Gundam Annihilation
[edit] The mod:
Click here to go to the Gundam Annihilation website.
Here is the latest Gundam version 1.11
"Giant Japanimation-style robots smashing each other to junk is the gist of Gundam Annihilation. What more could you want?"
This mod is a Total Conversion to place the Gundam Universe into spring game format. The mod does not stray into any of the side universes of gundam. It stays loyally within the "UC" or Universal Century time line. This was done because there are no enjoyable Gundam RTS or table top games. In the history of modding there has yet to be a complete gundam mod, which is shocking when one considers the world-wide popularity of the anime.
Intelligence emphasis: In gundam, line of sight, radar, range and terrain type are all of battle winning importance. This mod emphasizes that, I have always hated the super radar tower and the worthless jammers of other mods. In this mod you are really forced to scout out for attack when playing against a zeon player and a federation player will tear you apart once it can find you.
Unit subtlety: I did not want units that were so very different that building one completely replaces another. I wanted units that complement each other in a squad and also allow for some variety for player preferences.
Largescale warfare: All mods can have large battles but in OTA most battles ended up with one or two super units ruling the battle. The mod emphasizes the usage of level 1 units as screeners. They are cheap but not strong enough to win. However, by that same token they are also key to attacks because stronger units do not have that big of a hitpoint difference.
Artillery: In OTA artillery was not used outside of turrets. It mostly came down to rushes of units driving forward. I wanted to see this game dynamic. So I was certain to include the relevant artillery units.
Squad emphasis No one unit will win the game; it takes combinations of units working together. Utilizing their collective strengths well planned groups of units will win.
Utilizing quirky units and High speed attacks.
[edit] About Zeon
This side is not for the beginning player, as it has a lot of difficult units. I highly recommend that all beginning players start with federation. For players who are fond of rush type attacks, Zeon is a good side to choose. Most of the Zeon units do well when thrown headlong into the fray. While this may seem like an easy win they are often torn to shreds during the fight. There is seldom an easy battle as Zeon.
Note: Unless you are a gundam fan Zeon can be confusing. Their units are very odd and work in ways that are very different from OTA.
===Advantages:=== High mobility, numbers, intelligence denial, better water map performance and odd units
===Disadvantages:=== low hitpoints, expensive later technology, weak against air, and odd units.
[edit] Zeon strategies:
Area spam:
using jammers and their ability to produce higher numbers of level one units they can effectively expand much faster. Both denying resources and radar coverage map wide
Pick apart:
Using hit and run attacks with sporadic rushes in multi directional attacks they can completely remove the federation range advantage.
[edit] Zeon Tactics:
Zeon Blitz:
the zakus are quicker to build then their federation counter parts and they really have to be built in mass to be effective.
Hit and run:
using the high mobility of zeon they can pick apart a federation defense line and in time the whole base.
Intelligence denial:
utilizing their ability to jam radar and sensors with minovsky particles they can completely disable everything but l.o.s.
Suicidal charges:
Units like the kampfer are meant to effectively drive through the federation defense lines at the cost of their life. Four of this unit will ravage where ever they go.
Combination advantage:
A unit on the dodai(air transport) can fire from it. this is particularly nasty with a kampfer or gelgoog riding it.
Closerange mastery:
Even without close range attacks a rush of goufs will utilize their heat rods to paralyze the enemy, is in combination with units like the kampfer and Zaku swarms means you can get right up to the enemy and stop them dead in the battlefield. Even the Alex can be paralyzed by the gouf.
[edit] Zeon units:
Lite Mech hanger
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Construction type Zaku |
Your first and most basic builder. Other than the Com he is the only mech that can build defenses. |
Zaku2 with machine gun |
"They die in the threes so build them in the fours" The Zaku 2 is one of the weakest mechs in the game but in return for that you get a unit you can build droves of. |
Zaku with machine gun |
Cheapest (and weakest) thing the Zeon can build, yes, starcraft player these are zerglings... if zerglings could shoot down aircraft and blast the hell out of the enemy. |
Zaku2 with rocket launcher |
Similar to the Zaku2 but trades up for a rocket launcher. Makes good anti air and has decent stopping power against mechs |
Recon Zaku |
This unarmed Zaku variant has powerful radar, los and a decent jamming radius. One or two always help out an attack force |
Gouf |
This mech is designed for close assault. Its heat rod weapon can paralyze any unit, even the powerful Alex, in one shot |
Zaku2 Plus |
This Zaku2 adds a spiked gauntlet to its arsenal, perfect for close combat. |
Zaku2 R |
An experimental zaku2 with thrusters it uses to gain higher mobility. This guy can hover over land and water allowing him to attack from many angles. Combine them with DOMs to cover your Xamels |
Zaku2rl Plus |
This rocket Zaku2 has twin rocket launchers attached to its shins. The rockets have a very limited fire arc but deal medium damage. Line these up and send them at your enemy. |
Zeon Factory
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Zaku Construction Tank |
Lvl 2 builder. He has no defensive structures, but the Advanced Plants and Resourcing make him worth it. Also only buildable con that can construct airfields. He can also crush trees with its bulldozer blade |
Gouf |
This mech is designed for close assault. Its heat rod weapon can paralyze any unit, even the powerful Alex, in one shot |
Zaku Tank |
Cheapest unit in this factory. With more hitpoints and a higher speed than the zaku2, this is a solid mech. |
Gelgoog |
Their powerful rifles can take out aircraft in 1-2 hits, have a medium-high range and are strong vs. mechs as well. |
ZakuIIFZ |
This is a better version of the Zaku2. With more hitpoints and a more powerful gun this unit is a solid replacement for Zaku2s. However, all those pluses come with a higher cost, which makes these less spammable. |
Gelgoog Cannon |
The big differences between this version of the gelgoog and its regular version are: an arm mounted rocket launcher, slower speed, and less hit points. |
Zeon Bunker
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Zeon Experemental Lab
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Gallop |
This hover unit can transport up to 3 mechs over land or water at high speed. It's frontal guns are not strong. However, turn it to face away and the rear cannon will give fire support. |
Xamel |
Has hover capabilities and a powerful long range artillery weapon. Having one or seven couldn't hurt. |
Dodai |
The Zeon's bomber unit. In large numbers these can be a threat to any ground based unit. |
Dodai 2 |
This is one of the Zeon's most useful units. Able to transport a single mech on, the passenger can use the transport as a moblie fire platform. You can combine this unit with different mechs to create several leathal combinations. |
Zeon AirPort
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Dopp |
Zeon's only fighter. It isn't very strong but, in numbers, is capable of dealing with enemy air. |
Magella |
The Zeon battletank. This tank's arcing weapon is a potent support for your mechs. It is best used as support from the back ranks. |
Luggun |
An armed radar plane. Post a few of these around your base to keep you informed of enemy movement. |
Dodai |
The Zeon's bomber unit. In large numbers these can be a threat to any ground based unit. |
Dodai 2 |
This is one of the Zeon's most useful units. Able to transport a single mech, the passenger can use the transport as a moblie fire platform. You can combine this unit with different mechs to create several lethal combinations. |
Minovsky generator |
This Energy plant produces 30 energy. Once built, it can be switched on to perform radar jamming for the cost of 5 energy. |
Power plant |
This is the level 2 Energy plant. It produces over three times the energy of the Minovsky generator but lacks jamming capability |
Mining Facility |
This is the mining facility. Place it on metal patches to take in metal |
Zeon Machine Shop |
This machine shop converts energy into metal. |
Long Wall |
PLace these walls down to help funnel your enemies. With an east-west and north-south version you can easily plop these down along with turrets to create a solid defense line. |
Zeon Wall |
These single block walls can be used to fill the awkward gaps that the Long Wall can leave behind. |
Defense Turret Anti Air |
This is Zeon's only anti air structure. It rapidly fires powerful flak to deal with Fed airpower. Mixing these in around your base is a must. |
Mega Particle Cannon |
Zeon's defense turret fires a devasting blast from its Cannon. Several of these will hold off Lvl1 units with only minor support. Also their sight range is lacking so a few Watch Towers are a good idea. However, many lvl 2 units either out power or out range them so active defense is necessary. |
Watch Tower |
This unarmed tower provides los for the surrounding area. Strategicly placed these can warn you of an impending attack or provide targeting assistance to turrets and mechs. |
Storage Silo |
This Structure can hold a massive amount of metal but is pretty easy to destroy. Best to keep it away from the front line. |
[edit] Federation
Robust units with range advantage.
[edit] About Federation
This side is the best one to start with. The units are the easiest to learn and they are fairly straight forward and reliable. Many of the units for this side are powerful and boast significant range. They faulter only in close range.
===Advantages:=== Good range, heavy damage, higher survival rates, more artillery units, Air dominance and reliable units
===Disadvantages:=== lower numbers, sight and radar dependant, only one water unit and no radar jamming
[edit] Federation Strategies:
Squeeze and throttle:
Using artillery to pin another player, the federation player can then build up it's strong units to do a heavy drive into and through an enemy base.
King of range:
Using the many long range guns of the federation to take out the enemy supplies and units. Out ranging the enemy at every step and answering anything that does have range with air strikes.
Overwhelming force of arms:
The rx79plus when built in mass along with large numbers of GM cannons, guncannons and guncannonIIs can completely crush an enemy from sheer force of arms. The multiweapon characteristic of these units can be devastating
[edit] Federation Tactics:
Pin down:
The large amount of federation artillery can easily pin down a zeon player, keeping them boxed in.
Overwhelming Power:
Units like the rx79plus, alex, guncannon and guntank are just beastial and destroy units in savage displays.
Psychological warfare:
The alex and rx78 are devastating. They have their own fire sound because hearing this puts terror in any player who is experienced. Using this you can draw vast enemy forces away so your real attack can proceed.
[edit] Federation units:
Lite Mech hanger
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Construction type GM |
Your first and most basic builder. Other than the Com he is the only mech that can build defenses. |
RGM-79E Lite Mech |
The least powerful mech buildable by the Federation, longer range than most lvl1 units, but slower firing. |
RGM-79G |
Higher armour than the 79E and a lower range rapid fire weapon make this a good assault/swarm mech. |
GM Sniper |
A mech with a powerful medium-long range rifle. Good support to have in a squad, but keep it near the back. |
Hover truck |
An all-terrain hover vehicle with radar and high LOS. Also has a light vulcan. |
Type 61 light tank |
For level 1 they have high range, decent damage and build very quickly. Combine that with their arching shot they are great support for mechs. Also, the Type 61 has 360 degree turret rotation. |
Federation hanger
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Construction Guntank |
This is the Fed's tier two builder. Like its Zeon counterpart it can't build defenses and has the ability to crush trees. |
RX-79-RL |
This mech has a powerful rocket launcher that is good for both anti-air and anti mech duty. If you need lvl 2 units in a hurry this is your best bet. |
Guntank |
Anyone worth his stripes will have several of these. It's long range cannon is quite powerful against both buildings and mechs. Those arm mounted MGs provide minor protection against units that are too close for the artillery guns. Even with it's machineguns guards are recommended
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RX-79-Zook |
This mech carries the Bazooka gun or "zookgun" as we have begun to call it. The zookgun is a nice long range weapon that you will be hard pressed not to utilize. However this weapon is outright useless against air units, so an RX-79RL is a good companion for it. |
EZ-8 |
A fast mech that has a long range moderate damage rifle. This guy makes a good skirmisher espcially with a Hover Truck in tow. |
RX-79PLUS |
Assault is the name of the game for this mech. Carrying both a powerful rocket launcher and a machine gun. This dual weapon capabiliy yeilds high damage which makes this unit a great assault or guard unit. |
Federation special Ops
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GM Sniper II |
Long range, good damage and the ability to get in some of those hard to reach places. This unit will deal hefty damage to opposing mechs. It is recommended that this unit utilize another unit to gain greater line of sight. |
Powered GM |
This is a great skirmisher/raider. Its high speed and potent Machinegun allow it to harass enemy units very effectively. Becareful though as this mech is pretty expensive. |
Aqua GM rag79 |
This is the Federation's only amphib mech. With decent hp, missiles both above and below the water. Find an undefend beach and throw a little "beach party" |
Powered GMzook |
This is similar to the above mech except it sports a bazooka instead of an MG. Combine these with the regular other PGM to fufill your raiding needs. |
Federation Airport
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Core fighter |
The Fed's best fighter. This aircraft is wonderful in mass and much more effective then the Toriares but it also takes much longer to build. |
Fan Fan Slow |
This unit is the only aircraft that can make strafing attacks. It is difficult to hit and it will barrage a target until it is dead. It is slow moving, but great for taking out rear parts of an enemy base. |
toriares |
The absolute cheapest aircraft. It is quick to build and even quicker to die. In force, this aircraft is a dangerous thing. It's low damage tollerance is something you should keep in mind, few things can't kill this unit. |
jet core booster |
This is a bomber aicraft with light anti-air. It is terribly devastating and has been known in groups to destroy mechs in single passes. This is a must have unit. It's light AA weapon that can defend it against some air units. |
DISH |
This is high flying radar aircraft. It has no offensive capability, but it is a great scout and even better assistant for a sniper. |
Core Booster |
This powerful anti-mech aircraft sports two beam lasers. This unit is still highly vulnerable to AA so watch yourself. The strafing attacking of this unit is good if you don't know the exact position of a group of mechs. |
gunperry |
The Fed's air taxi. This ship quickly can carry two mechs just about anywhere. With high health this unit could even air drop in the middle of a base as long as there is only light AA. |
Anahiem Electronics Building
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guncannon |
This unit provides copious amounts of fire support with both a high powered rifle and shoulder mounted guns. This thing is an assault beast but it is slow moving and weak against air so some support is recommended. |
guncannonII |
This is a good option when you do not want to spring for the Guncannon. This mass production version has a machine gun instead of the rifle and while the rapid rate of fire does make it more devastating against air targets, support units are still recommended. |
RX-78-2 |
"Gundam" as it came to be known in the one year war is the second most powerful mech in the federation arsenal. A cheaper alternative to the A.L.E.X. it still sports the same powerful beam rifle |
GM Cannon |
Carrying only the shoulder mounted cannon, this is the cheapest unit in this hanger when you want that shoulder mounted goodness for just a fraction of the cost. |
RX 78 NT-1 |
This is the single heaviest mech in the federation forces. Sporting chobham armor over it's own armor the "A.L.E.X." is a terrifying mech to face and a wonderful mech to have. |
Mining facility |
This is the mining facility. Place it on metal patches to take in metal |
Machine shop |
This machine shop converts energy into metal. |
Watch tower |
This unarmed tower provides los for the surrounding area. Strategicly placed these can warn you of an impending attack or provide targeting assistance to turrets and mechs. |
Storage Dome |
This Structure can hold a massive amount of metal but is pretty easy to destroy. Best to keep it away from the front line. |
Transformer Arrays |
The is the Feds early energy generator. While it lacks the jamming of its Zeon equal it generates an extra 10 energy for a total of 40 energy. |
Power Plant |
The Fed's lvl 2 power generation system. These produce 100 energy a tick each. |
Long Wall |
Place these walls down to help funnel your enemies. With an east-west and north-south version you can easily plop these down along with turrets to create a solid defense line. |
Square wall |
These single block walls can be used to fill the awkward gaps that the Long Wall can leave behind. |
Missile turrent |
This is the Fed's Dedicated AA turret, which fires a rapid burst of tracking missiles that shred aircraft. Clumps of these around your base will keep your skies free and clear of enemy air. |
Defense Turret |
The Fed's frontline defense turret. The tracking ability of this turret allows it to take down mechs and aircraft with equal skill. No Feddie base is complete without them. Remember though that once lvl 2 mechs and up start making appearances it's gonna need support. |
Tech levels and you:
Federation:
You guys should know that some of your best units are built in the level2 facility, the "mech hanger!" This building has some of your better units. Level 3 and Level 4 are really meant as exotic solutions. They are not intended as bigger, better units.
Zeon:
As a Zeon player the gouf and zaku2s are necessary throughout the matches. They are the meat of your army. It may be tempting to build xamels or goufhs but they will die horribly without proper support.
General:
DO NOT try and play this like OTA, you will die frequently if you do not diversify your units.
Useful squads
J5Mello
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Assault squad
My mulitpurpose attack force. Once im done with inital setup my factories get this build order and are set on repeat. When im ready for an attack that setup ensures a nice balanced attack force. RGM-79s are the shock troops while the Snipers handle long range attacks with radar help from the Hover truck. A single set is also stellar at guarding roving cons during expansion.
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Assault squad
As Zeon this setup stays a solid choice throughout the game. 3/4 of my lvl 1 factories get this build order with the others are building Zaku2 Rs and cons. Bolstering this squad with other units like Gelgoogs and Gouf(b)s as they become availble is a solid strategy.
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Smoth
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Early Bird Special
Early in the game few things can stand up to this amount of fire power. Using a squad like this spread your troops out and charge after the enemies defenses or resources. They will do a nasty amount of damage.
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Scout squad
In looking for the enemy base it is good to have some backup fire power to dispatch those lone metal extractors.
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Sniper and lookout
Combining long range and sight this squad utilizing elevated ground can be quite the nusance to an ememy
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Artillery and assault
The guntank is indeed a devastating unit. however, it is slow moving and venerable to an enemy rush. Guards are recommended. Also the rx79plus is a good charge unit so if you are feeling particulary strong about the assault press it with the rx79s :).
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Aquatic assault force
With zgoks to protect underwater, your acguys and xamels for support once you break the surface shoreline defenses are no match!
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Transport and guards
Running a set of zakutanks and a luggun for sight and the gallop transport's rear gun you can keep most enemies at bay.
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Surgical Strike
These units can drive right into an enemy base and carve out some of the vital support buildings of your enemy!
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Integral units
(WIP) This area will contain units that any army should have.
What might be planned for future units?
Zeon:
Zaku cannon,
Fat Uncle,
Gelgoog sniper,
apsallus, bigzam kai(MAYBE)
Gyan marine,
Gyan Cannon,
Gyan High mobility,
gyan,
Efreet
Federation:
Madea,rgm-79-grs
Where are all the Close combat weapons?
No jumpjets??
No special characters like char or amuro?
Spring does not support them yet.
How can I help?
Feedback. I need it. I am also looking for someone who can do a nice webpage for the mod.
Can I feed the wiki?
yes, but in the interest of making sure that the wiki does not get bloated, I would appreciate asking first. Although I seldom have any issues with spelling or grammar corrections. :)
Are there any plans for future expansions?
yes, however I am not sure when I will do it. I have to complete all that is the current version.
What do you mean complete the current version?
There are a few things:
All models are not s3o, all animations are not satisfactory and spring does not yet support close combat and unit limits.
What would be in the future expansions?
Not gundam wing. Possibly Zeta gundam factions
Why not gundam wing and where are all the cool Mobile armors?
Because this is a UC mod. Mobile armors are intended for space only use. Only a hand full of them are ground combat capable.
[edit] Credits:
Models:
Modeling: Steve (Smoth) Smith
Animation: Steve (Smoth) Smith
Texturing: Steve (Smoth) Smith
Gundam Sounds:
Voice acting: Steve (Smoth) Smith, Lance (spec) Trahan, Krystal (panda) Longmire
Gun noises: Anonymous clips from the net
Misc sounds: Steve (Smoth) Smith
Mech sounds: 08th ms team, 0083 stardust memory
Wiki:
Unit Guide: J5Mello, Smoth, Aun
Squad suggestions: J5Mello, Smoth
Images: Smoth
Play testers:
Forboding Angel, J5mello, Flintlock, Decimator, Fang, Spec, AF, Overdamage, Das Bruce
Tools:
Modeling
Wings3d 0.98.29b
3do-builder+ 2.1
Audio
audacity
Goldwave
soundrecorder
Scripting/ misc unit files
Scriptor 1.0
FBIEd 4.0
notepad
Texturing
Photoshop 7.0
MGI Photosuite LE 6.5
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