MILITARY MADNESS v1.2 --For the Turbo Grafx-16 and Turbo Duo-- By Kevin "Kev" Lee kev@buckeye-express.com Contents: I. Legal Stuff --OR-- Plagiarism Is Bad, M-Kay? II. Introduction --OR--Why I Actually Wrote This Silly Thing III. The Story of Military Madness --OR--Those Crazy Axis Are At It Again IV. Units --OR-- Things That Kill Things V. Gameplay and Secret Stuff --OR--How To Use Things That Kill Things VI. Experienced Units –OR-- Smart Things That Kill Dumb Weak Things VII. Stage Strategies --OR--How To Try To Not Get Killed With Things VIII. Game Secrets--OR--Skipping Ahead When You Can't Kill Things IX. Conclusion --OR-- I've Had Enough Of The Killing Of Things a. Revision History --OR-- Yes, I Spent That Much Time Writing It! So What? b. Special Thanks--OR--People That Made My Life A Little Easier c. Author's Note --OR-- A Few Rants For Those Of You Who Are Still Here I. Legal Stuff --OR-- Plagiarism Is Bad, M-Kay?: This FAQ is the property of me. Anything contained within the FAQ is mine and not yours. Do not link directly to this FAQ. DO link to the sites it may be on, but not to the FAQ itself, because it's just plain rude and not nice. Actually there are other legal and moral implications, but if you don't care about those you'd probably steal from your dead grandmother anyway, so just be a moral and upstanding person and don't steal my work or try and sell it or use it in any way without asking me first. All copyrighted material and all owned materials from various sources are owned by their respective companies and are not mine and I'll make no attempt to say that they are, so don't say that I did. Military Madness a.k.a. Nectaris is a copyright of Hudson and if I don't say this they may send some heavy hitters from Jersey after me... Yes, people, there is a Playstation version of this game, but for this FAQ we are talking about the TG-16 version here. Do not email saying that something was wrong or whatever unless you have played the TG-16 version and are specifically complaining about that. I personally think that the Playstation version is dumbed down and there are some translation and port errors on that version from what I've heard AND I haven't even played it, so just drop it. II. Introduction --OR-- Why I Actually Wrote This Silly Thing: Military Madness is a wonderful turn-based strategy game by Hudson. Back in 1991 and 1992 this game pretty much ate up all of my college time. Instead of going to class like a good college student should do (should) I holed up in my dorm at Ohio State University playing Military Madness from a borrowed friend's Turbo Grafx-16. He had all sorts of games for the system, but Military Madness kept me playing for ridiculously long hours and probably contributed to my general lack of college life. Of course, the Super Nintendo came out about that time too and I'm sure that didn't help matters either, but anyway.... So, why am I writing this? I have probably one of the nations highest logged amount of hours playing this game, since I play it at work. Now a few of my co-workers also play it and constantly ask me how to get certain units to do certain things, and how to get past this and that stage. I love answering their questions, seeing as they are more than happy to answer all of my questions about why TCP/IP acts like such a baby sometimes and Net Gear routers are such a damn pain to configure. So, I'm writing this for people who try this game out and like it, but the computer seems to always have a slight edge. It always did with me until I learned some very important tricks, which I'll get to later. Ok, I'll shut up now and get to the heart of matters. III. The Story of Military Madness --OR-- Those Crazy Axis Are At It Again: Ok, the story. Well, it seems in the 21st century, the Moon has become a major source of fuels and resources. All nations of the world that can mine the Moon are doing so and the materials the Moon provides are extremely valuable, seeing as the Earth is running out. However, the Axis empire (sometimes you can't keep a good evil superpower down, right Sigma, Dr. Wily, Bowser, Diablo, etc.?) suddenly attacks the rest of the Moon mining operations and stakes claim to most of the Moon. On April 6th, 2089 they capture most of the Moon and begin stockpiling materials in order to build a super missile that will devastate the surface of the Earth. The Axis capture most of the key leaders of the Allied forces as well and put them in prison camps. The Allied forces must rescue their key personnel from the prison camps and fight their way to the final showdown in order to stop the Axis from launching their S.A.M. or Super Atomic Missile at the Earth and destroying it completely, blah, blah, blah, yadda, yadda, yadda. Ok, I'm stoked, but don't think of the storyline for the entire game. I'm sure once you start playing this game you'll forget about the story within six seconds. Think of each map as a point that needs to conquered in order to move on to your ultimate goal: beating the crap out of the sissy Axis. IV. Units --OR-- Things That Kill Things: In this section I will detail the units under your command and your opponents command and what they do. These units can be called things, but to get out of this rut, I'll simply refer to them as their appropriate name. A "Charlie" will henceforth be referred to as a Charlie, and not a thing. Ok, that's cleared up; moving right along. Each unit has basic strengths and weaknesses. I'll give you the stats on each unit including speed, armor, attack, shift and so on. I will group them according to type so their usefulness isn't all mixed up and annoying to look at as well. After that, I'll give you my personal impression of the unit. I won't put the information that the game displays, since if you are playing the game you can read that all you want and as much as you want. This FAQ doesn't need to be twice as long because I add all of the text you already have access to. Here we go, and pay attention, because there may be a quiz later. Each unit has stats that make it stand up to other units in combat. Each unit possesses; shift, land attack, air attack, range and defense. Knowing how to use these values obviously helps one maximize the usefulness of each unit. The descriptions of each stat are as follows: Shift – How many hexes the unit can move. This number will be the maximum amount on roads and sometimes flat ground, but will be significantly lower if the ground is cracked, there are mountains in the way or there is a crevasse in the ground. Only a handful of units can traverse mountain ranges and most but not all units can drive over cracked ground. Attack Land – This basically tells you the power of the unit in attack force against other units that are on the ground. Most units can only attack others on the ground. A few units can attack air units and ground units, and there are just a couple of units that can only attack air units. Obviously the higher the number in the Attack Land value, the more offensive power the unit contains. This doesn't always mean a sure victory however. Attack Air – This is the counterpart to Attack Land. Some units have the ability to fire into the air from the ground, or attack other air units. This value means nothing to those units on the ground. Again, the higher the value, the more offensive power the unit has when firing on air units. Range – This value represents how many hexes away a given unit can be when attacking another unit. In almost all cases this number is one. A unit has to be directly next to another unit in order to attack it. However there are a few units that utilize long distance or indirect attack methods. These special units can fire from as far away as six hexes, which makes pummeling the enemy easier for you while he tries to get closer to you. Defense – This is the last value on any unit and by no means the least important. This value is a representation of a units' ability to defend from attack. This number is what one should be looking at when attacking another unit, as the attack capabilities will directly attack the defensive capabilities of the unit under attack. If defense is high and attack power is low, it may be foolish to waste a turn firing into a unit when the shots won't hit their targets. More on why later. -Special Units-: So why start with the special units? Some of these units, especially one in particular, show up on absolutely every map that you fight on. These units are special because they don't follow the rules that all of the others do. These special units come with special instructions… CHARLIE: Shift=3 Land Attack=10 Air Attack=10 Range=1 Defense=4 Oh, the nasty Charlie unit. This is hands down the weakest single unit in the game. However, leave it up to the people who create any strategy game to make the weakest unit the one that can single handedly win entire scenarios. This poor excuse for a unit is basically a group of foot soldiers using standard rifles. This unit has terrible attack and defense and should be used for nothing other than their main purpose; taking over buildings! These guys can use a turn to run into a factory and capture it, thereby letting you take over the factory to use as a repair bay and giving you all of the neutral units that currently reside inside. Later maps in the game will be your Charlies trying to outrun the computer's Charlies to the available factories. Charlies can take over a factory that has already been taken over as well. Whoever gets there last is usually the winner. In some cases, the computer may take over a factory and put some of the units on the map. Due to space restraints outside of the factory, some units will be left inside. If you can get a Charlie close enough right after the computer takes over the factory, next turn you take it over and not only get the rest of the units inside, you take his Charlie as well, making it that much harder for the computer to take any other factories over. Since these monstrosity units can take over factories usually they should be eliminated if you get the chance. The other reason is if an enemy Charlie runs into your main base, also known as a prison camp, then the map ends immediately. The computer loves to try and sneak a Charlie past the main action and walk straight into your base while you have its main attack force tied up. Remember that the computer doesn't care when the game ends. You will when the computer takes over your base in the 26th turn. In a nutshell, if you are using these to attack tanks, you are a doofus unless you have some sort of backup. Keep these guys out of main combat. KILROY: Shift=2 Land Attack=40 Air Attack=10 Range=1 Defense =10 Well, the Kilroy isn't much of an upgrade from the Charlie if you ask me. This guy is the same as a Charlie but with WAY more attack power, after all these foot soldiers carry shoulder mounted rocket launchers. They get more than twice the defense, but you still shouldn't use these guys for main attacks. They can be used for a kind of coup-de-grace when attacking weakened units, but not as a primary assault. They are also horribly slow with only a two for shift. Don't use these guys to attack air, either. A "ten" is another way of saying "I suck" so just let sleeping Kilroys lie. These guys can take over buildings just like Charlies, but don't expect to win any races trying to get these guys to the factory. Best moved in a transport. PANTHER: Shift=9 Land Attack=10 Air Attack=10 Range=1 Defense=8 Ah, the Panther. In a nutshell, the Panther is a Charlie on a motorcycle. No easier way to put it. However don't let the "double defense" fool you. A tank or rocket unit firing on these things is almost considered target practice and killing these units is like swatting flies. Panthers make terrible attack units. However, they are the absolute best unit at taking over bases and factories. With a massive shift of nine, only a few units can actually move farther in a single turn than these guys. Although they can move quite far, they do have a major drawback and that is that they can't move across mountains or cracked ground. This makes it difficult to plan movement for them sometimes as their hex movement grid looks like a shotgun blast to the monitor. If the map has roads, then these guys on the road can move far and take over buildings with ease. On a few maps though there are no roads and Panthers are not much better than some other units when it comes to movement. Another unit to keep out of the main battle. TRIGGER: Shift=N/A Land Attack=N/A Air Attack=N/A Range=N/A Defense=80 This very unique unit is the last of the special units. This unit just kind of sits there like a bump on a log and does nothing more than hinder progress of advancing units. This unit has no movement capability and must be transported on either a Mule or a Pelican. It can only be moved once. Got an area on the map that the computer must squeeze units through in order to get to you? Use the extremely high defense of the Trigger to interrupt its movement. Enemy units can't pass more than one hex past an enemy per turn. Combine that with the ridiculously high defense of the Trigger and that usually means that the unit in question will take at least two turns to move two hexes. These are a great way to keep enemy units from moving past a certain location or to deter one from moving through an area. These must be attacked in order to be removed from the battlefield, and not too many units attacking solo against Triggers may even hit them. -Transport Units-: Transports are easy to explain. There are only two of them, being the Mule and the Pelican. The Mule is a truck and the Pelican is a flying truck. Both are used to transport almost any other unit in the game to another location because the unit being transported moves like molasses, or in some cases, doesn't move at all. Both transports are very lightly armored (papier-mâché comes to mind) and the Pelican is unarmed and can't defend itself. MULE: Shift=6 Attack Land=10 Attack Air=10 Range=1 Defense=10 This is the ground-based transport. This shows up early on and is on almost every map in the game. This unit is great for moving Charlies, Kilroys, Triggers and Atlas guns. The only fatal flaw for the Mule, besides the lack of attack and armor, is if you are transporting a unit and the Mule falls under attack. If eight Charlies are loaded into eight Mules and six Mules are destroyed in combat, then now not only do you have two mules, but you also only have two Charlies. This works for the computer as well. Just find a unit in transport and try to destroy the Mule. Whatever the Mule was carrying goes up in smoke along with the Mule. The high shift on the Mule makes it ideal for a backup unit if nothing else is available, just remember that an attack of ten isn't going to get one much of an attack bonus. In most cases, these should be kept out of combat unless the unit being attacked is either almost completely destroyed or is very weak anyway. The Mule, due to size constraints, is not allowed to carry the Giant tank. PELICAN: Shift=9 Attack Land=N/A Attack Air=N/A Range=N/A Defense=10 Easily the best transport, the Pelican has a high movement and can carry any unit in the game, including the Giant Tank. In fact, the Pelican and the Giant make an unbeatable team. The Pelican's movement and ability to traverse any obstacle in the game makes up for the Giant's lack of movement. Keep in mind that the Pelican can't defend itself in a fight and is extremely susceptible to being wiped out in one volley of attacks from either the Hawkeye surface-to-air missile battery or the Falcon air superiority fighter plane. Keep the Pelican away from the Seeker mobile flak guns as well. Sometimes if the Seeker is lucky it can kill all of a group of Pelicans in one turn. This is rare but the Seeker is an anti-air tank and is particularly good at shooting at units in the air that can't shoot back. A great strategy to use if the computer doesn't have a lot of air units at the time when your Pelican is loaded is to park the big plane in the middle of a mountain range. This way the only vehicles that can attack are air based, and if none can reach you, then you are completely safe. When your turn comes around again just take off from the middle of the mountain range and try to stay near broken land. That way ground vehicles have a harder time getting to your location. If the loaded Pelican falls under attack and survives with many casualties, simply fly directly into a factory and both units will be repaired at the start of your next turn. -Air Combat Units-: The next three units are the air units of Military Madness. These three planes have very different roles but are all quite powerful. These units start to appear regularly in the later stages and are in almost all of them once they appear. FALCON: Shift=12 Attack Land=N/A Attack Air=90 Range=1 Defense=30 Now this is a fighter plane. This is the pinnacle of air attack units. It has the absolute highest air attack power of any unit in the game and can destroy other air units completely in one or two turns. This vehicle is the Pelican's bane. Falcons can frequently wipe out entire groups of Pelicans in one volley and that combined with a shift of 12 makes it the most mobile unit in the game as well. There is one fatal flaw about the Falcon, and that is complete lack of any ground attack. A group of Charlies can fire into the air without fear of retaliation from these flying death machines (however it isn't recommended —more on that later). The Hawkeye surface-to-air missile battery can chew Falcons up and spit them out, so it is recommended that you keep them away from the Falcon. The game documentation suggests keeping the Falcon away from the Hunter as well, but in most cases the only unit you have in which to combat the Hunter just so happens to be a Falcon unit. The mediocre defense of the Falcon gets hammered by the very powerful Hunter. However, the more powerful attack of the Falcon helps fight back against the Hunter. Rock, Scissors, Paper. Or in this case, Rock, Rock, and a really big Rock. A lot of Falcon/Hunter fights can go either way, so if you don't like how the fight goes, you can restart or just try and weaken the Hunters with Hawkeyes and Seekers and then use Falcons for the kill. EAGLE: Shift=10 Attack Land=70 Attack Air=20 Range=1 Defense=30 This poor underrated plane is the ground attack version of the Falcon. This plane can barely keep from getting killed by almost anything that fires at it. Hawkeyes turn Eagles into mincemeat. Seekers do the same. Hunters eat Eagles for breakfast. However the Eagle has one huge use. Tank bombing!! Use the high shift rating to get behind enemy lines and wreck the computer's forces before they even get close. Or, use the high shift to get those annoying Charlie/Kilroy/Panther units before they get to factories and take all of the units. Try not to use the Eagle to fire on Pelicans, as the low air attack rating causes only a couple to be destroyed. If the Pelican is carrying a dangerous unit such as the Giant or Atlas, then it may be a good idea. Keep in mind that due to how the game is played and how the computer can react to certain situations, the Eagle fulfills its primary role of bait/target practice rather well. HUNTER: Shift=11 Attack Land=70 Attack Air=70 Range=1 Defense=50 Armored as heavily as a tank, has as much attack power as recoilless cannon on the ground and in the air, and has almost as much movement as a Falcon; the Hunter is a unit you will quickly learn to hate and covet. Your army must be hard up for cash or something, but there is a decided lack of Hunters in your fleet. The computer, however, seems to have thousands of these "Grim Reapers" with wings. These vehicles will cause the destruction of more of your units than most other units on any map combined. Huge attack power and high defense make them tough as nails and make them hit really hard in every confrontation. In many later maps Hunters appear regularly and two of them on the same map can make life hell for any of your units. The easiest way to take care of these monstrosities is from afar using Hawkeyes and sometimes Seekers. However, due to the Hunter's high armor, the Seeker can usually only kill a couple of them. In the meantime the Hunter is destroying four or five or more Seekers in the same volley. Falcons are the only other unit that can match the Hunter's speed. Keep the Eagle away unless you don't want the Eagle anymore. An Eagle/Hunter skirmish usually results in the loss of one Hunter and six or more Eagles. If you are lucky enough to get one or two of these in a map they make great first strike units. Since they don't show up often enough to be a real help, you will spend most of your time figuring out how to kill them. Hate them, but don't completely fear them. As much as I've played, I've noticed that Hunters are frequently "unlucky" and sometimes completely whiff on the easiest of opponents. Don't rely on this to much as an attack power of 70 versus any armor rating in the game is a huge gamble. -Indirect Attack Units-: The next units are all of those that can't attack any unit that is directly next to it with one exception. All of these units, save one, has a long firing range that can be used to "soften-up" or "prepare" a unit that is about to be directly attacked by air units or tanks. These units can fire without fear of counter-attack but when directly attacked they can't defend themselves with any weapons. These units are best used behind the main fighting lines to help the armor units and air units attack what is next to them. Keep these units away from direct contact and they will serve you well. Put them on the front lines and they become sitting ducks and target practice for enemy armor and air units. HAWKEYE: Shift =5 Attack Land=N/A Attack Air=85 Range=5 Defense=30 Plain and simple, the Hawkeye is a surface-to-air missile battery that attacks planes. The Hawkeye is only used for this purpose and can't be used to attack any other vehicles in the game. Only Eagles, Pelicans, Falcons and Hunters can be hit by an attack from this unit. An important note as with any of the indirect attack units: The Hawkeye must be at least two hexes from its intended target. If an air unit is adjacent to the Hawkeye, it can't attack it. It can attack any other units that are in range, but not ones that are "parked" next to the Hawkeye. Use this knowledge to your advantage and remember that you can put an air unit right next to a Hawkeye without being fired upon by it. Another important thing to remember is that an indirect unit can only fire OR move in any given turn. It can't do both. If you move in a turn then you won't be firing. If you fire then you won't be moving. The computer loves to target indirect attack units and destroy them so keep in mind that you may have to flee in order to keep them from getting destroyed or surrounded. HADRIAN: Shift=4 Attack Land=45 Attack Air=N/A Range=4 Defense=30 The first indirect attack unit you are likely to see and probably the worst. Think of the Hadrian as a self-propelled howitzer. It lobs semi-long range shells at enemy ground forces. Being the first indirect attack unit that one comes across does unfortunately make it the least useful. The armor isn't that great and neither is the attack power. The range is only four so you must be relatively close to attack other units. This is considered a 'wheeled' vehicle unlike a tank that is 'treaded' so rough ground will make it much slower when trying to move past hills and cracked ground. One will unfortunately spend most of the battle trying to get the Hadrian in a decent position in order to fire. The attack power is also low enough that it may deter you from firing into heavily armored tanks. It may be a good idea to avoid firing at many tanks simply because a miss is worse than not attacking at all. (More on this later.) OCTOPUS: Shift=4 Attack Land=60 Attack Air=N/A Range=4 Defense=30 This one is easy. Take the Hadrian and add some treads, upgrade the shells to rockets and you have the Octopus. This unit can more easily get to its targets and hits harder. Other than that it has the same stats as the Hadrian. It does have the same weaknesses as all other indirect attack units, such as the inability to directly defend itself and the inability to hit any target parked right next to it. However this is a great long-range unit for firing into the masses. The power is high enough that firing into tanks is not as dangerous as the Hadrian and this unit seems "luckier" than others when it is being attacked directly. The computer will see these in action against you before you get a chance to use them. Make sure you either stay out of range or bum rush the Octopus in order to prevent it from hitting your units. ATLAS: Shift=N/A Attack Land=90 Attack Air=N/A Range=6 Defense=20 The Atlas is the final word in indirect attack power. With a range of six and an unholy attack power of 90, this behemoth turns just about any land-based unit into smoking remains in just one or two volleys. In order to make this unit more balanced, they took away any movement and the only way to move the Atlas is to pull it out of a factory and load it into a Mule or Pelican. Move the Atlas to the desired location and you have the ultimate area defender. Two Atlas guns next to each other is – almost- completely impassible. The high attack power rips though targets with ease. However, once it is placed on the battlefield, it can't move anymore, so place wisely. Air units also have a field day with Atlas guns. Low armor and no air defense equals target practice for Eagles and Hunters. This is another weapon that can be rendered ineffective if you can "park" next to it. The computer, again, seems to have a large stock of these mighty weapons. LYNX: Shift=6 Attack Land=40 Attack Air=10 Range=2 Defense=20 The Lynx is probably the most difficult unit to categorize and use effectively in combat. With a range of two, this is an indirect attack vehicle. The range is ALWAYS two, so if you are three hexes away, you can't fire on your opponent. If you are one hex away, you can't fire on your opponent. This is a "sidelines" and "hit- and-fade" vehicle because it has the unique ability to move and then fire and then move again. Only the Rabbit shares this ability. What makes the Lynx special though is the ability to pull a "drive-by shooting" which no other vehicle can do. Only the Lynx can get close to an enemy unit, fire a bunch of low altitude rockets into their midst and then drive off without coming close to getting shot at in retaliation. The other problem with the Lynx is its ability to fire at air units. Obviously because of its low air attack power you would want to keep it away from attacking air units in the first place, but it has to be adjacent to the air target in order to attack it this way. Therefore, it gets a 'victory' shot at Eagles and Hunters, but not much more than that. If a Hunter group attacks your Lynx group and you destroy one of the Hunters, consider yourself lucky because it may never happen again. The low defense of the Lynx makes it a good target for armor units. The tend to roll up and blast half or better of the Lynx group to kingdom come and they can't even do anything about it. The Lynx group will just sit there and take its lumps being an indirect attack unit and all. Try not to use the Lynx as a primary attack unit or an indirect "pepper" unit like the Octopus and the Hadrian. The Lynx is better off being used as a "finishing move" since the attack power is usually too low in order to do any real damage. -Armored and Direct Attack Units-: Well, finally it's the cream of the crop. The direct attack units that just get in your opponents face and slug it out with them. All of the units save one are tanks of some form or another. The final unit is more of a dune buggy with a giant firecracker on top, however these units still must all be directly next to their opponent to fire, which of course means that the enemy will be firing back. All direct attack units rely on attack power to destroy units and rely on defense power to attempt to avoid being destroyed in the process. Obviously, some direct attack units are better suited to being "front-line warriors" than others. BISON: Shift=6 Attack Land=50 Attack Air=N/A Range=1 Defense=40 This is the basic battle tank of Military Madness. It's about as "bread-and- butter" as a unit can come. This unit is on almost every map and learning its strengths and weaknesses is a must. It has average attack power and average armor when fighting one-on-one so try to give it some support if possible. It's not the worst tank, but it's certainly not the best. This is another good "final blow" unit to use in order to keep the stronger units in the front line. Sometimes this unit is a good "bait" unit to use if you have a much stronger unit that you want to keep alive. Throw the Bison out in front and have you other unit hightail it out of there. Far more often than not the computer will take the Bison "bait" and attack that tank group and let the other unit get away. Not the most efficient way to win a scenario, but casualties are expected and they might as well be weaker units instead of stronger ones. LENET: Shift=5 Attack Land=45 Attack Air=N/A Range=1 Defense=30 Although the Lenet is probably the worst direct attack unit in the game, it does have its uses. Thankfully, it only shows up on a few maps and usually it is in the computer's army and not yours. Papier-mâché armor, a cork gun for main weapon and low movement make it less than wonderful. If this unit doesn't have any backup or supporting units a direct assault against almost any other unit is suicide. I don't know if I have ever personally had a Lenet unit fire into an enemy group that can fire back and not lost at least one tank. This unit is best suited for firing on units that can't shoot back or weakly armored targets such as Charlies and Kilroys. Be careful against Kilroys though as the attack power of both units is near equal and while most of the Kilroys may be destroyed, most of the Lenets are sure to be destroyed as well. This unit seems to be "unluckier" than most and will frequently lose to what should be an overwhelming victory. Use this unit with much caution. SLAGGER: Shift=7 Attack Land=50 Attack Air=N/A Range=1 Defense=50 Maybe it's the sleek, aerodynamic look of this tank, but for some reason it ranks pretty high on the "luck-o-meter". Unfortunately, you don't see many of these in your forces and that is quite a shame for this seems to me to be one of the best tanks in the game. It's only a minor upgrade from the Bison but against the Bison it does very well. In fact it does very well against all opponents only really seeming to lose completely in a few instances. The computer gets quite a bit of these things and you'll learn to hate the name Slagger right along with the name Hunter. 'Nuff said. TITAN: Shift=5 Attack Land=60 Attack Air=N/A Range=1 Defense=50 Another overly powerful tank that you won't get too many of, probably due to the fact that the computer loves to have overwhelming odds sometimes. The Titan tank is an upgrade over the Slagger and fights even better but at least seems to have normal luck compared to its extremely lucky friend. This tank has the uncanny ability to get in tons of fights and just not die. This of course makes your life miserable because you usually are fighting it, not fighting with it. It does make a powerful frontline battle tank, however, and should be used as such when you control them. Thankfully the movement is a bit slower than most tanks to make up for its tough armor and fighting power. POLAR: Shift=4 Attack Land=60 Attack Air=N/A Range=1 Defense=60 Now here is tank you can write home to Mom about. As powerful as the Titan and better armored, this baby is a personal favorite of mine. The low shift makes it difficult to quickly get to a fight, but once there it holds its own quite well. This tank seems 'unluckier' than some and will take some pretty bad knocks against sometimes sure victories. This tank basically trades speed for everything else. Keep it in front. You'll get quite a few of these to make up for the computer's overuse of Titans and Slaggers. GRIZZLY: Shift=4 Attack Land=70 Attack Air=N/A Range=1 Defense=50 A strange tank that is also the most powerful of the 'normal' tanks, this one trades speed and armor for a 'recoilless' rifle that has an amazing 70 attack power. However, this tank is less armored than it should be and therefore also seems to have poorer 'luck' than some. Even though the attack rating is very high it still sometimes manages to do poorly in a firefight. Even if it has poor direct attacking ability sometimes it makes an excellent backup unit (more on that later) and can greatly increase that attack power of other units. As stupid as it may seem, this is an excellent defense unit that is great for defending against marauding Charlie, Kilroy and Panther units. Leave it at home and use it as a very powerful doorstop or chokepoint clogger. GIANT: Shift=2 Attack Land=90 Attack Air=40 Range=1 Defense=80 If ever there was a vehicle that could best be described as a moving concrete building, this would the answer. The Giant is by far the most powerful land unit. It has a whopping 90 attack against land units, almost always completely destroying all but the most powerful units. It has a huge 80 for defense, which makes it very tough and even tougher to kill. It can also fire into the air with an attack rating of 40, but this shouldn't be used against anything but Falcons and Pelicans as Eagles and Hunters are powerful enough to defend themselves without taking too many casualties or any at all in some cases. Obviously with a shift rating of only 2 this tank sometimes takes ages to cross to where the fighting is. Sometimes again, that is part of the strategy. If the computer gets a Giant, it is usually far from combat and will take some time before it can be brought to battle. Other times both sides will get a Giant and they will both enter combat together, usually "canceling" each other out. This is unfortunately a terrible waste of firepower and should be avoided if possible. Try to bombard Giants from afar using indirect attack methods, Atlas guns preferred to kill one or two per volley. At least the Giants can't fire back. Be sure to try and eliminate any Pelicans as soon as possible as well, or the computer will carry the Giant around for quick assaults that will lead to your untimely demise. SEEKER: Shift=6 Attack Land=30 Attack Air=65 Range=1 Defense=30 Hmmm… what is this thing?… It fires into the air, can fire at land targets and it pretty fast. It's a tank… no, it's a truck… no… well.. Technically it's a tank. The Seeker is just about the Jack-of-all-Trades as you can get in Military Madness, but like any Jack-of-all-Trades it's also a master of none with one exception. It is not a great weapon to use in a direct assault against other ground units but can be used for backup. It's fast and can cover quite a bit of ground very quickly. The best use for the Seeker is firing into the air at Eagles, Falcons and Pelicans. Try to keep it away from the Hunter or the Seeker will most likely be reduced to slag. Eagles, Falcons and Pelicans do not have the armor rating to stand up to the Seeker's powerful anti-air guns. The Hunter has a slightly higher armor rating than the Seeker's attack, but the Hunter's attack power is far greater than the Seeker's cardboard armor. Try to keep this unit away from most tanks as they will stomp Seekers into the ground without much worry of retaliation. Another good 'bait' unit. RABBIT: Shift=8 Attack Land=70 Attack Air=10 Range=1 Defense=20 An exceedingly overused unit in the game, this "open-topped Humvee" is a fast in and sometimes fast destroyed unit. It has amazing attack power against land units but the very poor armor gets it killed as quickly as it fires its rockets into the enemy forces. The air attack power is so bad that attacking any units in the air is almost a complete waste of time. This unit is best used to "sneak" around the back and help other units in attacking or as a quick strike unit designed to cross the battlefield quickly so that it can stop enemy units from advancing. This is another unit that will show up in almost every map and using them is not only a necessity, it's a requirement. Using the Rabbit effectively on some maps can be the difference between a long conventional war and a several turn skirmish. V. Gameplay and Secret Stuff –OR-- How To Use Things That Kill Things I'm not going to go into detail about how to move units or how to capture bases, after all you can read the manual, right? You also have access to a "knowledge base" of sorts from the title screen as well that explains things like taking over bases and moving units and placing units inside transports. The information listed below is a compilation of information that I have gleaned, noticed, studied, etc. on Military Madness and the secrets I have found that help one take a small army and decimate a large one. Keep in mind that some of these values are not entirely accurate as it takes many factors to get some of these numbers. I'm sure someone knows exactly what the formulae are for calculating attack rating and defense and so forth, but I'm simply going to tell you how to get the numbers to do what you want them to. I will just break this information down into a list and one can read what they want and use this knowledge to help them better attack and defend against any threat. ---Taking over factories is important. A lot of maps have set factories that the computer and yourself will take over without much fuss. In a couple of cases with very careful planning and a little luck, you can take over a factory you weren't meant to have. Keep an eye out for factories in the center of the map and try to take the one farthest from you. You can then come back into friendly territory virtually unmolested to take the others. ---If the computer is going to take that factory anyway, learn where units can exit and which hexes they will occupy when they come out of the factory. Park a whole bunch of units around the factory and the computer won't be able to pull his brand new units out. Then sneak a factory capturing unit into the factory and you get all of the units and the computer's unit that it used to take the factory in the first place. Double duty! Be careful, as the computer will sometimes sacrifice scores of units in order to retake a factory that you have stolen from it. ---When a unit attacks it gets bonuses to attack if any other friendly units are "ahead and to the sides" of the attacking unit. Sometimes it is better to move a weaker tank unit (Lenet, Bison) ahead of the attacking unit so the attacking unit gets a bonus. This aids in combat for the attacking unit and can turn 'regular' tanks into powerhouses. The greater the attack power of the supporting units the bigger the bonuses. For fun, try supporting a Charlie with a Giant. The Charlie's attack power may multiply by a factor greater than 20 in some cases. Support with two units and get an even bigger bonus. ---Just as supporting units give an attack bonus, the opposite hold true when on the defensive. During the computer's turn, units that are attacked with supporting units will get bonuses to defense. This can many times be the difference between losing the whole unit, some of the members of the unit or not taking any casualties at all. Always try to keep units supported, as the computer has a tendency not to. The computer may seem like it is supporting units, but probably is not doing it as a means to help units out, but more of an excuse because all of the units can't squeeze through a particular area. Sometimes this can't be helped and single units just have to try and hold back what they can. Be prepared to take heavy losses with this strategy and try not to use too many units as sacrifices. ---The easiest way to eliminate any unit in the game is to surround it on opposite sides. If you can get a unit on both sides of any enemy unit and then attack it with the second unit, the attack and defense of the surrounded unit will be cut in half. This can make many fights against powerful units such as the Giant, Hunter, Slagger and Titan take much less time than would normally with a direct fight. Be warned, as the computer loves to use this strategy with its highly mobile Hunter units. This strategy isn't as effective against low armored units like Charlies and Panthers, but is excellent against the Giant. For instance, in a normal fight a Slagger's attack and defense are about 450. The Giant's armor is about 650 and attack is about 800. Surround the unit and 650 turns into 325 and 800 turns into 400. Much more manageable. During the attacking round of the surrounded unit, the values will revert to normal, so in most cases the idea of surrounding is to try and completely eliminate the entire unit. Another secret about surrounding units is with an important rule that units can only advance one hex past an enemy unit per turn. So, if a very powerful unit is surrounded by two very weak ones, next turn that powerful unit will only be able to move one hex in either direction. This is great for killing mobility when the ability to kill the unit doesn't exist. Keep in mind that the powerful unit will most likely not hesitate to attempt destruction of the weaker units that surround it. ---No air units left to fight with the Falcon? Use it as a surrounding unit. Use a slower tank to get next to an enemy to attack, but just before you do that fly the Falcon with it's very high shift around behind the enemy to cut the attack and defense numbers in half. Use the Falcon as bait to cause some units to "waste" a turn firing into the air. No units in the air to fight anymore? Who cares when the Falcon makes good target practice for the enemy and it stops it from firing on your ground forces, which you'll most likely need later. ---No air units left to fight with the Hawkeye? Too slow to use to surround against an enemy? Use it as a support unit. Even though it can't fight, the massive air attack rating turns into some nice bonuses for any land unit, attack and defense. ---Never and I repeat, NEVER let indirect attack units get to the front line. Doing so will cause the enemy to direct all fire at them in order to destroy them as soon as they possibly can. Yeah, they make great bait, but they aren't worth wasting unless the map is certainly yours. ---Park a loaded Pelican in the middle of a mountain range on the way to your destination to avoid being surrounded by ground forces. Be careful that enemy air units can't reach you and that the occasional wandering Hawkeye isn't in range, or you may lose two units instead of just one. ---Experienced units rule. Don't underestimate battle experience. If you don't understand what I'm talking about, I'll explain it in the next chapter, so don't worry. Just don't underestimate experience. ---A mean trick to use against the computer is to have a unit stay near a factory and fight and go into the factory and heal every other turn. This unit will be almost indestructible. ---A loaded Pelican that flies into a factory is a quick shortcut when dealing with a damaged unit. When the next turn comes around the Pelican and the unit that was loaded into it will be completely healed and ready to go. ---Remember that the computer will sometimes cheat. All battles have a nasty "luck" factor that can cause the mightiest units to fall on their faces against the weakest of opponents. Also remember that the reset button is right in front of you and you can just start the stage over again if the first couple of rounds don't go they way you would prefer. ---The computer will attempt to destroy your Panther units as quickly as it can. Use this knowledge to lure the computer into nasty ambushes. Also keep in mind that sometimes on a given map that your Panthers may not be designed to live longer than a couple of rounds, so don't spend everything you have trying to defend them. Find a backdoor to that factory that you want. On the other side, you will want to try and destroy the computer's Panthers as well, because left alive they will practically beeline to your base and if they make it in, you lose. ---All maps will end after 50 turns, so remember that you have limited time before your units mutiny on you. If your units rebel, you automatically lose on the current map. This is most common when you have a couple of units left and the computer has many Atlas guns left over. ---Plan on almost all fights on all maps as being total wins. Do not plan any map as being a quick win by dropping a Charlie into the enemy prison camp and winning in three turns. In order to win you must plan all maps as being a total victory brought about by the complete destruction of all enemy units. Failure to plan this way will cause you to lose many units and lose them quickly. Remember that the programmers who made this game thought ahead. These guys were clever and filled in any gaps that would allow one to end maps quickly using this strategy. In the meantime, remember that the computer will take your base if you leave it unguarded. No force you can muster will win the map if the computer keeps taking your base behind your back. VI. Experienced Units –OR—Smart Things That Kill Dumb Weak Things While fighting you will notice that units get "stars" and "more stars" and finally a "big star" for continual fighting without being destroyed. This is battle experience. As a unit continues to fight and stay alive it gains this experience and in so doing becomes a better unit. All units on a new map start with no experience. As the map drags on some units will have full experience and these units are very deadly. In the first few maps, experience is not as necessary as the maps are small and the battles are few. One can quickly surmount the odds that the computer presents. One or two units may be quite experienced at the end of the scenario, but one cannot rely on this as there are no factories in which to repair these units. In the middle maps, a unit with full experience is a force to be reckoned with but is normally uncommon due to their being so many units per side.. In the final stages many units will have full experience and because of this many fights are quite spectacular to watch, but again the "luck" factor rears its ugly head, probably due to the attack and defense values getting out of control. In this section I will run down each unit and explain the benefits of full experience. Treat any amount of "stars" before the full star of experience as a bonus. If a Bison with one small star attacks one with zero stars, then the Bison with one small star will have a very slight advantage against the zero star Bison. If the zero star Bison outnumbers the one star Bison though, the zero star Bison will likely have the upper hand. Think of stars of experience as all of the current members of the unit just being better combatants. If a damaged five star unit enters a factory, it will emerge next turn as a full unit with five stars. Needless to say keeping experienced units alive is the difference between victory and death on many later maps. Experienced units should be withdrawn from the front lines when they have incurred many losses as they will be much more useful inactive for a couple of turns as opposed to destroyed completely. When the computer's units get lots of experience or have full stars, the best way to remove them is to concentrate firepower or surround the unit to cut attack and defense in half. Stars are gained in the following manner: 0 stars – Getting completely destroyed (well, what do you expect?) and completely missing your opponent when firing at them in combat. 1 star – Being in combat and losing one or more units but not getting completely destroyed. Most common form of experience. 2 stars – Completely destroying an enemy unit, or having an enemy completely miss your unit when they fire at you in combat. Kill a very weak unit with a very strong one for an easy 2 stars. Because of they way experience is gained it is not always advisable to attack "just because you can". Sometimes this can cause far greater harm than good, especially against strong units. It is foolish for Charlies, Kilroys, Panthers, Mules, Rabbits and Lynxs to fire into the air simply because they can take "potshots" at Falcons. The last thing you want to do is to give a computer's Falcons more experience than they already have. If a full star Falcon manages to get a Pelican group in combat, the Pelican group will be completely destroyed about 99.9% of the time. Sometimes, a full star Falcon with only two planes in the group firing into a Pelican group can kill as many as six of the Pelicans with one volley. This is a perfect reason to not pick fights that you can't win. It's ok if the above-mentioned weaker air attacking units fire at Pelicans, as there is always a chance that one will be shot down, but every time the Pelican group is not completely destroyed, it gains another star and is that much harder to shoot down with these weaker units. If the Pelican is carrying powerful units, then by all means fire away. At least the unit being carried won't gain experience. The above example can be used to deter weaker Hadrian howitzer guns from firing into Giant tank groups as the Hadrian will most likely miss and cause the Giant group to immediately gain two stars. In this example the Giant will gain a significant boost to attack and defense above the already impressive numbers. When the computer does this to you it can make your life a little easier. Don't oblige the computer by repeating its mistakes. Stars also give a unit slightly better "luck" too and may cause very powerful units to miss more often than they normally would when attacking an experienced unit. For example, inexperienced Hunter groups are notorious for sloppy attacks. A perfect example of this phenomenon that I have witnessed on two separate occasions is a Hunter group with no stars and one Hunter group with one star firing into a Charlie group with a full star. In both instances, the Hunter groups completely missed every Charlie in front of them and the Charlie units managed to destroy a single Hunter. Given the numbers for attack and defense for both units, it is plain to see that the Hunters missed and the Charlies lived purely out of "dumb luck" and had nothing to do with one unit being more powerful or tougher than the other. "Dumb luck" also is a factor with regards to the Charlie unit actually managing to kill a Hunter. In fact, in almost all cases if the very same fight was repeated then most likely one of two things would happen. The Charlies would lose all of their units, or the Charlies would lose almost all of their units. In both cases as well, the Hunter groups would lose no units, as the Charlies simply don't have the attack rating to put a dent in the Hunter groups' armor. "Luck" is a nasty statistic that can and will turn at least one if not more battles per map completely backward and leave you gaping open-mouthed at the screen. I will now run through the list of units again and explain the benefits of full experience over zero experience. Not all units simply perform better because they have a full star. In most cases a unit simply takes on a new "personality" and gains the ability to perform a certain task. It seems to me that the game programmers specifically kept these "personalities" a secret and led one to believe that a full star just made any given unit perform somewhere between 50% and 100% better than it used to. I or course have not confirmed that this is truly the case, but some units take on entirely new roles upon gaining significant amounts of experience. Hundreds of hours of play has allowed me to carefully watch all of the units in the game and I am basing my theories from careful observation. Of course the entire concept could be totally wrong, however, I'm just telling you what I see. Any stars in between from one to eight (nine is the maximum and the full star) are just how a unit will perform when it is not "maxed out". A unit with six stars will definitely fight better and defend itself better than one that has no stars, but not as well as one with a full star. Also remember that stars are not the deciding factor between victory and defeat. Use the experience stars as a guideline and fear the computer and it's hidden and secret value known as "luck". Charlie: Not much of a fighter even maxed, but it has an easier time of not getting wiped out in a single volley by very powerful units. Kilroy: Very powerful attack, but they still can't take a hit to save their lives. If these guys see a full star then they have probably seen far too much action. Panther: Strangely enough they still seem to stink, but they just seem to stink for a little longer than normal. They get a little better at defending themselves, but they still can't hit the broad side of barn. Trigger: Don't let the enemy's Trigger mines get a full star or you might as well start over. Don't waste turns by firing at these unless you can surround them. Full stars on Triggers equals almost invincible defense and it takes far too long to pass them. Mule: If you have a Mule with a full star then you are either bored or you can't seem to keep them away from the enemy. If it does manage to have a full star, use them as a backup or a support unit to get a little extra "push" when strong units fire on each other. Other than that they defend like they never got any stars in the first place. They pop like balloons. Pelican: Another unit that shouldn't have a full star. If it does you'll benefit from a slightly better chance to not get blown out of the sky in one volley from a powerful anti-air unit. Two volleys will probably work though. They pop like balloons over a candle. Falcon: It's common for these fighters to get full stars. A lot of weaker enemy units just can't resist taking an uncontested pot shot at these guys and will almost always completely miss. Even if they don't, one less Falcon really isn't much of a loss and if four or five are killed in a few battles, that's four or five stars on the way to a full star. Just fly back into a factory and emerge as a full Falcon force with almost full experience. Extremely deadly to other air units including Hunters. Due to the low armor rating of Falcons, a Falcon/Hunter exchange will likely result in the almost (or sometimes complete) destruction of both units. Very entertaining. Use a full star Falcon to achieve a sure victory over a Pelican group. Later when you have air superiority, use them as a support unit and watch your attack numbers skyrocket. (No pun intended…) Eagle: If you manage to get a full star Eagle, you are either very talented or exceedingly lucky. These poor units usually fall in the first couple of rounds that they are used due to their slightly lower speed and paper-thin armor. Full star Eagles, however, can decimate lightly armored units and some tanks, so use them for bombers as that is what they were designed for. Never rely on a full star Eagle to bring down a Pelican group in a single volley, as it will take an incredible amount of "luck" in order for this to happen. Hunter: If you let the computer get a full star Hunter on a map then you have just officially entered hell. On later stages you won't have much choice but to put up with at least one very experienced Hunter. Try to bring several Hawkeyes in range and fire away uncontested. Finish it off with a Falcon. Don't use Seekers or any other low air attack vehicle or the Hunter will simply laugh at your "offering" and ram it back down your throat. Try to surround the Hunter and cut its power in half or the battles will be long and quite ugly. Hawkeye: It's semi-common for some Hawkeyes to get a full star. When they do they should be renamed "The Aircraft's Bane" as they can bring down even full Hunter units in a single volley. It should be noted that you can "support" a Hawkeye in the same way as any other unit even though it is ranged. For some reason a powerful unit, or any unit for that matter, can boost the attack rating of the air-to-air missiles to even greater values than they are alone. This helps in later stages when the computer may get a half dozen Hunters. Hadrian: When this unit gets a full star a whole new world of pain opens up. The Hadrian has basically mastered pain as a long range weapon and can easily inflict it on even the toughest of opponents. Ah, finally a real display of unit experience, the Hadrian can quickly destroy entire groups of units without breaking a sweat. Too bad they don't get any smarter though as they still don't seem to dodge bullets any better. Octopus: A strange full star unit. It doesn't seem to fight any better, unit it gets weaker. When this unit has a full star it becomes "the lone gunman". A full star and only two Octopi in a unit and this group can suddenly put a 20-pound rocket inside of a steel barrel at 50 miles. The accuracy becomes near perfect and every time it fires into even the most heavily armored groups at least one will always die. Even full star Giant tanks seem to always lose a member from these things. Repair the unit to full capacity and for some reason they "dumb up" again and start missing. Oh, well you can't have your cake and eat it too. Atlas: If an Atlas has a full star then you probably should retreat and bum rush it, as it will quickly and most efficiently destroy any unit that gets close to it. Another great strategy is to attack with Hunters if you have them, or with Eagles. They can bomb away and not get hurt thanks to the inability to fire into the air for the Atlas. I have seen a full star Atlas kill every unit in the game with a single volley (and I'm sure it was pure bad luck when the Giants died) so they must be destroyed either before they get the full star, or you can park in the safe zone directly next to them. Be afraid. Be very afraid. Lynx: This was never a good fighter and never will be, full star or not. The only thing that the star really manages to do for this enigma is to make it quite a bit more accurate. Unfortunately it doesn't seem to do much for the attack power and this is what needs to get better. It still just loves to let enemies shoot holes in the sides of them, so don't think that they are going to get any better at staying alive. Bison: A full star makes this main battle tank fight slightly better. Slightly better at avoiding death, and slightly better at dealing it out but it still makes an average tank look average. Observation has shown me that the tank may actually be "luckier" when it has no experience. It seems to go much more "by the numbers" as a full star unit. Lenet: "A full star does not a powerful unit make" is this sappy tank's motto. If you purposely got a full star on this thing just to see what it can do then you are probably some sort of sadomasochist anyway and you just like pain. This thing fights really poorly any way one looks at it regardless of how much experience it has. Thankfully you only get a couple of these units in the entire game while the computer seems to be plagued with them. If you have a thing for the Lenet, full star or not then you are different and strange. Slagger: Watch out for these "luckier than most" tanks when they have a full star. They become quite powerful and are a match for Giant tanks on many occasions. They can deal death like a Las Vegas blackjack dealer and not even crack a smile when you lose all of your chips. It's just too bad the computer gets almost all of the Slagger tanks. Titan: Another very powerful unit with a full star. Thankfully what they get in attack power, they lack in overall attack strength. They seem to have a knack for not getting completely destroyed by any unit and they never seem to incur heavy losses like the Polar or Grizzly. They also seem to lose some of their accuracy too and end up being a better support unit than frontline fighter. Polar: Wow!! It's like they get explosives strapped to them! With a full star these crazy tanks seem to blow themselves up along with the enemies they are firing at. Only lightly armored targets seem to die readily at their hands. Keep these away from experienced Slaggers and Titans as these fights will always result in many Polar losses. Grizzly: Never liked this unit and never will. This unit actually seems to get even dumber than it already is when it gets a full star. Maybe the armor is just too thin. Maybe those huge cannons really just suck. I don't know what it is, but when I find out why the Grizzly turns into a Road Kill Kitten, I'll be sure to let everyone know. Giant: In later stages this unit can't help but to get full stars. As if it wasn't powerful enough without it, it now becomes a super-unit with a very low chance at getting shot and even more attack power than it could ever need. It is critical to attack these units from both sides and even then, half of a thousand attack and defense is still 500 and that is better than almost every other tank in the game. Cross your fingers and hope for the best. Seeker: Strange. It doesn't seem to be more effective at shooting air targets, but certainly seems to have gained the ability to kill ground units with a higher efficiency rivaling many regular tanks. Finally it can be used as a normal, and now very powerful unit. Rabbit: The Rabbit also seems to suffer from "Polar Syndrome". The low armor can't keep it away from getting blasted to pieces. It does seem to put up quite a much better fight, though and can burn through tanks as quickly as the tanks can burn through them. A full star Rabbit is also known as a "suicide bomber" having the ability to usually destroy any mid range and lower strength unit in a single volley. This causes the Rabbit to usually take critical losses or sometimes get completely killed. Keep your "Xena War Cry" handy when attacking with these things. VII. Stage Strategies –OR-- How To Try To Not Get Killed With Things Throughout the next section I will list and explain all of the maps in the normal mode section. Later I may add the hard mode maps, but for now it will just be the normal game and its maps. I will explain the strategies that I use to consistently beat a given map. Keep in mind that a lot of "luck" is needed to get by quite a bit of some of them. Many stage reloads may be in order to pass some of the higher stages as the computer is very sneaky, knows exactly how far any unit can move, knows the perfect times to sneak around behind your forces and has a near perfect ability to get into your prison camp before you stop it from doing so. Thankfully this game introduced a very simple password screen that requires you to simply enter the stage name, always being six letters long, which is always given to you at the start of each new stage. Just write them all down, or if you want, they are all listed later and as each map goes I list the title of the map, and put the name in and you jump straight to the stage. This saves tons of time for stage reloads due to poor "luck" or poorer unit movement. Without further ado, here is my list of strategies for all of the normal mode maps for Military Madness. May they help you achieve victory. REVOLT: A grossly simple stage, and of course the first. If you can't find victory here, you might as well give up. Just smash all of your units in a big blob in the center and push through past the crevasse until all enemy units are destroyed. Be watchful of the computer, as a Charlie unit will attempt to pass through the southern mountains in order to take over your base. Meet him with both of your Charlie units for some fun rifle-to-rifle action. By the time he gets through the mountains your tanks will be done with the rest of the filth on the stage, and one more Charlie unit isn't going to put up much of a fight. This stage can easily be won without losing any units at all. You can easily tell when the computer is giving up, too. If the computer has quite a few units left on any map and simply doesn't move them or moves units but doesn't attack with some or all of them, then the computer is probably ready to quit. This hold true for any map. ICARUS: Another simple stage with more units than before. Split your forces so all of your Charlies and one Bison go around the top. All the rest of your Bisons should just push through the center. Enjoy your time with superior forces, as it won't last forever. CYRANO: This map actually requires one to think. Try to hold your Bisons on the bottom away from the computer's forces. There is a Hadrian in the factory and if it comes out and your Bisons are in range then they can get pounded. Take all of your Charlies and lone Bison on the north side and make a stand in the small hills and let the computer come to you on the top. After the computer takes the 'bait' and starts going around the top then bring your bottom Bisons in around from the bottom and completely surround the computer and destroy at will. RAMSEY: A fun map named after John and Patsey and the first with factories that you can take over. Ok, it isn't really named after John and Patsey, but I couldn't help myself. This is also the first map that you must scroll to see the entire battlefield on. There is a lot of wasted space on this map. You should easily be able to take over both factories but unfortunately there aren't many units in either one. That's ok though, as the computer tends to hold grudges when it thinks it can take a factory over and will keep attacking units near the center factory. Put your Hadrian right in the center of the screen surrounded by mountains and nothing can touch you, save the enemy Hadrian. Just sit and fire and watch the computer die. The Seekers make a great counter to the lone Eagle the computer has. NEWTON: Everyone starts out pretty separated on this one. Two factories for you and two for the computer. The first map to contain the powerful Hunter, but you get a Hawkeye in order to counteract this. Take your forces and mass them in the center just above the road and you can benefit from the land protection while the computer's forces sit on the road with no protection. Stay near the factory to quickly withdraw and repair units. SENECA: The first map with the Giant tank and it can be yours if you act fast. Start by loading your Charlies into the Mules and start moving your forces around the mountain range. You may wish to sacrifice your Falcon and Eagle to catch the Hunter before it engages any more important units. Quickly get as many units past the third factory to secure all three of them and overwhelm the computer with sheer numbers. Don't worry about the Hawkeye that the computer has. It can't attack ground forces and your Falcon and Eagle are better spent 'confusing' the Hunter. If the Hunter is not stopped early then it will most likely attack your Mule transports with the Charlies inside. SABINE: An odd map with a big crevasse in the middle that makes supporting units difficult. Your Giant tank may never even see any real action by the time it gets to the fight. Load those Triggers and stuff one or both on the northern road to stop the computer from quickly taking one of the factories with a little luck. After taking the factories overwhelm and surround. Another option is to let the computer take the factories on purpose and use your Triggers and Giant to play "squeeze play" and force them through a small gap. The Giant quickly gains experience and gets a huge defense bonus from the Triggers and dispatches units with little effort. ARATUS: Carry a Charlie and an Atlas to the only neutral factory on this board. With a little perseverance and luck you can take the factory even though two Hunters block your way. Use the Charlie to nab the factory and the Atlas gun to protect it. You know you have won when the Atlas can't find any more targets. GALIOS: A long and overly drawn out fight, this one can be won with some luck. If you can manage to take the very center factory you are assured victory as the units inside are numerous and powerful. The factory to the south of your starting location is always yours unless you ignore it completely but almost all of the units inside are slow to get to the battle due to low shift. Take the center factory and get the one directly north of it right after that for a sure win. DARWIN: Aircraft abound but you won't get much use out of your anti-air Hawkeyes. Three Hunters and perhaps more for the computer and or course this is not a good thing. Plan on taking the factories in the top-center, the bottom-left corner and the one in the very center-left. The computer will most likely start by making a beeline for the factory in the upper-right corner and the one right next to where it starts. Use your Falcons to keep the Hunters busy and to stall the computer from getting any of the factories quickly. Sometimes the difference between having a factory now or one or two turns from now can completely change the outcome of the battle. PASCAL: The key to winning here is deception. If you can manage to lure the computer's forces away from the center-right of the screen and those two lower-right factories you are on the path to victory. Screw up while sending Pelicans with Charlies and you are going to lose a lot of units. The Hunter, Seeker and Rabbit will engage your puny Charlies and smack them around with prejudice. Ideally you want to send one capture unit to the lower right and one to the upper-left so you can meet in the middle and drive north. However this doesn't always work and the Pelicans can be used to sneak around behind the enemy base. Most likely the computer's Giant won't see action until the end of the fight and by then you should have some decent experienced units to surround it with. It will almost always be parked on his prison camp to prevent you from walking in and capturing it. Capture his factory instead and use it to repair while hammering on the Giant. HALLEY: This nightmare level requires nerves of steel and a high degree of luck to win. Using your Falcons as bait, lure the Hunters away from your Eagles. Use your Eagles to fly far behind enemy lines in order to attempt destruction of that pesky Panther unit. Quickly fly a Pelican with a Charlie in it next to the centrally located factory and take it over. The fight of the century will occur in the middle of this map if this works. Take over the factories in the corners for even more (and now worthless) units. They won't even see any fighting by the time your Hunters decimate the computer's forces. If the computer does get the center factory then you are required to fend it off using the units in the other two factories. This is not impossible but it is incredibly difficult as the forces in these factories do not complement each other very well and they are on opposite ends of the map. BORMAN: Well, everyone starts inside factories for a strange change of pace. Your Panther is going to take longer than usual to cross to the lower-left factory due to the bad terrain. The factory in the center and the one in the upper-right are not meant to be taken over unless you have already destroyed all of the other units in the computer's army. Don't bother trying to get there before the computer, as the crevasses in the way will make this impossible. Try to group all of your forces together out of the range of the Atlas guns and destroy them all before rushing the Atlas guns and finishing off the map. APOLLO: This map should be called "Custer's Last Stand" but obviously that's more than six letters. This map is actually not that hard, it is just the preparation that seems tough. Your Giant will enter combat late, but by then will have some good experience if it lives due to the Atlas guns constantly firing at them. There is a factory directly south of the one you already own and that should be taken over first. Leave the others alone as you simply won't be able to get them. The lone Eagle in the other factory should be kept behind your forces to avoid destruction early. As soon as the computer's air forces have been dealt with then the Eagle can fly around and make short work of most units. The Giant should head straight for the factory south of the one you own, as it will take substantial casualties from the Atlas guns. Drive all the rest of the forces around the top of the screen so they are all jammed up in a big mass between the two factories and make this your "last stand". The computer, due to the poor terrain, will send units in a line toward your location, which makes them incredibly easy to destroy at long range. The stragglers can be picked off using a "tank block" or a "tank wall" and other powerful units that just sit there and say, "come to me, come shoot me" and then your Hadrian and Atlas rip them apart. The Hawkeye won't do much more than offer support. The computer will attempt to put its own Atlas within range and fire at you but this can be seen a few turns before it happens and prevented with a quick two or three unit tank strike to make sure the Atlas guns are destroyed before they ever get out of the Mules that are carrying them. KAISER: Almost to the end. This is another map that may require a little too much luck. Start by sending your Rabbit up around the left side of the mountain range to go try and intercept the Mule carrying the Kilroy so it can't take the factory as quickly. This will almost undoubtedly fail, but each turn that the computer doesn't have the units in that factory the easier your life will be. Get a Pelican with a Charlie in the upper-left corner to get your extra units. The best way to win is to make two armies and let them defend their factories and the south army can defend the prison camp. Let the computer come to you since it will take the factory on the far right of the map with many units inside. Thanks to the poor terrain outside of it all of the units will trickle into your ranks and are much easier to deal with. Later in the campaign, try and move your northern army south to make one big army, which makes it much easier to deal with the remainder of the computer's units. About six to eight turns into the fight the computer will very strongly attempt to fly two Pelicans with Charlies aboard to try and take over your base. This is the main reason that your forces must be split. NECTOR: Here is the last stage and it is not a pretty one. The best strategy against the myriad of forces that the computer has is to sit and wait. Let the computer worry about getting to you so you can make it easier to defend your base. A Charlie unit will attempt to circle around the mountains to the left in order to sneak into your base. The Atlas guns should be rushed one at a time to avoid incurring major casualties. Hang back and let the computer come to you so the computer's units are farther away from its factories. A good strategy and a surprising one for this stage is to put your Eagle inside a factory and leave it there until the Hunters have been destroyed. It is much easier to stay away from the Hawkeyes than the Hunters and the Eagles make good Atlas killers. For a truly rewarding pleasure, try and get your Atlas gun to the other side of the map and unload it right on your base. The 35% bonus to defense is great and anything that gets in range can be taken out far from your base without much trouble. The main thing that may kill you on this map is time. You have to balance your time between knowing when to sit and when to attack and go on the offensive. If all of the computer's vehicles have been destroyed then it is time to kamikaze the Atlas guns and win. Don't try to take over the base with a Charlie, as any remaining Atlas guns will make very short work of a capture unit. Congratulations. You've won against the Axis and saved Earth. Yippee. VIII. Game Secrets –OR—Skipping Ahead When You Can't Kill Things So you want to skip ahead a few stages. That's great. I wish you luck. Some stages are certainly easier than others and I'm not going to think any different of anyone that wants to skip difficult stages. Here I will list all of the stage names, secrets, tricks and other assorted nonsense that I know exists in Military Madness. --Play as the Axis side— Turn the system on while holding select. Go to one player continue while still holding select and enter the name of the map you want to play and press button I. Keep pressing button I until the map starts all the while holding the select button. When you start the map the computer will be playing the Allied forces and you will be in control of the Axis forces. --Sound Test— What is with sound tests in games? They are so silly, especially for this one. If you want to get to the sound test hidden in Military Madness input ONGAKU at the stage continue screen. --Watch the computer fight itself— At the title screen highlight 2 player continue and hold select. Press button I and then enter then name of the map you want to watch the computer play itself on. Keep holding select while entering the name and press button I to finish. When the map starts the computer will be playing both sides. Sometimes good if you want to see how a battle may progress before trying it yourself. Also good for a laugh when you just want to watch the computer beat on itself. --All of the stages— To skip to any of the maps in Military Madness just enter the name of the map you want to go to at the continue screen. Go straight to Nector and win the map for the endgame. The normal and advanced campaign map names are listed here. Later I will get around to writing strategies for the advanced campaign maps as they require much more thought and because I'm a little lazy right now. The advanced maps are exactly the same as the normal maps with different units, different initial placement and sometimes more and sometimes less units. Normal Campaign Advanced Campaign ---------------------- ------------------------- REVOLT MILTON ICARUS IRAGAN CYRANO LIPTUS RAMSEY INAKKA NEWTON TETRAS SENECA ARBINE SABINE RECTOS (Don't ask) ARATUS YEANTI GALIOS MONOGA DARWIN ATTAYA PASCAL DESHTA HALLEY NEKOSE BORMAN ERATIN APOLLO SOLCIS KAISER SAGINE NECTOR WINNER IX. Conclusion –OR—I've Had Enough Of The Killing Of Things Well, here we are at the end. I truly hope that at least some of these strategies got you closer to the end of Military Madness. Let me know if you have some truly wicked strategies that allow you to stomp the computer into the ground and I will add it to this FAQ. a. Revision History –OR— Yes, I Spent That Much Time Writing It! So What? [Version 0.1] 02/13/01 Got the basics down. Got the general look on paper and tried to think up a lot of catchy and crazy names to call the contents. Couldn't come up with too much so I got mad and came back to a lot of it later. [Version 0.4] 02/17/01 Spent a lot of time writing all of the information that I would need down in a notebook so I could stop staring at the game screen. Really, I didn't have anything better to do at work, and I was really tired of talking to dumb cable modem customers about their stupid email problems so I took some time to catch up on this. Wrote a good portion of a few sections. [Version 0.6] 02/22/01 Got the Gameplay sections almost completed and went back and grammar checked quite a bit. It's pretty bad when I can sit here and laugh at my own dumb jokes. I'm doing it now. Later I'll probably point this part out to a co-worker named Vicky who probably won't appreciate it and will give me that glare like she did the other day. She'll probably have to comment again on how I don't get out enough, etc. and by then everyone else in the room will wonder what in the world she is even talking about. It may be interesting to see if she minds having her name immortalized in a game FAQ. [Version 0.8] 02/23/01 Almost completely done. Thinking about uploading this version and then noticed that CJayC got sick and is really behind on updating the site. Get well soon CJayC, and I'll finish this up so I can upload the FAQ in its entirety. [Version 1.0] 02/25/01 Hooray! It's done! Wow, the first Military Madness FAQ for the TG-16. Finished all of the sections, spell checked the entire document and went back over it with a fine-tooth comb to make sure there are no silly grammar errors. I wouldn't want to have someone email me and tell me that I spelled the word "the" wrong or something. Not like that happens very of-ten.. ARGH!! [Version 1.1] 03/02/01 Fixed some minor spelling and grammar problems. Reset the margins because of the way GameFAQ's margins are set up. Pulled the right margin in to prevent the text from doing that nasty rap-around move. [Version 1.2] 03/03/01 Amazing how one can find even more errors if you just look hard enough. Maybe I need to stop looking before this thing hits version 1.99… b. Special Thanks –OR—People That Made My Life A Little Easier Thanks to Annie, my wife for sleeping during most of the construction of this FAQ. Had she been awake, I'm sure she would have killed me by now. I love you, babe! Thanks to Kao Megura and John Peasley. I used their FAQs for a general outline and template for my FAQ, seeing how I haven't written any before. I also thank John Peasley for the great FAQ on Mega Man X5. I've been waiting for a long time for this game to come out and I'm glad he was so thorough in his work. Thanks to Vicky for not screaming at me the couple of times she caught me playing this game while talking to customers. Thanks for being the "cool boss". A "special" thanks to AT&T@Home for showing me just how bad customer service can really be, and no, I don't work for them. Anymore. Special thanks to Convergy's as well, as they were the ones that opened that door in the first place. A very heartfelt "up yours" to all of those people in the Toledo, Ohio area that think that the internet is like the second coming of Christ. So your internet connection isn't working. So what? Go read a book, or cook for your family and get off of the porn sites. Just because you didn't get an email today does not mean that you should call me to see if anything is wrong. People, get a life. Thanks to Scott and Doug who made life very interesting over at Aeroquip-Vickers. Thanks to John North for giving me a chance even though I scored 40% on the Novell Networking test. Before you laugh, keep in mind that I didn't know anything about Novell when I took the test. Anyone laughing now? And, Thanks to my parents who showed me all sorts of great things and then promptly moved out of the country. Don't ask, long story. Hey, they came back. It's not what you think. Really. c. Author's Note –OR—A Few Rants For Those Of You That Are Still Here Ok, well, not really. It just sounds good. If you see any errors in this FAQ then email me and let me know. I'll give credit where credit is due. If I missed anything and you just have to let me know then do so and I'll put it in here. It's not good to have an incomplete FAQ lying around. Remember one last thing: A penny saved is ridiculous. Copyright 2001 Kevin Lee