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Home » PC » Daisenryaku Perfect » Daisenryaku Perfect FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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Archetype: SH-60

Ground
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-Main battle tank: Large, heavy tracked armored vehicles with a powerful main gun. These are the heavy hitters of the ground forces. They are best used for making a wall of armor to protect your forces, and destroying anything on the ground that isn't a tank. (Leave enemy MBTs to your close air support.)
Archetype: M1A1 (most likely)

-Infantry fighting vehicle: Lightly armed and armored vehicles (usually tracked) used in support of infantry. They usually have a bit more speed, fuel, and variety of weapons compared to tanks, and are decent for stopping most other vehicles. However, MBTs will eat them alive, as their armor isn't too thick.
Archetype: M-2 (I'm guessing)

-Armored personell carrier: lightly armed vehicle used for trnasporting infantry. These have similar armor to IFVs but less (and sometimes no) offensive power. They are good for speeding a couple of infantry units towards an enemy holding through dangerous territory, but are still a bit fragile.
Archetype: AAAV (perhaps)

-Scout vehicle: Similar to AFVs again, but usually lighter and faster. Use these to take point in a ground operation and see what's coming at you.
Understandably, these vehicles are often the first casualties.
Archetype: Type-87 (shot in the dark here)

-Anti-tank vehicles: Basically trucks with missile launchers mounted on them.
They are actually rather bad at their intended purpose, as have no greater range than MBTs, and as they are unarmored, tank rounds absolutely demolish them. Fortunately, they are very fast and cheap, and could be used to finish off some damaged and fleeing armor.
Archetype: Hum-vee TOW (could be)

-Self-propelled artillery: Artillery cannons mounted on lightly-armored treaded or wheeled chasis. There are many types of SPA, but they all share the common traits of mobility and range. The better ones can fire immediately after moving. Use lots of these behind your tank lines to wreck havoc from a distance.
Archetype: M109A6

-Towed artillery: Simple stationary artillery cannons. These have the Transform feature which you must use to get them from their towed state to their ready-to-fire state. This means they are not good for much except defending your borders, or whatever. They are cheap, though, and have lots of ammo.
Archetype: FH-70 (though these really all look the same)

-Self-propelled rocket launcher: Just what the name says. These fire rockets that do Megahex damage (attacking any units in the 6 adjoining hexes to the target). They are perfect for wiping out infantry blocks and skattering armor columns. Remember that they can't fire after miving, though.
Archetype: MLRS

-Tactical missile launcher: Huge surface-to-surface missiles carried on large trucks (not to be confused with ballistic missiles). These must be Transformed before launch, which is a pain, but their range and damage make it worth it.
Keep them behind the lines on a city or near a supply truck, and watch the fireworks.
Archetype: Scud

-Anti-aircraft artillery: Ground vehicles with guns designed to take out aircraft. These are best against fighters and helicopters, as attackers and bombers outclass them for damage, but the AA guns are pretty good against soft ground targets too. Some of the more modern systems have SAM missiles as well as guns.
Archetype: ZSU-23-4 (another guess)

-Towed anti-aircraft artillery: Similar to towed artillery, but used against aircraft. My vote for most useless unit in the game. When dealing with enemy aircraft, mobility and response time is critical. These units have neither, as they need to be Transformed and are then stuck in one place.
Archetype: L-90

-Self-propelled SAM: Trucks or other vehicles equipped with surface to air missiles. These are the backbone of most air defense systems. They are mobile, fairly inexpensive, and are very dangerous for any aircraft. The better ones can fire from range 2, and some can even fire radar-guided SAMs from range 3.
Any armor division should have a couple for defense.
Archetype: Avenger

-Surface to air missile: Stationary SAM launchers transported by truck. These are great. Although they lack mobility and response time like the towed AAA, stationary SAMs have excellent range and an ambush radius. Perfect for defending your bases from any aerial attacks.
Archetype: Patriot

-Anti-ship missile: Just like the other stationary launchers, but used against ships. There aren't too many of these, and everything they can do is better accomplished by air or sea. However, if those other means aren't available, these units are a good way to defend your coastal territory. They do have a large ambush radius, which is good.
Archetype: Silkworm

-Ballistic missile: You were waiting for these, huh? Admit it. These things have incredible range (30-40 hexes), deal massive megahex damage to any ground units, and cause massive damage to holdings. Their downside is their very high cost, their limited ammo (1 or 2 shots, tops), and the fact that you need to wait 5 turns between launches. For best results, put these on a well-defended city within range of the enemy's capital.
Archetype: Topol

-Infantry: The most important unit type in the game, as they can capture holdings. Infantry come in 4 types: basic infantry, airborne units, assault units, and special forces. All have anti-tank rockets, and all except airborne units have SAMs. Airborne units can be dropped by helicopter or transport anywhere on flat ground (holdings included). Assault teams are tougher, have better weapons, and can repair or destroy holdings. Special forces can do all of the above and more. Use the right type for the right job.
Archetytpe: Uh, human beings?

-Construction: Special vehicles resembling armored bulldozers. They have little to defend themselves with, but are very useful in that they can repair or destroy holdings (in any surrounding hex, unlike infantry), or build outposts and bridges. These are best used to maintain your own holdings after bomb or missile strikes, or to repair captured holdings that have suffered damage.
Archetype: N/A

Surface
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-Battleship: Vessels with the biggest guns and heaviest armor designed to serve a fleet command role. There is only one BB in the game, and that is the Iowa.
It is nearly invincible to surface attack and can dish out damage like nothing else. However, it is still vulnerable to airstrikes and torpedoes, so don't let it go unescorted.
Archetype: Iowa (obviously)

-Aegis cruiser: Vessels designed to protect the fleet from aerial attacks. They have a huge ambush radius and an even larger ECM field. Add to this long-range
SAMs and you have a recipe for disaster for any enemy aircraft. They also carry long-range anti-ship missiles, making them the best support vessel you can get.
Exclusive to the US.
Archetype: Ticonderoga

-Cruiser: The standard surface combatant in the larger navies. Cruisers are jacks of all trades, and ideally can perform anti-ship, anti-air, and andti-surface duties. They tend to have good speed and range as well. Some have an anti-air ambush radius, but it is not very large.
Archetype: Slava

-Aegis destroyer: Versatile vessels optimized for fleet defense. Aegis destroyers have the same role as Aegis cruisers, with the only differences being their size and their better anti-submarine weaponry. They are exclusive to the US and Japan.

-Destroyer: Multipurpose medium-sized warships. Each class of destroyer is different, so it is hard to describe them as a whole. They all tend to have fair to good ASW ability, some anti-air ability, and varying anti-surface ability. Destroyers are the largest ships some navies have.
Archetype: Spruance

-Frigate: Small multipurpose vessels. There has always been ambiguity between the classification of frigates and destroyers, but generally frigates are smaller and less well-protected. Like destroyers, most frigates are geared towards sub-hunting.
Archetype: Oliver Hazard Perry

-Corvette: Small, fast, short-range vessels. Not to be confused with the sports car, corvettes are often used on patrol missions. They are not large enough to carry the versatile weapons suite of a frigate, so they usually are good at either surface, sub, or air defense (never all three).
Archetype: Visby (wild guess)

-High-speed missile boat: Just what it says. These are very small, fast boats with missiles. Most carry either SAMs or anti-ship missiles, and a scarce few carry both. They can't take damage very well compared to the capital ships, but are fairly cheap.
Archetype: Hayabusa

-Aircraft carrier: Very large ships designed to carry, tend, and launch fixed-wing aircraft. Aircraft carriers are not weapons themselves, but merely launching platforms. Carriers are extremely expensive already, but since you have to have an air wing and escorts for it, it becomes doubly so. But it's worth every credit, because it gives you a mobile airbase that can attack any enemy remotely close to water.
Archetype: Nimitz

-Helicopter carrier: Similar to traditional aircraft carriers, but without features like catapults or an angled deck. These flat-tops can only carry and tend VTOL and/or helos. Because VTOLs and helos aren't quite as powerful as other navalized aircraft, they are less powerful as platforms, but they are also cheaper.
Archetype: Kiev

-Transport ship: Large ships designed to carry vehicles. These vessels can carry more heavy armor than any other unit (a rare few can carry helicopters too), and are generally not too expensive. However, they are lightly-armed, slower than most ships, and must load and unload their cargo at ports.
Archetype: San Antonio

-Hovercraft: Vehicles that float on a cushion of air. Hovercraft can only move over flat terrain (including plains, water, large cites, and some other holdings). Their range is limited in this respect, and they have very little fuel, but they are the best way to land troops from a transport if you can't secure a port. Note that hovercraft are actually built from factories, not shipyards.
Archetype: LCAC

Subsurface
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-Attack submarine: Subs designed to hunt surface ships and other subs. Subs are extremely hard to detect, providing stealth and the element of surprise. Their torpedoes are extremely powerful to boot. However, the range of standard subs is very short, and nuclear subs are very expensive.
Archetype: Los Angeles

-Ballistic missile submarine: Subs deisgned for launching ballistic missiles.
One of the most dangerous units in the game, they can remain undetected and nuke the enemy from 30-40 hexes away. Only 3 turns are required between launches. Their only disadvantage is their price; they are among the most expensive units available.
Archetype: Ohio


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Special traits
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These are the traits each unit can have, viewable on the in-game listing.
Again, these are translated from the instruction booklet.

-Stealth: Stealth units are invisible to enemy radar. Opposing forces cannot see a stealth unit, and thus cannot attack it, until one of their units happens to move into an adjoining hex. Stealth craft can move freely through known ambush zones.
-Destruction: This unit has the ability to attack holdings with at least one of its weapons.
-ECM: This unit has the ability to project an ECM field. Aegis warships and electronic warfare planes have this.
-Jamming: Neutralizes an enemy unit's search range. Found only on electronic warfare planes.
-Ambush: This unit is able to ambush enemies that come into a certain range.
-Load: This unit is capable of loading and carrying another unit of a specific type(s).
-Navalized: This is a fixed wing aircraft that can land on aircraft carriers.
-VTOL: Vertical take-off and landing craft.
-Armored- Hard/Armored- Soft: Two categories of ground units. This trait reflects their evasion ability vs. different weapons.
-Occupy: This unit can capture and occupy holdings. Exclusive to infantry.
-Load: This unit can load and carry another unit.
-Repair: This unit can repair damaged or destroyed holdings. (Not to be confused with repairs done on other units.)
-Ballistic: This unit can launch ballistic missiles.
-Transform: This unit has two different forms, usually one for transportation and another for firing weapons. Towed artillery and missile launchers are prime examples.
-Supply: This unit can resupply allied units. The type of supplying done (fuel and/or weapons) depends on the unit types involved.
-Airborne: This unit can be unloaded from an aircraft even if there is no
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  1. Daisenryaku Perfect FAQ by System on 09/03/2006, 09:50