Shattered Union - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Shattered Union - Strategy Guide (Page 02).
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8. Factions [QFF]
There are 8 different "teams" in this game, called 'Factions'. In
Campaign Mode, Russian units will only appear in the final battle of
the game (after you have united America again). In Skirmish mode,
you can pick from all 8. All the american factions have basically
the same units, though each has one unique unit (usually a beefed-up
heavy armor tank) that no-one else can buy.
The European Union and Russia (if you're playing Skirmish mode)
have units all their own and can't buy the American units.
Aside from their unique units, each faction also has different
powers that become available as your political reputation changes.
If you do lots of collateral damage, you become more 'evil' and
gain access to nastier powers that let you bomb large areas. If
you try to minimize CD, you become more 'good' and gain healing
and support powers. Additionally, 'partisan' units (similar to
light armor) might join the "most good" side for a single fight
in campaign mode.
Most American factions have several unique powers that can be gained
for being extremely evil or good (the EU, Russia and the Great Plains
territory just have duplicates of other American faction powers)
In campaign mode, the different factions follow a specific turn
order. This is only important on the first turn (if you pick EU,
you'll get to go only after New England and the Confederacy have had
a chance to take you out first). The factions are:
a. New England Alliance [1st]
Starting in the Atlantic Northeast, this faction's special
power is manipulating the morale of units to inspire
courage or fear.
You have three opponents at the beginning of the game, but
you can probably wipe out the EU quickly to reduce that
to only two. If you do that, this is one of the easier
factions to play. Starting out with 'Mortar Attack' make
it easy for you to go Evil as well.
Unique unit: FCS Bragg [Heavy Armor]
Unique powers: Persuade, Heroic Cause, Forced March
Demoralize, Forlorn Hope, Cower
b. The Confederacy [2nd]
Starting in the southwest, this faction's special powers
are related to disease or the use of nanites to boost the
abilities of your units.
They get a nice extra unique ability (Field Support) that
is available at the start of campaign mode, though you will
lose it as you approach an extreme alignment.
Unique unit: FCS Lee [Heavy Armor]
Unique powers: Nanite Cloud, Clone, Microfilament Armor
Field Support,
Plague Bearer, Mortonanites, Ultimate Plague
c. Great Plains Federation [3rd]
This faction starts in the central north of the US.
This is probably the hardest faction to play, since you start with four
other big factions as opponents, all of whom will likely attack you.
Additionally, you get no upgraded FCS tank to defend or steamroll your
opponents with.
Your special powers & special unit are all geared around attacking from
a distance. You also have an easier time going "Evil", which is handy
since your Evil powers are pretty decent and generally better than your
"Good" ones.
Unique unit: FCS Grant [Artillery]
Unique powers: None (powers are a mix of New England & Confederacy)
d. Republic of Texas [4th]
This faction is centered around Texas in the central south of
the US. They get the most unique powers, with the best mix of
different types. Like the Great Plains and Confederacy, this
faction starts out with the most opponents on it's border.
Their unique unit (the FCS Hood) is a bit disappointing, it has
lower speed and infantry attack power than the other faction's
special tanks. In return, it does slightly more collateral
damage (handy if you want to go evil) and has a couple
extra HPs.
Unique unit: FCS Hood [Heavy Armor]
Unique powers: Strike force, Precision Guided Munitions,
Extra Fuel Cells, Double Time, GPS targeting,
Haywire, Tactical Adhesive, High-Altitude Bombing
e. California Commonwealth [5th]
Starting in the southwest, this faction has a number of unique
powers centered around communications and high-tech. This is
a fairly good position to start in, having only Pacifica and
Texas as your enemies.
Unique unit: FCS Jackson [Heavy Armor]
Unique powers: Advanced Reactive Armor, Miscommunication
Equipment Upgrade, High-Explosive rounds,
Code Breaker
f. Pacifica [6th]
This faction starts in the pacific northwest. Their unique
powers relate to exposing the battlefield. Although you
start with 3 factions on your border, California and the Great
Plains often go for Texas, leaving you with only two neighbors
and no-one attacking you for several turns.
Pacifica's unique unit, the FCS Stuart, is cheap and has great
stats, contributing to making Pacifica probably the easiest
place to start.
Unique unit: FCS Stuart [Heavy Armor]
Unique powers: Ultimate Armor, All-Seeing Eye, Long-Range Patrol
Satellite Survey,
Volatile Charges, DU Munitions, MRV
g. European Union [7th]
This is the hardest faction to start with in campaign mode. You
have only one territory in the Washington DC area and will likely
be attacked by your neighbors. Unlike the other factions, you
can't even focus on defense for a few turns since you need to get
out and conquer to raise the money you need.
Your special powers are good, though you have none that aren't
available to the other american factions.
Unique unit: All your units are unique
Unique powers: None
h. Russia [Not available in Campaign Mode]
Only available for skirmish battles, you get some pricey, but very
nice units.
Unique unit: All your units are unique
Unique powers: None
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9. Reputation level & Faction powers [QFR]
Your reputation starts out at 0 (Neutral). This gives you access to 3 powers.
All of them can be used frequently, but none are very powerful. As you use
(or refrain from using) attacks with high collateral damage (CD value), your
reputation goes up or down. It can increase or decrease up to 5 points from
the starting value.
Each step gives you access to one beefier power, though you may lose some
powers you already have access to. You can gain up to 5 powers at the
extremes of reputation. Although middle ("Neutral" powers are not as
spectacular, you can use them a lot more often).
It's actually fairly difficult (requiring a lot of work) to become Evil. The
'Collateral Damage bar' in battle represents how much "senseless" destruction
you've done. It goes up a little if you use bombs or artillery on units in a
city. It goes up slightly more if you just bomb or fire on an empty city
hex. Additionally, once the hex is badly damaged, the amount of collateral
damage you get for shooting into it goes down. Using an evil power like
'Dirty Bomb' or nukes on a bunch of city squares will raise it a lot, but
getting your reputation low enough to use those powers is tricky.
If you end the battle with less than half the collateral damage bar filled,
your reputation will go UP. Every battle. If you have half the bar or more
filled, your reputation will stay in place or go down.
This means that if you are trying to be Evil and want to stay that way, you
need to spend the first bunch of turns shooting at the cities you start with,
or trying to get a unit into a city to detonate 'Dirty Bomb' when it becomes
available. The worst thing the enemy can do to you is to attack and die or
resign quickly, before you've gotten the bar halfway filled. This will cause
you to gain reputation, possibly making you lose access to some evil powers.
If you play casually, you are extremely unlikely to go Evil, even if you
take all reasonable opportunities to bomb enemies in cities. A lot of
artillery and stealth bombers are essential if you want to maintain an evil
reputation. Even at the end of the campaign mode, when the enemy can be
easily slaughtered by a couple tanks, you need to bring a bunch of artillery
and bombers along to pointlessly blow things up. The american public will
even forgive your wanton use of nuclear weapons in a few weeks.
This table shows your reputation and what power #s it gives access to. For
example, at the second-highest 'good' rating, you'll have access to powers
1-5 from your factions power list. At the most evil, you have access to
powers -2 through -6. No matter which direction you go, you quickly lose
access to one of your starting powers and eventually you'll lose access to
all three of them.
GOOD/Green
5: 2 - 6
4: 1 - 5
3: 1 - 4
2: 0 - 3
1: 0 - 2
0: -1 - 1
-1: 0 - -2
-2: 0 - -3
-3: -1 - -4
-4: -1 - -5
-5: -2 - -6
EVIL/Red
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10. Faction Powers List [QFX]
New England Alliance: The Confederacy:
6. EMP (6/7) 6. Nanite Cloud (5/6)
5. Persuade (4/5) 5. Full Spec. Active Warriors (5/5)
4. Tomahawk (4/6) 4. Clone (4/6)
3. Heroic Cause (3/7) 3. Demilitarized Zone (5/5)
2. Laser Guided Bomb (3/3) 2. Microfilament Armor (3/5)
1. Forced March (2/4) 1. Evasive Maneuvers (2/4)
0. Mortar Strike (0/2) 0. Field Support (0/1)
-1. Demoralize (2/5) -1. Feint (2/4)
-2. Napalm (3/5) -2. Plague Bearer (4/4)
-3. Forlorn Hope (4/6) -3. Broken Arrow (2/4)
-4. Salvo (4/5) -4. Mortonanites (2/4)
-5. Cower (5/5) -5. Electronic Countermeasures (5/5)
-6. Thermonuclear War (7/7) -6. Ultimate Plague (5/4)
Republic of Texas: Great Plains Federation:
6. Strike Force (6/6) 6. EMP (6/7)
5. Precision Guided Munitions (5/5) 5. Full Spec. Active Warriors (5/5)
4. Extra Fuel Cells (4/4) 4. Tomahawk (4/6)
3. Smart Munitions (3/5) 3. Demilitarized Zone (3/10)
2. Double Time (2/4) 2. Laser Guided Bomb (3/3)
1. Expert Gunners (2/4) 1. Evasive Maneuvers (2/4)
0. GPS Targeting (0/3) 0. Mortar Strike (0/2)
-1. Long Range Artillery (2/4) -1. Feint (2/4)
-2. Haywire (2/4) -2. Napalm (3/5)
-3. Dirty Bomb (4/3) -3. Broken Arrow (2/4)
-4. Tactical Adhesive (4/4) -4. Salvo (4/5)
-5. Fire Bombing (4/7) -5. Electronic Countermeasures (5/5)
-6. High Altitude Bombing (4/5) -6. Thermonuclear War (7/7)
California Commonwealth: Pacifica:
6. Glory (6/7) 6. Ultimate Armor (6/7)
5. Android Warriors (5/5) 5. Cyborg Soldiers (5/5)
4. Eulogy of Freedom (5/8) 4. All Seeing Eye (4/5)
3. Advanced Reactive Armor (4/5) 3. Nanotechnology (3/6)
2. Hold the Line (2/4) 2. Long Range Patrol (3/5)
1. Miscommunication (2/4) 1. Protonanites (2/3)
0. Rally (0/3) 0. Satellite Survey (0/2)
-1. Equipment Upgrade (2/4) -1. Corrode (2/5)
-2. Frenzy (3/4) -2. Volatile Charges
-3. High Explosive Rounds (3/4) -3. Chemical Warfare (4/5)
-4. Sacrifice (4/5) -4. DU Munitions (4/5)
-5. Code Breaker (4/11) -5. White Phosphorous (4/4)
-6. Mass Defection (6/7) -6. MRV (6/6)
Russia: European Union:
6. EMP (6/7) 6. Glory (6/7)
5. Android Warriors (5/5) 5. Android Warriors (5/5)
4. Tomahawk (4/6) 4. Eulogy of Freedom (5/8)
3. Smart Munitions (3/5) 3. Nanotechnology (3/6)
2. Laser Guided Bomb (3/3) 2. Hold the Line (3/3)
1. Expert Gunners (2/4) 1. Protonanites (2/3)
0. Mortar Attack (0/2) 0. Rally (0/3)
-1. Long Range Artillery (2/4) -1. Corrode (2/5)
-2. Napalm (3/5) -2. Frenzy (3/4)
-3. Dirty Bomb (4/3) -3. Chemical Warfare (4/5)
-4. Salvo (4/5) -4. Sacrifice (4/5)
-5. Fire Bombing (4/7) -5. White Phosphorous (4/4)
-6. Thermonuclear War (7/7) -6. Mass Defection (6/7)
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11. Power summary & quick-ref [QFS]
There are 65 different powers (though 'Android Soldiers' and
'Cyborg Warriors' are basically the same), 5 at each level.
Some are available only to specific factions, others are more
common.
Lv = Power level# (positive numbers = good, negative = evil)
CU = Charge-Up (how long after battle starts before you can use it)
CL = CooL-Down (how long after it's used before you can use it again)
AE = Area-Effect (how wide the effect circle is, in hexes)
1 = Affects 1 hex/unit only
2 = Affects hexes surrounding target, 7 total hexes
3 = Affects 2 hexes away from target, 19 total hexes
4 = Affects 3 hexes away from target, 37 total hexes
DM = Attack power/Damage to units in area
DR = Duration, in turns, of powers with persistent effects
AR = Attack Range
SR = Sight Range
MR = Movement Range per turn
CD = Collateral Damage
DEF = Defense
ATK = Attack power (all)
MHP = Max hit points
HP = hit points
regen = regenerate HP per turn
A duration of 'B' means the power leaves a permanent effect. In the case of
'High-Altitude Bombing', the mines disappear once detonated, and can be
cleared by Engineers. They are invisible to opponents and but visible
(and harmless) to you.
Some powers leave persistent effects on tiles that damage units passing
through. A number in parentheses after the comment "Fallout (11)"
indicates the strength of the damage. The damage tiles are usually visible
to opponents, who can choose to go around them and take no damage.
Name Lv CU CL AE Dm Dr Comments
Nanite Cloud +6 5 6 * - 5 MHP +10, 8 HP/regen
Strike Force +6 6 6 3 - B Creates 2 M8, 2 Humvee, 3 Commando
Ultimate Armor +6 6 7 2 - 3 MHP +20, +10 DEF, 10 HP/regen
Glory +6 6 7 * - 1 All units can attack again
EMP +6 6 7 3 - 6 Disable vehicles, destroy Aircraft
Persuade +5 4 5 1 - B Convert enemy unit to your side
Prcs. Guid. Munitions +5 5 5 2 - B AR +1
Android Warriors +5 5 5 2 - B Create 2 Android special units
Cyborg Soldiers +5 5 5 2 - B Create 2 Cyborg special units
F.S. Active Warriors +5 5 5 2 - B Create 4 commandos
Clone +4 4 6 1 - B Make duplicate of your unit
Extra Fuel Cells +4 4 4 2 - 1 MR +3, 20 fuel (up to max)
All Seeing Eye +4 4 5 * - 3 Removes your fog of war
Tomahawk +4 4 6 1 30 - Minimal CD
Eulogy of Freedom +4 5 8 4 - 3 ATK +3, +4 DEF, +1 MR
Heroic Cause +3 3 7 1 - 4 ATK +4, +6 DEF
Adv. Reactive Armor +3 4 5 1 - 4 DEF +6
Nanotechnology +3 3 6 * - 5 Regen 5 HP
Smart Munitions +3 3 5 2 - 3 ATK +5, -5 CD
Demilitarized Zone +3 3 10 3 - 3 ATK +3, +3 DEF
(Single use units get permanent +10 MHP)
Laser-Guided Missile +2 3 3 1 22 - Minimal CD
Microfilament Armor +2 3 5 1 - 3 DEF +4, 4 HP/regen
Hold the Line +2 2 4 1 - 3 DEF +10, -5 ATK
Long-Range Patrol +2 3 5 3 - 3 ATK +2, +2 DEF
Double Time +2 2 4 1 - - Unit gets additional attack
Forced March +1 2 4 2 - 2 DEF +3, +3 MR to Inf/Single-Use
Evasive Maneuvers +1 2 4 1 - 2 DEF +5, -2 MR to Ground Vehicle
Expert Gunners +1 2 4 1 - 2 AR +1
Miscommunication +1 2 3 1 - 2 Unit can't move/attack
Protonanites +1 2 3 2 - 2 Regen 4 HP
Mortar Attack 0 0 2 2 8 -
Field Support 0 0 1 1 - - 5 HP recovery
Rally 0 0 3 1 - 2 DEF +2
Satellite Survey 0 0 2 1 - 2 SR +2
GPS Targeting 0 0 3 1 - 2 ATK +2
Demoralize -1 2 5 1 - 3 DEF -4, -4 ATK
Feint -1 2 4 1 - 2 DEF -4, -2 ATK
Corrode -1 2 5 1 - 3 DEF -4
Equipment Upgrade -1 2 4 1 - B Convert infantry into Hvy Infantry
Long-Range Artillery -1 2 4 2 12 -
Napalm -2 3 5 2 16 3 Fires (10)
Frenzy -2 3 4 1 - 3 ATK +5, -3 DEF
Volatile Charges -2 3 3 1 10 2 ATK +6, but takes damage 1st turn
Plague Bearer -2 4 4 2 - B 6hp/turn dmg to Area, destroys unit
Haywire -2 2 4 1 - 2 DEF -3, can't move or attack
Dirty Bomb -3 4 3 3 16 4 Unit is destroyed, Fallout (11)
Chemical Warfare -3 4 5 2 16 B DEF -4, -4 ATK
High Explosive Rounds -3 3 4 1 - 3 ATK +4, +10 CD
Broken Arrow -3 2 4 2 20 - Your ground unit is hit with 10 atk
Forlorn Hope -3 4 6 1 - 2 ATK +14, +10 DEF, can't move
Unit is destroyed end of next turn
Salvo -4 4 5 3 18 -
Sacrifice -4 4 5 2 21 - Unit is destroyed
Tactical Adhesive -4 4 4 3 16 3 MV -4
Mortonanites -4 2 4 1 - 3 Damage 6 HP per turn
DU Munitions -4 4 5 1 - 3 ATK +6
Fire Bombing -5 4 7 3 24 5 Fires (11)
Code Breaker -5 4 11 * - B SR +3 to all units
Elec. Countermeasures -5 5 5 * - 3 SR -3 to all enemy units
Cower -5 5 5 2 - 3 Units don't defend/attack/move
White Phosphorous -5 4 4 2 16 2 Centered on your unit,
Phosphorous Fires (22 veh/15 inf)
Thermonuclear War -6 7 7 3 40 4 Fallout (11)
MRV -6 6 6 4 20 4 Fallout (19)
High-Altitude Bombing -6 4 5 2 16 B Leaves mines on ground (25)
Mass Defection -6 6 7 2 - B Convert enemies next to your unit
Ultimate Plague -6 5 4 4 - B DEF -6, -2 SR, -1 ATK, 8 HP/damage
Units can't resupply
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12. Full Powers Descriptions [QFD]
Each power's "flavor text" is shown below. Powers are in alphabetical
order. The heading line for each power shows:
Power Name (Charge-Up/Cool-Down) [Power Level] - Territories that get it
Advanced Reactive Armor (3/6) [Good 3] - CA
Outfit a target vehicle unit you control with the newest in reactive
armor, giving it a +5 DEF for 4 turns.
All Seeing Eye (4/5) [Good 4] - PA
Use the newly deployed ASE satellite system to reveal the position and
movements of the enemy. Eliminates the fog of war for 3 turns.
Android Warriors (5/5) [Good 5] - CA, EU, RU
Send into battle the newest revolution in the strive to end the loss of
human life. 2 units of androids will be sent to the selected area, but
are destroyed at the end of battle.
Broken Arrow (2/4) [Evil -3] - CF, GP
Target unit you control directs down a missile onto its own location,
causing a STR 10 ATK to itself and a STR 20 ATK to all surrounding
enemy units.
Chemical Warfare (4/5) [Evil -3] - PA, EU
Delivers a high capacity chemical warhead into the target area, causing
all units struck by the agent to suffer a -4 to ATK and DEF for the rest
of the battle, and a STR 16 ATK.
Clone (4/6) [Good 4] - CF
Create a clone of target non-single-use unit you control that will appear
in an adjacent hex. Regardless of the target's status, this will be a
new unit lasting until the end of battle.
Code Breaker (4/11) [Evil -5] - CA
Break the enemy's communications code to reveal their positions well in
advance. Your units gain a +3 SR for the remainder of this battle.
Corrode (2/5) [Evil -1] - PA, EU
Corrode the armor of a target enemy vehicle unit and give it a -4 to
defense for 3 turns.
Cower (5/5) [Evil -5] - NE
Use your overwhelming might and force the taret group of enemy units to
cower in fear for 3 turns and not even defend themselves.
Cyborg Soldiers (5/5) [Good 5] - PA
The ultimate infantry soldier is now more machine than human. Send 2 units
of cyborgs to the selected area to engage the enemy, but know they will be
decomissioned at the end of the battle.
Demilitarized Zone (3/10) [Good 3] - CF, GP
Fortify the strength of your position, giving all your ground units in the
area a +4 DEF, an +3 ATK for 3 turns. Single use units get this bonus and
10 HP for the rest of the battle.
Demoralize (2/5) [Evil -1] - NE
Target enemy unit is demoralized from their cause, making them lose the
will to fight. The unit suffers a -4 ATK and -4 DEF for 3 turns.
Dirty Bomb (4/3) [Evil -3] - TX, RU
Target ground unit you control detonates a dirty bomb that deals a STR 16
ATK to all surrounding units and contaminates a 3 hex radius with fallout
that lingers for 4 turns.
Double Time (2/4) [Good 2] - TX
Situations that require speed should be met with the utmost haste. Order a
unit you control that has already attacked to reload, giving it an
additional attack this turn.
DU Munitions (4/5) [Evil -4] - PA
Outfit the selected group of units you control with depleted uranium rounds,
giving them a +6 ATK for 3 turns.
Electronic Countermeasures (5/5) [Evil -5] - CF, GP
Deploy highly effective ECMs onto all the enemy units , blinding them from
the action by reducing their sight range by 2 for 3 turns.
EMP (6/7) [Good 6] - GP, RU
Launch an electronic pulse missile at the target area that disables any
vehicles there, leaving them unable to move or attack for 6 turns. Any air
units in the area are destroyed. AA units retaliate still.
Equipment Upgrade (2/4) [Evil -1] - CA
Outfit a target infantry unit you control with new equipment and stim packs,
changing them into a heavy infantry unit at full strength.
Eulogy of Freedom (5/8) [Good 4] - CA, EU
Call on the spirit of freedom in all your units in the target area, imbuing
them with the passion of your cause. All your units within the target area
get a +3 ATK, +4 DEF and +1 MR for 3 turns.
Evasive Maneuvers (2/4) [Good 1] - CF, GP
A target ground vehicle you control advances with great caution, giving it a
+5 DEF but a reduced move speed by 2 for 2 turns.
Expert Gunners (2/4) [Good 1] - TX, RU
Assign an expert gunner to a target ground vehicle you control, giving it a
+1 AR for 2 turns.
Extra Fuel Cells (4/4) [Good 4] - TX
The target vehicle group you control presses on and gains a +3 to its MR for
the turn. It also gains +20 fuel, up to the normal maximum.
Feint (2/4) [Evil -1] - CF, GP
Order your units to use tricky maneuvers against this target enemy unit,
giving it a -2 ATK and -4 DEF for 2 turns.
Field Support (0/1) [Neutral 0] - CF
Order special field support to a target ground unit you control, healing
it 5 HPS.
Fire Bombing (4/7) [Evil -5] - TX, RU
Deliver a high payload napalm strike against all units in the target area,
dealing a strength 24 ATK and creating fires that continue to burn in the
area for 5 turns.
Forced March (2/4) [Good 1] - NE
Order the selected group of infantry or single use units you control into
a forced march, giving them a +3 MR and a +3 DEF for 2 turns.
Forlorn Hope (4/6) [Evil -3] - NE
Order a target unit you control to make the ultimate sacrifice to further
your cause. It gets a +14 ATK and +10 DEF, but loses all movement and is
destroyed at the end of the next turn.
Frenzy (3/4) [Evil -2] - CA, EU
Target unit you control is sent into a rage, receiving a +5 ATK and -3 DEF
for 3 turns.
Full Spectrum Active Warriors (5/5) [Good 5] - CF, GP
Reveal a group of secretly deployed commands. 4 commando units will appear
in the target area at full strength and ready for combat, but will not stay
with your force after the battle.
Glory (6/7) [Good 6] - CA, EU
Let the will of the fallen be fuel to the desire of the living. All your
units that have attacked this turn gain 1 additional attack and all units
gain +4 to their MR for this turn.
GPS Targeting (0/3) [Neutral 0] - TX
Use GPS targeting satellites to improve the effectiveness of a target unit
you control in combat, giving it a +2 ATK for 2 turns.
Haywire (2/4) [Evil -2] - TX
The target enemy vehicle unit's systems go haywire, depleting its ability to
move or attack for 2 turns and giving it a -3 DEF. AA still retaliates
against air units, but with minimal effect.
Heroic Cause (3/7) [Good 3] - NE
Guide your men to greatness, and then inspire them to do even more. Target
unit you control gains a +4 ATK and +5 DEF for 4 turns.
High Altitude Bombing (4/5) [Evil -6] - TX
Drops a flurry of bomblets from a very high altitude, causing destruction
and leaving deadly mines in the target area and beyond. Mines on enemy
units will go off next turn. Strike deals STR 16 ATK.
High Explosive Rounds (3/4) [Evil -3] - CA
Outfit a group of target units you control with highly explosive rounds,
giving it a +4 ATK and +10 CD for 3 turns.
Hold the Line (2/4) [Good 2] - CA, EU
Order a target ground unit you control to stand its ground at the cost of
mounting an offensive. The unit gets +10 DEF but -5 ATK for 3 turns.
Laser Guided Missile (3/3) [Good 2] - NE, GP, RU
Call in the laser guided attack against a target enemy unit, dealing it a
STR 22 ATK with minimal CD.
Long Range Artillery (2/4) [Evil -1] - TX, RU
Order in a strike from long range support artillery, dealing a STR 12 ATK
to all ground units in the target area.
Long Range Patrol (3/5) [Good 2] - PA
Use long range patrols to support your units int he field of battle giving
all your units in the target area +2 ATK and +2 DEF for 3 turns.
Mass Defection (6/7) [Evil -6] - CA, EU
Target unit you control releases a mind altering cone of influence that
affects all enemy units adjacent to the target, turning them into refreshed
units that will fight for your cause.
Microfilament Armor (3/5) [Good 2] - CF
Equip a target unit you control with new microfilament armor using
regenerative cells. The unit gains a +4 DEF and will regenerate 4 HPs
each turn for 3 turns.
Miscommunication (2/3) [Good 1] - CA
Disrupt communications to and from the target enemy unit, leaving them
confused and unable to move or attack for 2 turns. AA still retaliate
against air units, but with minimal effect.
Mortar Attack (0/2) [Neutral 0] - NE, GP, RU
Order in a strike from support mortars, dealing a STR 8 ATK to all the units
in the target area.
Mortonanites (2/4) [Evil -4] - CF
Use newly manufactured destructive nanites on the unsuspecting enemy units.
By deconstructing steel and flesh these machines will bypass armor,
inflicting 6 HP of damage per turn for 3 turns.
MRV (6/6) [Evil -6] - PA
Launch a Multiple Re-entry Vehicle peeppering the target area with low-grade
nuclear devices, causing massive CD, a STR 20 ATK against all units in the
area and extreme fallout for 5 turns.
Nanite Cloud (5/6) [Good 6] - CF
Newly developed dual purpose medical repair nanites have been introduced
with outstanding results. Use this power to make all your units gain 10 HP
and regenerate 8 HPs per turn for 5 turns.
Nanotechnology (3/6) [Good 3] - PA, EU
Use newly refined nanites to repair your vehicle. These machines will
repair all your vehicle units at the rate of 5 HP per turn for 5 turns.
Napalm (3/5) [Evil -2] - NE, GP, RU
Delier a high payload napalm strike against the target area, dealing a STR
16 ATK to all ground units in the area, and lighting fires that will
continue to burn for 3 turns.
Persuade (4/5) [Good 5] - NE
Learn to persuade rather than destroy. A target enemy unit has a change of
heart and decides to fight on your side instead in exchange for being fully
recovered. Defensive units are immune.
Plague Bearer (4/4) [Evil -2] - CF
Target unit you control explodes, spreading a biochemical plague to all
units within 2 hexes of the target unit.
Precision Guided Munitions (5/5) [Good 5] - TX
Roll out the latest in precision guided munitions to those worthy in your
force, giving all your units in the target area +1 AR for the rest of the
battle.
[**Note that the text is wrong, the bonus is +2 AR and it does not
affect infantry]
Protonanites (2/3) [Good 1] - PA, EU
Distribute newly developed universal protonanites into a group of units,
all your units in the target area will heal 4 HP per turn for the
next 2 turns.
Rally (0/3) [Neutral 0] - CA, EU
Rally your forces to persevere in the face of danger. The target unit you
control gets a +2 DEF for the next 2 turns.
Sacrifice (4/5) [Evil -4] - CA, EU
Order a target unit you control the pay the ultimate price in the name of
your cause. The unit will explode in a ball of fire and deal a STR 24 ATK
to all enemy units in adjacent hexes.
Satellite Survey (0/2) [Neutral 0] - PA
Target unit is aided by satellites and gains a +2 SR for 2 turns.
Salvo (4/5) [Evil -4] - NE, GP, RU
Designate the selected area for a massive artillery barrage. Any unit
within the target area will suffer a STR 18 ATK.
Smart Munitions (3/5) [Good 3] - TX, RU
Outfit a group of your force with advanced smart guided munitions, giving
all your units in the target area +5 ATK and -5 CD bonus for 3 turns.
Strike Force (6/6) [Good 6] - TX
Airdrop in a force that can penetrate enemy lines. The units will appear
within the target area and include 2 M8s, 2 Humvees, and 3 commandos. These
units will last until the end of this battle.
Tactical Adhesive (4/4) [Evil -4] - TX
Use your long range artillery to deliver newly developed tactical adhesive
onto the field of battle. All units in the target area will suffer a STR
18 ATK and a -4 MR for 3 turns.
Thermonuclear War (7/7) [Evil -6] - NE, GP, RU
An ICBM carrying a hydrogen nuclear payload will be delivered on the target
area, decimating everything and leaving nuclear fallout in the area for 4
turns. Deals a STR 40 ATK to all units.
Tomahawk (4/6) [Good 4] - NE, GP, RU
Launch a precision guided nuclear tomahawk missile at a taret enemy unit.
This unit will suffer a STR 30 ATK and the hex will suffer a minute
amount of CD.
Ultimate Armor (6/7) [Good 6] - PA
Equip the target group of units you control with the latest in defensive
advances, regenerating incineration armor. The unit gains +10 DEF, +20 MHP
and heals 10 HPs per turn for 3 turns
Ultimate Plague (5/4) [Evil -6] - CF
The Black Death. All units in the target area will suffer a -5 DEF, -2 SR,
-1 AR, lose 8 HP per turn, and cannot resupply for the rest of the battle.
The deadly clouds made will last for 5 turns.
Volatile Charges (3/3) [Evil -2] - PA
Outfit a target unit you control with highly damaging but volatile ammo.
The unit gets +6 ATK for 2 turns, but is dealt 10 HP of damage
White Phosphorous (4/4) [Evil -5] - PA, EU
Order a target unit you control to detonate a chemical warhead, dealing a
STR 18 ATK to all enemy units in adjacent hexes. Chemical fires hot enough
to melt metal will burn there for 2 turns.
------------------------------------------------------------------------------
13. Campaign Mode [QFC]
a. Territory Values
At the beginning of the campaign, 'goodies' are randomly distributed to
each territory. Each territory gets 1-3, usually 2. Once you've taken
over a territory with the goodies, their effects are cumulative (or
'stacked') up to 10 times. Each territory also generates a set amount of
income, with each faction getting one 'core territory' that generates more.
Goody icons/effects (from the manual):
$$$ - +5% extra income
Airplane - -5% aircraft cost
Infantry - -5% infantry cost
Tank - -5% ground vehicle cost
Target - +1% extra damage when attacking
Shield - -1% damage when being attacked
Gas Can - +5% total fuel per unit
Wrench - -5% repair cost
Territory Name Starting Faction Cash per Turn
-----------------------------------------------------
Northern Cascasdes Pacifica $16,500
Central Cascades Pacifica $11,000
Arcadian Plains Pacifica $11,000
Southeastern Arcadia Pacifica $11,000
Northern California California Conf. $11,000
Southern California California Conf. $16,500
The Great Basin California Conf. $11,000
Arizona Territory California Conf. $11,000
New Mexico Territory Rep. of Texas $11,000
North Texas Rep. of Texas $15,000
Southern Texas Rep. of Texas $10,000
Oklahoma Grasslands Rep. of Texas $10,000
Great Plains Great Plains Fed. $10,500
Dakotas Great Plains Fed. $10,500
Central Heartland Great Plains Fed. $15,700
Great Lakes Territory Great Plains Fed. $10,500
Mississippi Delta Confederacy $10,500
The Cumberlands Confederacy $10,500
Greater Florida Confederacy $15,700
The Carolinas Confederacy $11,000
Eastern Shenandoah European Union $22,000
Ohio Valley New England All. $10,500
New York New England All. $15,700
Northern New England New England All. $10,500
b. AI notes
- The AI loves to go after the weakest unit, even if it means
overextending their forces or parking their forces in spots
with terrible terrain modifiers (like water)
- Once you've defended a map against the AI once and know where
they deploy, they'll probably keep deploying there and attacking
the same targets. Only their units might change... if you used
a lot of aircraft last time, they may bring more AA next time.
- The AI loves to bomb units that aren't defended by AA, so if you
send some out where it can see them (and can't see the Chaparral),
you can try to shoot down their bombers.
- I don't see a big difference between Easy and Hard mode. What I
noticed the most was that the CPU gives up without a fight a lot on
'Easy', but makes you fight for almost every territory on 'Hard'.
- Apparently there are different AI "personalities". Each one likes
different types of regions, depending on what bonuses are in them
or how much revenue they generate. This is difficult to determine
and exploit, but if you can see that an AI "likes" attack bonuses
(for example), you can try to build a buffer around your territories
that have them, so the AI will be convinced to attack someone else.
- On the PC version, you can only be attacked once per turn on 'Easy',
three times on 'Medium' and any number of times on 'Hard'.
- The AI resigns if it doesn't think the units it has can defeat the
units it can "see". This is especially true if its units are damaged.
If you use 'Electronic Countermeasures', you can probably prevent
the AI from resigning until it wears off (since it cant see any units
at all). Likewise, if you can damage but not kill a unit on your
turn, you're probably better off leaving it alone and hoping the AI
will stick it out for another turn.
- I'm pretty sure the AI "cheats", at least on Hard. It seems to know
when my units are protected by AA, even if it shouldn't be able to
see them.
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