FAQ/Strategy Guide by The Shadow

Version: 1.0.1 | Updated: 06/19/01 | Printable Version

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                     Pacific Theater of Operation II
	      	         Tricks and Strategies
		Eric "The Shadow" Pietrocupo	Version 1.0.1

	Welcome to the PTO 2 : Tricks and Strategies FAQ. This FAQ is
intended to be use by people who already knows how to play the game and
want to learn more on how to make it easier to win the game. Which mean
that if you are a Newbie to PTO2, this FAQ is not for you.

	This FAQ contains Tips to play better, tricks that to fool the  
computer and usefull strategies to win the game. This FAQ will be divided
according to the different section of the Game. Which mean ,for example,
 if you need help in combat, go se the combat section and there you
will find : Tip, Tricks and Strategies.

	This FAQ has been built after sending a dozen of e-mail to my
friends to help them play the game. Since there was not any good PTO 2
FAQ on www.gamefaqs.com, I decided to group all my knowledge in a single file
to make it available to the public.

	Here is the structure of the FAQ :

Copyright Notice
Why should I switch from PTO 1 to PTO 2 ?
Chapter 1 : Game General
Chapter 2 : Main Game
   - Move Phase
   - Plan Phase
Chapter 3 : Conference
   - Planing
   - Playing Cards
   - Building 
Chapter 4 : Combat

| Copyright Notice                                                   |

	This FAQ is copyrighted by Eric Pietrocupo. It can be reproduced
and distributed freely. You cannot use this FAQ to make any kind of profit
with it. This FAQ has been made only for gamers who need help and
information on the game and intend to make a personal use of it.

	Since you surely already heard this kind of song before, I won't
bother you anymore with it. So let's jump in the game.

| Introduction                                                        |

	Pacific Theater of Operation 2 ( PTO2 for short ) is a strategy
game made by Koei that simulate the conflict between the USA and the
Japanese during the world war II. The game was originaly released on the
Super Nintendo but it seem that there is also a PC version.

	Of course, PTO2 is the sequel to PTO ( da! ). PTO was a pretty
inovative game for Koei since there his no other Koei game that had the
same kind for strategy. Still, due to many unbalancing things in the game,
the game was hard and time Consuming to play. ( One of my friend have
played 60 hours in a row without sleeping ). Even if there is a few cool
things in PTO, don't even think about playinig this game, it does not
worth it anymore since PTO2 had been released. ( Look at the "Why should I
switch from PTO1 to PTO2 ?" section to know why ).

	PTO2 is a game for hardcore strategy fan. The game is very long to
play and the strategy takes time to implement. There is a lot of data to
manipulate but still Koei has made a good representation of reality in
this game ( Of course there is a few things that could be changed but it
is still not so bad ).

	Now every time I play the game, most of the time I enjoy myself
and I always have a few stories to tell about what happend during the
game. It's cool to talk about it to other PTO2 Fans. Anyways, I hope you
enjoy the game if you have not played yet. 

	An important note to say is that all the tricks and strategies
stated below have been made according to the Super Nintendo version of the
game. I have not played any other version which mean that it is posibble
that a few things does not works the same way.

-| Naming Conventions |-

	Here is the abreveation used in the FAQ and the game :

	Ship Class

SUB	Submarines
DD	Destroyers
C	Cruiser ( Represent both CL and CA )
CL	Light Cruiser
CA	Heavy Cruiser
BB	Battleship ( Represent also DBB )
DBB	Dreadnought battleship
CV	Aircraft Carrier ( Represents also CVL )
CVL	Light Aircraft Carrier


FF	Fleet Fighter
FB	Fleet Bomber
FA	Fleet Attack
LF	Land Fighter
LA	Land Attack
NS	Navy Scout
AF	Army Fighter
AB	Army Bomber
SB	Strategic bomber
AS	Army Scout

| Why should I switch from PTO 1 to PTO 2 ?                           |

	Simple, the game is better. Here is the reasons why :

The ARMY and NAVY splitting : In the game, it is well defined what you
control and what you don't control. You control the NAVY and
anything related to it. The computer control the ARMY and all things
related to it. ( it could still have been cool if there where a 2 player  
mode that allowed the socond player to play the ARMY ).

More power : You have more power over your forces. First you control all
your fleets, your divisions ( called marines ) and NAVY base air
force. Second, you can command all your fleet in direct command like the
No 1 fleet in PTO 1. Controling base air force is really interresting
especialy if there is a fleet nearby and you want to strike it
immediatly. You won't have to pray the gods anymore to get an airstrike on
an ennemy fleet. 

Time line : You can do a lot of things in 1 month. Since you have direct
control on all the fleets, if won't take 1 mont to travel from hawaill to
marshall because your fleet won't pass by Midway and Wake to get there (
Results of delegated order in PTO1 ). You can conquer a lot of base within
a month, make a lot of combat, and make you war go somewhere. Second, the
turns are divided in days and not in slices of 4 hours. Finaly, for each
day, there is the move phase then the plan phase. Each day is split in 2
phases which make the game even more structured and easy to play.

Conferences : The conference is the most wonderfull thing. You can build
forces, plan diplomacy, distribute material, plan goals and draft forces
all at the same time at the end of the month. Wonderfull. You won't have
to spend 3 month of your time to get the proper material you need. For
those who have not play PTO 1 I'll explain and you will understand. In PTO
1 , the only way to do the thing mentioned above is to dock you No 1 fleet
at hawail, and take 1 day for each action you want to do. Ex : if you want
to by 2000 planes, it takes 1 day to buy your planes. The problem is that
your proposal can be rejected. So you need to place something more
attractive like 100 planes. But you still need your 2000 planes. So you
take 20 days and buy 100 planes per days to finaly get you 2000 planes. Now we
only bought planes and there is like over 30 possible actions to
make. Since you must have your no 1 fleet at hawaill to make all these
actions, the trick is to make a fleet of 1 destroyer, leave it at the home
port and send all the other fleet in actions, has delegated fleets
ONLY. Then you will always be able to negotiate on all days of the game.

More realistic : The results of combat are a bit more realistic. The
number of planes on the bases and aircraft carrier make sense. It is now
possible to sink ships with a single air strike. The air planes no longer
block the ships movements square and you can no longer make air plane
hunting with a battleship ( try to imagine that ).

Larger Map : Finaly, you can conquer the whole united stated instead of
only san francisco and los angeles. You can even conquer Montreal. ( I'am
currently living in montreal, this is whay I am so impressed ). The map
now cover from india to the atlantic, from alaska to New Zealan ( surely a
wrong syntax ).

	The game still has a few disadvantages :

Slow proccessing : Unfortunaly, the game processing is very slow, which
make the game very long to play, especialy during naval combat. If you are
using an emulator, you can always speed up the emulation but I'am still
not sure of the results.

Impossible to direct command submarines : It's not so bad. What is bad is
that you cannot place more thant 1 sub in a fleet. Which mean that sub are
now solitaire undirect commanded forces. Personaly, I loved my 14 new type
of submarines fleet I made in PTO 1. I placed it near Kure, and waited
for the ennemy to arrive. The new sype of sub even had place for rocket
which mean I could make a rocket land attack on Kure with
submarines. Cool!

Not a so good AI : Like in PTO 1, the Artificial Intelligence is not so
good. It is still possible to live with it. Anyways, even in real life, it
is not all people who are so much Intelligent (^_^).

| Chapter 1 : Game General                                            |

	This section contains general information about the game. It does
not cover a particular aspect of the game.

-| Nation Tactics |-

	Each nation, the Japanese and the USA, must use different kind of
tactics to win the game. It is important to know them because you cannot
expect to play the Japanese the same way you played the USA. Still both
forces are equaly balanced and they all have the same chances to win.

	Playing the USA : The USA are advantaged with ship, ressource and
geographic position. The USA possess a large number of BIG ship especialy
BB. They got a lot of ressource especialy if they start in
scenarios where england, holland, and china are in war. Finaly, since the
united states are far behind the front. There is no need to defend the USA
home territory since it is going to take a lot of time before the japanese
attack and conquer the USA ( Unless the japanese has Attu and Dutch
Harbor. in this case, they can supply seatle ). The disadvantage of the
USA is the limited number of CV, inefiency of SUB and
ineficiency of planes. They must also send troops in europe during

	Playing the Japanese : The Japanese are advantaged by torpedo
power, aircrafts and submarine. Since the japanese have the "Oxygen
Torpedo" technology, the torpedoes has a lot of chances to hit and make a
lot of damage. Beleive me, it makes a difference. I had successfully sank 4
DD with only 1 SUB. A SUB attack or DD attack on a fleet of BB can be very
efficient. Second, 70% of DD and C are equiped with torpedoes, which is
not the case for USA Ships. Third, the japanese has also the power of the
Planes. Compare the japanese planes statistics with the USA and your mouth
will fall on the floor. For example, look at the stats below :

USA Navy Aircrafts			Japanese Navy Aircrafts
Type Name		Power	Range	Type Name		Power	Range
FF   F2A Buffalo	3	4	FF   Mitsubishi ASM	3	3
FF   F4F Wildcat	4	4	FF   A6M2 Raisen	5	8
FF   F4U Corsair	6	4	FF   A6M5 Raisen	6	5
FF   F6F-3 Hellcat	7	6
					LF   J2M3 Raiden	8	5
					LF   N1K2-J Shiden Kai	7	6
FB   SDB Dauntless	2	4	FB   Aichi D3A1		2	5
FB   SB2C Helldiver	3	5	FB   D4YI Suisei	4	6
FA   TBD DEvastator	1	1	FA   Nakajima BSN2	2	5
FA   TBF Avanger	2	5	FA   B6N2 Tenzan	2	8
					FA   B7A2 Ryusei	3	7
					LA   Mitsubishi G3M2	1	9
					LA   Mitsubishi G4M	2	9
					LA   P1Y1 Ginga		4	9
NS   OS2U Kingfisher	1	3	NS   Aichi E13A		1	8
					NS   E16A1 Zuiun	2	6	

	The planes give a great advantage and allows the japanese to
easily wipe a fleet at distance. It also make it easier since they have a
lot of CV and CVL. The disadvantage of the Japanese is that they don't
have a lot of ressource and they don't have many BB.

-| Playing the game |-

	It might seem stupid to says, but there can be different ways to
play the game. First you can play like any other strategy game : You plug
the cartridge and you play until you are tired of playing. While you are
playing you think and you make your strategy. The only problem with this
technique is that it take a lot of time to play, and you might not want to
waste time looking at the battles. The processing of the game is very slow
and sometime it is better to see the battles since the outcome wont be the
same. Second, the strategies you want to implement takes a lot of time to
materialise itself so you might get bored easily. So here is the solution:

	First, you think about the strategy stuff when you are not
playing, according the the information you gathered the last game. When
your strategy is made, you plug up the game and play. You execute the
strategy and watch the results. During combat, you do something else (
Reading a book, navigate on the net, play another game ) while
keeping an eye on the game. When you stop playing, you analyse the
situation and try to remember how the game ended. You finaly use those
results to build up another strategy if you free time.

	You can resume this in a few words, PTO2 is a long term strategy

-| Option Settings |-

	Here is the way I configure the game option  ( I'll explain )

Message		Fast
Naval battles	Select
Air battles	Select
Land Battles	on
Animation 	off
Advice		on or off
Stereo		on

	The message speed should be set at fast because event at fast, it
is to slow ( especialy in combat ). Naval battles should be set to select
because the results are not the same if you look or don't look at the
battles. See the "Look or do not look" section for more details on how to
see combat. Air battles should also be set to select. Air battle are a little
faster to see and they are fun to play. You can also be more precise on
which target you hit which is not the case on delegated battle.

	The land battles should be set to ON since they take a few seconds
to be solved ( Hold the R or L button to accelerate during the battle
). For animations, set them OFF because you don't have any time to lose
for the animation. If you are new to the game, you can try them for 1 or
2 combat but you will easily get bored and lose time ( The game is
already slow, don't slow it more ). If you are new to the game, set the
advices ON, else set them OFF. And finaly, sterio sound has never hurt any
body so why not set them ON.

	Note : If you are playing on a emulator and you have a fast
computer, fast foward the speed of the game during combat because the
original processing of the game is very slow.

-| Usefullness of supply lines |-
	One of the most important things in PTO 2 is supply line. Supply
lines are a new rule in PTO 2 that his made the avoid the risk that the
ennemy conquer NewYork without even conquering Hawail.

	The basic reason to attack is to establish or cut supply
lines. The tactics of you ennmies is lying in the graph of supply
lines. Have you ever wonder why the japanese alway attack Attu? Simple,
from attu you can supply Midway. So if you attack midway, you can supply

	Conquering a base you won't be able to supply is suicide because
first,  you mont be able to send any supplies, any land troops or any
planes. Neither you will be able to get the material produced at the end
of the month. If you attack a base that has supply line, you ennemy will
be able to send land troops and planes has he wishes. While when the
supply are cut, if you destroy all the froces on the base , you are sure
that no more forces will arrive.

-| Different ways of giving orders |-
	Most of all the units can move in Delegated or direct
command. Anyways, this is not the point I wan't to make here. Look later
on when should I delegate.

	What I want to say is that there is many ways to access the data
and command of your forces to give them order. They all give the same
results, but some time using a method than another one is easier according
to the situation. Here are the different ways :

- Main Map Screen : On the main map screen , you can see the list of all
your fleets, marines and submarines. From there, if you select the
appropriate number in the list, you will see it's location on the map and
you will be able to access the unit.

- Menu list : In the menu on the main screen, the is a way to see the list
of all your fleets, bases, marines , post , submarines and base
airforces. From there you can quickly wiew the orders and the basic data
of each unit. You can also access the unit from the list.

- Map : If you click on the map, you can close up the map and see a little
icon that will represents your fleets, your submarines and your
bases. From this map, you can click on the unit to access the unit.

- Base, When selecting a base, you will be able to see the list of land
forces, fleets, ariforces and submarines stationed at your base. From
there, you can select the unit you wish to access and give them orders.

| Chapter 2 : Main Game                                               |

------------------------------[ Move Phase ]--------------------------

-| How many land forces should you place per fleet |-
	In each fleet, you can have 2 groups of transports that can
contains either Fuel or Troop. Personaly, I suggest that 1 transport
contains troops and the other contains fuels. First you won't need 2
transports of fuels, but you need some fuel. Second, if you only have one
transport with land forces, when you are under attack by an air strike,
there is 50% chances that the ennemy chose the right transport in which
the land forces are. Which mean that the casualties will be lower.

-| Numerous weak fleet VS few strong fleets |-
	As the comander of the NAVY, there is 2 kind of ways you can
build your fleet. The first way, is generaly the default used by the
computer and a t the start of a scenarios. It consist of making a lot of
fleets where the average number of ship is 5 per fleet. Generaly the fleet
are not balanced ( ex : 2 C, 6 DD ). If you play quick scenarios,  you
generaly  don't have the time to reorganise your fleet so you will try to
use what you've got and use this tactics. Having more fleets will give you
the advantage of having a spreaded army, but your fleets will be weak and
might be easily defeated.

	The other ways of building fleets take more time to reorganise but
will make them much more stronger and balanced ( ex : 1 CV, 2 BB, 3 C, 2DD
| or | 2 CV , 1 BB , 2 C , 3 DD ). In this way none of your
fleets will have any weak points and all your fleets will have equal
capabilities. This kind of tactic is preferably used in campaings when you
have the time to reorganise your fleets. Still the number of fleets you
will end up with will be a litte lower and there is a lot of ships that
will be placed in reserves until you have the ships needed to make another

-| Delegated orders VS direct Command |-
	When should you use delegated command and when should you use
direct command? that is the question. For fleets, if you are not in a
hurry you can use delegated commands for movement only but when it's time to
attack, use direct commands. This way you will be able to carefully plan
each attack and make sure you attack at each turn. If your fleet has more
than 10 movement point or if you are in a hurry, use direct command because
first you are sure the fleet will arrive on the target the fastest way,
second you will use all your movement points ( the computer does not use
all the movement point when you have more than 10 points ).

	For marines, you should use delegated command. When you are moving
marines, you specify the target and they will move according to the supply
route until they reach it's target. You don't have to bother yourself by
making the movement each turn. When you are attacking, delegated orders
are not so bad but if you want to make sure that your marines attack their
target each turn, use direct command.

	For base air forces, use delegated command when patrolling the
surrounding waters. When they detect a fleet or when there is an ennemy
nearby, switch to Direct command and call your air strike.

	In case you want to know, you cannot direct order Submarines.

-| Using the weather |-
	When you plan to make an air strike, the first thing to check is
the weather. If the waether is bad, you cannot take off your planes. But
there is a way to get advantage of the weather. Since the weather is
devided in square on the map, it can be possible that you fleet is in a
different square than the target. If the weather is good for you and bad
for him then in this case, you will be able attack him and he would not be
able to send any escorts. This technique is very usefull when attacking a
base that has a strong escort.

-| Formation |-
	The formation of you fleet is very important especialy when
defending against air strike. You must use a formation that will allow
ships to protect each other from tropedo attack. So the worst
formations are these one :
     Double				        Vertical
 --- --- --- ---			--- --- --- --- --- ---
 --- --- --- ---				  ---

( It is easy to make a torpedo attack from up or down )

	While a good formation could be one of these.

   Diagonal		Horizontal		Circular

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

( Here, the ship on the extremeties protect the ships in the center )

	The default formation is the Circular formation but personnaly, I
prefer the diagonal formation. Of course, you place your CV and your BB in
the middle and you place the C and the DD to the extremities. Yes you must
sacrifice your DD and C to protect your CV and BB. Even if a BB might look
big, it is REALLY EASY to sink it with a simple air strike.	

-| Docks, Harbor and airport Repairs |-
	Docks, Harbor and airport are repaired at the end of a
month. which mean that if an airport that been destroyed a 25th or the 8th
of of a month, in both cases it will be repaired the 1st of the next
month. Yes you can abuse of this advantage : you conquer and destroy
before the end of the month and you've got a clean new base a few days
later. Don't forget that you need base budget to repair your bases.

-| How to fix ship more rapidly |-
	Ship reapairs can be realy time consuming. The problem is that if
one of your ships need a lot of repair, it will paralyse all the
fleet because the repair time of the fleet is set according to the highest
damaged ship. Here are a few guide line on how to repair efficiently your 

	First, repair everything except the hull. The hull is the part
that is high in time consuming and you cannot partialy repair the
hull. Make sure that is does not exceed an average of 5 days. Then split
your  fleet. The ship than need a lot of repairs place them in a separate
fleet. So you'll end up with your original fleet with a few less ship
and a fleet that will contains only heavy damaged ships. Now repair the
original fleets hull and get the missing ships ( those heavyly damaged
) from another fleet or from reserve. This fleet is now ready to be sent
to the sea.Then when you seriously wounded fleet is full of seriously
wounded ships, repair them. It is possible to reach repair times of more
than 20 days.

	Note : I think your repair time is measure according to de
Industry technology Development. Repairing requires material.

-| Keep movement point while sailing |-

	When you are sailing near ennemy bases, make sure that you have 1
or 2 points left to make an action during the plan phase. Else, you might
be missing the opportunity to strike your opponent.

-| Intelligent base resupplying |-
	Here is a few guide lines on how much material you should place on
your base. There is 3 details to watch (1) Is there any ports in the base,
(2)is it a NAVY or ARMY base, (3) does the base produce any Oil or Ore.

	If there is a ports, it mean that a fleet can dock and request
supplies on this base. In this case you should place 10000 material on
it. According to the trafic of the base, you can vary the supplies from
5000 to 15000. if there is not any port on it, 1000 will be
enough. If the base has docks, add 5000 or 10000 to the result above
since your repair cost you material. On your home base, don't be affraid
to place more than 40000.

	If it's a NAVY base, you must consider the material that will be
used by your air force. They won't take much material so place 3000 to
5000 if the base does not have a port. Else, don't place extra
material. On an Army base, 1000 to 2000 should be enough if the base does
not have any ports.

	Finaly, if the base produce material, consider that ever if you
place a maximum number of truck or transfort on the base, there will still
be a few extra material left on the base generaly variying from 1000 to
10000. In this case, you don't supply the base, you cease the supply and
add them to your reserve. At the beggining or the end of the
month ( see later in conferences ) you should always see your Ore and Oil
producing bases to get thse extra-supplies ( Shhhh! don't tell your
goverment about it ).

-| Planes need the proper equipment |-
	Always reequip your planes with the proper equiment. To make sure
that you planes has something if you forget to equip them, equip bombs
on all planes that can equip them. Bombs is the overall weapon that can
hit any target. If you don't have time to reequip, at least your planes
will have bombs. When you have the time, equip torpedoes when you need
them. If you have a sea base trapped in the middle of the pacific with no
ennemy neibors to bombard, you can equip torpedoes on all your planes
since the only thing you are going to hit are fleets. Still, don't
forget that it is possible to bombard your own base if ennemy forces has
landed on it.

-| Use the army divisions at your advantage |-
	You need marines to defend your bases ( since the computer is too
stupid to send troops ) and you don't have any marines left to make any
landing. Here is the solution : if in the goals there is a army occupy
statement and if an army division is currently at a sea base when a
docked fleet has an empty transport group, the army divison might ask
your permission to board your transport. In this case you accept and your
transport will now be occupied by this division. Since you are in control
of the fleet, you can land those troop ANYWHERE you want. Don't forget
that if a base is captured by an army division, it will become an ARMY
base and not a NAVY base. IF you happend to have too much NAVY base to
supply, it could be usefull to conquer a few bases as ARMY bases.

-| Building harbors VS building docks. |-
	Harbors allows you to dock ship, and dock allows you to repair
ships. Docks are really usefull and they are not present on all
bases. Docks can be build by converting harbor. Since there is a lot of
bases that sometimes has only 1 or 2 harbor, it is not a good idea to
build a dock in this case since you need the harbors. When you want to
build docks, make sure that you have at least 4 harbor to build 1 dock (
result : 3 harbor 1 dock ). It is generaly difficult to live with only 1
or 2 harbor but 3 is not so bad. Second, don't place dock on all
bases. Make sure that each region has docks ( which is generaly already
the case ). It's better to build an harbor on bases who possess only 1
harbor  instead of build docks everywhere.

-| Assigning Transports |-
	When you assign transport on a base, the transports comme from the
reserve. When you supply a fleet at the home base, the transports come
from the reserve, when you supply a fleet at any other base, the transport
come from the base.

	Generaly, I place 10 transport on each base. If some base does not
requires any supplies I can reduce it up to 5. Generaly I use the bases
with repair dock to assign transports on my fleets. Which meen I place
the maximum number of transport on bases like Manila and Truk to allows the fleets to
get these transports.

-| Got ships you don't need, place them in reserve |-
	It is possible to take ships from your fleet and place them in
reserves. When the ships are in reserve, there are placed in another
dimension which makes them invicible. So use this technique at
your advantage if there is a lot of ship that you don't need. The only way
to place ship in reserve is at your home port.

-| The Anti-Sub Fleet |-
	Tired of hearing reports that a base is under constant sub attack,
the solution : the Anti-Sub fleet. Make a fleet of 8 DD, give them some
fuel and send them to sea. Use the delegated order ASUB ( it is impossible
to make sub hunt in direct command ) and wait for the results.

------------------------------[ Plan Phase ]--------------------------

-| Bomb VS Torpedo |-
	The bombs are strong, they can be used for land and sea attack. On
land attack they are efficient and on sea attack they have less chance to
hit their target. Still, you can hit any ship in the fleet what ever his
position in the formation. The bomb hit randomly the parts of the ship
	The torpedo are deadly. Their chance to hit are a bit higher. They
can only attack ships and they can only hit ships with their hull exposed
on the sides of the fleet. But all the damage is done on the same side of
the hull. General, 4 direct torpedo hit sink any ship except maybe BB who
would now be very weak. Of course, you cannot use torpedo on land target. 

-| Plane Groups and Escort |-
	If you make an air strike on a target and that target has an
escort, they will automaticly engage the escort in air battle. If you
have a greater air force than the target, there will be a small number of
planes that will pass throught the escort and attack the target. The
strenght of the air force is evaluated according to the number of groups
and not according to the number of planes. Each escort group can block
an attacking group. I think they place the FF and LF in priority. For
example :

Attacker		Defender		Passing throught
Grp Type #Planes	Grp Type #Planes	
1   FF   15		1   FF	 15
2   FF   10		2   FF   15
3   FB   20 		3   FF   15
			4   FF   15

	In this case, all the attacker is blocked and must engage the
escort. The FB will fight as fighter and will not be able to use their
bombs. Still the FB are generaly very poor in fighter combat. In the
following example, the result would be different :

Attacker		Defender		Passing throught
Grp Type #Planes	Grp Type #Planes	Grp Type #Planes
1   FF   5		1   FF	 15
2   FF   5		2   FF   15
3   FF   5 		3   FF   15
4   FF   5		4   FF   15
5   FB   20					5   FB   20   
6   FB   15                                     6   FB   15
7   FA   20					7   FA   20

	In this case, the FF are blocked by the escort and the FB and FA
can pass trough since there is not enough escort group to block 7 strike
groups. Second, as you can see, the number of planes does not make a
difference since the FF of the defender outnumber the FF of the attacker.

	This is why it is important to place FF in your air strike even
if you intend to make a land attack.

	Note that a base airport can have up to 4 groups per airport. You
can only have 2 airports on seaport bases.

-| Fleets docked at base |-
	When and enemy fleet is attacking one of your base, DO NOT dock
any fleet at this base. Send them to sea ( even if they need repairs
) make them hunt your enemy or make them wait but DON'T dock the fleet ).

	Now, if you know ( by spying or guessing ) that there is a fleet
docked at an enemy base, there is only one thing to do : ATTACK AT ALL
COST. Why ? Simple. An enemy fleet docked at a port, which is under attack
by another fleet or by aircrafts, CANNOT REPLY. Which mean that if your
fleet attack a docked fleet, you get 10 free combat rounds of shelling on
the ennemy fleet. If you do so, you will totaly anhilate the ennemy fleet.

-| Dual Fleet attack and shelling cancellation |-
	When you attack an ennemy base with fleets, always use at least 2
fleets to make your attack. The reason is because if your fleet is
attacked by the ennemy, it's planned attack on the base will be
cancelled. Here is an example :

	You want to attack Truk with one fleet. When you are close enough
to the base, in the plan phase you make the SHELL BASE order. The ennemy,
in his plan phase, has made a STRIKE on your fleet. The results : your
fleet is under attack by the ennemy air force, and your shelling has been

	The advantage of using 2 fleets is that if both fleets shell the
base, the ennemy can only strike 1 fleet at a time. Which mean that there
is at least one of your fleet that will be able to shell the base. You can
also use this trick at your advantage. If you know there is an annemy
nearby, you can STRIKE it to make sure it will not shell your base. Still,
don't forget that your ennemy can have escort. Don't forget that your
ennemy can only have escorts if they have a CV or a CVL.

-| Escort is Necessary |-
	Escorting your fleets is neccessary, I suggest that all your fleet
have an escort. The basic way to do it is place a CVL, with an
average of 40 FF on it, in all your fleets and use them only has
escort. If you are playing the USA, the primary use on your CV and CVL
should be for escort since their planes are very weak for air strike.

-| Give the commander something important to do |-
	Don't let you commanders work all day in an office, give them
something to do. You have a lot of cammander in your arsenal, using them
cannot give you any harm. Even if they don't have experience, assign them
to something stupid just to say that they have something to do.

	Personaly, I recommand that you use officers with experience on
your fleet. Then use the commander that does not have any experience on
the marines. Since marines are valuable, commanders will help them to stay
alive longer. Finaly, if you have some commanders left, place them on base
that has a strong and important Air Force.

-| Day or Night |-
	If you shell at day, the damages you will inflict are higher but
the casulties you will receive will be higher if the ennemy has any land
forces. If you are shelling an empty base, then shell at day.

	If you sheel at night, the damage you will inflict will decrase
but the casualties will be much lower. This is perfect for landing troops
on the base.

| Chapter 3 : Conference                                              |

-----------------------------[ Planing ]-------------------------------

-| Investment in Base Upkeep |-
	Don't invest too much in base upkeep. Just make sure that there is
money in it. Base upkeep are used to repair th bases yield, harbor, dock
and airport.

-| Useless drafting |-
	In most scenario, at the beginning of the game, you generaly have
a full reserve of marines. Since you can only have a maximum of 20 marines
on the field, you generaly end up with 10 marines in reserve. Which mean
that you don't need to draft marines during the conference. The army might
need them more than you since they can have 40 divisions and it is
the only thing they can have. So most of the time draft 0 marines for the

-| Advantages/Disadvantage of alliance |-
	The advantage of an alliance is that the nation with which you
ally will give you new bases and new ships. So it will increase the
ressources you get and the strenght of your army. The disadvantage is that
these base can now be attacked by your opponenent which could not be done
when the base where neutral. It will also extend the size of your
territorry which makes it harder to defend.  

	If you are the japanese, this can go the other way to. Declaring
war to nations will make you more territory to conquer and more ressources
to get but your ennemy will gain strenght.

-| Peace is forever |-
	When you make peace with a nation, that nation cannot come back in
war. When you play the japanese, you should think twice about making a
peace treaty because if you do so, you won't be able to get the nation's
base anymore ( if you are in bad condition you can do it ).

-| Selecting your goals |-
	Selecting your goal is very important. First select your goal
according to the supply lines. If you have cutted supply lines, try to
restore them by chosing the right target. You can also try to find ways to
cut the supply lines of your ennemy.

	Second, when selecting who will ( ARMY/NAVY ) do what, give
something to do to the NAVY and the ARMY. The best way is to select 1 base
defend ( a base already secured ) 1 base occupy by ARMY and NAVY and 1
base destroy ARMY NAVY. Concentrate on making the goals and then with your
free time left, conquer everything you wish until next conference. 

	If you want to know a little story that I have played, while
playing the japanese, I had successfully conquered 5 bases and destroyed
70% of the USA NAVY Fleets in 1 month. Yes, of course, the difficulty
setting was beginner.

	Note : To accomplish a base destroy goal, you simply need to make
1 attack on the base, which is REALLY easy.

-| A minimum of Foreign Budget |-
	Your foreign budget is divided by the number of diplomatic actions
you make. Which mean that if you invest 1000 and you make 1 negotiation,
1000$ will be invested in this negotiation. If you make 5 negociations for
the same budget you will use 200$ on each taget. It is important to note
that even if you only make war declaration, you NEED budget to declare
war, else you war declaration will not happen.

-| Technology investement |-
	Keep in mind that if you spend less than 500 budget in a
technology field, it will drop. Spending more than 4000 budget in a field
won't make more difference than spending 4000.
-| Reduced drafting cost |-
	I am not sure if it only applies to japanese but it is said that
when you reach a level of 50 in industry technology developement, the cost
of each troop you draft will be changed from 2 GNP to 1 GNP per division.

-| Equal Proposal |-
	One way to maximise your chances to win a conference topic is to
make exactly the same proposal that somebody else made. When you are
playing cards, the computer don't consider what is in your proposal, it
only tries to make their proposal win even if their proposal looks alike.
But if the proposal is exactly the same, the computer will note that they
are the same and both people will be considered to favor the same

	Which mean that if you make the same proposal than somebody else,
this person automaticly vote for you. So you start with 2 people that
agrees with your proposal. You only have to find 1 other person to win.

-| Increase your GNP by winning the material distribution topic |-
	Since the computer never cares about the status of your GNP,
generaly all their proposal suck down the GNP to 0 until they realise they
have a problem. The Only way to assure that you're GNP stay high is to
make sure that you win most of the toppics, which is sometimes hard to do.

	Still, there is a way to make sure that at least 1 topic will not
drain your GNP. In the previous chapter, there is an entry where I talk
about base ressuplying. I also said that base that produce Oil and ORE
generaly have a lot of material in exess. First, go to the bases that has
a lot of material and remove any exess of material until you reach a
reserve of 60000 material ( it is the maximum ). You can easily do it for
a couple of month at the beginning. It might comes harder later but don't
forget that Oil and Ore base always have supplies left.

	When you Material reserve is at the maximum, enter the
conference. Since your material in reserve is at his maximum, it will be
impossible to assign more than 0 material to the NAVY. Which mean every
body will assign around 10000 to 15000 in the ARMY and 0 in the
NAVY. Which mean the goverment will have between 10000 to 15000 extra
material than the usual. Which will make your GNP rise for an average of 1
to 10 percent. By using this technique, you are sure that you will at
least increase your GNP somewhere even if you lose all the discussions.

-| The power of the reset button |-
	If a conference starts really bad, you can always use the reset
button to start the conference again. This can be usefull to retry the
first dicussion which is diplomacy.

-| NEVER skip the conference |-
	There is too much important matters that occur in a conference
that you cannot skip it ( unless you are sure to win the war within the
next 10 days ). If you don't have time to play the conference, don't play
the last day of the month and play when you will have the time to
attend. Still, if you don't want to attend to all topics, you can skip
topics you don't need.

---------------------------[ Playing Card ]----------------------------

-| Gaining or Losing cards |-
	The number of card you gain or lose at the end of each moth is
basicly determined according to how close you succeed your goals set the
previous month. This is why it is important to follow what has been planed
in the last End of the Month conference.  Of course, if you want to, you
can just ignore them, but you will lose card. You cannot have more than 7

-| Maximise the UNIFY card |-
	The most powerfull card in the game is the UNIFY card. If this
card is used efficiently, it can make you win the discussion. The best
way to use it s to use it is near the end of the discussion when there is
not much time left. If you do so, you will convince most people on your
side and they will not have the time to resubmit plans. Don't forget that
if you convince everybody with your card, the proposal is automaticly

-| Keeping Cards |-
	The card you have in your hand at the end of a discussion will be
the same for the next discussion. Which mean that you can keep a card for
a later usage. Still, at the end of the conference, you lose all your
cards and you will draw a totaly new hand in the next conference.

-| Using the PASS card efficiently |-
	If you have nothing interresting to play and you have an army of
PASS cards in your hands, there is 2 ways to get advantage of these cards

	First, you can use them to remove somebody's turn. For example, if
the foreign minister has a lot of influence on the game, you can make him
lose his turns by using a PASS card to pass to the President/Prime
Minister. In this case, the foreign minister won't be able to
play. Another usefull example : if you have convience the Finance and
Foreign minister at your side, use the PASS card to skip their turn, in
this ways, they won't be able to resubmit plans.

	Second, if you need to do something and only has PASS cards in
your hand, PASS to the chief of the staff because since the turns are
played clockwise and because you sit next to the chief of the staff. Which
mean after the chief of the staff plays, it is your turn again. This mean
that you won't have to wait for everybody around the table to play. The
only way to spoil this plan is if the chief of the staff pass to somebody

-| You cannot REFUSE to much |-
	You cannot have too much REFUSE cards in your hands. REFUSE cards
is one of the most important card in the game. Keep them. If you have more
than 4 REFUSE card, maybe now you can drop a few of them if you have
nothing else to play.

-| Guessing opponents REFUSE cards |-
	There is a way to guess how many REFUSE cards you opponent
has. When you opponent plays a card, you see his card, placed face down,
and the card he is playing placed face up. The card that are highlighted
are the card he can play. When somebody attack another person, if the
person refuse, look how many face down highlighted cards he have. Each
highlighted card represent a REFUSE card because the REFUSE card is the
only card you can play when you are under attack. So when you see that
there is not anymore highlighted cards, it mean that he cannot refuse
anymore. Don't forget that he could have drawn another REFUSE card by the
time it's you turn to play.

-| Using DIRECT/PLEAD cards |-
	The DIRECT and PLEAD cards are attack card. The best way to use
these cards is to attack the person who has already placed at their side a
few people. For example, if the chief of the staff has convince 2 people,
DIRECT or PLEAD the chief of the staff. If he cannot REFUSE, not
only you will convience him but you will also set the 2 other people to

-| When you should use BIDE/EXTEND cards |-
	EXTEND cards are very usefull especialy when you are
losing. Generaly when time is missing and you are sure that you are going
to lose, use an EXTEND card. Still don't use it when you still have over
10 Minutes left.

	The BIDE card is realy usefull when you are winning the conference
and you want to end it there. IF you have convince 2 or more people, use
BIDE cards to reduce the dicussion time. In this case, the people you have
convinces will not have the time to resubmit again.

-| You have nothing to do? discard |-
	If there is absolutly nothing interresting you can do, discard one
of your cards. It's better than nothing.

-| Keep a PLAN card |-
	Always keep 1 or 2 plan card in your hand but don't keep
more. This card is very usefull when you need it but you won't need it so

-----------------------------[ Building ]------------------------------

-| New Types of ships |-
	Making new types of ships is very important because the ship
class with which you begin with are not necessarely very good. This is
making your own custom ship will make your ships a little more
balanced. There is 2 things to consider in designing new types of ships 
(1) The stats on your ships (2) The production cost and time.

	Yes, it is possible to make a DD with a hull of 9 with a lot
of big guns. The problem is that it might take you 6 months to build
it. The goal in designing new ship is not to make the most powerfull ship
possible. You must make ships that are well balanced, have few weak
point and are easy to build.
	The first important detail is that the number of point you have to
design your ship must all be spent. So if you have a lot of points left,
son't spend them in weaponry or hull because it will increase the time and
cost of the ship. Instead, spend it in cargo. Here are a few guidelines
about each stats of the ships :

Speed : Since it is not so expensive and it is very usefull, place a speed
of 40 for all types of ship. This will then give you flying ship ( Maybe
not flying but very fast ).

Hull : Is is not expensive but it influence a lot the ship cost and
time. So be reasonable. If you want to economise a little, place more hull
on the side and less on the front and the back since most of your ships
will be sunk from sides attack ( Generaly over 60% of them ). For
submarines, place the maximum hull since submarines are very fragile. Here
are a few example of hull assignment :

DD				CL
	3	4	2		4	5	4
       4 4     4 4     5 5	       5 5     5 5     6 6
      	3	4	2		4	5 	4
CA				BB
	5	6	5		7	8	8
       6 6     6 6     7 7	       8 8     8 8     9 9	
        5	6	5               7	8	8
	8	9			6	7	6
       9 9     9 9		       7 7     7 7     8 8
        8 	9			6	7	6

	9				5	5	6
				       5 5     6 6     6 6
					5	5	6

Cargo : Cargo has different uses according to the type of ship. Generaly
you spend all your spare point in cargo except for some ships where it
could be important.

BB, DBB : This is the number of scout you can have. So this is not so much
important but if you develop the rocket technology, this is the maximum
rocket you ca place. In this case you will need more cargo to hold more
rocket which is a good idea.

DD, CL, CA : This space can be use to store scouts, but if your ship have
torpedoes, it is the number of torpedoes on your ship. Try to place at
least 30 torpedoes ( You can use a maximum of 10 per combat ). For CA,
one thing you can do is to specialise them in rocket attack. if you do so,
place a lot of space on CA.

CV,CVL : The cargo indicates the the number of place you can place. On the
CVL, you should place 45 or 50 which gives you 2 group of 20 planes plus 5
or 10 scouts. On a CV, generaly place 90. It will have 4 groups of 20
planes plus 10 scouts. You cannot place more than 4 groups on a CV so if
you place 99 planes, you will have 4 groups of 20 planes plus 19 scout.

Sub : This indicates the number of torpedoes you have. One thing is for
sure, you never have too much torpedoes in a submarine.

Secondary Weapon :
	DD and CL has the possibility to equip torpedoes on their ship. If
you do not have torpedoes, then you will be able to stock scout and
rockets when you have the technology. Generaly, you should leave the
rocket and scout thing to the CA and the BB. Personaly, I equip all my DD
an CL with torpedoes. Of course, if you intend to make a special type of
design ( ex : DD with big gun ) you can remove the torpedoes.

Anti-Sea Gun :
	The level of anti sea gun should be set according to the type of
ships. Here there is a few Guide lines :

BB, DBB : Bttleship has one goal in life, have big guns. For a BB, you
should place at least 60 and Sea Gun. Generaly 70 or 80 will do the
thing. For the DBB, place 99.

CV, CVL : Those ship are the ones that does not need any guns. Generaly,
they flee from sea battle. Son instead of spending useless points, spend
them in Anti-Air defense instead. This is why I place 0 in Anti-Sea.

DD : Generaly, DD are more efficient when using torpedoes ( especialy if
you play the japanese ). This is why their gun might not be usefull. Then
again, if you are not getting any good results with torpedoes, you can
place something like 30 and Anti-Sea gun. 

CL : CL are like DD but a little stronger. Generaly you use torpedoes but
agains if you play the USA, placing from 30 to 50 in Anti Sea GUN won't be
so bad.

CA : These ships are like light battleship. This is why gun power can be
important if they don't have a lot of spaces for rockets. This is why I
recommend to place from 50 to 70 in Anti-Sea Cannon

Anti-Air Cannon
	This type of cannon is very important for all types of ship. This
is why you rarely ignore this stats. Here are a few guidelines :

CV,CVL : This is the most favorite target for planes this is why you
should place at least 60, but generaly place 70 to 80 in Anti-Air cannon 
to do the thing.

DD : These ships are generaly there to take the blow from air-strike. This
is why they need at least 40 Anti-Air defenses to kill most of the planes
when they passes. Placing more won't be so bad.

CA,CL : You should place an average of 50 to 60 anti-air defences on
these ship.

BB : Generaly 60 to 80 antiair defenses sould be correct for a battleship.

DBB : This is a moving forteress. Place 99 to keep your forteress

-| Keep some budget |-
	Don't forget to keep some budget when you finish to build your
forces because you might need some for the next month, for spies and for
building airports and harbors on your bases. This is why keep a minimum of
3000 of budget and 5000 material in your reserve. Don't forget that you 
need material to supply your bases, but still you can get supplies from
other base.
-| What should I build |-
	First, if you don't have at least 100 tranports, build
some. Second, for the ships, compare your reserves and you ships lost. If
you have like 50 DD in reserve don't build any unless you have made new
types of DD and want to try them. Try to plan your production in long
terms. Look at the type of ships you need, look at what you have lost
and evaluate your needs. Don't forget to look at your budget too. 

	Generaly don't build all the same type of ships. If you need BB,
don't build 6 BB in the same month. Build 2 BB per month. Because first
you will have more resources to spend elsewhere and second, if you
increease your industrial technology, you ship time to build will
decrease. A 6 month battle ship can be droped to 4 Months. This is why at
the beginning of the game it is not so recommended to build a lot of
ships. You should generaly start building more then 5 ship per month after
you have played for at least 4 month ( according to the first campaing ).

	For the planes, try to have an average of 40% fighter, 30% bomber
30% attack. Building Japanese planes is a little more complex since there
is a lot of type of planes. Some planes has only specific uses and others
don't. for example, if you develop a good land fighter, you can replace
all the FF on your base and by your new LF. This will give you more planes
for your fleet. So you must evaluate your need and look at what you have
on the field. Some time old models are not so bad and they have a good
production cost. In this case, you can continue producing these planes. It
is sometimes better to have more planes that are cheaper to produce.  

-| Removing planes from production lines |-
	If you intend to remove planes from your production lines make
sure that (1) you don't have any planes left (2) that you will sacrifice
them on an upcomming battle or (3) they will be stored on a lost base and
they will not move for there rest of the game.

	The reason why is that when a plane is out of production, you
cannot place in reserve or supply your fleets or bases with this type of
plane. Which mean that if on an aircraft carrier you have 2 groups of 10
planes, you cannot fusion them in a group of 20 planes. This can become a
real pain in the neck. This is why I am warning you about stoping
production lines.

| Chapter 4 : Combat                                                  |

-| Look or do not Look at combat |-
	There is situation where visualising combats can be more effective
than skipping them. Here are a few guide lines on when you should look at
the combat ( if you have the time to see them ). Generaly, most of the
decision sould be taken during sea combat because, air combat are generaly
solved very fast. As a general rules, when you look at the combat, the
casualites on both sides are higher.

Air strike
   Seeing the air strike might be a little more effective. It can increase
the total amount of damage you made to the ennemy.  Generaly,
always look at the air strike you make. If you want you can skip the air
strike targeted at you.

Fleet VS Fleet battle
   If you are under attack and your fleet is not strong enough to face
your ennemy, you can skip the combat. But generaly when seeing the combat,
you can easily evade ennemy fire since they generaly never heavyly
engage your fleet ( They only cross the map and fire when they can
). If you can destroy the ennemy, look at the combat because it will be
much more effective.

Fleet VS Base
   If you have like 2 or 3 fleet that need to shell marines on a base and
you are not in a hurry, you can skip the combat. It will take you more
days to kill them, but it won't bother you. If you need to conquer
rapidly, look at the combat. 

	If your base is under attack by an ennemy fleet and you don't
have any planes on your base you can skip the combat. If you do have
planes, see the combat because if you don't look, you will lose planes
which is sometimes not he case when you look the combat. If you suspect
that the ennemy has landing troops LOOK at combat because if can be
sometime be easy to sink 1 or 2 transport before they land reducing their
number from 100 to 75 or 50 which is very important.

-| Delegate or do not delegate combat |-
	During combat, there is 2 ways to manage your forces : Delegation,
orders, direct command.

Delegation : You give the command of your force to the computer. The
computer will make the rest of the combat without asking you any

Orders : You generaly give a target and the computer will make sure to use
your fleets to accomplish this goal. For example, if your target is CV,
the computer will move all your ship to make sure that they all target the
CV in the ennemy fleet. When all the CV will be sunk, you will be asked
for another target.

Direct Command : You control the action of all your forces one by one. You
can move them and decide which target you want to attack. The only
drawback is that it is slower to play this ways ( due to the game's slow

	Here are a few guide lines for each type of combat :

Air Strike
	Since the combat is short and some times you must carefully plan
each attack of each group, use the direct command. It will allow you to
make sure that your planes attack the right target.

Sea VS Sea
	Each movement and facing of your ship is critical. You cannot
allow the computer to make bad movement or long range shelling. So use
direct commandall the times for great results.

Fleet VS Base
	When shelling a base, give orders to all your ships excepts 1 ship
that will stay in direct command. At the beginning to the combat, you move
the ship where you want them to be. Then you give them orders. If you keep
a ship in direct command, you will be able to easily cancel the orders of
the other ship if the combat situation change. You should use this
technique for 2 reasons (1) you don't lose time for seing the attack range
square being drawn 1 by 1 (2) you make sure that your fleet will be very
close to the shore when shelling ( if it is your intension). If you land
troops, direct command your transports ( look below "Landing troops
without casualties" ). 

-| Landing troops without casualties |-
	There is a way to make sure that you won't lose any troops during
the landing. First, you must make sure that you have 1 transport with
landing forces and another transport with fuel or empty. Second, make sure
your transport are in direct command.

	You'll notice that the ennemy land forces are placed from left to
right which mean that most of the time ( when there is less than 4 ennemy
land forces ) the right side of the shore will not be defended. This is
where you should land.

	Second thing to notice is that the ennemy will always attack the
ennemy closer to him. So the technique is to make the fuel transport
closer to the ennemy than the land troop transport. In this case, the
ennemy will attack most on the time the fuel transport and leave the troop
transport alone.

	This is why at the beginning of the combat, make sure that your
fuel if to the left and your land transport is to the right. Move your 2
transport diagonaly to the right side of the battle field. Move both ship
at the same time and make sure that the fuel transport is ahead the land
troop transport. You should be able to land your troops on the 9th or 10th
combat turn.

-| Shelling a base |-
	Here is a few guide lines on what to shell during base shelling :

Supplies : Don't shell the supplies, it does not worth it. There is too
much supplies on the world map. Before, the ennemy is out of supplies it
will take a lot of time. Of course, if the ennemy cannot supply it's base,
it could be a good tactic but generaly you need those supplies for
yourself so don't waste your shells.

Airport : Shelling airport is very efficient. If you want to occupy the
base, make sure you don't destroy all the planes because if you do so, the
next attack will damage the airport and you will have to wait 1 month
before it gets repaired. Generaly, the number of plane you destroy is
proportional with the number of planes on the airport. Which mean that if
you only destroy 1 or 2 planes per attack, there is not much planes left
on the air port so stop shelling the airport.

Land Forces : The most popular thing your fleet will do is shelling the
ennemy land forces. Generaly, the goal of base shelling is in destroying
the ennemy land forces. So this is your primary target.

Factory : You can shell the factory if you wish. It is supposed to reduce
the productivity of the nation. The ennemy will need to use base upkeep
budget to repair them. Still I'am not sure if it is very efficient.

-| Air strike |-
	As a general rule, you use your FB and FA to hit the combat
ships. You sould first target the CV and CVL. Then chose what you
wish. Sinking DD will be very easy but the ennemy will not lose much of
his force's power. While sinking a BB is a bit more difficult but it might
help you a lot.

	The FF are generaly there to protect your air force aginst ennemy
escort. If they have a chance to attack the fleet, make them target
the transports since they can be easily sunk even with a fighter. Try to
sink ships in both transport group to make sure that all land forces will
be weakened.

	If you shell a base you should use you FB and FA to shell the land
forces or the airport while you use your FF to attack the airport.

-| Submarine Warfare |-
	Ennemy ships can easily track your position according to where you
fired torpedoes. Which mean that if you fire torpedoes too often, the
ennemy will easily track you and sink your sub. The technique you should
use is to alternate your attack. You use 1 turn to move and attack, the
next turn you move but you don't attack. Then again move and attack, then
you move without attacking. Repeat this process until the end of the
combat. Generaly the results are efficient ( if you are playing the
japanese ) and the casualties will be much more lower for your sub.

-| Naval Warfare |-
	Here are a few guide line on how to order your ship in a naval
battle according to the type of ships :

CV and Transport : It can be resumed in 1 word RUN. Move your ships to the
left and move them up to end of the battle field and make them retreat.

DD, CL : Move them close enough your ennemy to be in torpedo attack
range. Strike you ennemy from the side and move behind then to strike them
when they pass.

CA, BB :  Dive in the ennemy fleet but still watch for ennemy torpedo
range. You can use the same technique as DD which is you stay on the side
and shell the fleet while it passes, but you can also place your ships at
the bottom of the battle field where the ship must pass. This will force
the ships to change their movement ( slowing their retreat ) and you will
be able to shell them while they are comming. Still look out for
torpedoes. If you get trapped between 2 DD or 2 C, it can be deadly.

-| Efficient Anti-Air defense |-

	I have not tested this one but it is said that if you have a lot
of infantry on a base ( like more 3 or more ) each infantry will have a
better anti-air defense even if the planes only attack one infantry at a
time. This trick should work in both ways which mean, when your under
attack, try to place more troops on your base to reduce casulties and
increase you kills. When you attack a base with a lot of troops, don't
attack the infantry. I don't know if this trick works in all cases and I
have not had a chance to test it yet. 

| Conclusion                                                          |

	So this is it. It is the PTO 2 FAQ. I hope it will help you to win
the game and of course being able to win an higher difficulty level. All
the strategies in this FAQ are not absolute, they can be many others but
this is the one I use.

	The tricks where generaly found by intensive playing and computer
fooling. If you find some other trick or other ways to fool the computer,
send them by e-mail and I will add them to the FAQ.

	If you got any question to ask or any errors to report about this
FAQ, don't mind sending them by E-Mail.

	Finaly, take note that English is not my native tongue so it is
possible that this document contains typing, syntax or ortograph errors.

							Have Fun

-| References & Contacts |-

Eric Pietrocupo
Nickname : The Shadow
E-Mail : ericp@ariel.bdeb.qc.ca
The author of this FAQ.

Ian St-Laurent
Nickname : ( Too much of them to state them here ).
A PTO2 fan and fiend who give me some comments on my FAQ

Andre Leclerc
E-Mail : andre.2.leclerc@hec.ca
Somebody who E-mailed me to give some additional tips.

Instruction Booklet
The instruction book contains a lot of important details, so it is
sometime usefull to read it. ( Especialy if you are new to the game ).

This FAQ has been distributed on www.gamefaqs.com