Anomaly: Warzone Earth Guide to Game Mechanics and Strategy, An Unofficial Guide for new players by DrGinx (FINAL) Copyright 2011 Xing Gao ============================================================================== Anomaly: Warzone Earth is a reverse tower defense game by 11 bit studios By reverse TD, you direct "creeps" and navigate through various types of tower setups. As your "creeps" destroy enemy towers, you gain money which can be used to upgrade your units and buy additional units. Your commander or hero have special abilities and is free to wander away from the set route. I beat the game recently, and I have to say it was a lot of fun. ============================================================================== About the Author: This is my second time writing a faq. First one is on gyromancer. I think I like writing faqs for smaller Indie games. I've gotta be bored out of my mind to do a faq for Dragon Age or Mass effect 2 That my friend is for Pros. ============================================================================== The Basics ============================================================================== Units: The first thing to understand is Unit composition. Your units is composed of six different type of ground units. None of these are too Sci-Fi like the enemies you are facing. They travel on roads, and march in a single file in a set speed that cannot be changed. The order of the file however, can be changed. Units can be upgrade 3 times total. First upgrade cost the unit's purchase price, and each upgrade cost double the previous upgrade. ============================================================================== APC Cost $100 Start HP 120 Max Upgrade HP 300 Start Attack 60 Max Upgrade Attack 96 Upgrade - $100 - $200 - $400 Total cost 800 for a fully upgraded unit Pros: HP, Rate of Fire Cons: Damage, Range The APC is the cheapest unit you can buy and upgrade. Starting with 120 HP that can be expanded up to 300 HP. APC's machine guns have a short range, lower than all enemy towers! APc's machine gun locks on quickly and fires rapidly, but each upgrade only gives you 12 more attack power. This unit is your damage soaker. Don't expect it to take down an cluster of towers by with only APCs. ============================================================================== Crawler Cost $125 Start HP 70 Max Upgrade HP 112 Start Attack 85 Max Upgrade Attack 280 Upgrade - $125 - $250 - $500 Total cost 1500 for a fully upgraded unit Pros: Damage, Range Cons: Rate of Fire, HP The Crawler is the most damaging unit you can get into your team. Fully upgraded it can take out enemy blaster tower in 1 hit. It is my favorite Unit, it's low HP can be off set by shield generators. It's long range allows for Sniping. In fact it has the higest attack range of all of your units. However the crawler takes time to change targets if turning is required, and it's rate of fire is very low. ============================================================================== Shield Generator Cost $150 Start HP 125 Start Shield HP 40 Max Upgrade Shield HP 80 Upgrade - $150 - $300 - $600 Total Cost 1200 for a fully upgraded unit Pros: Protect other units Cons: HP, can't attack The second most favorite unit is the shield generator. The shield generator provides shields for itself, and the units directly infront of it and behind its Shields will auto recharge when the unit is not being fired on. All damage must first deplete shields before the unit itself takes damage. The shield generator has no attack, it's HP cannot be upgraded. ============================================================================== Tank Cost $200 Start HP 140 Max Upgrade HP 308 Start Attack 75 Max Upgrade Attack 165 Upgrade - $200 - $400 - $800 Total Cost 1600 for a fully upgraded unit Pros: HP, Damage Cons: Expensive to Upgrade The tank is a like a APC but with more damage potential. Tanks fire a bit slower, but do much more damage. A fully upgraded tank has the highest HP among your units, although only beats a fully upgrade APC by 8. The cost difference is huge. An fully upgraded tank could buy you 2 fully upgraded APCs! So do you go tank or APCs? The question your should ask is How much money do I have. ============================================================================== Dragon Cost $250 Start HP 120 Max Upgrade HP 220 Start Attack 65 Max Upgrade Attack 123 Upgrade - $250 - $500 - $1000 Total Cost 2000 for a fully upgraded unit Pros: Attack both sides, Burn enemies Cons: Short range, Extremely Expensive to Upgrade This unit is kind of interesting. It's got two short range plasma flame throwers that allow it to shoot at 2 different enemies at the same time. The damage is okay but it's steady. Did I mention how short the range on those flame throwers are? They have the shortest range in the game. So if you put them in front you are liable to give the bad guys many free shots. HP of the Dragon starts off low and increases in large chunks with upgrades, but it is extremely expensive to upgrade. A fully upgrade Dragon can buy you 2 fully upgraded Crawlers! Okay there is the good part about this unit. This unit can engage 2 enemy towers at the same time! The plasma flame thrower can also sets the enemy on fire. And they keep burning even after your units have moved past. This damage is also increased in upgrades. It's a nice feature, but my approach is to leave nothing behind, so I tend to prefer crawlers over Dragons. ============================================================================== Supply Truck Cost $175 Start HP 120 Upgrade order Repair - Smoke - Decoy - Airstrike Upgrade - $25 Pros: More commander abilties Cons: No Attack, takes up a slot If your have the supply truck, everytime an enemy is destroyed, it fills a gauge. When the the gauge is full an ability is available for your commander to pickup. Upgrades cycles through the different upgrades, repair is first, then to smoke, decoy and airstrike. Upgrades after airstrike will go back to repair. Do know that different abilities cost different numbers of kills to fill. If you don't fill and upgrade, what you had will carry over. The truck is very useful on harder difficulties when reinforcements are not as common. It's more useful with a large horde of enemies. Also the truck's HP cannot be upgraded. ============================================================================== Enemy Towers Priority: Enemy towers will fire on the commander, but if your units are also in range their priority will switch to your units. The highest priority is a decoy that is in range, all enemy towers in range will switch to targeting the decoy if able. ============================================================================== Blaster HP Low Range Medium Damage Low Turning Fast Rate of Fire Fast Special None Weaknesses Smoke These are the most tyical enemy towers, have the lowest HP and damage. They can be destroyed easily with a single airstrike. However in clusters these towers become much more dangerous. Blaster towers are weak against Smoke, as they have no area damage they will miss their target and even a large group of them can be easily defeated with a well placed Smoke. ============================================================================== Scorcher HP High Range Very High Damage Very High Turning CANNOT Rate of Fire Very Fast Special none Weaknesses Approaching from the side Scorchers are a long range unit that fires a nasty plasma beam that quicky fries anything in its way. It is a stationary unit and cannot change the way it is facing, so approaching it from the side would be best. Head on attacks will result in unit loss unless abilities are used. It's a tough unit 1 airstrike will not kill it. Scorcher detroys Decoys quickly and will only miss some of the time in a smoke screen. ============================================================================== Behemoth HP Very High Range High Damage High Turning Slow Rate of Fire Slow Special Radius AOE Weaknesses Decoy Behemoth units have massive HP and are hard to kill. It's AOE attack is very damaging. The best way to fight it is to take advantage of its slow turn speed. The tactic I use is called the double turn. C=commander U=your units B=Behemoth > = direction behemoth is facing D=Decoy #=range First I run up to it with my commander before my units are in range, and get to the opposite side of the behemoth. U###########C When your units are in range the behemoth will slowly turn to attack your units. U######D Once he is there he still has to shoot it. After he destroys the decoy he still has to re-acquire your units. This tactic provides a huge bracket of time for you to fire on the behemoth without it being able to returning fire. Once your commander drops the decoy, he is free to engage in other support options. Smoke screen is not very effective against behemoths as your units will still take AOE damage. ============================================================================== Storm Ray HP Medium Range High Damage Medium Turning Fast Rate of Fire Very Fast Special Drain shields, Slow commander, Secondary target Weaknesses Decoy Storm Rays shoot a long range beam of lighting that deals continuous damage. The beam also jumps onto any secondary targets with in 1 space of the primary and deals a smaller amount of damage. The beam sucks shield away off in seconds. In addition your commander will be slowed if he is hit by the beam. Storm Rays can be fooled by decoys, but if you decoy is too close to your own units they will be hit by secondary beam. Smoke screen is also an imperfect counter, the primary beam will hit the ground nearby but secondary damage can still occur to your units. 1 Air strike will not be able take this unit out. Overall this is one of the tougher enemies to face. ============================================================================== Hacker HP Very High Range Very High Damage None Turning Perfect Rate of Fire Slow Special Radius AOE Weaknesses Decoy? This unit does no damage but it is very troublesome. First it can attack from a long range, creating a big AOE field. If you units and your commander are both in the field, your units will switch priorites to attacking your commander. If you units are well upgraded, a successful lockon could mean instant death for your commander. Your unit's attacks are not affected by smoke screen. So this means your units are not attacking enemy towers, and your commander can't get close to use support abilities without risking death. Hacker's attack homes in on the target, and will follow the target even out of it's normal aggro zone. Its effective field last quite a while. At maximum it might be able to maintain up to 2 of such fields. Hacker units are affected by decoys, but you have to get close to it so the decoy radius covers the hacker unit. ============================================================================== Energizer HP Low Range Very High Damage None Turning Perfect Special Neutralize Abilities, Revive Towers Weaknesses Airstrike The Energizer unit is a very annoying one to face. It does no damage, However, if your commander is in range and not blocked by a building it will lock on to him. Once locked on if your commander deploy any ability then the energizer unit will start draining the ability's power and make the area of effect smaller, After 3 seconds it will regenerate all dead enemy towers in the region. Which believe me, really sucks. The key to fight it is to run past other enemy defending towers to reach the Energizer tower, and place an airstrike right next to it. Yes it will drain the airstrike. However airstrike activates before 3 seconds, so it will not resurrect. A single airstrike is enough to destroy the unit. Also be sure to place the airstrike right NEXT to the energizer unit so you dont lose coverage when the area gets smaller. ============================================================================== Commander Abilities All abilitis are deployed from the position of the commander when he activates them. The commander's HP is quickly regenerated when enemies are not firing at him, so he can basically not die standing under a behemoth or a blaster tower. StormRays will kill him. If the commander goes down, he comes back after a set number of seconds. Your units will get no support during the time he is down. All abilities have cool down, it is not possible cover the field with say...decoys all at once. So timing is important. ============================================================================== Repair The repair zone is the smallest of the abilities. It doesn't last very long either, but the HP gain is significant. With the right placement, you can heal an unit completely with a single repair no matter how badly damaged. ============================================================================== Tactic 1: Corner Repair The amount of repair done in a repair zone is based on time. Since your units can't stop, the longer the route, the more time, and thus more HP. If you put the repair on a corner, the units spend more time in it thus get more HP back. When you are trying to repair a single heavily damaged unit, it's best to place it right before that unit enter the zone, so it traverse the full distance. When you are trying repair multiple units that are moderately damaged. File these units one after the other and place the zone on top of the first damaged unit. ============================================================================== Tactic 2: Combat Repair Repair is based on percent of Max HP, not total HP. Thus a 50% damaged crawler and a 50% damaged APC heal at different HP rates but at the same percent rate. It's best combat repair an unit with high HP than one with low HP. ============================================================================== Smoke: Smoke screen will cause enemy to miss when firing into the smoke field. It is very useful when your units are passing through an road heavily defended by enemy towers. ============================================================================== Tactic 3: Zone stacking By other abilities with smoke you can increase your survival at a cost. Version A: Smoke Stack Repair This is your ultimate defense. stacking Smoke + repair ensures less damage and regeneration, if done well you can survive anything thrown at you. Version B: Smoke Stack Decoy Now your enemy sees the decoy and wants to kill it, but it can't hit! So they have to wait till the timer runs out. This is great for distracting a single clusters of tough enemies such as a combination of stormrays, behemoths and blasters. ============================================================================== Decoy Decoy has creates a fake unit. Only enemy towers within the radius of the decoy prioritizes the decoy. If they are with in range of the decoy but the decoy is not within firing range or blocked by terrain, the enemy towers are still free to shoot at your units. The decoy have a timer and HP. if either runs out, the ability ends. It will quickly die if multiple enemy towers are firing on it. Therefore it is best to use decoy to distract one single enemy unit than to use it draw the attention of multiple enemy units. ============================================================================== Airstrike This is when you are desperate to finish a few key towers that is giving you trouble. The area is big enough to cover maybe 2 adjacent towers and there are no normal towers that can stand 2 airstrikes in a row. In addition, the airstrikes do not cause damage to your commander or your own units. ============================================================================== General Strategy: Unit composition What is the right mix of units? Crawlers are too frail, APCs can't kill anything. What's the right mix? At higher levels of difficulty, these questions become more and more important. My favorite line up: (well before that let me do a legend) C=Crawler A=APC S=Shield T=Tank D=Dragon X=Supply I ususally go with 2 Crawler 1 Shield 1 APC 1 Supply, but I might add sixth unit. Do I need a long line? Yeah. I think a 5 unit line is definitely needed. Longer the line, the more room for restacking. Some may ask: it seems like a simple game, but where is the strategy? Well there is a lot of it, just in how you line up your units! ============================================================================== Selling units and what doesn't work. You may have noticed, that you can sell your units at full price with 100% refund of your upgrades. That's great, and I thought of a plan to exploit that at first. Since buying and selling is instant....What if I sell a unit that is heavily damaged in combat, and immediately purchase a new one at full HP?! Well I discovered that selling units are based on % HP. If you sell at unit at 50% health, you get half the refund. So if you want to sell an unit, best heal it up to full before you do it. ============================================================================== Tactics 1: Combat Restack This is where the meat of the game is. You can restack a unit and move it out of the way in the middle of the fight. C=Crawler A=APC S=Shield T=Tank D=Dragon X=Supply >> = movement direction #=space between your unit and enemy Tower Example A: This is a hypothetical setup A4-A3-A2-A1>>###Enemy Towers A1 move in and get shot up. But you can change the order A1-A4-A3-A2>>#Enemy Towers Now A1 is out of range, and you are now forcing enemy towers to shoot A2. You can always repair A1 later. This is the basics of restacking. Now for some units with different range. Say enemy blaster tower has a range of ###, your crawler has a range of ##### and your APC only have range of ## Now at A4-A3-A2-A1-C1>>#####Blaster Your C1 fires. your units move closer A4-A3-A2-A1-C1>>###Blaster. Your C1 fires again but now enemy tower is locking on. You restack: A4-A3-A2-C1-A1>>###Blaster Your frail crawler is out of enemy range, and your enemy will be shooting a tough APC. But my Crawler is still able to fire. So now my units move closer. A4-A3-A2-C1-A1>>#Blaster Now my A1 opens fires on the enemy tower, but I restack: A4-A3-C1-A2-A1>>#Blaster Now both A1 and A2 are in fire range, and so is C1, with 3 units attacking Basically long ranged high damage units are frail, but short range ones are tough. So the plan to restack is to: Keep long ranged units in front on approach, and restack them to the back later and put the short range units into reach. This maximizes usage of firepower, and minimize damage to your frail units. Crawler sniping is another tactic I use, mostly when shooting an enemy relatively far from your route. Enemy # # # # A1-A2-A3-A4-C1-C2>> My C1 and C2 Fires and move past, enemy tower still alive, but now it is are out of range. My APCs can't reach enemy at all. Enemy # # # # A1-A2-A3-A4-C1-C2>> I restack: Enemy # # # # C1-C2-A1-A2-A3-A4>> Now My crawlers gets another pass. Destroyed # # # # C1-C2-A1-A2-A3-A4>> ============================================================================== Tactic 2: Shield Swap The point in this game, is not to lose a single unit. Losing units is losing money, you can't allow that to happen if you want the strongest army possible. Say you have a formation of A1-C1-S1-C2, both C1 and C2 has max shields. If you change to C1-A1-S1-C2, now C1 is out of range and loses all shields. However, A1's shield will start at 0 and only start to charge. If you stack the formation to A1-C2-S1-C1, or C1-S1-C2-A1, Shields remain. So if I fight an enemy and C1's shield is depleted. I can quickly swap C1 with C2, maintaining the shield unit in the middle. Then the enemy is forced to shoot C2, who has max shields. Now the enemy has to beat 2 layers of shields before causing a single point of damage. So what do you do if you see a storm ray? Say I start with: A1-A2-C2-S1-C1>> Enemy Storm Ray. The Ray attacks and damages shields of C1 and S1. I restack to: C1-S1-C2-A1-A2>> Now my crawlers are in the back recharging their shield while shooting back, while the enemy tower can deal some ping damage to my 2 APCs in front. ============================================================================== Alright that's all folks, happy gaming.