PACIFIC GENERAL: HINTS AND TIPS (version 1.01) First, although it goes without saying, I am going to say it anyway. If, by some strange whim of yours, you wish to distribute this FAQ, you can do so as long as you give credit to its author and do not edit it. Second, like it is with everything in life, there are no guarantees. Some of the hints I will give may not work for you, or may even turn out harmful in your case. I accept no responsibility whatsoever for anything that might happen as a result of your using this document. So, take it 'as is'. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. THE GOLDEN RULE ALWAYS try to kill enemy units and not let them retreat. If they retreat, they will receive reinforcements and come back at you with full strength a few turns later. PART I: LAND Good land forces are key to victory. Your ships may be out of range of some targets inland, your air force may be kept at bay by powerful enemy AA guns, but your ground troops will always be there for you, crawling through the mud and ripping those objectives out of enemy hands with their teeth. ORGANIZATION The simplest effective ground taskforce consists of a simple artillery piece and two or three infantry units. Position them in such a way that the artillery is next to all three infantry and you have a very powerful formation. The infantry is blocking the enemy path to your artillery, while the artillery provides support for the infantry, making it almost invincible. The weak points of this formation are its rear and its top. If the enemy attacks your artillery either by making his way into the formation's rear or by remote bombardment, it will be a sitting duck and without its support so will be your infantry. A good way to beef up this taskforce is to add a tank unit. This will allow you to mop up retreating enemy units and to have a powerful unit in reserve, should one of your infantry get severely weakened or should an enemy unit appear near your rear. Another wise addition would be a heavy artillery piece with a range of 3. Position it directly behind your regular artillery and you will be able to bombard an enemy unit twice before attacking it. This will make life for your attacking infantry a heck of a lot easier. MOTORIZATION Three words: always, always, and always. Except in the very first scenario when you don't really have a choice, you shouldn't leave any units without trucks or other means of transportation. Since the trucks are so cheap, it's really a no-brainer. With the exception of very few maps, your objectives will be quite far from each other and connected by roads. Without proper transport, your troops may not even make it to the objective. DON'T BOTHER WITH - AA units. These are only effective when you're defending and you will be attacking in most of the scenarios. Stick with the fighter planes instead. - Self-propelled artillery. It sounds and looks great, but is too slow moving to keep up with your motorized troops. By the time it gets to the objective you will have either taken it already or be out of time in the scenario. - Anti-tank guns. Due to its extremely slow speed, this is mostly a defensive weapon. It is very ineffective against infantry, which is what you will mostly face. Enemy tanks are prime targets for your bombers and even if they make it to your ground troops, they will attack your infantry, not your ATGs. - Submarines. They are easily beaten by any ship when on surface and are too slow when submerged. The only way to effectively attack enemy ships is to slowly creep up to it submerged, but by the time you do that the battle will long be decided by surface ships and naval aircraft. Making subs more useless yet is their amazing vulnerability to destroyers, which the enemy always has at least a couple of. GOOD UNITS TO CONSIDER - HW Infantry. These guys are much stronger than regular infantry, which the enemy uses a lot of. They can also effectively fight armoured enemies. The downside is their lower speed, however this is quite acceptable. Very rarely will you need a speed of 3 instead of 2, and if you do, just send tanks to deal with it. Most of the time when you are near the enemy you will be moving slowly because your artillery has to stay unpacked to defend against any attacks. - Mountain Gun 94 This is an awesome piece of Japanese artillery. Yes, it is weak, but it has the speed of two! This allows it to move as fast as your heavy infantry without having to pack up, effectively doubling your speed near the enemy. Unlike self-propelled artillery, this little babe can also be packed up in trucks and quickly transported along with your infantry. This is a great unit. TAKING HEAVILY DEFENDED OBJECTIVES On many occasions you will encounter major enemy strongholds, especially in objective cities. These will be quite hard to take because enemy units are well entrenched, supported by artillery and often covered by AA units. What you want to do here is take it slow. Park your own taskforce protected by artillery next to the enemy. This will create a WWI-like situation where two infantry forces protected by artillery are in a stalemate. Neither you nor the enemy will be able to attack for fear of devastating protective fire from opposing artillery. But unlike in WWI, you are not going to sit on your hands and just trade artillery fire with the enemy for ages. What you want to do is concentrate as much fire as possible on one of their units. All your artillery in range, as well as planes and ships should blast the heck out of the unfortunate infantry next to you. After this, your infantry can move in and take the hex. The artillery and other infantry will follow, moving the whole taskforce ahead a bit. More likely than not, after taking the first hex like this, you will be in a position to hit the enemy artillery hard. For this, it may be wise to take the hex with a unit that did not yet attack that turn, so that you can immediately strike those big guns. BLITZKREIG We all know what it is. A fast war achieved by using tanks, motorized infantry and bombers in conjunction and coordination. Well, this is exactly what you want to do when engaging unfortified enemies in the open. Begin by attacking the target with artillery and/or bombers to soften it up and remove entrenchments. After this is done, you want to attack with a slower unit, if you have a choice. Say, between an infantry and tanks, attack with infantry first. This should kick the target back a hex. This will allow you to bring in another plane and bomb the target once again. Now, bring in the faster unit, like tanks and strike it again, kicking it back another hex. Finally, bomb it with the third plane. More likely than not, this combined power will be enough to kill the unit. PART II: AIR As was the case in reality of WWII, victory in the air is absolutely crucial to success. Defending under enemy bombs is very difficult and attacking or moving is nearly impossible. Therefore, you must try to achieve air supremacy as soon as possible. ESTABLISHING AIR SUPERIORITY This is not as hard you might think, provided you are well prepared. First, you will need a lot of top-of-the-line fighters. Yes, I know they are expensive, but not having them will cost you even more. Second, always keep your fighters close to each other. They don't have to be side-by-side, but don't send half of them flying to one end of the map and the other half flying to another end. This is your key advantage because the AI rarely does that. This way, you will encounter enemy fighters in small groups, each of which can be easily overwhelmed by your forces with little losses. Three, never ever let a damaged enemy plane escape. Always shoot to kill. It goes for all units, really, but with planes it's even more important because of the huge pains they can cause you. Fourth, always attack with at least two planes. If you don't the enemy may win, or at the very least they will escape and repair. Fifth, use zones of control to block enemy retreat or attack routes. Basically the idea is that once any unit enters a hex neighbouring an enemy unit, it can no longer move. So, if you position one fighter directly above the enemy plane and another fighter directly below, the enemy plane will only be able to move one hex on its next turn, giving you an opportunity to attack it again and finish it off. Sixth, concentrate your attacks on enemy fighters first. If you kill off all the fighters, you will easily blow all enemy bombers out of the sky in a few turns, but if you weaken your fighters before you killed the enemy ones, they may well win the air battle with you. Then you will be in DEEP trouble. If you follow these rules, you will have the sky all to yourself in no time at all. TARGETS FOR AERIAL STRIKES Generally bombers perform quite poorly against smaller targets like infantry. If you do bomb infantry positions, it will most likely be in order to destroy their entrenchments and fortifications. Though, early infantry of not very well developed nations, like China, or Philippines suffer quite a bit from air strikes, don't count on your bombers to do a lot of damage to American or Japanese infantry. The primary target for bombers is a transported unit. Especially before the enemy has armoured trucks and uses regular 1.5-ton trucks, a good bomber's attack can be devastating. Consider this, a Japanese Nell bomber is projected to do 01 damage against a deployed US Marines unit. However, battle conditions change and the Marines have to withdraw, using their armoured trucks. Now, that same bomber is projected to make 05 damage when attacking them on the move. If the Marines were using non-armoured trucks the numbers would've been even higher. Another great target to bomb is tanks. Though, tougher than trucks, they still take plenty of damage from bombing runs. Considering how hard they can be to destroy using only land units, it's a real bargain. Artillery pieces, especially smaller ones, aren't the easiest targets to destroy, but they are well worth attacking since this is often the only way to take them out NEW: Ground units that are crossing a river are very vulnerable to attacks. Therefore, the enemy usually only crosses rivers when your forces are not around. But with eyes in the sky you can somtimes catch them doing this. This is a great opportunity, so send a good bomber there. Quite often, you will be able to completely annihilate that unit just by bombing it. ATTACKING AN AA-DEFENDED POSITION The enemy isn't stupid. They know that bombing is the easiest way to take out their artillery and that without artillery their infantry is just cannon fodder. So, they often put AA pieces to cover their artillery. This is a painful situation, but it can be overcome. First of all, check if you have any naval vessels in the area. If you do, suppress that AA. Now, you can attack it with your best bomber. They will retaliate on the next turn, but by then their strength will be greatly diminished by your first strike. If you don't have naval vessels in the area, things will get a lot messier, as you will have to attack under fire and your bomber will suffer casualties. In this case, it may be wise to attack with your non-core bomber first if you have any. Also, try to swarm the area with planes if you can. The enemy will often chose to target your fighters instead of your bombers in retaliation, which is fine since you must already have air supremacy. USING BOMBERS TO PREVENT ENEMY UNITS FROM REINFORCING This is another little use for your planes. When your plane bombards an enemy unit and stays over it at the end of the turn, that unit cannot restore its strength fully in one turn, as it would otherwise. Needless to say, this is very useful if you can't kill the unit entirely in one turn. PART III: SEA There isn't much to say here. Destroyers and Light Cruisers are great for fire supporting ground troops, as they can enter shallow waters. However, they fall easy victim to Heavy Cruisers or Battleships. They, in turn, fall victim to aerial attacks from tactical and torpedo bombers. So, just like over land, your first priority is to establish air supremacy and then take care of enemy bombers. Try to fight out the air battle a safe distance away from your fleet, so that the enemy doesn't have a chance to torpedo your ships while you are dealing with his fighter planes. When that is done, unleash your own bombers at enemy battleships. Not always, but usually, battleships are ill protected against aerial attacks. Bombing at sea is quite different from bombing over land because you can use torpedo bombers. With them, you can swarm a single enemy ship with as many as seven bombers at once. This is also probably the only area where the Golden Rule doesn't always apply. If the enemy has a lot of battleships and you can't destroy them all quickly, you may want to wound them instead. This is because capital ships are a lot harder for the enemy to repair and because there is usually only one or two naval engagements in any scenario, so getting your naval units beat up a bit doesn't really matter as they will probably get to do nothing for the rest of the scenario anyway. By wounding enemy battleships, you increase your own battleships' chances of survival. When the enemy battleships are sunk, turn to his smaller ships. This time make sure you make the kill and not let them escape because Destroyers and Light Cruisers are just as easy to repair as normal units. FINAL NOTE I'm by no means a great expert on PacGen and this collection of hints and tricks is by no means full. As of now, this document is just a few things that I wrote down as they came to my head. Still, since there isn't anything better, I decided to make this. Hopefully this will help those, who are just starting out with this great game, so they don't have to struggle as much as I did at first. Thanks for your attention and good luck on the road to Victory, Privateer