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FAQ

by gam3fr3ak13

M   M   IIIII   L       IIIII   TTTTT     A     RRRR   Y   Y
MM MM     I     L         I       T      A A    R  R    Y Y 
M M M     I     L         I       T      AAA    R  R     Y
M   M     I     L         I       T     A   A   RRRR     Y
M   M     I     L         I       T     A   A   R   R    Y
M   M   IIIII   LLLLL   IIIII     T     A   A   R    R   Y
   
        M   M     A     DDDDD   N    N   EEEEE    SSSSS    SSSSS
        MM MM    A A    D   D   NN   N   E       S        S   
        M M M    AAA    D   D   N N  N   EEE     S        S
        M   M   A   A   D   D   N  N N   EEE      SSSS     SSSS
        M   M   A   A   D   D   N   NN   E            S        S
        M   M   A   A   DDDDD   N    N   EEEEE   SSSSS    SSSSS
===================================================================
Military Madness FAQ, Version 0.2
By: Kristopher Maxwell AKA gam3fr3ak13
Copyright 2007 Kristopher Maxwell
Send questions and comments to: [email protected]
===================================================================

Table of Contents:
Use Ctrl+F to quickly go to a part using Ctrl+C on boxes like these: [example]
1. Introduction and Game Info
    > About the Author and FAQ........................[1.1]
    > About the Game..................................[1.2]
    > Controls........................................[1.3]
    > How to Play.....................................[1.4]
    > List of Units...................................[1.5]
      - Infantry......................................[1.5.1]
      - Tanks.........................................[1.5.2]
      - Long Range Artillery..........................[1.5.3]
      - Aircraft......................................[1.5.4]
      - Anti-Aircraft.................................[1.5.5]
      - Moon Buggies..................................[1.5.6]
      - Transport Vehicles............................[1.5.7]
      - Mines.........................................[1.5.8]
    > Using Transport Vehicles........................[1.6]
    > Terrain.........................................[1.7]
    > Zone of Control.................................[1.8]
    > Support/Surround Effect.........................[1.9]
2. Maps and Strategies
    > General Strategies..............................[2.1]
    > Maps............................................[2.2]
      - Map 1: Revolt.................................[2.2.1]
      - Map 2: Icarus.................................[2.2.2]
      - Map 3: Cyrano.................................[2.2.3]
      - Map 4: Ramsey.................................[2.2.4] 
      - Map 5: Newton.................................[2.2.5]
      - Map 6: Seneca.................................[2.2.6]
3. Version Updates....................................[3.0]
4. Special Thanks.....................................[4.0]
5. Legal Info.........................................[5.0]

================================
1. Introduction and Game Info
================================

---------------------------------
About the Author and FAQ [1.1]
---------------------------------

Hello, and welcome to my Military Madness FAQ! My name is Kristopher Maxwell,
I'm 14 years old and this is my second FAQ, my first being for Elite Beat
Agents. I decided for my second FAQ to be for this game because I had just
bought the game for the Virtual Console, and since there were no complete
FAQ's for it, I decided to write one. Plus, the bounty is an added bonus
too.

-----------------------
About the Game [1.2]
-----------------------

Military Madness was released in 1989 for the TurboGrafx-16, and was
re-released for the Wii Virtual Console. It is a turn-based strategy game
taking place on the moon, with the Allied Forces (you/Player 1) fighting the
Axis (Computer/Player 2), similar to Advance Wars. However, it contains
many game mechanics only included here, making it an innovative game.
It also has a whopping 32 levels, making it quite a lengthy game.

-----------------
Controls [1.3]
-----------------

TurboGrafx-16 Controller:
D-Pad: Move the cursor
I: Select
II: Cancel
Run: Pause
Select: Switch between "Fight" and "Surrender" on Pause Menu

Wii Remote (Wii version, held sideways):
D-Pad: Move the cursor
2: Select
1: Cancel
+: Pause
-: Switch between "Fight" and "Surrender" on Pause Menu

Classic Controller (Wii version):
D-Pad: Move the cursor
A: Select
B: Cancel
+: Pause
-: Switch between "Fight" and "Surrender" on Pause Menu

Gamecube Controller (Wii version):
Control Stick: Move the cursor
A: Select
B: Cancel
Start: Pause
Z: Switch between "Fight" and "Surrender" on Pause Menu

--------------------
How to Play [1.4]
--------------------

When you start the game, you have the option of beginning from the first level,
or continuing from a later level. To continue, you need to input a password,
which is the name for each level.

Once you begin a map, it is your job to command your units. To win, you must
wipe out the enemy forces, or capture the enemy's prison camp.

To move a unit, move the cursor over a unit, then select it. Choose "Shift",
and the spaces that unit can move to will be outlined. Select a space twice to
confirm. Afterwards, you can choose a unit to attack, or cancel to end the
unit's move.

To attack, move the cursor over a unit, then select it. Choose "Attack" from
the side menu. If you cannot attack a unit, it will appear in the description
box below the map screen. If you can, the units you can attack will be
outlined. Move the cursor over one and select it to attack.

Each battle will give a unit experience. A unit can gain up to 8 experience
stars, with the max experience being a large star. Even a weak unit can perform
well in battle if it is experienced.

To see a more detailed description of a unit, move the cursor over a unit, and
select it. Choose "Guide" from the command menu, and information about the 
unit, such as it's name, attack and defense, movement and attack ranges, and a
detailed description about it.

To end your turn, simply go to the side menu and choose the command "End" to
pass control to the computer/other player.

The only way to gain units is to capture a factory. You can do so by moving an
infantry unit onto the factory space, thereby capturing the factory and the
units inside. You can capture neutral (yellow) and enemy (green) factories.
The same goes for a prison camp.

If a unit is weak, you can repair it by bringing it to a captured factory for
a turn. Move the unit onto the factory to have it go inside. After a turn,
you can take it out at full strength.

The info box, located at the bottom of the screen, shows basic info about the
area the cursor is above, such as the strength and EXP of each unit, as well
as the terrain of that area.

Terrain gives a defense boost; the higher the %, the larger the boost they get.
Terrain also considerably slows down both your units and enemy units.
Some units cannot move on terrain with a high %, so look out for those units
before planning your strategy.

Underneath the command menu is the map number, map name, turn number, and the
number of units each player has. Use the last to see how well your war is
going.

If the enemy is too strong, or there is little chance of your victory, you
can pause the game, and press Select to choose "Surrender". If you surrender,
the game over screen will appear, and you will have a chance to try the level
again.

----------------------
List of Units [1.5]
----------------------

Stats for each unit and other info have been taken from Base Nectaris' weapon 
guide.

_______________________________________________________________________________
INFANTRY [1.5.1]: These are the only units which may capture factories or 
prison camps.

GX-77 Charlie: This is a weak unit, and should be protected carefully. A good
unit for capturing in the first levels. This unit is one of the two land units
able to cross valleys and mountains. However, they must wait at the edge of
a valley for a turn before being able to cross it.
Land Attack: 10
Air Attack: 10
Land Range: 1 hex
Air Range: 1 hex
Shifting: 3 hexes
Defense: 4

GX-87 Kilroy: Although it is slow, Kilroy has a land attack higher than the
other three infantry units. It is the other land unit which may cross valleys
or mountains, and the rule for valleys still applies.
Land Attack: 40
Air Attack: 10
Land Range: 1 hex
Air Range: 1 hex
Shifting: 2 hexes
Defense: 10

CBX-1 Panther: These guys are weak like Charlie, but can move 9 spaces in one
turn! However, they cannot cross over terrain that is 30% or higher. (terrain %
is indicated in the bottom right terrain box.)
Land Attack: 10
Air Attack: 10
Land Range: 1 hex
Air Range: 1 hex
Shifting: 9 hexes
Defense: 8
_______________________________________________________________________________

_______________________________________________________________________________
TANKS [1.5.2]: These guys are your main attack force, and appear on every map.

TT-1 Lenet: The weakest tank, you will have to use these every once in a while.
Land Attack: 45
Air Attack: N/A
Land Range: 1 hex
Air Range: N/A
Shifting: 5 hexes
Defense: 30

S-61 Bison: This tank appears frequently, and you will often have to use them
against more superior firepower.
Land Attack: 50
Air Attack: N/A
Land Range: 1 hex
Air Range: N/A
Shifting: 6 hexes
Defense: 40

GS-81 Slagger: This tank is similar to the Bison, but has superior movement and
defensive capabilities.
Land Attack: 50
Air Attack: N/A
Land Range: 1 hex
Air Range: N/A
Shifting: 7 hexes
Defense: 50

GT-86 Titan: There's an offensive advantage over Bison and Slagger here, but it
lacks a large movement area.
Land Attack: 60
Air Attack: N/A
Land Range: 1 hex
Air Range: N/A
Shifting: 5 hexes
Defense: 50

T-79 Grizzly: Again, an exchange takes place: more attack power, less movement.
Land Attack: 70
Air Attack: N/A
Land Range: 1 hex
Air Range: N/A
Shifting: 4 hexes
Defense: 50

PT-6 Polar: This tank is weaker than the Grizzly, and still has less movement,
but has more defense now.
Land Attack: 60
Air Attack: N/A
Land Range: 1 hex
Air Range: N/A
Shifting: 4 hexes
Defense: 60

HMB-2 Giant: Now THIS is a tank! It has the best attack for a land unit,
and has a huge defense, but there is a HUGE letdown in movement. However, this
is the only tank with the ability to attack aerial enemies.
Land Attack: 90
Air Attack: 40
Land Range: 1 hex
Air Range: 1 hex
Shifting: 2 hexes
Defense: 80
_______________________________________________________________________________

_______________________________________________________________________________
LONG RANGE ARTILLERY [1.5.3]: Indirect attacks are a saving grace, as you can 
attack without taking damage. However, if attacked, they will be unable to 
counter.

SG-4 Hadrian: This is the artillery with the second-longest attack range.
However, it is slightly weaker than the others. Note that this unit can only
Shift or Attack each turn; it cannot do both in a single turn. With a weak
defense, keep it out of range of attack.
Land Attack: 45
Air Attack: N/A
Land Range: 2-5 hexes
Air Range: N/A
Shifting: 4 hexes
Defense: 30

MR-22 Octopus: This artillery is stronger than Hadrian, but has a smaller
attack range. The same rules apply to this as well; only one action per turn.
Land Attack: 60
Air Attack: N/A
Land Range: 2-4 hexes
Air Range: N/A
Shifting: 4 hexes
Defense: 30

SS-80 Atlas: This is the only fixed artillery in the game, and can only be
moved by using a transport vehicle. Despite that, this unit has attack to match
the Giant's, and a range larger than the Hadrian. Keep it out of the way of 
enemies; it's the weakest artillery unit in defense.
Land Attack: 90
Air Attack: N/A
Land Range: 2-6 hexes
Air Range: N/A
Shifting: N/A
Defense: 20
_______________________________________________________________________________

_______________________________________________________________________________
AIRCRAFT [1.5.4]: These units are some of the most useful in the game, as they 
have HUGE movement areas and few enemies can attack them. It should be noted 
that they can travel over any terrain, but do not gain terrain bonuses.

FX-1 Falcon: This unit has the largest movement range in the entire game, but
has a weak defense and can only fire on other aerial units.
Land Attack: N/A
Air Attack: 90
Land Range: N/A
Air Range: 1 hex
Shifting: 12 hexes
Defense: 30

AX-87 Eagle: This unit has a powerful land attack, and can still attack other
aircraft, but has a lower movement range than the Falcon.
Land Attack: 70
Air Attack: 20
Land Range: 1 hex
Air Range: 1 hex
Shifting: 10 hexes
Defense: 30

EF-88 Hunter: This is the only well-rounded aircraft, containing powerful air
and land attack, a good movement range and a fine defense.
Land Attack: 70
Air Attack: 70
Land Range: 1 hex
Air Range: 1 hex
Shifting: 11 hexes
Defense: 50
_______________________________________________________________________________

_______________________________________________________________________________
ANTI-AIRCRAFT [1.4.5]: These are invaluable to you, as aircraft can take out 
your main attack force quickly.

AAG-4 Seeker: This is a direct attack unit, and while it can attack land units
as well as air units, it's best if it doesn't have to fight land units due to
it's weak defense.
Land Attack: 30
Air Attack: 65
Land Range: 1 hex
Air Range: 1 hex
Shifting: 6 hexes
Defense: 30

MM-107 Hawkeye: This unit is stronger against air units than the Seeker, but
it cannot attack land units, has a weak defense like the Seeker, and, since
it is an artillery, can only choose one action per turn.
Land Attack: N/A
Air Attack: 85
Land Range: N/A
Air Range: 2-5 hexes
Shifting: 5 hexes
Defense: 30
_______________________________________________________________________________

_______________________________________________________________________________
MOON BUGGIES [1.5.6]: These are the most versatile units, as they have the 
ability to move again after attacking, even if they have already moved!

MB-4 Lynx: Lynx cannot attack adjacent enemies, but must move so the enemy is
two hexes away. Although it can fire on aerial enemies, it is weak against them
and must be adjacent to them. Keep them away from attack, as they have a low
defense.
Land Attack: 40
Air Attack: 10
Land Range: 2 hexes
Air Range: 1 hex
Shifting: 6 hexes
Defense: 20

MB-5 Rabbit: This unit is quite powerful against land enemies, but is weak
against aerial units, and still has a weak defense. It has a larger movement
range than the Lynx, though.
Land Attack: 70
Air Attack: 10
Land Range: 1 hex
Air Range: 1 hex
Shifting: 8 hexes
Defense: 20
_______________________________________________________________________________

_______________________________________________________________________________
TRANSPORT VEHICLES [1.5.7]: These units are vital to moving infantry, 
stationary units like mines and the Atlas, and slow units like the Giant.

NC-1 Mule: This unit can only transport infantry and stationary units. It can
counterattack, but should avoid battle because of it's weak defense.
Land Attack: 10
Air Attack: 10
Land Range: 1 hex
Air Range: 1 hex
Shifting: 6 hexes
Defense: 10

C-61 Pelican: This unit is a much better transport, since it can move any land
unit, and has a large movement range. However, it cannot counterattack, and
also has weak defense.
Land Attack: N/A
Air Attack: N/A
Land Range: N/A
Air Range: N/A
Shifting: 9 hexes
Defense: 10
_______________________________________________________________________________

_______________________________________________________________________________
MINES [1.5.8]: These are not used in the traditional sense, as they are only 
used to block enemy movement rather than blow them up.

M-77 Trigger: The only mine in the game, it is a stationary unit, and must be
moved with a transport vehicle. However, it's defense is tremendous, and should
be used to support other units, or block enemy movement.
Land Attack: N/A
Air Attack: N/A
Land Range: N/A
Air Range: N/A
Shifting: N/A
Defense: 80
_______________________________________________________________________________

---------------------------------
Using Transport Vehicles [1.6]
---------------------------------

Using transport vehicles is vital to success, so I will outline how to do so
here.

To transport a unit already on the field, simply have that unit move to the
space the vehicle occupies.

To transport a unit that is in a factory, have the transport next to the
factory, then deploy the unit onto the space the transport occupies.

Note that mines and the Atlas can only be moved through a transport vehicle,
and only if they are in a factory. You can only move them once, so place them
carefully.

----------------
Terrain [1.7]
----------------

Terrain can affect a unit's defense, as well as their movement speed. Here is
a list of the terrain:

Flat land: The basic terrain, it only slightly hinders movement, and gives
a defensive bonus of 5%.

Roads: This terrain allows units to move further than on other terrain. It
gives no defensive bonus.

Bridge: This has the same effect as the roads.

Hill: Movement is lowered here, but the defensive bonus is 20%.

Harsh land: Movement is lowered even further, but the defensive bonus is 30%.
The Panther, Mule and Giant may not enter this area.

Valley: The only land units to enter this terrain are the Charlie and Kilroy.
They must wait at the edge for a turn before crossing through. There is no 
defensive bonus here.

Mountain: The only land units to go here are, again, the Charlie and Kilroy.
However, the defensive bonus is a whopping 40%.

------------------------
Zone of Control [1.8]
------------------------

The Zone of Control, or ZOC, is the 6 hexagons surrounding each unit on the
battlefield. If a unit wants to pass through an enemy ZOC, it can only go one
space per turn. Example:
      _
    _/Y\
  _/ \_/
 / \_/ \
 \_/X\_/
 / \_/ \
 \_/ \_/
   \_/Z\
     \_/
If Unit Y wishes to go to Point Z, and is forced to travel through X's ZOC,
then it can only move one space each turn, and will take 3 turns to get there.

A unit can always move at least one space, even if surrounded by enemy ZOC.

--------------------------------
Support/Surround Effect [1.9] 
--------------------------------

Support Effect: There are two kinds of support: Offensive and Defensive.
A support happens when a unit has other friendly units within the enemies' ZOC.
Example:
   _
 _/X\_ 
/1\_/ \
\_/2\_/
  \_/
If X attacked 1, he would get a defensive bonus from 2. And if 1 attacked X,
he would get an offensive bonus from 2. This is because 2 is within 1's ZOC,
and also within the enemy ZOC. This also applies to 2.
   _
 _/X\_
/1\_/2\
\_/ \_/
  \_/
If X attacked 1, he would get no defensive bonus. But if 1 attacked X, he 
would get an offensive bonus. This is because 2 is inside of X's ZOC, even 
if he is not within 1's ZOC.

Surround Effect: The surround effect happens when you have two units on 
opposite sides of an enemy's ZOC, and one attacks. It cuts the enemies' defense
in half, and you strengthen your offense!
Example:
   _
 _/ \_
/ \_/2\
\_/X\_/
/1\_/ \
\_/ \_/
  \_/
If either 1 or 2 attacked X, X's defense would be halved and your units'
offense would be strengthened.

You can even combine the two to take down tough enemies like the Giant.
Example:
   _
 _/ \_
/ \_/2\
\_/X\_/
/1\_/ \
\_/3\_/
  \_/

If 1 attacked X, he would be supported by 1, and since the enemy is 
surrounded, the surrounding effect also takes place! The same effect would take
place if you had either 3 or 2 attack.

=========================
2. Maps and Strategies
=========================

---------------------------
General Strategies [2.1]
---------------------------

- Keep units together. This way, they have a larger chance of getting a support
bonus when the enemy attacks.

- Keep units alive. If they stay alive, they keep their experience, which gives
them an advantage. Rush them to the nearest factory if it looks like they'll
die soon.

- Have your weak/low defense units behind your tanks. This is vital for the 
units' survival.

- Keep your units out of range of artillery. The less artillery attacks, the
less experienced it will become, and the less damage you will take later.

- Destroy aircraft ASAP. This is important, as attack aircraft can quickly
wipe out your main attack force, and transport aircraft can quickly move
infantry near your prison camp. Use anti-aircraft units or units with a good
air attack.

- Destroy transport vehicles containing infantry. Whether it's for a factory
or your prison camp, keep them away from these vital areas.

- Use the terrain to your advantage. If you place a mine on the only bridge
in the area, it can help you immensely.

- Use the surrounding/supporting effect whenever you can. It'll lessen the
casualties your units will suffer if you don't use it.

-------------
Maps [2.2]
-------------

Example:
Map 1: Revolt [2.2.1]: This shows what map it is, the name and the Ctrl+F box.

Allied Forces Units: How many Allied units are on a map. These are your units,
and the tally includes units in factories possessed by Allied Forces.
Allied Factories: The number of factories you have on a map. Unless there is
only one, I will number them and refer to their numbers in the strategies. I
also list which units are in factories.

Axis Units: Same as above, except you don't control them.
Axis Factories: Same as above.

Neutral Factories: This only appears if there are neutral factories on the map.
Other than that, it's the same as the above factory categories.

Difficulty: I will rate the map's difficulty level.

Strategy: A turn by turn strategy to each level.
_______________________________________________________________________________
Map 1: Revolt [2.2.1]:

Allied Forces Units: 2 Charlies, 3 Bison.
Allied Factories: 0

Axis Units: 2 Charlies, 2 Bison.
Axis Factories: 0

Difficulty: Too Easy

Strategy: 

Turn 1: Move your Bison near the bridge, and move the Charlies towards the
south-eastern area surrounded by mountain.

Turn 2: Have your Bison attack the enemy tanks, keeping in mind the support
effect. Also, move your Charlies towards the enemy prison camp, keeping them
together.

Turn 3: Have your Bison pick off any remaining tanks, and use your Charlies
to attack the lone Charlie that should be in the area; if not, advance towards
the prison camp.

Turn 4: Keep moving your infantry towards the prison camp.

Turn 5: You should capture the prison camp on or around this turn.
_______________________________________________________________________________

_______________________________________________________________________________
Map 2: Icarus [2.2.2]:

Allied Units: 3 Charlies, 5 Bison
Allied Factories: 0

Axis Units: 3 Charlies, 3 Bison
Axis Factories: 0

Difficulty: Easy

Strategy: 

Turn 1: Have 4 of your Bison create a blockade near the road, and move your
infantry and 1 Bison north.

Turn 2: Move any damaged Bison out of the way, and begin to pick off the enemy
forces. Also, keep moving the infantry north around the mountain.

Turn 3: Pick off the last of the enemy Bison, and head after enemy infantry.

After this, it doesn't matter what you do, as long as no infantry get to your
prison camp. Just capture the enemy prison camp, and you've won.
_______________________________________________________________________________

_______________________________________________________________________________
Map 3: Cyrano [2.2.3]:

Allied Units: 2 Charlies, 4 Bison
Allied Factories: 0

Axis Units: 1 Charlie, 1 Kilroy, 3 Bison, 1 Hadrian
Axis Factories: 1 (1 Kilroy, 1 Hadrian)

Difficulty: Easy

Strategy: 

Turn 1: Have your Bison attack the enemy Bison using the surrounding effect,
and move your infantry north, across the mountain.

Turn 2: Pick off any remaining Bison, and, if possible, attack the Hadrian.
Keep moving your infantry towards the enemy base.

Turn 3: Take out either the Kilroy or Hadrian; if you can, I suggest going
after the Hadrian. Keep moving your infantry as well.

Turn 4: Finish off the remaining Kilroy/Hadrian, then go for the Charlie.

After this, it might be easier to capture the enemy prison camp, or to kill
the remaining enemy. Just take which way will end the map more quickly.
_______________________________________________________________________________

_______________________________________________________________________________
Map 4: Ramsey [2.2.4]:

Allied Units: 1 Charlie, 2 Kilroy, 1 Hadrian, 1 Bison, 1 Grizzly, 1 Polar,
1 Seeker
Allied Factories: 0

Axis Units: 1 Charlie, 1 Kilroy, 1 Hadrian, 3 Bison, 1 Slagger, 1 Eagle
Axis Factories: 1 (1 Bison, 1 Hadrian)

Neutral Factories: 2
#1 (1 Bison) 
#2 (1 Seeker)

Difficulty: Easy-Medium

Strategy: 

Turn 1: Capture the factory nearest you with the Charlie. Then, move your
tanks to the open area in the east, and hide your Hadrian behind them so you
can attack next turn. Finally, move your Seeker and 2 Kilroy north to the
neutral factory.

Turn 2: Have your Seeker attack the Eagle, and have your tanks and Hadrian
counter the enemy tanks. Also, keep moving your Kilroy closer to the factory.
Finally, take the Charlie out of the factory.

Turn 3: The enemy will begin heading south from either the left or right, so
move your tanks into the proper positions to attack when the enemy arrives.
Also, try to destroy the Eagle, as well as capture the factory either this 
turn or next turn.

Turn 4: Once you capture the remaining factory, begin to move your infantry
towards the enemy prison camp.

After this, it is near impossible to tell what will happen. If you want to 
finish quickly, just move your infantry to the prison camp. Killing all the
enemies will take some time.
_______________________________________________________________________________

_______________________________________________________________________________
Map 5: Newton [2.2.5]:

Allied Units: 2 Charlies, 1 Bison, 1 Grizzly, 2 Rabbits
Allied Factories: 0

Axis Units: 1 Charlie, 1 Kilroy, 1 Bison, 1 Lenet, 1 Rabbit
Axis Factories: 0

Neutral Factories: 4
#1 (1 Lenet, 1 Hawkeye)
#2 (1 Polar, 1 Seeker)
#3 (1 Hunter, 1 Slagger, 1 Lynx)
#4 (1 Titan)

Difficulty: Easy

Strategy:
 
Turn 1: Start off by moving your infantry towards the factories closest to you,
and keep your Rabbits at a safe distance, using your tanks to distract the
enemy for the turn.

Turn 2: Counterattack the enemy with the Rabbits, moving any critically
injured units towards one of the 2 factories you should capture this turn.
Then remove all units possible from the factories you captured.

Turn 3: If it hasn't been destroyed, take out the Hunter using the Seeker and
surrounding effect. Otherwise, just destroy the enemies that have arrived,
and move your Hawkeye and Lenet from the north factory closer.

Turn 4: Destroy the Hunter this turn if you haven't already, and fight off any
opposing enemy troops. If you have enough units, go after the Titan approaching
from the south.

Turn 5: Finish off the Titan this turn, then go after any remaining infantry.

Again, it's up to you if you want to chase after the enemy infantry or capture
the prison camp. Just finish the map, either way you'll win.
_______________________________________________________________________________

_______________________________________________________________________________
Map 6: Seneca [2.2.6]:

Allied Units: 2 Charlies, 2 Mules, 1 Falcon, 1 Eagle, 1 Bison, 1 Polar,
1 Hadrian, 1 Rabbit
Allied Factories: 0

Axis Units: 1 Charlie, 1 Kilroy, 1 Mule, 1 Hawkeye, 1 Eagle, 1 Titan, 1 Rabbit
Axis Factories: 0

Neutral Factories: 3
#1: 1 Eagle, 1 Grizzly, 1 Seeker
#2: 1 Lynx
#3: 1 Octopus, 1 Seeker, 1 Giant

Difficulty: Easy-Medium

Strategy:

Turn 1: First, load your infantry into the Mules, and move them north-east to
the factories. Move your other land units north-east, as well as your Eagle,
and Falcon.

Turn 2: Surround the Hunter with the Falcon and Eagle to take it out. Also 
attack any enemies which attacked last turn, and unload one of the Mules next 
to factory #1.

Turn 3: Your Falcon probably took heavy losses last turn, so move it into 
factory #1, which you should capture now. Also move the other Mule near 
factory #3, and have your Eagle attack the enemy Hawkeye. Don't forget to move
your tanks and other land units, and empty the new factory.

Turn 4: Keep the enemy busy with the 2 Eagles you now have while you move your
tanks and other units toward the enemy. Also, capture factory #3 this turn and
empty it.

After this, how long it will take you to win is hard to tell. Just keep moving
your units and attacking and you'll win...eventually.
_______________________________________________________________________________

===========================
3. Version Updates [3.0]
===========================

Version 0.2: April 25, 2007
----------------------------
> Finished Maps 4-6.
> Added to the General Strategies Section.
> Removed the unit maps, they took up too much space and time.
> Changed the strategies to turn by turn strategies.

Version 0.1: April 6, 2007
---------------------------
> Began writing.
> Completed the section "Introduction and Game Info".
> Did the ASCII art.
> Finished the General Strategies sub-section.
> Finished Maps 1-3.

==========================
4. Special Thanks [4.0]
==========================

This thanks goes to:

> Base Nectaris, for having a great unit guide containing stats for each unit
from the Japanese manual, and for their great explanation on the Zone of
Control and Surrounding/Supporting effects.

> My parents, for letting me wait outside Wal-Mart on the Wii's Launch Day
with my friend to get one.

> Nintendo and Hudson Soft for re-releasing this game on the Virtual Console.

If you do not see your name here, and think you should be credited for 
something in this guide, contact me at: [email protected]

======================
5. Legal Info [5.0]
======================

This guide is, at the time of writing, only to be posted on these sites:
> http://www.gamefaqs.com
> http://www.supercheats.com

This guide may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission.  Use of this
guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright.

Finally, all trademarks and copyrights contained in this document are owned
by their respective trademark and copyright holders.