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Herzog Zwei Strategy, part two

Herzog Zwei - Technosoft, 1989, for Sega Genesis - The video game classic that pioneered real-time strategy.

April 10, 2004

Welcome, finally, to part two of the Herzog Zwei Strategy Guide. No doubt by now, you've had time to learn how to play the game from part one, and put the basics into practice. Now, we will look at some game-specific strategies that should prove helpful against friends. Now, let's jump into the finest strategy game ever made, Herzog Zwei.

 

The Opening Game

Your opening game in Herzog Zwei can be crucial, since you begin with limited funds. You want to capture neutral bases, secure your own territory, and keep an eye on what your opponent is doing.

Minor BaseFirst, it is crucial that you control the bases closest to your Home Base (HB). This is your first line of defense, and most important. When secured with a number of units, these bases will be able to repel, or seriously damage, most attacks against your HB. Likewise, capturing one of these bases can spell victory; you have a clear path for your tank convoys.

Remember! Do not waste precious funds on attacking. You need bases first, to raise funds and defend territory.

 

Defending Your Home Base

Home BaseWhile it isn't neccessary to worry about your HB at the beginning, you will need to start thinking about defending after your first neutral base is captured. Ideally, you should maintain several units in a perimeter, close to HB. In the beginning, you needn't go overboard; a couple tanks or armored cars should suffice.

As time progresses, you will need to add units, depending on what your opponent is doing. Is he/she harrassing you with motorbikes? Make sure you have enough units at HB to take out the invaders.

Remember! Do not ignore HB attacks! Even weak attacks, when sustained, can drain your life bar considerably. If you have to, fly back and personally shoot down the enemy units. Of course, if you have to constantly fly back Home every minute, you just lose momentum, and ultimately the game. Have enough units at Home to solve any problems for you.

 

Issuing Your Orders

Base DefenseIn the bginning, you should stick with the Base Defense, since it is the cheapest. It will do a fair job of defending itself, but your larger concern is saving money for infantry and units on the front.

Circular DefenseOnce you have some more money to spare, you should upgrade the orders to these units. Many people would suggest Circular Defense, since it is fairly inexpensive and allows a few units to cover a greater terrain. This is best on maps with open terrain, but eats up fuel. If you forget and they run out of fuel, things can turn ugly.

Attack When ApproachedNo, for me, I suggest Attack When Approached, which is worth every penny and allows your army to fight without you hovering nearby every second.

Remember! Time and money are your most crucial assets! Wasting either will often spell victory or defeat.

 

Minor Base Defense

TankNow, along with your HB, you need to defend your minor bases. Remember that your two closest bases are your first line of defense, so you will need to leave units to defend. There should be at least two or three units at each base. For me, tanks are better than armored cars, but that's just me. Armored cars are less than half the cost, so there's that advantage.

Gatling GunWhat do you use when you really have the money to spare? The Gatling Gun. It's the best defense unit in the game. Most importantly, you need to defend against your opponent's Mech. This is most important on your front lines, at your base that is closest to the main fighting.

This should be the cornerstone of your defense: anti-air units. Taking out your opponent's Mech is your top priority; stock up on several Mobile SAM's, deploying them at your outermost base. Losing a Mech means standing by for 10-20 seconds.

Remember! Mobile SAM's, Tanks, and (when you can afford it) Gatling Guns are the best defense. Destroy the opposing Mech as often as possible.

 

Next page -- some strategies for the first four maps.

page 1
The opening game, defending your bases.

page 2
General strategies for maps 1-4.

page 3
General strategies for maps 5-8.

page 4
Harassment, sabotage, running home.

page 5
Some advanced defensive tactics.

page 6
Thinking offensively.

page 7
More offense, there's always more offense.

page 8
Using your Mech effectively.

page 9
How to easily beat the computer player.

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