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Report RSS [ZHE 1.0.0] Gameplay Guide

This is a guide for newcomers of the mod to learn the basics of the new content and mechanics.

Posted by on - Basic Other

Hello, due to some fan's request, I've decided to write a short tutorial or guide to, well guide, you through how to exactly play the mod. Admittedly, the mod also can be overwhelming even for me. But the point of modding and playing mods is to have fun so don't get discourage if you lose against the AI.

This guide is also contained in the mod readme in plain text format in case you don't have internet access while trying to play the mod.


101 Infantry Formation:
Infantry is the basic combat unit and frontline of your army that can be built easily through your respective faction Barracks. In this version of ZHE, infantry is vastly different from vanilla Zero Hour and even the mod's previous iteration. There are many classes of infantry available in ZHE in a total of 14 classes that both new and veteran players may need some time to get used to.

In the most basic formation of an infantry platoon, usually you would need either the 2 squad of Assaults (Rangers, Guards, Rebels) or Basics (Riflemen, Red Guards, Partisans), 1 squad of Supports (Stewards, Wards, Anarchists) and 1 squad of Light Anti-Tank (Upgraded Regulars)/Dedicated Anti-Tank (Defenders, Tank Hunters, Fanatics)

Assaults or Basics can provide most of the firepower you'll need to defeat enemy infantry while the Supports will slowly suppress the enemy. Consider using a grenade or two, provided your sweaty of a player enough, to suppress the enemy infantry and making it harder for retreat. When your troops are stuck in a disadvantageous situation, using smoke grenades from the Supports will make it easier for your troops to retreat back to a better position.

With dedicated Anti-Tanks attached to the platoon, you can switch between their SMG or AT weapons depending on the situation at hand. This will ensure that you'll be able to relatively and effectively deal with enemy infantry and light vehicle threats in most cases then you can deviate your troops from there.

Upgrading your Assaults with grenade launcher will enable your platoon to quickly and more effectively deal with enemy infantry while doing so will slightly drain your supply and elevate your troops value.

Anti-Air class infantry is interchangeable or operate in conjunction with Anti-Tanks. Mostly effectively against enemy light vehicles and low-flying aircraft rather than tanks, Anti-Air class infantry should refrain from engaging enemy tanks and infantry on their own.

102 Infantry Formation:
Taking a more defensive turn, Weapons Teams (Hvy Supports, Mortars, Hvy Anti-Tanks) can effectively fortify your defensive position especially when garrisoned in Bunkers.

Hvy Supports can effectively suppress and eliminate enemy infantry within range while sacrificing its lighter variant's ability that is Cover Smoke Grenade.

Mortars, on the other hand, while should be operate in the same manner, should not be garrisoned anywhere to maximise their capabilities. With higher caliber munitions, Mortars evidently provide more lethal means of eliminating the enemy rather than a more suppressive Hvy Support team.

Hvy Anti-Tanks, much like the Hvy Supports, can effectively knock out enemy vehicles within range sacrificing anti-personnel capabilities. Weapons Teams should never lead the battle nor operate aggressively on their own that is they should mostly if not always operate as mobile defense infantry or mobile fire support.

103 Infantry Formation:
With the above basic thought in mind, your troops formation can be adapted to various situations and playstyle.

Sniper Recons will allow you to take out critical enemy infantry from afar such as the likes of the Weapons Teams (Hvy Supports, Mortars, Hvy Anti-Tanks) or other high value targets (Field Commanders, Heroes, Specials.) When attached to platoon, Sniper Recons should operate as support role that is the above priority and using their recon ability periodically to gather intelligence that will enable you to plan your attacks. When deattached to operate on their own, the Sniper Recons should operate more covertly that is mostly proned and using their recon ability frequently to scout ahead to avoid or quietly take out enemy threats. It's also highly recommended to cover your flanks with Anti-Personnel Mines especially at choke points to increase their survivability on the battlefield.

Combat Medics can provide your platoon with field medical and AED support, provided that you upgrade the latter. When attached to platoon, Combat Medics should also operate in a more supportive role that is engaging enemy from the rear and periodically distributing first aid to injured friendly troops.
Friendly troops in critical conditions should be revived with AEDs as soon as possible to sustain your committed manpower. While deattached, Combat Medics can operate as mobile field medical support to injured friendly troops out of combat that is at base location or defensive position.

Combat Engineers, arguably, can provide field utility support in more ways than one is that mine detection and demining and field vehicle repair. When upgraded with the Satchel Charge, Combat Engineers should take a more aggressive role in tactical destruction of enemy targets that is static defense or damaged vehicles. The tricky part is getting into position and survive the mission so it is recommended to get them in and out as soon as possible. Upgrading with the Anti-Tank Mining Equipment allows Combat Engineers to take a more passive role in laying down layers of hidden defense against vehicles; effectively especially in choke points. Can be attached to platoons especially when upgraded with the Satchel Charge but they're more effective mobilise with mechanised infantry platoons.

104 Infantry Formation:
Now that, hopefully, you've grasped the basics of all other fundamental infantry classes, you can now utilise a more distinctive classes of infantry.

Field Commanders can provide your troops with tactical fire support that is artillery strikes and smoke artillery given your Rank is high enough and respective GP's is selected by the player. Artillery Strikes can heavily damage or outright take out the enemy fired upon, allowing your troops engage the enemy with more ease. Smoke Artillery can provide your troops with cover smokes for tactical retreat when the enemy gains the upper hand in a wide range and high consistency.
When attached to platoons, Field Commanders provide passive Inspirational Propaganda aura that inspire troops within range to fight harder.

Heroes, depending on your chosen faction, can variably operate in different and distinctive combat role.

Black Lotus, PLA Technical Support Commando, now equipped with a suppressed pistol shouldn't be leading the battle but rather infiltrate enemy position unnoticed then capture enemy buildings or disrupt enemy supply lines. Her EMP grenades also enable her to disable critical enemy vehicles that is SPGs or ballistic missile system and such that can assist friendly troops in destroying such targets.

Jarmen Kell, GIN Anti-Vehicle Recon Commando, armed with anti-material sniper rifle should operate as an exceptional type of the Sniper Recon infantry class. His anti-material sniper rifle can decisively destroy enemy light vehicle and when proning, Jarmen Kell can exhibit his proficiency in sniping skills by taking out enemy vehicle crew in just one shot given that his shot connects. Like the Sniper Recon infantry class, Jarmen Kell can cover his flanks with Anti-Personnel Mines. He is best to work with friendly Sniper Recons or just alone. Jarmen Kell, unlike other smoke grenade users, will use smoke grenade to cover only himself to allow him to escape.

Colonel Burton, NATO Special Operations Commando, with his special issue experimental weapon: the XM-29 OICW assault rifle can lead friendly troops into battle. His unique XM-29 possesses superior anti-personnel capabilities than that of the standard issue of grenade launcher attached to assault rifles used by Rangers; firing not only one shell but five in total which makes Colonel Burton exceptional in suppressing enemy infantry. While deattached from a platoon, Colonel Burton can also operate alone or alongside other Special Operations infantry to inflitrate enemy position and take out vital enemy assets. Colonel Burton, like Jarmen Kell, will use smoke grenade to cover only himself to allow him to escape.

The Enthusiasts are the PLA unique Morale Support infantry class that are only effective when attached to a platoon. They provide wide passive Inspirational Propaganda aura that inspire troops within range to fight harder. They're also unarmed which means they cannot engage any enemy targets.

The Hackers are another unique PLA Technical Support Operative infantry class capable of, well, hacking... either enemy structures to prevent them from operating or the internet to steal money from the unsuspecting international bourgeoisie class. Mainly they should operation within your main base especially in the Internet Center to generate supply for your army but if feeling a bit daring, they can operate on the frontline, attached to a platoon, to assist friendly troops by utilising their structure hacking ability. They can also smoke grenades to help friendly troops retreat when situation gets too disadvantageous. Now equipped with a SMG, the Hackers can also defend themselves from enemy attack by counter firing.

The Terrorists, the unique GIN Suicide Bomber infantry class, capable of destroying most enemy units given that they reach their targets and successfully detonate their bombs. When upgraded with the GIN Combat Drugs upgrade, the Terrorists can charge at their targets with greater speed, increasing their success chance of confirmed detonation. They should be attached to platoons especially motorised or mechanised platoons to maximise their effectiveness in combat.

The Hijackers, another unique GIN Vehicle Hijacker Operative infantry class, capable of hijacking enemy vehicles provided they can complete their tasks. They would need to get in close to their target vehicles in order to start the hijack after a few short seconds, they will take control of their target vehicles by force and effectively grant you control of the vehicles. Unlike other smoke grenade users, Hijackers will use smoke grenade to cover only themselves to allow them to escape. Like the Terrorists, they should be attached to platoons especially motorised or mechanised platoons to maximise their effectiveness in combat. Now equipped with a SMG, the Hijackers can also defend themselves from enemy attack by counter firing.

The Saboteurs, yet another unique GIN Infiltration Operative infantry class, possessing the abilities to extensively disrupt enemy base operations that is disabling enemy structures, stealing supply, disrupting enemy power line, resetting superweapon countdown and General's Powers. While proning, Saboteurs can covertly infiltrate enemy base and stealthily disrupt enemy operations; while slower than conventional means, it's also a lot safer and harder to effectively counter without committing to an area search. Unlike other smoke grenade users, Saboteurs will use smoke grenade to cover only themselves to allow them to escape. Now equipped with a suppressed SMG, the Saboteurs can also defend themselves from enemy attack by counter firing. Should either operate on their own covertly or in conjunction with motorised or mechanised platoons.

The Secret Services are unique NATO Covert Operative infantry class specialised in intelligence gathering operations that is infiltrating enemy bases and monitoring enemy activities. While proning, Secret Services can covertly infiltrate enemy position but are limited in their actions while when disguised, on the other hand, are not as limited but can raise suspicion among the enemies. Secret Services can deploy Listening Devices to monitor enemy physical movements in target area, freeing the agents to take other actions in other locations. Unlike other smoke grenade users, Secret Services will use smoke grenade to cover only themselves to allow them to escape. Although equipped with a pistol, the Secret Services should only use them as last resort as they're the least effective piece of weapon.
Should either operate on their own covertly or in conjunction with motorised or mechanised platoons.

The Rocketeers are another unique NATO Advanced Combat infantry class and arguably one of the most unique. They're capable of jumpjetting to quickly traverse across difficult terrain that is hard to reach by conventional means without dedicated aerial transport. Should operate on their own in limited numbers to scout perimeters and actively counter enemy unguarded weapons teams or utility infantry due to their high traverse speed and limited firepower. While it may be highly tempting to attack fortified enemy position with them, it's really advisable NOT to due to their limited firepower as stated above.

101 Vehicle Formation:
Vehicles in this version of ZHE, while similar to the mod's previous version, require more micromanage to maximise their potential in battle.

Starting off with the most basic vehicle; the Light Tactical Vehicle/Fighting Vehicle class, typically consists of the Humvees, Warriors and Technicals. While the vehicles can transport a small squad of infantry which can fire from within the vehicles, infantry armed with heavier weapons such as anti-tank weapons, machine guns and mortars CANNOT fire from within in contrast to vanilla Zero Hour and this mod's previous iteration. Due to such limitation, platoon of such infantry and vehicles should keep that in mind and operate accordingly that is assaulting enemy position unequipped to deal with such threats effectively, assisting your infantry in transporting them to their critical position (Assaults, Combat Engineers, Covert Operatives, etc.), transporting your infantry to the frontline and reconnaissance missions for your more slow moving and high value vehicles. Initially armed with a HMG Gunner, the Light Tactical Vehicles can engage enemy infantry and light vehicles with good effectiveness and when they're upgraded with anti-tank weapons, they solely should engage enemy vehicles and tanks rather than previously enemy infantry.

Armoured Personnel Carrier class vehicles are slower but more armoured variant of transport vehicles more dedicated to mass transportation of troops rather than multipurpose like Light Tactical Vehicle class. Typically consists of the Strykers, Trooper Crawlers and Battle Buses; depending on said vehicles, infantry from within the vehicles can either fire in limited capabilities similar to that of the Light Tactical Vehicle class or not at all. Due to their slower speed and more armoured specifications, they are better built to operate on every mission the Light Tactical Vehicle class can operate except for reconnaissance missions. Usually unarmed, the Armoured Personnel Carrier class vehicles are limited in range of ground combat and highly vulnerable to anti-tanks, vehicles, tanks and aircraft. Despite that, usually with pre-installed smoke grenade launchers, they can more effectively support friendly infantry platoons in their assault missions. Modern variants of Armoured Personnel Carrier also utilise infrared scanners that can detect enemy camouflaged units.

Tactical Ambulance class vehicles are generally unarmed variants of the Light Tactical Vehicle class specialised in field medical operations. Notable fielded vehicle being the Medic Humvees, in addition to mass transportation application, Tactical Ambulances will slowly heal surrounding friendly infantry when deployed. Attaching to platoon can be tricky done to the fact they're generally unarmed and not as armoured as Light Tactical Vehicles. Deploying such vehicles within your territory is a better alternative.

Main Battle Tanks are the modern iteration of various specific role tanks packed together into one singular vehicle class that could be best summarised as taking the best features of light, medium, heavy and super-heavy tanks and create a new tank out of that. There are many variants of Main Battle Tanks that can be deployed in battle included but not limited to Crusaders, Abrams, Battlemasters, Tigresses, Marauders and Dune Raiders. Now equipped with co-axial MGs like ZHE's previous iteration and the new smoke generator, Main Battle Tanks now have increased survivability and are arguably the most important weapons of war. While effective against enemy vehicles and tanks, they can still be vulnerable against enemy aircraft and infantry especially Anti-Tank infantry when outnumbered and due to their lack of wide vision. When upgraded with HMG Gunner, Main Battle Tanks can somewhat counter enemy low flying aircraft or deter them from launcher air strikes though it's more useful against enemy infantry and light vehicles. That might be the case, but it's still highly recommended for player to commit to dedicated Anti-Air rather than solely relying on just HMG Gunners due to their limited range. When attached to platoons, they'll benefit tremendously from Combat Engineer deployment.

Infantry Fighting Vehicle is a more armed variant of the Armoured Personnel Carrier class vehicles, sacrificing some of their transportation capabilities for substantially improved infantry support capabilities. Typically comprises of Bradleys, Macaques and Zonkeys; all of which can be upgraded with anti-tank capabilities to more effectively counteract enemy vehicles and tanks. It's highly recommended that Infantry Fighting Vehicle class vehicle should operate alongside any assault force due to their considerable infantry support and anti-tank capabilities.

102 Vehicle Formation:
Light Tanks are the modern iteration of the light tanks and a bridge between Infantry Fighting Vehicle and Main Battle Tanks.

The field light tanks included but not limited to the Scorpions, the iconic GIN tank among social media. While they're effective against enemy infantry, vehicles and buildings, Light Tanks should never engage Main Battle Tanks on their own. Should either be deployed in reconnaissance missions or attached to platoon as Infantry Support.

Self-Propelled Anti-Air Gun class vehicles are dedicated Anti-Air in vehicle form which is better at counteracting against enemy low-flying aircraft than that of the Anti-Air class infantry. Normally comprises of Avengers, Zhuges and Arguns; all relatively effective against enemy light vehicles and low-flying aircraft when deployed in stationary Anti-Air Mode. Due to there limited mobility, it's recommended that Self-Propelled Anti-Air Gun should be deployed along player's defensive line to increase its anti-air potential. Deployment of such vehicles alongside assault forces are more tricky usually due to lack of consistent wide range of vision for aircraft detection and vulnerability to enemy counter attack.

Self-Propelled Gun class vehicles are mobile artillery system which is capable of firing sustain artillery strike at your position at long range.
Typically consists of Paladins and Warhammers; the 155mm calibre variant of Self-Propelled Gun and the Zedongs; the 280mm calibre atomic variant.
Self-Propelled Gun's capabilities can steadily breakthrough enemy line of defense and allow friendly assault force to advance through beyond deep into enemy territory.
While they're upgradable with HMG Gunners, they're still highly vulnerable to enemy counter attack so it's highly recommended that Self-Propelled Gun should operate within your defensive position and have escort force when out of bound.

Self-Propelled Multiple Rocket Launcher class vehicles are the rocket firing variant of the Self-Propelled Gun class. Capable of firing vast salvo of rockets in short period of time in contrast to the more slowly firing sustain firing that of the Self-Propelled Gun class. Despite this, Self-Propelled Multiple Rocket Launcher class vehicles are more vulnerable to counter battery due to the amount of smokes produced during rocket launches. While comprises of Himars, Whirlwind, Wild Dog and Grad; the Himars and Wild Dog are especially different to that of the Whirlwind and Grad in their salvo size. Highly vulnerable to enemy counter attack, battery and airstrikes, so it's highly recommended that Self-Propelled Multiple Rocket Launcher should operate within your defensive position and have escort force when out of bound.

103 Vehicle Formation:
(Modern) Super-Heavy Tanks are the even more armoured and powerful version of the Main Battle Tanks that breakthrough any line of defense with relative ease. Namely the Overlords, Themises and Ravagers are known projects of such military hardware. Due the fact that such designs sacrifice mobility for armour and firepower, they've become highly vulnerable to enemy aircraft, attack helicopters and missile strikes. In light of this, Super-Heavy Tanks should almost always operate alongside assault force or an escort force having Anti-Air capabilities.

Tactical Ballistic Missile Systems are capable launching highly destructive long-range and precise missiles at any target location. Due to their projectile high speed, nothing can realistically stop the missiles that have launched and it's best to prevent such a launch to begin with. The Gryphons and Elbruses are currently the only Tactical Ballistic Missile Systems present in the battlefield. Very expensive in cost, very slow moving and most vulnerable to enemy attack, Tactical Ballistic Missile Systems are considered critical assets that must be protected at all cost in player's side and destroy at all cost on enemy's side.

Surface-to-Air Missile Systems are the heavy variant of the Self-Propelled Anti-Air Gun, capable of launching more destructive and long-range anti-air missiles especially targeting strategic aircraft. The Patriot is the only Surface-to-Air Missile System available at the moment with more arriving in the future. Expensive in cost, very slow moving and most vulnerable to enemy attack, Surface-to-Air Missile Systems should be deployed deep within your territory rather than on the line of defensive itself.

Acquisition Radar Systems class vehicles are utility vehicles capable of consistent scanning of large surrounding area and detecting enemy aircraft when deployed with the Red Eyes and Observers being notable examples. Very vulnerable to enemy attack and unarmed; they should be deployed behind your line of defense to increase your defense force effectiveness in acquiring targets.

104 Vehicle Formation:
Now that you've grasped that basics of the new vehicle formation, now it's time to utilise more specialised type of vehicle classes in your vehicle forces.

Close-In Weapon Systems such as the Vixens provide mobile Close-In Weapon System which can intercept most enemy artillery projectiles and also to lesser extent enemy low-flying aircraft when deployed.
When in Anti-Ground Mode, the Close-In Weapon Systems can very effectively counter enemy light vehicles in their paths. They should be deployed along your line of defense as they will very effectively in reinforcing your defensive position without power requirement though they're still more vulnerable than the base defense variant.

Electronic Countermeasure Systems such as the Jades provide mobile Electronic Countermeasures against enemy guided munitions, jamming their guidance system, when deployed. While they're mobile, Electronic Countermeasure Systems can disrupt enemy vehicle operation system, effectively disabling them and preventing them from operating. They should either be deployed along your line of defense in the same manner of the Close-In Weapon Systems or attached to platoons as Electronic Warfare Support vehicle.

Flamethrower vehicle class, with the Dragons being the only variant present on the battlefield, fire a projectile of flames at target location and igniting their targets into blazing fire. Effectively against enemy infantry, light vehicles and base defenses, Flamethrowers should be attached to your assault force and assisting them in breaking through enemy line.

Toxinthrower vehicle class, with the Rancher being the only variant currently fielded. They fire a projectile of toxins at target location, drowning their targets in lethal dose of anthrax. Very effectively against enemy infantry, Toxinthrower should be attached with yor platoon as infantry support.

Suicide Vehicle class is the unique vehicle class deployed by the GIN in their struggle against NATO imperialism. The notable one being the Racketeer, ordinary construction trucks armed with explosives ready to die for the cause. When disguised, the Racketeer disguises themselves as targeted enemy vehicle, causing confusion among the enemies. Very effectively against most ground targets including buildings. Should be deployed loosely from your other troops in the battlefield due to their volatility.

Active Denial Systems are directed-energy weapon systems capable of setting enemy infantry on fire or disrupting enemy building operations with focused beam and suppressing enemy infantry, preventing them from moving on foot when deployed. The Disruptor is the only Active Denial System currently fielded in combat. Very effectively against enemy infantry and structures, Active Denial Systems either should be attached to your assault force, assisting them in breaking through enemy line and base structures or deployed along your line of defense to deter any infantry from crossing it.

Unmanned Ground Vehicle class is the unique vehicle class deployed by NATO in their crusader to terrorise the third world. The Sentries, Paramedics and Guardians being current variants of Unmanned Ground Vehicles fielded in combat. Each Unmanned Ground Vehicle variant serves as a bridge between their respective role infantry class and vehicle class. Usually slower in their speed even when compared to infantry, Unmanned Ground Vehicles should generally operate with your territory as patrols, reconnaissance or mobile support.


101 Build Order (vs AI):
In ZHE, your Command Center automatically grants you free 1 Builder (Dozers and Workers) out of its Production Exit and temporary Power Supply for a short period of time.
After the game is loaded, the player should begin to follow steps below:
1. Queue up more Builders. (1-3 Dozers and 3-6 Workers)
2. Build your first Power Plant close to your Command Center.
3. Build your first Barracks close to your Command Center.
4. After the Power Plant is built, build a Supply Center near your closest Supply Source.
5. After the Barracks is built, fortify your base by building Base Defenses at your Center, Flank and Backdoor positions that is try to cover entries to your base area.
6. Build some infantry squads (Basics, Assaults, Supports) to go capture some Tech Buildings.
7. After the Supply Center is completed, build a War Factory (and also for NATO, the Surveillance Center and for GIN, the Scrapyard)
8. After the War Factory is completed, build your faction Tier 1 Technology Center. (Propaganda Center, Strategy Center, Palace)
9. The mean time until the Tier 1 Technology Center is completed, manage your units and maybe build some more infantry and vehicle to contest the Combat Area.
10. After the Tier 1 Technology Center is completed, you can build Upgrades for your units you prefer using then upgrade to the next Tier using the Tier 1 Upgrade.
11. While Tier 1 is upgrading, try to contest the Combat Area as best as possible or retreat to your base to build up your forces for an attack.
12. Build some more Power Plants to prepare for Tier 1 structures.
13. After the Tier 1 Upgrade is completed, build the Tier 2 Technology Center or (for NATO and PLA, build Airfields.)
14. Build some Main Battle Tanks in addition to other units to either attack your enemy or contest the map. If you've built an Airfield, you can also build some Attack Helicopters.
15. Build some Tier 1 Base Defenses at your three key positions.
16. After the Tier 2 Technology Center is completed, you can build Upgrades for your units you prefer using then upgrade to the next Tier using the Tier 2 Upgrade.
17. Build some Supply Generators (Black Markets, Supply Drop Zones and for PLA, Hackers) to build up your self-reliance economy.
18. After the Tier 2 Upgrade is completed, almost all units will be available and so are the Super Weapons.
19. Win the battle against the enemy and good luck!


And that's the end of the tutorial. If you find this guide useful or just like reading me blabbing, feel free to donate. Thanks for the reading!


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