- Zoids Field of Rebellion: Game Guide
On this page we're going to walk you through some of the basic gameplay for Zoids: Field of Rebellion. To start things off, you can use Bluestacks to play the game. There are also a number of VPN services that can change the location of your tablet, without having to use a third party service to install the game, but these can occasionally affect performance.
- Stages
A stage is the battlefield in which the two teams fight, allowing players certain benefits depending on the field. The best way to fight is, of course, to know and make use of the field in the way that bets suits your Zoid. There are some fields that are better for fragile Zoids, fighters, destroyers, etc., depending on the obstacles and tools at their disposal.
- Woodland Stage
The first, original stage in the game. It's very basic, and an excellent field for the Dibison, due to the open arrangement. This allows the Dibison's unique, long range anti-small Zoid weapon to fire against multiple rows of small Zoids.
Obstacles:
Forest: In the trees on either side, your Zoid won't appear on enemy radar, unless they're also in the trees. Glow effects and bullet effects are still visible through the trees, even to outside Zoids, so be careful using them when enemies are within your line of sight. Being in the forest also allows Zoids to see all other Zoids in the forest across the map, not just those in the same forest as themselves.
Rocks: Located at the front/back of each forest. These are solid objects that provide some cover. You can use them in tight situations to avoid taking damage. Strike Claws can hit Zoids on the other side, as can particle cannons.
Risks
Running into a forest, of course. A lot of the time you're going to be shot as you approach, and once you enter the forest, there's nowhere within the immediate area to hide, so you may be gunned down by roaming packs of Zoids.
Benefits
The forest allows you to snipe at last the left and right base without being noticed immediately by enemies. Zoids like the Dibison, with exceptionally long range, will also benefit from the lack of obstacles in this field. A Dibison can probably shoot at multiple rows of small Zoids at a time.
- Desert Stage
This was the second stage added, and has an interesting look. While the layout is generally the same as the woodland layout, there's no where to hide, and instead the forest is replaced with ruins. These massive obstacles are amazingly useful for escaping threats, and since there's no hiding, Zoids in this field can always be aware of what's coming their way. With that, they can effectively avoid all threats if they're watchful.
Obstacles:
Ruins: The area is littered with ruins. You can use these to escape, or ensure that you can attack a base for longer by staying up against a wall. Be careful not to get cornered, though, and pay attention to approaching Zoids on the mini map.
Risks
Obviously, getting trapped. You have to be careful.
Benefits
Not only can the ruins be used to trap or escape enemy Zoids, but particle cannons can fire straight through these walls, hitting enemies anywhere within. Strike Claws can also hit Zoids on the other side. When it comes to Large Zoids, you have a clear indicator of where not to be to avoid its particle cannon. Go into the ruins.
- Urban Stage
This field is more challenging. It's not only wider, but the lanes are far more enclosed than other fields. The most obvious difference here is that you don't launch your large Zoids to a base. They're not only completely unchallenged by small Zoids, guaranteeing a swift pace, but they also can't destroy enemy bases aside from the headquarters.
Never, ever delay to launch a large Zoid on this field. It can get out of hand fast.
Modifiers: Large Zoids have their own lane, and won't attack small Zoid production bases.
Obstacles:
City Blocks: These areas are solid and cannot be traveled. While particle cannons can still shoot through them, Strike Claws can't hit Zoids on the other side. They also prevent direct escape, so you'll need to rely on agility when you get cornered.
Risks
Be sure enemies aren't going to cut you off when you run down a lane. It's very hard to escape once you're cornered, and can mean your death.
Benefits
You can also use this to escape. Once you turn a corner, the odds of an enemy catching you are relatively low. You can also use large Zoids as a much more significant distraction. Gun Blasters are especially powerful on this field since their guns can sweep an entire lane.
- Wetlands Stage
The first field with major modifiers. The Wetlands stage has a giant river going down the middle, which can be a deathtrap for some Zoids. Be careful when crossing, and don't cross if there are enemies waiting for you on the other side. You'll just be gunned down.
Never, ever delay to launch a large Zoid on this field. It can get out of hand fast.
Obstacles:
Forests: The forests on either side are especially close to one base, while the base on the other side won't have any forest at all to hide in. You must carefully watch your own team's forest, because this is a great place for Zoids to hide out with a direct shot to 2 of your bases. Close enough that they can use all weapons, not just the rifles. Each forest is also full of water.
Water: Aside from heavy Zoids like the Dibison and Gunbluster, the water slows down Zoids that cross it by 50%. This can make crossing the river a huge risk, and give even normal Zoids a shot at destroyers who are bogged down in the water.
Barigator: These are small Zoids that sit on the pools of water by the open bases. They target all Zoids, friend or foe, if they get close enough. While they can be killed, they'll also quickly respond.
Risks
For the forest, the same as the woodlands map. In the water, you have to be careful not to get caught by enemy Zoids. In addition, for one base on the map you have no protection, and are forced up against the enemy barigator or the enemy small Zoids.
Benefits
You can race right up to the enemy base in the forest, able to fire all 3 weapons. Also take advantage of the water to gun down Zoids that usually escape.
- Canyon Stage
This unique stage is not only far more enclosed, but radically different in gameplay. There's only a single lane, with 2 bases each, and because of the restricted field you also only have 2 Zoids on each team and a 5 minute clock instead of 10. This field has only been used once as an event, and hasn't returned since.
Obstacles:
Caves: This field is a straight lane with very little to hide behind. However, there are caves on each end of the field, which lead straight to one base. Much like the forest, Zoids in the cave won't show on radar until you enter a cave yourself. You have to leave the cave to fire at the second base, but can still be within the little entrance spot, relatively safe from damage until a Zoid gets right up close.
Risks
As a single lane field there's very little space to maneuver. Fast Zoids do much better because of their ability to weave around attacks, but even still, you'll always be faced with the small Zoids and enemies that are backing them.
Benefits
It's hard to go unnoticed in the caves, but if you do, you can make quick work of a base. Being in an enclosed space also means it all comes down to skill and power, in a PVP Fight that's much more risky than the others. This is great news for destroyers.