Risk II General FAQ Version 1.1

Written by: Randy Peth aka GreyRonin (RoninDarky on GameFAQs)
E-mail: [email protected]

1.) Table of Contents
2.) Updates
3.) Game Modes
3a.) Classic
3b.) Same-Time
 a. Phases
 b. Dice System
3c.) Tournament
 a. Point System
 b. In-Depth Tournament Info
4.) Game Types
4a.) World Domination
4b.) Mission
4c.) Capital
5.) I-COM (Alliances)
6.) General Biographies
6a.) Campbell
6b.) Mackenzie
6c.) Wellington
6d.) Bonaparte
6e.) Marmont
6f.) Barbacena
6g.) D'Erlon
6h.) Maransin
6i.) Solignac
6j.) Sherbrooke
6k.) Aubert
6l.) Spencer
6m.) Taupin
6n.) Friere
6o.) Vauban
6p.) Baird
7.) Special Thanks
8.) Legal Crap

2.) Updates

Version 1.01: Added NeoSeeker to the site list, and added an Updates section.
Expect more information on the Tournament and some on the Territory Allocation
process soon.

Version 1.1 : Re-did the layout of the FAQ. Also provided alot more information
on the Tournament Mode. The only thing I won't add is strategies to beat the
Generals. There are two reasons for this: 1. The same one probably won't work
twice; and 2. If you're even interested in playing this game, you should be
able to concoct a simple enough plan to do it.

3.) Game Modes
       In Risk II, there are 3 different modes available to you: Classic,
Same-Time, and Tournament Mode.

3a.) Classic
       There's nothing much to tell about this mode. It follows the basic
rules of the board game except for one thing; when you go to make a Tactical
Move, you can only move to an adjacent territory, not all the way across your
empire.

3b.) Same-Time
       A new addition to the Risk "universe" is Same-Time Risk. This means
that all attacks will be made simultaneously. To pull this off, new systems
for dice and the implementation of a Phase system were necessary.

 a. Phases
       There are a total of four Phases to Same-Time Risk: I-COM,
Reinforcement, Battle, and Tactical Move.  The I-COM Phase consists of
treaty-making between you and the other players. In the Reinforcement
Phase, you will place your fresh armies on the territories you choose.
However, there is now a limit to how many reinforcements may be placed
in a territory each turn.  The equation for how many armies you can
place is this: # of territories connected + 1 = Reinforcements allowed.
So say you had control of Australia and wanted to place armies in New
Guinea. Since it is connected to 3 of your territories, you can place 4
armies in New Guinea.

       The next Phase, Battle, is the most complicated.  You will choose
a territory to attack from and which to attack, but you will dedicate a
certain number of your armies to that attack. Once the attack is
confirmed, these armies leave their home territory to attack, which
leaves the remaining armies home to defend. If the neighbor you attack
decides to attack you, a "Border Clash" occurs. In a Border Clash, the
attacking armies will battle each other and the winning army will
continue on to attack the territory.  Another special type of attack is
called the Mass Invasion. This occurs when 2 or more territories (they
don't have to be from the same player) attack a territory.  The
attacking territorys will all battle the defender at once until a victor
is decided. If different players were involved in the Mass Invasion and
the defender is defeated, a "Spoils of War" battle will be fought.  A
Spoils of War is fought the same as a regular battle, with the victor
taking the spoils (territory). The last special type of attack is called
the Surge Attack. You will only be allowed one of these per turn. A
Surge Attack is when a player attacks one territory, then plans an
attack from that territory to another.  These battles are handled at the
end of the phase.  The final Phase is the Tactical Move Phase.  You will
be allowed one Tactical Mover per turn. A Tactical Move is the movement
of excess armies in one territory to an adjacent territory.

 b. Dice System
       Unlike Classic Risk, Same-Time will use a single colored d-12 for
battle. The color of the dice is dependent upon the number of armies in
the territory and who is attacking and will affect the numbers rolled.
The five colors in ascending order are: White, Yellow, Orange, Red,
and Black. Here are the stats on each color.

White
Avg. Roll : 2.6
Range : Attacking = 1-3
         Defending = 1-6
Number Split:
1's = 4
2's = 3
3's = 2
4's = 1
5's = 1
6's = 1

Yellow
Avg. Roll : 2.9
Range : Attacking = 4-7
         Defending = 7-12
Number Split:
1's = 2
2's = 4
3's = 2
4's = 2
5's = 1
6's = 1

Orange
Avg. Roll : 3.5
Range : Attacking = 8-12
         Defending = 13-20
Number Split:
1's = 1
2's = 2
3's = 3
4's = 3
5's = 2
6's = 1

Red
Avg. Roll : 4.1
Range : Attacking = 13-18
         Defending = 21+
Number Split:
1's = 1
2's = 1
3's = 2
4's = 2
5's = 4
6's = 2

Black
Avg. Roll : 4.5
Range : Attacking = 19+
         Defending = Not Available
Number Split:
1's = 1
2's = 1
3's = 1
4's = 2
5's = 3
6's = 4

3c.) Tournament
       This last mode is only available in single-player.  Tournament
consists of 16 games of Classic & Same-Time risk. The two ways that you
can continue to the next game is to either complete the mission you are
given or to destroy at least one general and still be around at the end
of the game.  If you fail to finish an opponent, fail to complete your
mission, or are killed yourself, the tournament is over.

a. The Point System
       The way the tournament standings are decided is based on a points
system.  Here's the way points are scored:

You have the most armies:             30  pts
You win the game:                     150 pts
You win the game by draw(Same-Time):  100 pts
You eliminate an opponent:            20  pts per opponent killed

b. In-Depth Tournament Info
       It took about 12 hours for me to get all this information and
get it verified so please don't come telling me that it's wrong. I went
through this mode 3 times to make sure and I still check it every time I
go through.

KEY
Mode - Indicates whether the round is in Classic or Same-Time modes
Obj. - What must be done in order to win the round
Gen. - Which Generals you will fight
M.E. - Whether or not E. Africa and Mid. East can attack each other
Xtra - Which optional territories are being used for the game
T/A  - How the territories are divided up between players
Dep. - If Manual, you pick where begininning armies go
Con. - Determines how many bonus armies you get for owning a Continent
T/I  - If Ascending, vaule of cards will go up after a set is traded
Pts. - Maximum amount of points available in the round

LEVEL 1
Mode = Classic
Obj. = 60% Domination (25 territories)
Gen. = Freire, Solignac, Baird
M.E. = Enabled
Xtra = None
T/A  = Random
Dep. = Automatic
Con. = Default
T/I  = Ascending
Pts. = 240

LEVEL 2
Mode = Classic
Obj. = 60% Domination (25 territories)
Gen. = Baird, Solignac
M.E. = Enabled
Xtra = None
T/A  = Random
Dep. = Manual
Con. = Default
T/I = Ascending
Pts. = 220

LEVEL 3
Mode = Classic
Obj. = Conquer N. America and Australia
Gen. = Freire, Solignac, Baird, Aubert
M.E. = Enabled
Xtra = None
T/A  = Random
Dep. = Manual
Con. = Default
T/I  = Ascending
Pts. = 260

LEVEL 4
Mode = Classic
Obj. = Hold your Capital & conquer 3 enemy Capitals
Gen. = Baird, Aubert, D'Erlon, Barbacena, Mackenzie
M.E. = Enabled
Xtra = None
T/A  = Grab
Dep. = Manual
Con. = Default
T/I  = Ascending
Pts. = 280

LEVEL 5
Mode = Classic
Obj. = Conquer N. America & Africa
Gen. = Solignac, Baird, Aubert, D'Erlon, Barbacena, Mackenzie,
       Vauban
M.E. = Enabled
Xtra = None
T/A  = Random
Dep. = Manual
Con. = Default
T/I  = Ascending
Pts. = 320

LEVEL 6
Mode = Same-Time
Obj. = 60% Domination (28territories)
Gen. = D'Erlon, Barbacena, Mackenzie, Vauban
M.E. = Enabled
Xtra = All
T/A  = Grab
Dep. = Manual
Con. = Default
T/I  = Set Value
Pts. = 260

LEVEL 7
Mode = Same-Time
Obj. = Hold your Capital & conquer 3 enemy Capitals
Gen. = D'Erlon, Barbacena, Mackenzie, Vauban, Sherbrooke
M.E. = Enabled
Xtra = All
T/A  = Grab
Dep. = Manual
Con. = Default
T/I  = Set Value
Pts. = 280

LEVEL 8
Mode = Same-Time
Obj. = Conquer the continent of Europe and the Territories of
       Afghanistan, Alaska, and Indonesia
Gen. = Barbacena, Mackenzie, Vauban, Sherbrooke, Maransin,
       Marmonte
M.E. = Enabled
Xtra = All
T/A  = Random
Dep. = Manual
Con. = Default
T/I  = Set Value
Pts. = 300

LEVEL 9
Mode = Same-Time
Obj. = Hold your Capital & conquer 4 enemy Capitals
Gen. = Barbacena, Mackenzie, Vauban, Sherbrooke, Maransin, Marmont
M.E. = Enabled
Xtra = All
T/A  = Election
Dep. = Manual
Con. = Default
T/I  = Set Value
Pts. = 300

LEVEL 10
Mode = Same-Time
Obj. = Eliminate whoever is holding Brazil (Barbacena by default)
Gen. = Barbacena, Mackenzie, Vauban, Sherbrooke, Maransin, Marmont,
       Campbell
M.E. = Enabled
Xtra = All
T/A  = Random
Dep. = Manual
Con. = Default
T/I  = Set Value
Pts. = 320

LEVEL 11
Mode = Same-Time
Obj. = Hold any Continent & have a presence in all others
Gen. = Vauban, Sherbrooke, Maransin, Marmont, Campbell
M.E. = Enabled
Xtra = All
T/A  = Random
Dep. = Manual
Con. = Default
T/I  = Set Value
Pts. = 280

LEVEL 12
Mode = Same-Time
Obj. = 80% World Domination
Gen. = Marmont, Campbell, Taupin
M.E. = Enabled
Xtra = All
T/A  = Random
Dep. = Automatic
Con. = Default
T/I  = Set Value
Pts. = 240

LEVEL 13
Mode = Same-Time
Obj. = Conquer the Continents of North America and Africa
Gen. = Marmont, Campbell, Taupin, Spencer
M.E. = Enabled
Xtra = All
T/A  = Random
Dep. = Manual
Con. = Default
T/I  = Set Value
Pts. = 260

LEVEL 14
Mode = Same-Time
Obj. = Hold your Capital and Conquer 3 other enemy Capitals
Gen. = Marmont, Campbell, Taupin, Spencer, Bonaparte
M.E. = Enabled
Xtra = All
T/A  = Election
Dep. = Manual
Con. = Default
T/I  = Set Value
Pts. = 280

LEVEL 15
Mode = Same-Time
Obj. = Destroy whichever enemy holds Western United States
Gen. = Marmont, Campbell, Taupin, Spencer, Bonaparte, Wellington
M.E. = Enabled
Xtra = All
T/A  = Random
Dep. = Manual
Con. = Default
T/I  = Set Value
Pts. = 300

LEVEL 16
Mode = Same-Time
Obj. = 100% Domination
Gen. = Maransin, Marmont, Campbell, Taupin, Spencer, Bonaparte, Wellington
M.E. = Enabled
Xtra = All
T/A  = Election
Dep. = Manual
Con. = Default
T/I  = Set Value
Pts. = 320

4.) Game Types
       There are 3 basic types of Mission objectives that are available
in Same-Time and Classic Modes: Captial Risk, Mission Risk, and World
Domination Risk. Here's a brief description of each.

4a.) World Domination
       This type pretty much explains itself. The goal is to take over
either 60%, 80%, or 100% of the territories on the field.  This
objective is attained if you have the said percentage at the end of your
turn or the Battle Round (in Same-Time Mode).

4b.) Mission
       The final type of Risk available is self-explanatory.  Each player
is given a mission at the beginning of the game and their goal is to
complete the objective before another player completes theirs. Examples
of missions are: "Destroy all [color] armies owned by [General]." or "
Conquer the continents of [Continent 1] & [Continent 2]". Others are
"Occupy [number] territories." and "Occupy at least [number] territories
and hold them with at least [number] armies." There are different types
for Same-Time Risk.

4c.) Capital
       In this type of Risk, each player will select one of the
territories in their possession as a Capital. The objective is to hold
your Capital and conquer a certain number of others, depending upon how
many players there are.

NOTE : In all games except 100% Domination or otherwise stated, you can
      click the Mission button and claim victory. This only works if
      the Mission button is flashing.

5.) I-COM
       A crucial part of playing Risk is the I-COM.  I-COM is short for
Iconic Communications/Commands. Their are 4 different icons to use with
the other players: 1,2,3 and "X".

NOTE: Just because there is an alliance, this doesn't always mean that
the other person has to abide by it. The AI generals are capable of
double-crossing you if they see fit as are you, so don't rely on it.

Level 1
       The Level 1 alliance is the most flexible of the three. It states
that neither player involved will attack any wholly owned continent or
the largest connected empire of the other. Any other territory is
available for occupation.

Level 2
       A Level 2 alliance states that both players will not attack each
other. However, it will allow one attack on an unimportant territory to
get a RISK card.

Level 3
       This alliance is the simplest. It means that neither player will
attack the other, period. This is the most seriously taken alliance, and
if you break it, don't expect a break from the other person later on.

Level X
       This isn't really an alliance between you, but it is used to goad
the enemy into an alliance or to threaten them if they have scorned you.

NOTE: All alliances will last for one turn only. If you wish to continue
the alliance, you must do so at the start of the next turn. This means
that if the AI makes one with you, it will expire at the start of THEIR
next turn.

6.) Generals
       One of the unique features of this game are the generals. Risk II
has a total of 16 different AI Generals each with his own personality.
Here, I'll attempt to give a brief description of each.

6a.) Campbell

       Of the 16 generals in RISK II, Campbell has a reputation for being
cautious but highly focused, especially in achieving his mission
objectives. Some might say he allows his judgement to be clouded by his
desire to complete the mission. Campbell is not a general to bear a
grudge. Of all your adversaries, he is the most stable of opponents,
with a low tendency to erratic and unpredictable behavior.

 6b.) Mackenzie
       Mackenzie, in contrast to Campbell, has a strong memory and never
forgets the player who crosses him. Strangely, though, he does like to
entrust his troops' safety to alliances, perhaps due in part to his high
regard for honor and all that it entails. Mackenzie is highly aware of
his mission and can be very aggressive if a win is in sight. He is a
relatively stable opponent,with a below-average likelihood of erratic
and unpredictable behavior.

6c.) Wellington
       Wellington is a general of huge repute and is not an opponent to
underestimate. He is highly "mission aware" and will not let his ego get
the better of him. He makes no snap decisions and considers his war plan
from every conceivable angle. His need to deliberate has become the
"Wellington signature." Wellington does, however, have an unpredictable
side and can sometimes start an action that appears to be "outside of
his game plan" - or so one might think. This man is truly one of RISK
II's "top drawer" generals and is a fearsome opponent.

6d.) Bonaparte
       Bonaparte has a reputation for revenge and is regarded by all
those who have faced him as being highly aggressive and competitive. He
strikes quickly and without warning, often to the detriment of his own
armies. Though his casualties are often high, his reputation is one of a
winner and a successful, if a little cavalier, strategist. Bonaparte has
an extreme tendency to be driven by his heart rather than his logical
mind, which means he should be treated with caution. Unpredictable and
erratic behavior is a Bonaparte trademark, one that has earned him a
place at the top.

6e.) Marmont
       Marmont is the biggest risk taker, a truly dangerous general who
has an unsurpassed reputation for speedy, ill-considered but
nevertheless devastating attacks. He considers little for his opponent's
moves and for the loss of his own troops. Marmont is not highly focused
on his mission and can, on occasion, be very unpredictable.

6f.) Barbacena
       Barbacena is another risk taker, but unlike Marmont, is not quite
as keen to leave his soldiers' destinies in the lap of the gods.
Barbacena is one of those generals who, though aware of his individual
mission, is much more focused on the bigger picture of world domination.
Barbacena is unquestionably an aggressor; worse still, he has a good
memory and loves revenge. He is a very worthy adversary, but is
predictable in his desire to fight to the end.

6g.) D'Erlon
       D'Erlon is probably the most cautious of the RISK II generals. He
is an opponent who will rarely run the risk of losses, unless the odds
are absolutely in his favor. He has a very high regard for honor and all
that it brings. D'Erlon will retreat and suffer a loss of ego in a
battle where the tables have been turned against him. He reinforces his
armies thoughtfully and focuses on bolstering his defenses as opposed to
building mass invasion forces. He is a strategic but perhaps
overcautious opponent with a very stable mind and a commitment to proven
planning.

6h.) Maransin
       Maransin is a general with a desire to strike first and consider
the strategy second. This general has no difficulty in swallowing his
pride and can therefore retreat from any ill-considered battle,
especially if the odds turn against him. This "charge in and leave
quietly" style, together with his poor memory, has earned Maransin the
reputation of an erratic but very dangerous neighbor. He is one to be
watched and treated with caution.

6i.) Solignac
       Solignac is one of the less experienced generals. To compound his
lack of experience, Solignac has a bad memory and a habit of letting his
bordering opponents build up without countering the threat. He does,
however, have youthful enthusiasm on his side and should not be
underestimated as an opponent.

6j.) Sherbrooke
       Sherbrooke is a general of the old school. He is the most
honorable of the opponents. Sherbrooke loves to make alliances and will
nearly always honor the agreement. He is a slow and methodical
strategist with a long memory. He harbors a grudge and a hatred of
deceit. With his extensive experience in the field, Sherbrooke is not
the kind of general to fight erratically. His trademark is consistency.

6k.) Aubert
       Aubert cares little for alliances. Though he is not a vengeful
player, he has little regard for the rule book. Aubert is, however, a
very dangerous opponent who has by far the greatest tendency to become
unstable and unpredictable. He is considered to be the most erratic of
the RISK generals and is a danger to all around him.

6l.) Spencer
       Spencer is a general who lives by the rule book. He uses all of
the classic moves and never enters an ill-considered battle. Spencer is
keen to strike alliances and is generally honorable. When the odds are
against him, though, honor may become a casualty of war and any who have
foolishly trusted him may find themselves to be the unsuspecting fodder
for his cannons.

6m.) Taupin
       Taupin is a true warmonger. He is both calculating and
devastating. His battle plans are always well considered, and his
distinctly unstable nature gives him an unpredictable edge that keeps
all opponents on their guard. His constant need to monitor his borders
makes him a real threat to all. Taupin's first and foremost objective is
to achieve his mission. This almost unhealthy obsession is his only
Achilles Heel.

6n.) Friere
       Freire, like Solignac, is inexperienced in the ways of war. The
old school of strategic warfare for him is tired and out moded; honor to
Freire is an inconvenient load to carry. He is therefore highly
untrustworthy. Freire, though a promising general, has much to learn,
especially regarding his hostile borders. If left unchecked, they will
swell and invade - a lesson he seems not to have learnt as yet.

6o.) Vauban
       Vauban is an opponent who lives by the sword and with the words,
"Do unto others." He has no time for honor and, when crossed, is a
fiercely vengeful general. Being fast and decisive together with a large
dose of aggression make Vauban a formidable enemy. Opponents should be
acutely aware of his ability to remain constantly in control of border
threats. They should also be wary of Vauban's pet strategy of deep,
thrusting attacks. This general is definitely from the top drawer.

6p.) Baird
       Baird has little honor and much aggression. His desire to avenge
deceit is huge, coupled with a highly accurate memory and an extremely
unstable character. Baird is among the most dangerous generals.
Warmongering to Baird would appear to be almost of greater importance
than the mission itself, a dangerous preconception that surrounding
armies should heed.

7.) Special Thanks

Dad   = Got me started on this crap. After reading the original, started
       helping with getting through the Tournament for "valuable intel".

Atari = Had alot of technical info on the dice and the biographies on the
       Generals.

CJayC = It's his site that this is going onto. I also need to give him
       credit for setting up one sweet-@$$ (love those censors, don't
       ya?) gamer site.

8.) Legal Crap
       I hate this part the most, so I'll try keeping it short.  As of
right now, the only sites permitted to use this FAQ are GameFAQs and
NeoSeeker.  If you would like to use it, just send me an e-mail at the
address above and I'll get back to you within a week. If I don't, send
another, my Junk filter empties that often.