DAISENRYAKU II
CAMPAIGN VERSION
Reference Book

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Translator's Note : Contents of these pages are exactly parallel to "Army Basic Abilities Table" viewable in the game, therefore the translator takes the option to omit.

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About Maps

Meanings of figures and asterisks (*) provided for each of the maps are as follows.

Country Participating countries at beginning of the game.
Power Number of cities/airports/harbours, from left to right.
Player "PLAYER" means the designer of the map assumes the player (s) will play for referent country, while "COMPUTER" means the computer is expected to play for.
Difficulty More the number of *s, higher the difficulty (basically assuming the user is playing as BLUE country).

Campaign mode maps, which follow certain scenario, are not described here, but anyone who beats these solo (standard) maps would be able to play campaign mode maps without problems.

[1] Island Campaign

Country BLUE RED
Power 14/2/3 4/2/3
Player PLAYER COMPUTER
Difficulty *

This map is familiar with anyone who played Daisenryaku series before. The beginners are recommended start playing from this map. Fierce battle is expected in middle of the island in this map, but after conquering that part not much difficulty is expected.

[2]At the Orient

Country BLUE RED GREEN YELLOW
Power 5/2/0 5/2/0 8/3/2 5/2/1
Player PLAYER COMPUTER COMPUTER COMPUTER
Difficulty ****

This map actually exists in the Middle East. Land battles will be main, however adept use of air force will be necessary to avoid being oppressed. Surface vessels are effective when you are playing as GREEN or YELLOW.

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[3] SUPER BATTLE

Country BLUE RED GREEN YELLOW
Power 2/1/0 23/6/0 11/2/0 10/3/0
Player PLAYER COMPUTER COMPUTER COMPUTER
Difficulty ***

BLUE and YELLOW are quite close in this map, so BLUE is strongly advised to occupy YELLOW swiftly.

[4] CENTRAL ISLAND

Country BLUE RED GREEN
Power 6/3/1 13/5/0 9/0/0
Player PLAYER COMPUTER COMPUTER
Difficulty **

BLUE is sandwiched between two countries, and will find difficulty in conquest of either country. However, not much is expected after occupying one of the two.

[5] Walking Shadow

Country BLUE RED
Power 5/2/0 8/3/0
Player PLAYER COMPUTER
Difficulty ***

This two-countries war map is separated by a huge river, where five bridges interconnects the continent. BLUE is recommended to stop advancement of RED forces by waiting in front of the bridges, then once number of cities reach certain quantity, go past the bridges and strike back.

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[6] STREET FIGHT

Country BLUE RED GREEN YELLOW
Power 4/2/1 10/4/2 10/4/0 10/4/0
Player PLAYER COMPUTER COMPUTER COMPUTER
Difficulty *****

BLUE is in severe condition with fewer cities compared to the other countries, and is expected to be trapped by three countries once BLUE attempts to advance. Occupation of GREEN is recommended to be the earliest.

[7] Northeast Plain

Country BLUE RED GREEN YELLOW
Power 3/2/0 6/3/3 6/2/2 11/3/1
Player PLAYER COMPUTER COMPUTER COMPUTER
Difficulty ***

This map actually exists in northeastern part of China. This map has particularly large number of neutral cities, so best strategy will be to securely occupy the cities while occupying the other countries.

[8] Triumphal Cry

Country BLUE RED GREEN YELLOW
Power 4/2/0 8/2/0 7/1/1 9/5/0
Player PLAYER COMPUTER COMPUTER COMPUTER
Difficulty ***

This map has two lakes in the middle, restricting the routes to north and south, therefore nearby cities and airports will be vital.

[9] MULTI MISSION

Country BLUE RED GREEN YELLOW
Power 3/3/1 16/4/0 12/6/0 4/3/2
Player PLAYER COMPUTER COMPUTER COMPUTER
Difficulty ****

This strait map has one country in each of the four corners, and BLUE is strongly suggested to occupy nearest YELLOW. In addition, BLUE should be careful of northern RED, otherwise the conditions will be harsh even after occupying YELLOW.

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[10] Russian Roulette

Country BLUE RED GREEN YELLOW
Power 1/1/0 14/12/0 9/3/3 12/16/0
Player PLAYER COMPUTER COMPUTER COMPUTER
Difficulty ***

BLUE has extremely scant number of cities, therefore is requested to occupy adjacent GREEN. Even after occupying, cities are scarce nearby, burdening the situations, and swiftness in occupying YELLOW will be the decisive factor.

[11] Before Dawn

Country BLUE RED
Power 10/10/0 7/6/0
Player PLAYER COMPUTER
Difficulty *

Main battle in this map is expected to be around the narrow central area when BLUE advances north. Also, abundant mountains will cripple movements.

[12] Bay of Tactics

Country BLUE RED GREEN
Power 15/3/2 11/3/2 11/3/2
Player PLAYER COMPUTER COMPUTER
Difficulty **

Landing operations after sailing over the vast sea in the middle of this map is recommendable. In addition, moves of GREEN need attention.

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[13] Defense Force

Country BLUE RED GREEN YELLOW
Power 5/3/0 5/3/0 5/3/0 5/3/0
Player PLAYER COMPUTER COMPUTER COMPUTER
Difficulty ***

Manoeuvre with the central mountain area, where battles are expected to be most fierce, is the key factor.

[14] Midnight Sun

Country BLUE RED
Power 5/2/0 23/6/1
Player PLAYER COMPUTER
Difficulty ***

BLUE is severely outnumbered in this map. Try best to occupy as many cities as you can, gain your strength and occupy fortified cities of gigantic RED.

[15] South West 5

Country BLUE RED
Power 34/2/0 34/2/0
Player PLAYER COMPUTER
Difficulty **

While the main battle will be around the flock of cities in below right of this map, important tactic is to use the scattering cities in upper left of this map wisely and to get past the mountains which surrounds the enemy. Once you take the cities in the mountains, enemy downfall will be within the matter of time.

[16] MOON SONG

Country BLUE RED GREEN YELLOW
Power 8/3/2 11/3/0 8/2/0 7/4/2
Player PLAYER COMPUTER COMPUTER COMPUTER
Difficulty **

Wide sea in the center causes difficulty in movement of the troops. Use several number of grouped cities including airports to transport the troops. Note the game will be more fun if GREEN and YELLOW are allied.

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[17] War of Strait

Country BLUE RED GREEN
Power 5/4/2 5/4/2 5/4/2
Player PLAYER COMPUTER COMPUTER
Difficulty ***

In this map where battle in the strait is assumed, land battle will be important in early stages while the central island will be important in intermediate stages.

[18] Lake at Nigti

Country BLUE RED GREEN YELLOW
Power 5/3/2 5/3/2 5/3/2 5/3/2
Player PLAYER COMPUTER COMPUTER COMPUTER
Difficulty ***

In this battle between four countries facing each other over a lake, surface vessels are expected to be used often, but assistance of air force should not be forgotten.

[19] Self Your Bady

Country BLUE RED GREEN YELLOW
Power 3/2/2 3/2/2 5/3/3 4/3/2
Player PLAYER COMPUTER COMPUTER COMPUTER
Difficulty ***

Use of the central peninsula as foothold to widen your area of control will be your most important concern.

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[20] Sea Battle

Country BLUE RED GREEN
Power 2/2/2 10/4/4 8/3/3
Player PLAYER COMPUTER COMPUTER
Difficulty **

In this map where the sea battle will play main role, first import task will be to secure the bridges near various straits. BLUE is recommended to conquer YELLOW while occupying neutral cities.