Daisenryaku 1941 for PS2
Development: SystemSoft Alpha
Publishing: Sammy and Sega
Original Release: September 26, 2002
Sammy Best Release: November 13, 2003

This guide is copyright 2007 JVGFanatic (and yes that is a registered trademark)

Hello and welcome to this FAQ for Daisenryaku 1941. I earnestly hope it answers
any questions you have about this game but in the case that it does not please
feel free to contact me at jvgfanatic at that over-abused microsoft address
known as hotmail.com. Be sure to include "Daisenryaku 1941" in the title so I
don't delete your email as spam.

-----------------
Table of Contents
-----------------

1.00 Basic Information
2.00 What Is Daisenryaku 1941?
  2.10 List of Console Daisenryaku titles
  2.20 Summary of Daisenryaku 1941 gameplay


------------------------------------------------------------------------------

1.00 Basic Information
---------------------------------

Save file takes up 886k on a memory card.
Comes with a weak 33 page manual, text is TINY.
You can have up to 128 units in your "army" at once.
You can rename units but not classes.
No map editor.
No scenario mode, only branching campaign.
There are a mere 195 different units in the game

2.00 What is Daisenryaku 1941?
---------------------------------

Daisenryaku is a part of the long-running series of strategy games developed and
sometimes published by SystemSoft. Their subsidiary SystemSoft Alpha codes most
of their console titles while SystemSoft itself handles many of the PC (Windows
and Mac) versions. All of these games are turn-based strategy titles, some of
them take place in the World War II era while others are focused on modern
military equipment. Daisenryaku 1941 is clearly World War II and it focuses on
key battles of the Pacific War.

2.10 Here is a complete list of console Daisenryaku titles:
---------------------------------------------------------------------

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
2002.09.26 Daisenryaku 1941 - Playstation 2
2003.05.29 Daisenryaku VII - XBox
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 - PS2
2006.05.25 Daisenryaku DS - Nintendo DS
2006.12.14 Daisenryaku VII Exceed - PS2
2006.12.14 Daisenryaku Portable 2 - PSP

2.20 Summary of Daisenryaku 1941 gameplay
----------------------------------------------------------

Daisenryaku 1941 depicts the Pacific War conflict at a very basic level. Both
the Japanese and American forces are represented across 195 units. The goal, as
usual, is to clear each stage and the rules this time around are fairly basic
making Daisenryaku 1941 a nice game for first-time strategy game players.

Most of the stages take place on water so most of your units will be either Air
or Sea capable units. There are minimal land units as well to handle things like
city occupation but their importance is minimalized.

I believe that one can only play the game using Japanese forces. I've not gotten
all the endings yet however and there is possibly an American option obtained at
some point.

The only mode in the game is a campaign mode in which the 'story' of the Pacific
War is told and played. The campaign branches based on performance in a given
battle but is otherwise extremely linear. There are six endings to see and with
the New Game plus feature it does make replaying the game interesting.

Units gain experience and recieve upgrades and all of these can be used in
subsequent battles. You can also fund research into up to 4 areas, advances in
these areas results in upgrades appropriate to the funding.

Between each battle in the campaign you'll be given a briefing screen on which
there are options to invest in technologies, purchase additional units for your
fleet, customize existing units, review a database of units, save, and set
options. This faq will describe each of these in detail.

===============
Start Game Menu
===============

New Game
Load

---

That is it this time around. There were more options in nearly every other
Daisenryaku game so far but hey. Simple is good, right? Right? Well, there is a
New Game+ option in which funding and remodelling technology is brought forward
to the next playthrough.

=======================
Situation/Briefing Menu
=======================
Situation
Victory Conditions
Technical Funding
Buy Units
Name/Modify Units
Unit Database
Option
Begin Mission

--- Explanations

SITUATION - Displays a textual briefing for the next mission.

VICTORY CONDITIONS - Displays the conditions of victory for the next mission.

TECH FUNDING - Allows you to adjust the amount of money you've budgeted for:
         AIR UNIT TECH
         SEA UNIT TECH (SHIPS)
         LAND UNIT TECH
         REMODELLING TECH

BUY UNITS - Lists units that you can buy.

NAME/MODIFY UNITS - Opens a list of owned units. You can:
         REFIT (Change Loadout)
         REMODEL (Add Remodelling Kits)
         RENAME
         DISBAND

UNIT DATABASE - Displays a complete list of owned/unlocked/encountered units.

OPTION - Displays the Option screen

BEGIN MISSION - Starts the current mission

======================
How Tech Funding Works
======================

Advances in military technology are made at their respective historical
junctures automatically. By allocating funds to specific areas you can cause
these advances to occur earlier.


========================
Name/Modify Units Screen
========================

Column headings are (left to right):

No.
Unit Type
Unit Name
Endur
Fuel
Level
Weapon Load (Anti-air, Anti-sub, etc...)
Status


======================
Name/Modify Units Menu
======================
Refit
Remodel
Rename
Disband

---

Name/Modify Units Menu Explanation

REFIT - Some units can be equipped with different weapons package based on the
types of enemies you'll be encountering. It's up to you to change it and that is
done with this menu item. When this command is chosen the unit data window will
open and pressing UP/DOWN will allow you to change this unit's package. Many
units will NOT have more than one package.

REMODEL - As you progress through the game (and provide funding toward
technology) you'll uncover certain bonuses you can attach to units for a fee.
Choosing this command will open the Unit Data window on the Techs page. Pressing
Circle will open a list of available techs with their cost next to them.
Choosing a tech with the Circle button adds it to the unit and reduces your
money by the amount shown. This is not reversable and applies to a per unit
basis.

RENAME - Opens the unit name editor. Pressing Up/Down as soon as this window
opens will allow you to choose between KANJI, HIRAGANA, KATAKANA, and ENGLISH
character sets. In addition to those commands you'll see the DEFAULT, DELETE,
and OK buttons.

DISBAND - Permanently disbands the unit. The unit will no longer be available
for use in battle.


Once you are on a map the following controls take effect:

Circle - Is always Select and Confirm (units on the map, menu items)
Triangle - When on a unit will display unit stats
X Button - Is always Cancel
Square - Displays a Menu (Battle Menu)

The BATTLE MENU has two pages, the SQUARE button will switch between those
pages. Page A is translated as follows:

          Map
Battle Status





Mission 1:

Just take out all the ships with your Anti Ship planes.

Mission 2:

Place enough carriers to hold all of the anti-ship planes your going to place.
They don't have enough fuel to reach the fleet so turn one load them up on
carriers then subsequent turns move those carriers south. When you get as close
as you can get with the carriers start unleashing your anti-ship planes to
red/yellow harbor. Watch your ammo.

On the American turn 9 they will receive about 20 units worth of fighter plane
support. You had better have some coverage by then OR reduce the American Navy's
RED ships to 3 ships or less (victory conditions).

I recommend sending your Anti-Ship planes in a few waves if you intend to focus
on the scenario winning ships (the red ones). You won't be able to attack from
all directions because the enemy will do it's best to keep you from those ships.
Since your Anti-Ship planes only have one shot each it's best to concentrate on
what matters.

Mission 3:

I placed most of my Carriers (all but 1 having bought none) and every single one
of my type 99's loaded for anti-ship on the East side of the placement area. The
Carriers being in the SE corner.

The Anti-Air equipped squadron was next, I placed almost everything I had
leaving a chunk of unplaced hexes in the SW corner. Those empty hexes were
filled with CA's number 45, 56, 48 and 47 and other good anti-ground units, they
can pretty much experience farm so as many ships as one has space left is good.

So I sent the Carriers and their loads to the SE and the ships to the SW. Over
the next several turns those ships will make their way around the point to the
southern side of Red territory (green is attacking the north side).

The carrier group on the other hand will see a lot of fast action. The first
thing I did (turn 2 or so) was surround the lone green transport with anti air
fighters (six of them, with two more on the south side of those six). I kept
those eight planes in extremely tight defensive formation around that transport,
she will sink in an instant if what is coming gets to her and like an idiot she
will go drifting right into red detection range.

Anyway, with the fighters dispatched I needed something to keep my first wave of
99s busy. With the carriers having gone south I flew 5 or so Type 99s SW of
their position. (West of that lone green transport and the fighters).

It's important to send the 99s in waves since they only get one shot a piece and
we're going to keep them away from the transport and the fighters for now
because there are some air units the fighters have to deal with before the 99s
can come in and bomb the enemy ships.

Mission 4: MIDWAY

What I ended up doing was going way overboard. You've got two deployment areas,
your best bet is to load the Eastern deployment area up with anti-air fighters
and a carrier to support them.

In the Southwest area I just placed all of my anti-ship planes and enough
carriers to hold them all in the NE corner of the SW placement area. That will
be all you will *need*. You may also want to grab a few anti-ship ships as well
but the ones that I placed never fired a shot in this mission.

Send your anti-air fighters almost directly north, they will have their hands
busy until your anti ship bombers get there. Once your Type-99s (on the
carriers) get there it's pretty much game over. As usual I targeted the carriers
first (or a path to them when needed). Turns out with the work that the anti-air
craft did your Type 99s will have little resistance.

This is the first mission that I took a very active role in renaming units.
Mostly set about naming units that have levelled up. I'm not translating any of
the unit names yet (but if anyone wanted that task...feel free).

As an aside, I put a sub in the NE placement area, it got two shots off the
entire battle.

Mission 6:

Buy lots of subs and air combat planes...? Still working on this one, I can beat
it but I get my ass kicked so I need to find a better strategy. The idea is to
plant some subs where the enemy will be coming in but even that is only, say,
five shots so I need to do it quicker. The best thing I can think of is using
anti air units as bait, try to destroy as much of the enemy's planes then hit
their fleet with anti-ship planes, subs, and ships. I really don't know how to
handle this mission elegantly yet...

UNITS (as listed in Database by default)

Mission 10:


========================
Unit List
========================

Type 96 Carrier Fighter
Type 21?
Type 32?
Type 22?
Type 97 Carrier Bomber (Type 97 recon ability with anti ship bombs)
Type 99 Carrier Bomber
Hayabusa (Jun-Falcon)

=======================
Unit Types List
=======================

Ships
軽空母 - Light Carrier
正規空母 - Carrier
駆逐艦 - Destroyer
戦艦 - Battleship
重巡洋艦 - Heavy Cruiser

Air Units (database order)
陸戦 - Land Based Fighter
艦爆 - Carrier Bomber
艦攻 - Carrer Attack Plane
艦戦 - Warship Attacker - *Carrier Bomber
陸攻 - Land based Attack
???
輸送機 - Transport

Ground Units

戦車 - Tank
軽戦車 - Light Tank

========================
Mission/Map Listing
========================

Map 01  軍事演習
Map 02  真珠湾攻撃
Map 03  珊瑚海海戦
Map 04  ミッドウェー海戦
Map 05 米艦隊追撃作戦
Map 06 ガダルカナル攻撃隊追撃
Map 07 ガダルカナル奪還作戦
Map 08 隠蔽殲滅作戦
Map 09 米潜水艦掃討作戦
Map 10 撤収妨害作戦
Map 11 サイパン守備隊援護
Map 12 南太平洋海戦
Map 13 ニューギニア航空戦
Map 14 ブーゲンビル強襲作戦
Map 15 輸送船団護衛作戦
Map 16 ミッドウェー再攻撃作戦
Map 17 レイテ沖海戦
Map 18 フィジー逆占領作戦
Map 19 フィジー突入作戦
Map 20 サモア島追撃作戦
Map 21 敵輸送船団攻撃作戦
Map 22 フィジー上陸阻止作戦
Map 23 サモア守備隊援護作戦
Map 24 ハワイ進撃
Map 25 米新兵器掃討作戦
Map 26 ハワイ占領作戦
Map 27 太平洋艦隊殲滅作戦
Map 28 西海岸爆撃作戦
Map 29 パナマ封鎖作戦
Map 30 號作戦

                    Mission Route Map
                    _________________

In this chart when two (or more) branches leave a Map the path on the left
always represents the "better" ranking.


                         Map 1
                            |
                         Map 2
1942                         |
                         Map 3
                            |
            ,___________ Map 4 ___________,
            |               |             |
          Map 5          Map 6         Map 7
          |   |         |    |   ,___/    |
1943       |   |         |  Map 10      Map 12
          | Map 8     Map 11  |        |    |
       Map 9   |         |    |      Map 13 |
          |____|         Map 16       |   | |
            |               |         |   | |
         Map 15 -------> Map 19       |<-Map 14
            |               |         |     |
         Map 18             |         |     |
1944         |               |         |     |
         Map 20 <------- Map 21       |     |
            |               |         |     |
         Map 22          Map 23       |  Map 17
1945         |               |         |  |    |
         Map 24          Map 25       |  |    |
            |               |         |  |    |
         Map 26          Map 27       |  |    |
         |    |          |    |       |  |    |
         |  Map 28       | Map 29    Map 30   |
         |  |    |       | |    |    |     \  |
      End1 End2  End3   End3  End4  End5   End6


========================
Remodeling Method List
========================

DEF = Defense Strength
ATT = Attack Strength
MOV = Movement Range
GAS = Fuel
SRCH = Search Range
AMMO = Number of rounds of ammunition
KITS = Number of special parts

Name                      Effect     Japanese Name

                Air Unit Kits

Fuselage Reinforcement    DEF+10%      防弾鋼板の増強
Machine Gun Upgrade       ATT+10%      機銃の初速向上
High Octane Fuel          MOV + 1      高オクタン燃料
Larger Fuel Tank          GAS+10%      燃料槽の拡大
Increase Capacity         KITS+1?      部品数の削減
Enables ASW Patrol        SPECIAL      磁気探知機の搭載
Enables Carrier Landing   SPECIAL      着艦フックの装備
Extended Radar            SRCH+1       風防の歪み矯正
Extended Radar            SRCH+1       風防形状修正
Extended Radar            SRCH+1       電探装置の強化
Cartridge Belt System     AMMO+1       弾帯式給弾装置

               Armor Unit Kits

Armor Reinforcement       DEF+10%      増加装甲取り付け
Improve Gun Mounting      ATT+10%      砲架の精度向上
Long Range Gun            RNG + 1      長砲身化 (for wheeled artillery?)
Improved Suspension       MOV + 1      懸架装置の改良
Increase Ammo Capacity    AMMO++       整備の簡略化
Can Occupy Facilities     SPECIAL      占領が可能になります
AA Guns Ammo Increase     AMMO+1       対空砲

              Infantry Unit Kits

Camouflage                DEF+10%      迷彩服の支給
Improved Rifle Bore       ATT+10%      小銃弾の大口径化
Mobile Conversion         MOV + 1      自転車化

              Vessel Unit Kits

Deck Armoring             DEF+10%      甲板装甲強化
Fuse Improvement          ATT+10%      炸薬・信管の改良
High Pressure Boiler      MOV + 1      ボイラーの高圧化
Improved Fuel Effic.      GAS+10%      燃料消費の効率化
More Ammo Storage         AMMO+1       弾薬庫の改修

              Carrier Unit Kits

Launch Deck Reinforcemnt  DEF+10%      飛行甲板強化

             Submarine Unit Kits

Noise Reduction           DEF+10%      振動軽減加工
Torpedo Warhead Augment   ATT+10%      新型魚雷弾頭
Increase Torpedo Range    RNG + 1      魚雷の燃料増加
Improved Periscope        SRCH+1       潜望鏡の改良