May 29 2011
By: AtlanteanMan Wastelander 633 posts


48 replies 4205 views Edited May 29, 2011

DSP HD.jpg

Welcome to the Daisenryaku Perfect HD FAQ and Information thread.  It is meant to be an all-in-one reference page for fans of the Daisenryaku series and to answer as many questions regarding the upcoming Playstation 3 and XBox 360 installment which is the latest in the "Perfect" series, SystemSoft Alpha's flagship line of Daisenryaku (Grand Strategy) turn-based military strategic simulators.

Much of what you will see here has been lifted directly from its sister thread, the original Daisenryaku Perfect suggestion thread.  Here is the link to that for your convenience:

The reason I'm doing this is to address a concern that the original thread had become simply too large and broad in scope.  Features that I added regarding previous games in the series and probable unit types for DSP HD (which I made with screen captures from Daisenryaku Perfect 3.0 for Japanese Windows PC) at first inspired passionate discussion and speculation, but over time I have felt I may have overwhelmed some readers with the sheer amount of information I was sharing at a time.  It didn't help that over time many features became buried within the 17-plus current pages of posts there; there was no easy method for remembering where animportant post or feature was.  While the page views of the Main thread still continue to rise every day, the posts by regulars from previous weeks (especially before the three-week PSN outage) have slowed to a crawl with only a few participants.  I hope that by bringing all of the features from the Main thread here I can consolidate everything by topic in one easy place so it will be easier for everyone in the community to feel like we're on the same page, and not as intimidated by what they might have to read through to catch up if it's awhile since the last time they visited.

So, on to the FAQ!

What is Daisenryaku Perfect HD?  DSP HD is a turn-based military strategy simulator unlike anything ever done before on consoles.  It's being made by SystemSoft Alpha on Japan.

What the heck is "Daisenryaku" anyway?  I've never even heard of it!"  Daisenryaku means "Grand Strategy", and the series has been on home consoles in Japan since the days of the Genesis and SNES, maybe even before then.  So far only three (and two of those were different console versions of the same game) installments that have made it to the USA; they are Iron Storm for the Sega Saturn, Dai Senryaku VII: Modern Military Tactics for XBox, and Daisenryaku VII: Modern Military Tactics Exceed for the PlayStation 2.

When is Daisenryaku Perfect HD going to be released?  DSP HD is currently slated for a "Fall 2011" release in Japan.  No announcements have been made at this time regarding a localization for North America or Europe (and THAT'S why these threads are here; to raise gamers' and developers' awareness!).

Why should I care about this game from a series I may have never heard of?  I'm glad you asked that question.  Because this is historically the BEST strategy game series on consoles, hands down, even compared to recent greats in the genre like R.U.S.E..  Literally hundreds of real-life weapons and unit types from many real nations have their performances broken down according to a deep and wide-ranging system of numerical values in categories ranging from range to fuel, from firepower to armor protection, from stealth to transport capability.  The result is that when a player moves a unit against an enemy unit, their interaction and the outcome of the battle tends to be highly accurate and true to life; there can even be total misfires or "lucky shots" that are completely devastating.  This isn't Rock/Paper/Scissors, this isn't Risk, this isn't Axis & Allies; this is the deepest and most comprehensive sense of commanding an actual military force ever achieved in gaming.

And do you like your multiplayer games to sometimes come in a flavor OTHER than where winning comes down to who's got the faster and more accurate trigger finger?  Do you like games that actually make you THINK and use your brain to strategically out-think real human opponents, locally or online?  Then DSP HD will have you fully covered.  With up to 8-player multiplayer both locally and online, plus chat ability (currently announced only for the XBox 360 version, but the PS3 version may still add that feature before launch; we'll see), it won't be so much about "beating the other guy" as it will be about being the last commander standing among several who also fielded massive and powerful forces.

Still not enough?  Do you like customization, the ability to change things like rules, unit values, even make new maps?  Heck, want to make a map set in outer space or medeival Japan?  With Daisenryaku Perfect HD, you can do ALL of these and much more.

What nations are going to be featured in DSP HD?  So far the confirmed list of countries I've been able to find from the available screens are as follows:

Japan, USA, Russia, United Kingdom, Germany, Italy, France, China, Australia, and Saudi Arabia.

Israel is almost a certainty as they were also in Dai Senryaku VII: Modern Military Tactics Exceed; plus they have one of the best air forces and some of the best MBTs in the world.  Other strong possibilities include India, South Africa, North and South Korea, Canada, and one or more Latin American nations (DSP 3.0 featured 48 countries and 1,400 units, and these were some of the most prominent militaries not already included in earlier versions).

What are some of the key first-time features in DSP HD?  Along with a presumed campaign mode, Daisenryaku Perfect HD will also offer a fully featured multiplayer mode for up to EIGHT players, both locally AND CHAT-BASED ONLINE (YESSSS!!!).  It also comes with an Editor mode where you can literally change everything you wish to your liking; Rules (over 50 different Rules settings), Maps (the highest figure hasn't been posted yet but the map size limit should be higher than it was in DS VII; Daisenryaku Perfect 3.0 for the Japanese PC maxes out at 256X256 hexes, which is simply epic in scale), Production Types (you can make new nations and add them to the existing 22 countries), Weapons (everything from the armor and attack ratings to the appearance and animations), and more.  The map editor features, for the first time on console, fantasy themes like space or medieval, and there are fantasy units (obviously outside the main production types) to go with them, from space dreadnoughts to ironclads to dragons.  You can change the appearance of the map from a hex-based format to a very nice topographical look.  Also for the first time on console you can play in either Simple Mode (think Advance Wars-level strategy) or ratchet things up beyond the standard Normal Mode to Strategic Mode, where you must micro-manage things like supply lines (if an enemy cuts off the line coming from a city you lose that money it was producing until you can rectify the problem) and where your units come under support fire as they approach enemy lines to attack (in other words, your tanks will be hit from artillery that may be positioned behind the infantry you're rolling up to attack BEFORE they get the chance to fire at close range).  Day, night, and weather effects are also present.  Perhaps the least impressive feature is the 3D battle animations, which are presented in a way very similar to Iron Storm's but are clearly well below the quality of most other game models on the PS3; but again, this series has always put a premium on gameplay over graphics, I can't stress this enough (plus on every version I've played you can turn the animations off to speed up gameplay if you wish).  And if the delay until Fall 2011 "to improve overall quality" involves addressing the currently weak battle cinematics, the game definitely will earn its "Perfect" monicker, folks.

Don't worry about being overwhelmed by the sheer depth of DSP HD; the Tutorial mode will ease you into things until you are more than able to hold your own against veteran Daisenryaku players.

ABOVE: A zoomed-in view of a coastal map area with standard hexes.  BELOW:  The same area with the Topographical appearance turned on.

CUSTOMIZATION:  The screens below show the immense depth of the customization tools available to the player.  This is a game built to last a VERY long time before it stops offering something new.

ABOVE: Here are the Rules Customization screens.  As you can see, a match can be tailored to suit a player's or group's exact preferences.  The "ZOC" in the upper-right screen stands for "Zone Of Control", which can be turned on or off.  When on, it allows a unit to block or slow the progress of any enemy units trying to get by it on an adjacent hex (especially on the ground, but helicopters with AGMs can use ZOC against tanks and other ground forces; be creative!).

ABOVE: A screen from the Map Editor, where the player is using the Space Fantasy Theme to "paint" their map hexes from the selections on the palette.  Making a map is easy and an experienced user can generate some truly awesome, balanced maps for any number of players.

ABOVE:  Here is a screen from the Weapon Editor, showing the stats for the F2 fighter.  The individual strengths and weaknesses of the unit can be tweaked to produce a huge number of customizations.  Want to create a flying tank to devastate your foes?  You can.  Want to ratchet back the stats of an "overpowered" unit?  You can do that as well; not many game developers will ever let you do that with their baby, and this is the first time I think it's EVER happened on consoles.

ABOVE: The Production Type (Nation) Editor.  22 different countries not enough, or is there a particular country you'd like to see added (real or fictional)?  Now you can do it, again for the first time in the series' console history.  The first column appears to indicate the overall number of units available in the factions listed, while the other columns indicate how many of each unit type (planes, tanks, helicopters, ships, etc).  I'm not 100 percent certain about this version but if it's the same as in Daisenryaku Perfect 3.0 for the Japanese PC, the columns stand for, from left to right: Very High Air (where ICBMs and certain spy planes only can go), High Air (the realm of fighter aircraft and other planes), Low Air (helicopters), Ground (everything from infantry to tanks and recon vehicles, etc.), Surf (meaning the wavetops where ships travel), and lastly Deep Sea (where only submarines can go).  The 11 production types visible on this part of the menu, in case you're curious, are, in order: Japan, USA, Russia, Great Britain, Germany, Italy, Spain, France. China, Australia, and Saudi Arabia.   I believe the final column on the right signifies the combined total costs for one of every unit available to that faction; as you can easily see, the US and Russia have by far the most expensive toys as well as a lot more of them than many other factions (but the US is truly in a league of its own where having to manage unit costs is concerned).  

ABOVE: The Terrain Editor.  Here you can change the unit movement effects of the various terrain types to fit your play style.  Want your tanks to go through forests easily?  Done!

ABOVE: At least four different factions (Blue, Red, Green, and Yellow) can be seen in this screenshot.  Please note that this is very likely only a percentage of the entire map, and the numbers of units participating can indeed become massive.

ABOVE:  Knowing your Map basics is crucial to quickly navigating the rest of the game.  The Sun symbol shown in the middle of the screen under Blue Army's turn apparently describes the current weather/time of day for the round.  You'll also notice that there is snowy terrain toward the southern end of the map.  The little cylindrical buildings appear to be bunkers, and on the small island in the southeast is either an airport or an Air Base (the former can only refuel planes and repair damaged subunits, while the latter can field new squadrons).  The two facilities in the north-center of the map which have chimneys are factories, and produce funds and/or material toward your war effort.  The top-left facility is a city of some sort (Daisenryaku Perfect 3.0 for the Japanese PC features three types of cities which yield various levels of funds: Metropolis, City, and Town).

As I gather more information over time regarding DSP HD I will make additions to this main FAQ post.  I will try to categorize the various features into their own separate posts by topic below.  Please post on the Main thread with any further questions or suggestions!


DAISENRYAKU PERFECT HD Suggestion Thread and Information Page:

Come by and visit and add your voice of support to bring this awesome strategy title to North America!!!
Message 1 of 49 (4,205 Views)
Lombax Warrior
Registered: 02/11/2010
195 posts


May 29, 2011

Wow! you're a diamond mine of information for Daisenryaku my friend. I'll want to read myself though this over the holiday.


Message 2 of 49 (4,205 Views)
Registered: 01/12/2009
633 posts


May 30, 2011


Hey everyone, I thought I'd post a special surprise for today about the possibilities for making custom unit types in the Daisenryaku Perfect series.  Jack Power sent me several customs he did (apparently he illustrated and transferred the images himself via PhotoShop; he truly is a man of many talents) in DSP 3.0 for Japanese Windows while he was helping me learn the game.  Some if not most of them are inspired by or lifted from (though to my knowledge he had to do the drawing himself) other sources, including the Ace Combat series, which he is a big fan of.  And none of them are part of any actual production types; he did them just for fun and to show what could be done with the Editor tools.  While we don't yet know whether the unit editor in DSP HD will have the same level of image manipulation and customization, I wouldn't put it past the folks at SystemSoft Alpha to truly make it something that many of us may spend A LOT OF TIME in when/if we get an English version.

For now though, here are Jack's custom units.  Let me know what you think of them and what it bodes for DSP HD!

Screenshot Template

The Arkbird would be one SCARY bomber to have to face.  With a 10 hex anti-air range and a ridiculous 75 hex attack against ground units and facilities, PLUS the ability to actually carry a squadron of VTOL fighter escorts, it practically SCREAMS "seriously unbalanced".

One look at the Chi-Lung and many of you, like me, will instantly be reminded of the Marmota from the great Sega SRPG Valkyria Chronicles.  I confess I actually thought it was a carrier at first (which it a way) until I looked at the unit type icon and realized that it travels across land.

Not all of your custom units need to be mobile, as the Excalibur shows.  It's an anti-air beast!

The Hresvelgr is one HUGE and powerful bomber.

Another fixed facility/unit, the SBX is a sea-based platform and appears to have GREAT line-of sight detection stats as well as the ability to resupply other units.  It can also station a unit of infantry.

The Scinfaxi is a very cool-looking submarine with amazing versatility (when was the last time you saw a sub with that kind of effectiveness against aircraft?).

Well, that wraps up this mini-feature on Custom Unit Ideas.  What do the rest of you think?  Could you see yourselves having fun with such unit creation tools?  Would you prefer to integrate such units into real-life existing forces and production types or keep the completely separate for balance's sake?

Anyway, I hope you liked it!


DAISENRYAKU PERFECT HD Suggestion Thread and Information Page:

Come by and visit and add your voice of support to bring this awesome strategy title to North America!!!
Message 3 of 49 (4,205 Views)
Registered: 01/12/2009
633 posts


May 30, 2011


Last Updated: May 30, 2011

I think it's fitting that I should post the first feature of unit types expected or hoped to be included in Daisenryaku Perfect HD, the one on the units of the United States of America, on Memorial Day.

The USA is hands-down the most powerful production type in the modern-era iterations of the Daisenryaku series.  Their combination of range, stealth capability, and overall battlefield technology is unparalled anywhere in the world.  While some may question the political or economic motivations of our conflicts at different times over America's history, it is without question that the men and women who've served our nation have, time and again, shown a special level of humanity, selflessness, and sacrifice on behalf of so many others as well as our own citizens.  We should never forget that nor cease to be immensely proud of our soldiers, air men, sailors, Marines, and other military members nor the nation that they continue to serve.  It takes something special to be willing to put your life on the line for other people's freedoms (even those of people who may take your idea of freedom and spit on it), for ideals that you see as being bigger and more important than just you as an individual.  My sincere thanks and gratitude goes out to everyone who's served in our nation's military.  Were it not for you, the world would be a much darker place.

So, on to the first Unit Types of the World feature: the United States of America!

Time to get acquainted (or re-acquainted as A LOT HAS CHANGED for some of these!!!) with the unit types we'll likely be playing with and against in Daisenryaku Perfect HD when/if it's localized.  I'm going to highlight several units each day from one nation at a time; the reason I am choosing particular nations and units is because I feel they'll be the most likely to be included in DSP HD as well.  Since many of the things in DSP 3.0 for Japanese PC (like the Rule Customization Sets) appear to be lifted directly to the other "Perfect" titles, I figure that many if not all of these same values will also be in DSP HD.

Another thing I'll be doing (as you can see above) is periodically adding new unit types to each nation's feature.  I'll post the date of the most recent post at the top of each nation's feature so it'll be easy to spot and keep track of.  Keep checking back because the unit types I've so far covered for each country likely won't be the last!

These screen captures are taken from my copy of Daisenryaku Perfect 3.0 for Japanese Windows PC with Jack Power's English patches installed.  There is still quite a bit of kanji in the menus, so I have provided a template featuring Combat Engineers at the top for your reference to compare against.  The yellowish blocks on the middle-left below the unit pictures show what the unit IS CAPABLE of doing, and the rest of the screen shows all pertinent information (weapons, ammunition, range, effectiveness against Strato, High Air, Low Air, Ground, Surf, and Deep Sea, unit cost, whether it does Megahex damage, and pretty much everything else) right at your fingertips as compared to prior games in the series which forced you to navigate extra screens for more information.  Below that I placed a Load Icon translation tool so you could see what certain units are capable of carrying.

I'll do my best to sub-divide the units according to type, with planes at the top, then helicopters, then ground units, the ships, and finally submarines.

If any of you wish to have a specific unit highlighted in a future installment, please post below and let me know.  Hopefully this feature will give you all a leg up on your friends and competitors if we manage to get DSP HD released here.

Anyway, without further ado, here are some of the prominent units from the good old US of A!


Here is the Template with English words next to the kanji so you can understand what each value stands for.



Meet the deadliest air superiority fighter in the game.  Very hard to detect and get line of sight on due to its awesome stealth rating, the Raptor also has a 9-hex ranged attack against other aircraft with its AIM-120D AMRAAMs.  You have to see it to shoot it, and by then it will have most likely already shot you!


The A-10 Thunderbolt, affectionately nicknamed "the Warthog".  It may not be pretty to look at, but with a titanium "bathtub" surrounding the cockpit and the ability to take extensive structural punishment without going down, it is a flying tank and perhaps the best anti-ground fighter-bomber in the game.


No, the numbers you're seeing do not lie; that AGM-129 ACM really does have a 75-hex range against facilities and ground targets.  This makes the Spirit a devastating weapon you can use from the safety of your own area (and at a steep $30,000 cost, you'll be inclined to).

Gotta love the Spooky.  Death from above, indeed.

The Spirit is the cream of the US bomber crop,but don't overlook the value of the Lancer.  At $6,000 compared to the $30,000 asking price of the Spirit, you get an anti-ground cruise missile with 50-hex range.  Not half bad!

Unmanned aircraft like the Predator make their Daisenryaku debut.

Unlike DS VII where they're rendered practically useless, don't underestimate the value and importance of having a good "eye in the sky" patrolling your borders.  These planes can spot not only aircraft at a very long range but even ships depending on their capability.

The A-12 Avenger II is one strange-looking bird.  It also has a 20-hex missile attack against naval vessels with the right pack equipped.

The YF-23 Black Widow II has very similar stealth ratings to the Raptor along with a 7-hex anti-air attack.

You may have unlocked the FB-22 fighter-bomber (a conceptual version of the F-22 Raptor) by playing the Campaign Mode in Dai Senryaku VII for either XBox or the PlayStation 2.  If so, its huge anti-ground missile range probably made it a quick favorite despite its steep price tag.  You'll notice here, however, that some weapons and values have drastically changed.  Still a very nice aircraft, though.

Yes, the SR-71 Blackbird is retired, which makes it far from a concept or prototype.  But hey, it's selectable in DSP 3.0 and just may be in DSP HD as well, and still is pretty much the fastest thing in the sky to this day.  Made for straight recon, it has no offensive capabilities.

A fighter that's superior to the vaunted Raptor?  Feast your eyes on the YF-25 Wyvern, which at any rate looks like it could give the F-22 a serious run for its money.

The XB-70 Valkyrie is another strange-looking aircraft.  It carries facility-destroying bombs.

The YAL-1 is designed specifically to intercept incoming ICBMs with its airborne laser.

The Apache Longbow is lethal against tanks and other ground vehicles.

The RAH-66 Comanche is a sleek, stealthy copter that can kill both land and air targets.

Want to move two sets of infantry to the front fast?  Take an Osprey, which has some of the best movement of any transport in the game.

The M1A2 Abrams will be a staple of your front line forces.  With uranium-depleted Chobham armor and a 120mm gun, it's one of the finest tanks in the world.

A new MBT (Main Battle Tank) that appears in DSP 3.0 is the FCS MCS.  Based on my gameplay time with it it appears its survivability and ability to inflict damage is at least on par with the Abrams.

The Paladin will be a workhorse as well for your forces near the front lines.  It can drop artillery rounds from behind your tanks and other ground forces against enemy troops and positions.

The FCS-NLOS-C is a mobile artillery unit that's superior in range to the old standby, the Paladin.

TWO mobile artillery pices that are better than the Paladin?  According to the numbers, yes they are.  This is the Crusader.

Ahh, the ATACMS.  My friends HATE this thing in DS VII due to its ridiculous combination of range and multi-hex capability.  But as you'll soon learn when playing DSP HD, it's no longer the only unit around with those capabilities (in fact some units dwarf its range!).

Pesky enemy aircraft got your front line troops pinned down?  Sic the M6 Linebacker on 'em.  It's a great mobile alternative to the fixed air defense systems like the Patriot and THAAD.

Yes, my friends, that is a tactical laser weapon.  Don't you just love new toys?

The Patriot is what any self-respecting player playing as a NATO country will swiftly employ to neutralize those pesky bombers and capture copters in DS VII.  But once again, in DSP HD, practically EVERYBODY will have intercept, so the balance for a player using say, Russia or China, will be greatly helped.

Meet the Patriot's big brother, the THAAD.  Yes, that's a 20-hex air-intercept range.  And appropriately, it costs over twice as much as the Patriot.

Now we move into ballistic missiles, which are another game-changer.  As you can see, these missiles not only affect ground targets, but any low-flying aircraft nearby as well.  Nasty stuff and a HUGE reason to have a "gentleman's agreement" not to use them until probably the 3rd or 4th round so everyone has time to get some countermeasures up.

The Minuteman is even more powerful and long-ranged than the Peacekeeper.

Introducing another unit type for your viewing pleasure: the hovercraft.  Able to travel swiftly over land or water, the LCAC can also carry vehicles and troops.  Nice!

The Iowa Class battleship may look old-school, but it has some serious teeth that pack a huge wallop!

The Ticonderoga is a staple class of cruiser for the US, and is one of the most versatile ships in their arsenal.  With AEGIS air-intercept capability and deadly RGM-84D Harpoon anti-ship missiles as well as a stealth rating that actually makes it pretty hard to hit, it's sure to become a favorite.

The Arleigh Burke Flight II is a very versatile ship that's AEGIS-equipped and, as you can see, is absolutely lethal against submarines with its VL-ASROC.

"Game breaking" is a term I must have heard my friend Ben utter a hundred times one night when we played a naval map where I employed a couple of CGX next-generation battleships against his Chinese forces.  Before long he couldn't even take off aircraft from his own island due to this ship's INSANE anti-air range (yes, that's 50 hexes!!!).  Add to that huge damage against ships and a hard-to-hit stealthy profile, and you have a nightmare for opposing players to counter.

The Virginia Class is another new vessel that's armed to the teeth (and don't worry, the Virginia-class submarine many of you remember from DS VII is in there as well!).

Yes, I know the Zumwalt is also in DS VII, which makes it almost certain to be included in DSP HD.  That's not such big news.  What is big news, however, is the RAILGUN on the Zumwalt Refit.  Commence drooling!

The Gerald R. Ford supercarrier.  Don't worry, the Nimitz you know and love from DS VII is in there as well, but this beast dwarfs even its large carrying capacity.

The Ohio Class nuclear submarine.  See that 20-hex anti-ground cruise missile attack?  Yeah, you'll need to have ships and sub-hunters deployed at all times on naval maps to keep an eye out for these types of submarines, or else you could find yourself hurting really badly, really fast.  The one saving grace to protect against those unscrupulous individuals who are already thinking "I'm gonna spam nukes EVERY turn, ha ha haaa" is the fact that after firing the subs must take a few turns to fuel/ready the next missile.

That wraps up the units of the USA for now, but be sure to check back often for further updates to this feature as well as tose of the other nations!


DAISENRYAKU PERFECT HD Suggestion Thread and Information Page:

Come by and visit and add your voice of support to bring this awesome strategy title to North America!!!
Message 4 of 49 (4,205 Views)
Registered: 10/08/2010
767 posts


May 30, 2011

Lovin' the new FAQ and Information page!! It's packed full of win hehe!

Let me know if you need any help cleaning up the other thread ^_^

- Retro

Message 5 of 49 (4,205 Views)
Registered: 01/12/2009
633 posts


May 30, 2011



I took the time to examine the Rules Editor screenshot (the one with the four screens) very closely and compared them against the Rules Editor in DSP 3.0...and they are a one-to-one MATCH!!!  What this means is that PS3 and XBox 360 owners will be getting the exact same Rules customization tools that up until now have only been done on the PC.  Since I know many of you are chomping at the bit to get these kinds of details, I'll get right to the good stuff, translating each screen line-by-line.

RULE TYPE                                                                OPTIONS                                               

SCREEN 1 (The Camp Screen):

Camp Intel                                                                Private or Public

Production                                                                Off or On

Distance From Capital/HQ                                         8 Hexes or Unlimited (This means that unlike in DS VII where you could only field new units close to your capital, now you'll be able to field new units anywhere you may have a base (including a captured base) on the map.  That option will obviously help to speed large-scale matches along!

Market Price                                                             Off or On Many of you will LOVE this feature; if Market Price is turned on, then when you buy weapons (ANY kind of weapon) the price to build new units will go up across the board during the next round.  Ships that normally cost $20,000 credits (in DSP 3.0 as an example) can go well over 200 percent higher in price unless you refrain from building (yes, you build an infantry unit, your ships go up in price); in other words, to over $40,000 credits.  On the flip side, if you are able to wait multiple turns without building anything new while just using your existing units, the Market Price will go back down to where you pay as little as 75 percent of the Market Value (in other words, those same ships will then cost only $15,000).  What this means is that players are rewarded for using their existing units wisely and exercising restraint when buying, and it also means that a player whose capital is in danger can't just indefinitely hold out by simply punching out high-end units to protect themselves every turn (if you've ever played a multiplayer match in DS VII where this goes on (and on and on) you'll know why this Rule could be a VERY good thing to speed things along.

Production Countdown                                             Off or On  When you order units to be built when Production Countdown is turned on, instead of the whole 10 planes (for instance) instantly being built you may only, say, get three subunits per round until the squadron is complete.  This definitely won't be for everyone as it WILL slow gameplay down, but the potential tradeoff is that players will be forced to be much more choosey about what to build.

First Turn Production                                                Off or On

Production Limit                                                       Off or On  What having a Production Limit does (it goes by a preset number that you enter before play) is limit the number of new units a player can build in a given turn; it is NOT a limit on total number of units (those can go as high as 999 in DSP 3.0, though such an astronomical figure is impractical for almost any match).  For instance, if you enter 25 as the Production Limit and you have 5 bases with 30 build/garrison slots, then five slots will be left unused for that turn.

Garrison                                                                    Off or On I haven't yet figured out all the nuances of what garrisoning your units does (though I do know that certain facilities will repair or replace subunits as well as refuel them), the typical base can hold (garrison) up to 6 units in DSP 3.0.  Your capital can also hold the same number.

Production on Adjacent Hex                                     Off or On Those of you who've played DS VII and built units in the empty hexes surrounding your capital know what this means.

Load/Deploy At Holdings                                          Off/On

Missile Phase                                                            Off/On Decides whether your ballistic missiles must take a certain number of rounds (phases) to cross a given portion of the map on the way to their target, or if you just click fire and things instantly go "Boom".

Supplying Uses Funds                                               Off/On

Supply Lines                                                             Off/On

Occupation Endurance                                              Off/On If this is turned off your infantry will instantly capture a facility of any type and size; if it's turned on, it will take a varying number of turns depending on those variables (and all the while you have to worry about your opponents trying to stop the occupation/capture if they're close by).

Holding Destruction                                                   Off/On Determines whether your facilities are destructible or not (and if not, then ballistics are GREATLY devalued in their usefulness).

Capital Destruction                                                    Off/On Self-explanatory.

Ownership of Razed Holdings                                   As Is or Neutral  If on and, say, your naval base is destroyed by a missile or bombardment, then not only must you use an Engineers team, Construction Corps, or Special Forces unit to rebuild it; you must also reclaim it as it defaults to being a neutral facility when built.  If left off, you still own the facility (even if it's a heaping pile of rubble, it's still YOUR heaping pile of rubble).

Holding Fortification                                                 Off/On I'm not yet certain on this feature but I think it allows for your Engineers and Construction Corps to actually increase the defense values of your facilities.

Defeated Faction's Holdings                                     Annexed or Neutral  If Annexed, this will play identical to DS VII when you capture an enemy capital; all of their facilities change to your color and you gain the use of them.  If left Neutral, however, then you own the capital but everything else is left as a neutral site that's up for grabs by anyone still playing!

Random Phase Order                                               Off/On Boy, this one will mess up the best-laid plans in a hurry!  I played  a trial game against 7 other AI nations in DSP 3.0 and found that this COMPLETELY RANDOMIZES the order of player turns, EVERY SINGLE ROUND.  You might go twice in a row by going last and then first, or end up having to wait what seems like an eternity if you happen to go first and then last (and with all of the other players getting to move twice before you do, that can put you in a bad situation VERY fast).

Continue Phase Order                                              Off/On This is a "sub-rule" of sorts tied to the one above; I haven't tried it yet but I think when they're both turned on the first round has a randomized turn order, and then the subsequent rounds continue with that same order.  This would eliminate the need to roll that dice (or however your group decides) for turn order, in theory.

Supply Phase                                                           Off/On Determines if the computer automatically resupplies your units for you or if you do it manually (for expediency's sake, I think this one's a no-brainer).

SCREEN 2 (Units Screen):

Unit Stacking                                                            Off/On Lets you place planes, helicopters, and ground units directly over/under each other on the same hex if turned on.  If left off, the game will play like older versions of the Daisenryaku series where only one unit could occupy a hex, period.

Zone of Control                                                         Off/On I# explained this one in the main post, but if turned on this allows for your units to stop or slow the movement of any enemy units which are attempting to move around them.  This especially applies to ground units of all types, but helicopters can also use ZOC against ground units.

Usable Weapon for Zone of Control                         Needed or Not Needed Determines whether your units must have ammunition for a weapon capable of attacking a given enemy unit that's trying to bypass it.

Detection                                                                   Off/On  Mostly this simply means line of sight/fog of war when you're viewing the map during your turn, but it also means whether the default settings for each unit are applicable as far as its detection range.

Detection By Altitude                                                 Off/On Turning this on more realistically affects which units can see, for instance, a high-flying unit such as a spy plane.

Concealment                                                             Off/On Lets you hide your infantry and other ground units in ambush among terrain such as forests and thickets.  A potential game-changer!

Loading Restrictions                                                  Off/On Determines whether you must comply with a transport's load type restrictions or not when transporting other units.

Unit Replacement                                                      Off/On

Unit Repair                                                                Off/On

Fatigue                                                                      Off/On For seriously hardcore simulation buffs only!

Experience Gain                                                        Off/On

Minimum Fuel Consumption                                      1/2 or 1/4

Merge Units                                                                Off/On Allows you to merge the subunits of two damaged units of the same type together into a new unit.  This will affect things like Experience, Ammunition, and other things, so be mindful of that.

Disperse Units                                                             Off/On Allows you to break up the subunits of a unit into smaller fragments; about the only use for it that I can readily think of is when you're really desperate to keep ZOC and you're running low on units to block your opponent's advance.

High-Speed Movement                                                Off/On Works the same as in DS VII, your "normal" movement range will be shown by a field of neutrally-colored hexes (I think they are green in DS VII if I recall correctly) while outside of that are bright-colored (Red in DS VII) hexes showing how far the unit can go if pushed to the limit.  This can save your bacon if you need to double-time to a position, but beware!  For each hex that you push your unit into the red, you consume twice the fuel, and this can be especially deadly to aircraft (which, if they run out of fuel, simply crash.  Can I get a witness?).

SCREEN 3 (Attacking Rules):

Interception                                                               Off/On Having this on allows for any units with the Intercept capability to automatically fire on any applicable incoming enemy units (for instance, your Patriots are great for stonewalling enemy aircraft and cruise missiles).  You don't have to do anything; the AI is simulating an automated defense system (AEGIS-equipped naval vessels are another example of intercept-capable units, and can be absolute DEATH to enemy planes and copters that an opposing player moves in without knowing they're there).

Critical Hits                                                                Off/On  Can give your unit a random chance of scoring devastating damage when attacking.

Misfires                                                                      Off/On Self-explanatory, but these can be maddening if they happen to you at a crucial juncture during a match.

Friendly Fire                                                              Off/On Used to unleashing your multi-hex-attacking ATACMS or Smerches against your opponents who are attempting to breach your front lines with no threat to your own units who are mixed in with them?  Time to man up and play like you're in the REAL world, where there are consequences!  This was one shortcoming of DS VII that I'm very glad to see addressed.

Encirclement Bonus                                                   Off/On

Preemptive Attack                                                      Off/On  You know that enemy Raptor that you used to be able to just fly up to and shoot before having to endure its counter-attack?  With Preemptive Attack turned on, that Raptor and its 9-hex-range missiles will give you a nice, warm, incendiary greeting as you approach (its air-to-air missiles have the longest range in the game, so any enemy fighter must move to within its own maximum firing range to attack).  No longer having "the drop" on certain units as you move yours in for the attack will forever change the way you look at turn-based strategy.

Blind Fire                                                                    Off/On This feature allows you to shoot blindly at hexes outside your line of sight.  "I shoot my Iowa class' main guns into the air, where they'll land I know not where...but woe to any poor schmuck who happens to be standing there!"

SCREEN 4 (Alliances):

Allied Base Production                                               Off/On#

Allied base (Sub-unit) Replacement##################                           Off/On

Allied Base Repair                                                      Off/On The difference between this rule and the one above is that your individual damaged sub-units are repaired; the Replacement would enable the replacement of entire destroyed sub-units.

Allied Base Rearm                                                       Off/On

Attack/Occupy Allies                                                    Off/On I know this one will bring a sly grin to some of your faces!

Whew, that's A LOT of rules to list there, folks!  As you can see, the Rules Editor has more depth than we've ever seen before, and if it's in any way indicative of what the other customization tools hold, I may NEVER take this game out of my PlayStation 3 if we get it here!

Commence drooling, everyone!



I'll do my best to answer your questions regarding the Special Traits (the section of the Unit Screen below the picture where some of the blocks are highlighted in yellow).  Some of them I too haven't had enough experience with DSP 3.0 to fully learn yet, however.


First Row:  Night Vision speaks for itself.  The Perfect series does simulate time of day, so certain units are equipped with night vision.

                  Intercept means whether a unit can make a preemptive attack on an enemy unit that enters its range of fire.  AEGIS-equipped ships and ground-to-air missile systems like the Patriot can intercept incoming aircraft and missiles.  Certain fighter planes can also intercept other aircraft.

                  Supply means whether a unit is capable of resupplying other units.

                  Lay Road is a very specialized skill that I think (don't quote me on this) is limited strictly to Construction Corps.

Second Row:  Stealth Lv. most likely means whether the unit is equipped with stealth technology to impede enemy detection and targeting.

                       ECM Lv. means whether the unit can employ Electronic Counter Measures to scramble enemy radar and disable other equipment.

                       Capture means this unit can capture facilities.

                       De-mine L means this unit can detect and remove mines from the Land (as this group of Combat Engineers can).

Third Row:  Hide Lv. means a unit's ability to conceal itself in woods or other environments for ambush.  Being a type of infantry, it's doable for Combat Engineers, as you can see.

                   Jamming means the unit can impede radio communication and radar (somewhat similar in effect to ECM but much less damaging to equipment).

                   Rebuild means the unit can repair damaged facilities and bridges (as these Combat Engineers specialize in doing).

                   Demine S means (at least I BELIEVE it does) a ship or other unit capable of removing mines from the water, or Sea.

Fourth Row:  Sub Lv. is hard to say exactly; but it probably means the ability of a unit, such as a submarine, to Submerge.

                  Ranged simply means whether the unit can make a ranged (non-adjacent) attack.

                  Raze means the unit can destroy a facility or holding completely.

                  Resupply L means resupplying Land units.

Fifth Row:  Armor (Soft) is another thing that's hard to interpret.  Could be that "soft" in this case means infantry or non-vehicular types of armor, like body armor.  But I admit that's a stretch, just my best guess.

                 Self Destruct is a new concept to Daisenryaku, but one our world has unfortunately come to know all too well via the suicide attacks of Al Queda and other terrorist factions.  There are indeed units in the game such as suicide trucks for certain Middle Eastern nations, which will drive into your forces and self-detonate to take as many with them as possible.

                 Fortify means the unit can fortify its position or even build a Temporary Base.

                 Resupply A probably means Resupplying aircraft.

Sixth Row:  Transport means whether this unit can transport others.

                   Transform most likely refers to specialized units like ICBMs, which start out on trucks but have to be deployed in launch tubes set into the ground.

                   Lay Bridge refers to specialized units like bridge layers.

                  Resupply S means Resupply Sea units (at least I'm fairly sure it does).

Seventh Row:  Lander could mean a naval landing craft like an assault ship; I'm not sure.

                        Airborne may mean the unit is designed specifically as an aerial transport.

                        Build could be the unit's ability to literally make new facilities, or maybe even its ability to function as a small base of operations.  Again, I'm just guessing.

I know I couldn't definitively explain everything here, but I did my level best.  Hopefully as we learn more I'll be able to define things more clearly.  Hope it's enough to help!


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Message 6 of 49 (4,205 Views)
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Not all that long ago Russia was "the Evil Empire" in the eyes of many people in the US; the Cold War between the two superpowers lasted for decades, and the genuine fear of mutual nuclear annihilation carried over into everything from social and political policies to a heavy influence on popular culture such as movies and television.  From super-spies to Rambo, from the sobering television movie "The Day After" to "Red Dawn", the Russians made for popular villains because so much of their society was closed off from us; I confess that growing up I had this "Ivan Drago", brainwashed-to-hate-America image in my head due to all of the things we were inundated with in our entertainment.  The very term "Iron Curtain" reeked of something sinister and malicious in its intent toward freedom.

Of course during the late 1980s and early 1990s the term "Glasnost" ushered in a wave of political change across the former nations of the Warsaw Pact, including Russia.  The Berlin Wall came down as onlookers cheered.  As time passed and more free journalism finally began to be allowed inside the former Soviet Union, much was revealed about a culture most Westerners had only had fleeting glimpses of.  Indeed it had been an oppressed and very poor society in so many ways; the waiting period just to get a TINY car for your family (which had to be fueled by opening its trunk) was often several years.  While capitalism and increased personal liberties have now spread across the country to varying degrees, the old wounds and tension between various factions within a country whose borders are so enormous has made the transition very difficult at times.

One aspect that has come to light over that period has been the actual military capabilities of the former Soviet Union.  While they could absolutely have destroyed us a bunch of times over as well had things come down to a nuclear confrontation, it's been found that the number of US nuclear weapons FAR exceeded anything the Soviets ever had.  The disparity in the level of military technology also became apparent, especially as US and NATO units were tested against Russian-made tanks, planes, and other weapons during the two wars in Iraq.  None of the current Russian tanks have anything close to the armor protection and targeting capability of NATO tanks, and their fighters, while some of them are certainly very nice, are still far behind current US and allied aircraft.  The sinking of the Russian submarine Kursk several years ago and further information gathered since then signaled yet another reality; that the United States was by far the most powerful naval presence in the world.

But as we've sadly learned from events since then, you never truly run out of enemies.  The names and the motivations of the villains of international terrorism we're facing now frankly make me long for the "good old days" of the Cold War.

Even so, I wouldn't go nearly so far as to say that Russia is "our friends" now; they are still a formidable military presence and still in the throes of upheavals within their borders that may yet once again result in them becoming adversaries.  And many of their smaller (handheld) nuclear devices have apparently been confirmed as missing...perhaps sold to members of Al-Queda or other organizations with intent to use them against people of the Western world.  All of us must be ever vigilant in this changing world; a lot of it sure ISN'T changing for the better.

Okay, history lesson's over.  On to the Units of Russia!  They're still powerful and since they have Intercept and ballistic missile capability in DSP HD, they'll certainly be able to hold their own in a match.  Russia will be a super alternative if you want some of the versatility of the US units with the added challenge of less overall range.  At any rate, you can re-live some of those Cold War scenarios or make a new hot one set in the modern/near-future era!

Screenshot Template

The Su-35 Super Flanker is the Russians' top frontline fighter.  Its AA-13 Arrow missiles actually out-range the Raptor's by 4 hexes; the problem is SEEING the Raptor to be able to take an effective shot.

The Fullback is a verstaile plane made for a variety of missions.  Its AS-17 Krypton anti-ship missiles can strike from 10 hexes away.

The MiG-29K Fulcrum is perhaps the closest current Russian fighter to its stealthy NATO counterparts in overall design.  It's a nice aircraft.

The Berkut is a sleek new fighter with an anti-air range roughly equivalent to the F-22 Raptor's.

The name "Terminator" is appropriate for this stealthy (only 2 values below the Raptor), very versatile fighter.  It has a 9 hex anti-air missile attack, and can also be fitted with a 10 hex anti-surface missile for use against ground targets and ships.  Having played both with and against it in DSP 3.0, I can say I believe it would be a fast favorite for players who use Russia should it be included on the roster.

Fairly stealthy and able to carry lots of powerful anti-air weaponry, the Flatpack is another Russian fighter jet to look out for.

Boy, these new Russian planes just keep coming, don't they?  The Su-50 PAK-FA is yet another deadly and highly versatile aerial weapons platform

The Frogfoot is a staple fighter-bomber for Russia and can be devastating against ground targets.  But beware those low fuel statistics or you'll crash and burn!

The Blackjack is the closest current thing the Russians have to the likes of the US Lancer and Spirit.  But one thing it can do that stands out is attack not only ground but also naval targets from 20 hexes away depending on the Pack you equip it with.

It wouldn't be a proper feature on Russian units without showing the venerable Hind.  Heavily armored for an assault copter, the Hind is deadly against ground targets.

Another old favorite from DS VII returns: the Russian Alligator.  Heavily armored like the Hind, it also has great line of sight for those essential recon missions ahead of your front lines.

The Russians do make some nice helicopters; you have to give them that much.  The Havoc is an anti-vehicle specialist that can also be fitted with anti-air weaponry.

While not nearly as well-armored as their NATO counterparts, Russian tanks like the T-80U do have one advantage: the AT-11 Sniper anti-tank missile which can fire from an extra hex away.  You might remember them as the "Refleks" from DS VII.

Made to counter the newer NATO tanks, the Chyornyh Oryol (I have trouble pronouncing the name, so I nicknamed it the "Oreo" ) still doesn't have the armor protection quality of the Abrams, Leopard, and Challenger, but it makes up for at least some of that by packing a powerful 140mm main gun.

I didn't know this before Jack Power informed me, but the Sprut SD is actually one of their 125mm cannons fitted onto the body of one of their standard BTR frames.  Whatever the case, it's an above average tank killer.

The MSTA is the Russian equivalent of the US Paladin.

The Pion fires big (203mm) shells and shoots them a hex farther than the MSTA, making it the Russian's deadliest mobile artillery piece.

The Smerch can fire at decent (6 hex) range and it does multi-hex damage.  Enough of these behind your front lines and you can wreak some serious havoc on opposing ground forces.

I told you that the USA's ATACMS would have serious competition in the Perfect series; here is the first example, the Iskander E.  With a 20 hex range against ground targets and megahex damage, you'll be trying to find it and kill it if you're a smart opposing player.

The Pioneer is a short to medium-range ground-to-ground missile that is especially powerful against ground and even low-air enemy forces and facilities.

The Russians' best mobile anti-air unit, the 9K330 Tor M1 is another returning favorite from DS VII.

The Tunguska is another effective Russian mobile anti-air unit.

Players who love to use Russia but hate the neutering lack of anti-air intercept in DS VII compared to your NATO-playing friends, your day has finally arrived.  The SPU-300MU2 outranges the NATO Patriot and now (correctly) has anti-air intercept.  You're welcome.

Meet the successor to the SPU-300 anti-air defense system, the S-400.  With up to 24 hex range anti-air firing capability combined with Intercept, all I can say is good luck flying safely over the territory of a player who's using them.

I would say the Scarab is a short-range cruise missile, and while that would be correct, it's still only a couple of hexes less than the ATACMS.  Not bad.

Here is the Russians' most powerful mobile ICBM: the Topol.  With 25 hex range and facility-destroying megahex damage, it's a dangerous weapon indeed.

I'm going to try highlighting some of the units each day that don't rack up kill counts but nonetheless comprise an essential part of a successful force.  Here we have the Construction Corps, which is common to pretty much every faction.  The Build function that I was having trouble figuring out last night for Desert_Archer is highlighted here, so apparently it can indeed build stuff.

The Zubr is the Russian hovercraft.  It's decently fast (up to 9 hexes per move) and can carry a nice amount of units for a smaller transport.

Traditionally the Daisenryaku games (like DS VII) have had generic names in their modern combat iterations; in DS VII every faction has "Special Forces" with nothing further to distinguish them.  They're referred to as Commandos in DSP 3.0, and aside from being deadly combat specialists they also can repair facilities and bridges (see above).  Jack Power took a step beyond what SystemSoft Alpha did on the DSP 3.0 disc and made the actual special forces for each nation with their appropriate weaponry.  The US had Marines, S.E.A.L.s, Green Berets, Rangers, Delta Force, and others.  Here you see the Spetsnaz, Russia's elite special forces.

The Admiral Ushakov you know and love from DS VII has been re-christened the Kirov, and brings some nasty new weapons along, like anti-air intercept and a 25 hex range against ships.

While the Kirov may get more press, don't overlook the Slava, which may be every bit as versatile and dangerous.

The Moskva is a new Russian warship that should impress gamers with its versatility.

The Kuznetsov is Russia's largest class of aircraft carrier.

If you wish to protect your expensive naval vessels from unwanted damage from mines, it'll be wise to have a few Minesweepers patrolling the waters.  Again, these are common to about all factions.

Russian nuclear submarines tend to be big and very dangerous, even at a distant range.  At 20 hexes away, the Delta IV can obliterate an enemy facility, instantly depriving the opposing player of funds or even the ability to make new units.  Yes folks, the game has changed and the stakes have gotten MUCH higher.

The "Russian Undersea Coffin" makes its triumphant return.  Levity aside, the deisel-powered Kilo is a bargain at $5,000 compared to its MUCH more expensive sister subs, and can do devastating damage if it gets close enough to enemy ships.

Meet the Oscar II, a submarine with 25-hex attacks against ships.  Now that's almost downright unfair.

Those Russians love them some BIG, expensive submarines, and none come bigger than this behemoth.  The Typhoon Class is the largest submarine in the world, has a 20 hex range against ground targets, and ties the USA's Gerald R Ford supercarrier for the title of "Most Expensive Unit In The Game".

Yes, here's another big Russian sub capable of firing from 20 hexes away.  And no, I didn't show all of them so far, not even close.  Those guys love submarines, I guess!

Well, that wraps up Russia.  What do you think of their units and how well they match up with their NATO counterparts?


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Message 7 of 49 (4,205 Views)
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Japan is a fascinating country that is a study in contrasts between the ancient and the cutting-edge modern.  My friend Jack Power told me that it's not uncommon to see Japanese women wearing traditional kimonos walking up the street while talking on their cell phones.  They are a leader in electronic and computer technology today, and throughout their history they have been a forward-thinking and industrious group of people.  When other nations and empires from the West first made contact and began trade with Japan, they often tended to underestimate their potential.  As they learned to their chagrin during World War II, Japan rose to become one of the most powerful military forces in the world at that time.

Japan and its culture were forever changed by World War II and the events shortly afterward; the dropping of the atomic bombs on the major cities of Hiroshima and Nagasaki left an indelible impression on them, and many of their films and popular culture were filled with allegories warning about the dangers of nuclear power; the most famous of those examples is an international icon that almost everyone immediately recognizes: Godzilla, a towering, radioactive fire-breathing monster borne from the detonation of a nuclear test.

Nonetheless, Japan's recovery was complete long before the recent tragic earthquake and tsunami that once again left so much of the country devastated (and with that, I'd like to say that the people of Japan and my friend Jack Power are in my prayers; I hope they are able to bounce back from all this as soon as possible).  Their cities, technology, and culture make Japan one of the most interesting places I personally believe one could visit.

Militarily, Japan is a defensive powerhouse, as exemplified in DS VII, but lacks somewhat in the ability to project power on the sea due to the imposed lack of carriers and capital ships by the US after World War II (Jack Power rectified some of this by including the Yamato refit and the Midway class in his update patches he sent me; they can be seen below).  Still, they have become one of our strongest and closest allies on the far side of the Pacific, not only militarily but also with regard to trade.

And without Japan, we'd be without many of the best videogames we've ever played since the industry began, and there would be no Daisenryaku series.  I think that certainly doesn't go unappreciated by this community!

So, without further ado, on to the Units of Japan.


Screen Capture Template

I watched Jack Power use the F-2 Viper Zero many times to great effect during our matches in DSP 3.0.  It's both an effective fighter and, along with standard bombs, can be equipped with an 18-hex attack missile for use against naval units.

There are many variants of the USA's F-15 Eagle throughout the world; this is the F-15J Eagle Kai.  The F-15 is a hardy plane capable of taking severe punishment as well as dishing it out.  Despite its increasing age it's still regarded as one of the top fighter aircraft in the world.

The F-35J Lightning II is another American import; it is a VTOL (Vertical Take-Off and Landing) jet fighter and is highly versatile.  Its mission parameters can range from killing enemy aircraft to use against ships.

The F-3 Shin-shin is one of Japan's newest and most advanced fighters.  It has high effectiveness against other aircraft and can be outfitted for bombing duties as well.

The E-767 is one of Japan's best "eyes in the sky".

The Black Hawk has become widespread in use not only be US forces but its allies around the world.  It can strafe and fire anti-ground missiles at infantry and tanks, respectively, and is capable of carrying small units such as infantry.

With all of those big long-ranged nuclear subs roaming around, it's wise to keep a few flights of sub-hunting helicopters in the air.  The HSS-2 is one of Japan's copters specifically designed for that purpose.

The Type 10 MBT is a solid tank for Japan's front line forces; it can hold its own against most other MBTs around the world.

The Type 90 MBT appears to have been lifted from the Abrams design (I'd have to check; it may actually be an Abrams variant).  It is a very nice, well-protected tank with good firepower.

The Type 99 SPA forms the backbone of Japan's mobile artillery.

IFVs were used in DS VII primarily for either reconnaisance or capturing facilities.  While they can still do recon if properly equipped, now they can carry infantry to do the capturing.

The MLRS is yet another common NATO/US ally export.  It has decent range and multi-hex damage while taking a turn less to set up and fire than the ATACMS and its equivalents; in other words, it can do in a pinch.

Recon motorcycles are but one type of unit you now have at your disposal for getting extra line of sight.

Here is a standard supply truck...

...and here is a Large Supply Truck.  Don't leave the base without some of these babies to keep your weapons and fuel fully supplied!

The Yamato refit suddenly gives Japan the sheer firepower to compete against the likes of the US Iowa Class and the Russian Kirov.

The 19DD is a new, fairly stealthy ship with great anti-air and anti-submarine attacks.

The Atago is a versatile ship against a wide variety of targets, as you can see.

A veteran of DS VII (and favorite of players who use Japan due to its Intercept capability) returns; like the Atago, it is versatile and can easily hold its own against most other naval vessels.

The Yukinami has 40 hex-range anti-ground cruise missiles to destroy facilities and ground targets, and carries 20 hex-range anti-air intercept-capable SM-2ER missiles to boot.  Yep, Japan has gotten MUCH more powerful.

The Hayabusa is one of many smaller naval vessels featured in the game.  Don't be fooled by its size, however; it has a 15 hex attack against other ships.

Another diminutive vessel, the PG-1 nevertheless also has a nasty 15 hex anti-ship attack.

The 22DDH gives Japan a versatile assault ship capable of transporting a lot of different units.

While smaller than the 22DDH, the Hyuga is also a capable transport that carries enough firepower (like anti-sub VL-ASROCs) to be able to defend itself.

Remember what I said a long time ago about Japan's lack of ability to project power over the sea?  Well, here is the last piece to rectifying that issue: the Midway Class carrier.

Like the Supply Trucks, Supply Ships are common (and vital) to every force in the game.

The Soryu is one of Japan's premier submarines.  Its 14 hex attack against ships makes it a deadly adversary hiding silently beneath the waves.

Well, that's another feature wrapped up.  How do you like Japan's forces?  Do they stack up well enough against the US and Russia to make some serious noise in a multiplayer match?


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Message 8 of 49 (4,205 Views)
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China is the world's most populous nation (last time I checked their population was nearing 1.4 billion), and they are one of the world's oldest cultures as well.  With the advent of Communism they became a significant military threat, and since then they've added nuclear capability as well.  But it is the recent rise in status to the top of the economic-influence food chain that may be most concerning to US interests; the Communists have been beating the capitalists at their own game by under-selling them with cheap labor and mass-production.

A player using China in DSP HD will find themselves at a sizable technological disadvantage against players using NATO and other Western countries.  A recent public reveal of a new stealth fighter (it's one of the "J" series below, but I've forgotten which one) revealed that their current level of stealth capability is roughly three or even four decades behind the US.

Despite that fact, such a player could very well still be capable of doing very well or even winning a match in DSP HD due to the simple fact that so many Chinese units are so doggone CHEAP.  Sure, you most often get what you pay for with regard to performance, but especially in a limited-funds match the Chinese are much more capable of replacing lost units and withstanding attrition than their often much more expensive US and NATO counterparts.  I've personally seen swarms of dirt-cheap Chinese Gazelle assault helicopters fly into my Patriot nets in DS VII during matches with my friends, sacrificing themselves to dry up the anti-air ammunition so the ones behind them could have a field day.  So no, DON'T EVER underestimate China in DSP HD; you'd be doing so at your peril.

So, on to the unit types of China!

Screenshot Template

The JH-7 Flounder is a primarily naval fighter and can be equipped with a nasty 12 hex attack against ships.

The J-11 Flanker is a capable air superiority fighter and can be equipped with 1,000 lb bombs.

With an evil-looking black paint job and nice weaponry against both air and ground targets, the Su-30MKK Flanker will likely be a huge favorite for players who use China.

The Badger shows just how far behind the US and Russia that China's bomber forces are technologically.  While it does have some decent values, it simply cannot compare to the sheer range of attack enjoyed by those two nations.  Still, these big planes come cheap and enough of them in the air could punch through and seriously ruin another player's day.

The KJ-2000 gives China a nice eye in the sky.

If you're playing against somebody who's using China, get used to seeing an awful lot of these cheap but effective anti-ground helicopters.  The Gazelle can be a real pain to counter simply because so many can be fielded so easily.

The WZ-10 is a pretty nice-looking copter that's clearly inspired by the Russian Hind's dual-cockpit configuration for the pilot and gunner.  It's primarily for use against ground targets.

A Chinese version of the Russian copter, the Helix is a highly effective submarine hunter.

Cheap but effective, the Type 96 MBT comprises a good deal of the backbone of China's front line ground forces.

The Type 99 MBT carries a nasty extra surprise: a 2 hex-range AT-11 Sniper anti-tank missile similar to the one employed on Russian tanks.

The Type 99 Scout has a good overall line of sight capability as well as decent survivability and firepower.

The Type 97 IFV can carry a unit of infantry and packs some good close-range firepower.

Like to use China but sick and tired of that neutering mobile artillery that can't move and shoot in DSVII (I'm looking at you, Neoprime666 )?  The Perfect series is doing a whole lot to address those incorrect and detrimental-to-game balance features; they're going the extra mile to make all of these units (and there are A LOT of them, as you can see!) perform as true to life as possible for a turn-based simulator.  I firmly believe when this game is released, that Daisenryaku Perfect HD, NOT Call of Duty, Battlefield, or any other "die and respawn" eye candy-fest, will be the TRUE most realistic military game, at least from a strategic realism sense, available on consoles.

SystemSoft Alpha didn't feel it was enough to give you just ONE Chinese mobile artillery piece that could move and shoot; oh no, they included TWO of them.  Why?  Because it's just how they roll.

The PGZ-95 is a nice mobile anti-air unit to include in your columns.

The S-300P is a Chinese derivative of the SPU series from Russia.  It has Intercept capability (again, you're welcome!), nice anti-air range and can protect both from enemy aircraft and ballistic missiles.

The HQ-2 can provide a lethal anti-air surprise for an enemy player flying too close to your lines.

The WM-80 gives China a nice megahex unit with 8 hex range.  Just remember not to fire too close to your own lines; unlike in DS VII, your own troops can incur damage from "friendly fire"!

Just when you thought your expensive naval units had enough new threats to worry about; the Silkworm is designed for use against enemy ships that happen to come prowling too close.

Yes, that's a land unit with a 10 hex attack against ships.  Nasty.  Guess China doesn't want anybody sneaking an assault ship or transport too close to their borders!

Ahh, now we come to China's big guns (or ballistic missiles, in this case).  The DF-5 features a 20 hex attack, and as you can see the resulting explosion can affect low-flying aircraft such as helicopters as well.  SystemSoft Alpha really worked overtime on things like this, and it shows.

The DF-11 has a 25 hex anti-ground attack that can devastate enemy ground forces and facilities.

NOW we're talking!  With a 75 hex attack against facilities and ground units, the DF-21 can literally reach targets far outside China's own territory.  Dangerous stuff!

With the same range as its earlier model, the DF-21D ups the ante somewhat with even higher effectiveness stats around the blast area.

The good old Truck has been and continues to be an inexpensive but valuable staple for getting footsoldiers from Point A to Point B faster.  It's common to all factions.

Air Defense Radar is new to the series, but is another unit type now common to pretty much everybody.  It gives significant extra line of sight if deployed on the edges of your territory.

Infantry are the standard basic soldier unit type.  Inexpensive but indispensible for capturing facilities and enemy Capitals, you ALWAYS will need plenty among your ground forces.

An infantry type limited to China and certain other nations is Militia.  They're fairly lightly armed but only half the price of regular Infantry.

A really nice, versatile vessel, the Guangzhou can strike at everything from air to land to sea, including submarines.

One of China's most powerful ships, the Hanzhou is fairly inexpensive compared to other nations' war vessels of its size class.

Smaller vessels like the Houxin can patrol tight waterways and are fairly effective against larger ships provided they can get in close enough.

The Lanzhou has a pretty sleek and modern-looking profile.  It also has good range against land targets, and can attack subs as well.

A returning veteran from DS VII, the Luhai follows China's formula of cheap but versatile naval vessels.

With some nice anti-air and anti-ship and anti-submarine stats, the Luzhou is yet another reason not to overlook the Chinese navy.

While not as big as its NATO counterparts, the Shi Lang nevertheless gives China a carrier, and hence the ability to project power across the sea.

Probably China's main assault ship, the Yuting has decent load-carrying capacity for those amphibious invasions.

The first of China's submarines we'll cover here is the Han.  Its purpose is pretty clear; it specializes in hunting ships and other submarines.

Carrying a payload of ballistic missiles with 16 hexes of range, the Jin should be a serious concern on any naval map where you're playing against China.

Now we're talking OLD SCHOOL.  The Romeo is a holdover from World War II-era submarines.  But you're still just as dead if it manages to get close enough!

The Shang is another effective ship and sub-hunter.

With a decently powerful single hex-range attack against ships and other submarines, this sub can be yours for a song at $3,000 (sorry, I just couldn't resist).

Last but absolutely not least is the Xia, which packs a scary 50 hex-range wallop for use against even faraway land targets.  Have fun hunting this thing down before it does some serious damage.

Well, that covers China (for now at least).  That was A LOT of work (Whew)!  Anyway, I welcome your comments and observations.  What do the rest of you think of China and how they stack up?


DAISENRYAKU PERFECT HD Suggestion Thread and Information Page:

Come by and visit and add your voice of support to bring this awesome strategy title to North America!!!
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Registered: 01/12/2009
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May 31, 2011

Thanks so much for the vote of support, RockinRetrobilly!  Hopefully all of this information will prove useful to everyone, especially when/if the game comes out here in the West.


DAISENRYAKU PERFECT HD Suggestion Thread and Information Page:

Come by and visit and add your voice of support to bring this awesome strategy title to North America!!!
Message 10 of 49 (4,205 Views)