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    FAQ/Walkthrough by Freelance

    Version: 1.0 | Updated: 02/10/03 | Search Guide | Bookmark Guide

    <============================================================================
    ::::::Battle Isle 2220 - Shadow Of The Emperor (Battle Isle 3):::::::::::::::
    <============================================================================
    
    // FAQ/Walkthrough v1.0 \\
    // 02.10.03 \\
    // By: Aron Slotiuk (madmill@hotmail.com) \\
    
    LEGAL INFO:
    
    This FAQ is the sole property of the author, and cannot be altered or otherwise
    misrepresented for any reason. This FAQ should only appear on www.gamefaqs.com
    - if you wish to host a copy on your site, please email me and ask my
    permission. This FAQ is provided "as is" and I will not be held responsible for
    any damage or loss of data you may experience via the info contained here.
    
    <============================================================================
    ::::::Version History::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    <============================================================================
    
    v1.0 (02.10.03)
    	- First version. Walkthrough is incomplete. Unit list is complete.
    
    <============================================================================
    ::::::Table of Contents::::::::::::::::::::::::::::::::::::::::::::::::::::::
    <============================================================================
    
    - Introduction
    - General Game Info / FAQ
    - Unit List / Stats
    - Mission Walkthroughs (incomplete)
    - Level Passwords
    - Hints / Tips
    
    <============================================================================
    ::::::Introduction:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    <============================================================================
    
    "Battle Isle 2220 -  Shadow Of The Emperor" (also known as "Battle Isle 3") is
    the third game in the Battle Isle Series, published by German company Blue Byte
    Software and released in 1995. The Battle Isle series is known for its
    turn-based hex-mapped strategy combined with 3D battle sequences, and is a very
    popular series in Germany, Sweden and Finland. The game never achieved critical
    acclaim in North America, although word has it Blue Byte (now owned by UBiSoft)
    is working on Battle Isle 4, which may be released some time in 2003. Other
    games not directly related to the Battle Isle canon released by Blue Byte
    include "Battle Isle: The Andosia War", "Settlers II", "Incubation", and
    "Archimedian Dynasty".
    
    Battle Isle 2220 is technically considered "oldwarez", and therefore should not
    be found on abandonware websites (although the same cannot be said of its
    predecessor, "Battle Isle 2" - another excellent game). However it can often be
    found on Ebay for reasonable prices. The game comes as a 2-CD set, although I
    have seen it come in other versions as well, such as compilations and boxed
    sets. They are all the same as far as I am aware.
    
    <============================================================================
    ::::::General Game Info / FAQ::::::::::::::::::::::::::::::::::::::::::::::::
    <============================================================================
    
    Battle Isle 2220 is a native Win32 application (perhaps the very first wargame
    to be one!), and therefore does not have to be played through DOS, as is the
    case with many games of this age.
    
    Basic system requirements are as follows:
    
    486 DX2 66mhz minimum (Pentium recommended)
    256 color VGA, 8MB of RAM
    34 MB of harddrive space (an additional 40 MB is required if you'd like to
    install the unit animations to speed up the game)
    CD-ROM drive (2x speed)
    Soundblaster or compatible soundcard & mouse
    At least Windows 3.11, Windows 95 recommended.
    Supports all video resolutions of 640x480 and above.
    
    // FAQ: \\
    
    Q: It really runs under Windows 3.11?
    
    A: Yes. Using the WinG system extensions (included on the CD-ROM), the game is
    quite playable under Windows 3.11
    
    Q: How do I install the extra unit animations to my harddrive? Should I do
    this?
    
    A: You have nothing to lose by doing so - it will require an additional 40 MB
    of space to install the animations. This will help to speed up the game, and
    even if your game is already fast, it will cut down on the CD-ROM accessing. In
    order to install the animations, look in the Battle Isle 2220 program group
    after you install the game. There should be a separate installer there for the
    animations file.
    
    Q: Help! The game starts and all I can see is a black screen!
    
    A: I have observed this under Windows 95. You may hear the intro video playing
    in the background, but just see blackness on the screen. After the video ends
    (or you skip it with ESC), the game hangs with a black screen. As far as I can
    tell, this is due to incompatibilities with Battle Isle 2220 and modern video
    cards. Fortunately, there are several ways to resolve this.
    
    - Turn down "video acceleration" inside your Display Properties (in Windows
    Control Panel) to the second-lowest setting.
    
    - Changing your desktop color-depth to 256 colors and then launching the game
    seems to help somewhat and may cause it to suddenly start working.
    
    - Do both the steps above combined.
    
    - Disabling all video playback in the game may also help, but try the methods
    above first. You need the videos during the game to see your mission
    objectives! You can disable all videos in the game by opening the "sdi.ini"
    file (located in your Windows directory) and setting the following options:
    
    AVICHIP=NO
    PLAYVIDEO=NO
    PLAY_320_200=NO
    PLAY_ZOOM=NO
    PLAY_BIG=NO
    
    Q: The game loads, but I can't see any videos / videos look corrupted.
    
    A: Battle Isle 2220 uses a very peculiar and obscure AVI format for its videos.
    Check your Windows codecs (in Windows 95, go to Control Panel > Multimedia >
    Advanced > Video Codecs) and see if you have any versions of Intel Indeo 3.2
    installed. I would recommend AGAINST running the VFW 1.1e setup program that
    Battle Isle 2220 puts on your computer if you are running Windows 95, since
    this could cause serious errors. It should be safe under Windows 3.11 however.
    
    Q: I can't hear any music.
    
    A: Battle Isle 2220 uses MIDI exclusively for all its music. Make sure you have
    MIDI un-muted and your card is capable of playing MIDI music.
    
    Q: What's wrong with the voice actors in the videos? Their speech doesn't synch
    with their mouths!
    
    A: BAD dubbing. Very bad. Remember, this game was originally in German. Live
    with it... the acting overall is pretty terrible anyway. And don't even get me
    started on the costumes!
    
    Q: The game is running too fast!!
    
    A: It should be fine on the hex-map, but the 3D battle sequences might look
    like they are on amphetamines... and since this is a native Win32 application,
    a CPU-limiter like Mo'Slo won't be able to fix this. You'll just have to live
    with it. Battle Isle 2 never had this problem... but then again, it was
    exclusively run in a DOS environment.
    
    Q: Is there any way I can make my own maps?
    
    A: YES! Check out http://www.geocities.com/battleisleeditor to get a freeware
    copy of Jorg Richter's Battle Isle 3 Editor v.092 ... the program is well put
    together, but read his documentation carefully. Battle Isle maps are complex
    things, with multiple layers of terrain and events. Overall though, Jorg's
    program is easy to use and attractive. I salute you, Jorg!
    
    <============================================================================
    ::::::Unit List / Stats::::::::::::::::::::::::::::::::::::::::::::::::::::::
    <============================================================================
    
    Here you will find a summary of all 64 battle units in the game. I will run
    down their basic stats as well as provide some general info on using them
    effectively. The list is in alphabetical order. All units have the same stats
    no matter who's side they fight for (allied, enemy, neutral).
    
    ** EXAMPLE BEGINS**
    
    Name: The unit's name in the game
    Type: What kind of unit it is
    # in Squad: How many of the unit make one full squad (undamaged)
    Armor: Defensive value - higher is better
    Weapons: Here I'll list the weapons the unit has; with power, ammo, and range
    Move Range: Number of hexes it can move under ideal conditions
    Recon Range: Number of hexes it can see under ideal conditions
    Fuel: How many hexes it can move before fuel runs out
    Energy / Build: Amount required to build one at a Factory
    Materials / Build: Amount required to build one at a Factory
    Special Features: Any special abilities the unit has, i.e. troop transport
    Info: How to use it in battle effectively
    
    ** EXAMPLE ENDS **
    
    =============================================================================
    
    ** UNIT LIST - ALPHABETICAL **
    
    Name: Alcor
    Type: Munitions Transport
    # in Squad: 10
    Armor: 400
    Weapons:
    - 9mm MG, 275 power, 4 ammo, 1-1 range.
    - Carries 50 units worth of ammunition.
    Move Range: 5
    Recon Range: 1
    Fuel: 28
    Energy / Build: 5
    Materials / Build: 5
    Special Features: Can reload other units
    Info: Almost as useful as Algols, you'll need an Alcor to keep your heaviest
    weapons firing. Bring one with you on campaigns far away from your bases and
    cities. It can defend itself with its 9mm MG, but don't expect miracles from
    it. The armor rating of 400 helps it stay alive a lot longer than an Algol
    usually does.
    
    Name: Aldinium
    Type: Crystal
    # in Squad: 1
    Armor: 50
    Weapons: not applicable
    Move Range: 2
    Recon Range: 0
    Fuel: not applicable
    Energy / Build: 2
    Materials / Build: 10
    Special Features: Capture them for energy
    Info: Not a unit per-se, but it has stats. Not allied to anyone. If you see one
    on the map, send a Transport-capable vehicle to bring it back to your HQ.
    You'll get a lot of energy for doing so! If you are unable to get it in time,
    you can also attack and destroy them to keep your opponent from taking them.
    
    Name: Algol
    Type: Gas Transport
    # in Squad: 10
    Armor: 85
    Weapons: none, carries 240 units worth of fuel.
    Move Range: 7
    Recon Range: 1
    Fuel: 80
    Energy / Build: 5
    Materials / Build: 4
    Special Features: Can refuel other units
    Info: Bring an Algol with you on distant campaigns. Without fuel, your best
    armor will be reduced to nothing more than a glorified turret. Algols die very
    quickly if they get attacked - defend them well.
    
    Name: Anaconda Z2
    Type: Armored Train
    # in Squad: 1
    Armor: 484
    Weapons:
    - 90mm Gun, 550 power, 8 ammo, 1-2 range.
    - 30mm Gun, 360 power, 12 ammo, 1-1 range.
    - 9mm MG, 270 power, 18 ammo, 1-1 range.
    Move Range: 13
    Recon Range: 3
    Fuel: 40
    Energy / Build: 18
    Materials / Build: 16
    Special Features: Rail Unit, Ranged attacker.
    Info: Lots of armor and lots of ammo with the mobility of a train. Sadly, the
    Anaconda often sees limited action due to its short range and the fact it
    cannot leave the tracks and fight elsewhere. Use it to escort your other
    trains.
    
    Name: Archimedes
    Type: Rocket Launcher
    # in Squad: 10
    Armor: 135
    Weapons:
    - Surf/Surf Rocket, 380 power, 6 ammo, 3-5 range.
    Move Range: 4
    Recon Range: 2
    Fuel: 35
    Energy / Build: 11
    Materials / Build: 5
    Special Features: Ranged attacker
    Info: The Archimedes was one of the best artillary units in Battle Isle 2, and
    this hasn't changed in Battle Isle 2220. With a range of 3-5 and a good ammo
    and fuel loadout, Archimedes is invaluable behind your front lines (being
    supplied) as an artillary platform. Guard them well, for the Archimedes is an
    excellent unit.
    
    Name: Atlas
    Type: Truck
    # in Squad: 10
    Armor: 60
    Weapons: none
    Move Range: 7
    Recon Range: 1
    Fuel: 30
    Energy / Build: 5
    Materials / Build: 6
    Special Features: Can transport other units
    Info: Like the Snake, but without weapons. It can however transport heavier
    units the Snake cannot handle, such as Tanks and other armor. Again, if it gets
    destroyed anything it is carrying is also destroyed.
    
    Name: Axis
    Type: Battle Tank
    # in Squad: 10
    Armor: 650
    Weapons:
    - 110mm Gun, 640 power, 6 ammo, 1-1 range.
    - 20mm Gun, 380 power, 4 ammo, 1-1 range.
    Move Range: 5
    Recon Range: 2
    Fuel: 22
    Energy / Build: 10
    Materials / Build: 11
    Special Features: none
    Info: I have mixed feelings about Axis. It is basically just a little better
    than the Samurai, which isn't to say it is a bad unit, but it almost feels
    redundant. The Axis is one of the new units in Battle Isle 2220.
    
    Name: Buggy
    Type: Recon Vehicle
    # in Squad: 10
    Armor: 125
    Weapons:
    - Surf/Surf Rocket, 370 power, 2 ammo, 2-2 range.
    - 9mm MG, 290 power, 5 ammo, 1-1 range.
    Move Range: 10
    Recon Range: 5
    Fuel: 74!
    Energy / Build: 6
    Materials / Build: 4
    Special Features: Attack-Move-Attack. Ranged attacker.
    Info: The Buggy is ANNOYING to fight against! However they are excellent units
    and should be well protected. The Buggy is able to move, attack with its
    rockets, then move again. This makes them great for wearing down other units,
    and an army of Buggies can do some sick damage to almost anything. They also
    have a huge reserve of fuel, and great movement range. Even their recon is
    above average. One of my favorite units. Note: Buggies CANNOT capture
    buildings!
    
    Name: Citadelle
    Type: Mobile Bunker
    # in Squad: 1
    Armor: 850
    Weapons:
    - 120mm Gun, 780 power, 10 ammo, 3-5 range.
    - 90mm Gun, 450 power, 12 ammo, 1-1 range.
    - Surf/Air Missile, 680 power, 6 ammo, 1-5 range.
    - 12mm MG, 280 power, 20 ammo, 1-1 range.
    Move Range: 2
    Recon Range: 4
    Fuel: 33
    Energy / Build: 55
    Materials / Build: 50
    Special Features: Ranged attacker, can transport other units.
    Info: Hands down the most powerful unit in the game. If you see THIS coming,
    you'd be advised to run like hell! With defence from air and land assault and
    the ability to strike land, air, and sea at range itself, this is the unit you
    want on the front lines. As long as you can keep it supported, Citadelle has
    little to fear - except perhaps repeated UX-3 strikes. Keep something fast
    inside it to help defend it.
    
    Name: Comet FP-42
    Type: AA-Tank
    # in Squad: 10
    Armor: 305
    Weapons:
    - 2x 35mm Gun, 380 power, 8 ammo, 1-1 range.
    Move Range: 8
    Recon Range: 3
    Fuel: 25
    Energy / Build: 7
    Materials / Build: 5
    Special Features: none
    Info: The 35mm Gun can also be used against land-based units, but the real role
    of the Comet is to provide light anti-aircraft defence.
    
    Name: Crux
    Type: Transport Plane
    # in Squad: 10
    Armor: 185
    Weapons: none
    Move Range: 9
    Recon Range: 3
    Fuel: 33
    Energy / Build: 22
    Materials / Build: 20
    Special Features: Air Unit, can transport other units.
    Info: Use these to take your heavier units to areas they could not normally get
    to, such as across water or trenches. Crux is completely unarmed however, so
    make sure you escort it.
    
    Name: Demon 131
    Type: Battle Robot
    # in Squad: 10
    Armor: 150
    Weapons:
    - 9mm MG, 280 power, 6 ammo, 1-1 range.
    Move Range: 4
    Recon Range: 2
    Fuel: 50
    Energy / Build: 3
    Materials / Build: 2
    Special Features: Can capture buildings
    Info: These are your weakest troops. Fortunately they are very cheap and easy
    to replace, since you will lose a lot of them. The 9mm MG has pathetic power
    against most armor, so don't even bother unless you really need to. These are
    best used to attack other Demons or perhaps weakened Troll units - and of
    course for capturing buildings, although other units do it better.
    
    Name: Dolmen Z1
    Type: Supply Train
    # in Squad: 1
    Armor: 120
    Weapons: none
    Move Range: 11
    Recon Range: 2
    Fuel: 100
    Energy / Build: 12
    Materials / Build: 13
    Special Features: Rail Unit, can transport other units.
    Info: Dolmen is used to ferry units to and from the front lines. It is not
    designed for combat, as its weak armor will testify.
    
    Name: Dragon H1
    Type: Helicopter Gunship
    # in Squad: 10
    Armor: 200
    Weapons:
    - Air/Air Missile, 320 power, 2 ammo, 1-1 range.
    - Air/Surf Missile, 400 power, 4 ammo, 1-1 range.
    - 30mm Gun, 360 power, 6 ammo, 1-1 range.
    - 20mm Gun, 240 power, 2 ammo, 1-1 range.
    Move Range: 8
    Recon Range: 3
    Fuel: 34
    Energy / Build: 18
    Materials / Build: 15
    Special Features: Air Unit
    Info: A great utility unit, the Dragon H1 has a lot of different weapons to
    choose from depending on the situation. Generally you'll want to stick with the
    missiles and save your guns for finishing off weakened units. The Dragon has a
    good amount of fuel for an air unit. Watch out for fighters.
    
    Name: Elixir 2
    Type: Eloka SAB Squad (Radar Jammer)
    # in Squad: 10
    Armor: 80
    Weapons:
    - 9mm MG, 265 power, 4 ammo, 1-1 range.
    Move Range: 8
    Recon Range: 4
    Fuel: 50
    Energy / Build: 5
    Materials / Build: 4
    Special Features: Radar Jammer
    Info: Elokas are fun. Whatever units are directly adjacent to it will be hidden
    from your opponent's radar (even Orion radar!) and cannot be seen. This is
    great for launching surprise attacks. Although the Eloka can defend itself, try
    and keep it out of combat.
    
    Name: Excalibur Z3
    Type: Rail Artillery
    # in Squad: 1
    Armor: 154
    Weapons:
    - 200mm Gun, 900 power, 3 ammo, 4-8 range.
    - 9mm MG, 270 power, 4 ammo, 1-1 range.
    Move Range: 10
    Recon Range: 2
    Fuel: 30
    Energy / Build: 22
    Materials / Build: 16
    Special Features: Rail Unit, Ranged attacker.
    Info: Look at the size of that gun! Use it to pound distant opponents, and
    remember to keep it well supplied with ammo. The fact Excalibur is a train
    helps it move around very quickly.
    
    Name: Exterminator
    Type: Fighter Bomber
    # in Squad: 10
    Armor: 215
    Weapons:
    - Air/Air Missile, 400 power, 2 ammo, 1-1 range.
    - Air/Surf Missile, 400 power, 4 ammo, 1-1 range.
    - 20mm Gun, 310 power, 4 ammo, 1-1 range.
    - 250kg Bomb, 290 power, 2 ammo, 1-1 range.
    Move Range: 11
    Recon Range: 4
    Fuel: 61
    Energy / Build: 20
    Materials / Build: 15
    Special Features: Air Unit
    Info: These have SO many uses. With the wide range of weapons, you can punish
    air or ground units equally. The 250kg Bomb can only be used against roads,
    rails, or fortifications.
    
    Name: Genom J1
    Type: Fighter
    # in Squad: 10
    Armor: 190
    Weapons:
    - Air/Air Missile, 460 power, 6 ammo, 1-1 range.
    - 20mm Gun, 265 power, 4 ammo, 1-1 range.
    Move Range: 12
    Recon Range: 3
    Fuel: 33
    Energy / Build: 18
    Materials / Build: 13
    Special Features: Air Unit
    Info: The Genom is your basic light fighter aircraft. Use them to hunt
    helicopters and other Genoms, or to attack incoming Bombers. Watch out for AAA
    defences though! Also be sure it doesn't run out of fuel - figure out your
    range ahead of time to make certain you don't come up short.
    
    Name: Ghost FB-3
    Type: Stealth Fighter
    # in Squad: 10
    Armor: 220
    Weapons:
    - Air/Air Missile, 460 power, 4 ammo, 1-1 range.
    - Air/Surf Missile, 400 power, 2 ammo, 2-2 range.
    - 20mm MG, 240 power, 4 ammo, 1-1 range.
    - Air/Air Missile, 530 power, 1 ammo, 1-1 range.
    Move Range: 12
    Recon Range: 4
    Fuel: 47
    Energy / Build: 23
    Materials / Build: 15
    Special Features: Air Unit, Ranged attacker, can change altitude.
    Info: Use this to hunt other air units - once it ascends to high altitude,
    there is little that can threaten it.
    
    Name: Golem
    Type: Heavy Battle Robot
    # in Squad: 1
    Armor: 320
    Weapons:
    - Bazooka, 620 power, 3 ammo, 1-1 range.
    - Surf/Air Missile, 380 power, 1 ammo, 1-2 range.
    - 12mm MG, 300 power, 8 ammo, 1-1 range.
    - Carries 1 fortification materials.
    Move Range: 3
    Recon Range: 2
    Fuel: 35
    Energy / Build: 5
    Materials / Build: 3
    Special Features: Can build trenches.
    Info: Golems are unique units. With an interesting variety of weapons and the
    ability to create fortifications, they make good frontline troops. However
    heavy armor can overwhelm them, so support them adequately. Remember you can
    fortify for +50 defence! The SAM missile can be fired at Range 1-1, unlike the
    SAM defences on the Imperator (which the Golem resembles in layout). Golems are
    inexpensive to build as well. The Golem is a new unit in Battle Isle 2220.
    
    Name: Guppi H2
    Type: Transport Helicopter
    # in Squad: 10
    Armor: 180
    Weapons:
    - 30mm Gun, 250 power, 8 ammo, 1-1 range.
    Move Range: 7
    Recon Range: 3
    Fuel: 32
    Energy / Build: 20
    Materials / Build: 16
    Special Features: Can transport other units
    Info: Very useful. Can be used to airdrop infantry on your enemy. Don't let it
    get attacked though - its weapon is pretty much just for decoration.
    
    Name: Hydra
    Type: Destroyer
    # in Squad: 1
    Armor: 320
    Weapons:
    - 90mm Gun, 550 power, 8 ammo, 1-2 range.
    - 30mm Gun, 360 power, 6 ammo, 1-1 range.
    - Depth Charge, 385 power, 4 ammo, 1-1 range.
    - Torpedo, 420 power, 2 ammo, 1-2 range.
    Move Range: 7
    Recon Range: 6
    Fuel: 48
    Energy / Build: 40
    Materials / Build: 40
    Special Features: Sea Unit. Ranged attacker.
    Info: Useful as a sub hunter, or as backup for Polaris.
    
    Name: Imperator SP
    Type: Mobile Fortress
    # in Squad: 1
    Armor: 600
    Weapons:
    - 135mm Gun, 610 power, 8 ammo, 1-2 range.
    - 4x 20mm Gun, 380 power, 14 ammo, 1-1 range.
    - Surf/Air Missile, 400 power, 1 ammo, 2-4 range.
    Move Range: 3
    Recon Range: 1
    Fuel: 20
    Energy / Build: 23
    Materials / Build: 25
    Special Features: Ranged attacker.
    Info: This is a fearsome war machine... it can take a real beating and give one
    out as well. Remember you can attack at range with the 135mm Gun and avoid a
    counter-attack! If you want to use the AA missile, remember to have your target
    a minimum of 2 hexes away, or it will not fire. Watch your fuel supply with the
    Imperator - it tends to run out quite quickly.
    
    Name: Ionstar
    Type: Gun Turret
    # in Squad: 1
    Armor: 580
    Weapons:
    - 120mm Gun, 720 power, 12 ammo, 2-6 range.
    Move Range: 0
    Recon Range: 3
    Fuel: not needed
    Energy / Build: cannot
    Materials / Build: cannot
    Special Features: Gun Turret, cannot be moved. Ranged attacker.
    Info: This is Skull's big brother. The awe-inspiring 120mm Gun can hit up to
    six hexes away for a lot of damage. Use it just as you would a Skull. The
    Ionstar can also attack ships, making it a great harbor defender.
    
    Name: Medusa
    Type: AA Missile Site
    # in Squad: 5
    Armor: 160
    Weapons:
    - Surf/Air Missile, 700 power, 10 ammo, 2-6 range.
    Move Range: 2
    Recon Range: 4
    Fuel: 80
    Energy / Build: 13
    Materials / Build: 6
    Special Features: Ranged attacker. Cannot attack and move on the same turn.
    Info: This has even greater range than the Medusa-2, but sacrifices mobility.
    It does have more ammo, however. Use this to protect your units from air
    attacks, and take advantage of your great range! If you have to destroy one,
    send in armor or heavy infantry against it.
    
    Name: Medusa-2
    Type: Mobile AAM Launcher
    # in Squad: 10
    Armor: 200
    Weapons:
    - Surf/Air Missile, 700 power, 6 ammo, 2-5 range.
    Move Range: 6
    Recon Range: 5
    Fuel: 30
    Energy / Build: 15
    Materials / Build: 8
    Special Features: Ranged attacker. Cannot attack and move on the same turn.
    Info: Respect these! The Medusa-2 can put a heavy hit on your aircraft, and it
    has enhanced recon as well. With a recon of 5 and a range of 2-5, you can get
    hit by 700 point missiles just by entering its airspace! Fortunately they can
    be easily destroyed with armor.
    
    Name: Moeve SX-1
    Type: E-Boat
    # in Squad: 5
    Armor: 190
    Weapons:
    - 2x 30mm Gun, 365 power, 8 ammo, 1-1 range.
    Move Range: 10
    Recon Range: 7
    Fuel: 40
    Energy / Build: 16
    Materials / Build: 15
    Special Features: Sea Unit. Cannot enter deep water.
    Info: This is basically like the Patrix, but for some reason it can't enter
    deep ocean hexes. Not a very useful unit - Patrix does everything better except
    for recon.
    
    Name: Monolith Z6
    Type: Repair Train
    # in Squad: 4
    Armor: 160
    Weapons:
    - 20mm Gun, 310 power, 4 ammo, 1-1 range.
    - Carries 360 units of fuel, 200 of ammo, and 35 of repair materials.
    Move Range: 12
    Recon Range: 0
    Fuel: 80
    Energy / Build: 10
    Materials / Build: 11
    Special Features: Rail Unit, can repair/reload/refuel other units.
    Info: Very useful - keep it safe from harm and you can use it to keep front
    line troops in supply.
    
    Name: Nashorn
    Type: Assault Gun
    # in Squad: 10
    Armor: 550
    Weapons:
    - 100mm Gun, 580 power, 8 ammo, 1-1 range.
    - 30mm Gun, 360 power, 2 ammo, 1-1 range.
    Move Range: 6
    Recon Range: 3
    Fuel: 26
    Energy / Build: 9
    Materials / Build: 8
    Special Features: Cannot attack and move on the same turn.
    Info: The Nashorn is designed for taking on heavy armor head-on. Using a fixed
    turret, it can chamber both 100mm or 30mm ammo. If you move Nashorn, it cannot
    attack until next turn. Use them as mobile turrets.
    
    Name: Nautilus
    Type: Transport Submarine
    # in Squad: 7
    Armor: 210
    Weapons:
    - Torpedo, 420 power, 2 ammo, 1-2 range.
    Move Range: 5
    Recon Range: 3
    Fuel: 50
    Energy / Build: 42
    Materials / Build: 35
    Special Features: Can submerge, can transport other units.
    Info: The Nautilus is useful for bringing units across seas, especially if they
    are heavily guarded by the enemy. Use the submerge ability.
    
    Name: Orca U7
    Type: Hunter Submarine
    # in Squad: 1
    Armor: 315
    Weapons:
    - Torpedo, 470 power, 6 ammo, 1-2 range.
    Move Range: 6
    Recon Range: 3
    Fuel: 130
    Energy / Build: 50
    Materials / Build: 30
    Special Features: Sea Unit. Ranged attacker. Can submerge. Attack-Move-Attack.
    Info: Submarines are very useful. The "submerge" ability will make you
    invisible to your opponent, and in any case all that can damage a submerged
    unit is either depth charges or another submarine. Make use of the ranged
    attack ability, and their ability to move after attacking. Watch out for Polar
    C6's and their depth charges!
    
    Name: Orion OR-3
    Type: Radar Vehicle
    # in Squad: 10
    Armor: 200
    Weapons: none
    Move Range: 5
    Recon Range: 8
    Fuel: 26
    Energy / Build: 12
    Materials / Build: 7
    Special Features: Enhanced radar range
    Info: Useful for sending in with your main attack force to find any hiding
    units that might be there, or to find an objective. Is susceptible to jamming!
    Don't let it get attacked, as it has no weapons and is helpless.
    
    Name: Patrix
    Type: Patrol Boat
    # in Squad: 5
    Armor: 210
    Weapons:
    - 40mm Gun, 375 power, 10 ammo, 1-1 range.
    - 20mm MG, 270 power, 8 ammo, 1-1 range.
    Move Range: 8
    Recon Range: 6
    Fuel: 55
    Energy / Build: 20
    Materials / Build: 20
    Special Features: Sea Unit
    Info: The 40mm Gun can hit other ships as well as land targets. This is
    basically a reconnisance unit, and isn't designed for prolonged combat.
    
    Name: Pterano
    Type: Flying Fortress
    # in Squad: 1
    Armor: 350
    Weapons:
    - Air/Air Missile, 700 power, 4 ammo, 1-3 range.
    - 2t Bomb, 980 power, 6 ammo, 1-1 range.
    - Air/Surf Missile, 665 power, 5 ammo, 1-2 range.
    - Carries 350 units worth of fuel.
    Move Range: 8
    Recon Range: 7
    Fuel: 62
    Energy / Build: 38
    Materials / Build: 28
    Special Features: Air Unit, Ranged attacker, can transport other units.
    Info: A flying fortress indeed... these can lay serious damage onto just about
    anything. The 2t Bomb can only be used against roads and fortifications, but
    will often destroy them in a single hit.
    
    Name: Planum 5
    Type: Road Construction Vehicle
    # in Squad: 10
    Armor: 100
    Weapons: Carries 20 units worth of building materials.
    Move Range: 4
    Recon Range: 1
    Fuel: 34
    Energy / Build: 7
    Materials / Build: 4
    Special Features: Can build and destroy roads
    Info: Use Planum to improve your roads or destroy those of your opponent.
    
    Name: Pluto
    Type: Battle Submarine
    # in Squad: 1
    Armor: 400
    Weapons:
    - Torpedo, 600 power, 6 ammo, 1-2 range.
    - Short Range Warhead, 950 power, 3 ammo, 5-10 range.
    - Carries 8 repair materials and 20 ammunition units.
    Move Range: 5
    Recon Range: 3
    Fuel: 133
    Energy / Build: 60
    Materials / Build: 46
    Special Features: Sea Unit, ranged attacker, can submerge, can carry other
    units.
    Info: Wow, these are nice to have. They are uncommon, however. Not much
    strategy to these - the SR-Warhead has the second best range in the game. It
    can carry other units too.
    
    Name: Polar C6
    Type: Cruiser
    # in Squad: 1
    Armor: 580
    Weapons:
    - 2x 120mm Gun, 630 power, 14 ammo, 1-4 range.
    - 3x 50mm Gun, 390 power, 10 ammo, 1-3 range.
    - Depth Charge, 365 power, 6 ammo, 1-1 range.
    - 2x 20mm Gun, 260 power, 16 ammo, 1-1 range.
    Move Range: 6
    Recon Range: 5
    Fuel: 72
    Energy / Build: 80
    Materials / Build: 70
    Special Features: Sea Unit
    Info: The Polar C6 is very useful, seeing as it can attack submarines, other
    ships, and aircraft. The range of its main guns is useful for avoiding
    counterattacks. Note that the 2x 20mm Gun can only be fired against aircraft
    and Polar cannot enter shallow seas.
    
    Name: Pulsar A3
    Type: Heavy Howitzer
    # in Squad: 10
    Armor: 110
    Weapons:
    - 80mm Gun, 530 power, 8 ammo, 2-5 range.
    Move Range: 3
    Recon Range: 1
    Fuel: 30
    Energy / Build: 13
    Materials / Build: 5
    Special Features: Ranged attacker. Cannot attack and move on the same turn.
    Info: Useful for softening up tough units prior to hitting them with something
    else. It can attack Ships as well. As with all Ranged attackers, they tend to
    gather a lot of Experience, making them even more deadly. Weak against attacks
    from just about anything though, especially aircraft.
    
    Name: Python
    Type: Rocket Tank
    # in Squad: 1
    Armor: 290
    Weapons:
    - Surf/Surf Missile, 600 power, 5 ammo, 1-2 range.
    - 12mm MG, 320 power, 5 ammo, 1-1 range.
    Move Range: 7
    Recon Range: 3
    Fuel: 25
    Energy / Build: 8
    Materials / Build: 6
    Special Features: Ranged attacker
    Info: Like a Sting, but much bigger and better. Basically a land-based
    missile-battery, and a bargain to build. Make good use of its ranged attack,
    but keep an eye on your fuel. This is one of the new units that was not in
    Battle Isle 2, and you can see a picture of a Python on the back cover of the
    game manual.
    
    Name: Quasar
    Type: Light Artillery
    # in Squad: 10
    Armor: 210
    Weapons:
    - 40mm Gun, 375 power, 10 ammo, 1-3 range.
    Move Range: 3
    Recon Range: 2
    Fuel: 50
    Energy / Build: 9
    Materials / Build: 4
    Special Features: Ranged attacker. Cannot attack and move on the same turn.
    Info: Not much to say about Quasar. Use it the same way as Pulsar, but take
    advantage of its better recon and armor.
    
    Name: Ranger
    Type: Recon Patrol
    # in Squad: 10
    Armor: 130
    Weapons: 9mm MG, 290 power, 6 ammo, 1-1 range.
    Move Range: 10
    Recon Range: 5
    Fuel: 38
    Energy / Build: 4
    Materials / Build: 3
    Special Features: Can capture buildings, Move-Attack-Move.
    Info: Rangers are awesome! You can use them to get in quickly and capture
    buildings and factories, or to harass enemy infantry. If you attack something
    by accident, you can retreat after the battle thanks to Move-Attack-Move.
    
    Name: Regio
    Type: Digger
    # in Squad: 1
    Armor: 100
    Weapons: Carries 1 building materials and 6 fortification materials.
    Move Range: 4
    Recon Range: 1
    Fuel: 34
    Energy / Build: 8
    Materials / Build: 4
    Special Features: Can build and destroy infrastructure. Can build trenches.
    Info: Use Regio to build fortifications (+50 Defence for units, also blocks
    some vehicles) and to destroy roads and train tracks. Or, you can build new
    ones for yourself.
    
    Name: Rex
    Type: Repair / Transport Ship
    # in Squad: 5
    Armor: 202
    Weapons:
    - 2x 30mm Gun, 370 power, 4 ammo, 1-1 range.
    - Carries 990 fuel units, 800 ammo units, and 14 repair materials.
    Move Range: 4
    Recon Range: 3
    Fuel: 96
    Energy / Build: 50
    Materials / Build: 50
    Special Features: Sea Unit. Can refuel, reload, and repair other units.
    Info: Useful! It can repair any unit close to it, as well as providing ammo and
    fuel. Has a great range with 96 fuel. It can carry other units. The 2x 30mm Gun
    can only be fired at aircraft and other ships - not land units.
    
    Name: Rune
    Type: Radar Site
    # in Squad: 1
    Armor: 300
    Weapons: none
    Move Range: 1
    Recon Range: 10
    Fuel: not applicable
    Energy / Build: 11
    Materials / Build: 30
    Special Features: Radar Installation
    Info: This is a military-class Radar Emplacement. It cannot move normally, and
    they are generally a part of buildings. If you do happen to have it destroyed,
    you'll be placed at a big disadvantage - it provides 10 hexes of recon in all
    directions for your units.
    
    Name: Samurai 2
    Type: Heavy Tank
    # in Squad: 10
    Armor: 450
    Weapons:
    - 100mm Gun, 560 power, 6 ammo, 1-1 range.
    - 20mm Gun, 310 power, 8 ammo, 1-1 range.
    Move Range: 5
    Recon Range: 2
    Fuel: 30
    Energy / Build: 9
    Materials / Build: 8
    Special Features: none
    Info: This is your workhorse Tank - able to put a good hit on most other units.
    As the squad loses units, however, its effectiveness drops. Like all heavy
    armor, the Samurai loses a lot of mobility in snow or rain.
    
    Name: Samurai 3
    Type: Heavy Tank / B
    # in Squad: 10
    Armor: 520
    Weapons:
    - 105mm Gun, 595 power, 8 ammo, 1-1 range.
    - 20mm Gun, 350 power, 4 ammo, 1-1 range.
    Move Range: 5
    Recon Range: 2
    Fuel: 26
    Energy / Build: 10
    Materials / Build: 9
    Special Features: none
    Info: An upgrade to the basic Samurai. Better in every way except fuel range,
    so it can be used the same as a basic Samurai. Axis is even better!
    
    Name: Sinus
    Type: Repair Vehicle
    # in Squad: 10
    Armor: 110
    Weapons:
    - 9mm MG, 270 power, 3 ammo, 1-1 range.
    - Carries 24 repair materials and 24 fuel units.
    Move Range: 4
    Recon Range: 1
    Fuel: 30
    Energy / Build: 5
    Materials / Build: 4
    Special Features: Can repair and refuel units.
    Info: The Sinus is a mobile repair bay. Use it to fix and refuel your units.
    However, it is not very mobile and runs low on fuel, so keep it behind your
    front lines. Sinus cannot defend itself very well.
    
    Name: Skull
    Type: Pillbox
    # in Squad: 1
    Armor: 600
    Weapons:
    - 2x 90mm Gun, 550 power, 16 ammo, 1-3 range.
    - 20mm Gun, 315 power, 20 ammo, 1-1 range.
    Move Range: cannot move
    Recon Range: 3
    Fuel: not needed
    Energy / Build: 20
    Materials / Build: 35
    Special Features: Gun Turret, cannot be moved. Ranged attacker.
    Info: I love these things... they can take large amounts of damage and get a
    lot of Experience for hitting things at range with the dual 20mm Guns. Plenty
    of ammo too. You can use them as rallying points for your armies and then let
    the enemy charge you while it fires on them. It is susceptible to air attacks
    however, although the 20mm Gun can fire on aircraft.
    
    Name: Snake
    Type: Armored Personnel Carrier (APC)
    # in Squad: 10
    Armor: 285
    Weapons:
    - 2x 20mm MG, 320 power, 8 ammo, 1-1 range.
    Move Range: 8
    Recon Range: 3
    Fuel: 30
    Energy / Build: 6
    Materials / Build: 5
    Special Features: Can transport other units
    Info: These are very useful, since they are able to carry infantry and other
    small units to or from the front lines. Take advantage of their mobility and
    enhanced recon range. They will fall quickly in combat, however. If you lose
    one, all units it is carrying will be killed as well!
    
    Name: Spectrum
    Type: Tanker Plane
    # in Squad: 10
    Armor: 185
    Weapons:
    - 20mm MG, 240 power, 6 ammo, 1-1 range.
    - Carries 380 units worth of fuel.
    Move Range: 8
    Recon Range: 4
    Fuel: 86
    Energy / Build: 24
    Materials / Build: 20
    Special Features: Can refuel air units
    Info: Useful for supporting your air units on far away missions.
    
    Name: Sperber TB-4
    Type: Sea Plane
    # in Squad: 10
    Armor: 220
    Weapons:
    - 22mm Gun, 270 power, 6 ammo, 1-1 range.
    - Torpedo, 465 power, 4 ammo, 1-2 range.
    - Depth Charge, 365 power, 2 ammo, 1-1 range.
    - Air/Surf Missile, 400 power, 1 ammo, 1-1 range.
    Move Range: 10
    Recon Range: 5
    Fuel: 40
    Energy / Build: 21
    Materials / Build: 16
    Special Features: Air Unit
    Info: Obviously, it is intended to hunt ships and submarines. But don't rule
    out using it for other things as well.
    
    Name: Sting
    Type: Armored Missile Carrier
    # in Squad: 10
    Armor: 268
    Weapons:
    - Surf/Surf Missile, 495 power, 4 ammo, 1-2 range.
    Move Range: 8
    Recon Range: 3
    Fuel: 23
    Energy / Build: 7
    Materials / Build: 5
    Special Features: Ranged attacker
    Info: Use their range advantage to soften up tougher units. Runs out of fuel
    and ammo quickly - keep them well-supplied. Unlike the Nashorn and Python, the
    Sting can move and attack on the same turn. This makes it useful for sudden
    strikes.
    
    Name: Stormbringer
    Type: High Altitude Bomber
    # in Squad: 10
    Armor: 200
    Weapons:
    - 1.8t Bomb, 950 power, 6 ammo, 1-1 range.
    - 20mm Gun, 240 power, 10 ammo, 1-1 range.
    Move Range: 9
    Recon Range: 4
    Fuel: 69
    Energy / Build: 32
    Materials / Build: 24
    Special Features: Air Unit, can change altitude.
    Info: Not as great as it looks... the 1.8t bomb can only be used on
    constructions (roads, tracks). Changing altitude will put you out of the range
    of most AAA defences. Kind of useless.
    
    Name: Super Virus
    Type: Mine
    # in Squad: 10
    Armor: 450
    Weapons:
    - Mine, 950 power, 1 ammo, 1-1 range.
    Move Range: 3
    Recon Range: 0
    Fuel: 4
    Energy / Build: 1
    Materials / Build: 1
    Special Features: Cannot attack and move on the same turn.
    Info: Mines are useful. Place them in spots where the enemy must fight them, or
    load them on transports, or hide them with Elixers, or float them out to sea...
    these mines have many uses.
    
    Name: Technotrax
    Type: Light Tank
    # in Squad: 10
    Armor: 320
    Weapons:
    - 80mm Gun, 500 power, 5 ammo, 1-1 range.
    - 9mm MG, 270 power, 12 ammo, 1-1 range.
    Move Range: 6
    Recon Range: 3
    Fuel: 32
    Energy / Build: 6
    Materials / Build: 6
    Special Features: none
    Info: A basic tank, nothing much to say about them. They are useful for
    finishing off weakened units or heavy infantry. Relatively cheap to build.
    
    Name: Thunder FX
    Type: Hunting Drone
    # in Squad: 10
    Armor: 222
    Weapons:
    - Air/Air Missile, 600 damage, 2 ammo, 1-1 range.
    - 24mm MG, 280 damage, 4 ammo, 1-1 range.
    - Air/Air Missile, 680 damage, 1 ammo, 1-2 range.
    Move Range: 14
    Recon Range: 5
    Fuel: 28
    Energy / Build: 16
    Materials / Build: 10
    Special Features: Air Unit, Ranged attacker, can change altitude,
    Move-Attack-Move.
    Info: This is an air-defence weapon. Completely unable to attack ground units,
    use Thunder to take the edge off approaching air units with its
    Move-Attack-Move skill. Note that it has great movement, but low fuel - it will
    likely have to return to base every two moves, unless you don't mind losing it.
    They are rather cheap to build, so they can make good sacrifice units.
    
    Name: Titan N2
    Type: Aircraft Carrier
    # in Squad: 1
    Armor: 440
    Weapons:
    - Surf/Air Missile, 440 power, 14 ammo, 2-6 range.
    - 50mm Gun, 380 power, 20 ammo, 1-3 range.
    - Carries 980 fuel units and 540 ammunition units.
    Move Range: 5
    Recon Range: 4
    Fuel: 76
    Energy / Build: 120
    Materials / Build: 100
    Special Features: Sea Unit, ranged attacker, can carry other units, can refuel
    and rearm units. Acts as an airbase for aircraft.
    Info: Invaluable! Use it to launch air attacks from the sea. Defend it well,
    for it cannot protect itself very well from sea-based attacks. Most expensive
    unit in the game to build. I have no idea why it doesn't have depth charges.
    
    Name: Troll 142
    Type: Elite Battle Robot
    # in Squad: 10
    Armor: 200
    Weapons:
    - Bazooka, 590 power, 2 ammo, 1-1 range.
    - 12mm MG, 300 power, 4 ammo, 1-1 range.
    Move Range: 4
    Recon Range: 2
    Fuel: 40
    Energy / Build: 4
    Materials / Build: 2
    Special Features: Can capture buildings
    Info: These are upgraded Demons. You only get two shots of the Bazooka, so
    choose your target carefully. Their MG is better than what Demons get, but you
    still shouldn't rely on it against armor. They can capture buildings just like
    Demons can, but have a little less fuel. Load them onto transport vehicles and
    drive them to where they are needed.
    
    Name: UHU R-51
    Type: Scout (Plane)
    # in Squad: 10
    Armor: 200
    Weapons: none
    Move Range: 9
    Recon Range: 9
    Fuel: 55
    Energy / Build: 30
    Materials / Build: 22
    Special Features: Enhanced radar range
    Info: Keep it out of combat, but use it to spy on your enemies.
    
    Name: UX-3
    Type: Medium Range Missile
    # in Squad: 1
    Armor: 5
    Weapons:
    - Medium Range Warhead, 940 power, 1 ammo, 5-20 range!
    Move Range: 2
    Recon Range: 2
    Fuel: 100
    Energy / Build: 50
    Materials / Build: 12
    Special Features: Ranged attacker
    Info: This is basically an ICBM. With a range of 5-20 and the ability to hit
    anything except air units, the UX-3 is a fearsome weapon indeed. It will need
    constant resupplying, however - you only get one shot otherwise.
    
    Name: Vader D1
    Type: Landing Craft
    # in Squad: 10
    Armor: 112
    Weapons:
    - 20mm Gun, 270 power, 5 ammo, 1-1 range.
    Move Range: 6
    Recon Range: 4
    Fuel: 50
    Energy / Build: 14
    Materials / Build: 8
    Special Features: Land/Sea Unit, can transport other units
    Info: Amphibious landing craft.
    
    Name: Vader DF
    Type: Attack Hovercraft
    # in Squad: 10
    Armor: 300
    Weapons:
    - 40mm Gun, 375 power, 8 ammo, 1-1 range.
    - Surf/Air Missile, 400 power, 6 ammo, 1-4 range.
    Move Range: 7
    Recon Range: 5
    Fuel: 43
    Energy / Build: 14
    Materials / Build: 8
    Special Features: Land/Sea unit, can transport other units.
    Info: Improved version of the Vader.
    
    Name: Vision
    Type: Recon Satellite
    # in Squad: 1
    Armor: 280
    Weapons:
    - Air/Air Missile, 600 power, 6 ammo, 1-4 range.
    Move Range: 5
    Recon Range: 10
    Fuel: 54
    Energy / Build: 45
    Materials / Build: 4
    Special Features: Air Unit, Ranged attacker, can change altitude.
    Info: A curious unit... the missiles are powerful, but the Vision can only
    usually take a couple of hits before being destroyed. Keep them out of combat
    if possible. Although it can change altitude to avoid attacks, it cannot
    actually go into space like a proper satellite (damn!).
    
    Name: Zenit MBS-19
    Type: Battleship
    # in Squad: 1
    Armor: 750
    Weapons:
    - 2x 220mm Gun, 980 power, 16 ammo, 3-8 range.
    - 2x 120mm Gun, 620 power, 14 ammo, 1-4 range.
    - 2x 50mm Gun, 380 power, 12 ammo, 1-3 range.
    - 2x 30mm Gun, 370 power, 16 ammo, 1-1 range.
    Move Range: 5
    Recon Range: 4
    Fuel: 73
    Energy / Build: 110
    Materials / Build: 90
    Special Features: Sea Unit, ranged attacker, cannot attack and move on the same
    turn.
    Info: The best ship in the game. Plenty of ammo, but should avoid aircraft.
    Only the 30mm Gun can attack air units. Works best when teamed up with an
    aircraft carrier.
    

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