Faster firing means more dead zed, and that leads to faster leveling of your snipers, and fewer victory points for the bad guys. Wolves Jun 12, 2015 @ 4:41pm I know there used to be/ there are good mods for this game, I just can't find them at all.
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Alright, so one of my favorite mods for AtomZombieSmasher was broken in an update to the game apparently, and now the Arty becomes the most broken thing in the game. Traps mic quality is terrible, and it recorded the game window instead of my full screen mode, so the resolution was all bonkers.
It's such a fun little game, I've been playing it for dozens of hours, and I decided I need to write a strategy guide on it. The game takes place in the fictional region of “Nevis Aires”, which is being invaded by zombies.
You have a variety of offensive and defensive units, and your objective is to rescue as many civilians as possible, and hopefully beat the zombies. There is a bit of research, and your units level up RPG style as they gain experience.
In a sense, this is reminiscent of COM or Star fleet Command, which has separate strategic and tactical layers. Watch the “trailer” above, and you'll get a sense how the game is played... On this 3D overhead city map.
Helicopter (yellow icon) swoops in to pluck civilians from the lavender zombie hordes. Snipers (cyan icon) engage zombies from up top.
Artillery (orange icon) is reloading for another salvo while shells are raining down from above, and infantry (green icon) is engaging zeds trying to buy more time for the civilians (yellow dots) from the advancing zombie horde (cyan dots). Then we'll go over the individual elements on the “city screen” playing field.
AtomZombieSmasher map screen, i.e. meta game, choose which territory to liberate / attack / rescue / evacuate The overall objective of AtomZombie Smashers is to score victory points, and reach the goal (set at beginning of the game) of 1000, 6000, or 20000 (or custom) amount of victory points before the zombies do.
You score victory points by killing zombies, winning missions, rescuing civilians, and capturing territories. Territories captured (by killing every zombie within the time limit) generates victory points every “turn” on the map screen.
Zombies score victory points by killing civilians, make you lose missions, and infecting more territories. The options' menu: allows you to concede, restart, save game, etc.
Level 4 infestation can spread to adjacent territories, so should be attacked ASAP. Captured territory (tan color): every territory where you won by killing every last zed before the timer expired counts as captured, and generates “victory points” for you.
It is assumed that defenses worked and civilian life have resumed. The current game time: just for flavor Won territory (black color): territory where you evacuated sufficient civilians to count as “victory”, but did not kill every last zed, is assumed to have been nuked and nothing alive or dead remained.
As such it does not generate victory points for you, but zombies cannot invade it either (no bodies to infect). This month, the days are slightly shorter, giving you less time to kill zeds and accomplish your mission.
Scientists: scientists you rescued can be spent to upgrade various aspects, such as better cannon (firing several shots when each salvo is fired), faster orbital cannon recharge, mercenaries get faster experience, growth, and so on. Choosing which mission to tackle is extremely important, as it will affect the rest of your game, esp.
You will always have a rescue held, but the availability of the rest of the units will depend on random factors. There is an exception: if you have the “elephant bird test” mission, where you have just one “elephant bird gun”, that gun is so good you can easily handle a level 4 infestation (assuming you didn't get the bad luck of having been surrounded by gas line buildings).
You have to do this evaluation for every potential target territory every turn, based on your available units. Llama bombs are nukes that will zap the zombies in MULTIPLE territories (up to 4 at a time), if you have a good concentration of them.
Remember I asked you to “cut up the map” into manageable chunks? There is a research upgrade that gives you an extra bomb (default is 2) if you spend the points for them.
Using the same map as before, I have highlighted several possible aim points for the llama bombs. Victory bar, which only appears at certain times on the map screen, shows you the progress of each side, how many points, and so on.
Mega Zeds: giant zeds that bring down buildings, and can only be killed by artillery Super Blimp: you can now take even more units into battle Unlocking Catbird Cannon: a space cannon you can call upon in battle, based on civilians rescued and zeds destroyed Llama bomb tests: free llama bombs to take out a few zed territories. As you rescue scientists, you can “spend” them to buy items in the research center, which will give you various enhanced capabilities.
If they are already in the city, then you just have to do what you can, as you are likely to lose the mission, unless you are VERY lucky and have SEVERAL infantry units ready to spread out and control the infestation and carve out a “safe area” for your held landing zone. In the invasion scenario, where the zeds are about to enter the city via known routes, there are two types: evacuation, and eradication (attack).
You need to rescue at least a certain number to be considered “victorious” (that's in the upper right corner), else you have lost the mission, and you can retry (unless you have permanent turned on). In eradication, there are no civilians in the city, so your objective is to simply kill as many zeds as fast as you can, preferably before darkness falls.
Let us look at one guy's attempt to control a level 2 infection, with just infantry, barricade, and cannon. AtomZombieSmasher City map, with barricades, zed entrance points, and other elements highlighted.
As is, the two groups (right and bottom) will converge and the infantry can't kill the zeds fast enough. One infantry is often enough to kill all the zeds coming out of a single entrance (esp if that unit has 60% or higher accuracy).
By forcing all the other zeds to walk over you spread them out and defeat them in detail (one group at a time). Note how this player attempted to block the zombie flow by adding barricades to force the zombies into that single choke point, even if they entered the city at six different places.
All firepower he had been concentrated at that spot to slow down the zeds and buy more time for the civilians to evacuate. When upgraded to 80% to 90% damage it will do a decent job at killing zeds.
Infantry should be placed near entrance points to whittle down the enemies. When the horde is too thick, they can be pulled back and artillery dropped in their wake.
They are also useful in helping to wipe out the few survivors, so you can claim the “total victory”. Picking upgrade to improve their firepower would make them level up even faster.
On the other hand, they can engage all the way across the map, even if the shot appears to be blocked by buildings. The trick to use sniper teams is put them AS FAR AWAY from the enemy as possible.
Once sniper team is placed, you also need to designate where they should aim at. When you select the unit, you can see their engagement “cone” (white/cyan highlighted area).
If there are multiple targets within that zone, they hit the one closest to the aim point, not the one closet to THEM. Sniper team CAN be destroyed if the building they're on is destroyed through any means, would include explosives, mines, artillery, exploding gas line building, or a me gazed walking into it.
Sniper team level up by number kills, so improving their firepower (minimize retire delay) gives them more XP as well. Snipers should get their upgrade in retire delay ASAP, as this essentially increases their firepower.
Artillery is best employed upon a concentrated horde of zeds, such as them being bunched up right at their entrances. The problem is their somewhat imprecise nature means they destroy the buildings near where they are, and that can mess up your path planning.
Obviously, the longer the delay, the more you need to “lead” the target. The reload delay improvements increases your firepower by squeezing out more shots in the same amount of time.
That helps it to level up by killing more zeds and gain more experience. Rescue held technically is not a weapon as it does not kill zeds, but it is mobile.
Rescue held is the way civilians leave the infected territories, and why you're fighting the war against the zeds. The held will sound a horn and all civilians within a certain radius will hear it and attempt to run toward it (may not always be possible) due to barricades and so on.
You can also tell it to take up early with that “rise up” button next to the chopper if there's no reason for it to wait. You can also spend scientists to buy slightly larger capacity, so more civilians can be evacuated at once.
Default is 30, and upgrades can be bought to increase cabin size to 35 or even 40. NOTE: Held cannot be destroyed, even by exploding buildings and artillery.
Barricades have special placement rules, and must be placed before the battle. Thus, with sufficient barricades, it is possible to contain the zed infestation and force them to bunch up into a single path, making them vulnerable to your other weapons.
See the previous picture for an illustration on how barricades are used to create a choke point which is then defended. It is best used as a delaying tactic, or to concentrate zed horde to make them more vulnerable to your other weapons, such as artillery and space cannons.
Zed Bait is of limited duration (starts at 7-8 seconds, but can be improved). The effectiveness radius can also be improved in order to attract more zeds, and reload time can be decreased.
a) to buy time by forcing the zeds to take a more indirect route. b) to pull them to a specific spot where they are then toasted by artillery or space cannons, or across mines and explosives.
When given the command, within a second or two each one will blow up, hopefully taking out a large chunk of zeds and not killing civilians. When used with barricades, put these along the single path, spread out, so you can take out a large chunk of zeds all at once.
If you don't have barricades, then put them directly in the path of the entrances, albeit slightly back (about 3 grids), so you take out a whole group of them at once. The zeds don't move THAT fast to outrun mines, but the damage radius is small enough so that you need to stack them (2-3 all in the path of the horde) to do decent amount of damage, and you never seem to have enough.
If you plan to detonate a few gas line buildings, a mine is a great way to do it, just put it on a spot you know the zeds will walk by, and next to such a building, and watch the fireworks. Learn to hit the SPACE BAR, which toggles between two speeds... fast, and slow.
Casual mode turns off “mega zeds” and makes all zombies slower and daytime longer. Unless you got “Permanent” option turned on, you can always hit F9 to restart the mission.
Use barricades to force zeds into as few choke points as possible, and pound them with everything you got. If you just pick a mission at random you'll probably lose unless you're in “casual” mode.
Rescuing scientists is important... You need them to unlock research stuff to make the game easier. NOT all civilians can be saved, unless you are extremely lucky or have very powerful units (which are also a lot of luck).
So don't fret it if you have to sacrifice a few AZS relies on “forward defense”, i.e. block the entrances (except the few missions where a few zeds are already in the city.) Infantry's range is limited any way and needs to stay away from the explosions.
Permanent (makes game harder) -- Normally you can always restart the mission if you do really badly. No Quarter (makes game A LOT harder) -- normally the “won” and “captured” territories cannot be re-invaded by zeds, and you can use that to control their spread.
This turns off that restriction... Zeds can invade ANY territory, even captured and won ones. Big Dipper -- Rescue 40 or more people in one helicopter pickup.
Tactical Came lid -- Cleanse four Zed territories with one Llama Bomb. Snipe Hunt -- Use snipers to destroy 100 Zed in a mission.
Ten Thousand Hours -- Have a mere reach Level 5 veteran. International Killing Machine -- Complete a campaign with the Hardcore and Permanent modifier.
Basically, a mod is a “tweaked” game where you play under different rules, such as more/fewer zeds, more/less victory points, faster upgrades, no/extra space cannon, and so on and so forth. Most of them are junk, so you will want to sort the results by the number of downloads and higher positive ratings.
Some make things more realistic by making choppers taking a lot longer to Evan civilians, or a lesser “summon” radius, others tweak the artillery and/or space cannon (some disable them altogether). Some emphasize infantry, sniper, and artillery, while shy away from the defensive units.