88        88
 88        88
 88        88
 88aaaaaaaa88   ,adPPYba,  8b,dPPYba,  888888888   ,adPPYba,    ,adPPYb,d8
 88""""""""88  a8P_____88  88P'   "Y8       a8P"  a8"     "8a  a8"    `Y88
 88        88  8PP"""""""  88            ,d8P'    8b       d8  8b       88
 88        88  "8b,   ,aa  88          ,d8"       "8a,   ,a8"  "8a,   ,d88
 88        88   `"Ybbd8"'  88          888888888   `"YbbdP"'    `"YbbdP"Y8
                                                                aa,    ,88
                                                                 "Y8bbdP"

               888888888888                               88
                        ,88                               ""
                      ,88"
                    ,88"  8b      db      d8   ,adPPYba,  88
                  ,88"    `8b    d88b    d8'  a8P_____88  88
                ,88"       `8b  d8'`8b  d8'   8PP"""""""  88
               88"          `8bd8'  `8bd8'    "8b,   ,aa  88
               888888888888   YP      YP       `"Ybbd8"'  88



_______________________________________________________________________________

-------------------------------------------------------------------------------


                                Herzog Zwei
                              · Sega Genesis ·
                            · FAQ/Walkthrough ·

                           Document Version: 1.00

                 Topher Tweten [[email protected]]
                              Otherwise Known As
                         NostalgicX, SuperNova, NOVA

_______________________________________________________________________________

-------------------------------------------------------------------------------


-----------------------
-  TABLE OF CONTENTS  -
-----------------------

· 01. LEGAL AGREEMENTS

· 02. INTRODUCTION

· 03. HISTORY OF HERZOG ZWEI

· 04. HOW TO PLAY
    (04A. Game Play Screen)
    (04B. In-Game Menu)

· 05. UNITS
    (05A. Infantry)
    (05B. Motorcycle)
    (05C. Armored Car)
    (05D. Supply Truck)
    (05E. Tank)
    (05F. Gunboat)
    (05G. SAM)
    (05H. Cannon)

· 06. COMMANDS
    (06A. Supply)
    (06B. Main Base Attack)
    (06C. Secure Minor Base)
    (06D. Enter Minor Base)
    (06E. Attack on Sight)
    (06F. Patrol)
    (06G. Stationary)
    (06H. Supply)

· 07. BASES

· 08. MAPS + LEVELS OUTLINED
    (08A. Abgrund)
    (08B. Vulkan)
    (08C. Loch)
    (08D. Strand)
    (08E. Stadt)
    (08F. Eisfrei)
    (08G. Waldung)
    (08H. Oase)

· 09. GENERAL STRATEGY
    (09A. Early Match Gameplay)
    (09B. Defensive Strategy)
    (09C. Offensive Strategy)
    (09D. Unit Formations)
      [09D1. Supply Trucks]
      [09D2. Gunboats]
    (09E. Advanced Techniques)
      [09E1. Distractions]
      [09E2. Sabotage]
      [09E3. Running]

· 10. CONTACT

· 11. VERSION HISTORY

· 12. CREDITS


-------------------------------------------------------------------------------
-                            01. LEGAL AGREEMENTS                             -
-------------------------------------------------------------------------------


This entire document is (c) 2008 Chris Tweten. All trademarks are property of
their respective owners. No section of this guide can be used without my
permission. This includes, but is not limited to posting on your website,
making links to my guide, including parts of my guide in your own, or making
reference to any material contained within.

All the sites mentioned below have permission to do the above. Please email
me at [[email protected]] to enquire about gaining permission to use
this document. Under no circumstances can CheatCC.com use this document.

                                  GameFAQs
                         · http://www.gamefaqs.com

                                  PwnGuide
                      · http://pwnguide.com/index.php

The only website I will regularly upload the newest versions of my guide to
is GameFAQs. If I decide that you are granted rights to use of this document,
it is in your sole responsibility to keep up to date.


-------------------------------------------------------------------------------
-                              02. INTRODUCTION                               -
-------------------------------------------------------------------------------


                         Official Box Description:
     "Eins! Zwei! Drei!" In the murky dawn the tyrant's troops scuffle
   towards foxholes and tanks. Taking battle position, they quickly check
     their equipment and load cannons. Then they hunker down, awaiting
                            the cry: "Attacke!"

    "Hup! Two! Three! Four! On your order, rebel soldiers race to their
   war machines! Jets blast into the dawn, afterburners roaring. Convoys
       rumble toward the advance bases. Their single purpose: Attack!

    War! You and your opponent face off for control of the world! You're
     equally matched, man for man, weapon for weapon. You sweat as you
        order out heavy metal, mobilize troops, and plot the attack!

    You collide in dogfights, ground frays, and naval clashes! At last,
          you advance to their home base. Now! Crush the enemy --
               and become Supreme Commander of the free world!


-------------------------------------------------------------------------------
-                         03. HISTORY OF HERZOG ZWEI                          -
-------------------------------------------------------------------------------


Herzog Zwei is a real-time strategy (RTS) game that was published in 1991
by Sega on the Sega Genesis console. It was developed by TechnoSoft and
was a very revolutionary title for its era. However, the fanbase for this
game at the time was relatively small, making it a very much lesser known
title.

The one huge claim-to-fame about Herzog Zwei is that it is the VERY FIRST
real-time strategy game ever. Techno Soft got something right, becoming
the grandfather of the RTS genre. The single player modes of the game are
actually very challenging and you'll have to be a maniac to defeat some
of the later levels. The multiplayer mode can also be great if you've
got a partner who really gets into the game. Pure addiction! Because of
this legacy, it is a VERY tough title to find on cartridge, so your best
bet is probably emulation.

The main commercial purpose of Herzog was to really push the Sega Genesis
ahead of its competitors. Although it failed to do so, Sega was saved by
two cult-classics: Madden Football and of course, Sonic the Hedgehog.

Nowadays, Herzog still has a small fanbase, but a fanbase that follows it
almost religiously. It really reminds me of Earthbound since the fans
absolutely demand a sequel. As of this time, Sega has no plans to do so,
considering they don't even have a modern-generation console to put it on.
Even if they did, it would probably go to Nintendo Wii and get overshadowed
by Advance Wars and other big hitters. Let's all just hope and beg Sega
like Earthbound fans begged for a MOTHER 3. It may have been a Japan
exclusive, but we'd cope with that and get some translators right on it. :]


-------------------------------------------------------------------------------
-                               04. HOW TO PLAY                               -
-------------------------------------------------------------------------------


The controls in this game are quite simple, compared to modern-day gaming
where there are at least 10 buttons. In this game, it is not the case,
since Genesis only has a grand total of 4 buttons and the D-Pad.

There are two default control schemes that alter depending on if you are
in the actual game or in the in-game menu.

                       +----------------------------+
                       |  (04A) . Game Play Screen  |
                       +----------------------------+

                                      \  __
                                       \/  \
                                       /\__/
                                      |
                             _________|__________
                       _,.-'`                    `'-.,_
                   _,-'                                `-._
                ,-'                _______       ,......   `-.
              ,'    _.---._     __/S E G A\__   ( START )     `.
             /    ,'  .-.  `.  |G E N E S I S|   `''''''  .-.   \
            /    /  __|_|__  \ ``````````````        .-. ( C )   \
           |     | |__(_)__| |                  .-. ( B ) `-'     |
           |     \    | |    /                 ( A ) `-'          |
           |      `._ '-' _,'                   `-'               |
            \        `---'      _______________                   /
             \              _,-'               `-._              /
              \           ,'                       `.           /
               `.        /                           \        ,'
                 `.____,'                             `.____,'

D Pad
· Moves the Mech

Start
· Pause

A Button
· Pick up/drop off a unit
· Transform from ATTACK JET to GROUND UNIT
 (When you are not carrying a unit)

B Button
· Fires ur lazerzzs

C Button
· Switches to the In-Game Menu

On the game play screen, there are four bars that you should really pay
attention to. During the single player mode, they appear on the left and
also appear on the left for the first player during multiplayer. The
second player's bars appear on the right side of the screen. These bars
only apply to the Mech.

 +---+
 | B | Base Damage Level. A measurement of your main base's health.
 +---+                    If it depletes to zero, you lose.

 +---+
 | E | Energy Level. Once depleted, the Mech is destroyed and
 +---+               respawns at your main base.

 +---+
 | G | Gun Level. Once depleted, the Mech cannot fire its guns.
 +---+

 +---+
 | D | Damage Level. Once depleted, the Mech is destroyed and
 +---+               respawns at your Main Base.

Aside from these four main bars, you will also see another four
symbols that you'll need to remember if you want to succeed in
Herzog.

Exclamation Mark
· Indicates that a unit needs supplies

Missile Threat
· Indicates that an enemy has fired a missile at you and that it
 is homing in

Wrench
· Indicates that a unit is being built. When production has been
 finished, this icon will changed to "OK!" At this point, your
 ordered unit is ready to be picked up and deployed to the
 battlefield.

SOS
· Indicates that your main base is under attack

During the game play screen, you will take control of a Mech. This
Mech has the ability to morph between a Fighter Jet and Ground
Robot.

                        ----------------------------
                        -  04A1. Fighter Jet Mode  -
                        ----------------------------

There a ton of differences that you'll experience when playing in
Fighter Jet Mode. The main things that you should notice are:
· Ability to carry units
· Faster mobility
· Invulnerability to ground units

If you are carrying a unit while airborne, a few things will change:

· Your Energy Level depletes much faster than usual. You'll
 have to make sure you don't get destroyed because of a low Energy
 supply.

· Any damage taken while carrying a unit is shared between the
 Mech and the unit. This means that if you are destroyed in any way
 while carrying a unit, the unit is also destroyed. This means that if
 you run out of Energy, you'll both be destroyed and you'll respawn
 at your main base. Also, if you take enough Damage, both of you
 will be done for. This won't happen too often since most ground units
 can't attack you at all. The only thing that can harm you while
 airborne is the SAM unit. These things are crazy strong so if you
 see one coming up, just book it and leave.

                       -----------------------------
                       -  04A2. Ground Robot Mode  -
                        -----------------------------

Likewise to Fighter Jet Mode, there are many things that are
different:
· Ground Combat
· Slower Mobility

While in Robot Mode, you will be able to engage in combat with
ground-based units. This not only means that you can attack
units that are on the ground, but they can attack you.


                         +------------------------+
                         |  (04B) . In-Game Menu  |
                         +------------------------+

      |       ______           ___
    -=+=-    |______|    ___  |___|  ___
      |       START     |___|   B   |___|
                          A           C

D Pad
· Left: Switches to short range radar
· Right: Switches to long range radar

Start
· Pause

A Button
· Orders the selected unit

B Button
· Orders the selected unit

C Button
· Switches to the Game Play Screen

Switching between your different types of radars is really quite simple.
The short range radar will display all units, while the long range will
display all bases. Of course, they are distinguishable by colour: red + blue.

Note: If you switch from the game play screen to the
     in-game menu, it will NOT pause gameplay. The
     only way to do so is to hit Start.


-------------------------------------------------------------------------------
-                            05. UNITS                                        -
-------------------------------------------------------------------------------


There are a total of 8 different units available to be deployed by the
unit which you control (I will refer to this as the Mech). Each unit
is vulnerable to enemy attacks, but will obviously have different stats.

Throughout this section, I will outline the differences between these key
statistics and explain in detail what each unit is capable of and what you
should be using them for.

I'd also like to point out that while carrying a unit when airborne, you can
also view their current stats on the in-game menu screen.

Once you're on this screen, you should be able to see the letters: DEGM.
These are the four basic statistics that apply to every unit you have.

Your D, E, and G Levels can be replenished through two options:
· Staying stationary at your Home Base
· Staying stationary at one of your Minor Bases

 +---+
 | D | Damage Level. Once depleted, the unit is destroyed.
 +---+

 +---+
 | E | Energy Level. Once depleted, the unit cannot move.
 +---+               This triggers an exclamation mark [!]

 +---+
 | G | Gun Level. Once depleted, the unit cannot fire its guns.
 +---+            This triggers an exclamation mark [!]

 +---+
 | M | Missile Level. Once depleted, the unit cannot fire SAM missiles.
 +---+                This triggers an exclamation mark [!]

Like I said earlier, these are very basic statistics, but also very important.
You'll want to make sure that your units have enough fuel (Energy) to move to
their destinations and then some and to also have the necessary resources
to perform their Commands. Energy is depleted as a unit moves and this bar
drains at higher rates when on harsher types of terrain.

I'd also like to note that the maximum number of units you can have at once
is 50. Although this sounds like a large number, it really isn't in the later
levels and you'll have to monitor your deployment of units to make sure that
you haven't accidentally deployed ones you don't need.

Another basic statistic that I'd like to point out is Production Time. It is
completely relative to the Production Cost, which really makes sense. Cheaper
units shouldn't take a long time to create, right?

                 _________________________________________
               /\                                         \
               \_|  Note: Throughout this section,         |
                 |        I will refer to and pinpoint     |
                 |        10 specific statistics of each   |
                 |        unit. These statistics are:      |
                 |   ______________________________________|_
                  \_/_______________________________________/


Place Of Activity
· Where the unit is active (Land/Sea/Air)

Production Cost
· How much Gold required to create the unit

Production Time
· How long it takes to create the unit

Lasting Power
· Overall defensive ability - how long it will last under enemy fire

Mobile Speed
· How fast the unit can move

Sphere of Activity
· How far an enemy can see the unit from

Searching Sphere
· How far the unit can see

Ammo Rounds
· The total number of firing rounds the unit has

Attack Power
· How powerful the firing rounds of the unit are

Missiles
· The total number of missiles the unit has

                           +--------------------+
                           |  (05A) . Infantry  |
                           +--------------------+

            +--------------------------------------------------+
            |                    Infantry                      |
            +------------------------------------------+-------+
            |  Place of Activity                       | Land  |
            +------------------------------------------+-------+
            |  Production Cost                         | 500   |
            |  Production Time                         | 1     |
            +------------------------------------------+-------+
            |  Lasting Power                           | 1     |
            |  Mobile Speed                            | 1     |
            +------------------------------------------+-------+
            |  Sphere of Activity                      | 0     |
            |  Searching Sphere                        | 1     |
            +------------------------------------------+-------+
            |  Ammo Rounds                             | 80    |
            |  Attack Power                            | 2     |
            |  Missiles                                | 0     |
            +------------------------------------------+-------+

Like in any RTS (Real-Time Strategy) game, there is always that one unit that
is ridiculously cheap, but super weak. Infantry is the Herzog version of this.
Although they aren't the greatest unit, they do actually have some important
uses. Deploying Infantry isn't necessarily essential to winning a level, but
I'll explain their few important deployment methods.

To start off, you can deploy an Infantry unit by ordering in the MAIN BASE
ATTACK command. The one key strength to the Infantry unit is that it is the
only unit that does not run off Energy. Therefore, you can use this cheap
buggers as scouts, capturing bases, or even just to explore the map without
a second thought. If they die, so what? You can buy more of these units like
you were using water in a shower.

If I'm going to use Infantry to capture bases, I usually deploy them in
multiples of four. This is just to ensure that they have at least some power
behind them and that the base won't be taken over at such great ease. Their
mobile speed isn't that great, but it's good enough for what you need them
to do. Send a line of 4/8 to capture a neutral base, then concentrate your
real strategic moves elsewhere. Your opponent most likely won't notice these
four tiny units occupying a base that you don't have anything else around,
so just leave them alone and enjoy your extra gold per second! Eventually,
they'll capture it and you can worry about it then, but for now, it won't
really matter. Please note that it is necessary to have 4 Infantry Units
to capture a Base.

The only other main use for them is to use them as cannon fodder. Literally.
Just send a line of 4 of them running straight at your enemy's main base.
They'll focus on killing your pathetic excuse for an attack and you can use
this opportunity to seize their base from the sides or even the back. Yes,
the great strategy of flanking awakens! You'll want to master this once
you've gotten the hang of deploying your units and learning the priority
that each takes over the other. Better yet, send in a larger group of your
Infantry and they'll think that was your entire fleet. Meanwhile, flank
them with your missile launchers for some real damage.

                          +----------------------+
                          |  (05B) . Motorcycle  |
                          +----------------------+

            +--------------------------------------------------+
            |                        FWA                       |
            +------------------------------------------+-------+
            |  Place of Activity                       | Land  |
            +------------------------------------------+-------+
            |  Production Cost                         | 950   |
            |  Production Time                         | 2     |
            +------------------------------------------+-------+
            |  Lasting Power                           | 2     |
            |  Mobile Speed                            | 6     |
            +------------------------------------------+-------+
            |  Sphere of Activity                      | 3     |
            |  Searching Sphere                        | 1     |
            +------------------------------------------+-------+
            |  Ammo Rounds                             | 30    |
            |  Attack Power                            | 1     |
            |  Missiles                                | 0     |
            +------------------------------------------+-------+

Just like in real life, these guys are annoying and waste up fuel pretty
damn fast. Seriously, I haven't found any real use for them. Their only
perks are that they have an insane amount of speed and are generally very
cheap to deploy. However, Infantry are even cheaper and don't run on Energy.
They can provide you the exact same results without having to worry about
bringing in Supply Trucks to them. It just makes things a whole lot easier
if you avoid this unit.

The only time you should take advantage of their speed is if you're playing
a decent human player. Since they do actually have the greatest speed in
the game, you'll need to use this to capture bases right at the start of
a match. Later on, you can send in your other units to protect them, but
it becomes a very essential part of competitive play. If you aren't going
to play human players at all and are just trying to complete the single
player mode, ignore this.

                         +-----------------------+
                         |  (05C) . Armored Car  |
                         +-----------------------+

            +--------------------------------------------------+
            |                     ARM-51D                      |
            +------------------------------------------+-------+
            |  Place of Activity                       | Land  |
            +------------------------------------------+-------+
            |  Production Cost                         | 1300  |
            |  Production Time                         | 3     |
            +------------------------------------------+-------+
            |  Lasting Power                           | 3     |
            |  Mobile Speed                            | 5     |
            +------------------------------------------+-------+
            |  Sphere of Activity                      | 3     |
            |  Searching Sphere                        | 1     |
            +------------------------------------------+-------+
            |  Ammo Rounds                             | 70    |
            |  Attack Power                            | 3     |
            |  Missiles                                | 0     |
            +------------------------------------------+-------+

Armored Cars are essentially a cheap version of the Tank. Of course,
this comes with the damage nerf. What this means is that the Armored
Car can hold its own against weaker units. By weaker units, I mean:

· Infantry
· Motorcycles
· Armored Cars
· Supply Trucks

If you're going to rush out to capture bases at the start of a match,
these things will come in handy in maintaining them until you can get
your heavy units deployed. Send in your Infantry to capture the base,
then plant (STAY PUT) a couple of these units nearby the base. What
this does is that it will prevent your opponent from doing the exact
same as what you did (sending in Infantry). They're just barely
enough to save yourself in the early game.

                         +------------------------+
                         |  (05D) . Supply Truck  |
                         +------------------------+

            +--------------------------------------------------+
            |                      Supply                      |
            +------------------------------------------+-------+
            |  Place of Activity                       | Land  |
            +------------------------------------------+-------+
            |  Production Cost                         | 1500  |
            |  Production Time                         | 3     |
            +------------------------------------------+-------+
            |  Lasting Power                           | 3     |
            |  Mobile Speed                            | 3     |
            +------------------------------------------+-------+
            |  Sphere of Activity                      | 0     |
            |  Searching Sphere                        | 0     |
            +------------------------------------------+-------+
            |  Ammo Rounds                             | 0     |
            |  Attack Power                            | 0     |
            |  Missiles                                | 0     |
            +------------------------------------------+-------+

The only true use for the Supply Truck is to well..transport supplies
to your units. And by 'supplies', I mean Energy (fuel). Every unit,
with the exception of Infantry runs off Energy and in order to make it
to enemy bases, you'll need to have one of these units or even two or
three depending on the size of your regiment to travel with them. This
way, you won't run out of Energy and be stranded halfway to your
destination.

The general rule I follow about Supply Trucks is to have one per
4-5 units it will help out. The only command you can give to a Supply
Truck is well.. "Supply". There isn't anything more to using these
units at all.

Note: You can tell a unit is in need of supplies when you see
     the exclamation mark.

                             +----------------+
                             |  (05E) . Tank  |
                             +----------------+

            +--------------------------------------------------+
            |                      TAX-52                      |
            +------------------------------------------+-------+
            |  Place of Activity                       | Land  |
            +------------------------------------------+-------+
            |  Production Cost                         | 3200  |
            |  Production Time                         | 4     |
            +------------------------------------------+-------+
            |  Lasting Power                           | 7     |
            |  Mobile Speed                            | 4     |
            +------------------------------------------+-------+
            |  Sphere of Activity                      | 5     |
            |  Searching Sphere                        | 1     |
            +------------------------------------------+-------+
            |  Ammo Rounds                             | 60    |
            |  Attack Power                            | 5     |
            |  Missiles                                | 0     |
            +------------------------------------------+-------+

The Tank is easily the best and most important unit of the game. It'd
be quite a hard challenge to complete the game without them, seeing
as how their sheer power can blow away your opponent's defenses.

Deploy these bad boys close to the enemy's bases or even wherever
they have their units waiting for you. A single tank can deal quite
a bit of damage, so just think about if you had several!

                           +-------------------+
                           |  (05F) . Gunboat  |
                           +-------------------+

            +--------------------------------------------------+
            |                     ST-57U                       |
            +------------------------------------------+-------+
            |  Place of Activity                       | Sea   |
            +------------------------------------------+-------+
            |  Production Cost                         | 3400  |
            |  Production Time                         | 5     |
            +------------------------------------------+-------+
            |  Lasting Power                           | 4     |
            |  Mobile Speed                            | 4     |
            +------------------------------------------+-------+
            |  Sphere of Activity                      | 6     |
            |  Searching Sphere                        | 3     |
            +------------------------------------------+-------+
            |  Ammo Rounds                             | 50    |
            |  Attack Power                            | 3     |
            |  Missiles                                | 0     |
            +------------------------------------------+-------+

The boat can only be used on water, at which point, it becomes a very
powerful unit to use in the early game. Enemy AI will usually use these
units right at the start of a game, so it'd be smart to do the same
as a safeguard defense.

Deploying out a couple of Gunboats is actually a very safe manoeuvre for
early into the match because of their long-range capability. In case you
didn't notice above, their sphere of activity is given a 6! That's just
tremendous compared to the majority of all other units. If you're lucky,
you can catch your opponent offguard and destroy a couple Infantry units
early on, preventing them from getting to neutral bases.

                             +---------------+
                             |  (05G) . SAM  |
                             +---------------+

            +--------------------------------------------------+
            |                      SAM-42                      |
            +------------------------------------------+-------+
            |  Place of Activity                       | Land  |
            +------------------------------------------+-------+
            |  Production Cost                         | 4300  |
            |  Production Time                         | 4     |
            +------------------------------------------+-------+
            |  Lasting Power                           | 5     |
            |  Mobile Speed                            | 2     |
            +------------------------------------------+-------+
            |  Sphere of Activity                      | 2     |
            |  Searching Sphere                        | 5     |
            +------------------------------------------+-------+
            |  Ammo Rounds                             | 0     |
            |  Attack Power                            | 7     |
            |  Missiles                                | 10    |
            +------------------------------------------+-------+

Since SAM units are the only unit other than the Mech that can attack
your opponent's AI while it is airborne, it is a very crucial part to
winning campaigns. What you'll want to do is position these guys in
groups so that you can destroy their AI when it carries units around.

Their importance is so essential that I can't even emphasize it enough.
Taking down the enemy AI while it flies around delivering units can
win you campaigns at such ease that you'll want to pack these guys in
groups of 4 and let them have their own Supply Truck to boot. Four
fully supplied SAM units can take down the AI at ease, just make sure
that the Supply Truck is always nearby them.

If you can't afford the full regiment (4 units), try for at minimum
two or three. They won't be able to always take out the AI, but it's
still worth a shot. If you position the units just right, you can
destroy it, but just be sure that you know it won't always work. If
you put them into the shape of an iscosceles triangle where one unit
is just ahead of the other two, and those two are positioned wide, you
can usually destroy it.

                            +------------------+
                            |  (05H) . Cannon  |
                            +------------------+

            +--------------------------------------------------+
            |                     GMR-34A                      |
            +------------------------------------------+-------+
            |  Place of Activity                       | Land  |
            +------------------------------------------+-------+
            |  Production Cost                         | 15000 |
            |  Production Time                         | 6     |
            +------------------------------------------+-------+
            |  Lasting Power                           | 6     |
            |  Mobile Speed                            | 0     |
            +------------------------------------------+-------+
            |  Sphere of Activity                      | 0     |
            |  Searching Sphere                        | 2     |
            +------------------------------------------+-------+
            |  Ammo Rounds                             | 88    |
            |  Attack Power                            | 6     |
            |  Missiles                                | 20    |
            +------------------------------------------+-------+


-------------------------------------------------------------------------------
-                                06. COMMANDS                                 -
-------------------------------------------------------------------------------


Whenever you create a unit, you also choose a Command for them to initially
go into. When you are about to deploy a unit, you also have to pay for the
command that you want them to use, so be sure you have enough for the troops
you want.

Aside from setting out a Command when you deploy a unit, just switch to your
Fighter Jet mode and pick up a Unit. From here, go to the in-game menu and
you'll be able to change their Commands. Of course, you'll have to pay the
cost to use it, but it really isn't that much to begin with.

I'll be using this layout for the Commands Section:

Cost: How much Gold needed to use the Command
Icon: What the icon for it looks like
Units: What unit(s) can use the Command

                            +------------------+
                            |  (06A) . Supply  |
                            +------------------+

        +-----------+----------------------------------------------+
        | Cost      | 580 Gold                                     |
        |-----------+----------------------------------------------+
        | Icon      | First Aid Kit                                |
        |-----------+----------------------------------------------+
        | Units     | SUPPLY TRUCK Only                            |
        +-----------+----------------------------------------------+

It does exactly what it says - supplies units with Energy and Ammo. By giving
a Supply Truck the Supply command (could this sound any more redundant?), the
unit will travel to the unit and follow it until it can refuel or reload it.

Like I said earlier, the Supply Truck will find the designated unit until
it can Supply it. That being said, the artificial intelligence for the Supply
Truck just isn't that smart. It won't always take the shortest route and it
won't always take the safest route.

After giving out the Supply command, I strongly reccomend you to watch the
route it takes and act accordingly. By this I mean that if it isn't going a
safe route, send an offensive unit to safely guide it to its destination.
Otherwise, if it isn't taking a short route, just let it be and it'll get
there eventually. As long as your units haven't already run out of whatever
supplies they needed, then it shouldn't be your top priority unless you're
in deep trouble with SAM units taking out the enemy AI Mech.

                       +----------------------------+
                       |  (06B) . Main Base Attack  |
                       +----------------------------+

        +-----------+----------------------------------------------+
        | Cost      | 3500 Gold                                    |
        |-----------+----------------------------------------------+
        | Icon      | Flag in a Dirt Mound                         |
        |-----------+----------------------------------------------+
        | Units     | Everything except CANNON & SUPPLY TRUCK      |
        +-----------+----------------------------------------------+

The unit will take the shortest possible path to the opponent's Main Base and
attack it. If it encounters other units, possibly at the Base itself, the unit
will ignore them and continue attacking the Main Base.

                      +-----------------------------+
                      |  (06C) . Secure Minor Base  |
                      +-----------------------------+

        +-----------+----------------------------------------------+
        | Cost      | 1500 Gold                                    |
        |-----------+----------------------------------------------+
        | Icon      | Small Box with Large Arrow                   |
        |-----------+----------------------------------------------+
        | Units     | Everything except CANNON & SUPPLY TRUCK      |
        +-----------+----------------------------------------------+

The unit will travel to the nearest possible Minor Base that you do not
control and literally stand guard by it. This could be a neutral base or
even an enemy's base. When approached by an enemy unit, they will begin to
attack.

If you give this order to Infantry, they will run into the base and 'secure'
it, giving you control over it if you manage to get 4 of them inside. If your
opponent has Infantry inside the Minor Base, yours will attack them.

                       +----------------------------+
                       |  (06D) . Enter Minor Base  |
                       +----------------------------+

        +-----------+----------------------------------------------+
        | Cost      | 1800 Gold                                    |
        |-----------+----------------------------------------------+
        | Icon      | Large Box with Small Arrow                   |
        |-----------+----------------------------------------------+
        | Units     | INFANTRY only                                |
        +-----------+----------------------------------------------+

As said above, only Infantry units can use this Command. It really makes sense
considering what it does. Basically, the Infantry will literally just enter
the Minor Base in an attempt to secure it for you. If you get 4 in, it's yours.

                       +---------------------------+
                       |  (06E) . Attack on Sight  |
                       +---------------------------+

        +-----------+----------------------------------------------+
        | Cost      | 1000 Gold                                    |
        |-----------+----------------------------------------------+
        | Icon      | Large Arrow and Small Curved Arrow           |
        |-----------+----------------------------------------------+
        | Units     | Everything except CANNON & SUPPLY TRUCK      |
        +-----------+----------------------------------------------+

This is the Command you'll be giving out for your defensive strategies of the
game. What it does is keeps your unit stay at a single point and defend that
point. If a challenger approaches, it will follow that unit and attack it, so
make sure that when you select the point for it to defend that it isn't in
the way of stage hazards. If the unit has to chase down the enemy, it will
take any route needed - including through lava, enemy fire, off a cliff, etc.
Anyways, putting that aside, after destroying the enemy unit, it will return
to the original selected point.

                            +------------------+
                            |  (06F) . Patrol  |
                            +------------------+

        +-----------+----------------------------------------------+
        | Cost      | 500 Gold                                     |
        |-----------+----------------------------------------------+
        | Icon      | Large Circular Arrow                         |
        |-----------+----------------------------------------------+
        | Units     | Everything except CANNON & SUPPLY TRUCK      |
        +-----------+----------------------------------------------+

This Command is VERY similar to "Attack on Sight" in a sense that it will
stay at the given point until approached, chase and attack the enemy, then
return to the selected point. The only difference here is that the unit will
'Patrol' the point in a circular pattern, as hinted at in the Command Icon.
I wouldn't recommend it at all since the circular pattern isn't that great
and you'll find yourself running out of Energy. Usually, the Searching Sphere
and Sphere of Activity of the unit will outnumber the circular pattern of
Patrolling, so it's kinda useless. The only unit that can use this Command
without being gimped is Infantry, and they've got a million other uses.

                          +----------------------+
                          |  (06G) . Stationary  |
                          +----------------------+

        +-----------+----------------------------------------------+
        | Cost      | 100 Gold                                     |
        |-----------+----------------------------------------------+
        | Icon      | Cross                                        |
        |-----------+----------------------------------------------+
        | Units     | Everything except SUPPLY TRUCK               |
        +-----------+----------------------------------------------+

The unit will stay on the same spot and wait until approached by an enemy.
At this point, the unit will just attack once the enemy is within range.
It's the cheapest Command out there, but one of the greatest. I'm really
glad it isn't worth a lot, otherwise, my strategies would change a whole
lot. Of course, this is the perfect command for defensive set-ups (Base
Defense comes to mind).

Note: This is the ONLY available Command for Cannons.


-------------------------------------------------------------------------------
-                                  07. BASES                                  -
-------------------------------------------------------------------------------


Your primary goal in this game is to locate and destroy the enemy's Main Base.
Obviously, to do so, just set out the Main Base Attack command on your units
and deplete the opponent's main health bar.

Your second highest priority is to defend your own Main Base. Any damage that
your opponent inflicts on it is permanent, so make sure you don't get rushed
from the start of the match. I suggest just making a couple of Armored Cars
and placing them all around your Main Base with the Stationary command from
the very beginning.

Aside from the Main Base, there are also several Minor Bases spread out on
the map. You'll want to capture these if you want some very useful benefits.
To capture a Minor Base (if I haven't emphasized this enough already), all
you need to do is have a grand total of four Infantry units enhabiting the
Minor Base. You can do this by giving them the Enter Base command. Upon doing
so, the base will become your team's colour (Red/Blue). Once a Minor Base is
under control, all it takes for the opponent to take it for themselves is to
destroy all your Infantry in the Minor Base. This could be acheieved by simply
sending a higher amount of Infantry, so watch out for what they might try.

            +--------------------------------------------------+
            |              Base to Gold Ratio                  |
            +----------------------------+---------------------+
            |  Total Number of Bases     |    Gold Per Second  |
            +----------------------------+---------------------+
            |    Zero                    |         0           |
            |    One                     |         40          |
            |    Two                     |         80          |
            |    Three                   |         120         |
            |    Four                    |         160         |
            |    Five                    |         200         |
            |    Six                     |         240         |
            |    Seven                   |         280         |
            |    Eight                   |         320         |
            |    Nine                    |         360         |
            |    Ten                     |         400         |
            +----------------------------+---------------------+

As demonstrated in the above chart, your total amount of Gold per second is
completely dependant on the amount of Minor Bases you control. Naturally,
you should realize that capturing more Bases allows for a higher amount of
Gold. I cannot put enough emphasis on just how important capturing bases is.
With more Gold, you can create more units and pay for their commands.

Although it is actually possible to defeat your opponent without capturing
Minor Bases, it will become very difficult since you won't be able to create
units nearly as fast.

Aside from the obvious Gold-based benefit of having Minor Bases, there are
also many other uses for them:

· Deploy units at Minor Bases instead of always at your Main Base
· Refuel a unit's Energy Level
· Reload a unit's Gun Level
· Replenish the Mech's Energy, Damage, and Gun Levels
· Prevents your opponent from having the Gold benefit

The first is a huge benefit to your strategy since moving units manually is
risky if your opponent has SAM units. Otherwise, you may find yourself running
out of Energy too fast and your Supply Truck might not be able to catch up
before they're destroyed. Deploying Infantry from a Minor Base is a great way
to capture the next closest one. You only need a single Infantry unit to keep
a Minor Base, but it helps to have a few handy.

The next few points I made are simply about replenishing your bars. You can
do so by just having your unit go to the Minor Base and it'll automatically
happen. The same applies to your Mech.

The last benefit of Minor Bases comes from the whole Base to Gold ratio again.
If you have lots of bases, this means your opponent has very few, right? They
won't be getting much gold and you can use this to your advantage.

Control all 10 Minor Bases and you can just laugh in your opponent's face as
they only get 40G per second. You'll have the clear upper hand at this point.


                       ALL YOUR BASE ARE BELONG TO US!


-------------------------------------------------------------------------------
-                         08. MAPS + LEVELS OUTLINED                          -
-------------------------------------------------------------------------------


There are a total of 4 difficulty levels and 8 maps in Herzog Zwei.
In addition, there are also two different teams to choose from.

The difficulty ratings are as follows:
· A: ARMORED CARS
· B: SAM
· C: TANKS
· D: CANNONS

What this basically means is that the higher difficulty you choose, your
opponent will start with a more powerful unit waiting at their Main Base
from the very beginning of the game. Aside from this detail, the AI will
play and act in the exact same way no matter what 'difficulty' you are
playing on.

This game plays with the basis of Red VS Blue, a concept that isn't
uncommon. Upon choosing your team, the only difference in gameplay is
that you will start at a different location of the map.

With a little bit of basic multiplication, you can see that there are
thirty two different battles in the game.

On to the maps!

                            +-------------------+
                            |  (08A) . Abgrund  |
                            +-------------------+

Abgrund, the first level of Herzog, is one of the most basic ones.
The Blue Base is in the top left corner and the Red is in the bottom right.
This is the only map in which both players start off without Minor Bases
in their control. Since you have nothing off the bat, you'll want to capture
some bases for the Gold right away. Other than that, you won't have to worry
about being rushed by enemy units since they won't start off anywhere close
to you.

The main geographical feature of the map is a large river that splits itself
into two streams as it reaches the bottom left area of the map. This divides
the map up into two main parts, but you should also take note of the Minor
Bases in the top right corner. If you can manage to capture the bottom right
and central island, you'll be in a really good spot. The central island isn't
a very high priority for a CPU, but it gives you the advantage of deploying
units close to their base. The bottom right corner allows for some warfare,
make sure you don't send the wrong units over there unknowingly. I'd also
like to point out that the deep chasms are a threat to your units' movement.
If they accidentally meander off the trail you expected, they can sometimes
fall to their death. Even if they don't die, they'll be useless until you
pick them up and put them on solid ground, often detracting your train of
thought.

                            +------------------+
                            |  (08B) . Vulkan  |
                            +------------------+

Similarly to Abgrund, this map starts off the players' Main Bases in the
same locations: top left and bottom right. In this map, you'll start off
with three Minor Bases, each of which are somewhat spaced out. The Red Base
has its initial Bases closer together and actually has a shorter net area
to work with. In the top right corner, there is an isolated area with three
Minor Bases to capture. I suggest doing so right at the start of the match.

The lava flow will seperate the map into three main areas: Blue, Red, and
Neutral. By this I mean that if a unit attempts to pass through the lava,
they will be instantly destroyed or heavily damaged. Anyways, to win this
map, all you'll have to do is capture one of your opponent's initial Minor
Bases and you should be in a very good position from here. Likewise to your
enemy, you'll be screwed if they do the same.

                             +----------------+
                             |  (08C) . Loch  |
                             +----------------+

Blue is in the top left again and Red is in the bottom right. This time,
however, the Minor Bases are really in Blue's favour, with two of them
very close to their Main Base and a Minor Base. This stage's quirk is
that you'll have to play a very defensive game. Set up your SAM units and
take out the aerial Mech that approaches. This map is a fight to the death
on ice, and it's set up much like a cavern, with winding paths and many
walls. Units may oftentimes get lost in the place, so watch where they
travel.

Because of the many boundaries and small amount of Minor Bases to enhabit,
this is a great map to practice Base Defense. Build up your troops and
strategically place them in either corner (top right or bottom left), then
advance them to your opponent's Main Base. It's a tough map to play on
higher difficulties, but if you secure Minor Bases at the start, you'll be
fine.

                            +------------------+
                            |  (08D) . Strand  |
                            +------------------+

A very unique map - it's actually my favourite to play on. It's just a bunch
of scattered islands. They're pretty small to be honest and your usual turret
style defense won't work here. What you'll want to do is deply a few Gunboats
at the very beginning of the match and scatter them out a bit and give them
the Stationary command. The Main Bases are more central on this map, but still
on the outskirts. Red gets top, Blue on bottom. Your three Minor Bases will
be like so: one in front of the Main Base and two on opposite sides.

On your middle Minor Base, try to get 4 SAM units and a tank or two to keep
your opponent at bay (did u c wut i did thar?). Using your boats to do a few
driveby shootings is essential to winning here. Harassing them with these fast
things can really throw off their strategy, since the AI won't know how to
handle it without going into an all-out attack mode. Other than that, the only
piece of advice I could give is to watch the fuel levels on your boats.

                             +-----------------+
                             |  (08E) . Stadt  |
                             +-----------------+

Stadt is a crazy map where there are no hazards and the terrain is flat. It
kind of reminds me of Final Destination from Super Smash Bros. For those of
you who don't know, let me fill you in:

                                 No tricks.
                             No big advantages.
                            No bodies of water.
                           Swarms of units only.
                             Final Destination!

What this means is that there isn't much to this map. There are buildings
here and there throughout the map, but it's pretty much just an all-out
war with no geographical advantages. The only thing that might seem
unfair here is that Blue Team has got two Minor Bases beside one of their
initial ones in the center of the map. Rest assured, the map is very easy
to change the tide in battle.

                            +-------------------+
                            |  (08F) . Eisfrei  |
                            +-------------------+

Red's in top left, Blue in bottom right. The initial Minor Bases are in your
regular pattern - one close, two far. The neutral bases are in the other two
uninhabited corners and in the veyr centre of the map. This map has a lot of
water, so you know what to do by now. Send out Gunboats at the start and
keep a few near your Main Base. Other than that, just take your time. The
ice is slippery and it's pretty annoying. Avoid Motorbikes at all costs.

                            +-------------------+
                            |  (08G) . Waldung  |
                            +-------------------+

This time, your Minor Bases will be very close together in comparison to
other maps. The main feature of this map is a tar pit in the very centre
of the map. Traveling through it drains your Energy pretty fast, so it's up
to you if you want to go for it. Likewise for your opponent though =P

If you're claustrophobic, this isn't the map for you. Walls will enclose the
majority of the map and you won't have very many options for approaching your
enemy. All I can say here is that you should go for the central Minor Base.

                             +----------------+
                             |  (08H) . Oase  |
                             +----------------+

To me, this feels like the polar opposite of Waldung. It's the map where you
have the most options for strategic moves and for just about anything you
want. There's just a lot of options at this point. You'll need to put to
use just about every unit in the game if you want to really destroy the
opponent. Send boats down the lake at the start and set up a Gunboat Defense.


-------------------------------------------------------------------------------
-                            09. GENERAL STRATEGY                             -
-------------------------------------------------------------------------------


                     +--------------------------------+
                     |  (09A) . Early Match Gameplay  |
                     +--------------------------------+

At the start of any match, decide your strategy quick, but don't set it in
stone. By this I mean that you should capitalize on acting fast. If you can
choose your tactics at the start of the match or even before it starts, you
will have a huge advantage on your opponent. The key thing to success in the
world of Herzog is the ability to adapt to your opponent's playstyle. Early
on in the match, you'll want to do one or two of several things:

        1.   Deploy 4-8 INFANTRY units with the ENTER BASE command.
        2.   Begin creating a line of defense near your Main Base.
        3.   Deploy several waves of INFANTRY for a rushed attack.
        4.   Create a few units, saving Gold for Tanks.

The first option is very simple, very linear. You'll want Minor Bases so you
can deploy units closer to your opponent's Main Base, as well as the Gold
bonus that accompanies it.

The second option is a basic defensive strategy, but I'll further explain
that one in the next section of the FAQ. It's basically just to prevent
your opponent from flying in and dropping a unit for a direct attack on
your Main Base.

The third option is a method of using light attacks on your enemy so often
that they don't have time to build up their defenses. Since any damage that
is dealt to a Main Base is permanent, these weak attacks will add up.

The last option is just common sense. Save up for your heavy hitters, then
shock your opponent when they don't have a strong army built up. Tanks, in
particular are something you'll want to have near your Main Base and/or
Minor Bases. They're your stronger units and you'll need them to destroy
the opponent.

                      +------------------------------+
                      |  (09B) . Defensive Strategy  |
                      +------------------------------+

Defensive strategies should be used early game to keep your Minor Bases
and ensure that your opponent won't be able to attack your Main Base
at the very start of the match (rush). At the start, don't waste your
money on offensive movements, you'll be able to do that sparingly once
your defense is built up. For defensive game, there are three commands
in particular that will save your ass:

                            1.   Stationary
                            2.   Attack on Sight
                            3.   Patrol

The Stationary command allows for Base Defense, which is basically
just like setting up a bunch of turrets and letting your opponent
approach you. If your units are on Stationary, it'll take a good amount
of attacks for your opponent to get through.

Attack on Sight is a command that allows your army to fight for their
friends and for themselves without you breathing down their neck all
the time. You can just leave them close to your bases with this command
and keep on doing whatever you were doing.

Patrol is a hit-or-miss type of command. A few of my friends just love
using it and it generally works against me, but there's a few catches.
First off, it's possible for a unit to sneak by them behind their backs.
And second, it drains a lot of Energy. Supply Trucks are enough of a
pain when putting them in formation with SAM units, but to do that for
all your units? Forget it!

Other than these basic defenses, you'll want to know how to position
your units, which I'll get into later. The only other help I could give
here is a basic outline of a few different Base Defense formations.


                      +------------------------------+
                      |                              |
                      |               U              |
                      |                              |
                      |           #########          |
                      |           #       #          |
                      |        U  #       #  U       |
                      |           #       #          |
                      |           #########          |
                      |                              |
                      |               U              |
                      |                              |
                      +------------------------------+


This is the most basic formation for Base Defense. It works at the
very start of a match, but other than that, not at all. You just keep
a unit on each side of the Base. It'd be useful if you had a Minor Base
in the very centre of a map, but even still, there are better set-ups.


                      +------------------------------+
                      |                              |
                      |              SUT             |
                      |           S  S S  S          |
                      |           #########          |
                      |           #       #          |
                      |           #       #          |
                      |           #       #          |
                      |           #########          |
                      |           A  A A  A          |
                      |                              |
                      +------------------------------+

                             #   -  Main Base
                             SUT -  Supply Truck
                             S   -  SAM
                             A   -  Armored Car

This has got to be the best strategy in facing the AI. I'll explain why
later, but for now, just remember to upgrade these units when you have the
money for it.

                               SAM -> Cannon
                             Armored Car -> Tank

                      +------------------------------+
                      |  (09C) . Offensive Strategy  |
                      +------------------------------+

Offense, oh man, offense. There's so many ways to attack the enemy it's
ridiculous. I'll just show you guys how I do it, you may find it to be
ineffective against certain opponents, but it usually works out for me.

One thing that you should always remember is that stronger units deal
higher amounts of damage. Sounds stupid that I mention it, but the one
thing that most players do wrong is that they don't capitalize on the
chance to upgrade their units.

Terrain: Taking advantage of the terrain is an important part of attacking.
        If the enemy Mech just drops their units by yours while they're on
        the way to the Main Base, what's the point? By taking advantage of
        the land, you can get around this strategy. You can use trees,
        walls, and just about anything else for cover. Meanwhile, your SAM
        units can fire their missiles and everything they've got while in
        safety.

        The other thing you can do with terrain is use it to conceal your
        units. You can sneak a small convoy of units past enemy defenses
        if they're just out of sight or out of their sphere of activity.

Convoys: A convoy is basically just a small wave of attacks. By creating
        an effective wave, you can just repeat the attack one after the
        other after your first one dies off or is weakened.

        A strong convoy to use is just a couple of Tanks and SAM units
        that travel in a line, with a Tank in front. From here, allow
        your SAM units to follow and keep a Tank or two in the back.
        This way, the front Tank can take out any weak defenses that
        they come across, and the SAM units can take out or endanger
        the enemy Mech.

        Experiment with convoys and you should be able to find one
        that works for your playing style.

Floods:  Sure, convoys are powerful, but how about just sending in a
        massive amount of Infantry? They don't run off Energy and can
        travel the entire map because of it. You can just create lots
        of them and send them to attack in waves of 20-30 at a time.
        They aren't that strong, but there's always strength in numbers.
        Your opponent's Tanks and Cannons can only attack a certain
        number of units at a time. You'll get them eventually by this
        method.

        Another way of pwning using Infantry is to do the same method of
        deploying wave after wave, but do it to every base they have.
        Send 20 Infantry to their Main Base and to each Minor Base.
        Repeat. They're cheap enough for you to keep doing it until
        you've captured the bases you want.

                       +---------------------------+
                       |  (09D) . Unit Formations  |
                       +---------------------------+

The way in which you organize your units is a very important part of the
game. With certain formations, you can dominate the opponent even if
you're outnumbered. It's also something you'll want to play aroud with
and learn to develop for defending your bases. It can be very troublesome
to see Motorbikes or Gunboats constantly doing driveby shootings and your
units just sit there, with your opponent out of range. Here's a few tips
on how you can arrange your units, and this should give you the general
idea of other possibilities.

                          -------------------------
                          -  09D1. Supply Trucks  -
                          -------------------------

Ah, the Supply Truck. It's a very important unit since it can replenish
Missiles, Guns, and Energy. Generally, you can just have one of these
guys follow your convoys from a distance, ready to help them out. You
could even just have one per x amount of units (4-6 usually). If you
aren't paying attention, you'll have a Supply Truck nearby units in
need of Missiles and it'll just be driving in a circle. Useless, right?

Below, I've outlined two formations for Supply Trucks that I've grown
to love and make part of my routine when playing:


                      +------------------------------+
                      |                              |
                      |              SAM             |
                      |                              |
                      |                              |
                      |     SAM      ST      SAM     |
                      |                              |
                      |                              |
                      |              SAM             |
                      |                              |
                      +------------------------------+
                      |                              |
                      |              CAN             |
                      |                              |
                      |                              |
                      |     CAN      ST      CAN     |
                      |                              |
                      |                              |
                      |              CAN             |
                      |                              |
                      +------------------------------+


Basically, you just put a Supply Truck in the centre of 4 SAM units
or Cannons. This way, the Truck can reach the unit very fast when they
run out of Missiles. It's an important set-up that you'll need to master
so that you can take out the enemy Mech and whatever unit it was carrying.
Just practice, practice, practice. There isn't much else that I can do
about it.

That's the general formation you should follow if they're all out in the
open or between Minor Bases, etc. The other formation that I find useful
involves putting a Supply Truck inside one of your bases and surrounding
the base with 4 Cannons.


                      +------------------------------+
                      |                              |
                      |            CANNON            |
                      |                              |
                      |          ##########          |
                      |          #        #          |
                      |  CANNON  #   ST   #  CANNON  |
                      |          #        #          |
                      |          ##########          |
                      |                              |
                      |            CANNON            |
                      |                              |
                      +------------------------------+

As you can see, this formation puts your Supply Truck in the very
middle of your troops, like usual, but it's in a safe position inside
your Base. The Cannons are powerful units that should destroy anything
that comes by, as long as they have missiles. That's where the Supply
Truck comes in. It's safe inside, but can poke out of there when you
need it to. To get it inside in the first place, you'll need to move one
of your Cannons out of the way so that you can put the Supply Truck at
the entrance to the Base. From here, it should enter on its own.

                            --------------------
                            -  09D2. Gunboats  -
                            --------------------

Placing Gunboats on the sides of islands and just leaving them there
with the Stationary or Attack on Sight is good enough to defend against
enemy Gunboats. Typically, it's a difficult thing to do because of their
decent speed and they usually come at weird angles that put your land
units at a waste since they're just out of range.

A formation that I use is very simple. Place them in a line, with the
space between them as about twice the size of your Mech. Don't make
this line too straight, try to follow the pattern of the land.

                      +------------------------------+
                      |                              |
                      |        |           #   GB    |
                      |        |          ##         |
                      |        |          #          |
                      |        |          #          |
                      |        |         #   GB      |
                      |        |        #            |
                      |        |        #            |
                      |        |   ##  #             |
                      |        |  #  ##   GB         |
                      |        | #                   |
                      |        |##   GB              |
                      |                              |
                      +------------------------------+

                             |  -  Edge of Map
                             #  -  Land
                             GB -  Gunboat

Assuming that the | is the edge of the map or that it's just a land
mass that continues on, that's pretty much how you should set up
Gunboats.

                     +-------------------------------+
                     |  (09E) . Advanced Techniques  |
                     +-------------------------------+

                          ------------------------
                          -  09E1. Distractions  -
                          ------------------------

I mentioned this strategy in the Infantry section, but I've actually found
that the AI has a hard time dealing with Motorbikes and Gunboats. I think
it's because of the speed they have, but I guess it really doesn't matter.
Basically, just deploy one or two Motorbikes and send them straight to your
opponent's Main Base for a direct attack. Sure, they might get destroyed
at ease without doing any damage, but that just isn't the point.

It makes your enemy put their focus on dealing with this light attack while
you can go do other things elsewhere. You could plot out an attack on a Minor
Base at the same time, and they'll take priority on defending their Main
Base since damage is permanent. Actually, a bunch of light attacks can
win you the entire game if you're lucky. It just adds up and you can do
these at a relatively low cost.

And then there's the chance that they haven't built up their Main Base
defense properly yet. You could deal a decent amount of damage to it and
shortly after, all their focus will be on building up defense. All of it.
Not even kidding you. Even against human players, they'll be worried that
you might just do the same thing over again.

                            --------------------
                            -  09E2. Sabotage  -
                            --------------------

In the event that the opponent has a relatively weak defense on a Minor or
even their Main Base, you can just fly in as the Fighter Jet, then land
and go for direct attacks in your Robot form. It isn't supposed to be a very
strong attack, but nonetheless useful. If you've destroyed a single unit,
that's one less for your army to worry about.

                             -------------------
                             -  09E3. Running  -
                             -------------------

Sometimes, flying back to one of your bases is not an option if you've run
out of fuel. Instead of flying back, transform into your Robot Form and you
can actually just run back. You eat up a whole lot less Energy this way,
similarly to Infantry. Your Mech can run for almost half the map without using
up too much Energy. This is especially effective when dropping off units and
getting rocked by SAM units. Low health or low fuel - that's when to do it.


-------------------------------------------------------------------------------
-                                 10. CONTACT                                 -
-------------------------------------------------------------------------------


If you have any questions, concerns, or even suggestions, feel free to contact
me at [[email protected]]. You can contact me for just about anything
relating to the guide itself, but I can't guarantee that I'll reply right
away. Usually, I can catch you within a few hours, but I'm not sure how busy
I'll be these next few months.


-------------------------------------------------------------------------------
-                             11. VERSION HISTORY                             -
-------------------------------------------------------------------------------


                              ----------------
                              - Version 1.00 -
                              ----------------

Version Updates:
 Version 0.50 - June 08, 2008
    Basic Formatting
 Version 1.00 - June 17, 2008
    First Draft Complete


-------------------------------------------------------------------------------
-                                 12. CREDITS                                 -
-------------------------------------------------------------------------------


Daniel Thomas
 Map Descriptions
 http://www.danielthomas.org/pop/videogames/hz_strategy2_page02.htm
 http://www.danielthomas.org/pop/videogames/hz_strategy2_page03.htm

Technodynamic Herzog Zwei Shrine
 Unit Statistics
 http://www.technodynamic.com/Herzog.html

omg teh faq page
 Jonathan Chang
 http://losmonos.netfirms.com/faqs/

ASCII Generator
 ASCII Title
 http://www.network-science.de/ascii/


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|                         (c) Christopher Tweten 2008                         |
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