Herzog
Zwei Strategy, part two

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.
First,
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
While
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
In
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.
Once
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.
No,
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
Now,
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.
What
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. |