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    AFW/Troop Formation/Strategy FAQ by Lee Seng Wai

    Version: 1.1 | Updated: 09/07/01 | Search Guide | Bookmark Guide

    Ring of Red AFW/Troop Formation and Strategy FAQ
    Version 1.1, 7 Sep 2001
    By Lee Seng Wai, Singapore, 1st Sep 2001
    gadoken@hotmail.com
    
    ------------
    Contents
    ------------
    
    0. Introduction
    1. Version Revision
    2. AFW & Max Attack Descriptions
    3. Soldiers Descriptions
    4. Soldier Skill Descriptions
    5. General Playing tips
    6. Recommended Formations and Strategies
    7. Spoiler Type Strategies
    8. Conclusion
    9. Games of similar genre
    
    ------------------
    0. Introduction
    ------------------
    This FAQ is not an in-depth FAQ about the missions in the game. It is just a
    general guide of how to use your ground troops efficiently, and place your AFWs
    in a formation such that enemies are easily taken care of. General tips for the
    game are also provided.
    
    This FAQ is written one day after I completed the game, which took me a
    colossal 50+ hours.  It is too bad for me that I only finally perfected my
    strategy on the final battle.
    
    Finally, there's the copyright stuff. I'm quite a generous (and evidently not
    so humble) person, so I do not mind if the FAQ is distributed around, as long
    as due credit is given to the author (me).
    
    --------------------
    1. Version Revision
    --------------------
    1.1      Edited some typos, spacing errors, 4-Leg AFW stuff, and
             changed the wrong information about Kaiho.
    
    1.0      Started on FAQ.
    
    
    
    ------------------------------------------
    2. AFW & Max Attack Description
    ------------------------------------------
    
    There are five type of AFWs:
    
    Standard AFW
           Optimum Range: Medium Range
           Capable of shooting and close combat
           Has shield HP
           Best used for medium range combat, luring the enemy, finishing
           the enemy.
           Jack of all trades
    Light AFW
           Optimum Range: Short Range
    	 Capable of shooting only, but can shoot even in Close Combat
           Range
    	 Best used for close range combat versus weakened AFWs, or
           destroying ground forces
    4-Leg AFW
           Optimum Range:  Long Range
    	 Capable of shooting only, at long ranges.
     	 Base accuracy is really high at long range, and raises at god-
           like speed
    	 Best used vs non-4 Leg units. Use at all possible times. ^_^
    Anti-AFW
    	 Optimum Range: Close Combat
    	 Capable of shooting, but specialises in Close Combat
           Has Shield HP
    	 BEST BEST BEST used for luring troops out, soaking damage from
           the first Enemy rush, obliterating all AFWs, terrorising Light
           and 4-Leg AFWs, etc etc etc...(in case you can't tell, I'm an
           Anti-AFW fan ^_^)
    Boss AFW
           Includes Type 3, piloted by Kaiho, and other more headache-
           inducing AFWs.
           You can't control these.
           You have to fight these.
           They have max attacks.
           FEAR THEM!!!!
    
    
    Note about Shield HP:
    Shield HP is not recoverable HP. Note that when Standard and Anti-AFWs first
    start a mission, they are equipped with shields and their HP is yellow. There
    is also a yellow segment on the HP bar. This HP is the shield HP. As long as
    Shield HP is available, the AFW suffers 30% less damage than normal. However,
    as the AFW is hit, the shield HP decreases first, until it is gone. The defence
    bonus disappears and the shield is blown away. The AFW is then left with it's
    base green HP, which is going to be REALLY LITTLE as compared to what you
    started off with. Use the temporary increased defence to your advantage, and
    remember that you have to work your way through the enemy shield HP before you
    start dealing real damage.
    
    Our AFW Descriptions
    --------------------
    
    
    Pilot: Masami Weizegger
    AFW: "Byakko" or "White Tiger". One of the Four Heavenly creatures in Chinese
    Legend.
    Type: Standard AFW
    Max Attack:
    1. Quick Fire
    Instantly loads and fires a shell. This attack CAN miss, but chances of that
    happening is low. It deals damage equivalent to a normal attack. This means
    that if your normal shell attack does 60-70 damage, your quick attack should
    deal the same. Note that the attack damage varies according to how far away you
    are from the enemy AFW. The most damage is dealt at medium range. Recommended
    when there is insufficient time to load and aim normally, and the enemy is
    bound to die if it gets hit one more time. I've only missed once through the
    entire game.
    2. Straight Punch
    Close Combat Attack that punches at the enemy weapon. Can only be done in close
    combat. Masami is really terrible at close combat. He deals 70-80 damage at
    best. This attack does not increase the amount of damage dealt. It simply
    offers a chance to break a weapon, equivalent to that of base accuracy(quite
    high). This option is available even if the enemy's weapon is already broken.
    Not recommended except in certain special conditions (see strategies at end of
    FAQ)
    3. Accurate Fire
    100% hit attack that does 40-50% more damage than a normal shot. This attack is
    one of the best max attacks out there. The downside is that you have to wait
    for the shell to load first. Very efficient versus Kaiho. This attack is best
    dealt at medium range. Do not hesitate to use it. If the enemy has lowered your
    accuracy via smoke shot, or it's night and/or snow fighting conditions..., this
    attack is pretty useful. There are more than enough max attacks per character,
    so use this!!!
    Description:
    Masami is a shooter. Look at the barrel of his gun... ^_^ He is not meant for
    close combat attacks. If he dies, mission is over, so protect him well. He
    deals the same damage on average as 4-Leg AFWs at 70-90 damage, and is worthy
    of being the lead character in this sense. His accuracy meter also rises really
    quickly. Do your best to stay at medium range. Use his max attacks often, about
    once a battle. This way, most enemies that meet him are pretty much dead at the
    end of the battle. Masami has 300 Hp + 60 Shield HP. Later on, his AFW gets 350
    HP + 70 Shield HP.
    
    
    Pilot: Minakawa Ryoko
    AFW: "Sui Hu" or "Water Wolf".
    Type: Standard AFW
    Max Attack:
    1. Quick Fire
    Instantly loads and fires a shell. This attack CAN miss, but chances of that
    happening is low. It deals damage equivalent to a normal attack. This means
    that if your normal shell attack does 60-70 damage, your quick attack should
    deal the same. Note that the attack damage varies according to how far away you
    are from the enemy AFW. The most damage is dealt at medium range. Recommended
    when there is insufficient time to load and aim normally, and the enemy is
    bound to die if it gets hit one more time.
    2. Rapid Punch
    Close Combat Attack that deals about 30% more damage than a usual close combat
    attack. Very useful. She should use this attack pretty often, as her CC damage
    is not as good as the Anti-AFWs...
    3. Check Fire
    Fires at enemy legs. This attack always deals damage to the enemy, equivalent
    to a normal attack. The chance to cause 1 level of damage to the enemy legs is
    equivalent to the base accuracy of the AFW. The shell must be loaded first in
    order to use this attack. All in all, I think this max attack is useless. Use
    it only if you must get a shot to hit, and the shell is already loaded.
    This option cannot be chosen if legs are already destroyed to "broken" status.
    Description:
    Although she pilots a standard AFW, Ryoko is better off as an Anti-AFW pilot.
    She shoots for about 50-60 damage at best. Use her for shooting, down standard
    and Anti-AFWs. But use her for Close Combat versus Light and 4-Leg. Her CC
    damage is at 80-100 points, which is actually pretty decent, but her accuracy
    bar doesn't rise so fast. Maybe it's because I like the way Masami fights. ^_^
    She has 300 HP + 60 Shield HP.
    
    
    Pilot: Kenichi Kinasato
    AFW: "Jiu Gui" or "Nine Ghosts"
    Type: Light AFW
    Max Attack:
    1. Dodge Action
    Allows the AFW to dodge the next normal vs AFW attack against it. This cannot
    dodge Special Shells, Soldier Skills and Maximum Attacks. However, this will
    allow you to dodge Close Combat Attacks. Since the enemy AFWs NEVER have CC Max
    Attacks, this means that you're pretty confident of survival in CC. vs AFWs.
    This is the most important skill to a Light AFW, and I use 80% of my Max
    attacks on it.
    2. Spray Fire
    AFW attacks the entire vanguard for about 35-45 damage. Can only be used in CC
    or Short Range. You want to use this only if your AFW is concentrating on
    obliterating enemy soldiers, or when enemy soldiers are nearly dead, and it
    will make your life easier if they WERE dead. I seldom use this, preferring to
    use my Max attack on....
    3. Suppressive Fire
    AFW attacks the entire vanguard for about 30-40 damage, as well as immobilise
    the soldiers. This means that the soldiers suffer lots of damage, and are stuck
    in the vanguard as long as your AFW is in CC or short range. Suppressive Fire
    does not deal any extra damage, and cannot be used again until Suppressive Fire
    ends. Suppressive Fire ends when you step into medium/long range, use Spray
    Fire, or when you choose to attack the enemy AFW or troops with your AFW main
    gun. Suppressive Fire does not end even when you use special shells or Dodge
    Action, which result in some very cruel anti-computer strategies ^_^.
    Furthermore, enemy troops are unable to use their Special Skills, and are
    unable to attack as long as suppressive fire is taking place. Is this skill
    cool or what!?!
    Description:
    Kinasato is best vs soldiers, but can hold pretty well vs AFWs too at 35-45
    points of damage at short range. His load time is the fastest, and his
    suppressive fire will keep enemy troops busy while your own do their job.
    Launch your special shells at the enemy while suppressive fire is taking place.
    Do your best to stay in CC range vs Light and 4-Leg AFW, or at short range for
    standard and Anti AFWs. he has 360 HP.
    
    
    Name: John Caster
    AFW: "Little John" (like the Robin Hood version, it ain't so little)
    Type: 4-Leg AFW
    Max Attack:
    1. Emergency Load
    The most useful skill a 4-Leg AFW could get. Allows a shell to load instantly.
    Doesn't sound so great but it is, considering that these AFWs suffer from
    seriously slow load times. If enemies have flash shot, your AFW is pretty much
    screwed too. I use this skill all the time. None of my maximum attacks are used
    on the other skills, because they're really useless.
    2. Bombardment
    Attacks the enemy troops in the vanguard, forcing them to retreat to rearguard.
    Deals about 40 damage. I never use this, because John loads so slowly that
    every shot is needed to take down the enemy AFW.
    3. Creep Fire
    Attacks the enemy troop in the vanguard and rearguard. It is useful for taking
    down enemy soldiers, but i need the shots on AFWs instead.
    Description:
    John suffers from slow load times, but makes it up with devastating AFW damage
    of 85-100 points. Every shot MUST count. Meaning that you need a 80-90%
    accuracy. Now do you see the importance of emergency reload? Stay at
    medium-long range at all times. If you get caught at short range, you're
    screwed. He has 420 Hp.
    
    
    Name: Hasebe Jun
    AFW: Nue
    Type: Light AFW
    Max Attack:
    1. Dodge Action
    Allows the AFW to dodge the next normal vs AFW attack against it. This cannot
    dodge Special Shells, Soldier Skills and Maximum Attacks. However, this will
    allow you to dodge Close Combat Attacks. Since the enemy AFWs NEVER have CC Max
    Attacks, this means that you're pretty confident of survival in CC. vs AFWs.
    This is the most important skill to a Light AFW, and I use 80% of my Max
    attacks on it.
    2. Aim Weapon
    AFW targets enemy weapon. This attack always hits for normal attack damage, but
    chance of destroying weapon is same as that of base accuracy. Use only if enemy
    doesn't have fast repair or repair, otherwise it is a wasted shot. Aim Weapon
    is infinitely useful compared to Check Fire. This option cannot be chosen if
    weapon is already destroyed.
    3. Check Fire
    Fires at enemy legs. This attack always deals damage to the enemy, equivalent
    to a normal attack. The chance to cause 1 level of damage to the enemy legs is
    equivalent to the base accuracy of the AFW. The shell must be loaded first in
    order to use this attack. All in all, I think this max attack is useless. Use
    it only if you must get a shot to hit, and the shell is already loaded. This
    option cannot be chosen if legs are already destroyed to "broken" status.
    Description:
    Jun's Light AFW is evidently meant for AFW warfare. It loads slower than
    Kinasato, but deals more damage, about 40-50 points on average at short range.
    Shoots well at CC too. Irritate enemy 4-Leg AFWs at close range with aim
    weapon, which effectively renders them useless for the rest of the battle. If
    the 4-Leg survives, it won't last long when the next AFW comes in for the kill.
    He has 340 HP.
    
    
    Kirino Ayana
    AFW: Ohbu
    Type: 4-Leg AFW
    Max Attack:
    1. Emergency Load
    The most useful skill a 4-Leg AFW could get. Allows a shell to load instantly.
    Doesn't sound so great but it is, considering that these AFWs suffer from
    seriously slow load times. If enemies have flash shot, your AFW is pretty much
    screwed too. I use this skill almost all the time.
    2. Bombardment
    Attacks the enemy troops in the vanguard, forcing them to retreat to rearguard.
    Deals about 40 damage. I never use this, because Ayana loads slowly (though not
    as slow as John) that every shot is needed to take down the enemy AFW.
    3. Aim Weapon
    AFW targets enemy weapon. This attack always hits for normal attack damage, but
    chance of destroying weapon is same as that of base accuracy. Use only if enemy
    doesn't have fast repair or repair, otherwise it is a wasted shot. This option
    cannot be chosen if weapon is already destroyed.
    Description:
    Ayana deals 60-75 damage per shot at long range. Less than Masami. What sort of
    4-Leg is this??? On the bright side, Ayana loads significantly faster than
    John. Her relatively low damage doesn't make emergency load too useful, but
    "Aim Weapon" ensures that she is useful vs 4-Leg and standard AFWs. If their
    weapon is broken, you can afford to take your time to shoot. She has 400 HP.
    
    
    Kirino Ippei
    AFW: Kamui
    Type: Anti-AFW
    Max Attack:
    1. Quick Move
    THE ULTIMATE MAXIMUM ATTACK!!!! I cannot stress how important this max attack
    is without bursting an artery. Maybe this is due to my battle strategy. This
    skill will make your AFW move forward by two "ranges". Meaning if you start off
    at Long range, you move to short range. If you start at medium, you move to CC.
    This skill can be cancelled by adhesive mines halfway through. It cannot be
    used when legs are damaged, or when legs are entangled by wire. At the end of
    the quick move, all of your troops will be in rearguard, and will take about 2
    seconds real time to catch up. There is an advanced section of efficient
    anti-AFW handling later in the FAQ.
    2. Straight Strike
    Close Combat Attack that punches at the enemy weapon. Can only be done in close
    combat. This deals normal attack damage of 110-150 points. It offers a chance
    to break a weapon equivalent to that of base accuracy(quite high). This option
    is available even if the enemy's weapon is already broken. Negates Dodge
    Action. Not recommended except in certain special conditions (see strategies at
    end of FAQ)
    3. Aim Weapon
    AFW shoots enemy weapon. This attack always hits for normal attack damage
    (which in Ippei's case is quite low) Chance of destroying weapon is same as
    that of base accuracy. Don't use this attack unless you have run out of special
    shells. Spend it on Quick Move instead. This option cannot be chosen if weapon
    is already destroyed.
    Description:
    Ippei is the ultimate Hand to Hand combat AFW. It does about 110-150 points of
    base attack damage at CC. When coupled with the right crew, this AFW is
    virtually unstoppable. Ippei can't shoot to save his life though. Go CC
    whenever possible. His AFW has only 280 HP, and 120 shield HP. Meaning that
    more precaution must be taken in the later part of the battle. The huge shield
    HP is useful for soaking up damage from enemy Anti-AFWs though.
    
    
    Pilot: Emilio Panini
    AFW: Tempesta
    Type: 4-Leg AFW
    Max Attack:
    1. Quick Move
    (For those people who haven't read the Ippei Section) THE ULTIMATE MAXIMUM
    ATTACK!!!! I cannot stress how important this max attack is without bursting
    another artery. This skill will make your AFW move forward by two "ranges".
    Meaning if you start off at Long range, you move to short range. If you start
    at medium, you move to CC. This skill can be cancelled by adhesive mines
    halfway through. It cannot be used when legs are damaged, or when legs are
    entangled by wire. At the end of the quick move, all of your troops will be in
    rearguard, and will take about 2 seconds real time to catch up. There is an
    advanced section of efficient anti-AFW handling later in the FAQ.
    2. Rapid Strike
    Emilio doesn't do as much CC damage as Ippei, but this max attack makes up for
    it. At CC, rapid Strike becomes available, which deals 125-150 if successful.
    Negates Dodge Action. Use if a normal attack will not take the enemy out.
    3. Check Fire
    Fires at enemy legs. This attack always deals damage to the enemy, equivalent
    to a normal attack. The chance to cause 1 level of damage to the enemy legs is
    equivalent to the base accuracy of the AFW. The shell must be loaded first in
    order to use this attack. This attack is slightly more useful on Emilio than on
    Ryoko or Jun. If an enemy AFW legs are damaged to "broken", they can't counter
    attack. This option cannot be chosen if legs are already destroyed to "broken"
    status. I recommend the other two Max attacks though.
    Description:
    Emilio shoots better than Ippei, but not by much. I use the Anti-AFWs to do CC
    damage instead. Emilio only deals 100-125 damage at normal CC, which isn't
    fantastic, but better than Ryoko and Masami. He has 300 HP + 80 Shield HP. This
    means he shouldn't be soaking up the CC damage first. Ippei should do that.
    
    ----------------------
    3. Soldier Description
    ----------------------
    
    There are 8 type of soliders:
    
    Soldier: Infantry
    Symbol: Helmet
    Description: Uses rifles. These are the best anti-soldier units. Send them to
    front line, and they do 15 damage to a squad each time they fire. 5-10 damage
    vs AFWs. Really dangerous. The computer deploys lots of these. And they come
    with skills like Co-operation, Rapid Fire or Focus. Ouch.
    
    Soldier: Shooter
    Symbol: LAW Tube (Looks like a vase)
    Description: Use LAW (Light Anti-Armour Weapon) tubes. They do 15-22 damage
    every time they fire at an enemy AFW. Send them to the frontline quick to wear
    away at the enemy AFW. They go a LONG WAY to making your life easier.
    Unfortunately, they seem extra weak vs infantry and tend to drop like flies.
    Come with skills like grenade, homing shot, and charge fire.
    
    Soldier: Mechanic
    Symbol: Spanner
    Description: Use Anti-Armour Rifles. They attach Rocket Propelled Grenades to
    the end of their rifles and fire at enemy AFWs. They deal about 7-12 damage to
    AFWs. Come with skills like repair and fast repair, mines and wires. Putting
    these in your team increase your movement range on the map and movement speed
    in the battlefield. I place two of these with my Anti-AFWs for obvious reasons.
    
    Solider: Recon
    Symbol: Targeting Reticule
    Description: Use Pistols. They come with snipe, one of the most devastating
    skills out there. Recons are anti-infantry, dealing 7-12 damage each time. They
    come with skills like illumination shot, Gas Neut, and a whole assorted sort of
    skills. Having one in your team increases your scouting range on the map, and
    increases your base accuracy in the battle field.
    
    Soldier: Supply
    Symbol: Jerry Can
    Description: Use Anti-Armour Rifles that shoot RPGs like the mechanics. Deal
    about 7-12 damage vs AFWs. Come with skills like cleanup, mines and wires. They
    increase the load speed of your AFW, and are truly indispensable. Every AFW,
    esp the 4-Legs should have one.
    
    Soldier: Medic
    Symbol: Medical Cross
    Description: Use pistols. Anti-Infantry that deal 7-12 damage each time. They
    increase the recovery rate of your soldiers. They come with skills like WP
    shot, gas mask, smoke shot, Flash shot, Hyper.
    
    
    In general, all anti-soldier troops will shoot at anti-armour troops. This
    means that skills like co-operation and snipe go for any anti-armour forces
    first. Infantry are next in priority. You may want to send forces in different
    order so that ground troop casualty is minimised. Remember that if troop HP
    reaches 0, they are gone forever. If your troops are all in the rearguard,
    enemy anti-soldier troops will aim at your AFW, and do about 60% their normal
    damage on average. Send your troops up if you want to minimise damage on your
    AFW.
    
    
    -----------------
    4. Soldier Skills
    -----------------
    
    
    Vanguard Skills:
    ----------------
    These skills are charged up when the troop is in rearguard, and are activated
    when the troop moves to front guard after 5 seconds.
    All solider skills do more damage when the attacking soldier is nearly at full
    life.
    
    
    Skill: Co-operation
    Description: Anti-Infantry Attack that focuses the fire power of all vanguard
    units on a single enemy vanguard squad. This attack is devastating if both
    vanguard squads that attack are anti-infantry. It can be done if only one squad
    is in the vanguard, but that's kind of wasted. I've seen it deal 70 damage on
    my shooters before.
    
    Skill: Rapid Fire
    Description: Anti-Infantry Attack that fires at all vanguard units. Does 20-35
    damage to both squads. This should be done when both enemy squads are at
    vanguard.
    
    Skill: Focus
    Description: Anti-Infantry Attack that fires at a single vanguard enemy squad.
    Does 30-45 damage. Cleans up troops really easily.
    
    Skill: Charge Fire
    Description: Anti-Armour Skill. Shooters run to the front line, and do anything
    from 15-25 damage. I don't see the usefulness in this skill at all.
    
    Skill: Grenades
    Description: Anti-Armour Skill where grenades are thrown. This skill does more
    damage when close up. Does up to 35 damage at Short, 12 at Long. Useful when
    coupled with light AFWs.
    
    Skill: Homing Shot
    Description: Anti-Armour skill where a homing shot is fired. Does more damage
    at long range. Up to 45 damage at Long, 15 at Short. Darn useful with 4-Leg
    AFWs.
    
    Skill: Wire
    Description: Troops fire a wire at the enemy AFW that immobilises it for about
    30 seconds. Negated by Cleanup. When wired, AFW cannot move, and cannot
    counterattack when hit by a CC punch.
    
    Skill: Electric Wire
    Description: Troops fire an electric wire at AFW that immobilises it for 30
    seconds, as well as damage the legs by one level. Really evil. Negated by
    Cleanup and Repair/Fast Repair. I like to use this twice, so the legs are
    totally broken. Especially useful on standard and 4-Leg AFWs.
    
    Skill: Mine
    Description: Troops plant Mine Bomb on ground. Enemy gets hit when it steps on
    the mine. Normally this happens when the enemy Anti-AFW tries to CC your own.
    Useful when put with 4-Leg and Light AFW. This attack causes 1 level of damage
    to the enemy legs, and will not cancel the CC attack unless the enemy legs are
    broken at the end of the Mine Bomb. To ensure a complete halt, plant the mines
    twice. Deals about 40-50 damage.
    
    Skill: Adhesive Mine
    Description: Troops plant Adhesive Mine on ground, and is activated when enemy
    steps on it. This immediately destroys the legs and damages it to "Broken"
    status. Deals 40-60 damage. Better than mine, so use this instead.
    
    Skill: Chain Mine
    Description: Troops plant Chain Mine on ground, and is activated when enemy
    steps on it. This does one level of damage to the legs, and deals about 40-50
    damage to enemy legs, and well as 20-30 damage to all enemy troops. Deadlier
    than Adhesive Mine if planted twice.
    
    Skill: Snipe
    Description: Troop shoots the enemy troop regardless of whether it is in
    vanguard or rearguard. Does between 25-40 damage. If the enemy has this and
    your ground troops are nearly dead, then you're screwed.
    
    Skill: WP Shot
    Description: Troops fire a White Phosphorous Shot which sends all enemy
    soldiers to rearguard for 20 seconds. Ignored by Gasmask, and negated by Gas
    Neut after 8 seconds. Useful if you need that small time frame where the enemy
    troops can't attack you or use their special skill yet. The people with WP shot
    need to have fast charge times to make this useful.
    
    Skill: Flash Shot
    Description: Troops fire a Flash Shot. If the targeted AFW is not currently at
    the "aiming" screen, the load gauge restarts from 0. Otherwise accuracy is
    lowered slightly. Very devastating against AFWs with slow load times, or for
    getting that extra time needed to fire another shot without enemy interference.
    
    Skill: Smoke Shot
    Description: Troops fire a smoke shot. The targeted AFW's base accuracy is
    halved, and it's accuracy rate is 3/4. Lasts for about 30 seconds. Useful vs
    everyone, especially gears that are not in their optimum range, like a 4-Leg at
    short range.
    
    Skill: Illumination Shot
    Description: Troops fire a illumination shot. This negates night time range
    penalty for about 45 seconds. You will want to send the troops to rearguard
    immediately and let them recharge for a second shot. If they have recharged the
    shot but the earlier illumination shot has not expired, it is still ok to send
    them to frontline. The troops will fire the illumination shot as soon as the
    first one is exhausted. Most useful with 4-Leg AFWs. Using my strategy, these
    are useless when teamed with Anti-AFWs. Available only at night.
    
    
    Rearguard Skills:
    -----------------
    These skills activate only when circumstances require them too, and when the
    troop is in the rearguard. The skill charges up in rearguard.
    
    Skill: Gas Neutralisation
    Description: When hit by a WP shot, the troops will retreat to rearguard. If
    gas neutralisation is available, the troops will be ready to move again in 3-5
    seconds. Not as good as gas mask.
    
    Skill: Gas Mask
    Description: Completely ignores the effect of gas neut. Useful with everyone
    except Anti-AFWs.
    
    Skill: Cleanup
    Description: Removes 1 enemy mine, or removes wire around AFW legs. Essential
    in Anti-AFWs teams.
    
    Skill: Repair
    Description: Repairs all Leg Damage, or all weapon damage. A definite must
    have.
    
    Skill: Fast Repair
    Description: Repairs 1 level of Leg Damage, or all weapon damage. Charges
    faster than repair.
    
    Skill: Hyper
    Description: Increases troop defences vs all attacks by 30%. This is seriously
    useful in preventing the death of your troops.
    
    
    Crew Skills
    -----------
    These skills are only available when the troop with the skill is in the crew.
    They comprise of special shells that can be fired when the load gauge is full.
    The number of shells are limited and do not replenish until the mission is
    over.
    
    
    Skill: APC Shell
    Description: Deals slightly more damage than a normal shell. Useful when a shot
    has to hit when time is insufficient.
    
    Skill: APCR Shell
    Description: Deals slightly more damage than a normal shell, but damage
    increases at long range. Couple with 4-Leg AFWs for maximum effect. Put a few
    with the Anti-AFWs too if you can afford it.
    
    Skill: HEAT Shell
    Description: Deals more damage when close or CC range. CC range HEAT shells can
    ONLY be fired by Light AFWs. Spare some for the Anti-AFWs if you can. You might
    notice I'm constantly talking about the Anti-AFWs, but it is really important
    in my strategy.
    
    Skill: Smoke Shot
    Description: Fires a smoke shot. The targeted AFW's base accuracy is halved,
    and it's accuracy rate is 3/4. Lasts for about 45 seconds. Useful vs everyone,
    especially gears that are not in their optimum range, like a 4-Leg at short
    range.
    
    Skill: WP Shot
    Description: Fire a White Phosphorous Shot which sends all enemy soldiers to
    rearguard for 30 seconds. Ignored by Gasmask, and negated by Gas Neut after 5
    seconds. Useful if you need that small time frame where the enemy troops can't
    attack you or use their special skill yet.
    
    Skill: Illumination Shot
    Description: Fires a illumination shot. This negate night time range penalty
    for the duration of the battle. Do not couple with 4-Leg AFWs as they need all
    the shots they can get. Do not put with Anti-AFWs as they won't need it.
    
    
    ------------------------
    5. General Playing Tips
    ------------------------
    
    This is all about tips that cover the broader aspect of the battlefield. They
    are tactics that everyone should follow. My own personal strategy, should you
    choose to follow it, is at the next section of this FAQ.
    
    
    --- Obtain all soldiers that can be found in villages or cities. The game ain't
    kidding when it says the troops here are better
    
    --- Don't let troops die, unless you know a suitable replacement. Reset if you
    just began the fight.
    
    --- Don't let ANY AFW die. Period. You need all the experience you can get.
    
    --- Check the time and movement order. You want to be able to grasp the order
    of all of your own and enemy AFW movement so you know which one is able to
    attack another AFW first.
    
    --- Recover major troop losses in villages/cities. When a unit begins its turn
    in a village or city, it's soldiers get a second turn of recovery. This
    effectively means that the troops get to recover twice when the AFW recovers in
    town.
    
    --- Take calculated risks. You can't always play safe in the game. Sometimes if
    sending an AFW into the frontline may be dangerous attack fails to kill the
    enemy. But one extra turn the enemy is alive means that it has one extra turn
    to make your life miserable.
    
    --- If damage is great, recover with your AFW away from enemy forces.
    
    --- Move on roads or plains. This way your next turn comes faster.
    
    --- Keep a constant formation. It is evident that 4-Legs should stay behind,
    while Anti-AFWs are point.
    
    --- Enemies tend to move backwards as you hit them with shells. This means that
    fast loaders like Standard and Light AFWs tend to push their targets backwards.
    Make up the distance to optimum base accuracy when possible.
    
    --- Escape if Light AFWs are attacked at Long range by anything.
    
    --- Retreat troops to rearguard when they reach 1/3 life, as it will take a
    long time to recover the troop to full life if they suffer anymore damage.
    
    --- When you get hit by a shell while aiming at the enemy, it will drastically
    lower your accuracy. Use this to your advantage against the enemy!!!
    
    --- The amount of AFW HP you recover depends on the total HP of all your troops
    combined. This means that if all your 3 troops have full life, you can expect
    to recover up to 140 HP at one shot.
    
    --- Don't waste maximum attacks. If the enemy has only 50 HP left, it doesn't
    make sense to Rapid Strike it, right?
    
    --- If the enemy forces attack with troops that have Wire, you want to have
    Cleanup as a rearguard skill. Otherwise, you can afford to let the Cleanup
    squad act as crew.
    
    --- If the enemy has IncShrap as a crew Skill, think twice before moving both
    troop squads to vanguard together. If you have Hyper morale, it helps.
    
    --- Don't bother using Check Fire and Aim Weapon on Enemy AFWs if it has repair
    troops on the ground.
    
    --- Infantry take 5 seconds to change ranks from vanguard to rearguard and
    vice-versa. Your AFW can't move at this time.
    
    ----------------------------------------
    6. Recommended Formations and Strategies
    ----------------------------------------
    
    Like all turn-based strategy games, there's more than one effective strategy
    out there. The following is all my own opinion. This strategy has saved my
    troops many times, and as I perfected it, less and less AFWs let their HP enter
    the red, and enemies seem to drop like flies towards the final battles.
    
    In general, I'm not an anti-troop person. I believe that AFW combat should be
    swift and decisive, dealing as much damage as possible to the enemy AFW. As
    such, I ignore almost all Anti-troop warfare, and gear my AFWs and troops to
    deal as much damage as possible to the opposing AFW instead of the opposing
    troops. This means that all all enemy AFW are only supposed to have a life
    expectancy of 2-3 battles, inclusive of the battle where they attack.
    
    The downside of this is that if the enemy survives, it will be able to run away
    and recover quickly. The enemy troops get really irritating after a while.
    
    
    Standard AFW strategies
    -----------------------
    Standard AFWs should have the following setup (in order of priority):
    
    1. Supply Troops
         Necessary to ensure quick load times, especially with Masami.
         Masami is a good shooter, and you want to exploit that fact.
    2. Illumination Shot
         Either as a Vanguard Skill or as a Crew Shell, make sure you
         have 3-4 of these, as you want to exploit their shooting
         skills at all times.
    3. Repair and Cleanup
         Standard AFWs are good at Melee, and you want to have them be
         able to move freely at all times. Broken weapons aren't fun
         either.
    4. Anti-Gas Warfare
         Your troops are really important, as your shots alone won't
         take down an enemy towards the later part of the game. You
         want them to be able to move, especially if your
         illumination shot comes in the form of vanguard skill.
    5. APC shells
         Whenever your base accuracy has been drastcally reduced and
         you need to fire a shot quick, this is a good way to do so
         without using max attacks. Good also for firing a shot when
         your AFW is loaded but you're not at your optimum range. Or
         for firing a shell before going in for a melee strike at the
         beginning of a battle. (Furthur details about this situation
         is described in the Anti-AFW section)
    6. Wire/E.Wires
         If you HAVE to go Melee with Anti-AFWs or Standard AFWs, this
         skill ensures that they can't counterattack. You will find
         this situation occurring more than once, when your
         AFWs are getting gangbanged and you need to end the battle
         quick.
    7. Recon personnel
         Helps to increase your base accuracy, but not by much.
    
    Usage
    -----
    OK. This is going to be one complicated sub-section, as all sort of battle
    strategies for different situations will take place here. There is a separate
    usage section for each type of AFW.
    
    Vs Light AFWs
          If the Light AFW attacks at close range, rush in with a CC
          attack. This ends the battle quick. Picking it off by retreating
          to medium range should only be done if the standard AFW can
          afford to suffer damage, and have one turn to recover before
          facing another enemy. If the light AFW attacks at middle range,
          range is on your side, so screw it.
    Vs Standard AFWs
     	Take these out in a firefight. Especially when it attacks. Masami
          in the later levels should be able to take down a full health AFW
          in one battle through pure shooting. Use a max attack or special
          shell to ensure victory. Keep at optimum base accuracy at all
          times. Use wires to immobilise it and CC attack only if it's
          Ryoko, and you think it's safe.
    Vs 4-Leg AFWs
          Take these out at Short Range. But do not move forward as they
          get pushed back to medium range. You need to ensure they NEVER
          reach long range. CC Attack them if you need to end the
          battle fast, like when your AFW is dying. If the 4 Leg attacks
          you at long range, move into medium range to take it out if you
          have the life, or simply escape if you don't.
    Vs Anti-AFWs
          Take these out at middle range, and don't let up. They can't
          shoot for nuts, so keep the bombardment up. Alternatively, wire
          their legs and CC attack them (not recommended since you
          don't deal much damage) If they hit you at short range. Retreat
          to middle range. Never EVER try to melee with a Anti-AFW,
          especially when they have their shields up, it's not worth it.
    
    --- Remember that enemy Standard and Anti-AFWs also have shields, and you have
    to break through them to cause damage.
    
    --- Quick Fire if you're confident the next shot will kill them and there is
    insufficient time for normal shooting. A 1/2 second time slot is ALL you need.
    This means that you can fire a shot with 1/2 second left to operational limit.
    If the next shot will kill, quick fire.
    
    --- Accurate fire is a devastating max attack. If you use it once a battle,
    enemies begin to drop like flies. Choose appropriate times to use it, like when
    a smoke shot has been fired on you.
    
    --- Rapid Punch should be used about 2/3 the time Ryoko goes melee. She doesn't
    need Check Fire, and she shouldn't be doing much shooting to Quick Fire often
    in the first place. Ryoko doesn't shoot for much damage, so her Quick Fire
    doesn't deal very much damage, unlike Masami.
    
    --- Keep Standard AFWs near the front line of your map formation. They can only
    move two squares, and you want them to be able to reach the enemy.
    
    --- Protect Masami at all times. Can't stress this enough.
    
    --- Your shields don't last very long, so don't waste it on CC counterattacks.
    
    --- Always take 75-85% shots.
    
    --------------------
    Light AFW Strategies
    --------------------
    Light AFWs should have the following setup (in order of priority):
    
    1. Supply Troops
         Since Light AFWs have fast load times but deal low damage
         everytime, the only way to maximise the damage you deal is to
         be able to load faster.
    2. APC/Heat Shells
         Especially important for Kinasato, when his main gun is busy
         giving Suppresive Fire. These shells help to maximise the
         damage potential of your AFWs, especially the HEAT
         shells at close range.
    3. Clean-up
         Being at such close range to the enemy AFW means that the
         possibility of stepping on a mine while entering CC range is
         virtually 100%. Clean-up prevents this. Also good for
         disentangling wires when trying to escape.
    4. Illumination Shell
         There is no need to have illumination shot as a vanguard
         skill since the AFW loads so quickly. Illumination shot
         allows for fast shooting even at night.
    5. Anti-Gas Warfare
         All troops perform well at CC. This means that you want to
         make sure they can stay in the vanguard indefinitely.
    6. Mines
         Useful vs Anti-AFWs. It is easy for the Anti-AFW to move to
         CC and end the battle quick. Immobilise it with multiple
         mines or an Adhesive mine.
    7. Grenades
        The only AFW that uses grenades efficiently is the Light AFW.
        If possible, let the Light AFWs have this. They tend to push
        the enemy back though, which may not be such a good thing.
    
    Usage
    -----
    These are vulture units, efficient at finishing off enemy forces. Don't think
    that these can take down a full life 4-Leg AFW at short range. They won't make
    the cut. They're good at killing troops, so use them to weaken Boss AFWs. Never
    use these AFWs to start a fight vs full life AFWs. they will get slaughtered,
    and consequently gangbanged. The general rule is that any non-boss AFWs these
    guys attack MUST DIE.
    
    Vs Light AFW
        If attacked, dish out the damage between each other. Use quick
        dodge to avoid damage. If your HP is low, retreat while firing
        random pot shots at short range, then use a dodge attack at
        medium range. At Long range, these guys are nothing to fear, so
        walk away in peace. If you're escaping it helps to Aim Weapon
        too.
    Vs Standard AFW
        Almost always retreat if attacked. Unless enemy AFW is on the
        verge of dying. Unless the enemy has only 120 HP left. In which
        case you should go for the kill. Retreat quickly with Dodge
        Action. If the enemy attacks in short range, moving to CC and
        activating Quick Dodge will ensure that enemy AFW will try to CC
        melee and miss. This ends the round quick. If enemy refuses to
        attack your AFW at CC, use this opportunity to deal damage ^_^
    Vs 4-Leg AFW
        If attacked at long range, ESCAPE!!!! VERY IMPORTANT!!! Use Dodge
        action to escape. Break it's weapon. If attacked at medium range,
        it's a 50% decision to escape or go for the kill. Smoke shot it
        if possible. Attacking a 4-Leg AFW means going to CC and blasting
        it as hard and fast as possible. Breaking it's weapon helps.
        Suppresive Fire will prevent troops from making your life
        miserable.
    Vs Anti-AFW
        If attacked at Short range, move to CC and Quick Dodge. The Anti-
        AFW wastes a turn that way. Anti-AFWs are always itching to CC if
        possible. So Quick Dodge to make it's life miserable.
        If you're attacking an Anti-AFW, always plant mines and push it
        back to ensure that it does not enter CC, but stays at Short
        range. This will be a very delicate operation, but you have
        the upper hand as you load faster. Anti-AFWs shoot best at short
        range, so don't give them the chance by constantly bombarding
        them with shells. This lowers their accuracy while they're
        aiming.
    
    --- Dodge Action is your best friend. Use it to end a battle fast, or make your
    enemy's life miserable.
    
    --- Aim Weapon when possible. Since Light AFW combat is a firefight, a broken
    enemy weapon makes life easier
    
    --- Light AFWs are best at escaping. Use this to your advantage.
    
    --- Light AFWs are good at point, just like Anti-AFWs. In my strategy, enemies
    are NOT supposed to deal significant damage at all when they attack. So using
    Light AFWs to escape, or waste a CC attack, is vital in my strategy.
    
    --- Suppresive Fire to immobilise enemy troops. Infantry can take down these
    immobilised troops fast, while anti-armour troops can take this opportunity to
    deal as much as possible. I recommend having both forces as anti-soldier
    forces, with at least one squad as infantry. This ensures that the Suppresive
    fire will cause the enemy troops to suffer maximum damage. Even better, have
    IncShrap as a crew shell, so that the soldiers will be wiped out in 2 turns
    after Suppresive Fire starts. Without troops, an enemy AFW cannot recover it's
    life, and is at the mercy of E-wires and Weapon Breaks.
    
    --- Check Fire a enemy Anti-AFW at short Range to damage it's legs to
    "damaged", then let it step on a mine when it tries to CC melee.
    
    --- Since your AFW loads so fast, take 80-85% shots on a regular basis to deal
    lots of damage. Your base accuracy shouldn't never go below 65% at normal
    conditions.
    
    --- I keep these AFWs just beside or behind the Standard AFWs. As vultures they
    hardly get a chance to attack, and only do so when other forces are unavailable
    or need to recover. They tend to have the lowest levels.
    
    --- Light AFWs suffer extra damage when hit by shells. Be very careful. They
    don't come with the added benefits of bonus defence from shields.
    
    --- Light AFWs should be used to lure ONLY anti-AFWs from their position. If
    the enemy Anti-AFW is partnered by a 4-Leg AFW, don't do it.
    
    --------------------
    4-Leg AFW Strategies
    --------------------
    4-Leg AFWs should have the following setup (in order of priority):
    
    1. Supply Troops
        If you have insufficient Supply troops, make sure these guys
        have it. They greatly help in giving the enemy AFW the final
        blow.
    2. Illumination Shot in Vanguard
        You need the Illumination Shot up there. But you can't afford
        to use a shot on a Illumination Shot Crew Shell. So this is
        the best method.
    3. APCR Shells
        These are the best people to use APCR shells. Great for
        dealing insane damage in one battle.
    4. Shooters
        Shooters are the only troop that perform at long range. Make
        sure they are in vanguard for as long as possible.
    5. Repair/Cleanup
        Won't be fun if weapons or leg is broken. A broken weapon
        makes loading really slow. A broken leg makes movement on the
        world map excruciatingly slow. The cleanup removes wires, which is
        useful for escaping.
    6. Hyper Morale
        If your shooters are going to be in frontline, the only way
        they can survive is with Hyper morale, otherwise you're going
        to have to retreat them halfway through a battle.
    7. Recon
        Increases base accuracy.
    8. Homing Shot
        Helps a little, but not by much. Only 4-Leg AFWs can use
        Homing Shot well. Really effective if both ground forces have
        Homing Shot though
    
    Usage
    -----
    These are my destructive AFWs. They pick off all AFWs from a distance. They do
    not need to kill. But it would be nice if they do... In my strategy, these are
    always at the back of the formation. This means that the computer NEVER EVER
    gets a chance to attack them at short range. But if they do, it's really up to
    you to decide what to do then. 4-Leg AFWs are capable of escaping too, even if
    they are ambushed by a Light AFW at short range.
    
    Vs Light AFWs
        At medium or long range, these things are dead when they entered
        the battlefield. Emergency load once a battle, and let them have
        it. Push them to long range and beyond. They suffer from poor
        defence, and suffer crazy damage with every shot they take. Ouch.
        If they attack at short range, you need to go to Long range by
        retreating and firing back. However, you will probrably end up at
        the escape point if you try to do so.
    Vs Standard AFWs
        Be careful. These still pack a punch at Long range. At medium
        range, you want to retreat to Long range ASAP either by
        retreating or hitting them with shells. They don't suffer much
        damage per shot, so you have to make sure every shot counts.
    Vs 4-Leg AFW
        I never ever prescribe a long range battle with 4-Leg AFWs in the
        later missions. It's not safe. While you will want to do this if
        the enemy AFW is dying, it is not safe to fight a prolonged battle.
        Enemy 4-Leg AFWs should NEVER attack your AFW at long range, as
        they are supposed to go for the point people first, namely the
        Anti-AFWs. If you do get into a prolonged battle, Emergency Load to
        gain the upper hand.
    Vs Anti-AFWs
        Certain Anti-AFWs come with quick move. You want to check up on
        this before you initiate combat. They have lots of HP and decent
        defence, and will take a while to kill with Ayana.
        The added bonus defence due to their shields doesn't help either.
        However, nothing takes out Anti-AFWs as efficiently as 4-Leg
        AFWs. If the enemy does have Quick Move and uses it on you, you
        got no one to blame but yourself. This is a STRATEGY game.
        Generally, if a 4-Leg gets into short range, you're screwed.
        However, it's possible to save yourself by retreating and firing
        non-stop to push the enemy back. Wire and mines help too.
    
    --- Emergency Load often, you'll probably never use other max attacks.
    
    --- Aim Weapon vs 4-Leg AFWs and standard AFWs with Ayana. It helps.
    
    --- Fire APCR shells if you desperately want to lower the enemy accuracy.
    
    --- You may need to recover after every battle you initiate. This is especially
    true at the later levels when the enemy throws lots of crew shells at you.
    
    --- Remember to deploy shooters ASAP. Hyper Morale helps too.
    
    --- Set these AFWs at the back. They must NEVER be attacked at short range.
    
    --- Fire only at 82-85% accuracy. You need every shot to count. Make sure you
    stay at your optimum base accuracy. This is most important for 4-Leg AFWs
    
    --- 4 Leg AFWs don't come with shields, and suffer damage like crazy.
    
    --- At night, remember it is necessary to fire the vanguard illuminated shot
    twice. I recommend firing the first shot, then immediately retreating the troop
    for a second charge. The soldier will have it's second charge done quickly, but
    the illuminated shot will not have expired yet. Even though you will get the
    signal that illuminated shot can be used, the unexpired shot means that the HP
    bar of your soldier will not be blinking yet. But since the shot is already
    charged, send the troop to vanguard. As SOON as the first shot expires, the 2nd
    will be fired if the troop is already at vanguard. You do not want to be caught
    in the situation where the illuminated shot has expired but the troop hasn't
    fired the 2nd round yet.
    
    --- Use these AFWs to attack troops that have just used their turn.
    
    --- In the beginning stages of the game, I placed two shooters with homing shot
    with John. Since the enemies in the beginning are so weak, they quickly go down
    under the now superiorly overpowered John. No need for illumination shot. I
    kept this formation for missions 3, 4, and 5.
    
    -------------------
    Anti-AFW Strategies
    -------------------
    Anti AFWs should have the following setup (in order of priority):
    
    1. Cleanup and Repair
        The game has probably mentioned this before, an immobile
        Anti-AFW is a useless AFW. You MUST have this at all costs.
        It's also essential that all mines in your path are
        removed, if the enemy is able to set them before you knock
        their block off.
    2. Two Mechanics in Troop.
        Mechanics are the only troop that improve your movement range
        and speed. A super mobile Anti-AFW can quickly rush to any
        map position to attack, and can retreat a respectable
        distance to recover. You also need to take less steps to go
        from Short Range to CC. This means that the chances of you
        being able to melee the enemy AFW before it has loaded a
        shell is increased. I cannot emphasise this more. All other
        troops are useless.
    3. APC & APCR & HEAT shells
        I'm not kidding. You WANT these shells. They SUPER maximise
        your attack potential. More will be explained in the USAGE
        section below.
    4. Supply Crew
        Increase loading speed. Even Anti-AFWs need to shoot. See why
        below.
    5. Wires
        Although you will hardly use these, they just might come in
        handy to prevent counterattack damage.
    
    Usage
    -----
    Finally, this is my favourite and most important sub-section, and is probrably
    the only reason why I wrote this FAQ, since I'm so pleased with my strategy.
    Here goes:
    
    In my strategy, it is necessary for the enemy to attack me first. Then I
    counterattack. However, I want the enemy AFW to deal as little damage as
    possible. In fact, I want it to deal no damage if possible. Since the unit has
    just moved, it will take a long time to move again. My AFWs will then be ready
    to pounce and ensure that the enemy's first move will be it's last. As I said
    earlier, enemy AFWs are to have a life expectancy of 2-3 battles, inclusive of
    the one it attacks in. And this strategy is only possible due to the important
    role that the Anti-AFWs will play.
    
    Anti-AFWs are my point man. They stay in front. They soak the damage that every
    enemy deals. They make sure as many enemy attacks it as possible, and itself
    almost never suffers any damage in the process. In other words, the enemy AFW
    has wasted a turn. And that wasted turn will be it's last.
    
    All damage that the Anti-AFW should suffer is CC counterattack damage from
    enemy AFWs, or special shells from elite Light AFWs. In additional, all AFWs
    should take only a few steps to move to CC range from Short Range. This is only
    possible if the AFW comes with two mechanics.
    
    
    Vs Light AFW.
        When attacked, rush in for the kill. Don't bother to use a HEAT
        shell unless you're definite a HEAT shell/Melee combo will kill.
        Just make sure the AFW advances as soon as the battle starts. In 3-
        5 steps, the combat range should be at CC. Whack it hard then with
        a normal CC.
        Some Light AFWs come with Quick Dodge and MAY activate it. Use a CC
        max Attack in this case. When attacking, follow the same procedure.
    Vs Standard AFW.
        If it attacks at short range, move forward 2 steps, fire a crew
        shell, then move in for CC. This is important as the shell has to
        remove the shield defence, so that the melee attack deals as much
        damage as possible. If it attacks at medium range, stand still,
        fire a crew shell then use quick move/CC attack. If it attacks at
        long range, move forward 3-4 steps to medium range, fire an APCR,
        then quick move/CC attack for the kill.
    Vs 4-Leg AFW.
        My favourite. They attack only at long range, and take a long
        time to load a shell. Just move forward 3-4 steps, fire an APCR,
        and quick move/CC attack. Never escape.
    Vs Anti-AFWs.
        A headache. This job should be done by Light AFWs if there are no
        supporting 4-Leg AFWs. You simply follow the same instructions as
        that of the Standard AFW. But be prepared to suffer huge
        counterattack damage. This is where majority of the damage your AFW
        should come from. I normally don't care about the counterattack
        damage and let the AFW take the damage anyway
    
    
    Things your Anti-AFW should adhere to:
    --------------------------------------
    
    --- NEVER shift your infantry. Shifting of infantry means that your AFW has to
    stand still for 5 seconds. 5 seconds is a long time if you want the first
    strike for CC attacks.
    
    --- If you're at long range, always take a few steps forward before using quick
    move.
    
    --- Never quick move as soon as the battle starts if you're at long range. Your
    troops will end up lagging behind you and are forced to catch up. You are
    forced to wait for them for about 3-4 seconds, which let me add, are 3-4
    excruciatingly slow seconds that may cause you to get hit by a special shell.
    
    --- Don't think. Just do. The procedure of what to do must be like a reflex
    action. Even a 1/2 second break may give the enemy enough time to wire or mine
    you, as well as fire special shells. Your Anti-AFWs are soaking all the damage.
    No reason to give them more right?
    
    --- Fire the appropriate shells for different ranges. APCR for Long, HEAT for
    short.
    
    --- Never ever use a normal shell attack. Your AFW may hoot decently at short
    range, but it truly excels at CC. Staying in short range means giving the enemy
    a chance to do damage.
    
    --- Always have someone with Cleanup in the rearguard. You may want to have
    someone with repair/fast repair in the rearguard. Just in case mines, wires, or
    weapon/leg breaks take place. You want to up and go ASAP. This probably means
    that you need two people with cleanup in your Anti-AFW troop formation.
    
    --- Try to move to a location where your next turn comes ASAP when luring the
    enemy. You want to get a chance to recover real quick.
    
    --- Make sure that everyone stays in formation, with Anti-AFWs in the front.
    
    Suggestion:
    
     EEEEE                      EEEEE                     E = Enemy
                        OR                                A = Anti-AFW
      A A                        A A                      L = Light AFW
    4LS SL4                     LS SL                     S = Standard AFW
                                 4 4                      4 = 4-Leg AFW
    
    
    --- When luring, make sure the enemy 4-Leg AFW has to move as far towards you
    as possible to hit you. We're luring them out, not presenting ourselves for
    target practise.
    
    --- CC every god-damn enemy out there. Give it to them!!!!!
    
    
    
    Benefits from everything
    ------------------------
    As point man, these AFWs will soak up the enemy's initial rush, and probably
    have about 220-120 HP at the end of it. However, all other AFWs are at full
    life, and can fully knock the block off any enemy wave. Also, since you only
    have to recover once, you don't have to retreat to recover. You can recover
    standing still.
    
    Your troops accompanying the Anti-AFW will NEVER EVER BE INJURED. This
    subsequently means that your Anti-AFW can recover lots of HP when it chooses to
    recover.
    
    Enemy Light and 4-Leg AFWs will never lay a finger on you. They are effectively
    useless for the rest of the game. They will suffer about 130-180 damage at the
    end of the battle, and have dealt nothing to you. All at the cost of a shell
    and a max attack if it's a long range battle.
    
    You don't have to use max attacks vs Light and Anti-AFWs.
    
    You don't necessarily have to use shells vs Light and 4-Leg AFWs.
    
    The only damage you will ever suffer is counterattack damage, making the total
    damage dealt to your entire Shringen team a measly 150-300 HP at the end of the
    enemy wave.
    
    The shields of the enemy AFWs will be down when you attack back with your
    Light, Standard or 4-Leg AFWs, making for easier kills.
    
    Enemies are weakened already when you attack them. If one or two ally AFW can
    take out one enemy AFW, there won't be any enemies left at the end of the
    counterattack
    
    You can recover in peace when the wave ends.
    
    
    --------------------------
    7. Spoiler type Strategies
    --------------------------
    This section is meant for vs BOSS battles. They are spoilers, so you may not
    want to read this.
    
    -----
    Kaiho
    -----
    Pilot Type 3. Capable of Quick Attack, Dodge Action, Aim Weapon.
    
    1st time you meet him, you can't do much. Just chase him but don't bother
    attacking. You don't have troops, and can't recover more than 20 HP at one
    time.
    
    2nd time you meet him, you want to use E-wire or Special Shells/Max attacks to
    ensure a hit when he uses quick dodge. He has aim weapon, so have someone on
    repair. Masami's Accurate Fire won't be available yet though... He escapes when
    his life reaches red.
    
    3rd time you meet him, u will have to meet Dora for the first time. After
    taking on Dora for one battle, Kaiho will appear. This should be easier as he
    heads straight for your AFWs, meaning that you can gang up on him. He escapes
    when his life reaches red.
    
    4th time you meet him, you fight him for the last time. Use the same strategy
    as above. He stays stuck in a town, and will refuse to come out. You have to
    give it to him from long range first...
    
    ---------
    Cpl. Toba
    ---------
    The bastard who blew up the Karma HQ. Pilots a Standard AFW and is capable of
    Quick Load.
    
    He's just a Standard AFW with Quick Load. Show him pain.
    
    
    ------------
    Col. Minakawa
    ------------
    Pilots the Demon AFW, a Anti-AFW that super specialises in CC. Comes with Quick
    Move. Ouch.
    
    You meet first him at Mission 8, Defence Battle. However, since it's a defence
    battle, you shouldn't be rushing at the enemy. Minakawa will leave the
    battlefield automatically on Day 2.
    
    You meet him again in Mission 15. Along with Kaiho. Don't send Light AFWs
    against it. It uses Quick Move in every battle, and can only use it 3 times (i
    think) I let it exhaust it quick moves, then bombard it with 4-Legs... The old
    man never had a chance. Deals crazy CC damage though.
    
    
    -----
    Dora
    -----
    A really scary AFW. This AFW has 500 HP + 300 Shield HP. Jun's shots do about
    1-10 damage when the shield is up. It has equal battle capabilities at short,
    medium and long range. And astounding ability at CC. And the fastest loading
    times any AFW could have. Wires and Mines don't work on it. It doesn't have
    ground troops...THANK GOD!!!
    Don't bother going CC with it. Shoot it down with everyone you got.
    
    1st time you meet this...It will fight only one battle, and escape after that.
    Hence, don't bother using any special shells on it. I recommend sending a light
    AFW and Dodge Action everything... As soon as it escapes, Kaiho appears, and
    you want your other troops to be ready for this. Dora never attacks and leaves
    its city. So you're safe even in it's range.
    
    2nd time you meet this is mission 16, the 2nd last mission. It is capable of
    artillery bombardment, where it doesn't enter battlefield mode, but attacks a
    gear sitting outside it's possible attack range for about 70 HP damage to the
    AFW, and 35 damage to all ground troops. Devastating. It still doesn't move out
    of it's lookout post. I sent Kinasato and Jun in to lower it's shields (each
    person knocked off 120 HP of shield using all special shells), then took it out
    from long range. Dodge action is a useful thing. Dora is capable of Dora shot
    here , where it deals 125 damage to the AFW, and 40-45 damage to all troops. It
    is really easy to lose ground troops vs Dora. Be careful. It deals about 90HP
    CC damage. And Ippei only dealt 75 damage.
    
    
    ------
    Sergei
    ------
    Russian Commander that pilots a Standard AFW. He has Emergency Load, Aim Weapon
    and Rapid Strike. The Gear looks like Type 3 and behaves in the same way. Only
    has 300 Hp + 80 Shield Hp though. Will fall really easily. The easiest Final
    Boss I have ever met. Ippei took off his shield, and Ayana used up all her Max
    Attacks and Shells to finish him in 15 seconds.
    
    
    --------------
    8. Conclusion
    --------------
    That's it. I've imparted my knowledge. You may choose to accept it or laugh it
    off. I did this FAQ in 8 hours. And I'm frankly quite tired.
    
    Parting Words:
    This game is the worst PS2 game I've got in terms of graphics, music and
    translation. But no other game has made me think so much since Vandal Hearts 2,
    which I have promptly given up. I'm an avid gamer that plays every genre except
    sports for PC, PS and PS2. I like the turn based strategy genre...and this is
    the most intellectually stimulating and wildly different game I've played for a
    while. What a great mental workout.
    
    So anyone with additional suggestions may e-mail me and i may choose to update
    my FAQ accordingly. Thank you for reading this...Thank Konami for making such a
    mixed bag of a game.....Thank me for typing all this out ^_^
    
    Lee Seng Wai
    gadoken@hotmail.com
    
    -------------------------
    9. Games of similar genre
    -------------------------
    
    PC:
       Heroes of Might and Magic II and III and expansion packs
       Age of Wonders
       Disciples
       Masters of Magic
       Civilization Series and ALpha Centuri
    PS:
       Vandal Hearts 1 and 2
       Final Fantasy Tactics
       Front Mission 3
       Kartia
    PS2:
       Ring of Red (so far...)
    

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