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 and  hexes, 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<

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