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FAQ for Daisenryaku Portable for Sony Playstation Portable PSP
FAQ version .04
1/3/2006
by jvgfanatic
Daisenryaku Portable
Developer: Systemsoft Alpha
Publisher: Genki
Release Date: 12/22/2005
Release Price: 5,040 Yen
Save File: 320K (x up to 5)
1 Player
AdHoc Supported for up to 4 players
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THIS DOCUMENT IS A WORK IN PROGRESS - THANKS FOR YOUR PATIENCE
Table of Contents
1.0 Introduction
2.0 About Daisenryaku Portable
2.1 FAQs
3.0 Controls
4.0 Menus
5.0 Gameplay Narrative
6.0 Gameplay Details
6.1 Game Modes
6.2 Game Flow
6.3 Movement and Fuel Usage
6.4 Supply (Facilities and Units, Ammo and Fuel)
6.5 Repair (Facilities)
6.6 Transport
6.7 Facilities (Types, Usage, Stats)
6.8 Missiles
6.9 Unit Special Abilities
6.A Artillery
6.B Satellite
7.0 Mission Mode Strategies
8.0 Scenario Mode Information
9.0 Free Play Reference
11.0 The Lists (Unit, etc)
12.0 Credz
Welcome to another version of the Daisenryaku Portable FAQ. This version of
the FAQ is brought to you by the great efforts of dandan, Moff_jerjerrod,
stugIIIG. Portions of it are in some cases a direct copy/paste of their posts.
Thanks.
If you have any questions or anything to contribute (translations, hints,
tips, cheats, etc...) then feel free to email me at jvgfanatic at that famous
microsoft email domain name...you know, the one that's free (hotmail).
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2.0 About Daisenryaku Portable
-----------------------------------------------------------------------------
Daisenryaku Portable is the latest (as of late 2005) in a long series of
strategy games from SystemSoft Alpha of Japan. Sometimes SystemSoft publish
their own games, sometimes they let third parties write the game and they
supply the strategic engine. In this case Genki is the publisher and it looks
like between Genki, thinkArts, and SystemSoft Alpha did right by the
Daisenryaku series in its development as well.
Daisenryaku Portable is a modern military tactics game that takes place in the
somewhat ambiguous year of 20XX. In scenario mode you play the role of a group
called the "Wild Geese" (don't ask) and can produce equipment from a number of
the nations included in the game. Basically the ruler of one of the local
nations has died and that left a bit of a power vacuum.
The game is played out in turn-based fashion on a hexagonal grid familiar to
many strategy gamers. Most games kick off with you having to queue units up for
production and then alternate between Action and Production phases.
The game is in Japanese but if you have a passing familiarity with strategy
games then you'll get by and you've always got this faq and message boards to
fall back on. It helps immediately to have familiarity with the Unit Info
screen, some of the more important info on that screen is in iconic form making
quick identification fairly easy. Once you learn to read that screen you can
then become familiar with the units (assuming you don't already know the
difference between a Type 90 and Type 74).
Daisenryaku is not really a pick up and play game. You have to involve yourself
in it. It is challenging and some of the required strategies are meant to
frustrate. DP is the TWENTY-SIXTH game in the Daisenryaku series. The series
has stumbled a few times but I can say with some measure of confidence that
they got it right this time.
Just for the record, here is a current list of ALL console based Daisenryaku
games.
1988.10.11 Daisenryaku - Famicom
1989.04.29 Super Daisenryaku - Megadrive
1990.04.27 Super Daisenryaku - Turbo CD
1991.06.12 Daisenryaku - Gameboy
1991.06.21 Advanced Daisenryaku - Megadrive
1991.09.28 Daisenryaku G - Gamegear
1991.11.21 Lord of Wars - Turbo CD
1992.05.29 Campaign-Han Daisenryaku II - Turbo CD
1992.09.25 Daisenryaku Expert - Super Famicom
1995.09.22 World Advanced Daisenryaku Kotetsu no Ikusakaze - Saturn
1996.03.15 World Advanced Daisenryaku Saksen Fire - Saturn
1996.03.29 Daisenryaku: Players Spirit - Playstation
1996.05.08 Iron Storm - Saturn - (USA - Release)
1996.08.30 Daisenryaku Expert WWII - Super Famicom
1997.06.27 Daisenryaku Strong Style - Saturn
1998.12.03 Daisenryaku: Master Combat - Playstation
1999.02.04 Cyber Daisenryaku - Playstation
2000.06.21 Advanced Daisenryaku Europe no Arashi - Dreamcast
2001.04.26 Advanced Daisenryaku 2001 - Dreamcast
2001.12.07 Daisenryaku for Gameboy Advance - Gameboy Advance
2003.05.29 Daisenryaku VII - XBox
2003.11.03 Daisenryaku 1941 - Playstation 2
2004.11.11 Standard Daisenryaku: Dengekisen
2005.02.16 Dai Senryaku VII: Modern Military Tactics - XBox - (USA - Release)
2005.06.02 Standard Daisenryaku: Shiwareta Shouri
2005.12.22 Daisenryaku Portable - PSP
2006.02.26 Sega Ages Vol. 22 Advanced Daisenryaku Deuch Dengeki Sakusen
2006.12.14 Daisenryaku VII Exceed - PS2
2006.12.14 Daisenryaku Portable 2 - PSP
--------
2.1 FAQs
--------
Here are some FAQs for Daisenryaku Portable.
Is this game coming out in North America?
Now that it's been out for a while it doesn't look like it HOWEVER
Daisenryaku Portable 2 is coming out in Dec 2006 and we can always
petition kemco or genki to bring it over. Not that petitions work
with anyone but NISA :P
What countries are represented in Daisenryaku Portable?
Japan
America
Russia
China
Korea
North Korea
Can I play this Japanese game on my US/EU PSP without modification?
Yes. All PSP games thusfar are region free.
What differences are there between Daisenryaku Portable and Dai Senryaku VII?
- Resupply trucks have infinite fuel for resupply (tho fuel is
limited for movement)
- One weapon per unit, no varying loadouts (no "Packages")
- Unit persistence is in Scenario/Story mode
- 99 turn limit
- 50 units/army on map limit (99/50 were also DS7's limits)
- Battle cut-scenes are 3D "movies", you can disable them
- Facilities have a garrison limit now so more than one unit can be "in"
- Resupply and Repair in Facilities only happens if a unit is garrisoned
- There are now "missile" units with unlimited range
- I don't think there are any Move+Fire artillery but I could be wrong
- Heavy Infantry can "demolish" facilities (not sure if there is a repair)
- The "Story" mode is the meat of the game here (in DSVII free play was)
- DP supports AdHoc mode
- No Map Editor (so far, maybe unlockable? I doubt it).
- Has a Satellite command (view thru Fog for 1 turn)
- No "Low Ammo" indicator on the playing map
however the "Unit List" and the unit details make the number apparent
- Strategies are more classic Daisenryaku than VII was...in other words
sometimes the strategy is not as direct as the goal states. In VII in
Mission mode you could often just "plow ahead" and succeed. In Portable
Scenario Mode is a lot trickier.
- Saved units are not deleted when launched as in Dai Senryaku VII.
Where can I buy this game?
You can purchase this game from play-asia.com or any other retailer that
sells Japanese PSP games. Note that play-asia does not ship PSP titles
to the EU (boo!)
Does Daisenryaku Portable support multiplayer?
Yes to AdHoc, No to pass the PSP back and forth. One player only on
a single PSP.
Significant facts
- Up to 50 units per side per battle.
- Battles last up to 99 turns.
- Saves require 320K
- Daisenryaku Portable is set in 20XX
- Daisenryaku Portable is compatible with 2.0
- Daisenryaku Portable is compatible with US and EU PSPs
- Battle cut-scenes are 3D "movies", you can disable them
- Daisenryau Pocket supports AdHoc mode
O - Okay, Select Unit, Select Hex, Open Menu
X - Cancel
Square - Information (Terrain/Unit, left/right to switch tween)
- SCREEN004 - Unit Info
- SCREEN003 - Terrain/Hex Info
Triangle - Engagement Range (if on unit)
- Hides units while held (if on empty hex)
- Optimizes Move path while issuing a Move command
L/R - Select next/previous unit
Select - Centers the map on the selected hex
Start - Displays scenario overview (SCREEN006)
DPad - Position the selection
DStick - Position the selection but not during a command
Let's take a look at some of the main menus of Daisenryaku Portable. Once you
are playing you can refer to 5.0 Gameplay section of the faq for information.
Main Menu
---------
When you first start the game and press the start button you are presented with
the following menu unless you have save data in which case the game will ask if
you want to load that saved data (default choice is yes):
Scenario Mode
Free Mode
Mission Mode
Ad Hoc Battle
Unit Database
Option
Save/Load
Continue - This item is not present if you don't have a mid-battle save
The menu then cycles back to Scenario Mode.
Each menu item in the main menu is described in detail below:
Scenario Mode
-------------
You are an independent leader charged with certain tasks. You can choose your
path between each battle. You'll be assisting either the Japanese army or the
Chinese army (for the most part, though other Southeast Asia nations take
part). Your army name is "Wild Geese". For more information on Scenario Mode
see section 8.0.
Once you've started and completed one Scenario Mode battle you'll see two
choices to the right of the Scenario Mode command. The top (and default) is
NEW, while the second is CONTINUE. Naturally you'll want to continue unless
you'd rather start scenario mode over.
Note if you've saved mid-battle then you'll want the main menu's Continue
command (described below) instead.
Free Mode
---------
Initially you are presented with five free play maps. You earn more maps as you
complete Scenarios in Scenario Mode.
Once you choose a map you can then change the player options. They are as
follows:
Translations:
-------------
Player - choose from Player, Com and No Participation (in Kanji)
Nationality - Cycles various Nationalities, Flag displays chosen
Starting Funds - L/R Shoulder buttons decrease/increase amount
Alliance - A team or B team
Once you confirm the player options you are taken to the Game Options screen:
Translations:
-------------
Number of Turns - default 50, min 10, max 99
First Turn Production - on/off
Day/Night - Day/Night
Fog of War - on/off
Mission Mode
------------
This is essentially a training mode that exercises various commands and gives
the player a limited number of turns to accomplish a specific task. Your
initial choices are as follows:
Movement
Resupply
Base Resupply
Garrison
Helicopter Transport
Effective Use
Swift Attack
Megahex Attacks
Ambush
Missile
For a detailed list of missions and strategies please see section 7.0 Mission
Mode.
Ad Hoc Battle
-------------
Choosing AdHoc Battle will present you with the following setup screens:
1. Enter your name
2. Choose which player you will be (Player 1, Player 2)
3. Select a map to play on
4. Game Settings Screen (as translated below):
Number of Turns - default 50, min 10, max 99
First Turn Production - on/off
Day/Night - Day/Night
Fog of War - on/off
The game will then verify that all settings are correct, once you okay this it
will wait for another player to connect.
Unit Database
--------------
Choosing this command opens the unit database. Only units that you've unlocked
in Scenario Mode will be displayed. This is really a picture/info database
rather than a game database.
The two options in the top-right corner are filters. The first allows filtering
by Country while the second filters by Unit Type.
Pressing O on a unit will open the data page for that unit.
Save/Load
---------
Save
Load
File Information Diplayed is:
Current Scenario Name
Open Map Count (including ad-hoc maps)
Cleared Mission Count
Producable Unit Count
Delete
Once you begin your game you'll be looking at a map with your Base and likely a
few other facilities tinted in your player color. You'll see othe facilities in
grey, those are unoccupied as of yet and you or any other player can claim them
with capture capable units.
At the start of the battle you will be in Initial Production Phase. In this
phase you can set facilities to produce units within your budgetary limits.
* Set production by pressing O (Circle) on your base.
* this displays the Base Production Screen (SCREEN005)
You'll be alternating between Production Phase and Command Phase. Command Phase
is when you'll give orders to units on the map. It is during this phase that
you'll encounter enemy units and attack them, capture facilities, and generally
make a rukus on the battlefield.
Of particular note is a menu you'll be visiting often. Pressing circle on an
unoccupied hex will present the following menu:
"Map"
Unit List
>Icons represent the unit's state (STATICONS)
Option
>BGM
>Battle Animation
>Help Display
>Hex Display
>Movement Speed
>Auto Income
>Auto Supply
>Game End (Return to Title)
Save
>Save
>Data Manage/Erase
>Return
Cancel
Phase End
* Issue orders to a unit by pressing O (Circle) on a unit
* Some of your units may be in factories and not on the map, press O (Circle)
on your Base to choose the unit that you wish to issue a command to. You can
only issue commands to those units that have completed production.
It's a good idea to check out the Scenario Overview.
* View the Scenario Overview by pressing the Start button.
Daisenryaku Pocket has a few gameplay modes available from the main menu. Each
is unique in how the game treats production and unit persistence but once you
are "in" the game they each play very similarly.
Scenario Mode is the meat of the game. In this mode you'll follow a story while
fighting several battles. Branches in the story are taken based on either
choice or success with a given mission thus playing Scenario Mode twice will
often yield different paths. There is actually more than one scenario but in
order to avoid any spoilage we'll leave it at that.
In Scenario Mode you'll be given the opportunity to save surviving units after
a battle (assuming you won that battle). These units can then be launched into
the next battle
-------------
6.2 Game Flow
-------------
With the exception of the first turn every turn has two distinct phases. The
first of those is the Action or Command Phase. During the Action Phase you'll
issue orders to units, these orders include attacking, the capturing of
facilities, resupplying and the like. The second phase is known as the
Production Phase. During this phase you'll queue up units for production,
adding units to the queue will deduct that unit's value from your overall
monetary holdings. The trick during Production Phase is to balance your
strategy against your budget limitations by choosing the most effective units.
*During the Production Phase the words "Production Phase" (in Japanese) are
displayed in white in the upper left corner of the screen. No such indication
is present during the Action Phase.
A general flowchart of a Daisenryaku Pocket turn might look like this:
*this only *The enemy and computer *the game
happens on controlled AI players ends when
the first perform these two victory or
turn phases repeatedly until.. loss is determined
Victory Conditions are usually determined by the taking of the enemy base.
Sometimes (during missions) elimination of all enemy units will satisfy the
victory conditions. Other Victory Conditions (or Loss Conditions) such as turn
limit, survival of key units, etc... will be found throughout Scenario Mode.
---------------------------
6.3 Movement and Fuel Usage
---------------------------
Ground units consume fuel as they move depdendant on the distance and terrain
that is crossed. Air units consume 1 fuel per hex moved or 1 fuel if they
remain stationary during a turn.
Each terrain has a movment cost associated with it that is also the fuel cost
required to move into a hex of that type. Here is a chart showing those costs:
TERRAIN MOVEMENT COSTS
----------------------
Terrain Move/Fuel Cost Heli Land
----------------------------------------
Plains 1 Y
Road 1 Y
Asphalt 1 Y
Bridge 1
Woods 2 N
Forest 3 N
Desert 2
Dune/Rise 2 N
Hill 2 N
Mountain - N
Shoal/Coast - N
Sea - N
River - N
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6.4 Supply (Facilities and Units, Ammo and Fuel)
------------------------------------------------
Every unit consumes fuel as it moves. Every combat unit consumes ammunition as
it engages the enemy. Fuel and Ammo are known as supplies and each unit has a
limited amount of each. This section of the faq covers resupply, for
information on Movement and Fuel costs see section 6.2 Movement and Fuel.
In order for a unit to resupply it must either be inside of a facility capable
of resupply OR it must start its turn next to a supply vehicle.
Supply Notes
+Supply trucks have infinite amounts of fuel for supply.
+Units next to a supply truck auto re-supply regardless of any settings
+There is no set pool of supply/ammo, they appear to be infinite
+Supply trucks cannot resupply themselves
All units consist of sub-units. As a unit takes damage, sub-units are
eliminated and the units overall effectiveness is reduced. In order to repair
a unit to full effectiveness you must garrison it in a player-controlled
facility capable of repair.
A repair special ability icon is blue-green with a screwdriver placed
diagonally and a plus in the blue corner.
Units that are garrisoned in a repair-capable base are repaired at the start
of the player's turn.
-------------
6.6 Transport
-------------
Transport is when a unit is able to carry another unit presumably so that the
transported unit gets the benefit of the transporting unit's higher movement
allowance. This allows the player to quickly move slower units to distant
locations.
Units with the Transport ability can transport other units. Units that can be
transportable have the Transportable ability. Some transport units can carry
more than one transportable unit. Note that these abilities are written in
Kanji but the "Transport" Kanji (that which allows a unit to transport another
unit) is preceded by a number (1 or 2) indicating the number of Transportable
units that it can carry.
Transporting a unit consists of the following steps:
1. The unit to be transported moves onto the transporting unit and LOADS.
2. If the transporting unit hasn't moved yet it can then MOVE.
3. The transporting unit moves to the new location and...
4. either WAITS to move again or if it didn't LOAD this turn it can UNLOAD.
5. As a transported unit is unloaded it can MOVE to its destination.
Tranport Caveats
A transporting unit must be on compatible terrain for its transported units in
order to be able to unload. In other words: a transport helicopter over a
mountain hex surrounded by plain hexes will be unable to unload because the
transported units cannot move over mountain hexes.
There are several different facility types in Daisenryaku Portable. Each of
them plays a role in Daisenryaku Portable, here is the list with the features
of each described:
Type Income Sight Refuel Repair Garrison
------------- ------ ----- ------ ------ --------
Headquarters 2000 4 Y Y 5
Supply Base 0 2 Y Y 3
Airbase 0 2 Air Air 5 Air
Army Base 0 2 Gnd Gnd 5 Gnd
Missile Silo 0 2 N N 0
Large City 1000 3 Gnd N 3
Small City 500 2 Gnd N 2
Ruins 0 0 N N 0
------------
6.8 Missiles
------------
Missiles have unlimited range and cannot change direction mid-course. They do
have movement strengths like other units and so the distance they move each
turn is limited.
--------------------------
6.9 Unit Special Abilities
--------------------------
Some units have special abilities and traits allowing them to perform actions
that go beyond the standard move and attack. Supply trucks, for example, are
able to refuel units in the field. A unit's Special Abilities are listed on its
unit information screen however these abilities are in Japanese.
-------------
6.A Artillery
-------------
Artillery are units capable of attacking an enemy that is more than one hex
away. Most artillery must not move in order to fire.
-------------
6.B Satellite
-------------
The Satellite command allows you to review the enemy posititions of one turn
ago. Headquarters facilities can issue the Satellite command. The Satellite
command is not available if Fog of War is disabled.
Pressing X will return you to the action phase
Pressing R Shoulder will show/hide the fog of war effect
Note that you can issue no orders when reviewing Satellite data.
Each mission is listed along with it's mission title and possible strategies
for completing the mission.
Mission 1: Capture! (or "Resistance is futile")
-------------------
3 Turns
Small City x 2
Large City x 1
Simply capture the unclaimed cities within 3 turns. Start by capturing the
closest city with the Westernmost soldier. No resistance, or maybe it was just
futile.
Mission 2: Supply
-----------------
10 turns
Large City x 1
Position your tanks next to the northern bridge on your side of the river so
both units have firing access to the single bridge hex. Position your supply
truck so that it can resupply the northernmost tank. End Phase until the enemy
attacks then hold position by allowing your N unit to counterattack and your
southern tank to finish the attacking unit off.
Eventually you'll push the enemy back and on the final turn you'll be able to
wipe them out. Sometimes the last enemy unit tries to make a getaway and your
tanks can't keep up. Unfortunately you will lose the mission if you run out of
turns. It's a quick enough mission to re-play however until the AI works in
your favor.
Mission 3: Facility Resupply
----------------------------
12 turns
Large City x 1
Supply Base x 1
First turn move your infantry toward the Supply Base. No need to load them on
the truck as it will take two turns to start the Supply Base capture anyway.
Pound the enemy with artillery as they approach. It doesn't matter if one of
your Type 75s takes a few hits because you can repair it at the captured base.
You can use your transport truck to take out enemy units with one vehicle
remaining
You'll probably need to go after the last enemy as it will likely be camped out
on Red's only city. In fact, you'll most likely need to get over there as
quickly as possible since it will take you the limit of turns to arrive and
start your barrage.
Mission 4: Garrison
-------------------
12 turns
Large City x 1
Small City x 2
Supply Base x 1
I thought at first this mission would require that I garrison my troops. A few
replays later and I realized that it's not entirely necessary and in fact the
enemy will use the garrison command to effectively cost you a win if you aren't
careful.
Your infantry may look ineffective next to all that armor but as usual it might
play an important role in your beating this map. We'll get to him later but
suffice to say keep him close to the front line as you move your units in for
the takedown of the enemy's capital.
Initially you'll want to garrison your type 90 and type 89. This will prevent
the enemy helicopters from doing any (permanent, as there are no repair
facilities) damage to them.
Move your 93s to North and South of the small city. It will take a couple of
turns for the enemy armor to get close enough to do any damage and by then
you'll have either destroyed the helis or will have maneuvered them into a good
defensive position to not only block the helis from getting to YOUR armor but
also to eliminate them on the following turn.
Once the helis are down and the armor is out of the way the enemy should be
advancing his artillery into range. Keep out of it's range until you can move
the Type 90 adjacent to it for a clean shot. It will take two turns to
eliminate the artillery and you should be able to move your Type 89, Infantry,
and Supply Truck up during the second of those turns.
That's artillery sitting on the enemy capital and he will garrison himself if
you let him get injured. Beware that if he ungarrisons and doesn't move that he
is able to fire on approaching units. Anyway, it shouldn't be too difficult to
take this artillery down. You can even use your infantry (station it in a
forest for good defense) to keep the artillery from garrisoning while you pound
it with the 89 and 90.
Mission 5: Helicopter transport
-------------------------------
15 Turns
Small City x 2
Supply Base x 2
Mission 6: Effective Utilization
--------------------------------
15 Turns
Small City x 2
Supply Base x 2
Mission 7: Indirect Attack
--------------------------
13 Turns
Large City x 1
Small City x 2
Mission 8: Attack Range
-----------------------
10 Turns
Supply Base x 4
Mission 9: Interception
-----------------------
10 Turns
Supply Base x 1
Mission 10: Missile
-------------------
15 Turns
Large City x 1
Small City x 2
Supply Base x 1
Mission 11: Occupation
----------------------
20 Turns
Large City x 1
Small City x 3
Supply Base x 3
I need to write a better strategy for this mission. It's one of the tougher
ones in Mission Mode despite its apparent simplicity. In the DS version I
believe they made it harder by giving one of the artillery pieces sitting
behind the enemy capital a megahex attack.
Capture Red capital by transporting an infantry unit via helicopter. You'll
have to entice Red to distance itself from it's capital first however so DO NOT
load your infantry onto the chopper until Red has left the building.
Mission 12:
Mission 13:
From dandan:
============
It is difficult to win this mission with only four 74th Japan tanks without any
repairing base in this map. We must really make good use of the RF4EJ japan
scout plane.
This is how I manage to win this insane difficult mission, start off by moving
all your tanks near the big city but do not go into the big city. (out of range
for A100 artillery) fly your scout plane to the top of the mountain so that the
A100 artillery will be spotted. Lure one of the AI tank out from the big city
and attack it by using 2 of your tanks. (1 of your tank should have 1 unit
deducted)
Capture the small city nearby with your infantry and move into the big city to
capture it only when there are no AI units nearby. all tanks should not move
aggressively into the uncover area because you will get ambrush by AI and lose
a turn. Usually this will cost your chance of winning this mission.
By this time the A1 artillery may shift down into the uncovered zone. Use your
scout plane to make it appear again.
Once we find the A100 artillery, we must try to destory the A100 artillery
before the AI have the chance to launch the area missle because that is going
to be hurt.
Ignore those artillery that can only shoot plane. concentrate your attack power
on those ground tanks.
It require some luck and strategy to win this mission.
===========
Mission 15:
Reward: Missions 16-20
Mission 16: CITY GARRISON
Reward: North Korea MiG21R Fbed-H Scout plane.
Mission 17: TAKING ON A SEA OF HUMANITY
Reward:
Mission 18: AIR FORMATION
Reward:
Mission 19:
Reward: SU24MR Fnc-E
Mission 20:
Reward: Missions 21-25
Japan RF4EJ Scout Plane
..To be continued
------------------------------------------------------------------------------
8.0 Scenario Mode Information
------------------------------------------------------------------------------
Scenario mode will at some time be the meat of your single player Daisenryaku
Portable experience. You'll need to play through Scenario mode to unlock maps
and extra units.
Path A - Scenario 1
Support Green's attack on Red.
Starting Funds 3000 + 1500/turn to start
General Strategies and thoughts:
Overall strategy: South to Yellow capital and capture. Then swing West
eliminating the rest of Yellow army. Head North to capture Base and Airport.
Remainder should be fairly easy as you finish Red off with your new Air
capability.
If you don't take out Yellow early then they will defeat Green before you can
get to Red capital. If you don't get air power then red will demolish your
advance with its M1985s.
For this mission you can produce the following units
C Name Si Mv Rn Pwr Ai He Tn In Ms Cost Abilities
- ------------ -- -- -- --- -- -- -- -- -- ---- -------------------------
J Type 74 1 3 1 105 00 00 75 60 00 1800
J Inf 1 3 1 30 00 00 05 45 00 150 capt, transp
R BM9A52 Smrc 1 3 4 115 00 00 75 65 00 6500 megahex
R S300PMU 3 3 4 90 81 60 00 00 00 6500
C 90A 3 4 1 50 00 36 45 57 00 400 1transp
K K200 1 4 1 60 00 40 40 70 00 310 1transp
K HInf 1 2 1 87 00 00 59 20 00 310 capt, transp, demol
N BRDM2 AT3 1 4 1 110 00 00 75 15 00 500
N M1978 Art 1 3 3 130 00 00 47 53 00 3000
N ZSU23-4V1 Slk 2 3 1 83 70 80 00 00 00 2700
N Inf Truck 1 5 1 40 00 00 60 65 00 100 2transp
N Sup Truck 1 4 1 40 00 00 60 65 00 650 supply
The next list will be your staple units until you get airpower.
You will likely produce BRDM2 AT3s in bulk with your K200 population coming in
a close second. You'll want to create 2 infantry on turn one as well as a K200.
Send both (NOT loading the infantry onto the K200) NW and capture the three
cities. Use the K200 to destroy the advancing enemy infantry but stay out of
range of Red's artillery. You will eventually send some more power up here but
not much more.
_____________________
|
| I received a B
| Unlocked:
|
| BMP3
| 88 K1
| N Inf I
| Mi25 Hd-D
| K Inf I
| BMP1 IFV
| BTR60PA
| A type of tank (1)
| N H Inf.
| K Supply Truck I
| M1985 Rocket
|_____________________
****************************************************************************
SCREEN001 - Select an occupied hex on the main map, two small information
windows open to the side. The translations, from top to bottom are:
-Unit --------
Unit Name
Unit Type
Fuel
Ammo
Experience (represented as a horizontal bar)
-Map ---------
Terrain Type
Terrain Effect
Income
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SCREEN002 - COMBAT PREVIEW/QUICK COMBAT - Under the "Weapon" heading there are
four numbers. Those are (left to right):
-Weapon --------------
Attack Power
Accuracy
Ammo
Evasion
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SCREEN003 - Hex/Terrain Info - Press Square on a hex, if the hex is occupied
you'll need to press left or right to get to the Hex/Terrain Info screen. The
H/T Info screen has a hexagon showing the terrain in the upper left corner of
the screen.
"Map"
Name
Defense Bonus (%)
Income
Occupying Units X/Y
Detection Range
Movement Cost
Helicopter Pads
In addition there may be icons on the right half of the screen. These icons
represent special abilities that this particular hex is capable of.
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SCREEN004 - Unit Info - Press Square on a unit, this information is also
displayed in the Unit Production process.
Along the left side of the window
HP
Fuel
Ammo
Experience
Unit Type
Detection Range
Evasion
Movement Ability
Range
Firepower
Underneath the Weapon heading and name you'll see five icons, they represent
attack accuracies against the following (left to right) unit types:
Next to and beneath the icons area are a few information panels that detail any
special abilities that this unit has such as capture, megahex attack ability,
transport ability, and so on.
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SCREEN005 - Base Production Screen - Press Circle on a Base during the
Production Phase for this screen.
Controls:
[ L/R Shoulder Buttons - Select nationality of units to produce
[ Left/Right D-Pad - Select from Saved Units, Make Unit, and Units In Queue
[ Up/Down D-Pad - Select which unit to act upon
[ Circle Button - Produce or Remove from Queue (depending on active list)
[ X Button - Leave Production Screen - Circle will confirm production queue
The units displayed on the left side of this screen are units you can produce,
or make. The units on the right side (if you've sent any units to the queue)
are in the production queue. You can remove a unit from the queue by pressing
circle on that unit.
The unit information displayed on this screen is identical to the Unit Info
screen (SCREEN004).
Directly below the left unit list are two values: Cost to produce unit and
Turns required to produce unit.
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11.0 The Lists (Unit, etc)
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Si: Enemy Detect Range
Mv: Movement Range
Rn: Attack Range
Pwr: General firepower
Ai: Anti Air Firepower
He: Anti Heli Firepower
Tn: Anti Armor Firepower
In: Anti Infantry Firepower
Ms: Anti Missile Firepower
Cost: Cost in $
Abilities: Special abilities for the unit
Headquarters
Air Base
Army Base
Supply Depot
Missile Base
Big City
Small City
Ruined Buildings
Terrain
Path
Road
Highway
Light Forest
Heavy Forest
Desert
Hill
Dune
Swamp Land
Mountain
Shoal
Sea
River
Bridge
Status Icons STATICONS
Lt. Blue - Factory, Down arrow - Unit has finished production and is ready.
Orange - Blue Circled E - Unit has ended its turn.
Orange - Blue Factory Smoking - Unit is in Production Queue.
Facility Ability Icons
Blue is for AIR
Green is for LAND
Blue/Green is for BOTH AIR and LAND