Current Update: Sunday, 26 June 2004 Previous Update: Thursday, 23 June 2004 Created: Sunday, 16 June 2002 By Don "Gamera" Chan (crs1219@h_tmail.c_m + ICQ 3522863) Note: This FAQ is primarily based on the Windows version of Gaika no Gouhou: Air Land Force, not the PlayStation 2 version. 1. Acknowledgements 2. Nutrition Information 3. 1st Impression 3.1 2nd Impression 3.2 3rd Impression 3.3 PlayStation 2 Version 4. Strategies 4.1 Kantou region, Kanagawa prefecture 4.2 Kantou region, Metropolitan Tokyo 4.3 Kantou region, Dasaitama prefecture 4.4 Kantou region, Gunma prefecture 4.5 Kantou region, Tochigi prefecture 4.6 Kantou region, Ibaraki prefecture 4.7 Kantou region, Chiba prefecture 4.8 Chuubu region, Shizuoka Liberation Battle 4.9 Chuubu region, Battle of Aichi 4.10 Chuubu region, Battle of Hokuriku 4.11 Kansai region, Battle of Lake Biwa 4.12 Kansai region, Battle of Kansai 4.13 Kansai region, Battle of Hyougo 4.14 Kansai region, Seto Rescue Battle 4.15 Shikoku region, Battle of Shikoku 4.16 Kyuushuu region, Battle of Fukuoka 4.17 Kansai region, Governor Rescue 4.18 Touhoku-Hokkaidou region, Battle of Touhoku 4.19 Touhoku-Hokkaidou region, Hokkaidou Landing (Season Finale) 4.31 Chuubu region, Battle of Ishikawa 4.51 Kyuushuu region, Okinawa prefecture 4.52 Touhoku-Hokkaidou region, Hokkaidou 5. Orders of Battle 5.1 All 5.2 United States Army/Air Force 5.3 United States Navy/Marine Corps 5.4 Russia 5.5 Germany 5.6 United Kingdom 5.7 Japan 6. Links "Setsunasa!" (*1) Disclaimer: I send the newest version of this file to only eight Websites: Dementi: J'ai envoye la plus recente version de ce fichier a seulement huit sites webs: - http://www.gamefaqs.com/ - http://vgstrategies.about.com/ - http://dlh.net/ - http://www.cheathappens.com/ - http://www.ggmania.com/ - http://www.gamenemesis.com/ - http://www.trob.co.uk/ - http://faqs.ign.com/ If you downloaded or read this file at other Websites, the SysOps of the other Websites probably leeched it from one of the above Websites. Si vous avez telecharge ou lu ce fichier a partir d'autres sites, les responsables de ces sites l'auront probablement pompe a partir de l'un des sites ci-dessus. 1. ACKNOWLEDGEMENTS Thanks to these sierra hotel persons/organisations: - alex of solihull, Arthur, Dazza of U.K., Flanker_man of pi::, tigercat of ne lincs, and other Netters in the Key Publishing Ltd Forums; for aircraft nicknames. Key Publishing Ltd is the publisher of the Air Forces Monthly magazine. - Aoki Norio of Japan, for Q&A and his JASDF fan page. - Bakutou, Ibuki Maya, and Shimanda-Lagi of Japan, for Q&A and their HPs. - Hauke Fischer of Germany, for German translation and Q&A. - Jack Power (an AOLer who doesn't s_ck) of Nara, Japan, for Q&A, Orders of Battle additions, and Daisenryaku Perfect info (^_^;). - Jean-Luc Barbera of France, for the French translation of the Disclaimer, and the English translation of the NOIR foreword. (After all, English and French are the two official languages up here in Canada, the True North Strong and Free.) (Social democracy in action.) No thanks to these lima delta persons/organisations: - Major H. "Psycho" S., the pilot of the F-16C Block 30 Fighting Falcon of the 170th Fighter Squadron ("Flyin' Illini"), 183rd Operations Group, 183rd Fighter Wing ("SI"), Illinois Air National Guard (based at Capital Municipal Airport (KSPI), Springfield, Illinois, USA, and temporarily deployed as the 170th Expeditionary Fighter Squadron to Ahmed Al Jaber Air Base ("The Jab", 28‹56'05" N, 47‹47'31" E), southern Kuwait), that attacked, with a GBU-12 500-pound laser-guided bomb, members of Alpha Company, 3rd Battalion, Princess Patricia's Canadian Light Infantry (3 PPCLI, based at Edmonton Garrison, Alberta, Canada), Canadian Armed Forces, in the Tarnak Farms Range training area, five nautical miles south of Kandahar, Afghanistan, at or about 00:50 on Thursday, 18 April 2002 (local time). (X_X) Four Canadian soldiers were killed in action, and eight were wounded in action. (;_;) http://www.centcom.mil/News/Reports/Tarnak_Farms_Report.htm - The SARS (Severe Acute Respiratory Syndrome) coronavirus. - Former Iraqi President Saddam Hussein and his administration. In memory of: - The victims of the terrorist attacks in the USA in the morning on (Tuesday) 11 September 2001. God bless America. - The seven astronauts on the NASA space shuttle USS Columbia, which was lost in action (Mission STS-107) about 203,000 feet above north-central Texas, USA, at about 9 AM EST (14:00 GMT, 16 minutes before her scheduled landing at Kennedy Space Center, Cape Canaveral, Florida, USA) on Saturday, 1 February 2003 (Chinese New Year Day). http://spaceflight.nasa.gov/shuttle/ - The casualties (Iraqi and non-Iraqi, military and non-military, hostile and friendly fire) of OIF (Operation Iraqi Freedom, also known as Operation Telic (Greek "Purposeful") in the UK), the war in Iraq in March-April 2003. >(T_T) - The 70 sailors and officers of the Ming-class (Type 035, variant of Former Soviet Union/Russian Romeo-class) conventional (diesel-electric) submarine No. 361 (Yuan Zheng 61) of the 12th Brigade/Detachment (No. 359, 360, 361, 362), North Sea Fleet, People's Liberation Army Navy (PLAN or Ren Min Jie Fang Jun Hai Jun), based at Lu Shun (formerly Port Arthur), Liao Ning Province, People's Republic of China (Zhong Hua Ren Min Gong He Guo). Her crew were martyred during a training exercise east of the Nei Chang Shan Islands in the Bo Hai Sea, northeast of Yan Tai City and north of Wei Hai City, Shan Dong Province, People's Republic of China, before Friday, 2 May 2003 (or about Wednesday, 16 April 2003), local time. http://361.netor.com/ (http://cn.netor.com/m/box200305/m26991.asp?BoardID=26991) http://cn.dir.yahoo.com/Government/Military/Navy/No_361_Submarine/ http://cn.dir.yahoo.com/Regional/Countries_and_Regions/Mainland_China/Government/Military/Navy/No_361_Submarine/ http://www.aviationnow.com/avnow/news/channel_awst_story.jsp?id=news/shuttle2_news.xml http://www.peopledaily.com.cn/GB/junshi/20030523/999074.html http://www.phoenixtv.com/home/news/Inland/200305/06/60047.html http://www.phoenixtv.com/home/news/review/200305/22/66199.html http://story.news.yahoo.com/news?tmpl=story&u=/afp/20030502/ts_afp/china_submarine_030502172313 http://story.news.yahoo.com/news?tmpl=story&u=/afp/20030502/wl_afp/china_submarine_030502161815 http://story.news.yahoo.com/news?tmpl=story&u=/ap/20030613/ap_on_re_as/china_submarine_accident_2 - Pilot I Peter PANG Fu Kwok, 34, and Air Crewman Officer III Dickson CHAN Man Tik, 31, of the Government Flying Service (formerly Royal Hong Kong Auxiliary Air Force till 1993), based at the Hong Kong International Airport ("HKG") at Chek Lap Kok, Lantau Island, New Territories, Hong Kong Special Administrative Region, People's Republic of China. On Tuesday, 26 August 2003, at about 22:29 local time (14:30 GMT), their Eurocopter EC155 B1 Dauphin ("Dolphin") medium utility transport helicopter, aircraft registration B-HRX, departed Chek Lap Kok, for an aeromedical (air ambulance) mission to Cheung Chau Island, and flew at 1,250'. At about 22:32, headquarters lost radio contact with it. On Wednesday, 27 August 2003, at 01:18, firefighters found its wreck on a hillside about 300 metres from the Fung Wong Path on Fung Wong Shan near Tung Chung, Lantau Island. (This was the first helicopter crash in GFS history.) http://www.info.gov.hk/gfs/ - Former US President Ronald Wilson Reagan, alias "The Gipper" and "The Great Communicator". He was 93. He was born in Tampico, Illinois, USA, on 6 February 1911; passed away in Los Angeles, California, USA, on Saturday, 5 June 2004; and was buried at the Ronald Reagan Presidential Library, Simi Valley, California, USA, on Friday, 11 June 2004. He was the 40th US President, from 20 January 1981 to January 1989, and contributed to end the Cold War between the North Atlantic Treaty Organisation nations and the Warsaw Pact nations. >(T_T) "I know in my heart that man is good. That what is right will always eventually triumph. And there's purpose and worth to each and every life." 2. NUTRITION INFORMATION (Introduction) Title: Gaika no Gouhou: Air Land Force Genre: Tactical war game Rating: Zennenrei (CERO) Players: 1 OS: Japanese Windows 95/98/Me/2000/XP, PlayStation 2 Maker: Koei On Sale: Friday, 31 May 2002 (Japanese Windows); Thursday, 28 August 2003 (PlayStation 2) The Windows version of this game was previously scheduled for Friday, 8 March 2002. "Le noir, ce mot designe depuis une epoque lointaine le nom du destin. "Les deux vierges regnent sur la mort. "Les mains noires protegent la paix des nouveaux-nes." - NOIR (TV: 2001) >!-- 3. 1ST IMPRESSION [Ramble ON] Gaika no Gouhou: Air Land Force is a turn-based strategy game, based in modern day Japan and with post-1980s military hardware. (No more whiskey delta Su-22s and T-62s.) The "Gaika no Gouhou" in the title approximately means "Signal gun of victory song". The game is on one CD. The game doesn't allow the player to choose the install size. After installation, the game squats on about 1.24 GB. (Seems the player doesn't need to keep the CD in the CD-ROM drive to play the game?) The background story is fun. In the game world, in 1945, the USA didn't nuke the Japanese Empire (the core of the Greater Eastern Asia Co-Prosperity Sphere). (D_mn. They should've nuked Kyouto and Toukyou.) Instead, in autumn 1945, WWII in the Pacific TOP (theatre of operations) ended when the Allied and the Soviet Union forces landed on mainland Japan and partitioned her. (And there was much rejoicing.) In 1990-1991, West Germany and East Germany re-united, and the Soviet Union croaked. A new hope for peaceful amalgamation spawned in Japan. In 1999, the Japanese military, angered by a 80% budget cut, effected a coup d'etat and declared martial law. Finally, in spring 200X, the bird dropping hits the propellor. The player's Freedom Liberation Army (Jiyuu Kaihougun), like a modern day Tokugawa Ieyasu, began its struggle to re-unify Japan and liberate her from the nations that have partitioned her... including the Japanese military... (-_-;) "In countries where there are no strong institutions, in countries where there are remnants of a conflict, we need a system that will run with one centrality, not many centres of power." - Afghan President Hamid Karzai, at the opening of the Loya Jirga (Grand Assembly), at Kabul, Afghanistan, on 14 December 2003 "Show me the country in which there are no strikes and I'll show you the country in which there is no liberty." - Emma Goldman, American anarchist (1869-1940) The game controls are IMO intuitive, point-and-click, and user-friendly. LMB (left mouse button) is Yes/Confirm. RMB (right mouse button) is No/Cancel. The mouse scroll wheel is the next active friendly unit. The game has other shortcut keys, such as L for load game and S for save game. The player can load/save game anytime, such as during a battle, or during the logistics screens between two battles. During a battle, press Tab to centre the screen from the active HQ of one force to the HQ of another force, O for options. The game has 99 screens of save game slots, with 20 slots per screen. When the player begins a game, the player chooses i) the difficulty level; ii) the supplier of the player's initial weapons, and iii) the prefecture of the first battle. The six suppliers are: - USA/AF (United States Army/Air Force), for master players. ("Aim high." "An Army of One." "Nobody comes close.") - USN/MC (United States Navy/Marine Corps), for novice players. ("Accelerate your life." "In the Navy" (The Village People). "Looking for a few good men.") - Russia, for novice players. - Germany, for expert players. - United Kingdom, for expert players. - Japan, for expert players. Each supplier has different air units, ground units, naval units, healing rates, and tech level costs. For example, the USN/MC has the M60A3 as its MBT, and Russia has the T-72. Choosing a supplier gives the player a free TL1 (Tech Level 1) in that supplier. Like a multi-class chara in a RPG, the Gaika player can spend Nu Yen to buy TL in any of the suppliers after each battle. For example: - USA/AF, TL1: 10,000 Nu Yen. - USN/MC, TL2 (see below): 18,000 Nu Yen. - Russia, TL1: 9,000 Nu Yen. - Germany, TL1: 7,500 Nu Yen. - United Kingdom, TL1: 7,500 Nu Yen. - Japan, TL1: 7,500 Nu Yen. (I haven't figured out the cost of TL1 in USN/MC because it's my initial supplier.) FYI, TL1 in USN/MC gives the player: - AH-1 (Cobra) attack helo. - CH-53 (Sea Stallion) assault helo. - M60A3 (Patton) MBT. - AAV7 IFV. - Marines. TL2 in USN/MC gives the player: - F-4 (Phantom II) fighter/attacker. - Chaparral mobile SAM. (Actually, another chapter of this FAQ will list each supplier's hardware at different TL. For now, I wonder how much does a warship cost?) The prefectures of the player's first battle include Okinawa, far away from Kyuushuu. f(-_-;) (Reminds me of Sentimental Journey for PS and Find Love 1 -Zenkoku Seifuku Bishoujo Grand Prix-, but without the heroines... Anyway. I predictably chose my favourite prefecture, Kanagawa in Kantou, as my initial prefecture. I presume the amount of Nu Yen that the player gets after a battle depends on the prefecture in which the player fights the battle.) After the player chooses the initial prefecture, the player fights the first several battles only in the region of the initial prefecture. For example, in the Kantou region, after the player liberates Kanagawa, the player can then try to liberate only Tokyo (Toukyou). The player can't try to liberate prefectures beside Kanagawa that aren't in the Kantou region map, such as Shizuoka. (In Genghis Khan, another old war game for DOS/Windows by Koei, the player also had to unify Mongolia before he could conquer the world.) Later (2002.07.02): Contrary to how I cleared all the initial, prefectural battles in the Kantou region (see below), IMO the player should invest in just two (or at most three) nationalities. One, the nationality that the player fights in the initial battles, such as Japan in the Kantou region, and two, another nationality that has cheaper or more effective units (I chose USN/MC). Instead of spreading the Nu Yen income into different nationalities, IMO the player should concentrate on two nationalities, for their better units in Lv.3 and Lv.4, by the time the player clears all the prefectural battles and move onto the regional battles. Before each of the first and second battles, the game has a brief tutorial that explains the game mechanics, the units' stats, &c. Each battle has a time limit. For example, if the first battle is in Kanagawa in Kantou, the time limit is 21:00 on Day 4. Each game day has eight turns, two or more hours apart: 2:00, 7:00, 9:00, 11:00, 13:00, 15:00, 17:00, 21:00. On Day 1, the first turn is 7:00. Each 2D (not isometric) battle map isn't accurately satellite photo-realistic. The battle map is more like a wallpaper on which the game lays a hex sheet. For example, drawn in the Kanagawa battle map are such tourist landmarks as the Landmark Tower in Yokohama and the Daibutsu (Giant Buddha) statue in Kamakura. Also, each battle map has no fog of war. The player clearly sees all the enemy units. In a battle map, the RMB toggles on/off the mini-map in the upper right corner. The player can click a spot in the mini-map to zoom the battle map to that spot. Each battle map has city and airbase hexes. Each player can only beam down units to a few designated city and airbase hexes. For example, in Kanagawa in Kantou, the player can beam down units to three city and one airbase hexes in or about Kawasaki. The OPFOR (Japan) can beam down units to the city and airbase hexes in or about Yokosuka, south of the player. A city hex can generate ground and rotary-wing air units, but (AFAIK) only an airbase hex can generate fixed-wing air units. In a battle, the player initially gets 400 SP per turn to beam down units from the player's inventory. Unspent SP are accumulated to the next turn. The player gets more SP per turn by capturing neutral and hostile city and airbase hexes. The player doesn't need to spend all SP in one turn. When able, save some SP to beam down a more useful unit in the next turn. For example, suppose the player has 500 SP and gets 400 SP per turn. In the current turn, the player may beam down a USN/MC M60A3 or Japanese Type 74 MBT for 240 SP. In the next turn, the player will have 500 - 240 + 400 = 660 SP, enough to beam down an AH-64 attack helo for 640 SP. As in Road War 2000 and Road War Europa, when the Gaika player captures a city or airbase hex, the player may get a bonus. For example, the citizens may give the player 1,000 Nu Yen, or the player may get an enemy unit. The captured enemy unit keeps its original nationality WRT healing. For example, in the Kantou region, when the player captures a Type 90, the Type 90 added to the player's inventory is Japanese, not the nationality of the unit that captures it, or that of the Blue HQ during the battle. Reportedly, the player may even get some special enemy units. For example, in Kantou region, the player may get a F-3 Modified or a Type 74 Modified. An undesignated city or airbase hex can't generate units. However, after the player captures a neutral city or airbase hex, the player's units of the appropriate types can park on a captured city or airbase hex and get resupplied (fuel and ammo) at the beginning of the next turn. If the unit is damaged, at the beginning of the next turn, the game asks if the player wants to spend SP to heal that unit, unless the player toggled off the auto-healing amongst the options, to conserve SP. A USA/AF or USN/MC unit heals up to three vehicles per unit per turn. A Russian unit heals two vehicles per unit per turn, and a Japanese unit heals four vehicles per unit per turn. With auto-healing toggled off, even when the player chooses to not heal a damaged unit on a Blue city or airbase, the unit gets resupplied anyway. When the player's inventory has units from different nationalities, a unit can resupply in any friendly city or airbase hex, but it can only heal itself in a friendly city or airbase of its nationality. After the player captures a city or airbase hex that the enemy previously used to beam down units, the player can use it to beam down friendly units. Later (2002.08.15): Probably because I began the game in Kantou, my Blue Force didn't discover any F-3 Modified or Type 74 Modified in Kantou. 8( To move a unit, click that unit, then one of the green hexes. After that unit moves to the destination hex, if an enemy unit is beside or near that destination hex, and is within range of that friendly unit's weapon, and the player wants to attack that enemy unit, click that enemy unit. Indeed, when the player clicks a friendly unit, all enemy units temporarily get one of three symbols: circle, triangle, or cross. Circle means that enemy unit is weak when compared to the clicked friendly unit. Triangle means that enemy unit is equal. Cross means that enemy unit is strong. Place the pointer on an enemy unit and the game predicts the damage that the friendly and enemy units can cause to each other, adjusted by both units' experience levels and terrains. When two units fight each other, the fight scene features buildings, terrains, and units rendered as texture-mapped 3D polygon objects, with the appropriate lighting, sound, and visual effects. Each unit represents 10 vehicles. After a unit attacks or defends, and it survives the fight, it gets some XP. Friendly units that survive a battle keep their XP and experience levels to the next battle. OTOH, enemy units in the next battle seem to begin with Lv.1, or at least this is true in the second battle. Each unit has at least eight stats: Offense and Defense; vs Ground, Air, Surface, and Submarine. All units have Defense vs Ground, Air, Surface, and Submarine ratings, but many units may not have all four Offense vs Ground, Air, Surface, and Submarine ratings. For example, a MBT at Lv.1 may have an Offense vs Ground rating of B, but has no Offense vs Air, Surface, and Submarine. When a unit gets enough XP and advances an experience level, its ratings may improve by one blip. The above MBT at Lv.2 has an Offense vs Ground rating of B+. Thus, Gaika inherits a... feature from other old war games: the player can park an air unit in, for example, a city hex, and because MBTs and IFVs have no Offense vs Air rating, these types of OPFOR ground units can't remove the air unit from that city hex, and simply can't affect/attack that air unit. AFAIK, the ratings range from E- to S+. Most units don't lose fuel points when it's immobile, but conventional fixed-wing air units lose half their movement points (rounded up) as fuel points per turn, even when they are immobile on a neutral or hostile airbase hex. OTOH, rotary-wing and STOVL fixed-wing air units can hover on a sea/lake hex for days and lose no fuel point. When a conventional fixed-wing air unit has 0 fuel point, it crashes. Other units that have 0 fuel point become paralysed. Unlike other war games, Gaika doesn't seem to have supply trucks that can refuel friendly units parked around it. (OTOH, I don't know whether a STOVL fixed-wing air unit with 0 fuel point will crash?) Also, when a multi-role fighter/attacker begins its turn on an airbase hex, and the player clicks the fighter/attacker to move it, the player chooses whether to load the fighter/attacker with air-to-air ordnance, or with air-to-ground/surface ordnance. Each unit also has some special abilities. These special abilities differentiate units of the same type from different suppliers. For example, all assault helo, IFV, and Infantry units can capture/occupy city hexes, but some of these units have the special ability "Occupation speed is fast". A Lv.1 unit with slow occupation speed decreases the HP of a city hex by 70% (7% per vehicle) in one turn, and take two turns to capture that city hex. OTOH, a Lv.1 unit with fast occupation speed decreases the HP of a city hex by 140% (14% per vehicle) in one turn, and takes one turn to capture that city hex. The number of vehicles in the unit evidently affects its occupation speed. After the player clicks a unit that can occupy a city hex, place the pointer on a city, and the game displays the number of turns the unit needs to occupy that city hex. Between two battles, the player gets some Nu Yen and can buy TL in any of the suppliers, buy/sell units from the suppliers, resurrect destroyed friendly units, and arrange the units in the player's corps (rosters) and inventory. Each unit has a Nu Yen cost and a lower SP cost. The Nu Yen cost is the cost to buy that unit between two battles. The SP cost is the cost to beam down that unit during a battle. The player can have more than 40 units in the inventory, but in a battle, the player can beam down a maximum of 40 units. The player has to choose these 40 units before the next battle, and can save these weapon configurations as a corps. The CPU has the same maximum. Unlike other war games, in a battle, the Gaika CPU can't endlessly beam down units until the cows come home, or the fat lady sings, or the pigs fly, or R'lyeh rises. (^_-) OTOH, in some battles, the CPU has more than one force, such as Red and Yellow. The player sometimes needs to neutralise just one of the CPU forces to win a battle. BTW, when the player's choosing the units in a corps, the player can click the "CORPS 1" to rename it. Also, the player can't begin a battle after the player chooses an empty corps. 3.1 2ND IMPRESSION A unit with slow occupation speed and 10 vehicles decreases the HP of a neutral or enemy city, airbase, or seaport hex by 70 points. In the next turn, if the player doesn't move that unit, it doesn't automatically capture that city/airbase hex. The player has to manually end its movement in that city/airbase hex in the second turn, to capture that city/airbase hex. The damage forecast is based on the terrain of the attacker's current hex, not the terrain of the hex beside the defender to which the attacker may need to move. Also, when a wounded attacker attacks, the damage forecast may claim the attacker can cause more damage points than the wounded attacker's number of vehicles. Later (Thursday, 8 April 2004): Reportedly, when the player can't get the Yamato at the island in the Hiroshima regional map, maybe beceause the player began the game in the Hiroshima prefectural map, the player can still get her at an island in the Nagasaki regional map. See one of the Gaika no Gouhou only, Japanese fan pages in the Links chapter (I forgot which). But I don't know whether this works in the PlayStation 2 version, Windows version, or both? Later (2002.11.15): When the pointer is on a CPU unit, and the player presses and holds the LMB, the game displays the hexes to which the CPU unit can move as green hexes. However, when the player keeps holding the LMB and moves the mouse, the pointer can't move beyond the edges of the screen. When the CPU unit is a fighter or attacker, the player can't see the extent of the green hexes. To solve this quirk, while holding the LMB, move the pointer into the mini-map in the upper right corner of the screen. Other players who've cleared the game commented it has these bad points: - No fog of war. - No stacking of air units atop friendly ground units. - The enemy AI programming is dumb. - The game is generally too monotonous. - The gunships that can move-attack-move are too strong. - The healing rates of different nationalities are too troublesome. The nationality of the player's HQ and teleporter hexes seem to depend on the highest tech level that the player has. In 1st Play, I began with USN/MC Lv.1. After I had Russia Lv.3 and USN/MC Lv.2, in the next battle, my HQ and teleporter hexes became Russian. This was bad because most of my units, esp the air units, were mostly Japanese and USN/MC. After a battle, the score for the battle can exceed 100. IMO, the game has these good points: - No fog of war. In some other war games, though the terrain in a battle map was completely visible, the player had to beam down a recon plane with a search range of two or more hexes, to patrol the battle map and detect/reveal the enemy units. The enemy units, which knew where the player's units were, could come out of nowhere and brass up the player's units. - The assault/transport helos and IFVs include the assault troopers. In some other war games, the player had to beam down an infantry and an assault helo or APC, then load the infantry into the helo or APC. And these bad points: - No voice effects. It would be way cool when, for example, a F-4 attacks a ground unit, the F-4 pilot says "I'm rolling in, hot!" or "Bombs away!" Or, when a F-4 attacks an air unit, the F-4 pilot says "Fox One!" Later (2002.06.27): The USA/AF, even at Lv.1, is plain Evil. The AH-64, despite its relatively high Nu Yen and SP costs, can move and attack. When its attack wipes out the enemy unit and it has any MP left, it can move and attack again, and again, till it has 0 MP. Or, the the player voluntarily parks it somewhere. Even when it uses the last of its 8 MP to move to a hex and wipes out the enemy unit next to it, the AH-64 remains active, can end its turn in its current hex, and attack another enemy unit that's next to it. Thus, one Lv.1 AH-64 can clean up several enemy ground units in one single turn with its 8 shots of anti-ground ammo! A pair of AH-64s can be as combat effective as a fleet of USN/MC AH-1s, Russian Mi-24s, and Japanese OH-1s. No wonder in the first two turns, the CPU forces always beam down some mobile AAAs and mobile SAMs. The M1A1, despite its high Nu Yen and SP costs, is very tough. A Lv.1 M1A1 can survive multiple hits by enemy Lv.1 M60A3s in the same turn. Later (2002.07.16): In Gaika no Gouhou, I don't think a high-level unit can change class. In some other war games, for example, when an AH-1 becomes Lv.10, it transforms into an AH-64. Or a Mi-8 into a Mi-24. Also in Gaika no Gouhou, when a high-level unit is KIA, IMO it's better to resurrect it after the battle than to buy a new and better Lv.1 unit. The high-level unit may have only mildly better stats than the new Lv.1 unit (for example, a Lv.5 M60A3 vs a Lv.1 M1A1), but the high-level unit costs fewer Nu Yen to resurrect and fewer SP to beam down in a battle, than the new unit. Also, the level of an unit apparently increases/decreases the damage it causes/receives. Besides, the Blue Force may capture the new unit from the hostile forces in the next battle. "kanasii kedo, kore, sensou nano yone." - First Lieutenant Sleggar Law (KIA), Kidou Sensi Gundam (Mobile Suit Gundam) Later (2002.08.02): The damage that a Blue unit causes in an attack can vary by up to three points, esp at night. When necessary, such as i) when a Blue attacker or MBT must wipe out the enemy unit on the enemy HQ, so a Blue assault helo loitering nearby can capture the enemy HQ and neutralise that OPFOR, in a battle where the Blue Force is fighting three CPU forces; or ii) a wounded Blue fighter is surrounded by five OPFOR units, and nearby Blue units must wipe out two of the OPFOR units to remove their ZOCs and let the Blue fighter RTB; then the player can save and load game to make sure the friendlies wipe out that enemy units. "We will bring you to justice... or we will bring justice to you." - George "Dubya" W Bush, US President Later (2002.09.14): During/after 1st Play, my favourite units, but not necessarily the most combat effective units: Fighter: F-14 - 6-hex AAMs, high endurance, moves fast. Worth mentioning: F-4 - Fighter/attacker, low endurance, moves fast, cheap to beam down. F-18 - 8-hex ASMs, fighter/attacker, moves fast. Attacker: F-1 - 8-hex ASMs, high endurance, moves fast, cheap to beam down. Worth mentioning: A-6 - Can't air-to-air, 8-hex ASMs, high endurance, cheap to beam down. F-111 - High endurance, moves fast, expensive to beam down. AV-8 - Resupplies/heals on cities, STOVL, expensive to beam down. F-35 - Resupplies/heals on cities, ASTOVL, very expensive to beam down. Attack helo: OH-1 - Heals 4 HP/turn, very low ammo, offensive bonus, can air-to-air, very cheap to beam down. Worth mentioning: AH-1 - Can air-to-air, cheap to beam down. AH-1W - Can air-to-air. Ka-50 - Heals 2 HP/turn, can air-to-air, eat-and-run. Mi-24 - Heals 2 HP/turn, can capture cities, very low endurance. Assault helo: CH-53 - Unarmed, can capture cities fast, high endurance, cheap to beam down. Worth mentioning: Mi-8 - Heals 2 HP/turn, can capture cities fast, cheap to beam down. Mi-17 - Heals 2 HP/turn, can capture cities fast. V-22 - Unarmed, high endurance, moves fast. MBT: Type 74 - Heals 4 HP/turn, tough at high-level, defensive bonus, cheap to beam down. Worth mentioning: M60A3 - Tough at high-level, cheap to beam down. Merkava 3 - Tough at low-level, can capture cities like an IFV, as expensive to beam down as an attacker. Spear/Spear B - Low ammo, moves fast, cheap to beam down. M1A1/M1A1HA - Tough at low-level, moves fast, expensive to beam down. AFV: None. Didn't have any in the Blue inventory, and didn't fight any. (-_-#) Recon vehicle: Type 87 recon vehicle - Heals 4 HP/turn, tough at high-level, offensive bonus, ignores OPFOR ZOC, moves fast, cheap to beam down. SPA: AS90 - Can move-and-attack. Worth mentioning: PzH2000 - Can attack farther than an AS90, can move-and-attack. M109A6 - Can move-and-attack. (The BM-21, MLRS, and Smerch are inconvenient, IMO.) Mobile SAM: SA-6 - Heals 2 HP/turn, low ammo, can move-and-attack, cheap to beam down. Worth mentioning: SA-13 - Heals 2 HP/turn, cheap to beam down. (The Patriot is inconvenient, IMO.) Mobile AAA: Type 87 mobile AAA - Heals 4 HP/turn. Worth mentioning: 2S6 - Heals 2 HP/turn, cheap to beam down. IFV: Type 96 - Heals 4 HP/turn, moves fast, cheap to beam down. Worth mentioning: AAV7 - Can capture cities fast, cheap to beam down. LAV-25 - Moves fast. Infantry: Marines - Default. Warship: Arleigh Burke - Can attack farther than a Manchester. Worth mentioning: Manchester - Cheaper to beam down than an Arleigh Burke. Yamato - Heals 4 HP/turn, blast radius. (Because some attackers have long-range anti-ship missiles already, the destroyers are only useful for engaging hostile submarines.) Aircraft carrier: Nimitz - Default. Submarine: Seawolf - Default. (Because some attackers have long-range anti-ship missiles already, the submarines are mostly useless, IMO.) Revision history of this file: Version 0.5 (Limited Edition) [33 KB]: Saturday, 22 June 2002 Version 1.0 [54 KB, +64%]: Monday, 1 July 2002 (Canada Day) Version 1.5 [69 KB, +28%]: Saturday, 13 July 2002 Version 2.0 [78 KB, +14%]: Saturday, 20 July 2002 Version 2.5 [88 KB, +13%]: Thursday, 25 July 2002 Version 3.0 [112 KB, +28%]: Saturday, 17 August 2002 Version 3.5 [123 KB, +10%]: Saturday, 24 August 2002 Version 4.0 [142 KB, +16%]: Friday, 6 September 2002 Version 4.5 [150 KB, +6%]: Thursday, 12 September 2002 Version 5.0 [163 KB, +9%]: Friday, 11 October 2002 Version 5.5 [184 KB, +13%]: Tuesday, 12 November 2002 Version 6.0 [195 KB, +6%]: Friday, 13 December 2002 Version 6.1 [197 KB, +2%]: Thursday, 20 February 2003 Version 6.2 [199 KB, +2%]: Sunday, 11 May 2003 Version 6.3 [201 KB, +1%]: Sunday, 8 June 2003 Version 6.4 [207 KB, +3%]: Monday, 21 July 2003 Version 6.5 [209 KB, +1%]: Saturday, 30 August 2003 Version 6.6 [230 KB, +11%]: Sunday, 28 September 2003 Version 6.7 [231 KB, +1%]: Thursday, 19 February 2004 Version 6.8 [233 KB, +1%]: Saturday, 26 March 2004 Version 7.0 [244 KB, +5%]: Thursday, 29 April 2004 Later (Friday, 2004.02.27): On Monday, 23 Febuary 2004, at the Pentagon, the Acting Secretary of the US Army, Les Brownlee, and the US Army Chief of Staff, General Peter J Schoomaker, announced the US Army would cancel the billion Boeing-Sikorsky RAH-66 Comanche programme, after spending about billion and 21 years in development. Instead, the US Army said it would ask the US Congress to use .6 billion allocated to develop and build 121 Comanches between now and 2011, to buy 796 additional UH-60 Black Hawk and other helicopters, and to upgrade and modernise 1,400 helicopters already in the US Army. In addition, US Army officials said they want to seek proposals to develop and build a new armed reconnaissance aircraft. http://story.news.yahoo.com/news?tmpl=story&u=/afp/us_aviation_boeing http://story.news.yahoo.com/news?tmpl=story&u=/ap/helicopter_cancellation http://story.news.yahoo.com/news?tmpl=story&u=/fool/20040223/bs_fool_fool/1077565920 http://story.news.yahoo.com/news?tmpl=story&u=/nm/20040223/ts_nm/arms_comanche_dc_26 http://story.news.yahoo.com/news?tmpl=story&u=/nm/20040223/us_nm/arms_comanche_dc_13 http://story.news.yahoo.com/news?tmpl=story&u=/nm/arms_comanche_dc Later (2002.08.19): In reality, the USAF retired its F-111Fs in '95. The USN/USMC retired their F-4Ss in '86, and A-6Es in '97. Boeing bought out McDonnell-Douglas in '97. Lockheed and Martin Marietta merged into Lockheed-Martin, and bought out General Dynamics. Northrop and Grumman merged in '94. Later (2002.09.10): In reality, the AAV7 carries about 3+25 personnel. The LAV-25 carries 3+6 personnel. The C-5A can carry eight LAV-25s, the C-141 two, and the C-130 one. The USMC CH-53E can carry one LAV-25 in the sling position. The FV432 carries 2+10 personnel. http://hosta.atsc.eustis.army.mil/cgi-bin/atdl.dll/accp/in0535/ch2.htm Later (2002.09.08): In reality, the USS Arleigh Burke was commissioned on 1991.07.04. AFAIK, the DD21 USS Zumwalt is named after Admiral Elmo Russell Zumwalt, Jr, USN (1920.11.29-2000.01.02). http://www.history.navy.mil/faqs/faq93-1.htm The USS Iowa was commissioned on 1943.02.22, and decommissioned on 1990.10.26. That's 47.7 years, but she was decommissioned and recommissioned twice. During WWII, she bombarded mainland Japan. (^_-) In the morning on 1989.04.19, off the coast of Puerto Rico, her Number Two turret exploded, probably after the powder ram compacted the prepared gunpowder too much, causing it to detonate, and killed 47 crew members. http://www.c3online.net/webharbor/museum/bb61-2.html http://www.c3online.net/webharbor/museum/memorial1.html http://www.salon.com/books/feature/1999/08/18/navy/ http://www.wamu.org/pi/shows/piarc_990412.html The USS Nimitz was commissioned on 1975.05.03. The USS Seawolf was commissioned on 1997.07.19. The JDS (JMSDF Defense Ship) Kongou (Sanskrit "Vajra" (Indra's thunderbolt)) was launched on 1991.09.26, and commissioned on 1993.03.25. She belongs to the 62nd Escort Squadron, 2nd Escort Flotilla, based at Sasebo, Nagasaki. The JDS Oyashio was launched on 1996.10.15, and commissioned on 1998.03.16. AFAIK, she belongs to 2nd Submarine Squadron, 2nd Submarine Flotilla, based at Yokosuka, Kanagawa. She costs 58,176,000,000 Yen. Later (2002.10.11): According to the article about Daisenryaku 1941 for PS2 in Shuukan The PlayStation 2, Vol.304 (2002.09.27), the "Type 94, 40 cm" 46 cm gun on the real Yamato and Musashi had a range of 41.4 klicks. In modern terms, if the gun fires from the Tokyo JR Station (train) in downtown Tokyo, its 1.5-ton shell can hit Yokosuka in Kanagawa. (O_O;) AFAIK, the Musashi was sunk by 20 torpedoes and 17 bombs in the Philippines on 1944.10.24 at 19:35. The Yamato was sunk by 12 torpedoes and 7 bombs in Japan, on her way to Okinawa, on 1945.04.07 at 14:23. IJN heavy cruisers were named after mountains, and IJN light cruisers were named after rivers. USN battleships were named after states. Later (Saturday, 2003.06.21): FWIW, according to the USA, USAF, USMC, and USN official HPs, the following are the unit costs of some of the real US units that are in this game. A-10/OA-10 Thunderbolt II: .8 million (FY (Fiscal Year) 1998 constant dollars). AAVP7A1: (.2 to) .5 million. AH-1W Super Cobra: .7 million. AH-64A Apache: to .5 million. AH-64D Apache Longbow: million. AV-8B Harrier II: .7 (to .7) million. Avenger: 7,000. B-1 Lancer: 0 million. B-2 Spirit: .157 billion (FY 1998 constant dollars) to .1 billion. C-130 Hercules: .1 million. CH-53E Super Stallion: .1 million. Eurofighter Typhoon: 80 million Euros, or million (May 2004). F-14 Tomcat: million. F-15E Strike Eagle: .1 million (FY 1998 constant dollars). F-16 Fighting Falcon: F-16A/B, .6 million (FY 1998 constant dollars); F-16C/D, .8 million (FY 1998 constant dollars). F/A-18A/C/CN Hornet: ( to) .1 million. F/A-22 Raptor: (.4, 4, 3.6, 0, to 0 million). F-35 Joint Strike Fighter: to million. F-111F Aardvark: ( million). F-117A Nighthawk: million. HH-60G Pave Hawk: .1 million (FY 1992 constant dollars) to .3 million (FY 1998 constant dollars). LAV-25 Piranha: 0,000. M1A1 Abrams: .3 million. M1A2 Abrams: .9 million. M2A1 Bradley: .2 million. MH-53J/M Pave Low III Enhanced/IV: million (FY 2001 constant dollars). MIM-23 Hawk: million. MIM-104 Patriot: to million per PAC-3 missile, or 0,000 per PAC-2 missile. 5 million per PAC-3 battery. MV-22 Osprey: .1 million (total programme recurring flyaway, constant year, FY 1994 and FY 2001 constant dollars). Nimitz-class aircraft carrier: About .5 billion. RAH-66 Comanche: .9 million (October 2002). Seawolf-class submarine: About .1 billion. If you're thinking US military vehicles are expensive, then think again. The "per unit costs" of Japanese military vehicles are even more expensive. The JSDF pays IIRC about two to three times the prices of the M1A1 tank and F-16 fighter for their indigenous Type 90 tank and F-2 fighter, because of their low production quantities and production rates. F-2 Viper-Zero: 12 billion Yen, or 1.4 million at 118 Yen/US. (M270 MLRS (Marusu): 2 billion Yen, or .9 million at 118 Yen/US.) Type 74 TK: 395 million Yen, or .34 million at 118 Yen/US. Type 87 AW: 155 million Yen, or .31 million at 118 Yen/US. Type 89 FV: 678 million Yen, or .74 million at 118 Yen/US. Type 90 TK: 910 million Yen, or .71 million at 118 Yen/US. "We should increase funding [for the war in Iraq] by whatever number of billions of dollars it takes to win." - John Kerry, presidential candidate, Democratic Party, USA, 31 August 2003 "0 billion [for the war in Iraq] that we're not investing in education and health care, and job creation here at home... That's the wrong choice." - John Kerry, presidential candidate, Democratic Party, USA, 8 September 2004 [Ramble OFF] >!-- 3.2 3RD IMPRESSION After the final battle, the game replays, as a slide show, the SITREP (situation report) screens that the player achieved throughout the game. That is, the map screens with pins that mark the prefectures where the player fought the battles. After the slide show, up-scrolling text explains Japan becomes a free and demorcratic nation again. The commander of the rebel alliance, that is, the player, goes Elvis (disappears), instead of staying in the spotlight and becoming the President of Japan. Later (2003.09.03): AFAIK, the game has two kinds of special units that aren't normally available to the player. Each special unit has a nationality, but the Blue Force can't buy that special unit even when the Blue Force has Lv.7 in that nationality. First, special units that are added to the Blue Force inventory and can be used in future battles, when a Blue unit ends its turn on a neutral or hostile city, airbase, or seaport. The Blue unit doesn't need to capture that city, airbase, or seaport. Thus, in the battles, unless the player is really in a hurry, the Blue units should stop on every city, airbase, and seaport in a battle. Second, special units that are available only to the CPU. For example, in the regional battle in Ishikawa, the Red Force is USA/AF and deploys UH-1s, M109s, Hawks, and M113s. Even a Blue Force with only Lv.1 in USA/AF gets UH-60s and M2s instead. OTOH, I don't know whether the special units are available in a non-Easy game? [Ramble ON] While I was playing this game... - I learnt more about the military hardware of the JSDF, esp the JGSDF. Previously, mostly from Gamera and Gojira movies, I knew only about the AH-1, F-1, F-2, F-15, F-86, T-2, T-4, Type 74 MBT, Type 81 mobile SAM, and Type 90 MBT. In Falcon 3.0, the JSDF wasn't particularly potent. - I've increased respect for the CH-53 series: the USMC CH-53E, USN MH-53E, and USAF MH-53J/M. In the game, my CH-53s, unarmed and unescorted, frequently flew to and captured airbases, cities, and seaports far from the Blue HQ, so the Blue Force gets more SP per turn to beam down better units. In the Real World (TM), the Super Jolly Green Giant (HH-53) is famous for its CSAR missions in the Vietnam War, but is also infamous for the Eagle One disaster that aborted Operation Eagle Claw in Iran in 1980. - I learnt more about the Russian designations and meanings of the official and unofficial names of FSU/Russian weapons. After over a decade of playing combat flight sims, I'm familiar with the NATO names of many FSU/Russian weapons (Su-27 Flanker, Ka-50 Hokum, SA-6 Gainful, et al), and I've always wondered what are their original designations and names.) - I learnt the pronunciations of the names of a lot of minor cities and inaka towns all over Japan. - I felt a compulsion to go to a hobby shop and look for 1:144 model kits of these jet fighters: F-1, F-4, F-14, and F/A-18. "The United States relies on the Air Force, and the Air Force has never been the decisive factor in the history of war." - Former Iraqi President Saddam Hussein [Ramble OFF] 3.3 PLAYSTATION 2 VERSION In the PlayStation 2 version, the experience levels (Lv) and the required experience points (XP) of an unit are: Lv XP Lv XP 1 0 6 150 2 10 7 300 3 20 8 450 4 40 9 650 5 80 10 900 After an attack, the experience points (XP) the attacking unit gets: XP = (Number of vehicles destroyed) + 1 (+ 3 when all vehicles in the defending unit are destroyed) When the attack has blast radius and hits multiple defending units: XP = (Total number of vehicles destroyed) + 1 (+ 3 x number of defending units destroyed) When an attacking unit captures a city (or whatever): XP = 2 4. STRATEGIES YMMV. The strategies in this chapter are for reference only, because this game has too many variables, beginning with the player's initial supplier and initial prefecture. (For comparison, my campaign began with the USN/MC and Kanagawa in Kantou.) OTOH, some hints are generic. 1. Beam down assault helos and IFVs (or Infantry in the first few battles) to capture neutral cities and airbases near the Blue HQ, to increase the SP per turn income. Units that can capture a city in one turn certainly help. For example, the USN/MC CH-53, AAV7, and Marines, and the Russian Mi-8 and Mi-17. Be careful with the nationality of the unit that captures an airbase, because only jet fighters and fighter/attackers of the same nationality as the airbase can heal at the airbase, though all air units can resupply at the airbase. 2. Beam down gunships for CAS/BAI (Close Air Support/Battlefield Air Interdiction), to defend and escort the friendly IFVs and Infantry. The Japanese OH-1 has comparatively low endurance, but is very cheap at 220 SP each. 3. Beam down mobile AAAs, mobile SAMs, and SPAs to counter hostile assault helos, IFVs, and recon vehicles. The SPAs can also counter hostile mobile AAAs and mobile SAMs. 4. Beam down fighters and fighter/attackers to counter hostile air units. 5. Beam down MBTs, along with the above friendly air units and SPAs, to counter hostile MBTs. Cheap MBTs aren't always worse than expensive MBTs. For example, the player can beam down a high-level USN/MC M60A3 or Japanese Type 74 at 240 SP each earlier than an USA/AF M1A1 at 480 SP each. The above hints are my SOP or style, and are for reference only. For example, another player who played the game at Hard difficulty and with Japan as his primary nationality commented his inventory had: A lot of OH-1s for anti-ground and anti-helo. A lot of Type 87s and some Type 74s, for anti-ground. Some MiG-31s and SA-6s, for anti-air. Before a battle, the game displays the objective, the time limit, and the types of units that the OPFOR will deploy in the battle. For example, in the first two battles, the OPFOR may not have air units. When the briefing says the player must destroy all OPFOR units, the player can also win by capturing the OPFOR HQ. When the battle begins, save game. Then do nothing and end several turns to gather intelligence, that is, preview the exact units that the OPFOR beams down and where they will go. After the first battle and before each of the later battles, save game, don't buy any TL or unit yet, and begin the next battle. Preview the next battle as above, then load game and buy the TL and units appropriately. Infantry are mostly harmless. In the early turns, when the player has few SP, after the player has beamed down, for instance, a helo or a MBT, and has enough SP left in that turn to beam down an Infantry, I don't think the player should bother to beam down the Infantry. Save the SP, so the player can beam down one more helo, MBT, or IFV in the next turn. A typical SPA has a range of 4, but it can't attack after it's moved. OTOH, the USA/AF MLRS has a range of 6 and a blast radius, and some high-level SPAs can attack after they've moved... Later (2002.08.20): When two or more neutral or hostile airbases, cities, or seaports are within range of a Blue assault helo or IFV, save game. Move the assault helo or IFV onto each airbase, city, or seaport to test if it has any Nu Yen, SP, or unit bonus. Then load game and move the assault helo or IFV for real. A 500 or 1,000 SP bonus means the Blue Force can beam down a fighter, an attacker, or a gunship or two earlier. "You want to know why it's dumb to attack Jalalabad? Because it's dumb to lose ten thousand lives... And if we do take it, what's going to happen? The Russians will bomb the sh_t out of us, that's what." - Abdul Haq, Mujahideen commander, Afghanistan, as quoted in Soldier of Fortune Magazine, April 2002 Later (2002.08.22): When an OPFOR attacker reaches the frontline, the player's units can entrap it. Park a gunship beside the attacker, and park a second gunship beside the attacker and on the opposite side from the first gunship. Thus entrapped between two gunships, the attacker can move only one hex in its turn. Most attackers have poor or no air-to-air ordnance, so the gunships may even attack the attacker to wound it during the entrapment, and to decrease the damage that the attacker can cause to mobile AAAs and mobile SAMs that attack it from the other four empty hexes beside the attacker. An exception is the Japanese F-1, which apparently has better air-to-air ordnance than other attackers. IDK about the UK Jaguar? Later (2002.08.31): An uncommon tactic is to sometimes heavily wound a few OPFOR units to 5- HP, and allow them to retreat to OPFOR transporter cities for healing. With an unit on the transporter city, the OPFOR can't use it to beam down more new units, which delays and decreases the number of in-situ OPFOR units. Also, Blue units can attack the healed units a few more times to cheap off some XP. Later (2002.09.04): Another player who played the game with USN/MC as his primary nationality commented he beamed down a number of F-14s and AV-8s for air superiority and ground attacks, sometimes with the AV-8s parked on Blue cities to bait OPFOR units and for automatic regeneration. IMO, the F-14 and AV-8 are expensive birds at 1,200 SP and 1,000 SP. Maybe I'm not patient enough to save SP and beam down a fighter or attacker every other turn. I prefer to beam down more gunships that cost 1/2 or 1/3 of a fighter or attacker, though gunships move 1/2 slower than most fighters and attackers. I think my tactics still follow the Air Land 2000 combined forces doctrine of the late '80s. Later (2002.06.26): Forgot to mention in the v0.5 of this FAQ that I'm cowardly playing at Easy difficulty. AFAIK, Easy difficulty lowers the OPFOR's tech levels and experience levels, which affect the offensive capabilities of the OPFOR. This probably explains why the Japanese Army in Kantou that I'm fighting deploys only Lv.1 units available at Japan Lv.2. At Hard difficulty, the briefing before a battle doesn't highlight the types of units that the OPFOR will deploy in the battle. Later (2002.07.01, Canada Day): When the player begins in Kantou, after the Blue Force liberates all the prefectures in Kantou, the next battle is called "Shizuoka Liberation Battle" (Shizuoka Kaihousen). The SLB battle map includes cities in multiple prefectures (Kanagawa, Shizuoka, and Yamanashi), and is about 1 1/2 times the size of the single-prefecture battle maps. (I guess the programmers drew the battle maps of the whole d_mn nation as a giant tapestry.) 4.1 KANTOU REGION, KANAGAWA PREFECTURE (Hoshino Asuka hen) The player begins in or about Kawasaki near the northeast corner of the map. The Japanese Army, the OPFOR, begins in or about Yokosuka near the southeast corner of the map. The frontline is probably in or about Yokohama, as the Japanese Army sends its Type 74 MBTs, IFVs, and a few mobile SAMs and mobile AAAs towards the player. (As I've played over a decade of combat flight sims, I HATE SAMs, especially FSU (Former Soviet Union) SAMs.) The Japanese Army also sends an IFV or two towards Atsugi AB in the west and Fujisawa in the southwest. So the player should also send an assault helo or two (I sent an USN/MC CH-53, escorted by an AH-1) to capture those city and airbase hexes, and to destroy those Japanese IFVs. The Japanese Army finally beams down some infantry units to defend Yokosuka. Fortunately, the Japanese Army has no air unit. In the end, I lost two AAV7s. After the liberation of Kanagawa, the player can then try to liberate only Tokyo. Also, I got 23,000 Nu Yen. This could buy: 1. USN/MC Lv.2 and some units. 2. Russia Lv.1, Germany or UK Lv.1, and some units. 3. Germany or UK Lv.1 and Lv.2, but no unit. Plan 1 is attractive, because USN/MC Lv.2 has the F-4 fighter/attacker and Chaparral. But I chose Plan 2 and bought Russia Lv.1 and UK Lv.1, because Russian units are comparable to but cheaper than USA/AF units, UK levels are cheaper than USN/MC levels, and UK Lv.2 will have the Jaguar fighter/attacker. 4.2 KANTOU REGION, METROPOLITAN TOKYO The player begins in Hachiouji in the west. For comparison, my Corps 1 contained: four AH-1s, two Mi-24s, two CH-53s, two Mi-8s, eight M60A3s, two AAV7s, four BMP-2s, and two Marines. I thought of buying some T-72s, but their low ammo and fuel points discouraged me. The Japanese Army begins in Shinjuku, Shibuya, Setagaya, and Shinagawa in downtown in the east. In turn 1, the Japanese Army probably beams down some Type 87 mobile AAA and Infantry. In turns 2-3, they probably beam down some Type 96 IFV and Infantry. In turns 4-5, they probably beam down some Type 74 MBT and Type 81 mobile SAM. By turn 6, or about midnight of day 1, they probably beam down some Type 90 MBT. On days 1 to 3, they probably also beam down some Type 75 SPA and more Type 90 MBT. On day 1, the Japanese units advance west towards Hachiouji, picking up Suginami, Musashino, Koganei, and Tachikawa on their way. Because the Type 87 and Infantry remain in or between Setagaya and Shinagawa, it's not practical to send an assault helo and an attack helo to preemptively capture those city hexes. I also thought of diverting an IFV and a MBT to capture those city hexes, but the Japanese Army kept beaming down Type 90s. In the first few turns, I beamed down a USN/MC MBT and a Russian or USN/MC assault helo or IFV each turn. I sent the Russian assault helo or IFV to capture the cities far north or south of Hachiouji. The USN/MC MBTs, escorted by an attack helo and Russian or USN/MC IFVs, advanced towards Choufu. The frontline was eventually between my units in Koganei and Choufu, and the Japanese units in Houya and Musashino. Some Japanese ground units formed a spearhead and thrusted towards Koganei, but a few of my M60A3s and AH-1s were waiting for them. The M60A3s took down the Japanese anti-air vehicles, and the AH-1s took down the Type 90s and Type 74s. Because of the other Japanese anti-air vehicles that remained in downtown, it was risky for my AH-1s, Mi-24s, or Mi-8s to chase a wounded Japanese ground unit, unless the helo unit can wipe out the ground unit with one strike. Though they are all Lv.1 and they've no air unit, the mobile AAAs and mobile SAMs are a pain to my (mostly Lv.3 to Lv.4 rotary-wing) air units. (I believe in using tac air and air cav to soften hostile ground units before friendly ground units charge in and clean up the mess.) OTOH, if I had a Lv.1 F-4, it could've rolled in hot and wiped out the IFVs in one pass. Finally, my units counter-attacked the surviving Japanese Type 90s, and they were down to one Infantry and the Shinagawa city hex. Whether my units wiped out the Infantry or captured Shinagawa, I still got two more OH-1s. These hexes have these special events when the player's units capture them: - Houya: Type 90. - Machida: 1,000 Nu Yen. - Shinagawa AB: F-1. - Shinjuku: 500 SP. - Tachikawa: OH-1. Shinagawa (city) was the last city hex that my units captured, so I don't know if it has any spcial events? The OH-1s are an omen that though the low-level Japanese Army has no air unit, they will eventually have USA/AF types of air units, such as the F-4, F-15, AH-1, UH-1, and UH-60; and domestic F-1 and F-2. If I want to use the captured Japanese units, I need to buy at least Japan Lv.1 and buy some Japanese IFVs or Infantry, so they can capture some city hexes and heal the wounded Japanese units. After the liberation of Tokyo for a score of 85 and 30,000 Nu Yen, the player can then try to liberate Dasaitama (dasai Saitama) or Chiba. Dasaitama has, as expected, nothing special. Chiba has the Narita IAP (NRT). I chose Dasaitama anyway. Also, I got a total of 31,050 Nu Yen. I bought Japan Lv.1 and USN/MC Lv.2. Japan Lv.1 because I want to buy some Type 96 IFVs to capture city and airbase hexes to resupply/heal the captured F-1 and OH-1s. In practice, the F-1 has a high SP cost, and the OH-1s have fewer ammo than the AH-1s and Mi-24s. I thought of buying UK Lv.2 for its Jaguar, because UK Lv.2 and the Jaguar are cheaper than USN/MC Lv.2 and the F-4, but if I bought UK Lv.2, then I also need to buy some FV432s and UK Infantry to capture airbase hexes to resupply/heal the lone Jaguar. OTOH, I already had USN/MC Lv.1, CH-53s, and AAV7s, so I could capture airbase hexes as USN/MC nationality to later support the lone F-4 that I bought. (Personally, I've always wanted to buzz a Japanese city in a US jet fighter, but I already did that in Microsoft Flight Simulator 2000.) Later (2002.08.15): On second thought, I don't think the Japanese units in this game include any American or foreign unit. Maybe except the F-2. 4.3 KANTOU REGION, DASAITAMA PREFECTURE The player begins in Kumagaya in the northwest, and gets 500 SP per turn. For comparison, my Corps 1 contained: one F-4, one F-1, four AH-1s, two Mi-24s, three OH-1s, two CH-53s, two Mi-8s, one Type 90, ten M60A3s, two Type 96s, four AAV7s, four BMP-2s, and three Marines. The Japanese Army begins in Saitama City in the southeast. In turn 1, the Japanese Army probably beams down some Type 87 mobile AAA and Infantry. In turn 2, they probably beam down some Type 96 IFV and Infantry. In turn 3, they probably beam down some Type 96 IFV and Type 87 mobile AAA. In turn 4, they probably beam down some Type 90 MBT, Type 81 mobile SAM, and Infantry. In turn 5, they probably beam down some Type 90 MBT and Type 87 recon vehicles. Most of them moved northwest towards Kumagaya, and weren't too interested in capturing the neutral cities around Saitama City. In each of the first few turns, I beamed down a USN/MC MBT and a Japanese or Russian or USN/MC IFV. I captured one of the airbases in the middle of the map as Japanese and the other as USN/MC. After my ground units captured all the neutral cities between Kumagaya and Saitama City, my gunships didn't arrive in time, and the Japanese (OPFOR) MBTs and recon vehicles managed to dodge my MBTs and wipe out two of my BMP-1s and one AAV7. (T_T) So I didn't have spare BMP-1s to capture another airbase as Russian to support my Mi-8s, and I didn't have enough SP per turn to beam down Mi-24s anyway, before my units had routed the Japanese units. While the Japanese units were concentrating on the middle, I diverted a BMP-2 to capture the city far east of Saitama City. These hexes have these special events when the player's units capture them: - Hikawa: 500 SP. - Koshigaya: Type 89. - Niiza: Type 87. - Warabi: 1,000 Nu Yen. After the liberation of Dasaitama for score 85 and 30,000 Nu Yen and two Type 75s, I could then try to liberate Gunma, Ibaraki, or Chiba. Gunma has the legendary Hachiroku of Akina Mountain, that is, a sierra hotel Toyota Trueno GT-APEX AE86 used for tofu delivery. (^_-) Ibaraki has the Tsukuba research centre. For the next battle, I arbitrarily chose Gunma, because I noticed I was liberating the prefectures in the Kantou region in a clockwise direction... Also, I got a total of 31,050 Nu Yen. I bought Russia Lv.2, repaired all dead units, and saved the rest of the Nu Yen, so I can buy a Lv.3 and some Lv.3 units after the next battle. 4.4 KANTOU REGION, GUNMA PREFECTURE Gunma, about 100 klicks from Tokyo, has very mountainous terrain. The cities and towns are connected by straight roads. Ground traffic can move only on the road hexes and the hill hexes on both sides of the road hexes. This is disadvantageous to the Red Force (Japan) when it has no air unit. The Blue Force (player) begins in Takasaki in the southeast. For comparison, my Corps 1 contained: one F-4, one F-1, four AH-1s, two Mi-24s, three OH-1s, two CH-53s, two Mi-8s, one Type 90, ten M60A3s, two Type 75s, one Type 87, one Type 89, two Type 96s, four AAV7s, four BMP-2s. My three Marines took a break. The Red Force begins with its teleporter hexes in Nagano in the northwest, and Kusatsu as the HQ. The Red Force also owns Numata in the northeast, far north of Takasaki. (Hmm. Blue and Red Forces. Reminds me of the USAF's Red Flag training courses at Nellis AFB (near Las Vegas), Nevada, USA.) In turn 1, the Red Force probably beams down some Type 87 mobile AAA and Infantry. In turn 2, they probably beam down some Type 96 IFV and Infantry. In turn 3, they probably beams down some Type 87 mobile AAA and Infantry. In turn 4, they probably beam down some Type 90 MBT, Type 96 IFV, and Type 87 recon vehicle. In turn 5, they probably beam down some Type 75 SPA and Type 81 mobile SAM. In turn 6, they probably beam down some Type 90 MBT, Type 75 SPA, and Type 87 recon vehicle. In turn 7, they probably beam down some Type 74 MBT and Type 75 SPA. Two Type 87s and two Infantry defend their Kusatsu HQ. The others move south to capture Karuizawa, then east to the Blue Force's Takasaki. They ignore and doesn't defend their cities and airbases in the northeast. In the turns 1-2, I patiently did nothing. (@_@;) In the turn 3, I beamed down a F-4 (Lv.4), AH-1, and Mi-8. The Mi-8 was tasked with capturing the Red airbases and cities in the northeast. The F-1's air-to-mud stat is actually better than the F-4's, and costs 720 SP to beam down, lower than the F-4's 800 SP. Afterwards, I beamed down a Japanese Type 96 IFV and more gunships, esp the Japanese OH-1s. The Type 96 was tasked with capturing Karuizawa, so the OH-1s could resupply/heal in Karuizawa. Some of the gunships, even when they depleted their air-to-mud ordnance, were parked in a horizontal line five or six hexes north of Karuizawa, to blockade the incoming Red ground units. This was dangerous because the Red ground units included Type 81s and Type 87s, which were lethal to the gunships. A Lv.4 OH-1 probably can survive two hits by two Type 81s in one turn... Even as the gunships and Type 96 were on their way to Karuizawa, I beamed down my load of M60A3s and Type 75 SPAs to fortify Karuizawa. BTW, the Type 96 also captured the Red town north of and closest to the Blue HQ, so wounded OH-1s could withdraw from Karuizawa and get healed. After my F-4, gunships, M60A3s, and Type 75s were counter-attacking the Red ground units, my Russian and Japanese IFVs were drifting up and down the roads west, northwest, and north of the Blue HQ. (-_-;) These hexes have these special events when the Blue units capture them: - Karuizawa: 500 SP. - Naganohara: Type 90. - Numata City: Type 90. - Yoshioka AB: F-1. After the Blue Force wins the battle, the Blue Force captures two more Type 89s. This time, none of my units was KIA, though one Type 90 was taken down to one vehicle, after it was brassed up by a Red Type 75, then pummelled by two Red MBTs. After the liberation of Gunma for score 91 and 30,000 Nu Yen, I could then try to liberate Tochigi, Ibaraki, or Chiba. I don't remember anything special about Tochigi, but chose it for the next battle anyway. Also, I got a total of 41,900 Nu Yen. I bought Russia Lv.3 (which has the MiG-31 and Su-25) and a transport plane. After the next battle, I'll probably buy USA/AF Lv.1 (for its game-unbalancing AH-64 and M1A1). 4.5 KANTOU REGION, TOCHIGI PREFECTURE The Blue Force (player) begins in Tochigi in the south. For comparison, my Corps 1 contained: one F-4, two F-1s, four AH-1s, two Mi-24s, three OH-1s, two CH-53s, two Mi-8s, one transport plane, three Type 90s, eight M60A3s, two Type 75s, two Type 96s, three AAV7s, three BMP-2s, and two Marines. The Red Force (Japan) begins in Nikko in the north. Between Nikko and Tochigi are Kanuma (west) and Utsumiya (east). In and after this battle, all Red units begin as Lv.2, not Lv.1. I didn't preview the Red units' deployment. They were the usual suspects of Type 90s, Type 74s, IFVs, SPAs, recon vehicles, mobile SAMs, mobile AAAs, and HQ-hugging Infantry. They move south towards Kanuma and east towards Kamikawachi. On Day 1, by about 17:00, they began to beam down Type 90s. In turn 1, I beamed down a transport plane and a BMP-1. In turn 2, I beamed down a Type 96 and two Marines. In and after turn 3, I beamed down gunships, MBTs, and SPAs. I didn't beam down a F-1 until 13:00 on Day 2. I'm training my jet fighter/attackers for when the time they will fly CAP to watch over friendly ground units and wipe out hostile gunships. These hexes have these special events when the Blue units capture them: - Nikko City: Type 90. - Kanuma AB: F-1. - Kanuma City: Type 74. - Utsumiya City: 1,000 Nu Yen. At the end of the battle, I got 27 kills, no KIA, 30,000 Nu Yen, score 90, total score 431, and Chuui (O-2, First Lieutenant). Also captured two OH-1s. I sold one OH-1, one AAV7, and one BMP-2. Bought USN/MC Lv.3, one BM-21, and one SA-13. IMO, the SA-13 is cheaper and more efficient than the USN/MC Chaparral. 4.6 KANTOU REGION, IBARAKI PREFECTURE The Blue Force (player) begins in Mito in the northeast, and gets 500 SP + 400 SP per turn. Neutral cities are in the middle and the northwest. For comparison, my Corps 1 contained: one F-4, three F-1s, four AH-1s, two Mi-24s, four OH-1s, one CH-53, two Mi-8s, one transport plane, one Type 74, four Type 90s, six M60A3s, two Type 75s, one BM-21, one Type 87, one SA-13, two Type 96s, two AAV7s, and two BMP-2s. I'm phasing in the Japanese Type 90s and phasing out the USN/MC M60A3s. The Red Force (Japan) begins in Tsukuba and Tsuchiura in the southwest. In and after this battle, the Red Force had attackers and gunships. In turn 1, they beamed down some Type 87 and Infantry. In turn 2, some Infantry. In turn 3, some OH-1, Type 75, and Type 96. In turn 4, some Type 81 and Type 90. In turn 5, some Type 81 and Type 87. In turn 6, some F-1 and Type 75. In turn 7, some OH-1 and Type 90. Through Day 3, they still beamed down Type 90s. Overall, they beamed down a lot of SPAs and mobile SAMs, and some MBTs and mobile AAAs. Also, they beamed down at least two F-1s and three OH-1s. (T_T) The Red units advanced northeast towards Mito. They ignored the neutral cities in the northwest, even after the Blue Force captured those cities. In the first two turns, the Red Force beamed down ground units to defend its HQ, so it would take another turn or two before it beamed down other ground units that would threaten the Blue Force. Thus, in turn 1, I beamed down a BMP-2 and a Type 96. In turn 2, a CH-53 and a F-4. The extra 500 SP from Ooarai certainly helped. In turn 3, two AH-1s. The IFVs were tasked with capturing the neutral cities near the Blue HQ. The CH-53 was tasked with capturing the neutral cities in the northwest. I captured the neutral ABs as Japanese or USN/MC, to support the F-4, AH-1s, and OH-1s. These hexes have these special events when the player's units capture them: - Kasama: Type 75. - Minori: F-1. - Mooka: Type 87. - Ooarai: 500 SP. At the end of the battle, I got 31 kills, three KIAs, 30,000 Nu Yen, score 86, total score 517, and Chuui (O-2, First Lieutenant). Also captured two more Type 90s. The KIAs were: two AH-1s and a BMP-2. They were taken down by Red air units and anti-air units. Before this battle, I should've bought more anti-air units. Also, I got a total of 30,075 Nu Yen. I bought USA/AF Lv.1, two AH-64s, a SA-13, and two M2s. 4.7 KANTOU REGION, CHIBA PREFECTURE Chiba has a lot of AB hexes, including Narita IAP in the northeast, but no seaport hex. The Blue Force (player) begins in Matsudo in the northeast, and gets 500 SP + 400 SP per turn. Neutral cities and ABs are to the east and southeast. For comparison, my Corps 1 contained: one F-4, four F-1s, two AH-1s, two AH-64s, one Mi-24, three OH-1s, one CH-53, two Mi-8s, one transport plane, one Type 74, four Type 90s, four M60A3s, three Type 75s, one Type 87, two SA-13s, one Type 89, one Type 96, two AAV7s, and two M2s. The Red Force (Japan) begins in Tougane in the southeast. They have a ground unit teleporter hex at Yachimata city, northwest of Tougane. In turn 1, they beamed down some Type 87 and Infantry. In turn 2, some Type 87, Type 89, or Infantry. In turn 3, some Type 89 and Infantry. In turn 4, some Type 90 and Type 75. In turn 5, some OH-1 and Type 87. In turn 6, some Type 74 and Type 87. In turn 7, some OH-1. Red units beamed down at Yachimata moved towards Sakura and Narita cities and ABs. In turn 1, I beamed down a M2. In turn 2, an AH-64. In turn 3, an AAV7, a Type 96, and a Type 75. I sent the fast Japanese and USA/AF IFVs to speed down the highways and capture the ABs southeast of the Blue HQ, such as Chiba and Ichihara. Later, I sent a pair of Mi-8s to capture Narita cities and ABs. My units captured Yachimata early and smoothly. By the afternoon of Day 2, my units had surrounded the Red HQ. Saw only two or three Red OH-1s. These hexes have these special events when the player's units capture them: - Chiba City South: 1,000 Nu Yen. - Funabashi City Southeast: 500 SP. - Narita IAP (NRT) North: OH-1. At the end of the battle, I got 26 kills, no KIA, 30,000 Nu Yen, score 49, total score 566, and Chuui (O-2, First Lieutenant). In the next battles against the USA/AF, I need more air and anti-air units... (T_T) 4.8 CHUUBU REGION, SHIZUOKA LIBERATION BATTLE (SLB) "The battle is now joined on many fronts. We will not waver, we will not tire, we will not falter." - George "Dubya" W Bush, US President, early October 2001 In this SLB (no relation to the "Self-Loading Baggage", also known as a GIB (Guy In Back), in the back seat of a two-seat jet fighter/attacker, such as the RIO (Radar Intercept Officer) in a F-14 or the WSO (Weapon Systems Officer) in a F-15E)), the time limit is 21:00 on Day 6. The Blue HQ is in Shizuoka in the southwest. East of the Blue HQ is a Blue seaport hex. The CPU has two forces, Red and Yellow. The Red Force begins in Mishima and Numatsu, east of the Blue HQ. The Yellow Force begins in Koufu, far north of the Blue HQ. Both beam down USA/AF Lv.3 units, such as F-16 (!), A-10 (!), AH-64 (!), UH-60, M1A1 (!), M109A6, and Avenger. (Oh sh_t.) All these units are Lv.2. (BTW, I don't know whether Red units can resupply/heal in Yellow cities, and vice versa?) All three forces begin with 1,000 SP. Afterwards, the Blue Force gets 500 SP per turn, Red Force 1,200 SP, and Yellow Force 700 SP. Later (2003.08.28): Red units can't resupply/heal in Yellow cities, and vice versa. The Yellow units moved due south towards Shizuoka. The Red units, esp the UH-60s, arched west to Fuji, then moved north to Nanbu, and met the Yellow units. In turn 1, the Red Force beamed down some Avengers and Infantry. In turn 2, two UH-60s and a M2. Then, through Day 1, some M1A1s and M109A6s, and more M2s, Avengers, and Infantry. Then, in the night of Day 1, an AH-64 or even a F-16! The Yellow Force beamed down similar ground units, with lots of M1A1s, Patriots, and Avengers. The Yellow air units had some A-10s, AH-64s, and UH-60s, but no F-16, even when they had thousands of SP. For comparison, my Corps 2 "arbitrarily" contained: one F-4, four F-1s, two AH-1s, two AH-64s, one Mi-24, three OH-1s, one CH-53, two Mi-8s, one transport plane, one Type 74, six Type 90s, three M60A3s, three Type 75s, one Type 87, two SA-13s, one Type 89, one Type 96, two AAV7s, and two M2s. Additional air units available in the inventory, but excluded in Corps 2, were: two AH-1s, two OH-1s, and one Mi-24. IMO, the Primary objective of this battle is to ignore the Yellow Force, and neutralise the Red Force first. The Secondary objective is to wipe out the Yellow Force. To neutralise the Red Force, IMO a conventional battle of attrition isn't practical, because the Red Force has much, much more SP than the player. Plus, the Yellow Force will eventually arrive to spoil the party. Thus, the fastest way is unconventional warfare: to capture the Red HQ. In turns 1 and 2, I beamed down a transport plane, a M60A3, and an AAV7. In theory, the transport plane would land at Mishima AB or Nirayama AB, the M60A3 would wipe out the Red unit on the Red HQ, and the AAV7 would capture the Red HQ. In practice, the Red Infantry on the Red HQ city hex is difficult to wipe out, and heals three persons per turn. So I also beamed down some cheap OH-1s (220 SP each) and Mi-8s to escort and assist the transport plane. Note that both the Mi-8 and AAV7 can capture a city hex in one turn... Two or three turns later, the Blue transport plane waited just one hex beyond the Red Avengers' ranges, but close enough to land on Mishima AB or Nirayama AB in the next turn, while the Blue Mi-8s or OH-1s were also close enough to engage the ground units on the hexes around the Red HQ. In the next turn, the Blue transport plane landed on Nirayama AB, southeast of Mishima and Numata. During the consequent melee, the Blue M60A3 and/or the AAV7 wiped out the Red Avenger on the city hex south of the Red HQ, a Blue Mi-8 captured that city hex, and the Blue gunships engaged the Red M1A1s, M2s, M109A6s, and Infantry on or around the Red HQ, to defend the captured city hex. The Red Infantry on the Red HQ healed three persons per turn, so if the Blue units that could engage this Red Infantry couldn't cause four or more damage points, the Blue units engaged other Red units. The Blue units didn't always need to wipe out a Red unit in one turn. When a Red unit was decreased to three or fewer vehicles, it would bug out in its turn. Because the captured city hex is a teleporter, I used it to beam down an AH-1 and/or M60A3 for fire support. Also, to conserve vehicles, the Blue unit squatting on the Red city hex didn't attack the neighbouring Red units. Let the Red units attack it in the Red Force's turn. BTW, the Red units ignored the transport plane, so it RTB to Shizuoka AB. At 7:00 on Day 2, the Blue units in or near the Mishima-Nirayama-Numata triangle were: a heavily wounded M60A3 (on the Red HQ city hex), a lightly wounded (9 HP) CH-53 Pave Low (beamed down to the captured teleporter city hex before the end of the previous turn), and defending/surrounding them were an air cav of two AH-1s (one of which was Lv.7) and three OH-1s (two of which had 0 shot of anti-ground ammo). I just needed to move the M60A3 off the Red HQ, move the CH-53 onto it, and all Red units would evaporate like morning mist! For this privilege, the Blue KIAs by now were: two Mi-8s, a M60A3, and an AAV7. >(:_:) Other Blue units that I beamed down but didn't participate in the siege were: a F-1, a Mi-24, a Type 96, and two SA-13s. The two SA-13s defended the neutral Shimizu, in case the Red UH-60s in Fuji moved southwest. OTOH, at 7:00 on Day 2, the Red units in or near the Mishima-Nirayama-Numata triangle were: two F-16s, two AH-64s, two M2s, two M109A6s, and two Infantry. One of the F-16s, with anti-air ordnance, was engaging the Blue gunships. The other, with anti-ground ordnance, RTB to Nirayama AB, to either refuel or re-arm with anti-air ordnance. It previously engaged the Blue MBTs. IIRC, the Red KIAs by now included a M1A1, an Avenger or two, and an Infantry or two. In the previous turn, 2:00 on Day 2, a Red AH-64 engaged the sitting duck Blue CH-53 and fortunately caused just one damage point. If the F-16 with anti-air ordnance had engaged the CH-53, the result would be unfortunate... The Blue units had no time to relax yet, because the Yellow units were already on their way, and the Blue units haven't really captured any city to increase their SP per turn income. As in other mountainous prefectures, such as Gunma, the Blue air units halted the advance of the Yellow tank column by blocking the road west of Fujimiya, northeast of the Blue HQ. Yellow A-10s and AH-64s west of the road and Yellow M2s east of the road tried to circle around the Blue air units, so the Blue SA-13s moved north from Shimizu, and more Blue air units were beamed down to fly CAP above the mountain north of the Blue HQ. Made sure each Blue air unit could get hit by at most two different Yellow mobile SAMs in one turn, and more Blue air units would replace the wounded Blue air units along the frontline when the wounded Blue air units RTB to a Blue airbase or city for healing. Also, beamed down Blue MBTs and SPAs to clear the Yellow mobile SAMs, esp the long-range Patriots. Simultaneously, the Blue USN/MC CH-53 and a Blue Japanese IFV captured the airbases and cities near the former Red HQ. Also, the transport plane carried two IFVs to capture the airbases and cities far northeast of the former Red HQ. Later, the CH-53 and a Mi-24 captured the cities southeast of the Yellow HQ. I considered using them to capture the Yellow city east of the Yellow HQ, but by then, Yellow Avengers and Patriots were defending the Yellow HQ. These hexes have these special events when the Blue units capture them: - Atami: 500 SP. - Fuji AB: AH-64. - Fuji Yoshida: 1,000 SP. - Gotenba: Patriot and 1,000 SP. - Itou: Two M1A1HAs. - Koufu City (north): 1,000 Nu Yen. - Mishima AB: F-111. - Shimobe City: M1A1. I think the M1A1HA is a special unit. At the end of the battle, I got 39 kills, five KIAs, 50,000 Nu Yen, score 80, total score 646, and Taii (O-3, Captain). Also captured a F-16, an AH-64, and an UH-60. The three KIAs during the siege of the Red HQ were: two Mi-8s and an AAV7. They were taken down by Red air units and anti-air units. Before this battle, I should've bought more anti-air units. The later two KIAs were: a F-1 and a M60A3. The F-1 ran out of fuel m(_ _;)m and the pilots had to bail out - foxtrot uniform. Note: The above strategy was how I cleared this battle the second time I tried it, which is why I described my Corps 2 as "arbitrary". Before I tried this battle, another Gaika player suggested this ideal strategy WRT neutralising the Red Force: In turn 1, beam down an Infantry, a Type 74 or two, and a Type 87 or two. In turn 2, beam down a LST, and load the ground units into the LST. In turns 3-4, move the LST towards the Red HQ. In turn 5, the Infantry, Type 74s, and Type 87s become feet dry. The Type 74s and Type 87s wipe out the enemy mobile SAM on the Red HQ, and the Infantry captures it. Before I tried this battle, my Blue Force had no LST. I wondered if I could emulate the above strategy with the units I had at the end of the previous battle, without buying any new tech level or unit? So, after I replaced the KIAs of the previous battle, I began this battle. The first time around, the Blue transport plane landed and downloaded its payload one turn before the Blue gunships could arrive. The two Blue ground units wounded but couldn't wipe out the Red Infantry on the Red HQ. In the next turn, the Red units wiped out the Blue transport plane and two ground units, and the Red Avengers wounded the Blue gunships. The siege failed before it really began. (-_-#) So, I restarted this battle and the second time around, I switched timing and switched targets. When I was staring at the Red Vipers and Warthogs (F-16s and A-10s), I realised the problem with the inventory of my Blue Force. My Blue Force was using 1960s Vietnam War hardware (F-4, AH-1, M60A3, &c) to fight the Red and Yellow Forces that were using 1980s Second Persian Gulf War (Operation Desert Storm) era hardware. (T_T) Before I restarted this battle, I considered buying some MiG-31s to counter the Red F-16s and AH-64s, but forgot to buy them... After my Blue Force neutralised the Red Force, I decided to not re-arrange my Corps 2 and restart the battle again. Also, I wondered if the Yellow Force had F-16s? If the Yellow Force actually had F-16s and they cut through my F-1s and F-4 like a hot knife through warm margarine, then I would've reluctantly re-arranged my Corps 2, gotten a MiG-31 or two, plus some mobile AAAs and mobile SAMs, and restarted the battle again. Later (2002.08.15): I don't think a Yellow unit can resupply/heal in a Red city, and vice versa. At least I didn't see any Yellow unit retreat to and heal in a Red city, or vice versa. 4.9 CHUUBU REGION, BATTLE OF AICHI (Yamamoto Rurika hen) Before this battle, the tech levels of my Blue Force are: USA/AF Lv.3, USN/MC Lv.4, Russian Lv.3, Germany Lv.0, UK Lv.1, and Japan Lv.1. Don't bother to buy or allocate any warship. Both the Red and Yellow Forces have seaports, but a peninsula completely blocks the sea/lake hexes between the Red and Yellow HQs. Before this battle, the briefing announces the Red and Yellow Forces have no fighter or fighter/attacker, but this means they will have a lot of attackers and gunships... All three forces begin with 1,000 SP. Afterwards, the Blue Force gets 400 SP per turn, Red Force 800 SP, and Yellow Force 800 SP. In this battle, the time limit is 21:00 on Day 6. The Blue HQ is in Gifu in the northwest. For comparison, my Corps 3 contained: one F-16, one F-4, one MiG-31, two F-1s, one F-111, two AH-1s, three AH-64s, one Mi-24, three OH-1s, one CH-53, one Mi-17, one UH-60, one Type 74, three Type 90s, one M1A1, two M1A1HAs, three M60A3s, one Type 87 recon vehicle, three Type 75s, one Type 87 mobile AAA, two SA-13s, one Patriot, one Type 89, one Type 96, one AAV7, and one M2. The theory is to have two assault units (assault helo or IFV) per nationality, and no more than three units of the same unit. I bought USN/MC Lv.4, a MiG-31 for its BVR AAM ability, and a Mi-17. A Mi-17 for 750 Nu Yen is cheaper than resurrecting the two Mi-8 KIAs for 1,000 Nu Yen. During this battle, the Mi-24 didn't do much air-to-mud attacks or capture many cities anyway. Also, I predict I'll need only one Russian airbase to heal the MiG-31. Didn't get any short-range fighter, fighter/attacker, or attacker, because I knew the Blue Force will capture some USA/AF ones in the next battle. The CPU has two forces, Red and Yellow. The Red Force begins in Toyohashi and Toyokawa in the southeast. The Yellow Force begins in Yokkaichi in the southwest. In turn 1, both Red and Yellow Forces beamed down some UH-60s and Infantry. In turn 2, some Avengers. In turn 3, some AH-64s and M2s. In turn 4, some A-10s and Avengers. In turn 5, some M1A1s, M2s, and Avengers. The Red units moved northwest towards Nagoya and captured the neutral cities between Nagoya and Toyohashi-Toyokawa. The Yellow UH-60s captured the neutral cities east of the Yellow HQ, and the Yellow ground units moved northeast towards Nagoya. Overall, the Red Force beamed down a lot of A-10s, M1A1s, M2, and Avengers; and a few AH-64s, M109A6s, MLRSs, and Patriots. The Yellow Force beamed down a lot of M1A1s, Avengers, and Infantry. OTOH, in turn 1, I beamed down a UH-60, a Mi-17, and a Type 96. Tasked with capturing airbases and cities to resupply the eventual American, Russian, and Japanese air and anti-air units. In turn 2, beamed down nothing. In turn 3, two OH-1s. In turn 4, a F-4. In turn 5, a M60A3 and a Type 87 mobile AAA. Engaged and kept the Yellow units no farther than the area between Tsushima and Kuwana. Prioritised the Red and Yellow UH-60s, M2s, and Infantry, because they could capture cities and increase the SP per turn incomes of the Red and Yellow Forces, unless the Red and Yellow MBTs could end their next turn beside a Blue ground unit. These hexes have these special events when the Blue units capture them: - Nagoya Airbase (NGO) North: F-15. - Nagoya City Northeast: M109A6. - Tajimi: MLRS. - Toyoda City: 1,000 SP. - Toyohashi City North: 1,000 Nu Yen. - Yokkaichi City Southwest: 2,000 Nu Yen. At the end of the battle, I got 57 kills, three KIAs, 50,000 Nu Yen, score 88, total score 734, and Taii (O-3, Captain). Also captured a F-15, a F-111, and a Patriot. The KIAs were: a Type 75 SPA (blown up by a Red A-10), a Type 96 (blown up by a Red M109A6), and a Mi-17 (ended its turn exactly seven hexes from a Patriot...). Later: After the battle, I thought I should've allocated a transport plane. After a Blue assault helo or IFV was KIA here or there, it took too many turns for the new IFVs beamed down to Gifu or Yokkaichi to reach the cities and airbases northwest of the Red HQ, where the wounded Blue fighter/attackers were loitering and checking their joker. The other Blue assault helos were busy capturing the cities/airbases in or about Nagoya. Partly because the OPFOR had no fighter or fighter/attacker, the expensive Blue units, including the MiG-31 and M1A1HAs, were beamed down too late to engage anything. The F-1s, F-4, F-111, gunships, SA-13s, and Type 87 mobile AAA were enough to clear the OPFOR A-10s, AH-64s, and UH-60s. I could've allocated fewer MBTs and more air or anti-air units. OTOH, in the next battle, I'll allocate more cheap MBTs, such as the M60A3s, that can be beamed down earlier, to clear the OPFOR mobile SAMs (Avengers and Patriots). The Russian T-72's 6 MP doesn't sound so bad after all, compared to the Patriot's surface-to-air range of 7. For the next battle, the player can choose: Hokuriku (Nagano-Niigata-Toyama) or Ishikawa. - In Hokuriku, the Blue Force begins in Toyama. The CPU has three forces: Green, Red, and Yellow. In theory, the player can win by clearing only the Red Force. Only the Blue Force has a seaport. - In Ishikawa, the Blue Force begins in Kaga. The Red Force begins in Kanazawa. Neither force has a seaport. In both battles, the OPFOR will have fighters, attackers, attack helos, assault helos, MBTs, SPAs, mobile SAMs, IFVs, and Infantry. I chose Hokuriku. Later (2003.09.03): After I completed the game on 2002.11.16, I decided to replay the game and clear the battles that I didn't choose. Instead of replaying the game from scratch with another difficulty, nationality, and initial prefecture, I replayed the game from the first node where I could choose the next regional battle. Thus, reloaded to after the second regional battle in Aichi, this time I chose Ishikawa as the third regional battle, instead of Hokuriku. See chapter 4.31 below. Later (2003.09.07): After the player clears the Battle of Ishikawa, the player can choose only Hokuriku (Nagano-Niigata-Toyama) for the next battle anyway. (-_-;) 4.10 CHUUBU REGION, BATTLE OF HOKURIKU In this battle, the time limit is 21:00 on Day 6. The snowy terrain decreases the off-road movement rates of ground units. The Blue HQ is in Toyama in the mid-west. The Green HQ is in Takaoka in the west. The Yellow HQ is in Itoigawa in the northeast. The Red HQ is in Kurobe Dam and Oomachi in the southeast. The Blue Force has two airbases and one seaport. The Green and Yellow Forces have one airbase each. All four forces begin with 1,000 SP. Afterwards, the Blue Force gets 600 SP per turn, Green Force 400 SP, Yellow Force 400 SP, and Red Force 400 SP. For comparison, my Corps 3 contained: one F-15, one F-4, one MiG-31, two F-1s, one F-111, two AH-1s, three AH-64s, one Mi-24, three OH-1s, one CH-53, one Mi-17, one UH-60, one transport plane, one Type 74, three Type 90s, two M1A1HAs, three M60A3s, one Type 87 recon vehicle, one M109A6, one MLRS, one Type 87 mobile AAA, two SA-13s, one Patriot, two Patriots, one Type 89, one Type 96, one AAV7, and one M2. I at first thought this battle was like the 1973 Yom Kippur War, where the Blue Force would be outnumbered and surrounded by the OPFOR. In practice, the Green Force was meek. The Red units only swarmed around the Red HQ, didn't advance northwest towards the Blue HQ, and didn't beam down any fighter or helo. The Yellow Force was the most aggressive, as Yellow UH-60s, M1A1s, and M2s advanced southwest towards the Blue HQ. However, neither the Green Force nor the Yellow Force accumulated enough SP to beam down any fighter or fighter/attacker. Thus, instead of the transport plane and one of the Patriots, I should've allocated another pair of F-15 and F-111 from the inventory. OTOH, didn't buy any new AH-1W to replace the old Lv.6 and Lv.7 AH-1s. The Blue MiG-31 shot down just one Yellow helo or two before it became useless, as its low endurance meant I couldn't use it as a decoy against the Red Patriots either. Anyway. In turn 1, I beamed down a F-1 and a M60A3. Scrambling a jet fighter in the first turn is way cool. In turn 2, Type 87 recon vehicle, M109A6, and SA-13. In turn 3, CH-53 and Mi-17. In turn 4, UH-60 and Type 96. From this turn, the Blue units begin to move northeast. In turn 5, M2 and Patriot. OTOH, in turn 1, each OPFOR beamed down two Avengers and Infantry. In turn 2, Green: UH-60. Yellow: UH-60 and M2. Red: Avenger and Infantry. In turn 3, Green: Avenger or Infantry. Yellow: UH-60 or M2. Red: MLRS, Avenger, or Infantry. In turn 4, Green: UH-60. Yellow: Avenger and Infantry. Red: M109A6 and MLRS. In turn 5, Yellow: UH-60. Red: M1A1. In turn 7, M109A6, MLRS, or Patriot. Because the Yellow Force didn't beam down any anti-air unit in the first few turns, after the Green Force was under control, my Blue assault helos flew as far northeast as possible to prevent the Yellow UH-60s from capturing the two or three neutral cities northeast of the Blue seaport, while the slower Blue IFVs capture these cities. When the Blue Force captures the Green and Yellow airbases, be careful with the nationality of the Blue units that capture these airbases. The Blue, Green, and Yellow airbases are along the coast in the northwest and north, and the Red HQ is in the mountains far in the southeast. First, this geography deters Blue air units with low endurance, such as the USA/AF F-16 and A-10, Russian Mi-24 and Mi-17, and Japanese OH-1. Second, as my fixed-wing air units are the USA/AF F-15 and F-111, USN/MC F-4, and Japanese F-1, my Blue Force captures the Green and Yellow airbases as USA/AF and Japanese for healing/resupply. Third, the Red Force has at least two Patriots and a few Avengers. After the Green Force is neutralised, the Yellow Force is under control, and the Blue air units begin to raid the Red ground units, each Blue fighter/attacker should prepare to survive getting hit by both Red Patriots in one turn. Because a Blue fighter/attacker can attack the Red units just once (or at most twice) before it must RTB because of bingo fuel or damage, one method is to loiter available Blue AH-64s near the Red units and task them with cleaning up the Red ground units heavily wounded by the Blue fighter/attackers. If an AH-64 wipes out a Red ground unit, and can't retreat to more than seven hexes from one or both of the Red Patriots, then hope that the Patriots attack the fighter/attackers instead. Thus, my Blue Force captures Hakuba, the city northeast of the Red HQ, as USA/AF. Gunships that can't hit-and-run aren't appropriate as the clean-up hitter because if a normal gunship ends its turn beside the Red units, then even the Red Infantry will cheap a couple damage points off the gunship. When a Red Patriot depletes its ammo, it will go to a Red city for resupply. (I hope the Harrier that (AFAIK) the USN/MC and UK eventually get can heal/resupply in cities.) After the Green and Yellow Forces are neutralised, some Blue ground units will probably run out of fuel when they drive up to the Kurobe Dam. These hexes have these special events when the Blue units capture them: - Itoigawa City North: 1,000 SP. - Oumi Airbase: UH-60. - Takaoka City: M1A1. - Uodu City: 1,000 Nu Yen. At the end of the battle, I got 54 kills, two KIAs, 50,000 Nu Yen, score 81, total score 815, and Taii (O-3, Captain). Also captured a F-15, an A-10, and an AH-64. Later (2003.09.01): The first lake north of Oomachi, and the second lake south of Hakuba, is Kizakiko (Kizaki Lake), which is the setting of the TV anime series Onegai Teacher (Onetea, 2002.01.10-) and Onegai Twins (One2, 2003.07.15-). OTOH, the Onetea and One2 chara's school is actually in Matsumoto. BTW, the Harrier that the USN/MC and UK eventually get can heal/resupply in cities. With 119,925 Nu Yen, I could buy USN/MC Lv.5 or Russia Lv.4. USN/MC Lv.5 has the F-14 fighter and AV-8 attacker. As everyone knows, the F-14 is the best fighter in reality, because it can track and engage multiple targets from 100 NM (nautical miles) away with its AIM-54 Phoenix SARH (Semi-Active Radar-Homing) with terminal-phase ARH (Active Radar-Homing) AAM (Air-to-Air Missile). Only Pete "Maverick" Mitchell and Tom "Iceman" Kazansky in Top Gun were dumb enough to dogfight the bandits in cannon range. (OK. They were flying under peace-time ROE, while this game is a conventional hot war.) In the game, the AV-8's two advantages are it can heal/resupply on airbase andhexes, and doesn't waste fuel points when immobile. Its three shots of anti-ground ammo are adequate, based on past experience with the USN/MC F-4 and Japanese F-1, each of which also has three shots of anti-ground ammo. However, the AV-8 is comparatively expensive to beam down for 1,000 SP: more than the F-1 (720 SP) and USN/MC F-4 (800 SP). By the time the Blue Force can spend 1,000 SP in one turn, I probably have several gunships in the air already, but the AV-8's 12 MP is faster than all gunships. OTOH, Russia Lv.4 has the SA-6 mobile SAM. The SA-6, unlike the USA/AF Patriot, can move and attack. As the CPU forces have fighters and attackers by now, the SA-6 is comparatively cheaper and earlier to beam down than Blue fighters and attackers. Though Russia Lv.4 is the more practical choice, I bought USN/MC Lv.5 anyway. For the next battle, the player can choose: Lake Biwa (Kyouto-Shiga in Kansai) or Sado (Niigata in Chuubu). The Ishikawa (Chuubu) choice disappeared. - In Lake Biwa, the Blue Force begins in Oogaki in the northeast. The CPU has three forces: Green, Yellow, and Red. The Green Force begins in Yokkaichi in the southeast. The Yellow Force begins in Hikone in the middle. The Red Force begins in Kyouto in the southwest. All three forces use UK units that are Lv.3, instead of Lv.2. In theory, the player can win by clearing only the Red Force. Airbases are all over the map. The OPFOR will have fighters, attackers, attack helos, assault helos, MBTs, SPAs, mobile SAMs, IFVs, and Infantry. - In Sado (not Sawatari), the Blue Force begins in Nagaoka in the south. The CPU has two forces: Yellow and Red. The Yellow Force begins in Niigata in the northeast, and uses USA/AF units. The Red Force begins in Sado in the northwest, and uses USN/MC units. The Blue Force doesn't begin with any seaport. The Yellow and Red Forces do... The OPFOR will have fighters, attackers, attack helos, assault helos, MBTs, SPAs, mobile SAMs, IFVs, Infantry, and warships. I chose Lake Biwa, because I was allergic to hostile USN/MC warships, and I wanted to advance farther towards Oosaka. The Blue Force can reportedly capture the IJN (not JMSDF) battleship Yamato (see below) in Hiroshima... BTW, if the player begins a new game in Niigata, then the Sadoshima isn't in the prefectural battle map. The top margin of the map is just above Niigata City. 4.11 KANSAI REGION, BATTLE OF LAKE BIWA (Ayasaki Wakana hen) Lake Biwa (Shiga) has no seaport. All four forces begin with 1,000 SP. Afterwards, the Blue Force gets 400 SP per turn, Green Force 300 SP, Yellow Force 400 SP, and Red Force 500 SP. My active Corps contained: one F-14, two F-15s, one F-4, one AV-8, two F-1s, one F-111, two AH-1s, one AH-1W, two AH-64s, one Mi-24, two OH-1s, one CH-53, one Mi-17, one UH-60, one transport plane, one Type 74, three Type 90s, two M1A1HAs, three M60A3s, one Type 87 recon vehicle, one M109A6, one Type 87 mobile AAA, two SA-13s, two Patriots, one Type 89, one Type 96, one AAV7, one M2. I bought one each of the F-14, AV-8, and AH-1W to evaluate them in real combat. Also, I replaced the MiG-31 because it was the only active Russian fixed-wing air unit. The others were USA/AF, USN/MC, and Japanese. Now, I only needed to capture cities as Russian to heal the Russian helos and mobile SAMs, and didn't need to capture any AB as Russian to serve the one MiG-31. I kept the F-111 for its high endurance, unlike the A-10 and Su-25. In turn 1, I beamed down a F-1, a SA-13, and a Type 96. Instead of the F-1 for 720 SP, I could've beamed down a few gunships, or a blend of gunships and assault helos. Other players may prefer to beam down more ground units, instead of air units. In turn 2, a M60A3, a Type 87 recon vehicle, and a SA-13. The Type 96 was tasked with capturing Ibuki AB (to heal the F-1) and Nagahama, west of the Blue HQ and north of the Yellow HQ. The F-1 and Type 87 prevented the Yellow Lynx Mk1, FV432s, and Infantry from advancing north and threatening the Type 96. The SA-13s were tasked with advancing as far south as practical, and preventing the Green Lynx Mk1s and FV432s from capturing the neutral cities north of the Green HQ. Blue assault helos that would be beamed down in the following turns were tasked with neutralising the Yellow HQ, and Blue gunships and IFVs that would be beamed down in the following turns were tasked with clearing the Green Lynx Mk1s and FV432s, and capturing the the neutral cities north of the Green HQ. In turn 3, a M109A6 or M2. The M109A6 moves as slow as a MBT, but after the M109A6 moves, it can still attack a hostile unit within four hexes. In turns 4-5, two OH-1s, a CH-53, and others. OTOH, in turn 1, each OPFOR beamed down Lynx Mk1s, Rapiers, and Infantry. In turn 2, Lynx Mk1s, Warriors, FV432s, Rapiers, and Infantry. All three CPU Forces will capture the neutral airbases and cities in the triangle defined by the Green/Yellow/Red HQs as its corners. Overall, the Yellow Force beamed down: Lynx Mk1, Chieftain, FV432, Rapier, and Infantry. The Green Force beamed down: Lynx Mk1, Challenger, Chieftain, FV432, Rapier, and Infantry. The Red Force beamed down the above units, plus: Eurofighter, AS90, and Warrior. By 02:00 on Day 2, when a Blue Mi-17 neutralised the Yellow HQ, I'd divided the Blue Force into two teams, West and South. The West team had: a F-1, a Mi-17, a M60A3, a Type 87 recon vehicle, and a Type 96. There were still several Yellow units near the Yellow HQ, but not enough Blue units could attack the Yellow units and cheap some XP off them, before they were disintegrated. The South team had: a M109A6, an AAV7, a M2, and two SA-13s. The M2 and SA-13s were defending Touin, the first city north of the Green HQ. By 15:00 on Day 2, the Red Force began to beam down Eurofighters. (X_X) The Red Force beamed down at most four Eurofighters, and these were the final units it beamed down. Against the Red units, my air units prioritise the Red Lynx Mk1s and FV432s, because they can capture cities. Then, the Lynx Mk9s, AS90s, Chieftains, and Challengers. The AS90 is a bigger threat than the MBTs because they can attack Blue units within 9 hexes: they can move 5 hexes, then attack 4 hexes. The Red MBTs can attack only Blue units next to them, and their attacks are rarely fatal. Also, the Blue ground units prioritise the Red Rapiers and other ground units wounded by the Blue air units. Don't underestimate the Red Infantry, because their ZOCs can hinder the movement of the Blue air units. When the Red Eurofighters arrive, the Blue air units engage them to wound them, decrease their HP and damage, and convince them to RTB for healing. OTOH, after they RTB, they probably switch to air-to-mud ordnance. As I expected, when my Blue Force could afford to beam down a F-14, the existing Blue attackers, mobile SAMs, and mobile AAA had wiped out two of the four Red Eurofighters already. After all the Eurofighters were gone, only a few Red MBTs, Rapiers, and Infantry remained, so the Blue fighters became jobless and withdrew to the airbases around Lake Biwa. These hexes have these special events when the player's units capture them: - Kamiishidu City: Challenger. - Kyouto City Northwest: 2,000 Nu Yen. - Nishiazai AB: Tornado IDS. - Ootsu City: 1,000 SP. - Oumihachiman City: 1,000 Nu Yen. - Yokkaichi City: AS90. The 1,000 SP from Ootsu City, so close to the Red HQ, is useless. OTOH, the AS90 is useful, as explained above, but I need to buy a Lynx Mk1 or FV432 to support it. At the end of the battle, I got 58 kills, one KIA (a Type 90 blown up by an Eurofighter), 50,000 Nu Yen, score 83, total score 898, and Taii (O-3, Captain). Also captured an Eurofighter, a Lynx Mk9, and an AS90. The Lv.1 AH-1W wasn't impressive, but at high-level, it probably has better stats than a high-level AH-1. (_ _) Zzz For the next battle, the player can choose only Kansai (Oosaka-Kyouto-Nara). The Sado choice disappeared. 4.12 KANSAI REGION, BATTLE OF KANSAI (Morii Kaho hen) Still no seaport. The Blue Force begins in Kyouto in the northeast. The CPU has two forces: Yellow and Red. The Yellow Force begins in Oosaka in the southwest. The Red Force begins in Nara in the southeast. In theory, the player can win by clearing only the Yellow Force. The Blue Force begins with 1,000 SP. Both the Yellow and Red Forces begin with 2,000 SP. Afterwards, all three forces get 500 SP per turn. My active Corps contained: one F-14, two F-15s, one F-4, one A-6, one AV-8, two F-1s, one F-111, one AH-1, one AH-1W, two AH-64s, one Mi-24, two OH-1s, one CH-53, one Mi-17, one UH-60, one Lynx Mk1, one Type 74, two Type 90s, two M1A1HAs, two M60A3s, one Type 87 recon vehicle, two AS90s, one M109A6, one Type 87 mobile AAA, two SA-13s, two Patriots, one Type 89, one Type 96, one AAV7, and one M2. I expect both CPU forces will have fighters and attackers, so I added/kept Blue fighters and attackers that have air-to-air ordnance. I shall beam down the fighters, mobile SAMs, and mobile AAAs as early as practical to struggle for air superiority. Dropped the transport plane and added the A-6 and Lynx Mk1. The terrains are mostly flat or urban, so I don't think I'll need the transport plane to ferry critical ground units. Bought the A-6 to evaluate it in real combat. Both the A-6 and F-1 can attack a surface unit (warship) from 8 hexes away. Unlike the F-1, the A-6 is navalised (can operate off a CV), but has no air-to-air ordnance for self-protection and heals slower. Bought the Lynx Mk1 to support the captured AS90s. In turn 1, I beamed down a Mi-17, UH-60, and Type 96. My initial tactic is to capture the airbases east and west of Hachiman as USA/AF and Japanese to support the F-15s and F-1s, to capture Hachiman City North and South as USA/AF and Russian to support the Patriots and Gophers, and to momentarily ignore the neutral cities between the Blue HQ and Hachiman, and the neutral cities east and west of the Blue HQ. If possible, the assault helos will attempt to capture the neutral cities south of Hachiman. This might mean my Blue Force will miss any bonus from the cities near the Blue HQ, but I want to push the frontline as south as practical. In turn 2, a Patriot and a SA-13. In turn 3, a Lynx Mk1. Tasked with capturing a neutral city near Hachiman to support the AS90s. In turn 4, a F-4. In turn 5, nothing. In turn 6, an AV-8. In turn 7, a F-14, an AH-1, an AH-1W, and a Type 87 recon vehicle. The 1,000 SP bonus from Uji certainly helped in this turn. In turn 8, two OH-1s and a SA-13. In turn 9, two AS90s and a Patriot. In turn 10, an A-6 and an AAV7. Beamed down the A-6 because the Blue Force temporarily had partial air superiority. The Yellow Force had an attacker and helos in the air, but no fighter. In turn 11, a CH-53, a Type 74, and a M109A6. In turn 12, an AH-64 and a M60A3. In turn 13, a F-111. In turn 14, a F-1 and a M60A3. In turn 15, two M1A1HAs. In turn 16, an AV-8. In turn 17, a F-15. In turn 18, an AH-64, a M2, and a Type 89. In turn 19, a F-1, a Mi-24, and a Type 90. In turn 20, a F-15. In turn 21, a Type 87 mobile AAA. In turn 22, a Type 90. And that's the ball game. OTOH, in turn 1, each OPFOR beamed down Lynx Mk1s, Rapiers, and Infantry. In turn 2, Lynx Mk1s, FV432s, Rapiers, and Infantry. In turn 3, Yellow: Lynx Mk9s. Red: Challengers and Warriors. In turn 4, Yellow: Tornado IDS and Chieftains. In turn 5, AS90s. The OPFOR Rapiers and Infantry were more aggressive than before, and advanced towards the Blue HQ, instead of defending the Yellow and Red HQs. When the Yellow units approached Hachiman, the Blue attackers and gunships cleared the Yellow IFVs, and the Blue fighters and mobile SAMs cleared the Yellow assault helos. When the Yellow/Red MBTs, mobile SAMs, and Infantry arrived, the Blue attackers and gunships engaged the OPFOR MBTs and Infantry, and the Blue recon vehicle and SPAs engaged the OPFOR mobile SAMs. The Blue units didn't always wipe out the OPFOR ground units in one turn. The tactic is to make most of the OPFOR ground units combat ineffective in their turn, so the OPFOR MBTs couldn't really harm the Blue recon vehicle, and an OPFOR Infantry couldn't capture a Blue city in one turn. When the OPFOR fighters, attackers, and gunships approached, the Blue ground units withdrew, and the Blue fighters, attackers, and mobile SAMs engaged them. When the OPFOR SPAs approached, the Blue ground units, including mobile SAMs, withdrew, and the Blue attackers and mobile SAMs engaged them. Beaming down the Tomcat early was groovy. Even when no OPFOR air unit was nearby, the Tomcat could do 1-4 HP to soft OPFOR ground units. Blue air units sometimes ended their turns on a Blue AB to defend it from OPFOR IFVs and Infantry. After the Mi-17 and UH-60 captured Kameoka, west of the Blue HQ, they went southwest to (try to) capture Ikeda and other neutral cities northwest of the Yellow HQ and ignored by the Yellow Force. Overall, WRT OPFOR fighters and attackers, the Red Force didn't beam down any. The Yellow Force beamed down: two Tornado ADVs and two Tornado IDSs. The first Yellow Tornado IDS attacked the southmost Blue ground unit, a Patriot. The Tornado IDS did more damage (4 HP) than it received (2 HP), but in the next turn, the Blue Tomcat, Phantom II, and Gopher shot down the bandit. Took three Blue units because it was at night. (With a Tomcat and a Phantom II in the air, and a Russian mobile SAM and no MBT on the ground, my Blue Force felt more like the IRIAF (Islamic Republic of Iran Air Force) than the USN/MC.) (-_-;) The first Yellow Tornado ADV seemed afraid of and didn't fly into the overlapping ranges of the Blue Tomcat and Patriot in or near Hachiman. After the second Yellow Tornado IDS reached the frontline, though the Blue Tomcat wounded it, it damaged a Type 87 recon vehicle. Two Blue gunships parked beside and on opposite sides of the Tornado IDS to limit its movement in its turn to one hex, and it was wiped out in the next Blue turn. When the Yellow Force beamed down the second Tornado ADV, it ignored the two Blue assault helos (9_9;) on the cities north of the Yellow HQ and flew to the frontline. It only heavily damaged the Blue CH-53, instead of an attacker and gunship, before it was wiped out. On second thought, instead of two Strike Eagles and an Aardvark, I could've allocated a Fighting Falcon, a second Intruder, and a third F-1. The Strike Eagles weren't beamed down before the Blue Force had air supremacy. Though the Fighting Falcon has lower endurance, it's cheaper to beam down. For now, I wonder whether the Hornet in the game has long-range anti-ship missiles, or is just a navalised Strike Eagle or Fighting Falcon? That is, just an upgraded Phantom II? This battle would've been more challenging if the OPFOR had more jets, or beamed down jets in consecutive turns. These hexes have these special events when the player's units capture them: - Ikoma City: Two Challenger 2s. - Kameoka City North: Spear. - Nara AB: Tornado IDS. - Oosaka City North: 500 SP. - Takatsuki City: Challenger. - Uji City: 1,000 SP. At the end of the battle, my Blue Force got 62 kills, two KIAs, 50,000 Nu Yen, score 91, total score 989, and Shousa (O-4, Major). Also captured a Tornado ADV, a Tornado IDS, and a Lynx Mk9. The KIAs were: an AH-1W (shot down by a Tornado ADV), and a Patriot (blown up by an AS90). The (unlucky) low-level AH-1W continued to... unimpress. I would be more concerned if one of the high-level AH-1s was KIA. The Tomcat, because of its speed, is useful for hunting down OPFOR MBTs with 1-2 HP that are retreating towards OPFOR cities, after the Blue Force has air supremacy. Using the Tomcat (not even a Bombcat) for ground attacks sounds like a dumb idea, but seeing the animation of the Tomcat strafing the OPFOR MBTs like a Frogfoot or Warthog is believing. Hmm. I've only three active high-level attackers with long-range anti-ship missiles. An Intruder and two F-1s. Maybe I'll remove a Strike Eagle, and buy another Intruder or level up another F-1 from the inventory. I wonder whether a CV can resupply/heal the air units it's carrying? Didn't buy USN/MC Lv.6 for its F-18 or Nimitz. Bought Russia Lv.4, another F-14, a Ka-50, a 2S6, two SA-6s, an Aleigh Burke, and a LST. The F-18 felt like just an upgraded and more expensive F-4 anyway. Later (2002.08.24): Correction: Though the F-18 is a fighter/attacker like the F-4, the F-18 in air-to-surface mode can attack a surface unit (warship) from 8 hexes away like the A-6 and F-1. Fighting the CPU USN/MC F-14s and F-18s in Kyuushuu and Okinawa will be painful. (-_-;) For the next battle, the player can choose only Hyougo (Koube-Himeji-Naruto). The OPFOR will have fighters, attackers, attack helos, assault helos, MBTs, SPAs, mobile SAMs, IFVs, Infantry, and warships. 4.13 KANSAI REGION, BATTLE OF HYOUGO The Blue Force begins in Koube in the northeast. (I can't seem to see the Port Tower in Koube though...) The CPU has two forces: Yellow and Red. The Yellow Force begins in Himeji in the northwest. The Red Force begins in Naruto in the southwest. The Blue and Yellow Forces have seaports. All three forces begin with 1,000 SP. Afterwards, all three forces get 500 SP per turn. I expect both CPU forces will have fighters, attackers, and a Manchester-class warship or two. The strategy is, as in reality, to not prepare for what assets the OPFOR actually has, but to prepare for what capabilities the OPFOR apparently has. My active Corps contained: two F-14s, one F-4, one A-6, one AV-8, three F-1s, one F-111, two AH-1s, one AH-1W, one Ka-50, two OH-1s, one CH-53, one Mi-17, one Mi-8, one UH-60, one Lynx Mk1, one Type 74, two Type 90s, two M60A3s, one Spear, one Type 87 recon vehicle, two AS90s, one M109A6, one 2S6, two SA-13s, two SA-6s, one Type 89, one Type 96, one AAV7, one Aleigh Burke, and one LST. Kept the F-111 for its high speed, endurance, and ammo. Could've removed the AV-8 or F-111 or both, and added... something else. Though both the AH-1W and Ka-50 cost 480 SP, I didn't drop the AH-1W and allocate two Ka-50s because the Ka-50 as a Russian unit has a sh_tty healing rate of just 2 HP per turn. The Russian air defense units have this risky disadvantage too, despite their attractively low SP costs... Later (2002.08.29): Using the USN/MC F-14 for air strikes was essentially delta sierra. (-_-#) My Blue Force did it partly because the F-14 was idle when the Blue Force had air superiority/supremacy, and partly because after the Blue attackers, gunships, SPAs, and recon vehicles had attacked, the Blue Force didn't had a clean-up hitter to, well, clean up the heavily wounded OPFOR frontline ground units. The USA/AF AH-64 is too expensive to beam down in the early and middle parts of a battle. The Russian Ka-50 is more reasonable. Though the Ka-50 has just four shots of anti-ground ordnance, fewer than the AH-64's eight shots, I'm already used to the Japanese OH-1's two shots. (X_X) The geography of the Hyougo map is a Z-shaped strip of land, with plenty of water on both sides of the Akashi Strait Bridge. In turn 1, I beamed down a UH-60, two SA-6s, and a Type 96. In turn 2, a Mi-8, a Lynx Mk1, and a Type 87 recon vehicle. In turn 3, two OH-1s and a SA-13. In turn 4, a 2S6. Reserving SP. (I thought the 2S6 is like the Canadian ADATS and equally effective against air and ground targets, but it isn't.) In turn 5, a F-4! In turn 6, an AH-1. Reserving SP. In turn 7, a F-1. In turn 8, a Type 74 and a M109A6. In turn 9, an AH-1 and a SA-13. In turn 10, an AS90. In turn 11, an AS90. Reserving SP. In turn 12, a F-14. In turn 13, a CH-53. In turn 14, a F-14. In turn 15, an A-6 and a Spear. In turn 16, an AH-1W and a Ka-50. In turn 17, a M60A3 and two Type 90s. In turn 18, an AV-8 and a M60A3. In turn 19, nothing. In turn 20, a LST. In turn 21, an Arleigh Burke! In turn 22, a F-1, a Mi-17, and an AAV7. In turn 23, a F-1. In turn 24, nothing. My initial tactic is to capture Akashi City North and West as Russian to support the Gainfuls, Gophers, and 2S6, an AB and a city south of Akashi as Japanese to support the F-1s and OH-1s, and another city south of Akashi as UK to support the AS90s. The Blue Force prioritises the OPFOR helos, IFVs, SPAs, and Rapiers. The Black Hawk flies south to capture Wakayama. (Because Wakayama is a cluster of cities, AB, and seaport, I guess it's a HQ city in another battle.) After the Lynx Mk1 captures a city south of Akashi and the city is secured against OPFOR assault helos and IFVs, the Lynx Mk1 flies southeast to help capture the cities between Wakayama and KIX (Kansai International Airport). In turn 1, the OPFOR beamed down a Lynx Mk1, a Rapier, and Infantry. In turn 2, Yellow: Lynx Mk9, FV432. Red: Warrior. In turn 3, Yellow: Lynx Mk9, Chieftain. Red: AS90. In turn 4, Yellow: Lynx Mk9, Lynx Mk1. Red: Lynx Mk9, Chieftain. In turn 5, Yellow: Rapier. Red: Challenger. In turn 6, Challenger. In turn 7, Lynx Mk9, AS90. In turn 8, Lynx Mk1, Chieftain. In turn 9, Challenger, Chieftain, AS90. In turn 10, Yellow: Chieftain. Red: Lynx Mk9, Rapier. In turn 11, Challenger, Chieftain. In turn 12, AS90. In turn 13, Yellow: Tornado IDS. Red: Challenger, AS90. In turn 14, Yellow: Tornado ADV. In turn 15, Red: Eurofighter. In turn 17, Yellow: Tornado IDS. In turn 19, Yellow: Manchester. In turn 21, Yellow: Tornado IDS. Overall, the Yellow Force beamed down two Manchesters... The Red Force initially ignores Wakayama and KIX. After the Red and Blue Forces have captured all the cities northeast of the Red HQ, a wounded Red Lynx Mk1 (with 7 HP) finally flies east towards Wakayama. When the Red Lynx Mk1 is within range of Wakayama, the Blue Black Hawk has captured Wakayama City North and East and the Wakayama AB. Instead of capturing one of these three low-HP, vulnerable hexes, the Red Lynx Mk1 spends three turns (-49 HP per turn) to capture the neutral Wakayama seaport. (?_?) After the Blue Force has air superiority against the Red Force, that is, when only one or two Red helos are in the air, and no Red fighter or attacker are, the Blue Gainful south of Akashi goes north to help the few Blue MBTs and SPAs counter the Yellow helos, MBTs, and Rapiers west and north of Akashi. When the Yellow Force beams down its first Tornado IDS in turn 13, my Blue Force incidentally has two Tomcats in the map v(^_^;) to complement the Blue mobile SAMs. (This time, my Blue Force was ready for the bandits.) These hexes have these special events when the player's units capture them: - Higashiura City: AS90. - Himeji City North: 1,000 SP. - KIX North: Eurofighter. - KIX West: Tornado ADV. - Mihara City: Two Spear Bs. - Miki City: Challenger. - Wakayama Seaport: 2,000 Nu Yen. (I'll probably sell all the d_mn UK fighters and attackers.) By the end of the battle, Blue ground units captured all Yellow ABs, cities, and seaport, except the Yellow HQ, which was partly captured by a Type 96. With a Type 74 squatting on the Yellow seaport, the second Manchester parked itself two hexes away from the seaport. An Intruder and three F-1s took turns wounding the Manchester, but left the coup de grace to the Lv.1 Arleigh Burke, which didn't become Lv.2. OTOH, the Blue Aardvark and LST wandered about, burnt up fuel points, and did nothing. At the end of the battle, my Blue Force got 66 kills, four KIAs, 50,000 Nu Yen, score 91, total score 1,080, and Shousa (O-4, Major). Also captured an Eurofighter, a Lynx Mk9, and a Manchester. The KIAs were: an AH-1 (shot down by a Red Eurofighter; (momentarily) forgot the Eurofighter is a fighter/attacker and it changed its ordnance from air-to-mud to air-to-air), a Ka-50 (shot down by two Yellow Rapiers), a Mi-8 (shot down by a Yellow Tornado IDS), and a Type 87 recon vehicle (blown up by a Red Eurofighter, Challenger, and AS90; this Type 87 is high-level and a tough bugger). Maybe I'll buy Japan Lv.2 and more Type 87 recon vehicles. BTW, I wonder what kind of fighters are the F-3 and F-3 Modified in this game? Maybe akin to the F-15 or F-18? For the next battle, the player can choose: Okayama or Seto (Hiroshima). - Okayama looks like a standard search-and-destroy battle of mass destruction. The CPU has only one Red Force that uses USN/MC units. The Blue Force begins in Kurashiki in the southwest, and the Red Force begins in Tsuyama in the north. The OPFOR will have fighters, attackers, attack helos, assault helos, MBTs, mobile AAAs, IFVs, and Infantry. No SPAs and mobile AAAs? Capturing USN/MC units will be cool, but fighting them will be heinous. - Seto is... more complex. To verify the (IJN battleship) Yamato rumour (see above), I chose Seto. 4.14 KANSAI REGION, SETO RESCUE BATTLE (Nanase Yuu hen) The Blue Force begins in Hiroshima in the northwest. (I can't seem to see the Heiwa Kinen Kouen (Peace Memorial Park) though...) (^o^) The CPU has three forces: Yellow, Red, and Green. The Yellow and Red Forces are hostile, and the Green Force is surprisingly friendly. The Yellow Force begins in Kure in the northwest, just southeast of the Blue HQ. The Red Force begins in Matsuyama in the southeast. The Green Force begins in Imabari in the east, northeast of the Red HQ. All four forces have seaports. All four forces begin with 1,000 SP. Afterwards, Blue and Green Forces get 500 SP per turn. Yellow and Red Forces get 700 SP. The OPFOR will have fighters, attackers, attack helos, assault helos, MBTs, SPAs, mobile AAAs, infantry, and submarines. No IFVs, mobile SAMs, and warships? I wonder whether Blue units can resupply/heal on Green ABs and cities? Also, will Blue units get bonus stuph when they step onto Green ABs and cities? My active Corps contained: two F-14s, one F-4, one A-6, one AV-8, three F-1s, one F-111, two AH-1s, one AH-1W, one Ka-50, two OH-1s, one CH-53, one Mi-17, one Mi-8, one UH-60, one Lynx Mk1, one Type 74, two M60A3s, one Spear, two Spear Bs, one Type 87 recon vehicle, three AS90s, one Type 87 mobile AAA, two SA-13s, two SA-6s, one Type 89, one Type 96, one LAV-25, one Arleigh Burke, and one Manchester. To simplify logistics, I'm amalgamating air support to USN/MC and Japanese units, MBTs and SPAs to UK units, and air defense to Russian units. In the game, Das Heer (German Army) of the Bundeswehr (German Federal Armed Forces) reportedly has the best MBTs and AFVs. We'll see. Kept the A-6 because of its low SP cost, and I want to level up its eight-hex anti-ship missiles. Kept the F-111 for its high speed, endurance, and ammo. May need to CAS/BAI for the Green Force. Could've bought a Seawolf instead of allocating the Manchester, but I'm doubting the practicality of the submarines. Attackers like the A-6 and F-1 already have eight-hex anti-ship missiles, and though only destroyers like the Arleigh Burke and Manchester are designed for ASW, the destroyers already have longer anti-submarine range than the anti-ship range of the submarines, so attackers can already attack all surface warships, and allocating a submarine just to attack CVs and LSTs, or to squat on an OPFOR seaport to prevent the OPFOR from using the seaport to heal its warships or to beam down more warships, seem disadvantageous, IMO. In the inventory, kept one each of the Eurofighter, Tornado ADV, and Tornado IDS as souvenirs, and sold the rest of these UK units for some spare change. May sell the Lynx Mk9s too. When the battle begins, the game announces Blue units can't resupply/heal on Green cities, &c. Grr. My initial tactic is to capture the two neutral cities southeast of the Blue HQ and north of the Yellow HQ as Russian and UK to support the Blue AS90s and mobile SAMs, and the neutral airbase east of the Blue HQ as Japanese to support the Blue F-1s and OH-1s. Then I recognise the two Yellow transporter airbases southwest of the Yellow HQ are vulnerable, as they are on islands, and the Yellow mobile AAAs and infantry can't squat on them. Because the CPU always beam down fighters and attackers after it has beamed down attack helos, and attacker helos after assault helos, the Blue Force can theoretically capture and disable the Yellow transporter airbases early, unless the Yellow Force beams down helos onto these airbases. (@_@;) I decided to investigate this chance, and beamed down the Blue assault helos and mobile SAMs early. Back in Shizuoka, both the Yellow and Red Forces concentrated on the Blue Force. Now in Seto, the Red Force is distracted by the Greenies, so I do not have the urgency to immediately neutralise the Yellow Force. Instead, I plan to clear almost all the Yellow units on the Yellow cities, &c, including the Yellow HQ, then squat some Blue MBTs and helos on them, so I can control the frequency that the Yellow Force can and will beam down its units while it keeps its SP per turn income, and cheap some XP from the Yellow units, until the Yellow Force has beamed down all its units. Capitalism in action. (^_-) WRT the Red Force, I plan to establish a no-fly zone above the Red Force, with the Blue tactical and strategic air forces units, like against the Kurobe Dam back in Hokuriku. If the Red Force captures some Green cities, then the Blue Force has the chance to capture these cities, for more money and women... I mean more Blue SP per turn. In practice, Blue ground units will take a while to reach and engage the Red units anyway. Turn 1, my Blue Force beamed down: AH-1, Mi-17, SA-6, Type 96. Though Kumano is only eight hexes from the Blue transporter airbase, if the Mi-17 captures Kumano, then in the next turn, a Yellow Gepard will wipe out the Mi-17. Turn 2: Type 87 recon vehicle, AS90. Turn 3: OH-1, CH-53. These are tasked with securing the Yellow transporter airbases. Turn 4: AH-1, Lynx Mk1. Turn 5: Spear B, SA-6. Turn 6: OH-1. Beamed down to Etajima AB, after the CH-53 captured it. Turn 7: F-1! Turn 8: UH-60. Turn 10: AV-8, F-111, Type 89. The previous Type 96 was damaged to 1 HP and couldn't heal at any Japanese city, because it captured only an airbase as Japanese, but didn't capture any city. Fortunately, had the Type 89 as back-up. Turn 11: A-6. Turn 12: AH-1W. Turn 13: F-14. Turn 15: F-1. Turn 16: Arleigh Burke! Turn 17: F-14. Turn 18: Manchester. Turn 19: Ka-50. Turn 21: F-4, F-1. Turn 27: Spear, Spear B, AS90. Turn 35: LAV-25. Turn 1, Yellow Force beamed down: Gepard, two infantry. Red: two Gepards, two infantry. Green: NH90, two infantry. Turn 2, Yellow: NH90, Gepard. Red: NH90, infantry. Green: Gepard. Turn 3, Yellow: NH90, infantry. Red: NH90, Gepard. Green: NH90, Gepard. Turn 4, Yellow: PAH-1, two Leopard 1s. Red: PAH-2, Leopard 1. Green: Leopard 1, Gepard. Turn 5, Yellow: PzH2000. Red: Alpha Jet. Green: two PAH-1s. Turn 6, Yellow: Gepard. Red: two PzH2000s. Green: Leopard 1, Gepard. Turn 7, Red: Leopard 1, Gepard. Green: Gepard. Turn 8, Yellow: Gepard. Red: Leopard 2, Leopard 1. Green: Leopard 2. Turn 9, Red: PAH-2. Green: Gepard. Turn 10, Red: Leopard 2, Gepard. Green: Leopard 1. By now, Blue units were squatting on all Yellow transporter hexes. Near them was a Yellow infantry with 1 HP. While high-level Blue air units were engaging the Red Force across the strait, low-level Blue air and ground units surrounding one Yellow transporter city and one Yellow transporter airbase cleared whatever units the Yellow Force beamed down. "Shoot down whatever is up. Blow up whatever is down." - FAG (Fighter Attack Guy) Turn 11, Red: Leopard 1, PzH2000. Green: Leopard 1. Turn 12, Red: Alpha Jet, Leopard 2. Green: Leopard 2. Turn 13, Red: two Leopard 2s. Green: Gepard. Turn 14, Red: Leopard 1, PzH2000, Gepard. Turn 15, Yellow: PzH2000. Red: Gepard. Green: two Leopard 2s. Turn 16, Yellow: PAH-1. Red: Gepard, Type 212. Green: Leopard 1, Gepard. Turn 17, Yellow: Leopard 1. Red: Leopard 2, Gepard. Green: Leopard 2, Gepard. Turn 18, Yellow: Leopard 1. Red: Type 212. Green: Leopard 2, Leopard 1. Turn 19, Yellow: Leopard 1. Green: Leopard 2, Gepard. Turn 20, Yellow: Gepard. Green: Leopard 2, Gepard. Turn 21, Yellow: Leopard 1. Red: Eurofighter. Turn 22, Yellow: PzH2000. Turn 23, Yellow: PAH-1. Red: Eurofighter. Turn 24, Yellow: Gepard. Turn 25, Yellow: Tornado IDS, PAH-1. Turn 26, Yellow: Tornado IDS, Leopard 2. Turn 27, Yellow: PzH2000. Turn 28, Yellow: Eurofighter, Leopard 2. Turn 30, Yellow: Eurofighter. These hexes have these special events when the player's units step onto them: - Etajima AB: Eurofighter. - Higashi Hiroshima City: two Leopard 2A5s. - Houjou City: Marder 2. - Kure City Southeast: 1,000 Nu Yen. - Matsuyama Seaport: Type 212. - Oosaki AB: PAH-2. - Takehara City West: 1,000 SP. - The hex near Ookurokamishima that visibly contains a docked warship, which is 10 hexes southwest of Etajima AB and nine hexes west of Ondo AB (you do the triangulation bumph yourself): Yamato! Later (2002.09.02, V-J Day): Forgot to allocate a transport plane or LST, so the Blue ground units couldn't move out of Yellow territory and into Red and Green territory... m(_ _)m Couldn't capture any Red or Green transporter hex either. Some Blue air units squatted on the airbases east of the Yellow HQ to prevent the Green assault helos from capturing them, until the Blue assault helos captured them as USA/AF or USN/MC to support the Blue fighters and attackers. The Greenies actually didn't need much help from the Blue Force. Once the Greenies recovered their momentum, they beamed down a flood of Leopard 2s, Leopard 1s, and Gepards, which overwhelmed the Red air and ground units, until the Green ground units were squatting on the Red transporter hexes. The CPU Gepards dauntlessly engaged all hostile air and ground units. BTW, after the Red Force was neutralised, the Green ground units immediately left the neutral/formerly Red transporter hexes and retreated to the Green HQ. A battle where the OPFOR has no IFVs and mobile SAMs is strange, IMO. OTOH, Gepards are everywhere. At the end of the battle, my Blue Force got 64 kills, no KIA, 50,000 Nu Yen, score 78, total score 1,158, and Shousa (O-4, Major). Could've gotten/stolen more kills if more Blue air units actively engaged the Red Force. Bought USN/MC Lv.6. Also, bought one each of the F-18 and V-22 to evaluate them in real combat. Sold all but one of the POW Lynx Mk9s. Could've bought Japan Lv.2 for some more Type 87 recon vehicles and Type 81 mobile SAMs. I wonder USN/MC Lv.7 has what units? Maybe JSF (Joint Strike Flounder), Sea Shadow, and Los Angeles-class sub? Up to Lv.6, the USN/MC has no stealth unit. For the next battle, the player can choose only Shikoku (Kouchi-Uwajima-Matsuyama). The OPFOR will have fighters, attackers, attack helos, assault helos, MBTs, SPAs, mobile AAAs, infantry, and submarines. 4.15 SHIKOKU REGION, BATTLE OF SHIKOKU (Sugihara Manami hen) The Blue Force begins in Kouchi in the east. The Yellow Force begins in Uwajima in the southwest. The Red Force begins in Matsuyama (again) in the north. The Blue and Red Forces have seaports. All three forces begin with 1,000 SP. Afterwards, Blue Force gets 500 SP per turn. Red Force gets 600 SP. Yellow Force gets 400. My active Corps contained: two F-14s, one F-18, one F-4, one A-6, one AV-8, three F-1s, two AH-1s, one AH-1W, one Ka-50, one Mi-24, two OH-1s, one CH-53, one Mi-8, one V-22, one Lynx Mk1, one Type 74, two M60A3s, one Spear, two Spear Bs, one Type 87 recon vehicle, three AS90s, one Type 87 mobile AAA, two SA-13s, two SA-6s, one Type 89, one Type 96, one Arleigh Burke, one Manchester, and the Yamato. To further amalgamate air support to USN/MC and Japanese units, removed the USA/AF F-111 and UH-60. Removed the Mi-17 and added the Mi-24 because in previous battles, there were times when Blue assault helos retreated from incoming OPFOR air and anti-air units. The Mi-24 has relatively better offense against mobile AAAs and SAMs than the Mi-8/Mi-17. Instead of a transport plane or LST, added the Yamato as an exotic. Shall probably use it before the end of the battle to brass up the OPFOR HQs for fun, after the Blue destroyers clear the OPFOR subs. Later (2002.09.07): Should've removed the Type 87 mobile AAA and SA-13s, and added some SA-6s. This time, I'll try to beam down the attackers early, instead of the gunships. My initial tactic is to temporarily ignore the two neutral cities southwest and closest to the Blue HQ, and try to capture the two farther neutral cities. As above, the Blue units will capture them as Russian, UK, and Japanese to support the mobile SAMs, SPAs, and gunships. If the Yellow Force is conservatively meek or slow, the Blue units may even try to capture the cities farther southwest than these four cities. The neutral cities way northwest of the Blue HQ are too far away from the Blue HQ and close to the Red HQ. Capturing and keeping them would be hard, IMO. Afterwards, the Mi-8 went to capture some of the neutral cities southeast of the Yellow HQ, for more SP. Turn 1: F-1, Mi-8, Type 87 recon vehicle. Turn 2: Lynx Mk1, SA-6, Type 96. Turn 3: AS90, SA-13. Turn 4: AH-1, SA-6. Turn 5: OH-1. Turn 6: F-4. Armed for air-to-air, and tasked with suppressing any Red air unit. Turn 7: AS90. Turn 8: F-1. Turn 9: Spear B. Turn 10: F-14. Turn 11: V-22, AS90. Turn 12: AV-8. Turn 13: Ka-50, Spear B. By now, Blue units were squatting on a Yellow transporter city and the Yellow transporter airbase. Turn 14: F-1, AH-1, CH-53. The CH-53 was beamed down to a formerly Yellow transporter city. Turn 15: F-14. Turn 16: A-6, AH-1W. Turn 17: F-18, OH-1. The F-18 was armed for air-to-air, and tasked with suppressing any Red air unit. Turn 19: Arleigh Burke! Turn 20: Spear. Turn 21: Mi-24, Manchester. Turn 22: M60A3. Turn 23: M60A3, Yamato! Turn 24: Type 89. Turn 25: Type 74. Turn 1, Red: two Gepards, infantry. Yellow: Gepard, two infantry. Turn 2, Red: PAH-1, two infantry. Yellow: NH90. Turn 3, Red: three infantry. Yellow: Gepard, infantry. Turn 4, Red: Leopard 2, Leopard 1. Yellow: infantry. Turn 5, Red: Leopard 1, PzH2000. Yellow: NH90, Leopard 1. Turn 6, Red: Leopard 2. Yellow: nothing. Turn 7, Red: Alpha Jet. Yellow: two Leopard 1s. Turn 8, Red: two Leopard 1s, PzH2000. Yellow: Alpha Jet. Turn 9, Red: Leopard 2, Gepard. Turn 10, Red: two PAH-1s. Turn 11, Red: Leopard 2, Gepard. Turn 12, Red: PAH-2, Leopard 2. Turn 13, Red: Type 212. Turn 14, Red: Leopard 2. Yellow: infantry. Turn 15, Red: Eurofighter. Turn 16, Red: Alpha Jet. Yellow: Leopard 1, infantry. Turn 17, Red: Type 212. Turn 19, Red: Eurofighter. Yellow: PAH-1, Gepard. Turn 20, Yellow: Eurofighter, infantry. Turn 21, Yellow: Gepard. Turn 22, Yellow: Gepard. Turn 24, Yellow: Leopard 1. The Red Force ignored the neutral cities east and far west of the Red HQ, and captured the cities south of the Red HQ. If the Blue Force has a transport plane, the Blue Force could've tried to capture the cities east of the Red HQ. The Yellow Force captured the cities east and west of the Yellow HQ. These hexes have these special events when the player's units step onto them: - Matsuyama Airbase (MYJ): NH90. - Misaki Seaport: Type 212. - Sukumo City East: two Lowe A2s. - Touyo City: Lowe. - Uwajima City Northeast: 1,000 Nu Yen. - Yanai Airbase: PAH-2. The Lowe MBT looks worthless: 3 MP, 3 shots, and 520 SP. Likewise, the Lowe A2 has 4 MP, 3 shots, and 550 SP. Slow, whiskey delta, and expensive. The modernised Yamato has an oval radar dish atop her bridge, a spacious helo deck on its aft deck, and a vertical launch system between the bridge and the fore turrets. But she lost her broadsides of AA guns. BTW, a battleship attacking a ground target looks impressive. Her VLS launches land attack missiles, then she fires her main guns. At the end of the battle, my Blue Force got 53 kills, 4 KIAs, 50,000 Nu Yen, score 62, total score 1,220, and Shousa (O-4, Major). The KIAs were: a F-1 (squatted on the Yellow transporter airbase for too long, couldn't RTB to a Blue airbase before it depleted its fuel points, engaged OPFOR units in its range, flamed out, and imploded - foxtrot uniform); a CH-53 (shot down by a Gepard, but had a V-22 as back-up); a Mi-7 (shot down by an Eurofighter, but had a Mi-24 as back-up); a Type 87 recon vehicle (blown up expensively by an Alpha Jet, a Gepard, and two infantry). For the next battle, the player can choose: Fukuoka or Gotou Strait. I chose Fukuoka. The Blue HQ is as close as eight hexes from the Yellow HQ... 4.16 KYUUSHUU REGION, BATTLE OF FUKUOKA (Matsuoka Chie hen) The Blue Force begins in Shimonoseki in the northeast. The CPU has two forces: The Yellow Force begins in Kitakyuushuu in the north, just southwest of the Blue HQ. The Red Force begins in Fukuoka in the southwest. All three forces begin with 1,000 SP. Afterwards, Blue Force gets 600 SP per turn. Yellow Force gets 700 SP per turn. Red Force gets 600 SP per turn. All OPFOR units are USN/MC and Lv.4 (exp level, not tech level). (In reality, Kitakyuushuu almost became history when, on 9 August 1945, a USAF B-29 bomber nicknamed Bock's Car flew over Kitakyuushuu. The bomber loitered for about an hour above Kitakyuushuu, but because of the cloud cover, the bomber couldn't clearly vis-ident its aiming point: Kokura near Yawata. So, the B-29 diverted to its secondary target, Nagasaki. Though Nagasaki also had some cloud cover, the bomber eventually identified the aiming point and pickled its payload of a single bomb nicknamed Fat Man. The impact point of the bomb missed the intended bull's eye of downtown Nagasaki by about a mile, but when it exploded above Urakami district at 11:02 AM, it caused more than enough mass destruction. The bomber, with 35 gallons of gas left in its tanks, landed at Okinawa, instead of its home plate at Tinian. Days later, the war ended in the Pacific theatre of ops.) My active Corps contained: Two F-14s, one F-18, one F-4, one A-6, one AV-8, three F-1s, two AH-1s, one AH-1W, one Ka-50, one Mi-24, three OH-1s, one CH-53, one Mi-17, one Mi-8, one V-22, one Lynx Mk1, one Type 74, two M60A3s, one Spear, two Spear Bs, one Type 87 recon vehicle, three AS90s, one 2S6, four SA-6s, one Type 89, one Type 96, the Yamato. Instead of a transport plane or LST, added the Yamato as an exotic. Shall probably use it just before the end of the battle to brass up the Red HQ for fun. Sold all the German and UK fighters and attackers. Later (2002.10.10): Instead of the 2S6, should've allocated another assault helo or MBT. This time, I'll try to beam down the Blue fighters and attackers early, because hostile USN/MC air units will be sierra hotel. My initial tactic is to suppress the Yellow transporters ASAFP. Not necessarily capturing all of them and neutralising the Yellow HQ, but capture a few Yellow transporter cities, and park some Blue ground units on the Yellow transporter airbases. Thus, for a change, I'll first beam down the Blue assault helos, MBTs, SPAs, and mobile SAMs. Before, I usually beamed down assault helos and IFVs. Turn 1, Blue: OH-1, Mi-8, AS90, SA-6. Turn 2: Lynx Mk1, Spear, Type 87 recon vehicle. Turn 3: Spear B, Type 96. Turn 4: F-1! Turn 5: Two OH-1s, SA-6. The Type 96 was tasked with capturing the Kitakyuushuu AB east of the Yellow HQ. By turn 4, some Blue units were stepping on some Yellow transporters. Turn 6: Nothing. Turn 7: F-14. Turn 8: AH-1, SA-6. Turn 9: Ka-50, AS90. Turn 10: CH-53. Turn 11: AV-8, Spear B. Turn 12: AS90. Turn 13: F-14, SA-6. Turn 16: Yamato. Turn 17: AH-1W, V-22, Type 89. Turn 18: F-4, Two M60A3s, Type 74. Turn 19: F-18, AH-1. Turn 20: A-6, F-1. Turn 23: Mi-24. Turn 25: F-1. Turn 38: Mi-17. Turn 1, Red: LAV-AD, two infantry. Yellow: LAV-AD, two infantry. Turn 2, Red: Two LAV-25s. Yellow: LAV-25, AAV7. Turn 3, Red: LAV-25, infantry. Yellow: V-22, AAV7. Turn 4, Red: AH-1W, two M60A3s. Yellow: AH-1W, V-22. Turn 5, Red: LAV-AD, Chaparral. Yellow: Nothing. Grr-r-r. The OPFOR deployed the AH-1W and V-22, and skipped the inferior AH-1 and CH-53. Turn 6, Red: A-6. Yellow: AH-1W. Turn 7, Red: AH-1W, LAV-25. Turn 8, Red: Two Chaparrals, M60A3. Yellow: Infantry. Turn 9, Red: F-4. Yellow: Infantry. Turn 10, Red: AH-1W, M60A3. Yellow: LAV-AD. Turn 11, Red: F-4. Yellow: LAV-AD. Turn 12, Red: A-6, M60A3. Yellow: LAV-AD. Turn 13, Red: Two M60A3s. Yellow: Chaparral. Turn 14, Red: AH-1W, M60A3. Yellow: M1A1. Turn 15, Red: M1A1. Yellow: M1A1. Turn 16, Red: Two M1A1s. Yellow: M1A1. Turn 17, Yellow: Chaparral. Turn 18, Red: Chaparral. Turn 19, Red: M1A1, LAV-AD. Yellow: M1A1. Turn 20, Yellow: AH-1W. Turn 21, Yellow: LAV-AD. Turn 23, Yellow: M60A3. Turn 24, Yellow: M1A1. Turn 26, Yellow: M1A1. Turn 29, Yellow: M1A1. Turn 30, Yellow: M1A1. Turn 32, Yellow: M1A1. Turn 33, Yellow: M60A3. Turn 35, Yellow: AH-1W. Turn 37, Yellow: M1A1. Turn 42, Yellow: F-18. Compared to the German and UK ground units in the previous battles, the OPFOR USN/MC LAV-25s and LAV-ADs are weak. The M1A1s and M60A3s weren't threatening. The fighters, attackers, and attack helos were manageable because I beamed down the Blue air (read: F-14) and anti-air (read: SA-6) units early. The streams of Leopard 1s, Leopard 2s, and Gepards were awesome/awful. Compared to other MBTs, the Spear and Spear B have low cost and high speed, but they have low ammo and poor armour. Even the old M60A3 and Type 74 felt tougher. When the Blue air units were near the Red HQ, and the Yamato was on her way towards the Red HQ, the Spear and Spear Bs along the frontline were weaker than I expected, and the Blue SPAs were low on ammo. The low-and-slow M60A3s and Type 74 from Kitakyuushuu took several turns to reach the frontline, so the Spear, Spear Bs, and Type 87 recon vehicle did what they could to clear the Red mobile AAAs and mobile SAMs defending the Red HQ. With the Red HQ near extinction, second-line Blue ground units and idle air units loitered near the Yellow HQ to cheap off some XP. One Yellow transporter city, one Yellow transporter airbase, and the Yellow HQ were left alone. But when the Yellow Force beamed down an attack helo or a ground unit, nearby Blue F-4, F-14s, F-18, Mi-8, AS90s, Type 89, SA-6s, &c, cleared the Yellow units. When the Yellow Force didn't have enough SP to beam down anything, the Blue fighters with their Vulcan cannons abused/strafed the Yellow infantry on the Yellow HQ at 1-2 damage points per fighter, but didn't clear the infantry when it had just 1-2 HP and let it heal. After the Red HQ was neutralised, even the Yamato came to cheap off some XP. (^_-) These hexes have these special events when the player's units step onto them: - Buzen City: Two Merkava 3s. - Fukuoka Airbase (FUK) South: F-14. - Fukuoka City East: 2,000 Nu Yen. - Kitakyuushuu City Southeast: 1,000 Nu Yen. - Oonojou City: 1,000 SP. At first glance, the two kanji for Buzen reads like "Toyomae". I read about the hidden Merkava 3 before, and thought it was a German or UK unit, as some Gaika players said they got it in Kansai or Shikoku. I was surprised it's an USN/MC unit. At the end of the battle, my Blue Force got 67 kills, 4 KIAs, 50,000 Nu Yen, score 56, total score 1,276, and Shousa (O-4, Major). The long finish time and low scores don't bother me. I always want more XP for my units. Could've let the Yellow Force kept some of its cities southeast of the Red HQ, so it had more SP to beam down more units earlier, for target practice. The KIAs were: OH-1 (stopped on a Red transporter city, trapped by ZOCs of and wounded by Red units, and shot down by two Red infantry); Spear (blown up by a Red F-4); Spear B (blown up by a Red A-6 and M60A3); SA-6 (blown up by a Red M1A1). For the next battle, titled "Governor Rescue", the player can choose only Nara. It has a time limit of just Day 2, 21:00! The Blue HQ is in Gose in the southwest. The Red HQ is in Nara in the north. Both forces begin with 3,000 SP. Afterwards, Blue Force gets 400 SP per turn. Red Force gets 600. The Blue Force begins with three cities and one airbase. The Red Force begins with five cities and one airbase. These conditions s_ck. 4.17 KANSAI REGION, GOVERNOR RESCUE The Red Force will have attack helos, assault helos, MBTs, SPAs, mobile SAMs, IFVs, and infantry. I previewed this battle a bit, to check if I'll need more than one transport plane. Beaming down expensive units, such as attackers and SPAs, probably won't be a problem, but moving the Blue units to the Red HQ, which takes 2-3 turns, will be. Turn 1: Lynx Mk1, two Rapiers, three infantry. Turn 2: Lynx Mk1, four Warriors. Turn 3: Lynx Mk9, two Chieftains, two AS90s. Turn 4: Lynx Mk9, two Rapiers. Turn 5: AS90, infantry. Turn 6: Challenger. The Red units at first ignore the city and airbase west of the Red HQ. The Red units advance south to the two neutral cities south of the Red HQ, so Blue air units can easily out-flank them and reach the city and airbase west of the Red HQ. If a Blue assault helo or transport plane stops on that airbase, a Red Rapier attacks it. (Doesn't the UK in this game have better mobile SAMs than the Rapier?) In the first 2-3 turns, I'll probably beam down a transport plane, and load a Merkava 3 and an AS90 into it. A Type 87 recon vehicle will escort the transport plane to the airbase west of the Red HQ. For air superiority, I'll beam down a F-14 and a SA-6. (The F-14 is obviously a personal preference. Instead of a F-14, other Gaika players may beam down cheaper units for air defense, such as more SA-6s. In historical terms, I prefer the Israeli doctrine of air superiority by fighters in hostile airspace, instead of the Arab/FSU doctrine of air defense by mobile SAMs along the FEBA (Forward Edge of Battlefield Area).) Blue gunships (vs Red ground units) supported by Blue SPAs (vs Red mobile SAMs) will probably stall the advance of the Red ground units at the two neutral cities south of the Red HQ. The Red units that I'll prioritise are: attack helos (Lynx Mk9), assault helos (Lynx Mk1), SPAs (AS90), and mobile SAMs (Rapier). Red MBTs that Blue units can't wipe out in one turn aren't a problem. In fact, they can help "deny" the Red transporters: when they are WIA and retreat to a Red transporter for healing, the Red Force can't use that transporter to beam down new units. The neutral cities and airbases don't seem to give any bonus when Blue units stop on them. My active Corps contained: Two F-14s, one F-18, one F-4, one A-6, one AV-8, three F-1s, one F-35, two AH-1s, one AH-1W, one Ka-50, one Mi-24, two OH-1s, one CH-53, one Mi-17, one Mi-8, one V-22, one Lynx Mk1, one transport plane, one Type 74, two Type 90s, two M60A3s, two Merkava 3s, two Type 87 recon vehicles, three AS90s, three SA-6s, one Type 89, one Type 96. Bought USN/MC Lv.7, Japan Lv.2, a USN/MC F-35, and a Japanese Type 87 recon vehicle. Though the F-35 and DD-21 felt just like an upgraded AV-8 and Arleigh Burke, bought USN/MC Lv.7 anyway. Instead of USN/MC Lv.7, could've bought some lower levels in other nationalities, such as Russia, but with (I think) one or two battles left, I didn't think low-level high-tech units can catch up with the high-level low-tech units in the Blue inventory. For instance, the high-level M60A3 and Type 74 are slow, but they are comparatively tougher than a low-level Spear or Spear B. Instead of mistrusting the Spear and Spear B, could've bought Japan Lv.2 for only 15,500 Nu Yen and bought more Type 87 recon vehicles for use as MBTs. Turn 1: Transport plane, Merkava 3, AS90, Type 87 recon vehicle. Turn 2: F-14, Lynx Mk1, Mi-8, Type 96. Turn 3: AS90. Turn 4: AH-1, Type 87 recon vehicle. Turn 5: Two OH-1s. In Turn 2, the Merkava 3 and AS90 got into the transport plane, which began to fly north, escorted by the Type 87 recon vehicle. The F-14 was tasked with CAP as close to the Red HQ as possible. When the transport plane landed at the neutral airbase west of the Red HQ, the Type 87 recon vehicle engaged the Warriors and Rapiers that advanced west. Turn 6: Type 74. Turn 7: AH-1. Turn 8: M60A3, Type 90. Turn 9: M60A3. Turn 10-11: Nothing. Saving SP for an AV-8, F-1, F-4, or F-35. By turns 6-7, the Mi-8 captured the two Red transporters southwest of the Red HQ. The high- to middle-level M60A3s and Type 90 beamed onto these transporters to defend them and absorb damage. Turn 12: F-35. Turn 13: AV-8, AS90. Beamed down the F-35 onto a former Red transporter. If a F-1 or F-4 beamed onto the Blue transporter airbase, then it would take at least two turns to fly north and reach the frontline. In this battle, the Blue Force ATO (Air Tasking Order) couldn't afford such a luxurious TOT (Time On Target). Turn 1: Lynx Mk1, two Rapiers, three infantry. Turn 2: Lynx Mk1, four Warriors, infantry. Turn 3: Lynx Mk9, two Challengers, Chieftain. Turn 4: AS90. Turn 5: Two Lynx Mk9s, Rapier. Turn 6: Challenger. Turn 7: AS90, infantry. Turn 8: Two infantry. Turn 9: Infantry. Turn 10: Two Challengers. At the end of the battle, my Blue Force got 26 kills, 2 KIAs, 30,000 Nu Yen, score 51, total score 1,327, and Chuusa (O-5, Lieutenant Colonel). The KIAs were: an AS90 (blown up by two Lynx Mk9s), a Type 87 recon vehicle (blown up by two Lynx Mk9s). The AS90 and Type 87 recon vehicle were at or near the city and airbase west of the Red HQ. The F-14 flying CAP above them had gone Winchester: out of both air-to-air and air-to-mud ammo. The Merkava 3 captured the city, but hadn't captured the airbase, so it couldn't resupply the F-14. If instead of an AS90, the transport plane took a SA-6 north, the SA-6 wouldn't survive against the Red Warriors and infantry. Compared to gunships, the STOVL attackers AV-8 and F-35 have IMO two advantageous: they move faster and have better air-to-air ability than gunships. OTOH, they are more expensive to beam down and have fewer air-to-mud ammo. IMO, instead of beaming down one AV-8 for 1,000 SP, it looks more efficient to beam down three AH-1s, or two Ka-50s, or two AH-1Ws, for 960 SP. For the next battle, the player can choose only Touhoku. I previously thought after Gotou Strait, Fukuoka, and Nara, the game would've two battles left in southern Kyuushuu and Okinawa, and would ignore Touhoku and Hokkaidou. Well, in Touhoku and Hokkaidou, the 2 HP/turn healing rate of the Russian units s_ck anyway. 4.18 TOUHOKU-HOKKAIDOU REGION, BATTLE OF TOUHOKU (Nagakura "Emiryun" Emiru hen) The terrain looks mountainous and snowy. The neutral cities between the Blue HQ and the Yellow and Green HQs are far between and few. The Blue HQ is in Sendai in the southwest. The Blue Force begins with three cities, one airbase, and one seaport. The Red HQ is in Misawa in the northeast. The Yellow HQ is in Morioka in the centre. The Green HQ is in Akita in the northwest. (Grr. I've some respect for Misawa AB, because back in Falcon 3.0:OFT, I virtually flew countless sorties out of Misawa AB, home of the 35th Fighter Wing, USAF.) http://www.misawa.af.mil/ The OPFOR will have fighters, attackers, attack helos, assault helos, MBTs, SPAs, mobile SAMs, IFVs, infantry, and warships. (The OPFOR will have no subs, so I don't need to allocate any Arleigh Burke or DD-21. Fighting the OPFOR Foxhounds and Gainfuls is going to s_ck though.) All OPFOR units are Russian and Lv.4 (exp level, not tech level). In this battle, the player can win by defeating only the Red Force, but the player has more than enough time to defeat all three hostile forces. Blue Force begins with 1,000 SP. Red 2,000 SP. Yellow 2,000 SP. Green 1,000 SP. Afterwards, Blue Force gets 500 SP per turn. Red 800 SP. Yellow 400 SP. Green 600 SP. In this battle, the snowy terrain mildly decreases the off-road movement rates of ground units. My active Corps contained: F-14 x 2, F-18, F-4, A-6, AV-8, F-1 x 3, F-35, AH-1 x 2, AH-1W, Ka-50, OH-1 x 2, CH-53, Mi-17, Mi-8, V-22, Lynx Mk1, Type 74, Type 90, M60A3 x 2, Merkava 3 x 2, Type 87 recon vehicle x 2, AS90 x 3, SA-6 x 4, Type 89, Type 96, Yamato. Later (2002.11.07): If I replay this battle, I would drop the A-6, the F-18 (possibly), some MBTs, and the Yamato. The A-6 has Harpoons but can't air-to-air, the F-18 has Harpoons but is comparatively expensive, I didn't beam down any MBT until I cleared most of the Green and Yellow units and was counter-attacking the Green and Yellow HQs with a Japanese Type 89 and a USN/MC Merkava 3, and the Yamato was unnecessary. I would add a F-14, and probably some F-1, Mi-24, AS90, and Smerch. In this battle, on days 1-2, two F-14s and four SA-6s provided barely enough air defense around Mizusawa (see below). Some Blue KIAs were claimed by CPU air units, so additional F-14s and SA-6s would certainly help. Turn 1: Lynx Mk1, Mi-17, SA-6, Type 96. Turn 2: SA-6, Type 87 recon vehicle x 2. Turn 3: Nothing. Saving SP for a F-14. Turn 4: F-14. Turn 5: AS90, SA-6. In this battle, the OPFOR has speed, quantity, and (unlike the PLA of the PRC) quality. The OPFOR uses the same fast and hard tactics (such as Mi-8 and Mi-17) that I prefer. (-_-;) To conserve SP, amongst the battle options, I toggled off the auto-healing that leaks SP. Out-numbered and out-gunned, my defensive tactic is to advance as far northeast as practical (Mizusawa City), and to stall the combined Red and Yellow units. Also, beware of the Green assault helos from the north that threaten the Blue HQ and cities. (Actually, if the OPFOR captures a Blue transporter, I wonder will the OPFOR beam down some units to the captured transporter?) The Red units initially went west, the Yellow units southwest, and the Green units south. As the Green Force is slightly weaker than the Red and Yellow Forces, a bold tactic that I considered but didn't execute was to deploy a transport plane, and attempt to capture or suppress the Green transporters. Turn 6: OH-1. Turn 7: F-4. Turn 8: AH-1, OH-1. Turn 9: Ka-50. Turn 10: F-1. Turn 11: AV-8, AH-1, Smerch. Turn 12: SA-6. Turn 13: F-1, AS90. Turn 14: V-22. Turn 15: F-14, Mi-8. Turn 16: F-1, Type 89. Turn 17: F-18, Merkava 3. Turn 18: AH-1W. Turn 19: Type 90, AS90. Turn 20: Nothing. Turn 21: Merkava 3. Turn 22: F-35. Turn 25: Yamato. Turn 26: CH-53. Turn 27: M60A3, Type 74. Later (2002.11.07): I played all previous battles in an offensive style that emphasised mobility, so I disliked units that can't move-and-attack, such as the USA/AF MLRS, Russian Smerch, and Japanese Type 75. I played this battle in a defensive style, so I tried a Smerch and... respected its range and blast effect. Anyway. On day 1, despite the CPU forces' awesome numerical advantage, they had a structural handicap: the CPU units can't resupply/heal in each other's cities. For example, the Red and Green gunships, esp the whiskey delta Mi-24s, were like dragonflies above a pond. They might fly to the frontline, not attack any Blue unit, and fly back to a Red or Green city to resupply. OTOH, the CPU fighters, attackers, and assault helos had higher endurance and more dedication. After turns of stalemate, the Red MBTs might withdraw to a Red city and line up for gas, that is, cluster around the Red city and await their turns to squat on the Red city to resupply. In this battle, my Blue Lynx Mk1, Mi-17, and Type 96 charged as far northeast as Mizusawa. Along with a few gunships, Type 87 recon vehicles, AS90s, and SA-6s, the Blue Force managed to stall the CPU ground units between Mizusawa and the two (Yellow) cities northeast of Mizusawa. Then, the Blue assault helos and IFVs captured the neutral cities and seaports southeast of Mizusawa. These Blue units sometimes squatted on the captured cities to defend them against the Red assault helos, before the Blue F-14s and SA-6s could clear or wound the Red assault helos. Against the CPU ground units assembled near Mizusawa, the Blue Force prioritised the CPU assault helos, SPAs, IFVs, and mobile SAMs. The assault helos and IFVs because they could capture cities, and the SPAs and mobile SAMs because of their long-range attacks. Engage the Yellow and Green ground units first. Because the Red units move before the Yellow and Green units, if the Blue units engage the Red units first, then the Yellow and Green units will fill up the empty hexes occupied by cleared or wounded Red units. Later in the battle, when the Blue CTOL fighters and attackers struck the Red cities, because the Blue airbases were far between and few, the Blue air units had the same problem WRT resupply as the Red units. A Blue fighter or attacker might have more than enough fuel points to land on a Blue airbase in one or two turns, but when two or three fighters or attackers had to land on the same airbase to resupply, a fighter or attacker might have to wait beside the airbase for another turn or two. Thus, when the player sends the Blue fighters and attackers to strike the Red cities, always look back and check if each fighter or attacker has two or three turns of fuel points to withdraw to and loiter beside a Blue airbase. I lost a high-level F-1 this way... (<_>) (To quote the player's wingmen in Falcon 3.0, "Request you check joker.") The Red Sovremennys were mostly harmless. The Blue F-1s and F-18 had eight-hex ASMs. The Red Sovremennys had five-hex SAMs. Thus, the feet dry Blue F-1s and F-18, at six to eight hexes away from the closest sea hexes, invincibly engaged and cleared the Red Sovremennys. Turn 1, Red: Mi-17 x 2, 2S6 x 2, infantry. Yellow: Mi-17, 2S6, infantry x 2. Green: Mi-8 x 2, 2S6, infantry. Turn 2, Red: Ka-50, infantry x 2. Yellow: Mi-17, BMP-3 x 2. Green: Mi-24. Turn 3, Red: T-80 x 2, 2S6, infantry. Yellow: Ka-50, T-80, 2S6 x 2. Green: 2S6 x 2. Turn 4, Red: T-80 x 3, 2S6. Yellow: BM-21, 2S3 x 2. Green: Su-27, 2S6, infantry. Turn 5, Red: Ka-50, Mi-17, T-80, 2S6, and/or SA-13. Yellow: T-80, Smerch, BM-21, 2S6, and/or infantry. Green: T-72 x 2. Turn 6, Red: Mi-17 x 2, T-80, 2S6. Yellow: Ka-50, 2S6. Green: Mi-8, S-300 x 2. Turn 7, Red: Ka-50, T-80, 2S6, SA-13. Yellow: T-80, BMP-3. Green: Mi-24, T-72. Turn 8, Red: Ka-50, 2S6. Yellow: BM-21, infantry. Green: Mi-24, S-300. Turn 9, Red: Infantry x 2. Yellow: T-80 x 2, infantry. Green: Nothing. Turn 10, Red: Su-37. Yellow: T-80, BMP 3, infantry. Green: Su-27. Turn 11, Red: Infantry x 2. Yellow: T-80, Smerch, infantry. Green: Infantry x 2. Turn 12, Red: 2S6, Sovremenny. Yellow: Nothing. Green: Nothing. Turn 13, Red: Nothing. Yellow: Su-25, 2S6. Green: Su-24 x 2, 2S6, infantry. Turn 14, Yellow: T-80, 2S6, infantry. Turn 15, Red: Su-37. Turn 16, Yellow: T-80. Turn 18, Red: 2S6 x 2, infantry, Sovremenny. Yellow: Su-25, 2S6, infantry. Later (2002.11.11, Remembrance Day): On the first couple days, I thought I couldn't expend SP to heal wounded units. When a wounded (about 2 HP) Green jet RTB to the (Green) airbase south of the two Green transporter airbases for healing, and the Blue F-14s and SA-6s were busy with all the other CPU jets and helos near Mizusawa, the wounded (4 HP) Blue F-4 resupplied at the Blue Japanese airbase northeast of the Blue HQ and stopped beside that Green airbase to harass that Green jet. The F-4 did 1-2 damage points per turn to the Green jet for a few turns, until a Blue F-14 could vector northwest to clear that Green jet. These hexes have these special events when the player's units step onto them: - Akita AB (AXT) Northwest: Su-27. - Hanamaki City: S-300. - Kamaishi City: 1,000 SP. - Misawa AB North: Su-37. - Misawa AB South: Su-34. - Oodate City: T-72B x 2. - Yuzawa AB: 1,000 SP. At the end of the battle, I got 81 kills, six KIAs, 50,000 Nu Yen, score 85, total score 1,412, and Chuusa (O-5, Lieutenant Colonel). The game also awards: a Su-37, a Smerch, and a BM-21. I knew this battle was going to hurt, and it didn't disappoint me. The KIAs were: F-1 (bingo fuel - foxtrot uniform); AH-1 (shot down by a Red Su-37); OH-1 (shot down by two S-300s and two infantry); another OH-1 (shot down by two Soveremennys and an infantry); Mi-8 (shot down by a Red Su-24); AS90 (blown up by a Green Su-24). Things would've gotten worse if the CPU forces had the MiG-31 and SA-6, instead of the 2S6, S-300, and SA-13. For the next battle, the player can choose: Yamagata (Honshuu) or Hokkaidou. Of course, I'm going to Hokkaidou anyway. In Yamagata, the CPU has one hostile force, Red. The terrain looks mountainous and snowy. The neutral cities between the Blue HQ and the Red HQ are far between and few. In Hokkaidou, the CPU has two hostile forces, Red and Yellow, and one friendly force, Green. The locations of the HQs, from south to north, are: Blue (Aomori), Yellow, Green, then Red (Sapporo). Based on previous experience with the Greenies in Hiroshima, I'll probably try to suppress both the Yellow and Green transporter cities, so the Greenies can't steal too many kills. OTOH, if a Blue unit is squatting on the Green HQ to defend it (keep it alive), but the Red and Yellow units destroy all Green units, I wonder whether the game will consider the Green Force as dead? 4.19 TOUHOKU-HOKKAIDOU REGION, HOKKAIDOU LANDING (SEASON FINALE) (Adachi Taeko X Sawatari Honoka hen) Later (2002.11.21): During my game, this battle was the final conflict, the season finale. To summarise all the b_tching below, the Bare Facts about clearing this battle are: - Beam down an assault helo or IFV to capture the neutral city east of the Blue HQ for 1,000 SP. - Beam down a LST or a transport plane to transport Blue ground units tasked with capturing/denying the Yellow transporter hexes. - Beam down attack helos and assault helos to help capture/deny the Yellow transporter hexes, esp the airbase. - Capture the Yellow airbase and beam down air units to defend the Green HQ and units. - Prioritise the Red air units, Smerch, S-300, BMP-3, and infantry. When necessary, "sacrifice fly" the Blue air units to suicide-bomb these Red ground units. The Red Force has no seaport, thus can't beam down warships. (Seeing the Blue high-level air units dropping like flies gave me an "IDFAF in 1973" feeling. Fortunately, the CPU didn't have MiG-31s and SA-6s.) - Also prioritise the Yellow air units, both fast-movers and slow-movers. - Use a LST to ferry Blue ground units from the beaches just northeast of the Yellow HQ to the Green HQ, or to the two Red cities northeast of the Green HQ, esp to clear the Red S-300s. (Optional: Deny the Green transporter cities to force the Green Force to beam down fighters and attackers.) "Even though I walk through the valley of the shadow of death, I fear no evil, for You are with me." - Psalm 23 In this battle, the snowy terrain mildly decreases the off-road movement rates of ground units. Also, a LST or transport plane is essential, because the Seikan Tunnel that connects Honshuu and Hokkaidou is denied. The Blue HQ is Aomori in the south. http://www.city.aomori.aomori.jp/ The Green HQ is Muroran in the north, between the Red and Yellow HQs. http://www.city.muroran.hokkaido.jp/ The Red HQ is Sapporo in the north. http://www.city.sapporo.jp/ The Yellow HQ is Hakodate in the south, between the Blue and Green HQs. http://www.city.hakodate.hokkaido.jp/ (Now that I'm near the end of the game, I'm overloading the links to the official HPs of the cities and towns.) The CPU forces have fighters, attackers, attack helos, MBTs, SPAs, mobile SAMs, IFVs, infantry, and warships. No CPU assault helos, but I presume they've some Mi-24s. Things are going to be slow if they can use only BMP-2s and infantry to capture cities, and the risk of CPU units capturing the neutral cities north of the Blue HQ on Honshuu probably isn't high. All four forces begin with 1,000 SP. Afterwards, Blue Force gets 400 SP per turn. Red 600 SP. Yellow 400 SP. Green 400 SP. My active Corps contained: F-14 x 3, F-18, F-4, AV-8, F-1 x 3, F-35, AH-1 x 3, AH-1W, Ka-50, Mi-24, OH-1 x 2, CH-53, Mi-17, Lynx Mk1, transport plane, Type 74, Type 90 x 2, Merkava 3 x 2, Type 87 recon vehicle x 2, AS90 x 3, Smerch x 2, SA-6 x 3, Type 89, Type 96, LST. Later (2002.11.16): If I replay this battle, I would drop one or two F-14s and SA-6s, and add some attackers, gunships, MBTs, or SPAs. Turn 1: Transport plane, Type 87, AS90. Turn 2: Mi-17, Type 96. Turn 3: Nothing. Turn 4: F-4. Turn 5: AH-1. In turn 4, the Blue transport plane landed on the Yellow transporter airbase Kikonai and downloaded the Type 87 and AS90. http://www.tokeidai.co.jp/kikonai/kikonai_hp/ But both ground units bought the farm, and a Yellow Ka-50 critically wounded the transport plane (1 HP), before the Blue Mi-17 could effectively capture and defend any Yellow transporter. (T_T) Later, the Blue F-4 squats on the Yellow transporter airbase for a couple turns to deny it, and to distract the Yellow 2S6s. If the Blue transport plane landed on Kikonai on turn 5, the Yellow Ka-50 would've moved north towards the Green HQ, but the Yellow Force would've beamed down two more ground units. These ground units would block and attack the Blue Type 87 and AS90, and any 2S6 on or beside the Yellow HQ would wipe out the loitering Mi-17. After the Blue Type 87 and AS90 expired, instead of restarting the battle, I decided to continue the battle and to beam down air superiority and CAS/BAI units. If I restarted the battle, different things that I would try include: i) beam down a LST and some MBTs, instead of a transport plane; ii) reach Mutsu earlier for the 1,000 SP bonus. Turn 6: OH-1. Turn 7: F-14, AH-1, OH-1. Turn 8: AS90. Turn 9: CH-53, Type 87. Turn 10: Lynx Mk1. In turn 10, the wounded Blue transport plane landed on Kikonai again. Turn 11: AH-1, AS90, LST. Turn 12: Nothing. Turn 13: AV-8. Turn 14: Type 89. Besides ferrying Blue ground units from the Blue HQ to the Yellow HQ, the LST can ferry ground units from the beaches just northeast of the Yellow HQ to the Green HQ, or to the two Red cities northeast of the Green HQ, esp when the Red S-300s have gone Winchester and getting back to those two Red cities. Turn 16: F-18, Ka-50. Turn 17: Type 90. Turn 18: F-1. Turn 19: AH-1W, Mi-24. Turn 20: Nothing. Didn't beam down the F-1 earlier because I was reserving the F-1s for the Yellow Sovremennys, and I didn't want them shot down by Red 2S6s and S-300s. Also, the Blue Force captured the Yellow transporter airbase as USN/MC, so the F-1s couldn't have resupplied/healed at a Blue Japanese airbase until the Type 89 captured one of the airbases northwest of the Yellow HQ. Turn 21: F-14, Type 74. Turn 22 or 23: Merkava 3. Turn 24: F-1, Type 90. Turn 25: F-1, Merkava 3. Turn 26: Nothing. Turn 27: F-35. Turn 28: Smerch. Turn 29-31: Nothing. Turn 3X: SA-6. At first, the Red units move southeast. The Yellow units move north to engage the Green units. Some Green units defend the Green HQ against the Yellow units, and some Green units move northeast. Turn 1, Red: 2S6 x 2, infantry x 2. Yellow: 2S6, infantry. Green: 2S6, infantry. Turn 2, Red: Smerch x 2, BMP-3, infantry. Yellow: Ka-50, 2S6. Green: BMP-3. Turn 3, Red: T-80. Yellow: Infantry. Green: Ka-50, infantry. Turn 4, Red: T-80, Smerch, 2S6. Yellow: Infantry x 2. Green: 2S6. Turn 5, Red: T-80, Smerch. Yellow: Infantry. Green: BMP-3, infantry. Turn 6, Red: T-80 x 2. Yellow: Infantry. Green: Ka-50, T-80. Turn 7, Red: T-80 x 2. Yellow: Smerch. Green: BM-21 x 2. Turn 8, Red: Smerch, 2S6. Yellow: Nothing. Green: T-80. Turn 9, Red: S-300 x 2. Yellow: T-80. Green: T-80 x 2. Turn 10, Red: T-80 x 3. Turn 11, Red: S-300. Green: T-80. Turn 13, Red: Su-34. Green: T-80. Turn 16, Red: Su-37. Yellow: Ka-50. Green: T-80 x 2. Turn 18, Red: Su-34. Green: Su-27. Turn 20, Green: T-80. Turn 21, Red: Su-37. Green: T-80. Turn 25, Yellow: Sovremenny. Turn 26, Yellow: Ka-50. Turn 27, Yellow: S-300. Turn 28, Red: Su-37. Green: Sovremenny. Turn 3X, Green: Su-34. Turn 3X, Green: Su-27. Against the Red units marching against the Green HQ, prioritise the Red air units, Smerch, BMP-3, and infantry. As the Red Force uses Russian units, they inevitably use the Russian doctrine of using Smerches to brass up the Green units, then using T-80s to clear the wounded Green units. Even when some wounded Green T-80s manage to survive such melee damage, the Green Force can buy the farm if a Red BMP-3 or infantry captures the Green HQ. (T_T) Before my Blue ground units (AS90s, Type 87s, Type 90s, &c) could reach the Green HQ, some Blue air units did Kamikaze attacks on the Red Smerches. These bombings were suicidal because Red S-300s and 2S6s escorted the Red ground units. These hexes have these special events when the player's units step onto them: - Chitose City: 1,000 SP. - Hakodate City South: 1,000 SP. - Mutsu City: 1,000 SP. http://www.city.mutsu.aomori.jp/ At the end of the battle, I got 47 kills, 10 KIAs, 50,000 Nu Yen, score 79, total score 1,491, and Chuusa (O-5, Lieutenant Colonel). The game also awards: a Su-34, a Kuznetsov, and a Sovremenny. The KIAs were: AH-1 (shot down by a Red Su-34 and S-300s); another AH-1 (shot down by a Red Su-37); AS90 (blown up by Yellow units); AV-8 (shot down by four Red S-300s); CH-53 (shot down by a Red Su-34 and Su-37); F-4 (shot down by a Red Su-37 and three S-300s); Ka-50 (shot down by three Red S-300s); Mi-17 (shot down by a Yellow 2S6); Type 87 (blown up by Yellow units); another Type 87 (blown up by a Red Su-37, two T-80s, and a Smerch). 4.31 CHUUBU REGION, BATTLE OF ISHIKAWA (Hosaka Miyuki hen) In this battle, the time limit is 21:00 on Day 4. The Blue HQ is Kaga in the southwest. http://www.city.kaga.ishikawa.jp/ The Red HQ is Kanazawa in the north. http://www.city.kanazawa.ishikawa.jp/ The Red Force has fighters, attackers, attack helos, assault helos, MBTs, SPAs, mobile SAMs, IFVs, and infantry. The Blue Force begins with 1,000 SP. Red 2,000 SP. Afterwards, Blue Force gets 400 SP per turn, from three cities and one AB. Red 500 SP, from four cities and one AB. My (ad hoc) active Corps contained: F-15 x 2, F-16, F-4, MiG-31, F-1 x 3, AH-1 x 2, AH-64 x 3, Mi-24, OH-1 x 3, CH-53, Mi-8, UH-60, Type 74, M1A1HA x 2, M60A3 x 3, Type 87 RCV, BM-21, M109A6, MLRS, Type 87 AW, SA-13 x 2, Patriot x 2, Type 89, AAV7, BMP-2, M2. For fun, and based on only the existing units in the Blue inventory, I arbitrarily allocated many USA/AF, USN/MC, Russian, and Japanese air units. And for experiment, I arbitrarily allocated many USA/AF units, such as the AH-64 and Patriot, despite their high SP costs, which is the opposite of my previous El Cheapo Supremo attitude. The force that begins with Kaga is advantageous because Kaga is closer to Komatsu than Kanazawa. In this battle, the Blue Force begins with Kaga probably because the Blue Force is strategically moving from south (Shizuoka and Aichi) to north. http://www.city.komatsu.ishikawa.jp/ http://www.jda.go.jp/jasdf/komatsu/ Turn 1, Blue: OH-1, M2, Type 96, Patriot. Turn 2: Type 87 RCV. Saving SP for an AH-64. Turn 3: AH-64. Turn 4: M109A6, BMP-2. Turn 5: Type 74, SA-13. Saving SP for a MiG-31. The Blue USA/AF units are Evil. Ahem. The Blue BMP-2, M2, and Type 96 attempt to capture the cities north of Komatsu. Then, the other Blue units defend these cities against the Red air and ground units, while the IFVs retreat and capture the Komatsu airbases as Japanese and USA/AF. (On second thought, if the lone MiG-31 becomes wounded, it can't heal on any Blue airbase...) The Blue Patriot is parked within seven hexes of Mattou (the city southwest of Kanazawa) and Tsurugi (the city southeast of Kanazawa), to counter the Red UH-1s and AH-64s that capture or heal/resupply on these cities. http://city.matto.ishikawa.jp/ http://www.town.tsurugi.ishikawa.jp/index.asp Turn 6: MiG-31. Turn 7: None. Turn 8: M60A3. Turn 9: F-15, AAV7. Turn 10: F-1. By the dawn of Day 2, the Blue units could've captured all the Red non-HQ cities, but the Blue units didn't. (IMO, the Foxhound's R-33 (AA-9 Amos) SARH/TARH AAM doesn't feel as peachy as the Tomcat's Phoenix. The real R-33/AA-9 has an advertised range of 80 NM.) Turn 11: MLRS, Patriot. Turn 12: BM-21. Turn 13-15: None. Turn 16: AH-1 x 2, OH-1, M60A3. Turn 1, Red: UH-1 (not UH-60), Avenger, infantry x 2. Turn 2: UH-1, M113 x 2. Turn 3: M1A1, Avenger. Turn 4: F-111. Or: M113 x 2. Turn 5: M1A1 x 2. Or: M1A1, M60A3. Or: M60A3, MLRS. One Red UH-1 moves south-southeast and captures Tsurugi. The rest move southwest towards the cities north of Komatsu. Turn 6: AH-64. Turn 7: M1A1, M60A3. Turn 8: MLRS, M109 (not M109A6). Turn 9: M1A1, M60A3. Turn 10: None. Turn 11: M1A1, Chaparral. Turn 12: M60A3. Turn 13: Hawk x 2. Turn 14: M1A1, Chaparral. Turn 15: Hawk x 2. Turn 16: M1A1. Turn 17: M60A3. Turn 18: M60A3. Turn 19-20: None. Turn 21: F-15. Turn 22-23: None. Turn 24: F-15. Turn 25-26: None. Turn 27: F-111. Turn 28: None. Turn 29: F-16. Or: F-111. At the end of the battle, I got 37 kills, no KIA, 30,000 Nu Yen, score 57, total score 791, and Taii (O-3, Captain). The game also awards: UH-1 x 3, M109 x 3, Hawk x 3, M113 x 3. For the next battle, the player can choose only Hokuriku (Nagano-Niigata-Toyama). >TO BE CONTINUED< 4.51 KYUUSHUU REGION, OKINAWA PREFECTURE I read that when the player doesn't begin the game in Hokkaidou or Okinawa, then near the end of the game, ampibious assaulting Hokkaidou and Okinawa will be painful. So I experimentally began a new game at Hard difficulty, and chose the USA/AF and Okinawa in the Kyuushuu region. The USA/AF player begins with: three AH-64s, one UH-60, five M1A1s, two M2s, and three Infantry. The first battle in Okinawa has a time limit of 21:00 on Day 4. The player's Blue Force begins in Naha in the southwest. The USN/MC's Red Force begins in Kadena in the north. The Red Force deploys USN/MC Lv.2 units, but thankfully no F-4. The Red Force beams down a total of 17 units. Mostly Lv.1 M60A3s and a few AAV7s and Chaparrals. I beamed down one heinous AH-64, and as many M1A1s, M2s, and even Infantry, as possible. My units engaged the Red units about five or six hexes from Naha, between Naha and the closest town to the northeast of Naha. Because of the AH-64's air-to-mud lethality and mobility, and the M1A1s' toughness, by noon on Day 2, the column of Red tanks northeast of Naha became a Highway of Death. Only the two Red Infantry at the Red HQ were still breathing. In the morning of Day 2, when my handful of M1A1s, M2s, and Infantry were apparently enough to barricade the Red units, I beamed down the UH-60 to capture the towns behind the Red tank column. I liberated Okinawa for score 124, 23,000 Nu Yen, and Shoui (O-1, Second Lieutenant). For the next battle, the player can choose only Kagoshima. In reality, Kagoshima is famous for Saigou Takamori, a protagonist in the Meiji Restoration in 1868, and a respected antagonist in the Southwest War (Japanese Civil War) in 1878. 4.52 TOUHOKU-HOKKAIDOU REGION, HOKKAIDOU (Sawatari Honoka hen) Just checking what happens if the player begins an Easy game with Russian units from Hokkaidou, occupied by Russia. The first battle in Hokkaidou has a time limit of 21:00 on Day 4. The player's initial Russian units are: four Mi-24s, two Mi-8s, six T-72s, two BMP-2s, and three Infantry. The Blue Force begins in Hakodate in the south. Ivan, eh, I mean, the Red Force begins in Sapporo in the northeast. The Red Force deploys 15 Russian units: T-72 MBTs, BMP-2 IFVs, SA-13 mobile SAMs, and Infantry. The Red Force has teleporters all over the map, including just across the bay from the Blue HQ. The frontline was eventually between Oshamanbe and Shimamaki. The tactics are simple. Blue BMP-2s and Infantry are tasked with capturing cities. Mi-24s are tasked with CAS/BAI against the Red MBTs and IFVs. Mi-8s are tasked with CAS/BAI and capturing cities. T-72s are tasked with wiping out the Red mobile SAMs. The Russian units s_ck. The Mi-24 has very low endurance (30 fuel points). The Mi-8 has just two shots of air-to-mud ordnance. The T-72 moves slowly on the ground. At the end of the battle, I got 15 kills, no KIA, 23,000 Nu Yen, score 81, total score 81, and Shoui (O-1, Second Lieutenant). BTW, in military aviation history, Hakodate became famous on 6 September 1976, at 13:50, when Lieutenant Viktor Ivanovich Belenko of the 513th Fighter Regiment, Soviet Air Defense Command (PVO), based at Sakharovka in Siberia, landed his MiG-25P (Perekhvatchik or "Interceptor") Foxbat A (#84) at the Hakodate airport (HKD). http://www.allstar.fiu.edu/aero/MIG-25FOXBAT.htm http://www.wvi.com/~lelandh/mig25.html 5. ORDERS OF BATTLE NATIONALITIES The USN/MC and Russia have expectedly good units for novice players. OTOH, the USA/AF has the best and most expensive units. For example, the cost of a USA/AF M1A1 MBT is about double the cost of a USN/MC M60A3 or Russian T-72 MBT. Russian units have lower (cheaper) SP than USN/MC units, so the player can beam down more Russian units in each turn. OTOH, at Russia Lv.1, the Mi-8 and BMP-2 aren't very deadly, even against Infantry. The Mi-24 and Mi-8 have fewer fuel points than the USN/MC AH-1 and CH-53, but the Mi-24 can capture cities, and the Mi-8 has a bit of air-to-mud ordnance. The AH-1 can't capture cities, and the CH-53 isn't armed. The T-72's six MP are faster than the UK Chieftain's four (slower than snail mail) and the USN/MC M60A3's five, but the T-72's four rounds of ammo are fewer than the USN/MC M60A3's six. Some nationalities have the same units. For example, every nationality inevitably has Infantry (ground-pounding grunts). Also, both Germany and the UK has the Eurofighter. BTW, my personal interest is primarily in military aviation, including naval aviation, so I don't know the formal names and nicknames of most non-US and non-Russian ground, surface, and submarine units. USN/MC has no organic SPAs. Germany has many MBTs and AFVs (not IFVs), but it first gets an assault helo, the NH90, at Lv.3. Units that belong to the "All" nationality are complementary units. For example, when the player buys USN/MC Lv.3, the player also gets the ability to buy All Lv.3 units: a transport plane that looks like the C-130, can carry two ground units, and land at neutral and even enemy airbases. FIGHTER AND FIGHTER/ATTACKER Who Lv Unit MP FP SP Nu Yen Lv Offense Defense Ammo F/A USA 3 F-16 14 53 1200 3000 1 B D N N B B B- B- 3 3 0 0 A-A E+ A- B+ N B B B- B- 3 3 3 0 A-G F-16 14 53 1200 3000 4 B+ C- N N B+ B+ B+ B+ 3 3 0 0 A-A D- A+ A N B+ B+ B+ B+ 3 3 3 0 A-G F-16 14 53 1200 3000 5 A- C- N N A- A- B+ B+ 3 3 0 0 A-A D- S- A N A- A- B+ B+ 3 3 3 0 A-G F-16 14 53 1200 3000 6 A- C N N A- A- A- A- 3 3 0 0 A-A D- S- A+ N A- A- A- A- 3 3 3 0 A-G F-16 14 53 1200 3000 7 A- C N N A- A- A- A- 3 3 0 0 A-A D S A+ N A- A- A- A- 3 3 3 0 A-G F-16 14 53 1200 3000 8 A C+ N N A A A- A- 3 3 0 0 A-A D S S- N A A A- A- 3 3 3 0 A-G F-16 14 53 1200 3000 10 A+ B- N N A+ A+ A A 3 3 0 0 A-A D+ S+ S N A+ A+ A A 3 3 3 0 A-G USA 5 F-15 15 68 1400 3500 1 B D N N B B B- B- 4 3 0 0 A-A E+ A A- N B B B- B- 3 3 3 0 A-G F-15 15 68 1400 3500 4 A- C- N N A- B+ B+ B+ 4 3 0 0 A-A D- S- A N A- B+ B+ B+ 3 3 3 0 A-G F-15 15 68 1400 3500 5 A- C- N N A- B+ B+ B+ 4 3 0 0 A-A D- S- A+ N A- A- B+ B+ 3 3 3 0 A-G F-15 15 68 1400 3500 6 A C N N A A- A- A- 4 3 0 0 A-A D- S A+ N A A- A- A- 3 3 3 0 A-G F-15 15 68 1400 3500 7 A C N N A A- A- A- 4 3 0 0 A-A D S S- N A A- A- A- 3 3 3 0 A-G F-15 15 68 1400 3500 8 A C+ N N A A A- A- 4 3 0 0 A-A D S S- N A A A- A- 3 3 3 0 A-G F-15 15 68 1400 3500 9 A+ C+ N N A+ A A A 4 3 0 0 A-A D S+ S N A+ A A A 3 3 3 0 A-G F-15 15 68 1400 3500 10 A+ B- N N A+ A+ A A 4 3 0 0 A-A D+ S+ S N A+ A+ A A 3 3 3 0 A-G USA 7 F-22 15 75 2800 7000 1 B+ D N N A- B+ B B 4 3 0 0 A-A E+ A+ A- N A- B+ B B 3 3 3 0 A-G F-22 15 75 2800 7000 4 A C- N N A A- A- A- 4 3 0 0 A-A D- S A+ N A A- A- A- 3 3 3 0 A-G F-22 15 75 2800 7000 7 A+ C N N S- A+ A A 4 3 0 0 A-A D S+ S N S- A+ A A 3 3 3 0 A-G F-22 15 75 2800 7000 10 S B- N N S S- A+ A+ 4 3 0 0 A-A D+ S+ S+ N S S- A+ A+ 3 3 3 0 A-G USN 2 F-4 15 60 800 2000 1 B- D N N C+ B- B- B- 4 3 0 0 A-A E+ A- B N C+ B- B- B- 3 3 3 0 A-G F-4 15 60 800 2000 4 B+ C- N N B B+ B+ B+ 4 3 0 0 A-A D- A A- N B B+ B+ B+ 3 3 3 0 A-G F-4 15 60 800 2000 5 B+ C- N N B B+ B+ B+ 4 3 0 0 A-A D- A+ A- N B B+ B+ B+ 3 3 3 0 A-G F-4 15 60 800 2000 6 A- C N N B+ A- A- A- 4 3 0 0 A-A D- A+ A N B+ A- A- A- 3 3 3 0 A-G F-4 15 60 800 2000 7 A- C N N B+ A- A- A- 4 3 0 0 A-A D S- A N B+ A- A- A- 3 3 3 0 A-G F-4 15 60 800 2000 8 A- C+ N N A- A- A- A- 4 3 0 0 A-A D S- A N A- A- A- A- 3 3 3 0 A-G F-4 15 60 800 2000 9 A C+ N N A- A A A 4 3 0 0 A-A D S A+ N A- A A A 3 3 3 0 A-G F-4 15 60 800 2000 10 A B- N N A- A A A 4 3 0 0 A-A D+ S A+ N A- A A A 3 3 3 0 A-G USN 5 F-14 15 75 1200 3000 1 B D N N B B B B 3 3 0 0 F-14 15 75 1200 3000 4 A- C- N N B+ B+ B+ B+ 3 3 0 0 F-14 15 75 1200 3000 5 A- C- N N A- A- A- A- 3 3 0 0 F-14 15 75 1200 3000 6 A C N N A- A- A- A- 3 3 0 0 F-14 15 75 1200 3000 7 A C N N A- A- A- A- 3 3 0 0 F-14 15 75 1200 3000 8 A C+ N N A A A A 3 3 0 0 F-14 15 75 1200 3000 10 A+ B- N N A+ A+ A+ A+ 3 3 0 0 USN 6 F-18 14 60 1200 3000 1 B D N N B B B B 3 3 0 0 A-A E+ A+ A N B B B B 3 4 2 0 A-G F-18 14 60 1200 3000 4 A- C- N N B+ B+ B+ B+ 3 3 0 0 A-A D- S S- N B B B B 3 4 2 0 A-G F-18 14 60 1200 3000 5 A- C- N N B+ B+ B+ B+ 3 3 0 0 A-A D- S S- N A- A- A- A- 3 4 2 0 A-G F-18 14 60 1200 3000 6 A C N N A- A- A- A- 3 3 0 0 A-A D- S+ S N A- A- A- A- 3 4 2 0 A-G F-18 14 60 1200 3000 7 A C N N A- A- A- A- 3 3 0 0 A-A D S+ S N A- A- A- A- 3 4 2 0 A-G F-18 14 60 1200 3000 10 A+ B- N N A+ A+ A+ A+ 3 3 0 0 A-A D+ S+ S+ N A+ A+ A+ A+ 3 4 2 0 A-G RUS 3 MiG-31 16 60 1000 2800 1 B D N N B B B- B- 4 3 0 0 MiG-31 16 60 1000 2800 4 B+ C- N N B+ B+ B+ B+ 4 3 0 0 MiG-31 16 60 1000 2800 5 A- C- N N A- A- B+ B+ 4 3 0 0 MiG-31 16 60 1000 2800 6 A- C N N A- A- A- A- 4 3 0 0 MiG-31 16 60 1000 2800 7 A- C N N A- A- A- A- 4 3 0 0 MiG-31 16 60 1000 2800 8 A C+ N N A A A- A- 4 3 0 0 MiG-31 16 60 1000 2800 9 A C+ N N A A A A 4 3 0 0 MiG-31 16 60 1000 2800 10 A+ B- N N A+ A+ A A 4 3 0 0 RUS 5 Su-27 15 75 1260 2800 1 B D N N B B B- B- 4 3 0 0 A-A E+ A A- N B B B- B- 3 3 3 0 A-G Su-27 15 75 1260 2800 4 A- C- N N A- B+ B+ B+ 4 3 0 0 A-A D S- A N A- B+ B+ B+ 3 3 3 0 A-G Su-27 15 75 1260 2800 5 ? ? N N ? ? ? ? 4 3 0 0 A-A D- S- A+ N A- A- B+ B+ 3 3 3 0 A-G Su-27 15 75 1260 2800 6 ? ? N N ? ? ? ? 4 3 0 0 A-A D- S A+ N A A- A- A- 3 3 3 0 A-G Su-27 15 75 1260 2800 7 A C N N A A- A- A- 4 3 0 0 A-A D S S- N A A- A- A- 3 3 3 0 A-G Su-27 15 75 1260 2800 10 A+ B- N N A+ A+ A A 4 3 0 0 A-A D S+ S N A+ A+ A A 3 3 3 0 A-G RUS 7 Su-37 15 75 2250 5000 1 B+ D N N B+ B B B 5 3 0 0 A-A E+ A A- N B+ B B B 3 3 3 0 A-G Su-37 15 75 2250 5000 4 A- C- N N A- B+ B+ B+ 5 3 0 0 A-A D- S- A N A- B+ B+ B+ 3 3 3 0 A-G Su-37 15 75 2250 5000 7 A+ C N N A+ A- A- A- 5 3 0 0 A-A D S S- N A+ A- A- A- 3 3 3 0 A-G Su-37 15 75 2250 5000 10 S- B- N N S- A+ A+ A+ 5 3 0 0 A-A D+ S+ S N S- A+ A+ A+ 3 3 3 0 A-G GER 6 Eurofighte 15 60 1400 3500 1 B D N N B B B- B- 3 3 0 0 A-A E+ A A- N B B B- B- 3 3 3 0 A-G Eurofighte 15 60 1400 3500 4 A- C- N N A- B+ B+ B+ 3 3 0 0 A-A D- S- A N A- B+ B+ B+ 3 3 3 0 A-G Eurofighte 15 60 1400 3500 7 A C N N A A- A- A- 3 3 0 0 A-A D S S- N A A- A- A- 3 3 3 0 A-G Eurofighte 15 60 1400 3500 10 A+ B- N N A+ A+ A A 3 3 0 0 A-A D+ S+ S N A+ A+ A A 3 3 3 0 A-G UK 3 Tornado 11 53 600 1500 1 B D N N B- B B- B- 4 3 0 0 ADV Tornado 11 53 600 1500 4 A- C- N N B+ B+ B+ B+ 4 3 0 0 ADV Tornado 11 53 600 1500 7 A C N N A- A- A- A- 4 3 0 0 ADV Tornado 11 53 600 1500 7 A+ B- N N A A+ A A 4 3 0 0 ADV UK 6 Eurofighte 15 60 1400 3500 1 B D N N B B B- B- 3 3 0 0 A-A E+ A A- N B B B- B- 3 3 3 0 A-G JAP 6 F-2 14 60 1000 3800 1 B D N N B- B+ B B 3 3 0 0 A-A C- A+ A N B- B+ B B 2 4 4 0 A-G F-2 14 60 1000 3800 4 B+ C- N N B+ A- A- A- 3 3 0 0 A-A C+ S S- N B+ A- A- A- 2 4 4 0 A-G F-2 14 60 1000 3800 5 A- C- N N B+ A A- A- 3 3 0 0 A-A B- S S N B+ A A- A- 2 4 4 0 A-G F-2 14 60 1000 3800 7 A- C N N A- A+ A A 3 3 0 0 A-A B- S+ S+ N A- A+ A A 2 4 4 0 A-G F-2 14 60 1000 3800 10 A+ B- N N A S- A+ A+ 3 3 0 0 A-A B+ S+ S+ N A S- A+ A+ 2 4 4 0 A-G JAP 7 F-3 15 68 1200 6000 1 B+ D N N B+ B B B 4 3 0 0 A-A E+ A A- N B+ B B B 3 3 2 0 A-G F-3 15 68 1200 6000 4 A C- N N A A- B+ B+ 4 3 0 0 A-A D- S- A N A A- B+ B+ 3 3 2 0 A-G F-3 15 68 1200 6000 7 A+ C N N A+ A A- A- 4 3 0 0 A-A D S S- N A+ A A- A- 3 3 2 0 A-G F-3 15 68 1200 6000 10 S B- N N S A+ A+ A+ 4 3 0 0 A-A D+ S+ S N S A+ A+ A+ 3 3 2 0 A-G JAP S F-3 Kai ? ? ? ? 1 A- D N N A- B+ B B 4 3 0 0 A-A E+ A A- N A- B+ B B 3 3 2 0 A-G F-3 Kai ? ? ? ? 4 A C- N N A A- B+ B+ 4 3 0 0 A-A D- S- A N A A- B+ B+ 3 3 2 0 A-G F-3 Kai ? ? ? ? 7 S- C N N S- A+ A- A- 4 3 0 0 A-A D S S- N S- A+ A- A- 3 3 2 0 A-G F-3 Kai ? ? ? ? 10 S B- N N S S- A+ A+ 4 3 0 0 A-A D+ S+ S N S S- A+ A+ 3 3 2 0 A-G Nationality Unit Air-Air Range Air-Sur Range USA/AF A-10 1 : D- : 3 1 : B+ : 6 USA/AF B-2 - 5 : A- : 7 USA/AF * F-15 1 : B : 4 1 : A- : 3 USA/AF * F-16 1 : B : 3 1 : A- : 3 USA/AF * F-22 1 : B+ : 3 1 : A- : 3 USA/AF F-111 1 : D+ : 2 1 : A- : 6 USA/AF F-117 - 1 : A : 2 USN/MC A-6 - 8 : A- : 2 USN/MC AV-8 1 : C+ : 3 1 : B : 3 USN/MC * F-4 1 : B- : 4 1 : B : 3 USN/MC F-14 6 : B : 3 - USN/MC * F-18 1 : B : 3 8 : A : 2 USN/MC F-35 1 : C- : 3 1 : A- : 3 Russia MiG-31 5 : B : 4 - Russia Su-24 1 : D : 3 1 : B+ : 4 Russia Su-25 1 : D : 3 1 : A- : 5 Russia * Su-27 1 : B : 4 1 : A- : 3 Russia Su-34 1 : C : 3 1 : A : 5 Russia * Su-37 1 : B+ : 5 1 : A- : 3 Germany Alpha Jet 1 : D : 3 1 : B : 2 Germany * Eurofighter 1 : B : 3 1 : A- : 3 Germany Tornado ADV 1 : B : 4 - Germany Tornado IDS 1 : D : 3 1 : A- : 6 UK * Eurofighter 1 : B : 3 1 : A- : 3 UK Jaguar 1 : D : 3 1 : A- : 3 UK Tornado ADV 1 : B : 4 - UK Tornado IDS 1 : D : 3 1 : A- : 6 Japan F-1 1 : C- : 2 8 : A : 2 Japan F-2 1 : B : 3 8 : A : 4 Japan * F-3 1 : B+ : 4 ? : A- : 2 Japan * F-3 Kai 1 : A- : 4 ? : ? : 2 In the above list, WRT the multi-role fighter/attackers (*), such as the USN/MC F-4, the Air-Air Range/Stat/Ammo at Lv.1 assumes they are carrying air-to-air ordnance, and the Air-Sur Range/Stat/Ammo at Lv.1 assumes they are carrying air-to-surface (anti-ship) ordnance. These fighters and fighter/attackers are navalised: USN/MC A-6, USN/MC F-4, USN/MC F-14, USN/MC F-18, Russian Su-37. The USA/AF F-16 has low endurance (fuel points). For reference, the damage forecast of Lv.4 F-4 (anti-air) vs Lv.2 OH-1 is 0:6. Lv.4 F-4 (anti-air) vs Lv.2 F-1 is 1:4. Actually, even when a F-4 is carrying anti-air ordnance, it's effective against soft ground targets, such as recon vehicles, but not hard ground targets, such as MBTs. (Reminds me of the first scene in the first volume of the Area 88 OVA series, where Kazama Shin's F-8 Crusader strafed a platoon of FSU MBTs. BTW, back when they first came out, I watched Aozora Shoujotai and Area 88 not for its chara or stories, but for its jet fighters.) The USN/MC AV-8 can be conveniently beamed down to a city hex. IMO, the differences between the USN/MC AV-8 and attack helos are: i) the AV-8 is more expensive to beam down (1,000 SP vs 640 SP for an USA/AF AH-64, or 220 SP for a Japanese OH-1); ii) the AV-8 moves faster and farther (12 MP vs 8 MP for an AH-64); and iii) the AV-8 has better air-to-air stats. The Nu Yen and SP costs of some fighters and attackers: A-6, 2,000/800 SP; AV-8, 2,500/1,000; A-10, 2,200/880; Eurofighter, 3,500/1,400; F-1, 2,000/720; F-3 Kai, ?/1,500; F-4, 2,000/800; F-14, 3,000/1,200; F-15, 3,500/1,400; F-16, 3,000/1,200; F-18, 3,000/1,200; F-22, 7,000/2,800, F-35, 5,000/2,000; F-111, 2,500/1,000; Jaguar, 1,800/720; MiG-31, 2,800/1,000; Su-25, 2,000/1,200; Tornado ADV, 2,000/800, Tornado IDS, 2,300/920. Later (2003.05.02): The real USAF formally re-designated the F-22 as the F/A-22 on 17 September 2002. ATTACKER Who Lv Unit MP FP SP Nu Yen Lv Offense Defense Ammo USA 3 A-10 10 53 880 2200 1 D- A- B+ N C- B+ B+ B+ 3 6 6 0 A-10 10 53 880 2200 4 D A+ A N C+ A A- A- 3 6 6 0 A-10 10 53 880 2200 5 D+ S- A N B- A A A 3 6 6 0 A-10 10 53 880 2200 7 D+ S A+ N B- A+ A+ A+ 3 6 6 0 A-10 10 53 880 2200 10 C S+ S N B+ S S- S- 3 6 6 0 USA 5 F-111 15 83 1000 2500 1 C+ A+ A- N C+ B+ B B 2 6 6 0 F-111 15 83 1000 2500 4 C S A+ N B A- A- A- 2 6 6 0 F-111 15 83 1000 2500 5 C+ S S- N B A A- A- 2 6 6 0 F-111 15 83 1000 2500 6 C+ S+ S- N B+ A A A 2 6 6 0 F-111 15 83 1000 2500 7 B- S+ S N B+ A+ A A 2 6 6 0 F-111 15 83 1000 2500 8 B- S+ S N A- A+ A A 2 6 6 0 F-111 15 83 1000 2500 9 B- S+ S+ N A- A+ A+ A+ 2 6 6 0 F-111 15 83 1000 2500 10 B S+ S+ N A- S- A+ A+ 2 6 6 0 USA 6 F-117 11 60 2000 5000 1 N A+ A N B A- B+ B+ 0 2 2 0 F-117 11 60 2000 5000 4 N S S- N A- A A A 0 2 2 0 F-117 11 60 2000 5000 7 N S+ S+ N A S- A+ A+ 0 2 2 0 F-117 11 60 2000 5000 10 N S+ S+ N A+ S S S 0 2 2 0 USA 7 B-2 12 120 2400 6000 1 N A A- N B B B B 0 7 7 0 B-2 12 120 2400 6000 4 N S- A N B+ A- B+ B+ 0 7 7 0 USN 3 A-6 12 68 800 2000 1 N A A- N C B B B 0 5 2 0 A-6 12 68 800 2000 4 N S- A+ N B- A- A- A- 0 5 2 0 A-6 12 68 800 2000 5 N S- S- N B A- A- A- 0 5 2 0 A-6 12 68 800 2000 6 N S S- N B A A A 0 5 2 0 A-6 12 68 800 2000 7 N S S N B A A A 0 5 2 0 A-6 12 68 800 2000 10 N S+ S+ N A- A+ A+ A+ 0 5 2 0 USN 5 AV-8 12 45 1000 2500 1 C+ A- B N C+ B B B 3 3 3 0 AV-8 12 45 1000 2500 4 B A A- N B B+ B+ B+ 3 3 3 0 AV-8 12 45 1000 2500 5 B A+ A- N B A- A- A- 3 3 3 0 AV-8 12 45 1000 2500 7 B+ S- A N B+ A- A- A- 3 3 3 0 AV-8 12 45 1000 2500 10 A- S A+ N A- A+ A A 3 3 3 0 USN 7 F-35 13 53 2000 5000 1 C- A A- N B- B+ B+ B+ 3 3 3 0 F-35 13 53 2000 5000 4 C+ S- A N B+ A- A- A- 3 3 3 0 F-35 13 53 2000 5000 7 B- S S- N A- A+ A+ A+ 3 3 3 0 F-35 13 53 2000 5000 10 B+ S+ S N A S- S- S- 3 3 3 0 RUS 3 Su-25 11 60 1200 2000 1 D A A- N C- B+ B B 3 5 5 0 RUS 5 Su-24 13 75 1030 2300 1 D A- B+ N C B B B 3 4 4 0 Su-24 13 75 1030 2300 4 C- A+ A N B- A- B+ B+ 3 4 4 0 Su-24 13 75 1030 2300 5 C- S- A N B A- A- A- 3 4 4 0 Su-24 13 75 1030 2300 6 C S- A+ N B A A- A- 3 4 4 0 Su-24 13 75 1030 2300 7 C S A+ N B A A- A- 3 4 4 0 Su-24 13 75 1030 2300 10 B- S+ S N A- A+ A+ A+ 3 4 4 0 RUS 6 Yak-141 13 45 900 2300 1 D B+ B N C+ B- B- B- 3 3 3 0 Yak-141 13 45 900 2300 4 C- A B+ N B B+ B+ B+ 3 3 3 0 Yak-141 13 45 900 2300 6 C- A A- N B B+ B+ B+ 3 3 3 0 Yak-141 13 45 900 2300 7 C A+ A- N B+ A- A- A- 3 3 3 0 Yak-141 13 45 900 2300 10 B- S A+ N A- A A A 3 3 3 0 RUS 7 Su-34 15 75 1800 4000 1 C A+ A N B B+ B+ B+ 3 5 5 0 Su-34 15 75 1800 4000 4 B- S S- N B+ A A- A- 3 5 5 0 Su-34 15 75 1800 4000 7 B S+ S N A- A+ A+ A+ 3 5 5 0 Su-34 15 75 1800 4000 10 A- S+ S+ N A+ S S- S- 3 5 5 0 RUS 7 Tu-160 13 120 2000 4000 1 N A- B+ N B- B B- B- 0 7 7 0 RUS 7 Tu-160 13 120 2000 4000 4 N A+ A N B+ B+ B+ B+ 0 7 7 0 GER 3 Alpha Jet 11 53 600 1500 1 D B+ B N B- B- C+ C+ 3 2 2 0 Alpha Jet 11 53 600 1500 4 C- A B+ N C+ B+ B B 3 2 2 0 Alpha Jet 11 53 600 1500 7 C A+ A- N B- A- B+ B+ 3 2 2 0 Alpha Jet 11 53 600 1500 10 B- S A+ N B+ A A- A- 3 2 2 0 GER 6 Tornado 15 68 920 2300 1 D A+ A- N C+ B+ B B 3 6 6 0 IDS Tornado 15 68 920 2300 4 C- S A+ N B A- A- A- 3 6 6 0 IDS Tornado 15 68 920 2300 7 C S+ S N B+ A+ A A 3 6 6 0 IDS Tornado 15 68 920 2300 10 B- S+ S+ N A- S- A+ A+ 3 6 6 0 IDS UK 2 Jaguar 13 60 720 1800 1 D A A- N C B B- B- 3 3 3 0 UK 5 AV-8 12 45 1000 2500 1 C+ A- B N C+ B B B 3 3 3 0 UK 6 Tornado 15 68 920 2300 1 D A+ A- N C+ B+ B B 3 6 6 0 IDS Tornado 15 68 920 2300 4 C- S A+ N B A- A- A- 3 6 6 0 IDS Tornado 15 68 920 2300 7 C S+ S N B+ A+ A A 3 6 6 0 IDS Tornado 15 68 920 2300 10 B- S+ S+ N A- S- A+ A+ 3 6 6 0 IDS JAP 3 F-1 13 60 720 2000 1 D+ A A- N C B B- B- 2 3 2 0 F-1 13 60 720 2000 4 C S- A+ N B- B+ B+ B+ 2 3 2 0 F-1 13 60 720 2000 5 C+ S- S- N B A- B+ B+ 2 3 2 0 F-1 13 60 720 2000 6 C+ S S- N B A- A- A- 2 3 2 0 F-1 13 60 720 2000 7 B- S S N B A- A- A- 2 3 2 0 F-1 13 60 720 2000 10 B S+ S+ N A- A+ A A 2 3 2 0 The USA/AF A-10 has low endurance. The USN/MC AV-8 and F-35 can be beamed down to a transporter city. Like attack and assault helos, the AV-8 and F-35 can resupply/heal on Blue airbases and cities. TRANSPORT PLANE Who Lv Unit MP FP SP Nu Yen Lv Offense Defense Ammo USA 3 Transport 10 90 640 1600 1 N N N N D+ C+ C E+ 0 0 0 0 Plane USN 4 LST 7 500 800 2000 1 N N N N B- C- C- C- 0 0 0 0 USN 3 Transport 10 90 640 1600 1 N N N N D+ C+ C E+ 0 0 0 0 Plane USN 4 LST 7 500 800 2000 1 N N N N B- C- C- C- 0 0 0 0 RUS 3 Transport 10 90 640 1600 1 N N N N D+ C+ C E+ 0 0 0 0 Plane RUS 4 LST 7 500 800 2000 1 N N N N B- C- C- C- 0 0 0 0 GER 3 Transport 10 90 640 1600 1 N N N N D+ C+ C E+ 0 0 0 0 Plane GER 4 LST 7 500 800 2000 1 N N N N B- C- C- C- 0 0 0 0 UK 3 Transport 10 90 640 1600 1 N N N N D+ C+ C E+ 0 0 0 0 Plane UK 4 LST 7 500 800 2000 1 N N N N B- C- C- C- 0 0 0 0 JAP 3 Transport 10 90 640 1600 1 N N N N D+ C+ C E+ 0 0 0 0 Plane JAP 4 LST 7 500 800 2000 1 N N N N B- C- C- C- 0 0 0 0 The transport plane is actually not too efficient, IMO. It takes SP and time to beam down the transport plane, then the two ground units, then upload the ground units into the transport plane in the next turn, then fly towards an airbase. The transport plane has 10 MP, so if the destination airbase is fewer than 10 hexes away, the ground units might as well yomp there. BTW, when the transport plane lands and downloads the ground units, the ground units can immediately move their full MP and attack. To boldly land a transport plane on the airbase beside the OPFOR HQ is risky. Mobile AAAs and Infantry always defend the OPFOR HQ. Later (2002.08.06): The transport plane is useful in a battle where the Blue Force fights two or three CPU forces. After the Blue Force neutralises the HQ of one CPU force, beam down a transport plane to the airbase next to the neutralised HQ, and use the transport plane to ferry the Blue IFVs or other ground units to the HQ of the next CPU force. BTW, attacks that damage the transport plane don't damage the ground units in the transport plane. ATTACK HELO Who Lv Unit MP FP SP Nu Yen Lv Offense Defense Ammo USA 1 AH-64 8 53 640 1600 1 E+ A- N N D+ C+ C C 3 8 0 0 AH-64 8 53 640 1600 4 D- A+ N N C B B- B- 3 8 0 0 AH-64 8 53 640 1600 5 D- A+ N N C+ B B B 3 8 0 0 AH-64 8 53 640 1600 6 D- S- N N C+ B+ B B 3 8 0 0 AH-64 8 53 640 1600 7 D S- N N B- B+ B B 3 8 0 0 AH-64 8 53 640 1600 8 D S N N B- A- B+ B+ 3 8 0 0 AH-64 8 53 640 1600 9 D S N N B- A- B+ B+ 3 8 0 0 AH-64 8 53 640 1600 10 D+ S+ N N B A- A- A- 3 8 0 0 USA 4 RAH-66 8 53 400 1000 1 E+ A- N N D C C- C- 3 4 0 0 USN 1 AH-1 7 45 320 800 1 E+ B N N E+ C- E+ E+ 3 4 0 0 AH-1 7 45 320 800 4 D- A- N N D- C+ D- D- 3 4 0 0 AH-1 7 45 320 800 5 D- A- N N D- B- D- D- 3 4 0 0 AH-1 7 45 320 800 6 D- A N N D- B- D- D- 3 4 0 0 AH-1 7 45 320 800 7 D A N N D B- D D 3 4 0 0 AH-1 7 45 320 800 10 D+ A+ N N D+ B+ D+ D+ 3 4 0 0 USN 4 AH-1W 8 53 480 1200 1 E+ A- N N D- C+ C C 3 4 0 0 AH-1W 8 53 480 1200 4 D- A N N D B B- B- 3 4 0 0 AH-1W 8 53 480 1200 7 D S- N N D+ B+ B B 3 4 0 0 AH-1W 8 53 480 1200 10 D+ S N N C A- A- A- 3 4 0 0 RUS 1 Mi-24 7 30 360 800 1 E+ B N N E+ D+ D D 3 4 0 0 Mi-24 7 30 360 800 4 D- A- N N E C C- C- 3 4 0 0 Mi-24 7 30 360 800 5 D- A- N N E+ C+ C- C- 3 4 0 0 Mi-24 7 30 360 800 6 D- A N N E+ C+ C C 3 4 0 0 Mi-24 7 30 360 800 7 D A N N E+ B- C C 3 4 0 0 Mi-24 7 30 360 800 10 D+ A+ N N D- B B- B- 3 4 0 0 RUS 4 Ka-50 8 53 480 1200 1 E+ A- N N D C C- C- 3 4 0 0 Ka-50 8 53 480 1200 4 D- A N N C- B- C+ C+ 3 4 0 0 Ka-50 8 53 480 1200 5 D- A+ N N C- B B- B- 3 4 0 0 Ka-50 8 53 480 1200 6 D- A+ N N C B B- B- 3 4 0 0 Ka-50 8 53 480 1200 7 D S- N N C B B- B- 3 4 0 0 Ka-50 8 53 480 1200 8 D S- N N C+ B+ B B 3 4 0 0 Ka-50 8 53 480 1200 9 D S N N C+ B+ B B 3 4 0 0 Ka-50 8 53 480 1200 10 D+ S N N B- A- B+ B+ 3 4 0 0 GER 1 PAH-1 7 38 280 700 1 N B N N E+ D+ D D 0 2 0 0 GER 5 PAH-2 8 53 600 1500 1 D- A- N N D+ C+ C C 2 4 0 0 PAH-2 8 53 600 1500 4 D A+ N N C B B- B- 2 4 0 0 PAH-2 8 53 600 1500 5 D+ A+ N N C+ B B B 2 4 0 0 PAH-2 8 53 600 1500 6 D+ S- N N C+ B+ B B 2 4 0 0 PAH-2 8 53 600 1500 7 D+ S- N N B- B+ B B 2 4 0 0 PAH-2 8 53 600 1500 8 C- S N N B- A- B+ B+ 2 4 0 0 PAH-2 8 53 600 1500 10 C S+ N N B A- A- A- 2 4 0 0 UK 1 Lynx Mk9 7 53 280 700 1 N B N N D- C- D+ D+ 0 3 0 0 JAP 3 OH-1 7 45 220 1100 1 D- B N N D C C- C- 3 2 0 0 OH-1 7 45 220 1100 4 D A- N N C- B- C+ C+ 3 2 0 0 OH-1 7 45 220 1100 5 D+ A- N N C- B B- B- 3 2 0 0 OH-1 7 45 220 1100 6 D+ A N N C B B- B- 3 2 0 0 OH-1 7 45 220 1100 7 D+ A N N C B B- B- 3 2 0 0 OH-1 7 45 220 1100 10 C A+ N N B- A- B+ B+ 3 2 0 0 The USA/AF AH-64 is a "must have". The AH-64, German PAH-2, and Russian Ka-50 can move-and-attack (eat-and-run). The AH-64 costs 640 SP and has eight shots of air-to-mud ordnance! The Ka-50 costs 480 SP and has four shots of air-to-mud ordnance. The PAH-2 costs 600 SP and has 4 shots of air-to-mud ordnance. The 480 SP cost of the USN/MC AH-1W is... inconvenient, IMO. There were times when the Blue Force had enough spare change (SP) to beam down two AH-1s, but not enough to beam down an AH-1 and an AH-1W, when the active Corps had only one AH-1 and one AH-1W. The Russian Mi-24 has feeble endurance: only 30 fuel points. The UK Lynx Mk9 at 280 SP is slightly more expensive to beam down than the Japanese OH-1 at 220 SP. The Lynx Mk9 has three shots of anti-ground ordnance, more than the OH-1's two shots, BUT the Lynx Mk9 has no anti-air ordnance for self-protection. OTOH, the German PAH-1 also costs 280 SP, but has only two shots of anti-ground ordnance. The Japanese OH-1 is s_cky. The Cup Noodle of gunships. It costs just 220 SP to beam down, but it has only two shots of anti-ground ammo. The Nu Yen and SP costs of some attack helos: AH-1, 800/320 SP; AH-1W, 1,200/480 SP; AH-64, 1,600/640 SP; CH-53, 650/260 SP; Ka-50, 1,200/480 SP; Lynx Mk1, 500/200 SP; Lynx Mk9, 700/280 SP; Mi-8, 500/180 SP; Mi-17, 750/360 SP; Mi-24, 800/360 SP; OH-1, 1,100/220 SP; PAH-1, 700/280 SP; PAH-2, ?/600 SP; UH-60, 1,200/480 SP; V-22, 1,300/520 SP. ASSAULT HELO Who Lv Unit MP FP SP Nu Yen Lv Offense Defense Ammo USA 1 UH-60 8 53 480 1200 1 N E N N D- D D- D- 0 3 0 0 UH-60 8 53 480 1200 4 N E N N D C- D D 0 3 0 0 UH-60 8 53 480 1200 5 N E+ N N D+ C- D+ D+ 0 3 0 0 USA S UH-1 7 45 240 600 1 N E N N E E+ E E 0 3 0 0 UH-1 7 45 240 600 2 N E N N E E+ E E 0 3 0 0 UH-1 7 45 240 600 4 N E N N E D- E E 0 3 0 0 UH-1 7 45 240 600 5 N E+ N N E+ D- E+ E+ 0 3 0 0 USN 1 CH-53 7 68 260 650 1 N N N N E+ E+ E E 0 0 0 0 CH-53 7 68 260 650 4 N N N N D- D- E E 0 0 0 0 CH-53 7 68 260 650 5 N N N N D- D- E+ E+ 0 0 0 0 CH-53 7 68 260 650 7 N N N N D D E+ E+ 0 0 0 0 USN 4 V-22 10 90 520 1300 1 N N N N D- D- E+ E+ 0 0 0 0 USN 4 V-22 10 90 520 1300 4 N N N N C- C+ C C 0 0 0 0 RUS 1 Mi-8 7 38 180 500 1 E- D N N E- D- E+ E+ 2 2 0 0 Mi-8 7 38 180 500 4 E- C- N N E- D D- D- 2 2 0 0 Mi-8 7 38 180 500 5 E- C- N N E- D+ D- D- 2 2 0 0 Mi-8 7 38 180 500 6 E- C N N E- D+ D- D- 2 2 0 0 Mi-8 7 38 180 500 7 E- C N N E- D+ D D 2 2 0 0 Mi-8 7 38 180 500 10 E B- N N E C D+ D+ 2 2 0 0 RUS 3 Mi-17 8 45 360 750 1 E- E N N E+ D D- D- 2 3 0 0 Mi-17 8 45 360 750 4 E- E N N D- C- D D 2 3 0 0 Mi-17 8 45 360 750 7 E- E+ N N D C D+ D+ 2 3 0 0 GER 3 NH-90 8 60 480 1200 1 N E N N D- D+ D D 0 3 0 0 GER 3 NH-90 8 60 480 1200 4 N E N N D C C- C- 0 3 0 0 GER 3 NH-90 8 60 480 1200 5 N E+ N N D+ C+ C- C- 0 3 0 0 UK 1 Lynx Mk1 7 53 200 500 1 N E N N E+ D- E+ E+ 0 3 0 0 The USA/AF UH-60, USN/MC V-22, Russian Mi-24, German NH90, and UK Lynx Mk1 don't have fast occupation speed. MBT Who Lv Unit MP FP SP Nu Yen Lv Offense Defense Ammo USA 1 M1A1 7 53 480 1200 1 N B+ N N D+ B+ B+ B+ 0 5 0 0 M1A1 7 53 480 1200 4 N A N N C A A- A- 0 5 0 0 M1A1 7 53 480 1200 5 N A N N C+ A A A 0 5 0 0 M1A1 7 53 480 1200 6 N A+ N N C+ A+ A A 0 5 0 0 M1A1 7 53 480 1200 7 N A+ N N B- A+ A+ A+ 0 5 0 0 M1A1 7 53 480 1200 8 N S- N N B- S- A+ A+ 0 5 0 0 M1A1 7 53 480 1200 10 N S N N B S S- S- 0 5 0 0 USA S M1A1HA 7 53 530 1500 1 N B+ N N C- A- B+ B+ 0 5 0 0 M1A1HA 7 53 530 1500 4 N A N N C+ A A A 0 5 0 0 M1A1HA 7 53 530 1500 7 N A+ N N B- S- A+ A+ 0 5 0 0 M1A1HA 7 53 530 1500 10 N S N N B+ S S S 0 5 0 0 USN 1 M60A3 5 75 240 600 1 N B N N D B B- B- 0 6 0 0 M60A3 5 75 240 600 4 N B+ N N D+ B+ B+ B+ 0 6 0 0 M60A3 5 75 240 600 5 N A- N N C- A- B+ B+ 0 6 0 0 M60A3 5 75 240 600 6 N A- N N C- A- A- A- 0 6 0 0 M60A3 5 75 240 600 7 N A- N N C- A- A- A- 0 6 0 0 M60A3 5 75 240 600 8 N A N N C A A- A- 0 6 0 0 M60A3 5 75 240 600 10 N A+ N N C+ A+ A A 0 6 0 0 USN 4 M1A1 7 53 480 1200 1 N B+ N N D+ B+ B+ B+ 0 5 0 0 M1A1 7 53 480 1200 4 N A N N C A A- A- 0 5 0 0 M1A1 7 53 480 1200 5 N A N N C+ A A A 0 5 0 0 M1A1 7 53 480 1200 6 N A+ N N C+ A+ A A 0 5 0 0 M1A1 7 53 480 1200 7 N A+ N N B- A+ A+ A+ 0 5 0 0 M1A1 7 53 480 1200 8 N S- N N B- S- A+ A+ 0 5 0 0 M1A1 7 53 480 1200 10 N S N N B S S- S- 0 5 0 0 USN S Merkava 3 ? ? 720 1800 1 N B+ N N D+ B+ B B 0 7 0 0 RUS 1 T-72 5 68 240 500 1 N B N N D B B B 0 4 0 0 RUS 1 T-72 5 68 240 500 4 N A- N N D+ A- B+ B+ 0 4 0 0 RUS 1 T-72 5 68 240 500 5 N A- N N C- A- A- A- 0 4 0 0 RUS 1 T-72 5 68 240 500 6 N A N N C- A A- A- 0 4 0 0 RUS 1 T-72 5 68 240 500 7 N A N N C- A A- A- 0 4 0 0 RUS 2 BRDM2 8 90 100 400 1 N B- N N D- C D- D- 0 5 0 0 RUS 2 BRDM2 8 90 100 400 4 N B+ N N D B- D D 0 5 0 0 RUS 2 BRDM2 8 90 100 400 5 N B+ N N D+ B D+ D+ 0 5 0 0 RUS 2 BRDM2 8 90 100 400 6 N A- N N D+ B D+ D+ 0 5 0 0 RUS 2 BRDM2 8 90 100 400 7 N A- N N D+ B D+ D+ 0 5 0 0 RUS 4 T-80 6 60 320 1000 1 N B+ N N D+ B+ B B 0 4 0 0 T-80 6 60 320 1000 4 N A- N N C A- A- A- 0 4 0 0 T-80 6 60 320 1000 7 N A+ N N B- A- A- A- 0 4 0 0 T-80 6 60 320 1000 10 N S- N N B S- A+ A+ 0 4 0 0 RUS S T-72B ? ? ? ? 1 N ? N N ? ? ? ? 0 ? 0 0 GER 1 Leopard 1 6 75 260 650 1 N B N N D B B B 0 6 0 0 GER 2 Jaguar 5 60 160 400 1 N B- N N D- C+ D+ D+ 0 5 0 0 GER 2 Luchs 5 60 160 400 1 N C N N D+ C+ D+ D+ 0 5 0 0 GER 2 Luchs 5 60 160 400 4 N B- N N C B C C 0 5 0 0 GER 2 Luchs 5 60 160 400 5 N B N N C+ B C+ C+ 0 5 0 0 GER 2 Luchs 5 60 160 400 6 N B N N C+ B+ B- B- 0 5 0 0 GER 2 Luchs 5 60 160 400 7 N B N N B- B+ B- B- 0 5 0 0 GER 4 Leopard 2 6 68 460 1200 1 N B+ N N D+ B+ B+ B+ 0 5 0 0 GER 7 Lowe ? 45 520 1300 1 N A- N N C A- A- A- 0 3 0 0 GER S Lowe A2 ? ? ? ? 1 N ? N N ? ? ? ? 0 ? 0 0 UK 1 Chieftain 4 75 280 700 1 N B+ N N D+ B+ B B 0 5 0 0 UK 4 Challenger 5 68 560 1400 1 N A- N N C A- B+ B+ 0 5 0 0 UK 7 Spear 7 75 320 800 1 N B N N E+ C+ C- C- 0 7 0 0 UK S Challenger ? ? ? ? 1 N A- N N C A- B+ B+ 0 ? 0 0 2 Challenger ? ? ? ? 4 N A N N B- A A A 0 ? 0 0 2 Challenger ? ? ? ? 7 N S- N N B S- A+ A+ 0 ? 0 0 2 Challenger ? ? ? ? 10 N S N N B+ S S S 0 ? 0 0 2 UK S Spear B ? ? ? ? 1 ? ? N N ? ? ? ? 0 ? 0 0 JAP 1 Type 74 5 68 240 800 1 N B N N D B B B 0 5 0 0 Type 74 5 68 240 800 4 N B+ N N D+ A- B+ B+ 0 5 0 0 Type 74 5 68 240 800 5 N A- N N C- A- A- A- 0 5 0 0 JAP 2 Type 87 9 90 100 500 1 N C+ N N D+ C+ D+ D+ 0 5 0 0 (RCV) Type 87 9 90 100 500 4 N B N N C B C C 0 5 0 0 (RCV) Type 87 9 90 100 500 5 N B N N C+ B C+ C+ 0 5 0 0 (RCV) Type 87 9 90 100 500 6 N B+ N N C+ B+ C+ C+ 0 5 0 0 (RCV) Type 87 9 90 100 500 7 N B+ N N B- B+ B- B- 0 5 0 0 (RCV) Type 87 9 90 100 500 8 N A- N N B- A- B- B- 0 5 0 0 (RCV) Type 87 9 90 100 500 9 N A- N N B- A- B- B- 0 5 0 0 (RCV) JAP 4 Type 90 6 68 480 1600 1 N B+ N N D+ B+ B+ B+ 0 5 0 0 Type 90 6 68 480 1600 4 N A N N C A A- A- 0 5 0 0 Type 90 6 68 480 1600 7 N A+ N N B- A+ A+ A+ 0 5 0 0 Type 90 6 68 480 1600 10 N S N N B S S- S- 0 5 0 0 Note: The above MBT list actually includes AFVs that can't capture cities like IFVs. The real M1A1HA ("Heavy Armour") of the USA and USMC is a M1A1 with DU (depleted uranium) armour. http://www.d-n-i.net/fcs/comments/c477.htm The USN/MC Merkava 3 is Offense N/B+/N/N, Defense D+/B+/B/B, Ammo 0/7/0/0, 720 SP, 1,800 Nu Yen. (An Israeli MBT used by the USMC in a war game... Reminds me of the random French Mirage F1 used by Russia in the Kurils theatre in the Falcon 3.0:OFT add-on. In reality, Russia, Pakistan, Israel, and Communist China have been co-developing the J-10 (Jian-10, Lavi clone with MiG-33 engine) fighter and PL-8 (Python 3 clone) IR AAMs too...) The UK Spear and Spear B (no relation to Britney) are relatively cheap (320 and 350 SP) and fast (7 MP), because its gun has only three shots. Lean and mean enough for clearing OPFOR IFVs and mobile SAMs for the Blue air units, IMO. IFV Who Lv Unit MP FP SP Nu Yen Lv Offense Defense Ammo USA 1 M2 7 68 260 650 1 N D N N D C- D D 0 5 0 0 M2 7 68 260 650 4 N C- N N D+ C+ C- C- 0 5 0 0 M2 7 68 260 650 5 N C- N N C- B- C- C- 0 5 0 0 USA S M113 6 75 120 300 1 N E N N E+ D- E E 0 3 0 0 M113 6 75 120 300 4 N E N N D- D E E 0 3 0 0 M113 6 75 120 300 5 N E+ N N D- D+ E+ E+ 0 3 0 0 USN 1 AAV7 6 75 160 400 1 N E N N E+ D E+ E+ 0 3 0 0 USN 1 AAV7 6 75 160 400 4 N E N N D- C- D- D- 0 3 0 0 USN 1 AAV7 6 75 160 400 5 N E+ N N D- C- D- D- 0 3 0 0 USN 1 AAV7 6 75 160 400 6 N E+ N N D- C D- D- 0 3 0 0 USN 3 LAV-25 9 90 240 600 1 N D- N N D D+ D- D- 0 4 0 0 RUS 1 BMP-2 7 68 80 350 1 N D N N E+ D E+ E+ 0 5 0 0 RUS 3 BMP-3 7 68 160 700 1 N C- N N D D+ D- D- 0 5 0 0 GER 1 Marder 7 68 80 350 1 N D- N N D D E+ E+ 0 4 0 0 GER 1 Marder 7 68 80 350 4 N D N N D+ C- D- D- 0 4 0 0 GER 1 Marder 7 68 80 350 5 N D+ N N C- C- D- D- 0 4 0 0 GER 1 Marder 7 68 80 350 6 N D+ N N C- C D- D- 0 4 0 0 GER 4 Marder 2 7 75 360 900 1 N C- N N D C D+ D+ 0 4 0 0 UK 1 FV432 6 75 120 300 1 N E N N E+ D- E E 0 3 0 0 UK 4 Warrior 7 68 240 600 1 N D N N D D- D D 0 4 0 0 JAP 1 Type 96 9 90 120 400 1 N E N N E+ D E+ E+ 0 3 0 0 Type 96 9 90 120 400 4 N E N N D- C- D- D- 0 3 0 0 Type 96 9 90 120 400 5 N E+ N N D- C- D- D- 0 3 0 0 Type 96 9 90 120 400 6 N E+ N N D- C D- D- 0 3 0 0 JAP 4 Type 89 7 68 240 800 1 N D+ N N D C- D- D- 0 5 0 0 Type 89 7 68 240 800 4 N C N N D+ C+ D D 0 5 0 0 Ground units with tires move fast on-road, but ground units with caterpillar (threads) move fairly fast off-road. The USA/AF M2, USN/MC LAV-25, Russian BMP-2 and BMP-3, German Marder and Marder 2, UK FV432 and Warrior, and Japanese Type 89 and Type 96 don't have fast occupation speed. OTOH, the Japanese Type 96 moves fast: 9 MP. (The Japanese Type 96 IFV icon looks like a Chevrolet Lumina or Toyota Estima/Lucida/Previa, IMO.) SPA Who Lv Unit MP FP SP Nu Yen Lv Offense Defense Ammo USA 2 M109A6 5 60 360 900 1 N B- N N D D+ D- D- 0 5 0 0 M109A6 5 60 360 900 4 N B+ N N D+ C D D 0 5 0 0 M109A6 5 60 360 900 7 N A- N N C- B- D+ D+ 0 5 0 0 M109A6 5 60 360 900 7 N A N N C+ B C C 0 5 0 0 USA 2 MLRS 5 60 400 1000 1 N C N N E+ D- E- E- 0 3 0 0 MLRS 5 60 400 1000 4 N B+ N N D- D E E 0 3 0 0 MLRS 5 60 400 1000 7 N B N N D D+ E+ E+ 0 3 0 0 MLRS 5 60 400 1000 10 N A- N N D+ C D- D- 0 3 0 0 USA S M109 5 60 180 450 1 N C+ N N E+ D+ E+ E+ 0 5 0 0 2 N B- N N E+ D+ E+ E+ 0 5 0 0 RUS 2 2S3 5 60 140 350 1 N C+ N N E+ D E+ E+ 0 5 0 0 RUS 2 BM-21 5 60 180 400 1 N D+ N N E- E E- E- 0 3 0 0 BM-21 5 60 180 400 4 N C N N E E E- E- 0 3 0 0 BM-21 5 60 180 400 7 N B- N N E E+ E- E- 0 3 0 0 BM-21 5 60 180 400 10 N B N N E+ D- E E 0 3 0 0 RUS 4 Smerch 6 75 360 800 1 N C N N E- E E- E- 0 3 0 0 Smerch 6 75 360 800 4 N B- N N E E E- E- 0 3 0 0 Smerch 6 75 360 800 7 N B N N E E+ E- E- 0 3 0 0 Smerch 6 75 360 800 10 N A- N N E+ D- E E 0 3 0 0 GER 3 PzH2000 6 75 400 1000 1 N B N N D D E+ E+ 0 5 0 0 PzH2000 6 75 400 1000 4 N B+ N N D+ C- D- D- 0 5 0 0 PzH2000 6 75 400 1000 5 N A- N N C- C- D- D- 0 5 0 0 PzH2000 6 75 400 1000 7 N A- N N C- C D D 0 5 0 0 PzH2000 6 75 400 1000 10 N A+ N N C+ B- D+ D+ 0 5 0 0 UK 3 AS90 5 68 400 1000 1 N B N N D D+ D- D- 0 5 0 0 AS90 5 68 400 1000 4 N A- N N D+ C D D 0 5 0 0 AS90 5 68 400 1000 7 N A N N C- B- D+ D+ 0 5 0 0 AS90 5 68 400 1000 10 N A+ N N C+ B C C 0 5 0 0 JAP 2 Type 75 ? ? 100 ? 1 N ? N N ? ? ? ? 0 5 0 0 Nationality Unit Range Blast SP USA/AF M109 4 : C+ : 5 No 180 USA/AF M109A6 4 : B- : 5 No 360 USA/AF MLRS 6 : C : 3 Yes 400 Russia 2S3 4 : C+ : 5 No 140 Russia BM-21 5 : D+ : 3 Yes 180 Russia Smerch 6 : C : 3 Yes 360 Germany PzH2000 5 : B : 5 No UK AS90 4 : B : 5 No 400 Japan Type 75 4 : ? : 5 No 100 When a SPA attacks another SPA, the defending SPA can't counter-attack. The USA/AF M109A6, German PzH2000, and UK AS90 can move-and-attack! After the USA/AF M109 (no suffix) can't move-and-attack. The USA/AF MLRS and Russian BM-21 and Smerch have blast radius, that is, they will collaterally damage the (up to six) enemy units around the target enemy unit. RECON VEHICLE Apparently all recon vehicles can move through the enemy units' ZOCs. MOBILE SAM Who Lv Unit MP FP SP Nu Yen Lv Offense Defense Ammo USA 2 Avenger 8 98 280 700 1 B E N N A E+ E- E- 8 3 0 0 Avenger 8 98 280 700 4 A- E N N A+ D- E- E- 8 3 0 0 Avenger 8 98 280 700 5 A- E+ N N S- D- E- E- 8 3 0 0 USA 3 Sergeant 8 98 280 700 1 B- D- N N A- D E+ E+ 5 3 0 0 York Sergeant 8 98 280 700 4 B+ D N N A+ C- D- D- 5 3 0 0 York USA 4 Patriot 6 75 400 1000 1 B N N N A- E E- E- 4 0 0 0 Patriot 6 75 400 1000 4 A- N N N A+ E E- E- 4 0 0 0 Patriot 6 75 400 1000 5 A N N N S- E+ E- E- 4 0 0 0 Patriot 6 75 400 1000 6 A N N N S- E+ E- E- 4 0 0 0 USA 6 ADATS 5 68 320 800 1 B D- N N A D- E E 8 8 0 0 USA S Hawk 6 75 200 500 1 B- N N N B+ E E- E- 3 0 0 0 2 B N N N A- E E- E- 3 0 0 0 USN 2 Chaparral 5 60 280 700 1 B- N N N A- E+ E- E+ 4 0 0 0 RUS 2 SA-13 6 68 100 350 1 B N N N A D- E E 4 0 0 0 RUS 4 2S6 5 60 180 800 1 B+ D- N N A+ D E+ E+ 8 3 0 0 RUS 4 SA-6 5 53 180 400 1 B N N N A- E E- E- 4 0 0 0 RUS 4 SA-6 5 53 180 400 4 B+ N N N A E E- E- 4 0 0 0 RUS 4 SA-6 5 53 180 400 5 A- N N N A+ E+ E- E- 4 0 0 0 RUS 4 SA-6 5 53 180 400 6 A- N N N A+ E+ E- E- 4 0 0 0 RUS 5 S-300 6 75 360 800 1 B N N N A- E E- E- 4 0 0 0 GER 2 Gepard 6 75 240 500 1 B D- N N A D E+ E+ 5 3 0 0 GER 2 Gepard 6 75 240 500 4 A- D N N A+ C- D- D- 5 3 0 0 GER 2 Gepard 6 75 240 500 5 A- D+ N N S- C- D- D- 5 3 0 0 GER 2 Gepard 6 75 240 500 6 A D+ N N S C D- D- 5 3 0 0 UK 2 Rapier 5 75 160 400 1 B N N N A E+ E- E- 8 0 0 0 JAP 2 Type 81 8 75 160 500 1 B N N N A- E E- E- 4 0 0 0 Type 81 8 75 160 500 4 B+ N N N A+ E E- E- 4 0 0 0 Type 81 8 75 160 500 5 A- N N N S- E+ E- E- 4 0 0 0 Type 81 8 75 160 500 6 A- N N N S- E+ E- E- 4 0 0 0 Type 81 8 75 160 500 7 A- N N N S E+ E- E- 4 0 0 0 JAP 4 Type 87 5 60 240 900 1 B D- N N A D E+ E+ 5 3 0 0 (AW) JAP S Type 93 ? ? ? ? 1 ? ? N N ? ? ? ? ? ? 0 0 Note: The above SAM list actually includes AAAs. Nationality Unit Range SP USA/AF Hawk 5 : B- : 3 200 USA/AF Avenger 1 : B : 8 280 USA/AF Patriot 7 : B : 4 400 USN/MC Chaparral 1 : B- : 4 160 USN/MC LAV-AD 1 : B : 8 320 Russia 2S6 1 : B+ : 8 180 Russia SA-6 6 : B : 3 180 Russia SA-13 1 : B : 4 100 Russia S-300 7 : B : 4 360 UK Rapier 1 : B : 8 160 Japan Type 81 1 : B : 4 160 Japan Type 93 ? ? Attacking an air unit with a mobile SAM is a 50:50 affair, because the mobile SAM probably has anti-air at B or A, but the air unit, esp a fighter/attacker or gunship, may also have anti-ground at B or A. Both units cause 2 or 3 damage points to each other, but the air unit can retreat farther and faster to an airbase for healing, while the mobile SAM moves slower on land to a city for healing. OTOH, a mobile AAA has a damage bonus against gunships. The USA/AF Hawk can't move-and-attack. The Russian SA-6 can move-and-attack. The Japanese Type 81 moves fast: 8 MP. MOBILE AAA Nationality Unit Range SP USA/AF Sergeant York 1 : B- : 5 280 Germany Gepard 1 : B : 5 240 Japan Type 87 1 : B : 5 240 After so many years of combat flight sims by MicroProse, Microsoft, Spectrum Holobyte, et al; I miss the ZSU-23-4 Shilka and ZSU-57-2. (-_-;) (ZSU = Zenitnaya Samokhodnaya Ustanovka or "Anti-aircraft self-propelled gun".) INFANTRY Who Lv Unit MP FP SP Nu Yen Lv Offense Defense Ammo USA 1 Infantry ? ? ? ? 4 D C- N N D+ B- C+ C+ ? ? ? ? 1 Infantry ? ? ? ? 5 D+ C- N N C- B B- B- ? ? ? ? 1 Infantry ? ? ? ? 6 D+ C N N C- B B- B- ? ? ? ? Rus 1 Infantry ? ? ? ? 4 D C- N N D+ C+ C C ? ? ? ? Rus 1 Infantry ? ? ? ? 5 D+ C- N N C- B- C+ C+ ? ? ? ? Jap 1 Infantry ? ? ? ? 4 D- C- N N D+ C+ C C ? ? ? ? WARSHIP Who Lv Unit MP FP SP Nu Yen Lv Offense Defense Ammo USN 4 Arleigh 7 400 2800 6000 1 B+ B- B B- A+ B B B- 15 90 8 8 Burke USN 4 Arleigh 7 400 2800 6000 4 A B+ A- B+ S B+ B+ B+ 15 90 8 8 Burke USN 6 Iowa 7 500 2800 7000 1 C+ B B+ N A- B+ B+ C 25 20 16 0 USN 6 Iowa 7 500 2800 7000 4 B A- A N A+ A A B- 25 20 16 0 USN 6 Nimitz 7 700 3000 10000 1 B- N N N A B B C- 10 0 0 0 USN 7 DD-21 6 400 2800 5000 1 A- B- B+ B A+ B B B 15 20 8 8 RUS 5 Sovremenny 7 400 2000 5000 1 B B- B+ B A B- B- C+ 20 90 8 8 RUS 6 Kuznetsov 7 500 3000 8000 1 B- N B- N A- B B D+ 10 0 12 0 UK 4 Manchester 7 400 2000 5000 1 B+ B- B- B A B- B- C+ 20 90 4 6 UK 7 Invincible 7 500 2200 6000 1 C+ N N N A- B B- D 8 0 0 0 JAP 5 Kongou 7 400 2800 7000 1 B+ B- B B- A+ B- B- B- 15 90 8 8 Kongou 7 400 2800 7000 4 A B+ B+ B+ S B+ B+ B+ 15 90 8 8 JAP S Yamato 6 500 3200 8000 1 C+ B+ A- N A A- A- C+ 25 20 20 0 Yamato 6 500 3200 8000 4 B A- A N A+ A A B 25 20 20 0 Yamato 6 500 3200 8000 5 B A A+ N S- A+ A+ B 25 20 20 0 Yamato 6 500 3200 8000 6 B+ A A+ N S A+ A+ B+ 25 20 20 0 Yamato 6 500 3200 8000 7 B+ A+ S- N S S- S- B+ 25 20 20 0 Yamato 6 500 3200 8000 8 A- A+ S- N S+ S- S- A- 25 20 20 0 Yamato 6 500 3200 8000 9 A- A+ S N S+ S S A- 25 20 20 0 Yamato 6 500 3200 8000 10 A- S- S N S+ S S A- 25 20 20 0 The guided missile destroyers and frigates are useful primarily for ASW (anti-submarine warfare), and secondarily for long-range air defense in battles that have a lot of sea hexes. An USN/MC Arleigh Burke costs 6,000 Nu Yen and 2,800 SP. It has anti-air range of 6 hexes for B+, anti-surface range of 8 hexes for B, and anti-submarine range of 4 for B-. An USN/MC DD-21 costs 7,000 Nu Yen and 2,800 SP. It has anti-air range of 6 hexes for A- (15 shots), anti-ground range of 1 hex for B- (20 shots), anti-surface range of 8 hexes for B+ (8 shots), and anti-submarine range of 4 for B (8 shots). An USN/MC Iowa costs 7,000 Nu Yen and 2,800 SP. It has anti-air range of 1 hex for C+ (25 shots), anti-ground range of 5 hexes for B (20 shots), and anti-surface range of 8 hexes for B+ (16 shots). (In reality, the modern USS Iowa has nine 16" main guns in three turrets, Harpoons, Tomahawks, and four Phalanx CIWSs. On 2 September 1945, the Japanese surrender ceremony was aboard the Iowa-class battleship BB-63 USS Missouri in Tokyo Bay.) An USN/MC Nimitz costs 10,000 Nu Yen and 3,000 SP. It has anti-air range of 3 hexes for B- (10 shots). It can carry eight aircraft and helos. A Russian Sovremenny costs 5,000 Nu Yen and 2,000 SP. It has anti-air range of 5 hexes for B (20 shots), anti-ground range of 1 for B- (90 shots), anti-surface range of 7 hexes for B+ (8 shots), and anti-submarine range of 3 for B (8 shots). An UK Manchester costs 5,000 Nu Yen and 2,800 SP. It has anti-air range of 5 hexes for B+ (20 shots), anti-ground range of 1 for B- (90 shots), anti-surface range of 3 hexes for B- (4 shots), and anti-submarine range of 3 for B (6 shots). Or A-/B/B/B+ at Lv.3. Inferior to the Arleigh Burke. The Japanese Yamato costs 8,000 Nu Yen and 3,200 SP. It has anti-air range of 1 hex for C+ (25 shots), anti-ground range of 6 hexes for B+ with blast radius 1 (20 shots), and anti-surface range of 7 hexes for A- (20 shots). (No wave motion gun though.) A LST can carry four ground units. The nationality of the LST isn't All. SUBMARINE Who Lv Unit MP FP SP Nu Yen Lv Offense Defense Ammo USN 5 Sea Wolf 7 700 2000 5000 1 N N A- B A- B- B B- N N 10 10 RUS 6 Akula 7 700 2000 5000 1 N N A- B A- B- B B- 0 0 10 10 GER 4 Type 212 6 300 1200 3000 1 N N B B B+ C+ B- B- 0 0 10 10 GER 4 Type 212 6 300 1200 3000 1 N N A- A- A B B+ B+ 0 0 10 10 UK 5 Trafalgar 7 700 2000 5000 1 N N A- B A- B- B B- 0 0 10 10 JAP 6 Oyashio 6 300 1400 3500 1 N N B B B+ C+ B- B- 0 0 8 8 An USN/MC Seawolf costs 2,000 SP. It has anti-surface range of 2 hexes for A- (10 shots) and anti-submarine range of 1 for B (10 shots). A German Type 212 at Lv.3 costs 3,000 Nu Yen and 1,200 SP. It has anti-surface range of 2 hexes for B+ (6 shots) and anti-submarine range of 1 for B+ (6 shots). (In reality, the Type 212 uses an air-independent propulsion system using the hydrogen/oxygen fuel cell.) >UNDER CONSTRUCTION< 5.1 ALL LEVEL 3 (0 Nu Yen) Transport Transport plane. C-130 Hercules (Fat Albert, Herky Bird). LEVEL ? (0 Nu Yen) Gamera Monster. 5.2 UNITED STATES ARMY/AIR FORCE LEVEL 1 (10,000 Nu Yen) AH-64 Attack helo. AH-64D Apache Longbow (AAH (Advanced Attack Helicopter), Model 77). UH-60 Assault helo. Black Hawk (Catfish, Crash Hawk, Lawn Dart, Velcro Hawk). M1A1 MBT. Abrams (Dracula, The Beast, Whispering Death). M2 IFV. Bradley (BFV). Infantry Infantry. LEVEL 2 (20,000 Nu Yen) M109A6 SPA. Paladin. MLRS SPA. M270 MLRS (Multiple Launch Rocket System) SPLL (Self-Propelled Loader/Launcher). Avenger Mobile SAM. M1097. LEVEL 3 (40,000 Nu Yen) F-16 Fighter/attacker. Fighting Falcon (Electric Jet, Lawn Dart, Little Hummer, LWF (Light Weight Fighter), Viper). A-10 Attacker. Thunderbolt II (Hawg/Hog, Porker, SLAT (Slow Low Aerial Target), Tank-Killer, Warthog). Sergeant York Mobile AAA. LEVEL 4 (80,000 Nu Yen) RAH-66 Attack helo. Comanche. LHX (Light Helicopter Experimental). Patriot Mobile SAM. MIM-104 PAC-3 (Patriot Advanced Capability-3). LST Landing Ship Tank. LEVEL 5 (? Nu Yen) F-15 Fighter/attacker. F-15E Strike Eagle (Beagle, Big Bird, ETF (Enhanced Tactical Fighter), Flying Tennis Court, Mud Hen, Rodan). F-111 Attacker. Aardvark (Flying Edsel, Pig, Swinger, Switchblade, TFX (Tactical Fighter Experimental)). LEVEL 6 (? Nu Yen) F-117 Attacker. Nighthawk (Bat Plane, Black Jet, Shabah (Arabic "Ghost"), Stealth Fighter, Wobblin' Goblin). ADATS Mobile SAM. Air Defense Anti-Tank System. LEVEL 7 (? Nu Yen) F-22 Fighter/Attacker. F/A-22 Raptor (ATF (Advanced Tactical Fighter), Lightning II, Rapier). B-2 Attacker. Spirit (Bat Plane, Boomerang, Budget Bomber, Stealth Bomber). LEVEL ? (? Nu Yen) UH-1 Assault helo. Iroquois (Egg Beater, HU-1, Huey, Slick). M1A1HA MBT. Abrams. HA = Heavy Armour. M113 IFV. M109 SPA. Paladin. Hawk Mobile SAM. SAM-A-18/M3/MIM-23 Homing All the Way Killer. http://www.astronautix.com/lvs/hawk.htm "[US President George W] Bush wants to distract attention from his domestic problems. That's a popular method. Even Hitler did that." - Herta Daeubler-Gmelin, German Justice Minister, as "reported" in the regional newspaper Schwaebisches Tagblatt on Thursday, 19 September 2002, which she subsequently denied "What a moron." - Francoise Ducros, Canadian Prime Minister Jean Chretien's communications director, referring to US President George W Bush, at the NATO summit in Prague, Stredocesky, Czech Republic, on Wednesday, 20 November 2002 "He's not a moron, he is a friend." - Jean Chretien, Canadian Prime Minister, November 2002 5.3 UNITED STATES NAVY/MARINE CORPS LEVEL 1 (9,000 Nu Yen) AH-1 Attack helo. Cobra (Shark, Snake). CH-53 Assault helo. CH-53D Sea Stallion, CH-53E Super Stallion, MH-53E Sea Dragon, MH-53J Pave Low III Enhanced, MH-53M Pave Low IV, S-80. (BUFF, Dust Devil, Echo (USMC CH-53E), Super Jolly Green Giant, Super Sh_tter). M60A3 MBT. Patton. AAV7 IFV. Amphibious Assault Vehicle 7, LVTP7 (Landing Vehicle, Tracked, Personnel 7). Alligator, Amtrak. Marines Infantry. (Leathernecks (during 1798-1880, Marines wore a leather neckband for protection of the neck during sword combat), Seventy Five, Semper Fi, Semper Fidelis.) LEVEL 2 (18,000 Nu Yen) F-4 Fighter/attacker. Phantom II (Double Ugly, F-110 Specter, FUG, Old Smokey, Rhino, Tomb). Chaparral Mobile SAM. M730/MIM-72. LEVEL 3 (36,000 Nu Yen) A-6 Attacker. Intruder (Dogship, Mud Mover, Tadpole). LAV-25 IFV. Light Armoured Vehicle-25. Piranha (Destroyer (Iraq), Pig). LEVEL 4 (77,000 Nu Yen) AH-1W Attack helo. Super Cobra. V-22 Assault helo. CV-22 (USAF)/HV-22 (USN)/MV-22 (USMC) Osprey. M1A1 MBT. Abrams. LAV-AD Mobile SAM. Light Armoured Vehicle-Air Defense. Blazer. Arleigh Burke Guided missile destroyer. DDG-51. Flight I (DDG-51 to DDG-71). "Fast and feared." http://www.arleighburke.navy.mil/ LST Landing Ship Tank. LEVEL 5 (100,000 Nu Yen) F-14 Fighter. Tomcat (Aluminium Cloud, Bombcat, Turkey). AV-8 Attacker. AV-8B Harrier II Plus (Jump Jet, Scarier, Whistling Sh_tcan). Seawolf Submarine. SSN-21 (not SSN-575). http://www.chinfo.navy.mil/navpalib/ships/submarines/seawolf/ LEVEL 6 (100,000 Nu Yen) F-18 Figther/attacker. F/A-18A/C/CN Hornet (Plastic Bug, Rhino (F/A-18E)). Iowa Battleship. BB-61. http://www.chinfo.navy.mil/navpalib/ships/battleships/iowa/bb61-ia.html Nimitz Aircraft carrier. CVN-68 (Carrier Vessel Nuclear). "Teamwork and Tradition." http://www.navy.mil/homepages/cvn68/ http://www.navy.mil/homepages/nimitz/ LEVEL 7 (100,000 Nu Yen) F-35 Attacker. F-35A for CTOL (Conventional Take Take Off and Landing), F-35B for STOVL (Short Take Off and Vertical Landing), F-35C for CV (Carrier Variant). ATA (Advanced Tactical Attacker), A-12 Avenger II, JAST (Joint Advanced Strike Technology), JCA (Joint Combat Aircraft), JSF (Joint Strike Fighter). DD-21 Zumwalt-class land attack destroyer. Future Surface Combatant, DD(X). http://peoships.crane.navy.mil/ddx/ LEVEL ? (? Nu Yen) Merkava 3 MBT. "Chariot". 5.4 RUSSIA (Rossiyskaya Federatsiya, Russian Federation, Rossiya) LEVEL 1 (9,000 Nu Yen) Mi-24 Attack/assault helo. Hind. "Devil's Chariot", "Hunchback", Krokodil ("Crocodile"), Shmel' ("Bumble Bee"). Mi-8 Assault helo. Hip. Boj'ya Korovka ("Ladybird"), Karlson (a character who lived in a penthouse on a roof top and used a small propellor on his back to get airborne, from a children's book by Swedish author Astred Lindgren), Zhivoglot ("Eat alive"), Zmey Gorinich (a three-headeddragon from Russian folklore), Zontik ("Umbrella"). T-72 MBT. BMP-2 IFV. Bronevaya Maschina Piekhota ("armoured vehicle, infantry"). Infantry Infantry. LEVEL 2 (18,000 Nu Yen) BM-21 SPA. Grad ("Hail"). 2S3 SPA. M1973/SO-152 Akatsiya ("Acacia"). BRDM2 Recon vehicle. Bronevaya Rasvedyvateinaya Dosornaya Maschina. SA-13 Mobile SAM. 9A35M3/9K35M3/9M333 ZREK-BD Strela-10M3 ("R"""""u"|"p-10, "Arrow"), Gopher. LEVEL 3 (36,000 Nu Yen) MiG-31 Fighter. Foxhound. Su-25 Attacker. Su-25T/Su-39. Frogfoot. Gratch ("Rook", radio call sign of the Su-25 in Afghanistan (1979-1989)), Grebenka or Grebeshok or Rascheska ("Comb"), Konyok-Gorbunok (a fictional animal, an ugly and small horse or pony that outperformed its bigger and faster comrades, from a fairy tale by Bazhenov), "Little Critter", LSSh (Lyogkiy Samolyot Shturmovik or "Light Weight Attack Aircraft"), SPB (Samolyot Polya Boya or "Battlefield Aircraft"), Steam Locomotive (Czechoslovakia), Sturmovik, The German Product (Afghanistan). Mi-17 Assault helo. Hip H. BMP-3 IFV. Bronevaya Maschina Piekhota ("armoured vehicle, infantry"). LEVEL 4 (77,000 Nu Yen) Ka-50 Attack helo. Hokum. Chernaya Akula ("Black Shark"), Oboroten' ("Werewolf"). T-80 MBT. Kobra. Smerch SPA. BM-30 9M55/9K57/9K58/9A52-2 300 mm MLRS. 2S6 Mobile SAM. 2S6M1/2K22M1/9M311 Treugaolnik/Tunguska ("S"…"~"s"…"ƒ"{"p), SA-19 Grisom, Korit. SA-6 Mobile SAM. 2K12M3/ZRK-SD Kub-M3 ("K"…"q "Cube"), Kvadrat ("K"r"p"t"""p"", export version), S-200 Gainful. LST Landing Ship Tank. LEVEL 5 (100,000 Nu Yen) Su-27 Fighter/attacker. Flanker. Suhar ("Dried Crust"), Sushka ("Drying"), TPFI ("Future Heavy Tactical Fighter"), Zhuravlik ("Baby Crane"). Su-24 Attacker. Fencer. Chemodan ("Suitcase" or "Trunk", for its box-like intakes). S-300 Mobile SAM. S-300 PMU-2 Favorit ("U"p"r"€"""y""), SA-10E Grumble, Buk. 5P85SE launcher with 48N6E2 missiles. Sovremenny Guided missile destroyer (DDG). 680. Project 956 "Saryts" Sovremenny-class EM (Eskadrenyi Minonosets ("Modern destroyer"), large surface warfare destroyer). "Contemporary" or "Modern". LEVEL 6 (100,000 Nu Yen) Yak-141 Attacker. Freestyle. Kuznetsov Aircraft carrier. 113. Project 1143.5 "Kreml" Kuznetsov-class TAKR (Tyazholiy Avianesuschiy Kreyser ("Heavy air-carrying cruisers")). Formerly also known as Admiral Flota Sovietskogo Soyuza Kutznetzo (Admiral of the Fleet Kuznetsov), Tbilisi, Leonid Brezhnev, and Riga. Akula Submarine. K-480. Project 971/971U "Bars" Delfin-class (Akula I) PLA (Podvodnaya Lodka Atomnaya ("Hunter-killer Submarine nuclear")), or Project 971/971A "Shchuka-B" Nerpa-class (Akula II) PLA (Podvodnaya Lodka Atomnaya ("Hunter-Killer Submarines Nuclear")). "Shark". LEVEL 7 (? Nu Yen) Su-37 Fighter/attacker. Flanker. Terminuhtor ("Terminator"), Triplan ("Triplane"). Su-34 Attacker. Su-32, formerly Su-27IB (Istrebitel-Bombardirovshchik or "fighter-bomber") and Su-32FN. Fullback. Platypus, Utkanos ("duckbill" or "ducknose"). Tu-160 Attacker. Blackjack. Beliy Lebed ("A"u"|""z "L"u"q"u"t, "White Swan"), Gordost' Natsii ("Pride of Nation"), Kambala ("Flounder", derived from the blended wing body and highly inclined windshield) Tushka (diminutive ot Tu and coincides with the word "carcass" of small animal or bird). LEVEL ? (? Nu Yen) T-72B MBT. Dolly Parton, SMT (Soviet Medium Tank) M1981/3. 5.5 GERMANY (Bundesrepublik Deutschland, Federal Republic of Germany, Deutschland) LEVEL 1 (7,500 Nu Yen) PAH-1 Attack helo. BO-105. Panzerabwehrhubschrauber. Leopard 1 MBT, Kampfpanzer (KPz). Marder IFV, Schutzenpanzer (SPz). "Marten". Infantry Infantry. LEVEL 2 (15,500 Nu Yen) Jaguar MBT, Jagdpanzer (JPz). Gepard Mobile AAA, Flakpanzer, Flugabwehrkanonenpanzer (FlakPz). "Cheetah". Luchs Recon vehicle, Spaehpanzer (SpaePz). "Lynx". LEVEL 3 (30,000 Nu Yen) Alpha Jet Attacker. NH90 Assault helo, Mehrzweckhubschrauber. NFH (NATO Frigate Helicopter), TTH (Tactical Transport Helicopter). PzH2000 SPA, Panzerhaubitze 2000. LEVEL 4 (67,000 Nu Yen) Leopard 2 MBT, Kampfpanzer (KPz). Marder 2 IFV, Schutzenpanzer (SPz). "Marten". Type 212 Submarine. U212, Uboot Klasse 212. LST Landing Ship Tank. LEVEL 5 (100,000 Nu Yen) PAH-2 Attack helo, Kampfhubschrauber. Tiger. LEVEL 6 (? Nu Yen) Eurofighter Fighter/attacker, Abfangj?ger (interceptor). Typhoon, Taifun (EFA, EF2000). Tornado IDS Attacker, Jagdbomber. IDS = Interdictor/Strike. MRCA (Multi-Role Combat Aircraft). LEVEL 7 (? Nu Yen) Leopard 2A5 MBT, Kampfpanzer (KPz). Lowe MBT. "Lion". LEVEL ? (? Nu Yen) Lowe A2 MBT. "Lion". 5.6 UNITED KINGDOM (United Kingdom of Great Britain and Northern Ireland) LEVEL 1 (7,500 Nu Yen) Lynx Mk9 Attack helo. Lynx AH.9. http://www.army.mod.uk/equipment/ab/ab_lnx.htm Lynx Mk1 Assault helo. Lynx AH.1. Chieftain MBT. FV432 IFV. http://www.army.mod.uk/equipment/av/av_fv430.htm Infantry Infantry. LEVEL 2 (15,500 Nu Yen) Jaguar Attacker. Jag. http://www.raf.mod.uk/equipment/jaguar.html Rapier Mobile SAM. Rapier Field Standard C (FSC). http://www.army.mod.uk/equipment/aad/aad_rfsc.htm LEVEL 3 (30,000 Nu Yen) Tornado ADV Fighter. Air Defense Variant. Electric Flick Knife, Mighty Fin, MRCA (Multi-Role Combat Aircraft). http://www.raf.mod.uk/equipment/tornado_f.html AS90 SPA. Braveheart. http://www.army.mod.uk/equipment/aad/aad_as90.htm LEVEL 4 (67,000 Nu Yen) Challenger MBT. http://www.army.mod.uk/equipment/av/av_ch1.htm Warrior IFV. http://www.army.mod.uk/equipment/av/av_war.htm Manchester Type 42 destroyer, Batch 3 (Stretched). D95. http://www.royal-navy.mod.uk/static/pages/1250.html LST Landing Ship Tank. LEVEL 5 (100,000 Nu Yen) AV-8 Attacker. Harrier GR7 (Jump Jet, Scarier, Whistling Sh_tcan). Trafalgar Fleet submarine (SSN). S107. http://www.royal-navy.mod.uk/rn/index.php3?page=2299 LEVEL 6 (? Nu Yen) Eurofighter Fighter/attacker. Typhoon (EFA, EF2000). http://www.raf.mod.uk/equipment/typhoon.html Tornado IDS Attacker. Interdictor/Strike. Electric Flick Knife, Mighty Fin, MRCA (Multi-Role Combat Aircraft). http://www.raf.mod.uk/equipment/tornado_at.html LEVEL 7 (? Nu Yen) Spear MBT. Invincible Aircraft carrier (CVS). RO5. http://www.royal-navy.mod.uk/rn/index.php3?page=1469 LEVEL ? (? Nu Yen) Challenger 2 MBT. http://www.army.mod.uk/equipment/av/av_ch2.htm Spear B MBT. "We are only the fifth air power in the world. Germany is arming fast and no one is going to stop her." - Winston Churchill, 1934 5.7 JAPAN (Nihon) Later (2002.08.13): The JGSDF units' amusing but semi-official nicknames are from the JGSDF official HP. (^_-) The JASDF F-1 and F-2 have no official nicknames, AFAIK. LEVEL 1 (7,500 Nu Yen) Type 74 MBT. 74TK, Nanayon. Type 96 IFV. 96WAPC (Wheeled Armoured Personnel Carrier), Cougar. Infantry Infantry. LEVEL 2 (15,500 Nu Yen) Type 75 SPA. Type 87 Recon vehicle. 87RCV (Reconnaissance Combat Vehicle), Black Eye. Type 81 Mobile SAM. Tan SAM, Short Arrow. LEVEL 3 (30,000 Nu Yen) F-1 Attacker. OH-1 Attack helo. Ninja (OH-X, XOH-1). LEVEL 4 (67,000 Nu Yen) Type 90 MBT. 90TK, Kyuumaru. Type 89 IFV. 89FV (Fighting Vehicle), Light Tiger. Type 87 Mobile AAA. 87AW (Automatic Weapon), Sky Shooter. LST Landing Ship Tank. LEVEL 5 (100,000 Nu Yen) Kongou Air defense guided missile destroyer (DDG). DDG-173. "Diamond". LEVEL 6 (? Nu Yen) F-2 Fighter/attacker. FS-X (Fighter Support Experimental), Viper-Zero. Oyashio Submarine (SS). SS-590. LEVEL 7 (? Nu Yen) F-3 Fighter. LEVEL ? (? Nu Yen) RX-78 Mobile Suit. RX-78-2 Gundam. F-3 Kai Fighter. Type 93 Mobile SAM. Kin SAM, Close Arrow. Asagiri Destroyer (DD). DD-151. Yamato HIJMS ("His Imperial Japanese Majesty's Ship") Yamato. Super battleship. "It's time to stop saying that revising Article 9 is hawkish or right wing. Saying that (Japan's) Self Defense Forces are not an army is just a lie. In the worst case, if Japan is attacked, not being fully equipped and trained is politically irresponsible." - Koizumi Jun'ichirou, Japanese Prime Minister, at his first press conference, early 2001 "The principles [that Japan would not possess or produce nuclear weapons, or allow them on her territory, established in 1967] are just like the [Japanese] Constitution. But in the face of calls to amend the Constitution, amendment of the principles is also possible." - Fukuda Yasuo, Japanese Chief Cabinet Secretary, 31 May 2002, as reported by Kyodo Newswire "Kilo mike alpha." - Me 6. LINKS - http://www.gamecity.ne.jp/products/products/ee/Rlgaika.htm http://www.gamecity.ne.jp/products/products/ee/new/gaika/index.htm The Gaika no Gouhou official HP in the Koei Game City HP. Has a Users' Page and a Koei Fan Club. - http://f8.aaacafe.ne.jp/~kyamada/butu/butu06.htm Gaika no Goukyuu, by Kuroyamada of Japan. Gaika no Gouhou fan page. Has data, hints, strategies, and urawaza. - http://www.geocities.co.jp/Athlete/2718/index.html Gaika no Gouhou PS2 Han Kourayku Data. Gaika no Gouhou fan page. Has data, hints, strategies, and urawaza. - http://www.geocities.co.jp/Playtown-Toys/4086/gaika/index.html Gaika no Gouhou Shiryou Page, by Ki-76 of Japan. Gaika no Gouhou fan page. Has data, hints, strategies, and urawaza. - http://www.geocities.jp/rosso_corsa1/index.html Gaika no Houkou, by "K"""p"ƒ"~"p"‘™ of Japan. Gaika no Gouhou fan page. Has data, hints, strategies, and urawaza. - http://wazap.jp/game/11202.jsp The Gaika no Gouhou for PlayStation 2 section of the Wazap! Game Portal HP. Has hints, solutions, and urawaza. - http://wazap.jp/game/11202/codes.jsp http://www.geocities.co.jp/Playtown-Bingo/8243/code/ps2/gouhou.html Gaika no Gouhou for PlayStation 2 cheat codes (Action Replay or Game Shark). - http://www.watch.impress.co.jp/game/docs/20020524/demo0524.htm http://www.watch.impress.co.jp/game/docs/20020218/airland.htm http://www.watch.impress.co.jp/game/docs/20020109/gaika.htm A Gaika no Gouhou playable demo dated 2002.05.24, a review dated 2002.02.18, and a preview dated 2002.01.09 in the Game Watch HP. - http://gameinfo.yahoo.co.jp/g1?ty=fd&id=egsp0206&fid=20020607spe01_01 A Gaika no Gouhou review dated 2002.06.07, by Iraija, in Yahoo! Japan Games. - http://eg.nttpub.co.jp/pickup/20020607spe01_01.html A Gaika no Gouhou review dated 2002.06.07, by Iraija, in the Game Site eg HP. - http://www.4gamer.net/news/history/2002.01/20020130203545detail.html A Gaika no Gouhou preview dated 2002.01.30 in the forGamer.net HP. - http://game2.2ch.net/test/read.cgi/gameover/1062232631/ http://game2.2ch.net/test/read.cgi/game/1009676403/l50 (http://game.2ch.net/game/kako/1009/10096/1009676403.html) Gaika no Gouhou message threads in the 2ch (2channel) HP. - http://www.westside.co.jp/download/sale/20020610/gaikaedit.htm (http://www.westside.co.jp/index.html) A Gaika no Gouhou utility in the Westside HP. This util allows the player to edit the game parameters. But it doesn't seem to be a freeware. The downloader has to pay by BitCash. - http://www.vector.co.jp/soft/win95/game/se244041.html http://www.vector.co.jp/soft/win95/game/se244042.html Gaika no Gouhou utilities in the Vector HP. - http://shop.himeya.com/products/win_koei/gaika/gaika.html The Gaika no Gouhou mail-order advertisement in the Himeya HP. - http://www2.plala.or.jp/gram/koei_all/gaika/index.html A HP with some Gaika no Gouhou hints. Like me, this player began in Kanagawa, Kantou. - http://www.ss-alpha.co.jp/menu.html SystemSoft Alpha Corporation official HP. Maker of Gendai Daisenryaku 2002 -Yuujihou hatsudou no toki- for Windows (2002.10.25) and Gendai Daisenryaku 2001 -Kaigai hahei no michi- for Windows (2001.11.15). (9_9;) - http://local.yahoo.co.jp/ Yahoo! Japan Get Local. I use its postal code search engine to look for the pronunciations of the names of the minor cities and inaka towns. - http://quickdic.org/ QuickDic, by Stefan B?denbender of Germany. A German-English and English-German on-line dictionary. Very useful, IMO. - http://www.airforcesmonthly.com/ The Air Forces Monthly Magazine HP. "The World's Leading Military Aviation Magazine." - http://www.airforce-technology.com/ Air Force Technology - The Website for Defence Industries - Air Force. - http://www.army-technology.com/index.html Army Technology - The Website for Defence Industries - Army. - http://www.dnd.ca/ D-NET - The (Canadian) Department of National Defence Internet Site. - http://www.fas.org/man/index.html Federation of American Scientists - Military Analysis Network HP. Has photos and stats of even such "lost" aircraft as the American YA-9 and YF-17 Cobra, and the Israeli Lavi. - http://www.jda.go.jp/jgsdf/info/equipfr.html The "Main Equipment" section of the Japan Ground Self Defense Force official HP. - http://www.sinodefence.com/ Chinese Defence Today. "An unofficial web site of Chinese defence affair." - http://aviator.chat.ru/Prozvischa.html "Russian Aviation Page: Aircraft nicknames used by Soviet/Russian aircrews, ground personnel, and design bureaus", by A. Gretchikhine. - http://homepage2.nifty.com/oh1ninja/index_j.html Kawasaki OH-1 "Ninja" Kansoku Helicopter (Kawasaki OH-1 "Ninja" Scout Helicopter) Homepage. Party English. An OH-1 fan page. - http://www.designation-systems.net/non-us/soviet.html "Designations of Soviet and Russian Military Aircraft and Missiles", by Aleksey V. Martynov and Andreas Parsch. - http://www.f-16.net/index.html F-16.net/Three-Four-Nine, by Lieven Dewitte and Stefaan Vanhastel of Belgium. A comprehensive F-16 fan page. "The Ultimate F-16 Reference." - http://www.iiaf.net/ The Imperial Iranian Air Force (Nirouyeh Havaiyeh Shahanshahiye Iran) HP. Has illusts and photos of IIAF (not IRIAF) F-14As and F-16As. - http://www.strategypage.com/ http://www.strategypage.com/humor/default.asp?target=murphy.htm StrategyPage, by Jim Dunnigan and others. "The StrategyPage is a comprehensive summary of military news and affairs, including battlefield reports, arms sales, weapon tests, space programs, espionage, terrorism, etc. We cover the inside data on how and why things happen." - http://www.usiwakamaru.or.jp/~strgzr/index.html Aircraft of Japan, by Aoki Norio of Gifu, Japan. Partly English. "Some information and photos of aircraft in Japanese militaly [sic] services." - http://www4.ocn.ne.jp/~s-lagi/ Dreaming Wings, by Shimanda-Lagi of Nobeoka, Miyazaki, Japan. - http://www15.u-page.so-net.ne.jp/xb4/takakumi/ Remove Before Flight, by Bakutou of Japan. - http://aeroweb.lucia.it/~agretch/RAP.html Russian Aviation Page. An HP about the Russian Air Force. - http://www.aeronautics.ru/archive/vvs/index.htm "A Brief Guide to Russian Combat Aircraft". An HP about the Russian Air Force. - http://www.airforce.ru/ Air Force RU. An HP about the Russian Air Force. - http://www.knights.ru/knights-e.shtml The Russian Knights Aerobatic Team official homepage. - http://www.scramble.nl/ru.htm "Russian Air Arms, Russian Air Force, Order of Battle, Maps, Squadrons, Badges, Photo's, Air bases, Database etc etc". The Scramble Magazine and Dutch Aviation Society official homepage. - http://www.worldairforces.com/ World Air Forces, by Chris Thornburg of USA. [Ramble ON] - http://selios.free.fr/ Selios' Lairs, by Jean-Luc Barbera of France. "Selios' Lairs is primary a fan site on different things I enjoy a lot, some of which are not well known outside Japan or by rare fans worldwide. "Les Antres de Selios sont avant tout un site de fan sur differentes choses que j'apprecie beaucoup, don't certaines sont tres meconnues en dehors du Japon hormis de rares fans de part le monde." - http://home.attbi.com/~kagamix2/xp-compatible/ The Japanese Gaming Guide to Windows XP, by Kagami of USA. "Windows 95/98/Me/2000 Japanese PC Games on Windows XP." - http://www1.cts.ne.jp/~buton/ Miyabi Koubou, by Tounnkai of Japan. - http://www.geocities.com/wavehawk.geo/ The Shiori Fujisaki Shrine, by Wavehawk. A Tokimemo (Tokimeki Memorial) fan page. - http://zanyvg.overclocked.org/ Zany Video Game Quotes. Has very funny quotes and screen shots from many vidgames, plus movie files of Segata Sanshirou TV CMs. __ Don "Gamera" Chan (Former Falcon 3.0 player) http://www.gamefaqs.com/features/recognition/146.html http://www.cheathappens.com/show_user.asp?userID=80 *1 "Sakuretsu!" >END OF FILE< The information in this e-mail is intended solely for the addressee(s) named, and is confidential. 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Gaika no Gouhou - Air Land Force :: FAQ/Strategy Guide (Version 7.1 - Text Version)
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