Herzog
Zwei Strategy, part one
A look at the maps (1-4)
Let's
take a look at the eight different levels in Herzog Zwei. Each map
carries its own unique qualities, and require different strategies
to succeed.
Level
1 Abgrund - This first map is the only one where you begin without
any minor bases. Because of this, you need to capture some to assure
a steady supply of funds. Note the abyss (dark brown areas). You
can walk where there is vegetation, but if your units fall off (when
moving), they'll be trapped, unable to function. You can retrieve
them with your mech, but it could cost you precious time or momentum.
Level
2 Vulkan - This volcanic map is notable for its lava flow which
breaks the battlefield into thirds. Your ground units will be destroyed
if they try to cross, and your mech will suffer heavy damage. There
are also smaller lave flows scattered about which will damage or
destroy your army; you can use these and the mountain terrain as
a defense. If you can capture one of your opponent's bases on their
home turf, you'll have a sizable advantage.
Level
3 Loch - This rock world enables more defensive battles; your
units cannot climb over the walls, but your mech can fly over safely.
A minor base with strong air defenses will be difficult to take.
Both sides have narby (neutral) minor bases near the Home Base.
It is crucial that you not let your opponent take those bases; if
that happens, you're in real trouble.
Level
4 Strand - Islands, islands, islands. Now we're getting to the
good stuff. Wars on this map focus on fierce battles for control
of minor bases (especially the neutral ones) and assaults from the
boats. Because the mech has to do most of the heavy lifting, building
a strong air defense will be a high priority. If you want to pick
a fight with your friend, drop a tank or two on the back door of
his Home Base. Hah!
next
page -- we discuss the
second four maps. |