Super Conflict: War in the Middle East (SNES) Advanced Strategy Guide by Dangime It seems the increasing success of the Advance Wars series has sparked some interest in this old classic, which its self is the squeal to Conflict, a game which appeared on the NES. This guide is ment to help you with strategies and tactics which will allow you to overcome the AI through the 5 difficulty levels, or beat up on your ignorant friends. Understanding the Units ======================= The number of units available in this game might seem confusing to players, but really once you narrow them down it become quite simple what their purpose is. Each unit has at least 1 weapon available for use. Most have 2. The primary weapon usually has limited ammo and strikes a specific type of unit for heavier damage (land, sea, or air). The other weapon is generally weak, has unlimited ammo, can target any type of unit, and is typically just for finishing enemies off. You can explore the status of each unit type in the game by pressing start on a selected unit. You can use this on enemy units as well. As a rule the unit sets for the blue (American) and the red (enemy, Iraqi, Russian-made) are exactly the same. Unfortuently American technological superiority isn't going to bail you out this time. Each unit also has a defensive characteristic which reduces the damage it takes. This can be modified by the terrain, and basicly manipulating the battles to take place on the terrains that favor you is the key to the game. The purpose of this strategy guide is not to dump you in the detailed numbers for each unit, but show you how to make the most of those units and understand them in the quite well documented in game help features. Below is a run down on the types of units available in the game. Foot Soliders ------------- Infantry - These units are fairly common. They appear as a solider's head with a standard helmet on the main screen. These units have very little they can do. They are equiped only with rifles with a very low fire power (15) against all unit types. Their defensive abilities and HP are very low as well. These units should only be used to attack other infantry, or commandos if they have an advantage in terrain (see the terrain section to see which types are the best to fight from). These units can be used either to claim cities while other units advance or sheild more valuable units from attack. Commandos - These units are somewhat more useful. They pack missiles which can be fired on all unit types for moderate damage. Their HP and defensive abilities are no better than infantry however. Use these units to engague infantry, commandos, surface to air missiles, anti-air units, and light and medium tanks but from a terrain advantage only on the tanks!These units aren't well suited to fighting aircraft or ships. These units are cheap and can be built in 1 turn (once you advance to a level with factories) So they are usually my choice to build until medium tanks are available. Tanks ----- Light Tanks - M551 tank / T55 tank These units are common in the eariler stages of the game. Generally they are useful against most ground units except Heavy tanks. The main area in which they lack power is defense, in fact they have no more defenisve ability than infantry men! Use these units to attack ground units, but make sure you stay in good defensive terrain or else they'll light up the first time a commando unit appears. Like all tanks, light tanks shouldn't be used to fight air units. Since these units don't have many advantages over commandos, but take twice as long to build they are usually bad choices for production. Medium Tanks - M60 tank / T62 tank These units are very useful. They have additional defense, hit point, and firepower over all other ground units except heavy tanks. About the only units which can beat them are heavy tanks, aircraft and battleships. If these units are available for production I'd definately suggest building them. These units can even fight with heavy tanks if they fight from an advantage on terrain. Heavy Tanks - M1A1 tank / T80 tank These units are your most valuable land forces. They have unmatched offensive power on land, and have the highest defensive ability. These units are key, and generally the destroying or loss of a heavy tank is the key point in turning any battle. Remember that when choosing your enemy targets. Flag Tanks These units are special, since if yours is destroyed you lose, and if you destroy the enemy's you win. These units look just like heavy tanks, but theres an important difference. Flag tanks are the most defensive unit in the game (well maybe besides flag ships, but its the same point.) The idea is, don't go around thinking a flag tank can be destroyed in any single battle. A bomber can inflict no more than 8 damage per attack on a flag tank. A heavy tank can do no more than 16 per attack. Even battleships can only do 16 per attack. With 70 HP, and only 4 attacks per combat, you'll need at least 2 units to destroy a flag tank, and that can be drasticly higher if the flag tank has taken cover in good terrain, or even a city. There is one exception to this rule. If for whatever reason your's and your enemy's flag tanks get together for a battle, all these defensive limitations go out the window. There's a good chance a definative winner will come out of a flag tank vs flag tank battle. Generally, you'll want to leave your flag tank in the rear. The AI spends very little effort in attempting to attack it, so unless you put it on the front line you're pretty safe. Other Land Based Units ------------------- SAMs - Surface to Air Missiles These units are very weak in all areas except when it comes to attacking air units. The best strategy for these units is to sit in defensive terrain near your factories. AI bombers and fighters have an uncontrolable urge to attack your factories if they are in range. Otherwise keep these units near other key land forces (like tanks) that might be bombed, but out of range of enemy land units. SSMs - Surface to Surface Missiles, ie Tank killers These units are amongst the least efficent in the game. Their role is supposed to be destroying tanks, but since they have very little defense power its rare they can ever survive to complete their intended mission. They are generally a match for light tanks, but can't take medium tanks except from better defensive cover. Don't even try against heavy tanks unless they are already damaged. These units are useless against air units as well. AAA - Anti-Aircraft Artillery These units act just like SAMs except they are slightly weaker attacking air units, and slightly better at attacking infantry units. These units are still pretty weak, so like SAMs I suggest you hide them in good terrain near factories or important ground units. Air Units --------- Fighters - F5-F14-F15-F18 / MiG21-MiG23-MiG25-MiG29 There are so many fighters in this game! They really only have one purpose, that's air superiority, downing enemy bombers, helicopters, and other fighters. The order in which I listed the air units is in terms of power, the F5 is the weakest fighter, the F18 is the best and so on. The last units might be a little confusing, since they have less HP than the 3rd ones listed, but the higher defensive and offensive abilities more than make up for that. The general rule for fighters is to go after enemy bombers and helicopters. Fighters won't do your enemy any good against tanks, and tanks are the best thing to kill the enemy flag tank. On the first turn, send any air units you have to your airport, and guard them. On your second turn deploy your fighters to attack the enemy bombers, and once you get them, the fighters. Once its clear you can declare open season on the enemy with both tanks and bombers! Fighters have to return to base after on their 3rd turn out for fuel, so plan for that. Bombers A10-A6 / SU25-SU20 Bombers are also important on the battlefeild. They come in 2 flavors. The A10 and SU25 have less hitpoints, but higher attack power so they are great once you have air superiority and if you keep them away from SAMs. The A6 and SU20 aren't quite as powerful, but have more HP so they are more likely to survive a fighter or SAM attack. Bombers are great for attacking almost any ground unit or sea unit since most of them can barely shoot back. Generally I use my bombers on the 2nd or 3rd turn once my fighters have taken care of the enemy fighters. Bombers also have to return to base on their 3rd turn. Helicopters Cobra-Apache / Helicopters are basicly weaker bombers. They have less HP so they are more vunrable to fighters, Sams, and AAA. They are also slower, but carry more fuel so they can wait for 4 turns before returning to base. Generally I don't choose to build helicopters, but the ones you are given are useful once enemy fighters are gone. Use them to target enemy tanks. Sea Units --------- Destroyers Infantry of the seas. Generally these units have no purose besides to get in the way of attackers wanting to get at more important ships. These units can attack cruisers for some damage, and submarines if they feel lucky, but besides that these units really have no point. Cruiser SAMs of the sea. These units are useless against other ships, but they can deal with any aircraft that stray over the water quite easily. Keep them away from enemy ships though. Submarines Subs have the highest defensive ability out of any ship and good attack power against sea units as well. Submarines can tangle with any ship except battleships, unless they've already been damaged. Submarines are useless against land and air units. Battleships Battleships pack huge power. Their 16" cannons are a threat to any ship and any ground unit stupid enough to sit on the coast line next to one. Battleships are still no good against air units. Carrier Floating airports that usually come prepacked with fighters and bombers. For this reason they are pretty helpful. Besides that they carry medium power multipurpose missiles that are okay against most ships and all air units. There is a game bug when you order a carrier from a factory, so I wouldn't suggest it! The game will crash when you try to check out the goodies inside the carrier. Flag Ship Like a flag tank, but a ship. Generally avoid putting yours in combat. They have some defensive abilities, but its nothing you really want to use. Learning How to Use the Terrain to Your Advantage ================================================= This is the most important skill to learn for ground combat. You know that defensive ability I refered to? Ground units get a direct modifer to their defensive ability depending on what type of terrain they are on. Airports, Cities, and Hills add 10 to the defensive ability of ground units. Forests and Mountains add 15 to the defensive abilty of ground units. Plains don't affect the defensive ability at all. Deserts lower your defensive ability by 5. Bridges lower your defensive ability by 10. These factors are huge in battle. A 10 or 15 point difference can let a medium tank tangle with heavy ones, or commandos ambush medium tanks. In general try to always fight from good terrain, and attack your enemy when they are in bad terain. Another factor in terrain are cities and airports. Air units in airports are vunrable to ground forces. If your airport is unguarded and is taken by enemy ground troops all the aircraft will be destroyed! Make sure you guard your airports. Usually I leave my flag tank on the starting airports. Air units need to land periodicly for fuel. They will also get back ammo, and 1/2 the HP they are missing each turn they stay on base. Cities restore the HP, ammo, and fuel of ground units the same way airports do, except cities are actually good places for ground units to make a defensive stand, since they get +10 defense and half their missing HP back as long as they survive a turn. Stage 1 Stratigies ================== All of the battles in stage 1 will have only ground units and won't have any factories, meaning the units you see are the units you get! Some of these battles are so small you will need to liberally use your flag tank to help win the battle. Mastery of the terrain bonuses will assure you victory in these battles. Make sure your combat setting (press start, choose preferences) is set to long batties and move all units. Use the R button to retreat whenever you are in a bad situation. That will serve you well for a long time. Stage 2 Stratigies ================== Stage 2 includes 2 new elements, Air units and ground factories. Also SAMs and AAAs will make their first appearances (what were they gonna shoot at before anyway?) Now production strategy comes into play. Usually the AI will try to get an advantage over a player by giving themselves way more "Production Points" than the human player. These points are listed at the bottom the screen in blue numbers for you and red for the enemy. These points aren't used up when new units are built, but they represent the ammount of support you have from the public, and thus the more advanced unit types that are available. How do you get production points? Well each side starts out with a certain number at the start of each battle. Each time you kill an enemy unit they will lose 300 points and you will gain 300. When you lose a unit the enemy gains the 300 points and you lose them. Also, each city and airport you control (turns your color) nets you 100 points each turn. Generally the AI gives you enough production points at the start of the game to order infantry, commandos, anti-tank units, and light tanks. When you look at the time it takes for each unit to be built you see that infantry and commandos take only 1 turn, but the other units take 2. This is why you should build commandos in this situation. Even though light tanks and tank killers are slighly more powerful units, 2 commandos could take them any day. Later on once you have more points you should order medium tanks, or heavy tanks once they become available. Now for air strategy. It is really easy to understand where the enemy will send their bombers and helicopters to fight. If there is a factory within range, the enemy bombers WILL attack it. Factories defend like commandos, but with alot more HP. This means you can almost always run away before the enemy can destroy them, plus factories heal just like they were on cities. This exposes the enemy's bombers to be destroyed by SAMs, AAA, and fighters! If factories aren't in range they will pick another land unit on the way towards a factory to attack. Enemy fighters will attempt to fight any air unit within range (usually its best on the first turn to hide all your air units within an airport, so you can get the first attack in on the enemy bombers and fighters with them on the 2nd turn.) If the fighters can't get to a air unit, they will attack a ground unit or factory, usually with very little success. This often puts them in range of your SAMs. Happy hunting. Once the air is yours, use that advantage to press it on the enemy hard on the 2nd and 3rd turns. Usually the AI orders a medium or heavy tank which takes 2 or 3 turns to build. By then, the outcome of the battle is usually obvious and the new unit can be dealt with easily, or ignored since the flag tank is usually in range by then. Stage 3 Strategies ================== Stage 3 introduces sea units, and air factories. Generally sea units don't have that much impact on ground battles, which is still where the game is won and lost. You just have to watch out for enemy battleships, and make the most of your own since the AI is actually dumb enough to sit in range of your battleships on the coast. One strategy you can employ to keep enemy ships away is this. Ships can usually pass under brdiges if they have enough movement, however if you use your own ships to block the other side of a bridge then the enemy ships can either pass through or engauge the ships blocking the path! This makes the enemy fleet (which is usually better equiped than yours) useless on certain maps involving bridges. Otherwise concearning air facories really you just have to take a look at the map. Once you get enough production points where you could actually order a medium tank, or a helicopter/bomber you have to ask yourself which one would be more useful. If the map broken up and full of islands, than you might want to go with a bomber or heli. If the flag tank is sitting directly from the other side of your land factory, might as well go that route instead, tanks usually are quicker to build. Stage 4 Strategies ================== Stage 4 introduces flag ships, and sea factories. Usually even though flagships appear in these stages, its usually better just to go after the flag tank rather than the flag ship. This is because there's no terrain to manipulate on the sea, and the AI is just to stupid to deal with it on land. As far as sea factories go, my disliking of sea combat kind of lends itself to the idea that ships shouldn't be built. Most of them take too long to build and I'd rather have a bomber or a tank out there trying to get a flag ship. Stage 5 Strategies ================== Stage 5 takes all the game's elements and throws them together with the most extreme disparody in production points, and gives you even less quantity and quality of units compared to the enemy. However its really not that much harder. The larger and more complex the game gets the more the AI seems to misuse its units. Follow the same general strategies from stages 1 and 2 (terrain mastery, hide air units on turn 1, counter attack on turn 2.) These battles will probably take longer because of the sheer size of them, but... in the end its all the same! The End ======= This guide was created by Frank Johnson (Dangime). Any questions about the guide can be directed to dangime7@hotmail.com. This FAQ is also available on my website at http://home.houston.rr.com/dangime/. This guide is granted to the public domain on the condition that its contents remain unedited in its entirity, including this section which contains the proper credits to the author, his email address and the link to his website. Use, distribution, or reproduction of this work under any other condition will be considered a violation of copyrights.