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Shattered Union - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Shattered Union - Strategy Guide (Page 01).

Shattered 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.


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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


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0. About this FAQ

 The latest version of this FAQ can be found at:

 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


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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:

    PopTop Software has it's own website for the game, with links to
    reviews from different magazines & websites:
      
    Express World is a fan site dedicated to PopTop games, they have a
    page for Shattered Union and a discussion forum: (Forum) (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.


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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.


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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.


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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.

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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)


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