MILITARY 
     MADNESS  v1.2

--For the Turbo Grafx-16 and Turbo Duo--

By  Kevin "Kev" Lee
kev@buckeye-express.com

Contents:
I.       Legal Stuff --OR-- Plagiarism Is Bad, M-Kay?
II.      Introduction --OR--Why I Actually Wrote This Silly Thing
III.    The Story of Military Madness --OR--Those Crazy Axis Are At It Again
IV.    Units --OR-- Things That Kill Things
V.     Gameplay and Secret Stuff  --OR--How To Use Things That Kill Things
VI.    Experienced Units OR-- Smart Things That Kill Dumb Weak Things 
VII.    Stage Strategies --OR--How To Try To Not Get Killed With Things
VIII.   Game Secrets--OR--Skipping Ahead When You Can't Kill Things
IX.  Conclusion --OR-- I've Had Enough Of The Killing Of Things
a.  Revision History  --OR-- Yes, I Spent That Much Time Writing It!  So What?
b.  Special Thanks--OR--People That Made My Life A Little Easier
c.  Author's Note --OR-- A Few Rants For Those Of You Who Are Still Here


I.   Legal Stuff --OR-- Plagiarism Is Bad, M-Kay?:
	This FAQ is the property of me.  Anything contained within the FAQ is mine and 
not yours.  Do not link directly to this FAQ.  DO link to the sites it may be on, but 
not to the FAQ itself, because it's just plain rude and not nice.  Actually there are 
other legal and moral implications, but if you don't care about those you'd probably 
steal from your dead grandmother anyway, so just be a moral and upstanding person and 
don't steal my work or try and sell it or use it in any way without asking me first.  
All copyrighted material and all owned materials from various sources are owned by 
their respective companies and are not mine and I'll make no attempt to say that they 
are, so don't say that I did.

Military Madness a.k.a. Nectaris is a copyright of Hudson and if I don't say this they 
may send some heavy hitters from Jersey after me...

Yes, people, there is a Playstation version of this game, but for this FAQ we are 
talking about the TG-16 version here.  Do not email saying that something was wrong or 
whatever unless you have played the TG-16 version and are specifically complaining 
about that.  I personally think that the Playstation version is dumbed down and there 
are some translation and port errors on that version from what I've heard AND I 
haven't even played it, so just drop it.


II.    Introduction --OR-- Why I Actually Wrote This Silly Thing:
   	Military Madness is a wonderful turn-based strategy game by Hudson.  Back in 
1991 and 1992 this game pretty much ate up all of my college time.  Instead of going 
to class like a good college student should do (should) I holed up in my dorm at Ohio 
State University playing Military Madness from a borrowed friend's Turbo Grafx-16.  He 
had all sorts of games for the system, but Military Madness kept me playing for 
ridiculously long hours and probably contributed to my general lack of college life.  
Of course, the Super Nintendo came out about that time too and I'm sure that didn't 
help matters either, but anyway....  So, why am I writing this?  I have probably one 
of the nations highest logged amount of hours playing this game, since I play it at 
work.  Now a few of my co-workers also play it and constantly ask me how to get 
certain units to do certain things, and how to get past this and that stage.  I love 
answering their questions, seeing as they are more than happy to answer all of my 
questions about why TCP/IP acts like such a baby sometimes and Net Gear routers are 
such a damn pain to configure.  So, I'm writing this for people who try this game out 
and like it, but the computer seems to always have a slight edge.  It always did with 
me until I learned some very important tricks, which I'll get to later.  Ok, I'll shut 
up now and get to the heart of matters.


III.    The Story of Military Madness --OR-- Those Crazy Axis Are At It Again:
	 Ok, the story.  Well, it seems in the 21st century, the Moon has become a major 
source of fuels and resources.  All nations of the world that can mine the Moon are 
doing so and the materials the Moon provides are extremely valuable, seeing as the 
Earth is running out.  However, the Axis empire (sometimes you can't keep a good evil 
superpower down, right Sigma, Dr. Wily, Bowser, Diablo, etc.?) suddenly attacks the 
rest of the Moon mining operations and stakes claim to most of the Moon.  On April 
6th, 2089 they capture most of the Moon and begin stockpiling materials in order to 
build a super missile that will devastate the surface of the Earth.  The Axis capture 
most of the key leaders of the Allied forces as well and put them in prison camps.  
The Allied forces must rescue their key personnel from the prison camps and fight 
their way to the final showdown in order to stop the Axis from launching their S.A.M. 
or Super Atomic Missile at the Earth and destroying it completely, blah, blah, blah, 
yadda, yadda, yadda.
	Ok, I'm stoked, but don't think of the storyline for the entire game.  I'm sure 
once you start playing this game you'll forget about the story within six seconds.  
Think of each map as a point that needs to conquered in order to move on to your 
ultimate goal: beating the crap out of the sissy Axis.


IV.   Units --OR-- Things That Kill Things:
	In this section I will detail the units under your command and your opponents 
command and what they do.  These units can be called things, but to get out of this 
rut, I'll simply refer to them as their appropriate name.  A "Charlie" will henceforth 
be referred to as a Charlie, and not a thing.  Ok, that's cleared up; moving right 
along.  Each unit has basic strengths and weaknesses.  I'll give you the stats on each 
unit including speed, armor, attack, shift and so on. I will group them according to 
type so their usefulness isn't all mixed up and annoying to look at as well.  After 
that, I'll give you my personal impression of the unit.  I won't put the information 
that the game displays, since if you are playing the game you can read that all you 
want and as much as you want.  This FAQ doesn't need to be twice as long because I add 
all of the text you already have access to.  Here we go, and pay attention, because 
there may be a quiz later.

Each unit has stats that make it stand up to other units in combat.  Each unit 
possesses; shift, land attack, air attack, range and defense.  Knowing how to use 
these values obviously helps one maximize the usefulness of each unit.  The 
descriptions of each stat are as follows:

Shift  How many hexes the unit can move.  This number will be the maximum amount on 
roads and sometimes flat ground, but will be significantly lower if the ground is 
cracked, there are mountains in the way or there is a crevasse in the ground.   Only a 
handful of units can traverse mountain ranges and most but not all units can drive 
over cracked ground.

Attack Land  This basically tells you the power of the unit in attack force against 
other units that are on the ground.  Most units can only attack others on the ground.  
A few units can attack air units and ground units, and there are just a couple of 
units that can only attack air units.  Obviously the higher the number in the Attack 
Land value, the more offensive power the unit contains.  This doesn't always mean a 
sure victory however.

Attack Air  This is the counterpart to Attack Land.  Some units have the ability to 
fire into the air from the ground, or attack other air units.  This value means 
nothing to those units on the ground.  Again, the higher the value, the more offensive 
power the unit has when firing on air units.

Range  This value represents how many hexes away a given unit can be when attacking 
another unit.  In almost all cases this number is one.  A unit has to be directly next 
to another unit in order to attack it.  However there are a few units that utilize 
long distance or indirect attack methods.  These special units can fire from as far 
away as six hexes, which makes pummeling the enemy easier for you while he tries to 
get closer to you.

Defense  This is the last value on any unit and by no means the least important.  
This value is a representation of a units' ability to defend from attack.  This number 
is what one should be looking at when attacking another unit, as the attack 
capabilities will directly attack the defensive capabilities of the unit under attack.  
If defense is high and attack power is low, it may be foolish to waste a turn firing 
into a unit when the shots won't hit their targets.  More on why later.

-Special Units-:
	So why start with the special units?  Some of these units, especially one in 
particular, show up on absolutely every map that you fight on.  These units are 
special because they don't follow the rules that all of the others do.  These special 
units come with special instructions

CHARLIE:  Shift=3  Land Attack=10  Air Attack=10  Range=1  Defense=4
	Oh, the nasty Charlie unit.  This is hands down the weakest single unit in the 
game.  However, leave it up to the people who create any strategy game to make the 
weakest unit the one that can single handedly win entire scenarios.  This poor excuse 
for a unit is basically a group of foot soldiers using standard rifles.  This unit has 
terrible attack and defense and should be used for nothing other than their main 
purpose; taking over buildings!  These guys can use a turn to run into a factory and 
capture it, thereby letting you take over the factory to use as a repair bay and 
giving you all of the neutral units that currently reside inside.  Later maps in the 
game will be your Charlies trying to outrun the computer's Charlies to the available 
factories.  Charlies can take over a factory that has already been taken over as well.  
Whoever gets there last is usually the winner.  In some cases, the computer may take 
over a factory and put some of the units on the map.  Due to space restraints outside 
of the factory, some units will be left inside.  If you can get a Charlie close enough 
right after the computer takes over the factory, next turn you take it over and not 
only get the rest of the units inside, you take his Charlie as well, making it that 
much harder for the computer to take any other factories over.  Since these 
monstrosity units can take over factories usually they should be eliminated if you get 
the chance.  The other reason is if an enemy Charlie runs into your main base, also 
known as a prison camp, then the map ends immediately.  The computer loves to try and 
sneak a Charlie past the main action and walk straight into your base while you have 
its main attack force tied up.  Remember that the computer doesn't care when the game 
ends.  You will when the computer takes over your base in the 26th turn.  In a 
nutshell, if you are using these to attack tanks, you are a doofus unless you have 
some sort of backup.  Keep these guys out of main combat.

KILROY:  Shift=2  Land Attack=40  Air Attack=10  Range=1  Defense =10
	Well, the Kilroy isn't much of an upgrade from the Charlie if you ask me.  This 
guy is the same as a Charlie but with WAY more attack power, after all these foot 
soldiers carry shoulder mounted rocket launchers.  They get more than twice the 
defense, but you still shouldn't use these guys for main attacks.  They can be used 
for a kind of coup-de-grace when attacking weakened units, but not as a primary 
assault.  They are also horribly slow with only a two for shift.  Don't use these guys 
to attack air, either.  A "ten" is another way of saying "I suck" so just let sleeping 
Kilroys lie.  These guys can take over buildings just like Charlies, but don't expect 
to win any races trying to get these guys to the factory.  Best moved in a transport.

PANTHER:  Shift=9  Land Attack=10  Air Attack=10  Range=1  Defense=8
	Ah, the Panther.  In a nutshell, the Panther is a Charlie on a motorcycle.  No 
easier way to put it.  However don't let the "double defense" fool you.  A tank or 
rocket unit firing on these things is almost considered target practice and killing 
these units is like swatting flies.  Panthers make terrible attack units.  However, 
they are the absolute best unit at taking over bases and factories.  With a massive 
shift of nine, only a few units can actually move farther in a single turn than these 
guys.  Although they can move quite far, they do have a major drawback and that is 
that they can't move across mountains or cracked ground.  This makes it difficult to 
plan movement for them sometimes as their hex movement grid looks like a shotgun blast 
to the monitor.  If the map has roads, then these guys on the road can move far and 
take over buildings with ease.  On a few maps though there are no roads and Panthers 
are not much better than some other units when it comes to movement.  Another unit to 
keep out of the main battle.

TRIGGER:  Shift=N/A  Land Attack=N/A  Air Attack=N/A  Range=N/A  Defense=80
	This very unique unit is the last of the special units.  This unit just kind of 
sits there like a bump on a log and does nothing more than hinder progress of 
advancing units.  This unit has no movement capability and must be transported on 
either a Mule or a Pelican.  It can only be moved once.  Got an area on the map that 
the computer must squeeze units through in order to get to you?  Use the extremely 
high defense of the Trigger to interrupt its movement.  Enemy units can't pass more 
than one hex past an enemy per turn.  Combine that with the ridiculously high defense 
of the Trigger and that usually means that the unit in question will take at least two 
turns to move two hexes.  These are a great way to keep enemy units from moving past a 
certain location or to deter one from moving through an area.  These must be attacked 
in order to be removed from the battlefield, and not too many units attacking solo 
against Triggers may even hit them.

-Transport Units-:
	Transports are easy to explain.  There are only two of them, being the Mule and 
the Pelican.  The Mule is a truck and the Pelican is a flying truck.  Both are used to 
transport almost any other unit in the game to another location because the unit being 
transported moves like molasses, or in some cases, doesn't move at all.  Both 
transports are very lightly armored (papier-mch comes to mind) and the Pelican is 
unarmed and can't defend itself.

MULE:  Shift=6  Attack Land=10  Attack Air=10  Range=1  Defense=10
	This is the ground-based transport.  This shows up early on and is on almost 
every map in the game.  This unit is great for moving Charlies, Kilroys, Triggers and 
Atlas guns.  The only fatal flaw for the Mule, besides the lack of attack and armor, 
is if you are transporting a unit and the Mule falls under attack.  If eight Charlies 
are loaded into eight Mules and six Mules are destroyed in combat, then now not only 
do you have two mules, but you also only have two Charlies.  This works for the 
computer as well.  Just find a unit in transport and try to destroy the Mule.  
Whatever the Mule was carrying goes up in smoke along with the Mule.  The high shift 
on the Mule makes it ideal for a backup unit if nothing else is available, just 
remember that an attack of ten isn't going to get one much of an attack bonus.  In 
most cases, these should be kept out of combat unless the unit being attacked is 
either almost completely destroyed or is very weak anyway.  The Mule, due to size 
constraints, is not allowed to carry the Giant tank.

PELICAN:  Shift=9  Attack Land=N/A  Attack Air=N/A  Range=N/A  Defense=10
	Easily the best transport, the Pelican has a high movement and can carry any 
unit in the game, including the Giant Tank.  In fact, the Pelican and the Giant make 
an unbeatable team.  The Pelican's movement and ability to traverse any obstacle in 
the game makes up for the Giant's lack of movement.  Keep in mind that the Pelican 
can't defend itself in a fight and is extremely susceptible to being wiped out in one 
volley of attacks from either the Hawkeye surface-to-air missile battery or the Falcon 
air superiority fighter plane.  Keep the Pelican away from the Seeker mobile flak guns 
as well.  Sometimes if the Seeker is lucky it can kill all of a group of Pelicans in 
one turn.  This is rare but the Seeker is an anti-air tank and is particularly good at 
shooting at units in the air that can't shoot back.  A great strategy to use if the 
computer doesn't have a lot of air units at the time when your Pelican is loaded is to 
park the big plane in the middle of a mountain range.  This way the only vehicles that 
can attack are air based, and if none can reach you, then you are completely safe.  
When your turn comes around again just take off from the middle of the mountain range 
and try to stay near broken land.  That way ground vehicles have a harder time getting 
to your location.  If the loaded Pelican falls under attack and survives with many 
casualties, simply fly directly into a factory and both units will be repaired at the 
start of your next turn.

-Air Combat Units-:
	The next three units are the air units of Military Madness.   These three planes 
have very different roles but are all quite powerful.  These units start to appear 
regularly in the later stages and are in almost all of them once they appear.

FALCON:  Shift=12  Attack Land=N/A  Attack Air=90  Range=1  Defense=30
	Now this is a fighter plane.  This is the pinnacle of air attack units.  It has 
the absolute highest air attack power of any unit in the game and can destroy other 
air units completely in one or two turns.  This vehicle is the Pelican's bane.  
Falcons can frequently wipe out entire groups of Pelicans in one volley and that 
combined with a shift of 12 makes it the most mobile unit in the game as well.  There 
is one fatal flaw about the Falcon, and that is complete lack of any ground attack.  A 
group of Charlies can fire into the air without fear of retaliation from these flying 
death machines (however it isn't recommended more on that later).  The Hawkeye 
surface-to-air missile battery can chew Falcons up and spit them out, so it is 
recommended that you keep them away from the Falcon.  The game documentation suggests 
keeping the Falcon away from the Hunter as well, but in most cases the only unit you 
have in which to combat the Hunter just so happens to be a Falcon unit.  The mediocre 
defense of the Falcon gets hammered by the very powerful Hunter.  However, the more 
powerful attack of the Falcon helps fight back against the Hunter.  Rock, Scissors, 
Paper.  Or in this case, Rock, Rock, and a really big Rock.  A lot of Falcon/Hunter 
fights can go either way, so if you don't like how the fight goes, you can restart or 
just try and weaken the Hunters with Hawkeyes and Seekers and then use Falcons for the 
kill.

EAGLE:  Shift=10  Attack Land=70  Attack Air=20  Range=1  Defense=30
	This poor underrated plane is the ground attack version of the Falcon.  This 
plane can barely keep from getting killed by almost anything that fires at it.  
Hawkeyes turn Eagles into mincemeat.  Seekers do the same.  Hunters eat Eagles for 
breakfast.  However the Eagle has one huge use.  Tank bombing!!  Use the high shift 
rating to get behind enemy lines and wreck the computer's forces before they even get 
close.  Or, use the high shift to get those annoying Charlie/Kilroy/Panther units 
before they get to factories and take all of the units.  Try not to use the Eagle to 
fire on Pelicans, as the low air attack rating causes only a couple to be destroyed.  
If the Pelican is carrying a dangerous unit such as the Giant or Atlas, then it may be 
a good idea.  Keep in mind that due to how the game is played and how the computer can 
react to certain situations, the Eagle fulfills its primary role of bait/target 
practice rather well.

HUNTER:  Shift=11  Attack Land=70  Attack Air=70  Range=1  Defense=50
	Armored as heavily as a tank, has as much attack power as recoilless cannon on 
the ground and in the air, and has almost as much movement as a Falcon; the Hunter is 
a unit you will quickly learn to hate and covet.  Your army must be hard up for cash 
or something, but there is a decided lack of Hunters in your fleet.  The computer, 
however, seems to have thousands of these "Grim Reapers" with wings.  These vehicles 
will cause the destruction of more of your units than most other units on any map 
combined.  Huge attack power and high defense make them tough as nails and make them 
hit really hard in every confrontation.  In many later maps Hunters appear regularly 
and two of them on the same map can make life hell for any of your units.  The easiest 
way to take care of these monstrosities is from afar using Hawkeyes and sometimes 
Seekers.  However, due to the Hunter's high armor, the Seeker can usually only kill a 
couple of them.  In the meantime the Hunter is destroying four or five or more Seekers 
in the same volley.  Falcons are the only other unit that can match the Hunter's 
speed.  Keep the Eagle away unless you don't want the Eagle anymore.  An Eagle/Hunter 
skirmish usually results in the loss of one Hunter and six or more Eagles. If you are 
lucky enough to get one or two of these in a map they make great first strike units.  
Since they don't show up often enough to be a real help, you will spend most of your 
time figuring out how to kill them.  Hate them, but don't completely fear them.  As 
much as I've played, I've noticed that Hunters are frequently "unlucky" and sometimes 
completely whiff on the easiest of opponents.  Don't rely on this to much as an attack 
power of 70 versus any armor rating in the game is a huge gamble.

-Indirect Attack Units-:
	The next units are all of those that can't attack any unit that is directly next 
to it with one exception.  All of these units, save one, has a long firing range that 
can be used to "soften-up" or "prepare" a unit that is about to be directly attacked 
by air units or tanks.  These units can fire without fear of counter-attack but when 
directly attacked they can't defend themselves with any weapons.  These units are best 
used behind the main fighting lines to help the armor units and air units attack what 
is next to them.  Keep these units away from direct contact and they will serve you 
well.  Put them on the front lines and they become sitting ducks and target practice 
for enemy armor and air units.

HAWKEYE:  Shift =5  Attack Land=N/A  Attack Air=85  Range=5  Defense=30
	Plain and simple, the Hawkeye is a surface-to-air missile battery that attacks 
planes.  The Hawkeye is only used for this purpose and can't be used to attack any 
other vehicles in the game.  Only Eagles, Pelicans, Falcons and Hunters can be hit by 
an attack from this unit.  An important note as with any of the indirect attack units: 
The Hawkeye must be at least two hexes from its intended target.  If an air unit is 
adjacent to the Hawkeye, it can't attack it.  It can attack any other units that are 
in range, but not ones that are "parked" next to the Hawkeye.  Use this knowledge to 
your advantage and remember that you can put an air unit right next to a Hawkeye 
without being fired upon by it.  Another important thing to remember is that an 
indirect unit can only fire OR move in any given turn.  It can't do both.  If you move 
in a turn then you won't be firing.  If you fire then you won't be moving.  The 
computer loves to target indirect attack units and destroy them so keep in mind that 
you may have to flee in order to keep them from getting destroyed or surrounded.

HADRIAN:  Shift=4  Attack Land=45  Attack Air=N/A  Range=4  Defense=30
	The first indirect attack unit you are likely to see and probably the worst.  
Think of the Hadrian as a self-propelled howitzer.  It lobs semi-long range shells at 
enemy ground forces.  Being the first indirect attack unit that one comes across does 
unfortunately make it the least useful.  The armor isn't that great and neither is the 
attack power.  The range is only four so you must be relatively close to attack other 
units.  This is considered a 'wheeled' vehicle unlike a tank that is 'treaded' so 
rough ground will make it much slower when trying to move past hills and cracked 
ground.  One will unfortunately spend most of the battle trying to get the Hadrian in 
a decent position in order to fire.  The attack power is also low enough that it may 
deter you from firing into heavily armored tanks.  It may be a good idea to avoid 
firing at many tanks simply because a miss is worse than not attacking at all.  (More 
on this later.)

OCTOPUS:  Shift=4  Attack Land=60  Attack Air=N/A  Range=4  Defense=30
	This one is easy.  Take the Hadrian and add some treads, upgrade the shells to 
rockets and you have the Octopus.  This unit can more easily get to its targets and 
hits harder.  Other than that it has the same stats as the Hadrian.  It does have the 
same weaknesses as all other indirect attack units, such as the inability to directly 
defend itself and the inability to hit any target parked right next to it.  However 
this is a great long-range unit for firing into the masses.  The power is high enough 
that firing into tanks is not as dangerous as the Hadrian and this unit seems 
"luckier" than others when it is being attacked directly.  The computer will see these 
in action against you before you get a chance to use them.  Make sure you either stay 
out of range or bum rush the Octopus in order to prevent it from hitting your units.

ATLAS:  Shift=N/A  Attack Land=90  Attack Air=N/A  Range=6  Defense=20
	The Atlas is the final word in indirect attack power.  With a range of six and 
an unholy attack power of  90, this behemoth turns just about any land-based unit into 
smoking remains in just one or two volleys.  In order to make this unit more balanced, 
they took away any movement and the only way to move the Atlas is to pull it out of a 
factory and load it into a Mule or Pelican.  Move the Atlas to the desired location 
and you have the ultimate area defender.  Two Atlas guns next to each other is 
almost- completely impassible.  The high attack power rips though targets with ease.  
However, once it is placed on the battlefield, it can't move anymore, so place wisely.  
Air units also have a field day with Atlas guns.  Low armor and no air defense equals 
target practice for Eagles and Hunters.   This is another weapon that can be rendered 
ineffective if you can "park" next to it.   The computer, again, seems to have a large 
stock of these mighty weapons.

LYNX:  Shift=6  Attack Land=40  Attack Air=10  Range=2  Defense=20
	The Lynx is probably the most difficult unit to categorize and use effectively 
in combat.  With a range of two, this is an indirect attack vehicle.  The range is 
ALWAYS two, so if you are three hexes away, you can't fire on your opponent.  If you 
are one hex away, you can't fire on your opponent.  This is a "sidelines" and "hit-
and-fade" vehicle because it has the unique ability to move and then fire and then 
move again.  Only the Rabbit shares this ability.  What makes the Lynx special though 
is the ability to pull a "drive-by shooting" which no other vehicle can do.  Only the 
Lynx can get close to an enemy unit, fire a bunch of low altitude rockets into their 
midst and then drive off without coming close to getting shot at in retaliation.  The 
other problem with the Lynx is its ability to fire at air units.  Obviously because of 
its low air attack power you would want to keep it away from attacking air units in 
the first place, but it has to be adjacent to the air target in order to attack it 
this way.  Therefore, it gets a 'victory' shot at Eagles and Hunters, but not much 
more than that.  If a Hunter group attacks your Lynx group and you destroy one of the 
Hunters, consider yourself lucky because it may never happen again.  The low defense 
of the Lynx makes it a good target for armor units.  The tend to roll up and blast 
half or better of the Lynx group to kingdom come and they can't even do anything about 
it.  The Lynx group will just sit there and take its lumps being an indirect attack 
unit and all.  Try not to use the Lynx as a primary attack unit or an indirect 
"pepper" unit like the Octopus and the Hadrian.  The Lynx is better off being used as 
a "finishing move" since the attack power is usually too low in order to do any real 
damage.

-Armored and Direct Attack Units-:
	Well, finally it's the cream of the crop.  The direct attack units that just get 
in your opponents face and slug it out with them.  All of the units save one are tanks 
of some form or another.  The final unit is more of a dune buggy with a giant 
firecracker on top, however these units still must all be directly next to their 
opponent to fire, which of course means that the enemy will be firing back.  All 
direct attack units rely on attack power to destroy units and rely on defense power to 
attempt to avoid being destroyed in the process.  Obviously, some direct attack units 
are better suited to being "front-line warriors" than others.

BISON:  Shift=6  Attack Land=50  Attack Air=N/A  Range=1  Defense=40
	This is the basic battle tank of Military Madness.   It's about as "bread-and-
butter" as a unit can come.  This unit is on almost every map and learning its 
strengths and weaknesses is a must.   It has average attack power and average armor 
when fighting one-on-one so try to give it some support if possible.  It's not the 
worst tank, but it's certainly not the best.  This is another good "final blow" unit 
to use in order to keep the stronger units in the front line.  Sometimes this unit is 
a good "bait" unit to use if you have a much stronger unit that you want to keep 
alive.  Throw the Bison out in front and have you other unit hightail it out of there.  
Far more often than not the computer will take the Bison "bait" and attack that tank 
group and let the other unit get away.  Not the most efficient way to win a scenario, 
but casualties are expected and they might as well be weaker units instead of stronger 
ones.

LENET:  Shift=5  Attack Land=45  Attack Air=N/A  Range=1  Defense=30
	Although the Lenet is probably the worst direct attack unit in the game, it does 
have its uses.  Thankfully, it only shows up on a few maps and usually it is in the 
computer's army and not yours.  Papier-mch armor,  a cork gun for main weapon and 
low movement make it less than wonderful.  If this unit doesn't have any backup or 
supporting units a direct assault against almost any other unit is suicide.  I don't 
know if I have ever personally had a Lenet unit fire into an enemy group that can fire 
back and not lost at least one tank.  This unit is best suited for firing on units 
that can't shoot back or weakly armored targets such as Charlies and Kilroys.  Be 
careful against Kilroys though as the attack power of both units is near equal and 
while most of the Kilroys may be destroyed, most of the Lenets are sure to be 
destroyed as well.  This unit seems to be "unluckier" than most and will frequently 
lose to what should be an overwhelming victory.  Use this unit with much caution.

SLAGGER:  Shift=7  Attack Land=50  Attack Air=N/A  Range=1  Defense=50
 	Maybe it's the sleek, aerodynamic look of this tank, but for some reason it 
ranks pretty high on the "luck-o-meter".  Unfortunately, you don't see many of these 
in your forces and that is quite a shame for this seems to me to be one of the best 
tanks in the game.  It's only a minor upgrade from the Bison but against the Bison it 
does very well.  In fact it does very well against all opponents only really seeming 
to lose completely in a few instances.  The computer gets quite a bit of these things 
and you'll learn to hate the name Slagger right along with the name Hunter.  'Nuff 
said.

TITAN:  Shift=5  Attack Land=60  Attack Air=N/A  Range=1  Defense=50
	Another overly powerful tank that you won't get too many of, probably due to the 
fact that the computer loves to have overwhelming odds sometimes.  The Titan tank is 
an upgrade over the Slagger and fights even better but at least seems to have normal 
luck compared to its extremely lucky friend.  This tank has the uncanny ability to get 
in tons of fights and just not die.  This of course makes your life miserable because 
you usually are fighting it, not fighting with it.  It does make a powerful frontline 
battle tank, however, and should be used as such when you control them.  Thankfully 
the movement is a bit slower than most tanks to make up for its tough armor and 
fighting power.

POLAR:  Shift=4  Attack Land=60  Attack Air=N/A  Range=1  Defense=60
	Now here is tank you can write home to Mom about.  As powerful as the Titan and 
better armored, this baby is a personal favorite of mine.  The low shift makes it 
difficult to quickly get to a fight, but once there it holds its own quite well.  This 
tank seems 'unluckier' than some and will take some pretty bad knocks against 
sometimes sure victories.  This tank basically trades speed for everything else.  Keep 
it in front.  You'll get quite a few of these to make up for the computer's overuse of 
Titans and Slaggers.

GRIZZLY:  Shift=4  Attack Land=70  Attack Air=N/A  Range=1  Defense=50
	A strange tank that is also the most powerful of the 'normal' tanks, this one 
trades speed and armor for a 'recoilless' rifle that has an amazing 70 attack power.  
However, this tank is less armored than it should be and therefore also seems to have 
poorer 'luck' than some.  Even though the attack rating is very high it still 
sometimes manages to do poorly in a firefight.  Even if it has poor direct attacking 
ability sometimes it makes an excellent backup unit (more on that later) and can 
greatly increase that attack power of other units.  As stupid as it may seem, this is 
an excellent defense unit that is great for defending against marauding Charlie, 
Kilroy and Panther units.  Leave it at home and use it as a very powerful doorstop or 
chokepoint clogger.

GIANT:  Shift=2  Attack Land=90  Attack Air=40  Range=1  Defense=80
	If ever there was a vehicle that could best be described as a moving concrete 
building, this would the answer.  The Giant is by far the most powerful land unit.  It 
has a whopping 90 attack against land units, almost always completely destroying all 
but the most powerful units.  It has a huge 80 for defense, which makes it very tough 
and even tougher to kill.  It can also fire into the air with an attack rating of 40, 
but this shouldn't be used against anything but Falcons and Pelicans as Eagles and 
Hunters are powerful enough to defend themselves without taking too many casualties or 
any at all in some cases.  Obviously with a shift rating of only 2 this tank sometimes 
takes ages to cross to where the fighting is.  Sometimes again, that is part of the 
strategy.  If the computer gets a Giant, it is usually far from combat and will take 
some time before it can be brought to battle.  Other times both sides will get a Giant 
and they will both enter combat together, usually "canceling" each other out.  This is 
unfortunately a terrible waste of firepower and should be avoided if possible.  Try to 
bombard Giants from afar using indirect attack methods, Atlas guns preferred to kill 
one or two per volley.  At least the Giants can't fire back.  Be sure to try and 
eliminate any Pelicans as soon as possible as well, or the computer will carry the 
Giant around for quick assaults that will lead to your untimely demise.

SEEKER:  Shift=6  Attack Land=30  Attack Air=65  Range=1  Defense=30
	Hmmm what is this thing? It fires into the air, can fire at land targets and 
it pretty fast.  It's a tank no, it's a truck no well.. Technically it's a tank.  
The Seeker is just about the Jack-of-all-Trades as you can get in Military Madness, 
but like any Jack-of-all-Trades it's also a master of none with one exception.  It is 
not a great weapon to use in a direct assault against other ground units but can be 
used for backup.  It's fast and can cover quite a bit of ground very quickly.  The 
best use for the Seeker is firing into the air at Eagles, Falcons and Pelicans.  Try 
to keep it away from the Hunter or the Seeker will most likely be reduced to slag.  
Eagles, Falcons and Pelicans do not have the armor rating to stand up to the Seeker's 
powerful anti-air guns.  The Hunter has a slightly higher armor rating than the 
Seeker's attack, but the Hunter's attack power is far greater than the Seeker's 
cardboard armor.  Try to keep this unit away from most tanks as they will stomp 
Seekers into the ground without much worry of retaliation.  Another good 'bait' unit.

RABBIT:  Shift=8  Attack Land=70  Attack Air=10  Range=1  Defense=20
	An exceedingly overused unit in the game, this "open-topped Humvee" is a fast in 
and sometimes fast destroyed unit.  It has amazing attack power against land units but 
the very poor armor gets it killed as quickly as it fires its rockets into the enemy 
forces.  The air attack power is so bad that attacking any units in the air is almost 
a complete waste of time.  This unit is best used to "sneak" around the back and help 
other units in attacking or as a quick strike unit designed to cross the battlefield 
quickly so that it can stop enemy units from advancing.  This is another unit that 
will show up in almost every map and using them is not only a necessity, it's a 
requirement.  Using the Rabbit effectively on some maps can be the difference between 
a long conventional war and a several turn skirmish.

V.  Gameplay and Secret Stuff OR-- How To Use Things That Kill Things
	I'm not going to go into detail about how to move units or how to capture bases, 
after all you can read the manual, right?  You also have access to a "knowledge base" 
of sorts from the title screen as well that explains things like taking over bases and 
moving units and placing units inside transports.  The information listed below is a 
compilation of information that I have gleaned, noticed, studied, etc. on Military 
Madness and the secrets I have found that help one take a small army and decimate a 
large one.  Keep in mind that some of these values are not entirely accurate as it 
takes many factors to get some of these numbers.  I'm sure someone knows exactly what 
the formulae are for calculating attack rating and defense and so forth, but I'm 
simply going to tell you how to get the numbers to do what you want them to.  I will 
just break this information down into a list and one can read what they want and use 
this knowledge to help them better attack and defend against any threat.

---Taking over factories is important.  A lot of maps have set factories that the 
computer and yourself will take over without much fuss.  In a couple of cases with 
very careful planning and a little luck, you can take over a factory you weren't meant 
to have.  Keep an eye out for factories in the center of the map and try to take the 
one farthest from you.  You can then come back into friendly territory virtually 
unmolested to take the others.

---If the computer is going to take that factory anyway, learn where units can exit 
and which hexes they will occupy when they come out of the factory.  Park a whole 
bunch of units around the factory and the computer won't be able to pull his brand new 
units out.  Then sneak a factory capturing unit into the factory and you get all of 
the units and the computer's unit that it used to take the factory in the first place.  
Double duty!  Be careful, as the computer will sometimes sacrifice scores of units in 
order to retake a factory that you have stolen from it.

---When a unit attacks it gets bonuses to attack if any other friendly units are 
"ahead and to the sides" of the attacking unit.  Sometimes it is better to move a 
weaker tank unit (Lenet, Bison) ahead of the attacking unit so the attacking unit gets 
a bonus.  This aids in combat for the attacking unit and can turn 'regular' tanks into 
powerhouses.  The greater the attack power of the supporting units the bigger the 
bonuses.  For fun, try supporting a Charlie with a Giant.  The Charlie's attack power 
may multiply by a factor greater than 20 in some cases.  Support with two units and 
get an even bigger bonus.

---Just as supporting units give an attack bonus, the opposite hold true when on the 
defensive.  During the computer's turn, units that are attacked with supporting units 
will get bonuses to defense.  This can many times be the difference between losing the 
whole unit, some of the members of the unit or not taking any casualties at all.  
Always try to keep units supported, as the computer has a tendency not to.  The 
computer may seem like it is supporting units, but probably is not doing it as a means 
to help units out, but more of an excuse because all of the units can't squeeze 
through a particular area.  Sometimes this can't be helped and single units just have 
to try and hold back what they can.  Be prepared to take heavy losses with this 
strategy and try not to use too many units as sacrifices.

---The easiest way to eliminate any unit in the game is to surround it on opposite 
sides.  If you can get a unit on both sides of any enemy unit and then attack it with 
the second unit, the attack and defense of the surrounded unit will be cut in half.  
This can make many fights against powerful units such as the Giant, Hunter, Slagger 
and Titan take much less time than would normally with a direct fight.  Be warned, as 
the computer loves to use this strategy with its highly mobile Hunter units.  This 
strategy isn't as effective against low armored units like Charlies and Panthers, but 
is excellent against the Giant.  For instance, in a normal fight a Slagger's attack 
and defense are about 450.  The Giant's armor is about 650 and attack is about 800.  
Surround the unit and 650 turns into 325 and 800 turns into 400.  Much more 
manageable.  During the attacking round of the surrounded unit, the values will revert 
to normal, so in most cases the idea of surrounding is to try and completely eliminate 
the entire unit.  Another secret about surrounding units is with an important rule 
that units can only advance one hex past an enemy unit per turn.  So, if a very 
powerful unit is surrounded by two very weak ones, next turn that powerful unit will 
only be able to move one hex in either direction.  This is great for killing mobility 
when the ability to kill the unit doesn't exist.  Keep in mind that the powerful unit 
will most likely not hesitate to attempt destruction of the weaker units that surround 
it.

---No air units left to fight with the Falcon?  Use it as a surrounding unit.  Use a 
slower tank to get next to an enemy to attack, but just before you do that fly the 
Falcon with it's very high shift around behind the enemy to cut the attack and defense 
numbers in half.  Use the Falcon as bait to cause some units to "waste" a turn firing 
into the air.  No units in the air to fight anymore?  Who cares when the Falcon makes 
good target practice for the enemy and it stops it from firing on your ground forces, 
which you'll most likely need later.

---No air units left to fight with the Hawkeye?  Too slow to use to surround against 
an enemy?  Use it as a support unit.  Even though it can't fight, the massive air 
attack rating turns into some nice bonuses for any land unit, attack and defense.

---Never and I repeat, NEVER let indirect attack units get to the front line.  Doing 
so will cause the enemy to direct all fire at them in order to destroy them as soon as 
they possibly can.  Yeah, they make great bait, but they aren't worth wasting unless 
the map is certainly yours.

---Park a loaded Pelican in the middle of a mountain range on the way to your 
destination to avoid being surrounded by ground forces.  Be careful that enemy air 
units can't reach you and that the occasional wandering Hawkeye isn't in range, or you 
may lose two units instead of just one.

---Experienced units rule.  Don't underestimate battle experience.  If you don't 
understand what I'm talking about, I'll explain it in the next chapter, so don't 
worry.  Just don't underestimate experience.

---A mean trick to use against the computer is to have a unit stay near a factory and 
fight and go into the factory and heal every other turn.  This unit will be almost 
indestructible.

---A loaded Pelican that flies into a factory is a quick shortcut when dealing with a 
damaged unit.  When the next turn comes around the Pelican and the unit that was 
loaded into it will be completely healed and ready to go.

---Remember that the computer will sometimes cheat.  All battles have a nasty "luck" 
factor that can cause the mightiest units to fall on their faces against the weakest 
of opponents.  Also remember that the reset button is right in front of you and you 
can just start the stage over again if the first couple of rounds don't go they way 
you would prefer.

---The computer will attempt to destroy your Panther units as quickly as it can.  Use 
this knowledge to lure the computer into nasty ambushes.  Also keep in mind that 
sometimes on a given map that your Panthers may not be designed to live longer than a 
couple of rounds, so don't spend everything you have trying to defend them.  Find a 
backdoor to that factory that you want.  On the other side, you will want to try and 
destroy the computer's Panthers as well, because left alive they will practically 
beeline to your base and if they make it in, you lose.

---All maps will end after 50 turns, so remember that you have limited time before 
your units mutiny on you.  If your units rebel, you automatically lose on the current 
map.  This is most common when you have a couple of units left and the computer has 
many Atlas guns left over.

---Plan on almost all fights on all maps as being total wins.  Do not plan any map as 
being a quick win by dropping a Charlie into the enemy prison camp and winning in 
three turns.  In order to win you must plan all maps as being a total victory brought 
about by the complete destruction of all enemy units.  Failure to plan this way will 
cause you to lose many units and lose them quickly.  Remember that the programmers who 
made this game thought ahead.  These guys were clever and filled in any gaps that 
would allow one to end maps quickly using this strategy.  In the meantime, remember 
that the computer will take your base if you leave it unguarded.  No force you can 
muster will win the map if the computer keeps taking your base behind your back.

VI.  Experienced Units ORSmart Things That Kill Dumb Weak Things
	While fighting you will notice that units get "stars" and "more stars" and 
finally a "big star" for continual fighting without being destroyed.  This is battle 
experience.  As a unit continues to fight and stay alive it gains this experience and 
in so doing becomes a better unit.  All units on a new map start with no experience.  
As the map drags on some units will have full experience and these units are very 
deadly.  In the first few maps, experience is not as necessary as the maps are small 
and the battles are few.  One can quickly surmount the odds that the computer 
presents.  One or two units may be quite experienced at the end of the scenario, but 
one cannot rely on this as there are no factories in which to repair these units.  In 
the middle maps, a unit with full experience is a force to be reckoned with but is 
normally uncommon due to their being so many units per side..  In the final stages 
many units will have full experience and because of this many fights are quite 
spectacular to watch, but again the "luck" factor rears its ugly head, probably due to 
the attack and defense values getting out of control.  In this section I will run down 
each unit and explain the benefits of full experience.  Treat any amount of  "stars" 
before the full star of experience as a bonus.  If a Bison with one small star attacks 
one with zero stars, then the Bison with one small star will have a very slight 
advantage against the zero star Bison.  If the zero star Bison outnumbers the one star 
Bison though, the zero star Bison will likely have the upper hand.  Think of stars of 
experience as all of the current members of the unit just being better combatants.  If 
a damaged five star unit enters a factory, it will emerge next turn as a full unit 
with five stars.  Needless to say keeping experienced units alive is the difference 
between victory and death on many later maps.  Experienced units should be withdrawn 
from the front lines when they have incurred many losses as they will be much more 
useful inactive for a couple of turns as opposed to destroyed completely.  When the 
computer's units get lots of experience or have full stars, the best way to remove 
them is to concentrate firepower or surround the unit to cut attack and defense in 
half.  

	Stars are gained in the following manner:
0 stars  Getting completely destroyed (well, what do you expect?) and completely 
missing your opponent when firing at them in combat.
1 star  Being in combat and losing one or more units but not getting completely 
destroyed.  Most common form of experience.
2 stars  Completely destroying an enemy unit, or having an enemy completely miss your 
unit when they fire at you in combat.  Kill a very weak unit with a very strong one 
for an easy 2 stars.

	Because of they way experience is gained it is not always advisable to attack 
"just because you can".  Sometimes this can cause far greater harm than good, 
especially against strong units.  It is foolish for Charlies, Kilroys, Panthers, 
Mules, Rabbits and Lynxs to fire into the air simply because they can take "potshots" 
at Falcons.  The last thing you want to do is to give a computer's Falcons more 
experience than they already have.  If a full star Falcon manages to get a Pelican 
group in combat, the Pelican group will be completely destroyed about 99.9% of the 
time.  Sometimes, a full star Falcon with only two planes in the group firing into a 
Pelican group can kill as many as six of the Pelicans with one volley.  This is a 
perfect reason to not pick fights that you can't win.  It's ok if the above-mentioned 
weaker air attacking units fire at Pelicans, as there is always a chance that one will 
be shot down, but every time the Pelican group is not completely destroyed, it gains 
another star and is that much harder to shoot down with these weaker units.  If the 
Pelican is carrying powerful units, then by all means fire away.  At least the unit 
being carried won't gain experience. 
	The above example can be used to deter weaker Hadrian howitzer guns from firing 
into Giant tank groups as the Hadrian will most likely miss and cause the Giant group 
to immediately gain two stars.  In this example the Giant will gain a significant 
boost to attack and defense above the already impressive numbers.  When the computer 
does this to you it can make your life a little easier.  Don't oblige the computer by 
repeating its mistakes.
Stars also give a unit slightly better "luck" too and may cause very powerful 
units to miss more often than they normally would when attacking an experienced unit.  
For example, inexperienced Hunter groups are notorious for sloppy attacks.  A perfect 
example of this phenomenon that I have witnessed on two separate occasions is a Hunter 
group with no stars and one Hunter group with one star firing into a Charlie group 
with a full star.  In both instances, the Hunter groups completely missed every 
Charlie in front of them and the Charlie units managed to destroy a single Hunter.  
Given the numbers for attack and defense for both units, it is plain to see that the 
Hunters missed and the Charlies lived purely out of "dumb luck" and had nothing to do 
with one unit being more powerful or tougher than the other.  "Dumb luck" also is a 
factor with regards to the Charlie unit actually managing to kill a Hunter.  In fact, 
in almost all cases if the very same fight was repeated then most likely one of two 
things would happen.  The Charlies would lose all of their units, or the Charlies 
would lose almost all of their units.  In both cases as well, the Hunter groups would 
lose no units, as the Charlies simply don't have the attack rating to put a dent in 
the Hunter groups' armor.  "Luck" is a nasty statistic that can and will turn at least 
one if not more battles per map completely backward and leave you gaping open-mouthed 
at the screen.
	I will now run through the list of units again and explain the benefits of full 
experience over zero experience.  Not all units simply perform better because they 
have a full star.  In most cases a unit simply takes on a new "personality" and gains 
the ability to perform a certain task.  It seems to me that the game programmers 
specifically kept these "personalities" a secret and led one to believe that a full 
star just made any given unit perform somewhere between 50% and 100% better than it 
used to.  I or course have not confirmed that this is truly the case, but some units 
take on entirely new roles upon gaining significant amounts of experience.  Hundreds 
of hours of play has allowed me to carefully watch all of the units in the game and I 
am basing my theories from careful observation.  Of course the entire concept could be 
totally wrong, however, I'm just telling you what I see.  
Any stars in between from one to eight (nine is the maximum and the full star) 
are just how a unit will perform when it is not "maxed out".   A unit with six stars 
will definitely fight better and defend itself better than one that has no stars, but 
not as well as one with a full star.  Also remember that stars are not the deciding 
factor between victory and defeat.  Use the experience stars as a guideline and fear 
the computer and it's hidden and secret value known as "luck".

Charlie: Not much of a fighter even maxed, but it has an easier time of not getting 
wiped out in a single volley by very powerful units.

Kilroy:  Very powerful attack, but they still can't take a hit to save their lives.  
If these guys see a full star then they have probably seen far too much action.

Panther:  Strangely enough they still seem to stink, but they just seem to stink for a 
little longer than normal.  They get a little better at defending themselves, but they 
still can't hit the broad side of barn.

Trigger: Don't let the enemy's Trigger mines get a full star or you might as well 
start over.  Don't waste turns by firing at these unless you can surround them.  Full 
stars on Triggers equals almost  invincible defense and it takes far too long to pass 
them.

Mule:  If you have a Mule with a full star then you are either bored or you can't seem 
to keep them away from the enemy.  If it does manage to have a full star, use them as 
a backup or a support unit to  get a little extra "push" when strong units fire on 
each other.  Other than that they defend like they never got any stars in the first 
place.  They pop like balloons.

Pelican:  Another unit that shouldn't have a full star.  If it does you'll benefit 
from a slightly better chance to not get blown out of the sky in one volley from a 
powerful anti-air unit.  Two volleys will probably work though.  They pop like 
balloons over a candle.

Falcon:  It's common for these fighters to get full stars.  A lot of weaker enemy 
units just can't resist taking an uncontested pot shot at these guys and will almost 
always completely miss.  Even if they don't, one less Falcon really isn't much of a 
loss and if four or five are killed in a few battles, that's four or five stars on the 
way to a full star.  Just fly back into a factory and emerge as a full Falcon force 
with almost full experience.  Extremely deadly to other air units including Hunters.  
Due to the low armor rating of Falcons, a Falcon/Hunter exchange will likely result in 
the almost (or sometimes complete) destruction of both units.  Very entertaining.  Use 
a full star Falcon to achieve a sure victory over a Pelican group.  Later when you 
have air superiority, use them as a support unit and watch your attack numbers 
skyrocket. (No pun intended)

Eagle:  If you manage to get a full star Eagle, you are either very talented or 
exceedingly lucky.  These poor units usually fall in the first couple of rounds that 
they are used due to their slightly lower speed and paper-thin armor.  Full star 
Eagles, however, can decimate lightly armored units and some tanks, so use them for 
bombers as that is what they were designed for.  Never rely on a full star Eagle to 
bring down a Pelican group in a single volley, as it will take an incredible amount of 
"luck" in order for this to happen.

Hunter:	If you let the computer get a full star Hunter on a map then you have 
just officially entered hell.  On later stages you won't have much choice but to put 
up with at least one very experienced Hunter.  Try to bring several Hawkeyes in range 
and fire away uncontested.  Finish it off with a Falcon.  Don't use Seekers or any 
other low air attack vehicle or the Hunter will simply laugh at your "offering" and 
ram it back down your throat.  Try to surround the Hunter and cut its power in half or 
the battles will be long and quite ugly.

Hawkeye: It's semi-common for some Hawkeyes to get a full star.  When they do they 
should be renamed "The Aircraft's Bane" as they can bring down even full Hunter units 
in a single volley.  It should be noted that you can "support" a Hawkeye in the same 
way as any other unit even though it is ranged.  For some reason a powerful unit, or 
any unit for that matter, can boost the attack rating of the air-to-air missiles to 
even greater values than they are alone.  This helps in later stages when the computer 
may get a half dozen Hunters.

Hadrian:  When this unit gets a full star a whole new world of pain opens up.  The 
Hadrian has basically  mastered pain as a long range weapon and can easily inflict it 
on even the toughest of opponents. Ah, finally a real display of unit experience, the 
Hadrian can quickly destroy entire groups of  units without breaking a sweat.  Too bad 
they don't get any smarter though as they still don't seem to dodge bullets any 
better.

Octopus: A strange full star unit.  It doesn't seem to fight any better, unit it gets 
weaker.  When this unit has a full star it becomes "the lone gunman".  A full star and 
only two Octopi in a unit and this group can suddenly put a 20-pound rocket inside of 
a steel barrel at 50 miles.  The accuracy becomes near perfect and every time it fires 
into even the most heavily armored groups at least one will always die.  Even full 
star Giant tanks seem to always lose a member from these things. Repair the unit to 
full capacity and for some reason they "dumb up" again and start missing.  Oh, well 
you can't have your cake and eat it too.

Atlas:  If an Atlas has a full star then you probably should retreat and bum rush it, 
as it will quickly and most efficiently destroy any unit that gets close to it.  
Another great strategy is to attack with Hunters if you have them, or with Eagles.  
They can bomb away and not get hurt thanks to the inability to fire into the air for 
the Atlas.  I have seen a full star Atlas kill every unit in the game with a single 
volley (and I'm sure it was pure bad luck when the Giants died) so they must be 
destroyed either before they get the full star, or you can park in the safe zone 
directly next to them.  Be afraid.  Be very afraid.

Lynx:  This was never a good fighter and never will be, full star or not.  The only 
thing that the star really manages to do for this enigma is to make it quite a bit 
more accurate.  Unfortunately it doesn't seem to do much for the attack power and this 
is what needs to get better.  It still just loves to let enemies shoot holes in the 
sides of them, so don't think that they are going to get any better at staying alive.

Bison:  A full star makes this main battle tank fight slightly better.  Slightly 
better at avoiding death, and slightly better at dealing it out but it still makes an 
average tank look average.  Observation has shown me that the tank may actually be 
"luckier" when it has no experience.  It seems to go much more "by the numbers" as a 
full star unit.

Lenet:  "A full star does not a powerful unit make" is this sappy tank's motto.  If 
you purposely got a full star on this thing just to see what it can do then you are 
probably some sort of sadomasochist anyway and you just like pain.  This thing fights 
really poorly any way one looks at it regardless of how much experience it has.  
Thankfully you only get a couple of these units in the entire game  while the computer 
seems to be plagued with them.  If you have a thing for the Lenet, full star or not 
then you are different and strange.

Slagger:  Watch out for these "luckier than most" tanks when they have a full star.  
They become quite powerful and are a match for Giant tanks on many occasions.  They 
can deal death like a Las Vegas blackjack dealer and not even crack a smile when you 
lose all of your chips.  It's just too bad the computer gets almost all of the Slagger 
tanks.

Titan:  Another very powerful unit with a full star.  Thankfully what they get in 
attack power, they lack in overall attack strength.  They seem to have a knack for not 
getting completely destroyed by any unit and they never seem to incur heavy losses 
like the Polar or Grizzly.  They also seem to lose some of their accuracy too and end 
up being a better support unit than frontline fighter.

Polar:  Wow!!  It's like they get explosives strapped to them!  With a full star these 
crazy tanks seem to blow themselves up along with the enemies they are firing at.  
Only lightly armored targets seem to die readily at their hands.  Keep these away from 
experienced Slaggers and Titans as these fights will always result in many Polar 
losses.

Grizzly:  Never liked this unit and never will.  This unit actually seems to get even 
dumber than it already is when it gets a full star.  Maybe the armor is just too thin.  
Maybe those huge cannons really just suck.  I don't know what it is, but when I find 
out why the Grizzly turns into a Road Kill Kitten, I'll be sure to let everyone know.

Giant:  In later stages this unit can't help but to get full stars.  As if it wasn't 
powerful enough without it, it now becomes a super-unit with a very low chance at 
getting shot and even more attack power than it could ever need.  It is critical to 
attack these units from both sides and even then, half of a thousand attack and 
defense is still 500 and that is better than almost every other tank in the game.  
Cross your fingers and hope for the best.

Seeker:	Strange.  It doesn't seem to be more effective at shooting air targets, 
but certainly seems to have gained the ability to kill ground units with a higher 
efficiency rivaling many regular tanks.  Finally it can be used as a normal, and now 
very powerful unit.

Rabbit:  The Rabbit also seems to suffer from "Polar Syndrome".  The low armor can't 
keep it away from getting blasted to pieces.  It does seem to put up quite a much 
better fight, though and can burn through tanks as quickly as the tanks can burn 
through them.  A full star Rabbit is also known as a "suicide bomber" having the 
ability to usually destroy any mid range and lower strength unit in a single volley.  
This causes the Rabbit to usually take critical losses or sometimes get completely 
killed. Keep your "Xena War Cry" handy when attacking with these things.

VII.   Stage Strategies OR-- How To Try To Not Get Killed With Things
	Throughout the next section I will list and explain all of the maps in the 
normal mode section.  Later I may add the hard mode maps, but for now it will just be 
the normal game and its maps.  I will explain the strategies that I use to 
consistently beat a given map.  Keep in mind that a lot of "luck" is needed to get by 
quite a bit of some of them.  Many stage reloads may be in order to pass some of the 
higher stages as the computer is very sneaky, knows exactly how far any unit can move, 
knows the perfect times to sneak around behind your forces and has a near perfect 
ability to get into your prison camp before you stop it from doing so.  Thankfully 
this game introduced a very simple password screen that requires you to simply enter 
the stage name, always being six letters long, which is always given to you at the 
start of each new stage.  Just write them all down, or if you want, they are all 
listed later and as each map goes I list the title of the map, and put the name in and 
you jump straight to the stage.  This saves tons of time for stage reloads due to poor 
"luck" or poorer unit movement.  Without further ado, here is my list of strategies 
for all of the normal mode maps for Military Madness.  May they help you achieve 
victory.

REVOLT:  A grossly simple stage, and of course the first.  If you can't find victory 
here, you might as well give up.   Just smash all of your units in a big blob in the 
center and push through past the crevasse until all enemy units are destroyed.  Be 
watchful of the computer, as a Charlie unit will attempt to pass through the southern 
mountains in order to take over your base.  Meet him with both of your Charlie units 
for some fun rifle-to-rifle action.  By the time he gets through the mountains your 
tanks will be done with the rest of the filth on the stage, and one more Charlie unit 
isn't going to put up much of a fight.  This stage can easily be won without losing 
any units at all.  You can easily tell when the computer is giving up, too.  If the 
computer has quite a few units left on any map and simply doesn't move them or moves 
units but doesn't attack with some or all of them, then the computer is probably ready 
to quit.  This hold true for any map.

ICARUS:  Another simple stage with more units than before.  Split your forces so all 
of your Charlies and one Bison go around the top.  All the rest of your Bisons should 
just push through the center.  Enjoy your time with superior forces, as it won't last 
forever.

CYRANO:  This map actually requires one to think.  Try to hold your Bisons on the 
bottom away from the computer's forces.  There is a Hadrian in the factory and if it 
comes out and your Bisons are in range then they can get pounded.  Take all of your 
Charlies and lone Bison on the north side and make a stand in the small hills and let 
the computer come to you on the top.  After the computer takes the 'bait' and starts 
going around the top then bring your bottom Bisons in around from the bottom and 
completely surround the computer and destroy at will.

RAMSEY:  A fun map named after John and Patsey and the first with factories that you 
can take over.  Ok, it isn't really named after John and Patsey, but I couldn't help 
myself.   This is also the first map that you must scroll to see the entire 
battlefield on.  There is a lot of wasted space on this map.  You should easily be 
able to take over both factories but unfortunately there aren't many units in either 
one.  That's ok though, as the computer tends to hold grudges when it thinks it can 
take a factory over and will keep attacking units near the center factory.  Put your 
Hadrian right in the center of the screen surrounded by mountains and nothing can 
touch you, save the enemy Hadrian.  Just sit and fire and watch the computer die.  The 
Seekers make a great counter to the lone Eagle the computer has.

NEWTON:  Everyone starts out pretty separated on this one.  Two factories for you and 
two for the computer.  The first map to contain the powerful Hunter, but you get a 
Hawkeye in order to counteract this.  Take your forces and mass them in the center 
just above the road and you can benefit from the land protection while the computer's 
forces sit on the road with no protection.  Stay near the factory to quickly withdraw 
and repair units.

SENECA:  The first map with the Giant tank and it can be yours if you act fast.  Start 
by loading your Charlies into the Mules and start moving your forces around the 
mountain range.  You may wish to sacrifice your Falcon and Eagle to catch the Hunter 
before it engages any more important units.  Quickly get as many units past the third 
factory to secure all three of them and overwhelm the computer with sheer numbers.  
Don't worry about the Hawkeye that the computer has.  It can't attack ground forces 
and your Falcon and Eagle are better spent 'confusing' the Hunter.  If the Hunter is 
not stopped early then it will most likely attack your Mule transports with the 
Charlies inside.

SABINE:  An odd map with a big crevasse in the middle that makes supporting units 
difficult.  Your Giant tank may never even see any real action by the time it gets to 
the fight.  Load those Triggers and stuff one or both on the northern road to stop the 
computer from quickly taking one of the factories with a little luck.  After taking 
the factories overwhelm and surround.  Another option is to let the computer take the 
factories on purpose and use your Triggers and Giant to play "squeeze play" and force 
them through a small gap.  The Giant quickly gains experience and gets a huge defense 
bonus from the Triggers and dispatches units with little effort.

ARATUS:  Carry a Charlie and an Atlas to the only neutral factory on this board.  With 
a little perseverance and luck you can take the factory even though two Hunters block 
your way.  Use the Charlie to nab the factory and the Atlas gun to protect it.  You 
know you have won when the Atlas can't find any more targets.

GALIOS:  A long and overly drawn out fight, this one can be won with some luck.  If 
you can manage to take the very center factory you are assured victory as the units 
inside are numerous and powerful.  The factory to the south of your starting location 
is always yours unless you ignore it completely but almost all of the units inside are 
slow to get to the battle due to low shift.  Take the center factory and get the one 
directly north of it right after that for a sure win.

DARWIN:  Aircraft abound but you won't get much use out of your anti-air Hawkeyes.  
Three Hunters and perhaps more for the computer and or course this is not a good 
thing.  Plan on taking the factories in the top-center, the bottom-left corner and the 
one in the very center-left.  The computer will most likely start by making a beeline 
for the factory in the upper-right corner and the one right next to where it starts.  
Use your Falcons to keep the Hunters busy and to stall the computer from getting any 
of the factories quickly.  Sometimes the difference between having a factory now or 
one or two turns from now can completely change the outcome of the battle. 

PASCAL:  The key to winning here is deception.  If you can manage to lure the 
computer's forces away from the center-right of the screen and those two lower-right 
factories you are on the path to victory.  Screw up while sending Pelicans with 
Charlies and you are going to lose a lot of units.  The Hunter, Seeker and Rabbit will 
engage your puny Charlies and smack them around with prejudice.  Ideally you want to 
send one capture unit to the lower right and one to the upper-left so you can meet in 
the middle and drive north.  However this doesn't always work and the Pelicans can be 
used to sneak around behind the enemy base.  Most likely the computer's Giant won't 
see action until the end of the fight and by then you should have some decent 
experienced units to surround it with.  It will almost always be parked on his prison 
camp to prevent you from walking in and capturing it.  Capture his factory instead and 
use it to repair while hammering on the Giant.

HALLEY:  This nightmare level requires nerves of steel and a high degree of luck to 
win.  Using your Falcons as bait, lure the Hunters away from your Eagles.  Use your 
Eagles to fly far behind enemy lines in order to attempt destruction of that pesky 
Panther unit.  Quickly fly a Pelican with a Charlie in it next to the centrally 
located factory and take it over.  The fight of the century will occur in the middle 
of this map if this works.  Take over the factories in the corners for even more (and 
now worthless) units.  They won't even see any fighting by the time your Hunters 
decimate the computer's forces.  If the computer does get the center factory then you 
are required to fend it off using the units in the other two factories.  This is not 
impossible but it is incredibly difficult as the forces in these factories do not 
complement each other very well and they are on opposite ends of the map.

BORMAN:  Well, everyone starts inside factories for a strange change of pace.  Your 
Panther is going to take longer than usual to cross to the lower-left factory due to 
the bad terrain.  The factory in the center and the one in the upper-right are not 
meant to be taken over unless you have already destroyed all of the other units in the 
computer's army.  Don't bother trying to get there before the computer, as the 
crevasses in the way will make this impossible.  Try to group all of your forces 
together out of the range of the Atlas guns and destroy them all before rushing the 
Atlas guns and finishing off the map.

APOLLO:  This map should be called "Custer's Last Stand" but obviously that's more 
than six letters.  This map is actually not that hard, it is just the preparation that 
seems tough.  Your Giant will enter combat late, but by then will have some good 
experience if it lives due to the Atlas guns constantly firing at them.  There is a 
factory directly south of the one you already own and that should be taken over first.  
Leave the others alone as you simply won't be able to get them.  The lone Eagle in the 
other factory should be kept behind your forces to avoid destruction early.  As soon 
as the computer's air forces have been dealt with then the Eagle can fly around and 
make short work of most units.  The Giant should head straight for the factory south 
of the one you own, as it will take substantial casualties from the Atlas guns.  Drive 
all the rest of the forces around the top of the screen so they are all jammed up in a 
big mass between the two factories and make this your "last stand".  The computer, due 
to the poor terrain, will send units in a line toward your location, which makes them 
incredibly easy to destroy at long range.  The stragglers can be picked off using a 
"tank block" or a "tank wall" and other powerful units that just sit there and say, 
"come to me, come shoot me" and then your Hadrian and Atlas rip them apart.  The 
Hawkeye won't do much more than offer support.  The computer will attempt to put its 
own Atlas within range and fire at you but this can be seen a few turns before it 
happens and prevented with a quick two or three unit tank strike to make sure the 
Atlas guns are destroyed before they ever get out of the Mules that are carrying them.

KAISER:  Almost to the end.  This is another map that may require a little too much 
luck.  Start by sending your Rabbit up around the left side of the mountain range to 
go try and intercept the Mule carrying the Kilroy so it can't take the factory as 
quickly.  This will almost undoubtedly fail, but each turn that the computer doesn't 
have the units in that factory the easier your life will be.  Get a Pelican with a 
Charlie in the upper-left corner to get your extra units.  The best way to win is to 
make two armies and let them defend their factories and the south army can defend the 
prison camp.  Let the computer come to you since it will take the factory on the far 
right of the map with many units inside.  Thanks to the poor terrain outside of it all 
of the units will trickle into your ranks and are much easier to deal with.  Later in 
the campaign, try and move your northern army south to make one big army, which makes 
it much easier to deal with the remainder of the computer's units.  About six to eight 
turns into the fight the computer will very strongly attempt to fly two Pelicans with 
Charlies aboard to try and take over your base.  This is the main reason that your 
forces must be split.

NECTOR:  Here is the last stage and it is not a pretty one.  The best strategy against 
the myriad of forces that the computer has is to sit and wait.  Let the computer worry 
about getting to you so you can make it easier to defend your base.  A Charlie unit 
will attempt to circle around the mountains to the left in order to sneak into your 
base.  The Atlas guns should be rushed one at a time to avoid incurring major 
casualties.  Hang back and let the computer come to you so the computer's units are 
farther away from its factories.  A good strategy and a surprising one for this stage 
is to put your Eagle inside a factory and leave it there until the Hunters have been 
destroyed.  It is much easier to stay away from the Hawkeyes than the Hunters and the 
Eagles make good Atlas killers.  For a truly rewarding pleasure, try and get your 
Atlas gun to the other side of the map and unload it right on your base.  The 35% 
bonus to defense is great and anything that gets in range can be taken out far from 
your base without much trouble.  The main thing that may kill you on this map is time.  
You have to balance your time between knowing when to sit and when to attack and go on 
the offensive.   If all of the computer's vehicles have been destroyed then it is time 
to kamikaze the Atlas guns and win.  Don't try to take over the base with a Charlie, 
as any remaining Atlas guns will make very short work of a capture unit.  
Congratulations.  You've won against the Axis and saved Earth.  Yippee.

VIII.  Game Secrets ORSkipping Ahead When You Can't Kill Things
	So you want to skip ahead a few stages.  That's great.  I wish you luck.  Some 
stages are certainly easier than others and I'm not going to think any different of 
anyone that wants to skip difficult stages.  Here I will list all of the stage names, 
secrets, tricks and other assorted nonsense that I know exists in Military Madness.

--Play as the Axis side
Turn the system on while holding select.  Go to one player continue while still 
holding select and enter the name of the map you want to play and press button I.  
Keep pressing button I until the map starts all the while holding the select button.  
When you start the map the computer will be playing the Allied forces and you will be 
in control of the Axis forces.  

--Sound Test
What is with sound tests in games?  They are so silly, especially for this one.  If 
you want to get to the sound test hidden in Military Madness input ONGAKU at the stage 
continue screen.

--Watch the computer fight itself
At the title screen highlight 2 player continue and hold select.  Press button I and 
then enter then name of the map you want to watch the computer play itself on.  Keep 
holding select while entering the name and press button I to finish.  When the map 
starts the computer will be playing both sides.  Sometimes good if you want to see how 
a battle may progress before trying it yourself.   Also good for a laugh when you just 
want to watch the computer beat on itself.

--All of the stages
To skip to any of the maps in Military Madness just enter the name of the map you want 
to go to at the continue screen.  Go straight to Nector and win the map for the 
endgame.  The normal and advanced campaign map names are listed here.  Later I will 
get around to writing strategies for the advanced campaign maps as they require much 
more thought and because I'm a little lazy right now.  The advanced maps are exactly 
the same as the normal maps with different units, different initial placement and 
sometimes more and sometimes less units.

Normal Campaign	Advanced Campaign
----------------------	-------------------------
REVOLT		MILTON
ICARUS		IRAGAN
CYRANO		LIPTUS
RAMSEY		INAKKA
NEWTON		TETRAS
SENECA		ARBINE
SABINE		RECTOS (Don't ask)
ARATUS		YEANTI
GALIOS		MONOGA
DARWIN		ATTAYA
PASCAL		DESHTA
HALLEY		NEKOSE
BORMAN		ERATIN
APOLLO		SOLCIS
KAISER		SAGINE
NECTOR		WINNER

IX.  Conclusion ORI've Had Enough Of The Killing Of Things
	Well, here we are at the end.  I truly hope that at least some of these 
strategies got you closer to the end of Military Madness.  Let me know if you have 
some truly wicked strategies that allow you to stomp  the computer into the ground and 
I will add it to this FAQ.

a.  Revision History OR Yes, I Spent That Much Time Writing It!  So What?

[Version 0.1] 02/13/01  Got the basics down.  Got the general look on paper and tried 
to think up a lot of catchy and crazy names to call the contents.  Couldn't come up 
with too much so I got mad and came back to a lot of it later.

[Version 0.4] 02/17/01  Spent a lot of time writing all of the information that I 
would need down in a notebook so I could stop staring at the game screen.  Really, I 
didn't have anything better to do at work, and I was really tired of talking to dumb 
cable modem customers about their stupid email problems so I took some time to catch 
up on this.  Wrote a good portion of a few sections.

[Version 0.6] 02/22/01  Got the Gameplay sections almost completed and went back and 
grammar checked quite a bit.  It's pretty bad when I can sit here and laugh at my own 
dumb jokes.  I'm doing it now. Later I'll probably point this part out to a co-worker 
named Vicky who probably won't appreciate it and will give me that glare like she did 
the other day.  She'll probably have to comment again on how I don't get out enough, 
etc. and by then everyone else in the room will wonder what in the world she is even 
talking about.  It may be interesting to see if she minds having her name immortalized 
in a game FAQ.

[Version 0.8] 02/23/01  Almost completely done.  Thinking about uploading this version 
and then noticed that CJayC got sick and is really behind on updating the site.  Get 
well soon CJayC, and I'll finish this up so I can upload the FAQ in its entirety.

[Version 1.0] 02/25/01 Hooray!  It's done!  Wow, the first Military Madness FAQ for 
the TG-16.  Finished all of the sections, spell checked the entire document and went 
back over it with a fine-tooth comb to make sure there are no silly grammar errors.  I 
wouldn't want to have someone email me and tell me that I spelled the word "the" wrong 
or something.  Not like that happens very of-ten.. ARGH!!

[Version 1.1] 03/02/01 Fixed some minor spelling and grammar problems.  Reset the 
margins because of the way GameFAQ's margins are set up.  Pulled the right margin in 
to prevent the text from doing that nasty rap-around move.

[Version 1.2] 03/03/01 Amazing how one can find even more errors if you just look hard 
enough.  Maybe I need to stop looking before this thing hits version 1.99

b.  Special Thanks ORPeople That Made My Life A Little Easier

Thanks to Annie, my wife for sleeping during most of the construction of this FAQ.  
Had she been awake, I'm sure she would have killed me by now.  I love you, babe!

Thanks to Kao Megura and John Peasley.  I used their FAQs for a general outline and 
template for my FAQ, seeing how I haven't written any before.  I also thank John 
Peasley for the great FAQ on Mega Man X5.  I've been waiting for a long time for this 
game to come out and I'm glad he was so thorough in his work.

Thanks to Vicky for not screaming at me the couple of times she caught me playing this 
game while talking to customers.  Thanks for being the "cool boss".

A "special" thanks to AT&T@Home for showing me just how bad customer service can 
really be, and no, I don't work for them.  Anymore.  Special thanks to Convergy's as 
well, as they were the ones that opened that door in the first place.

A very heartfelt "up yours" to all of those people in the Toledo, Ohio area that think 
that the internet is like the second coming of Christ.  So your internet connection 
isn't working.  So what?  Go read a book, or cook for your family and get off of the 
porn sites.  Just because you didn't get an email today does not mean that you should 
call me to see if anything is wrong.  People, get a life.

Thanks to Scott and Doug who made life very interesting over at Aeroquip-Vickers.

Thanks to John North for giving me a chance even though I scored 40% on the Novell 
Networking test.  Before you laugh, keep in mind that I didn't know anything about 
Novell when I took the test.  Anyone laughing now?

And, 
Thanks to my parents who showed me all sorts of great things and then promptly moved 
out of the country.  Don't ask, long story.  Hey, they came back.  It's not what you 
think.  Really.

c.  Author's Note ORA Few Rants For Those Of You That Are Still Here
	Ok, well, not really.  It just sounds good.  If you see any errors in this FAQ 
then email me and let me know.  I'll give credit where credit is due.  If I missed 
anything and you just have to let me know then do so and I'll put it in here.  It's 
not good to have an incomplete FAQ lying around.  Remember one last thing:  A penny 
saved is ridiculous.

Copyright 2001 Kevin Lee


  
	
 





