M M I I I L I I I T T T A R R R Y Y M M M M I L I T A A R R Y Y M M M I L I T A A A R R Y M M I L I T A A R R Y M M I I I L L L I I I T A A R R Y M M A D D N N E E E S S S S S S !! M M M M A A D D N N N E S S !! M M M A A A D D N N N E E S S S S S S !! M M A A D D N N N E S S M M A A D D N N E E E S S S S S S !! The collected knowledge of Military Madness as interpreted by Ian Moore. v1.00 Table of contents: A word ablut plagiarism Introduction My thoughts about game mechanics Surrounding Support Experience How experience is gained What experience does The order of operations (so to speak) Help me! Unit guide Example A word about shift type A word about unit type A word about attack range The units Charlie/GX-77 Killroy/GX-87 Panther/CBX-1 Lenet/TT-1 Bisob/S-61 Slagger/GS-81 Titan/GT-86 Grizzly/T-79 Polar/PT-6 Giant/HMB-2 Seeker/AAG-4 Hawkeye/MM107 Hadrian/SG-4 Octopus/MR-22 Lynx/MB-4 Rabbit/MB-5 Mule/NC-1 Pelican/C-61 Eagle/AX-87 Falcon/FX-1 Hunter/EF-88 Atlas/SS-80 Trigger/M-77 General strategic advice Attacking a 6 star unit Maximizing offensive support Maximizing defensive support Lost the air war? Factory scramble Artillery woes Don't gamble Multi-pronged attack? Using ZOC wisely Special thanks ======================= A word about plagiarism ======================= Plagiarism isn't just a funkily spelt word. It's a serious thing that cannot be taken lightly. Which is why I have decided that if you copy any of this FAQ without giving me due credit and asking me I won't care. Every FAQ I've read has this section saying how their FAQ is Copyrighted so HANDS OFF!! But as for me, if you copy and paste this thing and slap your name on it I'll take it as a compliment!! So ya, STEAL ME! ============ Introduction ============ Well I guess here is where I tell everybody why on earth am I writing an FAQ for a 15 year old game. Well, it's because I recently played this game and loved it and want to share my excitement about it all before I get tired of it. And that's it! ================================ My thoughts about game mechanics ================================ This is the reason I'm going to keep playing the game, to figure out how the game works behind the scenes. Here's what I know so far: ----------- Surrounding ----------- I'm not going to repeat the basics outlined in the in-game manual. What it doesn't say in the manual is that surrounding a defending unit will lower that units base attack and defense by 50%. It does not, however, reduce the added defense given by supporting units. Being surrounded while on the offensive or while under inderect attack does not have any negative effects. Surrounding is all or nothing. Either you are surrounded or not. No negative effects for being mostly surrounded. ------- Support ------- The in-game manual spews some nonesense about how you receive offensive/defensive support only from units in the front line of your zone of control. That is wrong. Maybe it's because they changed the game after they made that manual and didn't change the manual. The real game does look a lot different than the one depicted in the manual. But anyways, the manual is wrong. In a battle there is an attacker and defender, the one who initiated the attack and the one who is being attacked. The attacker receives offensive support from friendly units adjacent to the defender. The defender receives defensive support from friendly units adjacent to the attacker. Simple. The hard part is how much your attack or defense will increase. Generally I have observed that for offensive support you receive 50% of the supporting units base attack power (attack power before experience). This is pretty standard with only minor deviation now and then. But defensive support is completely wacked! At first I thought that it followed the same 50% deal. That's what it seemed like anyways. But then the game slapped me around and told me I was wrong!! It's beyond me to figure it out without taking down lots of data and trying to make sense of it (my next project)! Maybe it takes experience into account, maybe it takes the supporting units terrain into account, I'm pretty sure it matters how many units are in the defending group. Grrr! Can anyone help me? E-mail me at Ian_Of_Moore@yahoo.com if you have any insights, thanks! By the way, there is no support bonuses for inderect attacks. ---------- Experience ---------- We've all seen those stars that increase after a battle but how do they work? How experience is gained ------------------------ 1-1: One star each group if the defender takes losses and both sides survive. 2-0: Two stars for the defender and no stars for the attacker if the defender takes no losses. 0-2: No stars for the defender and two stars for the attacker if the defending unit is destroyed and the attacking unit survives. 1-0: One star for the defender and no stars for the attacker if the defending unit takes losses and the attacking unit is destroyed. 0-0: No stars for the defender and no stars for the attacker if both units destroy each other. 4 stars are awarded to a unit who captures a factory. What experience does -------------------- Experience ranges from 0 to 8 stars (8 stars is represented by one big star) Your attack and defense is increased by a percentage based on how many stars you have. 0 stars: + 0% 1 star: + 5% 2 stars: + 10% 3 stars: + 20% 4 stars: + 30% 5 stars: + 40% 6 stars: + 60% 7 stars: +100% ( maybe this was supposed to be 80%, it would make more sense) 8 stars: +100% So experience gets better as you get more of it. The difference between 0 and 1 or 2 stars is negligable. But the difference between 6 and 7 stars is huge! ------------------------------------- The order of operations (so to speak) ------------------------------------- This section deals with the order that extra bonuses are calculated. When dealing with percentages and specific bonuses this becomes a factor. 1. Experience % 2. Surround effect % 3. support bonuses 4. Terrain bonus % So why is this important? Well it tells us that experience won't increase the ammount of support at all but terrain will increase the amount of defensive support. -------- Help me! -------- If anyone has any additional game mechanics that they think would be useful here or if anyone can expound on support more let me know. Ian_Of_Moore@yahoo.com Thanks a bunch!! ========== Unit guide ========== Ah, the meat and potatoes of this guide. Here I will discuss the statistics of every unit plus my opinion of how this unit can be effectively used. No unit is useless! They all have feelings too you know! ------- Example ------- (Unit name/designation here) ---------------------------- Shift: Shift type: Land attack: Land attack range: Air Attack: Air attack range: Defense: Unit type: (My description of the unit here) End of example A word about Shift type ----------------------- The shift type describes what type of terrrain this unit can traverse and how well it traverses that terrain. I will list the shift types with a list of terrain types with a number beside them. The number is how many points of shift it takes to enter that terrain type. A 100 means that type of terrain is impassable for that shift type. Here is a list of all the shift types in this guide: Infantry: Road/bridge/base/Factory 1 Off road (5%) 1 Hills (20%) 1 Rough (30%) 2 Mountains (40%) 2 Trench 1* (Entering a trench will use all of the units remaining shift points) Treads: Road/bridge/base/Factory 1 Off road (5%) 1 Hills (20%) 2 Rough (30%) 3 Mountains (40%) 100 Trench 100 Buggy: Road/bridge/base/Factory 1 Off road (5%) 1 Hills (20%) 2 Rough (30%) 3 Mountains (40%) 100 Trench 100 (The buggy shift type may use its remaining shift points after attacking) Tires: Road/bridge/base/Factory 1 Off road (5%) 2 Hills (20%) 4 Rough (30%) 100 Mountains (40%) 100 Trench 100 Flying: Road/bridge/base/Factory 1 Off road (5%) 1 Hills (20%) 1 Rough (30%) 1 Mountains (40%) 1 Trench 1 Immobile: Road/bridge/base/Factory 100 Off road (5%) 100 Hills (20%) 100 Rough (30%) 100 Mountains (40%) 100 Trench 100 A word about unit type ---------------------- These are the different unit types in this guide: Normal: This is the basic and most common type of unit. It can move and attack in the same turn but once it attacks its turn is over. No special qualities for this unit. Infantry: Infantry units can capture factories and prison camps. Buggy: Buggy units have the ability to shift even after it attacks. Artillery: Artillery units cannot attack and shift in the same turn. They must do one or the other. Trigger: This unit cannot initiate combat. Transport-M: The Mule is a transport. It can only carry Charlies, Killroys, the Atlas and Triggers. Units can only be unloaded onto roads, bridges and off road (5%). A unit cannot be unloaded on the same turn it was loaded and once unloaded cannot act until next round. Transport-P: The Pelican is a transport. Unlike the Mule it can carry any unit except other flying units and a loaded Mule. The same rules apply when unloading units as the Mule. A word about attack range ------------------------- When a unit has an attck range of more than one it means that it has an inderect attack. Inderect attacks cannot be performed on a unit adjacent to the attacker. There is no return fire from enemies being attacked inderectly. If a unit with an inderect attack is attacked it cannot return fire. A unit with an inderect attack can still offer offensive support by being adjacent to the one under attack. --------- The units --------- Charlie/GX-77 ------------- Shift: 3 Shift type: Infantry Land attack: 10 Land attack range: 1 Air Attack: 10 Air attack range: 1 Defense: 4 Unit type: Infantry The Charlie may look pitiful but it's actually pretty useful. Besides it's ability to take over bases it is good for flanking enimies through the mountains and trenches where your tanks can't go. Only attack with Charlies if it is supported. This way it's like having another tough tank in on the action. Besides, once a Charlie has no hope of being useful for taking over factories it becomes expendible so go nuts. The enemy can't resist wasting artilery shots on these guys. Also great for attacking air units when its got the support of Seekers or Falcons. When attacking Charlies don't expect to kill a whole group with less than one attack. Although they only have 4 defense they justy don't seem to die. Expect the unexpected in battles with infantry. Killroy/GX-87 ------------- Shift: 2 Shift type: Infantry Land attack: 40 Land attack range: 1 Air Attack: 10 Air attack range: 1 Defense: 10 Unit type: Infantry Good old Killroys. I find these units extemely useful. Too bad you never get a lot of them. They are great for flanking enemies in the mountains and are a lot tougher than Charlies. They have a high attack and have the same defensive oddities as the Charlies. They don't know how to die either. Plus, who cares if it dies? Nobody! At leat not me. It's not the best at getting factories unless carried by a transport because it's so slow. So fight with it. Panther/CBX-1 ------------- Shift: 9 Shift type: Tires Land attack: 10 Land attack range: 1 Air Attack: 10 Air attack range: 1 Defense: 10 Unit type: Infantry Well, in theory this unit is good because it has such high shift and can take over buildings. But take it off the road and it is SLOW! It's only good for getting uncontested factories early in the game. It has trouble going around enemy zones of control and isn't good for flanking since it can't even go into the rough. The only time you want to use it as a supported suicide unit is in fights in open areas where it has room to maneuver. But those type of battles should be avoided since the enemy almost always has numbers on his side. Most often these guys will sit dejectedly behind the main battle waiting for an opening that can't be filled by one of your tanks. If you can, use it to attack air units when supported. Lenet/TT-1 ---------- Shift: 5 Shift type: Treads Land attack: 45 Land attack range: 1 Air Attack: NA Air attack range: NA Defense: 30 Unit type: Normal The worst tank there is. I don't mind having one though because I don't care as much if it dies so I send it to the front with no fear to draw the fire. Also use it as another gun when supported. Bison/S-61 ---------- Shift: 6 Shift type: Treads Land attack: 50 Land attack range: 1 Air Attack: NA Air attack range: NA Defense: 40 Unit type: Normal I like the Bison because it moves so far. They are good for supported attacks and for getting around the enemy so your tough tanks can get in on the action too. I like to send one just past a factory to hold off the enemy forces for a turn so you can entrench yourself and make sure you get that factory. Also good bait because the computer can't resist attacking your weakest units. Slagger/GS-81 ------------- Shift: 7 Shift type: Treads Land attack: 50 Land attack range: 1 Air Attack: NA Air attack range: NA Defense: 50 Unit type: Normal I love Slaggers! I just wish I got them every now and then. The Slagger is the Axis answer to the Bison. Faster and tougher than a Bison, the Slagger can do everything the Bison can do, only better. The Axis has a ton of these and they are scary in packs. They can easily surround and kill single units. Make sure you hold the line against these ones. Titan/GT-86 ----------- Shift: 5 Shift type: Treads Land attack: 60 Land attack range: 1 Air Attack: NA Air attack range: NA Defense: 50 Unit type: Normal When it comes to heavy tanks the Axis has opted for mobility over raw power. Good idea, in my opinion. The Titan has an ominous name but isn't much of a threat. Slaggers are better because of all the shift. Be thankful when you see two of these as opposed to three Slaggers. Grizzly/T-79 ------------ Shift: 4 Shift type: Treads Land attack: 70 Land attack range: 1 Air Attack: NA Air attack range: NA Defense: 50 Unit type: Normal One of the Allied heavy tanks. It's a Titan with a bigger gun. But the low shift is annoying because it's hard to get into the battle and when you finally get there it's even harder to get positioned properly. Best to use these as a defensive unit or for offensive support and let your air force go on the offense. I'd rather have a Polar. Polar/PT-6 ---------- Shift: 4 Shift type: Treads Land attack: 60 Land attack range: 1 Air Attack: NA Air attack range: NA Defense: 60 Unit type: Normal The other Allied heavy tank. Polars are great! Get them to a full star as soon as possible and let the enemy attack them. The best way to use this unit is as part of a defensive line. Hang out in the rough or position it at a vulnerable point in a line so that the enemies will target it. With luck, one of them will miss and give you 2 free stars. When you get beat up retreat behind the line and go into a factory. A fully experienced Polar will have an attack and defense of 960!! A ridiculous amount of defense is more useful than a ridiculous amount of attack! The Polar is betterr than the Grizzly since it stays in the battle longer and has more time to get stars. You won't see too many full star Grizzlys in a battle unless it's a really long drawn-out battle but full star Polars are not that uncommon. Great unit. Giant/HMB-2 ----------- Shift: 2 Shift type: Treads Land attack: 90 Land attack range: 1 Air Attack: 40 Air attack range: 1 Defense: 80 Unit type: Normal The Giant is a monster. It's slow speed makes it only useful for defensive lines. A single Giant can hold a narrow space by itself. Artillery likes to taget this unit so it's a good sponge. Unfourtunately enemy artillery will almost always get one kill despite how lopsided the numbers are. Do not assume that because the Giant has very high attack and defense you can use a Pelican to drop it behind enemy lines to wreak havoc. A surrounded Giant is worse than a Bison. The Giant makes a great defensive unit. Use it to replace 2 or even 3 units in a defensive line so you can have time to repair other defenders and use them elsewhere. The best thing is that when an enemy decides to attack the Giant there's a good chance he'll miss entirely and in the meantime your Giant has decimated his unit so that finishing it off on your turn is simple. Watch out for Hunters as they like to help surround Giants and the Giants air attack isn't superb. Enemy Giants should not be attacked unless they are surrounded, you can't afford to spend your units like that. Seeker/AAG-4 ------------ Shift: 6 Shift type: Treads Land attack: 30 Land attack range: 1 Air Attack: 65 Air attack range: 1 Defense: 30 Unit type: Normal I don't have much use for Seekers besides bait. Don't get me wrong, 65 air attack is good but 30 defense means it can't hold its own against a Hunter. I use the Seekers in a defensive line because the enemy likes to target them. Plus, with it's decent shift it can get repaired and back out again pretty fast. If you can though use it against Pelicans, Falcons, Eagles and surrounded Hunters. I like to leave one sitting on my prison camp so that the enemy can't sneak up with a Pelican and take it over. The enemy won't even try with a Seeker on the base. Don't attack Seekers with Eagles unless it's surrrounded. Hawkeye/MM107 ------------- Shift: 5 Shift type: Treads Land attack: NA Land attack range: NA Air Attack: 85 Air attack range: 5 Defense: 30 Unit type: Artillery An anti-air artillery unit. The enemy is good at avoiding the 5 hex radius so you may want to bait the Hunters in. Eagles are good bait but make sure only one Hunter can reach it because your Eagles will make up your airforce once your Falcons have done their job. Otherwise just wait. They'll come eventually. If an air unit is one hex out of range, just drive up next to it and attack it with some other unit. The Hawkeye will offer offensive support. If you've gotten rid of all the Axis' air force, throw it into your defensive line. It will draw in enemies thirsty for an artillery unit that can't defend itself. Always, ALWAYS stay away from enemy Hawkeyes. Hadrian/SG-4 ------------ Shift: 4 Shift type: Treads Land attack: 45 Land attack range: 5 Air Attack: NA Air attack range: NA Defense: 30 Unit type: Artillery I like artillery and I like the Hadrian. Sure the attack power is somewhat lacking but once experienced it can do real damage. Until then use it to soften up enemy armor or weakening Rabbits enough to make it worth it to attack them. Position it behind a defensive line and pound on the enemy. Just don't let it get hit. Attack enemy artillery first. Like all artillery (except the Lynx) they can't move and fire in the same round, so position it well. If you have to retreat, you lose an attack. Octopus/MR-22 ------------- Shift: 4 Shift type: Treads Land attack: 60 Land attack range: 4 Air Attack: NA Air attack range: NA Defense: 30 Unit type: Artillery A more poweful artillery unit than the Hadrian with less range. I like the range of the Hadrian more than the power of the Octopus, but the Octopus is better at softening up enemy armor. If you can attack an armored unit with both a Hadrian and an Octopus, attack with the Octopus first. Follow common sense artillery rules. Keep it behind your lines and don't let it get hit. Bacause of its low range it won't get much opportunity to attack artillery but if it happens, take the opportunity! Try not to attack mostly dead units unless no one else can finish it off. Your tanks need the experience more and besides, if the enemy can't retaliate you may as well hit the tough ones. Lynx/MB-4 --------- Shift: 6 Shift type: Buggy Land attack: 40 Land attack range: 2 Air Attack: 10 Air attack range: 1 Defense: 20 Unit type: Buggy The Lynx is a buggy with an indirect attack. Guess what that means? Not only can it can move and attack in the same turn, after you've attacked you can move again! It's kinda weak though. Use it to finish off doomed units to build your experience. Imagine a Lynx with 80 attack power! Keep it behind your artillery since your artillery is as much for anti-artillery as it is for attacking tanks on the front lines. The Lynx's range of 2 makes it only good for front line support. Dart in, fire, and jump back. Wait for next turn. Repeat. The Lynx also has a weak air attack if you really need to finish off a Hunter or Pelican. If you can find a lone Giant sometime it's kind of fun to harass him since he won't be able to catch you. Hit and run, hit and run, Weeeeeeee! Rabbit/MB-5 ----------- Shift: 8 Shift type: Buggy Land attack: 70 Land attack range: 1 Air Attack: 10 Air attack range: 1 Defense: 20 Unit type: Buggy The Rabbit is also a buggy so hit and run is good, but it's not the strategy I like to use. I attack with the Rabbit versus some weaker unit and then move it next to a tougher unit for use as great offensive support. I also like to use it to get around enemy zones of control by attacking the enemy and then moving another hex behind that unit so more of my units can squeeze in for the attack while getting the Rabbit's support. Be careful though. These hard hitters are not tough at all and die just as fast as they kill. The enemy targets these first so make sure it can survive your enemy's retribution on his turn so you can repair on your turn. Losing a Rabbit is almost never worth it. These units should be more jealously protected than a Grizzly or even a Polar. They have a greater capacity to turn the tide than any tank, including the Giant. A fully experienced Rabbit is a force to be reckoned with. NEVER let the enemy get a full star Rabbit. EVER! Sacrifice a tank to finish off an enemy Rabbit if you have to. Think of a Rabbit's potential as opposed to it's actual threat. If you weaken a Rabbit to near death and end your turn it will run home and come back as a more experienced and deadly repaired unit. Not to mention the units you lost attacking it who probably can't get to a factory as quickly. The Rabbit should be used as an offensive unit, not a defensive one. A Rabbit is far more likely to kill a whole group of opponents than it is to not take any losses so the experience will come from that. Use the Rabbit to hold a position or neutral factory with a Bison. Or attack enemy Charlies on their way to a factory. Rabbits are very versatile and deadly. Use them well. Mule/NC-1 --------- Shift: 6 Shift type: Tires Land attack: 10 Land attack range: 1 Air Attack: 10 Air attack range: 1 Defense: 10 Unit type: Transport-M The Mule is only good for transporting an Atlas or Mine when your Pelican can be put to better use elsewhere and to transport infantry along roads. Off road a Charlie has better mobility that a Mule. The Mule usually only transports one unit per map because of the time involved in getting back. Once done it's job of transporting, use it as a supported gun to weaken tough enemy armor so it takes the brunt of the retaliation. Or you can use it as a supported anti-air unit. Who cares if it gets taken out? It has less mobility than a Panther so you'll probably only use it to fill a gap in your line while a unit leaves to get repaired. Who knows, maybe they'll draw the fire. Pelican/C-61 ------------ Shift: 9 Shift type: Flying Land attack: NA Land attack range: NA Air Attack: NA Air attack range: NA Defense: 10 Unit type: Transport-P Now THIS is a transport. It carries almost anything, has high mobility and even though it has no weapon is stll useful after no more transports are needed. Use the Pelican mostly to transport infantry to factories quickly. If you drop off a Charlie next to a factory and place the Pelican in the way so only one or two units can attack the Charlies, they'll probably survive to take the factory. Use the Pelican to bring Giants quickly to your line or to your factories to be repaired. A favorite strategy of mine that I learned from the computer is to fly a loaded Pelican onto the enemy prison camp and drop a Charlie off on a side away from the enemy units. If the enemy can't kill the Pelican and put a unit onto the base or kill your Charlie then next turn simply move the Pelican off the prison camp and step in with the Charlie. Game over. This was done to me on the first level of the advance campaign. I had tons of tanks close by, but couldn't kill the Pelican in time or get around it to kill the Killroy in time. It's hard to do, but it's nice to know it's there in case you're losing and the enemy has brought all his forces to bear. By then you've probably gone to great expense to take out his airforce and have a free dash to the prison camp. Take it! If a Pelican has outlived its transport usefulness it makes a great unit for surrounding the enemy. I even sometimes use it to surround Hunters so I lose less Falcons early in the game. Eagle/AX-87 ----------- Shift: 10 Shift type: Flying Land attack: 70 Land attack range: 1 Air Attack: 20 Air attack range: 1 Defense: 30 Unit type: Normal The Eagle is generally an Allied unit that should be used as a bomber once you have air superiority. Attack artillery first (starting with Hawkeyes) and avoid Seekers and Giants. You can also use this unit to keep an enemy Panther from getting a nearby base. Usually Panthers go off alone and leave defenses in the dust. So Eagles should protect neutral factories early in the game and avoid Hunters like the plague. When fighting the war for air superiority use this unit as lone Hunter bait and to help surround Hunters so Falcons can have their way with them. You can also use Eagles to finish off a battered group of Hunters so the Falcons can be of more use elsewhere. Keep 'em alive until air superiority is gained and they will be the means of destroying the remaining Axis forces. Surround and conquer! Falcon/FX-1 ----------- Shift: 12 Shift type: Flying Land attack: NA Land attack range: NA Air Attack: 90 Air attack range: 1 Defense: 30 Unit type: Normal The Falcon is (thankfully) a mostly Allied unit. Great mobility and huge air attack makes it the means of gaining Allied air superiority. Pit a Falcon one on one versus a Hunter and the Falcon will usually win. But don't waste them that way. The sheer number of Hunters the Axis gets is depressing, so fight in packs. Use any means you can of surrounding the Hunter before sending in the Falcons. Empty Pelicans, Eagles when it's safe, ground units if you aren't fighting in the mountains. Air superiority is the most important thing you can have so SPARE NO EXPENSE! As a side note I prefer the levels where the only air units are the occasional Pelican. Makes it much more interesting. But anyways, these undisputed masters of the skies are the only reasonable defense you have versus Hunters so be thankful they are yours. Once Falcons are no longer needed in the air use their high mobility to surround units (Giants, Rabbits so they can't get away etc.) Hunter/EF-88 ------------ Shift: 11 Shift type: Flying Land attack: 70 Land attack range: 1 Air Attack: 70 Air attack range: 1 Defense: 50 Unit type: Normal Hunters are the scariest unit in the Axis armada. Hunters are TOUGH! High air and land attack, high mobility and great defense makes it everything the Giant always wanted to be, but never could. The Axis get these units by the truckload and you never do, unless you can manage to take a factory that was meant for the enemy (Rabbits, Bison and Eagles people!!). The Hunter is a formidable opponent in the air and if they can handle your Falcons they turn to the ground and take no prisoners! 50 Defense means you will almost never get a lucky kill with your pitiful Charlies or Rabbits. Fortunately the Axis commanders are all idiots and throw away Hunters for low priority targets. The strategy versus Hunters? Classic divide and conquer. Two Hunters together are more than twice as good as one Hunter. Surround and kill them one at a time. If you ever aquire one of these, cherish it. You'll spend most of your time worrying about Hunters. Most battles will be a quick, heated rumble in the air followed by a systematic extermination of any additional resistance. Make sure you are the one who wins the rumble. Atlas/SS-80 ----------- Shift: 0 Shift type: Immobile Land attack: 90 Land attack range: 6 Air Attack: NA Air attack range: NA Defense: 20 Unit type: Artillery The Atlas is the most powerful artillery unit in the game. But the only time the Atlas is good is in a losing-battle-on-the-ground-vs-overpowering-numbers. The Atlas cannot shift so if you are pushing them back you'll be out of range fast. But the Atlas can and will turn a hopeless ground war into a glorious victory! Pick a bottleneck and set up a line there with the Atlas right behind. 6 range means that no other artillery should get close and you will make short work of everything on the ground. Attack the toughest groups and finish them off with your tanks holding the line. Cheap experience is necessary for a losing-battle-on-the-ground-vs-overpowering-numbers. Make sure you are very close to a friendly factory too so you can quickly repair. Other than that, the Atlas is just an invisible circle of death that the Axis place near their base. DO NOT push the enemy back into that circle unless you can kill the Atlas with an Eagle or a few Hadrians or a Rabbit (unlikely). The Atlas is immobile so it can NEVER be repaired. Guard it well. Trigger/M-77 ------------ Shift: 0 Shift type: Immobile Land attack: NA Land attack range: NA Air Attack: NA Air attack range: NA Defense: 80 Unit type: Trigger I underestimated the Trigger until I saw how effectively the Axis used them in the advanced campaign. The purpose of the Trigger is not to be put somewhere to slow the enemy down. Instead use it in your defensive line. The support it can offer is huge. It can also draw the fire for a lot of turns if you don't allow it to be surrounded. Avoid attacking a unit when adjacent to an unfriendly Trigger. And you should avoid attacking Triggers altogether since all you'll likely accomplish is to give it easy experience and more defense. Used wisely a Trigger is great! Especially in those interesting battles where air fighters don't exist. The Trigger can never be repaired once it is placed so don't get too attached to it. ======================== General strategic advice ======================== Here is where I give little tidbits of strategic advice that I didn't find a place for in the rest of this guide. Basically I plan to add stuff here as I think of them. Attacking a 6 star unit ----------------------- Be careful when attacking a 6 star unit because if you aren't killing more than one you'll probably be doing more harm than good. The percentage difference between 6 stars and 7 stars is 40%! Basic rule: if you are not going to kill more than 30% of a 6 star unit, don't attack it at all. Maximizing offensive support ---------------------------- Say you have 3 tanks within range to gang up on a Titan. It is best to attack with the units with the highest attack rating first. That way every attack benefits from that high attack rating. If you already have a unit adjacent to an enemy bring in other tanks to attack it before attacking it with that unit. Starting with the one with the most attack power. This way the unit can attack with everyone else's support. Exception: Rabbits (see the description of Rabbits in the unit section) Maximizing defensive support ---------------------------- It's hard to trick the enemy into giving you defensive support since it's his turn to move. Instead force the enemy to allow you defensive support. Make a line of units with the ends of the line touching mountains so the enemy will be hard pressed to find a place where he can fight you one on one. The ends of the line are most vulnerable so put Giants or Polars there. If you find yourself needing to make a long line of units make an obtuse "V" shape opening towards the enemy. This forces the enemy to attack only the edges because if he is foolish enough to enter the formation you can attack him with as many tanks as you want. This formation gives you good mobility inside the V so you can get to the important battles quickly and easily. This formation will self destruct pretty quickly as you move in on the battles so you will have to plan on reforming the V when necessary. Try to place mines on the inside of the tips of the V to grant defensive support to the harassed endpoints. Rabbits are great in this formation, allowing their mobility to really make a difference while keeping them relatively safe. Lost the air war? ----------------- I don't really know what to do in a situation where I have lost the air war. I've been very careful to never let it happen to me. And if you're smart you'll never let it happen to you either. I think a line of tanks would be a very bad idea with Hunters on the loose. A Hunter behind the line will allow for 2 units to be easily surrounded from the front by a unit who will receive offensive support from a Hunter. Scary thought. So maybe scatter your units to good terrain so that getting surrounded won't happen and the terrain will help with the lack of support. Put any Hawkeyes inside the formation to pound Hunters who attack. Seekers inside as well and Charlies and Panthers and Mules or any of those 10 air attack units ready to attack the Hunters using Seekers as support. Depending on how many Seekers you have you might not even want to attack with your Seekers at all. If you lose any you won't receive as much support for your Panthers and such. Hunters like to attack from the mountains so that you can't bring many, if any, units to bear against it. Think about staying one hex away from the mountain hexes. Basically do everything you can to stay alive while you take care of the Hunters. Factory scramble ---------------- The first thing you should think about when you start a stage is how you are going to stop the Axis from getting the factories that they are obviously supposed to get easily. Instead of taking the factories on your half, skip past them and fight for the facories on his half. Remember that a factory that contains 3 units is worth 6 units compared to if the enemy had captured it. The skill is determining if you can do this and how you will do it. If you reach too far you'll end up fighting near an enemy factory. Bad Idea. It's always better to fight near one of your factories. The Axis commander is confident enough that he will never wait for you to come to him if you are waiting for him to come to you. Artillery woes -------------- Never, ever walk within range of enemy artillery unless you have a clear advantage in numbers. Make them come to you. Don't gamble ------------ Don't hope to get lucky. You'll end up being dissapointed far too often. Military madness is like a casino. The odds are stacked against you. Expect the unexpected. You'd better plan for the Axis to get extremely lucky when fighting you. Let me tell you the tale of the super Bison. I had a group of fresh Grizzly's and I attacked a group of fresh Bison on the road from the hills. At the end of that conflict there were 6 Bison left and no Grizzly's. Just thinking about it makes me shudder! Long story short: If you plan to win. Plan to win decisively and you might scrape by. Multi-pronged attack? --------------------- Some of you out there might think that it's a good idea to sneak some tanks around to attack the enemy from behind when he's hurling himself at your defenses. Good idea in theory but it never works. It takes so long to get around that it's hardly useful. Besides, unless the enemy only has a single row or attackers you won't surround anybody so it's like a new battle far away from your factory. Pick the easiest spots to fortify and put your tanks there. If you want to fight offensively use airpower. Most battles are decided in the first 3-6 turns and by then brilliant strategy is no longer required. Keep it simple. Most maps should not take more than 20 turns. If you find yourself worrying about the time limit, change your strategy. Using ZOC wisely ---------------- when facing a lot of Axis tanks, you can use the zone of control of your flying units to severely disrupt their movement. Throw a Pelican in the mix so that those 3 slaggers can't get you this turn. It can be very helpful in a tight spot. It's also a good way to stop the enemy advancement towards key factories. ============== Special thanks ============== Here is where I acknowledge those who have helped me with this FAQ. If anybody sends me info I use or lets me know about errors I correct then you get to go here! Hooray!! Presige galore!!! Don't everybody email me at once now. Stephen Moore: My brother. I had him read through this thing briefly and look for things that didn't make sense. He also corrected any serious spelling or gramatical errors. Thanks a lot bro!! Michael Moore: Another brother. The only other person I know who is even slightly interested in this game. He reminded me to mention the uselessness of a multi-pronged attack.