Daisenryaku 1941 for PS2 Development: SystemSoft Alpha Publishing: Sammy and Sega Original Release: September 26, 2002 Sammy Best Release: November 13, 2003 This guide is copyright 2007 JVGFanatic (and yes that is a registered trademark) Hello and welcome to this FAQ for Daisenryaku 1941. I earnestly hope it answers any questions you have about this game but in the case that it does not please feel free to contact me at jvgfanatic at that over-abused microsoft address known as hotmail.com. Be sure to include "Daisenryaku 1941" in the title so I don't delete your email as spam. ----------------- Table of Contents ----------------- 1.00 Basic Information 2.00 What Is Daisenryaku 1941? 2.10 List of Console Daisenryaku titles 2.20 Summary of Daisenryaku 1941 gameplay ------------------------------------------------------------------------------ 1.00 Basic Information --------------------------------- Save file takes up 886k on a memory card. Comes with a weak 33 page manual, text is TINY. You can have up to 128 units in your "army" at once. You can rename units but not classes. No map editor. No scenario mode, only branching campaign. There are a mere 195 different units in the game 2.00 What is Daisenryaku 1941? --------------------------------- Daisenryaku is a part of the long-running series of strategy games developed and sometimes published by SystemSoft. Their subsidiary SystemSoft Alpha codes most of their console titles while SystemSoft itself handles many of the PC (Windows and Mac) versions. All of these games are turn-based strategy titles, some of them take place in the World War II era while others are focused on modern military equipment. Daisenryaku 1941 is clearly World War II and it focuses on key battles of the Pacific War. 2.10 Here is a complete list of console Daisenryaku titles: --------------------------------------------------------------------- 1988.10.11 Daisenryaku - Famicom 1989.04.29 Super Daisenryaku - Megadrive 1990.04.27 Super Daisenryaku - Turbo CD 1991.06.12 Daisenryaku - Gameboy 1991.06.21 Advanced Daisenryaku - Megadrive 1991.09.28 Daisenryaku G - Gamegear 1991.11.21 Lord of Wars - Turbo CD 1992.05.29 Campaign-Han Daisenryaku II - Turbo CD 1992.09.25 Daisenryaku Expert - Super Famicom 1995.09.22 World Advanced Daisenryaku Kotetsu no Ikusakaze - Saturn 1996.03.15 World Advanced Daisenryaku Saksen Fire - Saturn 1996.03.29 Daisenryaku: Players Spirit - Playstation 1996.05.08 Iron Storm - Saturn - (USA - Release) 1996.08.30 Daisenryaku Expert WWII - Super Famicom 1997.06.27 Daisenryaku Strong Style - Saturn 1998.12.03 Daisenryaku: Master Combat - Playstation 1999.02.04 Cyber Daisenryaku - Playstation 2000.06.21 Advanced Daisenryaku Europe no Arashi - Dreamcast 2001.04.26 Advanced Daisenryaku 2001 - Dreamcast 2001.12.07 Daisenryaku for Gameboy Advance - Gameboy Advance 2002.09.26 Daisenryaku 1941 - Playstation 2 2003.05.29 Daisenryaku VII - XBox 2004.11.11 Standard Daisenryaku: Dengekisen 2005.02.16 Dai Senryaku VII: Modern Military Tactics - XBox - (USA - Release) 2005.06.02 Standard Daisenryaku: Shiwareta Shouri 2005.12.22 Daisenryaku Portable - PSP 2006.02.26 Sega Ages Vol. 22 Advanced Daisenryaku Deuch Dengeki Sakusen - PS2 2006.05.25 Daisenryaku DS - Nintendo DS 2006.12.14 Daisenryaku VII Exceed - PS2 2006.12.14 Daisenryaku Portable 2 - PSP 2.20 Summary of Daisenryaku 1941 gameplay ---------------------------------------------------------- Daisenryaku 1941 depicts the Pacific War conflict at a very basic level. Both the Japanese and American forces are represented across 195 units. The goal, as usual, is to clear each stage and the rules this time around are fairly basic making Daisenryaku 1941 a nice game for first-time strategy game players. Most of the stages take place on water so most of your units will be either Air or Sea capable units. There are minimal land units as well to handle things like city occupation but their importance is minimalized. I believe that one can only play the game using Japanese forces. I've not gotten all the endings yet however and there is possibly an American option obtained at some point. The only mode in the game is a campaign mode in which the 'story' of the Pacific War is told and played. The campaign branches based on performance in a given battle but is otherwise extremely linear. There are six endings to see and with the New Game plus feature it does make replaying the game interesting. Units gain experience and recieve upgrades and all of these can be used in subsequent battles. You can also fund research into up to 4 areas, advances in these areas results in upgrades appropriate to the funding. Between each battle in the campaign you'll be given a briefing screen on which there are options to invest in technologies, purchase additional units for your fleet, customize existing units, review a database of units, save, and set options. This faq will describe each of these in detail. =============== Start Game Menu =============== New Game Load --- That is it this time around. There were more options in nearly every other Daisenryaku game so far but hey. Simple is good, right? Right? Well, there is a New Game+ option in which funding and remodelling technology is brought forward to the next playthrough. ======================= Situation/Briefing Menu ======================= Situation Victory Conditions Technical Funding Buy Units Name/Modify Units Unit Database Option Begin Mission --- Explanations SITUATION - Displays a textual briefing for the next mission. VICTORY CONDITIONS - Displays the conditions of victory for the next mission. TECH FUNDING - Allows you to adjust the amount of money you've budgeted for: AIR UNIT TECH SEA UNIT TECH (SHIPS) LAND UNIT TECH REMODELLING TECH BUY UNITS - Lists units that you can buy. NAME/MODIFY UNITS - Opens a list of owned units. You can: REFIT (Change Loadout) REMODEL (Add Remodelling Kits) RENAME DISBAND UNIT DATABASE - Displays a complete list of owned/unlocked/encountered units. OPTION - Displays the Option screen BEGIN MISSION - Starts the current mission ====================== How Tech Funding Works ====================== Advances in military technology are made at their respective historical junctures automatically. By allocating funds to specific areas you can cause these advances to occur earlier. ======================== Name/Modify Units Screen ======================== Column headings are (left to right): No. Unit Type Unit Name Endur Fuel Level Weapon Load (Anti-air, Anti-sub, etc...) Status ====================== Name/Modify Units Menu ====================== Refit Remodel Rename Disband --- Name/Modify Units Menu Explanation REFIT - Some units can be equipped with different weapons package based on the types of enemies you'll be encountering. It's up to you to change it and that is done with this menu item. When this command is chosen the unit data window will open and pressing UP/DOWN will allow you to change this unit's package. Many units will NOT have more than one package. REMODEL - As you progress through the game (and provide funding toward technology) you'll uncover certain bonuses you can attach to units for a fee. Choosing this command will open the Unit Data window on the Techs page. Pressing Circle will open a list of available techs with their cost next to them. Choosing a tech with the Circle button adds it to the unit and reduces your money by the amount shown. This is not reversable and applies to a per unit basis. RENAME - Opens the unit name editor. Pressing Up/Down as soon as this window opens will allow you to choose between KANJI, HIRAGANA, KATAKANA, and ENGLISH character sets. In addition to those commands you'll see the DEFAULT, DELETE, and OK buttons. DISBAND - Permanently disbands the unit. The unit will no longer be available for use in battle. Once you are on a map the following controls take effect: Circle - Is always Select and Confirm (units on the map, menu items) Triangle - When on a unit will display unit stats X Button - Is always Cancel Square - Displays a Menu (Battle Menu) The BATTLE MENU has two pages, the SQUARE button will switch between those pages. Page A is translated as follows: Map Battle Status Mission 1: Just take out all the ships with your Anti Ship planes. Mission 2: Place enough carriers to hold all of the anti-ship planes your going to place. They don't have enough fuel to reach the fleet so turn one load them up on carriers then subsequent turns move those carriers south. When you get as close as you can get with the carriers start unleashing your anti-ship planes to red/yellow harbor. Watch your ammo. On the American turn 9 they will receive about 20 units worth of fighter plane support. You had better have some coverage by then OR reduce the American Navy's RED ships to 3 ships or less (victory conditions). I recommend sending your Anti-Ship planes in a few waves if you intend to focus on the scenario winning ships (the red ones). You won't be able to attack from all directions because the enemy will do it's best to keep you from those ships. Since your Anti-Ship planes only have one shot each it's best to concentrate on what matters. Mission 3: I placed most of my Carriers (all but 1 having bought none) and every single one of my type 99's loaded for anti-ship on the East side of the placement area. The Carriers being in the SE corner. The Anti-Air equipped squadron was next, I placed almost everything I had leaving a chunk of unplaced hexes in the SW corner. Those empty hexes were filled with CA's number 45, 56, 48 and 47 and other good anti-ground units, they can pretty much experience farm so as many ships as one has space left is good. So I sent the Carriers and their loads to the SE and the ships to the SW. Over the next several turns those ships will make their way around the point to the southern side of Red territory (green is attacking the north side). The carrier group on the other hand will see a lot of fast action. The first thing I did (turn 2 or so) was surround the lone green transport with anti air fighters (six of them, with two more on the south side of those six). I kept those eight planes in extremely tight defensive formation around that transport, she will sink in an instant if what is coming gets to her and like an idiot she will go drifting right into red detection range. Anyway, with the fighters dispatched I needed something to keep my first wave of 99s busy. With the carriers having gone south I flew 5 or so Type 99s SW of their position. (West of that lone green transport and the fighters). It's important to send the 99s in waves since they only get one shot a piece and we're going to keep them away from the transport and the fighters for now because there are some air units the fighters have to deal with before the 99s can come in and bomb the enemy ships. Mission 4: MIDWAY What I ended up doing was going way overboard. You've got two deployment areas, your best bet is to load the Eastern deployment area up with anti-air fighters and a carrier to support them. In the Southwest area I just placed all of my anti-ship planes and enough carriers to hold them all in the NE corner of the SW placement area. That will be all you will *need*. You may also want to grab a few anti-ship ships as well but the ones that I placed never fired a shot in this mission. Send your anti-air fighters almost directly north, they will have their hands busy until your anti ship bombers get there. Once your Type-99s (on the carriers) get there it's pretty much game over. As usual I targeted the carriers first (or a path to them when needed). Turns out with the work that the anti-air craft did your Type 99s will have little resistance. This is the first mission that I took a very active role in renaming units. Mostly set about naming units that have levelled up. I'm not translating any of the unit names yet (but if anyone wanted that task...feel free). As an aside, I put a sub in the NE placement area, it got two shots off the entire battle. Mission 6: Buy lots of subs and air combat planes...? Still working on this one, I can beat it but I get my ass kicked so I need to find a better strategy. The idea is to plant some subs where the enemy will be coming in but even that is only, say, five shots so I need to do it quicker. The best thing I can think of is using anti air units as bait, try to destroy as much of the enemy's planes then hit their fleet with anti-ship planes, subs, and ships. I really don't know how to handle this mission elegantly yet... UNITS (as listed in Database by default) Mission 10: ======================== Unit List ======================== Type 96 Carrier Fighter Type 21? Type 32? Type 22? Type 97 Carrier Bomber (Type 97 recon ability with anti ship bombs) Type 99 Carrier Bomber Hayabusa (Jun-Falcon) ======================= Unit Types List ======================= Ships 軽空母 - Light Carrier 正規空母 - Carrier 駆逐艦 - Destroyer 戦艦 - Battleship 重巡洋艦 - Heavy Cruiser Air Units (database order) 陸戦 - Land Based Fighter 艦爆 - Carrier Bomber 艦攻 - Carrer Attack Plane 艦戦 - Warship Attacker - *Carrier Bomber 陸攻 - Land based Attack ??? 輸送機 - Transport Ground Units 戦車 - Tank 軽戦車 - Light Tank ======================== Mission/Map Listing ======================== Map 01 軍事演習 Map 02 真珠湾攻撃 Map 03 珊瑚海海戦 Map 04 ミッドウェー海戦 Map 05 米艦隊追撃作戦 Map 06 ガダルカナル攻撃隊追撃 Map 07 ガダルカナル奪還作戦 Map 08 隠蔽殲滅作戦 Map 09 米潜水艦掃討作戦 Map 10 撤収妨害作戦 Map 11 サイパン守備隊援護 Map 12 南太平洋海戦 Map 13 ニューギニア航空戦 Map 14 ブーゲンビル強襲作戦 Map 15 輸送船団護衛作戦 Map 16 ミッドウェー再攻撃作戦 Map 17 レイテ沖海戦 Map 18 フィジー逆占領作戦 Map 19 フィジー突入作戦 Map 20 サモア島追撃作戦 Map 21 敵輸送船団攻撃作戦 Map 22 フィジー上陸阻止作戦 Map 23 サモア守備隊援護作戦 Map 24 ハワイ進撃 Map 25 米新兵器掃討作戦 Map 26 ハワイ占領作戦 Map 27 太平洋艦隊殲滅作戦 Map 28 西海岸爆撃作戦 Map 29 パナマ封鎖作戦 Map 30 號作戦 Mission Route Map _________________ In this chart when two (or more) branches leave a Map the path on the left always represents the "better" ranking. Map 1 | Map 2 1942 | Map 3 | ,___________ Map 4 ___________, | | | Map 5 Map 6 Map 7 | | | | ,___/ | 1943 | | | Map 10 Map 12 | Map 8 Map 11 | | | Map 9 | | | Map 13 | |____| Map 16 | | | | | | | | Map 15 -------> Map 19 |<-Map 14 | | | | Map 18 | | | 1944 | | | | Map 20 <------- Map 21 | | | | | | Map 22 Map 23 | Map 17 1945 | | | | | Map 24 Map 25 | | | | | | | | Map 26 Map 27 | | | | | | | | | | | Map 28 | Map 29 Map 30 | | | | | | | | \ | End1 End2 End3 End3 End4 End5 End6 ======================== Remodeling Method List ======================== DEF = Defense Strength ATT = Attack Strength MOV = Movement Range GAS = Fuel SRCH = Search Range AMMO = Number of rounds of ammunition KITS = Number of special parts Name Effect Japanese Name Air Unit Kits Fuselage Reinforcement DEF+10% 防弾鋼板の増強 Machine Gun Upgrade ATT+10% 機銃の初速向上 High Octane Fuel MOV + 1 高オクタン燃料 Larger Fuel Tank GAS+10% 燃料槽の拡大 Increase Capacity KITS+1? 部品数の削減 Enables ASW Patrol SPECIAL 磁気探知機の搭載 Enables Carrier Landing SPECIAL 着艦フックの装備 Extended Radar SRCH+1 風防の歪み矯正 Extended Radar SRCH+1 風防形状修正 Extended Radar SRCH+1 電探装置の強化 Cartridge Belt System AMMO+1 弾帯式給弾装置 Armor Unit Kits Armor Reinforcement DEF+10% 増加装甲取り付け Improve Gun Mounting ATT+10% 砲架の精度向上 Long Range Gun RNG + 1 長砲身化 (for wheeled artillery?) Improved Suspension MOV + 1 懸架装置の改良 Increase Ammo Capacity AMMO++ 整備の簡略化 Can Occupy Facilities SPECIAL 占領が可能になります AA Guns Ammo Increase AMMO+1 対空砲 Infantry Unit Kits Camouflage DEF+10% 迷彩服の支給 Improved Rifle Bore ATT+10% 小銃弾の大口径化 Mobile Conversion MOV + 1 自転車化 Vessel Unit Kits Deck Armoring DEF+10% 甲板装甲強化 Fuse Improvement ATT+10% 炸薬・信管の改良 High Pressure Boiler MOV + 1 ボイラーの高圧化 Improved Fuel Effic. GAS+10% 燃料消費の効率化 More Ammo Storage AMMO+1 弾薬庫の改修 Carrier Unit Kits Launch Deck Reinforcemnt DEF+10% 飛行甲板強化 Submarine Unit Kits Noise Reduction DEF+10% 振動軽減加工 Torpedo Warhead Augment ATT+10% 新型魚雷弾頭 Increase Torpedo Range RNG + 1 魚雷の燃料増加 Improved Periscope SRCH+1 潜望鏡の改良