Ring of Red AFW/Troop Formation and Strategy FAQ Version 1.1, 7 Sep 2001 By Lee Seng Wai, Singapore, 1st Sep 2001 gadoken@hotmail.com ------------ Contents ------------ 0. Introduction 1. Version Revision 2. AFW & Max Attack Descriptions 3. Soldiers Descriptions 4. Soldier Skill Descriptions 5. General Playing tips 6. Recommended Formations and Strategies 7. Spoiler Type Strategies 8. Conclusion 9. Games of similar genre ------------------ 0. Introduction ------------------ This FAQ is not an in-depth FAQ about the missions in the game. It is just a general guide of how to use your ground troops efficiently, and place your AFWs in a formation such that enemies are easily taken care of. General tips for the game are also provided. This FAQ is written one day after I completed the game, which took me a colossal 50+ hours. It is too bad for me that I only finally perfected my strategy on the final battle. Finally, there's the copyright stuff. I'm quite a generous (and evidently not so humble) person, so I do not mind if the FAQ is distributed around, as long as due credit is given to the author (me). -------------------- 1. Version Revision -------------------- 1.1 Edited some typos, spacing errors, 4-Leg AFW stuff, and changed the wrong information about Kaiho. 1.0 Started on FAQ. ------------------------------------------ 2. AFW & Max Attack Description ------------------------------------------ There are five type of AFWs: Standard AFW Optimum Range: Medium Range Capable of shooting and close combat Has shield HP Best used for medium range combat, luring the enemy, finishing the enemy. Jack of all trades Light AFW Optimum Range: Short Range Capable of shooting only, but can shoot even in Close Combat Range Best used for close range combat versus weakened AFWs, or destroying ground forces 4-Leg AFW Optimum Range: Long Range Capable of shooting only, at long ranges. Base accuracy is really high at long range, and raises at god- like speed Best used vs non-4 Leg units. Use at all possible times. ^_^ Anti-AFW Optimum Range: Close Combat Capable of shooting, but specialises in Close Combat Has Shield HP BEST BEST BEST used for luring troops out, soaking damage from the first Enemy rush, obliterating all AFWs, terrorising Light and 4-Leg AFWs, etc etc etc...(in case you can't tell, I'm an Anti-AFW fan ^_^) Boss AFW Includes Type 3, piloted by Kaiho, and other more headache- inducing AFWs. You can't control these. You have to fight these. They have max attacks. FEAR THEM!!!! Note about Shield HP: Shield HP is not recoverable HP. Note that when Standard and Anti-AFWs first start a mission, they are equipped with shields and their HP is yellow. There is also a yellow segment on the HP bar. This HP is the shield HP. As long as Shield HP is available, the AFW suffers 30% less damage than normal. However, as the AFW is hit, the shield HP decreases first, until it is gone. The defence bonus disappears and the shield is blown away. The AFW is then left with it's base green HP, which is going to be REALLY LITTLE as compared to what you started off with. Use the temporary increased defence to your advantage, and remember that you have to work your way through the enemy shield HP before you start dealing real damage. Our AFW Descriptions -------------------- Pilot: Masami Weizegger AFW: "Byakko" or "White Tiger". One of the Four Heavenly creatures in Chinese Legend. Type: Standard AFW Max Attack: 1. Quick Fire Instantly loads and fires a shell. This attack CAN miss, but chances of that happening is low. It deals damage equivalent to a normal attack. This means that if your normal shell attack does 60-70 damage, your quick attack should deal the same. Note that the attack damage varies according to how far away you are from the enemy AFW. The most damage is dealt at medium range. Recommended when there is insufficient time to load and aim normally, and the enemy is bound to die if it gets hit one more time. I've only missed once through the entire game. 2. Straight Punch Close Combat Attack that punches at the enemy weapon. Can only be done in close combat. Masami is really terrible at close combat. He deals 70-80 damage at best. This attack does not increase the amount of damage dealt. It simply offers a chance to break a weapon, equivalent to that of base accuracy(quite high). This option is available even if the enemy's weapon is already broken. Not recommended except in certain special conditions (see strategies at end of FAQ) 3. Accurate Fire 100% hit attack that does 40-50% more damage than a normal shot. This attack is one of the best max attacks out there. The downside is that you have to wait for the shell to load first. Very efficient versus Kaiho. This attack is best dealt at medium range. Do not hesitate to use it. If the enemy has lowered your accuracy via smoke shot, or it's night and/or snow fighting conditions..., this attack is pretty useful. There are more than enough max attacks per character, so use this!!! Description: Masami is a shooter. Look at the barrel of his gun... ^_^ He is not meant for close combat attacks. If he dies, mission is over, so protect him well. He deals the same damage on average as 4-Leg AFWs at 70-90 damage, and is worthy of being the lead character in this sense. His accuracy meter also rises really quickly. Do your best to stay at medium range. Use his max attacks often, about once a battle. This way, most enemies that meet him are pretty much dead at the end of the battle. Masami has 300 Hp + 60 Shield HP. Later on, his AFW gets 350 HP + 70 Shield HP. Pilot: Minakawa Ryoko AFW: "Sui Hu" or "Water Wolf". Type: Standard AFW Max Attack: 1. Quick Fire Instantly loads and fires a shell. This attack CAN miss, but chances of that happening is low. It deals damage equivalent to a normal attack. This means that if your normal shell attack does 60-70 damage, your quick attack should deal the same. Note that the attack damage varies according to how far away you are from the enemy AFW. The most damage is dealt at medium range. Recommended when there is insufficient time to load and aim normally, and the enemy is bound to die if it gets hit one more time. 2. Rapid Punch Close Combat Attack that deals about 30% more damage than a usual close combat attack. Very useful. She should use this attack pretty often, as her CC damage is not as good as the Anti-AFWs... 3. Check Fire Fires at enemy legs. This attack always deals damage to the enemy, equivalent to a normal attack. The chance to cause 1 level of damage to the enemy legs is equivalent to the base accuracy of the AFW. The shell must be loaded first in order to use this attack. All in all, I think this max attack is useless. Use it only if you must get a shot to hit, and the shell is already loaded. This option cannot be chosen if legs are already destroyed to "broken" status. Description: Although she pilots a standard AFW, Ryoko is better off as an Anti-AFW pilot. She shoots for about 50-60 damage at best. Use her for shooting, down standard and Anti-AFWs. But use her for Close Combat versus Light and 4-Leg. Her CC damage is at 80-100 points, which is actually pretty decent, but her accuracy bar doesn't rise so fast. Maybe it's because I like the way Masami fights. ^_^ She has 300 HP + 60 Shield HP. Pilot: Kenichi Kinasato AFW: "Jiu Gui" or "Nine Ghosts" Type: Light AFW Max Attack: 1. Dodge Action Allows the AFW to dodge the next normal vs AFW attack against it. This cannot dodge Special Shells, Soldier Skills and Maximum Attacks. However, this will allow you to dodge Close Combat Attacks. Since the enemy AFWs NEVER have CC Max Attacks, this means that you're pretty confident of survival in CC. vs AFWs. This is the most important skill to a Light AFW, and I use 80% of my Max attacks on it. 2. Spray Fire AFW attacks the entire vanguard for about 35-45 damage. Can only be used in CC or Short Range. You want to use this only if your AFW is concentrating on obliterating enemy soldiers, or when enemy soldiers are nearly dead, and it will make your life easier if they WERE dead. I seldom use this, preferring to use my Max attack on.... 3. Suppressive Fire AFW attacks the entire vanguard for about 30-40 damage, as well as immobilise the soldiers. This means that the soldiers suffer lots of damage, and are stuck in the vanguard as long as your AFW is in CC or short range. Suppressive Fire does not deal any extra damage, and cannot be used again until Suppressive Fire ends. Suppressive Fire ends when you step into medium/long range, use Spray Fire, or when you choose to attack the enemy AFW or troops with your AFW main gun. Suppressive Fire does not end even when you use special shells or Dodge Action, which result in some very cruel anti-computer strategies ^_^. Furthermore, enemy troops are unable to use their Special Skills, and are unable to attack as long as suppressive fire is taking place. Is this skill cool or what!?! Description: Kinasato is best vs soldiers, but can hold pretty well vs AFWs too at 35-45 points of damage at short range. His load time is the fastest, and his suppressive fire will keep enemy troops busy while your own do their job. Launch your special shells at the enemy while suppressive fire is taking place. Do your best to stay in CC range vs Light and 4-Leg AFW, or at short range for standard and Anti AFWs. he has 360 HP. Name: John Caster AFW: "Little John" (like the Robin Hood version, it ain't so little) Type: 4-Leg AFW Max Attack: 1. Emergency Load The most useful skill a 4-Leg AFW could get. Allows a shell to load instantly. Doesn't sound so great but it is, considering that these AFWs suffer from seriously slow load times. If enemies have flash shot, your AFW is pretty much screwed too. I use this skill all the time. None of my maximum attacks are used on the other skills, because they're really useless. 2. Bombardment Attacks the enemy troops in the vanguard, forcing them to retreat to rearguard. Deals about 40 damage. I never use this, because John loads so slowly that every shot is needed to take down the enemy AFW. 3. Creep Fire Attacks the enemy troop in the vanguard and rearguard. It is useful for taking down enemy soldiers, but i need the shots on AFWs instead. Description: John suffers from slow load times, but makes it up with devastating AFW damage of 85-100 points. Every shot MUST count. Meaning that you need a 80-90% accuracy. Now do you see the importance of emergency reload? Stay at medium-long range at all times. If you get caught at short range, you're screwed. He has 420 Hp. Name: Hasebe Jun AFW: Nue Type: Light AFW Max Attack: 1. Dodge Action Allows the AFW to dodge the next normal vs AFW attack against it. This cannot dodge Special Shells, Soldier Skills and Maximum Attacks. However, this will allow you to dodge Close Combat Attacks. Since the enemy AFWs NEVER have CC Max Attacks, this means that you're pretty confident of survival in CC. vs AFWs. This is the most important skill to a Light AFW, and I use 80% of my Max attacks on it. 2. Aim Weapon AFW targets enemy weapon. This attack always hits for normal attack damage, but chance of destroying weapon is same as that of base accuracy. Use only if enemy doesn't have fast repair or repair, otherwise it is a wasted shot. Aim Weapon is infinitely useful compared to Check Fire. This option cannot be chosen if weapon is already destroyed. 3. Check Fire Fires at enemy legs. This attack always deals damage to the enemy, equivalent to a normal attack. The chance to cause 1 level of damage to the enemy legs is equivalent to the base accuracy of the AFW. The shell must be loaded first in order to use this attack. All in all, I think this max attack is useless. Use it only if you must get a shot to hit, and the shell is already loaded. This option cannot be chosen if legs are already destroyed to "broken" status. Description: Jun's Light AFW is evidently meant for AFW warfare. It loads slower than Kinasato, but deals more damage, about 40-50 points on average at short range. Shoots well at CC too. Irritate enemy 4-Leg AFWs at close range with aim weapon, which effectively renders them useless for the rest of the battle. If the 4-Leg survives, it won't last long when the next AFW comes in for the kill. He has 340 HP. Kirino Ayana AFW: Ohbu Type: 4-Leg AFW Max Attack: 1. Emergency Load The most useful skill a 4-Leg AFW could get. Allows a shell to load instantly. Doesn't sound so great but it is, considering that these AFWs suffer from seriously slow load times. If enemies have flash shot, your AFW is pretty much screwed too. I use this skill almost all the time. 2. Bombardment Attacks the enemy troops in the vanguard, forcing them to retreat to rearguard. Deals about 40 damage. I never use this, because Ayana loads slowly (though not as slow as John) that every shot is needed to take down the enemy AFW. 3. Aim Weapon AFW targets enemy weapon. This attack always hits for normal attack damage, but chance of destroying weapon is same as that of base accuracy. Use only if enemy doesn't have fast repair or repair, otherwise it is a wasted shot. This option cannot be chosen if weapon is already destroyed. Description: Ayana deals 60-75 damage per shot at long range. Less than Masami. What sort of 4-Leg is this??? On the bright side, Ayana loads significantly faster than John. Her relatively low damage doesn't make emergency load too useful, but "Aim Weapon" ensures that she is useful vs 4-Leg and standard AFWs. If their weapon is broken, you can afford to take your time to shoot. She has 400 HP. Kirino Ippei AFW: Kamui Type: Anti-AFW Max Attack: 1. Quick Move THE ULTIMATE MAXIMUM ATTACK!!!! I cannot stress how important this max attack is without bursting an artery. Maybe this is due to my battle strategy. This skill will make your AFW move forward by two "ranges". Meaning if you start off at Long range, you move to short range. If you start at medium, you move to CC. This skill can be cancelled by adhesive mines halfway through. It cannot be used when legs are damaged, or when legs are entangled by wire. At the end of the quick move, all of your troops will be in rearguard, and will take about 2 seconds real time to catch up. There is an advanced section of efficient anti-AFW handling later in the FAQ. 2. Straight Strike Close Combat Attack that punches at the enemy weapon. Can only be done in close combat. This deals normal attack damage of 110-150 points. It offers a chance to break a weapon equivalent to that of base accuracy(quite high). This option is available even if the enemy's weapon is already broken. Negates Dodge Action. Not recommended except in certain special conditions (see strategies at end of FAQ) 3. Aim Weapon AFW shoots enemy weapon. This attack always hits for normal attack damage (which in Ippei's case is quite low) Chance of destroying weapon is same as that of base accuracy. Don't use this attack unless you have run out of special shells. Spend it on Quick Move instead. This option cannot be chosen if weapon is already destroyed. Description: Ippei is the ultimate Hand to Hand combat AFW. It does about 110-150 points of base attack damage at CC. When coupled with the right crew, this AFW is virtually unstoppable. Ippei can't shoot to save his life though. Go CC whenever possible. His AFW has only 280 HP, and 120 shield HP. Meaning that more precaution must be taken in the later part of the battle. The huge shield HP is useful for soaking up damage from enemy Anti-AFWs though. Pilot: Emilio Panini AFW: Tempesta Type: 4-Leg AFW Max Attack: 1. Quick Move (For those people who haven't read the Ippei Section) THE ULTIMATE MAXIMUM ATTACK!!!! I cannot stress how important this max attack is without bursting another artery. This skill will make your AFW move forward by two "ranges". Meaning if you start off at Long range, you move to short range. If you start at medium, you move to CC. This skill can be cancelled by adhesive mines halfway through. It cannot be used when legs are damaged, or when legs are entangled by wire. At the end of the quick move, all of your troops will be in rearguard, and will take about 2 seconds real time to catch up. There is an advanced section of efficient anti-AFW handling later in the FAQ. 2. Rapid Strike Emilio doesn't do as much CC damage as Ippei, but this max attack makes up for it. At CC, rapid Strike becomes available, which deals 125-150 if successful. Negates Dodge Action. Use if a normal attack will not take the enemy out. 3. Check Fire Fires at enemy legs. This attack always deals damage to the enemy, equivalent to a normal attack. The chance to cause 1 level of damage to the enemy legs is equivalent to the base accuracy of the AFW. The shell must be loaded first in order to use this attack. This attack is slightly more useful on Emilio than on Ryoko or Jun. If an enemy AFW legs are damaged to "broken", they can't counter attack. This option cannot be chosen if legs are already destroyed to "broken" status. I recommend the other two Max attacks though. Description: Emilio shoots better than Ippei, but not by much. I use the Anti-AFWs to do CC damage instead. Emilio only deals 100-125 damage at normal CC, which isn't fantastic, but better than Ryoko and Masami. He has 300 HP + 80 Shield HP. This means he shouldn't be soaking up the CC damage first. Ippei should do that. ---------------------- 3. Soldier Description ---------------------- There are 8 type of soliders: Soldier: Infantry Symbol: Helmet Description: Uses rifles. These are the best anti-soldier units. Send them to front line, and they do 15 damage to a squad each time they fire. 5-10 damage vs AFWs. Really dangerous. The computer deploys lots of these. And they come with skills like Co-operation, Rapid Fire or Focus. Ouch. Soldier: Shooter Symbol: LAW Tube (Looks like a vase) Description: Use LAW (Light Anti-Armour Weapon) tubes. They do 15-22 damage every time they fire at an enemy AFW. Send them to the frontline quick to wear away at the enemy AFW. They go a LONG WAY to making your life easier. Unfortunately, they seem extra weak vs infantry and tend to drop like flies. Come with skills like grenade, homing shot, and charge fire. Soldier: Mechanic Symbol: Spanner Description: Use Anti-Armour Rifles. They attach Rocket Propelled Grenades to the end of their rifles and fire at enemy AFWs. They deal about 7-12 damage to AFWs. Come with skills like repair and fast repair, mines and wires. Putting these in your team increase your movement range on the map and movement speed in the battlefield. I place two of these with my Anti-AFWs for obvious reasons. Solider: Recon Symbol: Targeting Reticule Description: Use Pistols. They come with snipe, one of the most devastating skills out there. Recons are anti-infantry, dealing 7-12 damage each time. They come with skills like illumination shot, Gas Neut, and a whole assorted sort of skills. Having one in your team increases your scouting range on the map, and increases your base accuracy in the battle field. Soldier: Supply Symbol: Jerry Can Description: Use Anti-Armour Rifles that shoot RPGs like the mechanics. Deal about 7-12 damage vs AFWs. Come with skills like cleanup, mines and wires. They increase the load speed of your AFW, and are truly indispensable. Every AFW, esp the 4-Legs should have one. Soldier: Medic Symbol: Medical Cross Description: Use pistols. Anti-Infantry that deal 7-12 damage each time. They increase the recovery rate of your soldiers. They come with skills like WP shot, gas mask, smoke shot, Flash shot, Hyper. In general, all anti-soldier troops will shoot at anti-armour troops. This means that skills like co-operation and snipe go for any anti-armour forces first. Infantry are next in priority. You may want to send forces in different order so that ground troop casualty is minimised. Remember that if troop HP reaches 0, they are gone forever. If your troops are all in the rearguard, enemy anti-soldier troops will aim at your AFW, and do about 60% their normal damage on average. Send your troops up if you want to minimise damage on your AFW. ----------------- 4. Soldier Skills ----------------- Vanguard Skills: ---------------- These skills are charged up when the troop is in rearguard, and are activated when the troop moves to front guard after 5 seconds. All solider skills do more damage when the attacking soldier is nearly at full life. Skill: Co-operation Description: Anti-Infantry Attack that focuses the fire power of all vanguard units on a single enemy vanguard squad. This attack is devastating if both vanguard squads that attack are anti-infantry. It can be done if only one squad is in the vanguard, but that's kind of wasted. I've seen it deal 70 damage on my shooters before. Skill: Rapid Fire Description: Anti-Infantry Attack that fires at all vanguard units. Does 20-35 damage to both squads. This should be done when both enemy squads are at vanguard. Skill: Focus Description: Anti-Infantry Attack that fires at a single vanguard enemy squad. Does 30-45 damage. Cleans up troops really easily. Skill: Charge Fire Description: Anti-Armour Skill. Shooters run to the front line, and do anything from 15-25 damage. I don't see the usefulness in this skill at all. Skill: Grenades Description: Anti-Armour Skill where grenades are thrown. This skill does more damage when close up. Does up to 35 damage at Short, 12 at Long. Useful when coupled with light AFWs. Skill: Homing Shot Description: Anti-Armour skill where a homing shot is fired. Does more damage at long range. Up to 45 damage at Long, 15 at Short. Darn useful with 4-Leg AFWs. Skill: Wire Description: Troops fire a wire at the enemy AFW that immobilises it for about 30 seconds. Negated by Cleanup. When wired, AFW cannot move, and cannot counterattack when hit by a CC punch. Skill: Electric Wire Description: Troops fire an electric wire at AFW that immobilises it for 30 seconds, as well as damage the legs by one level. Really evil. Negated by Cleanup and Repair/Fast Repair. I like to use this twice, so the legs are totally broken. Especially useful on standard and 4-Leg AFWs. Skill: Mine Description: Troops plant Mine Bomb on ground. Enemy gets hit when it steps on the mine. Normally this happens when the enemy Anti-AFW tries to CC your own. Useful when put with 4-Leg and Light AFW. This attack causes 1 level of damage to the enemy legs, and will not cancel the CC attack unless the enemy legs are broken at the end of the Mine Bomb. To ensure a complete halt, plant the mines twice. Deals about 40-50 damage. Skill: Adhesive Mine Description: Troops plant Adhesive Mine on ground, and is activated when enemy steps on it. This immediately destroys the legs and damages it to "Broken" status. Deals 40-60 damage. Better than mine, so use this instead. Skill: Chain Mine Description: Troops plant Chain Mine on ground, and is activated when enemy steps on it. This does one level of damage to the legs, and deals about 40-50 damage to enemy legs, and well as 20-30 damage to all enemy troops. Deadlier than Adhesive Mine if planted twice. Skill: Snipe Description: Troop shoots the enemy troop regardless of whether it is in vanguard or rearguard. Does between 25-40 damage. If the enemy has this and your ground troops are nearly dead, then you're screwed. Skill: WP Shot Description: Troops fire a White Phosphorous Shot which sends all enemy soldiers to rearguard for 20 seconds. Ignored by Gasmask, and negated by Gas Neut after 8 seconds. Useful if you need that small time frame where the enemy troops can't attack you or use their special skill yet. The people with WP shot need to have fast charge times to make this useful. Skill: Flash Shot Description: Troops fire a Flash Shot. If the targeted AFW is not currently at the "aiming" screen, the load gauge restarts from 0. Otherwise accuracy is lowered slightly. Very devastating against AFWs with slow load times, or for getting that extra time needed to fire another shot without enemy interference. Skill: Smoke Shot Description: Troops fire a smoke shot. The targeted AFW's base accuracy is halved, and it's accuracy rate is 3/4. Lasts for about 30 seconds. Useful vs everyone, especially gears that are not in their optimum range, like a 4-Leg at short range. Skill: Illumination Shot Description: Troops fire a illumination shot. This negates night time range penalty for about 45 seconds. You will want to send the troops to rearguard immediately and let them recharge for a second shot. If they have recharged the shot but the earlier illumination shot has not expired, it is still ok to send them to frontline. The troops will fire the illumination shot as soon as the first one is exhausted. Most useful with 4-Leg AFWs. Using my strategy, these are useless when teamed with Anti-AFWs. Available only at night. Rearguard Skills: ----------------- These skills activate only when circumstances require them too, and when the troop is in the rearguard. The skill charges up in rearguard. Skill: Gas Neutralisation Description: When hit by a WP shot, the troops will retreat to rearguard. If gas neutralisation is available, the troops will be ready to move again in 3-5 seconds. Not as good as gas mask. Skill: Gas Mask Description: Completely ignores the effect of gas neut. Useful with everyone except Anti-AFWs. Skill: Cleanup Description: Removes 1 enemy mine, or removes wire around AFW legs. Essential in Anti-AFWs teams. Skill: Repair Description: Repairs all Leg Damage, or all weapon damage. A definite must have. Skill: Fast Repair Description: Repairs 1 level of Leg Damage, or all weapon damage. Charges faster than repair. Skill: Hyper Description: Increases troop defences vs all attacks by 30%. This is seriously useful in preventing the death of your troops. Crew Skills ----------- These skills are only available when the troop with the skill is in the crew. They comprise of special shells that can be fired when the load gauge is full. The number of shells are limited and do not replenish until the mission is over. Skill: APC Shell Description: Deals slightly more damage than a normal shell. Useful when a shot has to hit when time is insufficient. Skill: APCR Shell Description: Deals slightly more damage than a normal shell, but damage increases at long range. Couple with 4-Leg AFWs for maximum effect. Put a few with the Anti-AFWs too if you can afford it. Skill: HEAT Shell Description: Deals more damage when close or CC range. CC range HEAT shells can ONLY be fired by Light AFWs. Spare some for the Anti-AFWs if you can. You might notice I'm constantly talking about the Anti-AFWs, but it is really important in my strategy. Skill: Smoke Shot Description: Fires a smoke shot. The targeted AFW's base accuracy is halved, and it's accuracy rate is 3/4. Lasts for about 45 seconds. Useful vs everyone, especially gears that are not in their optimum range, like a 4-Leg at short range. Skill: WP Shot Description: Fire a White Phosphorous Shot which sends all enemy soldiers to rearguard for 30 seconds. Ignored by Gasmask, and negated by Gas Neut after 5 seconds. Useful if you need that small time frame where the enemy troops can't attack you or use their special skill yet. Skill: Illumination Shot Description: Fires a illumination shot. This negate night time range penalty for the duration of the battle. Do not couple with 4-Leg AFWs as they need all the shots they can get. Do not put with Anti-AFWs as they won't need it. ------------------------ 5. General Playing Tips ------------------------ This is all about tips that cover the broader aspect of the battlefield. They are tactics that everyone should follow. My own personal strategy, should you choose to follow it, is at the next section of this FAQ. --- Obtain all soldiers that can be found in villages or cities. The game ain't kidding when it says the troops here are better --- Don't let troops die, unless you know a suitable replacement. Reset if you just began the fight. --- Don't let ANY AFW die. Period. You need all the experience you can get. --- Check the time and movement order. You want to be able to grasp the order of all of your own and enemy AFW movement so you know which one is able to attack another AFW first. --- Recover major troop losses in villages/cities. When a unit begins its turn in a village or city, it's soldiers get a second turn of recovery. This effectively means that the troops get to recover twice when the AFW recovers in town. --- Take calculated risks. You can't always play safe in the game. Sometimes if sending an AFW into the frontline may be dangerous attack fails to kill the enemy. But one extra turn the enemy is alive means that it has one extra turn to make your life miserable. --- If damage is great, recover with your AFW away from enemy forces. --- Move on roads or plains. This way your next turn comes faster. --- Keep a constant formation. It is evident that 4-Legs should stay behind, while Anti-AFWs are point. --- Enemies tend to move backwards as you hit them with shells. This means that fast loaders like Standard and Light AFWs tend to push their targets backwards. Make up the distance to optimum base accuracy when possible. --- Escape if Light AFWs are attacked at Long range by anything. --- Retreat troops to rearguard when they reach 1/3 life, as it will take a long time to recover the troop to full life if they suffer anymore damage. --- When you get hit by a shell while aiming at the enemy, it will drastically lower your accuracy. Use this to your advantage against the enemy!!! --- The amount of AFW HP you recover depends on the total HP of all your troops combined. This means that if all your 3 troops have full life, you can expect to recover up to 140 HP at one shot. --- Don't waste maximum attacks. If the enemy has only 50 HP left, it doesn't make sense to Rapid Strike it, right? --- If the enemy forces attack with troops that have Wire, you want to have Cleanup as a rearguard skill. Otherwise, you can afford to let the Cleanup squad act as crew. --- If the enemy has IncShrap as a crew Skill, think twice before moving both troop squads to vanguard together. If you have Hyper morale, it helps. --- Don't bother using Check Fire and Aim Weapon on Enemy AFWs if it has repair troops on the ground. --- Infantry take 5 seconds to change ranks from vanguard to rearguard and vice-versa. Your AFW can't move at this time. ---------------------------------------- 6. Recommended Formations and Strategies ---------------------------------------- Like all turn-based strategy games, there's more than one effective strategy out there. The following is all my own opinion. This strategy has saved my troops many times, and as I perfected it, less and less AFWs let their HP enter the red, and enemies seem to drop like flies towards the final battles. In general, I'm not an anti-troop person. I believe that AFW combat should be swift and decisive, dealing as much damage as possible to the enemy AFW. As such, I ignore almost all Anti-troop warfare, and gear my AFWs and troops to deal as much damage as possible to the opposing AFW instead of the opposing troops. This means that all all enemy AFW are only supposed to have a life expectancy of 2-3 battles, inclusive of the battle where they attack. The downside of this is that if the enemy survives, it will be able to run away and recover quickly. The enemy troops get really irritating after a while. Standard AFW strategies ----------------------- Standard AFWs should have the following setup (in order of priority): 1. Supply Troops Necessary to ensure quick load times, especially with Masami. Masami is a good shooter, and you want to exploit that fact. 2. Illumination Shot Either as a Vanguard Skill or as a Crew Shell, make sure you have 3-4 of these, as you want to exploit their shooting skills at all times. 3. Repair and Cleanup Standard AFWs are good at Melee, and you want to have them be able to move freely at all times. Broken weapons aren't fun either. 4. Anti-Gas Warfare Your troops are really important, as your shots alone won't take down an enemy towards the later part of the game. You want them to be able to move, especially if your illumination shot comes in the form of vanguard skill. 5. APC shells Whenever your base accuracy has been drastcally reduced and you need to fire a shot quick, this is a good way to do so without using max attacks. Good also for firing a shot when your AFW is loaded but you're not at your optimum range. Or for firing a shell before going in for a melee strike at the beginning of a battle. (Furthur details about this situation is described in the Anti-AFW section) 6. Wire/E.Wires If you HAVE to go Melee with Anti-AFWs or Standard AFWs, this skill ensures that they can't counterattack. You will find this situation occurring more than once, when your AFWs are getting gangbanged and you need to end the battle quick. 7. Recon personnel Helps to increase your base accuracy, but not by much. Usage ----- OK. This is going to be one complicated sub-section, as all sort of battle strategies for different situations will take place here. There is a separate usage section for each type of AFW. Vs Light AFWs If the Light AFW attacks at close range, rush in with a CC attack. This ends the battle quick. Picking it off by retreating to medium range should only be done if the standard AFW can afford to suffer damage, and have one turn to recover before facing another enemy. If the light AFW attacks at middle range, range is on your side, so screw it. Vs Standard AFWs Take these out in a firefight. Especially when it attacks. Masami in the later levels should be able to take down a full health AFW in one battle through pure shooting. Use a max attack or special shell to ensure victory. Keep at optimum base accuracy at all times. Use wires to immobilise it and CC attack only if it's Ryoko, and you think it's safe. Vs 4-Leg AFWs Take these out at Short Range. But do not move forward as they get pushed back to medium range. You need to ensure they NEVER reach long range. CC Attack them if you need to end the battle fast, like when your AFW is dying. If the 4 Leg attacks you at long range, move into medium range to take it out if you have the life, or simply escape if you don't. Vs Anti-AFWs Take these out at middle range, and don't let up. They can't shoot for nuts, so keep the bombardment up. Alternatively, wire their legs and CC attack them (not recommended since you don't deal much damage) If they hit you at short range. Retreat to middle range. Never EVER try to melee with a Anti-AFW, especially when they have their shields up, it's not worth it. --- Remember that enemy Standard and Anti-AFWs also have shields, and you have to break through them to cause damage. --- Quick Fire if you're confident the next shot will kill them and there is insufficient time for normal shooting. A 1/2 second time slot is ALL you need. This means that you can fire a shot with 1/2 second left to operational limit. If the next shot will kill, quick fire. --- Accurate fire is a devastating max attack. If you use it once a battle, enemies begin to drop like flies. Choose appropriate times to use it, like when a smoke shot has been fired on you. --- Rapid Punch should be used about 2/3 the time Ryoko goes melee. She doesn't need Check Fire, and she shouldn't be doing much shooting to Quick Fire often in the first place. Ryoko doesn't shoot for much damage, so her Quick Fire doesn't deal very much damage, unlike Masami. --- Keep Standard AFWs near the front line of your map formation. They can only move two squares, and you want them to be able to reach the enemy. --- Protect Masami at all times. Can't stress this enough. --- Your shields don't last very long, so don't waste it on CC counterattacks. --- Always take 75-85% shots. -------------------- Light AFW Strategies -------------------- Light AFWs should have the following setup (in order of priority): 1. Supply Troops Since Light AFWs have fast load times but deal low damage everytime, the only way to maximise the damage you deal is to be able to load faster. 2. APC/Heat Shells Especially important for Kinasato, when his main gun is busy giving Suppresive Fire. These shells help to maximise the damage potential of your AFWs, especially the HEAT shells at close range. 3. Clean-up Being at such close range to the enemy AFW means that the possibility of stepping on a mine while entering CC range is virtually 100%. Clean-up prevents this. Also good for disentangling wires when trying to escape. 4. Illumination Shell There is no need to have illumination shot as a vanguard skill since the AFW loads so quickly. Illumination shot allows for fast shooting even at night. 5. Anti-Gas Warfare All troops perform well at CC. This means that you want to make sure they can stay in the vanguard indefinitely. 6. Mines Useful vs Anti-AFWs. It is easy for the Anti-AFW to move to CC and end the battle quick. Immobilise it with multiple mines or an Adhesive mine. 7. Grenades The only AFW that uses grenades efficiently is the Light AFW. If possible, let the Light AFWs have this. They tend to push the enemy back though, which may not be such a good thing. Usage ----- These are vulture units, efficient at finishing off enemy forces. Don't think that these can take down a full life 4-Leg AFW at short range. They won't make the cut. They're good at killing troops, so use them to weaken Boss AFWs. Never use these AFWs to start a fight vs full life AFWs. they will get slaughtered, and consequently gangbanged. The general rule is that any non-boss AFWs these guys attack MUST DIE. Vs Light AFW If attacked, dish out the damage between each other. Use quick dodge to avoid damage. If your HP is low, retreat while firing random pot shots at short range, then use a dodge attack at medium range. At Long range, these guys are nothing to fear, so walk away in peace. If you're escaping it helps to Aim Weapon too. Vs Standard AFW Almost always retreat if attacked. Unless enemy AFW is on the verge of dying. Unless the enemy has only 120 HP left. In which case you should go for the kill. Retreat quickly with Dodge Action. If the enemy attacks in short range, moving to CC and activating Quick Dodge will ensure that enemy AFW will try to CC melee and miss. This ends the round quick. If enemy refuses to attack your AFW at CC, use this opportunity to deal damage ^_^ Vs 4-Leg AFW If attacked at long range, ESCAPE!!!! VERY IMPORTANT!!! Use Dodge action to escape. Break it's weapon. If attacked at medium range, it's a 50% decision to escape or go for the kill. Smoke shot it if possible. Attacking a 4-Leg AFW means going to CC and blasting it as hard and fast as possible. Breaking it's weapon helps. Suppresive Fire will prevent troops from making your life miserable. Vs Anti-AFW If attacked at Short range, move to CC and Quick Dodge. The Anti- AFW wastes a turn that way. Anti-AFWs are always itching to CC if possible. So Quick Dodge to make it's life miserable. If you're attacking an Anti-AFW, always plant mines and push it back to ensure that it does not enter CC, but stays at Short range. This will be a very delicate operation, but you have the upper hand as you load faster. Anti-AFWs shoot best at short range, so don't give them the chance by constantly bombarding them with shells. This lowers their accuracy while they're aiming. --- Dodge Action is your best friend. Use it to end a battle fast, or make your enemy's life miserable. --- Aim Weapon when possible. Since Light AFW combat is a firefight, a broken enemy weapon makes life easier --- Light AFWs are best at escaping. Use this to your advantage. --- Light AFWs are good at point, just like Anti-AFWs. In my strategy, enemies are NOT supposed to deal significant damage at all when they attack. So using Light AFWs to escape, or waste a CC attack, is vital in my strategy. --- Suppresive Fire to immobilise enemy troops. Infantry can take down these immobilised troops fast, while anti-armour troops can take this opportunity to deal as much as possible. I recommend having both forces as anti-soldier forces, with at least one squad as infantry. This ensures that the Suppresive fire will cause the enemy troops to suffer maximum damage. Even better, have IncShrap as a crew shell, so that the soldiers will be wiped out in 2 turns after Suppresive Fire starts. Without troops, an enemy AFW cannot recover it's life, and is at the mercy of E-wires and Weapon Breaks. --- Check Fire a enemy Anti-AFW at short Range to damage it's legs to "damaged", then let it step on a mine when it tries to CC melee. --- Since your AFW loads so fast, take 80-85% shots on a regular basis to deal lots of damage. Your base accuracy shouldn't never go below 65% at normal conditions. --- I keep these AFWs just beside or behind the Standard AFWs. As vultures they hardly get a chance to attack, and only do so when other forces are unavailable or need to recover. They tend to have the lowest levels. --- Light AFWs suffer extra damage when hit by shells. Be very careful. They don't come with the added benefits of bonus defence from shields. --- Light AFWs should be used to lure ONLY anti-AFWs from their position. If the enemy Anti-AFW is partnered by a 4-Leg AFW, don't do it. -------------------- 4-Leg AFW Strategies -------------------- 4-Leg AFWs should have the following setup (in order of priority): 1. Supply Troops If you have insufficient Supply troops, make sure these guys have it. They greatly help in giving the enemy AFW the final blow. 2. Illumination Shot in Vanguard You need the Illumination Shot up there. But you can't afford to use a shot on a Illumination Shot Crew Shell. So this is the best method. 3. APCR Shells These are the best people to use APCR shells. Great for dealing insane damage in one battle. 4. Shooters Shooters are the only troop that perform at long range. Make sure they are in vanguard for as long as possible. 5. Repair/Cleanup Won't be fun if weapons or leg is broken. A broken weapon makes loading really slow. A broken leg makes movement on the world map excruciatingly slow. The cleanup removes wires, which is useful for escaping. 6. Hyper Morale If your shooters are going to be in frontline, the only way they can survive is with Hyper morale, otherwise you're going to have to retreat them halfway through a battle. 7. Recon Increases base accuracy. 8. Homing Shot Helps a little, but not by much. Only 4-Leg AFWs can use Homing Shot well. Really effective if both ground forces have Homing Shot though Usage ----- These are my destructive AFWs. They pick off all AFWs from a distance. They do not need to kill. But it would be nice if they do... In my strategy, these are always at the back of the formation. This means that the computer NEVER EVER gets a chance to attack them at short range. But if they do, it's really up to you to decide what to do then. 4-Leg AFWs are capable of escaping too, even if they are ambushed by a Light AFW at short range. Vs Light AFWs At medium or long range, these things are dead when they entered the battlefield. Emergency load once a battle, and let them have it. Push them to long range and beyond. They suffer from poor defence, and suffer crazy damage with every shot they take. Ouch. If they attack at short range, you need to go to Long range by retreating and firing back. However, you will probrably end up at the escape point if you try to do so. Vs Standard AFWs Be careful. These still pack a punch at Long range. At medium range, you want to retreat to Long range ASAP either by retreating or hitting them with shells. They don't suffer much damage per shot, so you have to make sure every shot counts. Vs 4-Leg AFW I never ever prescribe a long range battle with 4-Leg AFWs in the later missions. It's not safe. While you will want to do this if the enemy AFW is dying, it is not safe to fight a prolonged battle. Enemy 4-Leg AFWs should NEVER attack your AFW at long range, as they are supposed to go for the point people first, namely the Anti-AFWs. If you do get into a prolonged battle, Emergency Load to gain the upper hand. Vs Anti-AFWs Certain Anti-AFWs come with quick move. You want to check up on this before you initiate combat. They have lots of HP and decent defence, and will take a while to kill with Ayana. The added bonus defence due to their shields doesn't help either. However, nothing takes out Anti-AFWs as efficiently as 4-Leg AFWs. If the enemy does have Quick Move and uses it on you, you got no one to blame but yourself. This is a STRATEGY game. Generally, if a 4-Leg gets into short range, you're screwed. However, it's possible to save yourself by retreating and firing non-stop to push the enemy back. Wire and mines help too. --- Emergency Load often, you'll probably never use other max attacks. --- Aim Weapon vs 4-Leg AFWs and standard AFWs with Ayana. It helps. --- Fire APCR shells if you desperately want to lower the enemy accuracy. --- You may need to recover after every battle you initiate. This is especially true at the later levels when the enemy throws lots of crew shells at you. --- Remember to deploy shooters ASAP. Hyper Morale helps too. --- Set these AFWs at the back. They must NEVER be attacked at short range. --- Fire only at 82-85% accuracy. You need every shot to count. Make sure you stay at your optimum base accuracy. This is most important for 4-Leg AFWs --- 4 Leg AFWs don't come with shields, and suffer damage like crazy. --- At night, remember it is necessary to fire the vanguard illuminated shot twice. I recommend firing the first shot, then immediately retreating the troop for a second charge. The soldier will have it's second charge done quickly, but the illuminated shot will not have expired yet. Even though you will get the signal that illuminated shot can be used, the unexpired shot means that the HP bar of your soldier will not be blinking yet. But since the shot is already charged, send the troop to vanguard. As SOON as the first shot expires, the 2nd will be fired if the troop is already at vanguard. You do not want to be caught in the situation where the illuminated shot has expired but the troop hasn't fired the 2nd round yet. --- Use these AFWs to attack troops that have just used their turn. --- In the beginning stages of the game, I placed two shooters with homing shot with John. Since the enemies in the beginning are so weak, they quickly go down under the now superiorly overpowered John. No need for illumination shot. I kept this formation for missions 3, 4, and 5. ------------------- Anti-AFW Strategies ------------------- Anti AFWs should have the following setup (in order of priority): 1. Cleanup and Repair The game has probably mentioned this before, an immobile Anti-AFW is a useless AFW. You MUST have this at all costs. It's also essential that all mines in your path are removed, if the enemy is able to set them before you knock their block off. 2. Two Mechanics in Troop. Mechanics are the only troop that improve your movement range and speed. A super mobile Anti-AFW can quickly rush to any map position to attack, and can retreat a respectable distance to recover. You also need to take less steps to go from Short Range to CC. This means that the chances of you being able to melee the enemy AFW before it has loaded a shell is increased. I cannot emphasise this more. All other troops are useless. 3. APC & APCR & HEAT shells I'm not kidding. You WANT these shells. They SUPER maximise your attack potential. More will be explained in the USAGE section below. 4. Supply Crew Increase loading speed. Even Anti-AFWs need to shoot. See why below. 5. Wires Although you will hardly use these, they just might come in handy to prevent counterattack damage. Usage ----- Finally, this is my favourite and most important sub-section, and is probrably the only reason why I wrote this FAQ, since I'm so pleased with my strategy. Here goes: In my strategy, it is necessary for the enemy to attack me first. Then I counterattack. However, I want the enemy AFW to deal as little damage as possible. In fact, I want it to deal no damage if possible. Since the unit has just moved, it will take a long time to move again. My AFWs will then be ready to pounce and ensure that the enemy's first move will be it's last. As I said earlier, enemy AFWs are to have a life expectancy of 2-3 battles, inclusive of the one it attacks in. And this strategy is only possible due to the important role that the Anti-AFWs will play. Anti-AFWs are my point man. They stay in front. They soak the damage that every enemy deals. They make sure as many enemy attacks it as possible, and itself
almost never suffers any damage in the process. In other words, the enemy AFW
has wasted a turn. And that wasted turn will be it's last.
All damage that the Anti-AFW should suffer is CC counterattack damage from
enemy AFWs, or special shells from elite Light AFWs. In additional, all AFWs
should take only a few steps to move to CC range from Short Range. This is only
possible if the AFW comes with two mechanics.
Vs Light AFW.
When attacked, rush in for the kill. Don't bother to use a HEAT
shell unless you're definite a HEAT shell/Melee combo will kill.
Just make sure the AFW advances as soon as the battle starts. In 3-
5 steps, the combat range should be at CC. Whack it hard then with
a normal CC.
Some Light AFWs come with Quick Dodge and MAY activate it. Use a CC
max Attack in this case. When attacking, follow the same procedure.
Vs Standard AFW.
If it attacks at short range, move forward 2 steps, fire a crew
shell, then move in for CC. This is important as the shell has to
remove the shield defence, so that the melee attack deals as much
damage as possible. If it attacks at medium range, stand still,
fire a crew shell then use quick move/CC attack. If it attacks at
long range, move forward 3-4 steps to medium range, fire an APCR,
then quick move/CC attack for the kill.
Vs 4-Leg AFW.
My favourite. They attack only at long range, and take a long
time to load a shell. Just move forward 3-4 steps, fire an APCR,
and quick move/CC attack. Never escape.
Vs Anti-AFWs.
A headache. This job should be done by Light AFWs if there are no
supporting 4-Leg AFWs. You simply follow the same instructions as
that of the Standard AFW. But be prepared to suffer huge
counterattack damage. This is where majority of the damage your AFW
should come from. I normally don't care about the counterattack
damage and let the AFW take the damage anyway
Things your Anti-AFW should adhere to:
--------------------------------------
--- NEVER shift your infantry. Shifting of infantry means that your AFW has to
stand still for 5 seconds. 5 seconds is a long time if you want the first
strike for CC attacks.
--- If you're at long range, always take a few steps forward before using quick
move.
--- Never quick move as soon as the battle starts if you're at long range. Your
troops will end up lagging behind you and are forced to catch up. You are
forced to wait for them for about 3-4 seconds, which let me add, are 3-4
excruciatingly slow seconds that may cause you to get hit by a special shell.
--- Don't think. Just do. The procedure of what to do must be like a reflex
action. Even a 1/2 second break may give the enemy enough time to wire or mine
you, as well as fire special shells. Your Anti-AFWs are soaking all the damage.
No reason to give them more right?
--- Fire the appropriate shells for different ranges. APCR for Long, HEAT for
short.
--- Never ever use a normal shell attack. Your AFW may hoot decently at short
range, but it truly excels at CC. Staying in short range means giving the enemy
a chance to do damage.
--- Always have someone with Cleanup in the rearguard. You may want to have
someone with repair/fast repair in the rearguard. Just in case mines, wires, or
weapon/leg breaks take place. You want to up and go ASAP. This probably means
that you need two people with cleanup in your Anti-AFW troop formation.
--- Try to move to a location where your next turn comes ASAP when luring the
enemy. You want to get a chance to recover real quick.
--- Make sure that everyone stays in formation, with Anti-AFWs in the front.
Suggestion:
EEEEE EEEEE E = Enemy
OR A = Anti-AFW
A A A A L = Light AFW
4LS SL4 LS SL S = Standard AFW
4 4 4 = 4-Leg AFW
--- When luring, make sure the enemy 4-Leg AFW has to move as far towards you
as possible to hit you. We're luring them out, not presenting ourselves for
target practise.
--- CC every god-damn enemy out there. Give it to them!!!!!
Benefits from everything
------------------------
As point man, these AFWs will soak up the enemy's initial rush, and probably
have about 220-120 HP at the end of it. However, all other AFWs are at full
life, and can fully knock the block off any enemy wave. Also, since you only
have to recover once, you don't have to retreat to recover. You can recover
standing still.
Your troops accompanying the Anti-AFW will NEVER EVER BE INJURED. This
subsequently means that your Anti-AFW can recover lots of HP when it chooses to
recover.
Enemy Light and 4-Leg AFWs will never lay a finger on you. They are effectively
useless for the rest of the game. They will suffer about 130-180 damage at the
end of the battle, and have dealt nothing to you. All at the cost of a shell
and a max attack if it's a long range battle.
You don't have to use max attacks vs Light and Anti-AFWs.
You don't necessarily have to use shells vs Light and 4-Leg AFWs.
The only damage you will ever suffer is counterattack damage, making the total
damage dealt to your entire Shringen team a measly 150-300 HP at the end of the
enemy wave.
The shields of the enemy AFWs will be down when you attack back with your
Light, Standard or 4-Leg AFWs, making for easier kills.
Enemies are weakened already when you attack them. If one or two ally AFW can
take out one enemy AFW, there won't be any enemies left at the end of the
counterattack
You can recover in peace when the wave ends.
--------------------------
7. Spoiler type Strategies
--------------------------
This section is meant for vs BOSS battles. They are spoilers, so you may not
want to read this.
-----
Kaiho
-----
Pilot Type 3. Capable of Quick Attack, Dodge Action, Aim Weapon.
1st time you meet him, you can't do much. Just chase him but don't bother
attacking. You don't have troops, and can't recover more than 20 HP at one
time.
2nd time you meet him, you want to use E-wire or Special Shells/Max attacks to
ensure a hit when he uses quick dodge. He has aim weapon, so have someone on
repair. Masami's Accurate Fire won't be available yet though... He escapes when
his life reaches red.
3rd time you meet him, u will have to meet Dora for the first time. After
taking on Dora for one battle, Kaiho will appear. This should be easier as he
heads straight for your AFWs, meaning that you can gang up on him. He escapes
when his life reaches red.
4th time you meet him, you fight him for the last time. Use the same strategy
as above. He stays stuck in a town, and will refuse to come out. You have to
give it to him from long range first...
---------
Cpl. Toba
---------
The bastard who blew up the Karma HQ. Pilots a Standard AFW and is capable of
Quick Load.
He's just a Standard AFW with Quick Load. Show him pain.
------------
Col. Minakawa
------------
Pilots the Demon AFW, a Anti-AFW that super specialises in CC. Comes with Quick
Move. Ouch.
You meet first him at Mission 8, Defence Battle. However, since it's a defence
battle, you shouldn't be rushing at the enemy. Minakawa will leave the
battlefield automatically on Day 2.
You meet him again in Mission 15. Along with Kaiho. Don't send Light AFWs
against it. It uses Quick Move in every battle, and can only use it 3 times (i
think) I let it exhaust it quick moves, then bombard it with 4-Legs... The old
man never had a chance. Deals crazy CC damage though.
-----
Dora
-----
A really scary AFW. This AFW has 500 HP + 300 Shield HP. Jun's shots do about
1-10 damage when the shield is up. It has equal battle capabilities at short,
medium and long range. And astounding ability at CC. And the fastest loading
times any AFW could have. Wires and Mines don't work on it. It doesn't have
ground troops...THANK GOD!!!
Don't bother going CC with it. Shoot it down with everyone you got.
1st time you meet this...It will fight only one battle, and escape after that.
Hence, don't bother using any special shells on it. I recommend sending a light
AFW and Dodge Action everything... As soon as it escapes, Kaiho appears, and
you want your other troops to be ready for this. Dora never attacks and leaves
its city. So you're safe even in it's range.
2nd time you meet this is mission 16, the 2nd last mission. It is capable of
artillery bombardment, where it doesn't enter battlefield mode, but attacks a
gear sitting outside it's possible attack range for about 70 HP damage to the
AFW, and 35 damage to all ground troops. Devastating. It still doesn't move out
of it's lookout post. I sent Kinasato and Jun in to lower it's shields (each
person knocked off 120 HP of shield using all special shells), then took it out
from long range. Dodge action is a useful thing. Dora is capable of Dora shot
here , where it deals 125 damage to the AFW, and 40-45 damage to all troops. It
is really easy to lose ground troops vs Dora. Be careful. It deals about 90HP
CC damage. And Ippei only dealt 75 damage.
------
Sergei
------
Russian Commander that pilots a Standard AFW. He has Emergency Load, Aim Weapon
and Rapid Strike. The Gear looks like Type 3 and behaves in the same way. Only
has 300 Hp + 80 Shield Hp though. Will fall really easily. The easiest Final
Boss I have ever met. Ippei took off his shield, and Ayana used up all her Max
Attacks and Shells to finish him in 15 seconds.
--------------
8. Conclusion
--------------
That's it. I've imparted my knowledge. You may choose to accept it or laugh it
off. I did this FAQ in 8 hours. And I'm frankly quite tired.
Parting Words:
This game is the worst PS2 game I've got in terms of graphics, music and
translation. But no other game has made me think so much since Vandal Hearts 2,
which I have promptly given up. I'm an avid gamer that plays every genre except
sports for PC, PS and PS2. I like the turn based strategy genre...and this is
the most intellectually stimulating and wildly different game I've played for a
while. What a great mental workout.
So anyone with additional suggestions may e-mail me and i may choose to update
my FAQ accordingly. Thank you for reading this...Thank Konami for making such a
mixed bag of a game.....Thank me for typing all this out ^_^
Lee Seng Wai
gadoken@hotmail.com
-------------------------
9. Games of similar genre
-------------------------
PC:
Heroes of Might and Magic II and III and expansion packs
Age of Wonders
Disciples
Masters of Magic
Civilization Series and ALpha Centuri
PS:
Vandal Hearts 1 and 2
Final Fantasy Tactics
Front Mission 3
Kartia
PS2:
Ring of Red (so far...)