----------------------- Daisenryaku Perfect FAQ ----------------------- Version 0.9; last updated 6/18/04 Written by Jack Power Questions, additions, and comments can be directed to JackPower "at" aol "dot" com with "Daisenryaku" in the subject line. Version history 0.5; 7/8/03 Initial release 0.7; 10/23/03 Added corrections and clarifications, country and unit overviews 0.8; 12/18/03 Made a few minor corrections, added the remaining unit type and country overviews and a few more hints 0.9; 6/18/04 Tweaked a few things, and added more important info about games in this series This document contains Japanese characters in Shift JIS format. -------- Contents -------- Introduction Game overview System requirements How to play Japanese PC games on Western Windows Playing the game Setting up a game Building an army Holdings Taking action Engaging the enemy Maintaining your forces Victory Conditions Production types Unit types High sky Low sky Ground Surface Subsurface Special traits Rules Hints and tips Recources News Special thanks Legal info ------------ Introduction ------------ The purpose of this faq is to provide basic information about the Windows PC game Daisenryaku Perfect (henceforth DSP) for the English-speaking community. DSP was released in Spring 2003 for a suggested retail price of 9800 yen. Although it may be rather obscure compared to some import games, it's such an outstanding strategy game-- with no real equal or equivalent in the West-- that it deserves to be known outside of Japan. I wrote the portion of this guide that covers actual gameplay with the assumption that the reader: A) Has some knowledge of the Japanese language, as this game is not import-friendly, or B) Has some knowledge of the military of some country or another, or C) Has both A and B (preferred). ------------- Game overview ------------- DSP is a turn-based modern tactical/strategic warfare simulation. It is the latest and most complete (hence, "Perfect") title in the series of Daisenryaku ("great strategy") games. Daisenryaku games have been released for nearly every console, including SNES/Super Famicom, Genesis/Megadrive, Game Boy, Dreamcast, Playstation 1 and 2, not to mention at least 7 previous editions on the PC. It features over 700 real life military units from 16 countries, the majority being modern (post-1980's) hardware. If you've played any of the older Daisenryaku games, or any other strategy games with a hex map like Conflict or Advance Wars, you'll have a good idea of what to expect. But compared to everything else (except the legendary Harpoon series), this game is much deeper. The game can be played by up to 8 players on the same computer, either cooperatively, competitively, or a mix of both. A new feature to the series, games can be played through e-mail. The limited edition version of this game comes with a mouse pad (with nice artwork of a Leopard MBT), and an index booklet with most of the units in the game. ------------------- System requirements ------------------- -Windows 2000/XP/ME/98/95 (should be Japanese edition, but there are ways around that) -PII 266Mhz processor or better, PIII 400 recommended -800MB of free disk space -CD rom drive (CD must be in drive to run too) -1024 X 768 16bit high color monitor Note: DSP runs in a window, not fullscreen like most newer PC games. For whatever dumb reason, there are no scroll bars on most game windows and you won't be able to see everything being displayed unless your monitor is at 1024 X 768 resolution. Personally I hate that resolution, but YMMV. ------------------------------------------------ How to play Japanese PC games on Western Windows ------------------------------------------------ This is probably the most important issue. The Japanese text in the game (and also in the installation screens) will come out as gibberish on an English OS. You can probably install the game on any Windows system without much trouble if you can guess where to click your mouse, but the game will be fubar when you play it because all the text except simple alphanumerics and everything in the all-important toolbar will be unreadable. There are three ways to fix this and run the game (and any Japanese PC game) properly. 1) Get Windows 2000/XP. It has a built-in global IME which supports all langauges in all applications... for the most part. Windows XP runs this game (and any other Japanese game) flawlessly. 2) Get a Japanese edition of Windows (any version listed in the system requirements). It would seem that most Western programs run fairly well in Japanese Windows. You could also try partitioning your hard drive and install both a Japanese OS and keep your English OS. Don't ask me how to do that. 3) Get NJStar Communicator. It's an IME program that will let you display and input Japanese text anywhere, on anything (almost). It's really a fantastic application for anything you need to do involving Japanese, not just gaming. But, it is quite buggy, eats a bit of memory, and you will need to turn it off while installing DSP. Also, the registered version costs an arm and a leg. ---------------- Playing the game ---------------- Playing this game with limited knowledge of Japanese can be very easy, but getting the most out of it can be very difficult. The reason for this is that the game itself is mostly icon driven. You click on your units, click where you want them to move, and give them orders through a small panel of buttons. However, configuring the game rules, understanding unit capabilities, and other issues will not come so easily unless you can read a lot of kanji (and at 1024 X 768, that isn't easy for anyone). Setting up a game ----------------- For your first time playing, select New Game from the file menu. Select one of the maps (which range from accurate real-life maps to bizarre concoctions). You'll be brought to the game setup screen, where you can change the players involved, production types, unit limits, how much each camp starts with, BGMs, and so on. In the bottom left hand corner is the rule setup; see the Rules section for details. Just click OK when you're ready and get into the game. Building an army ---------------- In the first turn of the game, no players (including the AI) have any standing forces. It's a bit unrealistic, but you have to start from scratch. Look for the large city-like hex that the screen will usually be centered on at the start of the game. This is your capital. It should be the same color as you selected for your team, and may likely be labeled something like your army's or country's name. Clicking this city will bring up the production menu, where you will see a list of all the units available for you to purchase. Depending on the rules settings, you can either build just one unit at a time per production center or up to six. You can preview any unit before purchasing by clicking on the button to the left of Cancel and OK. When you've decided on a unit, just double click on it to move it into the production list on the right. To remove a unit, double click it while it's in that list. Any units being refueled or repaired inside the holding will also appear here. Note that all units take just one turn to acquire once ordered. Move the screen around my clicking and dragging the right mouse button or using the scroll bars. You'll notice a lot of other types of holding and terrain. The terrain is pretty self explanatory, but each has a different defense bonus for units, and some inhibit or prevent units from moving across them. Holdings -------- Here is a list of all the holding types, including holdings that can't actually be held. In addition to the abilities listed below, they offer defense bonuses to units located there. (Air units are not normally affected by terrain, however.) -Capital: Your headquarters for the map. Ground units can be built or repaired here. If your capital is captured or destroyed, you lose the game. Your capital gives you 2000 credits per turn. Holds up to 6 units (ground/low sky). -Large factory: Ground units can be built and repaired here. Holds up to 6 units (ground). -Small factory: Ground units can be resupplied here (no repairs). Holds up to 4 units (ground). -Air base: Air units can be built and repaired here. Holds up to 6 units (high/low sky). -Airport: Air units can be resupplied here (no repairs). Holds up to 4 units (high/low sky). -Naval base: Sea units can be built and repaired here. Holds up to 6 units (surface/sub). -Port: Sea units can be resupplied here (no repairs). Holds up to 4 units (surface/sub). -Large city: Ground units can be resupplied here, and helicopters can refuel, but not reload weapons. Each large city earns you an extra 1500 credits per turn. Holds up to 4 units (ground/low sky). -Medium city: Ground units can be resupplied here. Each medium city earns you an extra 1000 credits per turn. Holds up to 3 units (ground). -Small city: Ground units can be resupplied here. Each small city earns you an extra 500 credits per turn. Holds up to 2 units (ground). -Village: Can't be captured, provide no income. Useful only for stationing disgruntled infantry units. "Let's do the village. Let's do the whole f***ing village!" -Radar base: If captured, the fog of war for a large hex radius around the base is lifted. They also provide excellent defense bonuses. -Bridge: Can be captured, giving a 1 hex detection range and inhibiting enemy units trying to cross. If a bridge is destroyed, any land unit on it is wiped out. -Tochka: I had to look this one up. It's Russian for "outpost" or "radio relay station." You can blow them up but can't capture them. Station infantry here for defense bonuses. Note 1: Any holding that can build units can also repair them, and vice versa. Note 2: Any holding that can repair units can also resupply/refuel them. Note 3: You can refuel at allied holdings, but you cannot repair or reload/rearm your units there. After you're finished building, click "End Turn." After your opponents and allies have finished their production phase, you'll proceed to the next step. Taking action ------------- When your turn comes up, you should have some units waiting for you in your capital, factories, or bases. Click on one of those holdings, which will have a small triangle in the corner if they contain something. The unit inside can now be moved anywhere displayed by the white hex outlines. If there is more than one unit, you will be given a list of them to move. Try moving a unit somewhere. Moving uses fuel, and range is restricted by the terrain. Once you have decided where to move it, you can give it orders through the action bar that appears. The bar is made of small icons, but some of them are not completely intuitive. Here is a list of commands. Note that only some commands are available depending on the unit and situation, and the rest will be ghosted. Any action the unit takes from this menu will end its turn. Attack Ballistic Occupy Transform Destroy Repair Merge Disperse Enter Board Rearm Jam Conceal Bridge Disband Cancel End move -Attack lets you attack the enemy. This order will remain ghosted until the unit is within attacking range. Once selected, crosshairs will appear over all units within range. Click on one of them to bring up a battle projection screen. See below for more details on combat. -Ballistic is only available to units that can launch ballistic missiles, such as mobile launchers and certain subs. You can select either units or holdings as targets. Note that targetting holdings will not harm nearby units and vice versa. Once you have chosen, the missile will launch and head toward its target. It may take several turns to get there depending on the range. There are a few rare units that can shoot down ballistic missiles, so theoretically the attack can be stopped with careful planning. All ballistic missiles cause megahex damage. Mobile launchers can only fire every 5 turns, and subs can only fire every 2 turns. If the targeted unit or holding is destroyed before the missile reaches it, the shot is wasted. -Occupy is only available to infantry units. It lets them capture cities and other holdings. Depending on the rule settings, this can happen instantly or take several turns. If "occupation endurance?Eis on, an enemy capital takes 4 turns to occupy. Large cities take 3 turns to capture; small medium cities, large factories, air bases and naval bases take 2; small cities, small factories, airports, ports, and bridges take 1 turn. These numbers assume a full infantry squad; it will take longer if the unit is damaged. Occupying is the most crucial aspect of expansion, so get used to it. -Transform changes units like towed artillery and missile launchers from their transport formation to their combat formation. It is more of an inconvenience than a feature, so time things carefully. -Destroy is an order to raze a holding. This is common to bombers, attack aircraft, missile launchers, and some specialty units. A destroyed holding confers no benefits (like income or resupplying ability) to its owner and cannot be entered. Destruction ability depends on the weapon being used, and is listed under the unit's weapon specs. The larger the holding, the more damage it can take before collapsing. Remember: Destroying stuff uses ammo too. -Repair is available only to certain units like infantry and the construction vehicles. This allows you to increase the HP values of damaged or destroyed buildings, allowing them to function again. Repair is done in only small increments, so it takes a while to bring a holding to full working order.. -Merge allows you to combine two adjacent units of the same type. For example, if you have 5 T-80's left in one squad and 3 in another, you can transfer one squad into the other for up to 8 units, or balance them out at 4 each. Experience, fatigue, and ammo are averaged between the transferring units. Be careful, because this command uses both units?Eactions and they can't do anything else that turn. -Disperse is the opposite of merge, as it allows you to split a unit into smaller groups. This is generally useless because full/undamaged units are always more effective than smaller ones. However, if you are short on infantry and need to take cities fast, you may want to try it with your foot soldiers (only if "occupation endurance" is off). -Enter allows the unit to enter the building or holding. While stowed in the holding, the unit is immune to conventional enemy attacks, and may be repaired or resupplied depending on the holding type (see the above list). Obviously, do not let the opposing forces capture or destroy your holdings while you have troops in them. -Board allows one unit to be stowed aboard another. This is only available when a unit ends its move on the same hex as a compatible carrying unit. Many stacking combinations are possible; you could stow an infantry unit aboard a truck, the truck aboard a helicopter, and the helicopter aboard an aircraft carrier. Carrying another unit does not effect the carrying unit in any way. -Rearm allows the unit to change its weapons loadout. This is only available at bases and factories that you own (not your allies), as well as your aircraft carriers. Usually only aircraft and some ships have multiple configurations. While an aircraft can fly into an airport and rearm on the same turn, they must start and end their turn on the boat if rearming on a carrier. -Jam, an option available on electronic warfare planes, turns on the active jamming field to defend against enemy radar over a large area. It basically prevents the enemy from seeing anything in the area around it. Be sure to do this any time you anticipate an attack, particularly by air, on your forces. -Conceal orders the unit to hide in its surroundings. This seems to work best in forests for infantry. While concealed, a unit usually can't be detected until an opposing unit moves right next to it, where upon they will be ambushed. -Bridge is only available to the construction unit. It builds a bridge to span a small gap or river. The construction unit must be right next to the hex where you want to build the bridge. -Disband deletes the unit. This is important in scenarios where the maximum number of units you can have is limited, as you can get rid of ineffective or nearly dead units in order to produce more useful fresh troops. In any other situation it is a waste. Engaging the enemy ------------------ As you move your units around the map, taking holdings and setting up defenses, sooner or later you'll run into the opposing forces. Combat is quite simple. Move your unit into weapons range of the enemy, and click the "attack" button on the upper left hand corner of the action bar that pops up (it looks like a bomb). Most units can only attack in the adjacent hex, but some weapons like missiles and artillery have much longer range. Crosshairs will appear on all units that can be attacked. Click on one of them, and you will see the battle projection screen. This shows the projected losses on both sides as red X's imposed over the current unit strength. You can also select which weapon to use if more than one is capable of attacking your target. Click the confirm button and you'll see the units do battle (unless you turned off "real fight" in the configurations menu). Opposing units will counterattack automatically if they are able to; the other players don't have to do a thing. Sometimes, you will be attacked by enemy units out of your radar range. If this happens, the enemy won't show up in the battle display; you'll just see "UNKNOWN?Eon the enemy side and your troops getting blown up. When you've finished giving orders to your existing units, just click the "End Phase" button in the action bar. At this point, you'll be returned to the production phase, and can click on any of your unit-producing holdings and order more forces. Maintaining your forces ----------------------- Inevitably, your units will be damaged in combat. They will run low on ammo and fuel. They may even become too tired to fight. Like a real army, they need supplies and rest. The easiest way to do this is park a unit in an allied holding. See the holding type list above so you know what to put where. Note that you cannot repair or rearm at allied holdings, only refuel Another way to maintain your forces is with supply units. Each production type has a generic supply truck and supply ship. At the end of the turn, any adjacent units (land and sea, respectively) will be refueled and rearmed. For aircraft, you will need a tanker plane. They will refuel any adjacent allied aircraft at the end of their turn. Each production type has at least one, if I recall correctly. Note that helicopters can't do mid-air refueling. They can enter and refuel at large cities, but not rearm. Also remember that the supply units and tankers can only carry a limited amount of supplies themselves, so keep them maintained as well. One last note about maintenance: DSP is extremely stingy about repairing units. Only the capital, large factories, airbases, and naval bases can repair units, and these are few and far between. Often you must simply accept the fact that front line forces cannot be repaired and will eventually be destroyed. However, if you are close enough to the appropriate holding, or have invested enough in strategic airlift, repairing veteran units is a very good idea. As units fight and perform other actions, they gain experience and become more effective in combat. If at all possible, you should keep high level units in top condition; this will increase your army's fighting potential tremendously. ---------------- Production Types ---------------- There are 16 default production types in DSP. Production types are basically the arsenals of different countries. The game includes a production type editor, which you can use to create your own national arsenals to play as, but that may be covered in a future update. Here are the 16 countries/types, along with their strengths and weaknesses and notable units. Japan ----- Japan is a defensive powerhouse. They have a large number of advanced units, including US imports and their own modified versions of such weapons. They have an excellent navy, including powerful Aegis destroyers, subs, frigates, and corvettes for all occasions. However, they lack a true aircraft carrier and land attack capability, so their ability to project power is limited. Key units -F-15J Refit: Best overall interceptor in the game, with very accurate long range AAM-4s. -F-2: A bit pricey, but a very cool fighter/attacker with strong anti-ship power. -Kongou Refit: An outstanding Aegis destroyer with both anti-air and anti-sub ability. -DDH: A destroyer-sized helicopter carrier. Gives some semblance of overseas power projection. USA --- Hands down, this is the strongest production type in the game. The US armed forces have units for every conceivable situation, and not only that, they have the best money can buy. With the exception of a couple of units (like the export F-35C and a Swedish destroyer), the US has a monopoly on Stealth tech, which is just plain evil in this game. Their one weakness is that their better units are extremely expensive. Key units (Oh man, where to begin?) -F-22 Raptor: Overpriced and not given due credit, but still godlike. Fly right through radar and ambush zones, fire the AMRAAMs, and watch the fireworks. -B-2 Spirit: Stealth + range 18 Advanced Cruise Missiles = enemy capital destroyed before they even know there's a threat. -USS George H. W. Bush: Upgrade to the Nimitz class (the name is speculation, I hope). It's a huge nuclear carrier and the most expensive thing in the game. -CGX: The ultimate Aegis cruiser. No land attack ability, but it has stealth and SM-3 SAMs. Russia ------ Russia has a very large and well-balanced inventory of units, much like the US, but cheaper and lower quality. In actuality, they have a number of very advanced systems, making them one of the best production types in the game, and have excellent long range weapons. "In Soviet Russia, ballistic missiles launch YOU!" Key units -Su-27 Flanker: A very nice interceptor. Has good agility, range, and weapons. -Su-35 Super Flanker: Next to the F-22, this is the best fighter in the game. Expensive for Russian gear, it has great evasion and good armament. (What the hell is an R-37 though?) -S-300: The Russian answer to the Patriot, it is not as accurate but has longer range. -Kirov: A powerful nuclear battlecruiser with a huge arsenal of weapons, including deadly anti-ship missiles as well as long-range SAMs. Germany ------- Germany has extremely powerful ground forces, with some of the best tanks and artillery. They have an interesting mix of ex-Russian gear (MiG-29s), US tech (MLRS), and European specialties (Typhoon). Unfortunately, their air force and navy are sub-par at best, and thus their power projection is very limited. Key units -Typhoon: Germany is one of several production types to have the Eurofighter, and it's their best air unit. -Leopard 2A6: Probably the best tank in the game, edging out even the M1A2. (How do the developers know this when it's never even seen combat?) -PzH2000: A very nice self-propelled artillery piece, it's at least as good as the Paladin in most respects, but with less ammo. UK -- The United Kingdom is one of the most well-balanced countries. They literally have a little bit of everything, and in some cases that little is very good. Their navy is also well above average, complete with a range of carriers, destroyers, and subs. Key units -F-35C: It's stealth, it's VTOL, and it's versatile. The only weaknesses of this jet are its low payload and fuel. -Challenger 2: One of the best MBT's in the game, and possibly the best armored. -Type 45 Daring: A fairly powerful destroyer for any occasion. -CVF: A proposed future carrier design. As cool as it is, there are no navalized aircraft in Britain's arsenal to take advantage of it. It's still good with VTOLs. France ------ France has a good mix of both unique units and European specialties. Unfortunately, France cannot be played accurately in this game, as there are no "surrender" or "appeasement" options. Key units -Rafale M: A multirole fighter with decent capabilities. Its biggest advantage is that it can land on carriers. -Leclerc: A surprisingly good MBT, almost on par with the Challenger/Abrams/Leopard/Type 90. -Charles de Gaulle: The only non-US nuclear powered carrier in the game. It's not as good, but it gets the job done when it isn't falling apart. -Le Triumphant: A nuclear ballistic missile sub. It's not the best of its type, but doesn't need to be. Italy ----- Italy has a slightly below average ground force, an average air force (with Typhoons, Harriers, and even Starfighters), and an above average navy. Their weapons aren't the highest quality but they aren't the worst either. -C-1 Aliette: It's a decent MBT, and its the best they've got. At very least it can take some hits. -Vitrio Venneto: Italy is one of only 3 countries that have a cruiser. This one has a good array of weapons. -Horizon: A surprisingly expensive and well-armed frigate, notable for its long range SAMs. -Andrea Doria: A very nice VTOL/helo carrier, which matches nicely with their AV-8B squadrons. Sweden ------ Sweden has a number of unique and powerful units, mostly thanks to Saab's military contracting. While they only have a few good units, you have little reason to use anything else. -JA-37 Yakuto Viggen: Not every country is fortunate enough to have an interceptor. This one is only average, but much better than nothing. -JAS-39 Grippen: A very maneuverable multi-role fighter. Powerful for its cost. -Strv.122: An imported variant of the Leopard 2A5. Needless to say, it's their best tank. -Rbs.15KA: A truck-mounted anti-ship missile launcher perfect for defending the coasts. -Visby: What the hell? Yeah, I know it's a "stealth boat" made in collaboration with the US military. Still, what the hell? Israel ------ This little country kicks some big ass. Israel has excellent tanks, SAMs, missiles, and fighters for every occasion. The sea is their one weak point, but it doesn't decrease their overall strength much. -F-15I Ram: Israel has a couple of excellent F-15 and F-16 variants, but this one really rocks. It's the only F-15 I know of with anti-ship missiles. -Merkava IV: This series of MBT is called the best protected tank in the world. Not only do they have superb armor and main guns, but they come standard with 60mm mortars. -Arrow 2: The one missile defense system that's actually superior to the Patriot. -Jericho 2: This range 40 ballistic missile platform insures that your enemies' walls will indeed come tumbling down. India ----- In many ways, India is the poor man's Russia. Their ground forces aren't as good quality, but their airforce is solid Russian tech, and they even have a traditional carrier for power projection. -Su-30MK1: A very nice multirole fighter. Very maneuverable with good weapons selection. -MiG-29K: A navalized upgrade of the infamous fighter. Comes with anti-ship missiles. -EX: A decent modern MBT, and probably the best India has (even over imported T-90's). -Gorshkov Refit: A conventional carrier bought from (guess who!) Russia. Not bad at all. China ----- Don't be fooled by the fact that the majority of Chinese equipment is crap. They are a dangerous force thanks to all the stuff they bought, copied, or stole from Russia. While their sea power is nearly nonexistant, they have ballistic missiles and even nuclear subs. -Su-30MKK: Almost exactly like the Indian version, except with 500lb bombs instead of 1000lb bombs. And it's black. (Eeeevil!) -Jianzi 11: Speaking of evil planes, this Chinese-built SU-33 copy is one to watch out for. -Tonpuu 21: Mobile ballistic missile launcher. Not as powerful or long-range as the Tonpuu 3, but more accurate. -Destroyer #170: A sleek, powerful, modern destroyer, and the most expensive surface ship in the PLA Navy. ("170" is the actual hull number. The in-game name is some incomprehensible kanji...) South Korea ----------- South Korea has an even mix of outdated equipment and powerful new gear on liscence from America. Similar to Japan, its power projection ability is meager. -F-15K: Import version of the Strike Eagle. The paint job is great, but it could use more weapons. -K1A1: Import version of the M1A1. Enough said. -KDX-2: A modern destroyer with nice armament, including SM-2MR missiles. -Type 214: A diesel submarine that can launch Harpoon missiles like its big American cousins. Australia --------- Australia has few if any unique units, and little power projection ability. They do have a reasonably good navy, however, and can last in a defensive battle. -F-111 Aardvark: One of the best fighter-bombers ever built. Fast, long range, and good payload. -Leopard AS1: A cheap, relatively effective tank (and pretty much all they have). -Adalaid: Australia's version of the venerable O.H Perry frigate. A very effective ship. -MRA: A shiny new transport ship that can carry all kinds of vehciles, including helicopters. South Africa ------------ With a surprising amount of unique gear, South Africa is interesting to play. They have strong artillery and decent armor, but only a marginal navy. -JAS-39 Grippen: A Swedish import, this fighter is agile and has a nice weapons load. -AH-2 Royhawk: An odd attack helicopter with a large load of missiles and rockets, but no gun. -Oliphant 1B: Their main battle tank, it is well-armored for its size and cost. -G-6 Rhino: Mobile artillery. It can't fire and move, but it has tons of fuel and a fast move rating. Iraq ---- Nearing the bottom of the barrel, we find Iraq. With mostly older Russian imports for weapons, they're at a disadvantage to most of the other production types. However, mind their missiles, or they'll amass some weapons to destroy you. Key units -Mirage F-1CT: I mention this unit only to make a snide politcal jab at a certain Eurpoean country. -M-87 Okan: A nice mobile missile launcher, it can outrange the MLRS. -Al Hussein: One of Iraq's few unique units, the Al Hussein is an upgraded Scud missile launcher. It has the best range of any non-ballistic missile. -Information Minister: A support unit best used in multiplayer. He can make it appear that enemy units are being destroyed, possibly forcing their withdrawal. North Korea ----------- North Korea has some of the worst units in the game. However, their heavy artillery and ballistic missiles cannot be ignored. Unlike real life, PRK is not just saber-rattling for cash in this game. -MiG-17: I list this aircraft only for sheer comedic value. Ph33r teh MiG-17!!!!!!1111oneone -M-1989 Kokuson: A self-porpelled artillery gun with superb range. -Scud C: The most accurate and second-longest range of the three Scud variants in this game. -Tepodong: A big, nasty ballistic missile launcher for when the yankee dogs ignore your demands. ---------- Unit types ---------- Here I'll detail the different kinds of units and what they are ideally used for. This list is in the same order as the in-game one. The Archetype is the machine most typical of that type, and the one that represents them on the map. High sky -------- -Interceptors: Aircraft designed to intercept and shoot down incoming threats. Their weapons tend to be longer range than fighters, but are not as maneuverable. They generally have no ground attack ability. Interceptors have a 3 hex ambush range. Use them to establish no-fly zones and guard valuable units, but keep them away from SAMs and furballs. Archetype: F-14 -Fighters: Aircraft designed to shoot down enemy aircraft. They are agile and carry accurate air to air weaponry, but most do not carry air to ground weapons. Use them to shoot down whatever aircraft the opposing forces field. Archetype: F-16 -Fighter/Attackers: Multirole aircraft with the ability to engage both air and ground forces effectively. They have a great variety of weapons loadouts and can be used in any situation. However, they are not as effective as pure fighters or attackers in either role. Archetype: F/A-18 -Attackers: Aircraft designed for destroying ground or surface forces. They are great for breaking enemy formations with minimal loses. However, their air to air weaponry is limited and fighters will cream them. Archetype: A-10 -VTOL: Vertical takeoff and landing aircraft, they are typically oriented towards an attack role. They are inferior in most respects to other fixed wing combat aircraft, but their ability to land and refuel at places other jets can't makes them more convenient. Archetype: AV-8 -Bombers: Large aircraft carrying heavy air to ground weapons. They are excellent for destroying anything on the ground, including holdings. However, they are nearly defenseless against fighters and the like, so send them with escorts. Archetype: B-2 -ECM aircraft: Aircraft with electronic warfare and jamming equipment to help defend against missiles. Using the Jamming action, they can hide surrounding allied craft from detection. They are never armed. Archetype: EA-6B -Early warning aircraft: Large planes with very powerful radar, able to locate enemy aircraft from great range. They have a long loiter time (lots of fuel), and are a vital part of a air defense network. They are expensive and unarmed, so keep them escorted. Archtype: E-767(?) -Recon aircraft: These are basically scout planes with powerful ground radar. Their purpose is to locate enemy forces on the surface. They carry light armament if anything at all, so try not to let the enemy get too close. Archetype: I have no idea, but it has a delta wing -Anti-sub aircraft: These are specialized scout planes with sonar and (usually) depth charges or torpedoes. These are the most effective way to defeat enemy submaries, but if the OPFOR doesn't include subs, they're worthless. Archetype: P-3C -Transport aircraft: Huge planes designed to transport troops and vehicles. Strategic airlift is one of the most important factors in modern warfare, so don't underestimate them. Just remember that they need protection, as well as an airfield to land and unload troops on. Archetype: C-17 (I guess) -Tanker aircraft: Large planes that carry fuel. Any friendly fixed-wing aircraft in an adjacent hex will be refueled at the end of the turn. They are a necessity in air operations far from friendly airports. They are also expensive and unarmed, so keep them protected. Archetype: KC-135 (probably) -Anti-balistic missile aircraft: The airborne laser is a one-of-a-kind unit which can shoot down incomming ballistic missiles (range 12, accuracy 98!). Unfortunately, it is defenseless against fighters and SAMs, so it must be kept protected. Archetype: YAL-1 (duh) Low sky ------- -Attack helicopters: Helicopters designed for close air support. These tend to be fairly fast and very heavily armed, and are among the most effective anti-armor units. But, they cannot take damage well, and are vulnerable to fighters, SAMs, AA guns, and even a lucky shot from machine guns on the ground. Archetype: AH-64 -Troop transport helicopter: As the name implies, these are designed to ferry infantry units into and out of battle quickly. Rememeber that you need flat terrain to make a drop or pickup. They have light weapons if any, and are even more fragile than attack helos. Archetype: UH-60 -Heavy transport helicopter: Bigger than the troop transports, these helos can carry a couple of infantry units and small vehicles. They are hardly ever armed, but they have more fuel than the smaller helos. Archetype: CH-47 -Recon helicopter: Helicopters optimized for scouting missions. Recon helos have powerful ground radar, which makes them one of the most useful tools in lifting the fog of war. Only a few of them have any substantial weapons, and they are usually quite vulnerable to attack. Archetype: OH-1 -Anti-sub helicopter: Like the ASW planes, thes helos are equipped with sonar and (usually) depth charges or torpedoes. Again, these are the most effective way to defeat enemy submaries, but if the OPFOR doesn't include subs, they're worthless. Archetype: Sea King -Patrol helicopter: Somewhat similar to ASW and recon, these craft are designed to protect surface groups and costal waters from both ships and submarines. They have good air to surface radar and sonar, and some have torpedoes or similar weapons, but they are much too fragile to engage enemies without support. Archetype: SH-60 Ground ------ -Main battle tank: Large, heavy tracked armored vehicles with a powerful main gun. These are the heavy hitters of the ground forces. They are best used for making a wall of armor to protect your forces, and destroying anything on the ground that isn't a tank. (Leave enemy MBTs to your close air support.) Archetype: M1A1 (most likely) -Infantry fighting vehicle: Lightly armed and armored vehicles (usually tracked) used in support of infantry. They usually have a bit more speed, fuel, and variety of weapons compared to tanks, and are decent for stopping most other vehicles. However, MBTs will eat them alive, as their armor isn't too thick. Archetype: M-2 (I'm guessing) -Armored personell carrier: lightly armed vehicle used for trnasporting infantry. These have similar armor to IFVs but less (and sometimes no) offensive power. They are good for speeding a couple of infantry units towards an enemy holding through dangerous territory, but are still a bit fragile. Archetype: AAAV (perhaps) -Scout vehicle: Similar to AFVs again, but usually lighter and faster. Use these to take point in a ground operation and see what's coming at you. Understandably, these vehicles are often the first casualties. Archetype: Type-87 (shot in the dark here) -Anti-tank vehicles: Basically trucks with missile launchers mounted on them. They are actually rather bad at their intended purpose, as have no greater range than MBTs, and as they are unarmored, tank rounds absolutely demolish them. Fortunately, they are very fast and cheap, and could be used to finish off some damaged and fleeing armor. Archetype: Hum-vee TOW (could be) -Self-propelled artillery: Artillery cannons mounted on lightly-armored treaded or wheeled chasis. There are many types of SPA, but they all share the common traits of mobility and range. The better ones can fire immediately after moving. Use lots of these behind your tank lines to wreck havoc from a distance. Archetype: M109A6 -Towed artillery: Simple stationary artillery cannons. These have the Transform feature which you must use to get them from their towed state to their ready-to-fire state. This means they are not good for much except defending your borders, or whatever. They are cheap, though, and have lots of ammo. Archetype: FH-70 (though these really all look the same) -Self-propelled rocket launcher: Just what the name says. These fire rockets that do Megahex damage (attacking any units in the 6 adjoining hexes to the target). They are perfect for wiping out infantry blocks and skattering armor columns. Remember that they can't fire after miving, though. Archetype: MLRS -Tactical missile launcher: Huge surface-to-surface missiles carried on large trucks (not to be confused with ballistic missiles). These must be Transformed before launch, which is a pain, but their range and damage make it worth it. Keep them behind the lines on a city or near a supply truck, and watch the fireworks. Archetype: Scud -Anti-aircraft artillery: Ground vehicles with guns designed to take out aircraft. These are best against fighters and helicopters, as attackers and bombers outclass them for damage, but the AA guns are pretty good against soft ground targets too. Some of the more modern systems have SAM missiles as well as guns. Archetype: ZSU-23-4 (another guess) -Towed anti-aircraft artillery: Similar to towed artillery, but used against aircraft. My vote for most useless unit in the game. When dealing with enemy aircraft, mobility and response time is critical. These units have neither, as they need to be Transformed and are then stuck in one place. Archetype: L-90 -Self-propelled SAM: Trucks or other vehicles equipped with surface to air missiles. These are the backbone of most air defense systems. They are mobile, fairly inexpensive, and are very dangerous for any aircraft. The better ones can fire from range 2, and some can even fire radar-guided SAMs from range 3. Any armor division should have a couple for defense. Archetype: Avenger -Surface to air missile: Stationary SAM launchers transported by truck. These are great. Although they lack mobility and response time like the towed AAA, stationary SAMs have excellent range and an ambush radius. Perfect for defending your bases from any aerial attacks. Archetype: Patriot -Anti-ship missile: Just like the other stationary launchers, but used against ships. There aren't too many of these, and everything they can do is better accomplished by air or sea. However, if those other means aren't available, these units are a good way to defend your coastal territory. They do have a large ambush radius, which is good. Archetype: Silkworm -Ballistic missile: You were waiting for these, huh? Admit it. These things have incredible range (30-40 hexes), deal massive megahex damage to any ground units, and cause massive damage to holdings. Their downside is their very high cost, their limited ammo (1 or 2 shots, tops), and the fact that you need to wait 5 turns between launches. For best results, put these on a well-defended city within range of the enemy's capital. Archetype: Topol -Infantry: The most important unit type in the game, as they can capture holdings. Infantry come in 4 types: basic infantry, airborne units, assault units, and special forces. All have anti-tank rockets, and all except airborne units have SAMs. Airborne units can be dropped by helicopter or transport anywhere on flat ground (holdings included). Assault teams are tougher, have better weapons, and can repair or destroy holdings. Special forces can do all of the above and more. Use the right type for the right job. Archetytpe: Uh, human beings? -Construction: Special vehicles resembling armored bulldozers. They have little to defend themselves with, but are very useful in that they can repair or destroy holdings (in any surrounding hex, unlike infantry), or build outposts and bridges. These are best used to maintain your own holdings after bomb or missile strikes, or to repair captured holdings that have suffered damage. Archetype: N/A Surface ------- -Battleship: Vessels with the biggest guns and heaviest armor designed to serve a fleet command role. There is only one BB in the game, and that is the Iowa. It is nearly invincible to surface attack and can dish out damage like nothing else. However, it is still vulnerable to airstrikes and torpedoes, so don't let it go unescorted. Archetype: Iowa (obviously) -Aegis cruiser: Vessels designed to protect the fleet from aerial attacks. They have a huge ambush radius and an even larger ECM field. Add to this long-range SAMs and you have a recipe for disaster for any enemy aircraft. They also carry long-range anti-ship missiles, making them the best support vessel you can get. Exclusive to the US. Archetype: Ticonderoga -Cruiser: The standard surface combatant in the larger navies. Cruisers are jacks of all trades, and ideally can perform anti-ship, anti-air, and andti-surface duties. They tend to have good speed and range as well. Some have an anti-air ambush radius, but it is not very large. Archetype: Slava -Aegis destroyer: Versatile vessels optimized for fleet defense. Aegis destroyers have the same role as Aegis cruisers, with the only differences being their size and their better anti-submarine weaponry. They are exclusive to the US and Japan. -Destroyer: Multipurpose medium-sized warships. Each class of destroyer is different, so it is hard to describe them as a whole. They all tend to have fair to good ASW ability, some anti-air ability, and varying anti-surface ability. Destroyers are the largest ships some navies have. Archetype: Spruance -Frigate: Small multipurpose vessels. There has always been ambiguity between the classification of frigates and destroyers, but generally frigates are smaller and less well-protected. Like destroyers, most frigates are geared towards sub-hunting. Archetype: Oliver Hazard Perry -Corvette: Small, fast, short-range vessels. Not to be confused with the sports car, corvettes are often used on patrol missions. They are not large enough to carry the versatile weapons suite of a frigate, so they usually are good at either surface, sub, or air defense (never all three). Archetype: Visby (wild guess) -High-speed missile boat: Just what it says. These are very small, fast boats with missiles. Most carry either SAMs or anti-ship missiles, and a scarce few carry both. They can't take damage very well compared to the capital ships, but are fairly cheap. Archetype: Hayabusa -Aircraft carrier: Very large ships designed to carry, tend, and launch fixed-wing aircraft. Aircraft carriers are not weapons themselves, but merely launching platforms. Carriers are extremely expensive already, but since you have to have an air wing and escorts for it, it becomes doubly so. But it's worth every credit, because it gives you a mobile airbase that can attack any enemy remotely close to water. Archetype: Nimitz -Helicopter carrier: Similar to traditional aircraft carriers, but without features like catapults or an angled deck. These flat-tops can only carry and tend VTOL and/or helos. Because VTOLs and helos aren't quite as powerful as other navalized aircraft, they are less powerful as platforms, but they are also cheaper. Archetype: Kiev -Transport ship: Large ships designed to carry vehicles. These vessels can carry more heavy armor than any other unit (a rare few can carry helicopters too), and are generally not too expensive. However, they are lightly-armed, slower than most ships, and must load and unload their cargo at ports. Archetype: San Antonio -Hovercraft: Vehicles that float on a cushion of air. Hovercraft can only move over flat terrain (including plains, water, large cites, and some other holdings). Their range is limited in this respect, and they have very little fuel, but they are the best way to land troops from a transport if you can't secure a port. Note that hovercraft are actually built from factories, not shipyards. Archetype: LCAC Subsurface ---------- -Attack submarine: Subs designed to hunt surface ships and other subs. Subs are extremely hard to detect, providing stealth and the element of surprise. Their torpedoes are extremely powerful to boot. However, the range of standard subs is very short, and nuclear subs are very expensive. Archetype: Los Angeles -Ballistic missile submarine: Subs deisgned for launching ballistic missiles. One of the most dangerous units in the game, they can remain undetected and nuke the enemy from 30-40 hexes away. Only 3 turns are required between launches. Their only disadvantage is their price; they are among the most expensive units available. Archetype: Ohio -------------- Special traits -------------- These are the traits each unit can have, viewable on the in-game listing. Again, these are translated from the instruction booklet. -Stealth: Stealth units are invisible to enemy radar. Opposing forces cannot see a stealth unit, and thus cannot attack it, until one of their units happens to move into an adjoining hex. Stealth craft can move freely through known ambush zones. -Destruction: This unit has the ability to attack holdings with at least one of its weapons. -ECM: This unit has the ability to project an ECM field. Aegis warships and electronic warfare planes have this. -Jamming: Neutralizes an enemy unit's search range. Found only on electronic warfare planes. -Ambush: This unit is able to ambush enemies that come into a certain range. -Load: This unit is capable of loading and carrying another unit of a specific type(s). -Navalized: This is a fixed wing aircraft that can land on aircraft carriers. -VTOL: Vertical take-off and landing craft. -Armored- Hard/Armored- Soft: Two categories of ground units. This trait reflects their evasion ability vs. different weapons. -Occupy: This unit can capture and occupy holdings. Exclusive to infantry. -Load: This unit can load and carry another unit. -Repair: This unit can repair damaged or destroyed holdings. (Not to be confused with repairs done on other units.) -Ballistic: This unit can launch ballistic missiles. -Transform: This unit has two different forms, usually one for transportation and another for firing weapons. Towed artillery and missile launchers are prime examples. -Supply: This unit can resupply allied units. The type of supplying done (fuel and/or weapons) depends on the unit types involved. -Airborne: This unit can be unloaded from an aircraft even if there is no airbase or airport in the hex. -Bridge Building: This unit can build a bridge over a river. -Construction: This unit can build a tochka on level terrain. -Conceal: This unit can hide in woods, forests, and mountains, remaining undetected by the enemy until they are in direct contact (1 hex away). -Hover: This unit is a hovercraft, and has very specific movement ability (shallow waters, flat plain, etc). -Underwater: This unit operates underwater; in other words, a submarine. ----- Rules ----- Rules are the gameplay settings. They effect what the players can and cannot do. It is important to know exactly what the rules settings are before you play a scenario, lest you end up screaming "why can't I move my troops into that %@&#ing city?" Not that I would know from personal experience or anything... If you want to change the rules settings yourself, select Custom (JXg?) and select them manually, usually either On (?E') or Off (''). Here are all the rules as they appear on the menu. Details on each are my translations from the intruction booklet, along with my comments. - ?w%c??E- Camp information. ("OSJ private/OSJ public) This prevents or allows the players to see each other's basic stats, like how much money they have and how much they control. - ??Y%"\Os'?"s''?E- - (within 8 hexes/unlimited) Distance from captial of unit producing buildings. This determines whether factories and bases far from capital cities can produce units. - X^bN - Stack. (off/on) This allows you to stack multiple units in the same hex, providing they are operating at different altitudes. - ZOC - Zone of Control. (off/on) If this is on, a unit caught within range of opposing forces (two or more units work best) will have their movement ability reduced. ZOC"?'?UO'%"\?S? - Zone of Control weapon is necessary. (K-v necessary/s-v unnecessary) This determines if the surrounding units need to have the right ordinance remaining to enforce a ZOC on an opposing unit. - ?"G - Detection. (off/on) Determines if there is a "fog of war" on the map. If this is off, you can see every player's units and posessions all the time. ?"GSK'w% - Detection classification. (off/on) This determines whether detection ranges are modeled for each type (high sky, low sky, ground, sea, sub). Turn it on for the most realism. %B - Concleament. (off/on) If on, units can conceal themselves, and the enemy can't see them until they're right next to them. - ?"[ - Stowing. (off/on) This determines whether you can store vehicles inside holdings. NOTE: If you set it to off, you can only produce 1 unit per base/factory every turn. ?"s-?wbNX''??Y - (off/on) Production in adjoining hexes of capital. Determines if you can produce units in the 6 hexes around your capital (other variables permitting). "