    Gaika no Gouhou: Air Land Force (Windows)
    FAQ/Strategy Guide (Version 1.0 - Incomplete Struggle)

    Current Update: Monday, 1 July 2002 (Canada Day)
    Previous Update: Sunday, 23 June 2002
    Created: Sunday, 16 June 2002

    By Don "Gamera" Chan (crs1219@hotmail.com)

1.   Acknowledgements
2.   Nutrition Information
3.   1st Impression
3.1    2nd Impression
4.   Strategies
4.1    Kantou region, Kanagawa prefecture
4.2    Kantou region, Tokyo
4.3    Kantou region, Dasaitama prefecture
4.4    Kantou region, Gunma prefecture
4.5    Kantou region, Tochigi prefecture
4.6    Kantou region, Ibaraki prefecture
4.7    Kantou region, Chiba prefecture
4.8    Shizuoka Liberation Battle
4.51   Kyushu region, Okinawa prefecture
5.   Orders of Battle
5.1    All
5.2    United States Army/Air Force
5.3    United States Navy/Marine Corps
5.4    Russia
5.5    Germany
5.6    United Kingdom
5.7    Japan
6.   Links

"Setsunasa!" (*1)

    Disclaimer: I send the newest version of this file to
only six Websites:
    - http://www.gamefaqs.com/computer/doswin/game/33453.html
    - http://vgstrategies.about.com/
    - http://DLH.Net/
    - http://www.gamesover.com/
    - http://www.cheathappens.com/
    - http://www.ggmania.com/
    If you downloaded or read this file at other Websites,
the SysOps of the other Websites probably leeched it from
one of the above Websites.

    Dementi: J'ai envoye la plus recente version de ce
fichier a seulement six sites webs.
    - http://www.gamefaqs.com/computer/doswin/game/33453.html
    - http://vgstrategies.about.com/
    - http://DLH.Net/
    - http://www.gamesover.com/
    - http://www.cheathappens.com/
    - http://www.ggmania.com/
    Si vous avez telecharge ou lu ce fichier a partir
d'autres sites, les responsables de ces sites l'auront
probablement pompe a partir de l'un des sites
ci-dessus.

1.   ACKNOWLEDGEMENTS

    Thanks to these sierra hotel persons/organisations:
    - Jean-Luc Barbera of France, for the French
translation of the Disclaimer, and the English
translation of the NOIR foreword. (After all, English
and French are the two official languages up here in
Canada, the True North Strong and Free.)

    (Social democracy in action.)

    No thanks to these lima delta persons/organisations:
    - Major H. "Psycho" S., the pilot of the F-16C of the
170th Fighter Squadron, 183rd Fighter Wing, Illinois Air
National Guard (based at Springfield, Illinois, USA, and
temporarily deployed to Al Jaber Air Base, Kuwait), that
attacked, with a 500-pound GBU-12 laser-guided bomb, members
of Alpha Company, 3rd Battalion, Princess Patricia's
Canadian Light Infantry (3 PPCLI, based at Edmonton
Garrison, Alberta, Canada), Canadian Armed Forces, in the
Tarnak Farms training area near Kandahar, Afghanistan, at or
about 01:55 on Thursday, 18 April 2002 (local time). (X_X)
Four Canadian soldiers were KIA, and eight were WIA. (;_;)

    In memory of:
    - The victims of the terrorist attacks in the USA
in the morning on 11 September 2001. God bless America.

    "Le noir, ce mot designe depuis une epoque lointaine le
nom du destin.
    "Les deux vierges regnent sur la mort.
    "Les mains noires protegent la paix des nouveaux-nes."
    - NOIR (TV: 2001)

2.   NUTRITION INFORMATION (Introduction)

    Title:         Gaika no Gouhou: Air Land Force
    Genre:         Tactical war game
    Rating:        -
    Players:       1
    OS:            Japanese Windows 95/98/Me/2000/XP
    Maker:         Koei
    On Sale:       Friday, 31 May 2002 (Japanese Windows)

    This game was previously scheduled for Friday, 8 March
2002.

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3.   1ST IMPRESSION

    [Ramble ON]

    Gaika no Gouhou: Air Land Force is a turn-based
strategy game, based in modern day Japan and with post-1980s
military hardware. (No more whiskey delta Su-22s and T-62s.)
    The "Gaika no Gouhou" in the title approximately means
"Signal gun of victory song".
    The game is on one CD.
    The game doesn't allow the player to choose the install
size. After installation, the game squats on about 1.24 GB.
    (Seems the player doesn't need to keep the CD in the
CD-ROM drive to play the game?)

    The background story is fun. In the game world, in
1945, the US didn't nuke Hiroshima and Nagasaki. (D_mn.
They should've nuked Kyouto and Toukyou.) Instead, in autumn
1945, WWII in the Pacific TOP (theatre of operations) ended
when the Allied and the Soviet Union forces landed on
mainland Japan and partitioned her. (Hooray.)
    In 1990, West Germany and East Germany re-united.
    In 1991, the Soviet Union croaked.
    In 1999, Japan became destabilised.
    Finally, in spring 200X, the player's Freedom
Liberation Army (Jiyuu Kaihougun), like a modern day
Tokugawa Ieyasu, began its struggle to re-unify Japan and
liberate her from the nations that have partitioned her...
including the Japanese Army... (?_?)

    The controls are IMO intuitive, point-and-click, and
user-friendly. LMB (left mouse button) is Yes/Confirm. RMB
(right mouse button) is No/Cancel. The mouse scroll wheel is
the next active friendly unit.
    The game has other shortcut keys, such as L for load
game and S for save game. The player can load/save game
anytime, such as during a battle, or during the logistics
screens between two battles.
    The game has 99 screens of save game slots, with 20
slots per screen.

    When the player begins a game, the player chooses i)
the supplier of the player's initial weapons, and ii) the
prefecture of the first battle.

    The six suppliers are:
    - USA/AF (United States Army/Air Force), for master
players.
    - USN/MC (United States Navy/Marine Corps), for novice
players.
    - Russia, for novice players.
    - Germany, for expert players.
    - United Kingdom, for expert players.
    - Japan, for expert players.
    Each supplier has different air units, ground units,
naval units, healing rates, and tech level costs. For
example, the USN/MC has the M60A3 as its MBT, and Russia has
the T-72.
    Choosing a supplier gives the player a free TL1 (Tech
Level 1) in that supplier. Like a multi-class chara in a
RPG, the Gaika player can spend Nu Yen (see below) to buy TL
in any of the suppliers after each battle. For example:
    - USA/AF, TL1: 10,000 Nu Yen.
    - USN/MC, TL2 (see below): 18,000 Nu Yen.
    - Russia, TL1: 9,000 Nu Yen.
    - Germany, TL1: 7,500 Nu Yen.
    - United Kingdom, TL1: 7,500 Nu Yen.
    - Japan, TL1: 7,500 Nu Yen.
    (I haven't figured out the cost of TL1 in USN/MC
because it's my initial supplier. "75!")
    FYI, TL1 in USN/MC gives the player:
    - AH-1 (Cobra) attack helo.
    - CH-53 (Super Stallion) assault helo.
    - M60A3 MBT.
    - AAV7 IFV.
    - Marines.
    TL2 in USN/MC gives the player:
    - F-4 (Phantom II) fighter/attacker.
    - Chaparral mobile SAM.
    (Actually, another chapter of this FAQ will list each
supplier's hardware at different TL. For now, I wonder how
much does a warship cost?)

    The prefectures of the player's first battle include
Okinawa, far away from Kyushu (Kyuushuu). f(-_-;)
    (Reminds me of Sentimental Journey for PS and Find
Love 1 -Zenkoku Seifuku Bishoujo Grand Prix-, but without
the heroines...
    Anyway. I predictably chose my favourite prefecture,
Kanagawa in Kantou, as my initial prefecture. I presume
the amount of Nu Yen that the player gets after a battle
depends on the prefecture in which the player fights the
battle.)

    After the player chooses the initial prefecture, the
player apparently fights the first several battles only in
the region of the initial prefecture. For example, in the
Kantou region, after the player liberates Kanagawa, the
player can then try to liberate only Tokyo (Toukyou). The
player can't try to liberate prefectures beside Kanagawa
that aren't in the Kantou region map, such as Shizuoka.
    (In Genghis Khan, another old war game for
DOS/Windows by Koei, the player also had to unify Mongolia
before he could conquer the world.)

    Before (AFAIK) each of the first and second battles,
the game has a brief tutorial that explains the game
mechanics, the units' stats, &c.

    Each battle has a time limit. For example, if the first
battle is in Kanagawa in Kantou, the time limit is 21:00 on
Day 4.
    Each game day has eight turns, two or more hours
apart: 2:00, 7:00, 9:00, 11:00, 13:00, 15:00, 17:00, 21:00.
On Day 1, the first turn is 7:00.

    Each 2D (not isometric) battle map isn't accurately
satellite photo-realistic. The battle map is more like a
wallpaper on which the game lays a hex sheet. For example,
drawn in the Kanagawa battle map are such tourist landmarks
as the Landmark Tower in Yokohama and the Daibutsu (Giant
Buddha) statue in Kamakura.
    Also, each battle map apparently has no fog of war. The
player clearly sees all the enemy units.

    Each battle map has city and airbase hexes. Each player
can only beam down units to a few designated city and
airbase hexes. For example, in Kanagawa in Kantou, the
player can beam down units to three city and one airbase
hexes in or about Kawasaki. The Japanese Army can beam down
units to the city and airbase hexes in or about Yokosuka,
south of the player. A city hex can generate ground and
rotary-wing air units, but (AFAIK) only an airbase hex can
generate fixed-wing air units.
    In a battle, the player initially has 400 SP per turn
to beam down units from the player's inventory. Unspent SP
are accumulated to the next turn. The player gets more SP
per turn by capturing neutral and hostile city and airbase
hexes.
    As in Road War 2000 and Road War Europa, when the Gaika
player captures a city or airbase hex, the player may get a
bonus. For example, the citizens may give the player 1,000
Nu Yen, or the player may get an enemy unit.
    Reportedly, the player may even get some special enemy
units. For example, in Kantou region, the player may get a
F-3 Modified or a Type 74 Modified.
    An undesignated city or airbase hex can't generate
units. However, after the player captures a neutral city or
airbase hex, the player's units of the appropriate types can
park on a captured city or airbase hex and get resupplied
(fuel and ammo) at the beginning of the next turn. If the
unit is damaged, at the beginning of the next turn, the game
may ask if the player wants to spend SP to heal that unit. A
USN/MC unit heals up to three vehicles per unit per turn. A
Russian unit heals two vehicles per unit per turn, and a
Japanese unit heals four vehicles per unit per turn.
    When the player's inventory has units from different
nationalities, a unit can resupply in any friendly city or
airbase hex, but it can only heal itself in a friendly city
or airbase of its nationality.
    After the player captures a city or airbase hex that
the enemy previously used to beam down units, the player can
use it to beam down friendly units.

    To move a unit, click that unit, then one of the green
hexes. After that unit moves to the destination hex, if an
enemy unit is beside or near that destination hex, and is
within range of that friendly unit's weapon, and the player
wants to attack that enemy unit, click that enemy unit.
    Indeed, when the player clicks a friendly unit, all
enemy units temporarily get one of three symbols: circle,
triangle, or cross. Circle means that enemy unit is weak
when compared to the clicked friendly unit. Triangle means
that enemy unit is equal. Cross means that enemy unit is
strong. Place the pointer on an enemy unit and the game
predicts the damage that the friendly and enemy units can
cause to each other, adjusted by both units' experience
levels and terrains.
    When two units fight each other, the fight scene
features terrains and units rendered as texture-mapped 3D
polygon objects, with the appropriate lighting, sound, and
visual effects.

    Each unit represents 10 vehicles. After a unit attacks
or defends, and it survives the fight, it gets some XP.
Friendly units that survive a battle keep their XP and
experience levels to the next battle. OTOH, enemy units in
the next battle seem to begin with Lv.1, or at least this is
true in the second battle.

    Each unit has at least eight stats: Offence and
Defence, vs Ground, Air, Surface, and Submarine. All units
have Defence vs Ground, Air, Surface, and Submarine ratings,
but many units may not have all four Offence vs Ground, Air,
Surface, and Submarine ratings. For example, a MBT at Lv.1
may have an Offence vs Ground rating of B, but has no
Offence vs Air, Surface, and Submarine. When a unit gets
enough XP and advances an experience level, its ratings
improve by one blip. The above MBT at Lv.2 has an Offence vs
Ground rating of B+.
    Thus, Gaika inherits a... feature from other old war
games: the player can park an air unit in, for example, a
city hex, and because MBTs and IFVs have no Offence vs Air
rating, those ground units can't remove the air unit from
that city hex, and simply can't attack that air unit.
    AFAIK, the ratings range from E- to S+.

    Most units don't lose fuel points when it's immobile,
but fixed-wing air units lose half their movement points
(rouned up) as fuel points per turn even when they are
immobile. According to the tutorials, when a fixed-wing air
unit has 0 fuel point, it crashes. Other units that have 0
fuel point become paralysed. Unlike other war games, Gaika
doesn't seem to have supply trucks that can refuel friendly
units parked around it.
    Also, when a multi-role fighter/attacker begins its
turn on an airbase hex, when the player clicks the
fighter/attacker to move it, the player chooses whether to
load the fighter/attacker with air-to-air ordnance, or with
air-to-ground/surface ordnance.

    Each unit also has some special abilities. These
special abilities differentiate units of the same type from
different suppliers.
    For example, all assault helo, IFV, and Infantry units
can capture/occupy city hexes, but some of these units have
the special ability "Occupation speed is fast". A Lv.1 unit
with slow occupation speed may decrease the HP of a city hex
by 70% in one turn, and take two turns to capture that city
hex. OTOH, a Lv.1 unit with fast occupation speed takes one
turn to capture a city hex with 100% HP. The number of
vehicles in the unit also affects its occupation speed.
After the player clicks a unit that can occupy a city hex,
place the pointer on a city, and the game displays the
number of turns the unit needs to occupy that city hex.

    Between two battles, the player gets some Nu Yen and
can buy TL in any of the suppliers, buy/sell units from the
suppliers, resurrect destroyed friendly units, and arrange
the units in the player's inventory.

    Each unit has a Nu Yen cost and a lower SP cost. The Nu
Yen cost is the cost to buy that unit between two battles.
The SP cost is the cost to beam down that unit during a
battle.

    The player can have more than 40 units in the
inventory, but in a battle, the player can beam down a
maximum of 40 units. The player has to choose these 40 units
before the next battle, and can save these weapon
configurations as a corps.
    The CPU has the same maximum. Unlike other war games,
in a battle, the Gaika CPU can't endlessly beam down units
until the cows come home, or the fat lady sings, or R'lyeh
rises. (^_-)
    BTW, the player can't begin a battle after the player
chooses an empty corps.

3.1  2ND IMPRESSION

    A unit with slow occupation speed and 10 vehicles
decreases the HP of a neutral or enemy city or airbase hex
by 70 points. In the next turn, if the player doesn't move
that unit, it doesn't automatically capture that
city/airbase hex. The player has to manually end its
movement in that city/airbase hex in the second turn.

    The damage forecast is based on the terrain of the
attacker's current hex, not the terrain of the hex beside
the defender to which the attacker may need to move.

    Other players who've cleared the game commented it has
these bad points:
    - No fog of war.
    - No stacking of air units atop friendly ground units.
    - The enemy AI programming is dumb.
    - The game is generally too monotonous.
    - The gunships that can move-attack-move are too
strong.
    - The healing rates of different nationalities are too
troublesome.

    The nationality of the player's HQ and teleporter
hexes seem to depend on the highest tech level that the
player has. In 1st Play, I began with USN/MC Lv.1. After I
had Russia Lv.3 and USN/MC Lv.2, in the next battle, my HQ
and teleporter hexes became Russian. This was bad because
most of my units, esp the air units, were mostly Japanese
and USN/MC.

    After a battle, the score for the battle can exceed
100.

    Later (2002.06.27): The USA/AF, even at Lv.1, is plain
Evil.
    The AH-64, despite its relatively high Nu Yen and SP
costs, can move and attack, and if its attack wipes out the
enemy unit and it has any MP left, it can move and attack
again, and again, till it has 0 MP. Or, the the player
voluntarily parks it somewhere. Thus, one Lv.1 AH-64 can
clean up several enemy ground units in one single turn with
its 8 shots of anti-ground ammo! A pair of AH-64s can be as
combat effective as a fleet of USN/MC AH-1s, Russian Mi-24s,
and Japanese OH-1s. No wonder in the first two turns, the
CPU forces always beam down some mobile AAAs and mobile
SAMs.
    The M1A1, despite its high Nu Yen and SP costs, is
very tough. A Lv.1 M1A1 can survive multiple hits by enemy
Lv.1 M60A3s in the same turn.

    Revision history of this file:

    Version 0.5 (Limited Edition) [33 KB]: Saturday, 22 June 2002

    [Ramble OFF]

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4.   STRATEGIES

    YMMV. The strategies in this chapter are for reference
only, because this game has too many variables, beginning
with the player's initial supplier and initial prefecture.
(For comparison, my campaign began with the USN/MC and
Kanagawa in Kantou.)
    OTOH, some hints are generic.

    Before a battle, the game displays the objective, the
time limit, and the types of units that the OPFOR will
deploy in the battle. For example, in the first two battles,
the OPFOR may not have air units.
    When the briefing says the player must destroy all
OPFOR units, the player can also win by capturing all OPFOR
city/airbase hexes.

    When the battle begins, save game. Then do nothing and
end several turns to gather intelligence, that is, preview
the exact units that the OPFOR beams down and where they
will go.
    After the first battle and before each of the later
battles, save game, don't buy any TL or unit yet, and begin
the next battle. Preview the next battle as above, then load
game and buy the TL and units appropriately.

    Infantry are mostly harmless. In the early turns, when
the player has few SP, after the player has beamed down, for
instance, a helo or a MBT, and has enough SP left in that
turn to beam down an Infantry, I don't think the player
should bother to beam down the Infantry. Save the SP, so the
player can beam down one more helo, MBT, or IFV in the next
turn.

    A typical SPA has a range of 4, but it can't attack
after it's moved. The MLRS has a range of 6 and has a blast
radius...

    Later (2002.06.26): Forgot to mention in the v0.5 of
this FAQ that I'm cowardly playing at Easy difficulty.
AFAIK, Easy difficulty lowers the OPFOR's tech level and
experience levels, which affects the offensive capabilities
of the OPFOR. This probably explains why the Japanese Army
in Kantou that I'm fighting deploys only Lv.1 units
available at Japan Lv.2.
    At Hard difficulty, the briefing before a battle
doesn't highlight the types of units that the OPFOR will
deploy in the battle.

    Later (2002.07.01, Canada Day): When the player begins
in Kantou, after the Blue Force liberates all the
prefectures in Kantou, the next battle is called "Shizuoka
Liberation Battle" (Shizuoka Kaihousen).
    The SLB battle map includes cities in multiple
prefectures, and is about 1 1/2 times the size of the
single-prefecture battle maps. (I guess the programmers drew
the battle maps of the whole d_mn nation as a giant
tapestry.)

4.1  KANTOU REGION, KANAGAWA PREFECTURE (Hoshino Asuka hen)

    The player begins in or about Kawasaki near the
northeast corner of the map. The Japanese Army, the OPFOR,
begins in or about Yokosuka near the southeast corner of the
map.
    The frontline is probably in or about Yokohama, as the
Japanese Army sends its Type 74 MBTs, IFVs, and a few mobile
SAMs and mobile AAAs towards the player. (As I've played
over a decade of combat flight sims, I HATE SAMs, especially
FSU SAMs.)
    The Japanese Army also sends an IFV or two towards
Atsugi AB in the west and Fujisawa in the southwest. So the
player should also send an assault helo or two (I sent an
USN/MC CH-53, escorted by an AH-1) to capture those city and
airbase hexes, and to destroy those Japanese IFVs.
    The Japanese Army finally beams down some infantry
units to defend Yokosuka. Fortunately, the Japanese Army has
no air unit.
    In the end, I lost two AAV7s.

    After the liberation of Kanagawa, the player can then
try to liberate only Tokyo.

    Also, I got 23,000 Nu Yen. This could buy:
    1. USN/MC Lv.2 and some units.
    2. Russia Lv.1, Germany or UK Lv.1, and some units.
    3. Germany or UK Lv.1 and Lv.2, but no unit.
    Plan 1 is attractive, because USN/MC Lv.2 has the F-4
fighter/attacker and Chaparral. But I chose Plan 2 and
bought Russia Lv.1 and UK Lv.1, because Russian units are
comparable to but cheaper than USA/AF units, UK levels are
cheaper than USN/MC levels, and UK Lv.2 will have the Jaguar
fighter/attacker.

4.2  KANTOU REGION, TOKYO

    The player begins in Hachiouji in the west.
    For comparison, my Corps 1 contained: four AH-1s, two
Mi-24s, two CH-53s, two Mi-8s, eight M60A3s, two AAV7s, four
BMP-2s, and two Marines.
    I thought of buying some T-72s, but their low ammo and
fuel points discouraged me.

    The Japanese Army begins in Shinjuku, Shibuya,
Setagaya, and Shinagawa in downtown in the east.
    In turn 1, the Japanese Army probably beams down some
Type 87 mobile AAA and Infantry.
    In turns 2-3, they probably beam down some Type 96 IFV
and Infantry.
    In turns 4-5, they probably beam down some Type 74 MBT
and Type 81 mobile SAM.
    By turn 6, or about midnight of day 1, they probably
beam down some Type 90 MBT.
    On days 1 to 3, they probably also beam down some Type
75 SPA and more Type 90 MBT.

    On day 1, the Japanese units advance west towards
Hachiouji, picking up Suginami, Musashino, Koganei, and
Tachikawa on their way.
    Because the Type 87 and Infantry remain in or between
Setagaya and Shinagawa, it's not practical to send an
assault helo and an attack helo to preemptively capture
those city hexes. I also thought of diverting an IFV and a
MBT to capture those city hexes, but the Japanese Army kept
beaming down Type 90s.

    In the first few turns, I beamed down a USN/MC MBT and
a Russian or USN/MC assault helo or IFV each turn. I sent
the Russian assault helo or IFV to capture the cities far
north or south of Hachiouji. The USN/MC MBTs, escorted by an
attack helo and Russian or USN/MC IFVs, advanced towards
Choufu.
    The frontline was eventually between my units in
Koganei and Choufu, and the Japanese units in Houya and
Musashino. Some Japanese ground units formed a spearhead and
thrusted towards Koganei, but a few of my M60A3s and AH-1s
were waiting for them. The M60A3s took down the Japanese
anti-air vehicles, and the AH-1s took down the Type 90s and
Type 74s. Because of the other Japanese anti-air vehicles
that remained in downtown, it was risky for my AH-1s,
Mi-24s, or Mi-8s to chase a wounded Japanese ground unit,
unless the helo unit can wipe out the ground unit with one
strike.
    Though they are all Lv.1 and they've no air unit, the
mobile AAAs and mobile SAMs are a pain to my (mostly Lv.3 to
Lv.4 rotary-wing) air units. (I believe in using tac air and
air cav to soften hostile ground units before friendly
ground units charge in and clean up the mess.) OTOH, if I
had a Lv.1 F-4, it could've rolled in hot and wiped out the
IFVs in one pass.
    Finally, my units counter-attacked the surviving
Japanese Type 90s, and they were down to one Infantry and
the Shinagawa city hex. Whether my units wiped out the
Infantry or captured Shinagawa, I still got two more OH-1s.

    These hexes have these special events when the player's
units capture them:
    - Houya: Type 90.
    - Machida: 1,000 Nu Yen.
    - Shinagawa AB: F-1.
    - Shinjuku: 500 SP.
    - Tachikawa: OH-1.

    Shinagawa (city) was the last city hex that my units
captured, so I don't know if it has any spcial events?
    The OH-1s are an omen that though the low-level
Japanese Army has no air unit, they will eventually have
USA/AF types of air units, such as the F-4, F-15, AH-1,
UH-1, and UH-60; and domestic F-1 and F-2.
    If I want to use the captured Japanese units, I need to
buy at least Japan Lv.1 and buy some Japanese IFVs or
Infantry, so they can capture some city hexes and heal the
wounded Japanese units.

    After the liberation of Tokyo for a score of 85 and
30,000 Nu Yen, the player can then try to liberate Dasaitama
(dasai Saitama) or Chiba.
    Dasaitama has, as expected, nothing special. Chiba has
the Narita IAP. I chose Dasaitama anyway.

    Also, I got a total of 31,050 Nu Yen.
    I bought Japan Lv.1 and USN/MC Lv.2. Japan Lv.1 because
I want to buy some Type 96 IFVs to capture city and airbase
hexes to resupply/heal the captured F-1 and OH-1s. In
practice, the F-1 has a high SP cost, and the OH-1s have
fewer ammo than the AH-1s and Mi-24s.
    I thought of buying UK Lv.2 for its Jaguar, because UK
Lv.2 and the Jaguar are cheaper than USN/MC Lv.2 and the
F-4, but if I bought UK Lv.2, then I also need to buy some
FV432s and UK Infantry to capture airbase hexes to
resupply/heal the lone Jaguar. OTOH, I already had USN/MC
Lv.1, CH-53s, and AAV7s, so I could capture airbase hexes as
USN/MC nationality to later support the lone F-4 that I
bought.
    (Personally, I've always wanted to buzz a Japanese city
in a US jet fighter, but I already did that in Microsoft
Flight Simulator 2000.)

4.3  KANTOU REGION, DASAITAMA PREFECTURE

    The player begins in Kumagaya in the northwest, and
gets 500 SP per turn.
    For comparison, my Corps 1 contained: one F-4, one F-1,
four AH-1s, two Mi-24s, three OH-1s, two CH-53s, two Mi-8s,
one Type 90, ten M60A3s, two Type 96s, four AAV7s, four
BMP-2s, and three Marines.

    The Japanese Army begins in Saitama City in the
southeast.
    In turn 1, the Japanese Army probably beams down some
Type 87 mobile AAA and Infantry.
    In turn 2, they probably beam down some Type 96 IFV and
Infantry.
    In turn 3, they probably beam down some Type 96 IFV and
Type 87 mobile AAA.
    In turn 4, they probably beam down some Type 90 MBT,
Type 81 mobile SAM, and Infantry.
    In turn 5, they probably beam down some Type 90 MBT and
Type 87 recon vehicles.
    Most of them moved northwest towards Kumagaya, and
weren't too interested in capturing the neutral cities
around Saitama City.

    In each of the first few turns, I beamed down a USN/MC
MBT and a Japanese or Russian or USN/MC IFV. I captured one
of the airbases in the middle of the map as Japanese and the
other as USN/MC.
    After my ground units captured all the neutral cities
between Kumagaya and Saitama City, my gunships didn't arrive
in time, and the Japanese (OPFOR) MBTs and recon vehicles
managed to dodge my MBTs and wipe out two of my BMP-1s and
one AAV7. (T_T)
    So I didn't have spare BMP-1s to capture another
airbase as Russian to support my Mi-8s, and I didn't have
enough SP per turn to beam down Mi-24s anyway, before my
units had routed the Japanese units.
    While the Japanese units were concentrating on the
middle, I diverted a BMP-2 to capture the city far east of
Saitama City.

    These hexes have these special events when the player's
units capture them:
    - Hikawa: 500 SP.
    - Koshigaya: Type 89.
    - Niiza: Type 87.
    - Warabi: 1,000 Nu Yen.

    After the liberation of Dasaitama for score 85 and
30,000 Nu Yen and two Type 75s, I could then try to liberate
Gunma, Ibaraki, or Chiba.
    Gunma has the legendary Hachiroku of Akina Mountain, that is, a
sierra hotel Toyota Trueno GT-APEX AE86 used for tofu delivery. (^_-)
Ibaraki has the Tsukuba research centre.
    For the next battle, I arbitrarily chose Gunma, because I
noticed I was liberating the prefectures in the Kantou region in a
clockwise direction...

    Also, I got a total of 31,050 Nu Yen.
    I bought Russia Lv.2, repaired all dead units, and
saved the rest of the Nu Yen, so I can buy a Lv.3 and some
Lv.3 units after the next battle.

4.4  KANTOU REGION, GUNMA PREFECTURE

    Gunma, about 100 klicks from Tokyo, has very
mountainous terrain. The cities and towns are connected by
straight roads. Ground traffic can move only on the road
hexes and the hill hexes on both sides of the road hexes.
This is disadvantageous to the Red Force (Japan) when it has
no air unit.

    The Blue Force (player) begins in Takasaki in the
southeast.
    For comparison, my Corps 1 contained: one F-4, one F-1,
four AH-1s, two Mi-24s, three OH-1s, two CH-53s, two Mi-8s,
one Type 90, ten M60A3s, two Type 75s, one Type 87, one Type
89, two Type 96s, four AAV7s, four BMP-2s.
    My three Marines took a break.

    The Red Force begins with its teleporter hexes in
Nagano in the northwest, and Kusatsu as the HQ. The Red
Force also owns Numata in the northeast, far north of
Takasaki.
    (Hmm. Blue and Red Forces. Reminds me of the USAF's Red
Flag training courses at Nellis AFB (near Las Vegas),
Nevada, USA.)

    In turn 1, the Red Force probably beams down some
Type 87 mobile AAA and Infantry.
    In turn 2, they probably beam down some Type 96 IFV and
Infantry.
    In turn 3, they probably beams down some Type 87 mobile
AAA and Infantry.
    In turn 4, they probably beam down some Type 90 MBT,
Type 96 IFV, and Type 87 recon vehicle.
    In turn 5, they probably beam down some Type 75 SPA and
Type 81 mobile SAM.
    In turn 6, they probably beam down some Type 90 MBT,
Type 75 SPA, and Type 87 recon vehicle.
    In turn 7, they probably beam down some Type 74 MBT and
Type 75 SPA.
    Two Type 87s and two Infantry defend their Kusatsu HQ.
The others move south to capture Karuizawa, then east to the
Blue Force's Takasaki. They ignore and doesn't defend their
cities and airbases in the northeast.

    In the turns 1-2, I patiently did nothing. (@_@;)
    In the turn 3, I beamed down a F-4 (Lv.4), AH-1, and
Mi-8.
    The Mi-8 was tasked with capturing the Red airbases and
cities in the northeast. The F-1's air-to-mud stat is
actually better than the F-4's, and costs 720 SP to beam
down, lower than the F-4's 800 SP.
    Afterwards, I beamed down a Japanese Type 96 IFV and
more gunships, esp the Japanese OH-1s.
    The Type 96 was tasked with capturing Karuizawa, so the
OH-1s could resupply/heal in Karuizawa. Some of the
gunships, even when they depleted their air-to-mud ordnance,
were parked in a horizontal line five or six hexes north of
Karuizawa, to blockade the incoming Red ground units. This
was dangerous because the Red ground units included Type 81s
and Type 87s, which were lethal to the gunships. A Lv.4 OH-1
probably can survive two hits by two Type 81s in one turn...
    Even as the gunships and Type 96 were on their way to
Karuizawa, I beamed down my load of M60A3s and Type 75 SPAs
to fortify Karuizawa.
    BTW, the Type 96 also captured the Red town north of
and closest to the Blue HQ, so wounded OH-1s could withdraw
from Karuizawa and get healed.
    After my F-4, gunships, M60A3s, and Type 75s were
counter-attacking the Red ground units, my Russian and
Japanese IFVs were drifting up and down the roads west,
northwest, and north of the Blue HQ. (-_-;)

    These hexes have these special events when the Blue
units capture them:
    - Karuizawa: 500 SP.
    - Naganohara: Type 90.
    - Numata City: Type 90.
    - Yoshioka AB: F-1.

    After the Blue Force wins the battle, the Blue Force
captures two more Type 89s. This time, none of my units was
KIA, though one Type 90 was taken down to one vehicle, after
it was brassed up by a Red Type 75, then pummelled by two
Red MBTs.

    After the liberation of Gunma for score 91 and 30,000
Nu Yen, I could then try to liberate Tochigi, Ibaraki, or
Chiba. I don't remember anything special about Tochigi, but
chose it for the next battle anyway.

    Also, I got a total of 41,900 Nu Yen.
    I bought Russia Lv.3 (which has the MiG-31 and Su-25)
and a transport plane. After the next battle, I'll probably
buy USA/AF Lv.1 (for its game-unbalancing AH-64 and M1A1).

4.5  KANTOU REGION, TOCHIGI PREFECTURE

    The Blue Force (player) begins in Tochigi in the south.
    For comparison, my Corps 1 contained: one F-4, two
F-1s, four AH-1s, two Mi-24s, three OH-1s, two CH-53s, two
Mi-8s, one transport plane, three Type 90s, eight M60A3s,
two Type 75s, two Type 96s, three AAV7s, three BMP-2s, and
two Marines.
    The Red Force (Japan) begins in Nikko in the north.
Between Nikko and Tochigi are Kanuma (west) and Utsumiya
(east).
    In and after this battle, all Red units begin as Lv.2,
not Lv.1.
    I didn't preview the Red units' deployment. They were
the usual suspects of Type 90s, Type 74s, IFVs, SPAs, recon
vehicles, mobile SAMs, mobile AAAs, and HQ-hugging Infantry.
    They move south towards Kanuma and east towards
Kamikawachi.
    On Day 1, by about 17:00, they began to beam down Type
90s.

    In turn 1, I beamed down a transport plane and a BMP-1.
    In turn 2, I beamed down a Type 96 and two Marines.
    In and after turn 3, I beamed down gunships, MBTs, and
SPAs.
    I didn't beam down a F-1 until 13:00 on Day 2. I'm
training my jet fighter/attackers for when the time they
will fly CAP to watch over friendly ground units and wipe
out hostile gunships.

    These hexes have these special events when the Blue
units capture them:
    - Nikko City: Type 90.
    - Kanuma AB: F-1.
    - Kanuma City: Type 74.
    - Utsumiya City: 1,000 Nu Yen.

    At the end of the battle, I got 27 kills, no KIA,
30,000 Nu Yen, score 90, total score 431, and Chuui (O-2,
First Lieutenant). Also captured two OH-1s.

    I sold one OH-1, one AAV7, and one BMP-2. Bought USN/MC
Lv.3, one BM-21, and one SA-13.
    IMO, the SA-13 is cheaper and more efficient than the
USN/MC Chaparral.

4.6  KANTOU REGION, IBARAKI PREFECTURE

    The Blue Force (player) begins in Mito in the
northeast, and gets 500 SP + 400 SP per turn. Neutral cities
are in the middle and the northwest.
    For comparison, my Corps 1 contained: one F-4, three
F-1s, four AH-1s, two Mi-24s, four OH-1s, one CH-53, two
Mi-8s, one transport plane, one Type 74, four Type 90s, six
M60A3s, two Type 75s, one BM-21, one Type 87, one SA-13, two
Type 96s, two AAV7s, and two BMP-2s.
    I'm phasing in the Japanese Type 90s and phasing out
the USN/MC M60A3s.

    The Red Force (Japan) begins in Tsukuba and Tsuchiura
in the southwest.
    In and after this battle, the Red Force had attackers
and gunships.
    In turn 1, they beamed down some Type 87 and Infantry.
    In turn 2, some Infantry.
    In turn 3, some OH-1, Type 75, and Type 96.
    In turn 4, some Type 81 and Type 90.
    In turn 5, some Type 81 and Type 87.
    In turn 6, some F-1 and Type 75.
    In turn 7, some OH-1 and Type 90.
    Through Day 3, they still beamed down Type 90s.
Overall, they beamed down a lot of SPAs and mobile SAMs, and
some MBTs and mobile AAAs.
    Also, they beamed down at least two F-1s and three
OH-1s. (T_T)
    The Red units advanced northeast towards Mito. They
ignored the neutral cities in the northwest, even after the
Blue Force captured those cities.

    In the first two turns, the Red Force beamed down
ground units to defend its HQ, so it would take another turn
or two before it beamed down other ground units that would
threaten the Blue Force.
    Thus, in turn 1, I beamed down a BMP-2 and a Type 96.
    In turn 2, a CH-53 and a F-4. The extra 500 SP from
Ooarai certainly helped.
    In turn 3, two AH-1s.
    The IFVs were tasked with capturing the neutral cities
near the Blue HQ. The CH-53 was tasked with capturing the
neutral cities in the northwest. I captured the neutral ABs
as Japanese or USN/MC, to support the F-4, AH-1s, and OH-1s.

    These hexes have these special events when the player's
units capture them:
    - Kasama: Type 75.
    - Minori: F-1.
    - Mooka: Type 87.
    - Ooarai: 500 SP.

    At the end of the battle, I got 31 kills, three KIAs,
30,000 Nu Yen, score 86, total score 517, and Chuui (O-2,
First Lieutenant). Also captured two more Type 90s.
    The KIAs were: two AH-1s and a BMP-2. They were taken
down by Red air units and anti-air units. Before this
battle, I should've bought more anti-air units.

    Also, I got a total of 30,075 Nu Yen.
    I bought USA/AF Lv.1, two AH-64s, a SA-13, and two M2s.

4.7  KANTOU REGION, CHIBA PREFECTURE

    Chiba has a lot of AB hexes, including Narita IAP in
the northeast, but no sea port hex.

    The Blue Force (player) begins in Matsudo in the
northeast, and gets 500 SP + 400 SP per turn. Neutral cities
and ABs are to the east and southeast.
    For comparison, my Corps 1 contained: one F-4, four
F-1s, two AH-1s, two AH-64s, one Mi-24, three OH-1s, one
CH-53, two Mi-8s, one transport plane, one Type 74, four
Type 90s, four M60A3s, three Type 75s, one Type 87, two
SA-13s, one Type 89, one Type 96, two AAV7s, and two M2s.

    The Red Force (Japan) begins in Tougane in the
southeast. They have a ground unit teleporter hex at
Yachimata city, northwest of Tougane.
    In turn 1, they beamed down some Type 87 and Infantry.
    In turn 2, some Type 87, Type 89, or Infantry.
    In turn 3, some Type 89 and Infantry.
    In turn 4, some Type 90 and Type 75.
    In turn 5, some OH-1 and Type 87.
    In turn 6, some Type 74 and Type 87.
    In turn 7, some OH-1.
    Red units beamed down at Yachimata moved towards Sakura
and Narita cities and ABs.

    In turn 1, I beamed down a M2. In turn 2, an AH-64. In
turn 3, an AAV7, a Type 96, and a Type 75.
    I sent the fast Japanese and USA/AF IFVs to speed down
the highways and capture the ABs southeast of the Blue HQ,
such as Chiba and Ichihara. Later, I sent a pair of Mi-8s to
capture Narita cities and ABs.
    My units captured Yachimata early and smoothly. By the
afternoon of Day 2, my units had surrounded the Red HQ. Saw
only two or three Red OH-1s.

    These hexes have these special events when the player's
units capture them:
    - Chiba City (south): 1,000 Nu Yen.
    - Funabashi City (southeast): 500 SP.
    - Narita IAP (north): OH-1.

    At the end of the battle, I got 26 kills, no KIA,
30,000 Nu Yen, score 49, total score 566, and Chuui (O-2,
First Lieutenant).
    In the next battles against the USA/AF, I need more air
and anti-air units... (T_T)

4.8  SHIZUOKA LIBERATION BATTLE (SLB)

    In the SLB (no relation to the "Self-Loading Baggage"
(also known as a GIB (Guy In Back), RIO, or WSO) in the back
seat of a jet fighter/attacker), the time limit is 21:00 on
Day 6.
    The Blue HQ is in Shizuoka in the southwest. East of
the Blue HQ is a Blue sea port hex.
    The CPU has two forces, Red and Yellow. The Red Force
begins in Mishima and Numatsu, east of the Blue HQ. The
Yellow Force begins in Koufu, far north of the Blue HQ.
    Both beam down USA/AF Lv.3 units, such as F-16 (!),
AH-64 (!), UH-60, M1A1 (!), M109A6, and Avenger. (Oh sh_t.)
All these units are Lv.2.
    The Blue Force begins with 500 SP, Red Force 1,200 SP,
and Yellow Force 700 SP.

<TO BE CONTINUED>

4.51 KYUSHU REGION, OKINAWA PREFECTURE

    I read that when the player doesn't begin the game in
Hokkaidou or Okinawa, then near the end of the game,
ampibious assaulting Hokkaidou and Okinawa will be painful.
So I experimentally began a new game at Hard difficulty, and
chose the USA/AF and Okinawa in the Kyushu region.
    The USA/AF player begins with: three AH-64s, one UH-60,
five M1A1s, two M2s, and three Infantry.
    The first battle in Okinawa has a time limit of 21:00
on Day 4.
    The player's Blue Force begins in Naha in the
southwest.
    The USN/MC's Red Force begins in Kadena in the north.
The Red Force deploys USN/MC Lv.2 units, but thankfully no
F-4.
    The Red Force beams down a total of 17 units. Mostly
Lv.1 M60A3s and a few AAV7s and Chaparrals.
    I beamed down one heinous AH-64, and as many M1A1s,
M2s, and even Infantry as possible.
    My units engaged the Red units about five or six hexes
from Naha, between Naha and the closest town to the
northeast of Naha.
    Because of the AH-64's air-to-mud lethality and
mobility, and the M1A1s' toughness, by noon on Day 2, the
column of Red tanks northeast of Naha became a Highway of
Death. Only the two Red Infantry at the Red HQ were still
breathing.
    In the morning of Day 2, when my handful of M1A1s, M2s,
and Infantry were apparently enough to barricade the Red
units, I beamed down the UH-60 to capture the towns behind
the Red tank column.
    I liberated Okinawa for score 124, 23,000 Nu Yen, and
Shoui (O-1, Second Lieutenant). For the next battle, the
player can choose only Kagoshima.
    In reality, Kagoshima is famous for Saigou Takamori, a
protagonist in the Meiji Restoration in 1868, and a
respected antagonist in the Southwest War (Japanese Civil
War) in 1878.

5.   ORDERS OF BATTLE

    NATIONALITIES

    The USN/MC and Russia have expectedly good units for
novice players. OTOH, the USA/AF has the best and most
expensive units. For example, the cost of a USA/AF M1A1 MBT
is about double the cost of a USN/MC M60A3 or Russian T-72
MBT.
    Russian units have lower (cheaper) SP than USN/MC
units, so the player can beam down more Russian units in
each turn. OTOH, at Russia Lv.1, the Mi-8 and BMP-2 aren't
very deadly, even against Infantry. The Mi-24 and Mi-8 have
fewer fuel points than the USN/MC AH-1 and CH-53, but the
Mi-24 can capture cities, and the Mi-8 has a bit of
air-to-ground ordnance. The AH-1 can't capture cities, and
CH-53 isn't armed. The T-72's six MP are faster than the UK
Chieftain's four (slower than snail mail) and the USN/MC
M60A3's five, but the T-72's four rounds of ammo are fewer
than the USN/MC M60A3's six.

    Some nationalities have the same units. For example,
every nationality inevitably has Infantry (ground-pounding
grunts). Also, both Germany and the UK has the Eurofighter.
    BTW, my personal interest is primarily in military
aviation, including naval aviation, so I don't know the
formal names and nicknames of most non-US and non-Russian
ground, surface, and submarine units.

    Units that belong to the "All" nationality are
complementary units. For example, when the player buys
USN/MC Lv.3, the player also gets the ability to buy All
Lv.3 units, a transport plane that looks like the C-130, can
carry two ground units, and land at neutral and even enemy
airbases.

    FIGHTER

    The USN/MC F-4 fighter/attacker (2,000 Nu Yen, 800 SP)
with good anti-air ordnance and poor anti-ground, or
poor anti-air, excellent anti-ground, and good anti-surface
ordnance. OTOH, the Japanese F-1 and the UK Jaguar (1,800 Nu
Yen, 720 SP) are full-time attackers with poor anti-air
ordnance and excellent anti-ground/surface ordnance.
    For reference, the damage forecast of Lv.4 F-4
(anti-air) vs Lv.2 OH-1 is 0:6. Lv.4 F-4 (anti-air) vs Lv.2
F-1 is 1:4.
    Actually, even when a F-4 is carrying anti-air
ordnance, it's effective against soft ground targets, such
as recon vehicles, but not hard ground targets, such as
MBTs.

    The Russian MiG-31 has good anti-air (4 shots) and poor
anti-ground (3 shots). It can attack an air unit from 5
hexes away.

    ATTACKER

    The USN/MC A-6 has no anti-air, excellent anti-ground
(5 shots), and excellent anti-surface (2 shots). It can
attack a surface unit from 8 hexes away.
    The Russian Su-25 has poor anti-air (3 shots),
excellent anti-ground (5 shots), and excellent anti-surface
(5 shots).

    TRANSPORT PLANE

    The transport plane is actually not too efficient,
IMO. It takes SP and time to beam down the transport
plane, then the two ground units, then upload the ground
units into the transport plane in the next turn, then fly
towards an airbase. The transport plane has 10 MP, so if
the destination airbase is fewer than 10 hexes away, the
ground units might as well yomp there. BTW, when the
transport plane lands and downloads the ground units, the
ground units can immediately move their full MP and attack.
    To boldly land a transport plane on the airbase
beside the OPFOR HQ is risky. Mobile AAAs and Infantry
always defend the OPFOR HQ.

    ATTACK HELO

    The USA/AF AH-64 is a "must have".
    The Japanese OH-1 is s_cky. It costs just 220 SP to
beam down, but it has only two shots of anti-ground ammo.

    ASSAULT HELO

    The UK Lynx Mk1 doesn't have fast occupation speed.

    IFV

    The Japanese Type 96 and UK FV432 don't have fast
occupation speed.
    OTOH, the Japanese Type 96 moves fast: 9 MP.
    Ground units with tires move fast on roads, but ground
units with caterpillar (threads) move fairly fast off-road.

    SPA

    When a SPA attacks another SPA, the other SPA can't
counter-attack.
    The USA/AF M109A6 reporedly can move-and-attack?
    The USA/AF MLRS has blast radius.
    The Russian BM-21 has blast radius.

    RECON VEHICLE

    All recon vehicles can move through the enemy units'
ZOCs.

    Mobile SAM

    The Japanese Type 81 moves fast: 8 MP.

<UNDER CONSTRUCTION>

5.1  ALL

    LEVEL 3 (0 Nu Yen)

Transport      Transport plane. C-130 Hercules (Fat Albert,
              Herky Bird).

5.2  UNITED STATES ARMY/AIR FORCE

    LEVEL 1 (10,000 Nu Yen)

AH-64          Attack helo. Apache.
UH-60          Assault helo. Black Hawk.
M1A1           MBT. Abrams.
M2             IFV. Bradley.
Infantry       Infantry.

    LEVEL 2 (20,000 Nu Yen)

M109A6         SPA.
MLRS           SPA. Multiple Launch Rocket System.
Avenger        Mobile SAM.

    LEVEL 3 (40,000 Nu Yen)

    LEVEL ? (? Nu Yen)

F-15           Fighter/attacker. Eagle/Strike Eagle
              (Beagle).
F-16           Fighter. Fighting Falcon (Electric Jet,
              Viper).
F-22           Fighter. Raptor (Lightning II).

A-10           Attacker. Thunderbolt II (Warthog).
F-111          Attacker. Aadvark.
F-117          Attacker. Night Hawk.
B-2            Attacker. Spirit.

RAH-66         Attack helo. Comanche.

Patriot        Mobile SAM. MIM-104.

Infantry       Infantry.

5.3    UNITED STATES NAVY/MARINE CORPS

    LEVEL 1 (9,000 Nu Yen)

AH-1           Attack helo. Cobra.
CH-53          Assault helo. Sea Stallion, Super Stallion,
              Pave Low.
M60A3          MBT. Patton.
AAV7           IFV. Amphibious Assault Vehicle 7.
Marines        Infantry. (Leathernecks, Seventy Five, Semper
              Fi, Semper Fidelis.)

    LEVEL 2 (18,000 Nu Yen)

F-4            Fighter/attacker. Phantom II (Double Ugly,
              Rhino).
Chaparral      Mobile SAM. MIM-72.

    LEVEL 3 (36,000 Nu Yen)

A-6            Attacker. Intruder.
LAV-25         IFV. Piranha.

    LEVEL 4 (77,000 Nu Yen)

    LEVEL ? (? Nu Yen)

F-14           Fighter. Tomcat.

AH-1W          Attack helo. Super Cobra.

Arleigh Burke  Guided missile destroyer. DDG 51.

5.4  RUSSIA

    LEVEL 1 (9,000 Nu Yen)

Mi-24          Attack/assault helo. Hind.
Mi-8           Assault helo. Hip.
T-72           MBT.
BMP-2          IFV.
Infantry       Infantry.

    LEVEL 2 (18,000 Nu Yen)

BM-21          SPA.
2S3            SPA.
BRDM2          Recon vehicle.
SA-13          Mobile SAM. Gopher.

    LEVEL 3 (36,000 Nu Yen)

MiG-31         Fighter. Foxhound.
Su-25          Attacker. Frogfoot.
Mi-17          Assault helo. Hip H.
BMP-3          IFV.

    LEVEL 4 (77,000 Nu Yen)

    LEVEL ? (? Nu Yen)

Ka-50          Attack helo. Hokum.

T-80           MBT.

2S3            SPA.
Sumeruchi      SPA.


SA-6           Mobile SAM. Gainful.
S-300          Mobile SAM. Favorit, SA-10 Grumble.

5.5  GERMANY

    LEVEL 1 (7,500 Nu Yen)

PAH-1          Attack helo. BO-105.
Leopard 1      MBT.
Marder         IFV.
Infantry       Infantry.

    LEVEL 2 (15,500 Nu Yen)

Jaguar         MBT.
Gepard         Mobile AAA.
Luchs          Recon vehicle.

    LEVEL 3 (30,000 Nu Yen)

    LEVEL ? (? Nu Yen)

Eurofighter    Fighter. Typhoon.

Alpha Jet      Attacker.
Tornado IDS    Attacker. Interdiction/Strike.

PAH-2          Attack helo. Tiger.

Lowe A2        MBT. Lion.

5.6  UNITED KINGDOM

    LEVEL 1 (7,500 Nu Yen)

Lynx Mk9       Attack helo.
Lynx Mk1       Assault helo.
Chieftain      MBT.
FV432          IFV.
Infantry       Infantry.

    LEVEL 2 (15,500 Nu Yen)

Jaguar         Fighter/attacker.
Rapier         Mobile SAM.

    LEVEL 3 (30,000 Nu Yen)

    LEVEL 4 (67,000 Nu Yen)

    LEVEL ? (? Nu Yen)

Eurofighter    Fighter. Typhoon (EFA, EF2000).
Tornado ADV    Fighter. Air Defense Variant.

Tornado IDS    Attacker. Interdiction/Strike.

AS90           SPA.

5.7  JAPAN

    LEVEL 1 (7,500 Nu Yen)

Type 74        MBT.
Type 96        IFV.
Infantry       Infantry.

    LEVEL 2 (15,500 Nu Yen)

Type 75        SPA.
Type 87        Recon vehicle.
Type 81        Mobile SAM. Short-Range SAM.

    LEVEL 3 (30,000 Nu Yen)

    LEVEL 4 (67,000 Nu Yen)

    LEVEL ? (? Nu Yen)

F-1            Attacker.

6.   LINKS

  - http://www.fas.org/man/index.html
    Federation of American Scientists - Military Analysis
Network HP. Has photos and stats of even such "lost"
aircraft as the American A-9 and F-17 Cobra, and the Israeli
Lavi.

  - http://www.dnd.ca/
    D-NET: The (Canadian) Department of National Defence
Internet Site.

  - http://www.usiwakamaru.or.jp/~strgzr/index.html
    Aircraft of Japan, by Aoki Norio of Gifu, Japan.
    "Some information and photos of aircraft in Japanese
militaly [sic] services."

  - http://www.gamecity.ne.jp/products/products/ee/Rlgaika.htm
    http://www.gamecity.ne.jp/products/products/ee/new/gaika/index.htm
    The Gaika no Gouhou official HP in the Koei/Game City
HP. Has a Users' Page and a Koei Fan Club.

  - http://www.watch.impress.co.jp/game/docs/20020524/demo0524.htm
    http://www.watch.impress.co.jp/game/docs/20020218/airland.htm
    http://www.watch.impress.co.jp/game/docs/20020109/gaika.htm
    A Gaika no Gouhou demo dated 2002.05.24, a review dated
2002.02.18, and a preview dated 2002.01.09 in the Game Watch
HP.

  - http://www.4gamer.net/news/history/2002.01/20020130203545detail.html
    A Gaika no Gouhou preview dated 2002.01.30 in the
forGamer.net HP.

  - http://game.2ch.net/test/read.cgi/game/1009676403/l50
    A Gaika no Gouhou message board in the 2ch (2channel) HP.

  - http://www.westside.co.jp/download/sale/20020610/gaikaedit.htm
    (http://www.westside.co.jp/index.html)
    A Gaika no Gouhou utility in the Westside HP. This util
allows the player to edit the game parameters. But it
doesn't seem to be a freeware. The downloader has to pay by
BitCash.

  - http://www.vector.co.jp/soft/win95/game/se244041.html
    http://www.vector.co.jp/soft/win95/game/se244042.html
    Gaika no Gouhou utilities in the Vector HP.

  - http://shop.himeya.com/products/win_koei/gaika/gaika.html
    The Gaika no Gouhou mail-order advertisement in the
Himeya HP.

  - http://sega.jp/pc/soft/advd2001/
    Advanced Daisenryaku 2001 for DC and Windows official
HP in the Sega HP.

  - http://local.yahoo.co.jp/
    Yahoo! Japan Get Local.
    I use its postal code search engine to look for the
pronunciation of the names of the minor cities and towns.

    [Ramble ON]

  - http://selios.free.fr/
    Selios' Lairs, by Jean-Luc Barbera of France. English.
    "Selios' Lairs is primary a fan site on different
things I enjoy a lot, some of which are not well known
outside Japan or by rare fans worldwide.
    "Les Antres de Selios sont avant tout un site de fan
sur differentes choses que j'apprecie beaucoup, don't
certaines sont tres meconnues en dehors du Japon hormis
de rares fans de part le monde."

  - http://home.attbi.com/~kagamix2/xp-compatible/
    The Japanese Gaming Guide to Windows XP, by Kagami of
USA. English.
    "Windows 95/98/Me/2000 Japanese PC Games on Windows
XP."
__

Don "Tsuru Hiromi Inochi" Chan (aho)
http://www.gamefaqs.com/features/recognition/146.html
http://www.gamefaqs.com/features/recognition/12042.html

*1   "Sakuretsu!"

<END OF FILE>


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