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    FAQ/Hints and Tips by Kain

    Updated: 05/22/00 | Search Guide | Bookmark Guide

    General Tips and Help Sheet 
    for Blood of Zeon on the
    Sony Playstation and
    Giren no Yabou (Giren's Greed)
    for the Sega Saturn (and Dreamcast too, I think)
    (That was long. ^_^)
    This document may not be used for anything besides non-profit usage.
    I only played the PSX version, so I'm not responsible for any accidental
    misinformation caused by different consoles. I'm also not at the second half
    of the game yet.
    Before I forget : Some of the material in this document actually comes from
    hints and tips found in two separate FAQs to the game...Dan Green and JL
    Lee's. However, I just thought I'd compile them in an easier-to-read format,
    as well as add my own discoveries - my guide is in NO WAY intended to rip off
    and\or plagiarize their excellent work. In fact, you should go read both FAQs
    too, because they explain the basics better than I do. (And Dan's even has a 
    menu translation!)
    Basic Hints and Tips :
    1. Know which side you're picking. The Federation starts off with most of
    Earth and a LOT more Money and Resources, as well as the ability to produce
    the mighty Gundam series when Project V reaches fruition. They also gain the
    services of the White Base crew later on in the game.
    The Jions, on the other hand, have a LOT more ace pilots than the Federation.
    And I do mean a lot - before White Base appears the Federation is pretty much
    strapped in this regard. They also have more space-control but less in terms
    of cash.
    In terms of units, the Federation focusses on a more well-rounded approach;
    their units, while not as strong as the Jions (in general - the Gundams are
    a notable exception) they are more multi-purpose and adaptable to a variety
    of situations. The Jions tend to have one-use powerful units. This difference
    in design philosophy will be very important in the game, so be sure to
    understand it. However, it becomes less noticeable as the tech levels of 
    both sides increase and they are able to build a variety of units.
    Of course, if you're really a true Gundam fan you're probably going to play 
    both. ^_^
    2. Keep a piece of paper or small txt. document full of your troop movements,
    current areas of battle, currently researched units etc...yes, I'm serious
    here. This is a big game, and it's very easy to get bogged down by the 
    enormous amount of information you have to process. Writing it all down not
    only helps with strategizing, but it makes things more fun when you don't
    lose major battles because you had 5 going on at one time and forgot which 
    one to send the supply units to. 
    3. Here's a list of Strategy Points and their corresponding space locations 
    for easy reference. I've also included how much revenue on average that they
    produce  :
    Peking - Peking (low)
    Jaburo - Jaburo (high)
    Odessa - Odessa (high)
    America - America (medium)
    Africa - Africa (medium)
    New York - America (medium)
    California - America (medium)
    Belfast - Odessa (low)
    Kilimanjaro - Africa (medium)
    Hawaii - Peking (medium)
    Trenton - Australia (low)
    Madras - Odessa (low)
    (in space)
    Granada (medium)
    Solomon (high)
    A Bao A Qu (high)
    Side 3 (high Money, low Resources)
    Luna 2 (high)
    Strategy and Movement Phases :
    1. Research constantly, because your opponent is doing so too. Always pump to
    the maximum whenever possible, especially when there's only a little bit left
    at the edge of an almost-full bar - research carries over, and each level is
    more expensive than the one before. If you want, you can let slack your MA
    development a bit (they won't become useful until the middle to late stages
    of the game) but try not to.
    2. Keep your spy bar full. It doesn't really cost that much and is absolutely
    essential to success in this game. At lower levels, it lets you see how many
    units the enemy has at each given terrain as well as supplying you with other
    useful information, and at max it even lets you steal enemy plans. 
    3. Move units. I know this sounds like stupid advice, but with the game being
    as complex as it is, it's too easy to leave units sitting in factories after
    their completion. And you always want your ace pilots at the forefront, doing
    what they do best, so move! Keep HLVs going to space-drop points, supply
    ships to weak areas, and reinforcements for defense. The green dots indicate
    that a unit is moving FROM that territory and not TO, BTW.
    4. Know when to do what. Yes, another obvious-sounding tip, but one that 
    bears repeating. For example, when gearing up for a series of risky advances,
    it's okay pump the money normally used for research into new units, or call
    in some favors from your allies. Then go for a speech to increase morale. 
    As I said, a game this complex has lots of variables; things are dynamic - go
    with the flow. 
    5. Always initiate (if possible) Special Plans the minute they become 
    available, because they usually need a long time to be completed and for some
    of them every turn is precious. The others allow you to attack Special Areas,
    so I'm sure you can see their use. 
    6. Consider making a speech before attempting large invasions, because it ups
    all units' morale by 15. Useful.
    7. Develop new units ASAP, because most of them take rather long to be 
    completed. You can supply money to get the job done in half the time, but I
    don't think it's worth it unless you really need the unit. Another reason to
    develop new units is that upon completion, you get a free sample of that unit
    delivered to your home base. More important, though, is the fact that you
    will not receive the plans for somelater units if you haven't developed the
    earlier ones they are based on.
    8. Focus on the frontline. It's no point having already occupied areas hold
    units (except maybe one or two in case of emergencies) - transfer everyone to
    where the actual fighting is going on.
    9. The stealing of enemy plans carried out in two ways; (1) spying, (2) 
    getting it from enemy technicians when your relationship with them is maxed 
    out. This way, you too can build NT1-Alexes or Big Zams. ^_- If you're 
    extremely lucky, that is. Normally you'll get trash like Dodais or Fly 
    Manthas. But getting it from method (2) allows you to see in advance what it
    10. Under no circumstances let your leader (General Reville, Giren Zabi, or 
    later Paptimus Sirocco, Jamitov Highman, Haman Khan, Aguille Delaz, Casval 
    Daikun (aka Char Aznable), Kishiria Zabi) get killed in a unit; if this 
    happens, your leader dies, your side has no leadership, your troops will get 
    massacred, and, most important of all, YOU WILL LOSE. (Unfortunately, this 
    doesn't work if you kill the leader of any opposing side. Life sucks.)
    11. BTW, stuff like the NT-1, Big Zam, White Base, and the O are *not* one of a 
    kind. Keep that in mind. ^_-
    12. Remember to check back every turn to reassign wounded commanders who have
    recovered! It is important! Even people with extremely low statistics *can*
    increase the performance of a unit...also, since units do not automatically
    recover past a certain extent (when they have lost actual troops and not
    just taken damage) you need to manually choose the Supply command, so check
    your troops periodically.
    13. Keep relations with various powers up, because it affects your trade; 
    even with next to no territory, one can still gain a large amount of 
    resources from trade.
    14. Consider standardizing your units. Around the middle of the game, when
    I was attacking\defending 8 or so areas at once, I found myself having
    trouble keeping track of what was where, so had each active area stationed 
    with a supply ship, some mobile suits and a squadron or so of air support.
    This greatly helped with unit cohesiveness, especially since each group was
    more or less equipped to most situations thrown at it. 
    15. Always develop useful units the moment you receive the plans for them,
    and consider pumping in cash to produce them faster - you'll need them. 
    Also develop cheap units so that you can receive the first free one at low
    16. If your relationship with the enemy technicians is very good (and it's
    easy to get that high by constantly giving them info on your technology -
    don't worry, this won't backfire on you) you can ask them to give you enemy
    plans straight off; very useful, especially as you'll be able to see what 
    you're getting. This is another reason to keep your spy meter high - without
    having a high enemy tech level (only added to by spying and asking for 
    technician favors) you won't be able to produce what you obtain from the 
    17. Units with Shields can sustain a lot, and I mean a LOT more damage than
    those without. What you probably don't realize is that this is because they
    absorb entire hits - that's right, a Shield-equipped unit can actually almost
    deflect whole direct attacks. That's not something to laugh at, so be very
    careful using and fighting against such mobile suits. 
    18. If you want to draw an enemy out of an area badly, you can always lure 
    them by placing a small number of units in an adjoining area; they will 
    almost always attack. This has two advantages - first, they will not attack
    will all their troops, thereby splitting their forces and two; it's much
    easier to defend rather than attack a territory.
    19. In the second part of the game, if you're really having a hard time, you
    can increase relations with one of your enemies a lot and call a ceasefire
    with them. This will be costly, though - around 20,000 Money. 
    Combat :
    1. Conserve your ace pilots. If any named pilot dies in battle, it's a 2 to 
    3 turn wait until they can return to active duty - not so bad when small fry
    like Apollie or Bernard Monsha are concerned, but do you really want to lose
    the services of the likes of Char Aznable and Amuro Rei? Which leads me to my
    next point...
    2. Arrange your troop layers. When stacking units (moving units on top of
    each other so they can attack and defend as a group) note that ONLY the first
    unit gets attacked - the others take damage, but it's negligible. The first
    unit bears the brunt of the attack, so be sure to shift your unit order so
    that damage is minimized and spread out equally amoung all units in a group.
    (Especially when dealing with ace pilots!)
    3. Movement ranges are VERY important in this game. What with all the moving,
    invading, garrisoning and fighting you do, you've got to be very aware of 
    each unit's abilities. Some tips to remember :
    a) It's generally a good idea to have a carrier or supply ship of some sort
    accompany the bulk of your troops so you can transport them more easily -
    Zakus and tanks aren't exactly very speedy. Just be sure to unload the units
    when actually going into combat, or your carrier and all the forces inside 
    will go boom. The same warning applies to HLVs.
    b) Planes can fly pretty fast, so they're ideal for flushing out the last one
    or two units on a map which prevent you from occupying it. Keep in mind that
    your actual fighting force should always consist of mobile suits, though -
    flying units are mainly support. Another good trick you can pull off with
    planes is to move them along unoccupied supply lines, thereby turning them 
    your color and enabling your slower-moving main force to move faster along
    c) Units can move one hex more than usual on supply lines that they control,
    which can be a godsend in mountainous areas. While on them they also get 
    their energy supplies refilled by a small amount each turn.
    d) Don't move all over the place. Decide on specific routes to take and 
    stick to them - fighting, combined with long journeys, seriously drains your
    energy reserves. Supply ships and lines solve this problem, but it's good to
    be wise about your travel decisions.
    4. Now, about HLVs. Believe it or not, the enemy ACTUALLY CONSIDERS THEM
    VALID TARGETS and will divert forces to attack them, sometimes even ignoring
    your own troops. So, don't scrap old HLVs - use them as decoys! 
    Unfortunately, they aren't very sturdy and will usually blow up after an 
    attack or two. Another thing to remember is that you can actually move HLVs
    in space, creating even more decoy opportunities. Finally, HLVs can go back
    up to space, but only at Strategy Points.
    5. Watch the terrain. Land units have trouble moving over mountainous 
    terrain and can't move over water (or rivers) at all. Submarines, of course,
    are water only. The problem with realistic maps like the ones in this game
    in that you often can't tell exactly what terrain a given hex is on, so keep
    your eyes open. You should also check out the battle maps of whatever areas
    you're going to be attacking\defending so as to know how best to manuever on
    6. Although they don't get any bonuses for doing so, normal pilots CAN use
    the Customized mobile suits (Special Issue Char Zaku I, Special Issue Black
    Trinary Doms etc.) as well, so don't junk them when you upgrade your aces'
    current units. Because "normal pilots" are automatically supplied by the
    computer, it's like getting new units for free!
    7. Keep a variety of units around. You don't want to send RX-79's against
    submarines where they can be bombarded and not retaliate, and neither do you
    want your tanks to attack flying bombers. Having various types of units also
    means that your resources for dealing with different kinds of enemy attack
    and defense are increased - you don't need to use "attack in full force" as
    your default plan any more.
    8. A good strategy to consider when trying to Control multiple points is to
    split your infantry (mobile suits and the like) so they can hit different
    areas. Also, it actually takes energy to Control a point, so totally depleted
    units can't do anything at all.
    9. Section off map entry points to prevent enemies from entering them. If you
    can get enough units to surround one, it's basically the same as controlling
    the adjacent territory since they can't invade. Combined with the Bog-Down,
    this can be an excellent tactic for delaying enemy advances.
    10. Now we come down to what is probably the most-used and effective combat
    tactic in all of Blood of Zeon...the dreaded Bog-Down. Drum roll, people.
    In order to succeed, you'll need to know both how to apply and defend 
    against it.
    The basic use of the Bog-Down is simple. Make sure the enemy can't defeat 
    you. Note that this doesn't necessitate defeating the enemy - just so he 
    can't kill you. The usual tactic is to get one unit and place it in a 
    far-away position, thereby making the enemy walk a damn long way to get to
    you. You can also place high HP units in Control points or do basically 
    anything to remain alive - another good strategy is to use marine units when
    the enemy has no means of attacking them.
    Now, I'm sure you can see the obvious applications of this technique. While
    a territory is considered to be engaged in combat (even if it's just one 
    unit sitting there) you can't produce units from it, move through it, 
    resupply units inside...you get the picture. Basically, anything besides 
    reinforcing your position with more units is a no-no. The only way you get
    out of this jam is to either eliminate all the enemies (or, if you're
    attacking, Control all points) or retreat.
    So you're thinking to yourself - "Cool! With this, I can slow down my enemy's
    advance like nobody's business!" Well, although that may be true, the enemy
    AI (while stupid in some regards) tends to use this technique on you an 
    awful lot. You've got to learn how to counter as well as implement it, which
    is where my tips come in :
    Impletation :
    a) Use marine units (or air units) which enemies cannot attack.
    b) Attack surrounding territories of an area you are really attacking to
    prevent them from reinforcing - all you need to do is tie them up, you don't
    need to kill them.
    c) Don't haphazardly attack. You'll have a bunch of units fighting prolonged
    battles which can't be gotten out off. This can be offset by having supply
    planes carry your units around, though.
    d) Bog-Down strategically. Try to target Strategy Points (so the enemy can't
    produce anything) areas which border many territories, areas with lots of
    troops etc.
    Against :
    a) Use speedy units to fly and destroy that single enemy unit that's giving
    you trouble. Keep supply planes around to ferry ground units.
    b) Don't be afraid to retreat if you really need your forces in another area.
    After all, you can attack and gain back lost territory later.
    c) Get correct types of units. I've lost count of the amount of times my
    advance has been stopped by either marine units or stupid air units which my
    Zakus can't attack effectively. 
    11. Although it's generally a good idea to identify what kind of unit an
    enemy is (if not, all you'll see is it's name, and even if you've fought 
    against it, none of it's other stats, even HP) sometimes, you should just 
    fire away and not waste time. Try to use only your units with high Scanning
    rates to identify and the rest to fight. But if a unit uses a close range 
    attack on you, it will be auto-identified.
    12. Ranged fire is an extremely important factor in combat, especially later
    in the game. With it, you can attack units that cannot retaliate because
    their weapons don't reach so far...of course, your enemy can and often does
    this to you too. Develop units with ranged weapons fast and remember this 
    fact - even if stacked, ONLY units which can attack from afar will do so;
    the rest will just sit around. Also, note exactly which attacks hit from what
    range; you don't want to waste all your firepower and ping at the enemy with
    lousy missiles, even he can't counterattack.
    13. Although it gets boring after a while, I recommend you keep the battle
    animation on. Why? Because then you can see how your different weapons do 
    damage. If you find that your missiles aren't as effective as you thought,
    don't use them next time. Though it's faster, the scene skip for battle 
    doesn't allow you to gather this vital information. However, battle animation
    isn't always an accurate indication of what is doing how much damage; the 
    unit shown on screen will almost always deal the finishing blow, sometimes to
    an unbelievable extent; imagine a Guajin losing 400 HP to a continuous stream
    of machine gun bullets after taking no damage from a salvo of lasers, and you
    get the general idea. But it's still useful for, say, noticing that your 
    beams are bouncing off an I-Field or something...
    14. The switchable weapon configurations on some units (most notably the 
    basic Zaku) are there for a reason - so you can decide which fits the 
    situation. In plains terrain, for instance, using the Machine Guns and 
    foregoing the more powerful Zaku Bazooka might just give you that extra boost
    of speed you need to finish the enemy before he brings in reinforcements on 
    the next turn.
    15. "Scatter Minovsky Particles!" You've probably heard this line before, and
    what's more now you can say it too! ^_^ Well, the fact of the matter is that
    Minovsky Particles are good at diverting long-range assaults - just have your
    capital (or supply) ships churn out a wide enough field and the enemies can't
    fire at you. This works better on defense since the enemy will have to come
    to you (and you can fire back!) but a savvy commander will find ways to 
    exploit this function to his\her advantage. When fighting in space, always
    check the Minovsky Particle concentration perodically - since most battles 
    there are fought with capital ships, doing so can mean the difference 
    between victory and defeat.
    16. It's usually a better idea to kill of all the enemies on a map rather 
    than attempt to Control all the points because 1) only certain units can
    Control points, and they tend to be slow 2) it's a lot easier. 
    17. Decoying can prove a useful tactic in battle. The enemy often will move
    out of it's positions to attack weaker units and you can prevent the full
    defensive power of a unit from being utilized if you just have one unit split
    from the main group and attack from the side - the enemy will not hesitate to
    counterattack, which means they can't pick the defense option and end up
    taking a lot of damage. The best thing about decoying in this game is that
    you can always shift the decoy back into a unit stack and place it at the
    bottom order to keep it alive while still retaining it's firepower. 
    Also, the aforementioned tactic works great when attacking a powerful 
    opponent (like Johnny Raiden in a Customized Zaku) - simply attack with a 
    weak unit from the side and he'll counterattack it instead of your main
    force, thereby minimizing casualties. If you approach a large force with 
    capital ships and a weak fighter escort, the enemy goes for the fighters all
    the time. Learn and remember this and it'll aid you tremendously.
    18. When producing units, keep in mind the number of troops that make up one
    unit of that type - for example, submarines are considered 1 unit by 
    themselves, but fighter planes usually come in 3 to 5 groups. For each troop
    within the unit, it gains an additional attack (for example, planes will
    fire 5 times if at full health, as opposed to Customized Zaku, for instance)
    whereas single units fire only once. However, when a unit composed of 
    multiple troops has lost life, you can only recover it to it's current level
    of troops on the battlefield - (though on the Strategy Map it can go back to
    full life) for example, I have a Zaku-J unit which is damaged down to 34 HP.
    It can only recover up to 60 HP (the maximum for two troops in that 
    particular unit) because I've lost one; whereas a single unit always fires
    the same amount. Keep the differences between both kinds of units in mind
    (troop units tend to have more firepower to make up for the potential losses)
    when planning what to manufacture. 
    19. Keep track of which units can Control and which can't - you don't want to
    protect an area with planes only if your opponent's coming in with a whole 
    lot of mobile suits - some will get past your guard and seize your Control
    points. Remember, you can take an area by getting all points under your 
    control - in space, where moving around is easier, a good fake-out can land
    you the victory without you having to expand precious units.
    20. Only the first unit in any stack will attack the enemy with close-combat
    weapons - that's why it's sometimes wiser to split up and attack singly,
    especially if you have lots of units with close-range weapons. Also remember
    that ace pilots in their own Customized units can hit like crazy in melee
    combat (I once got 6 attacks from Ramba Ral and 8 from Anavel Gato) - this
    alone can win you the victory. While we're on the subject of melee battle,
    note that unit will correspondingly only attack the first unit in the enemy
    stack (if the first unit was destroyed in the initial attack, it'll shift to
    the second) so be sure you know who you're attacking; things can get hairy
    if you launch an assault and get counterattacked by Land-Type Gundams.
    21. Along with the Control points around the map, map entry points (while 
    not as important) are not to be overlooked. The enemy can only enter from
    entry points that it controls, so if you seal those off (or attack the
    territory they correspond to) it definitely improves the situation in your
    favor. I once won a battle when I realized that the enemy couldn't reinforce
    it's men - I was able to retreat some much-needed units and return to take
    the area when I could later.
    22. You might think scouting units (units that can only Scan and not do much
    else) are useless. Well, for the most part, they are. However, in a large
    battle, they can be lifesavers by allowing you to get the details on most of
    the enemy units at one shot, rather than having to Scan at multiple 
    intervals with different units, thereby wasting attacks. If that wasn't good
    enough, the Zaku Scouter's non-damage dealing Gun Camera (which has a range
    of 5) boosts the hit percentages of any other units firing on it's target -
    extremely useful when used in conjunction with capital ships' Main and 
    Support Cannons.
    23. Occasionally, the enemy will hunker down at Control points to prevent you
    from taking them when your forces are superior. This is generally effective 
    and can be very irritating...but sometimes, human intelligence proves it's
    worth when the computer let's you fire at them with capital ship weapons from
    a distance without the danger of counterattacking. ^_^ Yes, you heard me -
    you can actually blast away (as long as you don't get too close) and they
    won't move to attack you! This can win you many a space battle.
    24. Use supply planes. Besides the obvious advantage they have of being able
    to move ground troops faster, they're also invaluable in long conflicts 
    because they can recover units' HP and EN. An oft-overlooked detail is the
    fact that you can switch mobile suits' weapon configurations using them as 
    That's it for now. ^_^

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