Ring of Red FAQ v1.4
by Jon "Zandar" Mott
zandar@iname.com

Welcome to my FAQ about Konami's amazing strategy mecha combat game/alternate
history experiment, Ring of Red.  In Ring of Red you are placed in the role
of Masami von Weisegger, a young German/Japanese hot shot pilot.  As Masami,
you must lead your squad of towering Armored Fighting Walkers (AFWs) into
combat to recover a stolen Advanced AFW prototype before an international
incident can be triggered.

Contents
--------
1) Version History
2) Game Overview and Story
3) The Camp Screen: Before You Fight
4) The Operation Screen: Moving Your Forces
5) The Combat Screen: To Battle!
6) The AFWs
7) Pilots and Maximum Attacks
8) Ground Forces and Abilities
9) Mission Strategy
10) Overall Tactics
11) Legal Info
--------------------------------

1)Version History
-----------------
Version 1.0 -- 4/1/01 -- 48k
First Version.

Version 1.1 -- 4/2/01 -- 67k
Added Pilots and Maximum Attacks Section.
Added Soldier Stats to Ground Forces and Abilities section.
Added Pros and Cons to Ground Forces and Abilities section.
Added Camp Screen Section, Battle Screen Section, and Tactics.
Cleaned up formatting.

Version 1.2 -- 4/4/01 -- 80k
Added Formations to Operation Screen section.
Revised Overall Tactics section.
Cleared a few typos. :)

Version 1.3 -- 4/7/01 -- 85k
Added Contributors section.
Added more info on Capturing Soldiers to Operation Screen Section.
Added Colored Troops to Ground Forces and Abilities Section.

Version 1.4 -- 4/8/01 -- 94k
Expanded Pilots and Maximum Attacks section with individual strategies.
Added Emilio information.
Current Version.


--------------------------------

2)Game Overview and Story
-------------------------

Background:

Ring of Red is a game that falls squarely into the alternate history genre,
which explores the possibilities of Earth's history if other events were to
have taken place.  Ring of Red takes a look at the end of World War II, where
the US did not drop the atomic bomb on the Japanese, rather the island was
taken long after Germany and Italy's surrender in a daring amphibious landing
by Allied troops.  Instead of Germany being broken up into Communist East and
Democratic West, it was Japan that was divided into North and South. This was
known as the Great Asian War.

North Japan became Communist, as it bordered Soviet Asia.  South Japan was
Democratic. As the Cold War centered on Japan, a new breed of weapon was
invented to make war in Japan's mountainous terrain, a terrain where existing
armored infantry was useless. Research in the 40's and 50's created the
diesel powered Armored Fighting Walker, or AFW. The AFW was to ground forces
what the carrier was to naval forces:  a way of projecting overwhelming force
over a wide area.  The AFW itself is powered bipedal artillery, able to
deliver a crushing blow from several miles off.  It quickly became the
pre-eminent combat platform in Japan's unique terrain.

In the early 1950's both North and South Japan had AFW's, assisted by Soviet
design in the North, and US design in the south, with German engineering
helping both sides.  The result was the Japan War of the 50's.  North fought
South to a standstill, and many thousands of Japanese on both sides were
injured, displaced, and killed.

The year is now 1964, and the spectre of the horror of the Japan War rises
again...

The Game:
Ring of Red is at heart, a strategy game.  You manuever your forces into battle
and attack enemy AFWs that are trying to stop you.  Placement of your AFWs, the
troops that accompany them, and using them effectively in combat is the key to
winning.

Each Mission has objectives to complete, and you must use the forces at your
disposal to complete them.  Learning how to place, attack, defend, and recover
your units' health and when the best times to do these actions are as much as
part of the game as combat itself.

As Masami, you lead "Streifen", an elite AFW unit with a mission.  Yu Kaiho, a
North Japanese collaborator, has stolen the highly valuable next-generation AFW
codenamed "Type 3".  Your job is to get Type 3 back by any means possible.  As
the game progresses you will meet additional AFW pilots willing to assist
Masami and the Streifen team.  You'll also meet hostile North Japan forces bent
on stopping you cold, and learn more than a few secrets about your crew.

And above all, the balance of power in a war-torn nation is hinging on you.

--------------------------------

3) The Camp Screen: Before You Fight
------------------------------------

After you recieve your mission instructions from Commander Shringen and his XO,
Rodriguez, you'll go to the Camp Screen.  Here you can select your Soldiers to
assist your AFWs, view unit statistics, save and load the game, and read over
intelligence reports from your crew.

The old GI Joe cartoon said it best:  "Knowing is half the battle."

Your Camp Screen Options:

Operation Room:  Here you will get additional specific information about your
upcoming mission, as well as advice from your team.  If you are loading up a
game at the beginning of a mission, it will replay the Mission Briefing first. 
Select this again to get the Mission specifics and advice.

Formation Room:  View AFW and Soldier stats, skills, and Maximum Attacks.
Take a good look at this screen as you will spend some time here evaluating
your team, checking skills and abilities, and looking over formations.  Here
you can choose which Soldiers to send out with which AFW.  Adjust accordingly
for the Mission!

Information Room:  Here you can get Unit Info (stats on your units), Soldier
Info (stats on invidual Soldier squads), Memoirs (Kinosato's between-mission
reports) and Combat Manual (info on characters, AFWs, Maximum attacks, Combat
Terms, and more).

Record Room:  Here you can save and load your game.  Do this before you go into
battle.

Sortie:  Takes you into the Mission itself.

Camp Screen advice:
* After the mission briefing, check out the Operation Room.  You'll get better
information about the upcoming mission, including tips about abilities and Max
Attacks, as well as what skills your Soldiers should have.
* Use the information in the Formation Room!  There's a lot of stuff there, so
don't feel overwhelmed.  You'll be able to see stats for new Soldiers you
recruited at the end of the previous mission.  See if some of them will upgrade
your unit's overall ability.
* SAVE BEFORE YOU ENTER A MISSION.  Duh.
* The Information Room has nice background information on the game and explains
Soldier skills, Crew Ability Shells, and Maximum Attacks better than the manual
does.
--------------------------------

4) The Operation Screen: Moving Your Forces
-------------------------------------------

Here you'll see the Mission Map, be given specific Mission objectives, and can
go at blowing up the bad guys.  Your AFWs are in blue, the enemy is in brown.

The map is set out in a grid, the size of which depends on the Mission.  It
consists of varied terrain, bridges and rivers, cities, woods, lookout towers,
and roads.  Each of your units (and each enemy unit) occupies one square on the
grid.  You can move your cursor around, the moving AFW is the one whose current
turn it is.

Selecting a unit will display its movement range (in blue) and attack range (in
yellow).  This will depend on the AFW's movement range and the terrain.  Flat
terrain with roads are easy to move over.  High mountainous terrain that is
heavily wooded takes a lot of time to move through.  Squares your team can see
are shown as lit, unseen squares are dark.

All movement and combat takes Actions.  An Action is defined as a 5 minute
interval, there are 12 Actions in an hour, and 288 Actions in one day.  A
certain number of Actions need to pass before your AFW can have its next turn. 
You can see this in the Unit Info screen before combat.  Your pilot, the
pilot's level, and the troops your pilot commands all affect the Action number
needed between turns, the lower the Action number, the faster the AFW unit gets
its turn.

For example, if your Action number is 36, it will take (36 x 5 = 180) or 3
hours until your next turn.

Terrain adds to these numbers as well.  Each square on the map has an
Additional Action number and a Terrain Height number.  These are shown as a
two-digit number (Additional Action) a slash, and then the height. The
Additional Action number affects combat defense as well, while the height
affects Scouting range.

The Additional Action number is a percentage, in the map screen, if you end
your turn on a square with an AA number other than zero, it will add that
percentage to your Action number.  For instance if you have an Action number of
30 and you end your turn on a square that has an AA number of 20, it will add
20% to your action number of 30 for a total of 36.

(Note, this stuff about actions is, at this time, a scientifically educated
guess.  I may be wrong, but AFAIK this seems to be the way Actions work.)

The X button will open the movement menu.  Here you can Move, Attack, Recover,
or Standby.

Standby will delay your turn until the action after the next AFW's turn (enemy
or friend).  It's good for buying a bit of time to let another AFW unit attack
and then have your unit on standby finish the enemy off.

Move will bring up your movement options located in blue.  Yellow squares are
squares in your attack range, but you cannot move there.  You can Move and
Attack in one turn, but you cannot Attack and then Move.  Attacking or Recovery
ends your turn.

Attack brings up the Battle Screen.  THE DISTANCE YOU ATTACK AT DETERMINES
OPENING RANGE.  This is very important.  A front, side, or rear adjacent square
is Short range.  A diagnonal Adjacent square is Medium range.  2 squares or
more is Long range.  In the Battle Screen you can choose your Crew, and the
defense value will be given.  Defense value is always given to the defender,
never the attacker.  Defense value is the Additional Action number of the
defender's square.  This is expressed as a percentage and an arrow poiting to
the defender.  The Attacker's accuracy is lowered by this number.  Going back
to our example, attacking somebody on a square with an AA number of 20 would
lower your attack accuracy by 20%.  In other words, if your maximum base
accuracy is 70%, 20% of 70 is 14%.  Your accuracy would be lowered by 14%, so
you maximum base accuracy would be 56%.

The price of a good defensive position is the extra Action points needed to
start your turn on that square, it's a tradeoff.

Recovery will recover health points for your Soldiers and your AFW.  The amount
recovered is determined by the recovery factor your Soldiers have.  There are
different values for Soldier and AFW recovery.  If you lose your Soldiers, your
recovery falls dramatically.  Likewise, if your enemy loses Soldiers, it can't
recover nearly as well either.  Recovery also takes extra Actions to complete. 
Recovery adds 50% to your action number.

Cities, Towns, Villages, Lookouts, Bases, and other important structures are
indicated by colored buildings on a square.  These squares are either blue
(ones you control) or brown (ones the enemy commands).  If you see a blue star
after the AA number and terrain height, it means a Soldier squad can be
recruited there.  Soldier squads in the field are as a rule better than those
simply given to you at the end of each mission, you have to earn them.  A large
blue star indicates 2 squads there.

-----------------------

Chi Truong (c-truong1@ti.com)  offers this advice on capturing soldiers and
dealing with enemy locations:

The rules are:

-  If you convert a city (make it change color), you  will get all the
soldiers.
-  If you _begin_  your turn on a city and any of your current batch are still
injured, you will  pick up one soldier.  You cannot pick up a soldier from a
city of the same  color in any other way.

This is especially useful for those missions where the  opponents are sitting
on the cities and won't leave.  You can attack them  all you want, and they
won't steal the soldiers, as long as they can't begin the  turn.  If a damaged
AFW goes to a city, kill it quick, before it's next  turn, and there are no
problems.

Please note that they don't convert a city by starting  their turn in the
city.  They've got to end the turn to convert.  It's  a must, since some
reinforcements start on unallied cities.

P.S.  Didn't see this in there, but lookout towers  allow the enemy to see your
stats, so there is a reason to destroy them.   By stats, I mean what kind of
soldiers you have, their health, and most  importantly, the time when you can
next move.  It seems cities also have  this property, but lookouts allow them
to see further.

---------------------

If you can capture an enemy buidling square and recruit the squad, you will get
them at the end of the mission.  If the enemy recruits the squad, it's lost to
you.  It's the old British SAS motto in action, "He who dares, wins."  It up to
you to determine if you have the firepower or the time to take a squad location
from the enemy, but these Soldiers are worth it for the most part.  You can
never have enough soldiers.

Finally, choosing OK from the screen will end your turn if you choose not to
attack.

Hitting START will bring up the Command Menu.  Here you can choose Turn,
Mission, Setup, or Stop.

Turn will give you a list of the turn orders of the next 8 turns.  Your units
are shown in blue letters, enemy ones in brown.  If you see a red "*Beyond
Scouting*" that means an enemy not in your scouting range will move on that
turn.  Check this often to plan your strategy.

Mission will show you the specific objectives you have to complete to win the
Mission.  It will also show you how to lose.  Normally, you will win if you
take a certain building square or defeat all enemy AFWs.  You will lose if
Masami's AFW is defeated in combat, or you take too much time to complete the
mission.  However, some missions have completely different objectives.

Setup will bring up sound and gameplay options.

Stop will save and then end the game.  You can continue from this in-Mission
save, but once you do, that save is lost.  You must choose Stop again to resave
your position, and again, this will save and end your game.

The triangle button will bring up the stats window.  Here you will see a run
down of stats of the current unit, name, status, and health.  Hitting it again
will bring up Soldier health as well.

The square button will cancel your current choice.  You can move, then test
your attack range.  By hitting square, your movement will be taken back.  You
cannot cancel an Attack or Recovery order however!


Formations:
Here's a couple of basic formations that I use to deal with enemy groups. 
Remember, the basic idea is to concentrate your attacks on a few enemies, then
regroup and recover.  Thinking you are King Bad Ass of the field will
get you overrun very quickly.  There's a reason you have several other AFWs. 
Use them!

The key in formations is to give yourself flexibility to play the "Range Game"
with approaching enemies.  Remember, Light and Anti-AFW units should attack at
short range (front, side, or rear.)  Standard AFWs should attack at Medium
range (diagonally).  4-Leg AFWs should attack at long range (2 squares away,
front, rear or side).

You want to generally have Light/Anti-AFWs up front (since they attack at short
range), Standard in the middle (to move up to attack/counterattack from the
diagonal, ideally right beside your Light/Anti-AFW), and 4-Leg towards the rear
of your group (to come in behind the Light/Anti and deliver long range power to
crush the enemy).  Keeping your team in groups where there's at least a couple
other teammates in range helps tremendously.

A) The Swarm: Open Field Formation

I tend to build off of giving Weisegger and Ryoko AFW support.  This means
Anti-AFW/Light AFW in the front (front like a claymore mine folks, TOWARDS
ENEMY) and 4-Leg to the side or rear.  I use this in open area formations where
cities aren't close by.


   .....E...      E = Enemy AFW
   .....E...      . = Empty Square
   ...L.....      L = My Light AFW
   ...S.L...      S = My Standard AFW
   ...4.S4..      4 = My 4-Leg AFW
   .........


This "L" shaped squad is built well to deal with enemies as they stream in, as
is the "line" formation next to it.  Although the exact position doesn't matter
as much (as terrain will prevent perfect placement) you get the general idea. 
Enemy AFWs tend to attack singly or in pairs to deal as much damage as
possible.   In this loose formation, forward attacks are handled by the Light
AFWs at short range.  This means getting your Light AFWs/Anti-AFWs in to attack
at the front or side, since they are the fastest and tend to move first.

   .....E...      E = Enemy AFW
   ....LE...      . = Empty Square
   .....L...      L = My Light AFW
   ...S.....      S = My Standard AFW
   ...4.S4..      4 = My 4-Leg AFW
   .........

At this point with the enemy damaged, I can finish the enemies off with
Standard and 4-Leg AFW at proper ranges.  PLAY THE "RANGE GAME".  Attack enemy
Light/Anti AFWs with long range strikes from your 4-Leg AFWs.  Attack 4-Leg
AFWs with short range Light/Anti-AFWs.

   .....E...      E = Enemy AFW
   ...4LE...      . = Empty Square
   ....SLS..      L = My Light AFW
   .....4...      S = My Standard AFW
   .........      4 = My 4-Leg AFW
   .........


This "swarm" technique is great for dealing with open ground combat.  After
close enemies are dispatched, you can recover and move on.  The ability to
bring all your forces to bear on a single enemy or a few enemies is how you
will "bite off chunks" of the enemy army at a time.  Move, attack, recover,
regroup, repeat.  The lower E suffers 6 attacks, and although he can return
6, he'll be dead long before AFW number 6 shows up.  Usually 2 or 3 will
finish an enemy off.  I've seen John and Ayana slaughter a Light AFW in one
combat round.

While your enemy is busy with your Light and Standard AFWs, move your 4-Leg
guys into position to deliver the fatal blow.  If no enemies are in range, let
the enemy move forward into position, fight a defensive battle, then
counterattack.


B) The Blitz:  Taking An Enemy City

A big part of the game involves taking what I call a "location" square.  A
"location" is an enemy city, town, village, base, or other building that you or
the enemy can occupy.  These are excellent defensive positions, and taking them
requires a bit more work than the swarm.


    .....E.....     C = Enemy occupied City
    ....C......     E = Enemy AFW
    ......LS...     . = Empty Square
    ...L..4....     L = My Light AFW
    ...S4......     S = My Standard AFW
    ...........     4 = My 4-Leg AFW

First of all, check your turn. (Start, then select turn from the menu.)  You'll
see a listing of enemies in scouting range and when they will go, as well as
when your AFW's will get to move.  Ideally, your guys will get to all go before
the enemy will.  If not, then you may lose before you can do anything about it.
 Enemies will RARELY come out of a city, they will standby or recover, making
them hard to root out without a massive attack.

You'll want to bring in your hard hitting 4-Leg AFW's to attack at long range
if you can, the sooner the better.  If you have a 4-Leg ready to go that can
bring enough firepower to bear to destroy the enemy unit outright, go for it. 
Remember, locations are good defensively and you will incur an accuracy penalty
fighting in a city.  Whatever units are available before the enemy can move are
what you have to work with, so hit hard!  You'll need at least two to occupy a
city, one to destroy the enemy AFW, one to take the city itself.

    .....E.....     C = Enemy occupied City
    ...LC.4....     E = Enemy AFW
    ...SLS.....     . = Empty Square
    ....4......     L = My Light AFW
    ...........     S = My Standard AFW
    ...........     4 = My 4-Leg AFW

You'll want to do what you have to do to destroy the enemy AFW and get in
before any other enemies can move in to take the city.  Your last unit to move
before the enemy should be the unit that takes the city, so all the wetwork
will need to be done before that unit goes!  If you have to use Max Attacks or
Crew Shells, do it.  You want to hit as hard and fast as possible.
With the 4-Leg hitting the City, use your Light/Standard AFWs to occupy the
city and deal with nearby enemies.

    ....LE.....     c = My occupied City (occupied by Standard AFW)
    ....cL4....     E = Enemy AFW
    ...S.......     . = Empty Square
    ....4......     L = My Light AFW
    ...........     S = My Standard AFW
    ...........     4 = My 4-Leg AFW

Then recover and regroup for the next objective.

C)  The Wall:  Defending A Location

Occasionally you'll be called upon to defend a location, rather than try to
take it from the enemy.  These missions call for a different mindset.  Mission
8: "Defence Battle" is an example of these types of missions.
Defending a location means that the Unit at the location basically can't move. 
That unit should be good at taking damage.  I suggest a Light AFW, because they
have good HPs and are good at close combat.

To either side of your city, you're going to want your other forces, with your
other light AFW and your Anti-AFWs and Standard AFWs ready to go, with 4-Leg
AFWs behind them.

    ....EE.....
    ....EE.....     c = My occupied City (occupied by a Light AFW)
    ....EE.....     E = Enemy AFW
    ...........     . = Empty Square
    E..A.SLS...     L = My Light AFW
    E..4c4.....     S = My Standard AFW
    ...........     4 = My 4-Leg AFW
    ...........     A = My Anti-AFW

Anything dense enough to approach the city is going to get smacked.  Let them
come to you in this type of situation.  The key is hitting those that approach
quickly and painfully, and recovering whenever you can.  In missions like this
you'll either have to destroy the enemy totally or last until the time limit
expires.  You have the time to recover if you do not have a safe and direct
attack.  It's important to NOT CROSS THE WALL.  Any unit that does will get
ganged up by enemy AFWs.  The trick is to finish enemy units that draw close
with multiple attacks.  A wounded unit will simply limp off and recover, back
for more.

Spreading out like this in a wall prevents AFWs from hitting all at once, while
keeping you in position to counterattack with several units.  Damage done to
you is spread out among several ouf your units, while your counterattack
focuses on one or two enemies, destroying them.  Recover and repeat!  Remember
this is turn-based combat.  The enemy still can only move one AFW at a time,
and make only one attack with that AFW.

You can move a bit to get into a better defensive position, but for the most
part the enemy is going to be dictating the range.  Counter 4-Leg AFWs with
close attacks from Light or Anti-AFWs...if it's safe to advance.  Don't do it
if it draws you closer in to the enemy group and away from the city.  The trick
is to form a defensive screen in front of the city so you have a fallback
position (the city itself.)

Eventually you are going to want to pull back a bit and switch out fresh units
with damaged ones.  Just make sure you have plenty of leeway (check the
turn menu) before moving a unit out of the location and moving another one in. 
You will LOSE if you move a unit out only to have an enemy sneak in before you
can secure the location with your own unit.

Also, RECOVER RECOVER RECOVER in a situation like this.  When in doubt,
recover.  If your enemy presses the attack, and you are recovering the damage
you are recieving while dishing out your own, you'll win.  Attacked units
should recover, fresh units should counterattack and finish approaching units
off.

D)  The Split:  Attacked From Both Sides

You'll use this formation occasionally.  It usually occurs when enemy backup
arrives in an area you have already cleared.  You'll have enemies coming up
from behind your force while facing a group of enemies directly in front of you
will require some action.

    ............    E = Enemy AFW
    ............    C = Undefended location
    .............    . = Empty Square
    .....L......    A = My Anti-AFW
    .C...SSA..EE    L = My Light AFW
    .....4.L....    S = My Standard AFW
    ......4.....    4 = My 4-Leg AFW
    ............
    ............

Oh look, an undefended city with a Soldier unit in it.  I think I'll check it
out.  I have more than enough guys to deal with these clowns.  I'll send my
Light AFW to check it out.

    ............    E = Enemy AFW
    ............    C = Undefended location
    ............    . = Empty Square
    E...........    A = My Anti-AFW
    ECL..SSA..EE    L = My Light AFW
    E....4.L....    S = My Standard AFW
    ......4.....    4 = My 4-Leg AFW
    ............
    ............

"It's a trap!"  Enemy AFWs can often appear like this after a certain amount of
time has elapsed or you go poking around after soldiers.  No sweat, you can
take them.  Just be aware that backup can arrive at any place or time, you are
after all in hostile territory.

    ............    E = Enemy AFW
    ............    C = Undefended location
    ............    . = Empty Square
    E..S........    A = My Anti-AFW
    ECLS....4AEE    L = My Light AFW
    E.4.......L     S = My Standard AFW
    ............    4 = My 4-Leg AFW
    ............
    ............

Divide and conquer!  If your scouting AFW is hurt, pull back and let your fresh
troops eliminate them one by one.  Focus your firepower and deal with close
threats.  Then regroup and continue.  Remember, most enemy troops, partucularly
lone troops defending locations like Lookout Towers, aren't going to throw
themselves at you.  They are going to stay right where they are and defend, and
let the backup/reinforcement troops come after you.  Deal with the backup, then
eliminate the remaining forces.

Remember as you clear out sections of the map of enemy forces, you'll tend to
slip in your formations or let Recovery slip.  "There's nobody around, I don't
need to recover."  Wrong.  Never send a weakened unit to scout ahead, you might
stumble into a trap that you won't be able to survive.  Keep your HPs up at all
times!  Don't let that happen, you never know when backup might arrive!


More tactics and strategy hints are listed in the Tactics Section near the end
of this FAQ.
--------------------------------

5) The Battle Screen: To Arms!
------------------------------
After you choose your crew (and your opponent does the same) your AFW will
enter combat, and this is where it all gets settled.

You will see your AFW enter the field, and see an over the shoulder view of
your AFW as they face your opponent.  You'll see your Crew riding the back of
the AFW, and your ground troops in the Rear Guard position behind the AFW.

Along the top quarter of the screen is the Combat Info display.  On the left
side you will see your AFW's status, with your opponent on the right.

The 'W' and 'L' lights represent AFW Weapon and Leg status.  A Green indicator
light is Normal.  A Yellow indicator Light (for Legs only) is Damaged.  Damaged
Legs move at half speed.  Red (for Weapons and Legs) is Destroyed.  Destroyed
Legs cannot move (the Forward and Reverse arrows are red and you won't be able
to change direction or move)  A Destroyed weapon can fire, but only at half
accuracy.

The bar and numbers are hit points of your AFW.  Green is current health, Red
is maximum.  Yellow represents the remaining health of an AFW's subarmor
shield.  Only Standard and Anti-AFW units have subarmor shields.  They cannot
be repaired in a Mission.  Eventually, they will get blown off and the AFW's
body will take damage.  Body damage is recovered normally outside combat by
selecting Recover.

The number in the top center is the Time.  It starts at 90 seconds and counts
down.  After 90 seconds (or close combat maximum attacks) the battle ends.  The
battle also ends if one AFW reaches 0 body points and breaks down,  This is
known as AFW Break.

Below that is the current range and range indicator.  There are two dots, the
red and blue dot.  You are the blue dot, your opponent the red.  If you move
your dot all the way to the back of the battlefield, you can Escape combat. 
Your opponent can do the same.

To the left and right of the range indicator is the Soldier status.  Your
soldiers and your enemy soldiers are shown as symbols.  Left and right symbols
are for your left and right ground troops.  The center symbol inside the blue
shell is your Crew.  Below each ground troop is their current health bar.  It
starts at fully green, but the deeper into the red they are, the worse off they
will be.  At fully red, the troop's symbol disappears, as they are quite dead. 
A dead troop is lost for good!

Vanguard and Rearguard are indicated by position.  Troops in the Vanguard are
on the same half as the pointed end of the 'shell' in the middle that
represents your AFW.  Troops at the Rear Guard are on the opposite side, on the
back end of the 'shell'.  This goes the same for your opponent.  Note that
since your opponent is facing you, the enemy AFW troop display is reversed, the
lower half for your enemy represents Vanguard, where the upper half is Rear
Guard.  The opposite indication is made for your own forces!
Troops with active Frontline abilities will have a flashing health bar.  Troops
in motion to or from the Vanguard will have flashing symbols.

On the outside of the screen from the AFW troop indicator is the Load gauge and
Load indicator.  The gauge will increase from left to right in a clockwise
fashion.  When it reaches "full" the load indicator will change from Loading
(unloaded shell outside tube) to Ready Fire (loaded shell in tube with check
mark, flashing).  You will also hear a "cash register cha-ching!" noise to
indicate you are ready to fire!  You can hit the X button to bring up the
Attack Screen to fire.

Under the Load Gauge you will see two numbers, one in front of a star, one in
front of a shell.  The Star number is the number of remaining Max Ataacks your
pilot currently has.  The Shell number is the number of Special Shells your
Crew has remaining to fire.

Next to this is your AFW's current base accuracy.  When you fire, your accuracy
on the Firing Screen will start from this number.  Base accuracy is affected by
range from the target, defensive number, combat conditions, and other factors.

Finally, you'll see the Movement controls in white under the Max Attack
indicator.  Your current direction of movement (Forward, Stop, Backward) is
indicated by the yellow symbol.

The Attack and Firing Screens:
Here you can execute your attacks.  You can access the Attack screen at any
time, and current options will be lit in white.  your current selection is lit
in yellow.  Blacked out options cannot be used at this time.

Your Attack Screen options are as follows:
vs. AFW:  Brings up the Firing Screen and aims an attack at the opponent's AFW.
 Your accuracy will increase as you stay in this screen, but you cannot do
anything else (move, change rank, use a max attack, etc) while in the Firing
screen.  The closer your accuracy gets to 99.99%, the slower the accuracy will
increase.  Your load gauge must be full to use this.

vs. Soldier:  This will target the nearest enemy Vanguard soldier.  The
Accuracy will determine relative damage, these attacks will pretty much always
hit.  The closer to 99.99% the accuracy goes, the more damage will be done. 
Maximum damage is determined by range as well.  Your load gauge must be full to
use this.

Rank: Takes you to the Rank screen.  On the Rank screen you can see your
soldier's current Abilities and position.  You can move or both of your
Soldier's positions here.  Once you begin a Rank change, you cannot change rank
again until it is finished.

Special Shell:  If you have a full Load Gauge, you can choose to fire a Crew's
Special Shell instead of a normal attack.  This will fire and hit
automatically, depending on the shell.

Maximum Attack:  This will bring up your pilot's Maximum attacks.  Max Attacks
your pilot can use are in white, grey ones are not available at that time. 
Some Max Attacks require a full load gauge, others can be used whenever.

While you are in the Attack Screen, Rank Screen, or Max Attack screen, time on
the Combat Screen pauses.  If you have to go get a snack or use the bathroom,
go then. :)

For more Combat Tactics, check the Tactics Section near the end of the FAQ.

--------------------------------

6) The AFWs
-----------
There are four basic types of AFWs.  Each excels at a different range.
Knowing what AFW to field against an opponent and what troops to field that
unit with is just as important as the battle itself.

Standard AFW
These are powerful all-purpose AFWs with a good mix of range, speed, and
firepower.  You normally want to employ these as the backbone of your force,
the guys who close in for the kill after you soften up an enemy with long
range power or short range repeated attacks.  Both Masami and Ryoko drive
Standard AFWs.  They are designed for medium range encounters, but are
effective at short and even close combat (C.C.) range.  They are the most
versitile AFWs in your squad.

Pros:
* Wide range of effectiveness against AFWs and soldiers.
* Decent reload speed.
* Shields absorb early damage in a battle.  Shield HP is designated as the
  yellow HPs above the AFW's green HP.  Yellow HPs mean the shield is
  still intact, and the defense of the AFW is increased until the shield
  is destroyed.  Note this is different from yellow HPs when your current
  HPs are less than 50% of your max.
* Masami and Ryoko have C.C. Maximum Attacks.
* Quick Fire is a GREAT Maximum Attack.
* Decent movement range and speed on battle map.
* Can use a variety of ground forces well.

Cons:
* Losing Masami means you lose the game, so protecting him is key.  Putting
  Masami as point is usually a BAD idea, as the enemy AI will target his
  AFW whenever possible unless somebody else is critically injured.
* After those shields go down, Standard AFWs have rather low HPs.  This comes
  into play at the end of missions and can spell trouble if they are caught
  alone in enemy territory.
* Constant battles with your Standard AFWs can take their toll, but it's
  needed because Masami and Ryoko start out at level 1 and need combat exp
  badly.

Overall, these AFWs should be deployed in both offense and defense, but be
aware of the fact that other AFW types have more HPs and can take more
punishment.  However they are useful against any AFW type.


Light AFWs
These are the speed demons of your squad.  Use them at short range to
deliver multiple fast attacks against soldiers and AFWs.  Jun and Kinasato
drive Light AFWs.  Kinasato is armed with a machine gun, Jun has a large gun.
Both are fast and extremely lethal at short and C.C. range.

Pros:
* Very fast reload times, especially with a good crew.
* Since Soldiers are better at C.C. and short range in general, you'll find
  that ones grouped with Light AFWs are more effective.
* Dodge Action is a beautiful thing.  Know when to use it.
* Excellent movement range and speed.
* Light AFWs are deadly vs Soldiers at short/close range, don't forget this.
* Decent HPs.

Cons:
* Weak against AFWs as a rule.  Even at proper range Light AFWs do half the
  damage that 4-Leg AFWs do.
* At close/short range your Soldiers are vulnerable to damage.  Keep an eye
  on your Vanguard and be aware that some skills can hit rearguard too...
* Very easy to get into C.C. range with a Light AFW.  An enemy can end the
  combat with a C.C attack quickly.
* Wildly ineffective at medium range and useless at long.  Light AFWs excel
  at attacking, but are lousy at defending, especially from long range.
* Get knocked back easily.  This can put you into medium or even long range
  before you know it, especially if you are firing rapidly against an
  enemy AFW.

Light AFWs should be used to attack.  Complement them with Soldiers that have
skills that damage other Soldiers at close range, such as Cooperation,
Focus, and Rapid Fire, or Skills that slow down the enemy AFW (Wire, EWire,
Smoke Shot).  You want to be able to control the range.  Have Cleanup and
Repair/Fast Repair as rearguard skills, as well as Hyper Morale, as this
goes a LONG way to reduce damage for your soldiers.

4-Leg AFWs:
The heavy hitters of your team.  These guys can deliver frightening damage from
long range, but are useless at close and short ranges.  Still, they hit harder
than just about anyone (excluding close combat attacks).  The advantage is they
can hit multiple times.  Even though Light AFWs may be twice as fast, 4-Leg
AFW's hit twice as hard.  John and Ayana drive 4-Leg AFWs.

Pros:
* Serious firepower at anything other than close combat.
* Excellent accuracy at long range.
* Great against anything as long as they attack at long range.
* Two words:  Emergency Load!
* Superior hit points.

Cons:
* SLOOOOOOOOW load times.  You are almost forced to have Supply Soldiers in
  Crew just to keep pace with faster AFWs.
* SLOOOOOOOOW ground speed.  Very bad at keeping range unless you have a way
  to slow the enemy down (Wire or Mine).  The fact you have to backpedal most
  of the time to stay at long range doesn't help either.
* They'll need the HPs if they get jumped by Light or ESPECIALLY Anti-AFW
  foes.  You'll get clobbered by Soldiers at close range too.
* Patience is required.  You may get 3 shots off if you are lucky with a 4-
  Leg AFW, whereas a faster AFW gets 5 or even 6.  You MUST make your shots
  count!
* Zero close combat ability.  If an enemy Anti-AFW attacks at short range and
  decides to pound your head in, you have little choice in the matter, and
  it's going to HURT.

Anti-AFWs:
These are close combat specialists, which carry large heavy shields and are
built for quickly getting close to an enemy and crushing it with powerful close
combat attacks (which end the combat.)  These guys are lethal if used properly.
 Ippei and Emilio drive Anti-AFWs.

Pros:
* Heavy shields.  80-120 points of shielding is great to withstand soldier
  attacks while you quickly get into C.C. range and knock your opponent's
  head off.
* EXCELLENT ground speed.  Very fast.
* Close combat attacks are lethal.  The more time left on the clock, the
  more damage the attack will do.  I've seen Ippei do 150+ damage and walk
  away without a scratch, then repeat the move.
* Decent guns, better than Light AFWs at all ranges.

Cons:
* No hit points once shields are down.  This is a major problem with the
  Anti-AFW class as a whole.  Once you get their shields down, they are
  sitting ducks.
* Useless, utterly, at long range.  Especially with no HPs, you'll want to
  Escape if attacked at long range, or turn the tables with Quick Move and
  attack.
* REQUIRE someone with the Cleanup skill.  If their mobility is lost, so is
  close combat attacking.  Repair skill is nice too.
* Slower reloads than Light AFWs.

For more AFW vs AFW techniques, check the tactics section near the end of the
FAQ, or the Pilots section below.

--------------------------------

7) Pilots and Maximum Attacks
-----------------------------
There are several pilots in Ring of Red.  In the beginning you'll be able to
field only a few, but more will join your unit as it becomes clear that your
mission to recover the stolen Type 3 Prototype AFW is more than just a simple
retrieval exercise -- the future of Japan and even the world is in your hands.
Max Attacks are listed for each pilot.  You'll start the game with the first
Max Attack (everyone but Masami and Ryoko, they get their first Max Attack,
Quick Fire, at level 2),  the second you'll get around level 5 or 6, and the
third at level 11.

Masami von Weisegger
Age: 22

Born of a German father and Japanese mother, Masami prefers to be called
Weisegger, as he has no love for Japan.  But his skill as an AFW pilot has
gotten him a stint with Komitsu Industries, the chief AFW manufacturer for
South Japan.  He's brash, hard-headed, and doesn't take crap from anyone.
Given the provisional rank of Captain, he leads Streifen, the unit formed to
recapture the stolen Type 3 AFW.  Masami means "True Beauty".

AFW:  Byakko ("White Tiger"), Standard AFW

Stats
HP:  300 + 60 Subarmor Shield
Range    C.C   Sho   Med   Long    Load Time  Move  Range  Scouting
vs. AFW  55    75    75    40      120        30    15     30
vs. Sol  45    45    75    55

Max Attacks:  Quick Fire, Strait Punch, Accurate Fire

Masami is a good all-around pilot.  His strength is his flexibility in handling
any type of enemy AFW thrown at him.  You'll want to use him to hit "clean-up"
after your other forces have softened up an enemy target so Masami can finish
it.  You'll especially need to do this early to get him EXP.  Keep him OUT of
point however, under no circumstances can you lose his AFW!  If you do, it's
game over.  A good way of getting out of combat is closing to C.C. range and
using Strait Punch to A) end the combat, B) destroy the opponent's weapon, and
C) do some nasty damage.   This is especially effective against Light and 4-Leg
AFWs, which have no Close Combat ability.

Ryoko Minakawa
Age: 20

Born during the end of the Greater Asian War, her mother fled from the carnage
and Ryoko was a refugee.  Estranged from her father, Ryoko eventually ended up
in South Japan, where she excelled as an AFW pilot.  Like Masami, she too is a
test pilot for Komitsu Industries.  Later in the game, Ryoko reveals her father
is General Minakawa of the North Japan Loyal Army, and that she blames him for
the death of her mother.

AFW:  Suiko ("Elite Child"), Standard AFW

Stats
HP:  300 + 60 Subarmor Shield
Range    C.C   Sho   Med   Long   Load Time  Move  Range  Scouting
vs. AFW  75    60    60    35     110        30    15     30
vs. Sol  45    45    70    45

Max Attacks: Quick Fire, Rapid Punch, Check Fire

Like Masami, Ryoko is excellent against all types of enemy AFWs.  You'll want
to use her to take "opportunity fire," that is getting in a cheap shot against
a weakened enemy.  You can take more chances with Ryoko than Masami so she can
get EXP,  but it's usually worth it.  I tend to use her to draw attacks away
from Masami, or for counterattacking along with my close range forces.  Don't
forget she has Rapid Punch at C.C. range, this does SERIOUS damage.

Kenichi Kinasawa
Age: 32

A veteran AFW pilot of the Japan War, he is a Second Lieutenant of the South
Japanese Army.  He is cool and reserved, scientific and methodical.  His
diaries are used to reconstruct Streifen's mission after the time period that
Ring of Red takes place (Winter 1964).  He is friends with John Caster. (Note: 
Kenichi is a rather odd name, as Ryoko points out early on.  It can mean
several things, but one of them is "exact one".  And that's a pretty good
definition of Kenichi as a person.)

AFW:  Kuki ("Ravine", but I like "Nine Devils" better), Light AFW

Stats
HP:  360
Range    C.C   Sho   Med   Long   Load Time  Move  Range  Scouting
vs. AFW  45    40    30    20     90         35    10     35
vs. Sol  85    80    50    25

Max Attacks: Dodge Action, Spray Fire, Suppressive Fire

Kenichi is excellent at point until you get Ippei and Emilio.  He has good hit
points and can do a pretty fair amount of damage because of his FAST load
times. For the most part you'll want him to advance in a forward position,
especially if he can dart to a good defense location to take return attacks
from, such as a location square or wooded area.  Pull him out to recover,
covering his escape with your other AFWs, then send him back in.  He's
especially useful against Soldiers, and later in the game you'll want him
taking vs. Soldier shots to really let the steam out of enemy Vanguards, who
will have all kinds of nasty skills later on.  Use Dodge Action to avoid enemy
C.C. attacks, and Spray Fire (and later Suppressive Fire) to hit all Vanguard
troops.

John Caster
Age: 31

A brash and loud American AFW pilot, he takes pride in his AFW and his
abilities.  A good guy to have in a barfight, or an AFW fight for that matter. 
Knows Kinasawa and is one of his true friends.  John respects Masami, but isn't
above teaching the "rookies" a thing or two.  John was kicked out of the US
military for insubordination during the war, but he's joined Striefen as a test
pilot for the US AFW maker GMI.

AFW:  Little John  (I guess he named it after himself),  4-Leg AFW

Stats
HP: 420
Range    C.C   Sho   Med   Long   Load Time  Move  Range  Scouting
vs. AFW  35    85    85    85     180        35    20     20
vs. Sol  35    35    85    85

Max Attacks: Emergency Load, Bombardment, Creeping Fire

John is your long distance man.  Able to inflict heavy damage on ANYTHING from
long range, use him in conjunction with a screen of Anti-/Light AFWs then move
him in for the big damage.  John has EXCELLENT aim.  You should be able to take
85%+ shots with him on a regular basis.  At this level, John can nail a leg or
weapon with a regular shot, and that makes him all that more deadly.  Cover his
short range with your short range guys, and use him to SERIOUSLY punish
approaching bad guys from long range.  Use Emergency Load if getting another
extra shot off will kill the enemy, or you need a fast Crew Shell.  Use
Bombardment (and later Creeping Fire) to SLAUGHTER enemy Soldiers.

Ayana Kirino
Age: 18

A Russian refugee girl, Ayana is the adopted daughter of Ippei.  Ayana
considers Ippei to be her father, and she has become an AFW out of respect for
her dad.  She's a member of the North Japan Liberation Front "Karma."  She's
worried about Ippei, she knows he's not as young as he used to be.  She's
joined Karma to protect her father as much as helping to free North Japan.

AFW: Ohbu (literally "at odds"), 4-Leg AFW

Stats
HP: 400
Range    C.C   Sho   Med   Long   Load Time  Move  Range  Scouting
vs. AFW  30    75    75    75     150        35    20     20
vs. Sol  45    45    80    80

Max Attacks:  Emergency Load, Bombardment, Aim Weapon

Use Ayana as you would John.  Her AFW isn't as powerful or as accurate, but
it's still deadly at long range.  Her load time is shorter too, so she gets
shots off a bit quicker than John does.  Again, the strategy is similar, screen
with short/close range forces, then get behind them and deliver long range
attacks from the front or side.  Don't be afraid of taking a medium range
attack, or an attack against enemy Soldiers especially with Ayana's somewhat
faster rate of fire.  Emergency Load is your friend.

Jun Hasebe
Age: 15

Jun is a little kid (there's always one!) with a lot to prove as an AFW pilot. 
Actually he's pretty good, a street refugee who joined "Karma" at a young age
and is itching for a fight.  He looks like a girl however (and it doesn't help
he has a female name) and he's pretty prickly about being called a girl. 
Still, he's looking for respect from the Streifen crew, and he'll fight until
he gets it.

AFW: Nue ("Swamp Creek"), Light AFW

Stats
HP: 340
Range    C.C   Sho   Med   Long   Load Time  Move  Range  Scouting
vs. AFW  40    45    40    25     95         35    10     35
vs. Sol  75    70    60    35

Max Attacks: Dodge Action, Check Fire, Aim Weapon

Jun is more effective against AFWs than Kinasato is at Short range and has
Check Fire to boot.  Use this to disable enemy C.C. action, or when you need
that last hit to kill.  He's pretty lethal against enemy Soldiers too, so if
you have good anti-Soldier troops in your unit, combine these at short range
with his vs. Soldier fire to seriously harm the unit as a whole.  Sometimes the
best strategy for Jun is to kill the Vanguard as fast as possible, then to pull
out and Recover and let somebody else finish them off.

Ippei Kirino
Age: 70

An old veteran of several wars, Ippei is the leader of "Karma".  A retired AFW
pilot from the Greater Asian and Japan Wars, Ippei longs to reunify Japan under
a peaceful banner.  He loves his adoptive daughter Ayana dearly.  A master
pilot, he was known by the handle "Witch Wolf" for his fighting style.  He's
earned a lot of respect among the Streifen team, especially that of Kinasato. 
But even the headstrong Masami thinks that Ippei will stop at nothing to free
North Japan...

AFW: Kamui ("Soul's Majesty"), Anti-AFW

Stats
HP: 280 + 120 Subarmor Shield
Range    C.C   Sho   Med   Long   Load Time  Move  Range  Scouting
vs. AFW  95    50    45    30     110        30    10     20
vs. Sol  40    40    30    25

Max Attacks: Quick Move, Strait Strike, Aim Weapon

Nobody is as good at holding a forward position as Ippei is.  If the enemy is
dumb enough to attack at short, use C.C. or Strait Strike.  Getting the first
blow in with C.C. is vital, so make sure you have things like Cleanup, Fast
Repair, and Wire/E.Wire in the front.  Ippei can attack quickly with Quick
Move, then followed up by Close Combat, ending the battle.  Against anything
else but an Anti-AFW, use Close Combat every time.  Ippei does MASSIVE damage
with this.
Close in, use C.C. and walk away with litte or no damage while the enemy takes
150+...Ippei can easily buy you the time you need to get your other forces in. 
Great at point.  Aim Weapon is nice in a pinch, but I'd rather use Strait
Strike for the damage if I'm gonna blow a Max Attack.

Emilio Panini
Age: 24

Emilio is Italian, and at least in this universe Italians aren't considered the
bravest fighters.  Still, bravery's a personal thing, and Emilio believes
himself to be brave enough, driving an Anti-AFW.  Liberated from a North Japan
prison camp, Emilio is more than happy to put his skills to work for "Streifen"
and the lovely ladies the unit includes.

AFW: Tempesta ("Violent Storm"), Anti-AFW

Stats
HP: 300 + 80 Subarmor Shield
Range    C.C   Sho   Med   Long   Load Time  Move  Range  Scouting
vs. AFW  80    60    50    30     130        30    10     20
vs. Sol  45    45    70    55

Max Attacks:  Quick Move, Rapid Strike, Check Fire

Emilio is not as good against enemy AFWs as Ippei is, but he's much better at
shooting Soldiers, especially at medium range.  Emilio has two main attack
formats, one is to close (or use Quick Move) and use C.C. attacks, the other is
to attack enemy Soldiers repeatedly.  He can do some fairly heavy damage to
Soldiers if he's out of close range.  Punish the enemy accordingly.  Don't
forget he has Check Fire and Rapid Strike puts his C.C. damage on par with
Ippei's.

Yu Kaiho
Age: 25

The main bad guy in the story, Yu has grabbed the Type 3 Prototype out from
under our heroes' noses and is making his escape to North Japan.  Your mission
is to bring him back, but he's not coming back without a hard fight.  He is
known as the Crimson Phantom from his stint as a Soviet advisor during the
Vietnam War (which I guessed happened much earlier in this reality than the
60's and early 70' of ours).

AFW: Stolen Type 3 Prototype "Phoenix", Advanced AFW

Stats:
Unknown.

Maximum Attacks

Maximum Attacks are special abilities that each of the AFW pilots possess. 
This abilities are often very powerful, and knowing when to use them can make
the difference between winning and losing the game.  As pilots advance in
level, they will gain additional Max Attacks, each pilot starts with one.  As
the pilot's level increases, the number of times a Max Attack can be used per
mission also increases.  Max Attacks do not regenerate during a mission, nor do
they carry over to the next mission, so use them or lose them.

Pilots gain a second Max Attack at level 5, and another at level 11.  Max
attack usage numbers are roughly one for every two pilot levels or so.

Dodge Action (Jun, Kinasato, Kaiho)
Evades the next enemy vs. AFW attack.  Can be used at any time, but the
effectiveness of it is reduced or negated if your legs are damaged or destroyed
or you are tied up by Wire/EWire.  You'll want to save most of your Max Attacks
for this to keep your Light AFWs alive, especially against enemy Anti-AFWs.

Spray Fire (Kinasato)
Blasts both Vanguard units with a nasty spray of machine gun fire.  Does some
pretty substantial damage, especially at close range.  Suppressive Fire, which
Kinasato will get later on, is superior to Spray Fire.  You won't use this once
you get his last Max Attack.

Check Fire (Jun, Emilio, Ryoko)
Fires at the legs of the enemy AFW.  Does regular damage and always hits, but
the current accuracy determines whether or not the enemy's legs are destroyed. 
This is GREAT for preventing Anti-AFW attacks, just make sure enemy ground
forces don't have Repair/Fast Repair or it's a waste of a Max Attack.

Quick Fire (Masami, Ryoko)
This can be used at anytime.  This loads and fires a quick shell at an enemy
AFW.  It isn't 100% accurate by any means, but your current accuracy does
affect the shot.  Good when you need just a bit more damage to finish off the
opponent.

Strait Punch (and it's spelled wrong in the game) (Masami)
A close combat attack.  This will always hit and will destroy the enemy AFW's
weapon.  Does pretty good damage.  If your enemy insists on getting close, make
them pay.  This does pretty nice damage for Masami and it's a good way to end a
fight.

Emergency Load (John, Ayana)
This immediately loads a shell into the AFW.  You can then fire a normal shell
at an enemy AFW or Soldier, use another Max Attack that requires a ready shell
(like Bombard) or fire a Crew Special Shell.  It's pretty nice when you NEED to
get a shot off before the enemy does.  I'll go through all my Max Attacks with
John and Ayana by the end of a mission just using Emergency Load.

Bombard (John, Ayana)
This fires shells at the enemy Vanguard.  Like Kinasato's Spray Fire, this will
heavily damage enemy Soldiers, depending on your range.  In addition, the fire
will force Vanguard Soldiers to retreat to the Rear Guard for a while.  If I'm
under extreme stress from enemy Soldiers, I'll use this, but your 4-Leg AFWs
have the HPs to take Soldier fire.

Quick Move (Ippei, Emilio)
Allows an Anti-AFW to move much faster to cover the ground to C.C. range
instantly.  Make sure the way is clear first with Cleanup and you have a shell
loaded, then zip up and clobber them.  If the enemy insists on attacking Emilio
or Ippei at long range with a 4-Leg AFW, guess what I use. :)

Strait Strike (Ippei)
A powerful body blow Close Combat attack.  Similar to Strait Punch, it destroys
the enemy's weapon as well.  Very nice for sending a "message", but Ippei does
the same damage with a regular close combat attack.  I don't use this much.

Suppressive Fire (Kinasato)
Like Spray Fire, only this "pins down" enemy soldiers and prevents rank
adjustments for several seconds.  Superior to Spray Fire because it keeps the
enemy Vanguard from retreating.  Follow up with a vs. Soldier attack or two.
Very nice in the later missions.

Accurate Fire (Masami)
100% accurate and does 50% more damage than normal.  When you absolutely
positively must make this attack count...you'll never use Quick Fire again. 
This not only hits all the time but does about 80-100 damage.

Aim Weapon (Kaiho, Ippei, Jun, Ayana)
This ranged vs AFW attack always hits, the current accuracy determines the
chance of enemy weapon destruction.  Getting hit by this sucks, but using it on
anything else is nice.  Still, if you have to hit without fail, this will do
the job.

Rapid Punch (Ryoko)
Does MASSIVE close combat damage if you can get in range.  Multiple close
combat punches slam the enemy.  Don't forget Ryoko has this, it does
surprisingly good damage and ends the fight.

Rapid Strike (Emilio)
Similar to Rapid Punch, this flurry of body blows does almost fatal amounts of
damage.  This does damage on par with Ippei's attacks (140+).

Creeping Fire (John)
All enemy Soldiers, regardless of Vanguard or Rear Guard rank take damage from
this vs. Soldier attack.  Not only does this hurt a lot, it hits all Soldiers. 
Great for finishing off weakened Soldiers.  Superior to Bombardment in every
way.

--------------------------------

8) Ground Forces and Abilities
------------------------------
Your Soldiers are just as important as your AFW.  They are not expendable by
any means.  A Soldier unit with the proper skills and abilities can turn a
tough battle into a rout, and the lack of them can turn an easy victory into
having to reload your mission after losing the objective 2 hours in.

Each AFW group is assigned three groups of Soliders, one as Crew (that loads
shells into the AFW and the other two as ground troops.  You can choose
which group is your crew before a battle, your crew as a rule doesn't take
damage, but your ground forces will (and your AFW definately will.)

Your Soldiers can be placed in front of the AFW (Vanguard) or behind it
(Rear Guard).  It takes about 5 seconds or so for the soldiers to switch.
Only in the Vanguard can your soldiers attack, but in the Rear Guard they
will be safe, however the enemy soldiers will target your AFW instead.
Over the course of a battle this damage can add up, and over the course of
a mission it can take a heavy toll.  Protect your Soldiers!  Injured
Soldiers should normally be used as crew to protect them from damage, but
if your AFW is defeated, the crew is lost!

Each Soldier unit has up to three abilities that they can have.  First, they
can have a Frontline ability.  These abilities are offensive in nature, and
require a certain amount of time (from 5-10 seconds) to "charge" before you
can use this ability.  You will see the unit inform you that the ability is
ready, and the health bar of the unit will flash white.  You can then move
the unit forward by selecting Vanguard in the Attack screen.  You can move
either unit forward into the vanguard or back into the rear guard in this
screen.

Rear Guard abilities are defensive in nature.  They repair, recover and
prevent damage to the AFW or Soldiers.  Important note:  REAR GUARD ABILITIES
ARE CHARGED AND USED FIRST.  Since Soldiers start in the Rear Guard anyway,
the Rear Guard ability is charged and then used, then the Frontline skill is
charged and then must be used in the Vanguard position.

Finally, Soldiers can have a Crew ability as well.  This is indicated by a
number of special AFW shells that the Soldier can fire while used as the
Crew.  You can select that Soldier's shell in the Attack screen.  The AFW
must be ready to fire, and the shell is fired automatically (and is 100%
successful barring a Dodge Action)  However the crew has limited shells
(usually 2-4) and these do not recharge over the mission, once you fire all
the shells a Soldier has, they're gone until the next mission.

Soldiers CAN have all three abilities at once.  The best Soldiers will, and
any Soldiers with three impressive abilities should be treated as precious
gold, DON'T LOSE THEM.

Soldier Types:

There are six types of Soldiers, some are better at attacking AFWs, some are
better at attacking other Soldiers.  They are:

Infantry (green, white helmet symbol)
These Soldiers specialize in attacking other Soldiers.  They are not equipped
to attack AFWs very well.  However because they are armed with rifles, they
are effective against Soldiers at just about any range.  At long range, they
are very nasty against other Soldiers especially if they aren't Infantry.
They possess nasty anti-Soldier skills such as Focus, Co-op, and Rapid Fire.
Class Ability:
Rifles (good vs Soldier numbers at any range)

Medic (blue, white cross symbol)
These guys excel at defensive abilities.  They are also pretty decent guys
up on the frontline at close/short range.  At medium/long range they are
pretty bad however, and lack the firepower of other classes.  To offset this,
they have good Rearguard abilities, and some interesting support abilities
on the frontlines.  Forget using them against AFWs though, they are only
armed with pistols.
Class Ability:
Healing (increases unit healing amount in the field during Recover)

Recon (black, white targetting sight symbol)
What would any ground forces be without scouts and snipers?  Recon does all
that and they excel at it.  An interesting close range alternative to the
Infantry, Recon likes close/short range combat, and has the Snipe skill,
which can hit a Rear Guard unit for heavy damage.  These guys are lethal at
short range, even more so than Infantry.  But long range or against AFWs,
they lack firepower.
Class Ability:
Scouting (start at the max % AFW accuracy range when attacking another AFW.
For instance if you attack at short range, Scouting will put your AFW at the
maximum accuracy % position inside that range.)

Shooter (dark brown, white grenade symbol)
These Soldiers are anti-AFW through and through.  Armed with rocket launchers
they can deliver heavy damage to an AFW from any range.  They also have
Anti-AFW attack abilities like Charge Shot, Homing Shot, and Grenade.  When
you need to down a tough enemy AFW, use these Soldiers.  Note that they are
ineffective against other Soldiers at any range...be careful they don't get
shredded by Infantry or even Medics.
Class Ability:
Rocket Launcher (good versus AFW numbers at any range)

Supply (tan, white gasoline can symbol)
These guys are multi purpose.  For the most part they make excellent crew,
but they can fight with light rifles and rocket-propelled grenades, making
them useful against both Soldiers and AFWs, at least at closer ranges.
Where these guys really shine is in Crew mode, they are the fastest loaders
of any Soldier type.  They offer a mixed bag of skills, but tend to have
ones that disable enemy AFWs, such as Mine, Adhes. Mine, and Wire, and
Cleanup on the Rear Guard side.
Class Ability:
Fast Load (load faster than other Soldier types when selected as crew)

Mechanic (grey, white wrench symbol)
These guys can fix anything.  Armed similary to Supply troops, they are
good fighters at close range and have skills that can disable enemy AFWs
as well as the Repair/Fast Repair abilities to quickly make field repairs.
They help keep your AFW running well.  Trust me, the first time some bozo
AFW pilot blows your legs up or destroys your weapon, you'll be glad you
have a Mechanic around.
Class Ability:
AFW Movement (the only class that increases AFW movement distance)

So, the question is "Well, what troops should I include in my AFW squad?"
It's a tough question.  It's not a simple as that.  It depends on the mission
and the AFW type, as well as the Skills the Soldier possesses.  Here's how
I generally deploy them.

Infantry -- Best at medium/long range for anti-Soldier warfare, but work in
closer ranges too.  When in doubt (and especially if it has nice skills)
deploy Infantry, ESPECIALLY if it's the only anti-Soldier unit you have.
Good with any AFW, but especially Standard and 4-Leg.

Pros
* Best vs. Soldier Frontline Skills.
* Best vs. Soldier at Medium and Long range.
* Decent vs. Soldier at C.C and Short range.
* Good armor.

Cons
* Lousy at vs. AFW combat.
* Terrible in Crew.

Shooter -- Again, best at medium/long range, especially if your opponent
is lacking in Infantry.  You'll be surprised how much damage piles up on
an enemy AFW if you have a Shooter around.  Team them up with Soldiers with
good Soldier damage skills to make up the difference and they are very nice
to have.  Good with Standard/4-Leg.  Using them with Light or Anti-AFW is
asking them to take a beating from enemy Soldiers.

Pros
* Good vs AFW at C.C. and Short range.
* Best vs AFW at Medium and Long range.
* Good in Crew.

Cons
* Fairly bad at all ranges vs Soldiers, particularly C.C. range.
* LOUSY ARMOR.  These guys get hosed at Short range or closer.

Recon -- Close range these guys are lethal.  Use them to get the Scouting
drop on an enemy, then fire away.  If one has the Snipe skill, use it to
finish off a Soldier unit pulled into Rearguard.  Scouting is best used with
an accurate AFW to make the most of it, complement this with skills to keep
the ememy from moving and blast away.  Best with Light/Anti-AFW, but work
with 4-Leg too for Scouting (try an attack with Recon/Emergency Load/FIRE!)

Pros
* DEVASTATING vs. Soldier at Short and especially C.C. Range.
* Provide AFW Action, Scouting and Range numbers as part of a squad.
* Decent Armor.
* Make decent Crew.
* Scouting ability on attack is NICE.

Cons
* Absolute worst vs. AFW, especially at long range.
* Infantry are better at Medium/Long range vs. Soldiers.

Medic -- They work with any AFW frankly, it depends on your Soldiers.  These
have good defense skills like Hyper Morale and Gasmask which you will need
if you like to fight with your Soldiers like I do.  They aren't too shabby
in Crew either.  They lack offensive skills, but they make a difference when
you have to recover Soldier health FAST.   Useful with any AFW, but if they
are on a 4-Leg at long range and they are the only anti-Soldier guys you
have, you're going to need that healing. :)

Pros
* Best Soldier Recovery ability (Duh, they are medics.)
* Suprisingly enough, the best Armor(!)
* Great support abilities in Front and Rear.
* Decent close/short range vs. Soldiers.

Cons
* Worst vs AFW numbers.
* Actually, worst all around combat numbers.
* No AFW stat increases for having them.
* Lousy as Crew.

Supply -- These are best used in crew, to be honest.  Outside of crew they
are decent fighters, but it depends on the skills.  You won't use these
guys very often, but they can be nice to have in a pinch, especially if they
have nice Special Shells as a crew ability.  Where load times are key, have
a Supply guy standing by.  On top of that, these guys are great for recovering
AFW body points during Recovery. Just about required issue for 4-Leg AFWs.

Pros
* THE best Crew load numbers, period.
* Add Action points to your AFW stats.
* Superior AFW Recovery numbers.
* Decent vs AFW numbers at close/short range.
* Fast Repair/Repair is worth having them on the ground at times.

Cons
* Only slightly better than Medics in combat.
* Terrible at medium and worthless at long, keep them in crew!

Mechanic -- The more combat your AFW is in, the more you should consider a
Mechanic in your unit, especially one with Fast Repair or Cleanup.  If your
AFW is going to see a lot of combat action (Light, and ESPECIALLY Masami's
AFW) you should put a Mechanic in to prevent Mines/Wires with Cleanup.  A must
have for Standard AFWs, and to a lesser degree, Light and Anti-AFW units.

Pros
* Have Cleanup, a NICE skill.
* The best vs. AFW numbers at close/short range
* Add +5 to AFW movement
* Decent vs. Soldier numbers
* Good Crew numbers

Cons
* Low Armor (not as bad as Shooters, but still low)
* Worst recovery numbers
* Lousy at medium/long range vs everything

Soldier Stats:
--------------
All Solider units have 120 health.  Numbers given in ranges mean that certain
soldiers of that type vary slightly from individual squad to individual squad. 
In other words, I don't have the patience to list every single squad in the
game. :)

Infantry:
Ability:  +5 to AFW Scouting distance

Range    C.C    Short  Med    Long
vs. AFW  30     20     10     8
vs. Sol  45-50  45-50  45-50  40-45

Armor  Load  Rcv(AFW) Rcv(Sol)
35-45  2-6   20-25    20-25

Shooter:
Ability:  -1 to AFW Action

Range    C.C    Short  Med    Long
vs. AFW  30     35-40  35-40  35-40
vs. Sol  15     20     20     20

Armor  Load  Rcv(AFW) Rcv(Sol)
5-15   6-8   20-25    25-30

Mechanic:
Ability: +5 Movement

Range    C.C    Short  Med    Long
vs. AFW  50-55  45-50  25     15
vs. Sol  30     25     20     15

Recon:
Ability:  +10 Scouting, + 1-2 Action, +5 Range

Range    C.C    Short  Med    Long
vs. AFW  25     20     10     5
vs. Sol  60-65  55-60  35     25

Supply:
Ability: +2-3 Action

Range    C.C    Short  Med    Long
vs. AFW  35-40  25-30  20     10
vs. Sol  25     20     15     10

Medic:
Ability: None

Range    C.C    Short  Med    Long
vs. AFW  20     15     10     8
vs. Sol  35-40  35-40  20     15


Soldier Skills:
---------------
Here's a rundown of available skills, who has them, and what these skills
are best used with.  Note that the Soldier type associated with the skill is
not neccessarily the ONLY Soldier type that can get this skill.

Frontline Skills
----------------
Focus (Infantry)
The Soldier unit focuses their fire on a single person in an enemy Soldier
unit in the Vanguard.  Does moderate damage (20-40) based on range, the
closer the better.  Since Infantry are good at any range, use at will.

Co-op (Infantry)
The unit will "team up" with the neighboring unit.  Both of your units must
be in the Vanguard and there must be at least one enemy Soldier unit in the
Vanguard.  Both units will fire repeatedly on one enemy unit, doing heavy
damage (40-60).  If the unit is anti-Soldier (such as another Infantry or
a Recon or Medic unit) the damage will increase.  If both of your units are
in optimal vs. Soldier range, damage will also increase.

Rapid Fire (Infantry)
The unit will fire on all enemy units in the Vanguard.  Save this one for
times where the enemy has brought both units up.  Does light damage to both
units (15-30).  However, I have seen this miss both units if the enemy is
in the process of moving Soldier units (and will only hit one.)  Use with
any AFW unit to damage both enemy Vanguard units.

Grenade (Infantry)
The unit runs up to the enemy AFW and lobs a grenade, doing light damage to
the AFW (15-30).  Can be used at any range, but the closer the range, the
more damage is delivered.

Homing Shot (Shooter)
Shooter crew locks onto the AFW and fires a homing missile.  The longer the
range, the more damage it does.  Inflicts moderate (20-40) damage to enemy
AFW.  Use this with your 4-Leg AFW pilots (Lt. John and Ayana, as Homing Shot
does significantly more damage at longer ranges.)

Charge Shot (Shooter)
The Soldier unit charges the AFW and fires a rocket at point blank range.
Does light damage to the enemy AFW (15-30).  Similar to Grenade.  Useful for
any Unit.

Flash Shot (Medic)
Unit loads flare pistols and fires a blinding shot that disorients AFW and
Vanguard units, lowering accuracy for about 20 seconds.  If avoiding damage
is your aim (and you don't have Dodge Action) this is nice for your basic
Standard AFW types.  Lowers base Accuracy by 1/2 for 15 seconds, and sets
the load gauge to zero.

Smoke Shot (Medic)
Like Flash shot, except it only affects the enemy AFW.  The unit rushes the
enemy AFW and throws a smoke grenade, lowering accuracy to half.  It's nice
because in a night fight, it negates Illuminated Shot and drops the enemy
back to half accuracy.  Again, nice for any Standard AFW.

WP (White Phosphorous) Shot (Medic)
Like Flash and Smoke Shot, only it targets enemy Soldiers in the Vanguard.
This skill makes a nasty cloud of smoke that chokes enemy Soldiers and makes
them retreat to the Rear Guard.  Note that the cloud can be dissipated by
the Gas Neutralization skill and totally negated by the Gasmask skill.
No damage, but great for taking Vanguard Soldiers out of the way.  Good for
any AFW, especially if your other ground unit has Snipe.  Use this repeatedly
to totally take your enemy's Vanguard out and giving you free attacks on the
enemy AFW.

Snipe (Recon)
This is a nice skill.  At close range, this does heavy damage (25-50) and
it can hit enemies in the Rear Guard too!  Use this to finish off an unit
that the enemy has moved to rear guard when they are badly hurt.  Very nice.
Great for Light/Anti-AFW units, but the Rear Guard hitting ability of Snipe
makes it nice for any AFW squad.

Illumination Shot (Recon)
Like the shell, this fires only at night, making accuracy normal.  It lasts
only about 45 seconds, so you'll need to charge it up and use it again.
If you expect to see a lot of night combat, get somebody with this skill.

Mine (Supply)
Places a series of mines in front of you.  Good to discourage close combat.
Does moderate damage (20-40) to enemy AFWs.  For the most part, unless you
are specifically fighting an Anti-AFW, you don't need Mines.  Best for Light
and Anti-AFW units against Anti-AFW units.  This will damage AFW legs.
Negated totally by Cleanup.

Adhesion Mines (Supply)
These magnetic mines attach themselves to the Enemy AFW's legs, destroying
them in the process as well as doing heavy damage (40-60).  Better than
your standard Mines, upgrade to these for your anti-Anti-AFW units. :)
Again, Cleanup will remove these immediately.  If your enemy doesn't have
repair, then you've just disabled their close combat.

Chain Mines (Supply)
Wow, these hurt.  These do damage to both the AFW as well as any Vanguard
soldier units, doing moderate damage (30-40) to all three.  This is the
ultimate anti-Anti-AFW defense and a total unit killer on top of damaging
the legs of the AFW...very nasty.  A good enough reason to have Cleanup to
take care of it.

Some people like to use the "advancing mine" technique.  When mines are buried,
they stay in front of you, so if you advance to C.C. range you'll STILL hit the
enemy with mines.  Me, if I know I'm up against an enemy Anti-AFW with Fast
Repair and NO Cleanup, I'll plant mines, close in, back my Vanguard off, laugh
as the mines crush his legs, and then while the enemy is waiting on repair, I
replant the mines. :)

Wire (Mechanic)
Launches a RPG that splits into a metal chain that wraps an enemy AFW up and
keeps them from moving for several seconds.  A nice thing to have, but it's
negated by the Cleanup skill.  Great for 4-Leg AFWs, Light and even Anti-AFW
units you have (if the enemy can't move, they can't run out of optimal
range.)  Negates Dodge Action or any close combat Maximum attack.

Electric Wire (Mechanic)
Like Wire, but it electrifies and destroys the enemy legs in addition to
stopping movement.  Negated by Repair/Fast Repair but the AFW will still be
immobilized unless the Wire is removed by Cleanup as well.  This stops Dodge
Action and close combat attacks.  This is SOOO worth having unless your enemy
has both Fast Repair AND Cleanup.  If not, fire that E. Wire!

Rear Guard Skills
-----------------
Because they are so few, just about any type of Soldier can have just about
any type of Rear Guard Skill.

Hyper Morale
I love this skill, personally.  It raises soldier defense in both units by
about 25%.  Use this skill, then send em in.  Vital in Light/Anti-AFW units
where Soldier combat is generally more effective at short range, but nice
for any unit to have.  It's used automatically on the Rear Guard.

Cleanup
Another vital skill to have.  Removes all types of Mines and Wire.  If your
enemy has these, make sure you can counter with Cleanup, especially against
Wire.  Mines at least you can avoid, unless you are planning to do close
combat, in which case I will say YOUR ANTI-AFW UNIT HAS AT LEAST ONE PERSON
IF NOT TWO WITH THIS SKILL.  Repeat that.  Live it.  Otherwise, Mines will
destroy you every time.  An Anti-AFW unit that's lost its mobility is not
worth much.

Repair
All units need to be shipped with at least one person with this skill.  It's
vital to fix damage to your weapon and legs.  Without it, you will get
stomped in later missions, believe me.  Enemy units in Chapter 2 and beyond
seem to all have this skill.

Fast Repair
Like Repair, only it will only fix one damage level (from destroyed to damaged
or from damaged to normal) on legs.  Weapons will be repaired to normal.  You
will need these skills later on in the game, trust me.  Make sure later on that
you have somebody with one of these two abilities in each unit.

Gas Neutralization
This skill will dissipate a WP cloud quickly, allowing your Soldiers to
return to the Vanguard and fight.

Gasmask
Superior to Gas Neut. this skill will automatically charge and work in the
Rear Guard if your enemy has WP Shot capability, either from Frontline
attack skills or Crew loaded shells.  If you see your guys using this, your
enemy has WP Shot.  If not, it won't activate.  This will cover both of
your ground units, so it's GREAT to have, especially in Mission 8, where it
seems everybody has friggin WP Shot.  Not as vital as Fast Repair or
Cleanup, but if you don't have it, it hurts when your enemy gleefully unloads
WP Shot on your soldiers time and time again.

Crew Shell Abilities
--------------------
These are limited abilities that only can be used A) when your AFW is ready
to fire and B) a limited number of times per mission.  They vary widely in
effectiveness and power, but where there is a Crew Shell similar to an
existing crew skill, the shell version is more powerful.  Also, these
shells tend to hit always, being skills.  (Well, unless you have Dodge
Action...)

APC (Armor Piercing Cannon) Shell
This does a bit more damage than your ordinary shell, and hits at about 25%
more damage then you would score at the range you are at.

APCR (Armor Piercing Cannon - Ranged) Shell
Like APC Shell, only does more additional damage the farther you are from
the target.  I've seen this do 120+ damage when fired from a 4-Leg AFW...

HEAT (High Explosive Anti Tank) Shell
This does flame damage to the AFW.  The closer the target, the greater the
damage.  Does moderate damage, good for Light/Anti-AFW units, but a waste on
long range attacks.

WP (White Phosphorous) Shell
Like the skill, this does a gas attack on the enemy's Vanguard units,
preventing them from attacking.  Lasts significantly longer than the skill,
but still negated by Gasmask and Gas Neutralization.  It can be a nice ace
up your sleeve if used correctly, allowing your anti-AFW Soldiers to carve
a big hole in an enemy AFW.

Illumination Shell
Lights up the enemy in a night fight, eliminating the 1/2 accuracy penalty
to night combat.  Lasts the entire combat, as opposed to the shorter time
of the Frontline Illumination Shot skill.

Smoke Shell
Like the skill Smoke Shot, but lasts longer.  Reduces accuracy of enemy AFW
by 1/2 for about 20 seconds.

Shrapnel Shell
Explodes over the enemy Vanguard, doing moderate damage (20-40) to both of
the enemy's Vanguard units.  A nice thing to have later in the game.

Incendiary Shell
Burns a single Vanguard unit for heavy damage (40-60).  Very good for a quick
kill on a wounded Soldier unit.

Incendiary Shrapnel Shell
Burns all Vanguard units for heavy damage (40-60+).  This is NASTY to both
use and be hit by, as there's really no defense except for being in the Rear
Guard.  If you see the enemy is packing these shells, think VERY carefully
about sending your units into the Vanguard, as a pair of these will pretty
much kill both Vanguard units you are fielding, and your enemy has no
problem firing Crew Shells whenever possible.  If your Vanguard units are
both injured, this will kill them outright, and you are at the enemy's
mercy.

Colored Troops:
---------------

At the end of each mission, Rodriguez will go over the details of each mission
for you, including what new troops you have received.  These troops are shown
in different colors to indicate how you acquired them.

Orange Troops are those recieved from Rodriguez.  You will get a few of these
simply for completing the mission.  They are not fantastic troops by any means,
but they often have some decent skills or shells.  They are good for filling
out the ranks.  It seems the faster you complete the mission, the more of these
you get at the end of the mission.

White Troops are those you liberated (heh, you can tell I've been playing too
much of a certain game with the word "Ogre" in the title) from cities.  These
are for the most part superior troops to the ones Rodriguez recruits for you
betwen missions.  They often have multiple skills and/or Special Shells to use.
 One key to your continued success is getting, using, and keeping these troops.
Troops you capture from a location are given at the end of the mission, but you
will get a brief into to each White troop as you rescue them.

Finally, there's the mysterious Green Troop.  These guys don't follow the
regular stat rules for Soldiers, and often have ridiculously good skills at the
cost of pathetically low abilities elsewhere.  For example Kinjo, a Green Troop
you can get in Level 4 is a Shooter with no skills, but very high attack stats.

Getting Green Troops seems to be based on completing alternate objectives.  In
some missions you will be given a choice of how to win a mission, either by
taking a location or eliminating all troops.  If you choose to take the
location objective (and do it fast enough by leaving some enemies behind) then
sometimes you will be rewared with a special Green Troop.

Level 4, 6, and 7 are known missions where taking the location objective and
leaving at least on eney AFW alive will result in a Green Troop.

More information on Green Troops will be coming in a later version of the FAQ.


Whew!  That's a lot of info on Soldiers and what they can do for you.  For more
tips, check the Tactics section near the end of the FAQ.


---------------------

9) Mission Strategy
-------------------

Individual Mission walkthroughs are coming later.

---------------------

10) Overall Tactics
-------------------

To review, here's a final rundown of tactics and strategy I use.

Basic Operation Map Screen Strategy

* Pay attention to the placement of your units at the beginning of the
  mission.  Look for towns/villages/cities with soldiers (look for the blue
  star) that you can take.  Getting soldiers from towns is vital to the
  later stages of the game, as you will get more and better soldiers than
  you will be given at the end of the mission if you recruit them by
  capturing locations.
* Note nearby enemy lookouts.  Just because you can't see the enemy in that
  area doesn't mean they aren't hiding.  If you walk into an area you could
  find a nasty surprise waiting for you in the form of reinforcements.
* Enemy backup will arrive from time to time throughout certain missions or
  when one of your units reaches a certain area of the map.  Keep your units
  that are out of current combat range in shape by recovering them in a
  nearby location (or even out on the open map.)  You never know when backup
  might jump out at you from the flank or even behind.
* Keep important units alive.  If Masami's Byaako AFW goes down, or any other
  vital unit falls (like Ayana's truck in Mission 5) you lose the game right
  away.  Keep them guarded, and get them exp by having them finish the kill.
  Don't worrk about being short experience, enemies will come find Masami,
  trust me.  This works for Ryoko too.  Pull them back if they get below
  half and recover in a location.
* In general, you should be able to get through each mission without losing
  any AFWs.  Time limits are for the most part not going to play much of a
  factor unless you screw around and take bad shots or get very unlucky.
  If your strategy is solid, you'll have the time you need to recover.
* Recover between enemy "waves".  If you defeat all enemies that are close
  to your position, recover before moving out after remaining units.  Keep
  fresh units up front, especially your fast Light AFWs and Anti-AFWs, which
  can move quickly to deal with range.
* Travel in packs.  Sure, you might want to split off your faster Light AFWs
  to capture a city, but don't send them alone.  Have any wounded units
  close by to recover to provide backup in case you wander into a trap.
* When attacking, pick your range.  If you can hit somebody within reason
  that's at your optimal range, hit them.  Hitting a Light AFW at long range
  with your 4-Leg is always a good tactic, as is hitting an enemy 4-Leg with
  your Anti-AFW at short.  Play the "Range Game" well, and you will prevail.
* When defending, choose a good location with a decent defense value (the
  two digit number before the slash).  Open plains and bridges and roads
  are good for traveling on, but lousy defense positions.  Woods and river
  squares are the best for defense.  Plan accordingly.
* Remember that if your Soldiers are injured, go to a city/village/town
  location.  If you start your turn there, your Soldiers will be at full
  health.  You still have to use recover to repair your AFW however.
* You can "take back" your movement with the square button if you can't make
  the attack you want from the position you move to.
* For the most part, you have plenty of time to complete your mission.  Take
  the extra time, especially in the first couple of chapters, to gain extra
  Soldier squads from enemy controlled building locations.
* Learn to recognize AFW types by sight.  On the stat screens, Light AFWs are
  blue background, Standard is red, Anti-AFWs are green, and 4-Leg AFWs are
  brown.  They also look different on the map and make different movement
  sounds.

AFW Combat and Piloting Tactics:

* Take a good shot.  Sometimes it pays to take a 50% shot, but only about,
  well, 50% of the time.  If you take the time to fire a 70-80% shot and
  your enemy if popping off 50% shots, you will win every time.  Remember
  that hitting an enemy that's aiming at you will seriously disrupt the
  aim, and vice versa.  Don't spend too long on getting a 99.99% shot, you'll
  only get one off.
* If you need to take a quick shot, use a Maximum Attack or a Crew Shell.  Of
  course if your current base accuracy is 70%, that only helps your case.
* Remember in the course of the battle you'll get knocked back as will your
  opponent.  Adjust your range accordingly to stay at optimal accuracy if
  you can.  While you are shooting keep an eye on the range indicator to
  see which way your opponent is moving.
* Use your ground forces wisely.  See what your opponent has for Soldiers
  on the combat start screen.  Adjust your crew accordingly.  Since the
  attacker has to commit to a crew first, take stock of your Soldier's
  health, abilities, and Crew Shells, and choose your crew wisely.  NEVER
  "just hit the button."
* You should have time to use your Frontline abilities twice in a combat.
  The best time to change soldier positions is just before firing, when you
  are stationary anyway.  If you are immobilized by a leg shot or Wire or
  Mine, well, that's a good time too.  Remember that changing Soldier
  positions means you can't move for a bit.
* Be aware of trees in wooded locations.  They will stop shots.
* For the most part you should concentrate your fire on the enemy AFW. Taking
  shots at soldiers will hit of course, but killing the Soldiers won't end
  the battle.  Use your Soldiers to deal with enemy Soldiers, when the
  enemy pulls them into the Rear Guard, you can ignore them for the most
  part.  The AI doesn't like to fight with badly wounded soldiers.
* The exception to the above is when the enemy Soldiers are packing
particularly
  nasty skills like E. Wire, Co-op, Snipe, etc.  In that case, a few vs.
Soldier
  shots are more than justified, especially for a last second shot with a
  middling accuracy.
* The "buzzer beater" technique works great.  If your enemy isn't taking the
  shot and the enemy's readout isn't flashing red, you can take your time and
  squeeze off your last shot at '01' on the timer to get maximum accuracy.
* If you want to know what types of Soldiers you have and that you face in
  combat, memorize the symbols for each Soldier type.  Helmet is Infantry,
  grenade is Shooter, cross is Medic, scope sight is Recon, wrench is
  mechanic, gas can is Supply.

Soldier Tactics:

* For Light AFW teams, I generally deploy Mechanic and Recon Soldiers, and
  whatever else I need to round out needed Skills (usually Medic for Hyper
  Morale or Supply for fast loading).  Mechanic and Recon are powerful at the
  short/C.C ranges these AFWs fight at.
* For Standard AFW teams you can use anyone, just as long as you have at
  least one anti-Soldier squad and one anti-AFW.  Usually I choose teams for
  these AFWs based on Squads with the most Skills and Crew Shells for
  flexibility.  I make sure each Standard AFW has Illuminated Shot, Cleanup,
  Fast/Repair or Repair, and Hyper Morale.
* For 4-Leg AFWs, I invariably go with Infantry, Shooter, and Supply,
  especially if the Shooter or Supply has a Repair skill and somebody has
  Illuminated Shot.  Shooter/Infantry are the best at Long range, and Supply
  is needed to cut down on long load times without having to use Emergency
  Load all the time.
* For Anti-AFW teams, I select Soldiers with the skills I need to continue
  Close Combat attacks.  These include:  Cleanup, Fast Repair/Repair, Wire or
  E.Wire, and Mines (to discourage other Anti-AFWs from attacking.)  WP Shot
  doesn't hurt either.  You don't need Illumination Shot for C.C. attacks!
* Medics are usually a good choice for rounding out any AFW team.  They tend
  to have a wide range of Skills and Shells.
* There's a reason why your starting troop formations are three different
  troop types.  You want to mix them up, and use the advantages those three
  different types have to cover the disadvantages they possess.  The all
  Infantry show is nice, but you'll have problems taking down AFWs later on.
  Likewise, the all Shooter team will get shredded by enemy Soldiers.
* Before I move my Soldiers up into Vanguard, I take the extra few seconds
  to make sure their skills (both Rear and Frontline) are ready to go.
  Remember that the Rank Change screen will show you the skills your two
  ground forces have.

Skills and Crew Tactics

* Match the right skills with the right AFW.  A Light AFW/Anti-AFW isn't
  going to need Mine, Homing Shot, etc.  Look for guys with Grenade, Charge
  Fire, Wire, etc.  On the flip side, Grenade's pretty lousy for a 4-Leg
  team, but Homing Shot is wonderful.
* Every AFW unit you field needs to have at least one person with
  Illumination Shot (Other than Anti-AFW teams, who don't need it for C.C.
  attacks at all).  Not everybody on the enemy's squad will have this.  You
  WILL be fighting night battles, and having full accuracy while the enemy is
  at half...well, you do the math.
* Cleanup and Fast Repair/Repair are close seconds to Illumination Shot as a
  required Soldier ability.  As the game progresses, make sure at least one
  Soldier in each unit has these skills!
* Don't forget that Frontline ability versions of Crew Special Shells don't
  last nearly as long.  This includes Illum. Shot!
* I love Wire/E.Wire as a skill.  It's very useful.  Not only does it prevent
  enemies from moving, it stops Dodge Action too.  You'll want to use Wire
  to prevent a certain Type 3 Prototype thief from evading your fire...
* I also suggest Hyper Morale for any unit.  A higher Soldier defense value
  means they will take less damage and last longer.  Excellent for your
  close/short range AFW units.
* Don't forget you have Crew Shells to use!  You'll want to have HEAT shells
  for your short range guys, and APCR Shells for the 4-Legs.  These do damage
  well beyond a normal shot.  Use them when you need to finish an enemy NOW.

-------------------------------
11) Legal Info and Credits

Well, that's more or less a wrap for my FAQ.

My translation ability is rusty at best, if you have better translations for
the names of the AFWs, please drop me a line at zandar@iname.com.

If you have an idea, observation, or other contribution to the FAQ, send it in
and I'll put it in if I can use it. If you would like to send any corrections,
information, or tips please e-mail them to me at zandar@iname.com.  I give
credit where credit is due.

FAQ Credits and Contributors:

Chi Truong (c-truong1@ti.com) for setting me straight on the exact rules of
capturing soldiers from a location.

Nate555 (www.RingofRed.org) for providing some space for my FAQ.  Check out his
site if you are looking for more information about this great game.

All the regulars on the GameFAQs Ring of Red Message Board, for talkin shop and
getting other folks interested in the game.  Y'all know who you are. :)

Game Credits:

Konami (www.konami.com) for making this game and bringing it to the States.

GameFAQs (www.gamefaqs.com)  To the hardest working guys in the business, this
FAQ's for you.

Sony (www.scea.com) for the PlayStation 2.

Shoutouts:

Greg The Luckiest Dice On Earth, Dramatic Otaku Jay, Aleta The Naughty
Schoolteacher, William Aircraft Carrier Haircut, Mike Old Man Gamer, Chuck Ya
Got Any Candy, Post Office Silent Redhead Mike, Yoda With The Beetle, Yoda's
Girl With The Hello!, Bob The Russian Sniper Chick and The Two Big Guys
Somebody My Size Still Has To Call Big Man for being the best gaming crew I
ever had the pleasure to run with.  I miss y'all.  Minnesota is cold.

Ring Of Red (C) and Konami (C) are copyright 2000, 2001 Konami Corporation.
PlayStation 2 (C) is copyright 2000, 2001 Sony Computer Entertainment of
America.

This FAQ is copyright 2001 by Jon Mott (zandar@iname.com)  This FAQ may not be
reproduced in whole or in part without express permission of the author, the
author's mom and dad, Major League Baseball, Inc, The A-Team, and Dr. Miller,
my 11th Grade English teacher.

For the latest updates to this FAQ, check www.gamefaqs.com, or you can also
find this FAQ at www.RingofRed.org, Nate555's Ring of Red game info site.