: 50 Range: 1 Note: To develop this unit, in the Exam plotline, you have to accept Crust's defection and assign Yu to be the test pilot. This is undeniably a great ace- pilot unit--but it's worthless, because it's surface-only and by the time you'll be able to develop it the battle for Earth will be long over. (at least it should be...) Don't waste any money researching it. No: 025 Blue Destiny Unit 2 BD-2 Requirements: Special, Surface GM Development: 5000/6 Turns Max Units: 1 Number per Unit: 1 Cost: 2200/3200 Production Time: 3 Turns Sensors: A Armor: 280 Mobility: 50 Move: 9 Resources: 450 RpM: 5 Shield Equipped Move: LsDMF Attack: LAsDMF RpA:100 Machine Gun: Pow: 50 Acc: 60 Range: 1 Anti-Air Chest Missile: Pow: 10 Acc: 50 Range: 1 Beam Saber: Pow: 21 Acc: 80 Range: 0 Head Vulcan: Pow: 4 Acc: 50 Range: 1 Note: To develop this unit, in the Exam plotline, you have to accept Crust's defection and assign Yu to be the test pilot, then send him off after Unit 2 when it gets stolen. Like BD-1, this is a great unit, but is of only limited use because it's not so good in space battles. However, it's not completely worthless like Unit 1 is. Note that if you're playing as the Zion forces, you can steal this unit in an event--send Nimbus after Crust, but don't let him go after Unit 1 and Unit 3. No: 025 Blue Destiny Unit 3 BD-3 Requirements: Special, Surface GM Development: 5000/6 Turns Max Units: 1 Number per Unit: 1 Cost: 2200/3500 Production Time: 3 Turns Sensors: A Armor: 300 Mobility: 48 Move: 9 Resources: 450 RpM: 5 Shield Equipped Move: lSdmf Attack: lASdmf RpA: 100 Machine Gun: Pow: 50 Acc: 60 Range: 1 Anti-Air Chest Missile: Pow: 10 Acc: 50 Range: 1 Beam Saber: Pow: 21 Acc: 80 Range: 0 Head Vulcan: Pow: 4 Acc: 50 Range: 1 Note: To develop this unit, in the Exam plotline, you have to accept Crust's defection and assign Yu to be the test pilot. This is really the only BD unit that you'll really want to think about developing, as it's the only one that fights well in space. However, like the other BD units, it drains resources like water through a sieve, so it is of limited use for things like raids on enemy Major Bases. No: 026 Gundam Test Unit 1 Full Vernian Gフルバーニアン Requirements: Special, G-Alex, All techs level 15 Development: 15000/15 Turns Max Units: 1 Number per Unit: 1 Cost: 9999/9999 Production Time: 4 Turns Sensors: S Armor: 400 Mobility: 85 Move: 12 Resources: 400 RpM: 6 Shield Equipped Move: S Attack: S RpA: 60 Beam Rifle: Pow: 90 Acc: 80 Range: 1 Head Vulcan: Pow: 4 Acc: 50 Range: 1 Beam Saber: Pow: 33 Acc: 80 Range: 0 Note: You'll get the option to develop this unit after taking over Granada. There's no doubt about it--this is quite simply the most powerful MS unit in the entire game. It's way, way overpowered, and can slice through any enemy unit with barely a scratch. However, it's nearly impossible to even get it. When you conquer Granada, Side 3 will be the only Zion base left, and it'll take you a bare minimum of 21 turns (14 if you pay the 15,000 extra to speed up production) to get to a stage where you could even use it. (3 turns to start the development plan, 15 to develop the unit, 3 to ship it from Jabro) In that time frame you could have conquered Side 3 several times over. So basically the only way you'll ever see this unit in action is if you deliberately wait to win the game until you have it. ------------------------------------------------------------------------------- UNITED NATIONS MOBILE ARMORS ------------------------------------------------------------------------------- No: 076 Ball ボール Requirements: Ball/P Type, MA level 5 Development: 1500/4 Turns Number per Unit: 5 Cost: 300/500 Production Time: 1 Turn Sensors: C Armor: 25 Mobility: 10 Move: 4 Resources: 150 RpM: 1 Move: S Attack: S RpA: 10 120mm Cannon: Pow: 8 Acc: 40 Range: 1-2 Note: This is basically a lower-cost, lower-performance version of the Ball/P Type. Overall it's not really worth it. Ball/P Types aren't all that much more expensive, and the increase in performance is definitely worth it. For that reason, there's not a whole lot of reason to develop this unit. No: 077 Ball (First Mass Production Type) ボール/Pタイプ Requirements: MA level 3 Development: 1500/4 Turns Number per Unit: 5 Cost: 500/700 Production Time: 1 Turn Sensors: C Armor: 35 Mobility: 16 Move: 4 Resources: 150 RpM: 1 Move: S Attack: S RpA: 15 120mm Cannon: Pow: 12 Acc: 40 Range: 1-2 Note: This unit will be your saving grace in space in the early stages of the game. You should develop it as soon as possible and use it instead of Saberfish. It's basically like a tank unit in space. They're cheap, easily replaceable, and can take on Zakus in fewer numbers than more conventional weapons. By the end of the game you probably won't need them any more, but early on they're a godsend. No: 077 Gundam MA Mode ガンダムMAモード Requirements: G Armor, All tech levels 9 Development: 3000/2 Turns Max Units: 1 Number per Unit: 1 Cost: 2500/3500 Production Time: 3 Turns Sensors: A Armor: 280 Mobility: 50 Move: 10 Resources: 400 RpM: 6 Move: S Attack: S RpA: 60 Beam Rifle: Pow: 50 Acc: 60 Range: 1 This weird-looking thing is actually pretty useful as an ace unit. It's not nearly as versatile as any of the other Gundam-class ace units due to its lack of weaponry, but is better than nothing. You can do some good damage with it, especially if you put a pilot with good Targeting skill into it. ------------------------------------------------------------------------------- UNITED NATIONS ARMOR UNITS ------------------------------------------------------------------------------- Type-61 Tank 61シキセンシャ Number per Unit: 6 Cost: 90/360 Production Time: 1 Turn Sensors: C Armor: 10 Mobility: 6 Move: 4 Resources: 100 RpM: 1 Move: LDmf Attack: LaDmf RpA: 8 150mm Cannon: Pow: 6 Acc: 40 Range: 1 Anti-Air Notes: No matter how you look at it, the Type-61 Tank is a pretty darn lousy unit. But it's the best unit you've got at the beginning of the game, and really the only weapon you can use for surface battles, so you'll end up making heavy use of them. Produce very large numbers of them to overwhelm the enemy--it's the only way you can win with them. No: 015 Guntank II ガンタンクII Requirements: Guntank, MS Level 5 Development: 1500/6 Turns Number per Unit: 3 Cost: 900/1800 Production Time: 2 Turns Sensors: B Armor: 60 Mobility: 5 Move: 4 Resources: 350 RpM: 1 Move: LDmf Attack: LADmf RpA: 40 Rifle Cannon: Pow: 13 Acc: 40 Range: 2-3 Anti-Air Rocket Shell Pod: Pow: 8 Acc: 45 Range: 1 Missile Launcher: Pow: 12 Acc: 40 Range: 1-2 Notes: The Guntank II is a wonderful little unit that will do wonders for your war effort towards the closing stages of your Earth campaign. It packs a mighty punch for such an inexpensive unit, and can be used at range to harass your enemies. It's also quite good for shooting down HLVs. However, while it's great for shooting down aerial units, you have to be careful as it's defenseless against aircraft at a range of 1. No: 086 Hovertruck ホバートラック Requirements: Surface Gundam Development: 1500/2 Turns Number per Unit: 6 Cost: 150/480 Production Time: 1 Turns Sensors: A Armor: 16 Mobility: 8 Move: 6 Resources: 150 RpM: 1 Minovsky Equipped (Short) Move: LDmf Attack: LaDmf RpA: 8 20mm Vulcan: Pow: 6 Acc: 25 Range: 1 Notes: Hovertrucks are not very useful. As you can see from the stats, they're basically worthless in battle as their weapons are pathetically weak, and they can't hit the broad side of a barn. They're mainly designed to be "spy trucks" with their Minovsky capability and decent sensors. In that sense they're not totally useless, but planes are a lot better for recon as they're not hampered by terrain the same way this unit is. No:087 Big Tray ビックトレー Development: 6000/6 Turns Number per Unit: 1 Cost: 2000/7000 Production Time: 4 Turns Sensors: S Armor: 600 Mobility: 0 Move: 4 Resources: 999 RpM: 5 Carrying Capacity: 6 Minovsky Equipped (Wide) Move: LDmf Attack: LADmf RpA: 80 Main Cannon: Pow: 40 Acc: 35 Range: 1-3 Anti-Air Long-Range Cannon: Pow: 53 Acc: 35 Range: 2-4 Notes: The Big Tray is a great unit that you'll make good use of throughout your campaign on Earth. It's basically a mobile base--it has 0 mobility so it's easy to hit, but has tough-as nails armor and a good carrying capacity. It also doubles as a very effective recon unit, as it has great sensors and Minovsky capabilities. It's basically a beefed-up version of the Zion's Doubde. Note that bizarrely enough, this unit has a development number but you can't actually develop it as the only two forces with this unit normally (the UN and the Titans) start with it already developed. However, you can steal it. ------------------------------------------------------------------------------- UNITED NATIONS AIRCRAFT ------------------------------------------------------------------------------- Flying Manta フライマンタ Number per Unit: 6 Cost: 180/420 Production Time: 1 Turn Sensors: C Armor: 20 Mobility: 12 Move: 5 Resources: 250 RpM: 7 Minovsky Equipped (Short) Move: A Attack: LwADMF RpA: 50 Bomb: Pow: 10 Acc: 40 Range: 1 Anti-Ground, Anti-Water Missile: Pow: 6 Acc: 30 Range: 1 Notes: Flying Mantas will be your primary form of air support in the early stages of the game. They're a "Jack of all trades, master of none" type of unit. They're not as good at aerial bombardment as Deblocks, they can't take out submarine units as well as Don Escargots, and they can't shoot down planes as well as Tin Cods. However, they're quite simply the most versatile unit you get to start with, so you'll make heavy use of them early on. Their Minovsky capability is a nice bonus; you can use it to protect your fragile tanks. The one downside is that Flying Mantas have really bad energy consumption. Tin Cod TINコッド Number per Unit: 6 Cost: 150/360 Production Time: 1 Turn Sensors: C Armor: 10 Mobility: 10 Move: 6 Resources: 200 RpM: 5 Move: A Attack: A RpA: 14 25mm Vulcan: Pow: 3 Acc: 30 Range: 1 Missile: Pow: 6 Acc: 30 Range: 1 Notes: Your basic generic dogfighter. It's not too useful; the Zion forces have little in the way of air support. The one Zion aerial unit that you'll really need to be careful of is the Zanzibar, and Tin Cods don't pack enough punch to take those down. Saber Fish are actually a lot better in this department. Don Escargot ドン・エスカルゴ Number per Unit: 3 Cost: 210/480 Production Time: 1 Turn Sensors: C Armor: 20 Mobility: 10 Move: 5 Resources: 300 RpM: 7 Minovsky Equipped (Short) Move: A Attack: W RpA: 50 Depth Charge: Pow: 26 Acc: 40 Range: 1-2 Anti-Water Notes: Don Escargots are a very specialized unit; they're planes specifically tailored for taking out underwater units, and they can't do much else. Underwater units frequently have trouble taking out airplanes, so they can be quite useful. In fact, they're the best weapon the UN has against marine enemies. Fanfan ファンファン Number per Unit: 6 Cost: 60/150 Production Time: 1 Turn Sensors: C Armor: 6 Mobility: 8 Move: 6 Resources: 150 RpM: 2 Move: LDMF Attack: Ldmf RpA: 8 Missile: Pow: 4 Acc: 30 Range: 1 Notes: This unit is an utter piece of crap. They're technically planes, but since they can't fly, they're really more along the lines of hovercraft. Basically they are really weak tanks. Paper-thin armor, crappy weapons, lousy weapon terrain handling--don't even bother. Don't produce any Fanfans, and scrap the ones you start with. Midea ミデア Number per Unit: 1 Cost: 1000/2500 Production Time: 3 Turns Sensors: B Armor: 150 Mobility: 5 Move: 4 Resources: 600 RpM: 8 Carrying Capacity: 3 Minovsky Equipped (Wide) Move: A Attack: A RpA: 30 Autocannon: Pow: 12 Acc: 30 Range: 1 Notes: Mideas are useful as troop transport and refueling stations (especially for Flying Mantas) early in the game, but they lose their utility rather quickly. They're pretty much worthless in battle and cost too much for the small number of troops they can carry. By the time you take over North America you won't have much need for them. No: 097 Deblock デブロック Development: 2000/2 Turns Number per Unit: 3 Cost: 2700/600 Production Time: 2 Turns Sensors: B Armor: 30 Mobility: 8 Move: 4 Resources: 300 RpM: 9 Minovsky Equipped (Short) Move: A Attack: LwDMF RpA: 80Bomb: Pow: 16 Acc: 35 Range: 1 Notes: Deblocks are specialized bomber units. They're better than Flying Mantas, but since they take two turns to produce, they're of less use, as you can't roll them out in huge numbers as quickly. You'll be fine making do with Flying Mantas early on, though it doesn't hurt to have a few Deblocks as well. ------------------------------------------------------------------------------- UNITED NATIONS SPACECRAFT ------------------------------------------------------------------------------- Toriaezu トリアーエズ Number per Unit: 6 Cost: 90/180 Production Time: 1 Turn Sensors: C Armor: 5 Mobility: 8 Move: 5 Resources: 150 RpM: 4 Move: AS Attack: AS RpA: 10 Missile: Pow: 2 Acc: 25 Range: 1 Notes: This piece of garbage is even worse than the Fanfan. However, it's the only spacecraft that you can produce in a single turn, so if you need a bunch of units quick in an emergency to defend Lunar 2, Toraezus can pose some use, though not much. Saber Fish are MUCH more useful for space fighting. Saber Fish Sフィッシュ Number per Unit: 6 Cost: 210/540 Production Time: 2 Turns Sensors: C Armor: 15 Mobility: 15 Move: 6 Resources: 220 RpM: 6 Move: AS Attack: AS RpA: 10 25mm Vulcan: Pow: 4 Acc: 35 Range: 1 Missile: Pow: 5 Acc: 30 Range: 1 Notes: Until you can develop MS units or Balls, Saber Fish are going to be your primary unit for defending Lunar 2 at the early stages of the game. Much like the 61-Type tanks, they're not good units by any stretch of the imagination, but they're better than nothing. Once you develop Balls you can also use Saber Fish as more or less shields; the Saber Fish in the front lines taking up the bulk of enemy attacks while the Balls attack from a distance. No: 91 Core Fighter コアファイター Requirements: Special, Base Level 4, MS Level 4 Development: 1500/2 Turns Number per Unit: 1 Cost: 400/500 Production Time: 1 Turn Sensors: A Armor: 30 Mobility: 30 Move: 7 Resources: 180 RpM: 6 Move: AS Attack: AS RpA: 15 30mm Vulcan: Pow: 4 Acc: 50 Range: 1 Missile: Pow: 5 Acc: 30 Range: 1 Notes: To develop the Core Fighter, you must start Operation V. It is absolutely critical to develop as it's the launch point for all MS development. But as a unit into itself, it's not that great. Still, until you have MS units of your own, they can be useful as ace pilot units; just make sure to put them at the back of your ranks. Overall though they're not worth producing, just developing. No: 92 Core Booster コアファイター Requirements: Core Fighter, All tech levels 5 Development: 2000/4 Turns Number per Unit: 1 Cost: 400/500 Production Time: 2 Turns Sensors: A Armor: 50 Mobility: 35 Move: 8 Resources: 250 RpM: 7 Move: AS Attack: lASdmf RpA: 30 Mega Particle Cannon: Pow: 33 Acc: 50 Range: 1-2 30mm Vulcan: Pow: 4 Acc: 50 Range: 1 Air-Surface Missile: Pow: 12 Acc: 40 Range: 1-2 Anti-Ground Notes: The Core Booster is substantially better than the Core Fighter, especially with its Mega Particle Cannon, but it's still not that great a unit and gets shot down fairly easily. Overall, it's not worth developing. No: 93 G Fighter Gファイター Requirements: G Armor Development: 1500/2 Turns Number per Unit: 1 Cost: 800/1200 Production Time: 2 Turns Sensors: A Armor: 100 Mobility: 25 Move: 7 Resources: 300 RpM: 5 Move: AS Attack: LASDMF RpA: 35 Beam Cannon: Pow: 33 Acc: 60 Range: 1-2 Air-Surface Missile: Pow: 16 Acc: 40 Range: 1-2 Anti-Ground Notes: Oddly enough, this unit can prove quite useful for the UN forces. The UN has a whole lot of ace pilots that are great leaders but can't pilot MS units. The G- fighter is a good back door, as just about anyone can ride one, and it's tough enough to stand up to MS units, at least for a little while. (still, be sure to put it in the back ranks) It's pretty versatile too. No: 94 G Armor Gアーマー Requirements: Gundam, MA level 7 Development: 5000/8 Turns Max units: 1 Number per Unit: 1 Cost: 2500/6000 Production Time: 2 Turns ------------ G-Armor form Sensors: A Armor: 320 Mobility: 20 Move: 6 Resources: 400 RpM: 7 Move: AS Attack: LASDMF RpA: 40 Beam Cannon: Pow: 33 Acc: 60 Range: 1-2 Air-Surface Missile: Pow: 16 Acc: 40 Range: 1-2 Anti-Ground ------------- Gundam Form Sensors: A Armor: 320 Mobility: 40 Move: 6 Resources: 400 RpM: 3 Move: LwSdmf Attack: LwASdmf RpA: 40 Beam Rifle: Pow: 50 Acc: 60 Range: 1 Anti-Air Head Vulcan: Pow: 4 Acc: 50 Range: 1 Beam Saber: Pow: 21 Acc: 75 Range: 0 Notes: The G Armor is an extremely useful unit as it's essentially an extra Gundam- Class unit. As the UN is short on ace-pilot units, any extra one you can use is great. Transforming ability is the icing on the cake. Put one of your better pilots into it. No: 95 G Fighter (Gundam) GF/ガンダム Requirements: G Armor, MA Level 8 Development: 1500/2 Turns Sensors: A Armor: 320 Mobility: 18 Move: 6 Resources: 400 RpM: 10 Move: AS Attack: LwASDMF RpA: 50 Beam Rifle: Pow: 25 Acc: 60 Range: 1 Anti-Ground Anti-Water Beam Cannon: Pow: 33 Acc: 60 Range: 1-2 Air-Surface Missile: Pow: 16 Acc: 40 Range: 1-2 Anti-Ground Notes: This is the most unusual "unit" in the game, in that's not really a unit at all. It's an additional transformation that the G Armor gets. Once you research it, your G-Armor will be able to transform into this form. This is in many ways the most versatile of the G Armor forms, as it can attack virtually any terrain and has two powerful weapons. (the Beam Rifle and Beam Cannon) The downside is the increased Resource consumption and the lack of a melee weapon. All in all the Gundam form is the most useful of the G Armor forms, though this one is pretty useful too. No: 93 Public パブリク Requirements: Base Level 7 Development: 2500/2 Turns Number per Unit: 3 Cost: 300/750 Production Time: 1 Turn Sensors: C Armor: 40 Mobility: 8 Move: 5 Resources: 350 RpM: 6 Beam Interference Unit Move: S Attack: S RpA: 35 Autocannon: Pow: 8 Acc: 30 Range: 1 Notes: As a fighter, the Public is basically useless--it can't hit with its weapons, which are also weak. Its main use is that it is the only UN unit that can produce Beam Interference fields. However...why? Barely any Zion units use beam weapons. You can pretty much ignore this unit; don't either develop or produce them. The only potential use for it is to stymie Zeongs. ------------------------------------------------------------------------------- UNITED NATIONS CRUISERS ------------------------------------------------------------------------------- Saramis サラミス Cost: 1500/3000 Production time: 3 turns Sensors: A Armor: 250 Mobility: 6 Move: 7 Resources: 600 RpM: 8 Minovsky Equipped (Wide) Move: S Attack: S RpA: 25 Main Cannon: Pow: 40 Acc: 50 Range: 2-3 Missile: Pow: 15 Acc: 30 Range: 1-3 Autocannon: Pow: 20 Acc: 25 Range: 1 Notes: The Saramis is for all intents and purposes the UN equivalent of the Zion's Musai. Statistically it's virtually the same. They're acceptable in terms of space combat, but of limited use because they can't carry any units. Don't bother making any new ones aside from the ones you start with. Magellan マゼラン Cost: 2500/4500 Production time: 3 turns Sensors: S Armor: 400 Mobility: 8 Move: 8 Resources: 700 RpM: 9 Minovsky Equipped (Wide) Move: S Attack: S RpA: 35 Main Cannon: Pow: 53 Acc: 50 Range: 2-4 Missile: Pow: 20 Acc: 30 Range: 1-3 Autocannon: Pow: 20 Acc: 25 Range: 1 Notes: As the Saramis is the UN equivalent of the Zion Musai, the Magellan is the UN equivalent of the Chibe, though it is very very slightly better as it has better move and an extra weapon. Magellans make good fire support units, but like the Saramis, aren't fantastically useful as they can't carry units. Columbus コロンブス Cost: 500/1000 Production time: 2 turns Sensors: B Armor: 180 Mobility: 0 Move: 6 Resources: 500 RpM: 6 Carrying Capacity: 5 Move: S RpA: 35 Notes: The Columbus is basically a large HLV. It's entirely a troop transport, and can't actually attack. However, it's fairly useful nonetheless, as the UN doesn't have much in the way of unit carriers. Obviously you'll want to have fighter escort when using the Columbus because it will get shot down VERY easily if you don't. U-Type Submarine U-センスイカン Cost: 1500/2500 Production time: 6 turns Sensors: A Armor: 350 Mobility: 8 Move: 9 Resources: 700 RpM: 6 Carrying Capacity: 5 Minovsky Equipped (Wide) Move: W Attack: lWdmf RpA: 25 Torpedo: Pow: 25 Acc: 50 Range: 1-2 Surface Missile: Pow: 48 Acc: 45 Range: 1-2 Anti-Ground Weapon Notes: Submarines are the best form of troop transport early in the game, so you'll make good use of the U-Type in your invasions, especially for Hawaii, California, and Kilimanjaro. Overall the U-Type is better than the M-type in that respect; it can more easily deploy all its forces in a single turn, and it can move farther per turn as well. It's less combat-capable than the M-type, but the UN is powerless underwater even with the M-type, so this hardly matters. M-Type Submarine M-センスイカン Cost: 2500/4000 Production time: 6 turns Sensors: S Armor: 500 Mobility: 12 Move: 8 Resources: 850 RpM: 8 Carrying Capacity: 8 Minovsky Equipped (Wide) Move: W Attack: lWdmf RpA: 35 Torpedo: Pow: 46 Acc: 50 Range: 1-3 Surface Missile: Pow: 66 Acc: 35 Range: 1-3 Anti-Ground Weapon Notes: As a general unit, the M-type is better than the S type as it has better stats, sensors, weapons, and can hold more units. However in practice it's frequently less useful as it's difficult to deploy all 8 units it can carry simultaneously. Still, if you've got money to burn, it can help to invest in a few of these. No: 108 Saramis Late Production Model サラミスS Requirements: Special Development: 5000/8 Turns Cost: 2500/3500 Production time: 3 turns Sensors: A Armor: 250 Mobility: 8 Move: 7 Resources: 600 RpM: 8 Carrying Capacity: 3 Minovsky Equipped (Wide) Move: S Attack: S RpA: 25 Main Cannon: Pow: 40 Acc: 50 Range: 2-3 Missile: Pow: 15 Acc: 30 Range: 1-3 Autocannon: Pow: 20 Acc: 25 Range: 1 Notes: To develop this unit, you have to enact the Vinson Project. If you Aside from a slightly higher mobility, this is identical to a vanilla Saramis--the primary difference being that this model can carry units. As such, this is by far the better model to produce. No: 109 Magellan Late production Model マゼランS Requirements: Special Development: 5000/8 Turns Cost: 2800/4500 Production time: 3 turns Sensors: S Armor: 400 Mobility: 10 Move: 8 Resources: 700 RpM: 9 Carrying Capacity: 4 Minovsky Equipped (Wide) Move: S Attack: S RpA: 35 Main Cannon: Pow: 53 Acc: 50 Range: 2-4 Missile: Pow: 20 Acc: 30 Range: 1-3 Autocannon: Pow: 20 Acc: 25 Range: 1 Notes: To develop this unit, you have to enact the Vinson Project. Again, like the Saramis S, the Magellan S is virtually identical to a regular Magellan, except that it can carry units, and thus is more valuable. No: 110 Pegasus ペガサス Requirements: Special OR Base Level 9 Development: 8000/10 Turns Max Units: 4 Cost: 3500/5000 Production time: 4 turns Sensors: S Armor: 500 Mobility: 12 Move: 9 Resources: 800 RpM: 10 Carrying Capacity: 6 Minovsky Equipped (Wide) Move: aS Attack: AS RpA: 40 Main Cannon: Pow: 66 Acc: 60 Range: 2-4 Mega Particle Cannon: Pow: 33 Acc: 60 Range: 2-3 Missile: Pow: 20 Acc: 30 Range: 1-3 Notes: To develop this unit, you must start Operation V. If you don't start Operation V, you'll get the option to develop this unit after turn 20 and your Base level is 9 or over. The Pegasus is one of the most useful units that the UN can develop; it can carry a decent number of troops, can be used on the surface and in space, can make atmospheric entry, and packs a decent punch with its weapons. No: 113 White Base ホワイトベース Requirements: Special OR Pegasus + Base Level 10 Development: 4000/4 Turns Max Units: 1 Cost: 4500/5500 Production time: 4 turns Sensors: S Armor: 750 Mobility: 18 Move: 9 Resources: 800 RpM: 10 Carrying Capacity: 6 Minovsky Equipped (Wide) Move: aS Attack: AS RpA: 40 Main Cannon: Pow: 66 Acc: 60 Range: 2-4 Mega Particle Cannon: Pow: 33 Acc: 60 Range: 2-3 Missile: Pow: 20 Acc: 30 Range: 1-3 Notes: To develop the White Base, you need to either collect the data from the RX series, or develop the Pegasus and have a Base level of 10. It's basically a beefy version of the Pegasus, with better armor and mobility, and a prime candidate for your cruiser pilots. Note that like the Gundam, even after developing this unit, you can't produce it until after the White Base team breaks up. ------------------------------------------------------------------------------- UNITED NATIONS PILOTS ------------------------------------------------------------------------------- Revil (Revil) Admiral/B Cha: 11(13) Com: 12(14) End: 10(12) Mel: 5(7) Tar: 8(10) Rea: 6(8) Newtype: Rank S, 1-hex range Notes: Revil is a great leader, and a passable pilot. He can ride in any unit so you can have him in a cruiser or a MS, though he works better overall as a cruiser pilot. While his wide influence helps a lot, it is dangerous to use him, as if his unit gets shot down, you lose the game. Oddly enough, Revil is a Newtype, though not a great one, and he won't get his Newtype abilities until S rank--a difficult thing to do. Gopp (Gopp) Admiral/D Cha: 1(1) Com: 1(1) End: 6(6) Mel: 0(0) Tar: 0(0) Rea: 0(0) Restrictions: No MS, MA Notes: Gopp is utter, utter crap. He is BY FAR the worst "ace" pilot of the game, so much so that it's actually DETRIMENTAL to put him into any unit. He gains no stats at all, is a crap leader, but as his rank is so high his influence cancels out that of more capable leaders. (read: anybody) Though it is kind of humorous to put him in a unit and send him against the enemy, just to hear him bitch and moan about having to fight. Tiammu (Tiammu) Vice Admiral/C Cha: 7(10) Com: 9(12) End: 7(10) Mel: 5(8) Tar: 7(10) Rea: 4(7) Starting Unit: Magellan--Lunar 2 Restrictions: No MS, MA Notes: Tiammu is a good leader--probably the best overall field leader because of his wide influence and ease with which you can promote him. Promote him to Admiral to get the most out of him and use him as a "surrogate" for Revil--most of the benefits of a strong commander without the danger. Elran (Elran) Vice Admiral/D Cha: 1(5) Com: 3(7) End: 4(8) Mel: 0(4) Tar: 1(5) Rea: 1(5) Restrictions: No MS, MA Notes: There's a trend among high-up UN generals to be pretty crappy, and Elran follows that trend. He's a terribly lousy pilot and leader, so it's better not putting him in any unit. Besides, he's going to defect mid-game anyway. Green Wyatt (Wyatt) Vice Admiral/D Cha: 2(6) Com: 2(6) End: 5(9) Mel: 0(4) Tar: 0(4) Rea: 0(4) Restrictions: No MS, MA Notes: Wyatt is yet another crappy UN general. (and, along with Elran, joins the Titans in their scenario--the Titans sure get a lot of third-rate pilots...) Like Elran and Gopp, his lousy leadership will only impede your forces rather than help them. Ignore him and don't use him at all. John Corwen (Corwen) Rear Admiral/C Cha: 9(12) Com: 10(13) End: 7(10) Mel: 5(8) Tar: 7(10) Rea: 4(7) Restrictions: No MS, MA Notes: Corwen is in practice the best field commander, but you need to get him to S rank to promote him to Admiral--something difficult to do for cruiser pilots. However, he will still prove to be a valuable addition to your forces. He works best in a Pegasus. (or Midea until you develop them) Jamitov Highman (Jamitov) Captain/C Cha: 10(13) Com: 8(11) End: 7(10) Mel: 1(4) Tar: 5(8) Rea: 3(6) Restrictions: No MS, MA Notes: Jamitov is a decent leader and a so-so pilot. He's not as good as Corwen, Tiammu, or Brex at leadership, but still good as a cruiser pilot. Brex Fora (Brex) Captain/C Cha: 9(12) Com: 9(12) End: 8(11) Mel: 4(7) Tar: 5(8) Rea: 5(8) Restrictions: No MS, MA Notes: Brex is one of the better cruiser-oriented pilots, but he needs some experience to truly shine. Still, he's worth using, and promoting to Admiral level if you can. Paolo Cassius (Paolo) Commander/C Cha: 8(11) Com: 9(12) End: 2(5) Mel: 1(4) Tar: 7(10) Rea: 4(7) Restrictions: No MS, MA Starting Unit: Magellan--Field Notes: Paolo's quotes are comical in their cowardice ("It's the enemy! Run!" "It's the Red Comet! Run!" "It's Ramba Ral! Run!" and so forth) but he's actually quite capable a commander. In addition to high leadership abilities he's also got a better-than-average Targeting stat. However, you probably won't be able to use him, as nearly all event paths in the game end up with him dying. Eipar Synapse (Synapse) Commander/C Cha: 8(11) Com: 8(11) End: 6(9) Mel: 4(7) Tar: 8(11) Rea: 5(8) Restrictions: No MS, MA Notes: Synapse is a second-rate, but still talented command-type/cruiser pilot. With the dearth of UN cruiser pilots (and lack of cruisers) you may not end up using him, but he's useful if you do. Wakkein (Wakkein) Lt. Commander/D Cha: 4(8) Com: 8(12) End: 5(9) Mel: 2(6) Tar: 7(11) Rea: 4(8) Restrictions: No MS, MA Starting Unit: Saramis--Lunar 2 Notes: Wakkein is merely OK. With experience he can be a top-notch commander, but he requires a lot to get that good, and it's tough to get cruiser pilots experience. Still, worth using if you have extra cruisers lying around. Basque Ohm (Basque) Lt. Commander/C Cha: 6(9) Com: 10(13) End: 9(12) Mel: 5(8) Tar: 8(11) Rea: 5(8) Restrictions: No MS, MA Notes: Basque is one of the better commander-type pilots, as he starts out with a double-digit Command stat. However his comparatively low rank makes him more difficult to use effectively. Still, he's worth putting in a support vessel (like a "vanilla" Saramis or Magellan) Jidan Nickard (Nickard) Lieutenant/D Cha: 5(9) Com: 5(9) End: 4(8) Mel: 2(6) Tar: 3(7) Rea: 1(5) Restrictions: No Cruisers, Spacecraft, MS, MA Starting Unit: Midea--Madras Notes: Nicard's stats are so-so, but he's extremely difficult to use since he can only be put in tanks or planes. Once the fighting moves to space he's literally useless. Stick him in a Big Tray if you do use him, I guess... Woody (Woody) Lieutenant JG/D Cha: 5(9) Com: 5(9) End: 5(9) Mel: 2(6) Tar: 3(7) Rea: 2(6) Restrictions: No MS, MA Starting Unit: Fanfan--Jabro Notes: Woody is a mediocre leader and pilot. He can't ride MS units, and his rank is too low to be an effective cruiser pilot, so he's one ace that's better passed over. Reed (Reed) Lieutenant JG/D Cha: 1(5) Com: 2(6) End: 4(8) Mel: 0(4) Tar: 2(6) Rea: 1(5) Restrictions: No MS, MA Starting Unit: Saramis--Field Notes: Reed is...well, not so hot. He's better than nothing, but has crappy piloting and leadership skills. He's best passed over when assigning pilots to your cruisers. Slegger Law (Slegger) Lieutenant JG/C Cha: 6(9) Com: 5(8) End: 4(7) Mel: 3(6) Tar: 8(11) Rea: 6(9) Restrictions: No Cruisers Starting Unit: Flying Manta--Field Notes: Slegger has the potential to be an excellent pilot, especially with his high Targeting skill. His melee skill is mediocre so he's not well suited for more standard Gundam-class units; however, he can do well in the MA Gundam or Full Armor Gundam, both of which rely only on ranged weaponry. Matilda Ajan (Matilda) Lieutenant JG/C Cha: 8(11) Com: 7(10) End: 3(6) Mel: 1(4) Tar: 5(8) Rea: 4(7) Restrictions: No MS, MA Starting Unit: Midea--Jabro Notes: Matilda is a so-so leader and pilot, but her low rank keeps her from being really effective. Overall, she's better off being passed over. Jamaican Dunningan (Jamaican) Lieutenant JG/D Cha: 2(6) Com: 5(9) End: 5(9) Mel: 2(6) Tar: 5(9) Rea: 2(6) Restrictions: No MS, MA Notes: Jamaican is another mediocre cruiser-type pilot. He has buggerall in the way of Charisma, and requires copious experience and promotions to even be halfway effective. Don't bother using him. South Banning (Banning) Lieutenant JG/D Cha: 6(10) Com: 7(11) End: 4(8) Mel: 8(12) Tar: 8(12) Rea: 7(11) Restrictions: No Cruisers Starting Unit: Flying Manta--Trinton Notes: While not up to the standards of the super-Aces on the Zion side, Banning is one of the best MS pilots available to the UN forces; with experience, all of his stats will be quite high. You should focus on getting him as much experience as you can, and promote him as high as possible. Christina Mackenzie (Chris) Ensign/D Cha: 5(9) Com: 2(6) End: 3(7) Mel: 5(9) Tar: 4(12) Rea: 4(12) Restrictions: No Cruisers Notes: Chris starts out as a lousy pilot, but with experience, becomes top-notch. Since you can use her from the beginning, it's much easier to get her to S rank than, say, most of the White Base Team. She's best put in a Gundam-class unit when she's high up. Bernard Monshia (Monshia) Ensign/D Cha: 3(7) Com: 4(8) End: 7(11) Mel: 6(10) Tar: 7(11) Rea: 6(10) Restrictions: No Cruisers Starting Unit: Tin Cod--Trinton Notes: Monshia is pretty good overall. With a lot of experience he becomes quite a capable pilot, with double-digits in all piloting skills, but that takes a lot of effort, and there are other pilots better suited for experience-building. Still worth using. Alpha A Bait (Bait) Ensign/D Cha: 4(8) Com: 3(7) End: 4(8) Mel: 4(8) Tar: 5(9) Rea: 5(9) Restrictions: No Cruisers Starting Unit: Tin Cod--Trinton Notes: Bait is merely OK. None of his stats are worth writing home about, but he's still better than nothing. For the most part, ace units are better assigned to more capable pilots, though Bait is worth putting in a grunt unit like a mass- produced Guncannon or GM Sniper II. Shiro Amada (Shiro) Ensign/D Cha: 5(13) Com: 4(12) End: 10(14) Mel: 6(10) Tar: 6(10) Rea: 4(8) Restrictions: No Cruisers Starting Unit: Notes: Shiro is one of the few UN aces that could qualify for "uberpilot" status. His piloting stats are merely OK, but he has great endurance and his leadership skills are excellent, especially with experience. He overall makes the best field commander in the game for the UN forces. Yu Kajima (Yu) Ensign/C Cha: 5(8) Com: 4(7) End: 6(9) Mel: 7(10) Tar: 11(14) Rea: 9(12) Restrictions: No Cruisers Starting Unit: Saber Fish--Field Notes: Yu is one of the UN's better pilots, and has a fantastic Targeting and Reaction. Definitely a pilot for a Gundam-class unit. Make good use of him from the first turn. Bright Noah (Bright) Ensign/* Cha: 4(12) Com: 6(14) End: 8(12) Mel: 3(7) Tar: 7(11) Rea: 6(10) Restrictions: No MS, MA Notes: Bright is a great character, with excellent leadership and piloting skills. (except for Melee, which he doesn't need anyway since he can't pilot MS units) Put him in a Pegasus or the White Base--anything less and you're wasting his talent. His one flaw is his low rank--promote him as high as you can. Zero Murasame (Zero) Ensign/A Cha: 8(8) Com: 2(2) End: 3(4) Mel: 13(14) Tar: 13(14) Rea: 13(14) Newtype: From Start, 3-hex range Restrictions: No Cruisers Notes: In terms of piloting skills, Zero is simply the best pilot available to the UN. He's no leader, and his Endurance could definitely use some work, but since his Reaction is so high it's difficult to hit him. The one downside to Zero is that he is extremely costly to get--if you want him, you will lose all income from neutral parties. (So in essence, Zero costs 2000+ money/resources per turn to have) Philip Fuse (Philip) Ensign/D Cha: 4(8) Com: 4(8) End: 4(8) Mel: 4(8) Tar: 5(9) Rea: 4(8) Restrictions: No Cruisers Starting Unit: Saber Fish--Field Notes: Philip is nothing special. All of his stats are lukewarm at best. Though since you can use him from the beginning of the game, there's plenty of opportunity to build up those stats if you choose. Not a top candidate for an ace-class MS unit, at any rate. Ryu Hosei Sergeant Major/* Cha: 6(10) Com: 5(9) End: 5(9) Mel: 6(10) Tar: 4(8) Rea: 4(8) Restrictions: No Cruisers Notes: Ryu is a good pilot, especially in melee, and a talented field commander as well, though he will need to be promoted to make full use of it. He's a difficult pilot to use though, as he will get killed unless you break up the White Base team exceptionally early (and as such will require a lot of experience to get good) Amuro Ray (Amuro) Sergeant Major/* Cha: 4(8) Com: 5(9) End: 4(8) Mel: 4(12) Tar: 4(12) Rea: 7(16) Newtype: Starting Rank C, 4-hex range Restrictions: No Cruisers Notes: Amuro starts out as a mediocre pilot, but once he gets experience and awakes as a Newtype becomes a juggernaut. Put him in a unit with high mobility at S rank and it becomes virtually impossible to hit him. Amuro is definitely a pilot that you'll want to put in a Gundam-class unit. Sayla Mass (Sayla) Sergeant Major/* Cha: 8(12) Com: 4(8) End: 2(6) Mel: 2(6) Tar: 4(12) Rea: 4(12) Newtype: Starting Rank A, 2-hex radius Restrictions: No Cruisers Notes: Sayla is another excellent mobile suit pilot, though because of her low Melee ability, she's not as well-suited for a Gundam-class unit. (except the Full Armor Gundam or Gundam MA) Still, if you do put her in a Gundam, her high Reaction will allow her to dodge incoming attacks with ease. And she's a Newtype to boot, though she won't get her Newtype abilities until later. Kou Uraki (Kou) Sergeant Major/B Cha: 5(7) Com: 4(6) End: 10(12) Mel: 8(12) Tar: 9(13) Rea: 8(12) Restrictions: No Cruisers Notes: To get Kou to join your forces, you have to first play through the game once with a Complete Victory, then you can get him through the Special Recruitment option. He's one of the best pilots available to the UN forces, though he's not much of a leader. Definitely a candidate for a Gundam though. Mirai Yashima (Mirai) Sergeant Major/* Cha: 7(11) Com: 3(11) End: 4(8) Mel: 0(4) Tar: 4(8) Rea: 3(11) Newtype: Starting Rank S, 1-hex range Restrictions: No MS, MA Notes: Mirai is geared toward being a cruiser pilot--she's got high targeting and reaction skills, plus good Charisma and Command stats. The problem is that because of her low rank, she can never make good use of those leadership skills in a cruiser. She's actually best suited as a field commander in a G-Fighter, though that is a risky proposition. Note that at S rank she becomes a Newtype. Chap Adel (Adel) Sergeant Major/D Cha: 4(8) Com: 5(9) End: 5(9) Mel: 6(10) Tar: 4(8) Rea: 4(8) Restrictions: No Cruisers Starting Unit: Saber Fish--Field Notes: Adel is a lot like Bait--decent but lukewarm stats. He's not suited to ace units as there are many better pilots, but is still worth putting in a grunt unit. Karen Joshua (Karen) Sergeant Major/D Cha: 5(9) Com: 6(10) End: 8(12) Mel: 8(12) Tar: 7(11) Rea: 3(7) Restrictions: No Cruisers Starting Unit: Flying Manta--Belfast Notes: Karen is an excellent pilot--all her piloting stats except Reaction are high. For this reason, she is a prime candidate for a Gundam unit. (And the Gundams' high mobility will cover for her low Reaction to an extent) It's especially nice that you can use her from the outset. Samana Furis (Samana) Sergeant Major/D Cha: 3(7) Com: 3(7) End: 3(7) Mel: 3(7) Tar: 3(7) Rea: 3(7) Restrictions: No Cruisers Starting Unit: Saber Fish--Field Notes: Samana is...well, not so good. All of his stats are pretty crappy, even with experience. However, he's one of the few MS pilots you start the game with, you can make good use of him until you get the White Base at your disposal. Kai Shiden (Kai) Sergeant/* Cha: 2(6) Com: 3(7) End: 3(7) Mel: 6(10) Tar: 7(11) Rea: 6(10) Restrictions: No Cruisers Notes: Kai is a good pilot, especially with experience, but he's not up to par with the elite UN aces like Amuro or Zero. Still, he's better suited for an ace unit than a grunt unit--a Guncannon, or if you feel generous, a low-end Gundam. Terry Sanders Jr. (Sanders) Sergeant/D Cha: 2(6) Com: 3(7) End: 9(13) Mel: 7(11) Tar: 8(12) Rea: 3(7) Restrictions: No Cruisers Starting Unit: Flying Manta--Belfast Notes: Stat-wise, Terry is a lot like Karen. He's potentially a good candidate for a Gundam unit, though I usually end up putting him in a Guncannon. Hayato Kobayashi (Hayato) Corporal/* Cha: 1(9) Com: 4(12) End: 7(11) Mel: 4(8) Tar: 6(10) Rea: 4(8) Notes: Except for Revil himself, Hayato is the only UN pilot that can ride any unit. He becomes a top-class leader, but because of his dismally low rank, can never put that excellent leadership to use, as his influence will never expand beyond his own hex. Still, he makes a great field commander. Frau Bow (Frau) No Rank/* Cha: 6(10) Com: 0(4) End: 2(10) Mel: 0(4) Tar: 0(4) Rea: 0(4) Restrictions: No Cruisers Notes: Frau is...well, she sucks. Only Gopp is a worse character than she is. Her saving grace (if anything) is that her Endurance gets really high with experience. Though quite frankly, there's no reason to get her that experience, as she's only marginally better than having no pilot at all. ------------------------------------------------------------------------------- ZION MOBILE SUITS ------------------------------------------------------------------------------- No: -- Zaku I ザクI Number per Unit: 3 Cost: 540/1200 Production Time: 2 Turns Sensors: C Armor: 30 Mobility: 8 Move: 4 Resources: 200 RpM: 2 Move: LSdmf -------------- Type A (Machinegun) RpA: 12 Attack: LaSdmf Zaku Machinegun Pow:8 Acc: 40: Range: 1 Anti-Air Heat Hawk Pow: 9 Acc: 65: Range: 0 --------------- Type B (Bazooka) RpA: 18 Attack: LaSdmf Zaku Bazooka: Pow: 12 Acc: 50: Range: 1 Anti-Air Heat Hawk Pow: 9 Acc: 65: Range: 0 Notes: Not a great unit. Since you can already make Zaku IIs at the start of the game, it's not worth making any more of these than what you start with. As with most Zakus, I find the Bazooka units to be slightly more useful. Still, a good unit to use against tanks and the like. No: -- Zaku I (Ramba Ral's unit) ザクI/R.R Max units: 1 Number per Unit: 1 Cost: 200/300 Production Time: 2 Turns Sensors: B Armor: 50 Mobility: 20 Move: 4 Resources: 200 RpM:2 Move: LSdmf Attack: LaSdmf RpA: 20 Zaku Machinegun: Pow: 12 Acc: 40 Range: 1 Anti-Air Heat Hawk: Pow:9 Acc: 65: Range: 0 Notes: For a Zaku I this is pretty good. It's basically a souped-up Zaku I-A, and is even better than Zaku II C or F types. But it's still a Zaku I. Once you develop the Zaku J or S you can put this one out to pasture. No: -- Zaku I (Black Trinary's unit) ザクI/3S Max units: 3 Number per unit: 1 Cost: 200/300 Production time: 2 Turns Sensors: B Armor: 50 Mobility: 20 Move: 4 Resources: 200 RpM:2 Move: LSdmf Attack: LaSdmf RpA: 20 Zaku Bazooka: Pow 16: Acc: 50 Range: 1 Anti-Air Heat Hawk: Pow:9 Acc: 65: Range: 0 Notes: This is basically like the Zaku I-B version of Ramba Ral's Zaku I. Same advice applies. No: -- Zaku II First Model unit ザクII-C Number per unit: 3 Cost: 540/1200 Production time: 4 turns Sensors: C Armor: 40 Mobility: 10 Move: 5 Resources: 250 RpM: 2 Move: LSdmf -------------- A-type (Machinegun) RpA: 15 Attack: LaSdmf Zaku Machinegun: Pow: 10 Acc: 50 Range: 1 Anti-Air Heat Hawk: Pow: 12 Acc: 70 Range: 0 --------------- Type B (Bazooka) RpA: 22 Attack: LaSdmf Zaku Bazooka: Pow: 12 Acc: 60: Range: 1 Anti-Air Heat Hawk Pow: 12 Acc: 70: Range: 0 Notes: This is going to be your workhorse MS throughout the early stages of the game and the invasion of Odessa at least. It can stomp on early UN units with ease. However it becomes outclassed quickly. No: -- Zaku II (Char Aznable's unit) ザクII/C.A Max Units: 1 Number per unit: 1 Cost: 300/400 Production time: 2 turns Sensors: C Armor: 65 Mobility: 30 Move: 6 Resources: 300 RpM: 2 Move: LSdmf Attack: LaSdmf RpA: 32 Zaku Bazooka: Pow: 16 Acc: 60: Range: 1 Anti-Air Heat Hawk Pow: 12 Acc: 70: Range: 0 Notes: With the exception of Dozul's Zaku, this is the most powerful unit you'll start the game with. It's even better than the Zaku II-S. You'll put it to good use at the beginning of the game taking down UN cruisers. No: -- Zaku II Custom (Dozul's unit) ザクIIS/D.Z Max Units: 1 Number per unit: 1 Cost: 800/900 Production time: 3 turns Sensors: B Armor: 100 Mobility: 24 Move: 6 Resources: 320 RpM: 3 Move: LSdmf Attack: LaSdmf RpA: 30 Zaku Machinegun: Pow: 14 Acc: 50: Range: 1 Anti-Air Heat Hawk: Pow: 13 Acc: 70: Range: 0 Notes: Odd that you've got a Zaku II-S at the beginning of the game without having actually developed the base model. Regardless, this is the most powerful unit you'll have at the beginning of the game. It's even more powerful than Goufs, (though not the prototype Gouf) so it has more lasting power than any other early unit. Use it to wreak havoc amongst the UN starfleet at the beginning of the game, or have Dozul take a Komusai down and lead the invasion of Odessa. No: 028 Zaku II (Nuclear equipped) ザクIIA(NC) Requirements: Special, All technology levels 10 Number per unit: 1 Development: 6000/4 Turns Cost: 500/1,500 Production time: 3 Turns Sensors: B Armor: 75 Mobility: 16 Move: 4 Resources: 300 RpM: 2 Move: S Attack: S RpA: 100 Nuclear Bazooka: Pow: 60 Acc: 99 Range: 2-4 Heat Hawk: Pow: 12 Acc: 70 Range: 0 Note: When Delarz presents his plan to invade Lunar 2, Gato will suggest you break the Antarctic Treaty and use nuclear weapons. If you agree, then this unit will be developed and you can use it. It doesn't fare well in close battles, but it's got nukes--it can blow the crap out of just about anything that gets in its firing range. Very good for shooting down enemy cruisers or large concentrated groups of grunt units like Balls. No: 029 Zaku II ザクII-F Requirements: None Number per unit: 3 Development: 2000/4 Turns Cost: 600/1200 Production time: 4 Turns Sensors: C Armor: 48 Mobility: 15 Move; 5 Resources: 300 RpM: 2 Move: LSdmf -------------- A-type (Machinegun) RpA: 15 Attack: LaSdmf Zaku Machinegun: Pow: 10 Acc: 50 Range: 1 Anti-Air Heat Hawk: Pow: 12 Acc: 70 Range: 0 --------------- Type B (Bazooka) RpA: 22 Attack: LaSdmf Zaku Bazooka: Pow: 12 Acc: 60: Range: 1 Anti-Air Heat Hawk Pow: 12 Acc: 70: Range: 0 Notes: This is probably the first unit you'll develop. It's really only marginally better than Zaku II-Cs, though since it's a prerequisite for every single Zion MS, you pretty much have to build it. Still, it's a good unit for the invasion of North America. No: 030 Zaku II (Shin Matsunaga's) ザクII/S.M Requirements: Zaku II-F Max Units: 1 Number per unit: 1 Development: 1000/1 Turn Cost: 300/400 Production time: 2 Turns Sensors: C Armor: 72 Mobility: 26 Move: 6 Resources: 300 RpM: 2 Move: LSdmf Attack: LaSdmf RpA: 25 Zaku Machinegun: Pow: 12 Acc: 50 Range: 1 Anti-Air Heat Hawk: Pow: 12 Acc: 70 Range: 0 Notes: This unit looks kind of goofy, but is pretty good. It's like Zaku-II equivalent of the Ramba Ral Zaku I, and is about on par with Char's Zaku. Useful for the invasion of North America. (By the time you develop it, the fight in Earth's orbit will probably be over) No: 031 Zaku II (Johnny Raiden's) ザクII/J.R Requirements: Zaku II-F Max Units: 1 Number per unit: 1 Development: 1000/1 Turn Cost: 300/400 Production time: 2 Turns Sensors: C Armor: 60 Mobility: 34 Move: 6 Resources: 300 RpM: 2 Move: LSdmf Attack: LaSdmf RpA: 32 Zaku Machinegun: Pow: 12 Acc: 60 Range: 1 Anti-Air Heat Hawk: Pow: 12 Acc: 70 Range: 0 Notes: Johnny Raiden's Zaku is virtually the same as Char's Zaku. It's got slightly better mobility and slightly less armor, but that's about it. Like Shin Matsunaga's Zaku, this is a good unit to use to invade North America. No: 032 Zaku II Surface Type ザクII-J Requirements: Zaku II-F Number per unit: 3 Development: 2000/4 Turns Cost: 600/1200 Production time: 2 Turns Sensors: C Armor: 56 Mobility: 15 Move: 5 Resources: 300 RpM: 2 Move: LdMF ------------- Type A (Machinegun) RpA: 15 Attack: LadMF Zaku Machinegun: Pow: 10 Acc: 50 Range: 1 Anti-Air Foot Missile Pod: Pow 6 Acc: 50 Range: 1 Heat Hawk: Pow: 12 Acc: 70 Range: 0 Cracker: Pow: 5 Acc: 70 Range: 1 ------------- Type B (Bazooka) RpA: 22 Attack: LadMF Zaku Bazooka: Pow: 12 Acc: 60 Range: 1 Anti-Air Foot Missile Pod: Pow 6 Acc: 50 Range: 1 Heat Hawk: Pow: 12 Acc: 70 Range: 0 Cracker: Pow: 5 Acc: 70 Range: 1 ------------- Type C (Magella Top Cannon) Special Requirements: Magella Attack RpA: 30 Attack: LAdMF Magella Top Cannon: Pow: 20 Acc: 50 Range: 1-2 Anti-Air Foot Missile Pod: Pow 6 Acc: 50 Range: 1 Notes: This is the first MS that you'll make that is a noticeable upgrade in performance than your starting MSes. Until you produce Goufs and Doms, they'll be the workhorse for your Earth invasions. Overall Type B is best IMO, though Type C, while being extremely bizarre, can also be really useful. You need to develop the Magella Attack tanks before you can use it, but it's your best MS at the beginning of the game for taking out planes, and can shoot from 2 spaces away. The downside is that it has no melee weapons. No: 033 Zaku II Custom ザクII-S Requirements: Zaku II-F, MS level 2 Number per unit: 1 Development: 2000/2 Turns Cost: 300/450 Production time: 2 Turns Sensors: B Armor: 70 Mobility: 20 Move: 6 Resources: 320 RpM: 3 Move: LSdmf -------------- A-type (Machinegun) RpA: 20 Attack: LaSdmf Zaku Machinegun: Pow: 14 Acc: 50 Range: 1 Anti-Air Heat Hawk: Pow: 13 Acc: 70 Range: 0 --------------- Type B (Bazooka) RpA: 30 Attack: LaSdmf Zaku Bazooka: Pow: 20 Acc: 60: Range: 1 Anti-Air Heat Hawk Pow: 13 Acc: 70: Range: 0 Notes: The Zaku II-S is basically a specialized unit, designed for your ace pilots. It's best to put your Ace pilots in one of these, commanding 2 other units of 3 apiece on a single hex. Otherwise this unit isn't too hot. But it can be useful until you develop Doms and Gouf-Bs. Overall it's more effective in space than on land, as it will slow down Zaku II-Js. No: 034 Zaku II Custom (Char Aznable's unit) ザクIIS/C.A Requirements: Zaku II-S, MS level 3 Max Units: 1 Number per unit: 1 Development: 1000/1 Turn Cost: 400/300 Production time: 2 turns Sensors: B Armor: 80 Mobility: 40 Move: 7 Resources: 320 RpM: 3 Move: LSdmf Attack: LaSdmf RpA: 30 Zaku Bazooka: Pow: 24 Acc: 60: Range: 1 Anti-Air Heat Hawk: Pow: 13 Acc: 70: Range: 0 Notes: This is usually the first unit that you develop that's on par with Dozul's Zaku II. Especially when you consider that Char is riding it, it's a very nice unit. Like the "vanilla" Zaku II-S, it's more effective in space than on land. No: 035 Zaku Desert Type デザートザク Requirements: Zaku II-J, MS level 2 Number per unit: 3 Development: 2000/4 Turns Cost: 750/1440 Production time: 4 Turns Sensors: C Armor: 60 Mobility: 15 Move: 5 Resources: 300 RpM: 2 Move: LDmf Attack: LaDmf RpA: 30 Zaku Machinegun: Pow: 9 Acc: 50 Range: 1 Anti-Air Missile Launcher: Pow 5 Acc: 50 Range: 1-2 Heat Hawk: Pow: 13 Acc: 70 Range: 0 Cracker: Pow: 5 Acc: 70 Range: 1 Notes: This is basically a desert version of the Zaku II-J. Overall there aren't many places you can use them so you might not want to spend the money to develop them, though their 2-hex attack is nice. However, since they move well in desert, they can be used to great effectiveness in taking out HLVs that land in Africa--you can station a bunch of them at Kilimanjaro and then move them out as soon as the HLVs land. But Zaku Tanks are better for this. No: 036 Zaku Cannon ザクキャノン Requirements: Zaku II-J, Ms Level 3 Number per Unit: 3 Development: 2000/3 Turns Cost: 750/1500 Production time: 3 Turns Sensors: B Armor: 55: Mobility: 10 Move: 5 Resources: 300 RpM: 2 Move: Ldmf Attack: LAdmf RpA: 30 180mm Cannon: Pow: 13 Acc: 45 Range: 1-2 Anti-Air Zaku Machinegun: Pow: 6 Acc: 45 Range: 1 Big Gun: Pow: 6 Acc: 45: Range: 1 Notes: Zaku Cannons are really effective at long-range support, and great against enemies in the air. Since Zion's forces don't have much in the way of cheap long-range support (except for Magella Attacks, which will be of limited use by the time you can develop Zaku Cannons) they can be a valuable addition. No: 037 Zaku Marine Type ザクマリンタイプ Requirements: Zaku II-F, MS level 2 Number per unit: 3 Development: 2000/4 Turns Cost: 690/1350 Production time: 4 Turns Sensors: C Armor: 40 Mobility: 8 Move: 5 Resources: 300 RpM 2 Move: lWdmf Attack: lWdmf RpA: 25 Sub-Lock Gun: Pow: 7 Acc: 35 Range: 1 Head Vulcan: Pow: 4 Acc: 30 Range: 1 Notes: No matter how you slice it, this unit sucks. However, as it's the base for all marine MS units, you pretty much have to develop it. Fortunately it doesn't cost that much to develop. No: 038 Zaku Tank ザクタンク Requirements: Zaku Cannon, Magella Attack, MS Level 4, MA level 2 Number per unit: 3 Development: 1000/2 Turns Cost: 180/300 Production time: 4 Turns Sensors: C Armor: 30 Mobility: 5 Move: 4 Resources: 250 RpM: 1 Move: LDmf Attack: LaDmf RpA: 25 180mm Cannon: Pow: 13 Acc: 45 Range: 1-2 Anti-Air Triple Vulcan: Pow: 3 Acc: 30 Range: 1 Notes: While technically this unit is a MS, it's really more of a tank. It's basically the torso of a Zaku Cannon bolted to a Magella base. But it's cheap, and is better than the Magella Attack. (though it lacks the ability to detach its top obviously) Once you've taken over Kilimanjaro, it's very useful for taking out HLVs that try to reclaim it; just move out a couple of platoons of these from the base and shoot down the HLVs before they can release their payload. No: 039 High Maneuverability Zaku ザクII-R1 Requirements: Zaku II-F, MS level 4, MA level 3 Number per unit: 3 Development: 3000/6 Turns Cost: 900/1800 Production time: 2 Turns Sensors: B Armor: 60 Mobility: 25 Move: 7 Resources: 320 RpM: 3 Move: S ------------------- A-Type (Machinegun) Attack: S RpA: 25 Zaku Machinegun: Pow: 12 Acc: 50 Range: 1 Heat Hawk: Pow: 13 Acc: 70 Range: 0 ------------------- A-Type (Bazooka) Attack: S RpA: 38 Zaku Bazooka: Pow: 20 Acc: 60 Range: 1 Heat Hawk: Pow: 13 Acc: 70 Range: 0 Notes: The first space-capable "grunt-unit" MS you can develop after the Zaku-F, and it's a huge jump in terms of ability. It's even better than the Zaku-S, though you can only use it in space. However, you'll probably never make any (or make very few) because nearly as soon as you develop this unit you can make the Zaku II-R1A and Zaku II-R2, which are even better. No: 040 High Maneuverability Zaku Revision ザクII-R1A Requirements: Zaku II-R1, MS level 6, MA level 4 Number per unit: 3 Development: 1500/2 Turns Cost: 960/2100 Production time: 2 Turns Sensors: B Armor: 65 Mobility: 28 Move: 7 Resources: 350 RpM: 3 Move: S ------------------- A-Type (Machinegun) Attack: S RpA: 25 Zaku Machinegun: Pow: 12 Acc: 50 Range: 1 Heat Hawk: Pow: 13 Acc: 70 Range: 0 ------------------- A-Type (Bazooka) Attack: S RpA: 38 Zaku Bazooka: Pow: 20 Acc: 60 Range: 1 Heat Hawk: Pow: 13 Acc: 70 Range: 0 Notes: This MS is better than the Zaku II-R1, and doesn't take long to develop so you'll probably produce more of these. If you can wait and have the technology levels though, you're probably better off waiting until you can produce the Zaku II-R2. No: 041 High Maneuverability Zaku Late Type ザクII-R2 Requirements: Zaku II-R1A, MS level 7, MA level 6 Number per unit: 3 Development: 3500/6 Turns Cost: 1500/3000 Production time: 2 Turns Sensors: B Armor: 80 Mobility: 32 Move: 8 Resources: 400 RpM: 4 Move: S ------------------- A-Type (Machinegun) Attack: S RpA: 25 Zaku Machinegun: Pow: 14 Acc: 50 Range: 1 Heat Hawk: Pow: 13 Acc: 70 Range: 0 ------------------- A-Type (Bazooka) Attack: S RpA: 38 Zaku Bazooka: Pow: 24 Acc: 60 Range: 1 Heat Hawk: Pow: 13 Acc: 70 Range: 0 Notes: The Zaku II-R2 will probably be your main warhorse in space until you can start developing Rick-Doms and Gelgoogs. They can sink cruisers really well, especially when using bazookas, mop up the floor with Saber Fish, and can hold their own against Balls. Against UN mobile suits they're not as effective, but can still win if you gang up against them. Also They work well when paired with Rick-Doms on the same hex with the Rick-Doms at the back; the more maneuverable Zaku II-R2s at the front can dodge incoming attacks more easily, while the more powerful Rick -Doms at the rear can follow up with hard-hitting attacks. No: 042 High Maneuverability Zaku (Shin Matsunaga's unit) ザクII-R1/S.M Requirements: Zaku II-R1, MS level 5, MA level 3 Max units: 1 Number per unit: 1 Development: 1000/1 Turn Cost: 400/600 Production time: 2 Turns Sensors: B Armor: 80 Mobility: 40 Move: 8 Resources: 320 RpM: 3 Move: S Attack: S RpA: 35 Zaku Machinegun: Pow: 12 Acc: 50 Range: 1 Heat Hawk: Pow: 13 Acc: 70 Range: 0 Note: Shin Matsunaga's Zaku II-R1 has stats WAY higher than an ordinary R1, and are even higher than an R2. (with the exception of the fuel tank and the weapons, which have the same stats as an R1) The development of this unit should be a good sign that it's time to move Shin Matsunaga into space if he isn't there already. Of course, you could always have another pilot in this unit, but they won't do as well. No: 043 High Maneuverability Zaku (Black Trinary's Units) ザクII-R1/3S Requirements: Zaku II-R1A, MS level 6, MA level 4 Max units: 3 Number per unit: 1 Development: 1000/1 Turn Cost: 420/700 Production time: 2 Turns Sensors: B Armor: 85 Mobility: 44 Move: 8 Resources: 350 RpM: 3 Move: S Attack: S RpA: 42 Zaku Bazooka: Pow: 32 Acc: 50 Range: 1 Heat Hawk: Pow: 13 Acc: 70 Range: 0 Note: Put the Black Trinary in these units and they can wreak major havoc against enemy space fleets. Decent armor and really high mobility make for a nice unit. The catch; these suits eat up resources really quickly, so you can't fight for very long in them. It's best to keep them on board a cruiser, then launch them as needed. No: 044 High Maneuverability Zaku (Johnny Ridden's Unit) ザクII-R1/J.R Requirements: Zaku II-R2, MS level 7, MA level 6 Max units: 1 Number per unit: 1 Development: 1000/1 Turn Cost: 650/1000 Production time: 2 Turns Sensors: B Armor: 90 Mobility: 48 Move: 8 Resources: 400 RpM: 4 Move: S Attack: S RpA: 62 Zaku Bazooka: Pow: 32 Acc: 50 Range: 1 Heat Hawk: Pow: 13 Acc: 70 Range: 0 Note: This is the most powerful Zaku unit in the game. It's a lot like a Rick-Dom with super-high maneuverability. Definitely move Johnny Ridden to space once you make this unit. The downside is that it consumes a LOT of resources when it attacks, so you'll need it docked on a cruiser when you're not using it. No: 045 Space-Use High Maneuverability Zaku Test Type ザクII-RD4 Requirements: Dom, MS level 8, MA level 5 Number per unit: 1 Development: 3000/6 Turns Cost: 500/800 Production time: 2 Turns Sensors: B Armor: 70 Mobility: 32 Move: 7 Resources: 350 RpM: 5 Move: S Attack: S RpA: 35 Zaku Machinegun: Pow: 14 Acc: 50 Range: 1 Heat Hawk: Pow: 13 Acc: 70 Range: 0 Note: This weird-looking thing is necessary to develop the Rick-Dom, but aside from that, it's a pretty useless unit. Just looking at the stats I never bothered using it; the Zaku II-R2 has better stats and costs about the same. I suppose if you develop this before that unit you might get some use out of it as an ace pilot unit, but I suggest developing it without actually producing it. No: 046 Gouf (First Mass production type) グフ-A Requirements: Zaku II-J, MS level 6 Number per unit: 3 Development: 3000/8 Turns Cost: 900/1800 Production time: 2 Turns Sensors: C Armor: 70 Mobility: 18 Move: 6 Resources: 320 RpM: 2 Move: LDMF Attack: LaDMF RpA: 30 Zaku Bazooka: Pow: 20 Acc: 60: Range: 1 Anti-Air Cracker: Pow: 5 Acc: 70: Range: 1 Heat Hawk: Pow: 13 Acc: 70: Range: 0 Note: Yeah, this a Gouf, and it is blue, but really this thing is nothing more than a slightly beefed-up Zaku II-J type. However, as it can move well in any sort of ground terrain, it's still more useful than any non-custom type Zaku that can move on land. (Well, except for the Zaku II-FZ, but that's a weird case) The Gouf As will still get shot down by UN Mobile Suits pretty easily, but can last a little longer than a Zaku would. No: 047 Gouf グフ-B Requirements: Prototye Gouf, MS level 7 Number per unit: 3 Development: 2000/4 Turns Cost: 1050/2,250 Production time: 4 Turns Sensors: C Armor: 85 Mobility: 22 Move: 6 Resources: 320 RpM: 2 Shield Equipped Move: LDMF Attack: LaDMF RpA: 35 Hand Machinegun: Pow: 16 Acc: 55 Range: 1 Anti-Air Heat Rod: Pow: 21 Acc: 90 Range: 0 Note: This MS isn't very useful against Gundams, but against GMs, it can survive a whole lot longer than a Zaku would. You can use them to try to hold back the first UN mobile suits until you develop the Doms, which have more of a fighting chance. It's decent in ranged combat, though its Heat Rod really packs a punch in hand-to-hand combat. It's also the only Zion grunt-unit besides the Gelgoog- A and Gyans to sport a shield. No: 048 Prototype Gouf グフB/Pタイプ Requirements: Gouf-A, MS level 6 Max units: 1 Number per unit: 1 Development: 3000/6 Turns Cost: 500/850 Production time: 4 Turns Sensors: B Armor: 98 Mobility: 28 Move: 6 Resources: 350 RpM: 2 Shield Equipped Move: LDMF Attack: LaDMF RpA: 40 Hand Machinegun: Pow: 20 Acc: 60: Range: 1 Anti-Air Heat Rod: Pow: 21 Acc: 90 Range: 0 Heat Saber: Pow: 13 Acc: 80 Range: 0 Note: The Prototype Gouf is a more powerful version of its mass-produced version, the Gouf B. It's really powerful in close combat with its heat rod and heat sword. However since it's geared to be an ace-pilot unit, you might end up having it in the back ranks more often, and thus unable to make use of this advantage. It's the best ace-pilot type ground unit you'll get for a while, so it can be pretty useful. No: 049 Gouf Heavy Armor Type グフ-C Requirements: Prototype Gouf, MS level 7 Number per unit: 3 Development: 2000/4 Turns Cost: 1050/3000 Production time: 4 Turns Sensors: C Armor: 100 Mobility: 12, Move: 4 Resources: 380 RpM: 3 Move: Ldmf Attack: LAdmf RpA: 35 Hand Machinegun: Pow: 16 Acc: 50: Range: 1 Anti-Air Hand Machinegun: Pow: 10 Acc: 50: Range: 1 Anti-Air Note: Let's see...worse maneuverability and movement, worse attack with regards to terrain type, less accuracy, and no close combat weapons, the specialty of other Goufs...(It CAN fight close up, but just does a wimpy bash) Basically, this unit stinks. Don't waste your money researching it, let alone producing it. No: 050 Experimental Aerial Gouf グフ-H Requirements: Prototype Gouf, MS level 7, MA level 5 Number per unit: 3 Development: 2000/4 Turns Cost: 1350/2400 Production time: 4 Turns Sensors: C Armor: 60 Mobility: 32, Move: 7 Resources: 350 RpM: 4 Move: Ldmf Attack: Ladmf RpA: 50 Giant Bazooka: Pow: 24 Acc: 50: Range: 1 Anti-Air Hand Machinegun: Pow: 11 Acc: 50: Range: 1 Note: This unit can be a prerequisite for the Dom, so you definitely should research it, but it's not really worth producing in large numbers as it lacks lots of advantages of the "vanilla" Goufs--no close combat capability and bad in most land terrains. Not quite as useless as the Heavy Armor Gouf as it has better movement, nice mobility, and that bazooka does pack a punch. No: 051 Dom ドム Requirements: Experimental Aerial Gouf, MS level 8 Number per unit: 3 Development: 3000/8 Turns Cost: 1800/2700 Production time: 4 Turns Sensors: B Armor: 120 Mobility: 25 Move: 7 Resources: 400 RpM: 3 Move: LDMF Attack: LAdmf RpA: 50 Giant Bazooka: Pow: 28 Acc: 50 Range: 1 Anti-Air Spread Beam: Pow: 1 Acc: 99 Range: 1 Heat Sword: Pow: 16 Acc: 75 Range: 0 Note: OK, so the Spread Beam is useless. But otherwise, the Dom will be your primary workhorse in dominating (and holding already owned territories on) the Earth. There are a handful of units that are better on land than the Dom, but in terms of production and overall ease of use, the Dom is the best. Once you develop it, start cranking up the production, because you'll want as many Doms as possible to take on the overpowered UN MS units. No: 052 Rick-Dom リック・ドム Requirements: Dom, Zaku II-RD4, MS level 9 Number per unit: 3 Development: 1500/2 Turns Cost: 1800/2700 Production time: 3 Turns Sensors: B Armor: 120 Mobility: 25 Move: 7 Resources: 400 RpM: 3 Move: S Attack: S RpA: 50 Giant Bazooka: Pow: 28 Acc: 50 Range: 1 Spread Beam: Pow: 1 Acc: 99 Range: 1 Heat Sword: Pow: 16 Acc: 75 Range: 0 Note: The Rick-Dom is identical to the Dom, except that it is used in space. It's not as essential as the Dom, as the Gelgoogs are better space units overall, but is worth developing nonetheless, as Zakus will have trouble holding back UN mobile suits in space until you reach that technology level. No: 053 Dowadge ドワッジ Requirements: Dom, MS level 9 Number per unit: 3 Development: 3500/6 Turns Cost: 2100/3000 Production time: 3 Turns Sensors: B Armor: 130 Mobility: 28 Move: 6 Resources: 450 RpM: 3 Move: LDMF Attack: LADmf RpA: 55 Giant Bazooka: Pow: 30 Acc: 50 Range: 1 Anti-Air Spread Beam: Pow: 1 Acc: 99 Range: 1 Heat Sword: Pow: 25 Acc: 75 Range: 0 Note: Whether or not you use this unit or the Dom as your primary surface MS is probably a toss up. This one has better stats overall, and moves well in desert terrain, but it can't move as far per turn as the Dom can and is more expensive. It's definitely a good unit though. No: 054 Dowadge Revision ドワッジ-H Requirements: Dowage, MS level 10 Number per unit: 1 Development: 4500/6 Turns Cost: 900/1400 Production time: 3 Turns Sensors: B Armor: 175 Mobility: 35 Move: 6 Resources: 500 RpM: 4 Move: LDMF Attack: LADmf RpA: 60 Beam Cannon: Pow: 37 Acc: 60 Range: 1-2 Anti-Air Spread Beam: Pow: 1 Acc: 99 Range: 1 Heat Sword: Pow: 25 Acc: 75 Range: 0 Note: With the sole exception of the Kampher (which is an uberunit anyway) this is the best non-unique ground-based ace pilot unit that the Zions can make. Not only does it have great stats, but it can also attack at long range and sports a beam cannon, a rarity amongst Zion units. A very nice unit to have. No: 055 Gelgoog ゲルググ-A Requirements: Gelgoog-S, MS Level 12 Number per unit: 3 Development: 6000/8 Turns Cost: 2100/4500 Production time: 3 Turns Sensors: B Armor: 150 Mobility: 30 Move: 7 Resources: 400 RpM: 3 Shield Equipped Move: LSdmf Attack: LASdmf RpA: 45 Beam Rifle: Pow: 24 Acc: 60 Range: 1 Anti-Air Beam Naginata: Pow: 18 Acc: 80 Range: 0 Note: This is basically the best grunt-use MS in the game for the Zion forces. However, it's more suited as a space unit than a land one, as it can't move through rough terrain as well as the Dom can. Still, this is one of the only Zion mobile suits that can stand a chance against Guncannons and Gundams. You'll definitely want lots of these toward the end of the game. It costs a bundle to develop and produce, but is worth it. No: 056 High Maneuverability Gelgoog ゲルググ-B Requirements: Gelgoog-A, MS Level 12 Number per unit: 1 Development: 3500/4 Turns Cost: 1200/1800 Production Time: 3 Turns Sensors: B Armor: 160 Mobility: 42 Move: 8 Resources: 420 RpM: 5 Move: LSdmf Attack: LASdmf RpA: 60 Rocket Launcher: Pow: 42 Acc: 50 Range: 1-2 Anti-Air Beam Naginata: Pow: 32 Acc: 80 Range: 0 Note: This is an ace-pilot use Gelgoog, more specialized than the generic Gelgoog-S. It has less armor than that model, but better mobility and a powerful rocket launcher that can attack at long ranges. It's a great unit to put pilots with good targeting skill in. However, aside from the range boost, it's not all that much better than the Gelgoog-S, and lacks that unit's shield; you may not want to bother developing it. It's a prerequisite to Johnny Ridden's Gelgoog though, so you could go either way. Note that although it doesn't list a beam rifle amongst its weapons, it still uses one. Not sure what its stats are though, for obvious reasons. No: 057 Gelgoog Cannon ゲルググキャノン Requirements: Gelgoog-A, MS Level 12 Number per unit: 1 Development: 3500/6 Turns Cost: 1200/2000 Production Time: 3 Turns Sensors: B Armor: 170 Mobility: 30 Move: 5 Resources: 420 RpM: 5 Move: LSdmf Attack: LASdmf RpA: 65 Beam Cannon: Pow: 44 Acc: 50 Range: 1-2 Anti-Air Beam Naginata: Pow: 18 Acc: 80 Range: 0 Missile Launcher: Pow: 10 Acc: 40 Range: 1-1 Note: This is a step-up--sort of--from the Gelgoog-S. Its stats are all lower than the Gelgoog-S, but it can attack at range. Quite frankly I would pass over this unit, as the high-maneuverability Gelgoog is better in all respects except for armor (and the mobility bonus more than makes up for that) No: 058 Gelgoog (First Production Model) ゲルググ-S Requirements: Zaku II-R2, MS Level 11 Number per unit: 1 Development: 5000/10 Turns Cost: 1000/1500 Production time: 3 Turns Sensors: B Armor: 185 Mobility: 36 Move: 7 Resources: 400 RpM: 4 Shield Equipped Move: LSdmf Attack: LASdmf RpA: 50 Beam Rifle: Pow: 36 Acc: 60 Range: 1 Anti-Air Beam Naginata: Pow: 32 Acc: 80 Range: 0 Note: The Gelgoog-S is your first Gelgoog unit--it takes forever to develop and costs a bundle for an MS, but you really need it badly if you're going to keep back the enemy hordes in space; Rick-Doms are good but you'll need Gelgoogs to stop the non-mass-produced UN mobile suits, This MS is more geared toward for ace pilots, but is a prerequisite for the mass-produced Gelgoog-A. No: 060 Gelgoog (Char Aznable's Unit) ゲルググ/C.A Requirements: Gelgoog S, MS Level 11 Max units: 1 Number per unit: 1 Development: 1500/1 Turns Cost: 1500/1500 Production time: 3 Turns Sensors: B Armor: 195 Mobility: 50 Move: 8 Resources: 400 RpM: 4 Shield Equipped Move: LSdmf Attack: LASdmf RpA: 50 Beam Rifle: Pow: 48 Acc: 60 Range: 1 Anti-Air Beam Naginata: Pow: 42 Acc: 80 Range: 0 Note: The best of Char's units (while he's a member of Zion at any rate...) Char's Gelgoog can kick some serious UN tail. It's cheap and quick to research, like the other custom-built units, so is definitely worth researching. (That is, if Char hasn't defected to Neo Zion or Legitimate Zion when you develop it...) No: 061 Gelgoog (Johnny Ridden's Unit) ゲルググ/J.R Requirements: Gelgoog-B, MS Level 12 Max units: 1 Number per unit: 1 Development: 1500/1 Turn Cost: 1800/1800 Production Time: 3 Turns Sensors: B Armor: 180 Mobility: 52 Move: 9 Resources: 420 RpM: 5 Move: LSdmf Attack: LASdmf RpA: 60 Rocket Launcher: Pow: 47 Acc: 50 Range: 1-2 Anti-Air Beam Naginata: Pow: 32 Acc: 80 Range: 0 Note: Johnny Ridden's Gelgoog is a revision of the Gelgoog-B, not the Gelgoog-S, so you need to research that before you can get this unit. This is probably the best of the Gelgoogs since it has that long-range rocket launcher, plus has fantastic mobility, decent armor, and is tied with the Ziong and Kampher for the highest movement rate among mobile suits. However, when you consider the research costs of the Gelgoog-B in addition to this, it's expensive to make. Still, worth it if you have the funds left over. No: 062 Gyan ギャン/Pタイプ Requirements: Prototype Gouf, MS Level 11 Max units: 1 Number per unit: 1 Development: 5000/10 Turns Cost: 1000/1000 Production time: 3 Turns Sensors: B Armor: 220 Mobility: 36 Move: 6 Resources: 350 RpM: 3 Shield Equipped Move: Lsdmf Attack: LsDMF RpA: 40 Shield Missile: Pow: 26 Acc: 60 Range: 1 Anti-Air Beam Saber: Pow: 47 Acc: 85 Range: 0 Note: Once you hit MS Level 11, two "elite" MS models will be available to research: the Gelgoog, and this, the Gyan. Both cost a fortune to develop and tons of time. The Gelgoog is more suited for long-range combat, and the Gyan for close combat. In fact, the Gyan is actually the best close combat MS in the game, so is a great unit to put your pilots with high melee skill in. The downside is that the Gyan is not so hot in space, and has lousy mobility over most kinds of terrain as well. Since this is a prototype unit, it's geared toward ace pilots. No: 063 Gyan (Mass produced model) ギャン Requirements: Prototype Gouf, MS Level 11 Number per unit: 3 Development: 6000/6 Turns Cost: 1800/2700 Production time: 3 Turns Sensors: B Armor: 120 Mobility: 28 Move: 6 Resources: 350 RpM: 3 Shield Equipped Move: Lsdmf Attack: LsDMF RpA: 30 Shield Missile: Pow: 26 Acc: 60 Range: 1 Anti-Air Beam Saber: Pow: 47 Acc: 85 Range:0 Note: One of the few grunt units whose weapons don't get a downgrade from the prototype. Mass produced Gyans can do really heavy damage in close combat so are best to put at the front of your ranks. On the whole though grunt Gelgoogs are more useful than grunt Gyans. No: 064 Kampher ケンプファー Requirements: MS level 14 Number per unit: 1 Development: 8000/12 Turns Cost: 2000/3500 Production time: 3 Turns Sensors: A Armor: 260 Mobility: 56 Move: 9 Resources: 380 RpM: 5 Move: LSDMF Attack: LSADMF RpA: 70 Bazooka: Pow: 41 Acc: 70 Range: 1 Shotgun: Pow: 13 Acc: 90 Range: 1 Beam Saber: Pow: 28 Acc: 80 Range: 0 Panzerfaust: Pow: 20 Acc: 30 Range: 1 Note: While there are a handful of units in the game with better stats than the Kampher, when you factor in everything (cost, versatility, terrain etc) it is, IMO, the single best ace unit in the game. The Kampher excels in both space and on land, deals immense punishment with its array of weaponry, and has great mobility and movement. However, you pretty much have to use this unit according to its design; for hit and run raids. Its resources per attack are high enough that you can't use this unit for long-term battles. However, once you get the option to make this unit, you should produce as many as you can and put your ace pilots in them--they can really turn the tide against the overpowered UN mobile suits. No: 065 Ifreet Revision (EXAM) イフリートTX Requirements: Special, MS level 9 Max units: 1 Number per unit: 1 Development: 4000/6 Turns Cost: 1500/2200 Production time: 3 Turns Sensors: A Armor: 250 Mobility: 45 Move: 8 Resources: 450 RpM: 5 Move: LDMF Attack: LaDMF RpA: 80 Rocket Launcher: Pow: 40 Acc: 50 Range: 1 Foot Missile Pod: Pow: 12 Acc: 60 Range: 1 Beam Saber: Pow: 18 Acc: 75 Range: 0 Note: You need to start EXAM research before you can produce this unit. It's a good ace pilot unit, but you can only have one and it only is really good on land. However, it's quite effective on land, especially at close combat. On the other hand, it consumes resources at a heavy rate so cannot be used to fight for long. In the long run it may not seem worth developing, but you can't complete the EXAM event line without doing so. No: 066 Gog ゴッグ Requirements: Submarine Zaku, MS level 4, MA level 3 Number per unit: 3 Development: 3000/6 Turns Cost: 1050/2400 Production time: 3 Turns Sensors: B Armor: 100 Mobility: 10 Move: 4 Resources: 500 RpM: 5 Move: lWdmf Attack: lWdmf RpA: 50 Mega Particle Cannon: Pow: 20 Acc: 50 Range: 1-2 Torpedo: Pow: 16 Acc: 50 Range: 1-2 Underwater weapon Claw: Pow: 20 Acc: 70 Range: 0 Note: One of the first underwater units you can produce, and probably the best overall underwater. They're not so hot on land though, which makes them of limited use as the only underwater weapons the UN has are submarines, (sitting ducks for any kind of underwater MS) Aqua GMs (total weaklings) and the Gundam units. (which are weak underwater) Still, as the Gog is a requirement for the more advanced underwater units, you'll want to develop them, and produce a few as well. No: 067 Hi-Gog ハイゴッグ Requirements: Gog, MS level 11, MA level 6 Number per unit: 3 Development: 5000/8 Turns Cost: 1800/1950 Production time: 3 Turns Sensors: B Armor: 70 Mobility: 28 Move: 7 Resources: 350 RpM: 3 Move: lWdmf Attack: lWAdmf RpA: 35 Hand Beam Cannon: Pow: 23 Acc: 70 Range: 1 Anti-Air Torpedo: Pow: 18 Acc: 50 Range: 1-2 Underwater weapon Claw: Pow: 20 Acc: 80 Range: 0 Note: The Hi-Gog is a lot better than the Gog, but its primary problem is that it becomes available to develop at the same time as the Z'Gok-E, which is a much better unit. The only time you'd want to develop or produce this unit is if you decided not to research the Z'Gok and Z'Gok-S and needed a decent underwater unit. (If you drag your feet before invading Hawaii, you'll need something better than Gogs and Acguys to do it) No: 068 Acguy アッガイ Requirements: Submarine Zaku, MS level 5, MA level 2 Number per unit: 3 Development: 2000/4 Turns Cost: 750/1050 Production time: 3 Turns Sensors: B Armor: 60 Mobility: 18 Move: 6 Resources: 300 RpM: 2 Move: lWdmf Attack: lWdmf RpA: 20 Hand Vulcan: Pow: 9 Acc: 40 Range: 1 Rocket Shell Pod: Pow: 8 Acc: 45 Range: 1 Non-Underwater weapon Claw: Pow: 10 Acc: 65 Range: 0 Note: The Acguy is basically a poor man's version of the Gog. It costs less to develop and build, and has better movement and mobility, but is overall a lot less effective. However, developing it can have its advantages--it can be used as a prerequisite for the Z'Gok (though it will cost more to develop if you do) so if you want to forego the Gog and Hi-Gog altogether you can use the Acguy instead. And if you have a handful of Acguys they can be useful for swimming around the north end of the map where nobody ever goes, and taking over various bases. If you decide to develop the Gog though, don't bother with this MS. No: 069 Z'Gok ズゴック Requirements: Gog or Acguy, MS level 6, MA level 3 Number per unit: 3 Development: 4000/6 Turns Cost: 1500/2100 Production time: 3 Turns Sensors: B Armor: 90 Mobility: 22 Move: 6 Resources: 350 RpM: 3 Move: lWdmf Attack: lWadmf RpA: 30 Hand Vulcan: Pow: 16 Acc: 45 Range: 1 Anti-Air Rocket Shell: Pow: 10 Acc: 50 Range: 1 Claw: Pow: 10 Acc: 65 Range: 0 Note: The Z'Gok is the first underwater MS you can make that's really worth producing in large numbers. Unlike the Gog or Acguy, it can actually attack aerial opponents, even from underwater, so they're no longer sitting ducks from bombers. They can handle themselves fairly well on land as well. Until you can develop the Z'Gok-E, you can make good use of these. No: 071 Z'Gok-S ズゴック-S Requirements: Z'Gok, MS level 7, MA level 3 Number per unit: 1 Development: 3000/4 Turns Cost: 600/700 Production time: 3 Turns Sensors: B Armor: 120 Mobility: 26 Move: 6 Resources: 350 RpM: 3 Move: LWdmf Attack: LWAdmf RpA: 40 Claw Vice Beam: Pow: 24 Acc: 60 Range: 1 Anti-Air Rocket Shell: Pow: 10 Acc: 50 Range: 1 Claw: Pow: 32 Acc: 75 Range: 0 Note: This unit is geared toward being an ace pilot unit, and is quite effective. It doesn't handle well in rough terrain, but is good on both land and in the water so is a very versatile unit. In the middle of the game, until you can start building the more powerful ace pilot units (like Dowages or Gelgoogs) this will probably be your main ace pilot unit. It does remarkably well in close combat as well. No: 071 Z'Gok (Char's unit) ズゴック/C.A Requirements: Z'Gok-S, MS level 7, MA level 3 Number per unit: 1 Development: 1000/1 Turns Cost: 700/700 Production time: 3 Turns Sensors: B Armor: 140 Mobility: 40 Move: 7 Resources: 350 RpM: 3 Move: LWdmf Attack: LWAdmf RpA: 40 Claw Vice Beam: Pow: 28 Acc: 60 Range: 1 Anti-Air Rocket Shell: Pow: 10 Acc: 50 Range: 1 Claw: Pow: 35 Acc: 75 Range: 0 Note: Until you make Char's Gelgoog, this is the unit you'll want Char riding around in. (Unless of course you've got him in space, in which case you'll have to settle for his Zaku) In fact, even once you've developed the Gelgoog, this unit can be more useful for Char in some ways because it can move in water. No: 072 Z'Gok-E ズゴック-E Requirements: Z'Gok-S, MS level 11, MA level 3 Number per unit: 3 Development: 5000/8 Turns Cost: 2250/2250 Production time: 3 Turns Sensors: B Armor: 150 Mobility: 30 Move: 7 Resources: 350 RpM: 3 Move: LWdmf Attack: LWAdmf RpA: 45 Hand Beam Cannon: Pow: 30 Acc: 60 Range: 1 Anti-Air Torpedo: Pow: 18 Acc: 50 Range: 1-2 Underwater weapon Claw: Pow: 32 Acc: 75 Range: 0 Note: An excellent land-based grunt unit, even better than the Dom in many ways; better armor, mobility, and weapons, and it can go underwater, though it doesn't fare nearly as well in rough terrain. Still, it's a great unit on both land and in the water. Along with Doms (or Dowages) this will probably be the main unit you conquer the Earth with in the mid-to-late stages of the game. No: 073 Zock ゾック Requirements: MS level 7, MA level 7 Max units: 1 Number per unit: 1 Development: 5000/8 Turns Cost: 1000/1500 Production time: 4 Turns Sensors: A Armor: 300 Mobility: 15 Move: 6 Resources: 600 RpM: 8 Move: lWdmf Attack: lWAdmf RpA: 80 Mega Particle Cannon: Pow: 60 Acc: 30 Range: 1-2 Phonon Maser: Pow: 35 Acc: 50 Range: 1-2 Anti-Air Note: A very weird unit. Technically it's a mobile suit, but in practice, it skirts the line of being a MA. It's quite a powerful unit, but expensive to develop. If you decide to invade Hawaii later than sooner, then this will be a good unit to accompany you. Otherwise it's best to leave it alone. Put an ace pilot with good targeting skill in it. (those big claws are just decoration, it has no melee weapons) No: 074 Zeong ジオング Requirements: Brau-Buro, MS level 13, MA level 12 Number per unit: 1 Development: 12000/12 Turns Cost: 3000/5000 Production time: 4 Turns Sensors: A Armor: 280 Mobility: 60 Move: 9 Resources: 600 RpM: 5 Move: S Attack: S RpA: 70 Mega Particle Cannon: Pow: 66 Acc: 50 Range: 1-2 Mega Particle Cannon: Pow: 20 Acc: 50 Range: 1-2 Remote Hand Beam: Pow: 33 Acc: 90 Range: 2-3 Mega Particle Cannon: Pow: 25 Acc: 50 Range: 1-2 --------------- Sub-unit Zeong Head ジオングヘッド Sensors: A Armor: 30 Mobility: 60 Move: 10 Resources: 150 RpM: 1 Move: aS Attack: aS RpA: 20 Mega Particle Cannon: Pow: 25 Acc: 50 Range: 1-2 Note: A unique, and hella powerful unit. It skirts the line between MS and MA. It's expensive as hell to develop, (IF you can develop it, the development requirements are really high) but is really useful when invading Lunar 2. If this unit gets shot down, then instead of the pilot getting injured, it turns into the Zeong Head. (If the Zeong Head gets shot down, then the pilot DOES get injured) If there's no pilot, fight on in the head--if there is a pilot in the head, get back to base and transfer him/her to something else. Because of the massive expense needed for this unit, it's debatable whether or not it's worth investing in. If you do, you need to put a Newtype pilot in it, as only Newtypes can operate the Remote Hand Beam. No: 075 Perfect Zeong Pジオング Requirements: Zeong, MS level 15, MA level 15 Number per unit: 1 Development: 15000/6 Turns Cost: 4000/6000 Production time: 4 Turns Sensors: A Armor: 400 Mobility: 45 Move: 8 Resources: 600 RpM: 5 Move: lSdmf Attack: laSdmf RpA: 80 Mega Particle Cannon: Pow: 66 Acc: 50 Range: 1-2 Anti-Air Mega Particle Cannon: Pow: 20 Acc: 50 Range: 1-2 Remote Hand Beam: Pow: 33 Acc: 90 Range: 2-3 Mega Particle Cannon: Pow: 25 Acc: 50 Range: 1-2 --------------- Sub-unit Zeong Head ジオングヘッド Sensors: A Armor: 30 Mobility: 60 Move: 10 Resources: 150 RpM: 1 Move: aS Attack: aS RpA: 20 Mega Particle Cannon: Pow: 25 Acc: 50 Range: 1-2 Note: Basically, a Zeong with legs that can be used on the Earth. It takes a hit in mobility, and it's not so hot on land, plus costs a fortune in technology and investment to make. It's questionable whether or not you'll even be able to develop this unit by the end of the game, and even then, it's of limited use-- while it is decidedly very powerful, overall your money could be spent better elsewhere. No: 096 Gelgoog (Gato's Unit) ゲルググ/A.G Requirements: Gelgoog-S, MS Level 11 Max units: 1 Number per unit: 1 Development: 1500/1 Turn Cost: 1500/1500 Production Time: 3 Turns Sensors: B Armor: 210 Mobility: 45 Move: 8 Resources: 400 RpM: 4 Shield Equipped Move: LSdmf Attack: LASdmf RpA: 50 Beam Rifle: Pow: 48 Acc: 60 Range: 1 Anti-Air Beam Naginata: Pow: 42 Acc: 80 Range: 0 Note: This MS is so incredibly close in terms of stats to Char's Gelgoog that it's practically the same thing. It has slightly less mobility and slightly more armor, but in all other respects it's the same. However as Char is a better pilot than Gato, that unit will probably be more useful in the long run. No: 117 Blue Destiny Unit 2 (Nimbus' Unit) BD-2/N.S Requirements: Special, Base Level 12, MS Level 10, MA level 10 Max units: 1 Number per unit: 1 Development: 5000/6 Turns Cost: 2500/3200 Production Time: 3 Turns Sensors: A Armor: 290 Mobility: 52 Move: 7 Resources: 450 RpM: 5 Shield Equipped Move: LsDMF Attack: LAsDMF RpA: 100 Machine gun: Pow: 50 Acc: 60 Range: 1 Anti-Air Chest Missile: Pow: 10 Acc: 50 Range: 1 Beam Saber: Pow: 21 Acc: 80 Range: 0 Head Vulcan: Pow: 4 Acc: 50 Range: 1 Note: To produce this unit, when Professor Crust of the EXAM project defects in the EXAM event line, you need to give Nimbus permission to chase after him, but not to engage the Blue Destiny units. You'll then get the BD-2, along with the opportunity to research this unit. It's a good unit, but it eats resources like a ravenous dog so is of limited use. No: 120 Zaku II Revision ザクII-FZ Requirements: Zaku-F (presumably), MS level 13 Number per unit: 3 Development: 4000/8 Turns Cost: 1500/1350 Production time: 4 turns Sensors: B Armor: 80 Mobility: 20 Move: 6 Resources: 350 RpM: 3 Move: LSdmf Attack: LaSdmf Zaku Machinegun: Pow: 20 Acc: 70 Range: 1 Anti-Air Heat Hawk: Pow: 13 Acc: 70 Range: 0 Note: This is decidedly the best of the "grunt" all-purpose Zaku II units. (The Zaku II-R units are generally better in space) It's about on par with the Gouf-Bs, but by the time you can develop this unit you'll be able to produce stuff that's much, much better than it, so my advice is not even to bother developing it. It does look kind of cool though. ------------------------------------------------------------------------------- ZION MOBILE ARMORS ------------------------------------------------------------------------------- No: 079 Azzam アッザム Requirements: MA level 5 Development: 5000/8 Turns Cost: 2000/5000 Production time: 4 turns Sensors: A Armor: 600 Mobility: 15 Move: 4 Resources: 800 RpM: 6 Move: A Attack: LwADMF RpA: 90 Mega Particle Cannon: Pow: 46 Acc: 40 Range: 1-3 Surface Weapon Anti-Water Azzam Leader: Pow: 16 Acc: 99 Range: 1 Surface Weapon Note: The only MA in the game that can be used on the surface, (the Grublo being an underwater unit) and also the only Zeon unit besides the Gaw that can attack underwater enemies without actually being underwater. In many ways, this is the most useful of the Zion MAs because most of your fighting will be on land as the Zion forces. The Azzam Leader is especially nice, as it attacks all ground- based units in one blow. The only cruiser that can carry this unit is the Zanzibar, which is kind of obvious as that's the only cruiser that can enter the atmosphere. Overall this is an excellent unit that you should seriously consider making good use of. No: 080 Zakrello ザクレロ Requirements: Azzam, MA level 7 Development: 4000/6 Turns Cost: 1000/2000 Production time: 3 turns Sensors: B Armor: 300 Mobility: 35 Move: 8 Resources: 500 RpM: 5 Move: S Attack: S RpA: 50 Beam Cannon: Pow: 40 Acc: 40 Range 1-2 Missile: Pow: 12 Acc: 30 Range 1-3 Sickle Arm: Pow: 15 Acc: 60 Range: 0 Note: No matter how you slice it, this is pretty crappy for a MA. It's really only marginally better than a MS, but since it can't stack it's not as useful. However, you can load it into any ship, and they're relatively cheap, so they can be fairly easily mass produced--but its successor, the Bygro, is better. No: 081 Bygro ビグロ Requirements: Zakrello, MA level 8 Development: 5000/6 Turns Cost: 1500/3000 Production time: 3 turns Sensors: A Armor: 400 Mobility: 48 Move: 10 Resources: 600 RpM: 7 Move: S Attack: S RpA: 60 Mega Particle cannon: Pow: 66 Acc: 50 Range 1-3 Missile: Pow: 15 Acc: 30 Range 1-3 Claw: Pow: 23 Acc: 85 Range: 0 Note: Overall, this is the best Mobile Armor in the game. The Newtype MAs are arguably better, but you need a Newtype pilot to use them properly, and there aren't many of those. It's got the best mobility of all the Mobile Armors in the game (with the exception of the Gundam MA mode, but that's not that great a unit) powerful weapons, and good range. You can make good use of these protecting your space stations or stomping down pesky UN mobile suits. You can put these in any ship, so they're quite useful. No: 082 Grublo グラブロ Requirements: Bygro, MA level 9 Development: 6000/6 Turns Cost: 2500/4000 Production time: 4 turns Sensors: A Armor: 700 Mobility: 25 Move: 8 Resources: 700 RpM: 5 Move: W Attack: WS RpA: 70 Torpedo: Pow: 46 Acc: 60 Range 1-3 Boomerang Missile: Pow: 20 Acc: 70 Range 1-2 Anti-Air Claw: Pow: 23 Acc: 85 Range: 0 Note: This underwater version of the Bygro is not worth producing or developing IMO. Sure, it's got ridiculously tough armor and its torpedoes pack a punch, but there's really not that much in the way of underwater threats from the UN, and what there is your subs and underwater mobile suits should be able to take care of easily. No: 083 Big Zam ビッグ・ザム Requirements: Azzam, MA level 10 Development: 18000/12 Turns Cost: 9999/9999 Production time: 5 turns Sensors: A Armor: 999 Mobility: 10 Move: 4 Resources: 999 RpM: 10 Move: S Attack: S RpA: 255 BG Mega Particle Cannon: Pow: 66 Acc: 99 Range 2-5 Diffusion Beam: Pow: 52 Acc: 80 Range 1-2 Note: Yes, it's a giant machine of death that is nearly impossible to kill, but this unit is really not worth it in the long run. Its biggest problem is its absurd resource consumption--you can make a grand total of 3 attacks with this thing before you run out of energy. Don't even think of scanning with it. There's only one real use for the Big Zam--plopping it down on the main hex of your major bases and using it to fend off invasions that shouldn't be happening in the first place. You can also use it as long range fire support on a minor base on the space map. It's so big that it can only be loaded on a Dolos. No: 084 Brau-Buro ブラウ・ブロ Requirements: Special Development: 8000/8 Turns Cost: 3000/5000 Production time: 4 turns Sensors: A Armor: 500 Mobility: 35 Move: 9 Resources: 700 RpM: 6 Move: S Attack: S RpA: 80 Mega Particle Cannon: Pow: 70 Acc: 50 Range 1-3 Remote Beam Cannon: Pow: 33 Acc: 70 Range 2-3 Note: To make this MA, you need to create the Flanagan Institute, then you can research it. This is a Newtype-use MA, so unless you use a Newtype pilot, you won't be able to use the Remote Beam Cannon. It's quite powerful though. The Elmeth is a better vessel for your Newtype pilots though. It can be loaded onto either the Dolos or the Zanzibar. No: 085 Elmeth エルメス Requirements: Brau-Buro, MA level 13 Development: 10000/10 Turns Cost: 5000/4000 Production time: 4 turns Sensors: A Armor: 450 Mobility: 40 Move: 9 Resources: 600 RpM: 7 Move: S Attack: S RpA: 80 Mega Particle Cannon: Pow: 80 Acc: 60 Range 1-3 Bit: Pow: 60 Acc: 99 Range 2-3 Note: At first glance, the stats on the Elmeth look less attractive than the Brau- Buro, but its weapons are so much better that it makes a big difference, especially the Bit attack. However, you need a Newtype pilot to operate the Bits, so this unit is pretty much useless without one. It's a great unit for Char or Lalah to pilot. Like the Brau-Buro, it can only be loaded onto the Dolos or Zanzibar. ------------------------------------------------------------------------------- ZION ARMOR UNITS ------------------------------------------------------------------------------- No: 088 Magella Attack マゼラアッタク Requirements: Base Level 2 Number per unit: 3 Development: 1500/2 Turns Cost: 180/480 Production time: 1 turn Sensors: C Armor: 15 Mobility: 6 Move: 4 Resources: 200 RpM: 1 Move: LDmf Attack: LaDmf RpA: 20 Magella Top Cannon: Pow: 12 Acc: 30 Range: 1-2 Anti-Air Triple Vulcan: Pow: 2 Acc: 30 Range: 1 ---------------------------- Sub-Unit Magella Base Sensors: C Armor: 10 Mobility: 7 Move: 4 Resources: 120 RpM: 1 Move: LDmf Attack: LDmf RpA: 12 Triple Vulcan: Pow: 2 Acc: 30 Range: 1 ---------------------------- Sub-Unit Magella Top Sensors: B Armor: 5 Mobility: 10 Move: 5 Resources: 80 RpM: 4 Move: A Attack: A RpA: 8 Magella Top Cannon: Pow: 12 Acc: 30 Range: 1-2 Notes: The Magella Attack is probably the only Zion armor unit worth developing. It's cheap both to produce and develop, and quite useful in the early stages of the game, as it's one of the first units with a long-range attack that you can develop. It can make short work of UN Type-61 tanks. You can detach this unit into two separate units, the Magella Base and the Magella Top. The Magella Base by itself is pretty worthless, but when you return it to a base it gets a new top. The Magella Top is ironically the best dogfight-capable unit that the Zion forces has, aside from the MS-mounted Dodai units, which cost a bundle. No: 089 Gallop ギャロップ Requirements: Base Level 3 Number per unit: 1 Development: 4000/8 Turns Cost: 1000/3000 Production time: 3 turns Sensors: A Armor: 350 Mobility: 5 Move: 5 Resources: 600 RpM: 3 Carrying Capacity: 2 Minovsky Equipped (Short) Move: LDmf Attack: LADmf RpA: 50 Primary Cannon: Pow: 33 Acc: 35 Range: 1-2 Anti-Air Notes: Not a terribly useful unit. Being a carrier, you can't stack it, and it's not terribly useful in battle, though it does pack a punch. If you use it at all, it's probably best used for its sensors, or as a semi-mobile refueling station for your mobile suits. No: 090 Doubde ダブデ Requirements: Base Level 4 Number per unit: 1 Development: 6000/6 Turns Cost: 2000/6000 Production time: 4 turns Sensors: S Armor: 500 Mobility: 0 Move: 4 Resources: 600 RpM: 5 Carrying Capacity: 6 Minovsky Equipped (Wide) Move: LDmf Attack: LADmf RpA: 80 Primary Cannon: Pow: 40 Acc: 35 Range: 1-3 Anti-Air Notes: The only unit aside from the Big Tray (and HLVs) in the game to have a zero mobility! Though you may not want to develop or produce it, the Doubde is more useful than the Gallop. If you produce several of them, load two platoons of mobile suits on each, and leave them at drop points as a mobile station for picking off incoming HLVs, they can do a good job of keeping away invasions from space when you're trying to conquer the Earth. ------------------------------------------------------------------------------- ZION AIRCRAFT ------------------------------------------------------------------------------- No: 099 Dopp ドップ Number per unit: 6 Development: 1500/2 Turns Cost: 180/330 Production time: 1 turn Sensors: C Armor: 10 Mobility: 12 Move: 5 Resources: 200 RpM: 4 Move: A Attack: A RpA: 12 Missile Launcher: Pow: 4 Acc: 30 Range: 1 Autocannon: Pow: 3 Acc: 30 Range: 1 Notes: Dopps are nothing to write home about. They can only attack other aerial units and get shot down very, very easily. (Basically, if they get hit, they die) However, they are of some use as the UN uses a fair number of aerial units, and Dopps can often distract them from attacking your mobile suits. Whether or not you develop them is up to you. No: 100 Dopp (Garma's Unit) ドップ/G.Z Requirements: Dopp, Base Level 2 Max units: 1 Number per unit: 1 Development: 1000/1 Turns Cost: 80/55 Production time: 1 turn Sensors: C Armor: 25 Mobility: 30 Move: 6 Resources: 200 RpM: 5 Move: A Attack: A RpA: 15 Missile Launcher: Pow: 6 Acc: 30 Range: 1 Autocannon: Pow: 3 Acc: 30 Range: 1 Notes: This is better than a vanilla Dopp. However, it's still not only just a Dopp, but it's by itself so it's a sitting duck. It does get better when Garma is riding it, but putting him in this unit is basically the same as sending him to the hospital as he won't survive for long. Don't bother. No: 101 Dodai GA ドダイGA Requirements: Base level 3 Number per unit: 3 Development: 1500/2 Turns Cost: 180/420 Production time: 1 turn Sensors: B Armor: 20 Mobility: 8 Move: 5 Resources: 280 RpM: 5 Move: A Attack: LDMF RpA: 50 Air-to-Surface Missile: Pow: 9 Acc: 35 Range: 1-2 Anti-Ground Weapon Notes: Dodais by themselves are bombers, and fairly useful as they can attack at range; they can take out Type 61 Tanks and a fair number of MS unit types without them being able to retaliate. However they're still rather weak. They're a prerequisite for the Dodai YS units, which are very useful. No: 102 Dodai YS (Surface Zaku Type) ドダイYS/ザク Requirements: Dodai GA, Zaku II-J, Base level 5 Number per unit: 3 Development: 1000/2 Turns Cost: 1200/1620 Production time: 2 turns ------------------------- Dodai Form Sensors: B Armor: 60 Mobility: 8 Move: 5 Resources: 300 RpM: 8 Move: A Attack: LADMF RpA: 35 Zaku Machinegun: Pow: 10 Acc: 50 Range: 1 Air-to-Surface Missile: Pow: 9 Acc: 35 Range: 1-2 Anti-Ground Weapon ------------------------- Zaku Form Sensors: B Armor: 60 Mobility: 15 Move: 5 Resources: 300 RpM: 2 Move: LdMF Attack: LadMF RpA: 15 Zaku Machinegun: Pow: 10 Acc: 50 Range: 1 Anti-Air Weapon Foot Missile Pod: Pow: 6 Acc: 50 Range: 1 Heat Hawk: Pow: 12 Acc: 70 Range: 0 Notes: Dodai YS/Zakus are a freely "transformable" unit; it's just a Dodai GA with a Zaku II-J riding on top of it. However it's very useful as it's freely transformable. As a Dodai form it has the bombing capability of a Dodai, but also anti-air capability with the Zaku on top of it. As a Zaku it can do anything a Zaku II-J can. One use for this unit is to move around as a Dodai through rough terrain, then transform into a Zaku to take over bases. No: 103 Dodai YS (Gouf) ドダイYS/グフ Requirements: Dodai GA, Gouf-B, Base level 7 Number per unit: 3 Development: 1000/2 Turns Cost: 1350/2670 Production time: 2 turns ------------------------- Dodai Form Sensors: B Armor: 80 Mobility: 8 Move: 5 Resources: 350 RpM: 8 Move: A Attack: LADMF RpA: 45 Hand Machinegun: Pow: 16 Acc: 55 Range: 1 Air-to-Surface Missile: Pow: 9 Acc: 35 Range: 1-2 Anti-Ground Weapon ------------------------- Gouf Form Sensors: B Armor: 80 Mobility: 20 Move: 6 Resources: 350 RpM: 2 Move: LDMF Attack: LaDMF RpA: 35 Hand Machinegun: Pow: 16 Acc: 55 Range: 1 Anti-Air Weapon Heat Rod: Pow: 21 Acc: 90 Range: 0 Notes: Dodai YS/Goufs are basically the same thing as the Dodai YS/Zakus, except that they've got a Gouf-B riding it instead of a Zaku II-J. As such, they're substantially more useful. They're not that much more expensive either, so this is definitely the better buy between the two. No: 105 Luggun ルッグン Requirements: Base level 4 Number per unit: 6 Development: 1500/2 Turns Cost: 240/540 Production time: 1 turn Sensors: S Armor: 10 Mobility: 10 Move: 5 Resources: 250 RpM: 3 Minovsky Equipped (Short) Move: A Attack: A RpA: 12 Vulcan: Pow: 3 Acc: 30 Range: 1-1 Notes: This funny-looking plane is a very specialized unit. It's worthless in battle, but is still an invaluable unit to have. It's basically a spy plane, and gives the Zion forces a real edge because the UN has no equivalent. This unit is a must-have for base invasions, especially later ones, as it will save your front-line units resources by doing the scanning for them. Its Minovsky unit is icing on the cake. The down side is that Lugguns get shot down VERY easily, so you should fly them in, scan, and get away as soon as possible. No: 107 Gaw ガウ Requirements: Base level 5 Number per unit: 1 Development: 4500/6 Turns Cost: 1500/4000 Production time: 3 turns Sensors: A Armor: 250 Mobility: 5 Move: 4 Resources: 700 RpM: 8 Carrying Capacity: 3 Minovsky Equipped (Wide) Move: A Attack: LWADMF RpA: 80 Beam Cannon: Pow: 40 Acc: 40 Range: 1-3 Bomb: Pow: 56 Acc: 30 Range: 1 Anti-Ground Weapon Anti-Water weapon Notes: The Gaw is Zion's only aerial troop transport. (except for the Zanzibar of course, though that's a cruiser) It can hold its own in battle too. However, it's a rather lousy unit. Its carrying capacity is pathetic and it's really expensive in terms of development and production, so launching invasions using them is not worth it. I suggest not developing Gaws, and instead waiting until you can develop Zanzibars, which are much more versatile. In the meantime, launch your invasions using submarines or, if worse comes to worst, HLVs. ------------------------------------------------------------------------------- ZION SPACECRAFT ------------------------------------------------------------------------------- Gattle ガトル Number per unit: 6 Cost: 300/480 Production time: 1 turn Sensors: C Armor: 15 Mobility: 12 Move: 5 Resources: 200 RpM: 4 Move: S Attack: S RpA: 15 Missile Launcher: Pow: 4 Acc: 30 Range: 1 Vulcan: Pow: 3 Acc: 30 Range: 1 Notes: A Gattle is essentially a Dopp for the space map. With the exception that the Gattle is more expensive to produce and has slightly better armor, there is really no difference between the two units. The Gattle is also rather useless. You probably won't end up producing any, and you can send the ones you start out as to be kamikaze units there for the express purpose of being targets to protect your more valuable units. Or you can scrap them for their metal. They're not very useful. No: 104 Skiure (Zaku II) ズキウレ/ザク Requirements: Zaku II-F, Zakrello, Base level 11, MA Level 7 Number per unit: 3 Development: 3000/4 Turns Cost: 1500/1800 Production time: 2 turns ------------------------- Skiure Form Sensors: C Armor: 60 Mobility: 8 Move: 2 Resources: 300 RpM: 6 Move: S Attack: S RpA: 60 Beam Cannon: Pow: 40 Acc: 40 Range: 1-3 ------------------------- Zaku Form Sensors: C Armor: 60 Mobility: 15 Move: 5 Resources: 300 RpM: 2 Move: LSdmf Attack: LSdmf RpA: 15 Zaku Machinegun: Pow: 10 Acc: 50 Range: 1 Anti-Air Weapon Heat Hawk: Pow: 12 Notes: This thing is just weird. It's sort of like a space version of the Dodai in that it's a transformable unit, from a Zaku on a platform to just the Zaku itself. Basically it's designed to be a long-range support unit with its big beam cannon. The cannon itself is pretty powerful, comparable with the main cannon on smaller cruisers, but the unit has two big problems: first, its laughable movement rate, worse than any other unit in the entire game, and second, the fact that it's utterly defenseless at close range. Combined together, these weaknesses make the Skiure a unit not worth having overall, and definitely not worth the cost to develop or produce. No: 106 Zikko ジッコ Requirements: Base level 7 Number per unit: 3 Development: 2500/6 Turns Cost: 300/700 Production time: 1 turn Sensors: C Armor: 40 Mobility: 8 Move: 5 Resources: 350 RpM: 5 Beam Interference Unit Move: S Attack: S RpA: 35 Missile Launcher: Pow: 6 Acc: 30 Range: 1-3 Notes: As attacking units, Zikkos are pretty useless. However, they are extremely useful in that they are the only Zion unit with Beam Interference Units. As practically all UN MS units use beam weapons, Zikkos can be indispensable when put in stacks of other units. Since creating a Beam Interference field blocks all beam attacks outright, used intelligently, you can make your stacks virtually invulnerable to ranged attacks when facing the UN forces. ------------------------------------------------------------------------------- ZION CRUISERS ------------------------------------------------------------------------------- Papua パプア Cost: 800/1500 Production time: 2 turns Sensors: A Armor: 200 Mobility: 5 Move: 6 Resources: 500 RpM: 6 Carrying Capacity: 3 Minovsky Equipped (Short) Move: S Attack: S RpA: 20 Autocannon: Pow: 20 Acc: 25 Range: 1 Notes: This thing is a piece of crap. Not only does it get shot down easily, and has a pathetic carrying capacity, but for some bizarre reason, it doesn't refuel units that it carries, so you can't even use it as a mobile refueling station! Don't ever bother developing these, and you might as well scrap the ones you start with too. Musai ムサイ Cost: 1500/3000 Production time: 3 turns Sensors: A Armor: 250 Mobility: 8 Move: 7 Resources: 600 RpM: 8* Carrying Capacity: 2 Minovsky Equipped (Wide) Move: S Attack: S RpA: 25 Main Cannon: Pow: 40 Acc: 50 Range: 2-3 Missile: Pow: 16 Acc: 30 Range: 1-3 *With the Komusai detached, the Musai's RpM is 7. ---------------- Komusai コムサイ Sensors: C Armor: 50 Mobility: 12 Move: 6 Resources: 300 RpM: 5* Carrying Capacity: 1 Move: aS Attack: aS RpA: 20 Autocannon: Pow: 12 Acc: 30 Range: 1 Notes: Musais don't have much in the way of carrying capacity, so they're not too useful in terms of transport. However, they do have their uses; they're pretty good in space combat, and they can detach Komusais. Komusais are like miniature HLVs; you can put one unit into them and then have them enter Earth's atmosphere. While Komusais are equipped with weapons, you don't want them to get in any fights. (they'll just get shot down) Once the Komusai is detached, it can't be reattached; however, if you bring the Musai back to a Major Base it will be refitted with a new one. Chibe チベ Cost: 2500/5000 Production time: 3 turns Sensors: S Armor: 400 Mobility: 8 Move: 7 Resources: 800 RpM: 9 Carrying Capacity: 3 Minovsky Equipped (Wide) Move: S Attack: S RpA: 35 Main Cannon: Pow: 53 Acc: 50 Range: 2-4 Missile: Pow: 20 Acc: 30 Range: 1-3 Notes: While more expensive, Chibes are a lot better than Musais. They have better weapons, sensors, and armor, and can carry 3 units instead of 2, though they lack the Komusai detachment option. They are the best type of space cruiser without a production limit that the Zion forces has. Gwazine グワジン Max units: 4 Cost: 5000/8000 Production time: 4 turns Sensors: S Armor: 600 Mobility: 14 Move: 8 Resources: 900 RpM: 10 Carrying Capacity: 8 Minovsky Equipped (Wide) Move: S Attack: S RpA: 50 Main Cannon: Pow: 66 Acc: 50 Range: 2-5 Secondary Cannon: Pow: 41 Acc: 40 Range: 1-2 Notes: Gwazines are far and away the best already-developed units you start the game with. They've got great weapons, armor, carrying capacity, and sensors. Unfortunately you can only produce 4 of them. You can use them to defend your major bases, but I like to sortie them out to Side 5 and use them as mobile bases/refueling stations for the MS units that skirmish with UN units coming from Lunar 2. No: 111 Farmel ファルメル Requirements: Base Level 4 Max Units: 1 Development: 2000/2 Turns Cost: 2000/3000 Production time: 3 turns Sensors: A Armor: 350 Mobility: 16 Move: 8 Resources: 600 RpM: 8* Carrying Capacity: 2 Minovsky Equipped (Wide) Move: S Attack: S RpA: 25 Main Cannon: Pow: 48 Acc: 50 Range: 2-3 Missile: Pow: 16 Acc: 30 Range: 1-3 *With the Komusai detached, the Musai's RpM is 7. ---------------- Komusai コムサイ Sensors: C Armor: 50 Mobility: 12 Move: 6 Resources: 300 RpM: 5* Carrying Capacity: 1 Move: aS Attack: aS RpA: 20 Autocannon: Pow: 12 Acc: 30 Range: 1 Notes: This is apparently Char's custom Musai, though it doesn't seem to have the same bonuses when Char pilots it as does other custom units. It's also a waste to develop. It's not all that much better than ordinary Musais; slightly better armor, movement rate, and main cannon, and that's about it. It's not worth developing IMO. No: 112 Zanzibar ザンジバル Requirements: Base Level 7 Max Units: 6 Development: 8000/8 Turns Cost: 3000/4000 Production time: 3 turns Sensors: S Armor: 350 Mobility: 14 Move: 9 Resources: 700 RpM: 10 Carrying Capacity: 6 Minovsky Equipped (Wide) Move: aS Attack: AS RpA: 40 Main Cannon: Pow: 53 Acc: 50 Range: 2-4 Mega Particle Cannon: Pow: 40 Acc: 50 Range: 2-3 Autocannon: Pow: 20 Acc: 25 Range: 1 Notes: This ship kicks amazing amounts of ass. It's the only cruiser in Zion's arsenal that can enter the atmosphere and fly around on the surface. It's not as good as the UN's equivalent, the Pegasus, but you can make more of them. (6 as opposed to 4) It makes a great troop transport and most of your later sorties will probably use Zanzibars as a launching point. That it can take over bases as well is icing on the cake. You should develop this unit as soon as you can. No: 114 Dolos ドロス Requirements: Base Level 8 Max Units: 3 Development: 20000/15 Turns Cost: 9999/9999 Production time: 6 turns Sensors: S Armor: 999 Mobility: 5 Move: 5 Resources: 999 RpM: 15 Carrying Capacity: 15 Minovsky Equipped (Wide) Move: S Attack: S RpA: 40 Beam Cannon: Pow: 40 Acc: 35 Range: 2-4 Notes: This hulking behemoth is really more of a mobile fortress than a cruiser; it has a massive total number of units that can ride it and incredibly thick armor. It's also the only unit that can carry the Big Zam. However, the absurd cost to develop and produce it is just not worth it, especially for the resource-poor Zion forces. Plus it can only be used in space, and nearly all the action for Zion will be taking place on the ground. Still, you can't deny its power... No: 115 Yukon ユーコン Requirements: Special Development: 3000/6 Turns Cost: 1500/2500 Production time: 6 turns Sensors: A Armor: 350 Mobility: 10 Move: 9 Resources: 700 RpM: 6 Carrying Capacity: 5 Minovsky Equipped (Wide) Move: W Attack: lWdmf RpA: 25 Torpedo: Pow: 25 Acc: 50 Range: 1-2 Surface Missile: Pow: 48 Acc: 45 Range: 1-2 Anti-Ground Weapon Notes: To develop this unit, you have to take over the California base first. This is a critical unit to develop, as it's most efficient for the Zion forces to launch most of their later invasions via submarine. Its combat capabilities are mostly negligible, but this isn't important as Zion has massive underwater superiority already, and this is really a troop transport more than anything. No: 116 Mad Angler マッドアングラー Requirements: Special Development: 5000/6 Turns Cost: 2500/4000 Production time: 6 turns Sensors: S Armor: 500 Mobility: 14 Move: 8 Resources: 850 RpM: 8 Carrying Capacity: 8 Minovsky Equipped (Wide) Move: W Attack: lWdmf RpA: 35 Torpedo: Pow: 46 Acc: 50 Range: 1-3 Surface Missile: Pow: 66 Acc: 35 Range: 1-3 Anti-Ground Weapon Notes: The Mad Angler is a whole lot better than the Yukon. It's got better carrying capacity, weapons, and sensors; the only area it lacks in is the movement rate. However, the fact remains that the Mad Angler is primarily a troop transport, so in the end the Yukon can actually be more efficient; while the Mad Angler can stock 8 units, you'll need to park it in a water space with three adjacent land hexes in order to deploy them all, and there are very few of those. Still, it's a better unit overall, so it's up to you whether or not you want to develop it. ------------------------------------------------------------------------------- ZION PILOTS ------------------------------------------------------------------------------- Gihren Zabi (Gihren) Admiral/B Cha: 13(15) Com: 12(14) End: 10(12) Mel: 6(8) Tar: 8(10) Rea: 6(8) Notes: Gihren is the best leader in the entire game. (with the exception of Casval, who only pops up in Neo Zion) That he's also Admiral means that his leadership influence spreads the full 6 hexes, so his presence in a battle can make a real difference. He's not too shabby as a pilot either. However, using Gihren is dangerous; if his unit gets shot down, you lose the game. Dozul Zabi (Dozul) Vice Admiral/B Cha: 11(13) Com: 10(12) End: 13(15) Mel: 12(14) Tar: 6(8) Rea: 4(6) Starting Unit: Zaku II/D.Z--Field Notes: Dozul is a great pilot; not only is he a great leader but is devastating in close combat. (He's only OK in ranged combat, and his Reaction could use some work) An excellent pilot to put in your elite units. Kishiria Zabi (Kishiria) Rear Admiral/B Cha: 10(12) Com: 10(12) End: 8(10) Mel: 4(6) Tar: 10(12) Rea: 7(9) Restrictions: No MS Starting Unit: Gwazine--Granada Notes: Kishiria is probably the least useful overall of the Zabi clan, due to the fact that she can't ride MS units; she can't make full use of her great leadership since she can't get in units that stack. (unless you're dumb enough to put her in a space fighter or something) Still, good for putting in cruisers. Conscon (Conscon) Rear Admiral/C Cha: 6(9) Com: 7(10) End: 7(10) Mel: 4(7) Tar: 5(8) Rea: 4(7) Restrictions: No MS, MA Starting Unit: Chibe--Field Notes: Conscon is rather mediocre; his leadership is not up to par with the rest of the Admiral-class pilots, and his influence tends to override those with better commanding ability. Still, he's better than nothing. You pretty much have to have him in a cruiser (and there's not much use in having a cruiser with no pilot) Noien Bitter (Bitter) Rear Admiral/C Cha: 9(12) Com: 10(13) End: 9(12) Mel: 7(10) Tar: 7(10) Rea: 4(7) Restrictions: No MA Starting Unit: Zaku II-C/B--Field Notes: Bitter is probably the best overall pilot to have leading your ground assaults, along with Dozul. His excellent leadership and decent targeting skills make him a valuable asset. Promote him as well to expand the field of his influence. Ginius Saharin (Ginius) Rear Admiral/D Cha: 8(12) Com: 5(9) End: 0(4) Mel: 0(4) Tar: 4(8) Rea: 4(8) Notes: Ginius, while not quite as useless as the UN's Gopp, is more or less his equivalent--a high-ranking officer without much in the way of skills. It's best to leave him out of most engagements. Garma Zabi (Garma) Captain/C Cha: 8(14) Com: 7(13) End: 1(4) Mel: 7(11) Tar: 7(11) Rea: 7(11) Starting Unit: Zaku II-C/A--Field Notes: If he survives, Garma can become one of your top pilots. At Rank S, he's a better leader than anyone in the Zion forces except Gihren. His piloting skills are also nothing to sneeze at, though his Endurance is terrible. If you use him, keep him in a unit at the back of the ranks. (And don't use his custom Dopp unless you want him to die) Twaning (Twaning) Captain/D Cha: 2(6) Com: 4(8) End: 3(7) Mel: 3(7) Tar: 2(6) Rea: 2(6) Restrictions: No MS, MA Starting Unit: Musai--Granada Notes: Twaning is a rather mediocre character. He's got a nice high rank but not much in the way of leadership skills to back it up. You can only put him in cruisers (or fighter craft if you're nuts) but his targeting skill stinks so he's not much of a pilot either. Better than nothing I suppose, but not much. Barom (Barom) Captain/D Cha: 7(11) Com: 6(10) End: 4(8) Mel: 4(8) Tar: 3(7) Rea: 2(6) Restrictions: No MS, MA Starting Unit: Musai--Field Notes: Barom is a decent cruiser commander--his stats start out mediocre but with experience can be built up to something more substantial. Of course, there's the fact that cruiser units have trouble racking up experience... Ma Qube (Ma Qube) Captain/C Cha: 4(7) Com: 9(12) End: 7(10) Mel: 9(12) Tar: 5(8) Rea: 6(9) Starting Unit: Chibe--Field Notes: Ma Qube is a rather versatile character; his high leadership and endurance make him well suited for capital ship battles in space, though his Melee skill goes to waste that way; to make use of that, he'll have to be a field commander in ground invasions. Eguille Delarz (Delarz) Captain/C Cha: 10(13) Com: 11(14) End: 6(9) Mel: 6(9) Tar: 6(9) Rea: 5(8) Restrictions: No MA Starting Unit: Gwazine--A Baoa Qu Notes: Delarz is one of the most useful command-oriented characters in the game. His high Leadership makes him ideal for leading invasions. Promote him to Admiral- class if you can. Not a terrible pilot either, though definitely more leader- oriented. Norris (Norris) Captain/C Cha: 5(8) Com: 9(12) End: 9(12) Mel: 9(12) Tar: 7(10) Rea: 5(8) Restrictions: No MA Starting Unit: Zaku II-C/A--Field Notes: Norris is a pretty good pilot. He's good as both a leader and a pilot, but excels in neither. Rommel (Rommel) Commander/C Cha: 8(11) Com: 9(12) End: 9(12) Mel: 7(10) Tar: 6(9) Rea: 5(8) Restrictions: No MA Starting Unit: Zaku II-C/B--Field Notes: Rommel is one of the best field commanders you can have--he's not quite as good as Bitter is, but is pretty close. He makes an excellent "sub-leader" for ground invasions. Promote him if you can. Char Aznable (Char) Lt. Commander/B Cha: 11(13) Com: 11(13) End: 10(12) Mel: 12(14) Tar: 12(14) Rea: 12(14) Newtype: From start, 3-hex range Starting Unit: Zaku II-C/C.A--Field Notes: Char is simply the best pilot in the game, bar none. (Well, Casval is better than Char, but seeing as how Casval IS Char, that's splitting hairs) Both his leadership abilities and piloting skills are top-class. If his high base stats weren't enough, he's also a Newtype. Definitely an uberpilot. Promote him as high as you can! Cima Garahau (Cima) Lt. Commander/C Cha: 8(11) Com: 9(12) End: 4(7) Mel: 7(10) Tar: 9(11) Rea: 9(11) Starting Unit: Zaku II-C/A--Field Notes: Cima is a decent field commander--not quite as versatile as Rommel or Bitter, but with experience, is fairly good nonetheless. She seems like kind of a psycho though... Johnny Ridden (J.Ridden) Lt. Commander/C Cha: 7(10) Com: 7(10) End: 7(10) Mel: 9(12) Tar: 11(14) Rea: 11(14) Starting Unit: Zaku II-C/A--Field Notes: Johnny Ridden is another excellent pilot--his leadership skills are only OK, but his piloting skills are fantastic. In that sense he's kind of like the opposite of his "counterpart" Shin Matsunaga. (OK, maybe they're not really counterparts but they're always seemingly together in the MSV series of model lines) Too bad his rank is higher in that respect. Sharia Bull (Sharia Bull) Lieutenant/B Cha: 9(11) Com: 9(11) End: 4(6) Mel: 8(10) Tar: 10(12) Rea: 11(13) Newtype: Starting at Rank A, 2-hex range Notes: Sharia is a fantastic pilot--he's got greats stats (the only thing lacking is his Endurance) and he also comes with the bonus of being a Newtype. He makes an excellent Mobile Armor pilot in either the Brau Buro or the Elmeth. Definitely one of Zion's more valuable assets. Dolen (Dolen) Lieutenant/D Cha: 4(8) Com: 5(9) End: 3(7) Mel: 5(9) Tar: 4(8) Rea: 2(6) Restrictions: No MS, MA Starting Unit: Musai--Field Notes: Dolen is not really anything to write home about. His stats are merely OK, and start out kind of bad. With experience, he becomes usable, but without it, he's not really that great. He's geared to be a cruiser pilot, and he's below Commander level so his lack of leadership skills won't adversely affect nearby units, so he can be effective in that sense. Ramba Ral (Ramba Ral) Lieutenant/B Cha: 10(12) Com: 10(12) End: 12(14) Mel: 13(15) Tar: 8(10) Rea: 7(9) Starting Unit: Zaku I/R.R--Field Notes: While he's no Char, Ramba Ral is definitely a top-notch pilot. Both his leadership and combat skills are exceptional, especially his melee skill; while in the Prototype Gyan I've seen him take as many as eight whacks at an opponent with his sword. One of the few ace pilots worth putting in the front rank. Gaia (Gaia) Lieutenant/B Cha: 7(9) Com: 8(10) End: 10(12) Mel: 10(12) Tar: 10(12) Rea: 10(12) Restrictions: No Cruisers Starting Unit: Zaku I/3S--Field Notes: One of the three members of the Black Trinary, Gaia is a great pilot. Even though the Black Trinary Zakus look weak, he can still cause some major destruction in one. Good leadership and double digits in all piloting skills make him a pilot you won't want to lose. Gadem(Gadem) Lieutenant/D Cha: 4(8) Com: 5(9) End: 4(8) Mel: 6(10) Tar: 3(7) Rea: 2(6) Restrictions: No MA Starting Unit: Papua--Solomon Notes: Gadem is not a great pilot. As with most other pilots, with excessive training he can become usable, but overall he's not worth the effort. His Targeting and Reaction are especially bad... Flanagan Boone (Boone) Lieutenant/D Cha: 3(7) Com: 6(10) End: 6(10) Mel: 5(9) Tar: 5(9) Rea: 3(7) Starting Unit: Zaku II-C/A--Field Notes: Boone is a "Better than nothing" pilot. With experience he can actually get pretty good, but overall he's better passed over if you only have a few ace pilot units in stock. He makes a good candidate for garrison duty, I guess. Steiner Hardy (Steiner) Lieutenant/C Cha: 6(9) Com: 10(13) End: 5(8) Mel: 7(10) Tar: 8(11) Rea: 6(9) Restrictions: No MA, Cruisers Notes: Steiner makes a good field commander because of his Command rating, and he's a good pilot as well. However, you have to get him some experience and promote him to a Commander-class rank to make full use of him. Definitely a good all- around pilot though. Anavel Gato (Gato) Lieutenant/C Cha: 7(10) Com: 8(11) End: 8(11) Mel: 11(14) Tar: 10(13) Rea: 10(13) Starting Unit: Zaku II-C/B--A Baoa Qu Notes: Gato is another Zion uberpilot. He's not as good as Char--probably on par with Ramba Ral I guess--but is extremely useful. You should move him out early in the game (don't leave him rotting in A Baoa Qu) and get him some good experience. He's got a great custom Gelgoog waiting for him at the end of the tech tree, so he can be a real force to be reckoned with at the end of the game. Kelley Lezner (Kelley) Lieutenant/D Cha: 5(9) Com: 4(8) End: 5(9) Mel: 4(8) Tar: 7(11) Rea: 8(12) Restrictions: No Cruisers Starting Unit: Zaku II-C/A--A Baoa Qu Notes: Kelley is merely OK. He's got good targeting and reaction skills, but only so- so melee and endurance, so he's probably best suited as a MA pilot--either in an Azzam or a Bygro. Nimbus Starzen (Nimbus) Lieutenant/C Cha: 4(7) Com: 6(9) End: 9(12) Mel: 11(14) Tar: 6(9) Rea: 9(12) Restrictions: No Cruisers Notes: Nimbus is a fantastic pilot, especially in melee. He can wreak real havoc in his custom Blue Destiny Unit 2 if/when you get it. His reaction time is also quite impressive. You'll want to start building his experience up early. Cusko Al (Cusko) Lieutenant JG/B Cha: 10(12) Com: 4(6) End: 3(5) Mel: 10(12) Tar: 11(13) Rea: 12(14) Newtype: From start, 3-hex range Restrictions: No Cruisers Notes: To get Cusko, you have to first finish the game with either an Overwhelming or Complete victory on the Zion side. And she's one hell of a pilot--great piloting skills and a Newtype to boot. However, her Endurance could use some work. Put her to work in a Brau Buro or Elmeth. Clamp (Clamp) Lieutenant JG/C Cha: 5(8) Com: 7(10) End: 5(8) Mel: 7(10) Tar: 5(8) Rea: 5(8) Restrictions: No MA Starting Unit: Zaku I/B--Field Notes: Clamp is a rather mediocre pilot. There are plenty of pilots worse than he is, but he's mostly a grunt. He's geared more toward garrison duty than anything else. Though with experience he can get pretty good... Ortega (Ortega) Lieutenant JG/B Cha: 2(4) Com: 4(6) End: 12(14) Mel: 11(13) Tar: 8(10) Rea: 6(8) Restrictions: No Cruisers Starting Unit: Zaku I/3S--Field Notes: Another member of the Black Trinary, Ortega is a great pilot, especially in his Endurance and Melee. (if you're going to put the Black Trinary all on one hex, put him in front) He sucks as a leader though, but since he's not Commander- level rank that doesn't matter much. Just don't promote him that high. Mash (Mash) Lieutenant JG/B Cha: 5(7) Com: 6(8) End: 8(10) Mel: 8(10) Tar: 10(12) Rea: 9(11) Restrictions: No Cruisers Starting Unit: Zaku I/3S--Field Notes: Mash is the third member of the Black Trinary, and is also a very good pilot. Whereas Gaia is all-purpose and Ortega is more geared toward melee, Mash is more of a long-range pilot. However because of his good Reaction time he dodges incoming enemy fire quite well. Simus (Simus) Lieutenant JG/D Cha: 2(6) Com: 3(7) End: 1(5) Mel: 1(5) Tar: 2(6) Rea: 1(5) Restrictions: No Cruisers Notes: Simus sucks. She's the worst Zion pilot by a long shot--All of her stats are pathetic. Even at S rank (if you bother to build her up that high) she's still worse than a lot of other pilots are out of the box. Don't bother using her for anything unless you've got a dearth of ace pilot units. Shin Matsunaga (S.Matsunaga) Lieutenant JG/C Cha: 9(12) Com: 9(12) End: 10(13) Mel: 10(13) Tar: 7(10) Rea: 7(10) Starting Unit: Zaku II-C/A--Field Notes: Shin Matsunaga kicks some serious tail--he's decidedly an uberpilot, with excellent piloting and leadership skills. The primary problem is his low rank, which prevents him from putting those skills to full use. With experience, you can promote him up to Commander level, which you should do if you can. Lalah Sun (Lalah) Ensign/B Cha: 8(10) Com: 6(8) End: 5(7) Mel: 6(8) Tar: 12(14) Rea: 13(15) Newtype: From Start, 4-hex range Restrictions: No cruisers Notes: Lalah is an unbelievable pilot. She's got tied with Amuro for the best Newtype skills in the game, and is tied with Zero for the highest Reaction. She's not so good at Melee or Endurance, which is why she's best in a Mobile Armor-- Elmeth, preferably, though she can also do serious damage in a Brau Buro. Marion Welch (Marion) Ensign/B Cha: 9(11) Com: 2(6) End: 2(4) Mel: 2(4) Tar: 11(13) Rea: 11(13) Newtype: Starting at Rank A, 2-hex range Restrictions: No Cruisers Notes: To get Marion, you have to refuse to give Crust any Newtypes in the EXAM plotline. (Apparently her mind is taken over to create the EXAM system) Of the Zion Newtypes, Marion is the weakest--but she's still a great pilot, especially in Targeting and Reaction. Like the others, she's most suited for Newtype-use Mobile Armors. Acose (Acose) Ensign/D Cha: 1(5) Com: 3(7) End: 3(7) Mel: 4(8) Tar: 5(9) Rea: 3(7) Restrictions: No MA, Cruisers Starting Unit: Zaku I/B--Field Notes: Acose is a grunt. He's not as bad as the pilots in the "Bluejeans Trio" and like most "better than nothing" pilots, becomes half-decent with experience, but is really nothing special. Along with Cozun, for some reason I find him likable though so tend to use him anyway. Cozun (Cozun) Ensign/D Cha: 2(6) Com: 2(6) End: 4(9) Mel: 5(9) Tar: 4(8) Rea: 3(7) Restrictions: No MA, Cruisers Starting Unit: Zaku II-C/A--Field Notes: Cozun is kind of like a clone of Acose, except that he's got slightly better melee where as Cozun has slightly better targeting skills. Like Acose, he's worthless as a leader. I like to use him anyway, though why I don't know. Tokuwan (Tokuwan) Ensign/D Cha: 7(11) Com: 5(9) End: 3(7) Mel: 3(7) Tar: 7(11) Rea: 8(12) Restrictions: No Cruisers Notes: Tokuwan is another one of those "better-than-nothing" pilots, but among them, he's better than average. With experience, he becomes a great long-range pilot, so can be worth using. A good candidate for support units or Mobile Armors. Akahana (Akahana) Ensign/D Cha: 0(4) Com: 4(8) End: 2(6) Mel: 3(7) Tar: 4(8) Rea: 6(10) Restrictions: No MA, Cruisers Notes: Akahana has crappy stats and a really irritating voice, so is not worth using. A definite grunt ace-pilot. Mikhail Kamoninsky (Misha) Ensign/D Cha: 3(7) Com: 3(7) End: 6(10) Mel: 7(11) Tar: 4(8) Rea: 3(7) Restrictions: No Cruisers Notes: Misha is a decent pilot, and also sports one of the funniest lines IMO in the game, ("Don't get in front of me! I'm driving drunk!") but never really becomes spectacular. He's one of those "better-than-nothing" Ace Pilots. Denim (Dimitri) Sergeant Major/D Cha: 3(7) Com: 3(7) End: 3(7) Mel: 4(8) Tar: 3(7) Rea: 2(6) Restrictions: No Cruisers, MA Starting Unit: Zaku II-C/B--Field Notes: Denim is the "leader" of the "Bluejeans Trio" (Three pilots with joke names that all refer to bluejeans) and has the highest stats of all of them, but is still a junky pilot. Even with experience he never becomes very useful. Good for unit duping I suppose. Dimitri (Dimitri) Sergeant Major/D Cha: 0(4) Com: 2(6) End: 2(6) Mel: 3(7) Tar: 6(10) Rea: 5(9) Restrictions: No Cruisers Notes: Dimitri is yet another grunt pilot with lousy stats. Though his targeting and Reaction are OK with experience I guess. He also sounds like he's either drunk or has a speech impediment. Not worth putting in any heavy action. Cuckles Doan (Doan) Sergeant Major/D Cha: 3(7) Com: 2(6) End: 7(11) Mel: 9(13) Tar: 4(8) Rea: 3(7) Restrictions: No MA, Cruisers Notes: Doan is another "better-than-nothing" pilot, but like Tokuwan, he's got some good potential, especially in close combat. Worth using for minor skirmishes. Jean (Jean) Sergeant/D Cha: 1(5) Com: 2(6) End: 2(6) Mel: 2(6) Tar: 4(8) Rea: 3(7) Restrictions: No MA, Cruisers Starting Unit: Zaku II-C/A--Field Notes: Another member of the "Bluejeans Trio," Jean is another total grunt with lousy stats. He also sounds like something of a psycho. He becomes an acceptable gunner with a lot of experience but is not worth using overall. Another "unit duping" candidate. Slender (Slender) Sergeant/D Cha: 0(4) Com: 1(5) End: 3(7) Mel: 2(6) Tar: 2(6) Rea: 1(5) Restrictions: No MA, Cruisers Starting Unit: Zaku II-C/A--Field Notes: Slender is one of the "Bluejeans Trio," and also sucks like the other two. He pretty much ties with Simus as being the worst Zion pilot. However I occasionally use him out of pity as you can't help but feel sorry for him--he seems to know perfectly well he's a third-rate pilot. Bernard Wiseman (Bernie) Corporal/D Cha: 4(8) Com: 2(6) End: 1(9) Mel: 2(10) Tar: 2(10) Rea: 2(10) Restrictions: No MA, Cruisers Notes: At first it looks like Bernie got the short end of the stick--his stats start absolutely dismal. However, Bernie's secret is that he has the best advancement rate of all the characters in the game, as fully four of his stats take leaps of 2 per rank-up rather than the ordinary 1. Bernie will never make much of a leader (which is kind of irrelevant since Lieutenant Junior Grade is as high as he can get) or compare with the likes of Char or Ramba Ral even at S Rank, but becomes quite a capable fighter with experience. Worth using, if only to see his dramatic improvement in performance over time. Claure Hamon (Hamon) No Rank/C Cha: 8(11) Com: 8(11) End: 3(6) Mel: 5(8) Tar: 6(9) Rea: 5(8) Restrictions: No MS, MA Notes: Hamon is not a military officer so you can't promote her. Which is a crying shame, because she's got great leadership potential and can become an acceptable pilot as well. Useful as a field leader, but only when there are no commander- rank pilots nearby as her influence will just get negated. Unfortunately since she can't pilot MS units, you'll have to put her in a weakling unit to get her in a Stack and make the most of her leadership potential. Aina Saharin (Aina) No Rank/D Cha: 7(11) Com: 3(7) End: 2(6) Mel: 4(8) Tar: 5(9) Rea: 6(10) Restrictions: No Cruisers Notes: Like Hamon, Aina is not a military officer so you can't promote her. Her stats are also kind of lousy, though she's got the potential to be a decent MA pilot, I suppose. ------------------------------------------------------------------------------- ALL FORCES CRUISER ------------------------------------------------------------------------------- HLV Cost: 500/1200 Production time: 1 turn Sensors: B Armor: 150 Mobility: 0 Move: 6 Resources: 500 RpM: 5 Carrying Capacity: 3 Move: S RpA: 20 Notes: The HLV is a unit that any force can produce, and you can produce them from the start of the game. They're troop transports that count as cruisers. HLVs are free to move around in space and can make atmospheric entry as well. However, once they land on the ground, they are immobile and cannot be moved; you have to scrap them right then and there. ------------------------------------------------------------------------------- THIRD FORCE-ONLY MOBILE SUITS ------------------------------------------------------------------------------- No: 020 G-TITANS Requirements: All Tech levels 12 Development: 6000/8 Turns Number per Unit: 1 Cost: 2500/3500 Production Time: 3 Turns Sensors: A Armor: 350 Mobility: 60 Move: 7 Resources: 400 RpM: 6 Shield Equipped Move: LwSdmf Attack: LwASdmf RpA:65 Beam Rifle: Pow:60 Acc: 60 Range: 1 Anti-Air Head Vulcan: Pow: 4 Acc: 50 Range: 1 Non-Underwater Weapon Beam Saber: Pow: 23 Acc: 75 Range: 0 Notes: Only the Titans can use this unit. This is also the only Gundam-class MS unit that the Titans can produce. Overall, it's quite a nice unit; it's not quite as good as the G-3 Gundam but is slightly better than the MC Gundam. You can produce them in large numbers as well, as there's no unit limit. (Of course, the Titans don't have any pilots to put in them unfortunately...) Note that you start the game with one of these already--Zero is piloting it. However if it gets destroyed you can't produce any more until you research it first. No: 059 Regelg リゲルグ Requirements: All Tech levels 13 Development: 12000/12 Turns Number per Unit: 1 Cost: 3500/3500 Production Time: 4 Turns Sensors: A Armor: 165 Mobility: 65 Move: 10 Resources: 500 RpM: 6 Shield Equipped Move: S Attack: S RpA:80 Beam Rifle: Pow:58 Acc: 70 Range: 1 Beam Naginata: Pow: 35 Acc: 80 Range: 0 Note: Only Legitimate Zion and Neo Zion can use the Regelg. The Regelg is a crazy- powerful ace-pilot use mobile suit that's about on par with the Kampher. (It's got better mobility but less armor, and packs slightly less of a punch) Like the Kampher, it can't last long in battles because of its resource consumption. The only real problem is that it can only be used in space, and by the time you develop it, you'll likely have already conquered most of the space map. No: 118 Rick-Dom (Char's Unit) Rドム/C.A Requirements: All Tech levels 12 Max Units: 1 Number per unit: 1 Development: 6000/8 Turns Cost: 1500/1500 Production time: 3 Turns Sensors: B Armor: 180 Mobility: 45 Move: 8 Resources: 400 RpM: 3 Move: S Attack: S RpA: 60 Beam Bazooka: Pow: 50 Acc: 50 Range: 1-2 Spread Beam: Pow: 1 Acc: 99 Range: 1 Heat Sword: Pow: 25 Acc: 75 Range: 0 Note: Only Neo Zion can make this unit. It is a good unit...but Char's Gelgoog is better, and doesn't have as steep a requirement to produce. However, this is also the only one of Char/Casval's custom units that has a weapon with a range greater than 1--which is useful in Neo Zeon's case, as if Casval gets shot down, it's Game Over. However, you'll probably never need to develop this unit; you start the game with one as a freebie, and by the time you get your tech levels high enough to research it so you can make "replacements," you'll probably have all of space conquered already. (if not won the game entirely) No: 119 Gundam (Casval's Unit) ガンダム/C.A Requirements: All Tech levels 15 Development: 10000/10 Turns Max Units Number per Unit: 1 Cost: 3500/4000 Production Time: 3 Turns Sensors: A Armor: 350 Mobility: 50 Move: 8 Resources: 400 RpM: 4 Shield Equipped Move: LwSdmf Attack: LwASdmf RpA:80 Beam Rifle: Pow:83 Acc: 70 Range: 1 Anti-Air Head Vulcan: Pow: 4 Acc: 50 Range: 1 Non-Underwater Weapon Beam Saber: Pow: 23 Acc: 75 Range: 0 Notes: Only Neo Zion can make this unit. It's by far the best custom Casval unit available, but the tech requirement is very steep. Good for the very end stages of the game...if you can develop it. Its beam rifle in particular blows the crap out of just about anything that goes up against it. Just be careful not to let it get shot down! ------------------------------------------------------------------------------- THIRD FORCE-ONLY PILOTS ------------------------------------------------------------------------------- Jamitov Highman (Jamitov) Admiral/B Cha: 12(14) Com: 9(11) End: 8(10) Mel: 2(4) Tar: 6(8) Rea: 4(6) Restrictions: No MS, MA Notes: Jamitov is by far the weakest leader of all the forces in the game. His stats are identical to those as when he's in the UN, except he gets an extra Charisma point. Woot. Nobody said playing as the Titans was easy.... Basque Ohm (Basque) Captain/B Cha: 9(11) Com: 11(13) End: 10(12) Mel: 6(8) Tar: 9(11) Rea: 6(8) Restrictions: No MS, MA Notes: Basque is arguably the best commander that the Titans get. He doesn't change much from his status as a UN pilot either, with just a 2 point Charisma bonus. Might as well promote him as high as you can. Jamaican Dunningan (Jamaican) Captain/B Cha: 6(8) Com: 7(9) End: 7(9) Mel: 4(6) Tar: 7(9) Rea: 4(6) Restrictions: No MS, MA Notes: Jamaican's as mediocre as ever as a Titan, again with just a minor boost to his Charisma. He's still one of the better commanders that the Titans get, which is a good indication of how poorly they fare in ace pilot reserves. Casval Rem Daikun (Casval) Admiral/B Cha: 13(15) Com: 13(15) End: 10(12) Mel: 12(14) Tar: 12(14) Rea: 12(14) Newtype: From start, 3-hex range Notes: As the leader of Neo Zion, not only is Casval the best of all the 5 forces' leaders, he's also the best character in the game...period. He excels at everything; leadership, piloting, you name it. Not only can he swat down enemy units like flies as a pilot, but with his wide range of influence he can cause grunt units to fight nearly as well as if they had ace pilots of their own. Casval is decidedly an overpowered character. ------------------------------------------------------------------------------- THIRD-FORCE USABLE UNITS BY DEVELOPMENT NUMBER ------------------------------------------------------------------------------- Unit Third Forces that can use it ------------------------------------------------------------------------------- ---: 61-Type Tank Titans ---: Flying Manta Titans ---: Tin Cod Titans ---: Don Escargot Titans ---: Fanfan Titans ---: Midea Titans ---: Toriaezu Titans ---: Saber Fish Titans ---: Saramis ---: Magellan ---: U-Submarine Titans ---: M-Submarine Titans ---: Columbus Titans ---: Zaku I Legitimate Zion, Neo Zion ---: Zaku I/3S Legitimate Zion ---: Zaku II-C Legitimate Zion, Neo Zion ---: Zaku II/C.A Legitimate Zion, Neo Zion ---: Gattle Legitimate Zion, Neo Zion ---: Papua Legitimate Zion, Neo Zion ---: Musai Legitimate Zion, Neo Zion ---: HLV All 001: GM/P Type Titans 002: GM 003: GM L Armor Titans 004: GM S Custom Titans 005: Surface GM Titans 006: GM Cannon Titans 007: Aqua GM Titans 008: GM Command-G Titans 009: GM Command-GS Titans 010: GM Sniper II Titans 011: Guncannon Titans, Neo Zion* 012: Guncannon-3 Titans 013: Guncannon-D Titans 014: Guntank Titans 015: Guntank-II Titans 016: Proto Gundam 017: Gundam 018: Gundam MC 019: G-3 Gundam Neo Zion* 020: G-TITANS Titans 021: FA Gundam 022: Surface Gundam 023: G ALEX 024: BD-1 025: BD-2 026: BD-3 027: G Full Vernian 028: Zaku IIA NC 029: Zaku II-F All 030: Zaku II/S.M 031: Zaku II/J.R 032: Zaku II-J All 033: Zaku II-S Legitimate Zion, Neo Zion 034: Zaku II-S/C.A Legitimate Zion, Neo Zion 035: Desert Zaku Legitimate Zion, Neo Zion 036: Zaku Cannon Legitimate Zion, Neo Zion 037: Zaku Marine Type Legitimate Zion, Neo Zion 038: Zaku Tank Legitimate Zion, Neo Zion 039: Zaku II-R1 Legitimate Zion, Neo Zion 040: Zaku II-R1A Legitimate Zion, Neo Zion 041: Zaku II-R2 Legitimate Zion, Neo Zion 042: Zaku R1/S.M 043: Zaku R1/3S Legitimate Zion 044: Zaku R1/J.R 045: Zaku II-RD4 Legitimate Zion, Neo Zion 046: Gouf-A All 047: Gouf-B Legitimate Zion, Neo Zion 048: Gouf-B/P-Type Legitimate Zion, Neo Zion 049: Gouf-C Legitimate Zion, Neo Zion 050: Gouf-H Legitimate Zion, Neo Zion 051: Dom All 052: Rick-Dom All 053: Dowage Legitimate Zion, Neo Zion 054: Dowage-H Legitimate Zion, Neo Zion 055: Gelgoog-A Neo Zion 056: Gelgoog-B Neo Zion 057: Gelgoog Cannon Neo Zion 058: Gelgoog-S All** 059: Regelg Legitimate Zion, Neo Zion 060: Gelgoog/C.A Legitimate Zion, Neo Zion 061: Gelgoog/J.R 062: Gyan/P-Type Legitimate Zion 063: Gyan Legitimate Zion 064: Kampher Legitimate Zion, Neo Zion 065: Ifreet TX 066: Gog Legitimate Zion, Neo Zion 067: Hi-Gog All 068: Acguy Legitimate Zion, Neo Zion 069: Z'Gok Legitimate Zion, Neo Zion 070: Z'Gok-S Legitimate Zion, Neo Zion 071: Z'Gok/C.A Legitimate Zion, Neo Zion 072: Z'Gok-E All 073: Zock Legitimate Zion, Neo Zion 074: Zeong Legitimate Zion, Neo Zion 075: P-Zeong Legitimate Zion, Neo Zion 076: Ball Titans 077: Ball/P-Type Titans 078: Gundam MA Titans 079: Azzam Legitimate Zion, Neo Zion 080: Zakrello Legitimate Zion, Neo Zion 081: Bygro All 082: Grublo Legitimate Zion, Neo Zion 083: Big Zam Legitimate Zion, Neo Zion 084: Brau Buro Legitimate Zion, Neo Zion 085: Elmeth All 086: Hover Truck 087: Big Tray Titans 088: Magella Attack Legitimate Zion, Neo Zion 089: Gallop Legitimate Zion, Neo Zion 090: Doubde Legitimate Zion, Neo Zion 091: Core Fighter Titans 092: Core Booster Titans 093: G Fighter 094: G Armor 095: GF/Gundam 096: Gelgoog/A.G 097: Deblock Titans 098: Public Titans 099: Dopp Legitimate Zion, Neo Zion 100: Dopp/G.Z 101: Dodai GA Legitimate Zion, Neo Zion 102: Dodai YS/Zaku Legitimate Zion, Neo Zion 103: Dodai YS/Gouf Legitimate Zion, Neo Zion 104: Skiure/Zaku Legitimate Zion, Neo Zion 105: Luggun Legitimate Zion, Neo Zion 106: Zikko Legitimate Zion, Neo Zion 107: Gaw Legitimate Zion, Neo Zion 108: Saramis S Titans 109: Magellan S Titans 110: Pegasus Titans, Neo Zion* 111: Farmel Neo Zion 112: Zanzibar Legitimate Zion, Neo Zion 113: White Base Neo Zion* 114: Dolos Legitimate Zion, Neo Zion 115: Yukon Legitimate Zion, Neo Zion 116: Mad Angler Legitimate Zion, Neo Zion 117: BD-2/N.S 118: R-Dom/C.A Neo Zion 119: Gundam/C.A Neo Zion *Neo Zion gets one of these units at the beginning of the game, but cannot develop or produce more **The Titans get one Gelgoog-S at the beginning of the game, but cannot develop or produce more ############################################################################### BASE DATA ############################################################################### Since there's no better place to put it, here's a list of all the bases in the game and their data. Major bases are indicated with an asterisk next to their name. Bases with two asterisks are Neutral bases. BASE NAME INCOME PRODUCTION LEVEL CANNONS DEFENSE ------------------------------------------------------------------------------- Jabro* 600 600 15 60 55% Odessa* 200 999 12 48 46% California* 300 400 9 36 37% New York* 500 150 8 32 34% Madras* 250 250 10 40 40% Trinton* 200 350 9 36 37% Kilimanjaro* 150 500 10 40 40% Peking* 200 250 7 28 31% Belfast* 350 150 12 48 46% Hawaii* 300 200 8 32 34% Lunar 2* 300 250 12 48 46% Solomon* 250 100 12 48 46% A Baoa Qu* 300 100 15 60 55% Granada* 400 500 14 56 52% S3-Zum City* 999 250 12 48 46% Anadyr 30 30 2 8 16% Alice Springs 30 50 4 16 22% Anchorage 30 30 2 8 16% Istanbul 50 30 4 16 22% Vladiovostok 30 50 5 20 25% Ulaanbaatar 30 50 4 16 22% Jerusalem 70 40 5 20 25% Ndjamena 30 30 4 16 22% Cairo 80 50 6 24 28% Ghadames 30 30 3 12 19% Capetown 80 80 5 20 25% Santiago 30 30 3 12 19% Schefferville 30 30 2 8 16% Chicago 100 40 6 24 28% Jakarta 30 30 3 12 19% Stockholm 30 30 3 12 19% Sverdlovsk 30 40 2 8 16% St. John's 30 30 3 12 19% Seoul 60 20 4 16 22% Darwin 30 30 4 16 22% Dakar 50 50 5 20 25% Churchill 30 30 3 12 19% Chongqing 30 30 5 20 25% Tiski 30 30 2 8 16% Tehran 50 30 5 20 25% Delhi 70 40 5 20 25% Denver 50 40 4 16 22% Tokyo 150 10 6 24 28% New Guinea 20 40 3 12 19% New Zealand 30 60 2 8 16% Nome 30 30 2 8 16% Novosibirsk 30 50 3 12 19% Norilsk 30 30 2 8 16% Havana 50 30 3 12 19% Baikonur 70 70 6 24 28% Vancouver 60 30 5 20 25% Bangkok 70 20 4 16 22% Perth 30 30 3 12 19% Paris 80 20 5 20 25% Punta Arenas 30 30 3 12 19% Hay River 30 30 3 12 19% Berlin 100 50 6 24 28% Petropavlovsk 30 40 3 12 19% Hong Kong 80 10 4 16 22% Bogota 30 30 3 12 19% Magadan 30 30 3 12 19% Madagascar 30 40 2 8 16% Madrid 60 20 4 16 22% Manila 30 40 3 12 19% Mecca 60 20 4 16 22% Mexico City 50 30 4 16 22% Moscow 60 90 6 24 28% Yakutsk 30 30 2 8 16% Lagos 40 40 3 12 19% Rio de Janeiro 50 30 3 12 19% Lima 30 40 3 12 19% Leningrad 50 50 5 20 25% Rome 90 20 5 20 25% London 100 10 6 24 28% Side 1-1 0 50 3 12 19% Side 1-2 0 50 2 8 16% Side 2-1 0 50 3 12 19% Side 2-2 0 50 2 8 16% Side 3-1 250 50 6 24 28% Side 3-2 250 50 5 20 25% Side 4-1 0 50 3 12 19% Side 4-2 0 50 2 8 16% Side 5-1 0 50 4 16 22% Side 5-2 0 50 3 12 19% Side 6** 300 150 5 20 25% Von Braun** 600 300 6 24 28% Gothab** 30 30 2 8 16% ############################################################################### # THANKS ############################################################################### # Bandai, for producing such a great game. (And great Gundam models) Hiko, for sending me the information on what events make what characters angry in the Zion scenario. ############################################################################### # COPYRIGHT NOTICE ############################################################################### # (Cause you can't be too safe. More FAQ writers have been ripped off by people trying to make a quick buck than I like to think about) This Document is Copyright 2003 by Ian Kelley. All Rights Reserved. It is protected by US and International Copyright Law. It is for private and personal use only, and cannot be reprinted in or reproduced in part or in entirety without the express written consent of the author. This document is intended to be free and may not be used for any sort of commercial venture, be that selling it, giving it away as a promotion, or making otherwise making available for profit. It may not be used or distributed by any website, organization, or individual, nor may it be used as a reference or altered by anyone (such as strategy guide authors/publishers or magazine staff) without express permission of the author.