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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter S » Shattered Union - Strategy Guide (Page 03)

Shattered Union - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Shattered Union - Strategy Guide (Page 03).

  c. Controller tricks

    - If your territories touch the territory you're attacking on more
      than one side, you can use the D-Pad or left analog stick to change 
      the direction you're attacking from.
    - Press 'Up' on the D-Pad to see your objectives.  What's even more
      useful is that your units appear on this map as red dots, the 
      defenders are blue.  Use this to see if you've missed any units,
      especially fast-moving Humvees, infantry or choppers that might be
      looking like one of your own.
    - Press Left/Right on the D-Pad when deploying units to switch to
      a different unit to deploy (useful because your units are grouped
      by when you bought them, not by type)
    - Press START to skip unit move/attack animations
    - Select a unit and press 'Down' to bring up their "blind targeting"
      grid.  You can pick any of the displayed red squares to shoot into.
      This is mostly useful for Artillery to fire at enemies you saw when
      you were moving units around.  If you're trying to become evil, you
      will need to use this tactic a lot to attack your own cities to 
      raise the collateral damage bar.
      
  d. Campaign Mode Strategies
  
    - Don't deploy helicopters at the front line.  They're really fast,
      so they can get to the front from a rear position quickly.  This
      way, the enemy doesn't have a chance to take them out with AA in
      a rush the first turn.
    - Likewise, deploy Chaparral as far back as you can to still let
      them run to the front in 1-2 turns.  Heavy Tanks can take a lot
      of abuse, and the time will let you see what you're up against.
    - If you plan to defend a key city the enemy must take, and it is 
      far away from where the enemy starts, you can deploy engineers on
      your front line to lay lots of mines, slowly working backward.
      Start laying mines on the roads.  If the enemy starts out close to
      you, they will probably get to attack your engineers before they
      get a chance to do anything.
    - More important than capturing objectives is bankrupting the enemy.
      If your units can move into a city to capture it, but the enemy is
      somewhere else, see how many of them you can destroy before you 
      force the tactical battle to end.  If you're about to resign, see if
      you can damage the enemy in a last attack first, then resign when
      you have nothing else to move.
    - Don't use artillery, bombers or 'mortar attack' on units in cities 
      if you want to increase your political reputation.  Bomb the crap
      out of cities indiscriminately if you want to lower it.  If you don't
      make an effort to go evil, you'll probably end up good.  To get the
      evil powers, use artillery as much as possible and bomb cities even
      if nothing is in them.  If you have special abilities like 'Mortar
      Attack', they're great for lowering your reputation.
    - When attacking, try to keep your units (especially your helicopters)
      within range of your AA.  Chaparrals can blanket a 4-square area
      around them with fighter-repelling goodness.
    - Units that attack or defend are "committed" to that territory.  If
      you are attacked in that same territory again, all those units will
      automatically be selected (green) for defense.  If you are planning
      to attack and will be making a new faction neighbor, try to attack
      a territory that also touches another faction.  Hopefully you'll get
      lucky and the other faction will attack the territory you just took,
      allowing you to re-use your attackers.
    - Terrain doesn't have a huge effect on vehicles, unless it's water.
      Never leave a unit in water unless you had to in order to blow up
      some AA.  Similarly, leave the water squares open and invite the
      enemy to park in them to attack a weak unit at the back of the line.
    - You get partisans for free if your reputation is higher than the
      opposing faction's, see their section for usage suggestions.
    - Your units heal themselves for free if you leave them alone.  Use this
      and special powers like 'Protonanites' to minimize your repair costs
      early in the game.
      
  e. Unit Experience
  
    Units can gain experience (somehow).  I'm not clear on how this works,
    since it seems that units that never attacked gained experience and
    my main battle tanks seem to gain it slowly.  In any case, when you
    have gained a bunch, the unit will display a "" icon in the top-right
    corner.  This is the military rank of 'Captain', and the unit will
    have a bonus +20% (usually 4) max hit points (when it gains it, it 
    doesn't also gain 4 HP to make it full health, so you have to pay to 
    repair it).  After it gains a bunch more XP, it can become a General 
    (Star icon) and gain an additional +50% Max hp (+70%, usually +14 extra
    HP total).

    Since 'General' is a much bigger bonus than 'Captain', once you have
    a bunch of units at Captain, try to get them as much experience as 
    possible.  Use them for attacks while sending as few un-promoted and
    'General' units as possible.

    At the end of campaign mode, you can repeatedly 'milk' experience from
    your last opponent by reducing them to 1 territory, then hitting 'turn
    end' until they eventually attack you.  After you defend with the units
    you want to gain experience, rinse & repeat.  They'll probably send a
    ton of artillery and infantry, and possibly an AA or two.

    The following rules seem to apply to gaining experience:

    - Units don't get individual XP for killing things
    - Experience is awarded at the end of the skirmish to all units that
      survived.
    - All units that were deployed get an equal share of XP and they all
      need the same amount to become Captain/General.
    - Experience is divided up among the units you brought, so bringing
      more units will result in each of them getting less XP 
    - The outcome of the battle can reduce your experience; resigning or
      failing to capture/defend the territory lowers your total.  You
      get more XP if you destroy all enemy units than if the CPU resigns.
    - It seems a lot easier to get XP in the beginning of the game.

    My working theory is that the total cost of enemy units destroyed is 
    converted into XP and given to the units that survived.  It's also 
    reasonable to guess that units get XP per turn of the battle.  You can
    see which of these theories seems to work best for you.
    
    I've never seen upgraded AI units.


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14. Campaign Mode Walkthrough [QFW]

If you're new to the game and want a quick run-through for your first time
playing the Campaign, you can use this guide.  Most of the fun of the game
comes from trying different strategies, so the fun really begins once you've
beaten the game once...  

Read the 'Campaign Mode' section for strategy tips, then select the game's
menu option for 'Campaign Mode'.  Pick a New campaign, Easy mode, then 
choose Pacifica for your starting faction.  This should be the easiest set
of options for your first run.

a. Turn 1.

 You should not get attacked your first turn, which is good since you go 
 next-to-last in each round.  If you do get attacked, resign and restart
 Campaign Mode.

When it's your turn, immediately hit 'X' to manage units.  You should have
around $150,000-$175,000 in ready cash.  Press 'Y' to go into 'Sell/Repair'
mode, then have a look at your starting units.  Sell everything that isn't
one of these:
  Anti-Aircraft: Chaparral
  Infantry:      [Sell all infantry]
  Helicopters:   Apache, Warrior
  Aircraft:      [Keep all aircraft]
  Light Armor:   Humvee
  Medium Armor:  LAV
  Artillery:     MERL
  Heavy Armor:   FCS Stuart, if you have any
  
After selling, you should have around $500,000-$600,000.  Now spend it to
get a more focused collection of units; try to end up with a force that
has these (at the minimum):

  Anti-Aircraft: 2x Chaparral
  Helicopters:   2x Apache
  Light Armor:   2x Humvee [these will be your scouts in the beginning]
  Artillery:     2x MERL
  Heavy Armor:   8x FCS Stuart [these will be the core of your army]
  
End your turn without attacking.

b. Beginning-Midgame (Turns 2-25 or so)

 Try to avoid attacking, while building up a strong force capable of 
 defending yourself while you go off to attack.
 
 This is your target army:
   15 FCS Stuart Heavy Armor [Defensive cover for everything else]
   10 Apache Helicopter [Ground vehicle killers]
    5 Chaparral Anti-Aircraft [Copter-killers, anti-recon-fighter]
    5 JSF Fighter Aircraft [Copter-killers]
    4 Stealth Bomber [Heavy damage on outlying units]
    2 Warrior Helicopter [Expendable scouts]
 
 You should have this by the time there's only two factions left for you
 to conquer.  That won't be for a while, and this strike force costs a
 lot of money.  To get there, build evenly up to this:

   10 FCS Stuart, 4 Apache, 5 Chaparral
   
 Use Humvees as scouts in the beginning, they'll get blown up a lot.  Try
 to replace them so you'll always have 2 for scouting.  If you lose any 
 of your starting LAVs or MERLs, try to replace them with FCS Stuarts.
 
 Defend yourself when attacked.  Since California usually goes for Texas, 
 you probably won't be attacked for a while, and then it's likely to be
 no more than once per turn (most likely from the Great Plains at first,
 then California later).  Use all your units to defend.
 
 On defense mode, buy 2 defense towers and 2 single-use artillery guns.
 Now try to identify three cities on the map:
   A. A city you're pretty sure the enemy will be attacking early
   B. A secondary city the enemy might go for
   C. A city behind your lines that can reach both A and B equally fast
 
 Place your airfield at the highest-value objective, preferably behind
 your lines.
 
 Put one artillery gun at city 'B'.  Put the other single-use stuff at
 city 'A'.  Fill up the rest of positions at City A with FCS Stuarts, put
 any extra ones at City B, then City C.  Put all your helicopters and
 anti-aircraft at City C (so that the enemy won't be able to get there
 the first turn).  Never deploy an FCS Stuart (or any other ground
 vehicle) in a water square.  
 
 Keep your FCS Stuarts in your cities, cautiously send out your Humvee's
 to scout the area, running away when you see an enemy.  The first couple
 of times you get attacked, you can deploy your fighters to patrol the
 edges of your sight range.  After turn 20 or so, this becomes a worse
 strategy as the enemy starts bringing up more anti-aircraft.
 
 Use your starting special power 'Satellite Survey' on your scout.  You 
 should have it available on the first turn of every battle.  
 
 Prioritize destroying anti-aircraft (Vulcans, Avengers and Chaparrals).
 An FCS Stuart can usually destroy these at point-blank range.  If you
 can pop out of the city, destroy one and run back, that's a great
 tactic.  Once you're sure the area's clear of them, bring in your Apaches
 to start hosing the ground units (pick off the ones in the back if you
 can, so that you can be sure there's no lurking AA).  Artillery units,
 M8s and other ground vehicles are good targets since they can't hurt your
 copters much.  If you see any Abrams or FCS tanks, call in a strike from
 your Stealth Bomber if it's not on a city tile.  Your fighters can 
 attack enemy helicopters.  
 
 Once that's done, attack the most expensive targets you can (so target
 partisans and infantry last if they're not blocking your way).  Attack
 helicopters with Chaparrals if they can get back behind your troops
 afterward.

 Never use artillery or bombers on a unit that's in a city.  When your 
 reputation goes up enough to get 'Protonanites', kick it in as soon as 
 it comes up every battle to minimize repair costs.
 
 Save after every turn where you did not lose any territory, especially
 if you inflicted heavy casualties on the enemy without taking much of
 a loss.  Repair your units after every battle.

 If California blocks you in entirely so it's the only one bordering you,
 then move on to the Midgame
  
c. Midgame-End (Turns 25-50 or so)

 Once you have a force around this size:
   12 FCS Stuart, 6 Apache, 5 Chaparral
   
 And especially if California has boxed you in so you can be attacked only
 once per turn, it's time to go on the offensive.
 
 Start attacking in Northern California, then work your way down and east
 as long as you can keep from touching a new faction's territory.  Use
 about half your main force to attack:
   6 FCS Stuart, 3 Apache, 2 Chaparral, 2x scout unit [Humvee/Warrior]
   
 The enemy will give up without a fight a lot of times, especially if their 
 forces are low and they're bordering other factions.  Your main focus on
 attack should be to destroy as many units as possible.  The enemy will
 usually resign rather than fight to the bitter end or make you capture all
 the objectives.
 
 Send in your FCS Stuarts as a spearhead, with a Chaparral as far behind
 them as you can, but still covering them within it's 5-hex protection area.

 When you encounter the enemy, use 'Long Range Patrol' on your FCS Stuarts.
 
 Lag your other Chaparral behind this force, and use it as a 'base' to 
 protect your Apache units from fighter attack.  Let the Apaches scout out
 to the sides and run back to safety.
 
 Repair your units after every fight, replace any that got destroyed,
 supplement your remaining force with single-use towers & guns if you have
 to defend yourself.
 
 If you can attack two or more territories without giving yourself a new
 faction neighbor, pick the one with the '$' symbol in it.
 
 As you capture more territories, you'll get more money per turn.  When you
 have a comfortable amount (enough to replace a Warrior after every fight), 
 replace your Humvees with Warriors and use them as scouts instead.  Don't
 buy more aircraft till you've bought the full force of ground units.
 
 Consider resetting any battles that cost you a lot more than the enemy, 
 especially if it cost you more than you can afford to replace.
 
 When you've built up to the 'Target Army', you're probably in the Endgame.
 
d. Endgame (Turns 50+)

 Supplement your attacking force with 2x Bombers and 2x fighters.  Send
 about half the FCS Stuarts & Apaches.  You can no longer buy any single-use
 units, but that shouldn't be a problem anymore.  Use FCS Stuarts where you
 would have used single-use guns before.

 You should have the 'All Seeing Eye' special power by now as well.  Activate
 it as soon as it comes up (unless you think you're really far away from the
 enemy).  It only works for a few turns, so take advantage of it as much as
 you can:
   - Bomb targets that aren't covered by AA, or bomb the AA itself if it
     doesn't have another AA nearby
   - Cyborg Soldiers creates two extra units that can be placed anywhere on
     the map when All Seeing Eye is active, so drop them where they can do
     a lot of damage to poorly defended stuff.  They can gank some AA, or 
     start harassing the enemy's airbase.

 Don't clobber the final territory unless you have a full force, or enough
 money to buy one.

 After you've united the continental US again, you'll be treated to a 
 cutscene before it's off to fight the commies.  For the final battle against
 Russia, it's basically 'Skirmish Tactics'.  Take a full force of units, even
 if it means buying infantry.
 
 You aren't worried about losses in the final battle, so you can either focus
 on the objectives or maximum carnage, whichever you prefer.  Whoever is 
 deployed in the North part of the map will be stuck in the snow and it'll be
 a while before they can get to the road, so only put helicopters and a few
 Chaparral's there.
 
 Once the 'All Seeing Eye' kicks in, survey the map...
   - Once all the helicopters are destroyed, you can use your fighters to
     attack enemy patrolling fighters.  This is normally a bad idea, but you
     have no further use for your JSFs at this point.
   - A concerted attack by all your bombers on the airfield will either 
     destroy it (while damaging each of your bombers by 50% or so), or leave
     it damaged enough to take out with cyborgs deployed on top of it.  This
     will stop the enemy from sending out swarms of 'Bear' bombers.
     
 You shouldn't have much trouble with this map, especially not on Easy mode
 with a full army.  Once you've beaten it, enjoy your cinematic ending.
 

------------------------------------------------------------------------------
15. Campaign strategies

  a. Playing as EU on Hard difficulty

     This is often considered the toughest game.  The EU starts with only 
     one territory, worth double the revenue of most others.  This means that
     your two neighbors (New England and Confederacy) are almost certain to
     both attack you the first turn.  Since you go last, you have no chance
     to buy better units beforehand.  If they beat you, its game over.

     You also start out with less revenue than anyone else, and you cannot
     afford to sit and defend yourself while building an army.  Your losses
     from repairs will exceed your revenue, so you must attack your neighbors
     starting on the first turn.

     These were my strategies for beating the game this way, but I'm sure
     there are other good ones.

     - Surviving Turn 1

     Thankfully, units used to defend can defend multiple times, so you don't
     need to split up your good defenders.  I chose to defend with only my
     favorite units: heavy armor, AA, helicopters and aircraft.  

     You can deploy most of your units in Baltimore (it's right next to the
     ruins of Washington DC), though if you're being attacked from the West,
     you might have to leave a heavy armor down at Norfolk, at the south end
     of the map.  If the AI has a lot of units, they'll probably send them 
     all to fight you at Baltimore, but if they have only a couple they may
     try to sneak over and take Norfolk with a partisan or humvee.

     The goal is to survive, so keep your tanks in cities, and your AA 
     protected behind your heavy armor.  Place your airfield right on the
     front line in one of Baltimore's city tiles.  Buy 1-3 defense towers
     and stick them around Baltimore too.  They'll be a nasty surprise for
     any enemy bombers, especially if you have a Gepard or Tridon covering
     your tanks too.  Put your helicopters and 1 AA unit in the city behind
     Baltimore, then bring them up so that they can barely get to the front
     line if you need them.  Avoid using them till you've taken out the 
     enemy AA first.

     You probably want to save at the beginning of each round of battle.  You
     also want to inflict as much damage on the enemy as you can.  They like
     to send out patrolling fighters, so be sure to punish them with AA.  If
     you don't have any helicopters to attack and the enemy doesn't have AA 
     to protect their patrollers, you can use your own fighters to gang up on
     an enemy patroller.  

     These will likely be the biggest and toughest fights of the game, so once
     you're past them with minimal losses, you've practically won.  It's not
     unreasonable to take 20-30k of losses and inflict 750k or more to each
     opponent on the first turn.

     - Attacking

     Unfortunately for you, the revenue you get from Washington DC isn't 
     enough to cover your repair costs, let alone mount an offensive.  So
     you'll have to attack your first turn.  I picked New York, since it's
     worth the most of your neighboring territories.

     I sold all the units except heavy armor, AA, helicopters and aircraft.
     Then I bought a bunch of EU Goliaths.  If you want to sell Mangusta
     helicopters and Tornado fighter jets, now would be a good time to do
     that too.  Your neighboring factions have lots of AA in the beginning,
     so you'll have to use your aircraft sparingly anyway.

     New England will hopefully be in bad shape after the beating you gave
     them for attacking you.  I sent my Challenger tanks along with half of
     the Goliaths, a couple helicopters and an AA to go take New York.  If
     you're feeling ambitious, send along a Nimrod and a Typhoon to gain 
     some experience.

     Systematically destroy their AA and use helicopters to destroy their
     artillery.  Destroy as many units as possible.

     - More attacking

     Your neighbors will attack Eastern Shenandoah as much as they can.  Once
     you've broken New England's back by taking out New York, they won't be
     able to replace their losses and their attacks will get more pitiful.

     Beware the sneaky attack from the East; if they have hardly any units, 
     they'll send Humvees and Partisans around to try to capture objective 
     points.  If you didn't defend Norfolk (it's worth 100 points at the south 
     end of the map), they'll scoop up a cheap win.  A single heavy armor can 
     fend off the scout unit they send over.
     
     When the Confederacy attacks you from the south, just sit in Baltimore
     and let your special powers charge up while they run to you.  Feel free
     to use bombers on the first Humvees you see, and Fighters on the first
     helicopters.  The AI tends to send these out way in advance of their
     anti aircraft, so you have at least a couple turns before you have to
     worry about any Chaparrals ruining your day.

     You should attack every turn until you've built up a buffer around the
     Eastern Shenandoah Attack Magnet.  You can probably take out New England
     entirely and scoop up Florida before the Great Plains and Texas help you
     finish off the Confederacy.  I ended up attacking for at least 15 turns.

     Basically, if you DONT attack, the CPU will build up its forces and 
     attack you.  By attacking constantly and wiping out their units, you 
     make them spend their turn rebuilding instead.  Either way, you have
     to fight, but it's more advantageous to you to be the aggressor.

     - Midgame

     After you've taken out New England and the Confederacy, and you have the
     entire East coast under the iron thumb of the European Union, you're
     home free.  Constantly buy more EU Goliaths and build up your forces 
     while taking out your neighbors.  This was my main army that I used to
     take out the last two factions:

       14 EU Goliaths (steamroll the enemy)
       10 Tiger (anti-vehicle, occasional anti-helicopter)
        1 Tridon (to defend the helicopters)
        3 Gepard (to defend the tanks)
        4 Typhoon (anti-helicopter)
        4 Nimrod (anti-vehicle/infantry)

     Even half this force is a bit unwieldy in combat, so adding more units
     didn't seem to help me much.  You still have 6 unit slots left.  I left
     them empty for a while and got partisans to help.  At the end, I bought
     6 more Nimrods and blitzkrieg'd the russians with massive bombing runs.
     
  b. Playing as Great Plains on Hard
  
     This is my pick as the hardest game.  You don't get an FCS tank, so you
     are stuck with the Abrams for defense.  You start out with 4 factions
     surrounding you (New England, Confederacy, Texas and Pacifica) and will
     have to move quickly and attack carefully to keep the number of factions
     attacking you down.
     
     On Easy and Medium mode, the number of factions that can attack you per
     turn is limited, but you get no such free ride on 'Hard'.
     
     On the plus side, the 'FCS Grant' is a great artillery piece.
     It's a little slow, but it has nearly twice the armor of the next-best
     artillery unit, and is tied for the highest number of hit points of any 
     unit besides the airfield.  It also has a high air-attack score, and can
     attack any unit (ground or air) from 4 squares away.  A veteran FCS Grant
     has a freakish 42 hit points, making them arguably better than an Abrams
     for defense.
     
     - Early Game
     
     Be prepared to lose one of your territories on the first turn.  If you
     don't attack and try to defend all your territories, Pacifica, Texas, 
     New England and the Confederacy will all take potshots at you.  In a 
     couple turns, so will California after they take over one of Texas' 
     territories.  If they smell blood in the water, you're hosed.
     
     So I'd attack on the first turn, digging into Pacifica with the aim of
     inflicting massive damage on their units.  Before it's your turn, New
     England and the Confederacy will both probably try to take out the EU,
     so you should hopefully get to start by fixing your units.
     
     Sell your infantry, light armor, medium armor (besides LAV) and 
     artillery.  Buy Abrams heavy armor and FCS Grant in equal quantities.
     
     Take a third of your force (making sure to pack at least a couple AA and
     at least one fighter) and attack Montana.  Deploy your airfield close to
     an enemy city, put your AA in the back and spread your units out so they
     are covered by all the anti-aircraft support.  You might even send out a
     unit to see the enemy and run back.  The idea is to provoke the enemy 
     into attacking you- hopefully blowing up some of their aircraft and 
     letting them bring their helicopters and scouts in range of your units.
     
     After a turn or two of beating up what they send your way, start to 
     slowly move toward the enemy.  Freely use your FCS Grants and 'Mortar
     Attack' power on enemies in cities.  If the FCS Grants are about to
     end a turn without firing at an enemy, select them and press 'Down' to
     bring up blind-firing, then shoot at a city.  The goal is to go 'Evil',
     so just as important as destroying the enemy is making sure that the
     'Collateral Damage' bar is raised over the halfway point each battle.
     
     After you take Montana, you can expect Texas to attack you, followed by
     Pacifica's retaliation, New England (and if you defend against that,
     the Confederacy will probably get in on attacking you too).  I'd use 
     most of my forces to defend against Texas, use the rest for fending off
     Pacifica (they won't have been able to rebuild much if you hosed them
     good on your attack- if you have some money, buy 1-2 air defense towers
     to give them something to attack) and let New England take over Great 
     Lakes.  Without Great Lakes, the Confederacy can't attack you unless 
     they go through Texas first.
     
     Most likely, both New England and Confederacy will go back to tormenting
     the EU and leave you alone (unless you commit all your forces to attacks
     or defense somewhere else).  With Pacifica's back broken, you and
     California will probably dismantle their faction.  There's still no
     rest for the wicked here, as after Pacifica's gone you are still left
     with three strong factions on your doorstep.  
     
     California and Texas and New England will occasionally attack you, but
     probably not all on the same turn anymore.  Since Texas's territories
     are hard to defend, I'd go for California first.  Again, the first time
     you attack you'll be in for a tough fight.  You may want to wait until
     just after you've spanked California hard for attacking you.
     
     I kept buying equal numbers of Abrams and FCS Grants during this time.
     
     - Midgame
     
     With Pacifica and California gone, you finally have some breathing room.
     
     Hopefully only Texas and New England are on your border, and New England
     and the Confederacy are still busy fighting each other or the EU.
     
     This was my target army:
     
       12 Abrams
        8 FCS Grant
        4 Apache
        4 Chaparral
        4 JSF
        4 Stealth Bombers
        
     That leaves 6 units to play around with.  I made the most use of single-
     use units with Great Plains than I've done with any other faction.  Since
     you are often attacked several times per turn, buy single-use towers,
     artillery and (occasionally) bunkers to defend against each attack.  
     After one attack, they'll disappear and you can buy them all over again
     to defend again.
     
     Towards the end, I bought 6 more stealth bombers.
     
     It's important for you more than any other faction to get experience for
     your units.  A veteran ("General") Abrams is a lot less likely to get
     blown up on the first turn of combat than a standard one.  If you know
     your opponent is weak (because you attacked them before and took out a
     lot of their best units), send only a small number of "Captain" or un-
     upgraded units to take over the territory.  Focus on promoting "Captains"
     to "General" first, then worry about the standard units.  Once a unit has
     made General, use it as little as possible till your other units get 
     there.
     
     The 'Napalm' evil power leaves behind a circle of 7 flaming squares that
     persist for three turns.  It's great for cutting off passes through the
     mountains and buying time.
     
     - Endgame
     
     With Texas gone too, you have over half the country under your thumb.  I
     left New England to last so I could make them suffer for daring to take
     over Great Lakes at the beginning of the game.
     
     Hopefully, New England and the Confederacy were able to take out the EU.
     If they weren't, you can try giving the EU a little push.  I went after
     Ohio, then Eastern Shenandoah and New York.  Then I let them suffer in
     Maine while I went after the Confederacy.
     
     The only thing that can survive the Thermonuclear Attack is an airfield.
     If the enemy still has some aircraft left, see if you can find their
     airfield, then Nuke it, followed by Napalm, Salvo and all your bombers 
     (they'll take about half damage for attacking the airfield).
     
     If you want to upgrade your units (and I especially recommend that you
     upgrade your stealth bombers to Veteran), you can skip every turn after
     reuniting all of the US except Maine.  Let New England attack you and
     use your un-upgraded units to defend.  Expect some AA, lots of 
     artillery and a sprinkling of infantry and armor.  If you want to gain
     experience faster, let them re-conquer New York, then repeatedly take it
     back.
     
     - Russia
     
     This was at least the 5th time I've attacked Russia, so I thought I'd
     mix things up a little.  I had my bombers attack where I know their
     airfield is (in the city to the south-west).  Then I reloaded after I
     saw where their AA was.  One bomber per AA was enough to take them
     out, then on the next turn a concerted bombing blitz took out their
     airfield.  I suppose it might be cheating to use advance knowledge of
     where the enemy is, but I was getting bored of smacking Russia around.
     
     Veteran stealth bombers can survive hits from one or two AA, so I 
     spread my helicopters out a lot and bombed every AA I saw.  Liberal
     use of Napalm and Salvo hosed the other units, and I saved the
     Thermonuclear Blast for a coup-de-grace against the last enemy units.


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16. 101 uses for a Partisan [QFP]

  If you go for a 'Good' political reputation (which you usually end up as,
  unless you try hard to be Evil), you get freebie units called 'Partisans'
  to help you.  They're basically like Humvees you don't have to pay for.

  You only get them if your reputation is higher than that of whoever you're 
  fighting, and you don't have the max number of total units.  Pretty much
  any attack will kill them (they can survive a hit from the weaker infantry
  units, humvees and other partisans).

  You'll probably see them making up most of the computer's army after you've
  conquered lots of the other faction's territory and they're down to their 
  last 1 or 2 (even if your reputation is higher).  

  Partisans aren't entirely useless.  Here's a list of things they can be 
  good for:

  - Taking over the map when the other faction has only a few units left
  - Leave them in cities you aren't expecting the CPU to get to, to let
    you know if they do and hopefully delay them a turn.
  - Scout ahead of your main tanks
  - Finish off units reduced to 1 health
  - Decoys (the computer loves to blow them up, and commandos will even
    leave their highly-defensible positions in a city to come get them)
  - Spotters for artillery, cyborg deployment, Nuke launch
  - Checking the back of the enemy lines for AA before using bombers

  There aren't 101 reasons there, but perhaps you can contribute some.

------------------------------------------------------------------------------
17. Cheat Codes

 These codes were on the 'Codes' section for Shattered Union.  I
 haven't needed to use them (you can just save & reload if things don't go 
 your way; I guess that's still kinda cheating).  I'm crediting the people
 who put these on, though the same codes are posted on lots of
 sites without attribution.

 At the US map in Campaign Mode (not in a battle), press Start, go to Cheats
 then enter one of these codes:

   XBBXB - Raise political reputation by 1 (towards Green)
   XYXBA - Skip everyone else's turn, start yours again
   XBABY - Conquer the entire country and go on to fight Russia
           [These three were contributed by VideoGameFan]

   XXAAY - Gain $100,000 cash     
           [contributed by Lyndis75]

   Take over an individual territory:

   BXXXA - Arcadia Plains
   BXXAX - Arizona Territory
   BXYXA - Carolinas
   BXXXY - Central Cascades
   BXXBY - Central Heartland
   BXYXY - Cumberlands
   BXXBX - Dakotas
   BXYYB - Eastern Shenandoah
   BXYXB - Florida
   BXXYA - Great Basin
   BXXBA - Great Lakes
   BXXBB - Great Plains
   BXYXX - Mississippi Delta
   BXXYB - New Mexico
   BXYYY - New York
   BXXYX - Northern California
   BXXXB - Northern Cascades
   BXYYA - Northern New England
   BXXAA - Northern Texas
   BXYYX - Ohio Valley
   BXXAY - Oklahoma Grasslands
   BXXXX - Southeastern Cascades
   BXXYY - Southern California
   BXXAB - Southern Texas

   [contributed by hmmcdowell2004, blackfate]

   -- There should probably be a cheat code to lower your political 
      reputation, but no-one seems to have found it.


  In battle, press Start and pull up the cheat menu to use battle cheats:

  ABBAY - Win automatically


------------------------------------------------------------------------------
18. Misc

  List of cinema scenes in the game:

  - Story recap at start of the game
  - Tutorial videos
  - Losing your last territory in campaign mode: Game Over
  - Turn 5 of campaign mode: Russia behind the attacks
  - Turn 10 of campaign mode: Russia conquers Alasks
  - After conquering the entire US: Off to fight Russia
  - Uniting the US but losing to the Russians: Wuss ending
  - Uniting the US and beating the Russians: Good ending
  
  [Note that there are different voice-overs for the Wuss and Good endings 
   depending on whether you were Good, Evil or Neutral at the end]
  

------------------------------------------------------------------------------
19. Version History
 
  1.3 - Notes added to many sections, winning as GP tips
  1.2 - Misc, Cheat sections added, winning as EU tips, more strategies & unit
        discussion.  Version history added.
  1.1 - Terrain effects on movement determined, attack formula determined,
        effects of Experience on units
  1.0 - Campaign walkthrough added, territory values, AI notes, campaign tips
  0.9 - Terrain effects on armor & movement, full text of faction powers
        Website links
  0.8 - First version submitted
        Includes unit comparison chart, what powers each faction gets,
        faction powers quick-summary chart.  
        Basic unit discussion, skirmish strategy

------------------------------------------------------------------------------
20. Acknowledgements

  Astrosmurf, Psicop - suggestions for new sections

  VideoGameFan, Lyndis75, hmmcdowell2004, blackfate - cheat codes
  
  YOUR NAME could be here (and in the section where you submit stuff) if
  you send in something I can put in this FAQ!  My email address is at the
  top of the file.


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