The game's calling card is its support mechanic. Assuming you have Zoids in attack range, a single turn can prompt support fire from up to three additional units. You can also volley return fire when on the defensive in much the same way, so unit placement is the single greatest factor in every battle. There are some challenging missions later in the game, but once you get comfortable with unit positioning and proper flanking, you won't find most maps overly difficult. The road to victory also means smart use of EMP attacks, which aren't always available but do a lot of damage and can't be countered.
The grain filter is so pronounced, it's hard to notice how detailed your Zoids really are.
Outfitting your Zoids is also a strategic factor, of course, since each weapon determines how far the unit can move during a turn, how much damage the attack does, and so on. You also earn points to spend on equipping various special moves, and grab data discs that you enhance weapons and armor, or simply paint your bots different colors. You earn this stuff at a relatively slow pace, and because customization options are relatively thin (and because you only have the same five units from start to finish), this aspect of the game is less fulfilling than in most tactical RPGs. Again, everything is very no-frills, delivering just the basics without offering anything memorable.
It's odd that the best-looking of Atlus' recent trilogy of Xbox 360 games would be the weakest from a gameplay perspective. Zoids Assault has no personality, reduces its story to recited political mumbo jumbo, and is insanely short without offering any reason to return once you're done. It's functional--and that's it.