=====================================
MOBILE SUIT GUNDAM: GIHREN'S AMBITION
(SEGA SATURN VERSION
FAQ/WALKTHROUGH
March 1, 2005
Version 1.0
By: Ian Kelley
Email:
[email protected]
=====================================
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
[email protected], 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
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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
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THE BASICS
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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.
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UNITED NATIONS MOBILE ARMORS
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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.
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UNITED NATIONS ARMOR UNITS
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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.
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UNITED NATIONS AIRCRAFT
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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.
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UNITED NATIONS SPACECRAFT
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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.
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UNITED NATIONS CRUISERS
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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.
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UNITED NATIONS PILOTS
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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.
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THIRD FORCE-ONLY MOBILE SUITS
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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.