Strategy Guide - Guide for Nectaris: Military Madness
Scroll down to read our guide named "Strategy Guide" for Nectaris: Military Madness on PlayStation (PSX), or click the above links for more cheats.
Nectaris FAQ v1.0 By Peter Beattie (email@example.com) for PSX Import Review (http://www.execpc.com/~mulholl/psx/) As you may or may not be able to tell, this is the first FAQ I've ever written. If I have made any mistakes, or if you have a suggestion as to something I should add, feel free to email me. The translations I provide are all taken from "Military Madness," the Turbographix 16 (U.S.) translation of the PC- Engine's Nectaris. BTW, I'm dedicating this to the "real" FAQ writers... the ones who write 25 page FAQs which take days to complete. You know who you are. You are greatly appreciated! CONTENTS 1. Storyline 2. Menu Navigation 3. Basics 4. Unit Descriptions/Hints 1. STORYLINE ...The 21st Century... The Earth has become all too small for man's insatiable needs. However, the moon has offered cast resources for Earth's greatest countries. The most powerful nations have staked their claims for the moon's riches and much fighting has occurred. The evil Axis (For the American version, Axis replaced Guicy, and Allied replaced United) Empire has been behind much of this terror. Finally, on April 6, 2089, the Axis Empire's Army launches an all out attac and captures most of the moon. All innocent people must now fight or perish. The Axis army now occupies the moon's factories where they are continually producing new weapons for their secret assault on the planet Earth. The Axis secret police have rounded up many members of the Allied Powers and put them in prisons. Without their key people, the Axis Empire draws closer to launching their "S.A.M." or Supreme Atomic Missile... the weapon they will use to destroy the Earth. The Allied Powers know they must free their prisoners if they stand a chance to stop the S.A.M. before launch time. You must free the prisoners and stop this military madness before the Axis Empire and their secret weapon S.A.M. destroy the Earth and all its people!!! 2. MENU NAVIGATION The main menu options are in English, but the menu screens for battle are in Japanese (the basic rule in every menu is O selects, and X cancels). When in a battle, there are 4 options to choose in the right hand side of the screen. The first from the top is "Move," the next is "Attack," the next is "Guide," and the last is "End." When you have selected one of your own units: "Move" shows you all of the spaces where you can position your unit, "Attack" shows you all of the enemy units you can attack, "Guide" brings you into a screen where you can rotate a 3d model of the selected unit, as well as see its statistics (the large body of Japanese text is the same text found in the Unit Descriptions section), and "End" ends your turn and gives it over to the computer. If you select one of the computer's units: "Move" shows the spaces where the unit can move, "Attack" shows you the places where the unit attack (helpful for artillery and SAM sites), and "Guide" lets you view a 3d model of the unit as well as check out the unit's statistics. 3. BASICS To win a battle in Nectaris, you must do one of two things: either capture Guicy's prison/base with troops or motorcycles, or eliminate all Guicy units. While guiding troops to the base or destroying the enemy's force, there are many different types of terrain to do battle on. Move the cursor over any position and on the bottom of the screen, a little to the right, you will see a small image of the terrain type as well as a percentage. The higher the percentage, the better your defense/offense will be. The basic ways to gain an advantage in battle is to use terrain bonuses, and by surrounding the enemy. The more units you have that are next to the enemy, the more each unit's attack and defense values will be raised. By far the most effective way to quickly off a single enemy unit is to attack it from opposite ends. This cuts your victim's attack and defense power in half, and nearly doubles your own attack. Also, you don't even have to attack with both units... if you have a very weak unit who probably could not live through an attack, simply position it behind an enemy unit, and then attack at the opposite end with a healthy unit. You will still get your increased attack power, as well as slicing your enemy's attack and defense in half. Also, the surround effect works for defense as well... if you have a damaged unit you want to protect, move other units near him to increase his defense. Besides your base and the enemy prison/base, there are factories. These buildings manufacture units, but they are usually independant of Guicy or United (they would be yellow in that case). Capturing them requires that you move an infantry unit (GX-77, GX-87, CBX-1) on the factory space. Once a factory is captured, you can select it and press O. This will show you what units have been produced by the factory. Hit O when selecting the unit you would like to take out of the factory, and it will show you what spaces you can move this unit to. The other use of factories is for replenishing weakened units. Just move any unit into a factory which you own, and by the next turn, that unit will be refilled to 8 (even if the unit only had 1 member before!). This is a tactic you will have to use often to defeat the greater size of Guicy armies. And remember, Guicy can do the same! If you have severly weakened an enemy unit that is near the enemy's factory, you had better destroy it completely or by the next turn all of your work will be wasted, and that unit will be back in full strenth. That just about sums up the basic tactics to use in Nectaris. For unit- specific strategies, look under Unit Descriptions. 4. UNIT DESCRIPTIONS/HINTS Before I get started, where is a guide for what the unit stats mean: In the game, from top to bottom: Land attack, land attack range, air attack, air attack range, movement, defense. In the manual, from left to right: Land attack, air attack, land attack range, air attack range, movement, defense. I will have the stats mimick the in-game order. The text in paranthesis was written by me. ___Planes___ FX-1 Falcon X - X - 90 - 1 - 12 - 30 The fighter has the ultimate in anti-air attack power and mobility but has no surface attack power and low defense abilities. Keep away from the Hunter and the Hawkeye. ( They say to keep this plane away from the Hunter? Then what are you supposed to use against the Hunter, strictly the Hawkeye? I've found the Falcon to be of little importance, unless you don't have any Hawkeyes to take out opposing air units... If you find yourself with a Falcon and no enemy air units to kill, don't just forget about it... You can still use it to place behind enemy units to get that great offense/defense bonus. ) AX-87 Eagle 70 - 1 - 20 - 1 - 10 - 30 This attack plane is armed with light Stinger anti-air missiles and heavy surface bombs. It has high mobility but a weak defense so watch out for anti- air missiles. ( Once you have cleared off any anti-air units, the Ax-87 Eagle is an excellent bomber who can reach almost any unit on the map. ) EF-88 Hunter 70 - 1 - 70 - 1 - 11 - 50 This figher-bomber is armed with heavy air missiles and heavy surface bombs. It is the supreme aircraft with permanent power, mobility and defense. ( This is probably the most effective unit in the game. [And unsuprisingly, the computer gets plenty of them!] Even the anti-air AAG Seeker can be beaten by this behemoth, so use the M-107 Hawkeye and/or the FX-1 Falcon to rid the air of these menaces. ) ___Transports___ NC-1 Mule 10 - 1 - 10 - 1 - 6 - 10 The Mule transports mines, infantry, motorcycles and field guns. Vulnerable to attack during transportation so support is needed. Fair mobility and limited attack. ( Once you have no need of transporting troops, you can use this unit in much the same ways as the FX-1 Falcon: set it up behind enemy units to get the attack/defense bonuses. ) C-61 Pelican X - X - X - X - 9 - 10 This transport plane can air lift all units except other aircraft. There is no attack ability and defense is small but mobility is great. Watch for other attack aircraft. ( Watch for any chance to pile some troops in and rush to Guicy's prison/base for an easy win. You may never get such an opportunity, but nevertheless keep your eyes open. ) ___Armored Vehicles___ T-79 Grizzly 70 - 1 - X - X - 4 - 50 This heavy battle tank is armed with a 120mm recoiless cannon. Its heavy defense armor makes it durable but slow. Best used as support for front line battles. ( In my opinion, the best tank in the game. Low mobility doesn't detract too much from it's brute force and capable armor; keep this tank in your main attack force! ) PT-6 Polar 60 - 1 - X - X - 4 - 60 This medium-sized heavy tank is equipped with a 105mm turret gun. Its limited mobility is compensated by its high armor plating and defense capacity. ( Much the same as the T-79 Grizzly, except with a slightly weaker attack and slightly better defense. ) S-61 Bison 50 - 1 - X - X - 6 - 40 The Bison is a main battle tank with a 105mm turret gun and durable armor plating. This mass production tank is the primary force of front line battles. ( The mainstay of the United forces, you will find yourself with a lot of these tanks. They have mediocre attack and defense, but above average mobility can allow you to surround enemy units. ) GS-81 Slagger 50 - 1 - X - X - 7 - 50 The Slagger is a main battle tank with good mobility. It can quickly enlarge a front line battle and has good defense capacity. Equipped with a 105mm class gun. ( The GS-81 Slagger is basically the S-61 Bison with improved mobility and defense. ) GT-86 Titan 60 - 1 - X - X - 5 - 50 This heavy tank is equipped with a 120mm heavy cannon. It has fair mobility and its heavy armor is good defense. Use to support the Slagger and other front line tanks. ( Basically, it's the PT-6 Polar with lighter armor, hence slightly better mobility. ) HNB-2 Giant 90 - 1 - 40 - 2 - 80 The Giant fortress tank has supreme firepower with a 180mm surface gun and a 35mm anti-air turret. Has heavy armor but is slow. Can only be transported by a Pelican. ( This is the mother of all tanks. It dominates in all battles; the only problem is getting it to where the action is. If you have a C-61 Pelican sitting around, use it! ) TT-1 Lenet 45 - 1 - X - X - 5 - 30 This twin turret tank has two guns of 95mm and 75mm. Only a small number of these tanks were made for trial purposes so its performance has been below satisfactory. ( First of all, I believe they meant to say, "so far, it's performance has been below satisfactory." The TT-1 Lenet is the worst tank in the game, and should be used to surround the enemy, eliminate any lingering non- threats, or as bait. Don't be afraid to use it as a sacrificial lamb to wipe out a near-dead unit in enemy territory.) ___Anti-Air Vehicles___ AAG-4 Seeker 30 - 1 - 65- 1 - 6 - 30 The Seeker is a high power anti-air vehicle with fair surface missiles as well. It has 4 connected 20mm machine guns and has good mobility but is weak in defense. ( I found the AAG-4 Seeker to be a mediocre unit overall. It is good when pitted against the FX-1 Falcon or the AX-87 Eagle, but it can be hard hitting them because it is a land-based unit with an air attack range of 1. It's minimal land attack power also makes it of little consequence in ground battles. ) M-107 Hawkeye X - X - 85 - 5 - 5 - 30 The Hawkeye has enormous indirect anti-air attack power but no surface attack and little defense. Best if used behind the front line to shoot down incoming air. ( This is an excellent anti-air SAM (Surface-to-Air-Missile, not Supreme Atomic Missile) vehicle. Keep it in the same place as your artillery to protect your front line tanks from bombers. ) ___Artillery___ SG-4 Hadrian 45 - 5 - X - X - 4 - 30 This self-propelled gun has a precise 155mm indirect attack cannon. Because of no direct attack ability, it must have additional support from other units to survive. ( The SG-4 Hadrian is your average artillery unit. Keep it a few spaces behind your front line tanks to soften up the enemy. ) MR-22 Octopus 60 - 4 - X - X - 4 - 30 This self-propelled gun has 24 connected 6mm rockets for indirect attacks. It has good firepower but lacks precision. Support is needed because of its light armor. ( The MR-22 Octopus has a significantly more powerful attack than the SG-4 Hadrian, though it's low mobility and attack range means you'll have to keep it closer to the front line. ) ___Buggies___ MB-5 Rabbit 70 - 1 - 10 - 1 - 8 - 20 The Buggy has great mobility and a capacity to move after attack. Has powerful anti-surface missiles and a small anti-air gun. Its thin armor gives it minimal defense. ( This buggy serves as an excellent anti-tank vehicle, if used correctly. It is best to attack from terrain that gives it a defense boost, which is the only area in which the MB-5 Rabbit is lacking. If you cannot attack from advantageous terrain, try to move to such terrain after you attack, or at least move to safety behind front-line tanks. ) MB-4 Lynx 40 - 2 - 10 - 1 - 6 - 20 This buggy is equipped with indirect attack missiles. It has the ability to move after attacking but it has a weak defense and is not as mobile as the MB-5. ( Since the MB-4 Lynx can only attack from 2 spaces away, it can be hard to use correctly at first. Keep it directly behind your front line, and if there is any danger of the line breaking, move to safety after you attack. ) ___Infantry___ GX-77 Charlie 10 - 1 - 10 - 1 - 3 - 4 Charlie can capture and occupy factories and prisons but has minimal attack and defense power. Movement is slow so it is best to use transporters to get close. ( It is best to move the GX-77 Charlie once you are winning the main battle, and there is little chance of defeat. Trying to sneak into the Guicy prison/base is very difficult, as Guicy units will attack infanty as their top priority. Also, use the GX-77 Charlie to rush into nearby factories to start pumping out units. ) GX-87 Kilroy 40 - 1 - 10 - 1 - 2 - 10 The heavy infantry has some surface attack and a small air attack. They can capture and occupy factories and camps but movement is slow and defense is low. ( Use the GX-87 Kilroy as you would the GX-77 Charlie; only if you are desperate and there are no more factories to capture should you use infantry in battle. ) CBX-1 Panther 10 - 1 - 10 - 1 - 9 - 8 These motorcycle troops can capture and occupy factories and camps but have only a machine gun for attack and defense is minimal. Speed and mobility are very good. ( The CBX-1 Panther's impressive range allows you to capture factories much earlier on than with the other slow infantry units. Use this advantage! ) ___Stationary Units___ SS-80 Atlas 90 - 6 - X - X - X - 20 The ultimate battle gun with long range and awesome power - a great performer. Needs transport for mobility and can only be moved once. No anti-air ability. ( This is by far the best artillery unit in the game. The only downside to it is that it cannot move, so make sure when you place it that you are placing it in an area where it will help you for a long time. If you can, take them out with your bombers, or rush in with buggies to eliminate this huge threat. ) SS-80 Trigger X - X - X - X - X - 80 The land mines are used to interrupt enemy advancement. Movement is only possible by truck or air transporter and can only be moved once. High defense capacity. No attack. ( I haven't used these much, but I believe that they severly slow down your units when you are trying to pass them. BTW, it may be a misprint in the manual, but SS-80 is used twice... In the U.S. TG16 version, the Trigger was numbered M-77 ) Hope this helps! Email me if you have any further questions.