Game Boy Wars 3
Basics FAQ
Version 1.0
By Juigi
Table of Contents
1. Introduction
2. Version Notes
3. Menus
4. Naming
5. Gameplay
6. Unit Information
7. Terrain Information
8. Credits
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1. Introduction
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Hello. In case you don't go to the GameFAQ Boards and haven't seen my
contributor info or Fire Emblem FAQs, I am Juigi, elder half of the Kario
Brothers, who are ripoffs of the Mario Brothers (from the Mario series). My
email address is
[email protected] . But enough of that.
Game Boy Wars 3 is the 4th Game Boy (Color) installment of the Wars series.
There have been 9 installments for the Wars series: Famicom Wars (the very
first one, for the NES/Famicom), Super Famicom Wars (for the SNES/SFC), Game
Boy Wars 1 through 3, Game Boy Wars Turbo (which is the actual 2nd or 3rd
GB(C) installment), Advance Wars 1 & 2, and DS Wars (which actually isn't out
yet as this FAQ has been written). Of course, most of the Wars series has
gone even more unnoticed to most Americans than Fire Emblem, especially the
GBW installments, which had various differences from the more normal half of
the Wars series.
The Basics FAQ is designed to help players wade through the menus and such.
The problem caused by the language barrier can easily turn players off. To
help prevent this problem, I will make a guide that helps take care of the
language barrier.
Please do NOT confuse this with my Tutorial FAQ; this FAQ is designed to have
the basics gathered in one easy to access file, not to guide you through the
Tutorial.
Oh yeah, about me:
*RN: Not publically disclosed
*A/S/L: 18 as of July 9/M/San Pablo (SF Bay Area), CA
*How to contact me:
-Email:
[email protected]
-AOL: Juigi Kario
-YIM: Not disclosed
-MSN:
[email protected]
-ICQ: Not used
*Major GameFAQ contributions: Fire Emblem 1 FAQs (3-part Walkthrough, Basic
and Mechanics FAQ, Character FAQ, Class FAQ, Item/Weapon FAQ, Shop/Arena FAQ,
and Talis Quest Walkthrough) and the FE Series FAQ
And by the way, DO NOT SEND THE FOLLOWING TO MY EMAIL ADDY OR IM ME WITH THE
FOLLOWING:
*Anything over half a Megabyte without me approving of it first. My box is
already using almost half of the space, and I constantly get spam too.
*ANYTHING answered in my Fire Emblem Series FAQ. Effectively, this means
asking anything about characters being defeated, Marth and Roy, and Marcus
(who is a JEIGAN) is grounds for getting blocked IMMEDIATELY with NO chance of
being an exception, not even if the email was a joke email. (Effective as of
first release for Fire Emblem 7 Weapons/Items FAQ.)
*Flames. They will not be tolerated. You will instead get counterflamed AND
blocked.
*Criticism unless it is good enough. It won't be tolerated either, but you'll
just be blocked.
*Spam. I get enough of it already. You'll be counterspammed, flamed, AND
blocked all at once, and if you think of blocking me first, I'll report you
to your email service if you do this.
*Prejudice. Yes, I am listing this and I'm sick of it to no end. Long story.
If you decide to be prejudiced, you'll be reported.
*Any information I find/know to be false. You will be malleted as a warning,
and if you continue, you'll be blocked as well.
*Any unreasonable attempts to be funny. This includes but is not limited to "I
can't get in the FAQ. Get in it for me, Juigi", "I have a suggestion:
EVERYBODY dies", and such. None of that is funny, and instead, you will be
blocked on the spot if you even try.
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2. Version Notes
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Version 1.0 (5/26/2005) - Basics FAQ released and basically completed. If I'm
missing a thing, let me know.
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3. Menus
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*Main game menu:
-Continue - load a file
-New Game - create a new file
-VS - go to VS main menu
-Map - go to Edit Mode main menu
-Network - go to Network Center menu
*File Menu:
-B (16 maps) - Beginner Mode
-C (45 maps) - Campaign Mode
-S (60 maps) - Standard Mode
-Press Select - view Campaign Map
-Press Start - view Medal list
*VS Main Menu:
-Man - 1 Game Boy plays both Red Star and White Moon, go to VS Map Type Menu
-IR Communication - requires 2 GBs to play, go to VS IR Comm Menu
*VS IR Comm Menu:
-Red Star - makes you Red Star
-White Moon - makes you White Moon
*VS Map Type Menu:
-Standard Mode (brings up a list of Standard Mode maps to choose from)
-Edit (brings up a list of player-made maps to choose from)
*Edit Mode Main Menu (from left to right then top to bottom):
-Edit - make a map and edit it
-Copy (copy one of your maps)
-Give (send a map to a fellow player using the Mobile System GB)
-Play (test-play one of your maps vs. the AI)
-Delete (delete one of your maps)
-Accept (accept a send request from a fellow player)
*Edit Mode controls:
-D-Pad - move the cursor
-A Button - place the flashing terrain or unit where the cursor is
-B Button (Terrain) - go to Terrain List Menu
-B Button (Unit) - go to Unit List Menu
-Start - go to Edit Feature Menu
-Select - Zoom Out (press A or B to Zoom back in, Start is useless)
*Edit Featue Menu (from left to right then top to bottom):
-Arrangement Mode - go to Edit Feature Arrangement Mode Menu
-Map Size - go to Edit Feature Map Size Menu
-Money - go to Edit Feature Money Menu
-Materials - go to Edit Feature Materials Menu
-Map Name - go to Edit Feature Map Name Menu
-Fill - fill selected rectangular area; only works with non-property terrain
-Save - save the changes to the map
-Quit - go to Edit Quit Menu
*Edit Feature Arrangement Mode Menu:
-Terrain - place Terrain
-Unit - place Units
*Edit Feature Map Size Menu:
-Length - change Map Length to anything from 20 to 50
-Width - change Map Length to anything from 20 to 50
*Edit Feature Money Menu:
-Red Star - change Red Star's initial money amount in increments of 1000
-White Moon - change White Moon's initial money amount in increments of 1000
*Edit Feature Materials Menu:
-Red Star - change Red Star's initial materials amount in increments of 10
-White Moon - change White Moon's initial materials amount in increments of 10
*Edit Quit Menu:
-Save & Quit - save the changes and quit editing
-Quit without Saving - just Quit; no Saving
-Cancel - go back to editing
*Unit Stats Menu:
-Unit Portrait - has Unit Name and Unit Type; shows Unit Costs
-Movement - has Movement Power; shows Movement Costs
-Fuel - has Maximum Fuel; shows Fuel Cost Per Turn
-Weapon (1/2) - has Weapon Name, Range, and Ammo; shows Weapon stats
-Initiative - has Initiative; shows Initiative Drop Rate
-Loading - has Number Load Limit; shows Loadable units
-Promote - has the name of the unit's S Form if any; shows the S Form's
portrait
-Defense Power - shows Defense ratings
-Supply/Repair - shows which properties/units can supply and repair the unit
*War Map Menu:
-Units
-Stats
-Config
-"Uncle" (IE, Surrender)
-Save (save the current state; not available in Tutorial
-Map
-Reset (reset the Practice session; only available in Tutorial)
-Phase End
*War Units Menu:
-Press Start - make the Unit Sort Menu popup
-Press A (unit isn't marked) - go to the unit's location
-Press A (unit is marked) - make the unit Arrangement menu popup
*Unit Arrangement Menu:
-Arrange - send out the unit
-Dispose - delete the unit (but you're asked if you really want to first)
-Badge ?? - (if you somehow find out what this is for, email me)
-Promote - promote the unit to its S form
*Units Sort Menu:
-Unit Type
-Level
-Fuel
-Units (??)
-Not Yet Arranged
-Not Yet Moved
*War Stats Window 1:
-Manufactured Units
-Killed Units
-Gold
-Materials
-Gold Income
-Materials Income
*War Stats Window 2:
-Units available
-Number of Cities
-Number of Factories
-Number of Airports
-Number of Harbors
-Number of Laboratories
-Map Name with current Phase Number
*War Configuration Menu:
-Action Anime
-Battle Anime
-Auto Supply (although you can Supply just certain units, but only manually)
-Superiority (allows enemy surrendering)
-Press Start - gives explanation of the option
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4. Naming
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If you want to name your commander or maps using Japanese, you will need some
knowledge of Japanese. Of course, this section should have info on the whole
naming thing. Here are some things you want to take note of:
*Vowels are organized in columns like this from left to right: A, I, U, E, O
*Consanants in rows from top to bottom then left to right: None, K, S, T, N,
H, M, Y/W, R, small None, small Y, G, Z, D, B, P
*There are a couple of exceptions to the vowel rule above. Yi, Ye, Wi, We,
and Wu do not generally exist in Japanese. The Y/W row is from left to right:
Ya, Yu, Yo, Wa, Wo. The small Y row is from left to right: Tu, Ya, Yu, Yo, N.
(That's not a typo; note that N is not shrunken down and has no vowel sound.)
*You may notice some consanants missing from the list. These are as follows:
-C - either K or S; CH is Ti with a Small Ya/Yu/E/Yo
-F - Hu, using one Small A/I/E/O as a follow-up kana
-J - Zi, using one Small Ya/Yu/E/Yo
-L - Ra/Ri/Ru/Re/Ro
-Q - either Ku, or Ki followed by a Small Yu
-V - either U with a quote mark followed by Small A/I/U/E/O, or Ba/Bi/Bu/Be/Bo
-W - usually soundless and part of U
-X - comination of a K and an S Kana
*Normally, Si, Ti, Tu, Zi, Di, and Du are Shi, Chi, Tsu, Ji, Dji, and Dzu
respectively.
*The small Tsu's are normally used to force a prior consanant sound in the
next Kana. They're not useable for:
-N and M Kanas - N can be used for a prior sound in either of them.
-R Kanas - a simple dash lengthens the vowel sound in the previous kana, thus
easily allowing an R or L sound
*Hu can be substituted as Fu.
*Hiragana is lowercase, while Katakana is the capital Kana. The latter is
typically used in proper nouns and such.
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5. Gameplay
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Objective
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The objective of each map is to defeat the enemy army in a time limit. This
is usually done in one of two ways:
1) Take the enemy HQ
2) Destroy all enemy units
#2 is usually the faster option, as the enemy force will usually attack you
full force and you have to repel their force or they'll be taking YOUR HQ
without a fight. Also, accomplising #2 will show you a cut scene where troops
of the opposing country leave their HQ and run away, turning the opponent's
HQ to your country's property color as your own troops move in and standby
just outside, cheering as if they had taken the HQ. I guess we know how
routing scores a win regardless of the location of the opposition's HQ
now. :) (The cutscene is never shown in Tutorial, in case you wonder why you
don't see it.)
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Properties
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You need money and materials to deploy units, much less an unstoppable force.
To get the money and materials, you need property, as they will give you just
that each day. There are three steps to territory development:
1) Send foot soldiers to take the properties. And be sure to keep track of
which properties you take; each one has a different function. Cities just
give money, but are common. Factories give materials. Airports and Harbors
give money and each resupply air and sea units respectively, along with
applying repairs.
2) Keep guards around to handle the actual war. Without guards, your foot
troops will be decimated quickly. This will also be handy for Step 3......
3) Send Constructors to Develop properties you have obtained already.
Although expensive for early game units, Constructors will allow you to
deploy more units or even send out expensive stuff.
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Commands
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So you're having problems wading through the Japanse, I assume? This is what
this section is for. Here are the commands in order:
*Before Moving:
-Movement - allows your unit to move
-Army/Air Force - allows you to move a Loaded Unit; can be used at any time
-Fire - attack an enemy
-Supply - get supplies from the adjacent supplier
-Capture/Develop - take/develop a property
-Pave - pave a road up to the chosen space
-Build - create one of the following over an adjacent space:
-Bridge (over a River)
-Simple Airport (over Plains, Forests, Desert, or Wasteland)
-Plains (over Forests, Desert, or Wasteland)
-Bomb - target a group of 7 spaces to attack with an Anti-Land weapon
-Join - allows a unit to give HPs to or take HPs from a same class unit
*After Moving:
-Capture/Develop - same as above
-Fire - same as above
-Standby - makes the unit just stay in its new position
-Build - same as above
-Bomb - same as above
-Join - same as above
-Dispose (if you don't move the unit) - kills the unit
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Battle
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This is a section for discussing battle. All you have to do to attack is move
only the number of spaces away from the enemy that's the same as the range of
the weapon you intend to use and choose the Fire command. Simple as that,
right?
Well, while that might be simple, winning a battle isn't. There will usually
many factors that could easily affect the battle. Here they are:
*Unit Type and Stats - unit type refers to whichever category each unit falls
under out of the following 5: Unarmored (Land), Armored (Land), Sky, (Sea)
Ship, and Submarine. Stats is referring to the ATK ratings of the unit's
weapon (with the respective unit type of the unit being hit chosen), and your
unit's DEF ratings (with the respective unit type of the attacking unit being
considered). These are the things to bear in mind:
-Unarmored Units have typically low DEF ratings but they also get immunity to
Anti-Tank weapons and resistance to both Howitzer and Tank Cannon shells.
-Armored Units are the only units that can be attacked with AT weapons, and
they also get vunerability to Howitzer and Tank Cannon shells, but they have
moderately high DEF ratings and resistance to rockets, machine guns, and
grenades as well.
-Air units can deal more damage to enemy air or land units when using the
same weapons, and also can only be targeted by machine guns, vulcans, and
Air-to-Air Missiles, but the latter two are particularly strong vs. air
units.
-Ships can only traverse the seas and can also be targeted by anything
(besides AT weapons, Vulcans, and Air-to-Air Missiles, which have exclusive
targets anyway), but they have very heavy armor, leaving Bombs, Torpedoes,
and Anti-Ship Missiles (any particularly from fellow sea units) as their only
real worry.
-Submarines are restricted to the seas, but they only have to worry about
Torpedoes, and can deal heavy damage to ships as well.
*Counterattack - 1 Range weapons, better known as direct-fire weapons, can,
and will if possible, be used to fight back almost immediately if the unit is
attacked by a direct-fire weapon. Be aware that this doesn't apply when the
attacking unit is 2 or more spaces away. (This means you really have to watch
out for enemy indirect units; unlike in other installments of the NW series,
here, they can move AND fire on the same phase. Thank God they're expensive.)
*Initiative - this determines the unit attack order. You can immediately tell
whether your unit will attack first, second (or last), or just simultaneously
with the enemy unit by the color of the cursor when targeting. Your unit's
Initiative drops for the attack as it moves across more tiles, so watch out.
If your primary worry is the retribution, then you'll want to get Blue-Dark
and avoid Red-Dark.
*Zone of Control (Movement) - not directly related to battle, but your unit
uses up all remaining Movement Power when it moves adjacent to the enemy
unit. This may affect your unit's Initiative rating depending on which side
you want to attack the enemy from.
*Zone of Control (Siege) - if you already have at least one other unit next
to the enemy unit you're targeting and you're initiating direct-fire combat,
then you'll cut the enemy unit's attack ability in half and also reduce its
HP. Be aware that the Siege effect gets weaker as the enemy unit's HP gets
lower. (This means that it works best against 10 HP enemy units.)
*Terrain - while rough terrain can easily eat up your units' Movement Power,
it can also provide HP protection. The protection, however, is less as your
own unit gets weakened. But remembers that properties can provide supplies
and repairs for any units sitting on them. That last rule is the only one of
these 3 that ever applies for air units.
*Rank - as the war heats up, your units gain Experience. A unit that gains
100 EXP will Rank Up and deal a little extra damage and absorb a little less
damage as well. The Unit Ranks can be, from highest to lowest, S, A, B, C,
and then D.
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Warfare abilities
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*Join - used for giving or taking HPs. You can only use this when you have
two of the same unit and one of them is damaged. Keep in mind that units that
disappear from the map because all of their HPs are put into another unit's
this way are counted as "killed." (Although that doesn't really matter unless
the medal missing from the list on
http://f22.aaa.livedoor.jp/~gbwars/3/insignia.html happens to require that no
units be killed in a Campaign.)
*Loading - the ability to carry units. Loading can be used for either
transportation or protection. Transport Trucks tend to be used for the
former, while Infantry Fighting Vehicles are typically best for the latter.
To unload, you use the Army/Air Force command, and you can move it like it
wasn't even Loaded, save for the fact that it can't be staying on the
transport's exact location.
*Supply - used for giving fuel and ammo to the unit. To Supply the unit, you
have to make sure you choose the unit adjacent to the supplier and then the
Supply command will appear. Don't worry; the command doesn't use up the turn.
*Capture - the foot soldier's ability to take control of properties. You must
have the foot soldier move onto the property and then use the Capture
command. You'll knock down the property's Strength rating this way, and once
you get it down to 0 this way, the property is yours and your Gold/Materials
Income will increase.
*Develop - the Constructor's ability to improve properties. By developing
properties, you'll make it harder for them to be Captured, and also get more
gold/materials each day. Make sure that you don't develop the Factories too
much, so that the Constructors can develop something when they're running out
of their own materials to use. This uses Materials as it is a Constructor
ability.
*Pave - the Constructor's ability to make a road. You can turn a pathway of
Plains/Wasteland/Forests into Roads. Using this ability, you can get your
bigger land units through a rough area more quickly. Just make sure you don't
Pave too much, or you'll run out of Materials quickly (since this is a
Constructor ability).
*Build - the Constructor's ability to create. You can use this ability to
alter the terrain a bit, either making sure Forests/Wasteland can slow your
advance down less; allowing your land units to cross Rivers easily; or giving
your air units a fuel checkpoint. As with other Constructor abilities, this
requires Materials to use much.
*Bomb - the ability to attack a 7 space grouping of terrain. Most land
terrain that gets hit takes damage, and any units that have the misfortune of
being caught in the blast take damage, or will be killed if they're on a
Bridge instead. (Air units and submarines are completely immune to bombs
though. This makes sense because air units are high up in the air while subs
can get deep enough underwater to avoid being hit.)
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6. Unit Information
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Infantry
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Your basic foot soldier. With most other units, he's not hard to kill.
However, he has an important role to play: taking properties, which provide
money and materials. Give him some escorts as soon as you can afford them.
Oh, and try not to move him when you have him attack; his Initiative is not
very high.
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Mech
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A foot soldier armed with an Anti-Tank Bazooka. He has good to above average
defense for a foot soldier, but since his Initiative drops like a lead weight
when he moves, he should stay stationary whenever he direct attacks. Oh, and
that Anti-Tank Bazooka is only useful on War Vehicles, so don't try to blow
away Cars or Trucks with it.
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Commando
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A strong foot soldier with a Grenade Launcher. He's only obtainable with a
Laboratory and a Mobile Adapter, and it's not hard to see why. He can dish
out the same damage as a Combat Buggy and take a bit of it too. He's also the
only non-air unit that can traverse ALL terrain. YOINK! Fortunately for your
opponent, the Commando has only a modest Initiative rating, so he won't get a
first attack on a camping Combat Buggy.
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Constructor
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A construction vehicle. The Constructor is somewhat expensive for an early
game unit, but you can recover the money you had to spend on it within a few
days, using the Develop command on Cities. Developing properties will allow
you to gain money or materials. Also, the Constructor has other
ever-so-useful abilities: building bridges, paving roads, cultivating
Wasteland, mowing down Forests, and making Simple Airports. Be aware that you
can only do so much before the Constructor needs supplies, and since the
Construct "weapon" that is used for all of the Constructor's tasks require
Materials (1 per "shot") when it is resupplying at a property, I recommend
deploying a Supply Truck ASAP, although that comes with its own
disadvantages. BTW, you need Factories to deploy Constructors.
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Supply Truck
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A truck carrying supplies. The supplies given by this vehicle can eat up your
money easily in the early game, but usually it is worth it. It can resupply
any land units, helicopters, and Attacker Bs. This is mostly useful for the
land units that use up ammo fast along with the helicopters and Attacker Bs.
It has no combat abilities, so only deploy it when there are escorts. They
can only be deployed from Factories, though.
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Supply Truck S
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A promoted Supply Truck. Its Movement Power is lowered a bit, but it has more
supplies to give off. Otherwise, it is basically a souped up Supply Truck.
It's useable only in Campaign Mode or as a predeployed unit, however.
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Transport Truck
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A truck that can transport an Infantry unit. This vehicle is useful for
getting an Infantry somewhere really fast, as it has the best Movement Power
of all Infantry land transports and can actually get on Mountains. Beware
that its combat ability kind of sucks, so don't be tempted to have it attack
much of anything, let alone Combat Buggies.
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Transport Truck S
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A better Transport Truck. Nothing worse, unless you're counting the increased
costs. In fact, it actually gets a good ol' Engine Gun for decimating
Infantry/Cars quickly. Like other S units, it's restricted to Campaign Mode
or being a predeployed unit.
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Combat Buggy
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One of the two official Car units, armed with Grenades. This is a really
effective early game and mop-up unit, as it can devastate other cars, trucks,
and foot soldiers, and won't have to put up with the dang Anti-Tank Missiles
that Mechs are armed with. Its Initiative is high enough to get the first
attack on most land units or at least attack at the same time as them. Be
aware, though, that Combat Buggies have the second poorest DEF ratings
(higher only than Infantry's), so War vehicles will devastate them quickly
and without much fear, and even if they don't kill the Combat Buggies,
they'll still drain their ammo. So don't just go off Combat Buggy flooding;
that won't work very well.
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Combat Buggy S
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You might think at first this unit is not good at all. I certainly did,
because its primary weapon becomes an Anti-Tank Missile Launcher.
Fortunately, DEF ratings improve and so does Initiative. Just don't promote
ALL of your Combat Buggies; you still would do nicely with a car that has
particularly high ATK vs. lightweights. But you'll also want to have a land
unit that can move 5 spaces without allowing most land units to attack first.
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Battle Car
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This is the other official Car unit. It does decent in battle against other
Cars thanks to its high Initiative, but its main point is its Anti-Tank
Cannon, which you keep ready for smacking those annoying War vehicles that
Mech Flood abusers like to keep around to make your job of countering the
Mech Flood a living HFIL. (Stupid FUNimation.....) It's smacked hard by
Combat Buggy's Grenades, but since its AT Cannon is only useable on War
vehicles, it won't use up its two shots as quickly.
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Battle Car S
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The promoted Battle Car. While it has a slight decrease in Movement Power and
no Initiative boosts, it now has the best defense ratings of non-War Veichles
along with weapons for both types of Land units. Don't get too comfortable,
though; like with other S units, it's Campaign only.
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APC
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Short for Armored Personnel Carrier. But unlike its AW counterpart, this is
armed with a Machine Gun. Its job is that of a transport with all-around
stats. Be ready to fend APCs off when fighting the computer in most maps, as
it loves to throw these pests at you early on. Also, if you use APCs
yourself, you should watch out for Battle Cars.
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APC S
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A promoted APC. Now it has the addition of Anti-Tank Missiles and slightly
better stats. As with other S units, you must be in the Campaign Mode to use
it. It's still outshined by the IFV, so unless you have monetary problems,
you'd be crazy to use this in the first place.
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Rocket Launcher
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An indirect unit that fires Rockets. Although it is expensive, it can quickly
tear apart Infantry, Trucks, and Cars. Don't bother if you're going to attack
War vehicles; Artillery does a better job at that. The actual reason for the
high price is because Indirect units can move and attack on the same turn,
unlike in AW. (Frankly, I don't support that rule. It only works better in
Fire Emblem.)
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Rocket Launcher S
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A promoted Rocket Launcher. The Rockets are stronger now and can be used from
a bigger distance. Sadly, the Safe Zone is irrelevent so it doesn't matter
that it's bigger. Although its Movement Power is lowered a bit. Like with
other S units, Campaign is the only place where this unit is available.
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Anti-Air Tank
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A tank armed with Vulcans, which are known as Surface-To-Air Guns. It's
primary purpose is to tear apart air units and those annoying cars, although
it's kind of terrible vs. Battle Cars. -_- (Stupid Initiative forcing camping
tactics excessively.) Its defense rating vs. air units is rather high for a
Land unit, being lower than the defense rating vs. air units of only sea
units, planes (besides the Transport and Supply Planes), the Battle
Helicopter S, and the Employed Tank. However, it can easily be killed by war
vehicles, so watch out for them. Oh yeah: jets have VERY high Initiative
ratings, so watch out for them especially.
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Mercenary Anti-Air Tank
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A strong AA Tank. While it doesn't do better vs. air units than the regular
AA Tank, it isn't killed as easily by enemy units. Like with the Special
Infantry, you need the Mobile Adapter and a Laboratory to use one.
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Anti-Air Missiles
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A missile launcher that fires Surface-To-Air Missiles. Its only job is
attacking air units and that's it really. It is, however, good at that job.
There's not much else to say about this unit, except that you should keep it
defended from ground forces wanting to sneak up on it.
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Anti-Air Missiles S
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Promoted Anti-Air Missiles. The changes are similar to the Rocket Launcher's
when it becomes Rocket Launcher S. I trust you realize about this being an S
unit by now.
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Artillery
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A Howitizer, which fires shells from a big cannon. It has lower Movement
Power than the Rocket Launcher, but that doesn't matter; the range is high
and the damage to War vehicles is better. Don't bother having this heavy-duty
baby attack non-War vehicles except for maybe Battle Cars and Combat Buggy
Ss; that's beneath the Artillery's job, although the Battle Cars and Combat
Buggy Ss are armed with Anti-Tank Cannons so they're worthy for target
practice.
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Artillery S
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Promoted Artillery. Repeated changes with indirect units, but since the
Artillery already has poor Movement Power, this big gun won't be securing a
victory as quickly. Oh, and if you ask what's the restriction on the S units,
I'll thwack you with a hammer for not knowing it by now.
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IFV
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Infantry Fighting Vehicle, which is a transport that is powerful in battle.
It happens to have an Anti-Tank Missiles, which is good for damaging War
vehicles. It also has a good Movement Type (better than the APC's, that's for
sure) to work with. Just watch out for Battle Cars when you deploy one of
these and you'll be fine.
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IFV S
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A promoted IFV. The Anti-Tank Cannon is now a ranged one. Not much else to
say. Except that this is an S unit and you should know what that means.
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Small Tank
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A small Tank. The real Kana is "KUCHIKU SENSHA" which means "Destroyer Tank"
but that doesn't really do it much justice. Why that? Because it's not as
effective in killing other units as the Large Tank. It DOES have better
Initiative though, but it drops fast. Just deploy it if you want a Tank while
having some money left over.
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Small Tank S
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A promoted Small Tank, but sadly not much better than its prepromoted form.
Initiative still drops quickly, the Tank Cannon is now replaced by Anti-Tank
Missiles, which while better against war vehicles can't attack sea units
(although the Tank Cannon didn't do a much better job there in the first
place), and defense boosts aren't very big. ARGH! Of course, it's an S unit
so usage in Standard Mode is impossible.
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Large Tank
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Without considering the high costs, this is undoubtedly one of the best land
units for ground skirmishes. Powerful weapons each with a high amount of
ammo, strong defense, and good Movement Power. The only problem is that the
Initiative comes close to 20 but doesn't get there. This is important because
it can still be killed by Battle Cars if you're not careful.
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Super Tank
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Now we're talking! Initiative is high and drops slowly, defense is really
high, and the Tank Cannon is very powerful. Of course, there's a problem with
usage that I should warn you about before you get out your Mobile Adapter and
use a Laboratory to deploy this behemoth: the Tank Cannon S has a higher ATK
rating vs. Infantry/Cars/Trucks than this unit's Machine Gun. This mean the
Tank Cannon S will ALWAYS override the Machine Gun A in usage except vs. Air
units (which the Tank Cannon S can't be used vs. anyway), thus using its good
weapon's ammo faster.
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Fighter A
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You know Fighters from AW as jets that can attack only air units but do a
good job at that. Here, there are 3 types of Fighters, determined by rank.
This one has an Engine Gun, which can do some heavy damage to non-War
vehicles. Fighter A's is not strong enough to deal more than 4 HPs of damage
to any war vehicles, and that's considering it's to the Rocket Launcher.
(Although that's also not considering attack boosts.) The Air-To-Air
Missiles, however, are good for smacking air units around, and the high
Initiative and Movement Power are a plus. Be aware that this unit uses up 6
Fuel per turn, and crashes if it uses up anywhere over 80 Fuel without
resupplying.
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Fighter B
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This is a lower rank Fighter. Here are the flaws: only 60 Fuel instead of 80,
which is not made up for by the fact that the Fuel Per Turn is 5; slightly
lower Movement Power; Initiative is below 30, so it certainly shouldn't
attack camping Attackers or Fighters of Rank A or S; and lower defense
ratings. Lucky thing the costs are lower. On Campaign, you should deploy a
Fighter B or two so that you can get a Fighter S.
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Fighter S
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Here's the unit with the highest Movement Power and Initiative ratings. Of
course, the drawback is that the weapons can only be used on air units.
You'll definately want to use those Air-To-Air Missile A's to beat the living
snot out of air units without fear. The Fighter S has 70 Fuel and uses 6 Fuel
per turn. You can get a Fighter S only by promoting a Fighter B.
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Attacker A
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The royal pest that makes your life a living HFIL (stupid FUNimation....) if
you aren't careful. Like the SFW Attacker, this headache has fairly high
Movement Power and can attack any non-Submarine units, but it has a low
amount of ammo and less defense than the Fighter A. Initiative is also fairly
high, but the Attacker has only 60 Fuel and uses 5 per turn.
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Attacker B
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The Attacker B is much different from Attacker A. It just has an Engine Gun
and Missiles. The Engine Gun is only more useful vs. Air units, and Attacker
B's Initiative rating is lower than Fighter B's. Also, the Missiles are only
useful vs. sea units. You DO need an Attacker B for getting an Attacker S,
however. (On a side note, I just realized that SFW's Attacker do better
damage to sea units than SFW's Bomber. Eh. Although AW's Bomber is better vs.
sea units than SFW's Attacker.) Attacker B has 50 Fuel and uses 4 per turn,
but it can be resupplied the same way as a helicopter.
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Attacker S
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This actually qualifies as the actual Bomber, although AW's Bombers are
tactical Bombers. Movement Power is still high, and Initiative is still good
as well. It has the best defense power of all air units, but it only has
Bombs to beat the snot out of ground and sea units. Still worth having around
in the Campaign, even though you need to use the lousy Attacker B to get one.
Attacker S has 65 Fuel and uses 5 per turn.
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Bomber
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This is actually a STRATEGIC Bomber, not a tactical one. And believe me when
I say it is EXPENSIVE! The reason is because it attacks the terrain itself,
dealing severe damage. Forests will be killed, properties lose 150 Strength
points per hit (assuming the Bomber is at full health), and most other land
terrain becomes Wastelands. Bridges caught in the explosion are destroyed
with any land units on them killed, and any other land or sea units that are
hit take a little damage. However, this unit is near-useless against a strong
defense, so plan carefully before deploying a Bomber for tipping the balance
in your favor. The Fuel per turn for Bombers is 5 and the maximum Fuel is 99.
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Mercenary Bomber
----------------------------------------
Basically a better Bomber. Slightly better Movement Power, slightly higher
defense, and an extra Bomb. Nothing else different, except the higher cost.
Of course, this is yet another one of the units needing the Mobile Adapter
and a Laboratory.
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Transport Plane
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A plane that can carry 2 units, each having to be an Infantry, a Car, or a
Truck. This is good for delivering Constructors to those islands with
stranded properties, and also ambushing oversea areas with your Cars. This
costs a high amount of Materials to deploy though, so be ready to have an
extra hundred Materials ready for something that needs escorts, especially
since the Transport Plane's defense is worse than the Transport Helicopter's.
The Transport Plane has 99 Fuel and uses 4 per turn.
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Supply Plane
----------------------------------------
A plane that can refuel jets besides the Attacker B. It's useful whenever you
don't have an Aircraft Carrier to work with. Otherwise, it's just like the
Transport Plane without the ability to Load units.
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Battle Helicopter
----------------------------------------
A helicopter that is capable of decent battling. It's like the Attacker B but
cheaper and thus weaker. It's best used for low cost patrol. The Battle
Helicopter has 60 Fuel and requires 3 per turn. (The game's name is "KOUGEKI
HERI" which is "Attack Helicopter" but it's still following the purposes of
Battle Helicopters in other NW series games.)
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Battle Helicopter S
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A better Battle Helicopter. The Missiles have been traded in for the
Anti-Tank Missiles, so it can deal some nice punishment all around now.
Initiative is now slightly high, thought not in the 30s. The Battle
Helicopter S has 70 Fuel and needs 3 per turn. Of course, you need to promote
the Battle Helicopter to get this, as with all other S units.
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Anti-Sea Helicopter
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A helicopter that is armed with Direct Torpedoes for hurting sea units
nicely. Submarines can also be hit by the torpedoes. However, defense is low,
and Initiative is poor for an air unit. The Anti-Sea Helicopter has 50 Fuel
and needs 3 per turn, so you'll want a Supply Truck or an Aircraft Carrier
around for support. (Oh yeah. The actual name is "SENTOU HERI" which is
"Battle Helicopter" but that name is taken and this unit mostly is better vs.
sea units anyway.)
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Transport Helicopter
----------------------------------------
A helicopter that can carry one Infantry. It's nice for a materials-cheap way
to get Infantry to some far-away property. However, it doesn't stand a chance
vs. other air units. Transport Copter has 70 Fuel and uses 3 per turn.
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Transport Helicopter S
----------------------------------------
A promoted Transport Helicopter. It now has the capability to carry 2
Infantry, and also gets some Missiles. Transport Helicopter S has 65 Fuel and
uses 3 per turn. Again, Transport Helicopter S must be obtained by promoting
the Transport Helicopter.
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Aegis Warship
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A warship that uses Vulcans and Anti-Ship Missiles. It can only attack sea
and air units, and must move next to the air units to attack them and will
rarely get a preempetive strike vs. them too. However, defense is very high
and the weapons each deal vicious damage to their respective targets.
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Mercenary Missile Frigate
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A frigate with Anti-Land Missiles and Surface-to-Air Missiles. The Anti-Land
Missiles are used like the Bomber's Bombs except from a safe distance. The
Surface-to-Air Missiles are also like the AA Missiles S's. As with the
special units, this requires a Mobile Adapter and a Laboratory to obtain.
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Large Aircraft Carrier
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A mobile airport that can Load 4 jets and helicopters, although it doesn't
give off any funds. Any loaded units will be supplied and also recover 2 HPs
per turn. The two weapons the Large Aircraft Carrier have for defense are
Surface-To-Air Missiles and an Engine Gun. However, the Large Aircraft
Carrier costs an arm and a leg, and that's on its own too. (Repairs will cost
money.) Oh, and don't bother trying to Load Bombers, Transport Planes, or
Supply Planes; they're not allowed on, as they're heavy planes. (This means
they need airports for resupplying.)
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Small Aircraft Carrier
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A small size of the Aircraft Carrier, able to load only 3 jets and
helicopters instead of 4. Although it has slightly higher Movement Power, it
is overall worse, but thankfully cheaper, though not by much. Again, be
mindful of your money; repairs for loaded units won't come cheap.
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Lander
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A ship that can Load 3 land units. It has semi-poor Initiative, but a decent
weapon. Defense isn't too impressive, but it's inexpensive for a sea unit.
Movement Power is poor, but Movement Type allows the Lander to move onto
Shoals.
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Tanker
----------------------------------------
A ship that can resupply other ships. It has poor Movement Power so don't
expect to use it too much. Defense power is very poor for a ship so NEVER
deploy a Tanker without escorts. Although you would need other ships to make
use of this in the first place anyway. But anyway, you should use this with a
Lander to help take care of fuel problems with ground force transportation.
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Submarine
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A sea unit that is capable of damaging other sea units well while only other
Submarines and Anti-Sea Helicopters can attack it. If you want to sink some
ships, this is the unit for the job. Most units can't attack this annoyance,
but if you're careless, Anti-Sea Helicopters will sink it easily.
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Submarine S
----------------------------------------
A promoted Submarine. Now armed with Direct Torpedoes and Anti-Land Missiles.
Initiative is now good. Since the Anti-Land Missiles are better than
Anti-Land Bombs, you would have yourself a valuable unit. Just remember that
you need to promote the Submarine to get this handy unit, and it also loses
the ability to indirect attack with its Torpedoes, which is not good as only
other Submarine Ss can be counterattacked by this unit.
========================================
7. Terrrain Information
========================================
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Capital
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*DEF rating - 7
*Bomb Effect - Strength Reduction, but can't lose all Strength this way
*Funds - 10G per 1 Strength
*Strength - 20
*Maximum Strength - 40
*Supplies - Land (Repair)
*Deploy - Land besides Supply Trucks and Constructors
This is the home base of each army. Units of the same army can be deployed
from it or any controlled properties 3 spaces away. Be ready to protect your
HQ at all times, however; if it is taken, you lose automatically.
Fortunately, it has a very high Defense rating, starts at 20 Strength, and
can be brought up to 40. It also resupplies ANY allied land units sitting on
it, and cannot be killed by a Bombing Raid, although it can lose Strength
when nailed by one.
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City
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*DEF rating - 3
*Bomb Effect - Strength Reduction, become Demolished City with 0 Strength
*Funds - 10G per 1 Strength
*Strength - 10
*Maximum Strength - 30
*Supply - Land besides Supply Trucks and Constructors (Repair)
*Deploy - Land besides Supply Trucks and Constructors
A common property, Cities will usually be the main source of your money. You
can use Cities near your HQ for deploying normal land units, except for
Supply Trucks and Constructors. The Defense rating is not too shabby, but it
can feel rather modest for a property. Then again, the Initial Strength
rating is 10, so it undoes only 1 HP of damage per phase until it's
developed. If killed in a Boming Raid, it becomes a Demolished City.
----------------------------------------
Factory
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*DEF rating - 3
*Bomb Effect - Strength Reduction, become Demolished Factory with 0 Strength
*Funds - 1M per 2 Strength
*Strength - 10
*Maximum Strength - 30
*Supply - Land (Repair)
*Deploy - Land
Although not as common as Cities, Factories can provide you with much needed
Materials for building units so they're just as important. In addition, the
Factories near your HQ can be used for deploying any land units, including
Supply Trucks and Constructors. Other than that and the fact that a fatal
Bomb attack will turn the Factory into a Demolished Factory, though, it's
otherwise like a City. But simply be aware of the key differences between the
Cities and the Factories, because they're helpful.
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Airport
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*DEF rating - 1
*Bomb Effect - Strength Reduction, become Demolished Airport with 0 Strength
*Funds - 10G per 1 Strength
*Strength - 10
*Maximum Strength - 30
*Supply - Air (Repair)
*Deploy - Air
Airports may have poor Defense and not even Supply capabilities for land
units, but they can be used to Repair air units, and the ones near your HQ
can be used for sending flying sorties. Just make sure you swat Bombers so
that they can't turn your Airports into Demolished Airports, because air
units use up fuel each turn to survive.
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Harbor
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*DEF rating - 2
*Bomb Effect - Strength Reduction, become Demolished Harbor with 0 Strength
*Funds - 10G per 1 Strength
*Strength - 10
*Maximum Strength - 30
*Supply - Sea (Repair)
*Deploy - Sea
This is like the Airport, except it gives more defense, and it is used for
sea units instead of air units. This means, of course, that sea units are
refueled by Harbors, and can be sent out from Harbors close to your HQ. Just
be aware that a navy is expensive to maintain. Oh yeah: a Harbor that is
bombed to death becomes a Demolished Harbor.
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Laboratory
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*DEF rating - 2
*Bomb Effect - Strength Reduction, but can't lose all Strength this way
*Funds - No
*Strength - 10
*Maximum Strength - 30
*Supply - None
*Deploy - None
This is not a very good property; you should only bother with Laboratories if
you either have the Game Boy Color accessory Mobile Adapter (or using an
emulator that supports it and GBW3), or you are trying to get the Capture and
Engineer Decorations. With no Funds to be provided and no repairs being
provided, it's only good for making a Mercenary unit.
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Checkpoint Airport
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*DEF rating - 1
*Bomb Effect - Strength Reduction, become Plains with 0 Strength
*Funds - No
*Strength - 10
*Maximum Strength - 20
*Supply - Air (No Repair)
*Deploy - None
This is a Simple Airport, only providing supplies to air units that use them.
It's basically only useful when you can't afford to have a Supply Plane
around or you need heavy planes refueled stat, as it can't do anything else,
and will be trashed quickly in a Bombing Raid. You can use a Constructor to
build one, but it will require materials. (3 if you build on Plains, 4 if
it's on a Forest or Wasteland.)
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Demolished City
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*DEF rating - 2
*Bomb Effect - none; Development will turn it into an allied City
This is a ruined City. It will only serve to hinder you until you Repair it
with a Constructor. (You need 2 Materials for that though.)
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Demolished Factory
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*DEF rating - 2
*Bomb Effect - none; Development will turn it into an allied Factory
This is a trashed Factory. While you're waiting for a Constructor to bring
the 2 Materials and fix it, it will slow you down.
----------------------------------------
Demolished Airport
----------------------------------------
*DEF rating - 2
*Bomb Effect - none; Development will turn it into an allied Airport
And here's the battered Airport. This time, it actually is can help you
without needing the 2 Materials and the fix-it job from the Constructor, as
it has a better Defense rating than the original Airport. Although, that's
not really much, admittedly. :\
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Demolished Harbor
----------------------------------------
*DEF rating - 2
*Bomb Effect - none; Development will turn it into an allied Harbor
Finally, the brutalized Harbor. Well, at least sea units can move on it
without penalty. Although Land units will still get the movement penalties,
which hinders the Lander's job. As with the other Demolished properties, you
can have a Constructor spend 2 Materials on a repair job.
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Plains
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*DEF rating - 1
*Bomb Effect - turn into Wasteland
*Highway Pave cost - Construct * 1
Grassy terrain. While it can only slow down lightly armored vehicles a bit,
it also gives off a small Defense boost. If it's bombed, it will become a
Wasteland. Constructors can make even more Plains on Forest and Wasteland
tiles using 1 Material per tile.
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Mountain
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*DEF rating - 5
*Bomb Effect - none
The roughest land terrain in the game. The only land units capable of
traversing it at all are foot soldiers, cars, and Transport Trucks. Only
planes will not be affected, as helicopters will be slowed down a bit.
However, any land units that take the trouble to scale them can get a high
defense bonus, and one which nullifies the whole Defense Penalty caused by a
Complete Siege Attack at that. Be aware that Mountains are immune to Bombing
raids but also can't be affected by Constructors.
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Forest
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*DEF rating - 4
*Bomb Effect - turn into Plains
*Highway Pave cost - Construct * 2
These wooded areas may be slowing down vehicles, but they'll also give a
fairly good Defense bonus. You can't create them, though, which is a shame;
Constructors will remove them if they get in the way of their tasks and
Bombers will turn them into Plains.
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Wasteland
----------------------------------------
*DEF rating - 3
*Bomb Effect - none
*Highway Pave cost - Construct * 2
Wasteland is unfavoring terrain, slowing down your units and also giving only
a modest defense rating. It's typically created by Bombing most Land terrain,
but it can be removed using Constructors.
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Desert
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*DEF rating - 2
*Bomb Effect - none
This is fairly cruel terrain. Not only does it provide a small defense boost,
but it slows down all land units as well. Worse yet, it can't be affected by
the Constructor. ARGH! You'll want to avoid unnecessary skirmishes in desert
areas.
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Highway
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*DEF rating - 0
*Bomb Effect - turn into Wasteland
Also known as Roads. Highways will allow your lightweight land units to move
faster. Don't stop on Highways unless necessary, though; they'll never give
your unit a defense bonus. They can only be created by the Constructor or
turned into Wasteland by the Bomber; otherwise, you can't do anything about
Highways except use them.
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River
----------------------------------------
*DEF rating - 0
*Bomb Effect - none
Rivers can easily hinder an advance. Despite providing no defense, only foot
soldiers, cars, and tanks (and air units, of course) can traverse them.
They're watery terrain, though, so bombs won't dent them. But you can have a
Constructor build a Bridge for 2 Materials so that the River can be crossed.
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Bridge
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*DEF rating - 0
*Bomb Effect - turn into River, any land unit on the Bridge dies automatically
Bridges are good to have around; now all of your land units can cross the
river with ease. Don't stop a unit on a Bridge unless necessary, however; not
only does the Bridge provide no defense boosts, but if it's hit in a bombing
raid, then your land unit on it will die. (With no regard to Movement Type
too.)
----------------------------------------
Shoal
----------------------------------------
*DEF rating - 1
*Bomb Effect - none
Shoals are basically the same as Rivers, except for various differences:
Battle Cars require 1 less Movement Power to get on a Shoal; Landers can get
on Shoals, with a Movement Cost of a measly 1 no less; a Defense boost is
provided, although it is small; and Constructors can't build Bridges on it.
----------------------------------------
Sea
----------------------------------------
*DEF rating - 0
*Bomb Effect - none
This is the only non-Harbor terrain that sea units can move on (not counting
the Shoal for the Lander). It provides no Defense, but ships are so
well-armored that it rarely matters anyway. Only sea units, air units, and
the Commando may traverse it.
========================================
8. Credits
========================================
I give high thanks to Kotetsu213 for getting me to play this, albeit
unwittingly. Also, Jeffrey's Japanasese TAF English Dictionary, at
http://www.solon.org/cgi-bin/j-e , deserves credit for allowing me to
translate some of the things. (FYI, TAF means To And From. If I typed TAF as
the site's name said and somebody posted the name of the site because of my
FAQ, then the HTML would consider it to be a - tag, which doesn't exist.)
Also thanks to
http://f22.aaa.livedoor.jp/~gbwars/ for some of its
information (well, the only thing I can think of right now is the Zone of
Control name) along with being a worthwhile site for GBW3 information, even
if it's a Japanese site.
This is copyright 2004 Juigi and any of the sources. If I find out you've
been copying or selling this without permission or doing any other illegal
stuff involving this, you're gone!