MILITARY 
     MADNESS

--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--Things That Are Deadly And Quickly Kill Weak 
Things 
VII.    Stage Strategies --OR--How To Try To Not Get Killed With Things
VIII.   Game Secrets--OR--How To Skip Ahead When You Can't Kill With Your 
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 And Somewhat
Less Annoying
     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 ORThings That Are Deadly And Quickly Kill 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 OR--How To Skip Ahead When You Can't Kill With Your 
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. 

--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.

--Revision History ORYes, 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.

--Special Thanks ORPeople That Made My Life A Little Easier And A Little 
Less Annoying

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.

--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


  
	
 





