Shattered Union Walkthrough :
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Walkthrough - FAQ/Strategy GuideShattered Union (XBOX) FAQ 1.3/Mar 2006 Author: saintly@innocent.com This FAQ is copyright 2006, but 'Shattered Union', 'Xbox' and other trademarkable names are probably trademarked by people like 'Take-Two Interactive' and 'Microsoft'. This FAQ is not officially endorsed or authorized by anyone. To send questions about things not contained in the FAQ, suggestions comments, spelling corrections or death threats, send email to me at the above address. I'll be more likely to read your message if you include a subject line like 'Shattered Union 1.2' (or whatever version of the FAQ this is) I still need help with: - Tips/strategies for Campaign Mode - Suggestions for more sections to add - The experience system I'll credit anyone who helps make this FAQ better. ------------------------------------------------------------------------------ Table of Contents [QFC] There are 'Quick-Find' tags at the start of each major section to help you jump to them in your browser. To jump to the 'Faction Powers List', search for 'QFX'. It should only be found at its entry in the table of contents and the start of its section. 0. About this FAQ 1. What kind of game is Shattered Union? [QFA] a. Where can I find more information? b. Is this game popular? 2. Basic Game-play [QFG] a. Purchase/Repair/Replace units b. Deploy Units c. Battle phases 3. Multiplayer [QFM] 4. Skirmish Strategy [QFB] 5. Unit Comparison Table [QFU] 6. Unit type discussions/Notes [QFD] a. Single-Use units b. Infantry units c. Light Armor d. Medium Armor e. Heavy Armor f. Artillery g. Anti-Aircraft h. Helicopters i. Fighters and Bombers j. Special Units 7. Game Mechanics [QFM] a. Terrain Effects [QFT] b. Refuelling & Repairing c. Attack and Defense d. Mines e. Russian Aid 8. Factions [QFF] a. New England Alliance b. The Confederacy c. Great Plains Federation d. Republic of Texas e. California Commonwealth f. Pacifica g. European Union h. Russia 9. Reputation level & Faction powers [QFR] 10. Faction Powers List [QFX] 11. Power summary & quick-ref [QFS] 12. Full Powers Descriptions [QFD] 13. Campaign Mode [QFC] a. Territory Values b. AI notes c. Controller tricks d. Campaign Mode Strategies e. Unit Experience 14. Campaign Mode Walkthrough [QFW] a. Turn 1. b. Beginning-Midgame (Turns 2-25 or so) c. Midgame-End (Turns 25-50 or so) d. Endgame (Turns 50+) 15. Campaign strategies a. Playing as EU on Hard difficulty 16. 101 uses for a Partisan [QFP] 17. Cheat Codes 18. Misc 19. Version History 20. Acknowledgements ------------------------------------------------------------------------------ 0. About this FAQ The latest version of this FAQ can be found at: http://www.gamefaqs.com/ If you found it somewhere else, make sure to get the latest version before sending me any questions or comments. Other sites are free to post it without asking me so long as: 1) It's posted in it's entirety 2) You don't charge people to see it ------------------------------------------------------------------------------ 1. What kind of game is Shattered Union? [QFA] Shattered Union is a turn-based strategic warfare game, similar to the SNES game 'Super Conflict' or the GBA series 'Advance Wars'. If you haven't played those, you can think of it as being similar to board games like 'Battletech', 'Warhammer' or even 'Risk' or Chess. All these games enjoyed a modest success, mostly with strategy game fans. In a turn-based strategy game you look down on a battlefield. You can see all your units and a certain distance away from them (called their 'Sight Radius'). The rest of the map is hidden from your view by the 'Fog of War'. All you can see of the rest of the map are basic terrain features. On your turn, you can move any of your units to anywhere within their movement range. If you move them within range of an enemy unit, you can attack it. The other player cannot take any actions during your turn, though their units will defend themselves if attacked or perform other automatic tasks. After you've moved as many units as you like, you end your turn and can take no actions during your opponent's phase. a. Where can I find more information? The official site (with trailer, screenshots & game information) is: http://www.2kgames.com/shatteredunion/home.php PopTop Software has it's own website for the game, with links to reviews from different magazines & websites: http://www.poptop.com/su/index.html GameFAQs has discussion boards for both the PC and Xbox versions: http://boards.gamefaqs.com/gfaqs/gentopic.php?board=928045 (PC) http://boards.gamefaqs.com/gfaqs/gentopic.php?board=928046 (Xbox) Express World is a fan site dedicated to PopTop games, they have a page for Shattered Union and a discussion forum: http://www.expressworldforum.com/forum/index.php?board=5.0 (Forum) http://www.express-world.co.uk/union/ (Shattered Union webpage) b. Is this game popular? Sadly, no. It was released for the PC and only one console; the Xbox. Console strategy games are rare, and most of them (and the people that play them) are with the PC and PS2. Furthermore, it was released without any advertising at the end of the Xbox's life cycle. To add insult to injury, Poptop appears to have stopped all work on it, so there won't be a PC demo, patches or a map editor unless diehard fans create them themselves. Reviewers generally liked it, calling it an above average game, but not one of the outstanding best (it gots lots of 80% scores, 4 out of 5s, 8 out of 10s, etc..). c. I really like it, what are similar games? The MOST similar games I can think of are the old NES game 'Conflict', and the SNES sequel 'Super Conflict'. In both of them you have a hex grid & modern military units. The goal is to defeat your enemy's 'Flag Tank' (or 'Flag Ship' in Super Conflict). The 'Advance Wars' series for the Game Boy are also similar, with modern units on a square grid. There are plenty of other turn-based strategy games though. For the PS2, 'Disgaea', 'La Pucelle Tactics' and 'Makai Kingdom' are all fantasy turn-based strategy games. ------------------------------------------------------------------------------ 2. Basic Game-play [QFG] Whether you're playing Campaign Mode or fighting a friend, the heart of the game is the tactical battle. In 'Skirmish' mode, this is the whole game. The tactical battle follows this game flow: a. Purchase/Repair/Replace units Repairing units is only done in Campaign mode (in Skirmish mode you won't have any units to repair). It costs about 30% of the unit's price to completely repair it to full health. If you're the defending player in Campaign mode, you can only repair units or buy Single-use units. If you accidentally buy something in Skirmish mode, hit 'Y' to go to repair/sell mode and sell it back for full price. This doesn't work in Campaign mode, so be careful what you buy. b. Deploy Units The attacker goes first and can deploy units anywhere in the highlighted yellow hexes. You cannot attack or use any special powers in 'Deploy Units' mode. Press 'Back' to end your turn. After the defender deploys their units, the tactical battle starts. c. Battle phases Generally, the attacker has to capture a certain number of points worth of towns or structures. Each town has a different point rating, so attackers often want to prioritize and focus their attack on a few key cities. Attackers can also win by destroying all the defender's units. If the attacker fails to capture enough objectives within the allotted time (15 turns), or all the attacking units are wiped out by the defender, the attacker loses. If the attacker wins in campaign mode, they capture that territory and can launch attacks against other territories touching it. ------------------------------------------------------------------------------ 3. Multiplayer [QFM] You can play this game against a human opponent. The simplest way to do this is the following: On Controller 1, Pick 'Skirmish', then 'New' Hit 'Start' on Controller 2 Each select starting faction, cash and reputation Hit 'A' on Controller 1 when both players are ready If you have only one controller, use 'R' on it to switch over to the 'CPU' side, then go up and change the CPU type 'Human'. Now you will need to hand off the controller to the person playing. This way is most like the 'Conflict' games, but some features of the game (the Fog of War, mines, choosing units, etc..) will lose some of their effectiveness since both players can see what the other does on their turn. It might be a good idea for each player to step out of the room during the 'purchase' phase, at least. The other options are to play against someone with their own XBOX, copy of the game and separate TV via 'System Link', or find an opponent on XBOX live. Note that multiplayer is available only for 'Skirmish' mode, not the full campaign. You can select your starting reputation, or pick '?' or 'X'. If you pick 'X' you'll get no powers for the battle. If you pick ?, your reputation will be randomly selected (you don't get 5 random powers, you get whatever powers you'd get normally for having the reputation you're randomly given). ------------------------------------------------------------------------------ 4. Skirmish Strategy [QFB] Both attacker and defender strategies are very different in skirmish games, as opposed to the single-player campaign mode. The defender will usually want to have a different strategy from the attacker. The attacker is focused on offense, attacking power and moving quickly across the map to capture towns. It's usually better to keep pressing your attack and try to win quickly. Other strategies are possible (especially if you know the defender is going to try a different strategy) but attackers usually aren't good at defending and occupying territory. It's often better to avoid the defender's heavy defensive positions and capture as much undefended area as you can, hoping to lure the defense out into an offensive war they may not be equipped for. Keep in mind that defenders usually have a huge air advantage since their airport can be placed well out of your reach. The defender, on the other hand, is usually going to want to stay focused on high-defense and long-range attacks, not worrying about lack of mobility. For this reason, the single-use units are a great value: they have high defense and offense scores and are dirt-cheap. They're great for supplementing your units and making any attacks on the major objectives costly for the attacker. They shouldn't be ignored because it looks like they "waste" money in campaign mode. It's far better to lose a bunker than a tank. Since fighters & bombers can move over the entire map, you can place your airport as far away as possible from the attackers and can afford to invest more in fighters and bombers. Put it on top of a minor city to use it's 100HP to defend it. These are the 'classic' strategies, but defenders can also try to mix it up, perhaps trying to win by wiping out the attackers on offense, or the attacker focusing on air strikes and air support. ------------------------------------------------------------------------------ 5. Unit Comparison Table [QFU] Legend: Fl - Flag (The country/region that can buy these weapons) $$ - Unit cost, in thousands Attack - Damage vs Infantry (If), Vehicles (Vh), Aircraft (Ac) Df/HP - Defense strength and hit points CD - Collateral Damage SR - Sight Range (The unit clears the 'Fog of War' up to this distance) TR - Target Range (Unit can attack this far away) MV/Fuel - Movement range per turn, fuel supply Attack Unit Name Fl $$$ If/Vh/Ac Df/HP CD SR TR MV/Fuel [Single-Use Units] Militia US 3 12/ 8/ 0 4/14 1 4 1 4/- Sympathizers RU 3 12/ 8/ 0 4/14 1 4 1 4/- Peacekeepers EU 3 12/ 8/ 0 4/14 1 4 1 4/- FH 105mm EU 10 14/11/ 0 3/20 12 3 4 0/- 155mm M777 US 15 15/14/ 0 3/20 16 3 5 0/- M46 130mm RU 15 17/13/ 0 3/20 15 3 5 0/- FH 155mm EU 15 15/14/ 0 3/20 16 3 5 0/- Defense Tower US 15 12/10/13 10/20 2 3 3 0/- RU Defense Tower RU 15 12/10/13 10/20 2 3 3 0/- EU Defense Tower EU 15 12/10/13 10/20 2 3 4 0/- Bunker US 15 10/14/ 0 11/21 3 2 2 0/- RU Bunker RU 15 10/14/ 0 11/21 3 2 2 0/- EU Bunker EU 15 10/14/ 6 11/21 3 2 2 0/- [Infantry Units] Heavy Infantry US 10 6/13/ 9 3/15 4 3 2 3/- Guards Infantry RU 10 6/13/ 9 3/15 4 3 2 3/- EU Heavy Infantry EU 10 6/13/ 9 3/15 4 3 2 3/- Engineer US 14 5/11/ 0 4/17 10 3 1 4/- Pioneer RU 14 5/11/ 0 4/17 10 3 1 4/- Sapper EU 14 5/11/ 0 4/17 10 3 1 4/- Commandos US 15 15/15/ 0 7/18 3 3 1 4/- Spetsnaz RU 15 15/15/ 0 7/18 3 3 1 4/- EU Commandos EU 15 15/15/ 0 7/18 3 3 1 4/- [Partisans] PartisanNC GP 3* 6/ 4/ 2 2/15 1 3 1 8/45 PartisanNE NE 3* 4/ 4/ 4 2/15 1 3 1 8/45 PartisanNW PA 3* 4/ 4/ 6 2/15 1 3 1 8/45 PartisanSC TX 3* 8/ 5/ 2 2/15 1 3 1 8/47 PartisanSE CF 3* 6/ 4/ 2 2/15 1 3 1 8/45 PartisanSW CA 3* 4/ 6/ 2 2/15 1 3 1 8/47 [Light Armor] Humvee US 6 5/ 4/ 6 2/18 1 4 1 10/60 Vodnik RU 6 5/ 4/ 6 2/18 1 4 1 10/60 VBL-1 EU 6 5/ 4/ 6 2/18 1 4 1 10/60 Striker US 15 11/ 7/ 4 6/18 2 4 1 8/55 Pandur EU 15 11/ 7/ 4 6/20 2 4 1 8/55 Bradley US 25 13/13/ 4 8/20 1 3 1 5/40 BTR-90 RU 25 13/13/ 4 8/20 1 3 1 5/45 Marder EU 25 13/13/ 4 8/20 1 3 1 5/40 [Medium Armor] Sheridan US 28 12/12/ 6 8/18 2 3 2 6/50 LAV US 30 0/18/ 0 11/18 2 3 2 8/45 Vextra EU 30 6/14/ 0 6/18 2 3 2 8/50 M8 US 32 10/14/ 6 2/18 1 3 2 7/45 AMX 30 EU 32 10/14/ 6 9/18 3 3 2 7/45 [Heavy Armor] T-55 RU 35 12/16/ 3 10/20 4 2 2 4/35 M60 US 36 10/16/ 6 10/20 4 2 2 5/35 Challenger 1 EU 36 10/16/ 6 10/20 4 2 2 6/35 Leopard 2 EU 42 12/17/ 6 12/21 4 2 2 5/35 Abrams US 45 13/17/ 6 12/21 4 2 2 6/30 T-90 RU 50 14/18/ 6 13/22 5 2 2 6/30 FCS Stuart PA 50 19/17/ 8 12/24 4 3 2 7/45 FCS Jackson CA 50 20/17/ 6 13/30 10 2 1 6/30 EU Goliath EU 51 14/18/ 6 13/23 7 2 2 5/35 FCS Bragg NE 51 12/19/ 6 13/22 5 2 2 5/50 FCS Lee CF 52 12/20/ 6 13/22 3 2 2 5/30 FCS Hood TX 53 10/20/ 6 13/24 5 2 2 4/30 [Artillery] Big Tom US 35 17/13/ 0 3/16 16 3 4 4/45 Paladin US 38 14/13/ 0 4/18 14 2 4 5/40 Zuzana EU 38 18/13/ 4 2/20 16 1 5 5/40 MERL US 40 18/13/ 0 4/20 19 1 5 5/40 PzH 2000 EU 42 12/17/ 0 6/22 15 3 4 5/35 Crusader US 42 15/15/ 5 6/22 12 3 4 5/35 Smerch RU 45 20/16/ 0 3/16 30 1 5 5/40 FCS Grant GP 51 20/17/10 11/25 20 2 4 4/35 [Anti-Aircraft] Chaparral US 42 0/ 0/19 6/20 0 4 4 6/40 Avenger US 46 8/ 5/14 6/20 1 4 3 8/40 Vulcan US 46 11/10/15 7/21 4 3 2 6/40 Tridon EU 50 6/12/15 7/20 7 5 2 8/50 Gepard EU 55 8/12/17 8/21 3 3 4 5/40 Shilka RU 56 12/13/16 10/25 8 4 2 6/45 [Helicopters] Warrior US 38 12/ 7/ 0 3/16 3 5 2 10/65 Mangusta EU 45 12/15/ 5 4/18 5 4 2 8/50 Super Cobra US 50 12/13/12 4/18 4 5 2 8/50 Apache US 60 12/18/ 8 6/21 5 4 2 8/50 Tiger EU 60 12/18/12 6/21 5 5 2 8/50 Hind RU 65 15/16/ 5 10/25 8 4 2 6/45 [Fighters & Bombers] Tornado EU 95 0/ 0/16 6/20 0 5 2 -/- Super Hornet US 100 0/ 0/17 6/22 0 5 2 -/- JSF US 110 0/ 0/18 8/24 0 5 2 -/- Mig-35 Interceptor RU 110 0/ 0/18 8/24 0 5 2 -/- Typhoon EU 112 0/ 0/18 8/25 0 5 2 -/- A-10 Thunderbolt US 115 14/18/ 0 8/20 13 5 1 -/- Bear RU 120 20/20/ 0 5/20 20 5 1 -/- LA4 Nimrod EU 120 20/20/ 0 5/18 20 5 1 -/- Stealth Bomber US 125 20/20/ 0 6/18 20 5 1 -/- [Special Units] Android/Cyborg/Borg - 30* 15/15/ 6 8/22 5 4 2 5/- Airfield - 10* 0/ 0/13 10/100 0 3 3 0/- *Some unit prices are marked with the '*' (partisans, cyborgs, airfield). These units are always free to the side that gets them, but this is how much they count as 'money lost' if they are destroyed. ------------------------------------------------------------------------------ 6. Unit type discussions/Notes [QFD] a. Single-Use units These units have good stats, and they are the only units you can buy when it is not your turn (when other players attack you in campaign mode). Mostly not much use on offense since they can't move. For an offensive player, they are best used to defend your airbase or your initial placement of artillery units. The light infantry make decent scouts for offense, you can buy 3 for the price of 1 heavy infantry. For defense, these have stats comparable to the best tanks and their lack of movement isn't a problem since the enemy will be coming to you. Later on in the game, you'll want to have permanent versions of these units (Heavy Armor = Bunker/Tower, Artillery = Guns), but if you are caught off guard on defense and need a bunch of units, this is your only option. Single-Use units disappear after they have been used in battle, but you can "pre-buy" them and have them sitting around till you need them. Since you can buy them anytime, I don't see what value this has, aside from possibly raising your unit count to scare off attacks. b. Infantry units Commandos are cheap anti-tank and anti-infantry units. If you place them in cities, they also have great armor. Engineers are special units that can lay/destroy mines. Generally, this isn't as useful since you fight most of the battle at the front lines, and since the attacker gets to go first, you may not have any time to lay mines. Heavy Infantry are good at holding spots till your other units can arrive. Token forces of them at each city can buy some time. They're also useful for attacking patrolling aircraft I don't usually bother with infantry units, preferring to save my money for more heavy tanks. c. Light Armor These are your cheapest scouts. They do the least damage of any unit, but they're very fast and can explore the map quickly. If you have several of them, you can use hit-and-run tactics against a single enemy unit (which can only return fire once). I start with a couple of Humvees, but when I have enough money I replace them with Warrior helicopters for their wider sight range. If all their movement is along a road, Humvees can actually move farther than Warrior helicopters. d. Medium Armor More armor than a scout, more mobile than heavy armor. If you want a vehicle that doesn't suck at anything, you could be thinking about these. For a defender, good for putting in the cities you aren't expecting the enemy to attack. The LAV is a cheap, nasty tank-killer and its more mobile than heavy armor. I start with a couple LAVs but eventually replace them with FCS tanks. e. Heavy Armor The stars of the battlefield are your heavy armor. They're the slow, beefy musclemen that take forever to get somewhere, but deal punishing damage when they do. They're very vulnerable to helicopters and bombers, so they should travel with an escort. They're good for clearing infantry and especially good at fighting other tanks. Due to their slowness and massive armor ratings, they're much better at defense than offense. I like to have lots of these (preferably FCS tanks) since they're great for defense and can eventually steamroll their way over everything on offense. f. Artillery Although unable to defend themselves against attacks from close range, and having generally weak armor, these units can all dish out high damage from a distance. Since they can attack 4-5 squares away, they can fire from the safety of your rear line, while heavy tanks/bunkers/towers defend them. They can all fire farther away than they can see, so to get the most use out of them you need to have 'spotters' like your scouts or infantry to spread out and expose enemy units to shoot. All these weapons have high collateral damage, and using them a lot will make you more 'evil' These would be nicer if it were easier to protect them, but as soon as the AI sees them it sends every unit it has to blow them up. It's tough to keep these alive If you're playing Pacifica, the FCS Stuart's high move rate and ability to fire 2 squares away means it can deliver more firepower than your artillery and reach almost as distant a target as the best artillery every turn. The Great Plain's special unit ('FCS Grant') fixes many of the problems with artillery. It has decent armor, can fend off enemy helicopters and dish out quite a bit more damage. For some reason, the CPU really loves artillery, so expect to see a lot of it coming your way. If you trap the last faction in a lone territory and let them attack you repeatedly, they'll send waves of artillery + infantry at you. g. Anti-Aircraft Many units can attack aircraft, but Anti-Aircraft units are the best at it. Even when it is not your turn, AA get to attack first on any enemy fighter or bomber that tries to attack or patrol in the AA unit's attack range. They can respond unlimited times this way, so the enemy can't get free bombing runs just by sending a fighter on a suicide run. Although AA has low armor, they can move quite far each turn to help you get within range of patrolling aircraft or helicopters. They're nasty enough that I make them my primary target when attacking, and always take them with me for defense. A single 'Chaparral' can destroy a stealth bomber occasionally, but two AAs in the same area can blow up nearly any aircraft that tries to patrol or attack in their protected area. An AA unit is also great for protecting your helicopters from enemy fighters. It can make a great 'base' to keep your helicopters around when you're exploring. If the AA can attack ground units, it can attack them at the same range it attacks air units. This isn't much help to US troops, but it makes the EU's AA units double as weak artillery. h. Helicopters Helicopters are basically anti-tank weapons. Although a couple of them have a decent air-attack rating, they'll usually die if they attack fighters. Super Cobras are like weak, but fast AA guns. Unlike using a fighter to take out another helicopter, Super Cobras don't trigger an auto-response from AA. Warriors make great scouts, able to run over any type of terrain and see up to 4 squares away. Apaches and Tigers are probably the best units in the game at destroying ground units. The EU's "Tiger" is better in every way than the "Mangusta", so you have no reason to keep the Mangustas around. It's the best attack helicopter around and is great at finishing off other helicopters as well as the odd nearly-dead patrolling fighter. Helicopters and jets are unable to capture territory. If you send a squad of copters to attack an enemy territory and destroy all the defender units, you still won't take over that territory. Ground units can move through a helicopter unit, but can't stop on the same square as one. Helicopters can likewise fly over ground units. i. Fighters and Bombers Bombers do lots of damage to units (with high collateral damage) Fighters basically defend against bombers and helicopters. You can put fighters on Patrol in an area to expose the map and attack any bombers/helicopters that try to enter the protected area. They are basically very mobile Anti-Aircraft. Fighters & Bombers aren't placed on the map like other units. Instead you'll be asked to place a single 'Airfield' unit on the map during the deployment phase. Once placed, it cannot be moved, and if it's destroyed you lose access to all aircraft and aircraft-related special abilities until the next battle. Press 'X' anywhere on the map to call up your aircraft menu. Cycle through the available aircraft and assign as many as you like to a task (bombing, patrolling, etc..) If you see a lone Anti-aircraft unit, you can attempt to bomb it. Instead of the AA getting to attack first like it usually does, it will go after your bombing attack. If your attack destroys the AA, you will get away without taking damage. If there are other AA around, they still get to attack you first though, so this is a tactic to be used with caution. j. Special Units Many people don't know that you can use the airfield to attack things. Click it like a normal unit and attack an air unit within 3 squares. It has 100 HPs, making it nearly impossible to destroy on one turn (it would take something like 8 attacks from stealth bombers to blow it up, or 9 or more heavy tanks). Additionally, if it was placed in a city, not used to attack, and you can clear the squares around it of enemy units, it will regain 50 health every turn. If an airfield is destroyed, ALL aircraft the owner brought to the battle are also destroyed. The manual states in one place that you just lose access to them for the battle, but this is incorrect. Androids, Cyborgs and Borgs are created by special powers. They can be dropped on any square within your sight radius, so they are particularly nasty when combined with Pacifica's 'All Seeing Eye' (which lets you see the entire battlefield). Since they're free units, they're also expendable. ------------------------------------------------------------------------------ 7. Game Mechanics [QFM] a. Terrain Effects [QFT] Terrain has two effects. Units that stand on it have a bonus or penalty to their defense score, and it may hinder or help units walking over it. Aircraft are not affected by terrain at all, though the airfield itself is affected as if it was a 'Ground Vehicle' Effects on defense: Unit type City Forest/Hill Road Clear/Field Water ---------------------------------------------------------------------- Infantry +5 +3 -1 -1 -2 Ground Vehicle +1 +1 -1 0 -6 Note that infantry units never get their base defense, it will always be lower or higher depending on the terrain. If a road runs through any kind of terrain, you still get the 'road' defense penalty for standing on it. Effects on movement are a bit harder to determine, but as best I can figure out, it seems to work this way: The unit's movement score is multiplied by 10. Attempting to move onto each kind of tile subtracts a certain number of points. The numbers below are my best guess at the moment: Effects on movement: Unit type City Fors Road Clear River Mountain Barrier Lake ---------------------------------------------------------------------- Infantry 10 18 7 12 20 12+ +20 - Ground Vehicle 12 20* 8 12 35 - +50 - Helicopter 10 10 10 10 10 10 10 10 Barriers are the movement-impairing traps laid by engineers, 'Dragons Teeth' are for vehicles and 'Barbed Wire' are for infantry. They add their value to whatever the base modifier was for the tile. Engineers ignore barriers and destroy them automatically when they walk over them. The costs for rivers and mountains are usually what is listed, but there is a cost for climbing/descending heights that can raise the numbers. Infantry can often move faster through mountains than over hills, since they aren't moving from one height to a different one as much. *Forest tiles are more difficult for some vehicles to move over than others. Vehicles are broken into 'wheeled', 'tread' and 'towed' categories. It costs 2 more points for 'tread' vehicles and 8 more for 'towed' (I think only the Tridon is towed). b. Refuelling & Repairing If you don't move a unit or use it to attack, it can regain some health and fuel at the end of your turn (and before the opponent gets to move). This is normally 25% max health and 50% max fuel recovered (fractions are rounded down), but these are doubled if the unit was in a city. The airfield also regains health this way, recovering 50 HPs per turn if it was placed in a city. Since you cannot move an airfield, the only reasons it won't recover are that an enemy is next to it, or you used it to attack an air unit nearby. An enemy unit can prevents the recovery of all units it is touching. It does not prevent the recovery of units 2 or more squares away, even it has an attack range of 2 or more. Aircraft recover 25% of max health every turn they are not used. They never get the bonus for being in a city regardless of where the airfield is placed. c. Attack and Defense The formula for determining damage from an attack seems to be: Typical Damage = (Attack - Defense) * 1.5 Even though this is "typical", the amount can vary from as little as 2/3 of this amount to almost double this amount. The extreme cases are rare, but slight variations are more common. Example: Two 'Abrams' heavy armor tanks attack each other. Both are on roads, so both are getting -1 to DEF. A vehicle attack score of 17 is attacking a defense score of 11. (17 - 11) * 1.5 = 9 So they'll usually do about 9 damage. Scores of 10 and 8 will be about as common as 9. It would be possible to do as much as 18 or as little as 6, but these would both be extremely rare. This formula breaks down when the Defense score is equal to or greater than the attack score. If the scores are tied, the attacker will do from 1-3 damage, and if the defense score is higher the attacker has a 50% chance of doing either 1 or 0 damage. d. Mines Engineer-laid "standard" mines appear to have an attack score of 20. To lay a mine, select an engineer and press the 'DOWN' arrow on the D-Pad (the manual says UP, but it's wrong). The standard mine is to the left, the dragons teeth are to the right, and barbed wire is 'up'. Many of the 'evil' powers also leave behind squares that cause damage to whoever passes through them. The only ones that engineers can clear are the mines from 'High Altitude Bombing' e. Russian Aid 'Russian Aid' looks like brown boxes on the map. If a ground unit moves over it, it can turn into one of four things: - Heals or resupplies fuel to the unit - A temporary buff/bonus to the unit and/or adjacent units - A bonus Russian unit appears to help you till the end of the battle - A mine (this is very rare; attack strength is low as well, around 8) ------------------------------------------------------------------------------ 8. Factions [QFF] There are 8 different "teams" in this game, called 'Factions'. In Campaign Mode, Russian units will only appear in the final battle of the game (after you have united America again). In Skirmish mode, you can pick from all 8. All the american factions have basically the same units, though each has one unique unit (usually a beefed-up heavy armor tank) that no-one else can buy. The European Union and Russia (if you're playing Skirmish mode) have units all their own and can't buy the American units. Aside from their unique units, each faction also has different powers that become available as your political reputation changes. If you do lots of collateral damage, you become more 'evil' and gain access to nastier powers that let you bomb large areas. If you try to minimize CD, you become more 'good' and gain healing and support powers. Additionally, 'partisan' units (similar to light armor) might join the "most good" side for a single fight in campaign mode. Most American factions have several unique powers that can be gained for being extremely evil or good (the EU, Russia and the Great Plains territory just have duplicates of other American faction powers) In campaign mode, the different factions follow a specific turn order. This is only important on the first turn (if you pick EU, you'll get to go only after New England and the Confederacy have had a chance to take you out first). The factions are: a. New England Alliance [1st] Starting in the Atlantic Northeast, this faction's special power is manipulating the morale of units to inspire courage or fear. You have three opponents at the beginning of the game, but you can probably wipe out the EU quickly to reduce that to only two. If you do that, this is one of the easier factions to play. Starting out with 'Mortar Attack' make it easy for you to go Evil as well. Unique unit: FCS Bragg [Heavy Armor] Unique powers: Persuade, Heroic Cause, Forced March Demoralize, Forlorn Hope, Cower b. The Confederacy [2nd] Starting in the southwest, this faction's special powers are related to disease or the use of nanites to boost the abilities of your units. They get a nice extra unique ability (Field Support) that is available at the start of campaign mode, though you will lose it as you approach an extreme alignment. Unique unit: FCS Lee [Heavy Armor] Unique powers: Nanite Cloud, Clone, Microfilament Armor Field Support, Plague Bearer, Mortonanites, Ultimate Plague c. Great Plains Federation [3rd] This faction starts in the central north of the US. This is probably the hardest faction to play, since you start with four other big factions as opponents, all of whom will likely attack you. Additionally, you get no upgraded FCS tank to defend or steamroll your opponents with. Your special powers & special unit are all geared around attacking from a distance. You also have an easier time going "Evil", which is handy since your Evil powers are pretty decent and generally better than your "Good" ones. Unique unit: FCS Grant [Artillery] Unique powers: None (powers are a mix of New England & Confederacy) d. Republic of Texas [4th] This faction is centered around Texas in the central south of the US. They get the most unique powers, with the best mix of different types. Like the Great Plains and Confederacy, this faction starts out with the most opponents on it's border. Their unique unit (the FCS Hood) is a bit disappointing, it has lower speed and infantry attack power than the other faction's special tanks. In return, it does slightly more collateral damage (handy if you want to go evil) and has a couple extra HPs. Unique unit: FCS Hood [Heavy Armor] Unique powers: Strike force, Precision Guided Munitions, Extra Fuel Cells, Double Time, GPS targeting, Haywire, Tactical Adhesive, High-Altitude Bombing e. California Commonwealth [5th] Starting in the southwest, this faction has a number of unique powers centered around communications and high-tech. This is a fairly good position to start in, having only Pacifica and Texas as your enemies. Unique unit: FCS Jackson [Heavy Armor] Unique powers: Advanced Reactive Armor, Miscommunication Equipment Upgrade, High-Explosive rounds, Code Breaker f. Pacifica [6th] This faction starts in the pacific northwest. Their unique powers relate to exposing the battlefield. Although you start with 3 factions on your border, California and the Great Plains often go for Texas, leaving you with only two neighbors and no-one attacking you for several turns. Pacifica's unique unit, the FCS Stuart, is cheap and has great stats, contributing to making Pacifica probably the easiest place to start. Unique unit: FCS Stuart [Heavy Armor] Unique powers: Ultimate Armor, All-Seeing Eye, Long-Range Patrol Satellite Survey, Volatile Charges, DU Munitions, MRV g. European Union [7th] This is the hardest faction to start with in campaign mode. You have only one territory in the Washington DC area and will likely be attacked by your neighbors. Unlike the other factions, you can't even focus on defense for a few turns since you need to get out and conquer to raise the money you need. Your special powers are good, though you have none that aren't available to the other american factions. Unique unit: All your units are unique Unique powers: None h. Russia [Not available in Campaign Mode] Only available for skirmish battles, you get some pricey, but very nice units. Unique unit: All your units are unique Unique powers: None ------------------------------------------------------------------------------ 9. Reputation level & Faction powers [QFR] Your reputation starts out at 0 (Neutral). This gives you access to 3 powers. All of them can be used frequently, but none are very powerful. As you use (or refrain from using) attacks with high collateral damage (CD value), your reputation goes up or down. It can increase or decrease up to 5 points from the starting value. Each step gives you access to one beefier power, though you may lose some powers you already have access to. You can gain up to 5 powers at the extremes of reputation. Although middle ("Neutral" powers are not as spectacular, you can use them a lot more often). It's actually fairly difficult (requiring a lot of work) to become Evil. The 'Collateral Damage bar' in battle represents how much "senseless" destruction you've done. It goes up a little if you use bombs or artillery on units in a city. It goes up slightly more if you just bomb or fire on an empty city hex. Additionally, once the hex is badly damaged, the amount of collateral damage you get for shooting into it goes down. Using an evil power like 'Dirty Bomb' or nukes on a bunch of city squares will raise it a lot, but getting your reputation low enough to use those powers is tricky. If you end the battle with less than half the collateral damage bar filled, your reputation will go UP. Every battle. If you have half the bar or more filled, your reputation will stay in place or go down. This means that if you are trying to be Evil and want to stay that way, you need to spend the first bunch of turns shooting at the cities you start with, or trying to get a unit into a city to detonate 'Dirty Bomb' when it becomes available. The worst thing the enemy can do to you is to attack and die or resign quickly, before you've gotten the bar halfway filled. This will cause you to gain reputation, possibly making you lose access to some evil powers. If you play casually, you are extremely unlikely to go Evil, even if you take all reasonable opportunities to bomb enemies in cities. A lot of artillery and stealth bombers are essential if you want to maintain an evil reputation. Even at the end of the campaign mode, when the enemy can be easily slaughtered by a couple tanks, you need to bring a bunch of artillery and bombers along to pointlessly blow things up. The american public will even forgive your wanton use of nuclear weapons in a few weeks. This table shows your reputation and what power #s it gives access to. For example, at the second-highest 'good' rating, you'll have access to powers 1-5 from your factions power list. At the most evil, you have access to powers -2 through -6. No matter which direction you go, you quickly lose access to one of your starting powers and eventually you'll lose access to all three of them. GOOD/Green 5: 2 - 6 4: 1 - 5 3: 1 - 4 2: 0 - 3 1: 0 - 2 0: -1 - 1 -1: 0 - -2 -2: 0 - -3 -3: -1 - -4 -4: -1 - -5 -5: -2 - -6 EVIL/Red ------------------------------------------------------------------------------ 10. Faction Powers List [QFX] New England Alliance: The Confederacy: 6. EMP (6/7) 6. Nanite Cloud (5/6) 5. Persuade (4/5) 5. Full Spec. Active Warriors (5/5) 4. Tomahawk (4/6) 4. Clone (4/6) 3. Heroic Cause (3/7) 3. Demilitarized Zone (5/5) 2. Laser Guided Bomb (3/3) 2. Microfilament Armor (3/5) 1. Forced March (2/4) 1. Evasive Maneuvers (2/4) 0. Mortar Strike (0/2) 0. Field Support (0/1) -1. Demoralize (2/5) -1. Feint (2/4) -2. Napalm (3/5) -2. Plague Bearer (4/4) -3. Forlorn Hope (4/6) -3. Broken Arrow (2/4) -4. Salvo (4/5) -4. Mortonanites (2/4) -5. Cower (5/5) -5. Electronic Countermeasures (5/5) -6. Thermonuclear War (7/7) -6. Ultimate Plague (5/4) Republic of Texas: Great Plains Federation: 6. Strike Force (6/6) 6. EMP (6/7) 5. Precision Guided Munitions (5/5) 5. Full Spec. Active Warriors (5/5) 4. Extra Fuel Cells (4/4) 4. Tomahawk (4/6) 3. Smart Munitions (3/5) 3. Demilitarized Zone (3/10) 2. Double Time (2/4) 2. Laser Guided Bomb (3/3) 1. Expert Gunners (2/4) 1. Evasive Maneuvers (2/4) 0. GPS Targeting (0/3) 0. Mortar Strike (0/2) -1. Long Range Artillery (2/4) -1. Feint (2/4) -2. Haywire (2/4) -2. Napalm (3/5) -3. Dirty Bomb (4/3) -3. Broken Arrow (2/4) -4. Tactical Adhesive (4/4) -4. Salvo (4/5) -5. Fire Bombing (4/7) -5. Electronic Countermeasures (5/5) -6. High Altitude Bombing (4/5) -6. Thermonuclear War (7/7) California Commonwealth: Pacifica: 6. Glory (6/7) 6. Ultimate Armor (6/7) 5. Android Warriors (5/5) 5. Cyborg Soldiers (5/5) 4. Eulogy of Freedom (5/8) 4. All Seeing Eye (4/5) 3. Advanced Reactive Armor (4/5) 3. Nanotechnology (3/6) 2. Hold the Line (2/4) 2. Long Range Patrol (3/5) 1. Miscommunication (2/4) 1. Protonanites (2/3) 0. Rally (0/3) 0. Satellite Survey (0/2) -1. Equipment Upgrade (2/4) -1. Corrode (2/5) -2. Frenzy (3/4) -2. Volatile Charges -3. High Explosive Rounds (3/4) -3. Chemical Warfare (4/5) -4. Sacrifice (4/5) -4. DU Munitions (4/5) -5. Code Breaker (4/11) -5. White Phosphorous (4/4) -6. Mass Defection (6/7) -6. MRV (6/6) Russia: European Union: 6. EMP (6/7) 6. Glory (6/7) 5. Android Warriors (5/5) 5. Android Warriors (5/5) 4. Tomahawk (4/6) 4. Eulogy of Freedom (5/8) 3. Smart Munitions (3/5) 3. Nanotechnology (3/6) 2. Laser Guided Bomb (3/3) 2. Hold the Line (3/3) 1. Expert Gunners (2/4) 1. Protonanites (2/3) 0. Mortar Attack (0/2) 0. Rally (0/3) -1. Long Range Artillery (2/4) -1. Corrode (2/5) -2. Napalm (3/5) -2. Frenzy (3/4) -3. Dirty Bomb (4/3) -3. Chemical Warfare (4/5) -4. Salvo (4/5) -4. Sacrifice (4/5) -5. Fire Bombing (4/7) -5. White Phosphorous (4/4) -6. Thermonuclear War (7/7) -6. Mass Defection (6/7) ------------------------------------------------------------------------------ 11. Power summary & quick-ref [QFS] There are 65 different powers (though 'Android Soldiers' and 'Cyborg Warriors' are basically the same), 5 at each level. Some are available only to specific factions, others are more common. Lv = Power level# (positive numbers = good, negative = evil) CU = Charge-Up (how long after battle starts before you can use it) CL = CooL-Down (how long after it's used before you can use it again) AE = Area-Effect (how wide the effect circle is, in hexes) 1 = Affects 1 hex/unit only 2 = Affects hexes surrounding target, 7 total hexes 3 = Affects 2 hexes away from target, 19 total hexes 4 = Affects 3 hexes away from target, 37 total hexes DM = Attack power/Damage to units in area DR = Duration, in turns, of powers with persistent effects AR = Attack Range SR = Sight Range MR = Movement Range per turn CD = Collateral Damage DEF = Defense ATK = Attack power (all) MHP = Max hit points HP = hit points regen = regenerate HP per turn A duration of 'B' means the power leaves a permanent effect. In the case of 'High-Altitude Bombing', the mines disappear once detonated, and can be cleared by Engineers. They are invisible to opponents and but visible (and harmless) to you. Some powers leave persistent effects on tiles that damage units passing through. A number in parentheses after the comment "Fallout (11)" indicates the strength of the damage. The damage tiles are usually visible to opponents, who can choose to go around them and take no damage. Name Lv CU CL AE Dm Dr Comments Nanite Cloud +6 5 6 * - 5 MHP +10, 8 HP/regen Strike Force +6 6 6 3 - B Creates 2 M8, 2 Humvee, 3 Commando Ultimate Armor +6 6 7 2 - 3 MHP +20, +10 DEF, 10 HP/regen Glory +6 6 7 * - 1 All units can attack again EMP +6 6 7 3 - 6 Disable vehicles, destroy Aircraft Persuade +5 4 5 1 - B Convert enemy unit to your side Prcs. Guid. Munitions +5 5 5 2 - B AR +1 Android Warriors +5 5 5 2 - B Create 2 Android special units Cyborg Soldiers +5 5 5 2 - B Create 2 Cyborg special units F.S. Active Warriors +5 5 5 2 - B Create 4 commandos Clone +4 4 6 1 - B Make duplicate of your unit Extra Fuel Cells +4 4 4 2 - 1 MR +3, 20 fuel (up to max) |
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