1. Long Range Artillery (Fixed):
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|
ID # |
SH |
DF |
LA |
LR |
AA |
AR |
Nickname |
|
|
SR-22 |
0 |
20 |
45 |
4 |
40 |
4 |
AtlasShrugged
Girumoa -> Gilmore? |
|
OVERVIEW:
SR-22 is stationary artillery (like SS-80 Atlus). When
removing this unit from a factory, load it into NC-2 Mule or C-61Pelican.
Once deployed, this unit CANNOT be moved, so be sure to place it
strategically (i.e. behind a geographic barrier--such as mountains--to act
as a natural buffer against ground troops; near the route your opponent
would most likely want to travel; just behind your front lines, etc.).
SR-22 CANNOT attack adjacent units, so be sure it is adequately defended
by other units when an enemy is within striking distance.
HINT: The ONLY way to repair damaged SR-22 is with GX-97 Teknik.
SR-22 AtlasShrugged (new):
This is a more versatile, though less powerful, variation of the Atlas.
AtlasShrugged is effective for attacking both land AND air units. Plus, it
is the ONLY unit in the entire game that can attack TWICE per turn!! You
can attack two different targets in a single turn, or you may attack the
same unit twice. When SR-22 has accrued battle experience, it
has immense value as a DETERRENT TO GROUND & AIR TROOPS--it's
just not worth enduring the high losses inflicted by an SR-22 safely
tucked behind an opponent's front lines.
The project to provide
an accurate English translation of the names and descriptions of new
units is documented here.
HINT: Watch out for SG-5 Hadrian and SS-80 Atlus--their attack range is
greater than SR-22's and allows them to safely bomb SR-22 without risk of
reprisal.
HINT: Don’t forget to use both attacks. It is easy to forget, since no
other weapon in the game can do this. -next-
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2. Infantry:
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|
ID # |
SH |
DF |
LA |
LR |
AA |
AR |
Nickname |
|
|
GX-97 |
3 |
4 |
8 |
1 |
5 |
1 |
Teknik
Fakuta -> Factor(y)? |
|
OVERVIEW:
Only infantry and CBX-1 Panther can CAPTURE a Factory or Prison Camp. They are crucial in this respect. Load
infantry into NC-2 MULE or C-61 PELICAN to quickly get them to factories / prison
camps. Teknik must avoid battle at all costs.
Infantry are the ONLY ground units that can traverse VALLEYS (0%) and
MOUNTAINS (40% terrain). However, Infantry can only go as far as the
valley's edge in a single turn and must wait until the next turn to
actually pass through.
HA-55 KanonFodder only becomes fully operational when it is adjacent
to an infantry unit (otherwise, HA-55 cannot attack).
TIP: As with any unit possessing pitiful armor, infantry must use
the terrain to boost their defense. Defense can also be boosted via Support Effects.
GX-97 Teknik (new):
Ahh, GX-97 was a mystery for awhile--I couldn’t figure out its purpose.
I kept asking myself, "Why introduce WEAKER infantry when GX-78 Charlie
are already so weak?"
Well, GX-97 is a TECHNICIAN that can REPAIR other units (a mobile factory,
of sorts)! Any unit adjacent to Teknik will increase by a quantity of "2"
per turn. Since you can surround Teknik with up to 6 units, a lone Teknik
can replenish up to 12 pieces of equipment per turn. Yay! On the other
hand, Teknik should AVOID BATTLE AT ALL COSTS (its' offense is anemic and
its' defense is non-existent).
The
project to provide an accurate English translation of the names and descriptions of new units is documented
here.
TIP: GX-97 Teknik is invaluable for repairing STATIONARY units
(i.e. SS-80 Atlas, SR-22 AtlasShrugged, M-77 Trigger) that cannot
otherwise be replenished, as well as SLOW MOVING units (i.e. HMB-4 Giant)
that cannot access factories as swiftly and conveniently as other units.
NOTE: BioHeiki (BT-90/91/92) can ONLY be repaired by Teknik! Sending
BioHeiki to a factory will NOT repair them (but it does provide a sanctuary
from the battlefield).
TEKNIK vs. FACTORY:
What is the best method for repairing your damaged forces? While factories
can repair units to 100% in the shortest period of time, your units are
unavailable during the process (2 turns: 1 entering + 1 exiting).
One advantage of Teknik, then, is that the units being repaired are still
available for battle, if the need arises. Furthermore, Teknik is mobile,
so it might be more convenient to access than a distant factory: can you
afford to send troops across the battlefield--and then wait for them to
journey back to the frontlines--just to use the factory?
Speedy vehicles may not have a problem accessing factories, but slow-moving
units might opt for Teknik.
Unlike factories, though, Teknik has a limited capacity to repair damaged troops (two pieces per turn for up to six units), so it will
take several
turns for heavilly damaged troops to be fully replenished.
In addition, units being repaired by Teknik are still VULNERABLE to attack!
Factories, on the other hand, provide a safe haven for units as they are
being repaired. Well, a factory is nearly a safe haven: there is the risk
that your factory could be captured and your opponent commandeers all your
equipment!
Remember, only Teknik can repair BioHeiki (BT-90/91/92) and STATIONARY
units (i.e. fixed artillery, mines, etc.).
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3. Long-Range Attack (Mobile):
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|
ID # |
SH |
DF |
LA |
LR |
AA |
AR |
Nickname |
|
|
HA-55 |
6 |
20 |
40 |
2 |
40 |
2 |
KanonFodder
Kanon -> Cannon |
|
OVERVIEW:
The ability to strike an opponent indirectly is invaluable
because there is no risk to the aggressor: you can bomb the enemy from
a safe distance. Since this unit is mobile, it can advance as your front
line advances, unlike fixed artillery. Be sure to protect KanonFodder
behind your front lines, however, because it has no means of defending
itself from a direct attack (HA-55 CANNOT attack adjacent units). Don't
forget to use the terrain to boost your defense!
KanonFodder is rarely encountered in the game. Due to its short attack
range, and other quirks (its sole purpose is infantry support), it is not
nearly as useful as the other mobile, long-range weapons (i.e. SG-5 Hadrian and MR-23 Octopus).
HA-55 KanonFodder (new):
O.K., initially I was totally stumped by this unit...it was supposed to
have decent offensive abilities, but in battle I just couldn’t get it to
attack (even after extensive trial-and-error). "What is this piece of ****
good for?", I asked. "Absolutely nothing," I answered myself, "except as
target practice and an easy means for my opponent to gain experience."
Hence HA-55’s nickname--"cannon fodder." Little did I know, at the time,
that this was quite an appropriate nickname...
Well, it turns out that HA-55 functions as "infantry support" and can
only attack when it is adjacent to infantry (GX-78 Charlie, GX-88 Kilroy,
or GX-97 Teknik) who are required to operate KanonFodder manually.
HA-55 CANNOT attack adjacent enemies; only targets 2 hexes away can be
attacked. With the ability to strike both ground AND air targets, HA-55's offensive abilities seem
promising--but be certain to stay behind
the front lines of battle: HA-55 has thin armor (and thus a pitiful
defenses)--much like the Infantry that must operate it. The nickname
"KanonFodder" suits HA-55 well.
The
project to provide an accurate English translation of the names and descriptions of new units is documented
here.
HINT: Unlike Hadrian and Octopus, HA-55 can SHIFT and ATTACK in the same turn. Just keep in mind that you may only attack
enemies that are
precisely two hexes away from your final destination.
TRIVIA: HA-55 is the ONLY unit in the entire game that must team up
with another unit in order to attack.
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4. Mines:
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|
ID # |
SH |
DF |
LA |
LR |
AA |
AR |
Nickname |
|
|
KM-55 |
9 |
40 |
0 |
0 |
0 |
0 |
KrazeeTrigger
Rappuru -> Rappel?
(German for "Explosion") |
|
|
TB-10 |
0 |
90 |
80 |
2 |
0 |
0 |
TimeBomb
Maito2 -> Might2 |
|
OVERVIEW:
Mines are often underutilized in Nectaris games, but when
deployed strategically (using NC-2 MULE or C-61 PELICAN), they can be incredibly useful. Actually, KM-55 doesn't need to be transported since
it can fly and has tremendous speed.
The project to
provide an accurate English translation of the names and descriptions of new units is documented
here.
STRATEGY: Use mines to block access through a narrow route. Or, use mines
as a "decoy": the computer prioritizes the destruction of mines and is often
distracted by them. These assaults would otherwise be leveled at your
more important troops, so be grateful the mines are bearing the brunt
of the attack. Use GX-97 Teknik to repair mines!
SUPPORT EFFECT:
FlyingTriggers & TimeBombs have a high defense (40 & 90, respectively).
You can TAP INTO this defense by placing your other troops adjacent to KM-55 and TB-10 (thereby boosting your other troops’ defense significantly).
See Support
Effects for more info.
UNIT DESCRIPTIONS:
KM-55 KrazeeTrigger (new):
A great addition to the game, they are airborne and highly mobile mines--consider them "flying Triggers."
TIP: KrazeeTrigger are highly effective at blocking units lacking air attack
(i.e. tanks). Even more important: think of KM-55 as part of your AIRFORCE
and use it in coordination with your aircraft to get rid of those pesky
Guicy Hunters. Due to their high mobility, KM-55 are well-suited for
SUPPORTING your troops and SURROUNDING your enemy (section 11).
TB-10 TimeBomb (new):
Interesting addition, but not nearly as versatile as the KrazeeTrigger. Once deployed, a TB-10 cannot be moved. After 2 turns, the
TimeBomb will
automatically detonate and destroy any unit in a two-hex radius.
For example, if TimeBomb is deployed in turn 1, it will be armed for
turn 3 and detonate at the onset of the round.
When TB-10 detonates, it has a BLAST RADIUS OF 2 HEXES...so be sure to keep your troops out of range, otherwise they will be
destroyed by TimeBomb's devastating explosion.
TIP: It is possible to attack a TimeBomb, but to overcome its daunting
defense, you must SURROUND TB-10 (thereby cutting its defense in half)...
and you had better be quick.
TIP: Since all ground-units within a 2 hex radius of an exploding
TimeBomb will suffer high losses, try to TRAP your opponent within TB-10's
blast radius. This tactic is difficult to execute, but very satisfying when accomplished.
TRIVIA: TB-10 TimeBomb is unique for its breadth of attack. Upon detonation, no less than 18 hexes surrounding TB-10
are affected.
All other weapons in the game affect no more than a SINGLE hex at a time.
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5. BioHeiki:
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|
ID
# |
SH |
DF |
LA |
LR |
AA |
AR |
|
Nickname |
|
BT-90
Mature |
4
"
" |
60
70
90 |
50
"
" |
1
"
" |
40
"
" |
1
"
" |
|
DaddyLongLegs™ (new)
Gaadin -> Guardian? |
|
BT-91
Mature |
3
"
" |
50
"
" |
60
70
90 |
1
"
" |
60
70
90 |
1
"
" |
|
BioBeast™ (new)
Majuu -> Demon? |
|
BT-92
Mature |
5
10
14 |
40
"
" |
60
"
" |
1
"
" |
40
"
" |
1
"
" |
|
Rodan-sans-wings™ (new)
Burenaa -> Brenner?
(German for "Burner") |
OVERVIEW: BioHeiki (literally "Biological Weapons/Arms") are a fantastic
addition to Neo Nectaris. Unlike all other weapons in the series--in which
a unit is comprised of eight individual tanks, planes, etc.--BioHeiki are
singular, gargantuan opponents. They are the strongest, most fearsome
opponents you will encounter in the entire series of Nectaris titles.
The
project to provide an accurate English translation of the names and descriptions of new units is documented
here.
!!! Spoiler !!!
After victory on the Moon (map 12), the Union sends a fleet to Mars,
where the Guicy have developed BioTech weapons. When BioHeiki are
"born" they are not fully mature and are therefore less powerful.
The maturation process occurs over five turns, with the BioHeiki gradually
gaining strength each turn until they are fully mature (and omnipotent)
by the fifth turn. Of course, each type of BioHeiki has a particular
strength--so each of the three BioHeiki mature in their own unique manner.
!!! End of Spoiler !!!
ARE BIOHEIKI INDESTRUCTIBLE?
So, you've sent your troops to battle BioHeiki--but even your most powerful units couldn't make a dent (and subsequently got
slaughtered)...
And to add to the frustration, you've noticed that during the battle
scenes, text reading "NO DATA" is displayed in place of BioHeiki's hit
points. Similarly, when you are on the main map (or in the "GUIDE") and
inspect the attributes of BioHeiki, a question mark ("?") is displayed
instead of hit points (a.k.a. quantity). How should "NO DATA" and "?" be
interpreted?
BioHeiki are not indestructible, of course, but they behave unlike any
other units in the game.
"NO DATA" and "?" simply means the BioHeiki are at 100% "full strength."
So, if "NO DATA" and "?" remain after a battle, your attack was futile
and the BioHeiki survived the assault unscathed. Your offensive strikes
are simply too weak and a more thoughtful and resourceful offensive strategy
is necessary (see below). When you are able to inflict serious damage
on BioHeiki, the "NO DATA" and "?" will disappear and revert back to
numerals (but it will most likely revert to a quantity of "8", which, for
normal units, is considered "full strength"). -BioHeiki-
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STRATEGY: First, some general (but pertinent) advice for battling BioHeiki. It is ideal to attack BioHeiki when they are in their
weakest
state (turns 1-4). For most maps, however, such a strategy is rarely feasible. All BioHeiki--even those in factories--reach
maturation on the
fifth turn, so don't be caught off-guard. To avoid heavy losses when fighting tough opponents, it is always wise to
flank enemies on opposite
sides (thereby cutting their offense & defense in half--see section 11 on
"surround effect"). However, since BioHeiki are so powerful, you must
combine both SURROUND and SUPPORT strategies when attacking them ...
and then only attack with the most offensively powerful units at your
disposal. It is O.K. to use wimpy units to surround BioHeiki, but don't
initiate battle with them--they will be destroyed in a single turn.
Thankfully, BioHeiki CANNOT be repaired in factories (but BioHeiki may
be housed in a factory as a sanctuary from battle). BioHeiki CAN be
repaired by GX-97 Teknik, however, so be careful. As you can see,
GX-97 Teknik are invaluable--they are the only means of repairing
stationary units (i.e. artillery, mines, etc.) and now, BioHeiki. -BioHeiki-
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UNIT DESCRIPTIONS:
BT-90 DaddyLongLegs™
(new):
BT-90 is a ground-based unit that is pretty slow (shift = 4), so
it's only slightly more agile than Infantry, HMB-4 Giant, and BT-91
(below).
It's a good thing that BT-90 is relatively slow, though, because when
it matures it's exoskeleton armor is nearly impenetrable (the only other
unit in the game with a defense of "90" is TB-10 TimeBomb).
Most of the
troops under your command lack the offensive strength to breach armor
this strong, so be careful. The other BioHeiki are powerful, but
since
they have weaker defense, you have a decent chance of breaching their
armor and causing at least some damage. BT-90, on the other
hand, will
frequently emerge from such battles unscathed.
Turn Defense
-------------
1-2 60 BT-90's armor
matures into an impenetrable defense.
3-4 70 Due to the
unique features of BioHeiki, BT-90's defense
5 90
is technically
stronger than that of TB-10 TimeBomb.
-BioHeiki-
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BT-91 BioBeast™
(new):
Like BT-90 (above), BT-91 is a ground-based unit with sloth-like shifting abilities. The only unit slower than BT-90 is GX-97 Teknik
shift = 2). You will be grateful that this BioHeiki is
so slow, however, because BT-91 matures into a brutal offensive
slaughterhouse. BT-90 is similar to HMB-4 Giant, so apply the same
offensive and defensive strategies you use with Giant to BT-91.
Turn Land/Air Attack
--------------------- BT-91 matures into a brutal offensive
1-2 60
slaughterhouse. It combines FX-1's
3-4 70
superior air offense with the superior
5 90
ground offense of SS-80 Atlus/HMB-4 Giant.
-BioHeiki-
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BT-92 Rodan-sans-wings™
(new):
BT-92 is an airborne enemy that attacks with a single, powerful missile.
It's offensive strength lies in attacking ground units--not battling FX-1 Falcons or EF-88 Hunters. If you recall, AX-87 Eagle is similar
to
BT-92 in this respect ... so think of BT-92 as an Eagle-on-steroids and
apply the same offensive/defensive strategies to BT-92.
Turn Shifting
--------------
1-2 5
When BT-92 is fully mature, it is the fastest unit
3-4 10 in the
entire game. Even the swift FX-1 Falcon
5 14
(shift = 12 hexes) pales in comparison.
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