Senjou de shoujo ha karada wo kakeru (Windows: Cyc, 2006.03.24) FAQ/Strategy Guide (Version 0.5 - Limited Edition) Current Update: Wednesday, 15 March 2006 Previous Update: Monday, 13 March 2006 Created: Saturday, 11 March 2005 By Don "Gamera" Chan (crs1219@h_tmail.c_m) 1. Trial Version 2. Parameters "Setsunasa!" (*1) Disclaimer: I send the newest version of this file to only four Websites: - http://dlh.net/ - http://faqs.ign.com/ - http://www.cheathappens.com/ - http://www.gamefaqs.com/ If you downloaded or read this file at other Websites, the SysOps of the other Websites probably leeched it from one of the above Websites. 1. TRIAL VERSION Senjou de shoujo ha karada wo kakeru (Senkake) for Windows, by Cyc, is a modern war game with 18 kin, Eroge- features (read: p0rn). The battles are 2D and turn-based, not 3D or real-time. I downloaded the legit playable demo/trial version from the official site, http://www.cyc-soft.co.jp/senjo/s-dl.htm#tai exploded it (120 MB), and tried it a bit: up to clearing the second battle. - R.T.F.M. One of the Senkake text files states the playable demo has no OP movie, and no gallery mode. - MAIN MENU The main menu has five options: start game, load game, config, gallery mode, and exit game. Load game has 10 pages x 12 slots = 120 slots. Each save game slot has a screen cap thumbnail, date, and time. No comment or title. Config has two pages. First page, the usual sound/voice volumes, text skip/speed, &c. Second page, 18 slots of chara names to toggle off/on their voices. Gallery mode is greyed out. - THE STORY *SPOILER ALERT* *SPOILER ALERT* The protagonist, Lieutenant Sean (Delta Force, US Army), and his sis, Amy, are taking a break at a beach resort in a kingdom (read: queendom), when Sergeant Safina (light blue long hair) and her soldiers detain his sis, and convinces Sean to meet Safina's commanding officer, the male Colonel (no, not Colonel Sanders) who commands the garrison in the southern sector of the kingdom. The bishounen Colonel has established the Democratic Revolution Front and declared war on the legit government, to liberate the poor from the royalty and nobility who rule and exploit the kingdom (read: to grab all the money and women in the whole d_mn nation). With Sean's sis as the Colonel's guest and separated from Sean, Sean agrees to join and command the insurgents. (Male chara aren't voiced.) At night, Safina and the Colonel has some interaction, for one Safina H CG, so the time to the first H CG takes a minute or three. (Probably because of their personalities and uniforms, they remind me of the two Gestapo officers in the old Brit comedy TV series Allo, Allo.) Next morning, Sean meets three female soldiers. Sergeant Sam (brown short hair), an Italian with a pseudo-Oosaka accent, whom he met in some battle in his past. Private Alicia (brown long hair) and Private "Dusty" Christina (pink short hair with white bow), two nuggets. ("Sir!" "Yes, sir!") Then, Sean fights his first, exercise battle. - BATTLE 1 Before a battle, the player chooses up to 30 units. The units have five classes: fighter, attack helo (attack helicopter), AFV (Armoured Fighting Vehicle), SPA (Self-Propelled Artillery), and air defense. Each unit has such attributes as: HP; Anti-ground weapon ammo, range, and power; Anti-air weapon ammo, range, and power; Movement type and points; and Attack and movement status. Weapon power isn't necessarily same as weapon damage. Attack and movement status are normally 100%, but can be temporarily decreased in battle, by critical hits. Although an unit has no "armour", "defense", or "fuel" parameter, HP and ammo will compel an unit to heal/resupply. Each battle has loss/win conditions and a turn limit (time limit). The battle is 2D and turn-based, not 3D or real-time. The wheel mouse button doesn't pan the map. To pan the map, place the pointer on an edge of the map, or click and hold the LMB on an empty hex to drag and pan the map. The Senkake battle system is similar to the classic Daisenryaku, Gaika no Gouhou, Nobunaga no Yabou, Sangokushi, &c. The map has no on-screen hex grid. Click a friendly unit to display its moveable hexes (hexes to which the friendly can move), and its weapon effect marks on OPFOR (Opposing Force) units: circle (excellent), triangle (bogus), and cross (not even). OTOH, clicking an OPFOR unit displays its moveable hexes, but not weapon effect marks on friendly units. After clicking a friendly and one of its moveable hexes, the unit immediately moves to the destination hex. If the friendly can't attack an OPFOR unit from the destination hex, then the player can't undo the move. If the friendly can attack an OPFOR unit from the destination hex, then the player can RMB to undo the move. Be careful to not click a friendly unit, then one of its moveable hexes to drag and pan the map. In the first battle, Sean (Blue) has only seven Lv 1 AFVs: M60 Patton x 3 (two of which are Alicia and Sam), M2 Bradley x 3 (one of which is Dusty), V-600 Commando x 1 (Safina). No unit is named Sean. Unnamed units are generic, nameless, male soldiers. The OPFOR (Red) has only five Lv 1 AFVs: T-72 x 2, BMP-3 x 3. Alicia and Sam's M60s have the same HP as an unnamed M60, but above-normal anti-ground weapon powers. Turn limit is 15 turns. To lose the first battle is easy: send only one unit, such as V-600, and allow the OPFOR to butcher it, for immediate Game Over. The map has two or three town hexes at each of the NE, SE, SW, and NW corners. The SW and NW town hexes are Blue. The NE and SE town hexes are Red. Sean's units begin in the SW, and the OPFOR in NE. BMP-3 and M2 can capture a town hex if the BMP-3 or M2 ends its turn on a town hex and survives the OPFOR's turn. V-600 can pass through ZOC (zones of control) of OPFOR units. In its turn, an unit can attack and miss, then counter-attacked and counter-hit. Takes three or four hits to take out a M60 or T-72. An unit that ends its turn on a town hex and survives the OPFOR's turn, will regenerate its ammo and heal 50 HP. In the first battle, the map is small, or maybe all maps are small: the BMP-3 and M2 have MP 6, and they are about nine hexes apart. The OPFOR isn't suicidal. If the friendlies don't move, then only the OPFOR BMP-3s actively approach the friendlies. The T-72s engage the friendlies when they move close enough. 15 turns are a lot of time. IMO, to maximise the named friendlies' XP, avoid advancing and using the unnamed friendlies to attack the OPFOR, or using the unnamed M2s to capture town hexes. Instead, either wait one turn, for the OPFOR BMP-3s to approach the friendlies; or send Dusty's M2 towards the town hexes in the SE, and use the other friendlies to escort her: basically stagger the friendlies two hexes from each other (an empty hex between two friendlies, not side by side) to set up ZOC that catch the OPFOR, so Dusty becomes untouchable. After the OPFOR BMP-3s engage the friendlies, when the BMP-3s have full or high HP, use an unnamed friendly or two to soften a BMP-3, then allow the named friendlies to attempt to take out that BMP-3. (I prefer the order of Sam, Alicia, Dusty, Safina. I distrust Safina. Dusty already gets XP for capturing Red hexes. Sam's damage is higher than Alicia's.) When multiple BMP-3s engage the friendlies, either use the unnamed friendlies to absorb the OPFOR attacks ("Take one for the team!"), or (after softening a BMP-3) attack and soften the other BMP-3s. After taking out the BMP-3s, similarly take out the T-72s. Sometimes, heavily wound an OPFOR T-72 or two, to persuade them to withdraw to a Red town hex to heal. Before taking out the final and probably homeless OPFOR unit, allow Dusty to capture all Red town hexes. A KIA (killed in action) friendly disappears from the map, but remains and marked as "Broken" in the Blue roster, and presumably can be freely repaired and deployed in the next battle. (I suspect friendly and probably hostile named units are immortal and can't be actually killed, but I don't know whether Sean can (cough) capture hostile named units?) At night, Sean and Safina have an H event, with a Safina H CG or two. Then, he... complains about it to Sam, for a Sam H CG (but scatolo). (Weird people, IMO.) 8( Still no multiple choice node. The next morning, Safina scolds Dusty for cooking (exploding) curry with a stun grenade. Days later, Sean chats with Alicia. Then, Sean's 507th Revolution Brigade assaults the army base commanded by Corporal Affy (blue short hair, green hair clips). - BATTLE 2 Between battles, the player doesn't get cash to buy/repair/sell units. In battle 2, Sean (Blue) has 10 AFVs: M60 x 5 (Alicia, Sam), M2 x 4 (Dusty, Lv 2 x 1, Lv 1 x 2), V-600 x 1 (Safina). The OPFOR (Red) has 11 Lv 1 AFVs: T-72 x 7, BMP-3 x 4. Still no tac air (tactical air power for close support, my favourite). Turn limit is 20 turns. The map has two base hexes at each of the NE, SE, SW, and NW corners. The NW corner also has a Blue village hex. The SE corner has a Red HQ hex. Sean's units begin in the NW, and the hostiles in SE. He wins after capturing the Red HQ hex, or taking out all hostiles. If the friendlies don't move, then only the OPFOR four BMP-3s and probably one T-72 actively approach the friendlies. The other T-72s engage the friendlies when they move close enough. (As the Colonel was part of the regular army and just begins his coup d'etat, why does he use US weapons and the regular army use Russian weapons?) 20 turns are a lot of time. IMO, prioritise the BMP-3s, as they can capture Blue base hexes and affect logistics. Defend Dusty as she captures the Red base hexes. Even when her escorts are few or incomplete, she can survive two or three hits, and heal in her captured base hexes. When the other T-72s mobilise, use the unnamed friendlies to block or soften them. Although Affy's damage is high, her (armour and) HP are just as vulnerable as unnamed T-72s. After Affy moves off the Red HQ hex, Dusty should capture all Red base hexes, but not the Red HQ hex, then collaborate to take out Affy. (Affy retreats. Sean doesn't capture her.) Besides, capturing the Red HQ hex doesn't award any bonus item or unit. A base hex seems to heal random amount of HP: 27 to 82. The OPFOR doesn't seem to have re-enforcements yet = additional units that warp in during the battle. 2. PARAMETERS BLUE Unit Lv HP Anti-Ground Anti-Air Move MP M60 1 170 8 1-1 48 - - - Land Tread 4 M2 1 140 8 1-1 37 - - - Land Tread 6 V-600 1 140 8 1-1 ? - - - Land Wheel 6 RED Unit Lv HP Anti-Ground Anti-Air Move MP T-72 1 180 8 1-1 34 - - - Land Tread 4 BMP-3 1 100 8 1-1 25 - - - Land Tread 5 BLUE Chara Unit Lv Ground Air Sam M60 1 - 3 62 - Alicia M60 1 - 3 57 - Dusty M2 1 - 4 40 - Safina V-600 1 - 2 40 - RED Chara Unit Lv Ground Air Affy T-72 1 - 2 65 - __ ============================== Don "Gamera" Chan, voluntary contributor of: AirForces Monthly - Key Publishing http://www.airforcesmonthly.com/ (http://forum.keypublishing.co.uk/member.php?u=3296) ALERT 5 - Military Aviation News http://www.alert5.com/ China-Military.org http://www.china-military.org/index.htm F-16.net - The Ultimate F-16 Reference http://www.f-16.net/ Scramble on the Web - Dutch Aviation Society http://www.scramble.nl/index.html ICQ UIN: 3522863 ============================== *1 "Sakuretsu!" 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